Detective Tetsu Nara [Revamp]
May 20, 2020 0:28:25 GMT -7
Post by Ace Detective Nara on May 20, 2020 0:28:25 GMT -7
Name: Tetsu Nara
Bloodlimit: N/A
Blood Type: O Negative
Height: 5 Feet, 11 Inches
Weight:172.2 Pounds
Age:[17][18][19][20][21][22][23][24][25][26][27][28][29] Years old
Gender: Male
Alignment : Lawful Neutral [LN]
Birth Country: Hi no Kuni -Land of Fire-
Village: Konohagakure
Languages: Common (Fire Dialect)
Vision: Normal
Chakra Nature: Earth (Doton)
STATUS
Class Points: 23 (8,000 Training Points)
Next Class Point: 8,700 Training Points
Ability Categories IMPACT-L
Intelligence: 02
Might: 00
Perception: 01
Agility: 0
Charisma: 0
Toughness: 02
Luck: 02
Die Roll Bonuses:
+02% to All D100 Percentile Rolls
> +02% Luck Bonus
Offensive Capabilities
Movements: 12
Handseals: 80 (+5 Intelligence bonus)
Handseals Reduction: 1/4
Springtime of Youth Points: 101
>+1 Toughness Bonus
>+50 Indominable Fortitude
Physical Attack Damage: 0
Unarmed base damage: 20 AP
> Greater Unarmed Strike
Chakra Damage: +2
> +2 Intelligence Bonus
Will Saves Difficulty: 00
Defensive Capabilities
Armor Points: 229 (+5 Toughness Modifier)
Hardness: 00
Enhancement: 00
Natural Armor: 00
Damage Reduction: 00
Chakra Resistance: 00
Energy Resistance (Heat): 00
Energy Resistance (Cold): 00
Energy Resistance (Electric): 00
Energy Resistance (Acid): 00
Energy Resistance (Sonic): 00
Necrotic Damage Resistance(?): 00
Deflection: 00
Insight: 00
Dodge: +01 [+1 Luck Bonus]
Will Saves: 22
> 10 Base (Genjutsu Specialist)
> +5 Heritage Bonus (Will of Men)
> +5 Impeccable Will
> +2 Iron Will
Fortitude Saves: 17
> 10 Base (Taijutsu Specialist)
> +1 Toughness Bonus
> +5 Indominable Fortitude
Skill Totals [W/ Bonuses]
+ 5 to all INT Skills (INT)
+ 5 to ALL Skills (Luck)
+ 5 to all INT Skills (Eidetic Memory)
Chakra Lore: 140/125
Ritual Lore (Restoration): 140/125
Anthropology:130/125
Arson Investigation: 140/125
Ballistics: 160/125
>+20 Scholar
Blood Splatter Analysis:160/125
>+20 Scholar
Current Affairs: 135/125
>+5 Addict
DNA Profiling:140/125
Expertise (Forgery): 150/125
>+20 Handwriting Analysis
History, Local (Hi no Kuni):145/125
>+5 addict
Psychology: 160/125
>+20 Handwriting Analysis
Alchemy:160/125
>+20 Ordinary Past
Brewing (Brewing): 160/125
>+20 Ordinary Past
Craft (Tailor): 150/125
>+20 Ordinary Past
Acting: 130/125
>+5 Addict
Autopsy: 140/125
Disguise: 145/125
>+15 Con-Artist
Intimidate: 155/125
>+20 Officer
>+5 Imperial Solider
Investigate: 290/125
>+30 Skill Focus
>+20 Examiner
>+20 Investigator
>+20 Knowing Glance
>+20 Observer
>+20 Police Training
>+20 Private Eye
>+20 Walking the Area
Leadership: 130/125
Observation: 190/125
>+20 Investigator
>+20 Keen Eye
>+20 Observer
>+10 Vs Disguise [Eidetic Memory]
Sense Motive: 230/125
>+20 Keen Eye
>+20 Knowing Glance
>+20 Walking the Area
>+5 Addict
>+35 Con-Artist
Sleight of Hand: 145/125
>+5 Dealer
>+10 Con-Artist
Chakra Item Slots
Armour -
Belt -
Body -
Chest -
Eyes -
Feet -
Hands -
Head -
Headband - Konohagakure Plate
Legs -
Neck -
Ring (1) -
Ring (2) -
Shield -
Shoulders -
Wrists -
Slotless -
Eternal Potion -
Augmentations (8/8 Points)
1) Nothing
