Skills
Master Skill List
Strength
Climb Lift Swim Dexterity Acrobatics Disable Escape Slight of Hand Stealth Speed Initiative Endurance Endure Awareness Heal Perception Sense Motive Survival Spirit Bluff Diplomacy Disguise Intimidate Handle Animal Luck Seduction Knowledge Appraise Craft Armor Craft Item Craft Potion Craft Scroll Craft Weapon Knowledge Engineering Knowledge Geography Knowledge History Knowledge Jutsu Knowledge Local Knowledge Nature Knowledge Nobility Knowledge Planes Knowledge Religion Linguistics Trap Chi Will Power |
XP Costs for Skills
Begin training a new Skill at Rank 1 = 75 XP
Increase an existing Skill by 1 Rank = 50 XP
(A character's Skill Rank cannot exceed 3 ranks above the modifying Ability's Rank)
example- if a character has a DEX of 7, they can only have a Stealth Skill of Rank 10. This does not include any racial or item bonuses they may receive.
Begin training a new Skill at Rank 1 = 75 XP
Increase an existing Skill by 1 Rank = 50 XP
(A character's Skill Rank cannot exceed 3 ranks above the modifying Ability's Rank)
example- if a character has a DEX of 7, they can only have a Stealth Skill of Rank 10. This does not include any racial or item bonuses they may receive.
Skill Descriptions
Acrobatics (DEX)
A character may use Acrobatics to jump far distances, tumble, and balance. Tumbling to reduce falling damage is a common use of the skill. Succeeding on an Acrobatics Skill roll DC 1/2 the falling distance in feet negates damage from the fall which is 5 damage / 10 ft beyond the first 20 ft. Achieving a DC 20 halves all falling damage regardless of full success or failure.
A character may use Acrobatics to jump far distances, tumble, and balance. Tumbling to reduce falling damage is a common use of the skill. Succeeding on an Acrobatics Skill roll DC 1/2 the falling distance in feet negates damage from the fall which is 5 damage / 10 ft beyond the first 20 ft. Achieving a DC 20 halves all falling damage regardless of full success or failure.
Appraise (KNO)
A character may use appraise to discern the value of an item. Appraise can also be used to judge the value of services and buy and sell wares at better prices.
A character may use appraise to discern the value of an item. Appraise can also be used to judge the value of services and buy and sell wares at better prices.
Bluff (SPT)
This skill is used to tell lies and manipulate others by twisting your words.
This skill is used to tell lies and manipulate others by twisting your words.
Climb (STR)
The Climb Skill allows characters to scale walls, climb rope, and other surfaces or objects. A character moves 1/4 their MV while climbing.
The Climb Skill allows characters to scale walls, climb rope, and other surfaces or objects. A character moves 1/4 their MV while climbing.
Crafting Skills (KNO)
Crafting skills are very valuable. A character can only ever have one type of crafting skill unless special items allow or they rank their first craft skill up to 5. At that point they can purchase another Craft Skill. There is no limit to the number of different Craft Skills a character can have as long at the previous Craft Skill is at least Rank 5. Crafting skills allow one to create weapons, armor, items, potions, and scrolls with customized abilities. The types of crafts in more detail are:
Weapons (weapons, shields, mech vehicles)
Armor (armor, bracers, gloves, boots, head wear, torso items, mech suits)
Items (trinkets, expendables, neck items, cloak items, belts, rings, tools, tomes, mech androids)
Potions (convert your Chakra into pure physical healing solutions)
Scrolls (scrolls, mech attachments)
-if one chooses scrolls, they can pick two of the eleven learned jutsu types to add to their scroll writing ability. Mechjutsu attachments fall under the umbrella of scroll crafting. Even though they are physical pieces of machinery, the system works the same.
Crafting skills are very valuable. A character can only ever have one type of crafting skill unless special items allow or they rank their first craft skill up to 5. At that point they can purchase another Craft Skill. There is no limit to the number of different Craft Skills a character can have as long at the previous Craft Skill is at least Rank 5. Crafting skills allow one to create weapons, armor, items, potions, and scrolls with customized abilities. The types of crafts in more detail are:
Weapons (weapons, shields, mech vehicles)
Armor (armor, bracers, gloves, boots, head wear, torso items, mech suits)
Items (trinkets, expendables, neck items, cloak items, belts, rings, tools, tomes, mech androids)
Potions (convert your Chakra into pure physical healing solutions)
Scrolls (scrolls, mech attachments)
-if one chooses scrolls, they can pick two of the eleven learned jutsu types to add to their scroll writing ability. Mechjutsu attachments fall under the umbrella of scroll crafting. Even though they are physical pieces of machinery, the system works the same.
