Former Lord of the Eastern Sky
Jul 15, 2018 16:51:09 GMT -7
Post by Coal on Jul 15, 2018 16:51:09 GMT -7
Dossier (Basics)
[Seiryuu Kyuushu-Name (Official)]
[Kou -Name (Unofficial)]
[Jounin - Status]
[S - Ranking]
[Chaotic Good - Alignment]
[22 - Age]
[November 3 - Birthday]
[Oto no Kuni - Birth Place]
[Otogakure no Sato - Village]
[-O - Blood Type]
[Tai/Nin - Specialist]
[Gen/Clan - Non-Specialist]
[Seiryuu Kyuushu-Name (Official)]
[Kou -Name (Unofficial)]
[Jounin - Status]
[S - Ranking]
[Chaotic Good - Alignment]
[22 - Age]
[November 3 - Birthday]
[Oto no Kuni - Birth Place]
[Otogakure no Sato - Village]
[-O - Blood Type]
[Tai/Nin - Specialist]
[Gen/Clan - Non-Specialist]
[Affinities]
[Will Save]8 (Base) + 5 (Will of Men) + 4 (Vs Chakra) + 4 (Vs Charm/Compulsion) + 6 (Impeccable Will) + 3 (Disbelief) + 4 (Heroism, Greater)
[Fortitude Save] 12 (Resilience) + 6 (Indomitable Fortitude)
[Armor Points] 200 (Base) + 25 (Heroism, Greater)
[Resistance] Acid (15)/Cold (15)/Electricity (15)
[Damage Reduction] 20 vs Chakra/10 vs Evil/1 vs All
[Handseals] 75 (Base)
[Handseal Reduction] 1/4 (Base)
[Movements]12 (Base) + 4 (Agility) + 2 (Ill Tidings)
[Springtime of Youth] 230 (Base) + 50 (Indomitable Fortitude)
[Attack Damage Bonus] + 4 (Heroism, Greater) + 5 (Might)
Intelligence: 0
Might: 2 + 2 (Strength of Mind) [+10 Attack Damage/+10 skills/+2 Break Check]
Perception: 0
Agility: 2 + 6 (Umbral Fortification, Greater) [+4 Movement/+20 Skills]
Charisma: 2 [+1 DC of Will Save Tech/+5 Skills]
Toughness: 2 [+5 AP/+1 Fort Save/+1 Springtime of Youth]
Luck: 2 [+5 Skills/+1 Dodge/+2% Find][/ul]
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Blink
Rank: "B"
Skill: Chakra Trait
Effect: The user can teleport a brief distance.
Special: ---
Drawback: ---
Description: The user has experienced or traveled through different planes of existence at a young age, and so formed an attunement with the fabric of space. Once per day per class level, the user may teleport 3 meters per Class Level in any direction. The blink teleport may be used in the air or underwater, but it doesn't teleport the user through or into solid spaces unless the user is incorporeal. This brief teleportation takes a weaving movement to use but is an instantaneous action. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Dedicated Tradesman
Rank: "C"
Skill: Social Trait
Effect: A trait that is given to a Craftsman of sort who is dedicated to Crafting.
Special: ---
Drawback: ---
Description: Humans with this racial trait gain a +20 bonus on Crafting Skills, and gain a +1 Racial Bonus on any additional Rolls pertaining to Crafting Learning. User gains Dedicated Tradesman for 1 Type of Crafting Per Class Level. "A" Class Level characters get 4 Dedicated Tradesman for 4 different types of Crafting. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[Armourer | Weaponsmith | Jeweler | Alchemist]
Aura of Misfortune
Rank: "C"
Skill: Heritage Trait
Effect: The user gives an uncontrolled aura that weakens anyone around them including the user.
Special: ---
Drawback: ---
Description: All creatures (including the user) within 3 meters of the user are subject to a -1 profane penalty to their Saves. This penalty increases to -2 at "C" Class, and increases by an additional -1 every Class Level thereafter (Maximum -4). This Ability functions only while the user is conscious, not if they are unconscious or dead.
Limit: Must start with Character; replaces 1 Freebies.
Aristocrat
Rank: "C"
Skill: Heritage Trait
Effect: User is a member of the elite social ranks of their society.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among History, Local, Intimidate, Current Affairs, and Sense Motive. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Racial Points per die roll when learning the skill. User gains +10 to any 1 of their Heritage Skills. User is wealthy, thus user starts with more Ryo depending on their Class Level. "D" Class and "C" Class user starts with an additional 140,000 Ryo. "B" Class and "A" Class user starts with an additional 280,000 Ryo. "S" Class user starts with an additional 420,000 Ryo. User may not revamp out of this Trait. In addition, user may speak 1 additional language (Non-Human, and Darkland Languages) up to Advanced and gain a +5 Competence bonus on History, Local. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies. [+35 Intimidate/+20 Sense Motive/Draconic/+5 History (Local)]
Resilient
Rank: "C"
Skill: Combat Trait
Effect: Growing up in a poor neighborhood or in the unforgiving wilds often forced the user to subsist on food and water from doubtful sources.
Special: ---
Drawback: ---
Description: User has built up their Constitution as a result of harsh environments, and gain a +1 Category in their Natural Resistance in Fortitude. Example: Non TaiJutsu Specialist is considered a TaiJutsu Specialist when determining their Natural Resistance in Fortitude. This does not increase beyond TaiJutsu Master. TaiJutsu Masters do not benefit from this Trait. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Heart of the Fields
Rank: "C"
Skill: Regional Trait
Effect: A trait that automatically increases the ability of Crafting per Class Level.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Rural Regions. Humans born in rural areas are used to hard labor. They gain a trait bonus equal to 5 per Class Level to any 1 Craft skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.[/ul]
[1220]
[60]Alchemy
Rank: "D"
Skill: Artisan Skill
Effect: Users with this skill can combine strange ingredients in secret ways to make marvelous substances.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Alchemy gives a character the ability to mix compounds and to know what those compounds do. An alchemist can mix up medicines and healing potions. The user can even mix a mean Long Island Iced Tea. Alchemists have long sought out to know the secrets of the world. For most other chemical mixtures, an alchemist can do the trick. Creating Items the user must first have the ingredients which is listed in every creature, plant, mineral, and mixtures. Then the user must craft the item based on the item's Cost. Calculate 1/3 of item's cost. Write a crafting post equal to a Search Creature/Plant post. If a staff member is satisfied with the post a Craft check will be rolled. The staff member will roll a 1d100. Once the number is determined from the roll add the number to the user's skill plus any additional bonuses or penalties. Subtract the calculated bonus skill from the 1/3 price of the item. Continue with this process until you have reached 0. Once you have reached 0 you have created the item. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Alchemy.
