Kisara Misuzu {Jujitsu Master}
Oct 7, 2016 22:35:30 GMT -7
Post by Oathkeeper on Oct 7, 2016 22:35:30 GMT -7
Basic Information
Name: Kisara Misuzu “Kisa-Chan”
Bloodlimit: Onigami
Height: 140 Cm
Weight: 52 Kgs
Age: [21][22][23] Years Old (age up due in December)
Gender: Female
Sexuality: Confused...Asexual Currently
Romantic Preference: Bi-Romantic
Alignment: Neutral Good
Birth Country: Mizu no Kuni
Village: Kusagakure
Special: Medical/Clan Specialist
Movement Size Category: Small
Alternative Language: Sign Language
Medic
1. Medical
2. Xue Dain Shu
3. Sensor
4. Soulcaster
5. Restoration Rituals
6. Alchemist
Clans
1. Onigami
2. Reserved
3. Reserved
4. Reserved
5. Reserved
6. Reserved
Genjutsu
1. Reserved
2. Reserved
3. Reserved
4. Reserved
Taijutsu
1. Aikido
2. Tensora
3. Art of Throwing [GM]
4. Gates [GM]
Misc. Slots
1. Artisan Slot [Tailor/Seamstress]
2. Grand Master [Taijutsu]
3. Grand Master [Taijutsu]
4. Reserved
5. Reserved
6. Reserved
7. Reserved
8. Reserved
Traits
1. 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 Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
2. Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
3. Merchant
Rank: "C"
Skill: Heritage Trait
Effect: User is a shrewd buyer and seller of goods.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Sense Motive, and Haggling. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose either having a +10 in Appraisal and Checks in Deciphering Scripts, or +10 in Haggling. User may make an Appraisal check in a full round instead of a full minute. In addition, the user gains a +5 competence bonus on checks with all background skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+10 to Appraisal)(+5 to Sense Motive)(+5 to Haggling)
(+5 to Sense Motive)
(+10 to Haggle Checks)
4. Commoner
Rank: "C"
Skill: Heritage Trait
Effect: User was a farmer, artisan, or laborer.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Craft, Animal Training, Artisan and Performing Arts, Musical Instrument, and Ride Skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+20 to Tailor/Seamstress)
(+5 to Tailor/Seamstress)
(+10 to Tailor/ Seamstress)
5. Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Skill Category 3 Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 racial bonus to Die Rolls pertaining to Skill Category 3 Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
6. Merchant's Child
Rank: "C"
Skill: Regional Trait
Effect: One of the user's close relatives was a gifted merchant and taught them early in life how to see the innate value in any object.
Special: ---
Drawback: ---
Description: User gains a +5 trait bonus on Appraisal checks, and a +1 points per die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
7. Latent Psion
Rank: "C"
Skill: Heritage Trait
Effect: Because of an unknown lineage the user has a stronger resistance against Mind-Affecting effects.
Special: ---
Drawback: ---
Description: The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in such a world, this power remains potent in your mind as well and protects you from assault mental assault. You gain a +2 trait bonus on saves against mind-affecting effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rituals
Primary Weapon:
Sword, Short (Overview) X2
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Sword, Longsword (Overview) X1
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Gauntlet (Overview) X2
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
13,000/13,000
Secondary Items:
Senbon (Overview) X100 Individual
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Kunai (Overview) X10
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Caltrops (Overview) X100
Rank: "C" Rank
Type: Secondary, 16 per Slot, Piercing, Caltrops
Effect: A spiked device thrown on the ground to impede characters.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +1 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A caltrop is a 4-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. The user scatters caltrops on the ground in the hope that the opponent steps on them or at least forced to slow down to avoid them. 1 slot of caltrops cover an area 2 meter squared. Each time a creature moves into an area covered by caltrops or spends a round fighting while standing in an area, they may step on one. If the opponent steps on a caltrop the Caltrop deals 1 Armour Points of Damage, and the opponent's movements is reduced by 1/2 because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is treated with a First Aid: Healing Hard Check, or they are healed from minor wounds. A charging or running creature must immediately stop if it steps on a caltrop.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,600 Ryo per Slot, or 100 Ryo Each
30,000/30,000
Non-Weapon Items
Apparel
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Robe [aikidōka]
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Skirt [Hakama]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose.
