Salorus Birin [Finished/Sand Village]
Jul 20, 2014 1:45:55 GMT -7
Post by Salorus on Jul 20, 2014 1:45:55 GMT -7
Please have Solus review this character: His clan, and I want to make sure I did the appearance/history correct enough to mesh with his ideals.
Basic Information
Name: Salorus Birin
Bloodlimit: Scirocco
Height: 5'1”
Weight: 69 lbs
Age: 12
Gender: Male
Alignment: Chaotic, Good
Birth Country: Kaze no Kuni
Village: Sunagakure (Village hidden in the Sand )
Special:
- Clan Specialist
-Scirocco Bloodline (Grand Master Slot?)
-Medical Specialist
- Medical Doctor (1 Freebie Slot)
- Ninjutsu Non-specialist
-Wind Release (1 Freebie Slot)
- Traits List
Weapons
Primary Weapon:
Umbrella, Large (Overview)
Rank: "B"
Type: Main, Bludgeoning/Piercing, Umbrella
Effect: A weapon that can be used for blunt piercing hits or ranged hits towards the opponent along the ground.
Special: ---
Drawback: ---
Description: A light, small, portable, usually circular cover for protection from rain or sun, consisting of a fabric held on a collapsible frame of thin ribs radiating from the top of a carrying stick or handle. Can be used as a shield, and a projectile shooter when spinning the umbrella to rain down senbon. The umbrella is capable of holding up to 20 slots of senbon only. It is unable to hold any other type of weapon within the inner umbrella. The small umbrella is approximately 5 to 7 feet in diameter. User may add shielding by adding half the cost of a Tower Shield to the umbrella which takes the full shielding benefits.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 13,000 Ryo
Secondary Items:
Tactical Vest Type 2 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (12 for Items of Scroll Length), Vest
Effect: A Tactical Vest is an item of personal armor that helps absorb the impact from projectiles and shrapnel from explosions, and is worn on the torso.
Special: ---
Drawback: ---
Description: The interior of both front panels have map pockets. On the left side holds 3 utility pouches 2 slots each that is 8 inches in length able to hold anything with the same length as scrolls. Above that are 2 smaller pouches that are 1/2 a slot each able to hold smaller items. On the right side is another 2 slots that are able to hold something of the same length as a scroll with 2 pouches that hold 1 slot each for smaller items. The back has 3 large slots to carry an item of the same length of a scroll. May be attached to a belt to add more slot components.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo
Non-Weapon Items
Vest
Right:
• 1 Pouch – 1 Slot – (Scroll)
o 4 inch Length Flashlight (Overview)
Rank: "A"
Type: Secondary, 8 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A flashlight is a hand-held portable electric-powered light source. Usually the light source is a small incandescent light bulb or light-emitting diode (LED). Typical flashlight designs consist of a light source mounted in a reflector, a lens to protect the light source and reflector, a battery or other power source, and a switch. In addition to the general-purpose hand-held flashlight, many forms have been adapted for special uses. These flashlights are 4 inch length with a 1 inch diameter.
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 1,000 Ryo Each.
• 1 Pouch – 1 Slot – (Scroll)
o Monocular
Rank: "B"
Type: Secondary, 2 per Slot, Gadget, Surveillance, Spectacles
Effect: A hand-held device consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance, and looked at through 1 eye.
Special: ---
Drawback: May hold up to 4 kinds of Surveillance Vision.
Description: A monocular is a modified refracting telescope used to magnify the images of distant objects by passing light through a series of lenses and sometimes prisms; the use of prisms results in a lightweight telescope. If a Monocular has a zoom of 5 it brings objects 5 times closer through vision. The basic vision before adding a Zooming Vision capability is 5. When adding the basic Zooming Vision, it will bring it up to 10. Monocular has enough carrying capacity for 4 types of Surveillance Vision. Does not fit in Scroll size Slots.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,000 Ryo per Slot, or 1,500 Ryo Each
• 1 Pouch – 1 Slot – (Smaller Item)
o Wireless Radio
Rank: "S"
Type: Secondary, 16 per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A Device that has a Velcro strap along the neck with a voice activator along the throat. An ear piece is connected from the vocal piece to the ear in a small cord. It's a radio that transmits signals by sending electromagnetic waves with frequencies below those of visible light. They can then be received by other radios in the form of sound or a wide array of signals in order to make sure important information is protected. When rolled and compact, 16 Wireless Radios are able to fit inside 1 slot. The range between two Wireless Radios is 1,000 meters (Communications for a single thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 16,000 Ryo per Slot, or 1,000 Ryo Each
• 1 Pouch – 1 Slot – (Smaller Item)
o 5x Glass Cutter (Overview)
Rank: "C"
Type: Secondary, 10 per Slot, Gadget, Mechanical, Cutter
Effect: A tool that scores a line on a piece of glass, allowing the glass to be snapped along the line.
Special: ---
Drawback: ---
Description: Picture This very simple instrument consists of a small diamond cut to a fine point and set into a suitable handle or ring. Such a tool cuts through glass with almost as much ease as a knife through butter. In principle, attempting an entry through a window is always superior to forcing a door, since windows cannot be as physically tough as doors. Using this item with tar paper considerably increases its effectiveness. To use a glass cutter, the user must make successfully keep hold of the piece of glass, or accidentally break the glass. The length of the Glass Cutter is 5.125 inches while the width of the Glass Cutter is 0.5 inches.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 200 Ryo Each
Left:
• 1 Utility Pouch – 2 Slots – (Scroll)
o 2xSpring Razor
Rank: "B"
Type: Secondary, 1 per Slot, Mechanical, Trap
Effect: A device that consist a pile of coiled wire that when triggered its sharp wires snap outwards wildly eviscerating anything within its range.
Special: ---
Drawback: ---
Description: Picture Picture A 3 inch by 3 inch by 3 inch size device. This device consist of an innocuous-looking pile of coiled wire, which when triggered by nearby vibrations (vibrations felt within 3 meters of object), the device unfolds with an audible click and its sharp wires snap outwards wildly, eviscerating anything in the killing radius. The device is outfitted with 15 meters of wire giving it a 7.5 meter killing radius. When triggered 2 wires is shot out violently creating the killing radius. The click may be audible however it is not loud enough to alert people far away. They can be used to great effect in many different ways, including being placed on living objects or triggered remotely using a form of ranged weaponry. A great weapon to kill in silent.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,500 Ryo Each
• 1 Utility Pouch – 2 Slots – (Scroll)
o 2x Spring Razor
Rank: "B"
Type: Secondary, 1 per Slot, Mechanical, Trap
Effect: A device that consist a pile of coiled wire that when triggered its sharp wires snap outwards wildly eviscerating anything within its range.
Special: ---
Drawback: ---
Description: Picture Picture A 3 inch by 3 inch by 3 inch size device. This device consist of an innocuous-looking pile of coiled wire, which when triggered by nearby vibrations (vibrations felt within 3 meters of object), the device unfolds with an audible click and its sharp wires snap outwards wildly, eviscerating anything in the killing radius. The device is outfitted with 15 meters of wire giving it a 7.5 meter killing radius. When triggered 2 wires is shot out violently creating the killing radius. The click may be audible however it is not loud enough to alert people far away. They can be used to great effect in many different ways, including being placed on living objects or triggered remotely using a form of ranged weaponry. A great weapon to kill in silent.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,500 Ryo Each
• 1 Utility Pouch – 2 Slots – (Scroll)
Back:
• 1 Back Slot – (Scroll)
Compass Baseplate (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: Picture The Baseplate Compass is one of the most common and affordable types of compass. The liquid-filled compass mounts on a rectangular base made of clear plastic. The Baseplate Compass often includes a magnifying lens for map reading, luminous components for low-light conditions and different scales for worldwide use. The Baseplate Compass is good for plotting purposes, but the lack of advanced sighting features makes it difficult to sight on a distant object. The Baseplate Compass is 2 inches by 2 inches and 0.50 inches thick. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
• 1 Back Slot – (Scroll)
o Tracking Device
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance, Monitor
Effect: A devise that allows a user to track movement using other devices called "Tracers".