Most crafted equipment is restricted to offering bonuses within that equipment's type. As the chart below explains; green means the equipment type can grant that bonus. Yellow means that bonus can be granted temporarily. Red means that bonus is granted permanently.
Diplomacy (SPT)
Diplomacy is used to persuade others with your truthful words and opinions. It's most common use it to force others to have a more positive attitude towards the character using the skill. It is countered by Sense Motive. Another use for Diplomacy is gaining the trust of creatures that are compatible with Petjutsu yet have human intelligence. It is also used to teach these pets skills and Jutsu. A DC 10 + 3X creatures rank Diplomacy Skill roll is required 3 times to gain the creature's trust. To allow it to spend it's experience on skills or teach it a learned Petjutsu technique the character must pass a DC 10 + 3X creature's rank Diplomacy Skill roll and spend 6 hours training with the creature.
Diplomacy is used to persuade others with your truthful words and opinions. It's most common use it to force others to have a more positive attitude towards the character using the skill. It is countered by Sense Motive. Another use for Diplomacy is gaining the trust of creatures that are compatible with Petjutsu yet have human intelligence. It is also used to teach these pets skills and Jutsu. A DC 10 + 3X creatures rank Diplomacy Skill roll is required 3 times to gain the creature's trust. To allow it to spend it's experience on skills or teach it a learned Petjutsu technique the character must pass a DC 10 + 3X creature's rank Diplomacy Skill roll and spend 6 hours training with the creature.
Disable (DEX)
This skill allows a character to attempt to disarm traps, pick locks, interfere with the inner workings of mechanisms.
This skill allows a character to attempt to disarm traps, pick locks, interfere with the inner workings of mechanisms.
Disguise (SPT)
This skill aids characters using physical disguises to alter their look and appear to be someone else. It is countered by Sense Motive. Some tools may be needed to not receive penalties on the skill such as makeup, masks, clothes, and wigs. This skill can be used in conjunction with the Transformation Basic Jutsu to bypass the need for physical disguises but still requires skill rolls to portray the character you are disguised as.
This skill aids characters using physical disguises to alter their look and appear to be someone else. It is countered by Sense Motive. Some tools may be needed to not receive penalties on the skill such as makeup, masks, clothes, and wigs. This skill can be used in conjunction with the Transformation Basic Jutsu to bypass the need for physical disguises but still requires skill rolls to portray the character you are disguised as.
Endure (END)
This skill is a measure of a character's resistance to poisons and disease. A character can hold their breath for a number of rounds equal to their modified Endure Skill total. The skill also aids in running or swimming long distances. A character also makes DC 20 Endure Skill rolls each round while unconscious to regain consciousness and avoid taking the 5 bleed out damage.
This skill is a measure of a character's resistance to poisons and disease. A character can hold their breath for a number of rounds equal to their modified Endure Skill total. The skill also aids in running or swimming long distances. A character also makes DC 20 Endure Skill rolls each round while unconscious to regain consciousness and avoid taking the 5 bleed out damage.
Escape (DEX)
This skill allows characters to escape not only grapples but physical bounds and pursuit as well.
This skill allows characters to escape not only grapples but physical bounds and pursuit as well.
Handle Animal (SPT)
This skill is a measure of a character's empathy with animals. It is used to communicate, ride, and command creatures with lower intellect than humans. It is also used to tame pets and teach them skills and Jutsu. A DC 10 + 3X creatures rank Handle Animal Skill roll is required 3 times to gain the creature's trust. To allow it to spend it's experience on skills or teach it a learned Petjutsu technique the character must pass a DC 10 + 3X creature's rank Handle Animal Skill roll and spend 6 hours training with the creature.
