Satu Utahhikari
Jan 11, 2019 15:20:33 GMT -7
Post by Utahhikari-Satu on Jan 11, 2019 15:20:33 GMT -7
Bio Link
Death Thread N/A
Total Training Points: 1,610
0-500 Training Points
E - 74
D - 13
C -
B -
A -
S -
500-1500 Training Points
E - 46
D - 6
C - 18
B - 5
A -
S -
1500-3000 Training Points
E -
D - 10
C - 1
B -
A -
S -
Skill Re-rolls here
Name: Satu Utahhikari
Bloodlimit: Onigami
Height: 5'7"
Weight: 133lbs
Age: 19
Gender: Male
Blood Type: O positive
Star Sign:Leo/Year of tiger
Sexuality: Homosexual
Alignment: Chaotic Good
Birth Country: Land of Wind
Village: Unknown
Special: Medical/Genjutsu specialist- Clan/Taijutsu non specialist
Character Traits:
Spirit Sense
Rank: "C"
Skill: Faith Trait
Effect: User is so attuned to the spiritual world that it is hard to get the jump on them.
Special: --
Drawback: ---
Description: User gains a +10 trait bonus on Observation checks to avoid being surprised and to detect invisible or incorporeal creatures. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Blessed Touch
Rank: "C"
Skill: Faith Trait
Effect: ] User may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine users.
Special: ---
Drawback: ---
Description: In so doing, the user has focused themselves into being the perfect vessel for their deity. Divine power flows through them like a mountain stream, making their healing touch more potent than that of others. User heals one grade higher in damage when performing healing Jutsus (Minor becomes Light, Light becomes Moderate). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Sacred Touch
Rank: "C"
Skill: Faith Trait
Effect: User was exposed to a potent source of positive energy as a child.
Special: ---
Drawback: ---
Description: User was exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of their parents was a gifted healer. By taking up the movement of "C" rank handseals, the user may automatically stabilize a dying creature merely by touching it. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Distance Aptitude
Rank: "C"
Skill: Chakra Trait
Effect: User was exposed to the chakra of a portal, or some form of distance spanning chakra when they were young.
Special: ---
Drawback: ---
Description: This contact with ancient world-spanning chakra has granted them an insight into the means to extend the range of their own Jutsus. Treat the Class Level as 1 higher for the purposes of determining the range of Chakra Jutsus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ancestral Spirit
Rank: "C"
Skill: Heritage Trait
Effect: User has ties to the ancestors of the past.
Special: ---
Drawback: ---
Description: User has ties to the long-dead spirit of 1 of the user's clan's ancestors, who whispers ancient words of wisdom into their mind in times of need. User receives a racial +10 bonus on all First Aid: Healing and History checks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
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.
Ancestry: Ljossalfar (Alfar of Light)
Rank: "C"
Skill: Heritage Trait
Effect: User is descended from the Ljossalfar, the Alfar of Light who reside in the lush forest world of Alfheim.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Instead of gaining +2 to 1 Ability Category the user receives +2 Intelligence, + 2 Agility, -2 Toughness. Ancestors of the Ljossalfar gain low-light vision, and thus can see twice as far as humans in conditions of dim light. The Ljossalfar gain resistance to Radiant damage equal to 2 per Class Level. A number of times per day equal to their Class Points, the user may infuse their weapon or a single Jutsu to deal Radiant Damage. This effect lasts for 5 rounds per Class Level. Due to Ljossalfar long natural life, descendents can live twice as long as a normal human being.
Limit: Must start with Character; replaces 1 Freebies.
Ninjutsu
Kinobori no Waza - Act of Tree Climbing
Rank: "C"
Skill: NinJutsu/Supplementary
Effect: Allows a Non-Ninja the ability to perform Advanced chakra techniques.
Special: ---
Drawback: Non Ninjas must learn in order to learn Advanced chakra techniques. Ninjas gain this technique for free in the beginning however does not add into Character Class like other starting techniques. Does not work on Animal Companions.
Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed. Allows a user to learn up to "C" Rank Chakra related Techniques.
Limit: Universal NinJutsu Technique.
Suimen Hokou no Waza - Act of Water Surface Walking
Rank: "B"
Skill: NinJutsu/Supplementary
Effect: Allows a Non-Ninja the ability to perform even more Advanced chakra techniques.
Special: ---
Drawback: Non Ninjas must learn in order to learn Advanced chakra techniques. Ninjas gain this technique for free in the beginning however does not add into Character Class like other starting techniques. Does not work on Animal Companions.
Description: A variation on the Kinobori no Waza (Act of Tree Climbing), the art of water surface walking allows a ninja to walk on water as if it was a solid surface. Focusing an even amount of chakra out of the soles of their feet, they can balance themselves on the very surface of the water. Allows a user to learn up to Any Rank Chakra related Techniques within the rightful restrictions.
Limit: Universal NinJutsu Technique.
Seiðr Halo (Learned 10 times)
Rank: E
Skill: Ninjutsu
Effect: The user creates a Halo made out of chakra near their body.
Special: ---
Drawback: These halo have no effect on the world unless jutsu are used with them. The bright glow makes stealth hard if not impossible.
Description: The user creates a bright glowing Halo made out of chakra with a diameter of 100 centimeter near their body. The colour of the glow can be altered by the user. Per time learned, one is capable of creating another Halo. When first created, a Halo will appear within a meter from the user, and from then on tend to swirl about behind their back unless they are used. The user can move these Halo through the air as they please as long as they are within eyesight.
Limit: Clan jutsu.
Chakra Gavinha (Learned: 10 times)
Rank: E
Skill: Ninjutsu
Effect: Makes it possible to let tendrils come out of the Halo, allowing the user to perform more jutsu with the Halo.
Special: ---
Drawback: These tendrils have no effect on the world unless jutsu are used with them. The bright glow makes stealth hard if not impossible.
Description: Once activated, the user can make several bright glowing tendrils slide out of the Halo, all made out of chakra, and all having the same kind of glow as the Halo they come out of. Per time this jutsu is learned, one can create 10 tendrils per Halo.
Limit: One must have the at least one Seiðr Halo activated.
Ym-hayrn (Learned twice)
Rank: C
Skill : Ninjutsu
Effect: Makes it possible for a user to stand on the Halo.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: By letting all the tendrils in a Halo weave into each other, one is able to stand on a Halo by molding chakra to the body part touching the Halo in the same way one would to walk on water. The Halo the user is standing on must remain stationary unless this jutsu is learned again.
