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[ESSENTIAL] Skills

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kouri-chan_xx
Vice Captain

Noob

PostPosted: Sun Jul 25, 2010 9:49 pm


Index

1. Index
2. Skills
3. Mundane Ninja Skills
4. Passive Ninja Skills
 
PostPosted: Sun Jul 25, 2010 10:09 pm


Skills


Skills allow you to further customise and specialise your character. If the abilities {Strength, Dexterity, Charisma..} represent your core talents, skills and skill points represent your character's growing expertise in various fields of ninja life.

There are two types of skills, Mundane and Passive.


Mundane skills are the skills used by ninjas when performing (in most cases) out of combat actions such as jumping, swimming, obtaining information and crafting weapons, traps, art or many other things. Each Mundane skill is further affected by the ability most related to the skill. For example Athletics is modified by your Strength mod.

The formula to use a Mundane skill is:

d20 + affecting ability modifier + points put in skill.

Let's take the Athletics above as an example. To use it, the formula would be:

d20 + Strength modifier + points in Athletics.

Like in real life, part of your success is based on your learned expertise in the skill {points in Athletics} and another part is based on the natural ability your body possesses to do so {Strength modifier}. This, combined with the level of effort and luck {d20} represents your ability to succeed in each condition.


Passive skills are so called because you don’t need to roll anything when using them and they are always active, giving bonuses to your character. These skills are mainly used to measure your ability with X or Y combat type. See each passive skill for more info.



Starting skill points: Your character starts with [(level x 10) + 10] skill points to distribute. For example if your character is level 1 you would have [(1 x 10) + 10] = total distributable 20 skill points.


Skill cap: There is a cap (limit) on the amount of points you can distribute into each individual skill. Of course trained points can exceed this cap.
The cap is: Level + 20
However, take note. The life of a shinobi is varied and they are expected to be reasonably well rounded. If you place all your points in one skill, don't be surprised when down the line your character suddenly finds himself unable to succeed in other, equally important tasks.


To Train: You can train your skills. The basic template for a training exercise is

Title {eg. Train: Chakra Control, or something more original}
Description of training.
DC: 10 + your ranks in skill.
10/10

Successful completion of this exercise will give you experience and one skill point in the skill you've trained.

 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sun Jul 25, 2010 10:44 pm


Skill Descriptions:

Ninja Skills [Mundane] ((Modified By)):

Acrobatics (Dex): Acrobatics represents your ability to perform acrobatic feats such as jumping, tumbling, balancing yourself in a small space and escaping from traps, handcuffs or chains.
Formula: 1d20 + Acrobatics skill points + Dexterity modifier. Vs DC of said feat.

Alchemy (Int): Alchemy represents your ability to mix ingredients to create a new substance. Use this skill when extracting poisons off an animal or even combining them with other substance to make them stronger. This ability is also used to craft antidotes and medicines for various diseases and injuries (and for cooking).
Formula: 1d20 + Alchemy skill points + Intelligence modifier. Vs DC of the substance you’re attempting to make.

Athletics (Str): Athletics represents your ability to swim, climb and run faster. Use this skill when attempting to swim against a strong current, when climbing a cliff or even a tree without using chakra and when running to escape an opponent.
Formula: 1d20 + Athletics skill points + Strength modifier. Vs DC of said feat.

Awareness (Wis): Awareness represents your ability to use your five senses in harmony in other to stay aware of your enemy’s presence. Use this skill to counter Stealth checks. This skill is also used when trying to find hidden traps or items.
Formula: 1d20 + Awareness skill points + Wisdom modifier. Vs Enemy’s Stealth Roll or DC to find hidden item.

Chakra Control (Int): This skill measures your ability to control chakra and to handle it when performing any kind of ninjutsu, genjutsu, medical ninjutsu or fuuin jutsu and in special cases (such as the Hyuuga clan) Taijutsu as well. This skill is mainly used to measure your ability to use chakra and thus is used as a second prerequisite for jutsus. It's also required for certain things such as walking on water.
Formula: 1d20 + Chakra Control skill points + Intelligence modifier vs. DC

Concentration (Con): This skill measures your ability to maintain your focus when executing a complex task, such as performing forgery, performing a jutsu and so on. You must make a Concentration check every time you are disturbed (eg. by enemy attack) when performing such tasks.
Formula: 1d20 + Concentration skill points + Constitution modifier vs. DC

Craft (Int): The craft skill allows you to craft a variety of things depending on your skill level and chosen skill. It allowed you to craft from a mundane weapon to a fancy piece of art. “For more information please visit our craft guide thread.”
Formula: 1d20 + Craft skill points + Intelligence modifier. Vs DC of the item you’re attempting to make.

Diplomacy (Cha): Diplomacy represents your ability to convince people with kind words, negotiate via peaceful ways and get yourself out of hard situations with some mere words. With diplomacy you can change the attitude of an NPC from hostile to friendly. For example if you are captured by an NPC ninja from another village you can use several diplomacy checks to make him release you.
Formula: 1d20 + Diplomacy skill points + Charisma modifier. Vs Opponent’s sense motive roll or DC To change an NPC’s attitude.