Special: ---
Drawback: ---
Description: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose. The hemline of skirts can vary from micro to floor-length and can vary according to cultural conceptions of modesty and aesthetics as well as the wearer's personal taste, which can be influenced by such factors as fashion and social context. Most skirts are self-standing garments, but some skirt-looking panels may be part of another garment such as leggings, shorts, and swimsuits. At its simplest, a skirt can be a draped garment made out of a single piece of material (such as pareos), but most skirts are fitted to the body at the waist or hips and fuller below, with the fullness introduced by means of darts, gores, pleats, or panels. Skirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pouch, Quick Loader X3
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Scroll X2
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Scroll Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Half X9
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
8,000/8,000
Character Depth
Personality
Shy/Reserved: Being shy isn’t uncommon for people who had lived a childhood of misunderstanding and mistreatment. After losing one’s faith in people, it becomes hard to make one’s self not only confident, but it also makes it hard to trust others. She prefers to allow people to come to her, not going out of her way to reach out to people that might cause her more emotional harm. She will in turn shut down very quickly in socially awkward situations, or in crowds that might cause her discomfort. This cannot be said for every case; however in most cases she would be fairly uncomfortable in a crowd or in a romantic setting. Working in the shop and sewing are the only times that she ever feels truly comfortable. All the same, she is generally an all-around reserved person, choosing to avoid social interaction on the norm.
Organized/Excellent memory: Kisara has an excellent memory, which in her opinion is a very handy trait to poses. Her Memory is in fact photographic to a sense, able to capture memories in a way that allows her the ability of almost perfect recall. This is part of what makes her such an asset to a team. She is obviously much more mathematically strong, and calculated than many other warriors who focus on pure fighting ability. She is an intellectual before being a warrior, which in the same sense makes here an excellent tactician and support on any mission, but on her own she isn’t all that great as a fighter, as her body is fairly frail and weak. She is a terrible fighter on her own and would be left near defenseless without someone to protect her. She is very heavily reliant on others for this reason; however she desires to protect others someday, and to overcome her own weakness of physical disability and illness.
Gentle: She is a gentle soul, which makes her a bit of sweetheart in nature. This isn’t always a good thing, seeing as she would prefer to see someone return home safely, even at the cost of a mission. This isn’t the shinobi way, which makes her less effective when she is feels compelled to care. Even at that, her obligation to her miester and his safety is always her top priority, even though sometimes she may appear motherly in nature. She treats those whom she cares for like her children, making her feel a bit old every time she does something like bake them cookies or treat her friends to lunch. All the same being caring and gentle isn’t all bad. It give her enough compassion to make the right decisions in a tough situation, and further gives her understanding of the emotions of others. This Gentle nature might conflict with someone of a stoic nature; so consequently she might not get along with someone who is reluctant to show emotion. This conflict of emotions might cause her to become frustrated, in which case her gentle nature would be less inclined to care.
High Moral Standards: She had very high moral standards, in that she has a strong sense of right and wrong. Her moral code of beliefs consists of the following. Hiyori’s moral philosophy fits in with virtue ethics, believing that the goal of living is to produce the most happiness, to treat others with respect, and to do one’s part to virtuous, meeting their function as a human being. She as a person is against killing that is unneeded. She would prefer to avoid conflict if at all possible; however that isn’t always possible, and in fact it is often that conflict in use in her presence. She also has a weak spot for older people and children. She can’t resist going to help children or assisting the elderly; however on the inverse she will be reluctant to attack a child or someone who is elderly. She has principles, even though no one can understand her!
Forgiving/Compassionate: Kisara has always been a victim to misunderstandings, and furthermore she is no stranger to being blamed for something because she couldn’t speak up, or even couldn’t hear her accuser. She has of course been deaf since she was but a little girl, due to a rare disease that took advantage of her weakened immune system, leaving her weakened and deaf since childhood. She has learned that there are still compassionate people on this earth, even though most of the children who grew up with her mistreated her for being stupid, and unable to understand their language….though the language barrier was of course the obvious issue here. All the same, she chooses to forgive those who have wronged her, because one day they might become people of importance, and she wouldn’t want to be in the way. She is simply an obstacle, deafly getting in peoples’ way.
