| S A N K I S H I N |
Apr 12, 2020 9:11:50 GMT -7
Post by Naota on Apr 12, 2020 9:11:50 GMT -7
Skills & Traits
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 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.
Focused Study [Weaponsmithing]
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Malleable Genetics
Rank: "C"
Skill: Heritage Trait
Effect: User's genetic structure is malleable and allows ample opportunity for Augmentations.
Special: ---
Drawback: ---
Description: Whenever the user picks an Augmentation, the Augmentation Ritual Point cost for that Augmentation is reduced by 1, to a minimum of 1. This Trait has no effect on Cosmetic Augmentations or on Augmentation Drawbacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Armour Expert
Rank: "C"
Skill: Combat Trait
Effect: User has worn armour as long as they can remember, either as part of their training to become a knight or simply because they were seeking to emulate a hero.
Special: ---
Drawback: ---
Description: User has worn armour as long as they can remember, either as part of their training to become a knight or simply because they were seeking to emulate a hero. User's childhood armour was not the real thing as far as protection, but it did encumber them as much as real armour would have, and they have grown used to moving in such suits with relative grace. When the user wears armour of any sort, reduce the Armour Check penalty by 5 for Might and Agility skills and 1 for Movements. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ancestry: Blood Mixture
Rank: "C"
Skill: Regional Trait
Effect: A trait allowing the user to go into an additional "Heart of the" or "Ancestry:" Trait.
Special: ---
Drawback: ---
Description: A user with this trait may select a second "Heart of the" Trait or a secondary "Ancestry:" Trait. With Blood Mixture the user will have 1 Major Heritage and 1 Minor Heritage. The Major Heritage gives the user access to the abilities of the Heritage Trait. The user also gains access to any Clans and any additional techniques that can be learned associated to the trait. The Minor Heritage only gives access to Clans and any additional techniques that can be learned associated to the trait. Whether the Heritage is Minor or Major the user may choose only 1 to give their bonuses, and penalties to IMPACT-L. Normal Bloodline Rules still apply (User cannot go into more than 1 Bloodline.) If user chooses 2 "Heart of the" traits, both abilities apply to the user. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ancestry: Ljossalfar (Alfar of Light) (Minor)
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: Ancestors of the Ljossalfar lose +2 points to any 1 IMPACT-L, however, they gain +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. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ancestry: Dvergar (Major)
Rank: "C"
Skill: Heritage Trait
Effect: User is descended from the Dvergar, originally from Nidavellir, but now resides in the mountains of Svartalfheim with the Dvergar.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Ancestors of the Dvergar lose +2 points to any 1 IMPACT-L, however, they gain +2 Perception, + 2 Toughness, -2 Charisma. Ancestors of the Dvergar gain darkvision 20 meters. Dvergar are of average height, if slightly small. They are stocky, and strong. They are never shorter than 1.7 meters (5'6"), which is odd due to the legends of Dvergar being shorter than 1.7 meters. Dvergar are natural crafters and thus gain a +2 Racial Bonus to their Craft Reduction time (Example Base Crafting time is 1/3rd of time cost. This Trait improves crafting time by +2 making it 1/5 of the time cost.), and a +10 racial bonus to Appraisal checks made to determine the price of Items that contain metals or gemstones. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Focused Study [Armoursmithing]
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Focused Study [Armoursmithing]
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain Skill Focus (+20 bonus) in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Acting
Rank: "E"
Skill: Sophisticated Skill
Effect: User knows how to tell a lie.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Sense Motive. While anyone can tell a lie, a skilled liar differentiates himself from the disingenuous rabble with the care he takes to make the deception as believable as possible. Acting also enables a character to skillfully portray various roles. Acting is most often used as a form of entertainment, though it can also be useful in aiding a disguise or pulling a scam. A Skilled actor knows how to research their role in order to provide a realistic portrayal include mannerisms, speech patterns, dialect, or jargon. Some practical applications of Acting follow:
Limit: Must learn from Skills.
Leadership
Rank: "E"
Skill: Sophisticated Skill
Effect: The ability to attract followers to their cause, companions to join them on their adventures, and the ability to see advantages in large scale combat.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill allows characters to know how to take charge of a group of people to get a job done. A character with this skill know how to lead men into battle. They are able to plan successful strategies to defeat enemy troops. They know when to advance and when to retreat. They know how to keep the morale of their men high and how to get the most out of them. Characters with this skill can successfully lead a group in order to help them complete a task, make a decision, or govern a political body. This skill enables the user to attract loyal cohorts and a number of devoted subordinates who assist them. A cohort is generally an NPC with Specialists and Class Levels, while followers are lower level NPCs. Some practical applications of Leadership follow:
Limit: Must learn from Skills.
Intimidate
Rank: "E"
Skill: Sophisticated Skill
Effect: User can use this skill to frighten their opponents or to get them to act in a way that benefits the user.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Sense Motive. Characters use this skill to cause others to back down in a contest of wills, to make others afraid to fight. A successful opposed Skill check is necessary (the subject of the Intimidation uses Sense Motive's Resist Persuasion to counter). This skill includes verbal threats and displays of prowess. Synergy: A user with Acting gives a +5 per Mastery Level Synergy Bonus to Intimidate. Some practical applications of Intimidate follow:
Limit: Must learn from Skills.
Persuasion
Rank: "E"
Skill: Sophisticated Skill
Effect: User can use this skill to persuade others to agree with their arguments, to resolve differences, etc.