This skill is a measure of a character's empathy with animals. It is used to communicate, ride, and command creatures with lower intellect than humans. It is also used to tame pets and teach them skills and Jutsu. A DC 10 + 3X creatures rank Handle Animal Skill roll is required 3 times to gain the creature's trust. To allow it to spend it's experience on skills or teach it a learned Petjutsu technique the character must pass a DC 10 + 3X creature's rank Handle Animal Skill roll and spend 6 hours training with the creature.
Heal (AWA)
The Heal Skill is used to identify the amount of damage another has taken, understand disease effects, and know cures to ailments. The skill can be used to Stabilize unconscious targets by spending 1 AP and passing a DC 15 roll. The Heal Skill can also be used to give Medical Treatment which takes 1 minute of time but heals a target in an amount equal to the healers total roll. A character can only receive healing from Medical Treatment once per day.
The Heal Skill is used to identify the amount of damage another has taken, understand disease effects, and know cures to ailments. The skill can be used to Stabilize unconscious targets by spending 1 AP and passing a DC 15 roll. The Heal Skill can also be used to give Medical Treatment which takes 1 minute of time but heals a target in an amount equal to the healers total roll. A character can only receive healing from Medical Treatment once per day.
Initiative (SPD)
A character uses Initiative to determine their action order in a round. Each character participating in a combat rolls contested Initiative Skill rolls at the beginning of each round. The character with the highest roll acts first. Initiative may also be called upon to have a character quickly avoid danger out of combat.
A character uses Initiative to determine their action order in a round. Each character participating in a combat rolls contested Initiative Skill rolls at the beginning of each round. The character with the highest roll acts first. Initiative may also be called upon to have a character quickly avoid danger out of combat.
Intimidate (SPT)
The Intimidate Skill allows one to forcefully persuade others to do as they say. It is countered by Sense Motive.
The Intimidate Skill allows one to forcefully persuade others to do as they say. It is countered by Sense Motive.
Knowledge Engineering (KNO)
This skill represents a character's aptitude and understanding of machinery and technology. Knowledge Engineering can help a character obtain more components from mechanized creatures, gaining extra components by dividing their total skill roll by 10. Rolling a 30 or higher guarantees one of your extra components harvested will be rare. This skill is also used to install Mechjutsu attachments to a mech, requiring 6 hours of work and a skill roll DC 15 + Jutsu Rank.
This skill represents a character's aptitude and understanding of machinery and technology. Knowledge Engineering can help a character obtain more components from mechanized creatures, gaining extra components by dividing their total skill roll by 10. Rolling a 30 or higher guarantees one of your extra components harvested will be rare. This skill is also used to install Mechjutsu attachments to a mech, requiring 6 hours of work and a skill roll DC 15 + Jutsu Rank.
Knowledge Geography (KNO)
This skill allows a character to of and how to get to places. It gives them understanding of the terrain and the creatures and dangers within it. It can also be used to predict weather patterns.
This skill allows a character to of and how to get to places. It gives them understanding of the terrain and the creatures and dangers within it. It can also be used to predict weather patterns.
Knowledge History (KNO)
This skill serves as a characters measure of their historical knowledge. It allows them to recall important information about past events and the actions of important figures. It also serves as a characters general memory skill and can be called upon to remember small details from recent events.
This skill serves as a characters measure of their historical knowledge. It allows them to recall important information about past events and the actions of important figures. It also serves as a characters general memory skill and can be called upon to remember small details from recent events.
Knowledge Jutsu (KNO)
This essential skill is helpful in learning and identifying Jutsu effects. It is used to learn scrolls by passing a DC 15 + scroll rank 1 / scroll rank, with each attempt taking 6 hours. A DC 15 Knowledge Jutsu roll is required to identify a seals rank, effects, and duration. It can also give a character insight on the use of their Bloodjutsu.
This essential skill is helpful in learning and identifying Jutsu effects. It is used to learn scrolls by passing a DC 15 + scroll rank 1 / scroll rank, with each attempt taking 6 hours. A DC 15 Knowledge Jutsu roll is required to identify a seals rank, effects, and duration. It can also give a character insight on the use of their Bloodjutsu.
Knowledge Local (KNO)
This useful skill allows a character to stay up to date on the happenings of their current location. They can use this skill to recall information they may have forgotten about the area or the people they have met recently. It can also be used to gather information, make your way around a city, or increase your chances of knowing someone in the area to ask a favor of.