Desires and Goals
1. To Have people understand her even though she can’t speak well enough to understand
2. To understand other people, even though she can’t hear them
3. To have actual friends
4. To be loved wholeheartedly by that special someone
5. To become a master chef and baker, infamous throughout the world.
6. To have her shop do well in the memory of her Grandmother who raised it up from the ground.
Likes
1. ~Dark chocolate and Sweets~
2. Reading
3. Organization
4. Chess, Shogi and other board games (You should probably avoid Othello…)
5. Warm Hugs
6. People who actually understand Sign Language!
7. Koi Fish!
Dislikes
1. Being a burden
2. Mess/Disorganization
3. Spiders
4. Unneeded Violence
5. Betrayal
6. When People fail to understand what she’s attempting to say and Vise Versa
7. Heights
Appearance:
General Appearance: Kisara is naturally short in stature, coming only to about 140 Cm (or about 4’7” tall). This stunted growth is due to her bloodlimit, being inherited from her late father, who also carried the gene of the Onigami. Kisara is in this respect proportional to her size, appearing more so like a child or young teen ager opposed to the adult that she really was. Her bust size is fairly small, and her physical body is frail in comparison to that of pretty much everyone else who would indeed have a stronger constitution to handle both physical damage, and have more internal strength. This is why her grandmother had chosen to have her resort to Jujitsu over Goutetsu and Muay Thai like many of her other classmates from the academy. Her small body, though frail, is flexible and supple in regards to her joint flexibility from hours and hours of training. Though she is physically unfit for Taijutsu, Her body is not built with tough Red muscle structures, but instead made of pink combinations of the white soft muscles and the red tough muscles to help further her Jujitsu training.
Her light brown hair is short, which is normally tied back in a ponytail, is complementary to her pale skin that just goes to show how sickly she really is. Her light pinkish red eye color sets her apart from the other non-bloodlimit members of the village. Her facial structure, is sharp at the chin, but gradually gets softer in the cheeks. Her nose is small, and pointed short as well giving her a proportional face for the most part. Her body is considered to be Ionian, which means that her legs arms and body are all proportional and can be drawn within a perfect circle. That being said she still has the appearance of a child more so than any adult in her age group. She does her best to appear as naturally dressed as possible, using ideas from nature do design how patterns, and sometimes even in making ointments that are suppose to be cosmetically good...however her balms don't always work out so well. She has a small scar just under her nose that is barely noticeable, as it was self inflicted when first learning how to use a live sword.
Casual Attire: Kisara’s Casual attire is something to behold as it can range depending on both the season, and the occasion. It normally consists of hoodies, Jackets, Sweaters, and long-sleeved shirts as she is inclined to feel cold even in the heat. This is due to her weak immune system and her previous encounter with disease. She in turn also prefers pants over skirts, as they are easier to move in and much warmer. All the same her goal with her appearance isn’t really to look adorable, but to look as womanly and grown up as possible, as she always appears to be a child in stature. This compensation use to bring her trouble; however as it is now she understands that modesty in one’s dress is simply part of life. Even though she isn’t fully capable of wearing some of the cloths that she attempts to purchase from shops around the village, she ends up having to make her own cloths in turn that are more sized for her smaller bust and short body. All the same she has a fairly common appearance.
Battle Attire: Her Battle Attire varies as much as her casual apparel. When on an official mission for the village, she is known to wear one of two outfits. She might choose to wear something much like a BDU or standardized uniform if one ends up being issued by the village, or she might choose to wear something along the lines of a long sleeve black shirt with a dark Green overcoat that is built to hold much of her gear as well as a butt bag to house her weapons and other equipment. She will always wear pants into battle, and chooses a darker color material such as brown or grey to complement the green, as a tailor should always think about color coordination as well as functionality. All in all she chooses to wear a simplistic outfit that will meet her needs in battle as well as give her the appearance of a Shinobi. It should also be noted that she has been known to partake in missions while wearing her training gear as well, so that is also a factor to consider. Under her bottom layer shirt, she also wears a light chain shirt to help protect her against weapon slashes to some degree and some piercing strikes, but all in all it is simply an astatic piece for a weapon user’s functionality.
