Jericho the Saint
Apr 2, 2014 22:43:44 GMT -7
Post by Jericho on Apr 2, 2014 22:43:44 GMT -7
Basic Information
Name: Jericho Bartholomew III
Bloodlimit: Onigami
Height: 5'4
Weight: 155 lbs
Age: 27
Gender: M
Alignment: Neutral, Good
Birth Country: Amegakure
Village:Kumogakure [Now a Missing-Nin][Accepted into Iwagakure]
Special: Ninjutsu Master
Traits:
Sacred Touch
Rank: "C"
Skill: Trait
Effect: User was exposed to a potent source of positive energy as a child.
Special: ---
Drawback: ---
Description: User was exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of their parents was a gifted healer. By taking up the movement of "C" rank handseals, the user may automatically stabilize a dying creature merely by touching it. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Able Learner
Rank: "C"
Skill: Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Observation [28 points][10 TP]
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. Each time learned user gets 1 die roll to increase the skill. If you are Schooled in Anthropology you gain a +10% synergy bonus with Observation checks that involve noticing disguise checks.
Limit: ---
Carpentry/Woodworking [117sp. 25TP]
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: The Carpentry skills enables the character to do woodworking jobs: building houses, cabinetry, joinery, wooden puppet pieces, etc.
Special: ---
Drawback: ---
Description: Tools and materials must be available, of course. The character can build basic items from experience without the need for plans. Unusual and more complicated items (a catapult, or puppet for example) require plans prepared by an engineer and may require a skill check. The list above gives examples of Mastery Level and what the character can do. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Construction, Fortifications [50sp]
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A character with this skill is able to construct fortresses and defensive earthen works.
Special: ---
Drawback: ---
Description: A character with this skill is able to construct fortresses and defensive earthen works, as well as walls and castles. To put together or build a Component the user must purchase plans. Purchasing plans is half the price of the item's base cost (A base item that costs 10,000 Ryo will have plans that cost 5,000 Ryo. If an Item is rare (requires a die roll before finding said item) the die roll to purchase the plans is half than normal (Purchasing an item that has a 30% chance of finding will have a 15% chance of finding the plans to purchase). Look in the Artisan Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Character Depth
Personality:
Jericho is a very compassionate person, having grown up in a rather war torn area. Through his trial her has learned to bond well with others and empathize with their pain, to really put himself in their shoes as to experience their hardships. Through this alone he has developed compassion and humbleness in himself that has served to steel his resolve as a travelling priest to spread the word word of, not just a single god, but of salvation.
Humbleness is another practice he has been put through in his quest to bring about peacefulness and harmony to the ninja world. Even the most holy and prestigious of men have had trouble in this area, and have much maturing in this area to grow. Jericho is no exception, prone only to be angered when confronted by forces of evil or in fact, people committing rude or evil acts in his presence. There has been more than one occasion he has lashed out at a lesser by mistake.
Knowledgeable some have called him in her oh so few years of travelling and pilgrimage through the lands of the ninja world. Battle after battle, debate after debate and struggle after struggle he has come out stronger, more resolved and humble after each loss to a higher power than him. Other priests from various religions have tesed his knowledge, and where he was weak they have made him strong.
Soft spoken in one of many words people use to describe Jericho, considering his life from age 7 to present one would think he has much to talk about. He believes in the saying, Less is more . The less he talks the more he can open his ears and take in more information than one could trying to out speak one who is talking with the firm bravado of belief and confidence. This translate tot he battle field, even though he hardly ever must break away to cause hard to any living being great or small.
Last if not least, he is a devout priest hellbent, ironically, on spreading the knowledge he has accumulated as an priest and holy figure himself. He believes he is the one to bring an end to the sufferings of the world, finally uniting all the great minds of the major and minor countries so that a peaceful conclusion may be resolved. In being a devout follower of all things good.
Appearance:
Jericho had shoulder length dirty blonde hair that flares out slightly on the ends during misty weather. His hair is light and thick, framing a set of sharp angular cheekbones that pull his face into a smooth somewhat triangular shape. Accented by the depth of his dark dark blue eyes that seem to be an endless pool of wisdom. His hair plays with the collar of his cloak that he has taken a rather fond liking to.
Special glasses that were given to him, sit on the bridge of his nose constantly, always sliding down with every attempt to hold them in place. But to the cloak, it is a brilliant royal blue, trimmed with runic scribble and lace of the most golden hue available. It hangs all the wa to the ground, skimming the surface of anything level his the middle of his foot. A small metal clasp is in the front that keeps it closed during violent and hostile weather conditions.
