Yoko Taro [Jōnin; Mizukage; Earth Corner]
Mar 26, 2019 12:56:51 GMT -7
Post by Cadoc on Mar 26, 2019 12:56:51 GMT -7
Below is the cost and amount of SP I have for skills I have obtained it is not a list of their final amounts after bonuses nor a list of every skill I have.
Influence 120 Auto mastery (Eccentric Specialist, Drunk Talent)
Alchemy 60 Auto mastery (Autodidact)
Ancient/Dead Languages (Drueidan) 30 Rolled 28 SP
Analysis (Armour & Weaponry) 20 Gained 103 SP (+1 per die from the study)
Analysis (Artwork) 20 Gained 97 SP (+1 per die from the study)
Analysis (Gems & Jewelry) 5 Rolled 33 SP (None)
Astrology 20 Gained 108 SP
Chakra Lore 10 Gained 91 SP
Crafting (Armourer) 50 Auto mastery (Autodidact, Eccentric specialist)
Crafting (Gadgets) 50 Auto mastery (Autodidact, Rogue room)
Crafting (Weaponsmith) 50 Auto mastery (Autodidact, Eccentric specialist)
Cultivation, Underworld 20 Gained 125 SP
Culture (Akimichi) 10 Gained 67 SP
Culture (COPWT MNBWAA) 30 Auto mastery
Culture (Inuzuka) 10 Gained 81 SP
Culture (Mabuki) 10 Gained 70 SP
Culture (Ōgumo) 10 Gained 61 SP
Culture (Yokushin) 10 Gained 66 SP
Society 25 Auto mastery (Study, Priest)
Disguise 80 Rolled 113 SP
Forgery 30 Gained 94 SP
Geology 10 Rolled 56 SP
History, Local Land of Fire 15 Gained 96 SP
History, Local Wind 10 Gained 72 SP
Human Languages (Dimple Runes) 10 Rolled 47 SP
Human Languages (Hammertongue) 10 Rolled 44 SP
Human Languages (Ruathlek) 10 Rolled 50 SP
Human Languages (Sign Language) 10 Rolled 43 SP
Human Languages (Trail Markers) 10 Rolled 44 SP
Human Languages (Thieves' Cant) 10 Rolled 43 SP
Investigate 85 Rolled 101 SP
Lore, Plant, Underworld 10 Rolled 76 SP
Non-Human Languages (Draconic) 10 Rolled 38 SP
Non-Human Languages (Plantspeech) 10 Rolled 39 SP
Non-Human Languages (Serusan) 10 Rolled 44 SP
Non-Human Languages (Sylvan) 20 Rolled 85 SP
Reading Lips 60 Rolled 105 SP
Religion (Cult of Nenyana) 10 Gained 63 SP
Religion (Jashinism) 10 Gained 54 SP
Religion (Kaishaba) 10 Gained ?? SP
Perception 75 Rolled 125 (Eccentric Specialist, Mental Acumen, Technical Path 1, Drunk Talent)
Finesse 15 Rolled 18 SP (None)
Stealth 85 Rolled 104 SP
Tracking 50 Rolled 118 SP
Weather Sense 15 Gained 71 SP
Influence
Rank: "E"
Skill: Sophisticated Skills
Effect: User can manipulate other people through negotiation, deceit, or intimidation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma. Core Skills: Acting, Intimidate, Persuasion. Die Rolls: 1 Die Roll. Check Requirement: Various. User can manipulate other people through negotiation, deceit, or intimidation. Change others’ attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages. When learning Influence a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Influence are Acting, Intimidate, Persuasion. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
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.
Ancient/Dead Languages (Specify)
Rank: "D"
Skill: Skill
Effect: Languages no longer spoken by large groups of people.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Languages are always undergoing changes, modified by time or distance. Over centuries, some transform to such a degree that they can be said to be a separate, distinct language, while others are wiped out with their speakers in the blink of an eye by catastrophic events. A language is considered truly dead if it no longer has a stable, living population of native speakers, even if written records of it still exists, scholars still study it, and certain immortal or undead individuals still speak it. 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 Ancient/Dead languages spoken around the world:
Limit: Must learn from Skills.