2) Nothing
3) Nothing
4) Nothing
5) Nothing
6) Nothing
7) Nothing
8) Nothing
Freebies (12/12)
01) Able Learner [+2 to Die Rolls]
02) Able Learner
03) Eidetic Memory [Natural Tactician]
04) Heart of the Streets [Undercover Detective]
05) Will of Men, The [Will of Fire | Team Blitz]
06) Imperial Solider [Police Officer]
07) Dealer [Undercover Detective]
08) Addict [Alcoholic]
09) Personal Sacrifice [Devoted Team Leader]
10) Con-Artist [Tricky Tactician]
11) Mirror Mind [Interrogation Training]
12) Mirror Mind
Epics (0/6)
1) Nothing
2) Nothing
3) Nothing
4) Nothing
5) Nothing
6) Nothing
Specialists
Genjutsu Specialist (4/6 Known, 1/4 Mastered)
1) Pattern - 190/500
2) Glamor - 0/500
3) Enchantment - 500/500 [Mastered]
4) Charm - 40/500
5) Shadow - 0/400 (NM)
6) Phantasm - 10/400 (NM)
Taijutsu Specialist (6/6 Known, 2/5 Mastered)
1) Aikido - 480/500
2) Boxing - 1000/500 [Mastered +1]
3) Wrestling - 390/500
4) Art of Throwing - 540/500 [Mastered]
5) Gates [GM] - 330/500
6) Goutetsu - 95/400 [NM]
Ninjutsu Non-Specialist (4/4 Known, 0/3 Mastered)
1) Earth - 140/500
2) Force Shape Transformation - 610/500 [Mastered]
3) Wood - 440/500 [GM]
4) Water - 50/350 [NM]
Clan Non-Specialist (2/4 Known, 1/3 Mastered)
1) Nara - 730/500 [Mastered]
2) Venator - 160/500
3) Sensory - 0/500 [GM]
4) Art of the Bard 0/350 Training Points (NM) - empty
Professions (0/12 Known)
01) Grand Master [Taijutsu Slots -Gates-]
02) Grand Master [Ninjutsu Slots -Wood-]
03) Ritualist [Restoration] TP: 0
04) Ritualist [Binding] TP: 0
05) Artisan [Seamstress/Tailor] TP: 0
06) Alchemist [Brewing] TP: 120
07) ANBU Slot [Dragon] TP: 0
08) Grand Master [Clan Slot -Sensory-]
09) 0/- Training Points - empty
10) 0/- Training Points - empty
11) 0/- Training Points - empty
12) 0/- Training Points - empty
Universal Training
345/600 Training Points - Universal Taijutsu (Taijutsu Specialist)
90 /600 Training Points - Universal Genjutsu (Genjutsu Specialist)
210/400 Training Points - Universal Ninjutsu (Ninjutsu Non-Specialist)
0/400 Training Points - Additional Universal Ninjutsu, Genjutsu, and/or Taijutsu (Clan Non-Specialist)
230/600 Training Points - Universal Miscellaneous
1,360/- Training Points - Skills
0/- Training Points - Uncategorizable Training
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.
Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Intelligence Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Intelligence Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 all INT skill checks]
[+1 to all INT Skill Die Rolls]
[+10 observation vs Disguise]
Heart of the Streets
Rank: "C"
Skill: Regional Trait
Effect: A trait used for those who are adept in combating within crowds.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Urban Regions. Humans from bustling cities are skilled with crowds. They gain a +10 Dodge bonus against Attack Damage when adjacent to at least two other allies (reduces techniques by 1 rank). Crowds do not count as difficult terrain for them. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+10 Dodge bonus (when in crowd)]
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.