Limit: Must have at least one Seiðr Halo and Chakra Gavinha activated.
Nova Disca
Rank: C
Skill: Ninjutsu
Effect: Allows one to use the Halo as a throwing disc.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: The user puts their hand inside the Halo and coils their fingers around the edge. The moment the user puts his hand through the Halo, it can be thrown. The impact of this can be matched with a giant iron disc being smashed into something, though its surprisingly light to wield. This disk, after being thrown towards the desired point, flies back to the user.
Limit: One must have the at least one Seiðr Halo activated.
Siêu Tân Tinh
Rank: C
Skill: Ninjutsu
Effect: Allows the user let the Halo send off small bursts of energy.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: The user shrinks one or two Halo to the size of the users hand which’ll hover a couple of inches in front of them. If the Halo hit something, a massive amount pressure will be released of them with three times the strength of a punch with the user’s strength. If the user hits something, their fist will not make contact with the object hit. One does not have to throw a punch for this to work. Merely placing it againsts something has the same effect.
Limit: One must have the at least one Seiðr Halo activated.
Drosera
Rank: C TP
Skill: Ninjutsu
Effect: Creates a chakra draining tendril.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: One activates this jutsu by placing their palm on a Halo. In reaction to this, a single tendril moves out of the Halo, and flows towards the location the user choses. The tendril is covered in smaller tendrils which, when coming into contact with a living creature, stick to them – allowing the user of this jutsu to coil the tendril around them with ease. Once in contact with a living creature, these tendrils suck chakra out of it until they either get ordered to stop or when they’re attacked with a B-ranked ninjutsu, which disrupts the chakra flow enough to make it completely disappear.
Limit: One must have at least one Seiðr Halo and Chakra Gavinha activated.
Seiðkona Tārpeja
Rank: C
Skill: Ninjutsu
Effect: Allows one to see through the Halo what the other Halo 'sees'.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo. The Halo are still used and controlled by the user; they cannot travel any further if not in eye sight and will remain stationary.
Description: Upon activation, at least two Halo spread out and move wherever the user wants them to, moving about at running speed. These Halo are then linked to each other, allowing them to send information regarding 'sight' towards another, and allowing one to see through one what happens around the other Halo. All that could be seen from one Halo, is created in a small glowing 3D-like scenario in another. One can only keep watch on one Halo at a time.
Limit: One must have the at least two Seiðr Halo activated.
Armillarium
Rank: B
Skill: Ninjutsu
Effect: Lets the Halo swirl around the user, much like an Armillary sphere.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: When used, the user lets at least one of their Halo solidify and grow in size, ranging from two to five meters in diameter, which in turn grow razor sharp teeth on the in and out –side of the Halo. Levitating around the user, all the used Halo start spinning with immense speeds at random angles and directions, be it horizontal, vertical or diagonal, depending on the user’s preference – always with the user as center axis. The blades are sharp enough to cut through trees, earth and rock.
Limit: One must have the at least one Seiðr Halo activated.
Rhizophoraceae
Rank: B
Skill: Ninjutsu
Effect: Wraps tendrils around the opponent.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: Placing one or more Halo above the ground, one lets all tendrils of it turn invisible and solid, leaving only ripples in the sky, which then jolt towards the target. Once one tendril is wrapped around the target, the tendrils regain their glow, and the others will soon follow. While one tendril can’t do a thing besides creating a bit of drag, with ten tendrils one can fully prevent a limb from being used. It takes a B-ranked ninjutsu to destroy the tendrils.
Limit: Must have the Seiðr Halo and Chakra Gavinha activated.
Nova Disca Fuujikomu
Rank: C
Skill: Ninjutsu
Effect: Wraps around the opponent, binding and trapping them.
Special: Hold Tiger handseal
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: The jutsu is an expansion on the Nova Disca, and employs the same methods of use as that jutsu. The difference is that while the disk is flying towards the opponent, a member of the clan can choose to do a quick handseal, in which case the disk becomes pure energy again while continuing on its path. When it hits the opponent the clan member must quickly release the seal. If done correctly, the disk will return to its previous form, becoming like a heavy iron disk. This sudden transformation causes the disk to shrink around the person as it changes, trapping them and weighing them down greatly. Initially this is only capable of holding the opponent bound for one full post, but it is possible to re-learn this jutsu up to 4 times, increasing the number of turns for capture by one per time learned.
Limit: Members of the Dhënada clan only, must know Nova Disca.
Vainoo Spear
Rank: B
Skill: Ninjutsu
Effect: Allows the tendrils of Halo to become solid.
Special: ---
Drawback: During this no other jutsu can be done with any of the used Halo.
Description: Upon activation, one lets the tendrils out of any number of Halo become solid, which then move according to the users will, and have enough force behind a jab to run themselves through a tree. The width of these tendrils is roughly five centimeters in diameter.
Limit: One must have at least one Seiðr Halo and Chakra Gavinha activated.
Medical
Healing Hands (Minor)
Rank: "D"
Skill: NinJutsu
Effect: A Healer gains the ability to heal Minor Wounds within an amount of time.
Special: ---
Drawback: ---
Description: When laying the hand upon a living creature, the user channels positive energy that cures Minor wounds within the amount of time performing a "D" Rank technique in handseals. While curing Minor wounds this technique brings higher wound levels down by 1 step. Since undead are powered by negative energy, this Jutsu deals damage to them instead of curing their wounds.
Limit: Must be a Medical Doctor.
Healing Hands (Light)
Rank: "C"
Skill: NinJutsu
Effect: A Healer gains the ability to heal Light Wounds within an amount of time.
Special: ---
Drawback: ---
Description: When laying the hand upon a living creature, the user channels positive energy that cures Light wounds within the amount of time performing a "C" Rank technique in hand seals. While curing Light wounds this technique brings higher wound levels down by 1 step. Since undead are powered by negative energy, this Jutsu deals damage to them instead of curing their wounds.
Limit: Must be a Medical Doctor. Must know Healing Hands (Minor).
Cleanse Blindness/Deafness
Rank: "C"
Skill: NinJutsu
Effect: A Healer gains the ability to Cleanse Blindness.
Special: ---
Drawback: ---
Description: User touches the target. Cleanse Blindness/Deafness cures blindness or deafness (user's choice), whether the effect is normal or chakra in nature. The Jutsu does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Limit: Must be a Medical Doctor.
Healing Hands, Bolstering Healing Hands
Rank: "C"
Skill: Supplementary
Effect: User can turn extra healing into bonus vigor.