Drueidan: This language has been guarded so vigilantly by the druids of the world (druids are people who serve the wilderness, seeing to maintain balance between the natural world: the elements, plants, animals, and sentient creatures alike) that it remains a secret language to this day. Speakers of Sylvan may be able to discern a few individual words here and there, but even they remain baffled without a greater context to place them in.
Analysis
Rank: "E"
Skill: Academia Skill
Effect: The Analysis Skill focuses on dedicated evaluations and qualified critical inquiry.
Special: ---
Drawback: ---
Description: Relevant Abilities: Various. Core Skills: Appraisal (Specify Type), Expertise (Specify Type). Die Rolls: 5 Die Roll. Check Requirement: Always. The Analysis Skill focuses on dedicated evaluations and qualified critical inquiry. Unlike Investigation which are used to find things under different circumstances, this skill is about working with what you have, further defining and intensely codifying and qualifying every aspect of an item or scene. Analysis is used to determine the value of objects and others, as well as the understanding and knowledge of items. This skill is common investigate and sharp-thinking characters, as well as Artisans. When learning Analysis a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Analysis are Appraisal, and Expertise. User must learn Appraisal and Expertise multiple times to gain multiple subtypes. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
Astrology
Rank: "E"
Skill: Academia Skill
Effect: An astrologer seeks the truth in the study of the heavens and celestial charts.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Astrology is a field of study that deals with celestial objects (such as the moons, stars, planets and comets). It encompasses astrometry (cataloging stars’ positions, magnitudes and positions), the making of calendars and celestial navigation. While charlatans may infer correlation of this information to earthly affairs or claim it has some predictive value based upon the season of one’s birth, this is utter nonsense and serves to diminish the scholarly standing of the academic astrologer. Synergy: A user with Astrology gives a +5 per Mastery Level Synergy Bonus to Navigate on a clear sky.
Limit: Must learn from Skills.
Craft (Specify Trade)
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.
Culture (Specify) COPWT MNBWAA
Rank: "E"
Skill: Academia Skill
Effect: User can blend into foreign cultures and have an encyclopedic knowledge of foreign customs.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Normal. Characters with this skill know the customs and traditions of 1 specific Clan, Organization, or Creature. The user may select the Clan, Organization, or Creature they are an expert on. Among other things, the character with this skill will be able to recognize artifacts, writings, and rituals of the Clan, Organization, or Creature about which they are an expert in. It is possible for a character with this skill to positively influence those whose culture they are an expert in on when encountering them. Synergy: A user with Culture gives a +5 per Mastery Level Synergy Bonus to Anthropology to the specific Culture. Some practical applications of Culture follow:
Limit: Must learn from Skills.
Society
Rank: "E"
Skill: Academia Skills
Effect: User understands the people and systems that make civilization run, and they know the historical events that made societies that they are today.
Special: ---
Drawback: ---
Description: Relevant Abilities: Various. Core Skills: Current Affairs, Ancient History, Local History. Die Rolls: 5 Die Roll. Check Requirement: Various. User understands the people and systems that make civilization run, and they know the historical events that made societies that they are today. Society can be used to Education Checks on the inhabitants of a region, important personalities, royalty, noble lineages, historical events, customs, legends, and laws. When learning Society a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Society are Anthropology, Arson Investigation, Ballistics, Blood Spatter Analysis, and DNA Profiling. User must learn Local History multiple times to gain multiple subtypes. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
Disguise
Rank: "E"
Skill: Sophisticated Skill
Effect: A user versed in the art of disguise can alter their appearance to be unrecognizable—even to their own mother.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Observation. While any character can use this skill, a character well versed in the art of disguise can alter their appearance to be totally unrecognizable. There are, of course, common sense limits to this skill. A balding, fat, middle-aged midget innkeeper is going to have one hell of a time disguising himself as an beautiful prostitute (sorry, "dancing girl"). In general, the limitations listed on the following chart note how much a character may change their appearance. Synergy: A user with Acting gives a +5 per Mastery Level Synergy Bonus to Disguise checks made when the user knows they are being observed and .they try to act in character. Some practical applications of Disguise follow:
Limit: Must learn from Skills.
