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9% chance of finding. Undead Lore check: 1d100-40 vs. 44. Cultivation special 135.
Her shadow clone followed suit using its small body to clamber over the swampland to a vantage point to search the area for traps and by extension the hag. Of in the distance, it spotted what seemed to be the rotting remains of a deer, perhaps some form of bait for a nearby trap but at this distance, the clone was unable to know for sure. Thus, it made its way over to inspect the area for any sign of the hag.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
9% chance of finding. Undead Lore check: 1d100-40 vs. 44. Cultivation special 135.
The second shadow clone elected to use a similar tactic, it moved silently through the swamp using the wildness to hide its tracks and presence so that if it did find the hag it would catch her off guard. Of in the distance, there was a tree that had the bark chipped off exposing the unweathered wood beneath. A sign that something had passed by recently that had inflicted damage upon the tree, perhaps this was the work of a hag. The clone quickly searched the area to see if she was there.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
9% chance of finding. Undead Lore check: 1d100-40 vs. 44. Cultivation special 135.
Unfortunately, Yoko had proved unsuccessful once more in her search for the hag. The undead creature had again eluded her, however, she remained confident that there was at least one in this area. The reports had strongly indicated it after all, however, if it were true and there were no hags anymore then it was to everyone’s benefit. She decided to search the area one more time on the off chance that a creature was still there.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
9% chance of finding. Undead Lore check: 1d100-40 vs. 44. Cultivation special 135.
The second clone’s investigation of a tree was proving more fruitful, as although there was no hag directly in front of it there were still subtle traces that indicated that the creature was nearby. The damage on the tree was unlike any that could be caused by say a bear, instead, it was more reminiscent of a clawed humanoid hand. The clone pressed on with this knowledge in mind searching for tracks in the area that could lead it to the hag.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
9% chance of finding. Undead Lore check: 1d100-40 vs. 44. Cultivation special 135.
The first clone had also proved unsuccessful, the witch was not right next to the rotting corpse. However, this did not mean that the hag was not there. After all, the clone was hidden from sight so the hag had no reason to reveal itself at the moment. Instead, the clone pressed on searching the surrounding area for any little hiding holes from which the hag could have been observing its trap.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
She had done it; the clone had managed to locate a green hag. Yoko had drilled ambush situations like this continually for hours at a time and was not about to let her initiative go to waste. Her clone made a nigh-instantaneous attack firing off a volley of arrows at the opponent who was approximately a metre from it. It intended to take full advantage of its extremely high stealth level and the initial surprise. In this initial surprise round the combatants were only able to utilise half of their movements, as a result, the youth’s clone managed to fire off twenty-six spinning razor blade fletched broadhead point arrows within the split seconds of the encounter. Five from her shower of arrows, ten from her epic rapid shot, nine from her lay down fire, and finally four from normal movements. The clone’s aim was to refract the arrows of the walls of the hole to create a scattershot effect causing a massive amount of damage which was essentially impossible to evade due to the number of bouncing arrows. The clone used its blue-eyed gem all the while to observe the hag’s chakra in preparation for a counter attack. The aforementioned arrows all imbued with an element of air that caused them to do none lethal debilitating damage. Meanwhile, the other clone and Yoko closed in on the position in response to the sound.
Blue Eyed Gem Rank: "S" Type: Secondary, 15 per Slot, Harnessed Gem Effect: A gem capable of replacing a user's eye giving them the ability of Detect Chakra and giving them a bonus to Jutsu Lore abilities. Special: --- Drawback: --- Description: Equipment Type: Slotless. The star sapphire is a rare and beautiful gemstone. Many people have been fascinated by the star pattern on the gems, and many alchemists attempted to unlock the alchemy within the stone. They knew that the stones alchemy would only be harnessed if the star pattern was preserved, but all attempts failed to harness any alchemy. Inspiration finally came to one alchemist whose name has been lost to history. This alchemist realized that the full potential of the gem could not be harnessed until a sacrifice was made. With excruciating pain, the alchemist removed one of his eyes and placed the cut star sapphire in the still bleeding socket. The gem settled into place and the blood stopped flowing while the skin settled around the gem, holding it in place. At first the alchemist had no vision out of the new eye, but after a while his vision returned, though slightly changed, as he was now able to discern Chakra auras around people and objects. To harness the alchemy of the star sapphire, a high quality gem must be cut into a slightly elongated sphere about the shape of an eye. Once cut, the gem must be placed into an unoccupied eye socket of a living creature. The person is blinded in the new eye for 10 minutes, but thereafter the person is able to see normally as if he had two eyes. In addition, the new eye is able to see Chakra auras. This ability acts as Detect Chakra, and the user must activate the technique Detect Chakra. With concentration to activate the eye the person is able to discern chakra auras within sight, knowing the strength and location of the aura. User gains a +25 Alchemical Bonus to Jutsu Lore when identifying Jutsus and Effects. User is not able to identify any Chakra items. There are two side effects to the gem. One is seeing the world with a slight blue tint. This does not affect any vision other than causing everything to look slightly blue. Second, both of the user's eyes constantly glow with a blue light, whether the blue eyed gem is active or not. This can be disconcerting to some people, so you receive a +10 equipment bonus to Intimidate skill checks. Ingredients: 1 large Sapphire (9,000 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. 5% chance finding. Cost: 84,000 Ryo