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 20 (Dedicated Craftsman) + 20 (Heroism, Greater)]
+1 Racial Die
[80] Animal Training (Horse)
Rank: "D"
Skill: Sophisticated Skill
Effect: User is trained at working with animals, and can teach them tricks, get them to follow the user's simple commands, or even domesticate them.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 type of creature (declared when the skill is chosen) to obey simple commands and perform tricks. A character may acquire additional animal training skills to train other types of creatures, or can improve their skill with a type already chosen. A trainer can work up to 3 creatures at 1 time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of general tasks include guard and attack, carry a rider, perform heavy labor, hunt, track, or fight alongside soldiers. A specific trick involves the trained creature doing 1 specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, or a rate may run through a particular maze. With enough time, a creature can be trained to do both general tasks and specific tricks. Training for a general task or trick takes up uninterrupted work equal to "E" Rank training. Both the user, nor the animal gain Training Points when learning these tricks. At the end of the training, a skill check is made. If successful, the animal is trained. If the die roll fails, the beast is un-trainable. An animal trainer can also try to tame wild animals. Wild animals can be tamed only when they are very young. The taming requires 1 month of uninterrupted work with the creature. At the end of the month, a skill check is made. If successful, the beast is suitable for training. If failed, the creature remains too wild to be trained. It can be kept, though it must be leashed or caged. Synergy: A user with Animal Training gives a +5 per Mastery Level Synergy Bonus to Riding (If it's a creature). Some practical applications of Animal Training follow:
Limit: Must learn from Skills.
[SP: 125 + 25 (Riding) + 5 (Luck) +5 (Charisma) + 20 (Heroism, Greater)]
Appraisal (Weaponry)
Rank: "E"
Skill: Academia Skill
Effect: User can evaluate the monetary value of an object.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Appraisal provides the ability to estimate the value of items in certain categories. Appraisers can estimate an item's inherent quality (compared to typical items) and current market price. An estimate's accuracy depends on the skill level—the best appraisers know an item's every nuance as well as market fluctuations. Appraisers cannot detect if an item is Chakra or the degree to which a superior piece of Armour or Weaponry may aid its user in combat (i.e., its "+" to attack or defense). However, since most Chakra items and superior quality arms and armour are meticulously crafted, the appraiser can make eerily accurate guesses... A successful check can also reveal counterfeit or fake items. Synergy: A user with Craft gives a +5 per Mastery Level Synergy Bonus to checks related to items made with that Craft skill. Some practical applications of Appraisal follow:
Limit: Must learn from Skills.
[0 SP + 25 (Artisan Skill Bonus)]
Appraisal (Armour)
Rank: "E"
Skill: Academia Skill
Effect: User can evaluate the monetary value of an object.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Appraisal provides the ability to estimate the value of items in certain categories. Appraisers can estimate an item's inherent quality (compared to typical items) and current market price. An estimate's accuracy depends on the skill level—the best appraisers know an item's every nuance as well as market fluctuations. Appraisers cannot detect if an item is Chakra or the degree to which a superior piece of Armour or Weaponry may aid its user in combat (i.e., its "+" to attack or defense). However, since most Chakra items and superior quality arms and armour are meticulously crafted, the appraiser can make eerily accurate guesses... A successful check can also reveal counterfeit or fake items. Synergy: A user with Craft gives a +5 per Mastery Level Synergy Bonus to checks related to items made with that Craft skill. Some practical applications of Appraisal follow:
Limit: Must learn from Skills.
[0 SP + 25 (Artisan Skill Bonus)]
[60]Brewing (Distiller)
Rank: "D"
Skill: Artisan Skill
Effect: Characters specialize in the creation of fine alcohol and other Chakra concoctions.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Normal. The character is trained in the art of brewing Alcohol and other strong drink. This makes them very popular. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product. There are 3 Specific types of Brewing the user may choose from. The user may chose from Brewing, Distilling, and Winemaking. Each group is associated with a profession called The Brewer, The Vintner, and the Distiller. Each specific subtype allows the user to create an Alcoholic beverage depending on the sub category. The user will need to use "Alchemy" to prepare Alcohol, however for every Mastery Level the user has in Brewing they gain a +5 to Alchemy when preparing Alcohol of the specific brewing type. Once user reaches Skill Mastery 125, then the bonus increases by +1 per 5 Skill Points beyond. Each type of brewing takes time to prepare even if the user finishes crafting the brew. Some practical applications of Brewing follow:
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 20 (Heroism, Greater)]
+1 Racial Die
[80]Chakra Lore
Rank: "D"
Skill: Jutsu Lore Skill
Effect: Chakra Lore can be used to gather knowledge on Chakra related topics.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Normal. This discipline of study explores the theoretical constructs of Chakra, though it does not teach actual mechanics of Jutsu performing. Jutsu Performing and Chakra Lore are related to each other much like engineering and pure science. That is, Jutsu Performing is all about applying basic Chakra principals to demonstrate uses. A junior Jutsu Performer is much like an amateur tinkerer. They know little (if any) theory but has some measure of practical experience—sufficient to deal with the elementary challenges of low-level Jutsus. As they progress in experience, their additional theoretical training allows them to perform progressively more complex Jutsus. As they reach higher levels, even if they have not specifically undertaken to study Chakra Lore, they have sufficient training to comprehend and use relatively complex Chakra theory. However, if the user wishes to ever be anything more than a Jutsu lobber, additional training is recommended. Some practical applications of Chakra Lore follow:
Limit: Must learn from Skills.