Geology
Rank: "E"
Skill: Academia Skill
Effect: This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks. It can help a character identify potential veins of gems or safely spelunk (navigate through natural caves. A geologist is a specialist in the composition of the earth. The user can put their skills to work in identifying likely locations of precious metals, gems, metal ores, and coal.
Limit: Must learn from Skills.
Human Languages (Specify)
Rank: "D"
Skill: Language Skill
Effect: The most common form of language on the surface world.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. There are countless human languages spoken on the surface of the world of Naruto Forum Roleplay. Basic Languages spoken throughout the known world spoken by the people of the world. Some are more rare than others however each Language is spoken by Humans that thrive in the world. The character with this skill has learned to speak a particular language. A successful skill check indicates that the character is able to speak and understand the language, while a failed skill check means that the user has forgotten the correct words –or cannot understand the words. For convenience's sake, the user can use the chart below to judge the level of communication possible by the character. Below are human languages spoken around the world:
Limit: Must learn from Skills.
Common: Common is a relative term used to denote the most prevalent human language spoken in a particular region.
Dimple Runes: Dimple Runes is a type of ancient writing using raised markings which can be read by the blind or persons unable to see for other reasons, such as being in the dark or blindfolded. This secretive type of writing was developed by a group of Sages who had been blinded in punishment for using forbidden Jutsus. As a result, there are many ancient Chakra Scrolls and writings written in this language hidden away in secret locations around the World. This skill also lets the character use Dimple Runes in their writing.
Glersee (Trail Markers): Picture Picture This is special skill, enabling a character to interpret and communicate by using trail markings. Glersee is a unique form of communication developed by rangers and scouts, combining symbols and the use of stones, sticks, etc. to mark trails. They are able to pass vital information to comrades without letting the enemy know what is being said. Those conversant in Glersee can interpret the signs left by others before them, and they can leave signs for others. In addition to these symbols to these symbols, stones, sticks, and other natural material are used.
Hammertongue: (Morse Code) A secret language known by miners and engineers consisting of numbered and timed taps on a hard surface.
Ruathlek: Ruathlek was the "secret language" of GenJutsu Sages. A sigil-based language of illusionists. It was said that a goddess of illusion and deception, developed Ruathlek with some of the descendants of Hrönn (Welling Wave). Ruathlek can be used for both Chakra notation and normal communication; indeed, it is often used to disguise chakra writings as something mundane.
Sign Languages: Several groups use sign and gesture languages to communicate. As a deafness and muteness are unusually common among the world, many know a highly developed sign language; this method is also by undesirables as a silent Thieves' Cant (Must know both Sign Language and Thieves' Cant).
Thieves' Cant: A form of slang and suggestive gestures to pass secret messages only. A cunning person can use secret messages applied by the Acting Skill. First, the user attempts to pass a secret message of no more than 15 words may be done as a free movement. Second, characters takes a -25 penalty to Sense Motive checks when attempting to decipher the secret message. Third, any time a user attempts to send a secret message to another character who has Thieves' Cant language, there is no chance of the message being misunderstood by the recipient.
Investigate
Rank: "E"
Skill: Sophisticated Skill
Effect: The investigation skill spotlights large-scale inspections, ranging from wide collections of interviews to long information tours.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Investigate skill encompasses a variety of applications. User can use this skill to identify and categorize evidence. User is able to foster important contacts, solicit rumors, spread information and pick up valuable information out of seemingly trivial conversation. Search areas, feeling the walls for hidden objects, finding traps, frisking a suspect, or looking for anything else that is not visible. Finally, investigate is used to analyze and enhance intelligence photographs and video. User can also use it to notice important events during a long stakeout or spot signs of someone watching. When a character enters a crime scene, they are faced with multiplicity of potential clues. The character must be able to decide what is significant and what is not. Characters use this skill when looking at an object to decide whether it is significant evidence or not. For example, if somebody is stabbed and there are knives in a kitchen nearby, the user should be able to recognize which ones could potentially match the wounds on the victim, as well as be able to tell bloodstains from items such as dried ketchup or molasses, etc. Synergy: A user with Local History gives a +5 per Mastery Level Synergy Bonus to Investigate when Coaxing. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology, Arson Investigation, Ballistics, Blood Spatter Analysis, and DNA Profiling when investigating a crime. Some practical applications of Investigation follow:
Limit: Must learn from Skills.