Special: ---
Drawback: ---
Description: When performing a Healing Hands technique, if the healing exceeds the limit being cured (no harm is done on the body), the healed creature gains temporary Armoured Points, allowing the creature to withstand attacks before succumbing to real bodily damage. The amount of Temporary Armoured Points is equal to the Healing Hands technique performed. These temporary Armoured Points do not stack with themselves, or any other source of temporary Armoured Points. The temporary Armoured Points lasts for 10 minutes.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light).
Healing Hands (Moderate)
Rank: "B"
Skill: NinJutsu
Effect: A Healer gains the ability to heal Moderate Wounds within an amount of time.
Special: ---
Drawback: ---
Description: When laying the hand upon a living creature, the user channels positive energy that cures Moderate wounds within the amount of time performing a "B" Rank technique in handseals. While curing Moderate wounds this technique brings higher wound levels down by 1 step. Since undead are powered by negative energy, this Jutsu deals damage to them instead of curing their wounds.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light)
Cleanse Disease
Cleanse Disease
Rank: "D" "C" "B" "A" "S"
Skill: NinJutsu
Effect: A healer gains the ability to Cleanse Disease.
Special: ---
Drawback: ---
Description: A touching technique. Cleanse Disease allows the target to use a Fortitude save against a Disease the moment this technique is performed on them. The target gains a bonus to their save depending on the Rank of Cleanse Disease being performed.
"D" Rank - +1
"C" Rank - +3
"B" Rank - +5
"A" Rank - +7
"S" Rank - +9
Limit: Must be a Medical Doctor.
Genjutsu
Pattern Perception
Rank: "D"
Skill: GenJutsu
Effect: Jutsu allows the user to perform Pattern Perceptions.
Special: ---
Drawback: ---
Description: This technique does not count against the user's Perception Training Points. Patterns, like Figments and Glamours, produce sensory impressions, and everyone within range perceives the same thing. Patterns contain an additional, mind-affecting element, and they can cause real, physiological effects. All patterns are Mind-Affecting Jutsus. While everyone sees a color spray, only some of those within the cone actually deal with its effects. Note: that a particular sense is required for patterns to have an effect. Sightless creatures ignore Color Spray, for instance. If you want multiple subjects to be affected by what they see, and you do not care if everyone perceives it happening, pattern might be a good choice.
Limit: ---
Color Spray
Rank: "D"
Skill: GenJutsu
Effect: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects anyone within an area of 15 meters cone burst from the user. The duration of this technique is instantaneous. This technique may be negated. Each creature within the cone is affected according to the opponent's class level compared to the user. If the opponent is 2 class levels lower than the user the affected creatures become unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious). If the opponent is 1 class level lower than the user the affected creatures become blinded and stunned for 1d4 rounds, then stunned for 1 round. If the opponent is the same class as the user the affected creatures become stunned for 1 round. Sightless creatures are not affected by color spray.
Limit: Must know the Pattern Perception.
Fireworks
Rank: "C"
Skill: GenJutsu
Effect: This Jutsu envelops the target in a blast of light and color so intense it overloads their senses and renders them stunned for 1d4 rounds.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects anyone 1 target. The user is able to perform this technique at a distance of 7 meters plus 6 meters per class level. The duration of this technique lasts for 1 round. This technique may be disbelieved once interacted with. This Jutsu envelops the target in a blast of light and color so intense it overloads their senses and renders them stunned for 1d4 rounds. If the target makes a successful save, they are only dazzled for 1 round.
Limit: Must know the Pattern Perception.
Dazzling Lights
Rank: "D"
Skill: GenJutsu
Effect: Those affected by the pattern lights becomes Dazzled.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects anyone within a semi-circle burst of light that's 10 meters long centered from the user's hands. The duration of this technique is instantaneous. This technique may be negated. Those affected by the pattern lights becomes Dazzled for 1 round. Dazzled creatures become infatuated by the light and are unable to move.
Limit: Must know the Pattern Perception.
GenJutsu Kai (Dispel GenJutsu)
Rank:"C"Skill: Supplementary
Effect: A Jutsu that allows the user to force chakra to flow through their body (or another body) to disrupt the flow of chakra within them that is caused by GenJutsus.
Special: ---
Drawback: This technique only works against GenJutsus.
Description: The user needs to stop the flow of chakra in their body, and then apply an even stronger power to disrupt the flow of the caster's chakra; this is called GenJutsu Kai (Dispel GenJutsu). This can also be done by an unaffected characters by applying a sudden surge of chakra into the affected person. The unaffected character must know GenJutsu Kai (Dispel GenJutsu) in order to perform it on an affected person. The affected getting out of a GenJutsu is dependent on the knowledge of the unaffected. The amount of extra Points to the user's Save depends on the Rank of the Jutsu. These Points give an Circumstance bonus.
"D" Rank Technique - +1
"C" Rank Technique - +3
"B" Rank Technique - +5
Performing this technique is a weaving movement equal to Rank.
Limit: Universal GenJutsu Technique.
Illusion Focus (Learned 6 times)
Rank: "D" (Special, See Description)
Skill: Supplementary
Effect: User has gained mastery over the use of Illusionism.
Special: ---
Drawback: May learn at a maximum of 6 times,
Description: Each time learned the user gains 1 extra point to their Jutsu against the opponent's save for the Illusionary Perceptions (Figment, Glamour, Pattern, Phantasm, and Shadow). When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points.
Limit: Universal GenJutsu Technique.
Taijutsu
Dodge
Rank: "D"
Skill: TaiJutsu
Effect: User's training and reflexes allow them to react swiftly to avoid an opponent's attacks.
Special: ---
Drawback: ---
Description: User gains a +1 Dodge. At "C" Class and each additional Class Level this bonus increases by +1.
Limit: Universal TaiJutsu Technique.
Defensive
Rank: "C"
Skill: TaiJutsu
Effect: User knows how to defend themselves from others.
Special: ---
Drawback: ---
Description: User gains +2 to their Saves against TaiJutsu Techniques and gain a +2 Dodge bonus. A condition that makes the user lose their Minor Defenses makes them lose the benefits of this technique.
Limit: Universal TaiJutsu Technique. Must know Dodge.
Mobility
Rank: "D"
Skill: TaiJutsu
Effect: User can easily move through a dangerous melee.
Special: ---
Drawback: ---
Description: User gets a +4 Dodge bonus against opportunity of attacks caused when the user moves out or within a threatening area. A Condition that makes the user lose their Minor Defenses also makes the user lose Dodge bonuses. At "C" Class user gains +1 bonus to Dodge. At "B" Class user gains a +1 bonus to Dodge.