[Sp: 125 + 5 (Luck) + 20 (Heroism, Greater)]
[60]Craft (Weaponsmith)
Rank: "D"
Skill: Artisan Skill
Effect: User is skilled in the creation of a specific group of items, such as Armour or Weapons.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Craft is actually a number of separate skills. The user can have several Craft Skills each with their own levels of Mastery. This skill permits an individual to engage in a specific fabrication trade such as armourer, bowyer, locksmith, etc. A Craft skill is specifically focused on creating something. There are some guidelines when creating an item. Figure out what item you wish to create. Calculate 1/3 of item's cost. Write a crafting post equal to a Search Creature/Plant post. If a staff member is satisfied with the post a Craft check will be rolled. The staff member will roll a 1d100. Once the number is determined from the roll add the number to the user's skill plus any additional bonuses or penalties. Subtract the calculated bonus skill from the 1/3 price of the item. Continue with this process until you have reached 0. Once you have reached 0 you have created the item. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Craft (Construction). Synergy: A user with Craft gives a +5 per Mastery Level Synergy Bonus to checks related to items made with that Craft skill. Below is a list of some Artisan Trades a user can pick: Some practical applications of Craft follow:
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 20 (Dedicated Craftsman) + 25 (Heart of the Fields) + 20 (Heroism, Greater) + 20 (Agility) + 25 (Artisan Skill Bonus) + 10 (Autodidact) + 25 (Craft Training) + 25 (Crafter's Touch) + 10 (Craftsman) + 30 (Skill Focus)]
+1 Racial Die + 1 Mastery Die (Autodidact)
[60]Craft (Armourer)
Rank: "D"
Skill: Artisan Skill
Effect: User is skilled in the creation of a specific group of items, such as Armour or Weapons.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Craft is actually a number of separate skills. The user can have several Craft Skills each with their own levels of Mastery. This skill permits an individual to engage in a specific fabrication trade such as armourer, bowyer, locksmith, etc. A Craft skill is specifically focused on creating something. There are some guidelines when creating an item. Figure out what item you wish to create. Calculate 1/3 of item's cost. Write a crafting post equal to a Search Creature/Plant post. If a staff member is satisfied with the post a Craft check will be rolled. The staff member will roll a 1d100. Once the number is determined from the roll add the number to the user's skill plus any additional bonuses or penalties. Subtract the calculated bonus skill from the 1/3 price of the item. Continue with this process until you have reached 0. Once you have reached 0 you have created the item. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Craft (Construction). Synergy: A user with Craft gives a +5 per Mastery Level Synergy Bonus to checks related to items made with that Craft skill. Below is a list of some Artisan Trades a user can pick: Some practical applications of Craft follow:
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 20 (Dedicated Craftsman) + 20 (Heroism, Greater) + 20 (Agility) + 25 (Artisan Skill Bonus) + 10 (Autodidact) + 25 (Craft Training) + 25 (Crafter's Touch) + 10 (Craftsman)]
+1 Racial Die + 1 Mastery Die (Autodidact)
[60]Craft (Jeweler)
Rank: "D"
Skill: Artisan Skill
Effect: User is skilled in the creation of a specific group of items, such as Armour or Weapons.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Craft is actually a number of separate skills. The user can have several Craft Skills each with their own levels of Mastery. This skill permits an individual to engage in a specific fabrication trade such as armourer, bowyer, locksmith, etc. A Craft skill is specifically focused on creating something. There are some guidelines when creating an item. Figure out what item you wish to create. Calculate 1/3 of item's cost. Write a crafting post equal to a Search Creature/Plant post. If a staff member is satisfied with the post a Craft check will be rolled. The staff member will roll a 1d100. Once the number is determined from the roll add the number to the user's skill plus any additional bonuses or penalties. Subtract the calculated bonus skill from the 1/3 price of the item. Continue with this process until you have reached 0. Once you have reached 0 you have created the item. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Craft (Construction). Synergy: A user with Craft gives a +5 per Mastery Level Synergy Bonus to checks related to items made with that Craft skill. Below is a list of some Artisan Trades a user can pick: Some practical applications of Craft follow:
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 20 (Dedicated Craftsman) + 20 (Heroism, Greater) + 20 (Agility)]
+1 Racial Die
Expertise (Weaponsmith)
Rank: "E"
Skill: Academia Skill
Effect: An expert in an item type, or artistic type.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Characters with this skill are well versed in the general history of the great creators and their works of a certain product type. A character with this skill will specialize in one particular Product Type, or Appraisal Type, having more extensive knowledge with their specialization. A character with this skill can generally tell who created an object and what style or what time period it was created in. This skill can be used in substitute of Forgery to spot a Forgery to a product they specialize in. Some examples of Expertise are Locks, Traps, Weapons, Artwork (sculpture, paintings, etc.), Gems and Jewelry, Alchemy, etc. Synergy: A user with Expertise gives a +5 per Mastery Level Synergy Bonus to Craft of the same type. Expertise (Locks) gain +5 per Mastery Level to Lock Picking. Expertise (Traps) gain +5 per Mastery Level to Disable Device when disabling traps. Expertise (Demolitions) gain +5 per Mastery Level to Disable Device when disabling demolition charges.
Limit: Must learn from Skills.
[0 SP + 25 (Artisan Skill Bonus)]
Expertise (Armourer)
Rank: "E"
Skill: Academia Skill
Effect: An expert in an item type, or artistic type.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Characters with this skill are well versed in the general history of the great creators and their works of a certain product type. A character with this skill will specialize in one particular Product Type, or Appraisal Type, having more extensive knowledge with their specialization. A character with this skill can generally tell who created an object and what style or what time period it was created in. This skill can be used in substitute of Forgery to spot a Forgery to a product they specialize in. Some examples of Expertise are Locks, Traps, Weapons, Artwork (sculpture, paintings, etc.), Gems and Jewelry, Alchemy, etc. Synergy: A user with Expertise gives a +5 per Mastery Level Synergy Bonus to Craft of the same type. Expertise (Locks) gain +5 per Mastery Level to Lock Picking. Expertise (Traps) gain +5 per Mastery Level to Disable Device when disabling traps. Expertise (Demolitions) gain +5 per Mastery Level to Disable Device when disabling demolition charges.
Limit: Must learn from Skills.
[0 SP + 25 (Artisan Skill Bonus)]
Haggle
Rank: "D"
Skill: Sophisticated Skill
Effect: Characters with the haggle skill know how to get the best deals.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Described. User is well versed in the subtle art of obtaining the best quality items for the least amount of money, and how to sell what they have at the biggest profit. There are 2 ways to handle haggling in Naruto Forum Roleplay. The fastest way is to simply make a skill check. Using this method, the Game Master rolls a skill check for the character. If successful, the character with the haggling skill will roll their check and pay 1/3rd of said roll as a percentage less per item than others. For example, if user rolls a 6, they will pay 2% less. If user succeeds with a 50, user will pay 83.3% of the normal "list" price. When selling items, a character who makes a successful skill check can get between 1d100/2 percent more for any item. Any Point beyond 100 goes to the Die Roll after determining if the roll is under the Skill. The total however cannot go over 100. For Example: User has 102 Skill Points into Haggle. User rolls a 20 which is under the Skill. The total roll for calculating Percentage is 22 due to the 2 additional Skill Points beyond 100. If, however, a player would rather role-play their haggling attempt they may be able to get even better deals. Characters who wish to role-play haggling should keep in mind that there are strict protocols for haggling in the world. Sticking to the proper protocol is very important when haggling. If a character breaks protocol, they could offend the person they are haggling with. There are several things a character can do to improve their chances. Showing hard coin several things a character can do to improve their chances. Showing hard coin often helps seal a deal, convincing the person being haggled with that the character is serious about the offer and has what it takes to back it up.
