Skill Guide

Your total skill ranks are determined by the skill + the corresponding modifier. For example, an exercise calls for you to use Ninjutsu. You would take your ranks in Ninjutsu and add that to your Chakra Modifier for a total Ninjutsu score then add the dice, of course.
Chakra: It is the energy that ninjas use to execute certain abilities such as Ninjutsu, Genjutsu and Fuuinjutsu. They also use chakra for a variety of Medical techniques, water walking and tree climbing. Putting points into this ability will determine how much Chakra your character has and how well he can execute Ninjutsu.
Charisma: This is what makes your character so persuasive and hard to resist. A good leader should have a lot of charisma to lead his team with confidence. It will determine how good you are at lying and getting information. Charisma is used in taming animals and disguises. Because this mod is used to influence the emotions and feelings of a character we urge that you pm a person first depending on what you plan on doing. While this mod and its skills can influence a character it cannot outright control them. (Ex: You could not use Beguile a character to go streaking because of one successful roll). When used against fellow character's it takes continuous successes to influence (not control) their personality. We also urge that players do play along to some degree with Charisma skills and rolls as it adds a new element to the rp and can aid in a unique story for characters.
Endurance: How tough are you? This ability will determine how many hits you can take, how long you can run, and your body's basic immunities. Shinobi use many poisons and being able to resist them is tough.
Agility: One of the most common facts about ninjas is that they are agile. Dodging attacks, jumping from branch to branch, balancing on the rail of a bridge are just a few things that Agility governs over. This also plays a factor in certain taijutsus ninjas use as well.
Intelligence: Being clever and outwitting the opponent is a good trump card against any foe. This is also the ability that defines your strength in using genjutsu and Fuuinjutsu. Understanding the mind and body is part of knowing your technique. Book smarts and technique smarts start here. This is also the ability that governs how well you can see hidden objects and sense genjutsus.
Strength: A punch is always packed with strength. This is the ability that will tell you how much damage you do with those fast kicks and punches. It also gives your raw ability in taijutsu. A person with a strong understanding and tightly packed fist has a natural talent for throwing their weight around to deal some damage. Strength determines how much damage your weapons can cause too.
Chakra Mod
Ninjutsu: Ninjutsu is a type of technique shinobi use. When you use a certain sequence of seals and with the correct output of chakra, you'll be able to use a technique. This skill determines how strong your ninjutsu is. You also need this skill to determine which ninjutsus you can learn.
Control: This skill determines how good you are at controlling your chakra and is used for medical jutsu. It could save a person's life or help you climb up a tree among many things! Control also is used when combining jutsus and is a requirement for many techniques.
Charisma Mod
Beguile: Persuading, lying, hornswoggling, bamboozling and much more. This skill determines how well you can weave lies and persuades those around your tale. This skill can be used for many things. It can help you gather information, convince your squad to execute a plan, or get a discount on an item. In battle this can influence the drop rate of items and enemy retreating from battle, or even less reinforcements coming to battle. If your lie is found out though it may make others less wary to believe you in the future. This skill is not meant to be used to force a character into doing something. For instance, making a persuade roll to have someone go streaking is implausible. However we also encourage all characters to go along with the beguile skill to some degree if rolled against you.
How is it Done: 1d20 + Beguile vs. 1d20 + Sense (Target).
30 Ranks or Higher than Target - While skeptical, people will still go along with your lie to some degree.
Effect: Roll a 16 or higher and convince the enemy to leave the battle or not call for reinforcements. Does not work on animals.
70 Ranks or Higher than Target - Your tall tales and words go undiscovered. It will take actual proof to get people from disbelieving.
Effect: Roll a 14 or higher and convince the enemy to leave the battle and not call for reinforcements. Roll an 18 or higher to convince the enemy to leave some Ryo after battle. Does not work on animals.
100 Ranks or Higher than Target - Your words are like a religious truth. It will take much to make people not believe. Effect: Roll a 10 or higher to convince the enemy to leave the battle and not call for reinforcements. Roll a 15 or higher to convince a boss character to leave an extra item after the battle. Roll an 18 or higher to convince the enemy to leave some Ryo after battle. Does not work on animals.
Seduce: How sexy are you with your words? You can make someone's heart pound or even pull a guard away from their post. Listed are some things you can do as you rank up. These are not one roll successes. We urge that people get permission from one another before rolling a seduce roll. We also urge that seduction be used similar to a training exercise, but it's not a requirement. Once again, your character can influence the way another feels, but they cannot force them into anything.