Training/Martial Arts Attire: Kisara’s martial arts attire looks much like that of what a female student of the art of Jujitsu or Kendo might wear. The uniform, an aikido with a hakim, is often her uniform of choice as it is used by the Jujitsu style, as well as it covers her legs fully so that her knee movements are hidden when placing her feet. This is also part of her kendo uniform; which is indeed derived from her grandmother’s desire to have her become a great warrior as per tradition of her clan, being the first Onigami blood line member to tarnish the name of the Misuse clan. She is honor bound to work hard to make up for her physical lack of strength with pure determination and practice of the gentle forms of martial arts. Her uniform reflects this as it is always neat and well kempt, showing her respect for her teacher, as well as for herself as a warrior’s funeral dress was to be a representation of themseleves as warriors. By understanding this concept, she more easily presents her uniform more to that of how a user of Jujitsu should.
Background:
Having a child who is both weak and frail is hard for a warrior family to except. At the age of two, Kisara was diagnosed with a disease that had proven near fatal, removing her ability to hear properly at a young age and making her tone deaf. Though she is still able to comprehend sounds, they don’t carry any tone, leaving a monotone sound in the place of people’s voices. It was this act of fate that first brought upon the troubled life of the young individual who had to learn how to make it in a world of discontent and disappointment. When she was born, Kisara was unnaturally light in weight and small in size. This was due to her father, Kota, who was dying of a similar disease that would eventually take away his daughters hearing. Though it seemed like an act of fact, Kisara was able to make it from infancy, even though there were quite a few trials and complications with her first 12 months. Her mother, Hyori was at the time a very gentle woman, who was morning the loss of her love, the fellow home was short in stature, because of his Onigami bloodline. Their fear of birthing a child who was unfit for survival was becoming more of a reality as Kota’s mortality caught up with him at a young age.
After surviving her bout with the illness, and her hearing was lost, her mother went into a state of denial. Though she had been born in her father’s home country, Mizu no Kuni, Hyori could no longer bare to care for this child, and consequently delivered Kisara to Kusagakure to be taken into the care of her Mother and Father Umi and Jotaro. Left with a young deaf child, with little explanation other than the note from their daughter explaining in simplistic terms her failure to produce a child worthy of inheriting the clan’s title, the new grandparents contemplated what would be the best course of action. Of course they would take the child, it would be cruel not to: however, they found it difficult to decide on how they would raise such a child with such a frail body and no hearing whatsoever. They contemplated this for a while Kisara was growing up. They didn’t really come to a conclusion till they came across a young woman, Niyamara-Sensei as Kisara would come to know her, who was willing to teach the young 5 year old deaf girl both the art of Jujitsu and sign language. The thing about martial arts as they also encourage expression through art and language, and these ideals were implanted in the young Kisara as her grandparents gained faith that their place as warriors and shinobi could be upheld even though such a weak child.
The following years would prove difficult for Kisara as she would struggle to build her body up to her teacher’s standards, working hard to overcome her weak body as it was a hurdle that would continue to plague her for the rest of her life. Though learning forms, and mastering techniques slowly she began to understand how much was out of her reach, sometimes literally as she was very short. She did her best to prove herself as a disciple to her still learning teacher; however it was difficult to find other people to relate to as she quickly picked up sign language, which her teacher taught her. It was a trying time as she was working so hard to make her teacher happy, and at times she would have to take long breaks from training to recover, as her body physically couldn’t handle too intensive training. It was torture to be working too hard to gain such a skill, even though she worked so hard to make it happen. In the end, all she could do before her 8th birthday was preform a few simple counters, and react to incoming attacks, partial because of her bloodline’s specialty. However she had to unlock said power, so at this time it was purely because of her extended period of practice.
At the age of 6, Kisara was officially enrolled into the ninja academy of Kusagakure by her grandparents who saw potential in her, even though she was still very weak. She worked hard to keep up with her fellow students, but the language barrier and lack of physical and martial prowess made it hard for her to keep up. She was made fun of, beaten down in sparing matches, and asked to go home and quit multiple times by both her teachers and classmates. All in all, she graduated with the second lowest scores in the academy next to some Nara kid who wasn’t even trying. She felt so defeated, and really didn’t walk away from class with many friends as they were assigned to teams. This was the part of her life that really began to spark her drive to train as she wanted to be better, and to prove that she could keep up with her fellow ninja. Though it was hard, and there were many hardships, she did her best to overcome such challenges, wanting to make her grandparents, who were like her parents, proud of her abilities as a warrior and as a person.