Special: ---
Drawback: ---
Description: A device that shows where a tracer is located within the range of 500 miles (Normally capable to read out information within a Board. See Map for more sizes). This device is 4 inches by 1 inch by 2 inches. It has a small LCD screen along with a set of buttons to display locations of tracers. The tracer's location only emits the general area it may be in and does not give any specifics, such as blueprints of housing. The Tracking Device comes in all shapes and colors depending on the user's choice when purchasing. Tracers must first be configured with the Tracking Device. The Tracking Device also has a zooming capability to make tracking easier for the user.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
• 1 Back Slot – (Scroll)
o 8x Tracer
o Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A device that emits a tracking beacon
Special: ---
Drawback: ---
Description: The covert device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. This device also contains a cohesive side to easily stick on other surfaces. The use of tracers is to track anyone that the tracer is placed upon. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Tracer and a Tracking Device is 500 miles (Normally capable to send out a reading within a Board. See Map for more sizes.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, 500 Ryo Each
Top:
• 1 Small Pouch – ½ Slot – (Smaller Item)
o Covert Listening Device
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A covert listening device used to be placed that cannot be seen.
Special: ---
Drawback: ---
Description: The covert listening device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. A covert listening device, more commonly known as a bug or a wire, is usually a combination of a miniature radio transmitter with a microphone. The use of bugs, called bugging, is a common technique in surveillance, espionage and in investigations. A bug does not have to be a device specifically designed for the purpose of eavesdropping. For instance, with the right equipment, it is possible to remotely activate the microphone of a radio, even when a call is not being made, to listen to conversations in the vicinity of the phone. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Covert Listening Device and Transmitter device is 1,000 meters (Communications for a single thread, sometimes outside another thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, or 500 Ryo Each
• 1 Small Pouch – ½ Slot – (Smaller Item)
o Torsion Wrench
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: An "L" shape tool used to hold picked pins and turn the plug.
Special: ---
Drawback: ---
Description: Picture The Torsion wrench, also known as the tension wrench, is used to apply torque to the plug of a lock in order to hold any picked pins in place. Once all pins are picked, the torsion wrench is then used to turn the plug and open the lock. It is typically shaped like a letter "L", although the vertical part of the letter is elongated in comparison to the horizontal part. Some torsion wrenches, called feather touch wrenches, are coiled into a spring at the bend in the "L", which helps the user apply constant torque. Some users, however, maintain that such wrenches reduce torque control and the feedback available to the user. Some resemble tweezers, and allow the user to apply torque to both the top and the bottom of the lock. These would commonly be used with double sided wafer locks. It is not possible to pick a pin/tumbler or wafer lock without a torsion tool. With this and a Pick the user inquires no negatives when performing a Lock Pick.
Limit: These items may be bought inside any Gadget Shop.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Half-Diamond Pick
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used for picking individual pins.
Special: ---
Drawback: ---
Description: Picture This versatile pick is included in nearly all kits and is mainly used for picking individual pins, but can also be used for raking and for wafer or disk locks. The half-diamond is usually 2.5 to 12 mm long. Each of the ends of the triangular half-diamond of this pick can be either steep or shallow in angle, depending on the need for picking without affecting neighboring pins, or raking as appropriate. A normal set would comprise 3 half-diamond picks and a double. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Hook Pick
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used for picking individual pins.
Special: ---
Drawback: ---
Description: Picture The hook pick is similar to the half-diamond pick, but has a hook shaped tip rather than a half-diamond shape. The hook pick is sometimes referred to as a feeler or finger and is not used for raking. This is the most basic lock pick tool and is all that a professional will usually need if the lock is to be picked in the traditional sense rather than opened by raking. A variety of different sized and shaped hooks will be available in a normal set. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Ball Pick
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used for picking individual pins.
Special: ---
Drawback: ---
Description: Picture The ball pick is similar to the half-diamond pick, except the end of the pick has a half or full circle shape. This pick is commonly used to open wafer locks. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Rake Picks
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used to rake the pins by rapidly sliding the pick past all pins repeatedly in order for the pins to reach the sheer line.
Special: ---
Drawback: ---
Description: Picture These picks, such as the common snake rake, are designed to rake pins by rapidly sliding the pick past all the pins, repeatedly, in order to bounce the pins until they reach the shear line. This method requires much less skill than picking pins individually, and generally works well on cheaper locks. When the pins are excited they bounce all around the sheer line and with the skillful application of a tension tool this is the easiest way to pick a lock. This is also how beginners start. Advanced rakes are available which are shaped to mimic various different pin height key positions and are considerably easier to use than traditional rakes. Such rakes are typically machined from a template of common key configurations, since not all permutations of pin heights are adjacent pins are possible given the process by which keys are manufactured. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
Miscellaneous Items: Books
Medical Books
Book: Textbook: First Aid: Cauterizing Wounds
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user study and understand how to stop wounds by cauterizing them.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book goes through the process and protocols when performing a cauterizing procedure. It gives examples of using a hot poker, or other hot metal objects. It also lists the ramifications of healing in the manner such as infection. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Cauterizing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Autopsy Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to understand and how to perform Autopsies.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A book that helps the user learn multiple procedures pertaining to the use of Autopsy. The book goes through the various ways of finding a cause of death, how to examine and record an injury, how to identify foreign substances, and time of Death. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Autopsy, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Character Depth
Personality:
Salorus’ personality almost exemplifies his clan. Even from a young age, he’s been a wanderer at heart. His clan’s religious life-style, worshiping the wind god and being slightly prideful to be chosen by him to be his children, has been ingrained in his life. Settling down was never really a part of his plan or ideology. He would sooner sell everything he had and buy something to survive in the desert with and wander for years than to settle down and make a life for himself. His personality can be best condensed into 3 main parts. He’s free-spirited, relaxed, and curious. Those 3 parts of his personality come together to create his fears, his desires, his loves and hates and even his morality, though at his age his moral compass isn’t perfectly developed just yet.
The main part of his personality, the one part that controls his entire mindset, is his desire to be free. He desires nothing more than to wander and see everything, but at his own pace. From a young age, the wind has resided in this child and has shown him wondrous and terrible things. Things like walls, chains, and bars, both figuratively and literally, only serve to stop the wind and to stop the freedom. By doing so, he feels that things like order and law are not only bad for some people, but are bad for the world as a whole. He understands, after many talks with his tribe, that forcing his ideas onto others is not wise, and that sometimes freedom must be sacrificed, but he has also always felt the call of freedom, and the wind pulling him towards it. As such, things like rules, contracts, and objectives hold less meaning to him than doing what he feels is right and correct. Disregarding a superior’s orders is firmly within the realm of possibilities for him if he feels the orders are wrong.
The second part of his personality is relaxation, though sometimes it really presses the border of, or goes into sloth. This part of his personality controls how he deals with many situations and memories he dislikes. It’s also one of the few reasons he can go against his desire for freedom. Even if he is bound by rules and walls, he always has freedom as long as he can lay back, relax, and just forget about everything. He has gotten quite good at it as well, simply not thinking of things that trouble him. This is his primary coping mechanism if he is forced into a scenario that doesn’t agree with his freedom or his ideals. All he has to do is fade out of reality, relax, and do whatever feels natural. Regardless of what he does, while he is relaxed he won’t think about it until later. The downside to this personality trait is that, eventually, you can’t put off thinking of things. You can’t put off work forever and eventually it all catches up to him. When it does, he really doesn’t have any well-developed coping mechanisms for dealing with the issues. Sometimes he can lean on friends, but he mostly tries to keep it to himself if he’s not asked, because he feels it would chain them down with needless worry, restraining their freedom just to help his.