Arrowhead: Broad Head Point (Overview) Rank: "C" Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead Effect: Arrowhead to cause the most amount of damage and highest amount of piercing ability. Special: --- Drawback: Difficult to remove, can rip flesh when coming out. Description: Picture Broadheads were used for war and are still used for hunting. Medieval broadheads could be made from steel, sometimes with hardened edges. They usually have two to four sharp blades that cause massive bleeding in the victim. Their function is to deliver a wide cutting edge so as to kill as quickly as possible by cleanly cutting major blood vessels, and cause further trauma on removal. They are expensive, damage most targets, and are usually not used for practice. The Range Increment Adjustment with this Arrowhead is equal to the weapon. Limit: Can be bought at any Hunting Shop. Cost: 1,650 Ryo per Slot, or 33 Ryo Each
Shaft: Balanced (Overview) Rank: "C" Type: Secondary, 10 per Quiver Slot, Marksman, Ammunition, Shaft Effect: A shaft used in order to counter balances heavier arrowheads. Special: --- Drawback: --- Description: A shaft that has added weight at the rear of it in order to counter balance heavier arrowheads (Arrowheads with 1/2 of Range Increment Adjustment). These shafts allow those arrowheads to move further than they normally would at significant distances. The Range Increment Adjustment with this Shaft increases the weapon's Range Increment by 1/2. Limit: These types of items may be bought inside any Hunting Shop. Cost: 500 Ryo per Slot, or 50 Ryo Each
Fletching: Razor Blade (Overview) Rank: "C" Type: Secondary, 10 per Slot, Marksman, Ammunition, Fletching Effect: Fletching used for arrows or bolts made from razor blades. Special: --- Drawback: --- Description: Flight archers may use razor blades for fletching, in order to reduce air resistance. Reducing Air Resistance gives better flight for the arrow or bolt. User however must be careful not to harm themselves due to the intricate design of the razor blades. The Range Increment Adjustment with this fletching is +10 meters. Limit: These types of items may be bought inside any Hunting Shop. Cost: 330 Ryo per Slot, or 33 Ryo Each Fletching: Spinning (Overview) Rank: "B" Type: Secondary, 10 per Slot, Marksman, Ammunition, Arrowhead Effect: A specialized fletching used to increase the speed of an arrow while reducing the distance. Special: --- Drawback: --- Description: This style of fletching is used to increase the speed of a projectile by 10 miles per second, however the Range Increment is reduced due to the speed. The Range Increment Adjustment with this fletching is -10 meters. Limit: These types of items may be bought inside any Hunting Shop. Cost: 3,000 Ryo per Slot, or 300 Ryo Each
Bow, Recurve (Perfected x5 range) Rank: "C" Type: Main, Piercing, Bow Effect: A bow with mechanical aids to help with drawing the bowstring while reducing range. Special: --- Drawback: --- Description: A Two-Handed Weapon. These weapons do +8 Amour Points of Weapon Damage. The Range Increment of this weapon is 35 meters. May be used in Mounted Combat. A recurve bow has tips that curve away from the archer when the bow is strung. By definition, the difference between recurve and other bows is that the string touches a section of the limb when the bow is strung. A recurve bow stores more power and delivers energy more efficiently than an equivalent straight-limbed bow, giving a greater amount of energy and speed to the arrow. Limit: These items may be bought inside any Hunting Shop. Cost: 4,000 Ryo • Spirit Amber Rank: "S" Type: Secondary, 50 per Slot, Harnessed Gem Effect: A gem carved that gives a bonus to attack damage. Special: --- Drawback: --- Description: Equipment Type: Any. Carving a single piece of amber to resemble a flame or other sinuous form harnesses one of the alchemical properties of amber. When the natural Alchemy has been harnessed, the amber increases the wearer's spirit, granting a +2 sacred bonus to Attack Damage against all opponents. The spirit amber is usually worn as a necklace, but can also be set as a jewel in a weapon, sewn into clothing, or made into other jewelry. If set into a weapon the spirit amber still grants its bonus even when the weapon is not used, but if the weapon is no longer in the persons possession, the bonus is lost until the weapon is again held or carried. Ingredients: 1 medium Amber (400 Ryo). Limit: These types of items may be bought inside any Alchemy Shop. 50% chance finding. Cost: 5,100 Ryo • Stabilizer Rank: "C" Type: Main, Gadget, Mechanical, Transmitter Effect: A weight, usually on rods, mounted on the bow to increase stability increasing precision. Special: --- Drawback: --- Description: Stabilizers are mounted the front of a Bow, Sling, a Compound/Recurve/Sniper Crossbow, where the weight helps keep the weapon stable, improving long-range shooting. Using a stabilizer increases the Base Range Increment by 10%. Limit: These items may be bought inside any Gadget Shop. Cost: 10,000 Ryo Each • Crossbow Scope Rank: "C" Type: Secondary, 2 per Slot, Gadget, Surveillance, Spectacles Effect: A telescope mounted on a Crossbow, etc, used for sighting Special: --- Drawback: --- Description: A scope is a modified non-refracting telescope used to magnify the images of distant objects by passing light through a series of lenses and sometimes prisms; the use of prisms results in a lightweight telescope. If a Monocular has a zoom of 5 it brings objects 5 times closer through vision. The basic vision before adding a Zooming Vision capability is 5. When adding the basic Zooming Vision, it will bring it up to 10. Monocular has enough carrying capacity for 4 types of Surveillance Vision. Does not fit in Scroll size Slots. Limit: These items may be bought inside any Gadget Shop. Cost: 3,000 Ryo per Slot, or 1,500 Ryo Each • Zooming Vision x5 Rank: "C" Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision Effect: A vision consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance. Special: --- Drawback: --- Description: Zooming Vision are useful for watching opponents, wild game, and sporting events from a long distance. Standard binoculars reduce the range penalty for Observation checks to -5 for every 15 meters (instead of -5 for every 3 meters). Using Zooming Vision for observation checks take 5 times as long as making the check unaided. Each time purchased, user adds an additional 15 meters per -5 to Observation, however checks take an additional 5 times as long. Limit: These items may be bought inside any Gadget Shop. Cost: 1,000 Ryo Each + 1,000 Ryo per extra Zoom
Agile§ +1 Rank: "B" Skill: TaiJutsu Effect: User can move faster than normal. Special: --- Drawback: --- Description: user gains +1 competence bonus to Movements. User may only learn this technique once. Limit: Must be an Inuzuka member.