Limit: Must learn from Skills.
[SP: 0 (Base) + 5 (Luck) + 5 (Charisma) + 20 (Heroism, Greater)]
Intimidate
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.
[SP: 0 (Base) + 35 (Aristocrat) + 5 (Luck)+ 5 (Charisma) + 25 (Heroism, Greater)]
+1 Racial Die
Jump Good
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.
[SP: 0 (Base) + 5 (Luck) + 20 (Heroism, Greater) + 10 (Might)]
[180]Leadership
Rank: "E"
Skill: Sophisticated Skill
Effect: The ability to attract followers to their cause, companions to join them on their adventures, and the ability to see advantages in large scale combat.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill allows characters to know how to take charge of a group of people to get a job done. A character with this skill know how to lead men into battle. They are able to plan successful strategies to defeat enemy troops. They know when to advance and when to retreat. They know how to keep the morale of their men high and how to get the most out of them. Characters with this skill can successfully lead a group in order to help them complete a task, make a decision, or govern a political body. This skill enables the user to attract loyal cohorts and a number of devoted subordinates who assist them. A cohort is generally an NPC with Specialists and Class Levels, while followers are lower level NPCs. Some practical applications of Leadership follow:
Limit: Must learn from Skills.
[SP: 125 (Base) + 5 (Luck) + 5 (Charisma) + 20 (Heroism, Greater)]
[40]Lore, Creature (Grassland)
Rank: "E"
Skill: Academia Skill
Effect: This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 Region (declared when the skill is chosen) to gain knowledge of Creatures. A character may acquire additional Regions by choosing this skill again. This skill enables a character to observe the actions or habitat of a creature, interpret what is going on, identify the creature, and have knowledge on what yields the creature has. Actions show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behavior can even indicate the location of a water hole, herds, predators, or impending danger, such as a forest fire. Each Creature has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Creature. If the user succeeds they know what the creature is and what yields they can produce. If the user fails by 20 or less they do not gain any knowledge of the creature and are unable to try again. If the user fails by 21 or more they will gain false information, like a different creature. Synergy: A user with Lore, Creature gives a +5 per Mastery Level Synergy Bonus to Animal Husbandry to the specific Region.
Limit: Must learn from Skills.
[SP: 125 (Base) + 5 (Luck) + 20 (Heroism, Greater)]
[40]Lore, Undead
Rank: "E"
Skill: Academia Skill
Effect: The user with this skill can identify the undead. The user can identify inscriptions on crypts, coffins and other undead haunts as well.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. A person versed in the lore of the undead understands the basic principles behind souls, spirits, the afterlife, and godly vengeance against unworthy mortal upstarts. User can recognize markings related to spirits and undead, though the user does not gain any automatic understanding of it, and the user knows how certain Jutsus interact with the realm of the undead. The user can identify inscriptions on crypts, coffins and other undead haunts as well. The user only needs to learn this skill once to encompass all regions. Each Undead has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Undead. If the user succeeds they know what the undead is and what yields they can produce. If the user fails by 20 or less they do not gain any knowledge of the undead and are unable to try again. If the user fails by 21 or more they will gain false information, like a different undead.
Limit: Must learn from Skills. Must know Chakra Lore or Divine Lore.
[SP: 125 (Base) + 5 (Luck) + 20 (Heroism, Greater)]
[80]Musician (Flute)
Rank: "D"
Skill: Sophisticated Skill
Effect: This skill encompasses all abilities pertaining to playing an instrument.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can play a specific musical instrument (often fiddles, flutes, dulcimers, lutes and recorders). Naturally the musician must have the instrument in order to utilize this skill. This skill also encompasses singing (to wit, the use of the voice as an instrument).
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 5 (Charisma) + 20 (Heroism, Greater)]
[80]Musician (Singing)
Rank: "D"
Skill: Sophisticated Skill
Effect: This skill encompasses all abilities pertaining to playing an instrument.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can play a specific musical instrument (often fiddles, flutes, dulcimers, lutes and recorders). Naturally the musician must have the instrument in order to utilize this skill. This skill also encompasses singing (to wit, the use of the voice as an instrument).
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 5 (Charisma) + 20 (Heroism, Greater)]
[180]Observation
Rank: "E"
Skill: Sophisticated Skill
Effect: User's senses allow the user to notice find details and alert the user to danger.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill focuses certain powers of observation - sight, smell, hearing, and touch. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for the Character any time there is an NPC, creature, event or happening that a character might notice, even if they did not specifically state that they are monitoring their surroundings. Characters are capable of noticing any event within their perception; this skill will typically be used as a competing check against another's attempt to avoid detection (stealth, etc). Observation reveals only facts, not motivation. Some practical applications of Observation follow:
Limit: Must learn from Skills.
[SP: 125 (Base) + 5 (Luck) + 20 (Heroism, Greater)]
Persuasion
Rank: "E"
Skill: Sophisticated Skill
Effect: User can use this skill to persuade others to agree with their arguments, to resolve differences, etc.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Sense Motive. Persuasion is the ability to convince another person or persons to engage in an activity they might otherwise avoid for a myriad of reasons. As a general rule, the degree to which the person is inconvenienced by or appalled by the task sets the mastery level necessary to have any chance of persuading them to do it while the probability of negative repercussions sets the difficulty level. Synergy: A user with Acting or Sense Motive gives a +5 per Mastery Level Synergy Bonus to Persuasion.
Some practical applications of Persuasion follow:
Limit: Must learn from Skills.