His last personality archetype plays off the first: He is a very inquisitive child. If he sees something new or interesting, he will attempt to learn something about it or at least observe it. Sometimes this, coupled with freedom, leads to him exploring or getting into places he really shouldn’t. For instance, if he has enough freedom and curiosity, then he will go and take a look in a dangerous ruin just to see what was in it long ago. With the desire for freedom and disregard for rules, this can lead him into some dangerous situations if he isn’t careful, which he usually isn’t. His curiosity usually overpowers any sense of caution he once had, leading him into places he probably shouldn’t get into or asking questions he shouldn’t.
Through these three traits of his personality, it is relatively easy to realize that Salorus isn’t very confrontational, as he would rather avoid a problem and find a way around a fight than through one. While some ninja may just blow a boulder up to get into a temple, Salorus is more likely to, if given the choice, look for another entrance that would be less bothersome. The real problem with this is that he doesn’t work well in teams, as his mindset is contrary to many others. When it comes to dealing with opposing ideals, he quickly turns to relaxation and ignorance to evade a problem. When that happens, he doesn’t focus as heavily on an objective. This tends to lead to confrontation between Salorus and his superiors, which quickly causes the kid to break down into a mess or to run off altogether and just come back alter. Combat itself isn’t too much of an issue, but pressure and force tend to have a profound effect on the kid.
Another major issue that Salorus has is that he very passive aggressive. This means that he will most likely not tell you what his problem with you is to you or anyone else, but he will let the issue boil. Being 10, he has some idea of standing up for what he believes, but he isn’t good when it comes to enforcing it on others, nor would he want to. So he just lets the problem simmer until it boils over and he lashes out at someone for seemingly no reason. This isn’t a terrible issue on its own, but when you are a medic of the group, it makes it a much more delicate issue, as you need all the concentration you can to help someone, and you need a desire to help them.
Religiously, Salorus is very close to what his clan usually desires. He’s a wide eyed kid, blessed by the wind gods with the desire to float on the breeze as quickly as he can and to be sent all over the place. He doesn’t hold grudges and doesn’t have any prejudice’s, though he does get especially excited when meeting other Scirocco, going so far as to celebrate. This is because he rarely seeks anyone, but mostly runs into people by chance, just following the wind. So whenever he meets new people, he tends to believe it is the wind god’s blessing, and that the meeting is a good thing.
Appearance:
Salorus looks ordinary for a Scirocco, but for others that’s a very abnormal thing. His body is held together by a force he doesn’t understand, but that keeps the wind that makes up his body in a solid state. His body is almost entirely under his own control in terms of color, modifying the shades of color of his body by increasing or decreasing the pressure of the air at certain points in his “Body.” This makes identifying him a hard task at best, but he does have his usual form and he also has certain traits that stay the same regardless of the alterations he makes to his own form.
Aside from the color, Salorus has a very normal body build, if not a bit thinner than that of the average person. It’s not like he looks starved, but more like he has learned to live with less food than most. This leaves him with little bulk up on his body, so there are very few bulges within his body, such as the upper arm being more stick like than muscular. A distinct feature of Salorus is his body size. He’s a relatively small kid, even for his age, weighing less than normal and being shorter than average. The main and most noticeable part of Salorus is his flesh, if it can be called that. The strongly held together air that makes up his body makes his skin a shade of gray most of the time. Depending on the makeup of his flesh, he can be gray – to light skinned, depending on the amount of particulates within. It is quickly noticeable that his most common form has a gray-ish blue body, similar to the edge of a cloud. This is his standard color and shade. His body is usually filled out relatively well, appearing as a child who is well enough fed, but looks pretty similar to what any desert wanderer would look like.
Like his body, every other part of his anatomy is influenced by his bloodline. His face is the same color as his skin, no tanning difference between any parts of his body. The features of his body are relatively soft, not having any actual cheek bones to speak of. His chin is relatively rounded, though it can be hard to notice since it shares a color and semi-transparent state with the rest of his body sometimes. When his color is more defined, due to a high amount of particulates in his body, his chin is more clearly defined and shows a somewhat rounded face. His nose is straight and relatively average, being short and slightly rounded on the tip. His eyebrows are awkward in that they are visible, but only due to the contrast between his flesh and the color of his eye brows, which are usually a shade or two darker. Other than that, they draw attention by being relatively thin. His hair is a darker shade of gray, similar to his eyebrows in that it is usually a shade or two darker than his flesh. Length wise, his hair is relatively long, never having been cut. His hair reaches his shoulder and is usually bundled up in a pony tail of sorts. The bangs reach about an inch and a half down from the rest, stopping about a quarter of an inch above his eyebrows.
One of the more noticeable features of Salorus is his eyes. The color varies depending on the density of the wind within him, but the color changes based on the types of particulates in the air, making them almost always changing color and spinning, though usually they are a dark shade of gray, with a fuller and less transparent color. The shape of his eyes is relatively sharp, in contrast to the relatively soft face. His eyes are pointed at the edges, but are relatively normal otherwise.
On rare occasions, usually when Salorus is being absent minded, his skin takes on an almost translucent tone. This is usually preceded by the expulsion of particulates from his body, making him seem almost phantasmal in form. When Salorus’ skin becomes clearer, several other changes take place within his body, his face in particular. His features, while still gentle, become much less pronounced as there are less particulates within his body. His hair, instead of being 2 shades darker than his flesh, becomes either the same shade or barely darker. His eyes become a very light shade of gray, being heavily contrasted by his pupils, making it rather disconcerting to stare at them.
Gear wise, Salorus enjoys being relatively unconstrained and wears clothes that are relatively open when he can help it. His vest, which is very constraining to a man made of wind, is only worn for missions. Otherwise, he wears a robe that is relatively open, covering his lower body, while leaving his upper body in the sunlight, preventing him from getting overly hot due to a tight outfit. His pants are slightly baggy, enough to allow a breeze to make them billow in the wind softly. He also refuses to wear shoes unless he has a reason. A major part of his outfit is his rather large umbrella which is carried at all times. This outfit isn’t very quiet and makes a good bit of noise as wind breezes past the pants or when his feet kick rocks or sink into sand. During a mission, Salorus, begrudgingly, has noticed the need for your body to be covered and more controlled. He wears tighter pants that don’t make as much noise in the wind and he wears a shirt and his tactical vest on his chest, covering his core. In this outfit, his arms, his legs, and his feet are covered.
Background:
The Scirocco clan has always been a clan of wanderers, ever since they took the destruction of their own home as a sign that they were to leave the area. After that, they became nomads of the desert, wandering for years upon years. To them, this wasn’t as bad as it was to most, as they were able to more freely follow the wind god’s plans, passing all over the desert of Kaze nu Kuni. This lead to a few problems, and eventually the clan had to adapt away it need to eat and drink, as those were in a majorly short supply in the desert. This eventually led to the Scirocco bloodline, a family of desert nomads who had become more wind than man. Through this great adaptation, many people died and their bodies broke up, scattering to the winds. From where they began, they would always return. That was the philosophy of one particular family of the Scircoco. They were of the descendants of the surviving members, blessed by the wind god to be a vessel of pure wind; though in actuality it was a form of evolution that lead to this point.