Limit: Universal TaiJutsu Technique. Must know Dodge.
Weapon Specialization (Greatsword Two Handed)
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User is skilled at dealing damage with 1 weapon. Choose 1 type of weapon (including unarmed strike or grapple). You deal extra damage when using this weapon.
Special: ---
Drawback: ---
Description: User gains +2 bonus on all attack damage when using the selected weapon. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4).
Limit: Universal TaiJutsu Technique.
Penetrating Strike
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks are capable of penetrating the defenses of some creatures.
Special: ---
Drawback: ---
Description: Choose one type of weapon that the user has already selected for Weapon Specialization. User's attacks with their selected weapon ignoring up to 5 points of Damage Reduction. This technique does not apply to Damage Reduction without a type (Such as Damage Reduction 10/—). At "B" Class, this is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Greater Penetrating Strike
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks penetrate the defenses of most foes. Choose a weapon that the user has selected for Penetrating Strike.
Special: ---
Drawback: ---
Description: User's attacks with the selected weapon ignore up to 10 Armour Points of Damage Reduction. This Amount is reduced to 5 points for Damage Reduction without a type (such as DR 10/—). At "S" Class, this damage is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Penetrating Strike.
Indomitable Fortitude (Learned 6 times)
Rank: "D"(Special, See Description)
Skill: Supplementary Effect: User has gained mastery over their own fortitude power. Special: --- Drawback: May learn at a maximum of 6 times. Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses. Limit: Universal TaiJutsu Technique.
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Dodge
Rank: "D"
Skill: TaiJutsu
Effect: User's training and reflexes allow them to react swiftly to avoid an opponent's attacks.
Special: ---
Drawback: ---
Description: User gains a +1 Dodge. At "C" Class and each additional Class Level this bonus increases by +1.
Limit: Universal TaiJutsu Technique.
Defensive
Rank: "C"
Skill: TaiJutsu
Effect: User knows how to defend themselves from others.
Special: ---
Drawback: ---
Description: User gains +2 to their Saves against TaiJutsu Techniques and gain a +2 Dodge bonus. A condition that makes the user lose their Minor Defenses makes them lose the benefits of this technique.
Limit: Universal TaiJutsu Technique. Must know Dodge.
Mobility
Rank: "D"
Skill: TaiJutsu
Effect: User can easily move through a dangerous melee.
Special: ---
Drawback: ---
Description: User gets a +4 Dodge bonus against opportunity of attacks caused when the user moves out or within a threatening area. A Condition that makes the user lose their Minor Defenses also makes the user lose Dodge bonuses. At "C" Class user gains +1 bonus to Dodge. At "B" Class user gains a +1 bonus to Dodge.
Limit: Universal TaiJutsu Technique. Must know Dodge.
Weapon Specialization (Greatsword Two Handed)
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User is skilled at dealing damage with 1 weapon. Choose 1 type of weapon (including unarmed strike or grapple). You deal extra damage when using this weapon.
Special: ---
Drawback: ---
Description: User gains +2 bonus on all attack damage when using the selected weapon. At "B" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +3). At "S" Class, user gains +1 bonus on all attack damage when using the selected weapon (Increasing to +4).
Limit: Universal TaiJutsu Technique.
Penetrating Strike
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks are capable of penetrating the defenses of some creatures.
Special: ---
Drawback: ---
Description: Choose one type of weapon that the user has already selected for Weapon Specialization. User's attacks with their selected weapon ignoring up to 5 points of Damage Reduction. This technique does not apply to Damage Reduction without a type (Such as Damage Reduction 10/—). At "B" Class, this is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Weapon Specialization with Selected Weapon.
Greater Penetrating Strike
Rank: "C"
Skill: TaiJutsu
Effect: User's attacks penetrate the defenses of most foes. Choose a weapon that the user has selected for Penetrating Strike.
Special: ---
Drawback: ---
Description: User's attacks with the selected weapon ignore up to 10 Armour Points of Damage Reduction. This Amount is reduced to 5 points for Damage Reduction without a type (such as DR 10/—). At "S" Class, this damage is no longer reduced against DR without a type.
Limit: Universal TaiJutsu Technique. Must know Penetrating Strike.
Indomitable Fortitude (Learned 6 times)
Rank: "D"(Special, See Description)
Skill: Supplementary Effect: User has gained mastery over their own fortitude power. Special: --- Drawback: May learn at a maximum of 6 times. Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses. Limit: Universal TaiJutsu Technique.
Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Rank: "C"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush forward in almost instantaneous speed. Used to draw the user close to the opponent.
Special: ---
Drawback: May use 3 times a day. May perform 1 more each time learned. Passing amount renders the user's legs immobile due to severe pain. Unable to perform again unless gained medical treatment. Must move through an opening. Unable to maneuver around obstructing objects. Can't attack while performing any Shunshin or Variation.
Description: User is able to move forward in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. It is accomplished by focusing the user's chi along the ankles and foot. User mostly moves just with their ankles and feet. Jutsu takes up no movements. User may only use this Jutsu half of the movements may allow in a single round while rounding down. Example: User has 5 movements, user is able to perform Jutsu 2 times per round.
Limit: Universal NinJutsu or Universal TaiJutsu.
Shunshin no Jutsu - Ken'in (Body Flicker Technique - Pull)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush backwards in almost instantaneous speed. Allows the user to retreat from the opponent.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move backwards in a straight line along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. A puff of smoke is occasionally used to disguise the user's movements. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) while using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Shunshin no Jutsu - Ko (Body Flicker Technique - Arc)
Rank: "D"
Skill: NinJutsu/TaiJutsu
Effect: A Jutsu that allows a user to rush in an arc in almost instantaneous speed. Allows the user to avoid the opponent's attack and gaze.
Special: ---
Drawback: Takes away the number of usages Shunshin no Jutsu - Oshi (Body Flicker Technique - Push). Same distance applications apply. Same drawbacks apply when over using.
Description: User is able to move in an arc along the ground in almost instantaneous untraceable speed while temporarily masking the user's movements within 10 meters. User may move forward, or backwards if they know Tweh version of Shunshin. This Jutsu is used to get around and behind an opponent without sacrificing multiple Shunshins. Supplement of Shunshin no Jutsu - Oshi (Body Flicker Technique - Push) using same schematics.
