Shiiro Tsewara
May 30, 2015 19:41:27 GMT -7
Post by Shiiro on May 30, 2015 19:41:27 GMT -7
Basic Information
Name: Shiiro Tsewara
Bloodlimit:None
Height: 5’ 6’’
Weight: 148
Age: 19
Gender: Male
Alignment: True Neutral
Birth Country: Waterfall
Village:Waterfall(Incentive)
Special:
Genjutsu Specialist:
-Shadow
-Figment
-Pattern(Planned)
-Phantasm(Planned)
-Enchantment(Planned)
-Compulsion(Planned)
Medical Specialist:
-Medical Ninjutsu(Planned)
-Alchemist(Planned)
-Dian Xue Shu(Planned)
-Sensory(Planned)
-Unplanned
-Unplanned
Taijutsu Non-Specialist:
-Busōsen(Arms Flash, Planned)
-Unplanned
-Unplanned
-Unplanned
Clan Non-Specialist:
-Art of the Bard(Planned)
-Venator(Libertine, Planned)
-Unplanned
-Unplanned
Miscellaneous:
-All unplanned
Traits:
Unscathed
(All Chakra Via Chakra Resistance)
Rank: "C"
Skill: Chakra Trait
Effect: The user is amazingly resistant to energy attacks because of their upbringing or Chakra experimentation.
Special: ---
Drawback: ---
Description: Each type of energy resistance the user has (if any) increases by 20 Armour Points. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Master Illusionist
Rank: "C"
Skill: Regional Trait
Effect: User is very familiar with illusions.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to their own GenJutsu against others and a +1 trait bonus to their saves in order to disbelieve GenJutsu. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social 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 Lock picking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the character's natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Equipment
Primary Weapon:
Longsword(Katana, 4000)
Shortsword(Wakizashi, 2000)
Secondary Items:
55 Senbon(5500)
30 Shuriken:Bo(3000)
2 Kunai(1000)
20 Tag:Exploding(3000)
20 Tag:Incendiary(3000)
20 Tag:Elemental:Lightning(4000)
20 Tag: Elemental: Ice(4000)
Non-Weapon Items
Flute, Side-Blown, Small(Dizi, 2500)
Utility Belt Type 2(Free)
Textbook: Botany Studies: Earth Region(4500)
Book: Textbook: First Aid: Cauterizing Wounds
Book: Textbook: First Aid: Healing for the Curious
Book: Textbook: First Aid: Autopsy Studies
1x Electronic Compass(1500)
1x Binocular(3000)
1 Wireless Radio(1000)
2 Covert Listening Device(1000)
Character Depth
Personality:
Skills
Cooking/Baking: 76/125 SP
Rank: "E"
Skill: Skill
Effect: Cooking and Baking allows the user to create superb dishes.
Special: ---
Drawback: ---
Description: With a successful Cooking/Baking check, a cook can make nutritious meals out of just about any edible substance and can create hot meals even in the wilderness. Failure means that the food is disgusting and inedible. Cooking a meal generally takes no more than an hour, although the preparation of ingredients and dishes may take several. When choosing this skill the user must choose either Cooking or Baking. Baking is the ability to cook by dry heat without direct exposure to a flame, typically in an oven or on a hot surface. 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.
Haggle
: 69/125 SP
Rank: "D"
Skill: Skill
Effect: Characters with the haggle skill know how to get the best deals.
Special: ---
Drawback: ---
Description: Characters are well versed in the subtle art of obtaining the best quality items for the least amount of money, and how to sell what they have at the biggest profits. There are two ways to handle haggling in Naruto Forum Role-play. There is a fast way and a slower way. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Appraisal user gains a Synergy Bonus +10 to Haggle pertaining to the type of Appraisal. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
First Aid: Healing
5/5 TP, 47/125 SP
Rank: "E" (5 Training Points at all Times)
Skill: Skill
Effect: This skill allows a character to properly tend to the sick and injured.