That brings attention now to his leather tunic, a small tight fitting harness that serves more as for decoration that protection. Tons of tiny dangling charms to represent the many religions her has studied and 'mastered' if you will. These have no special properties but they hold a very significant and soulful past that keeps him bound to them in a way that makes them damn near inseparable. A faint rattle can be heard when he walks.
The light, breathable fabric that make up his pants are simple every day fabric, woven by his mother before he set out to begin his apprenticeship beneath a local pastor who in turn died of old age and he took his bible, which has since fallen to pieces. He carries a variety of books and paper in a large satchel that is slung over his right shoulder. The satchel is filled to the brim with all his religious teachings, various scribblings and notes, lectures and knickknacks.
What is important is his build. his slender and toed body kept healthy by the strict food regiment that he believes has kept him illness free for the majority of his life. His skin is fair, pale for the most part and unmarred of blemishes or scares, no acne or rashes. He is fairly tall and stronger than he looks, though all physical exercise and workouts are strictly to keep his body fit and prepared to carry on the word of the gods and to continue his purpose. Though his unfortunate bloodline keeps him frail looking in the eyes of others.
Background:
Setting off back home he packed his belongings, his headband tied tightly around his arm as he set off to travel the world to spread peace and comfort. He is 27 now, and still on that quest, still the eager and naive boy that wanted nothing more than to give everyone peace of mind. Maybe one day it'll work...till then....the journey continues.[/ul]
Name: Jericho Bartholomew III
Bloodlimit: Onigami
Height: 5'4
Weight: 155 lbs
Age: 27
Gender: M
Alignment: Neutral, Good
Birth Country: Amegakure
Village:
Special: Ninjutsu Master
Gained from Thanksgiving event
Field Cauterizer (Overview)
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Survival, Cauterizer
Effect: A cauterize device used to stop bleeding wounds.
Special: ---
Drawback: ---
Description: Picture The Field Cauterizer is a pen-like device about 6.2 inches long. It has an activation/deactivation switch near the top of the device. When activated, the cauterizer emits a small, low-frequency laser that cauterizes and disinfects bleeding wounds. This item helps the user's First Aid: Cauterize Wound skill by increasing the skill by +10. Heals Minor wounds, removing stun damage due to bleeding only.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo Each
Armoury, Fancy
Rank: "B"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A fancy armoury used to house equipment for 25 soldiers.
Special: ---
Drawback: ---
Description: Murals and other artwork depicting the glories of war cover the walls of this armoury. As with the basic version, this area has sufficient armour and weapon racks to equip 25 soldiers (price does not include such equipment. 2 Main Weapons and 15 Slots of Secondary per Soldier). If you need a greater capacity, you can purchase this component multile times.
Limit: Must be created by a Construction Crafter.
Cost: 20,000 Ryo
Time Compression
Rank: "S"
Type: Restoration Ritual
Effect: Everything around the user begins to dawdle. The laws of the universe follow the user's whim. The user commands time to slow for everything but the user and those they consider friends.
Special: To perform: 5 minutes; Duration: Special
Drawback: ---
Description: User performs the ritual on themselves and up to 5 willing recipients. The ritual speeds up time for those affected. The group takes an extended rest. That short rest becomes an extended rest for all rules applying to short and extended rests. The extended rest is 8 hours long, though only 5 minutes pass in the rest of the plane. Because the fabric of the universe is fragile at this point in space, user's group may not move more than 2 meters in any direction from where the ritual was performed, nor can they do anything other than talk to each other. Any attempt to move beyond the distance stated, or use any abilities, instantly dispels the Time Compression for everyone involved. Neither the user nor any other members affected may perform any other Rituals for the same reason. If the compression is stopped prematurely, the duration does not count as an extended rest, only a short rest. Because of the bizarre laws of time and space, user cannot use this ritual more than once in a true 24-hour period.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Ritual Book 200 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo
Unnatural Eyes
Rank: "C"
Type: Augmentation
Effect: The color of the Target's eyes change drastically.
Special: To perform: 2 hours; Duration: Permanent
Drawback: Cannot alter Bloodlimit Eyes, cannot alter Normal Eyes to have Bloodlimit Eyes.