Salorus’ family wasn’t very large, as none really were with the groups of Scirocco that traveled the desert. The stationary groups were living in Sunagakure and in the desert temple to the wind god. Other than those groups, the Scirocco was wandering nomads with a home everywhere in the desert, especially due to having no need to eat or drink. Salorus’ family was like any other: Nomadic, peaceful, and religious. The only major difference was that they took care of a young boy who was born in a coma. To them, it wasn’t too difficult a job to keep a boy in a coma in a coma and alive. Sadly, the boy’s family had another child and couldn’t afford to look after one that couldn’t do anything on his own. Until the boy was four, he receives care from the family of Salorus, though they never asked the family of his name. Most people pick their own names when they hear the cry of the wind, but until then a generic name is used to refer to them, in order to differentiate. When a child is in a coma, unable to follow any commands, he doesn’t really need a name. About the time the comatose boy hit 6 years old, another child entered the house of Birin (Salorus’ family name). This child, unlike the other, was very energetic, crawling as soon as it was feasible and running not long after that.
The relationship between the two Birin children, the one being taken care of and the one born to the family was rather awkward. By the time he was 5, Salorus was learning a little about jutsu, and showed quite an interest in medical jutsu. It would take him some years to actually acquire the techniques, but it seemed like something that interested him. The downside, however, was that Salorus wasn’t a very focused child. As quickly as he picked up wanting to learn it, he forgot about it and went exploring the deserts. It didn’t take long for him to start hiding and running all over the wind god’s domain. He went to many places very quickly, but at the end of the day, he came home and told the child in a coma all about his adventures, though some sounded a bit far-fetched. Salorus’ parents were pretty sure he didn’t free an army of 10,000 water elementals to let an entire village drink for a decade. But they were children’s tales, and they continued to be for almost 2 years.
By the age of 6, Salorus’ desire to wander hit entirely new levels. He was at the point where he could run, and coupled with a desire to explore, the need to never eat , the adaptation from the heat, and the limitless imagination of a kid who thinks that, over the next sand dune is a castle, instead of more sand, he explored lots of places as close to the village as he could before he came back to talk to his friend. A few times, he came into contact with other people, and each time it ended in an awkward mix of good and bad. Usually, he came back with a few cuts and bruises, but he also came back smiling.
After he hit 7, Salorus started exploring things he wasn’t supposed to, going into old ruins, grave sites, and dark caves. Throughout his adventures, he found one ruin in particular that fascinated him. There wasn’t anything special about it. It was hard to get into, like many ruins, and was buried under the sand. There wasn’t really a reason for him to like the ruins so much, it looked like a normal city, just buried under sand. There were many places the sand didn’t let him go, but by following a faint breeze, he managed to find little tunnels and such that led throughout the ruins. There was an old waterway that was covered in stones and had become nothing more than a trickle. Something about the ruins attracted him though and he wound up staying there for a few days. He was able to survive off the bare minimum anyway, and a small amount of water was flowing through the ruins anyway.
When he came home, something was a bit different about Salorus. He was just as energetic as before, but now had a different sense of necessity. He still liked exploring, but would rather just float with the wind than run around like a mad child. After being thoroughly chewed out by his family, his clan, and his friends for leaving and not coming back without a word, they felt that his change in personality meant that he should become an official member of the Scirocco. As complicated as it sounded, it was a relatively easy test. The user must successfully use the jutsu to turn their body from a solid air mass into a more fluid one. The technique was called Forma di Vento or Wind Form. In itself, the jutsu was relatively basic, but it was necessary to call yourself a true Scirocco. Something was odd though. When he started performing the seal, a little whisper started up in his ear. Nothing major, maybe another Scirocco that was used to the jutsu was trying to help him out. When he used the jutsu, he modified his chakra flow ever so slightly, and the orb that made up his core got smaller than average as he expanded. Not really noticeable to Salorus, but to those that knew the technique, they knew what he had done. He prepared the jutsu in such a way that he went one step higher, creating his own style of using the technique to make it appear and function slightly higher. When he reformed, ending the jutsu, his form was slightly different than average, reforming almost clear, before he opened his eyes and the particulates came back into his body. The change was so quick it was hardly noticeable, but his family, used to seeing his form, noticed how different it was.
Relatively soon after he started learning chakra, he quickly tried to learn the Healing Hands technique and, though he was more focused. He was still relatively terrible at it. When he tried it, he failed more times than he could count, but eventually got the hang of the jutsu and started to use it almost daily. The main issue was, however, that it was impossible to tell the effectiveness of this technique as the one he used it on was either people with light wounds or was the unconscious “brother” who didn’t respond to it well. Regardless, he kept trying.
One of the days when he was wandering the outskirts of the encampment of the clan, Salorus started to talk to himself. Nothing unusual for him, but then something else happened. He felt a light pressure wash over him and felt another hand on his, almost a part of his. He heard a small sigh, but saw no one else in sight. Though he didn’t see anyone, hearing something that wasn’t there wasn’t an insane occurrence in this clan. Many people, Salorus included, actually took it as a blessing, albeit one that is better to hide. He felt as if the spirit of the wind god had blessed him by letting him hear its voice. His healing technique had become empowered rather suddenly, getting stronger than it was before, healing larger wounds with ease, though this wasn’t easily noticed as he still only aimed to heal minor wounds. But occasionally, he would notice the healing was slightly more powerful as it left him. It was around this point that Salorus, 9 when he noticed the changes got excited. He went to quickly heal the boy that never got to smile, but was told it was better not to. It took an entire year for him to find enough time to get to his friend and try to heal him again. He used his healing hands technique and his friends eyes shot open as he turned into air. He quickly blew out the window and, from there, who knows. No one noticed the boy vanish as the only time that Salorus could attempt to heal him was when people wouldn’t watch. However, Salorus was torn between being sad he lost his friend, one that he told all of his stories too and watched over, and being happy that the wind god had seen fit to send him on a path of freedom. So Salorus simply sat in the room, alone. It was a few hours before his parents found him.
After he was found, Salorus was heavily yelled at. The parents and clan, though believing in the wind gods wisdom and thoughts of freedom, were not so optimistic, some thinking his eyes flew open because they turned to air faster, and that a poor unconscious child was floating through the desert. Others had an even more maudlin thought, thinking that the boy had died, possibly having his core damaged by too rough of healing. All these together wound up driving Salorus into a point where he retreated from his clan, going with the wind. He didn’t know how to deal with this much stress and animosity, especially since almost no one knew anything about the child, but yet everyone was reacting so strongly.
Salorus then went from wandering with his clan to the clan that stayed in the hidden sand village. Going there, he hoped to get a fresh start and quickly leave his past behind him. He entered the academy and graduated relatively quickly, already knowing the basics of chakra. At 12, he became a genin.
Basic Information
Name: Salorus Birin
Bloodlimit: Scirocco
Height: 5'1”
Weight: 69 lbs
Age: 12
Gender: Male
Alignment: Chaotic, Good
Birth Country: Kaze no Kuni
Village: Sunagakure (Village hidden in the Sand )
Special:
- Clan Specialist
-Scirocco Bloodline (Grand Master Slot?)
-Medical Specialist
- Medical Doctor (1 Freebie Slot)
- Ninjutsu Non-specialist
-Wind Release (1 Freebie Slot)
- Traits List
- Blessed Touch
Rank: "C"
Skill: Trait
Effect: User may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine users.
Special: ---
Drawback: ---
Description: In so doing, the user has focused themselves into being the perfect vessel for their deity. Divine power flows through them like a mountain stream, making their healing touch more potent than that of others. User heals one grade higher in damage when performing healing Jutsus (Minor becomes Light, Light becomes Moderate). This trait replaces 1 Freebies..
Limit: Must start with Character; replaces 1 Freebies.
o Signature Jutsu – Forma di Vento (Wind Form)
Rank: "C"
Skill: Trait
Effect: User has learned a mystical secret that empowers their Jutsu Performing.