Special: ---
Drawback: ---
Description: While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required.
Novice: Diagnose; Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious.
Average: Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check to resuscitate a dying character.
Advanced: Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound
Expert: Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound
Master: Critical care needs 2 min. per wound
Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to First Aid: Healing. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Tracking:
Primary Allowance: 13,000/13,000
Longswordx1: 4,000
Shortswordx1:2,000
Flute: 2,500
Botany Studies Book: 4,500
Secondary Allowance: 30,000/30,000
55x Senbon:5,500
Kunai x2: 1,000
30 Shuriken:Bo(3000)
20 Tag:Exploding(3000)
20 Tag:Incendiary(3000)
20 Tag:Elemental:Lightning(4000)
20 Tag: Elemental: Ice(4000)
1 Binocular(3000)
1 Electronic Compass(1500)
1 Wireless Radio(1000)
2 Covert Listening Device(1000)
Inventory space: 9/15
55 Senbon=1
2 Kunai=1
30 Shuriken=2
80 tags=1
1 Electronic Compass=1
1 Binocular=1
Wireless Radio=1
2 Covert Listening Device=1
Freebies: 6/6
Sound of Mind Trait:1
Master Illusionist:1
Able Learner: 2
Chakra Resistance:2
Techniques: 5/5
Shadow Perception: 1
Figment Perception: 1
Jutsu Focus: Illusion x3:3
Missions: 5x D rank(Incentive)
Starting Ryo: 15,000(Incentive)
Name: Shiiro Tsewara
Bloodlimit:None
Height: 5’ 6’’
Weight: 148
Age: 19
Gender: Male
Alignment: True Neutral
Birth Country: Waterfall
Village:Waterfall(Incentive)
Special:
Genjutsu Specialist:
-Shadow
-Figment
-Pattern(Planned)
-Phantasm(Planned)
-Enchantment(Planned)
-Compulsion(Planned)
Medical Specialist:
-Medical Ninjutsu(Planned)
-Alchemist(Planned)
-Dian Xue Shu(Planned)
-Sensory(Planned)
-Unplanned
-Unplanned
Taijutsu Non-Specialist:
-Busōsen(Arms Flash, Planned)
-Unplanned
-Unplanned
-Unplanned
Clan Non-Specialist:
-Art of the Bard(Planned)
-Venator(Libertine, Planned)
-Unplanned
-Unplanned
Miscellaneous:
-All unplanned
Traits:
Unscathed
(All Chakra Via Chakra Resistance)
Rank: "C"
Skill: Chakra Trait
Effect: The user is amazingly resistant to energy attacks because of their upbringing or Chakra experimentation.
Special: ---
Drawback: ---
Description: Each type of energy resistance the user has (if any) increases by 20 Armour Points. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Master Illusionist
Rank: "C"
Skill: Regional Trait
Effect: User is very familiar with illusions.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to their own GenJutsu against others and a +1 trait bonus to their saves in order to disbelieve GenJutsu. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social 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 Lock picking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the character's natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Equipment
Primary Weapon:
Longsword(Katana, 4000)
Shortsword(Wakizashi, 2000)
Secondary Items:
55 Senbon(5500)
30 Shuriken:Bo(3000)
2 Kunai(1000)
20 Tag:Exploding(3000)
20 Tag:Incendiary(3000)
20 Tag:Elemental:Lightning(4000)
20 Tag: Elemental: Ice(4000)
Non-Weapon Items
Flute, Side-Blown, Small(Dizi, 2500)
Utility Belt Type 2(Free)
Textbook: Botany Studies: Earth Region(4500)
Book: Textbook: First Aid: Cauterizing Wounds
Book: Textbook: First Aid: Healing for the Curious
Book: Textbook: First Aid: Autopsy Studies
1x Electronic Compass(1500)
1x Binocular(3000)
1 Wireless Radio(1000)
2 Covert Listening Device(1000)
Personality:
Shiiro is, first and foremost, soft spoken and polite. He believes that displaying negative emotion is a sign of lack of control over oneself, which he finds shameful. Mud splashed on expensive clothing, rudeness, attacks from someone with intent to kill, all are met with the same half-smile, seeming more patronizing the more grievous the offense like an adult chuckling at the foolish antics of a child. The only sign of strain he typically exhibits is when his half smile turns to a full one, with subtle differences depending on the strong negative emotional experienced. However, as he is quite free with smiling, the differences tend to go unnoticed and he is considered by most of those who consider him at all to be above showing anger and fear.