Access Low Chakra Slot +1 Rank: "C" Skill: Supplementary Effect: User gains the ability to bind Aspects to a low chakra while increasing their power and versatility. Special: --- Drawback: Must learn multiple times. Each time learned user may choose a new Chakras Slot. Description: When this technique is learned, choose 1 of the following slots: Hands, Head, or Feet. The user can now bind an Aspect to that slot to a higher degree. This does not allow the user to bind more than 1 Aspect to that slot. User gains a minor benefit from this new bind, depending on the slot chosen: Head: +1 insight bonus on Will saves. Feet: +1 insight bonus on Movements and -5 against Observer's Observation checks. Hands: +1 insight bonus on Melee Damage. Limit: Must be a practitioner of The Eight Celestial Gates. Must be "C" Class.
Enhanced Metabolism +1 Rank: "B" Type: Augmentation Effect: Accelerated electrical impulses along your central nervous system have given you enhanced reaction times. Special: To perform: 12 hours; Duration: Permanent Drawback: User cannot take this Augmentation if they have the Lethargy drawback. Description: Internal - Takes up 2 Augmentation Points. User gains a +1 Ritual bonus to movements. Limit: Must be a Ritualist for Augmentation Rituals. Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Gentle Touch 10 Rank: "C" Skill: TaiJutsu Effect: A chakra technique applied to weapons allowing the user to strike with heavy non-lethal Damage. Special: --- Drawback: --- Description: All Gurus learn to master the art of the Gentle Touch, a mystical technique that involves with dealing non-lethal damage with focusing bursts of Chakra. By investing at least 1 point of Spring Time of Youth Points in this ability the user can charge a weapon granted by their Philosophy with a rarified form of Chakra Energy. All attacks made with that weapon deal additional damage equal to the user's Indomitable Fortitude, but all damage dealt by the user while this ability is active is non-lethal. A user can assign Spring Time of Youth Points to their Gentle Touch ability as Handseals equal to the Rank of this Jutsu. For every point of Spring Time of Youth Points invested in this ability, the Charged weapon deals an additional 4 Armour Points of Weapon Damage. This ability only works against living targets; undead and constructs are immune to its effects. Limit: Must be a practitioner of The Eight Celestial Gates. Chakra Disruption 10, 10 Rank: "C" Skill: TaiJutsu Effect: Every time learned, the user gains the ability to inflict debilitating status effects on the opponent. Special: --- Drawback: User must learn multiple times; each time learned user learns in order as listed. Description: The user may make a single attack while using Gentle Touch ability per movement, selecting a disruption they know and apply it to their attack. The target suffers the chosen disruption unless they succeed on a Fortitude save equal to 10 + Indomitable Fortitude + 2 per point of Spring Time of Youth Points invested in the user's Gentle Touch ability. Unless otherwise noted such conditions end after a number of rounds equal to the user's Indomitable Fortitude as the afflicted creature's body slowly re-regulate itself. User can disrupt the flow of energy in the opponent's hands, making them clumsy and uncoordinated; opponents affected by this disruption take a -1 to movements, -5 penalty to TaiJutsu Damage, and -5 to Skills made with their hands or equivalent limbs (for example, a dragon's primary claw attacks). This penalty increases per point of Spring Time of Youth Points invested in the Gentle Touch ability. The user can damage the flow of energy through the opponent's feet, slowing and hampering them. An opponent affected by this disruption take a -1 to movements, -5 penalty to TaiJutsu Damage, and -5 to Skills made with their feet. This penalty increases per point of Spring Time of Youth Points invested in the Gentle Touch ability. The user can block the flow of Chakra through an opponent's shoulders causing their movements to become slow and predictable, too weak to properly hold a shield. Opponents affected by this disruption have their Shield and One-Handed weapon unusable for 1 round +1 round per Point of Spring Time of Youth Points invested. The user can sever chakra connections associated with an opponent's 6th Chakra, causing the opponent to be blinded for 1 round +1 round per Point of Spring Time of Youth Points invested. The user can disrupt the delicate Chakra connections in an opponent's 7th Chakra causing them to be stunned for 1 round. The user can almost completely block the flow of Spring Time of Youth Points throughout an opponent's body causing them to become exhausted. Limit: Must be a practitioner of The Eight Celestial Gates.
Sniper‘s Eye Rank: "A" Skill: TaiJutsu/Supplementary Effect: You have a keen eye and know just how to take advantage of an ambush. Special: --- Drawback: --- Description: User's Marksman attacks are 1 Rank more powerful than normal during ambushes. This means that a "D" Rank technique during an ambush becomes a "C" Rank technique. An "S" Rank technique then becomes an "S" + "D" Rank technique as well. User is able to perform this technique with any other technique that increases the user's power as long as they are not the same in ability. Limit: Must be a Marksman. Must have mastered Marksman.
Spinning Shot Rank: "B" Skill: TaiJutsu/Supplementary Effect: The Marksman alters the arrow’s fletching so that it spins as it travels to the target. Special: --- Drawback: --- Description: After altering the arrow's fletching slightly the user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. Limit: Must be a Marksman. Must have Mastered Marksman. Bullseye Rank: "B" Skill: TaiJutsu/Supplementary Effect: A user's shot or shots become more lethal. Special: --- Drawback: --- Description: A Precision shot and not a Power Shot. This shot allows the user to hit vital areas more easily and precisely than normally. A technique in which the user knows the areas that are able to harm an opponent the most. User is able to fire their long ranged weapon and knows where they can cause the most damage. The user is able to perform any arrow technique that deals with power damage as if it was 1 rank higher than it normally would be. A "C" Rank technique would hit as if it was a "B" Rank technique, an "S" Rank technique would hit as if it was an "S" + "D" Rank technique, and an "S" + "D" Rank technique would hit as if it was an "S" + "C" Rank technique. This technique may stack with other techniques that may increase ranking power. Limit: Must be a Marksman. Must know Spinning Shot.