Limit: Universal NinJutsu or Universal TaiJutsu, Must know Shunshin no Jutsu - Oshi (Body Flicker Technique - Push)
Skills
Jump Good(SP 79)
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.
First Aid: Healing (SP 125)
Rank: "E"
Skill: Sophisticated Skill
Effect: User skilled at tending to the ailments of others.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1 Die Roll. Check Requirement: Described. This skill allows the character to properly tend to the sick and injured. While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required. The most basic need for any patient is food and drink. The nursing character ensures that the injured party is drinking sufficient fluids and provided with food that he can keep down (and in fact does so). Additional responsibilities include changing bandages, keeping watch for infections and excessive bleeding and applying cold compresses to relieve fever. First Aid providers can also perform critical care (a.k.a. battlefield medicine). If they can tend to a wound within an hour of it being inflicted (and make a successful Average difficulty skill check), their palliation restores 1 Armour Point of damage from that wound. Note that each individual wound may only be treated once - if the remedy is botched no subsequent aid is possible. Injured characters under the care of a First Aid provider (of at least Novice mastery) heal their wounds significantly faster, reducing the number of rest days required by one per category (a full day cannot be reduced below 1). When a caregiver becomes a Master of First Aid, he reduces the number of rest days required by two per category and can fractionalize days at the end of the healing process. Some practical applications of First Aid: Healing follow:
Limit: Must learn from Skills.
Observation(SP 125)
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.
Persuasion(SP 58)
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.
Lore, Plant (Jungle sp125)
Rank: "E"
Skill: Academia Skill
Effect: A character with this skill has a basic knowledge of plants and how they grow.
Special: ---
Drawback: ---
Description: Relevant Abilities: 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 Plants. A character may acquire additional Regions by choosing this skill again. A character with this skill has a basic knowledge of plants and how they grow. They know how to tell various species of plants apart and under what conditions each type of plant grows best. Most of the time they can tell poisonous plants from non-poisonous plants. Each Plant has an Identification Difficulty found in their description. User must beat their Difficulty in order to identify the Plant. If the user succeeds they know what the plant is and what properties it holds. If the user fails by 20 or less they do not gain any knowledge of the plant and are unable to try again. If the user fails by 21 or more they will gain false information, like a different plant. Synergy: A user with Lore, Plant gives a +5 per Mastery Level Synergy Bonus to Agriculture to the specific Region.
Limit: Must learn from Skills.
Alchemy (SP125)
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.
Primary Equipment:
Sword, Greatsword (Overview)
(Katana)
There is an inscription on the sheathe of the BLADE, "単一蝶の戦争の魂 - これらの翼から、ハリケーンの風" which translates to "The soul of the war of a single butterfly, from these wings, the wind of hurricanes" The sheath and hilt are opalite and the handle is a white leather secured tightly to fit the base of the blades handle making it comfortable to grip two handed.
The blade itself is a meticulous work of art attributed to its heritage of craftsmanship, which many consider is unprecedented with its attention to detail. The weight between the blade and handle is equally distributed down to the decimal. It is a beauty to behold in truth and anyone handling such a weapon of magnificence should consider them self blessed by the Gods.
Specifications
Weight: 1.3 kg
(2.8 lbs.)
Blade length: 73 cm (28 3⁄4 in)
'Mastercraft'
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +12 Amour Points of Damage. A great sword is a true 2-handed sword because it requires 2 hands to wield, unlike other large swords that are wielded with 2-hands but can also be wielded with 1. These swords represent the final stage in the trend of increasing size without decreasing effectiveness. The great sword has acquired the characteristics of a polearm rather than a sword. Consequently, it is not carried in a sheath but across the shoulder like a halberd. Greatswords are normally longer than 1.2 m (1 to 4 feet). 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
Umbrella, Small (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing, Umbrella
Effect: An umbrella created specifically for the use of combat.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. There are two types of combat umbrellas: oil umbrellas, and metal umbrellas. Oil umbrellas are made from paper soaked in oil to make it waterproof while metal umbrellas have a type of canvas with a metal frame. Oil umbrellas are used for bludgeoning while metal umbrellas are used for piercing. A combat umbrella that has been used for a bludgeoning/piercing attack can do extra damage by opening up, causing +2 Armour Points Extra damage of Bludgeoning/Piercing at once. Metal Umbrellas are treated as have the same length as a Light Shield. A Small Oil Umbrella can hold up to 10 slots of senbon.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo
Secondary Equipment:
Glass, Small (Overview)
Rank: "C"
Type: Secondary, 2 per Slot, Flask
Effect: Container glass is a type of glass for the production of glass containers, such as bottles, jars, drink ware, and bowls.
Special: ---
Drawback: ---
Description: Container glass is a type of glass for the production of glass containers, such as bottles, jars, drink ware, and bowls. These small, glass containers are commonly used to store both wet and dry products and ingredients. These can be purchased as flasks and canisters. These containers range in various sizes but normally do not have more than a volume of 20.16 cubic inches. Number of Shots: 2 Shots. Number of Drops/Pinches: 4,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,000 Ryo Each.
Wineskin (Overview)
Rank: "C"
Type: Main, Slot Holder, 0.5 Slots, Container, Flask
Effect: An animal skin sewn up and used to hold wine.
Special: ---
Drawback: ---
Description: A bota bag or wine skin is a traditional liquid receptacle. Typically, it is made of leather (when made of goatskin it is known as a goatskin itself), and is used to carry wine, although any liquid will do. These small, glass containers are commonly used to store both wet and dry products and ingredients. These can be purchased as bottles and canisters. These containers range in various sizes but normally do not have more than a volume of 1 pint. Wine skin can hold up to 0.5 slots of items. Number of Shots: 4 Shots. Number of Drops/Pinches: 8,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 2,006 Ryo Each.
Auto Injector Gun (X2)
Rank: "B"
Type: Secondary, 1 per Slot, Gadget, Survival, Auto-Injector
Effect: An Auto Injector (or auto-injector) is a medical device designed to deliver a single dose of a particular (typically life-saving) drug.
Special: ---
Drawback: ---
Description: Picture An Auto Injector (or auto-injector) is a medical device designed to deliver a single dose of a particular (typically life-saving) drug. This device is able to fit a slot similar to a Speed Loader due to its length. It contains a trigger and is interchangeable due to a loading system at the top end of the Auto Injector. This device is able to fit one 50 ml or 100 ml Vial. Due to the vial being loaded the user will know if a dosage has been completed. This device may also release other components, spraying when the trigger is pulled instead of being used as a syringe.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Auto Injector Harness
Rank: "B"
Type: Main, Gadget, Survival, Auto-Injector
Effect: A harnessed computerized auto-injector that may be programmed to inject doses into the wearer's body when conditions are met.