Special: ---
Drawback: ---
Description: Pick one Jutsu when they choose this trait—from this point on, whenever the user performs this Jutsu, they do so at 1 Rank higher. This trait replaces 1 Freebies..
Limit: Must start with Character; replaces 1 Freebies.
o Desert Nomad
Rank: "C"
Skill: Trait
Effect: User was born and raised in the burning sands of a severe desert.
Special: ---
Drawback: ---
Description: User gains a resistance to hot conditions and can endure the hot sun without trouble. The user also gains a +20 Armour Point Trait bonus against fire effects. This trait replaces 1 Freebies..
Limit: Must start with Character; replaces 1 Freebies.
Ancestral Spirit
Rank: "C"
Skill: Heritage Trait
Effect: User has ties to the ancestors of the past.
Special: ---
Drawback: ---
Description: User has ties to the long-dead spirit of 1 of the user's clan's ancestors, who whispers ancient words of wisdom into their mind in times of need. User receives a racial +10 bonus on all First Aid: Healing and History checks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Weapons
Primary Weapon:
Umbrella, Large (Overview)
Rank: "B"
Type: Main, Bludgeoning/Piercing, Umbrella
Effect: A weapon that can be used for blunt piercing hits or ranged hits towards the opponent along the ground.
Special: ---
Drawback: ---
Description: A light, small, portable, usually circular cover for protection from rain or sun, consisting of a fabric held on a collapsible frame of thin ribs radiating from the top of a carrying stick or handle. Can be used as a shield, and a projectile shooter when spinning the umbrella to rain down senbon. The umbrella is capable of holding up to 20 slots of senbon only. It is unable to hold any other type of weapon within the inner umbrella. The small umbrella is approximately 5 to 7 feet in diameter. User may add shielding by adding half the cost of a Tower Shield to the umbrella which takes the full shielding benefits.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 13,000 Ryo
Secondary Items:
Tactical Vest Type 2 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (12 for Items of Scroll Length), Vest
Effect: A Tactical Vest is an item of personal armor that helps absorb the impact from projectiles and shrapnel from explosions, and is worn on the torso.
Special: ---
Drawback: ---
Description: The interior of both front panels have map pockets. On the left side holds 3 utility pouches 2 slots each that is 8 inches in length able to hold anything with the same length as scrolls. Above that are 2 smaller pouches that are 1/2 a slot each able to hold smaller items. On the right side is another 2 slots that are able to hold something of the same length as a scroll with 2 pouches that hold 1 slot each for smaller items. The back has 3 large slots to carry an item of the same length of a scroll. May be attached to a belt to add more slot components.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo
Non-Weapon Items
Vest
Right:
• 1 Pouch – 1 Slot – (Scroll)
o 4 inch Length Flashlight (Overview)
Rank: "A"
Type: Secondary, 8 per Slot, Gadget, Survival, Light
Effect: A portable light source.
Special: ---
Drawback: ---
Description: Picture A flashlight is a hand-held portable electric-powered light source. Usually the light source is a small incandescent light bulb or light-emitting diode (LED). Typical flashlight designs consist of a light source mounted in a reflector, a lens to protect the light source and reflector, a battery or other power source, and a switch. In addition to the general-purpose hand-held flashlight, many forms have been adapted for special uses. These flashlights are 4 inch length with a 1 inch diameter.
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 1,000 Ryo Each.
• 1 Pouch – 1 Slot – (Scroll)
o Monocular
Rank: "B"
Type: Secondary, 2 per Slot, Gadget, Surveillance, Spectacles
Effect: A hand-held device consisting of a series of lenses and prisms, used to magnify objects so that they can be better seen from a distance, and looked at through 1 eye.
Special: ---
Drawback: May hold up to 4 kinds of Surveillance Vision.
Description: A monocular is a modified refracting telescope used to magnify the images of distant objects by passing light through a series of lenses and sometimes prisms; the use of prisms results in a lightweight telescope. If a Monocular has a zoom of 5 it brings objects 5 times closer through vision. The basic vision before adding a Zooming Vision capability is 5. When adding the basic Zooming Vision, it will bring it up to 10. Monocular has enough carrying capacity for 4 types of Surveillance Vision. Does not fit in Scroll size Slots.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,000 Ryo per Slot, or 1,500 Ryo Each
• 1 Pouch – 1 Slot – (Smaller Item)
o Wireless Radio
Rank: "S"
Type: Secondary, 16 per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A Device that has a Velcro strap along the neck with a voice activator along the throat. An ear piece is connected from the vocal piece to the ear in a small cord. It's a radio that transmits signals by sending electromagnetic waves with frequencies below those of visible light. They can then be received by other radios in the form of sound or a wide array of signals in order to make sure important information is protected. When rolled and compact, 16 Wireless Radios are able to fit inside 1 slot. The range between two Wireless Radios is 1,000 meters (Communications for a single thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 16,000 Ryo per Slot, or 1,000 Ryo Each
• 1 Pouch – 1 Slot – (Smaller Item)
o 5x Glass Cutter (Overview)
Rank: "C"
Type: Secondary, 10 per Slot, Gadget, Mechanical, Cutter
Effect: A tool that scores a line on a piece of glass, allowing the glass to be snapped along the line.
Special: ---
Drawback: ---
Description: Picture This very simple instrument consists of a small diamond cut to a fine point and set into a suitable handle or ring. Such a tool cuts through glass with almost as much ease as a knife through butter. In principle, attempting an entry through a window is always superior to forcing a door, since windows cannot be as physically tough as doors. Using this item with tar paper considerably increases its effectiveness. To use a glass cutter, the user must make successfully keep hold of the piece of glass, or accidentally break the glass. The length of the Glass Cutter is 5.125 inches while the width of the Glass Cutter is 0.5 inches.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 200 Ryo Each
Left:
• 1 Utility Pouch – 2 Slots – (Scroll)
o 2xSpring Razor
Rank: "B"
Type: Secondary, 1 per Slot, Mechanical, Trap
Effect: A device that consist a pile of coiled wire that when triggered its sharp wires snap outwards wildly eviscerating anything within its range.
Special: ---
Drawback: ---
Description: Picture Picture A 3 inch by 3 inch by 3 inch size device. This device consist of an innocuous-looking pile of coiled wire, which when triggered by nearby vibrations (vibrations felt within 3 meters of object), the device unfolds with an audible click and its sharp wires snap outwards wildly, eviscerating anything in the killing radius. The device is outfitted with 15 meters of wire giving it a 7.5 meter killing radius. When triggered 2 wires is shot out violently creating the killing radius. The click may be audible however it is not loud enough to alert people far away. They can be used to great effect in many different ways, including being placed on living objects or triggered remotely using a form of ranged weaponry. A great weapon to kill in silent.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,500 Ryo Each
• 1 Utility Pouch – 2 Slots – (Scroll)
o 2x Spring Razor
Rank: "B"
Type: Secondary, 1 per Slot, Mechanical, Trap
Effect: A device that consist a pile of coiled wire that when triggered its sharp wires snap outwards wildly eviscerating anything within its range.
Special: ---
Drawback: ---
Description: Picture Picture A 3 inch by 3 inch by 3 inch size device. This device consist of an innocuous-looking pile of coiled wire, which when triggered by nearby vibrations (vibrations felt within 3 meters of object), the device unfolds with an audible click and its sharp wires snap outwards wildly, eviscerating anything in the killing radius. The device is outfitted with 15 meters of wire giving it a 7.5 meter killing radius. When triggered 2 wires is shot out violently creating the killing radius. The click may be audible however it is not loud enough to alert people far away. They can be used to great effect in many different ways, including being placed on living objects or triggered remotely using a form of ranged weaponry. A great weapon to kill in silent.