Non-Human Languages (Specify)
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.
Draconic: It is believed that Draconic is among the oldest, if not the oldest language of the multiverse. Because of this, nearly all other languages can trace some roots back to this primordial tongue. It has a throaty character and defaults to an imperative tone.
Plantspeech: Many sentient plants manage to communicate with other plants through a "language" that is equivalent to a continuous "Speak to Plants" Jutsu/Ritual, called Plantspeech. Sometimes this plantspeech is only effective for communication with plants of the same species.
Serusan: Serusan (or Serosian Common) is a shorthand language used as a common language by water clans. It was distinctly an undersea tongue, and contained dolphins' clicks and whistles, words from ancient Fishmen language and ancient Hozuki, it also included some parts of the aquan language, which is used by water type Clans. All of these clans could speak and understand Serusan.
Sylvan: The language of the fey, Sylvan is one of the most linguistically static of all languages. Thought to be nearly as old as Draconic or Abyssal, Sylvan has a tiny vocabulary, which has barely changed over the eons.
Reading Lips
Rank: "D"
Skill: Sophisticated Skill
Effect: User can understand what others are saying by watching their lips.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. The character can tell what other characters are saying, even if they cannot hear them. Of course, the user must be fluent in the language of the observed speaker. On a successful skill check, the character discerns part of the conversation (because some sounds are much like others, lip readers never understand a full 100%). The speaker must be mostly facing the lip reader (at least a 3/4 view). If the skill check fails, nothing is learned. User must maintain line of sight to the lips being read. User makes an Observation check.
Limit: Must learn from Skills. Must know Observation.
Religion (Specify)
Rank: "E"
Skill: Academia Skill
Effect: This skill allows one to learn about a particular religious faith.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Normal. This skill allows one to learn about a particular religious faith. Basic knowledge is the tenants of the religion. Further study provides a greater knowledge of the inner workings of the church and the ability to quote scripture and prayers. A great knowledge effectively makes the character a religious scholar with the ability to debate almost any issue of importance to the church. Of course, knowledge does not presume belief. With regard to clerics, this is considered a universal skill in so far as their own Religion is concerned. In addition, clerics receive +5 skill points in this skill (for their chosen religion only) per Class Level.
Limit: Must learn from Skills.
Perception
Rank: "E"
Skill: Sophisticated Skills
Effect: The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception. Core Skills: Observation, and Sense Motive. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously. The functions of this skill is discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, and sense motives. When learning Influence a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Influence are Observation, and Sense Motive. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
Finesse
Rank: "E"
Skill: Sophisticated Skills
Effect: User's deft hands allow them to perform tasks that require fine manipulation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Core Skills: Disable Device, Lock Picking, and Sleight of Hand. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. User's deft hands allow them to perform tasks that require fine manipulation. The Functions of this skill is to conceal objects on the body, disarm traps or devices, open locks, palm objects, pilfer objects from other creatures. When learning Influence a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Finesse are Disable Device, Lock Picking, and Sleight of Hand. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
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.
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.
Weather Sense
Rank: "E"
Skill: Academia Skill
Effect: This skill enables the character to make intelligent guesses about upcoming weather conditions.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. This skill enables the character to observe both atmospheric phenomena and, with greater skill, subtle changes in flora or animal behaviour, in order to deduce upcoming weather conditions. Note that a failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation.
Limit: Must learn from Skills.