-Time skipping a bit BC I want this time frame to be used for some flash back stuff-
After having done her best and trained for many years to achieve her warrior status, it came down to money that put the sword back in the sheath. She was forced to put away her weapons and settle down as the shopkeeper of the “Grey Dragon Antiquities and Textiles” Shop that her grandmother had run for many years to support her family in her aging years. Jotaro having already passed, Kisara stopped her dangerous path of the warrior to settle down herself and take care of her grandmother who is still slowly dying. Now she is simply making textiles, managing the shop and hoping that she can keep her grandmother with her as long as possible with the money she continues to make by running the shop. She seems to have found a decent life working behind the counter of the “Grey Dragon”, and she even felt confident in pulling in new customers with the opening of a bar just across the street and her work with the library having improved how well known they were. Now she was simply waiting for her life to truly begin again.
Total TP: 315/500 "D" Class
Name: Kisara Misuzu “Kisa-Chan”
Bloodlimit: Onigami
Height: 140 Cm
Weight: 52 Kgs
Age: [
Gender: Female
Sexuality: Confused...Asexual Currently
Romantic Preference: Bi-Romantic
Alignment: Neutral Good
Birth Country: Mizu no Kuni
Village: Kusagakure
Special: Medical/Clan Specialist
Movement Size Category: Small
Alternative Language: Sign Language
Medic
1. Medical
2. Xue Dain Shu
3. Sensor
4. Soulcaster
5. Restoration Rituals
6. Alchemist
Clans
1. Onigami
2. Reserved
3. Reserved
4. Reserved
5. Reserved
6. Reserved
Genjutsu
1. Reserved
2. Reserved
3. Reserved
4. Reserved
Taijutsu
1. Aikido
2. Tensora
3. Art of Throwing [GM]
4. Gates [GM]
Misc. Slots
1. Artisan Slot [Tailor/Seamstress]
2. Grand Master [Taijutsu]
3. Grand Master [Taijutsu]
4. Reserved
5. Reserved
6. Reserved
7. Reserved
8. Reserved
Traits
1. 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 Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
2. Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
3. Merchant
Rank: "C"
Skill: Heritage Trait
Effect: User is a shrewd buyer and seller of goods.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Sense Motive, and Haggling. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose either having a +10 in Appraisal and Checks in Deciphering Scripts, or +10 in Haggling. User may make an Appraisal check in a full round instead of a full minute. In addition, the user gains a +5 competence bonus on checks with all background skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+10 to Appraisal)(+5 to Sense Motive)(+5 to Haggling)
(+5 to Sense Motive)
(+10 to Haggle Checks)
4. Commoner
Rank: "C"
Skill: Heritage Trait
Effect: User was a farmer, artisan, or laborer.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Craft, Animal Training, Artisan and Performing Arts, Musical Instrument, and Ride Skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+20 to Tailor/Seamstress)
(+5 to Tailor/Seamstress)
(+10 to Tailor/ Seamstress)
5. Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Skill Category 3 Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 racial bonus to Die Rolls pertaining to Skill Category 3 Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
6. Merchant's Child
Rank: "C"
Skill: Regional Trait
Effect: One of the user's close relatives was a gifted merchant and taught them early in life how to see the innate value in any object.
Special: ---
Drawback: ---
Description: User gains a +5 trait bonus on Appraisal checks, and a +1 points per die roll when learning the skill. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
7. Latent Psion
Rank: "C"
Skill: Heritage Trait
Effect: Because of an unknown lineage the user has a stronger resistance against Mind-Affecting effects.
Special: ---
Drawback: ---
Description: The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in such a world, this power remains potent in your mind as well and protects you from assault mental assault. You gain a +2 trait bonus on saves against mind-affecting effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rituals
Primary Weapon:
Sword, Short (Overview) X2
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Sword, Longsword (Overview) X1
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Gauntlet (Overview) X2
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
13,000/13,000
Secondary Items:
Senbon (Overview) X100 Individual
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Kunai (Overview) X10
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Caltrops (Overview) X100
Rank: "C" Rank
Type: Secondary, 16 per Slot, Piercing, Caltrops
Effect: A spiked device thrown on the ground to impede characters.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +1 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A caltrop is a 4-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. The user scatters caltrops on the ground in the hope that the opponent steps on them or at least forced to slow down to avoid them. 1 slot of caltrops cover an area 2 meter squared. Each time a creature moves into an area covered by caltrops or spends a round fighting while standing in an area, they may step on one. If the opponent steps on a caltrop the Caltrop deals 1 Armour Points of Damage, and the opponent's movements is reduced by 1/2 because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is treated with a First Aid: Healing Hard Check, or they are healed from minor wounds. A charging or running creature must immediately stop if it steps on a caltrop.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,600 Ryo per Slot, or 100 Ryo Each
30,000/30,000
Non-Weapon Items
Apparel
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Robe [aikidōka]
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Skirt [Hakama]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose.