Even Stance Rank: "E" Skill: TaiJutsu/Supplementary Effect: Natural Position, easy to reproduce. Special: --- Drawback: --- Description: One of the four stances a user may learn as they are able to learn just one if they wish. Small base of support in the front-back plane. Body isn't sturdy, so it can move if in high winds. Lowers area for string clearance, especially for large chested shooters. Many Marksman prefer the even stance. In this stance, the Marksman’s body weight is evenly distributed among both feet, and the heels and toes are aligned. The middle of the instep of the foot is aligned with the center of the target. Limit: Must be a Marksman
Precise Shot Rank: "D" Skill: TaiJutsu/Supplementary Effect: User can shoot weapons at an opponent engaged in melee combat without risk of hitting someone else. Special: --- Drawback: This does not include Grappling. Description: Another prerequisite technique that brings the Marksman even closer to combat without fumbling or worry of using the weapon. Normally without this technique there is a chance that the user could miss and hit someone else whom is engaged in melee combat to whomever the user wishes to attack. This technique makes the user proficient in hitting the target even if the target is engaged in close combat with someone else. Limit: Must be a Marksman. Must know Point Blank Shot.
Increased Precision Rank: "C" Skill: TaiJutsu/Supplementary Effect: A technique that improves the user’s capabilities of Point Blank Shot as well as Sneak Attack shots within a higher distance of 20 meters instead of 10 meters. Special: --- Drawback: If opponent has techniques that finds opponents such as chakra sense then this technique will not work against them. Description: Normally a user is able to shoot at a target within 10 meters while hiding and not be seen or spotted. This technique allows the user to shoot at a further distance of 20 meters and able to stay hidden and unseen. User must stay hidden in order for this technique to work. Limit: Must be a Marksman. Must know Precise Shot.
Legendary Sniper Rank: "D" Skill: TaiJutsu/Supplementary Effect: User is able to come out of hiding, fire, and move back into hiding in 1 movement. Special: --- Drawback: --- Description: The user gains the ability to perform sneak attacks by quickly moving out of the hiding spot and fire in a single movement and hide once more to keep their hiding place from being found or known. A perfect technique for the simple on the move hits. Limit: Must be a Marksman. Must know Increased Precision.
Sneak Attack Rank: "C" Always 30 TP Skill: Supplementary Effect: The user gains a sneak attack ability. Special: --- Drawback: --- Description: The user gains the ability to perform Sneak Attacks with added damage. Their Class Levels determine the damage of this flanking ability. The user can make one melee or ranged attack while using a movement against that opponent making this a sneak attack performing added damage to the attack depending on the user's Class Level. As a "D" Class character this attack does +18 Armour Points of Damage. As a "C" Class character this attack does +36 Armour Points of Damage. As a "B" Class character this attack does +54 Armour Points of Damage. As an "A" Class character this attack does +72 Armour Points of Damage. As an "S" Class character this attack does +90 Armour Points of Damage. Limit: Must be an Alchemist.
Weapon Specialization (Bow, Recurve) Rank: "C" Skill: TaiJutsu/Supplementary Effect: User is skilled at dealing damage with 1 weapon. Choose 1 type of weapon (including unarmed strike or grapple). You deal extra damage when using this weapon. Special: --- Drawback: --- Description: User gains +2 bonus on all attack damage when using the selected weapon. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4). Limit: Universal TaiJutsu Technique.
Penetrating Strike (Bow, Recurve) Rank: "C" Skill: TaiJutsu Effect: User's attacks are capable of penetrating the defenses of some creatures. Special: --- Drawback: --- Description: Choose one type of weapon that the user has already selected for Weapon Specialization. User's attacks with their selected weapon ignoring up to 5 points of Damage Reduction. This technique does not apply to Damage Reduction without a type (Such as Damage Reduction 10/—). At "B" Class, this is no longer reduced against DR without a type. Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Greater Penetrating Strike (Recurve Bow) Rank: "C" Skill: TaiJutsu Effect: User's attacks penetrate the defenses of most foes. Choose a weapon that the user has selected for Penetrating Strike. Special: --- Drawback: --- Description: User's attacks with the selected weapon ignore up to 10 Armour Points of Damage Reduction. This Amount is reduced to 5 points for Damage Reduction without a type (such as DR 10/—). At "S" Class, this damage is no longer reduced against DR without a type. Limit: Universal TaiJutsu Technique. Must know Penetrating Strike.
Epic Rapid Shot Rank: "B" Skill: TaiJutsu/Supplementary Effect: User is able to shoot an arrow once more within a movement for only 4 movements. Special: --- Drawback: Only works within 1st Range Increment. Description: With the Improved Rapid Shot technique the user may shoot 1 extra arrow for 4 of their movements per round. This allows the user to shoot 2 arrows within 4 of their movements. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Greater Rapid Shot.
Shower of Arrows Rank: "C", "B", "A", "S" Skill: TaiJutsu/Supplementary Effect: Marksman is able to shoot a volley of arrows in a single movement that rains arrows down onto the opponents. Special: --- Drawback: Only works within 1st Range Increment. May only perform once every 2 rounds. Description: User is able to perform this technique upwards, or straight forward towards an opponent or opponents. When the user first learns this technique they are able to shoot at a 5 arrows for only 1 movement. They may only shoot for that single movement. When the user learns the "B" Rank version of this technique the user is able to shoot for 2 movements 5 times per movement. When the user learns the "A" rank version they are able to shoot for 3 movements 5 times per movement. When the user learns the "S" Rank version they are able to shoot for 4 movements 5 times per movement. The user must fire non-stop. If they stop at any time then it simply ends the technique and is unable to perform until the 2nd round. If user has Quick Aim this technique works with Far Shot. Limit: Must be a Marksman. Must know Fast Aim.