Limit: These items may be bought inside any Gadget Shop.
Cost: 3,500 Ryo Each
• 1 Utility Pouch – 2 Slots – (Scroll)
Back:
• 1 Back Slot – (Scroll)
Compass Baseplate (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: Picture The Baseplate Compass is one of the most common and affordable types of compass. The liquid-filled compass mounts on a rectangular base made of clear plastic. The Baseplate Compass often includes a magnifying lens for map reading, luminous components for low-light conditions and different scales for worldwide use. The Baseplate Compass is good for plotting purposes, but the lack of advanced sighting features makes it difficult to sight on a distant object. The Baseplate Compass is 2 inches by 2 inches and 0.50 inches thick. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
• 1 Back Slot – (Scroll)
o Tracking Device
Rank: "S"
Type: Secondary, 4 per Slot, Gadget, Surveillance, Monitor
Effect: A devise that allows a user to track movement using other devices called "Tracers".
Special: ---
Drawback: ---
Description: A device that shows where a tracer is located within the range of 500 miles (Normally capable to read out information within a Board. See Map for more sizes). This device is 4 inches by 1 inch by 2 inches. It has a small LCD screen along with a set of buttons to display locations of tracers. The tracer's location only emits the general area it may be in and does not give any specifics, such as blueprints of housing. The Tracking Device comes in all shapes and colors depending on the user's choice when purchasing. Tracers must first be configured with the Tracking Device. The Tracking Device also has a zooming capability to make tracking easier for the user.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo per Slot, or 3,000 Ryo Each
• 1 Back Slot – (Scroll)
o 8x Tracer
o Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A device that emits a tracking beacon
Special: ---
Drawback: ---
Description: The covert device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. This device also contains a cohesive side to easily stick on other surfaces. The use of tracers is to track anyone that the tracer is placed upon. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Tracer and a Tracking Device is 500 miles (Normally capable to send out a reading within a Board. See Map for more sizes.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, 500 Ryo Each
Top:
• 1 Small Pouch – ½ Slot – (Smaller Item)
o Covert Listening Device
Rank: "S"
Type: Secondary, 64 per Slot, Gadget, Surveillance, Transmitter
Effect: A covert listening device used to be placed that cannot be seen.
Special: ---
Drawback: ---
Description: The covert listening device are tiny black clips that can catch on cloth, fasten to objects, and be hidden virtually anywhere. A covert listening device, more commonly known as a bug or a wire, is usually a combination of a miniature radio transmitter with a microphone. The use of bugs, called bugging, is a common technique in surveillance, espionage and in investigations. A bug does not have to be a device specifically designed for the purpose of eavesdropping. For instance, with the right equipment, it is possible to remotely activate the microphone of a radio, even when a call is not being made, to listen to conversations in the vicinity of the phone. Each is the 1 inch in diameter and 1/2 an inch wide. The range between a Covert Listening Device and Transmitter device is 1,000 meters (Communications for a single thread, sometimes outside another thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 32,000 Ryo per Slot, or 500 Ryo Each
• 1 Small Pouch – ½ Slot – (Smaller Item)
o Torsion Wrench
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: An "L" shape tool used to hold picked pins and turn the plug.
Special: ---
Drawback: ---
Description: Picture The Torsion wrench, also known as the tension wrench, is used to apply torque to the plug of a lock in order to hold any picked pins in place. Once all pins are picked, the torsion wrench is then used to turn the plug and open the lock. It is typically shaped like a letter "L", although the vertical part of the letter is elongated in comparison to the horizontal part. Some torsion wrenches, called feather touch wrenches, are coiled into a spring at the bend in the "L", which helps the user apply constant torque. Some users, however, maintain that such wrenches reduce torque control and the feedback available to the user. Some resemble tweezers, and allow the user to apply torque to both the top and the bottom of the lock. These would commonly be used with double sided wafer locks. It is not possible to pick a pin/tumbler or wafer lock without a torsion tool. With this and a Pick the user inquires no negatives when performing a Lock Pick.
Limit: These items may be bought inside any Gadget Shop.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Half-Diamond Pick
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used for picking individual pins.
Special: ---
Drawback: ---
Description: Picture This versatile pick is included in nearly all kits and is mainly used for picking individual pins, but can also be used for raking and for wafer or disk locks. The half-diamond is usually 2.5 to 12 mm long. Each of the ends of the triangular half-diamond of this pick can be either steep or shallow in angle, depending on the need for picking without affecting neighboring pins, or raking as appropriate. A normal set would comprise 3 half-diamond picks and a double. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Hook Pick
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used for picking individual pins.
Special: ---
Drawback: ---
Description: Picture The hook pick is similar to the half-diamond pick, but has a hook shaped tip rather than a half-diamond shape. The hook pick is sometimes referred to as a feeler or finger and is not used for raking. This is the most basic lock pick tool and is all that a professional will usually need if the lock is to be picked in the traditional sense rather than opened by raking. A variety of different sized and shaped hooks will be available in a normal set. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Ball Pick
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used for picking individual pins.
Special: ---
Drawback: ---
Description: Picture The ball pick is similar to the half-diamond pick, except the end of the pick has a half or full circle shape. This pick is commonly used to open wafer locks. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
o Rake Picks
Rank: "S"
Type: Secondary, 400 per Slot, Mechanical, Lock Pick
Effect: A pick used to rake the pins by rapidly sliding the pick past all pins repeatedly in order for the pins to reach the sheer line.
Special: ---
Drawback: ---
Description: Picture These picks, such as the common snake rake, are designed to rake pins by rapidly sliding the pick past all the pins, repeatedly, in order to bounce the pins until they reach the shear line. This method requires much less skill than picking pins individually, and generally works well on cheaper locks. When the pins are excited they bounce all around the sheer line and with the skillful application of a tension tool this is the easiest way to pick a lock. This is also how beginners start. Advanced rakes are available which are shaped to mimic various different pin height key positions and are considerably easier to use than traditional rakes. Such rakes are typically machined from a template of common key configurations, since not all permutations of pin heights are adjacent pins are possible given the process by which keys are manufactured. With this and a Torsion Wrench the user inquires no negatives when performing a Lock Pick.
Cost: 40,000 Ryo per Slot, 100 Ryo Each
Miscellaneous Items: Books
Medical Books
Book: Textbook: First Aid: Cauterizing Wounds
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user study and understand how to stop wounds by cauterizing them.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book goes through the process and protocols when performing a cauterizing procedure. It gives examples of using a hot poker, or other hot metal objects. It also lists the ramifications of healing in the manner such as infection. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Cauterizing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Autopsy Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to understand and how to perform Autopsies.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A book that helps the user learn multiple procedures pertaining to the use of Autopsy. The book goes through the various ways of finding a cause of death, how to examine and record an injury, how to identify foreign substances, and time of Death. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Autopsy, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Character Depth
Personality:
Salorus’ personality almost exemplifies his clan. Even from a young age, he’s been a wanderer at heart. His clan’s religious life-style, worshiping the wind god and being slightly prideful to be chosen by him to be his children, has been ingrained in his life. Settling down was never really a part of his plan or ideology. He would sooner sell everything he had and buy something to survive in the desert with and wander for years than to settle down and make a life for himself. His personality can be best condensed into 3 main parts. He’s free-spirited, relaxed, and curious. Those 3 parts of his personality come together to create his fears, his desires, his loves and hates and even his morality, though at his age his moral compass isn’t perfectly developed just yet.