This useful skill allows a character to stay up to date on the happenings of their current location. They can use this skill to recall information they may have forgotten about the area or the people they have met recently. It can also be used to gather information, make your way around a city, or increase your chances of knowing someone in the area to ask a favor of.
Knowledge Nature (KNO)
This skill represents one's aptitude in understanding the natural world. It can be used to identify different tracks, find and identify herbs, and harvest components from the wild. This can be done by rolling a Knowledge Nature roll and taking 6 hours to gather herbs in an area the character deems as natural resource heavy. The total of the roll is divided by 10 and rolling a 30 or higher guarantees one of the components you find will be rare.
This skill represents one's aptitude in understanding the natural world. It can be used to identify different tracks, find and identify herbs, and harvest components from the wild. This can be done by rolling a Knowledge Nature roll and taking 6 hours to gather herbs in an area the character deems as natural resource heavy. The total of the roll is divided by 10 and rolling a 30 or higher guarantees one of the components you find will be rare.
Knowledge Nobility (KNO)
This skill is used to maintain connections a character has with royal or political power. It allows them to recall information about the noble circuit and cash in favors when needed.
This skill is used to maintain connections a character has with royal or political power. It allows them to recall information about the noble circuit and cash in favors when needed.
Knowledge Planes (KNO)
This skill represents deeper knowledge of the vast realms beyond one's home plane. It specifically allows a character to know more information about demons, archons, and the undead.
This skill represents deeper knowledge of the vast realms beyond one's home plane. It specifically allows a character to know more information about demons, archons, and the undead.
Knowledge Religion (KNO)
This skill allows a character to recall information about sages, the elemental spirits, and the history of Kagami. It can also be used to identify customs within cultures you have not visited.
This skill allows a character to recall information about sages, the elemental spirits, and the history of Kagami. It can also be used to identify customs within cultures you have not visited.
Lift (STR)
A character's ability to lift allows them to carry heavier objects, break out of restraints, and grapple foes more effectively. It is frequently used in contests of strength between two characters.
A character's ability to lift allows them to carry heavier objects, break out of restraints, and grapple foes more effectively. It is frequently used in contests of strength between two characters.
Linguistics (KNO)
A character skilled in Linguistics is able to better comprehend other languages, read illegible script, and decipher codes. This skill also allows a character to forge documents.
A character skilled in Linguistics is able to better comprehend other languages, read illegible script, and decipher codes. This skill also allows a character to forge documents.
Luck (SPT)
A character's Luck Skill is a measure of their good fortune and is used to determine the possible outcomes of random events. The skill increases the probability of a character finding what they are looking for when shopping or searching. This skill is also used as a measure of a character's ability to win gambling games.
A character's Luck Skill is a measure of their good fortune and is used to determine the possible outcomes of random events. The skill increases the probability of a character finding what they are looking for when shopping or searching. This skill is also used as a measure of a character's ability to win gambling games.
Perception (AWA)
A character uses Perception to counter Stealth, Slight of Hand, and Trap. It allows them to see and hear things going on around them. A character's Passive perception is used when a character is not actively searching for something or their guard is down. Passive Perception is calculated by adding 10 to a character total Perception Skill bonus. A character specifically searching for something or on guard makes the roll normally.
A character uses Perception to counter Stealth, Slight of Hand, and Trap. It allows them to see and hear things going on around them. A character's Passive perception is used when a character is not actively searching for something or their guard is down. Passive Perception is calculated by adding 10 to a character total Perception Skill bonus. A character specifically searching for something or on guard makes the roll normally.
Sense Motive (AWA)
This skill is used to counter Disguise, Bluff, Intimidate, Diplomacy, and Seduction. It is a measure of a character's ability to discern lies from truth.
This skill is used to counter Disguise, Bluff, Intimidate, Diplomacy, and Seduction. It is a measure of a character's ability to discern lies from truth.
Seduction (SPT)
This skill allows characters to use sexuality to deceive others. It can also be used to entice others to fall in love with the character. It is countered by Sense Motive.
This skill allows characters to use sexuality to deceive others. It can also be used to entice others to fall in love with the character. It is countered by Sense Motive.
Sleight of Hand (DEX)
This skill benefits characters trying to distract others with gestures. It can be used to pick pocket and hide items on ones person. It is countered by Perception.