How is it Done: 1d20 + Seduce vs. 1d20 + Sense (Target).
30 Ranks or Higher than Target - The target cannot look away from your face. They want to press their lips against yours.
Effect: Roll an 18 or higher and the target are too loved struck to attack you. Be aware of the target's sexual preference.
70 Ranks or Higher than Target - The target lusts for your body. They want to bed you and do perverted things to you all night long.
Effect: Roll a 14 or higher and target is too love struck to attack you. Roll an 18 or higher and the target will heal your wounds or chakra. Be aware of the target's sexual preference.
100 Ranks or Higher than Target - Much more than a crush or lust. It is pure love at first sight. The target may just about chop their arm (and their mother's...) for you. Be aware of the target's sexual preference.
Effect: Roll a 10 or higher and the target are too love struck to attack you. Roll a 14 or higher and the target will your wounds and chakra. Roll an 18 or higher and the target will attack an enemy, or enemies for you. Be aware of the target's sexual preference.
Perform: Do you just love to captivate a crowd with your special talent, whether it be singing, dancing, playing an instrument, juggling or being a mime? Captivating a crowd has mass effects that can be used as a distraction for your teammates to escape from an area. The enemy may also be more hesitant to kill you if the populace is on your side. Rallying a crowd is invigorating and may just help your rolls.
How is it Done: 1d20 + Perform vs. 1d20 + Sense (Target).
30 Ranks or Higher than Target - The person or crowd have a small smile on their face. They dig what you are doing, but aren't captivated enough to show full approval.
Effect: Roll an 18 or higher and get a +2 on all rolls for the rest of the day. This effect only works once per day. Can't be used in battle.
70 Ranks or Higher than Target - You're the next big thing. The person or crowd is really into your performance. Whatever it is your doing, some are trying to replicate it. The children love it.
Effect: Roll a 14 or higher and get a +3 on all rolls for the rest of the day. Roll a 15 or higher for a ryo reward if done in front of a crowd. This effect only works once per day. Can't be used in battle.
100 Ranks or Higher than Target - You're a revolutionary idol. You're name will be forever known in history because of your performing art.
Effect: Roll a 10 or higher and get a +5 on all rolls for the rest of the day. Roll a 12 or higher for a ryo reward if done in front of a crowd. Roll an 18 or higher to get an item if done in front of a crowd. This effect only works once per day. Can’t be used in battle.
Intimidate: You use this skill to strike fear within the opponent's mind. You can bully them so they fear you on a regular basis or simply causing them to feel insecure. To frighten a person so much that they are physically affected, your total roll must be 20 points higher than the target's sense check. They then have to add half your charisma mod as negatives to all their rolls for 3 posts.
How is it Done: 1d20 + Intimidate vs. 1d20 + Sense (Target).
20 Ranks or Higher than Target - Your presence is unsettling, a person may not admit it, but they are anxious and tense around you.
Effect: Roll a 10 or higher and subtract half your charisma mod from the target's Strength and Agility skills for 3 posts.
60 Ranks or Higher than Target - Men quake in their boots and even animals tremble when you are around. Everyone wants to stay 10 feet away from you.
Effect: Roll a 10 or higher and subtract half your charisma mod from the target's Strength and Agility skills for 5 posts. Roll a 15 or higher to prevent a teamwork roll. Roll a 17 or higher to make animals run away from battle.
100 Ranks or Higher than Target - You are the embodiment of fear. The blood of all man, beast and god, becomes cold as ice in your presence.
Effect: Roll a 12 or higher for your charisma mod to become negative penalties to all target's rolls for 5 posts. Roll a 14 or higher to prevent a teamwork roll. Roll a 17 or higher to make the enemy run away from battle.
Handle Animal: This skill is very important, especially if you have an animal partner. The Handle Animal will determine how well you can teach your animal new techniques, tricks and all that jazz. It is also a requirement in summoning scrolls. It also counts towards teamwork with an animal.
Disguise: Dress your character up to go on undercover missions. Convince them you're someone else. Skilled shinobi use a disguise to get information out of a target easier.
Endurance Mod
Focus: This skill determines your amount of concentration and how well you can focus on one thing. Being patient and concentrating your chakra is a good attribute to have. Focus is also key in teamwork rolls and resisting genjutsus.