His day to day concerns center mainly around his hobbies, which come and go at a whim, but for their time are high priorities for him. From painting to gardening to brewing and even being a ninja, the time periods and amounts of energy he devotes to any one thing vary wildly, though some remain for years on end, simmering and burning over time as his boredom dictates. Pretty much the only constant interests are his jobs as a shinobi and as owner of his restaurant, though as with everything else the exact level of his interest varies.
In interpersonal interaction, if you catch him out and about, he usually has seemingly endless patience, being willing to listen to the problems of others for lengthy periods of time, and offer what advice can, though he will be the first to admit he's no wiseman of any kind. He views this as a form of living vicariously through others, as his studies, hobbies and duties leave him with little in the way of petty drama on his own. On the occasion that he doesn't have time, he will politely apologize and quickly go on his way, though he can almost always be snared by a topic that fits among his interests. He's seen as somewhat of a harmless eccentric due to the hurried pace he always has going from place to place and the wide variety of ever-changing hobbies he seems to maintain.
While fulfilling his limited ninja duties, which mainly consist of a handful of D-ranked missions, he is respectful and efficient, displaying none of the distaste many genin have for grunt work, and indeed even showing a bit of zeal, pushing himself to complete his tasks quickly and without error. This is largely due to the infrequency with which he does them, likely, as he doesn't necessarily need the income so the tasks are done by choice, but his services are readily accepted nearly anywhere for low-level tasks.
Appearance:His day to day concerns center mainly around his hobbies, which come and go at a whim, but for their time are high priorities for him. From painting to gardening to brewing and even being a ninja, the time periods and amounts of energy he devotes to any one thing vary wildly, though some remain for years on end, simmering and burning over time as his boredom dictates. Pretty much the only constant interests are his jobs as a shinobi and as owner of his restaurant, though as with everything else the exact level of his interest varies.
In interpersonal interaction, if you catch him out and about, he usually has seemingly endless patience, being willing to listen to the problems of others for lengthy periods of time, and offer what advice can, though he will be the first to admit he's no wiseman of any kind. He views this as a form of living vicariously through others, as his studies, hobbies and duties leave him with little in the way of petty drama on his own. On the occasion that he doesn't have time, he will politely apologize and quickly go on his way, though he can almost always be snared by a topic that fits among his interests. He's seen as somewhat of a harmless eccentric due to the hurried pace he always has going from place to place and the wide variety of ever-changing hobbies he seems to maintain.
While fulfilling his limited ninja duties, which mainly consist of a handful of D-ranked missions, he is respectful and efficient, displaying none of the distaste many genin have for grunt work, and indeed even showing a bit of zeal, pushing himself to complete his tasks quickly and without error. This is largely due to the infrequency with which he does them, likely, as he doesn't necessarily need the income so the tasks are done by choice, but his services are readily accepted nearly anywhere for low-level tasks.
On the shorter end of things and slight of build, Shiiro doesn't cut a particularly imposing figure. Somewhat pale skin is made to seem even more so by the presence of long, untamed black hair that spills down past his shoulders, framing kind violet eyes and a perpetual smirk that seems to indicate rumination on a good joke. He could be considered handsome by some, with a near-flawless, fair complexion and a winning smile when he wants one. He's never grown much in the way of facial hair, and thus has no need to maintain his smooth look.