Lay Down Fire Rank: "C" Skill: TaiJutsu/Supplementary Effect: A technique in which the user is capable of using “Cover Fire” while taking aim at a few opponents depending the Class of the user. Special: Drawback: Depending on the user’s class level depends on the capabilities the user has within this technique. Description: A technique where the user is able to aim at opponents while performing the Cover Fire technique. User is able to shoot at that opponent within the full distance proficiency they are able to shoot. When the user learns this technique and is a "D" Class character they are able to aim at 1 opponent. When the user is any class higher than "D" the number of opponents increase by 1. This gives a total of 5 opponents. Limit: Must be a Marksman. Must know Cover Fire
Focused Study (Stealth) [+60] Rank: "C" Skill: Social Trait Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level. Special: --- Drawback: --- Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Linked Learning (Stealth +10 linked to Observation) Rank: "C" Skill: Supplementary Effect: User has created a special relationship between two normally unrelated skills Special: --- Drawback: --- Description: Choose any 2 skills, regardless of relationship and gain +10 synergy bonus to one of them. This relationship should be established through the character's history, or a role-playing development. All links are based on the discretion of Higher Staff and should make sense based on the Character's background. Limit: Must learn from Universal Miscellaneous. Must know 2 Skills with 25 Points.
Eccentric Specialist [+5] Rank: "C" Always 20 Training Points Skill: Supplementary Effect: User is focused in an unusual area of study for a member of the user's profession. Special: --- Drawback: --- Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills. Limit: Must learn from Universal Miscellaneous.
Skulker [+20] Rank: "C" Skill: Supplementary Effect: User is able to hide undetected from others with ease. Special: --- Drawback: --- Description: User is able to hide undetected from others with ease. User gains a +10 bonus to Stealth and may learn Stealth with a +1 per Die roll. If the user has 50 skill points to Stealth this bonus increases to +20. Limit: Must be an Inuzuka member.
Umbrite *5 Rank: "B" Type: Main, Mineral, Special Material Effect: Special material capable of bending light, making the target easier to hide. Special: --- Drawback: --- Description: Identification: Difficult; Hardness: 12; Armour Points/Inch: 30; Armour Class: -2. Umbrite is a dark, dense metal of surprising hardness. While umbrite is no match for the hardness of mithral or adamantine, it is stronger than steel and easily among the most durable metals known. Beyond its capable performance as a metal, umbrite is remarkable for its light-absorbing qualities. Umbrite seemingly absorbs light at a slow rate, causing shadows around it to deepen considerably. In fact, veins of umbrite are often located by noting areas incurring a sudden loss of light. Strangely, umbrite is a relatively new discovery, having first been written about within the last 200 years. When the first reports of this material were made, they were dismissed as hallucinations produced by the subterranean gases. This may be one reason umbrite has remained unknown for so long. Umbrite is only found during mining operations for other ores or rare gems, and even more curiously, only in the deepest and darkest locales where few civilized folk venture. One sage has theorized that umbrite may well be a new material. Its appearance and location may be linked with the little-known fact that it only appears near large concentrations of the strange radiations that are said to grow through the underworld. Other learned folk have speculated that umbrite might be seepage from the plane of shadow. Many agree with this theory, since umbrite is only found in places of deepest darkness. Miners have long maintained that umbrite is an unlucky material and bodes ill. Stories abound of miners disappearing frequently after a vein of umbrite has been uncovered. Miners have considered it a nuisance material for decades, since until recently it was impossible to forge umbrite into any useful product. The underdark civilizations have begun vying to learn this secret and, more importantly, to gain control of umbrite mines of their own. Umbrite-forged items are immensely expensive. A forged umbrite item weighing 1 pound or more retains much of its light-absorbing properties. While wielding any umbrite item of 1 pound or more, the user gains a +5 circumstance bonus to Stealth per Equipment Piece. Shadows around them seem to be deeper and darker. This affects a 2-meter area around the wielder and does not extend to others. Limit: These items may be bought inside any Weapon Shop. Cost: x4 Ryo per Item.
Hazy Shape Rank: "A" Type: Augmentation Effect: user’s body constantly sheds light-refracting spores that make their form hazy and indistinct. Special: To perform: 3 hour; Duration: Permanent Drawback: --- Description: Internal - Takes up [3] Augmentation Points. User gains a +20 against an Opponent’s Observation. User gains a +1 augmentation bonus against attack. Limit: Must be a Ritualist for Augmentation Rituals. Cost: Market Price: 35,000 Ryo Performing Price: 26,000 Ryo
Supreme Stealth Rank: "B" Skill: Supplementary Effect: User is adept at hiding and staying away from a target's Observation. Special: --- Drawback: --- Description: User gains a +25 bonus to Stealth. Additionally, the user may move all movements without any penalties. At "C" Class this bonus increases to +50, and at "B" Class this bonus increases to +75. Limit: Must be an Alchemist. Must know Hide in Plain Sight.
Access Low Chakra Slot Rank: "C" Skill: Supplementary Effect: User gains the ability to bind Aspects to a low chakra while increasing their power and versatility. Special: --- Drawback: Must learn multiple times. Each time learned user may choose a new Chakras Slot. Description: When this technique is learned, choose 1 of the following slots: Hands, Head, or Feet. The user can now bind an Aspect to that slot to a higher degree. This does not allow the user to bind more than 1 Aspect to that slot. User gains a minor benefit from this new bind, depending on the slot chosen: Head: +1 insight bonus on Will saves. Feet: +1 insight bonus on Movements and -5 against Observer's Observation checks. Hands: +1 insight bonus on Melee Damage. Limit: Must be a practitioner of The Eight Celestial Gates. Must be "C" Class.
Hunter Rank: "C" Skill: Heritage Trait Effect: User was a great hunter and tracker. Special: --- Drawback: --- Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and Tracking checks. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Focused Study (Observation) Rank: "C" Skill: Social Trait Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level. Special: --- Drawback: --- Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Keen Senses Rank: "C" Skill: Supplementary Effect: User gain bonus to their Observation. Special: --- Drawback: --- Description: User gets a +10 bonus to Observation checks. Limit: Must be an Inuzuka member.