[SP: 0 + 5 (Luck) + 5 (Charisma) + 15 (Sense Motive) + 20 (Heroism, Greater)]
[80]Riding (Horse)
Rank: "D"
Skill: Sophisticated Skill
Effect: User is skilled at riding mounts, or driving vehicles.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters use the Riding skill both for riding and handling creatures and vehicles. It requires greater skill to fight from the saddle—more so to shoot accurately. If the user attempts to ride a creature that is ill suited as a mount, user takes -25 penalty on their ride checks. Each time user grabs this skill it affects a particular type of creature/vehicle (Griffon, Pegasus, Horse, etc), which must be chosen when the skill is learned the first time. Synergy: A user with Animal Training gives a +5 per Mastery Level Synergy Bonus to Riding (If it's a creature). Some practical applications of Riding follow:
Limit: Must learn from Skills.
[SP: 125 + 20 (Agility) + 5 (Luck) + 25 (Animal Training) + 20 (Heroism, Greater)]
Sense Motive
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.
[SP: 0 (base) + 20 (Aristocrat) + 5 (Luck) + 10 (Persuasion) + 20 (Heroism, Greater)]
+1 Racial Die
Stealth
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at avoiding detection, allowing the user to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 1 Die Roll. Check Requirement: Always. Opposed: Observation. An individual or creature uses this skill to hide from a casual observer using available concealment and/or cover. In essence, they try to remain motionless and crouched down or prone, so as not to draw attention. Unless the user hides behind total concealment, however, the user may still be visible to the careful observer. This skill also allows a character to move without being heard, a successful check avoids drawing the attention of observers and thus the user can sneak past them if not in their line of sight. Some practical applications of Stealth follow:
Limit: Must learn from Skills.
[SP: 0 + 20 (Agility) + 5 (Luck) + 20 (Heroism, Greater)]
Swim Good
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
[SP: 0 + 5 (Luck) + 20 (Heroism, Greater) + 10 (Might)]
[80]Tracking
Rank: "D"
Skill: Sophisticated Skill
Effect: User excels at following trails and tracks left by others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters use this skill to follow the trail of animals and other persons. Simply put, a successful Tracking check means the character found a trail, while failure means they did not. If the character fails this initial skill check, they can attempt another Tracking check - provided that they spend at least 30 minutes attempting to pick up the trail again. If the user fails this second check, the user simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into two or crossing water are examples why a character might need another Tracking check. Some practical applications of Tracking follow:
Limit: Must learn from Skills.
[SP: 125 + 25 (Track) + 5 (Luck) + 20 (Heroism, Greater)]
[40]History, Local (Oto no Kuni)
Rank: "E"
Skill: Academia Skill
Effect: The character with this skill is a storehouse of facts about the history of a country.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Described. Characters with this skill can train 1 Country (declared when the skill is chosen) to gain knowledge of the Country History. A character may acquire additional Countries by choosing this skill again. The character with this skill is a storehouse of facts about the history of a country. User has knowledge of legends, personalities, inhabitants, laws, customs, traditions, and even humanoids of a Country. For example, the character will know when the ruined tower on the hill was built and who built it (and what happened to him). User knows what great heroes and villains fought and fell at the old battlefield and what great treasure is supposed to be kept in a local temple. User even knows how the mayor of the next town miraculously grew hair on his balding pate. The Game Master will provide information about local sites and events as the character requests it. Furthermore the character can try to retell these events as entertaining stories. Once the subject is chosen, the user can attempt a skill check and, if successful, add that tale to their repertoire. This skill also provides the character with knowledge of the codes of law be they formal statutes or informal rules. Synergy: A user with Local History gives a +5 per Mastery Level Synergy Bonus to Investigate when Coaxing. Some practical applications of Local History follow:
Limit: Must learn from Skills.
[SP: 125 + 5 (Luck) + 5 (Aristocrat) + 20 (Heroism, Greater)]
Non-Human Languages (Draconic)
Rank: "D"
Skill: Language Skill
Effect: Languages mostly spoken not of the same race as humans, and languages spoken by specific groups of people.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. Although there are many human languages across the world, there are many more of non-human origin. Some of them have existed longer than humanity itself. Non-Human Langauges are languages said to be spoken by many Creature Types. These are languages not commonly heard by people, but some can be spoken within specific Clans. The character with this skill has learned to speak a particular language. A successful skill check indicates that the character is able to speak and understand the language, while a failed skill check means that the user has forgotten the correct words –or cannot understand the words. For convenience's sake, the user can use the chart below to judge the level of communication possible by the character. Below are non-human languages spoken around the world:
Limit: Must learn from Skills.
[SP: 0 (Base) + 75 (Aristocrat) + 5 (Luck) + 20 (Heroism, Greater)]
Use Chakra Device
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at activating chakra items, even if they are not otherwise trained in their use.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Always. User this skill to activate devices that have Chakra abilities and have special restrictions, that otherwise the user could not activate. This skill allows the user to use a chakra item as if they had the manifesting ability of another Specialist, as if they were a different race, or as if they were a different alignment. User makes a Use Chakra Device check each time the user activates a device. If the user is using the check to emulate an alignment or some other quality in an ongoing manner, the user needs to make the relevant emulation check once per hour. User must consciously choose what to emulate. That is, the user must know what they are trying to emulate when they make an emulation check. The Difficulty for various tasks involving Use Chakra Device depends on the application. No movements is required performing a Use Chakra Device. User may retry if they fail a check, however if user fails by 25 or more, then the user cannot try to activate the item again for 24 hours. Cannot use Aid Another with Use Chakra Device. Some practical applications of User Chakra Device follow:
Limit: Must learn from Skills.
[0 SP + 25 (Chakra Affinity) + 5 (Charisma)][/ul]
[li]Drunken Boxing{Mastering}[/li]
[li]Goutetsu (Sei/Do)[/li]
[li]The Eight Celestial Gates (1-8)[/li]
[li]Mounted Combat[/li]
[li]Tensora[/li]
[li]Marskman (Bow)[/ul]
[li]Bard {Mastered}[/li]
[li]Pulverum {Mastered}[/li]
[li]Venator {Mastered}[/li]
[li]Soulcaster[/li][/ul]
[li]Shadow {Mastered}[/li]
[li]Enchantment {Mastered}[/li]
[li]Charm[/li]
[li]Compulsion[/li][/ul]
[li]Fuuton {Mastered}[/li]
[li]Raiton {Mastered}[/li]
[li]Shape Transformation {Mastered}[/li]
[li]Doton[/li]
[li]Saton[/li]
[li]Suiton[/li][/ul]
[li]Jack of All Trades (Universal Miscellaneous)[/li]
[li]Creation Ritualist[/li]
[li]Artisan (Weaponsmith)[/li]
[li]Artisan (Armorsmith)[/li]
[li]Artisan (Jeweler)[/li]
[li]Artisan (Alchemy)[/li]
[li]Grand Master (Venator)[/li]
[li]Artisan (Distiller)[/li]
[li]Binding Ritualist[/li]
[li][/li][/ul]
Souten (Horse, Light)
[Movement] 4 (Base)
[Will Save] 3 (Base) + 4 (Heroism, Greater) + 8 (Mental Strength)
[Fortitude Save] 0 (Base) + 4 (Heroism Greater)
[Armor] 40 + 5 (Heroism, Greater) + 40 (Umbral Fortification, Greater)
[Low-Light Vision] 30 meters
[Scent] D-Rank[/ul]
[Attack Damage] + 4 (Heroism, Greater)
[Apparel]
[5]Quiver, Back
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Wearable Container
Effect: A container normally worn on the back used to carry arrows, bolts, and darts.