The main part of his personality, the one part that controls his entire mindset, is his desire to be free. He desires nothing more than to wander and see everything, but at his own pace. From a young age, the wind has resided in this child and has shown him wondrous and terrible things. Things like walls, chains, and bars, both figuratively and literally, only serve to stop the wind and to stop the freedom. By doing so, he feels that things like order and law are not only bad for some people, but are bad for the world as a whole. He understands, after many talks with his tribe, that forcing his ideas onto others is not wise, and that sometimes freedom must be sacrificed, but he has also always felt the call of freedom, and the wind pulling him towards it. As such, things like rules, contracts, and objectives hold less meaning to him than doing what he feels is right and correct. Disregarding a superior’s orders is firmly within the realm of possibilities for him if he feels the orders are wrong.
The second part of his personality is relaxation, though sometimes it really presses the border of, or goes into sloth. This part of his personality controls how he deals with many situations and memories he dislikes. It’s also one of the few reasons he can go against his desire for freedom. Even if he is bound by rules and walls, he always has freedom as long as he can lay back, relax, and just forget about everything. He has gotten quite good at it as well, simply not thinking of things that trouble him. This is his primary coping mechanism if he is forced into a scenario that doesn’t agree with his freedom or his ideals. All he has to do is fade out of reality, relax, and do whatever feels natural. Regardless of what he does, while he is relaxed he won’t think about it until later. The downside to this personality trait is that, eventually, you can’t put off thinking of things. You can’t put off work forever and eventually it all catches up to him. When it does, he really doesn’t have any well-developed coping mechanisms for dealing with the issues. Sometimes he can lean on friends, but he mostly tries to keep it to himself if he’s not asked, because he feels it would chain them down with needless worry, restraining their freedom just to help his.
His last personality archetype plays off the first: He is a very inquisitive child. If he sees something new or interesting, he will attempt to learn something about it or at least observe it. Sometimes this, coupled with freedom, leads to him exploring or getting into places he really shouldn’t. For instance, if he has enough freedom and curiosity, then he will go and take a look in a dangerous ruin just to see what was in it long ago. With the desire for freedom and disregard for rules, this can lead him into some dangerous situations if he isn’t careful, which he usually isn’t. His curiosity usually overpowers any sense of caution he once had, leading him into places he probably shouldn’t get into or asking questions he shouldn’t.
Through these three traits of his personality, it is relatively easy to realize that Salorus isn’t very confrontational, as he would rather avoid a problem and find a way around a fight than through one. While some ninja may just blow a boulder up to get into a temple, Salorus is more likely to, if given the choice, look for another entrance that would be less bothersome. The real problem with this is that he doesn’t work well in teams, as his mindset is contrary to many others. When it comes to dealing with opposing ideals, he quickly turns to relaxation and ignorance to evade a problem. When that happens, he doesn’t focus as heavily on an objective. This tends to lead to confrontation between Salorus and his superiors, which quickly causes the kid to break down into a mess or to run off altogether and just come back alter. Combat itself isn’t too much of an issue, but pressure and force tend to have a profound effect on the kid.
Another major issue that Salorus has is that he very passive aggressive. This means that he will most likely not tell you what his problem with you is to you or anyone else, but he will let the issue boil. Being 10, he has some idea of standing up for what he believes, but he isn’t good when it comes to enforcing it on others, nor would he want to. So he just lets the problem simmer until it boils over and he lashes out at someone for seemingly no reason. This isn’t a terrible issue on its own, but when you are a medic of the group, it makes it a much more delicate issue, as you need all the concentration you can to help someone, and you need a desire to help them.
Religiously, Salorus is very close to what his clan usually desires. He’s a wide eyed kid, blessed by the wind gods with the desire to float on the breeze as quickly as he can and to be sent all over the place. He doesn’t hold grudges and doesn’t have any prejudice’s, though he does get especially excited when meeting other Scirocco, going so far as to celebrate. This is because he rarely seeks anyone, but mostly runs into people by chance, just following the wind. So whenever he meets new people, he tends to believe it is the wind god’s blessing, and that the meeting is a good thing.
Appearance:
Salorus looks ordinary for a Scirocco, but for others that’s a very abnormal thing. His body is held together by a force he doesn’t understand, but that keeps the wind that makes up his body in a solid state. His body is almost entirely under his own control in terms of color, modifying the shades of color of his body by increasing or decreasing the pressure of the air at certain points in his “Body.” This makes identifying him a hard task at best, but he does have his usual form and he also has certain traits that stay the same regardless of the alterations he makes to his own form.
Aside from the color, Salorus has a very normal body build, if not a bit thinner than that of the average person. It’s not like he looks starved, but more like he has learned to live with less food than most. This leaves him with little bulk up on his body, so there are very few bulges within his body, such as the upper arm being more stick like than muscular. A distinct feature of Salorus is his body size. He’s a relatively small kid, even for his age, weighing less than normal and being shorter than average. The main and most noticeable part of Salorus is his flesh, if it can be called that. The strongly held together air that makes up his body makes his skin a shade of gray most of the time. Depending on the makeup of his flesh, he can be gray – to light skinned, depending on the amount of particulates within. It is quickly noticeable that his most common form has a gray-ish blue body, similar to the edge of a cloud. This is his standard color and shade. His body is usually filled out relatively well, appearing as a child who is well enough fed, but looks pretty similar to what any desert wanderer would look like.
Like his body, every other part of his anatomy is influenced by his bloodline. His face is the same color as his skin, no tanning difference between any parts of his body. The features of his body are relatively soft, not having any actual cheek bones to speak of. His chin is relatively rounded, though it can be hard to notice since it shares a color and semi-transparent state with the rest of his body sometimes. When his color is more defined, due to a high amount of particulates in his body, his chin is more clearly defined and shows a somewhat rounded face. His nose is straight and relatively average, being short and slightly rounded on the tip. His eyebrows are awkward in that they are visible, but only due to the contrast between his flesh and the color of his eye brows, which are usually a shade or two darker. Other than that, they draw attention by being relatively thin. His hair is a darker shade of gray, similar to his eyebrows in that it is usually a shade or two darker than his flesh. Length wise, his hair is relatively long, never having been cut. His hair reaches his shoulder and is usually bundled up in a pony tail of sorts. The bangs reach about an inch and a half down from the rest, stopping about a quarter of an inch above his eyebrows.
One of the more noticeable features of Salorus is his eyes. The color varies depending on the density of the wind within him, but the color changes based on the types of particulates in the air, making them almost always changing color and spinning, though usually they are a dark shade of gray, with a fuller and less transparent color. The shape of his eyes is relatively sharp, in contrast to the relatively soft face. His eyes are pointed at the edges, but are relatively normal otherwise.
On rare occasions, usually when Salorus is being absent minded, his skin takes on an almost translucent tone. This is usually preceded by the expulsion of particulates from his body, making him seem almost phantasmal in form. When Salorus’ skin becomes clearer, several other changes take place within his body, his face in particular. His features, while still gentle, become much less pronounced as there are less particulates within his body. His hair, instead of being 2 shades darker than his flesh, becomes either the same shade or barely darker. His eyes become a very light shade of gray, being heavily contrasted by his pupils, making it rather disconcerting to stare at them.
Gear wise, Salorus enjoys being relatively unconstrained and wears clothes that are relatively open when he can help it. His vest, which is very constraining to a man made of wind, is only worn for missions. Otherwise, he wears a robe that is relatively open, covering his lower body, while leaving his upper body in the sunlight, preventing him from getting overly hot due to a tight outfit. His pants are slightly baggy, enough to allow a breeze to make them billow in the wind softly. He also refuses to wear shoes unless he has a reason. A major part of his outfit is his rather large umbrella which is carried at all times. This outfit isn’t very quiet and makes a good bit of noise as wind breezes past the pants or when his feet kick rocks or sink into sand. During a mission, Salorus, begrudgingly, has noticed the need for your body to be covered and more controlled. He wears tighter pants that don’t make as much noise in the wind and he wears a shirt and his tactical vest on his chest, covering his core. In this outfit, his arms, his legs, and his feet are covered.