Special: ---
Drawback: ---
Description: A skirt is the lower part of a woman's dress or gown, covering the person from the waist downwards, or a separate outer garment serving this purpose. The hemline of skirts can vary from micro to floor-length and can vary according to cultural conceptions of modesty and aesthetics as well as the wearer's personal taste, which can be influenced by such factors as fashion and social context. Most skirts are self-standing garments, but some skirt-looking panels may be part of another garment such as leggings, shorts, and swimsuits. At its simplest, a skirt can be a draped garment made out of a single piece of material (such as pareos), but most skirts are fitted to the body at the waist or hips and fuller below, with the fullness introduced by means of darts, gores, pleats, or panels. Skirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pouch, Quick Loader X3
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Scroll X2
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A long sized pouch capable of holding 1 slot of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 1 Scroll. 2 Scroll Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. The Dimensions are 8 inches in height, 2.5 inches wide and length. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Scroll Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Pouch, Half X9
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
8,000/8,000
Character Depth
Personality
Shy/Reserved: Being shy isn’t uncommon for people who had lived a childhood of misunderstanding and mistreatment. After losing one’s faith in people, it becomes hard to make one’s self not only confident, but it also makes it hard to trust others. She prefers to allow people to come to her, not going out of her way to reach out to people that might cause her more emotional harm. She will in turn shut down very quickly in socially awkward situations, or in crowds that might cause her discomfort. This cannot be said for every case; however in most cases she would be fairly uncomfortable in a crowd or in a romantic setting. Working in the shop and sewing are the only times that she ever feels truly comfortable. All the same, she is generally an all-around reserved person, choosing to avoid social interaction on the norm.
Organized/Excellent memory: Kisara has an excellent memory, which in her opinion is a very handy trait to poses. Her Memory is in fact photographic to a sense, able to capture memories in a way that allows her the ability of almost perfect recall. This is part of what makes her such an asset to a team. She is obviously much more mathematically strong, and calculated than many other warriors who focus on pure fighting ability. She is an intellectual before being a warrior, which in the same sense makes here an excellent tactician and support on any mission, but on her own she isn’t all that great as a fighter, as her body is fairly frail and weak. She is a terrible fighter on her own and would be left near defenseless without someone to protect her. She is very heavily reliant on others for this reason; however she desires to protect others someday, and to overcome her own weakness of physical disability and illness.
Gentle: She is a gentle soul, which makes her a bit of sweetheart in nature. This isn’t always a good thing, seeing as she would prefer to see someone return home safely, even at the cost of a mission. This isn’t the shinobi way, which makes her less effective when she is feels compelled to care. Even at that, her obligation to her miester and his safety is always her top priority, even though sometimes she may appear motherly in nature. She treats those whom she cares for like her children, making her feel a bit old every time she does something like bake them cookies or treat her friends to lunch. All the same being caring and gentle isn’t all bad. It give her enough compassion to make the right decisions in a tough situation, and further gives her understanding of the emotions of others. This Gentle nature might conflict with someone of a stoic nature; so consequently she might not get along with someone who is reluctant to show emotion. This conflict of emotions might cause her to become frustrated, in which case her gentle nature would be less inclined to care.
High Moral Standards: She had very high moral standards, in that she has a strong sense of right and wrong. Her moral code of beliefs consists of the following. Hiyori’s moral philosophy fits in with virtue ethics, believing that the goal of living is to produce the most happiness, to treat others with respect, and to do one’s part to virtuous, meeting their function as a human being. She as a person is against killing that is unneeded. She would prefer to avoid conflict if at all possible; however that isn’t always possible, and in fact it is often that conflict in use in her presence. She also has a weak spot for older people and children. She can’t resist going to help children or assisting the elderly; however on the inverse she will be reluctant to attack a child or someone who is elderly. She has principles, even though no one can understand her!
