Skills
Skills are dice checks that you can be called on to use at any time, you have modifiers attached to these skills that can raise or lower any roll you make according to the associating skill modifier. These modifiers are determined by the stats they are associated with.
Power: Combat damage stat, lifting and carrying capacity, used for acts of strength.
Grapple: A grapple check can be made using the power stat to grab hold of a target. The target must beat the DC set by the user. The DC is set by adding your skill bonus to a d20 roll. Targets that are grappled have their speed halved, power and dexterity checks are made with disadvantage.
Will: A will check is made in matters of spiritual or physical energy or moral matters. It is how well a user can control and use their willpower.
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Dexterity: Increases AC, combat stat, speed and several skills.
Sleight of hand: The ability to perform quick movements that may not be noticed.
Stealth: The ability to hide or go unnoticed.
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Wisdom
Animal handling: Your ability to communicate with, calm or train animals or unintelligent creatures.
Chakra control: Your ability to control, manipulate, change or use your chakra.
Insight: Your ability to find a weakness or see ones true intention.
Perception: The ability to discern information about your general vicinity. Typically used in observing areas within eyesight but can be applied to various other senses. Also used in discerning if one is in a genjutsu.
Sensory: The ability to focus and sense a target's chakra.
Survival: The knowledge one has on surviving in the wilderness, making the most use out of items or attempting to learn more about an environment or its residents.
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Charisma
Deception: The ability to lie or deceive others convincingly.
Diplomacy: The ability to mediate between multiple parties with opposing or different views.
Intimidation: The ability to intimidate others.
Performance:
Persuasion: The ability to convince someone to see your point.
Seduction: The ability to charm or use alluring behavior and acts to gain favor.
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Intelligence
Crafting: The ability to craft items, weapons, armor or equipment.
History: The knowledge one has on the history of the world, their own memories or any previous learned knowledge.
Investigation: The ability to search and find hidden items or clues.
Medicine: The knowledge to help others using various materials and techniques.
Religion: The knowledge one has on religions and ability to use that knowledge as a guide.
Tracking: The ability to find or track targets.
Power: Combat damage stat, lifting and carrying capacity, used for acts of strength.
Grapple: A grapple check can be made using the power stat to grab hold of a target. The target must beat the DC set by the user. The DC is set by adding your skill bonus to a d20 roll. Targets that are grappled have their speed halved, power and dexterity checks are made with disadvantage.
Will: A will check is made in matters of spiritual or physical energy or moral matters. It is how well a user can control and use their willpower.
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Dexterity: Increases AC, combat stat, speed and several skills.
Sleight of hand: The ability to perform quick movements that may not be noticed.
Stealth: The ability to hide or go unnoticed.
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Wisdom
Animal handling: Your ability to communicate with, calm or train animals or unintelligent creatures.
Chakra control: Your ability to control, manipulate, change or use your chakra.
Insight: Your ability to find a weakness or see ones true intention.
Perception: The ability to discern information about your general vicinity. Typically used in observing areas within eyesight but can be applied to various other senses. Also used in discerning if one is in a genjutsu.
Sensory: The ability to focus and sense a target's chakra.
Survival: The knowledge one has on surviving in the wilderness, making the most use out of items or attempting to learn more about an environment or its residents.
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Charisma
Deception: The ability to lie or deceive others convincingly.
Diplomacy: The ability to mediate between multiple parties with opposing or different views.
Intimidation: The ability to intimidate others.
Performance:
Persuasion: The ability to convince someone to see your point.
Seduction: The ability to charm or use alluring behavior and acts to gain favor.
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Intelligence
Crafting: The ability to craft items, weapons, armor or equipment.
History: The knowledge one has on the history of the world, their own memories or any previous learned knowledge.
Investigation: The ability to search and find hidden items or clues.
Medicine: The knowledge to help others using various materials and techniques.
Religion: The knowledge one has on religions and ability to use that knowledge as a guide.
Tracking: The ability to find or track targets.
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