Often barefoot and wearing an ornately patterned kimono that seems a bit too big, swallowing all but the fingertips of his hands, Shiiro looks every bit the part of a civilian who's never worked a hard day in his life. Which is, naturally, just how he likes it. Almost constantly a book is either in one hand or tied to his sash, an easy way to tell what his latest interest is in, as it never seems to be the same from day to day. Most unusual, however, is his scent. Any time he's not on a combat mission, he seems to exude the faint, but noticeable, scent of vanilla. Inquiries into this are met simply with a deepening of his smirk and a raised eyebrow, but ultimately remain unanswered.
While on the job or training, however, everything seems almost reversed. Chaotic hair is carefully restrained into a ponytail and bangs kept out of the eyes, which lack the same gentle quality. His smirk, however, remains. Even on the job, he dresses in a kimono, though with a much better fit and little to none of the ornamentation of his civilian attire, with the standard ninja sandals. The only particular iconic item he wears is an unusual head protector, black in color all around, with the Takigakure symbol visible only when the light catches it directly. At his waist is a garden variety utility belt from which kunai hang, and a handful of buttons with subtle differences dot the surface, markings for the easy selection and removal of a variety of tags elemental and otherwise.
Background:Often barefoot and wearing an ornately patterned kimono that seems a bit too big, swallowing all but the fingertips of his hands, Shiiro looks every bit the part of a civilian who's never worked a hard day in his life. Which is, naturally, just how he likes it. Almost constantly a book is either in one hand or tied to his sash, an easy way to tell what his latest interest is in, as it never seems to be the same from day to day. Most unusual, however, is his scent. Any time he's not on a combat mission, he seems to exude the faint, but noticeable, scent of vanilla. Inquiries into this are met simply with a deepening of his smirk and a raised eyebrow, but ultimately remain unanswered.
While on the job or training, however, everything seems almost reversed. Chaotic hair is carefully restrained into a ponytail and bangs kept out of the eyes, which lack the same gentle quality. His smirk, however, remains. Even on the job, he dresses in a kimono, though with a much better fit and little to none of the ornamentation of his civilian attire, with the standard ninja sandals. The only particular iconic item he wears is an unusual head protector, black in color all around, with the Takigakure symbol visible only when the light catches it directly. At his waist is a garden variety utility belt from which kunai hang, and a handful of buttons with subtle differences dot the surface, markings for the easy selection and removal of a variety of tags elemental and otherwise.
Born to a moderately well-off family, Shiiro live the early years of his childhood in peace, free from the cares and struggles of the world. His parents always had a difficult time saying no to him, and he happily played and enjoyed some of the finer things in life. Their plan was to shield him from the dangers of the world and give him a job managing whichever of their family businesses he took to the most. However, these plans hit a snag when a pair of young children, just slightly older than Shiiro at the time, scaled the walls of his parents' home while sparring, ignorant of their location. Shuriken flew, kunai clashed, blows were exchanged, and Shiiro stood watching, mystified. The match ended when one of the youth, a young girl, made some bizarre hand motions, her opponent suddenly stopping in his tracks as if paralyzed by some unseen force. Sauntering up to her defeated teammate she lightly tapped a kunai against his chest, declaring her victory, and in a blur they vanished.
Overwhelmed with interest, Shiiro dashed off to his parents, babbling wildly about what he had just seen, and several minutes passed before he calmed down enough to excitedly explain what had happened. As he finished his story, he noticed his parents' faces had turned white, and he felt ashamed, as if he had done something wrong, though he didn't know what. His interest was dismissed and his parents told him that what he'd seen was for "little boys and girls whose parents couldn't take care of them as well as they could". Realizing his parents weren't going to be any help this time, he decided to bide his time and use that ancient technique known to all youths when denied something by his parents: Ask Grandpa. Soon enough, his grandfather Hiromasa made one of his usual visits, with little Shiiro waiting patiently through the standard ceremony and small talk until his elder was preparing to retire for bed and his parents were elsewhere. With his grandfather alone, he struck, retelling his story, that feeling of wonder returning as his eyes became wide as saucers remembering the almost magical feats he had witnessed.