Forgiving/Compassionate: Kisara has always been a victim to misunderstandings, and furthermore she is no stranger to being blamed for something because she couldn’t speak up, or even couldn’t hear her accuser. She has of course been deaf since she was but a little girl, due to a rare disease that took advantage of her weakened immune system, leaving her weakened and deaf since childhood. She has learned that there are still compassionate people on this earth, even though most of the children who grew up with her mistreated her for being stupid, and unable to understand their language….though the language barrier was of course the obvious issue here. All the same, she chooses to forgive those who have wronged her, because one day they might become people of importance, and she wouldn’t want to be in the way. She is simply an obstacle, deafly getting in peoples’ way.
Desires and Goals
1. To Have people understand her even though she can’t speak well enough to understand
2. To understand other people, even though she can’t hear them
3. To have actual friends
4. To be loved wholeheartedly by that special someone
5. To become a master chef and baker, infamous throughout the world.
6. To have her shop do well in the memory of her Grandmother who raised it up from the ground.
Likes
1. ~Dark chocolate and Sweets~
2. Reading
3. Organization
4. Chess, Shogi and other board games (You should probably avoid Othello…)
5. Warm Hugs
6. People who actually understand Sign Language!
7. Koi Fish!
Dislikes
1. Being a burden
2. Mess/Disorganization
3. Spiders
4. Unneeded Violence
5. Betrayal
6. When People fail to understand what she’s attempting to say and Vise Versa
7. Heights
Appearance:
General Appearance: Kisara is naturally short in stature, coming only to about 140 Cm (or about 4’7” tall). This stunted growth is due to her bloodlimit, being inherited from her late father, who also carried the gene of the Onigami. Kisara is in this respect proportional to her size, appearing more so like a child or young teen ager opposed to the adult that she really was. Her bust size is fairly small, and her physical body is frail in comparison to that of pretty much everyone else who would indeed have a stronger constitution to handle both physical damage, and have more internal strength. This is why her grandmother had chosen to have her resort to Jujitsu over Goutetsu and Muay Thai like many of her other classmates from the academy. Her small body, though frail, is flexible and supple in regards to her joint flexibility from hours and hours of training. Though she is physically unfit for Taijutsu, Her body is not built with tough Red muscle structures, but instead made of pink combinations of the white soft muscles and the red tough muscles to help further her Jujitsu training.
Her light brown hair is short, which is normally tied back in a ponytail, is complementary to her pale skin that just goes to show how sickly she really is. Her light pinkish red eye color sets her apart from the other non-bloodlimit members of the village. Her facial structure, is sharp at the chin, but gradually gets softer in the cheeks. Her nose is small, and pointed short as well giving her a proportional face for the most part. Her body is considered to be Ionian, which means that her legs arms and body are all proportional and can be drawn within a perfect circle. That being said she still has the appearance of a child more so than any adult in her age group. She does her best to appear as naturally dressed as possible, using ideas from nature do design how patterns, and sometimes even in making ointments that are suppose to be cosmetically good...however her balms don't always work out so well. She has a small scar just under her nose that is barely noticeable, as it was self inflicted when first learning how to use a live sword.
Casual Attire: Kisara’s Casual attire is something to behold as it can range depending on both the season, and the occasion. It normally consists of hoodies, Jackets, Sweaters, and long-sleeved shirts as she is inclined to feel cold even in the heat. This is due to her weak immune system and her previous encounter with disease. She in turn also prefers pants over skirts, as they are easier to move in and much warmer. All the same her goal with her appearance isn’t really to look adorable, but to look as womanly and grown up as possible, as she always appears to be a child in stature. This compensation use to bring her trouble; however as it is now she understands that modesty in one’s dress is simply part of life. Even though she isn’t fully capable of wearing some of the cloths that she attempts to purchase from shops around the village, she ends up having to make her own cloths in turn that are more sized for her smaller bust and short body. All the same she has a fairly common appearance.