Influence 120 Auto mastery (Eccentric Specialist, Drunk Talent)
Alchemy 60 Auto mastery (Autodidact)
Ancient/Dead Languages (Drueidan) 30 Rolled 28 SP
Analysis (Armour & Weaponry) 20 Gained 103 SP (+1 per die from the study)
Analysis (Artwork) 20 Gained 97 SP (+1 per die from the study)
Analysis (Gems & Jewelry) 5 Rolled 33 SP (None)
Astrology 20 Gained 108 SP
Chakra Lore 10 Gained 91 SP
Crafting (Armourer) 50 Auto mastery (Autodidact, Eccentric specialist)
Crafting (Gadgets) 50 Auto mastery (Autodidact, Rogue room)
Crafting (Weaponsmith) 50 Auto mastery (Autodidact, Eccentric specialist)
Cultivation, Underworld 20 Gained 125 SP
Culture (Akimichi) 10 Gained 67 SP
Culture (COPWT MNBWAA) 30 Auto mastery
Culture (Inuzuka) 10 Gained 81 SP
Culture (Mabuki) 10 Gained 70 SP
Culture (Ōgumo) 10 Gained 61 SP
Culture (Yokushin) 10 Gained 66 SP
Society 25 Auto mastery (Study, Priest)
Disguise 80 Rolled 113 SP
Forgery 30 Gained 94 SP
Geology 10 Rolled 56 SP
History, Local Land of Fire 15 Gained 96 SP
History, Local Wind 10 Gained 72 SP
Human Languages (Dimple Runes) 10 Rolled 47 SP
Human Languages (Hammertongue) 10 Rolled 44 SP
Human Languages (Ruathlek) 10 Rolled 50 SP
Human Languages (Sign Language) 10 Rolled 43 SP
Human Languages (Trail Markers) 10 Rolled 44 SP
Human Languages (Thieves' Cant) 10 Rolled 43 SP
Investigate 85 Rolled 101 SP
Lore, Plant, Underworld 10 Rolled 76 SP
Non-Human Languages (Draconic) 10 Rolled 38 SP
Non-Human Languages (Plantspeech) 10 Rolled 39 SP
Non-Human Languages (Serusan) 10 Rolled 44 SP
Non-Human Languages (Sylvan) 20 Rolled 85 SP
Reading Lips 60 Rolled 105 SP
Religion (Cult of Nenyana) 10 Gained 63 SP
Religion (Jashinism) 10 Gained 54 SP
Religion (Kaishaba) 10 Gained ?? SP
Perception 75 Rolled 125 (Eccentric Specialist, Mental Acumen, Technical Path 1, Drunk Talent)
Finesse 15 Rolled 18 SP (None)
Stealth 85 Rolled 104 SP
Tracking 50 Rolled 118 SP
Weather Sense 15 Gained 71 SP
Influence
Rank: "E"
Skill: Sophisticated Skills
Effect: User can manipulate other people through negotiation, deceit, or intimidation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma. Core Skills: Acting, Intimidate, Persuasion. Die Rolls: 1 Die Roll. Check Requirement: Various. User can manipulate other people through negotiation, deceit, or intimidation. Change others’ attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages. When learning Influence a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Influence are Acting, Intimidate, Persuasion. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
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.
Ancient/Dead Languages (Specify)
Rank: "D"
Skill: Skill
Effect: Languages no longer spoken by large groups of people.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Languages are always undergoing changes, modified by time or distance. Over centuries, some transform to such a degree that they can be said to be a separate, distinct language, while others are wiped out with their speakers in the blink of an eye by catastrophic events. A language is considered truly dead if it no longer has a stable, living population of native speakers, even if written records of it still exists, scholars still study it, and certain immortal or undead individuals still speak it. 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 Ancient/Dead languages spoken around the world:
Limit: Must learn from Skills.
Drueidan: This language has been guarded so vigilantly by the druids of the world (druids are people who serve the wilderness, seeing to maintain balance between the natural world: the elements, plants, animals, and sentient creatures alike) that it remains a secret language to this day. Speakers of Sylvan may be able to discern a few individual words here and there, but even they remain baffled without a greater context to place them in.