Special: ---
Drawback: ---
Description: Back quivers are secured to the archer's back via straps, with the nock ends protruding above the dominant hand's shoulder. Arrows can be drawn over the shoulder rapidly by the nock. The standard back quiver has a volume of 1 slot. It can hold up to 20 Arrows, Bolts, or Darts. A back quiver may be larger, or smaller. For every 1/4th of a Slot the quiver can hold 5 Arrows, Bolts, or Darts. For Example: 30 Arrow quiver is 1 and 1/2 Slots. 1 slot is approximately 50 square inches. The Back quiver can be outfitted with Modular Lightweight Load Carrying Equipment. For every 20 Arrows 1 pouch can be applied outside of the Quiver.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
[5 Quivers: 1000 Ryo/5 Slots/100 Arrows]
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Wearable Container
Effect: A container normally worn on the back used to carry arrows, bolts, and darts.
Special: ---
Drawback: ---
Description: Back quivers are secured to the archer's back via straps, with the nock ends protruding above the dominant hand's shoulder. Arrows can be drawn over the shoulder rapidly by the nock. The standard back quiver has a volume of 1 slot. It can hold up to 20 Arrows, Bolts, or Darts. A back quiver may be larger, or smaller. For every 1/4th of a Slot the quiver can hold 5 Arrows, Bolts, or Darts. For Example: 30 Arrow quiver is 1 and 1/2 Slots. 1 slot is approximately 50 square inches. The Back quiver can be outfitted with Modular Lightweight Load Carrying Equipment. For every 20 Arrows 1 pouch can be applied outside of the Quiver.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
[5 Quivers: 1000 Ryo/5 Slots/100 Arrows]
Pack, Main
Rank: "B"
Type: Main, Slot Holder, 70 Slots, Wearable Container
Effect: Main Packs were meant for long distances, allowing the user to essentially live out of it.
Special: ---
Drawback: ---
Description: Picture The main pack has a volume for 70 slots. Contains a front pocket to house multiple items. The flap covering the top opening of the rucksack provides water resistance, and has a mesh pocket for small reference and information materials. It is secured with a hook and loop closure. The lower compartment provides storage of readily available mission items. The Main Pack incorporates drain holes. The exterior sides and outermost side of the main pack contains Modular Lightweight Load-Carrying Equipment system webbing to accomplish secure attachment/detachment of the modular pouches/pockets and other individual equipment items and carriers. The sides can have 3 Pouches each, while the front end can have 12 pouches. Inside the Main Pack, against the back panel, is a water-resistant, removable radio pouch
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 14,000 Ryo Each.
Rank: "B"
Type: Main, Slot Holder, 70 Slots, Wearable Container
Effect: Main Packs were meant for long distances, allowing the user to essentially live out of it.
Special: ---
Drawback: ---
Description: Picture The main pack has a volume for 70 slots. Contains a front pocket to house multiple items. The flap covering the top opening of the rucksack provides water resistance, and has a mesh pocket for small reference and information materials. It is secured with a hook and loop closure. The lower compartment provides storage of readily available mission items. The Main Pack incorporates drain holes. The exterior sides and outermost side of the main pack contains Modular Lightweight Load-Carrying Equipment system webbing to accomplish secure attachment/detachment of the modular pouches/pockets and other individual equipment items and carriers. The sides can have 3 Pouches each, while the front end can have 12 pouches. Inside the Main Pack, against the back panel, is a water-resistant, removable radio pouch
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 14,000 Ryo Each.
[Secondary, Basic [0/15]]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[li][/li]
[Secondary, Quiver [5/5]]
[li]Arrows, Overview [20][/li]
[li]Arrows, Overview [20][/li]
[li]Arrows, Overview [20][/li]
[li]Arrows, Overview [20][/li]
[li]Arrows, Overview [20][/li]
[Pack, Main [?/70]]
[li][1/16]Wireless Radio[/li]
[li][?] Alcohest (Distilled Spirits)[/li]
[Primary]
Polearm (Overview)
Rank: "C"
Type: Main, Piercing, Staff/Spear
Effect: A close combat weapon in which the main fighting part of the weapon is fitted to the end of a long shaft.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A large weapon normally longer than 1.2 m (4 feet). These weapons are only suitable for melee combat and cannot be used for ranged combat. Examples of a Polearm: Nagamaki, Naginata, Quarterstaff, and Glaive. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 8,000 Ryo
Rank: "C"
Type: Main, Piercing, Staff/Spear
Effect: A close combat weapon in which the main fighting part of the weapon is fitted to the end of a long shaft.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A large weapon normally longer than 1.2 m (4 feet). These weapons are only suitable for melee combat and cannot be used for ranged combat. Examples of a Polearm: Nagamaki, Naginata, Quarterstaff, and Glaive. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 8,000 Ryo
Bow, Recurve (Overview)
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
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
Dossier (Physical)
[6’6 (77 in) - Height]
[221 lbs - Weight]
[4% - Body Fat Percentage]
[Black - Hair Color]
[Oriental - Skin Color]
[6’6 (77 in) - Height]
[221 lbs - Weight]
[4% - Body Fat Percentage]
[Black - Hair Color]
[Oriental - Skin Color]
[Details (Head) – Long, jet black hair falls just passed the shoulders, a bit unruly and wild, yet tamed at the same time somehow, much like the mane of a stallion. Two braids above either temple, calling down to frame his face, and keep the wild hair from getting in his eyes throughout the day to day. Each braid ends in a fashionable loop that, the hair braided around a circle of wood on each end to keep the shape, and held in place by a muted green band that is very nearly black; each band possessing the symbol for Oto. Even still his hair makes advances to cover his eyes, bangs falling regardless of preparation, long enough to reach his nose. A green Headband with the symbol for Otogakure no Sato rests upon his brow, to keep the hair out of his eyes, and display his pride in his own small village.
