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