Blacksmith: You'll need this skill to make weapons. If you don't want to waste your money on buying weapons, make your own! There's a small guide on how to make things in the Weapons thread. There you will find DC's and training amounts.
Fortitude: How well can you physically resist things? This skill determines strength in your immune system to fight off poison based attacks, the cold, and the heat. It can also be used to take half damage when being hit by a ninjutsu.
Rope: The Rope skills is used to tie up shinobi to make sure they don't get away after you've captured them. Being able to tie good knots means that they are less likely to escape.
Athletics: Speed, power, agility. The all-around athlete. It includes swimming, flipping, balancing, and any other sports activities that your shinobi cravings could want. It is also a part of most sports and even some Taijutsu. You may also use this skill to dodge, but cannot use close-ranged attacks the next turn. A sprint roll must be made by either player to get back in range for a close attack.
Agility Mod
Dodge: This skill is used to determine how good you are at dodging attacks and jutsu.
Escape: This skill tells you how good you are at getting out of ropes, getting out of a burning building, giving the slip to someone who may be following you through town. Things like that.
Sneak Attack: You need a successful hide or Spy to use sneak attack. Then, you take your points and add it onto the attack you're using. For example: Toki hid in the shadows of the statues as the prime minister walked past her. She cracked her knuckles as she waited for the right time to spring her attack. No one had noticed her and his head was coming into view.
1d20[2] + Taijutsu [10] + Sneak Attack[10] = 22
You must still make a successful hide roll in order to perform the sneak attack. Add your agility mod to the damage. To avoid a sneak attack you merely roll a dodge/counterattack.
Hide: Needed for successful sneak attacks. To see somebody hidden, you would roll Detect.
Spy: This skill is used while sneaking around while trespassing or being able to follow a target without being noticed. This skill is also used for talking in code with one another and sleight of hand checks. The counter skill is Detect.
Intelligence Mod
Genjutsu: Measure how strong you are in Genjutsu, the art of illusions. Genjutsu involves taking over parts of a person's mind to manipulate their senses. You can make them see, hear, touch, smell, and taste what isn't really there. Each technique describes a different mind effect. You must be smart to use genjutsu effectively and is among the hardest of shinobi techniques to master.
Detect: This skill is used to counter spy, hide, sneak attack and some escape rolls.
Sense: This skill is used to sense when someone is lying, intimidating, or trying to persuade you into doing something you don't want to do. Sense is also used as 'Kai', the mind release to escape a genjutsu.
Fuuin: Measures your skill in Fuuin Jutsu, the art of seals and summoning.
Trap: Creating and Disabling constructed traps. To determine how much damage a trap does, depends on the weapons you are using to construct it.
To create a capturing trap:
DC: 15 + 5 per number of people it can trap.
Train: 3/3 + 1 per number of people it can trap.
To create a damaging trap:
DC: 30 + 5 per weapon
Train: 3/3 + 1 per weapon
DC: 20 + 10 per Exploding Tag
Train: 3/3 + 2 per Tag
Disabling a trap is the same DC it was created as and half the train.
Knowledge: This measure how much you know about the human body, the world, current events and many other things. It's particularly useful for learning medical techniques and knowing certain things about a country while out on a mission.
Alchemy: Your ability to create poisons, antidotes and other medical items. To further see how to use this skill go to the Alchemy thread in the game system subforum.
Strength Mod
Taijutsu: Taijutsu: Measures how strong you are in Taijutsu. Normal Taijutsu damage is 1 to 5 + Strength Modifer + 1 per 10 ranks Taijutsu.
Grapple: Measures how good at restraining the enemy you are. Escape is the counter to grapple, but dodge can be used if the grapple is preceded by a running start or the target is at a distance. Grapple damage is Strength Mod + 1 per 10 ranks Grapple.
Weapons The weapon skill category functions a little different than the rest. See the Weapon Thread for more details.
Sword: Anything with a hilt and a bladed edge that stands parallel on it.
Staff: Weapons resembling long wooden sticks or metal poles.
Melee: Weapons enhancing hand to hand capabilities by cutting tools or increasing the blow's energy.
Ninja: Weapons frequently used by ninja's, requiring swiftness to use and can be quite dangerous.
Throwing: Weapons that need to be thrown to inflict damage to the opponent.
Range: Weapons that use projectiles, have a long range and can't be used on themselves.
Heavy: Big, heavy weapons that can inflict a huge amount of damage.