Eidetic Rank: "C" Skill: Supplementary Effect: Clan members have great visual memory and can use it well. Special: --- Drawback: --- Description: Many have an uncanny memory for visual images. The user gains a +10 bonus to Observation and Sense Motive checks. If the user has 50 skill points to either this bonus increases to +20. Limit: Must be an Inuzuka member.
Pack Knowledge I (Observation) Rank: "C" Skill: Supplementary Effect: Like all other things, knowledge is just a tool the pack shares. Special: --- Drawback: --- Description: User picks a skill from: Craft, Academia, Observation, or Tracking and when the user is adjacent to another Inuzuka gain a +15 bonus to that skill. Limit: Must be an Inuzuka member.
Alertness Rank: "C" Skill: Supplementary Effect: User often notices things that others might miss. Special: --- Drawback: --- Description: User gets a +10 bonus to Observation and Sense Motive. If the user has 50 or more ranks in one of these skills, the bonus increases to +20 for that Skill. Limit: Must be an Alchemist.
Uncanny Alertness Rank: "C" Skill: Supplementary Effect: User's research into Chakra and the nature of reality has given the user heightened senses. Special: --- Drawback: --- Description: This technique gives the user an additional +5 bonus on Observation and Sense Motive, and the use gains a +2 bonus on Saves against Sleep and Charm effects. Limit: Must learn from Universal Miscellaneous.
Keen-Eyes Rank: "C" Skill: Supplementary Effect: User has a keen eye for details. Special: --- Drawback: --- Description: User gains a +10 bonus to their Observation and Sense Motive Skills. If the user has 50 or more points in one of these skills, the bonus increases to +20 for that skill. Limit: Must learn from Universal Miscellaneous.
Ears of the Fox Rank: "C" Skill: Supplementary Effect: User has an extremely keen sense of hearing. Special: --- Drawback: --- Description: User receives a +15 bonus to Observation checks pertaining to Listening. When the user rolls an Observation check pertaining to Listen with a -25 penalty, the user may wake up from a menacing noise. Limit: Must learn from Universal Miscellaneous. Must know Observation Skill.
Eccentric Specialist [+5] Rank: "C" Always 20 Training Points Skill: Supplementary Effect: User is focused in an unusual area of study for a member of the user's profession. Special: --- Drawback: --- Description: Choose any 2 Skills. These skills the user may gain an extra +1 per die roll when learning the skill and the user gains a +5 insight bonus on all checks with these skills. The user can learn this technique multiple times. Its effects do not stack. Each time the user selects this technique it applies to a new set of skills. Limit: Must learn from Universal Miscellaneous.
Hypersensitivity Rank: "B" Type: Augmentation Effect: User is particularly sensitive to their surroundings. Special: To perform: 3 hours; Duration: Permanent Drawback: Description: Internal - Takes up [2] Augmentation Points. User gains a +10 Ritual bonus to Observation checks. Also invisible opponents gain no advantages related to hitting the user in melee. Darkness and poor visibility in general reduces the user's movements to 3-quarters normal instead of 1-half. Limit: Must be a Ritualist for Augmentation Rituals. Cost: Market Price: 23,000 Ryo Performing Price: 17,000 Ryo
Trapfinding 10 Rank: "C" Skill: Supplementary Effect: User gains better ability to locate and disable traps. Special: --- Drawback: --- Description: A user may add +5 per Class Level on Observation to locate Traps and to Disable Device. The user can use Disable Device to disarm chakra traps. Limit: Must be an Alchemist.
Demon Weapon Gene Rank: "C" Type: Creation Effect: A specialized ritual that harnesses the weaponized and absorption aspect of the Protean Blood Limit. Special: To perform: 6 hours; Duration: Permanent Drawback: Demon Weapon Gene impose a -1 penalty to Will Saves and -5 to Skill Category 3 Skills because being a Demon Weapon brings them closer to Insanity. Description: This Ritual can be performed at any time of day or night. The Weapon Gene is what gives the Demon Weapon the ability to transform. There are two ways a member gains The Demon Weapon Gene. 1) By being a descendant of a family line that has the Demon Weapon Gene (Start Up Ryo is still Deducted). 2) By receiving the Demon Weapon Gene later in life. The Ritualist creates a concoction, using the flesh of Protean, and injects the blood of Protean into the target of the Ritual. The target of the ritual then makes a Pact with Death himself asking for further power as the blood and flesh overtakes the body of the target. The subject dies and is ritually buried in hallowed ground. After the interment, the Ritualist invokes a prayer to Death asking him to bestow a power of weapon and steel. At the conclusion of the ritual the subject is unburied as life is restored. There are no Type nor Subtype alterations to the target. After the Ritual has been performed the target is able to maintain all of its Bloodlimit Attributes if it has one. It can no longer take any additional Creation Rituals. The Target may learn all techniques in the Mabuki Clan. If the user learns a "Weapon Form" they may "Partially" transform a portion of their anatomy (usually the arm) into a single Non-Chakra Weapon within 1/2 a round. The Limb remains transformed for a number of rounds equal to 3 + Impeccable Will, and cannot change back until the duration ends. User may perform this technique a number of times equal to 5 per Class Level. The transformed limb has all the properties of the Weapon Form, but is considered a Natural Weapon for all purposes. This ritual is ruined if a Raise Dead Ritual is performed on the subject or if the Subject is beheaded before they are brought back as a Demon Weapon. Performing the Ritual leaves the Ritualist weakened for 1d10 days. Limit: Must be a Mabuki. Must be a Ritualist for Creation Rituals. Cost: Market Price: 12,000 Ryo Performing Price: 12,000 Ryo
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
When it was clear that the hag was knocked out the gang proceeded to remove it from the hole and kill it with a swift stab through the heart. Yoko then proceeded to use her keen cultivation skills to remove the hag's head from its shoulders before returning back to the village with it in hand.