His eyes are black, not a very deep brown like most, but a natural and true black that seem to act as a mirror for those who look within them. Due to the narrow shape of his eyes, people have been wary of him, deeming him to be bandit like, and yet they also see the beauty in his eyes; a debonair rogue type. His nose is straight and unbroken, despite years of combat and training, and his lips seem to possess a permanent smirk that often gets him into trouble; or causes others around him to wonder if he is plotting. Each ear possesses an earring, a steel hoop with etchings of horses running through the wind, using traditional Chinese art styles. His jaw is powerful and yet still supple, handsome and desirable as a feature, which helps him quite a bit. This is a face that is quite popular with the women of the world.]
[Details (Body) – First and foremost, Kyuushu is a warrior, however he is also an aristocrat, and his body reflects it. His body type is that of a lean, but powerful fighter; muscles that do not add an unseemly amount of bulk to him, yet still appear powerful, and are so as well. Biceps and chest built up from years of handling horses since the exile, as well as from his training as a Shinobi at the age of 8, all the way up until now. He has a powerful abdomen and back as well, although his back is crisscrossed with scars, a few of them on his torso as well, from years of battle and service to Otogakure no Sato. His hands are rough with use, but also well taken care of, with perfect nails despite callouses from handling reins and his Naginata.
Kyuushu’s lower body is just as well defined from his daily activities, which help to shape his body to the perfect war machine that it is today. Quads and calves bulge with power, built for speed and strength, but each with their own bit of scarring as well from the constant struggle of Shinobi life. He has large feet, although not particularly wide, which are perfect for the stirrups of a saddle. Of course, if the ladies are curious, he is no slouch where it matters either, often attributed to a horse himself.
Typical wear outside of a mission for him is a cotton shirt, green with a gold trim, as that is his favorite style of wear. The shirt is made of cotton and unadorned with any wording or pictures, just as he likes it, and the sleeves are either long or short depending on the weather. Dark green cotton pants as well, with dark green cloth shoes and socks, which complete the outfit for his casual wear basics. If it gets too cold, he has been known to wear a dark green jacket with black fur trim, the symbol for Otogakure no Sato proudly displayed on the back for all to see. Of course, as with when he wears his armor, the headband of Otogakure no Sato is always upon his brow.
When going on a mission or into battle, Kyuushu adorns himself with the armor of his family, the Armor of the Eastern Dragon. Upon the shoulders are the heads of the Eastern Dragon, both golden in color, although not made of gold. These are held by the breast plate and upper arm plate, made of steel and scaled steel, which does not cover his full upper body and allows for a wider range of movement; the waist has another image of the Eastern Dragon on it as well. Beneath the torso armor he wears a leather kimono-esque top that layers for protection, creating a type of lotus blossom pattern at the bottom just below his waist. His bracers have an embossment of wind upon them near the elbow, with the crashing waves embossed on the waist of the armor, similar patterns found throughout the armor as well, causing it to appear almost ceremonial.
The lower has a layered pair of calf guards that go below the knee, scaled so as to keep fluidity for the limbs, instead of making the movements rigid like other armors would. Upon those are the embossing for water and wind as well, keeping in theme with the armor as a whole, and promoting the fact that he is the Lord of the Eastern Land; although unknown if self-proclaimed or not. His boots also have the wind motif on them as well, the bottom containing a type of leaf pattern to them, with the toes curled up and squared in order to keep a better hold in the saddle stirrups. The belt holds pouches for small weapons like knives or kunai, and cord on the waist holds a talisman what is more a family heirloom, only worn ceremonially and not to combat.]
Dossier (Mental)
[Singing, Flute Playing - Hobbies]
[Command, Combat, “Doing things his own way”, Horses - Likes]
[Sticklers, People without Imagination, Birds - Dislikes]
[Chicken - Favorite Food]
[Chaotic - Mode of Combat]
[Singing, Flute Playing - Hobbies]
[Command, Combat, “Doing things his own way”, Horses - Likes]
[Sticklers, People without Imagination, Birds - Dislikes]
[Chicken - Favorite Food]
[Chaotic - Mode of Combat]
[Details (Psychological) – Kyuushu is first and foremost a friendly individual, willing to help out when people need, without so much as demanding a price for his help. Very kind of him. Most people know that he can walk up and strike up a conversation with anyone, befriending everyone he meets, so long as they are the type that want to be befriended of course. In addition to his friendliness would usually be kindness, however he is both that and ruthless to those that burn that kindness, exacting a vengeance upon them both terrible and pure.
His recklessness is something to be marveled, as he does his best to make every situation his own, no matter what the protocol might be for anything he is dealing with. People who have joined with him have found that he rushes seemingly headfirst into anything without thinking, or at least that is their perception, and that his plans are so crazy that they somehow work. He is the same when dealing with people, speaking his mind in a blunt and reckless fashion, knowing that he’s strong enough to handle anything they throw at him, no matter who they are. In this he is much like a lord when talking to those a lord would deem beneath one’s self, but Kyuushu does not understand that.
Like a captain on a battlefield, Kyuushu is a man who likes to give out orders, to command his troops toward victory no matter what. This is something he learned from his mentor Ma Gunba, how to make himself seen and heard, and he uses that whenever possible. Just his presence is one of command, the way he stands and walks, speaking with others just oozes that this is a man used to being in charge. Of course, like a good captain or officer, he also knows when to listen to his troops as well. Often he will ask the ideas of those above, beside, and beneath him to see if anyone can come up with a better plan. He values the opinions of those around him, as it is teamwork that gets a job done, and he takes that to heart.
On the other side of his recklessness is a calculated planner, planning his recklessness it would, and creating a near oxymoron. Kyuushu is a very accomplished strategist, able to plot moves ahead of his opposition easily, whether it be on the spot or days in advance. This is also a trait he uses in business, calculating ways to get an edge in the business world, while making it easier for commerce to flow though his lands and strengthen his people. Those in the market know him to be a sharp businessman with a critical eye for wares, much to their dismay, and one that keeps them honest and on their toes when he is present. Few would dare double-cross Kyuushu in business or war.