Special: ---
Drawback: ---
Description: This device is large device, the size of approximately a Single Utility Pouch. It weighs half a pound and is powered by gears and electronics. Typically attached to the user's body with a strap of non-toxic adhesive, the Auto-Injector Harness is pre-programmed to automatically deliver medications during certain threat situation. Using either voice commands or keyboard, the user specifies triggers, events such as entering combat, taking a certain amount of damage, or being exposed to a disease or toxin. When the conditions are met, the device injects the appropriate drug, without any conscious effort by the user allowing them to act normally. Each Injector has 5 small reservoirs that each hold up to 5 Vials of dosage. Commonly used drugs are often found in 5-dose "cartridges" specifically designed for this device.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 15,000 Ryo Each
Rebar Splint (3)
Rank: "C"
Type: Secondary, 1 per Slot (Scroll Length), Gadget, Survival, Splint
Effect: A rebar splint is a device used to splint broken bones on limbs.
Special: ---
Drawback: ---
Description: Picture A Rebar Splint creates a miniature suspension field to immobilize and relieve pressure on any damaged bone. Once activated, limited movement is possible. This device is 8 inches long and 2 inches wide with straps at the ends. The device when installed will initialize the gears at the ends while the straps tighten around the user's limb, forcing a splint. An Easy First Aid: Healing check is required for normal placement. This is increased to Average for multiple or compound fractures.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo Each
Field Cauterizer
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Survival, Cauterizer
Effect: A cauterize device used to stop bleeding wounds.
Special: ---
Drawback: ---
Description: Picture The Field Cauterizer is a pen-like device about 6.2 inches long. It has an activation/deactivation switch near the top of the device. When activated, the cauterizer emits a small, low-frequency laser that cauterizes and disinfects bleeding wounds. This item helps the user's First Aid: Cauterize Wound skill by increasing the skill by +10. Heals Minor wounds, removing stun damage due to bleeding only.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo Each
Compass Gyrocompass
Rank: "C"
Type: Main, Gadget, Survival, Compass
Effect: A nonmagnetic compass in which the direction of true north is maintained by a continuously driven gyroscope whose axis is parallel to the earth's axis of rotation.
Special: ---
Drawback: ---
Description: Picture A Gyrocompass harnesses the force of gravity to a gyrowheel so that the axis of the wheel will always seek the north-to-south line. This sophisticated compass always finds true north, rather than magnetic north. It is also unaffected by external magnetic fields, unlike magnetic compasses. Most large sea-going vessels use a gyrocompass as part of their navigation system. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location. Gives +10 circumstance bonus to Direction sense and Nautical Navigation.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo Each
Flint
Rank: "C"
Type: Secondary, 20 per Slot, Gadget, Survival, Tool
Effect: A rock device created to use as a source for creating a spark.
Special: ---
Drawback: ---
Description: Picture Flint is a hard, sedimentary cryptocrystalline form of the mineral quartz, categorized as a variety of chert. It occurs chiefly as nodules and masses in sedimentary rocks, such as chalks and limestones. Inside the nodule, flint is usually dark grey, black, green, white, or brown in colour, and often has a glassy or waxy appearance. A thin layer on the outside of the nodules is usually different in colour, typically white and rough in texture. Scrape tool with any knife (or sharp object, like a rock) to create small magnesium shavings. Ignite shavings with built-in sparking insert. Start hundreds of fires with a flame source of 5,400°F. Safe; fireproof in solid form. Carry in a pocket or attach to bag with included chain loop. It's measurements is 3 inches by 1 inch by 0.5 inches and weighs 1.4 ounces.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 100 Ryo Each
Bandolier, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 12 Pouches, Belt
Effect: A shoulder-belt with loops or pouches for equipment items.
Special: ---
Drawback: ---
Description: Picture ; Picture A shoulder rig that can hold up to 12 individual Pouches. A padded platform that is slung over one of the user's shoulder and across the chest and back. They can be designed ambidextrous or for a specific shoulder. 5 Pouches may be attached to the front end of the Bandolier, 5 pouches may be attached to the back, and 2 pouches may be attached to the shoulder end. The Bandolier contains a Modular Lightweight Load-Carrying Equipment system. It is fully adjustable with straps that secure with hook and loop.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pack, Medical
Rank: "C"
Type: Main, Slot Holder, 10 Slots, Wearable Container
Effect: A Pack primarily used for transferring small amounts of medical supplies during missions.
Special: ---
Drawback: ---
Description: Picture The Medical pack has a volume for 70 slots. The Pack may be attached to a Modular Lightweight Load-Carrying Equipment System by taking up 3 pouch slots. Normally worn as a sling, backpack, or even on a Leg Rig. The medical pack includes 2 removable flap assemblies (medical bag panel), an inner pocket (Bandoleer) and shoulder straps, as separate components. The medical pack has a chain slide fastener used as main compartment closure. The inside of the cover flap is lined with a fabric, separate pockets knit cloth creating 6 compartments sewn into each of the four sides of the main compartment. Each of the two flap assemblies can contain 1 pouch on each side of similar construction as those in the bag. The pouches are removed from the bag by disconnecting 1-inch side release buckles on 1-inch webbing loops , located at the edge of each assembly, and inside the bag. The webbing on the flap assembly is extended to form a handle between the loops. The removable inner pocket is constructed by sewing a 27-inch x 10-inch piece onto a 12-inch x 13-inch piece, forming three pleats into separate pockets. . A 2-inch length of 1 inch-wide hook fastener tape is sewn onto the upper part of each pleat. A sling made of 1-inch webbing is sewn to one side and threaded through a 1-inch brass loop conforming to on the other side that is secured by a 1-inch webbing (9) loop. The strap has a double bar buckle for adjustment.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
EXP Tome 25 TP link to thread
Leyden Bottle x1
Treant’s Gall x 1
Apparel:
Cloak, Battle
Rank: "D"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A special cloak that is treated as a shield.
Special: ---
Drawback: ---
Description: This exotic shield is not a shield in the typical sense, but rather a special cloak that can be used to foil an opponent's attacks. The user cannot use a battle cloak to make a shield bash attack, but a user can use it to make a disarm attempt. When used in combat, a battle cloak occupies a hand just as a light shield does, allowing the user to carry other items in that hand but not wield a weapon with it. Because the battle cloak is considered as a light shield it has the shield bonus of light shield, however this bonus deflects attacks instead of blocking them. Battle cloaks are retrieved and readied just like other shields. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 5,000 Ryo Each.