This skill benefits characters trying to distract others with gestures. It can be used to pick pocket and hide items on ones person. It is countered by Perception.
Stealth (DEX)
This skill allows character to move at 1/2 their MV to go unnoticed. It is countered by Perception.
This skill allows character to move at 1/2 their MV to go unnoticed. It is countered by Perception.
Survival (AWA)
The Survival Skill is a measure of one's ability to make their way in the wild. A DC 15 skill roll allows a character to follow physical tracks or know cardinal directions. It can be used to hunt, fish, and gather and prepare basic food. Survival can help a character obtain more components from organic creatures, gaining extra components by dividing their total skill roll by 10. Rolling a 30 or higher guarantees one of your extra components harvested will be rare.
The Survival Skill is a measure of one's ability to make their way in the wild. A DC 15 skill roll allows a character to follow physical tracks or know cardinal directions. It can be used to hunt, fish, and gather and prepare basic food. Survival can help a character obtain more components from organic creatures, gaining extra components by dividing their total skill roll by 10. Rolling a 30 or higher guarantees one of your extra components harvested will be rare.
Swim (STR)
A character can use the Swim Skill to move at 1/4 their MV in water.
A character can use the Swim Skill to move at 1/4 their MV in water.
Trap (KNO)
Trap can be used to tie rope as contested by another's Escape Skill. It can also be used to set and spring physical traps. A character may set a trap using the appropriate tools and spending 1 AP / tool required to make the trap. This AP does not include the movement required to set up the trap. Once complete the character makes a Trap Skill roll that will be opposed by the Passive Perception of those who may be effect by it. It may be opposed by a character's standard Perception roll if they are searching for traps in that area. If the trap is triggered by contact, the target may make a defensive roll against the original Trap Skill roll with a -5 penalty if caught by surprise. If the trap must be manually triggered, the defensive roll is made against a new Trap Skill roll from the trap setter. If a trap is discovered and a character attempts to disable it, they contest the original Trap Skill roll. If they pass the trap is no longer armed. If they fail, the trap is triggered and they are caught unaware. Weapon traps deal damage equal to the KNO + WEP of the trap setter / weapon used. Traps that trigger jutsu use that jutsu types damage modifiers instead.
Trap can be used to tie rope as contested by another's Escape Skill. It can also be used to set and spring physical traps. A character may set a trap using the appropriate tools and spending 1 AP / tool required to make the trap. This AP does not include the movement required to set up the trap. Once complete the character makes a Trap Skill roll that will be opposed by the Passive Perception of those who may be effect by it. It may be opposed by a character's standard Perception roll if they are searching for traps in that area. If the trap is triggered by contact, the target may make a defensive roll against the original Trap Skill roll with a -5 penalty if caught by surprise. If the trap must be manually triggered, the defensive roll is made against a new Trap Skill roll from the trap setter. If a trap is discovered and a character attempts to disable it, they contest the original Trap Skill roll. If they pass the trap is no longer armed. If they fail, the trap is triggered and they are caught unaware. Weapon traps deal damage equal to the KNO + WEP of the trap setter / weapon used. Traps that trigger jutsu use that jutsu types damage modifiers instead.
Will Power (CHI)
This skill represents a character's bravery and ability to endure mental stress. It can be called upon to stand strong in the face of danger, hide true emotions in difficult situations, and ignore the mental ware of battle. Once a character enters Chakra Depletion by falling below 0 CHK and tries to use more, they must make a Will Power Skill roll (DC 15) to remain conscious. If the character fails the Jutsu is resolved as usual before they enter Chakra Shock. if they pass they take a -1 to their CHI Ability / 10 CHK they have fallen below 0. Will Power Skill rolls will continue to be rolled whenever that character attempts to spend CHK below 0.
This skill represents a character's bravery and ability to endure mental stress. It can be called upon to stand strong in the face of danger, hide true emotions in difficult situations, and ignore the mental ware of battle. Once a character enters Chakra Depletion by falling below 0 CHK and tries to use more, they must make a Will Power Skill roll (DC 15) to remain conscious. If the character fails the Jutsu is resolved as usual before they enter Chakra Shock. if they pass they take a -1 to their CHI Ability / 10 CHK they have fallen below 0. Will Power Skill rolls will continue to be rolled whenever that character attempts to spend CHK below 0.