Much to the young boy's shock, his grandfather revealed that he knew exactly what had been witnessed, and was in fact able to share the knowledge of how to perform such feats, having been a teacher at the Ninja Academy decades prior. Thus began a period of sneaky training under the guise of grandfatherly excursions. Shiiro slowly learned all the skills taught to academy students, devouring the forbidden knowledge like a starving man. Several years of sporadic training later,through the influence of his grandfather, he managed to test for and achieve the rank of genin as a young teen. all without his parent's knowledge. The true joy, however, came from what studies he could get of genjutsu, after he realized that that had likely been the deciding specialty in the spar he had witnessed. His time with his grandfather became an ever-changing game of illusions, as his grandfather had been a genjutsu specialist in his own time as well. After an incident in which Shiiro's parents nearly caught him walking on the ceiling with his chakra, however, Hiromasa refused to teach his grandson any actual techniques, fearing the temptation would be too great to ignore and he would get caught, ending their enjoyable secret.
All great things, however, come to an end, however, and one day his parents, having grown suspicious, hired a shinobi to follow the pair as they went on one of their adventures. Upon their cheerful return, they were met with the icy wrath of Shiiro's parents, mainly directed at the elder of the two. Ultimately, however, they realized the cat was out of the bag, and offered immediate ownership of one of the family restaurants, something Shiiro had expressed interest in, if he waited a few years before entering active shinobi life, which he readily accepted. Additionally, his activities as a ninja would have to be self-sufficient, both as a way of teaching the largely oblivious Shiiro the value of money and as a last-ditch effort to discourage him from the dangerous profession. Having gained a baseline of the skills he had been so interested in and thus having his curiosity sated for a time, he altered his focus to the restaurant. Officially, he was the owner, but it was generally run by his grandfather, who continued sharing his knowledge, just in a new field. Several years later, the time has come when his parents believe him old enough to do as he pleases, and he has begun taking on some of the lesser duties of a ninja, his interest in his business waning for the moment, though Hiromasa understands and has largely taken over what responsibilities Shiiro had assumed.
Miscellaneous:Overwhelmed with interest, Shiiro dashed off to his parents, babbling wildly about what he had just seen, and several minutes passed before he calmed down enough to excitedly explain what had happened. As he finished his story, he noticed his parents' faces had turned white, and he felt ashamed, as if he had done something wrong, though he didn't know what. His interest was dismissed and his parents told him that what he'd seen was for "little boys and girls whose parents couldn't take care of them as well as they could". Realizing his parents weren't going to be any help this time, he decided to bide his time and use that ancient technique known to all youths when denied something by his parents: Ask Grandpa. Soon enough, his grandfather Hiromasa made one of his usual visits, with little Shiiro waiting patiently through the standard ceremony and small talk until his elder was preparing to retire for bed and his parents were elsewhere. With his grandfather alone, he struck, retelling his story, that feeling of wonder returning as his eyes became wide as saucers remembering the almost magical feats he had witnessed.
Much to the young boy's shock, his grandfather revealed that he knew exactly what had been witnessed, and was in fact able to share the knowledge of how to perform such feats, having been a teacher at the Ninja Academy decades prior. Thus began a period of sneaky training under the guise of grandfatherly excursions. Shiiro slowly learned all the skills taught to academy students, devouring the forbidden knowledge like a starving man. Several years of sporadic training later,through the influence of his grandfather, he managed to test for and achieve the rank of genin as a young teen. all without his parent's knowledge. The true joy, however, came from what studies he could get of genjutsu, after he realized that that had likely been the deciding specialty in the spar he had witnessed. His time with his grandfather became an ever-changing game of illusions, as his grandfather had been a genjutsu specialist in his own time as well. After an incident in which Shiiro's parents nearly caught him walking on the ceiling with his chakra, however, Hiromasa refused to teach his grandson any actual techniques, fearing the temptation would be too great to ignore and he would get caught, ending their enjoyable secret.