While he is kind and he is fair, Kyuushu has developed a terrible habit for sarcasm that comes off rude to those that do not know him well enough. His words and wit are often too sharp and before he knows it, his mouth has been reckless, letting fly something that was rattling around in his head that he should not have said in the first place. Of course, those that do know him find his humor to be a bit of a treat, so long as it is not directed at them of course. Though he is very sarcastic, he is never malicious with his words, always striving to keep his sharp tongue on the light-hearted side of things.]
Dossier (Historical)
[Seiryuu Kushina - Mother]
[Seiryuu Susanno - Father]
[None - Siblings]
[Ma Gunba - Sensei]
[Seiryuu Kushina - Mother]
[Seiryuu Susanno - Father]
[None - Siblings]
[Ma Gunba - Sensei]
[Details (Past) – Seiryuu Kyuushu has a past filled with turmoil, strife and betrayal. As a child, Kyuushu had a charmed life, blessed as he was by his father’s position as a lord of Oto no Kuni. As he grew up he had tutors for the arts and languages, showing an affinity for both, but also an affinity for strategy and combat. As he grew, he learned math and language, combat and the arts, but he showed a true love for the equine arts of riding. Day in and day out, his tutors would find him ditching courses to be around the horses in his father’s stables. Even in the capital, he could be found near the royal army stables. It was during his time in the capital during a tutor session with Ma Gunba, one of the more prominent horse warriors, that tragedy would strike at the age of three.
In the Daimyo province of Oto no Kuni, in the city of Meikyoku, a coup took place on the Daimyo of Oto no Kuni by Shinobi of another land hired by a Daimyo of another province. The struck during the day, the boldest time to strike, while most of the men were in office; all but one who was out of town on business. The Daimyo estate was awash in flames just as a meeting had taken place to help place new laws that would bring more prosperity to Oto no Kuni and help make it a world power. Ma Gunba whisked the young master away into the barracks while the military rushed the building to capture the Shinobi, but they ultimately failed, and Kyuushu was left with nobody. Once the son of the current Daimyo, who had been out of town on business, had returned it became a very different town. All of the families who had been present during the coup were exiled into the land, never to return to the capital, under the pretense that they were the cause of the Shinobi attack and could be suspects.
Ma Gunba kept Kyuushu with him out in the countryside, now that his parents were dead, and raised him as his own like a soldier. Day in and day out there was training with the Naginata, horse riding and mounted combat, and strategy. In addition, he would teach Kyuushu how to read, write, arithmetic, and all other social skills that might help him through life as a way of shoring up the skills he could not finish. On the side, Kyuushu would sing and play his flute to remove the pain and loss of his father. His mother was not just out there, but with the son of the former Daimyo, the only person of the noble families that were not exiled from the city. He vowed his revenge in some way, but he could not go up against the royal military of Oto no Kuni, not with Ma Gunba in it still, nor all of his friends within it either. The only way was to find out how to create a coup, it was Shinobi work, and so he would perform Shinobi work until plans were in motion.
At the age of six he joined the academy, learned in many forms of martial arts and warfare, picking up the teachings of the Shinobi and absorbing them into his core like sponge, fueled by the rage of betrayal that his mother had been part of, fueled by the hatred for the son of the late Daimyo. There they would teach him the arts of Ninjutsu and Genjutsu, awakening his talent for chakra control, and discovering things he never knew. A deep affinity for the spirits was afforded to him, even to the point he was followed by a spirit of misfortune, a creature known as the Y’la. While it did not specifically bring him much misfortune once he grew to know it, before then it would cause all manner of havoc within the Academy, that was before an expert was brought in to teach him the ways.
Additionally, he was trained by the Venators of Otogakure no Sato, in order to keep him from the path of evil, which was so easy to walk when one had vengeance lingering overhead. They took that, they harnessed it, and shaped him into a force to be reckoned with for the day his vengeance would come. Harbinger was the path that the Venators of Otogakure no Sato placed him upon, to temper him much like one would temper a blade, not knowing what he would become as he grew, but wanting to make sure that he had all the tools that would be needed. His life was constant training and strain from the beginning, but it was only just beginning.
Graduating to the class of Genin, an auspicious day indeed for the young Kyuushu, who was now beyond the first milestone toward his revenge. It was not long before he was given his first assignment, and his first taste of death. In the mountains of Tsuchi no Kuni was the owner of a mining company, he and his team, along with their Chuunin leader, were sent to guard this man and assist with his mining operation so that Oto no Kuni could benefit. Of course, Iwagakure no Sato Shinobi had heard of the mission, sending their own ninja to stop the progress on the mine, and to stop Oto no Kuni from gaining a foothold on a market like Mithril. The battle was fierce and Kyuushu was severely wounded, their Chuunin leader unscathed, and one other member of the team mangled to death. This was the series of scars upon his back, but they were successful in opening the mine and a new market to Oto no Kuni, after killing the four Iwagakure no Sato Shinobi. After that first taste of combat, he realized that he needed more real world experience to survive, and threw himself at the most dangerous missions they would allow while intensely training skills.
His victory in the Chuunin Exams was no surprise to Otogakure no Sato, as he was leagues ahead of those within the competition. It went similarly for his Jounin exam, almost like a give me test, rather than one that was supposed to risk his life and test his skills. Of course, while a prodigy of a sort when it came to hard work, he grew at the expected times to the ranks, no faster or slower than that of others in the average. This was very important, as he was to not stand out when it came to public eyes, so that the Daimyo never knew hit was him. He would take damage during missions, fail a few on purpose, or succeed at the bare minimum if the eyes were beginning to turn toward him. All of this in hopes of keeping his primary target from noticing him. But that is when he found them…
Kyuushu had infiltrated the home of the Daimyo during a cold winter night shortly after becoming a Jounin, his Naginata ready to drink the blood of his mother and the man who killed his father, but fate would have a different story for this young man. Death had taken the Daimyo household and his mother, along with the son of the former Daimyo, were both found deceased within their home. It would seem they had a bout with the plague, neither of them able to survive due to their older aged bodies, and they succumbed in their sleep. The rage filled Kyuushu, as well as the sorrow, as his purpose for life had been taken from him when he was so close. He almost took his life a few days later, but an elderly Ma Gunba visited him shortly before he had made his decision, talking him out of the act without even knowing he did so, and saving Kyuushu’s life. It was then that the man took a new oath, to make Otogakure no Sato and Oto no Kuni more powerful than any village, so that none could do to others what had befell him. He wished to protect the new Daimyo line, the Ma line, as Ma Gunba had been appointed as the Daimyo of Oto no Kuni.]