Description: Takes up 0 Augmentation Points. An Augmentation Ritual which alters the Target's eyes to a color of the target's choice prior to the ritual performance. The color, whatever it may be, is unnatural and atypical of the Target's species. Perhaps the Target's eyes turn dead black, maybe they change color to suit the Target's mood, or perhaps they glow faintly in the dark.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Hair
Rank: "C"
Type: Augmentation
Effect: Target's hair or fur color changes drastically to a shade that is uncommon for the Target.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 0 Augmentation Points. The Target may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. The Target may also have their hair turned into a different color and it will act as their natural hair color after the performance of this Augmentation Ritual. The Target's hair or fur may also change color with your mood. Change is determined prior to the performance of the Ritual. Target may alter their hair with this ritual 3 times. A 4th time will result in exaggerated coloring, and extreme hair loss with no chance of re-growth.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Skin
Rank: "C"
Type: Augmentation
Effect: The color of the Target's skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of the target.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 0 Augmentation Points. This ritual alters the Target's skin color through the Augmentation ritual. Target's skin might be a single color, splotched, or patterned in some freakishly unnatural way (or natural, however completely altered). The Target's skin might gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light. Change is determined prior to the performance of the Ritual. Target may alter their skin pigment with this ritual 3 times. A 4th time will result in deformation and necrosis against the target's skin.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Voice
Rank: "C"
Type: Augmentation
Effect: The Target's voice is altered in some marked fashion.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 0 Augmentation Points. This ritual alters the vocal cords of the Target's throat. It might change pitch or become more lyrical, raspy, whispery, or guttural. Change is determined prior to the performance of the Ritual. Target may alter their voice with this ritual 3 times. A 4th time will result in loss of vocal usage.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Density Manipulation
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Takes up 6 Augmentation Points. Reduce Density: Gain the abilty to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Survival, Cauterizer
Effect: A cauterize device used to stop bleeding wounds.
Special: ---
Drawback: ---
Description: Picture The Field Cauterizer is a pen-like device about 6.2 inches long. It has an activation/deactivation switch near the top of the device. When activated, the cauterizer emits a small, low-frequency laser that cauterizes and disinfects bleeding wounds. This item helps the user's First Aid: Cauterize Wound skill by increasing the skill by +10. Heals Minor wounds, removing stun damage due to bleeding only.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo Each
Armoury, Fancy
Rank: "B"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A fancy armoury used to house equipment for 25 soldiers.
Special: ---
Drawback: ---
Description: Murals and other artwork depicting the glories of war cover the walls of this armoury. As with the basic version, this area has sufficient armour and weapon racks to equip 25 soldiers (price does not include such equipment. 2 Main Weapons and 15 Slots of Secondary per Soldier). If you need a greater capacity, you can purchase this component multile times.
Limit: Must be created by a Construction Crafter.
Cost: 20,000 Ryo
Time Compression
Rank: "S"
Type: Restoration Ritual
Effect: Everything around the user begins to dawdle. The laws of the universe follow the user's whim. The user commands time to slow for everything but the user and those they consider friends.
Special: To perform: 5 minutes; Duration: Special
Drawback: ---
Description: User performs the ritual on themselves and up to 5 willing recipients. The ritual speeds up time for those affected. The group takes an extended rest. That short rest becomes an extended rest for all rules applying to short and extended rests. The extended rest is 8 hours long, though only 5 minutes pass in the rest of the plane. Because the fabric of the universe is fragile at this point in space, user's group may not move more than 2 meters in any direction from where the ritual was performed, nor can they do anything other than talk to each other. Any attempt to move beyond the distance stated, or use any abilities, instantly dispels the Time Compression for everyone involved. Neither the user nor any other members affected may perform any other Rituals for the same reason. If the compression is stopped prematurely, the duration does not count as an extended rest, only a short rest. Because of the bizarre laws of time and space, user cannot use this ritual more than once in a true 24-hour period.
Limit: Must be a Ritualist for Restoration Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Ritual Book 200 pages
Rank: "C"
Type: Main, Book, Reference Book
Effect: A book intended to be consulted for information on specific matters rather than read from beginning to end.
Special: ---
Drawback: ---
Description: A reference work is a book or serial publication to which one can refer for confirmed facts. The information is intended to be found quickly when needed. Reference works are usually referred to for particular pieces of information, rather than read beginning to end. The writing style used in these works is informative; the authors avoid use of the first person, and emphasize facts. Many reference works are compiled by a team of contributors whose work is coordinated by one or more editors rather than by an individual author. Indexes are commonly provided in many types of reference work.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo
Unnatural Eyes
Rank: "C"
Type: Augmentation
Effect: The color of the Target's eyes change drastically.