Analysis
Rank: "E"
Skill: Academia Skill
Effect: The Analysis Skill focuses on dedicated evaluations and qualified critical inquiry.
Special: ---
Drawback: ---
Description: Relevant Abilities: Various. Core Skills: Appraisal (Specify Type), Expertise (Specify Type). Die Rolls: 5 Die Roll. Check Requirement: Always. The Analysis Skill focuses on dedicated evaluations and qualified critical inquiry. Unlike Investigation which are used to find things under different circumstances, this skill is about working with what you have, further defining and intensely codifying and qualifying every aspect of an item or scene. Analysis is used to determine the value of objects and others, as well as the understanding and knowledge of items. This skill is common investigate and sharp-thinking characters, as well as Artisans. When learning Analysis a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Analysis are Appraisal, and Expertise. User must learn Appraisal and Expertise multiple times to gain multiple subtypes. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
- Armour & Weaponry:
- Artwork: (sculpture, paintings, etc.) Includes the vast catch-all of gilded and bejeweled loot you might find in a dungeon.
- Gems & Jewelry:
Astrology
Rank: "E"
Skill: Academia Skill
Effect: An astrologer seeks the truth in the study of the heavens and celestial charts.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Astrology is a field of study that deals with celestial objects (such as the moons, stars, planets and comets). It encompasses astrometry (cataloging stars’ positions, magnitudes and positions), the making of calendars and celestial navigation. While charlatans may infer correlation of this information to earthly affairs or claim it has some predictive value based upon the season of one’s birth, this is utter nonsense and serves to diminish the scholarly standing of the academic astrologer. Synergy: A user with Astrology gives a +5 per Mastery Level Synergy Bonus to Navigate on a clear sky.
Limit: Must learn from Skills.
Craft (Specify Trade)
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.
Culture (Specify) COPWT MNBWAA
Rank: "E"
Skill: Academia Skill
Effect: User can blend into foreign cultures and have an encyclopedic knowledge of foreign customs.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Game Master/Normal. Characters with this skill know the customs and traditions of 1 specific Clan, Organization, or Creature. The user may select the Clan, Organization, or Creature they are an expert on. Among other things, the character with this skill will be able to recognize artifacts, writings, and rituals of the Clan, Organization, or Creature about which they are an expert in. It is possible for a character with this skill to positively influence those whose culture they are an expert in on when encountering them. Synergy: A user with Culture gives a +5 per Mastery Level Synergy Bonus to Anthropology to the specific Culture. Some practical applications of Culture follow:
Limit: Must learn from Skills.
Society
Rank: "E"
Skill: Academia Skills
Effect: User understands the people and systems that make civilization run, and they know the historical events that made societies that they are today.
Special: ---
Drawback: ---
Description: Relevant Abilities: Various. Core Skills: Current Affairs, Ancient History, Local History. Die Rolls: 5 Die Roll. Check Requirement: Various. User understands the people and systems that make civilization run, and they know the historical events that made societies that they are today. Society can be used to Education Checks on the inhabitants of a region, important personalities, royalty, noble lineages, historical events, customs, legends, and laws. When learning Society a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Society are Anthropology, Arson Investigation, Ballistics, Blood Spatter Analysis, and DNA Profiling. User must learn Local History multiple times to gain multiple subtypes. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
Disguise
Rank: "E"
Skill: Sophisticated Skill
Effect: A user versed in the art of disguise can alter their appearance to be unrecognizable—even to their own mother.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Observation. While any character can use this skill, a character well versed in the art of disguise can alter their appearance to be totally unrecognizable. There are, of course, common sense limits to this skill. A balding, fat, middle-aged midget innkeeper is going to have one hell of a time disguising himself as an beautiful prostitute (sorry, "dancing girl"). In general, the limitations listed on the following chart note how much a character may change their appearance. Synergy: A user with Acting gives a +5 per Mastery Level Synergy Bonus to Disguise checks made when the user knows they are being observed and .they try to act in character. Some practical applications of Disguise follow:
Limit: Must learn from Skills.