All great things, however, come to an end, however, and one day his parents, having grown suspicious, hired a shinobi to follow the pair as they went on one of their adventures. Upon their cheerful return, they were met with the icy wrath of Shiiro's parents, mainly directed at the elder of the two. Ultimately, however, they realized the cat was out of the bag, and offered immediate ownership of one of the family restaurants, something Shiiro had expressed interest in, if he waited a few years before entering active shinobi life, which he readily accepted. Additionally, his activities as a ninja would have to be self-sufficient, both as a way of teaching the largely oblivious Shiiro the value of money and as a last-ditch effort to discourage him from the dangerous profession. Having gained a baseline of the skills he had been so interested in and thus having his curiosity sated for a time, he altered his focus to the restaurant. Officially, he was the owner, but it was generally run by his grandfather, who continued sharing his knowledge, just in a new field. Several years later, the time has come when his parents believe him old enough to do as he pleases, and he has begun taking on some of the lesser duties of a ninja, his interest in his business waning for the moment, though Hiromasa understands and has largely taken over what responsibilities Shiiro had assumed.
Jutsu Focus,Illusion
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Any Jutsu in a specific grouping has an increased Difficulty in Saves.
Special: ---
Drawback: ---
Description: Choose a grouping (Illusion, Enchantment, Medic, Clan (Specific), Supplementary Clan (Specific), Rituals (Type)). Add +1 to the Difficulty to all Saves against Jutsu from the Grouping the user Selected. User may learn this technique multiple times. Its effects do not stack. Each time the user learns this technique it applies to a new Grouping.
Limit: Must learn from Universal Miscellaneous.
Jutsu Focus, Greater Illusion
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Any Jutsu in a specific grouping has an increased Difficulty in Saves.
Special: ---
Drawback: ---
Description: Choose a grouping (Illusion, Enchantment, Medic, Clan (Specific), Supplementary Clan (Specific), Rituals (Type)). Must be a grouping already chosen from Jutsu Focus. Add +1 to the Difficulty to all Saves against Jutsu from the Grouping the user Selected. This bonus stacks with the bonus from Jutsu Focus. User may learn this technique multiple times. Its effects do not stack. Each time the user learns this technique it applies to a new Grouping.
Limit: Must learn from Universal Miscellaneous. Must know Jutsu Focus (Type).
Jutsu Focus, Mythic Illusion
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User's specialties are particularly effective.
Special: ---
Drawback: ---
Description: Choose a grouping user already has Jutsu Focus in. The bonus to save Difficulties provided by Jutsu Focus and Jutsu Focus, Greater for that grouping increases by 1. User may learn this technique multiple times. Its effects do not stack. Each time the user learns this technique it applies to a new Grouping.
Limit: Must learn from Universal Miscellaneous. Must know Jutsu Focus (Type).
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Any Jutsu in a specific grouping has an increased Difficulty in Saves.
Special: ---
Drawback: ---
Description: Choose a grouping (Illusion, Enchantment, Medic, Clan (Specific), Supplementary Clan (Specific), Rituals (Type)). Add +1 to the Difficulty to all Saves against Jutsu from the Grouping the user Selected. User may learn this technique multiple times. Its effects do not stack. Each time the user learns this technique it applies to a new Grouping.
Limit: Must learn from Universal Miscellaneous.
Jutsu Focus, Greater Illusion
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: Any Jutsu in a specific grouping has an increased Difficulty in Saves.
Special: ---
Drawback: ---
Description: Choose a grouping (Illusion, Enchantment, Medic, Clan (Specific), Supplementary Clan (Specific), Rituals (Type)). Must be a grouping already chosen from Jutsu Focus. Add +1 to the Difficulty to all Saves against Jutsu from the Grouping the user Selected. This bonus stacks with the bonus from Jutsu Focus. User may learn this technique multiple times. Its effects do not stack. Each time the user learns this technique it applies to a new Grouping.