Escape Artist: (Dex): As the skill name states this skill measures your ability to escape grapples or anything that opposes your freedom of movement physically such as manacles, chains or the grapple of another ninja.
Formula: 1d20 + Escape Artist skill points + Dex modifier. Vs Opponent’s grapple check or DC to escape from binding item.

Handle Animal (Cha): This task involves commanding an animal to perform a task or trick that it knows. For instance, to command a trained attack dog to attack a foe requires a DC 10 Handle Animal check. If the animal is wounded or has taken any non lethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action. This skill also allows you to train an animal or make a wild one submissive.
Formula: 1d20 + Handle Animal skill points + Charisma modifier Vs Animal sense motive roll. {to change animal's attitude}
Note: If you fail the check by 10 the animal turns aggressive towards you.
***The existing pet system will be changed to accomodate these changes***

Innuendo (Cha):
Innuendo is the art of talking in code to confuse the enemy. For example in the episode that Kisame and Itachi were having dango “Japanese sweet dumpling”, Kakashi uses a combination of words and body language to tell Asuma and Kurenai about their presence. When talking in code you can tell your allies something that might sound like a mundane conversation but between you it had another meaning. Your opponent must make a sense motive check against you to decipher your innuendo.
Formula: 1d20 + Innuendo skill points + Charisma modifier Vs Opponent’s sense motive roll.

Intimidate (Cha): Intimidate represents your ability to convince people with harsh words and actions and negotiate via pain and fear. Overall it is the art of coercing your opponent into submission by force. With Intimidate you can change the attitude of an NPC from friendly to hostile, scared or shaken. For example if you capture an NPC ninja from another village you can use several Intimidate checks to make him give you information. You can also use this to make others lose their will to fight or even stand helpless in front of you as fear eats the deepest parts of their souls.
Formula: 1d20 + Intimidate skill points + Charisma modifier. Vs Opponent’s sense motive roll.
Note: Depending on the difference in the check your opponent’s attitude and possibly his mental state will change.

Perform (Cha): The Perform skill represents your ability to perform your skills to the public, whether they be in public speaking, vocal music, musical instruments, stand-up comedy and so on.
Formula: 1d20 + Perform skill points + Charisma modifier vs DC of performing at a certain standard.
Perform Checks:
10 A poor performance.
15 Acceptable performance.
20 Impressive performance but audience is not wowed.
25 A great performance the audience is enthralled.
30 Outstanding performance, the audience worships your awesomeness.

Read Lips: (Wis):
This skill is used to decipher what people are saying by reading their lips. To use this skill you must be able to have visual contact with the person and also be able to understand the person language. If the person is wearing a solid mask then it is impossible to use this skill.
Formula: 1d20 + Read Lips skill points + Wisdom modifier Vs check DC.
Checks:
Neutral (dice roll) 1: Total failure - all the information you got was a messed up fake.
5 or less: Failure - you got false information.
6 to 10: You managed to understand part of the message.
11 to 25: You understood a few phrases but not the whole message
25 to 40: You managed to read a few sentences.
50: You read the message completely.

Seduction (Cha): Much like diplomacy and intimidate seduction is used obtain something out of someone, this time by using sensual moves, words and behavior. Seduction can help you make an opponent fall deeply in love with you or simply become too “Horny” to attempt to fight you. As Uchiha Mahiro said “My beauty is my sharpest blade”.
Formula: 1d20 + Seduction skill points + Charisma modifier. Vs Opponent’s sense motive roll.
Note: Depending on the difference in the check your opponent’s attitude and possibly his mental state will change.

Sense Motive (Wis): The counter skill for any social skill is probably one of the most important skills for a ninja. Sense motive allows you to see right through your opponent’s intentions, allowing you to stay cool and secure in the middle of any battle. Sense motive can also be used to measure opponents' capacities in combat as well as his bloodlust.
Formula: 1d20 + Sense Motive skill points + Wisdom modifier. Vs Opponent’s Diplomacy/Intimidate/Seduction rolls.
Note: Depending on the difference in the check your attitude and possibly your mental state will change. Additional uses will be posted in the “DC Guide” thread.

Sleight of Hand (Dex): This skill measures the nimbleness of your fingers and your ability to take items off people without them noticing. The DC for each item will be based on the size of them item you are attempting to steal. This skill also measures your ability to conceal things (eg. weapons) upon your person.
Formula: 1d20 + Sleight of Hand skill points + Dexterity modifier - Item Size modifier Vs Victim’s Awareness check.
Item Size modifier:
Small: -4
Medium: +4
Large: ...

Stealth (Dex): Is the act of moving, proceeding, or acting in a covert way, in other words when your character moves silently, hides behind near objects and camouflages himself to keep his presence hidden from others he is using this skill.
Formula: 1d20 + Stealth skill points + Dexterity modifier Vs Enemy Awareness check.
Note: If your character makes any actions while hiding (eg. throwing ranged weapons, moving around) he/she must make another Stealth roll.