Geology
Rank: "E"
Skill: Academia Skill
Effect: This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks. It can help a character identify potential veins of gems or safely spelunk (navigate through natural caves. A geologist is a specialist in the composition of the earth. The user can put their skills to work in identifying likely locations of precious metals, gems, metal ores, and coal.
Limit: Must learn from Skills.
Human Languages (Specify)
Rank: "D"
Skill: Language Skill
Effect: The most common form of language on the surface world.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. There are countless human languages spoken on the surface of the world of Naruto Forum Roleplay. Basic Languages spoken throughout the known world spoken by the people of the world. Some are more rare than others however each Language is spoken by Humans that thrive in the world. The character with this skill has learned to speak a particular language. A successful skill check indicates that the character is able to speak and understand the language, while a failed skill check means that the user has forgotten the correct words –or cannot understand the words. For convenience's sake, the user can use the chart below to judge the level of communication possible by the character. Below are human languages spoken around the world:
Limit: Must learn from Skills.
Common: Common is a relative term used to denote the most prevalent human language spoken in a particular region.
Dimple Runes: Dimple Runes is a type of ancient writing using raised markings which can be read by the blind or persons unable to see for other reasons, such as being in the dark or blindfolded. This secretive type of writing was developed by a group of Sages who had been blinded in punishment for using forbidden Jutsus. As a result, there are many ancient Chakra Scrolls and writings written in this language hidden away in secret locations around the World. This skill also lets the character use Dimple Runes in their writing.
Glersee (Trail Markers): Picture Picture This is special skill, enabling a character to interpret and communicate by using trail markings. Glersee is a unique form of communication developed by rangers and scouts, combining symbols and the use of stones, sticks, etc. to mark trails. They are able to pass vital information to comrades without letting the enemy know what is being said. Those conversant in Glersee can interpret the signs left by others before them, and they can leave signs for others. In addition to these symbols to these symbols, stones, sticks, and other natural material are used.
Hammertongue: (Morse Code) A secret language known by miners and engineers consisting of numbered and timed taps on a hard surface.
Ruathlek: Ruathlek was the "secret language" of GenJutsu Sages. A sigil-based language of illusionists. It was said that a goddess of illusion and deception, developed Ruathlek with some of the descendants of Hrönn (Welling Wave). Ruathlek can be used for both Chakra notation and normal communication; indeed, it is often used to disguise chakra writings as something mundane.
Sign Languages: Several groups use sign and gesture languages to communicate. As a deafness and muteness are unusually common among the world, many know a highly developed sign language; this method is also by undesirables as a silent Thieves' Cant (Must know both Sign Language and Thieves' Cant).
Thieves' Cant: A form of slang and suggestive gestures to pass secret messages only. A cunning person can use secret messages applied by the Acting Skill. First, the user attempts to pass a secret message of no more than 15 words may be done as a free movement. Second, characters takes a -25 penalty to Sense Motive checks when attempting to decipher the secret message. Third, any time a user attempts to send a secret message to another character who has Thieves' Cant language, there is no chance of the message being misunderstood by the recipient.
Investigate
Rank: "E"
Skill: Sophisticated Skill
Effect: The investigation skill spotlights large-scale inspections, ranging from wide collections of interviews to long information tours.
Special: ---
Drawback: ---
Description: Relevant Abilities: Intelligence Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Investigate skill encompasses a variety of applications. User can use this skill to identify and categorize evidence. User is able to foster important contacts, solicit rumors, spread information and pick up valuable information out of seemingly trivial conversation. Search areas, feeling the walls for hidden objects, finding traps, frisking a suspect, or looking for anything else that is not visible. Finally, investigate is used to analyze and enhance intelligence photographs and video. User can also use it to notice important events during a long stakeout or spot signs of someone watching. When a character enters a crime scene, they are faced with multiplicity of potential clues. The character must be able to decide what is significant and what is not. Characters use this skill when looking at an object to decide whether it is significant evidence or not. For example, if somebody is stabbed and there are knives in a kitchen nearby, the user should be able to recognize which ones could potentially match the wounds on the victim, as well as be able to tell bloodstains from items such as dried ketchup or molasses, etc. Synergy: A user with Local History gives a +5 per Mastery Level Synergy Bonus to Investigate when Coaxing. Synergy: A user with Investigate gives a +5 per Mastery Level Synergy Bonus to Anthropology, Arson Investigation, Ballistics, Blood Spatter Analysis, and DNA Profiling when investigating a crime. Some practical applications of Investigation follow:
Limit: Must learn from Skills.