Spanish Nut Rank: "S" Type: Common, Colossal, Tree Effect: A nut that exponentially gives aid to the body but also to one’s skills. Special: Preparation: 2 weeks; Duration: 2d10 minutes Drawback: --- Description: This herb is a powerful aphrodisiac. if successfully administered it grants the recipient a 1d4 to their Charisma Ability for a period of 2d10 turns. There are approximately 3d100 nuts per tree. The wood can be used to create equipment. Hardness: 5; Armour Points/Inch: 10; Armour Class: -2. Spanish Nut produces 60,000 Ryo worth of material cost for items. Spanish Nut items cost 1/4 normal price. Availability: Year Round; Region: Forest; Identification: Average; Cultivation: Difficult Limit: Must know Botany for Forest Regions. 80% chance in finding. Cost: 40,000 Ryo Per Tree; 2,000 Ryo per Spanish Nut; 60,000 Ryo per Tree (Material)
The young Mizukage had been fantasising about all of the bountiful herbs and trees that she was to soon harvest from the Forest biomass. And it was this train of thought in particular that had led her to renew her search armed with her books and gem of the wise. As per her studies, the first thing on her list was the Spanish nut a relatively common tree that she intended to harvest, she set out searching the area for one to further this endeavour.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
Saffron Rank: "S" Type: Uncommon, Tiny, Narcotic Effect: Easily addictive, this narcotic gives many bonuses to the individual at a hefty cost of one’s sanity and mind. Special: Preparation: 1 week; Duration: 1d40 + 20 hours Drawback: --- Description: After aestivating in spring, the plant sends up 5 to 11 narrow and nearly vertical green leaves, each up to 40 centimeters in length. Upon flowering, plants average less than 30 centimeters in height. The plant has a tuberous root, and large purplish flowers with yellow-red centers. The pistils of the flower must be pounded into a paste which is left to dry for 1 week. The resulting powder is taken as snuff. This herb raises all Skills by 5, movements by 1, Saves by 1 and gives a Temporary Armour Points of 5. Chance of Overdose: This herb is incredibly powerful. If the herb is used more than once in a 3 day period, the Character must make a save against the poison with a -5 penalty or die immediately from a severe brain hemorrhage. A 3rd usage in that period will automatically kill the character. Addiction and Withdrawal: Addiction automatically occurs if this herb is used more than once in a week. An addicted Character randomly loses 1 of 3 things, Loses 5 Skill Points, 1 movement, or 1 in a Save Type. Every day they will lose 1 of 2 things. Recovery From Addiction: The only cure for this addiction is powerful healing Chakra, although lesser Chakra will restore the Character's points back to their normal levels. If the character is cured of their addiction their scores will remain at their current levels, until some form of restoration Chakra is used. If a once addicted character ever has Saffron again, they become addicted with no chance of being cured. However this is unlikely to occur, because such a character develops an almost pathological hatred of the herb, and is likely to attack anyone in possession of it, and destroy it whenever they see it. This narcotic has enough 50ml doses equal to 2. Availability: Autumn/Winter; Region: Forest; Identification: ; Cultivation: Limit: Must know Botany for Forest Regions. 60% chance in finding. Cost: 118,680 Ryo per Plant. 29,670 Ryo per Dose.
60% chance, plant lore 150, cultivation 135
One of the Mizukage’s shadow clones set off searching the are for a herb, however, in this instance, it was not in search of the same herb as Yoko. No, it was instead searching for the narcotic saffron. The plant was very distinctive, its purplish flower and red stamen. Some people even used the saffron crocus in a form of cooking. And if she had her way the Mizukage would be cooking something with it soon. The clone quickly searched the area in case the plant had been missed before moving on to the next zone.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
Sanicle Rank: "C" Type: Common, Small, Herb Effect: When consumed, the wounds on the consumer bind together to keep from reopening by normal activities. Special: Preparation: 2 weeks; Duration: 1d4 days Drawback: --- Description: Sanicle leaves should be crushed and left in white wine, the strained through a cloth and drunk. It has the effect of binding wounds so that they are not reopened by action. It is a small plant with glossy green leaves, with long leaf stalks which are divided into 3 or 5 lobes. It has small white or pink flowers which sit at the top of a slender stalk. This herb has enough 25ml doses equal to 4. Availability: Summer/Autumn/Winter; Region: Forest; Identification: Trivial; Cultivation: Average Limit: Must know Botany for Forest Regions. 80% chance in finding. Cost: 4,000 Ryo per Plant. 1,000 Ryo per Dose.