[+5 to Will Saves ("S" Class)]
Imperial Soldier
Rank: "C"
Skill: Regional Trait
Effect: User served in the Imperial Army
Special: ---
Drawback: ---
Description: Choose one of the following Skills: First Aid: Healing, Intimidate, Ride. User gains a +5 trait bonus on that skill, and a +1 points per die Roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 to Intimidate & +1 die to learning]
Dealer
Rank: "C"
Skill: Regional Trait
Effect: User worked for a dealer in illicit substances.
Special: ---
Drawback: ---
Description: User worked for a dealer in illicit substances, either by selling on the street or helping to organize shipments to other regions, which involved a certain amount of smuggling. User gains a +5 trait bonus on Sleight of Hands, and gain a +1 die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 to Slight of Hand & +1 to die roll when learning]
Addict
Rank: "C"
Skill: Regional Trait
Effect: User has spent several years addicted to a drug that they may or may not have kicked.
Special: ---
Drawback: ---
Description: The user starts only with half of the normal starting wealth, but their knowledge of addicts lifestyle grants them a +5 trait bonus on Acting, Knowledge, Local, Sense Motive, and Current Affairs. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 trait bonus on Acting, Knowledge, Local, Sense Motive, and Current Affairs.]
Personal Sacrifice
Rank: "C"
Skill: Heritage Trait
Effect: Some humans possess a love so great that they will do whatever it takes to keep the loved one alive.
Special: ---
Drawback: ---
Description: They gain a Heritage bonus equal to 5 per Class level on their First Aid: Healing checks to those whom they have a deep love towards. Additionally if the user is adjacent to those whom they have such a deep connection with will be able to have a save against any Techniques that need a save to see if the person they have deep connection with is saved or not along with that person's own personal save. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+25 to First Aid Checks]
Con-Artist
Rank: "C"
Skill: Heritage Trait
Effect: User was once a charlatan, profiting by defrauding and taking advantage of others.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Disguise, Sense Motive, Pick-Pocket, and Sleight of Hand Skills. 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 gains +10 to Disguise skill. User is a slick Negotiator. User gains a +10 to Haggle. As well, user gains a +5 competence bonus on all Sense Motive checks.
This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+10 Slight of Hand, +30 Sense Motive, +5 Disguise]
[+1 Die Roll Sense Motive]
[+10 to Disguise & +10 to haggle]
[+5 competence bonus to all sense motive]
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.
Bloodlimit: N/A
Blood Type: O Negative
Height: 5 Feet, 11 Inches
Weight:172.2 Pounds
Age:
Gender: Male
Alignment : Lawful Neutral [LN]
Birth Country: Hi no Kuni -Land of Fire-
Village: Konohagakure
Languages: Common (Fire Dialect)
Vision: Normal
Chakra Nature: Earth (Doton)
STATUS
Class Points: 23 (8,000 Training Points)
Next Class Point: 8,700 Training Points
Ability Categories IMPACT-L
Intelligence: 02
Might: 00
Perception: 01
Agility: 0
Charisma: 0
Toughness: 02
Luck: 02
Die Roll Bonuses:
+02% to All D100 Percentile Rolls
> +02% Luck Bonus
Offensive Capabilities
Movements: 12
Handseals: 80 (+5 Intelligence bonus)
Handseals Reduction: 1/4
Springtime of Youth Points: 101
>+1 Toughness Bonus
>+50 Indominable Fortitude
Physical Attack Damage: 0
Unarmed base damage: 20 AP
> Greater Unarmed Strike
Chakra Damage: +2
> +2 Intelligence Bonus
Will Saves Difficulty: 00
Defensive Capabilities
Armor Points: 229 (+5 Toughness Modifier)
Hardness: 00
Enhancement: 00
Natural Armor: 00
Damage Reduction: 00
Chakra Resistance: 00
Energy Resistance (Heat): 00
Energy Resistance (Cold): 00
Energy Resistance (Electric): 00
Energy Resistance (Acid): 00
Energy Resistance (Sonic): 00
Necrotic Damage Resistance(?): 00
Deflection: 00