Non-Human Languages (Specify)
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.
Draconic: It is believed that Draconic is among the oldest, if not the oldest language of the multiverse. Because of this, nearly all other languages can trace some roots back to this primordial tongue. It has a throaty character and defaults to an imperative tone.
Plantspeech: Many sentient plants manage to communicate with other plants through a "language" that is equivalent to a continuous "Speak to Plants" Jutsu/Ritual, called Plantspeech. Sometimes this plantspeech is only effective for communication with plants of the same species.
Serusan: Serusan (or Serosian Common) is a shorthand language used as a common language by water clans. It was distinctly an undersea tongue, and contained dolphins' clicks and whistles, words from ancient Fishmen language and ancient Hozuki, it also included some parts of the aquan language, which is used by water type Clans. All of these clans could speak and understand Serusan.
Sylvan: The language of the fey, Sylvan is one of the most linguistically static of all languages. Thought to be nearly as old as Draconic or Abyssal, Sylvan has a tiny vocabulary, which has barely changed over the eons.
Reading Lips
Rank: "D"
Skill: Sophisticated Skill
Effect: User can understand what others are saying by watching their lips.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Never. The character can tell what other characters are saying, even if they cannot hear them. Of course, the user must be fluent in the language of the observed speaker. On a successful skill check, the character discerns part of the conversation (because some sounds are much like others, lip readers never understand a full 100%). The speaker must be mostly facing the lip reader (at least a 3/4 view). If the skill check fails, nothing is learned. User must maintain line of sight to the lips being read. User makes an Observation check.
Limit: Must learn from Skills. Must know Observation.
Religion (Specify)
Rank: "E"
Skill: Academia Skill
Effect: This skill allows one to learn about a particular religious faith.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Normal. This skill allows one to learn about a particular religious faith. Basic knowledge is the tenants of the religion. Further study provides a greater knowledge of the inner workings of the church and the ability to quote scripture and prayers. A great knowledge effectively makes the character a religious scholar with the ability to debate almost any issue of importance to the church. Of course, knowledge does not presume belief. With regard to clerics, this is considered a universal skill in so far as their own Religion is concerned. In addition, clerics receive +5 skill points in this skill (for their chosen religion only) per Class Level.
Limit: Must learn from Skills.
Perception
Rank: "E"
Skill: Sophisticated Skills
Effect: The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception. Core Skills: Observation, and Sense Motive. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously. The functions of this skill is discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, and sense motives. When learning Influence a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Influence are Observation, and Sense Motive. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
Finesse
Rank: "E"
Skill: Sophisticated Skills
Effect: User's deft hands allow them to perform tasks that require fine manipulation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Core Skills: Disable Device, Lock Picking, and Sleight of Hand. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. User's deft hands allow them to perform tasks that require fine manipulation. The Functions of this skill is to conceal objects on the body, disarm traps or devices, open locks, palm objects, pilfer objects from other creatures. When learning Influence a user may learn all Core Skills at the same time, or may pick and choose which to gain ranks in. The Core Skills of Finesse are Disable Device, Lock Picking, and Sleight of Hand. Synergy: Dependent on the Core Skill.
Limit: Must learn from Skills.
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.
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.
Weather Sense
Rank: "E"
Skill: Academia Skill
Effect: This skill enables the character to make intelligent guesses about upcoming weather conditions.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. This skill enables the character to observe both atmospheric phenomena and, with greater skill, subtle changes in flora or animal behaviour, in order to deduce upcoming weather conditions. Note that a failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation.
Limit: Must learn from Skills.