Shoulder Armour Piece (Overview)
Rank: "C"
Type: Main, Protection, Armour
Effect: Armour created to protect the shoulder of the wearer.
Special: ---
Drawback: ---
Description: Also known as the Pauldron. Pauldrons cover the shoulder area. They can also cover the armpit, and sometimes parts of the back and chest. These are connected to the Arm Armour Pieces to give larger protection. They typically consist of a single large dome-shaped piece to cover the shoulder, with multiple parts attached to it to defend the arm and upper shoulder. Armour Class: 5.
Limit: These items may be bought inside any Armour Shop.
Cost: 10,000 Ryo each.
Illuminated Forest Greave
Rank: "A"
Type: Main, Bludgeoning, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's left leg.
Special: The Artisan's Ability to create has reached the point that they can start to create items that give an emotional response to people that see or use them. This ability is only limited to Calming the audience. Any that perceives the item that has had this ability crafted into it must roll a Will Save 10 + 10 + 6 at time of creation, or be Calmed as per Calm Emotions Jutsu as long as they can perceive the item in question, to a maximum of 5 minutes per Class Level.
Drawback: ---
Description: Identification: Average; Hardness: 14; Armour Points/Inch: 40; Armour Class: +0. These weapons do +3 armour points of damage. The special material made to craft the greave is universally known to strengthen the wearer's tolerance to the elements, as well as illnesses, disease, poison and the like; +2 to all Fortitude Saves. The troll's iron appears to be silver, but has a green sheen when reflecting light. This particular greave was crafted to depict a bush that is prevalent in the forests of Kusa no Kuni, with such sophistication that it is capable of calming those observers that appreciate the art, or creatures that confuse the wearer as taking on characteristics of the forest.
This ability is only limited to Calming the audience. Any that perceives the item must roll a Will Save 10 + 10 + 6 at time of creation, or be Calmed as per Calm Emotions Jutsu as long as they can perceive the item in question, to a maximum of 25 minutes. At this point the target can make another save. Any made save against this effect renders the target immune to this effect from this item for 24 hours.
- Calm Emotions
Rank: "C"
Skill: GenJutsuEffect: This Jutsu calms agitated creatures.
Special: "Handseals"
Drawback: ---
Description: A Mind-Affecting Technique. Affects all creatures within a 10 meter radius spread. The user is able to perform this technique at a distance of 30 meters plus 15 meters per class level. The duration of this technique lasts for 5 rounds per class level. This technique may be negated. User has no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the Jutsu on all calmed creatures. This Jutsu automatically suppresses (but does not dispel) any morale bonuses granted by Jutsus such as Bless, Good Hope, and Rage. It also suppresses any Fear effects and removes the Confused condition from all targets. While the Jutsu lasts, a suppressed Jutsu or effect has no effect. When the Calm Emotions Jutsu ends, the original Jutsu or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Limit: Forged by Yamanaka, Inoryu
Cost: To be determined.
Illuminated Forest Greave
Rank: "A"
Type: Main, Bludgeoning, Greave
Effect: A defensive and offensive armour used as a weapon or protection for the user's right leg.
Special: The forger's skill in forging the technical path has made this armour ideal for stealth.
Drawback: ---
Description: Identification: Average; Hardness: 14; Armour Points/Inch: 40; Armour Class: +0. These weapons do +3 armour points of damage. The special material made to craft the greave is universally known to strengthen the wearer's tolerance to the elements, as well as illnesses, disease, poison and the like; +2 Fortitude Save. The troll's iron appears to be silver, but has a green sheen when reflecting light. This particular greave was crafted to depict a bush that is prevalent in the forests of Kusa no Kuni, with such sophistication that it is clear that it is an armour of superior quality. The stealth improvements grant a +50 Competence Bonus on Stealth checks.
Limit: Forged by Yamanaka, Inoryu
Cost: To be determined.
Illuminated Forest Torso
Rank: "A"
Type: Torso
Effect: Armor of troll's iron forged to protect the chest, abdomin, and back of the wearer.
Drawback: ---
Description: Identification: Average; Hardness: 14; Armour Points/Inch: 40; Armour Class: +6. The special material made to craft the torso is universally known to strengthen the wearer's tolerance to the elements, as well as illnesses, disease, poison and the like; +2 to all Fortitude Saves. The troll's iron appears to be silver, but has a green sheen when reflecting light. On the chest is a sophisticated insignia that depicts sunlight shining through the branches of a young-adult andiroba tree, a huge, common tree found in rainforests. Since unlocking the chakra-eating nature of the troll's iron, whenever the wearer succeeds on a Save against a Jutsu that targets the wearer, the Armour heals the wearer by 5 Armour Points per Rank of the Jutsu. This healing occurs after the Jutsu tries to take effect.
Limit: Forged by Yamanaka, Inoryu
Cost: To be determined
Name Right Illuminated Forest Gauntlet
Rank: A
Type: Main, Protection, Armour
Effect: Armour to protect the hand, arm, and inspire friendship in the audience.
Special: ---
Drawback: ---
Description: Identification: Easy; Hardness: 17; Armour Points/Inch: 130; Armour Class: +0. Non Magnetic Material. A highly sophisticated gauntlet made to protect the hand and forearm of the wearer. Forged of Troll's Iron, it is universally known to strengthen the wearer's tolerance to the elements, as well as illnesses, disease, poison and the like; +2 Fortitude Save. Such aesthetic detail was worked into the armor that it also doubles as a masterful work of art. Many small leaves of the Andiroba tree were engraved on the plates above the hand and forearm encompassed in thin borders, so skillfully that it evokes an emotional response (friendship) in the audience. The enchanted creatures react more positively toward the owner. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (Friendship) dispels emotion (Hate), Will save is 10 + 10 + 6 to dispel.
Limit: Crafted by Yamanaka, Inoryu.
Cost: To be determined.
Name Left Illuminated Forest Gauntlet
Rank: A
Type: Main, Protection, Armour
Effect: Armour to protect the hand, arm, and allow the wearer to receive a full extended rest.