Special: To perform: 2 hours; Duration: Permanent
Drawback: Cannot alter Bloodlimit Eyes, cannot alter Normal Eyes to have Bloodlimit Eyes.
Description: Takes up 0 Augmentation Points. An Augmentation Ritual which alters the Target's eyes to a color of the target's choice prior to the ritual performance. The color, whatever it may be, is unnatural and atypical of the Target's species. Perhaps the Target's eyes turn dead black, maybe they change color to suit the Target's mood, or perhaps they glow faintly in the dark.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Hair
Rank: "C"
Type: Augmentation
Effect: Target's hair or fur color changes drastically to a shade that is uncommon for the Target.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Takes up 0 Augmentation Points. The Target may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. The Target may also have their hair turned into a different color and it will act as their natural hair color after the performance of this Augmentation Ritual. The Target's hair or fur may also change color with your mood. Change is determined prior to the performance of the Ritual. Target may alter their hair with this ritual 3 times. A 4th time will result in exaggerated coloring, and extreme hair loss with no chance of re-growth.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Skin
Rank: "C"
Type: Augmentation
Effect: The color of the Target's skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of the target.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 0 Augmentation Points. This ritual alters the Target's skin color through the Augmentation ritual. Target's skin might be a single color, splotched, or patterned in some freakishly unnatural way (or natural, however completely altered). The Target's skin might gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light. Change is determined prior to the performance of the Ritual. Target may alter their skin pigment with this ritual 3 times. A 4th time will result in deformation and necrosis against the target's skin.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Unnatural Voice
Rank: "C"
Type: Augmentation
Effect: The Target's voice is altered in some marked fashion.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 0 Augmentation Points. This ritual alters the vocal cords of the Target's throat. It might change pitch or become more lyrical, raspy, whispery, or guttural. Change is determined prior to the performance of the Ritual. Target may alter their voice with this ritual 3 times. A 4th time will result in loss of vocal usage.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 4,000 Ryo
Sleepless
Rank: "C"
Type: Augmentation
Effect: The Target has lost the need for sleep.
Special: To perform: 1 hour; Duration: Permanent
Drawback: ---
Description: Takes up 1 Augmentation Point. This ritual augments the Target's brain allowing the Target no need of sleep. The Target no longer requires sleep. In fact the Target cannot sleep. However, the Target still needs rest, and are still subject to all of the other causes of fatigue.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Density Manipulation
Rank: "S"
Type: Augmentation
Effect: User is able to increase or decrease their density, granting them the following abilities.
Special: To perform: 12 hour; Duration: Permanent
Drawback: User may only use one of these at a time.
Description: Takes up 6 Augmentation Points. Reduce Density: Gain the abilty to become incorporeal. Increase Density: User can gain Damage Reduction equal to 2 per Class Level. Furthermore this Damage Reduction stacks with any other form of Damage Reduction the user might already posses, including Techniques, Armour, Rituals, and Traits. User may use this ability a number of times equal to 2 per Class Level per day.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 48,000 Ryo Performing Price: 36,000 Ryo
Weapons
Primary Weapon:
Secondary Items:
Non-Weapon Items
Primary Weapon:
Secondary Items:
Non-Weapon Items
Traits:
Sacred Touch
Rank: "C"
Skill: Trait
Effect: User was exposed to a potent source of positive energy as a child.
Special: ---
Drawback: ---
Description: User was exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of their parents was a gifted healer. By taking up the movement of "C" rank handseals, the user may automatically stabilize a dying creature merely by touching it. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Able Learner
Rank: "C"
Skill: Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Skills
Observation [28 points][10 TP]
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. Each time learned user gets 1 die roll to increase the skill. If you are Schooled in Anthropology you gain a +10% synergy bonus with Observation checks that involve noticing disguise checks.
Limit: ---
Carpentry/Woodworking [117sp. 25TP]
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: The Carpentry skills enables the character to do woodworking jobs: building houses, cabinetry, joinery, wooden puppet pieces, etc.
Special: ---
Drawback: ---
Description: Tools and materials must be available, of course. The character can build basic items from experience without the need for plans. Unusual and more complicated items (a catapult, or puppet for example) require plans prepared by an engineer and may require a skill check. The list above gives examples of Mastery Level and what the character can do. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Construction, Fortifications [50sp]
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A character with this skill is able to construct fortresses and defensive earthen works.