Special: ---
Drawback: ---
Description: Relevant Abilities: Charisma Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. Opposed: Sense Motive. Persuasion is the ability to convince another person or persons to engage in an activity they might otherwise avoid for a myriad of reasons. As a general rule, the degree to which the person is inconvenienced by or appalled by the task sets the mastery level necessary to have any chance of persuading them to do it while the probability of negative repercussions sets the difficulty level. Synergy: A user with Acting or Sense Motive gives a +5 per Mastery Level Synergy Bonus to Persuasion.
Some practical applications of Persuasion follow:
Limit: Must learn from Skills.
Sense Motive
Rank: "E"
Skill: Sophisticated Skill
Effect: User is skilled at detecting falsehoods, true intentions, and capabilities.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. A successful check lets the user avoid being bluffed (see Acting), persuaded by Persuasion and Intimidate. user can also use this skill to determine when "Something is up" (that is, something odd is going on) or to assess someone's trustworthiness. Synergy: A user with Psychology gives +5 per Mastery Level Synergy Bonus to Sense Motive made to develop a profile or detect brainwashing or mind control attempts. Synergy: A user with Sense Motive gives a +5 per Mastery Level Synergy Bonus to Persuasion. Some practical applications of Sense Motive follow:
Limit: Must learn from Skills.
Observation
Rank: "E"
Skill: Sophisticated Skill
Effect: User's senses allow the user to notice find details and alert the user to danger.
Special: ---
Drawback: ---
Description: Relevant Abilities: Perception Skill. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. This skill focuses certain powers of observation - sight, smell, hearing, and touch. A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for the Character any time there is an NPC, creature, event or happening that a character might notice, even if they did not specifically state that they are monitoring their surroundings. Characters are capable of noticing any event within their perception; this skill will typically be used as a competing check against another's attempt to avoid detection (stealth, etc). Observation reveals only facts, not motivation. Some practical applications of Observation follow:
Limit: Must learn from Skills.
Finesse
Rank: "E"
Skill: Skill Set/Suite
Effect: User's deft hands allow them to perform tasks that require fine manipulation.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Skills in Skill Suite: 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. The Skills associated with Finesse are Disable Device (Sophisticated Skill), Lock Picking (Sophisticated Skill), and Sleight of Hand (Sophisticated Skill).
Limit: Must learn from Skills.
Athletics
Rank: "E"
Skill: Skill Set/Suite
Effect: User is skilled at deeds of physical prowess such as leaping, and swimming.
Special: ---
Drawback: ---
Description: Relevant Abilities: Might Skill. Skills in Skill Suite: Jump Good, and Swim Good. Die Rolls: 1 Die Roll. Check Requirement: Various. User is skilled at deeds of physical prowess such as leaping, and swimming. Athletics skill is used to apply leaps and swimming at greater distances. The Functions of this skill is Jumping, and Swimming. The Skills associated with Athletics are Jump Good (Sophisticated Skill) and Swim Good (Sophisticated Skill).
Limit: Must learn from Skills.
Society
Rank: "E"
Skill: Skill Set/Suite
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. Skills in Skill Suite: 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. The Skills associated with Society are Current Affairs (Academia Skill), Ancient History (Academia Skill), and Local History (Academia Skill). User must learn Local History multiple times to gain multiple subtypes.
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.
Craft (Weaponsmithing)
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.
Craft (Armourer)
Rank: "D"
Skill: Artisan Skill
Effect: User is skilled in the creation of a specific group of items, such as Armour or Weapons.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 5 Die Rolls. Check Requirement: Always. Craft is actually a number of separate skills. The user can have several Craft Skills each with their own levels of Mastery. This skill permits an individual to engage in a specific fabrication trade such as armourer, bowyer, locksmith, etc. A Craft skill is specifically focused on creating something. There are some guidelines when creating an item. Figure out what item you wish to create. Calculate 1/3 of item's cost. Write a crafting post equal to a Search Creature/Plant post. If a staff member is satisfied with the post a Craft check will be rolled. The staff member will roll a 1d100. Once the number is determined from the roll add the number to the user's skill plus any additional bonuses or penalties. Subtract the calculated bonus skill from the 1/3 price of the item. Continue with this process until you have reached 0. Once you have reached 0 you have created the item. Synergy: A user with Mathematics gives a +5 Mastery Level Synergy Bonus to Craft (Construction). Synergy: A user with Craft gives a +5 per Mastery Level Synergy Bonus to checks related to items made with that Craft skill. Below is a list of some Artisan Trades a user can pick: Some practical applications of Craft follow:
Limit: Must learn from Skills.
Gem Cutting
Rank: "D"
Skill: Artisan Skill
Effect: User is trained in the art of gemcutting.
Special: ---
Drawback: ---
Description: Relevant Abilities: Agility Skill. Die Rolls: 5 Die Rolls. Check Requirement: Normal. A character with this skill can finish the rough gems they purchase. A gem cutter derives no benefit from the assistance of non-proficient characters. A Gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and specially hardened blades. Uncut gems while still of value, are not nearly as valuable as the finished product. To cut a Gem the user must first get a hold of a rough cut or uncut stone gem. Rough cuts are worth 1/3rd of their average cut value. Then user must determine the cost of the Gem. Look in the Gems & Gemcutting items thread found in the Item Index. User looks at the stone and decides the "cost" of the stone themselves. The user may also determine the quality of the stone as well and add the modifier to the "cost" of the finished stone. When the total cost is calculated the user "crafts" into the gem, shaping it into the desired cut. This skill can be picked up as a Craft skill for Artisan Profession. The user will need to use "Alchemy" to prepare gemstones for Mineral Alchemy, however for every Mastery Level the user has in Gem Cutting they gain a +5 to Alchemy when creating Mineral Alchemy. Once user reaches Skill Mastery 125, then the bonus increases by +1 per 5 Skill Points beyond.
Limit: Must learn from Skills. Must know Appraisal: Gemstone.