Background:
The Scirocco clan has always been a clan of wanderers, ever since they took the destruction of their own home as a sign that they were to leave the area. After that, they became nomads of the desert, wandering for years upon years. To them, this wasn’t as bad as it was to most, as they were able to more freely follow the wind god’s plans, passing all over the desert of Kaze nu Kuni. This lead to a few problems, and eventually the clan had to adapt away it need to eat and drink, as those were in a majorly short supply in the desert. This eventually led to the Scirocco bloodline, a family of desert nomads who had become more wind than man. Through this great adaptation, many people died and their bodies broke up, scattering to the winds. From where they began, they would always return. That was the philosophy of one particular family of the Scircoco. They were of the descendants of the surviving members, blessed by the wind god to be a vessel of pure wind; though in actuality it was a form of evolution that lead to this point.
Salorus’ family wasn’t very large, as none really were with the groups of Scirocco that traveled the desert. The stationary groups were living in Sunagakure and in the desert temple to the wind god. Other than those groups, the Scirocco was wandering nomads with a home everywhere in the desert, especially due to having no need to eat or drink. Salorus’ family was like any other: Nomadic, peaceful, and religious. The only major difference was that they took care of a young boy who was born in a coma. To them, it wasn’t too difficult a job to keep a boy in a coma in a coma and alive. Sadly, the boy’s family had another child and couldn’t afford to look after one that couldn’t do anything on his own. Until the boy was four, he receives care from the family of Salorus, though they never asked the family of his name. Most people pick their own names when they hear the cry of the wind, but until then a generic name is used to refer to them, in order to differentiate. When a child is in a coma, unable to follow any commands, he doesn’t really need a name. About the time the comatose boy hit 6 years old, another child entered the house of Birin (Salorus’ family name). This child, unlike the other, was very energetic, crawling as soon as it was feasible and running not long after that.
The relationship between the two Birin children, the one being taken care of and the one born to the family was rather awkward. By the time he was 5, Salorus was learning a little about jutsu, and showed quite an interest in medical jutsu. It would take him some years to actually acquire the techniques, but it seemed like something that interested him. The downside, however, was that Salorus wasn’t a very focused child. As quickly as he picked up wanting to learn it, he forgot about it and went exploring the deserts. It didn’t take long for him to start hiding and running all over the wind god’s domain. He went to many places very quickly, but at the end of the day, he came home and told the child in a coma all about his adventures, though some sounded a bit far-fetched. Salorus’ parents were pretty sure he didn’t free an army of 10,000 water elementals to let an entire village drink for a decade. But they were children’s tales, and they continued to be for almost 2 years.
By the age of 6, Salorus’ desire to wander hit entirely new levels. He was at the point where he could run, and coupled with a desire to explore, the need to never eat , the adaptation from the heat, and the limitless imagination of a kid who thinks that, over the next sand dune is a castle, instead of more sand, he explored lots of places as close to the village as he could before he came back to talk to his friend. A few times, he came into contact with other people, and each time it ended in an awkward mix of good and bad. Usually, he came back with a few cuts and bruises, but he also came back smiling.
After he hit 7, Salorus started exploring things he wasn’t supposed to, going into old ruins, grave sites, and dark caves. Throughout his adventures, he found one ruin in particular that fascinated him. There wasn’t anything special about it. It was hard to get into, like many ruins, and was buried under the sand. There wasn’t really a reason for him to like the ruins so much, it looked like a normal city, just buried under sand. There were many places the sand didn’t let him go, but by following a faint breeze, he managed to find little tunnels and such that led throughout the ruins. There was an old waterway that was covered in stones and had become nothing more than a trickle. Something about the ruins attracted him though and he wound up staying there for a few days. He was able to survive off the bare minimum anyway, and a small amount of water was flowing through the ruins anyway.
When he came home, something was a bit different about Salorus. He was just as energetic as before, but now had a different sense of necessity. He still liked exploring, but would rather just float with the wind than run around like a mad child. After being thoroughly chewed out by his family, his clan, and his friends for leaving and not coming back without a word, they felt that his change in personality meant that he should become an official member of the Scirocco. As complicated as it sounded, it was a relatively easy test. The user must successfully use the jutsu to turn their body from a solid air mass into a more fluid one. The technique was called Forma di Vento or Wind Form. In itself, the jutsu was relatively basic, but it was necessary to call yourself a true Scirocco. Something was odd though. When he started performing the seal, a little whisper started up in his ear. Nothing major, maybe another Scirocco that was used to the jutsu was trying to help him out. When he used the jutsu, he modified his chakra flow ever so slightly, and the orb that made up his core got smaller than average as he expanded. Not really noticeable to Salorus, but to those that knew the technique, they knew what he had done. He prepared the jutsu in such a way that he went one step higher, creating his own style of using the technique to make it appear and function slightly higher. When he reformed, ending the jutsu, his form was slightly different than average, reforming almost clear, before he opened his eyes and the particulates came back into his body. The change was so quick it was hardly noticeable, but his family, used to seeing his form, noticed how different it was.
Relatively soon after he started learning chakra, he quickly tried to learn the Healing Hands technique and, though he was more focused. He was still relatively terrible at it. When he tried it, he failed more times than he could count, but eventually got the hang of the jutsu and started to use it almost daily. The main issue was, however, that it was impossible to tell the effectiveness of this technique as the one he used it on was either people with light wounds or was the unconscious “brother” who didn’t respond to it well. Regardless, he kept trying.
One of the days when he was wandering the outskirts of the encampment of the clan, Salorus started to talk to himself. Nothing unusual for him, but then something else happened. He felt a light pressure wash over him and felt another hand on his, almost a part of his. He heard a small sigh, but saw no one else in sight. Though he didn’t see anyone, hearing something that wasn’t there wasn’t an insane occurrence in this clan. Many people, Salorus included, actually took it as a blessing, albeit one that is better to hide. He felt as if the spirit of the wind god had blessed him by letting him hear its voice. His healing technique had become empowered rather suddenly, getting stronger than it was before, healing larger wounds with ease, though this wasn’t easily noticed as he still only aimed to heal minor wounds. But occasionally, he would notice the healing was slightly more powerful as it left him. It was around this point that Salorus, 9 when he noticed the changes got excited. He went to quickly heal the boy that never got to smile, but was told it was better not to. It took an entire year for him to find enough time to get to his friend and try to heal him again. He used his healing hands technique and his friends eyes shot open as he turned into air. He quickly blew out the window and, from there, who knows. No one noticed the boy vanish as the only time that Salorus could attempt to heal him was when people wouldn’t watch. However, Salorus was torn between being sad he lost his friend, one that he told all of his stories too and watched over, and being happy that the wind god had seen fit to send him on a path of freedom. So Salorus simply sat in the room, alone. It was a few hours before his parents found him.
After he was found, Salorus was heavily yelled at. The parents and clan, though believing in the wind gods wisdom and thoughts of freedom, were not so optimistic, some thinking his eyes flew open because they turned to air faster, and that a poor unconscious child was floating through the desert. Others had an even more maudlin thought, thinking that the boy had died, possibly having his core damaged by too rough of healing. All these together wound up driving Salorus into a point where he retreated from his clan, going with the wind. He didn’t know how to deal with this much stress and animosity, especially since almost no one knew anything about the child, but yet everyone was reacting so strongly.
Salorus then went from wandering with his clan to the clan that stayed in the hidden sand village. Going there, he hoped to get a fresh start and quickly leave his past behind him. He entered the academy and graduated relatively quickly, already knowing the basics of chakra. At 12, he became a genin.