Insight: 00
Dodge: +01 [+1 Luck Bonus]
Will Saves: 22
> 10 Base (Genjutsu Specialist)
> +5 Heritage Bonus (Will of Men)
> +5 Impeccable Will
> +2 Iron Will
Fortitude Saves: 17
> 10 Base (Taijutsu Specialist)
> +1 Toughness Bonus
> +5 Indominable Fortitude
Skill Totals [W/ Bonuses]
+ 5 to all INT Skills (INT)
+ 5 to ALL Skills (Luck)
+ 5 to all INT Skills (Eidetic Memory)
Chakra Lore: 140/125
Ritual Lore (Restoration): 140/125
Anthropology:130/125
Arson Investigation: 140/125
Ballistics: 160/125
>+20 Scholar
Blood Splatter Analysis:160/125
>+20 Scholar
Current Affairs: 135/125
>+5 Addict
DNA Profiling:140/125
Expertise (Forgery): 150/125
>+20 Handwriting Analysis
History, Local (Hi no Kuni):145/125
>+5 addict
Psychology: 160/125
>+20 Handwriting Analysis
Alchemy:160/125
>+20 Ordinary Past
Brewing (Brewing): 160/125
>+20 Ordinary Past
Craft (Tailor): 150/125
>+20 Ordinary Past
Acting: 130/125
>+5 Addict
Autopsy: 140/125
Disguise: 145/125
>+15 Con-Artist
Intimidate: 155/125
>+20 Officer
>+5 Imperial Solider
Investigate: 290/125
>+30 Skill Focus
>+20 Examiner
>+20 Investigator
>+20 Knowing Glance
>+20 Observer
>+20 Police Training
>+20 Private Eye
>+20 Walking the Area
Leadership: 130/125
Observation: 190/125
>+20 Investigator
>+20 Keen Eye
>+20 Observer
>+10 Vs Disguise [Eidetic Memory]
Sense Motive: 230/125
>+20 Keen Eye
>+20 Knowing Glance
>+20 Walking the Area
>+5 Addict
>+35 Con-Artist
Sleight of Hand: 145/125
>+5 Dealer
>+10 Con-Artist
Chakra Item Slots
Armour -
Belt -
Body -
Chest -
Eyes -
Feet -
Hands -
Head -
Headband - Konohagakure Plate
Legs -
Neck -
Ring (1) -
Ring (2) -
Shield -
Shoulders -
Wrists -
Slotless -
Eternal Potion -
Augmentations (8/8 Points)
1) Nothing
2) Nothing
3) Nothing
4) Nothing
5) Nothing
6) Nothing
7) Nothing
8) Nothing
Freebies (12/12)
01) Able Learner [+2 to Die Rolls]
02) Able Learner
03) Eidetic Memory [Natural Tactician]
04) Heart of the Streets [Undercover Detective]
05) Will of Men, The [Will of Fire | Team Blitz]
06) Imperial Solider [Police Officer]
07) Dealer [Undercover Detective]
08) Addict [Alcoholic]
09) Personal Sacrifice [Devoted Team Leader]
10) Con-Artist [Tricky Tactician]
11) Mirror Mind [Interrogation Training]
12) Mirror Mind
Epics (0/6)
1) Nothing
2) Nothing
3) Nothing
4) Nothing
5) Nothing
6) Nothing
Specialists
Genjutsu Specialist (4/6 Known, 1/4 Mastered)
1) Pattern - 190/500
2) Glamor - 0/500
3) Enchantment - 500/500 [Mastered]
4) Charm - 40/500
5) Shadow - 0/400 (NM)
6) Phantasm - 10/400 (NM)
Taijutsu Specialist (6/6 Known, 2/5 Mastered)
1) Aikido - 480/500
2) Boxing - 1000/500 [Mastered +1]
3) Wrestling - 390/500
4) Art of Throwing - 540/500 [Mastered]
5) Gates [GM] - 330/500
6) Goutetsu - 95/400 [NM]
Ninjutsu Non-Specialist (4/4 Known, 0/3 Mastered)
1) Earth - 140/500
2) Force Shape Transformation - 610/500 [Mastered]
3) Wood - 440/500 [GM]
4) Water - 50/350 [NM]
Clan Non-Specialist (2/4 Known, 1/3 Mastered)
1) Nara - 730/500 [Mastered]
2) Venator - 160/500
3) Sensory - 0/500 [GM]
4) Art of the Bard 0/350 Training Points (NM) - empty
Professions (0/12 Known)
01) Grand Master [Taijutsu Slots -Gates-]
02) Grand Master [Ninjutsu Slots -Wood-]
03) Ritualist [Restoration] TP: 0
04) Ritualist [Binding] TP: 0
05) Artisan [Seamstress/Tailor] TP: 0
06) Alchemist [Brewing] TP: 120
07) ANBU Slot [Dragon] TP: 0
08) Grand Master [Clan Slot -Sensory-]
09) 0/- Training Points - empty
10) 0/- Training Points - empty
11) 0/- Training Points - empty
12) 0/- Training Points - empty
Universal Training
345/600 Training Points - Universal Taijutsu (Taijutsu Specialist)
90 /600 Training Points - Universal Genjutsu (Genjutsu Specialist)
210/400 Training Points - Universal Ninjutsu (Ninjutsu Non-Specialist)
0/400 Training Points - Additional Universal Ninjutsu, Genjutsu, and/or Taijutsu (Clan Non-Specialist)
230/600 Training Points - Universal Miscellaneous
1,360/- Training Points - Skills
0/- Training Points - Uncategorizable Training
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.
Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Intelligence Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Intelligence Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 all INT skill checks]
[+1 to all INT Skill Die Rolls]
[+10 observation vs Disguise]
Heart of the Streets
Rank: "C"
Skill: Regional Trait
Effect: A trait used for those who are adept in combating within crowds.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Urban Regions. Humans from bustling cities are skilled with crowds. They gain a +10 Dodge bonus against Attack Damage when adjacent to at least two other allies (reduces techniques by 1 rank). Crowds do not count as difficult terrain for them. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+10 Dodge bonus (when in crowd)]
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.
[+5 to Will Saves ("S" Class)]
Imperial Soldier
Rank: "C"
Skill: Regional Trait
Effect: User served in the Imperial Army
Special: ---
Drawback: ---
Description: Choose one of the following Skills: First Aid: Healing, Intimidate, Ride. User gains a +5 trait bonus on that skill, and a +1 points per die Roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 to Intimidate & +1 die to learning]
Dealer
Rank: "C"
Skill: Regional Trait
Effect: User worked for a dealer in illicit substances.
Special: ---
Drawback: ---
Description: User worked for a dealer in illicit substances, either by selling on the street or helping to organize shipments to other regions, which involved a certain amount of smuggling. User gains a +5 trait bonus on Sleight of Hands, and gain a +1 die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 to Slight of Hand & +1 to die roll when learning]
Addict
Rank: "C"
Skill: Regional Trait
Effect: User has spent several years addicted to a drug that they may or may not have kicked.
Special: ---
Drawback: ---
Description: The user starts only with half of the normal starting wealth, but their knowledge of addicts lifestyle grants them a +5 trait bonus on Acting, Knowledge, Local, Sense Motive, and Current Affairs. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+5 trait bonus on Acting, Knowledge, Local, Sense Motive, and Current Affairs.]
Personal Sacrifice
Rank: "C"
Skill: Heritage Trait
Effect: Some humans possess a love so great that they will do whatever it takes to keep the loved one alive.
Special: ---
Drawback: ---
Description: They gain a Heritage bonus equal to 5 per Class level on their First Aid: Healing checks to those whom they have a deep love towards. Additionally if the user is adjacent to those whom they have such a deep connection with will be able to have a save against any Techniques that need a save to see if the person they have deep connection with is saved or not along with that person's own personal save. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+25 to First Aid Checks]
Con-Artist
Rank: "C"
Skill: Heritage Trait
Effect: User was once a charlatan, profiting by defrauding and taking advantage of others.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Disguise, Sense Motive, Pick-Pocket, and Sleight of Hand Skills. 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 gains +10 to Disguise skill. User is a slick Negotiator. User gains a +10 to Haggle. As well, user gains a +5 competence bonus on all Sense Motive checks.
This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
[+10 Slight of Hand, +30 Sense Motive, +5 Disguise]
[+1 Die Roll Sense Motive]
[+10 to Disguise & +10 to haggle]
[+5 competence bonus to all sense motive]
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.