Special: ---
Drawback: ---
Description: Identification: Easy; Hardness: 17; Armour Points/Inch: 130; Armour Class: +0. Non Magnetic Material. A highly sophisticated gauntlet made to protect the hand and forearm of the wearer. Forged of Troll's Iron, it is universally known to strengthen the wearer's tolerance to the elements, as well as illnesses, disease, poison and the like; +2 Fortitude Save. Such aesthetic detail was worked into the armor that it also doubles as a masterful work of art. Many small leaves of the Andiroba tree were engraved on the plates above the hand and forearm encompassed in thin borders. The technical skill of the armourer was superb as he was able to draw out the natural, subtle and medicinal energies of the metal. This This gauntlet grants the wearer the ability to get an extended rest of sleep regardless of conditions; the user only awakens beforehand if another character vigorously shakes them.
Limit: Crafted by Yamanaka, Inoryu.
Cost: To be determined.
Twin's Heart
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem carved into a heart that allows the user to turn invisible while at the same time creating another image of themselves.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. Coral is a mineral that naturally forms twins, a symmetrical intergrowth of two or more crystals. For many centuries it was thought that aragonite served no other purpose than that of a very minor gemstone. It did not until a skilled jeweler named Galen Krell made a fortuitous discovery. Galen was asked to create a gemstone for a customer out of a piece of Coral to be given as a present to his wife. Galen had a piece of aragonite twin and felt that a heart-shaped gemstone would be appropriate. Galen carved the heart out of the center of the aragonite twin and unwittingly released the natural Alchemy of the mineral. He discovered that by holding the carved gemstone a person could create an image of himself while he became invisible. He could command his image to move and interact with those around it, while he remained hidden from view. Galen quickly went from being a humble jeweler to being a harnesser of Alchemical minerals. The twin's heart is carved from the intersection of a twinned aragonite crystal. When the heart-shaped carving is grasped the bearer can become invisible (as Improved Invisibility) and simultaneously a perfect image of the person appears in the same location. The image can be concentrated upon to perform actions or interact with people (though it cannot fight or perform Jutsus). It will also perform its last command for up to 3 rounds after the person stops concentrating on the image. The invisibility effect lasts for 10 rounds. A person can activate and use the gem 1 per day.
Ingredients: 1 large Coral (480 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding.
Cost: 13,450 Ryo
Personality:
The village where Satu was born was subterranean. Located beneath an oasis in the land of wind. His Village left everything in well enough condition that he could survive there without interruption for his entire life. He has learned his abilities and techniques from Chakra based hologram projections put in place to assist him til he grew old enough to venture out on his own. From these holograms he has learned how to interact with people to a limited degree but does not know about true human interaction.
Satu has an empathetic understanding from his time isolated in his youth. He is excited and awed about new discoveries in his surroundings. He values being independent above all else. Never being able to truly interact with people and instead react to those depicted in the imagery has left him somewhat unreserved and unfiltered in speech, as there was no one there to correct the impulsive emotional outbursts.
The one thing he loves is the light of day and though he is slow to rise in the morning, he runs up to the surface to greet the sun as the only real friend who truly exists alongside him. He talks to the sun in his free time or while he bathes in the water of the oasis or cleans his linens from time to time.
Satu does not consider himself lacking in any respect. His high sense of curiosity will see him to follow through on discovering answers to the problems he may face with a cheesy grin. All considered he may be a bit naive when considering his inexperience with life outside of the subterranean village of ghosts.
Appearance:
His hair is chopped, and styled with length varying from around the shoulders stopping at his upper back from behind. The follicles are a naturally white silver as well as flowing. His locks are adorned in golden beads and semi precious stones accented with jewels. These are precious to him as they are a reminder of his birthplace. Satu considers them priceless and would never consider selling them.
A gold chain pierces his ear connecting to another in his nose then drapes before attaching to a ring on his index finger. He has gold braces on his wrists and ankles found in a chest with his name in the room where he resides. He is clothed in a white sheer top that resembles a halter, and covering the front and back of his torso to help with regulation between the desert heat and his own body temperature. White sheer leggings protect his lower appendages going down to his ankles with golden threading.
Standing at 5' 7" his shoulders are wide and angular with a strong broad budding chest. Supple glowing skin from exfoliating in the oasis' sands. A slim torso accented with a well defined back and abdominal muscles leading down to his prominent cuffed groin. His glute muscles are full and firm softly perched atop his stoic hamstrings. His thighs are also muscular and his calves are cut like daggers. He does not have a single blemish or scar from head to toe.
His eyes are two shades of green. One emerald and the other juniper. Lids set low, they are always watching and studying their surroundings. Perceiving any detail in their view and jotting it to memory. His brows are shaped by his own hand expressively speaking when Satu does not. His lips are full only slightly fuller along the bottom, curled slightly to compliment his prominent cupids bow pursing his woven thoughts before they become audible speech.
Background:
As the sun creeps up over the horizon dew gathers in the basins of the palms surrounding an oasis in the vast land of wind. Sunlight greets the pool located at the center of the palms and the effervescence of dawn draws its crescendo to full effect. There are sheets cascading against the breeze. The only visible indication that someone has been here. Like the law of the land of wind says "Not all is sincere that appears before us. The desert is full of mirages."
There is a pedestal just beyond the palms. Now that day has broken it begins to turn an seeps into the sands. An access hatch surfaces and releases, air hisses through the silent morning desert calm. The opening reveals a mirrored underside. Light is shot down towards the bottom of this shaft 50 feet and meets another mirror then another, til the entirety of a subterranean village illuminates. The houses are walled but not one has a roof of any kind. Many waterways line the streets and houses containing farmed fish and algae.
There is a rustling from inside one of the open rooms. A young man sleeps. His name is Satu, he yawns in detest at the first light of day for his village then proceeds to walk to the fish traps at the back entrance to his home. His diet has been the fish along with vegetation from the oasis. The village creeks as suddenly ghost like holograms begin forming from the refracted light. The village is soon bustling with the holographic life that once inhabited it. Satu continues to eat his catch unmoved by the displays around him.
After consuming the mornings catch he proceeds to the learning hall to commence with the lessons prepared by the holograms left by the elders of his village for his upbringing. Teachings originating from the temple of Dessabo located to the south-east of the Wind Country. His village had migrated up from the temple. Something happened in his village when Satu was young he is the only one who remains. The holograms left by the elders in his village were a collection of all life that had lived there. Using this information Satu has seen many of his villages personal history as witnessed first hand by the actual people who once inhabited the village. He has reached a level of study from the remains of the library to trek out to find another village in the land of wind. Satu is a ghost amongst ghosts and wishes to see the rest of the world. He Hope's for a future where he is understood and no longer in life alone.