Special: ---
Drawback: ---
Description: A character with this skill is able to construct fortresses and defensive earthen works, as well as walls and castles. To put together or build a Component the user must purchase plans. Purchasing plans is half the price of the item's base cost (A base item that costs 10,000 Ryo will have plans that cost 5,000 Ryo. If an Item is rare (requires a die roll before finding said item) the die roll to purchase the plans is half than normal (Purchasing an item that has a 30% chance of finding will have a 15% chance of finding the plans to purchase). Look in the Artisan Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
Character Depth
Personality:
Jericho is a very compassionate person, having grown up in a rather war torn area. Through his trial her has learned to bond well with others and empathize with their pain, to really put himself in their shoes as to experience their hardships. Through this alone he has developed compassion and humbleness in himself that has served to steel his resolve as a travelling priest to spread the word word of, not just a single god, but of salvation.
Humbleness is another practice he has been put through in his quest to bring about peacefulness and harmony to the ninja world. Even the most holy and prestigious of men have had trouble in this area, and have much maturing in this area to grow. Jericho is no exception, prone only to be angered when confronted by forces of evil or in fact, people committing rude or evil acts in his presence. There has been more than one occasion he has lashed out at a lesser by mistake.
Knowledgeable some have called him in her oh so few years of travelling and pilgrimage through the lands of the ninja world. Battle after battle, debate after debate and struggle after struggle he has come out stronger, more resolved and humble after each loss to a higher power than him. Other priests from various religions have tesed his knowledge, and where he was weak they have made him strong.
Soft spoken in one of many words people use to describe Jericho, considering his life from age 7 to present one would think he has much to talk about. He believes in the saying, Less is more . The less he talks the more he can open his ears and take in more information than one could trying to out speak one who is talking with the firm bravado of belief and confidence. This translate tot he battle field, even though he hardly ever must break away to cause hard to any living being great or small.
Last if not least, he is a devout priest hellbent, ironically, on spreading the knowledge he has accumulated as an priest and holy figure himself. He believes he is the one to bring an end to the sufferings of the world, finally uniting all the great minds of the major and minor countries so that a peaceful conclusion may be resolved. In being a devout follower of all things good.
Appearance:
Jericho had shoulder length dirty blonde hair that flares out slightly on the ends during misty weather. His hair is light and thick, framing a set of sharp angular cheekbones that pull his face into a smooth somewhat triangular shape. Accented by the depth of his dark dark blue eyes that seem to be an endless pool of wisdom. His hair plays with the collar of his cloak that he has taken a rather fond liking to.
Special glasses that were given to him, sit on the bridge of his nose constantly, always sliding down with every attempt to hold them in place. But to the cloak, it is a brilliant royal blue, trimmed with runic scribble and lace of the most golden hue available. It hangs all the wa to the ground, skimming the surface of anything level his the middle of his foot. A small metal clasp is in the front that keeps it closed during violent and hostile weather conditions.
That brings attention now to his leather tunic, a small tight fitting harness that serves more as for decoration that protection. Tons of tiny dangling charms to represent the many religions her has studied and 'mastered' if you will. These have no special properties but they hold a very significant and soulful past that keeps him bound to them in a way that makes them damn near inseparable. A faint rattle can be heard when he walks.
The light, breathable fabric that make up his pants are simple every day fabric, woven by his mother before he set out to begin his apprenticeship beneath a local pastor who in turn died of old age and he took his bible, which has since fallen to pieces. He carries a variety of books and paper in a large satchel that is slung over his right shoulder. The satchel is filled to the brim with all his religious teachings, various scribblings and notes, lectures and knickknacks.
What is important is his build. his slender and toed body kept healthy by the strict food regiment that he believes has kept him illness free for the majority of his life. His skin is fair, pale for the most part and unmarred of blemishes or scares, no acne or rashes. He is fairly tall and stronger than he looks, though all physical exercise and workouts are strictly to keep his body fit and prepared to carry on the word of the gods and to continue his purpose. Though his unfortunate bloodline keeps him frail looking in the eyes of others.
Background:
Setting off back home he packed his belongings, his headband tied tightly around his arm as he set off to travel the world to spread peace and comfort. He is 27 now, and still on that quest, still the eager and naive boy that wanted nothing more than to give everyone peace of mind. Maybe one day it'll work...till then....the journey continues.[/ul]