80% chance, plant lore 150, cultivation 135
Like its counterparts this clone also searched for a herb, Sanicle to be exact. The herb the clone was looking for was rather small and could be used to brew a form of wine, it possessed glossy green leaves making it rather different from what the others sought. The clone started out by searching the vicinity around it before fanning out with the others, the idea was that everyone searched for their own specific herb.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
Pine Tree Rank: "C" Type: Common, Huge, Tree Effect: A favored texture to the smoker for its sweetness as an ooze, the pine needles hold historic beliefs to being a driver of ghouls and ghasts from homesteads of ole. Special: Preparation: 2 weeks; Duration: 24 hours Drawback: --- Description: Though extremely common, pine needles do offer a degree of worth in the fact that these dried, brownish colored needles provide a soft, aromatic bedding for pets and animals. Some individuals also use pine needles as a form of fire starter. While such sensible uses are perhaps the cause for the greatest demand of this staple commodity on the marketplace there has been some interest in pine needles amongst the Chakra minded as of the last generation or so. An ancient folklore remedy for warding off the presence of ghouls and ghasts was discovered twenty harvests or so in an old manuscript. According to the ancient texts one can place a bit of dried pine needles along the entrance to their doors and all but the strongest willed of ghouls and ghasts will be driven away. Spreading dried pine needles along windowsills and on the ground in front of doorways in a ritualistic fashion cause ghouls and ghasts to stop from passing through such an entry or portal. Once the ritual has been performed the protection caused by the placement of the pine needles will protect the entrance or passage for a full 24 hours. The exact ritual requires a Chakra Lore check to successfully understand and perform. 1 coin-canister of the dried pine needles is enough to secure one foot of opening's width. As such, securing a passage or doorway that is exactly 4 ft. wide would require 4 coin-canisters of dried pine needles. Any ghoul or ghast that attempts to cross the protected passage must succeed a Will save 16 or be unable to cross. Also known as a pipe weed. This pipe weed is probably one of the oldest. Humans discovered it in an old time. It is made from dried pine tree sap. 1 Large-Pitcher of sap can be found per tree. The sap is put in a cauldron, boiled at high temperature and then left for about 2 weeks to dry. Once that is done, it is cut into little pieces of 1 thumb-vial size, just right to fit into a pipe. It is tougher to smoke because you smoke off something about as hard as a rock, but when in contact with fire it melts and can be smoked pretty easily once in it is in an "oozy" state. To speed up the fire ignition people often put paper in it to make it start faster. That is why it was called hot chimney. Also it provides the smoker with an inner heat. The taste is very sweet and is one of the Hyugas' favorite. It also keeps the smoker from going to sleep, it was often smoked around a hot chimney fire to stay up late and tell stories. Nowadays it is less frequently seen but is still a little popular within the bards and storytellers. The side effect is that because the person has a difficult time sleeping, the next morning, the smoker suffers Temporary Ability Damage: -1 to Perception, -1 to Toughness. Pine Trees can also be used to create equipment. Hardness: 5; Armour Points/Inch: 10; Armour Class: -2. Pine Tree produces 60,000 Ryo worth of material cost for items. Pine Tree items cost 1/4 normal price. Availability: Autumn/Winter; Region: Arctic/Forest; Identification: Average; Cultivation: Average Limit: Must know Botany for Arctic/Forest Regions. 80% chance in finding. Cost: 12,000 Ryo Per Tree; 100 Ryo per Thumb-Vial of Resin; 60,000 Ryo per Tree (Material)
80% chance, plant lore 150, cultivation 135
,Finally the last clone set its sights on searching the area for a tree, a rather specific type of tree, the pine. Unlike with the other herbs Yoko had no particular interest in harvesting a certain component of the tree in an alchemic fashion, rather she only sought to gather the pine needles from a tree for use at a later date against ghasts should the need arise. The clone set off with its own specific goal in mind and like the others continued to search the place at large hopefully encountering what it sought.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
Sanicle Rank: "C" Type: Common, Small, Herb Effect: When consumed, the wounds on the consumer bind together to keep from reopening by normal activities. Special: Preparation: 2 weeks; Duration: 1d4 days Drawback: --- Description: Sanicle leaves should be crushed and left in white wine, the strained through a cloth and drunk. It has the effect of binding wounds so that they are not reopened by action. It is a small plant with glossy green leaves, with long leaf stalks which are divided into 3 or 5 lobes. It has small white or pink flowers which sit at the top of a slender stalk. This herb has enough 25ml doses equal to 4. Availability: Summer/Autumn/Winter; Region: Forest; Identification: Trivial; Cultivation: Average Limit: Must know Botany for Forest Regions. 80% chance in finding. Cost: 4,000 Ryo per Plant. 1,000 Ryo per Dose.
80% chance of finding +2% from scent.
Success all that remained was for the respective clones and Yoko to carefully harvest their materials. Upon doing so they all departing from the area searching for one last plant as they went. Yoko specifically was in search of the Sanicle, the herb was relatively inexpensive and could be used to create a healing agent. So much so that she surmised that it wouldn't take her long at all to fashion the potion. Thus, there was effectively no increase in time should she find and harvest another.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
The last of the clones had found the plant that it was in search of so it to would apply its skilled knowledge of cultivation to harvest the plant before running off to keep up with the others.
/Exit
x177 Spanish Nuts found! Sanicle 8 doses, pine tree needles, Saffron 2 doses
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
Butterfly, Golden Rank: "C" Type: Common, Fine, Vermin Effect: Found most anywhere in the world, the golden butterfly is a beauty to behold. Special: Preparation: 30 minutes; Duration: --- Drawback: --- Description: Found most anywhere in the world, the golden butterfly is a beauty to behold. Their wings and body are coated with glittering, golden powder. Their antennas glow with a soft blue light. The golden butterfly has a total wingspan of about 6 inches. Like most butterflies, the golden butterfly loves the nectar of flowers, and is especially attracted to the sun-blossom flower. Golden butterflies are found in clusters of 4d20. Yields: Approximately 1/4 of a coin-canister of powder can be extracted from a single golden butterfly. This powder may be extracted while keeping the butterfly alive once a day. Diet: Herbivore; Intelligence Non; Activity: Day; Alignment: Neutral; Organization: Migratory Groups; Number Appearing: 4-12; Region: Any Region; Identification: Easy; Cultivation: Easy; Skills: ---; Innate Abilities: Low-light Vision. Fly "B". Limit: Must know Creature Lore for Any Regions. 80% chance in finding. Cost: 25 Ryo per Vermin; 50 Ryo per 1/4 Coin-Canister of Powder.
80% of finding. 4d20 if found. Identification: easy.
The young Mizukage had ventured out into the countryside in search of butterflies, she required these creatures for a potion that she was about to create for the betterment of her people. To this end, she formed five shadow clones, and then set off into the surrounding area in search of these creatures. She knew that her chances of finding them were very high but even still she diligently searched the area for them.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589
80% of finding. 4d20 if found. Identification: easy.
The first clone headed off to the north-west, examining the bushes and undergrowth as it moved. It planned on finding the most butterflies possible by examining areas that the creatures were known to hide in. The idea was that this creature was plentiful, and thus its removal from the ecosystem would not damage the environment all that much. That being said they did not intend to hunt them to extinction.
7 Apr 20, 08:57 Loki QB: and loli's are main characters #17a589