Survival (Wis): A skill favored for scout ninjas and ninjas who desire to survive against nature itself. Survival allows you to understand nature, identify poisonous plants, edible animals and fruits. It also allows you to understand wildlife behavior allowing you to train animals and other beasts from the wild. Survival also comes into its own when used to track an enemy who flees from battle or any enemy you are tracking for any given reason.
Formula: 1d20 + Survival skill points + Wisdom modifier Vs DC.

Treat Injury (Int): A skill every ninja should have but medical ninja seem to favor over all. This skill allows you to treat injuries via common mundane ways such as by adding bandages and disinfectants. This skill can be used in combat to stop massive bleeding and to prevent an opponent from dying when he reaches 0 HP. In other words if a person was in -1 to -9 Hp and you succeed a Treat Injury check the person will come back to 0 HP and remain like this for as long as no condition affects his health. THIS SKILL CANNOT BE USED TO REGAIN HP INSTANTLY. However with long care and rest this skill allows your wounds to heal faster, thus regaining HP over time.
Formula: 1d20 + Treat Injury skill points + Intelligence modifier Vs DC
 
PostPosted: Sun Jul 25, 2010 10:56 pm


Ninja Skills [Passive] ((No Modifiers)):

Ninja Weapons (Melee): This skill measures your skill with a certain melee weapon type thus allowing you to deal more damage to your opponents based on the skill lvl. You must select a weapon type when picking this skill and must pick multiple depending on the number of melee weapons you use. eg. Ninja Weapons (Katana), Ninja Weapons (Naginata)
Bonus: Every 4 skill points will grant you + 1 – 2 damage. Also every 10 skill points will grant you a +2 to your attack roll.

Ninja Weapons (Ranged): This skill measures your skill with a certain ranged weapon type thus allowing you to deal more damage to your opponents based on the skill lvl. You must select a weapon type when picking this skill and must pick multiple depending on the number of ranged weapons you use. eg. Ninja Weapons (Bow)
Bonus: Every 4 skill points will grant you + 1 – 2 damage. Also every 10 skill points will grant you a +2 to your attack roll.

Taijutsu: This skill measures your skill in hand to hand or unarmed combat thus allowing you to deal more damage to your opponents based on the skill lvl.
Bonus: Every 4 skill points will grant you + 1 – 2 damage. Also every 10 skill points will grant you a +2 to your attack roll.

Ninjutsu: This skill measures your knowledge and power when performing a ninjutsu technique. This skill is used as prerequisite for learning ninjutsu techniques and also allows you to make your ninjutsu way more powerful.
Bonus: Every 4 skill points will grant you + 2 – 4 damage when using a ninjutsu. Every 10 skill points will grant you a +2 to the Reflex DC required for others to escape your ninjutsu.

Medical Ninjutsu: This skill measures your ability to transform your chakra into a healing source and your ability to learn medical ninjutsu and thus is used as a prerequisite to learn many medical ninjutsu skills. Also, this skill measures the power of your chakra when healing wounds.
Bonus: Every 4 skill points will grant you + 2 - 4 bonus when healing an ally with chakra. Every 10 skill points will grant you a further +2 to the max Hp amount you can heal.
Special: When using medical ninjutsu to deal damage in combat the bonus is reduced to + 1 – 2 but the attack is considered a Sneak Attack, thus adding bonus to damage based on your Sneak Attack skill.

Genjutsu:This skill measures your ability to use genjutsu and the strength said illusions possess when breaking through your opponent's mental barriers. This skill also measures your ability to learn new genjutsu. Thus every skill point counts when attempting to learn a new genjutsu.
Bonus: Every 4 skill points will grant you +2 - 4 extra MHp damage when using a genjutsu. Every 10 points in this skill will futher grant you +2 to the Will DC for others to resist or break from your genjutsu. Also, as your knowledge in the Genjutsu arts increases you obtain an additional +2 per 10 points bonus to your Will saves when resisting Genjutsu.

Fuuin Jutsu: -In the works-

Sneak Attack: This skill is used to approach an enemy and initiate an attack without alarming your target. The surprise effect increases the chances of landing a succesful hit and of landing critical strikes.
Bonus: You must have rolled a successful Stealth check before starting a Sneak Attack. Every 2 skill points grants you +1 to attack roll when launching a sneak attack. For every 10 skill points, reduce natural roll required to land a critical hit (20) from a sneak attack by 1.

Puppet Play: This skill measures your dexterity and control when controlling puppets, thus allowing you to deal more damage to your opponents based on the skill lvl. This skill also allows you to attack with multiple puppets at a time.
Bonus: This skill grants a variety of bonuses to all aspects of using puppets. For more information check the "Puppetry" thread.
 

kouri-chan_xx
Vice Captain

Noob

Reply
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