Limit: Must learn from Universal Miscellaneous. Must know Jutsu Focus (Type).
Jutsu Focus, Mythic Illusion
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User's specialties are particularly effective.
Special: ---
Drawback: ---
Description: Choose a grouping user already has Jutsu Focus in. The bonus to save Difficulties provided by Jutsu Focus and Jutsu Focus, Greater for that grouping increases by 1. User may learn this technique multiple times. Its effects do not stack. Each time the user learns this technique it applies to a new Grouping.
Limit: Must learn from Universal Miscellaneous. Must know Jutsu Focus (Type).
Skills
Cooking/Baking: 76/125 SP
Rank: "E"
Skill: Skill
Effect: Cooking and Baking allows the user to create superb dishes.
Special: ---
Drawback: ---
Description: With a successful Cooking/Baking check, a cook can make nutritious meals out of just about any edible substance and can create hot meals even in the wilderness. Failure means that the food is disgusting and inedible. Cooking a meal generally takes no more than an hour, although the preparation of ingredients and dishes may take several. When choosing this skill the user must choose either Cooking or Baking. Baking is the ability to cook by dry heat without direct exposure to a flame, typically in an oven or on a hot surface. 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.
Haggle
: 69/125 SP
Rank: "D"
Skill: Skill
Effect: Characters with the haggle skill know how to get the best deals.
Special: ---
Drawback: ---
Description: Characters are well versed in the subtle art of obtaining the best quality items for the least amount of money, and how to sell what they have at the biggest profits. There are two ways to handle haggling in Naruto Forum Role-play. There is a fast way and a slower way. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Appraisal user gains a Synergy Bonus +10 to Haggle pertaining to the type of Appraisal. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
First Aid: Healing
5/5 TP, 47/125 SP
Rank: "E" (5 Training Points at all Times)
Skill: Skill
Effect: This skill allows a character to properly tend to the sick and injured.
Special: ---
Drawback: ---
Description: While some basic medical knowledge is inherent in this skill (to the extent such can be said to exist), the character’s role is to provide an optimal environment to facilitate the patient’s own recuperative abilities, by monitoring the patient and tending to his needs as required.
Novice: Diagnose; Tend to injured characters such that their wounds heal at a faster rate; critical care requires 10 minutes/wound; can distinguish whether an individual is dead or merely unconscious.
Average: Stabilize a character knocked unconscious from trauma; critical care requires 6 minutes/wound; with a successful Average skill check to resuscitate a dying character.
Advanced: Function as a midwife to deliver children; diagnose injuries; critical care requires 4 minutes/wound
Expert: Properly set broken bones; amputate limbs; critical care requires 3 minutes/wound
Master: Critical care needs 2 min. per wound
Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to First Aid: Healing. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Tracking:
Primary Allowance: 13,000/13,000
Longswordx1: 4,000
Shortswordx1:2,000
Flute: 2,500
Botany Studies Book: 4,500
Secondary Allowance: 30,000/30,000
55x Senbon:5,500
Kunai x2: 1,000
30 Shuriken:Bo(3000)
20 Tag:Exploding(3000)
20 Tag:Incendiary(3000)
20 Tag:Elemental:Lightning(4000)
20 Tag: Elemental: Ice(4000)
1 Binocular(3000)
1 Electronic Compass(1500)
1 Wireless Radio(1000)
2 Covert Listening Device(1000)
Inventory space: 9/15
55 Senbon=1
2 Kunai=1
30 Shuriken=2
80 tags=1
1 Electronic Compass=1
1 Binocular=1
Wireless Radio=1
2 Covert Listening Device=1
Freebies: 6/6
Sound of Mind Trait:1
Master Illusionist:1
Able Learner: 2
Chakra Resistance:2
Techniques: 5/5
Shadow Perception: 1
Figment Perception: 1
Jutsu Focus: Illusion x3:3
Missions: 5x D rank(Incentive)
Starting Ryo: 15,000(Incentive)