Battle Attire: Her Battle Attire varies as much as her casual apparel. When on an official mission for the village, she is known to wear one of two outfits. She might choose to wear something much like a BDU or standardized uniform if one ends up being issued by the village, or she might choose to wear something along the lines of a long sleeve black shirt with a dark Green overcoat that is built to hold much of her gear as well as a butt bag to house her weapons and other equipment. She will always wear pants into battle, and chooses a darker color material such as brown or grey to complement the green, as a tailor should always think about color coordination as well as functionality. All in all she chooses to wear a simplistic outfit that will meet her needs in battle as well as give her the appearance of a Shinobi. It should also be noted that she has been known to partake in missions while wearing her training gear as well, so that is also a factor to consider. Under her bottom layer shirt, she also wears a light chain shirt to help protect her against weapon slashes to some degree and some piercing strikes, but all in all it is simply an astatic piece for a weapon user’s functionality.
Training/Martial Arts Attire: Kisara’s martial arts attire looks much like that of what a female student of the art of Jujitsu or Kendo might wear. The uniform, an aikido with a hakim, is often her uniform of choice as it is used by the Jujitsu style, as well as it covers her legs fully so that her knee movements are hidden when placing her feet. This is also part of her kendo uniform; which is indeed derived from her grandmother’s desire to have her become a great warrior as per tradition of her clan, being the first Onigami blood line member to tarnish the name of the Misuse clan. She is honor bound to work hard to make up for her physical lack of strength with pure determination and practice of the gentle forms of martial arts. Her uniform reflects this as it is always neat and well kempt, showing her respect for her teacher, as well as for herself as a warrior’s funeral dress was to be a representation of themseleves as warriors. By understanding this concept, she more easily presents her uniform more to that of how a user of Jujitsu should.
Background:
Having a child who is both weak and frail is hard for a warrior family to except. At the age of two, Kisara was diagnosed with a disease that had proven near fatal, removing her ability to hear properly at a young age and making her tone deaf. Though she is still able to comprehend sounds, they don’t carry any tone, leaving a monotone sound in the place of people’s voices. It was this act of fate that first brought upon the troubled life of the young individual who had to learn how to make it in a world of discontent and disappointment. When she was born, Kisara was unnaturally light in weight and small in size. This was due to her father, Kota, who was dying of a similar disease that would eventually take away his daughters hearing. Though it seemed like an act of fact, Kisara was able to make it from infancy, even though there were quite a few trials and complications with her first 12 months. Her mother, Hyori was at the time a very gentle woman, who was morning the loss of her love, the fellow home was short in stature, because of his Onigami bloodline. Their fear of birthing a child who was unfit for survival was becoming more of a reality as Kota’s mortality caught up with him at a young age.
After surviving her bout with the illness, and her hearing was lost, her mother went into a state of denial. Though she had been born in her father’s home country, Mizu no Kuni, Hyori could no longer bare to care for this child, and consequently delivered Kisara to Kusagakure to be taken into the care of her Mother and Father Umi and Jotaro. Left with a young deaf child, with little explanation other than the note from their daughter explaining in simplistic terms her failure to produce a child worthy of inheriting the clan’s title, the new grandparents contemplated what would be the best course of action. Of course they would take the child, it would be cruel not to: however, they found it difficult to decide on how they would raise such a child with such a frail body and no hearing whatsoever. They contemplated this for a while Kisara was growing up. They didn’t really come to a conclusion till they came across a young woman, Niyamara-Sensei as Kisara would come to know her, who was willing to teach the young 5 year old deaf girl both the art of Jujitsu and sign language. The thing about martial arts as they also encourage expression through art and language, and these ideals were implanted in the young Kisara as her grandparents gained faith that their place as warriors and shinobi could be upheld even though such a weak child.
The following years would prove difficult for Kisara as she would struggle to build her body up to her teacher’s standards, working hard to overcome her weak body as it was a hurdle that would continue to plague her for the rest of her life. Though learning forms, and mastering techniques slowly she began to understand how much was out of her reach, sometimes literally as she was very short. She did her best to prove herself as a disciple to her still learning teacher; however it was difficult to find other people to relate to as she quickly picked up sign language, which her teacher taught her. It was a trying time as she was working so hard to make her teacher happy, and at times she would have to take long breaks from training to recover, as her body physically couldn’t handle too intensive training. It was torture to be working too hard to gain such a skill, even though she worked so hard to make it happen. In the end, all she could do before her 8th birthday was preform a few simple counters, and react to incoming attacks, partial because of her bloodline’s specialty. However she had to unlock said power, so at this time it was purely because of her extended period of practice.
At the age of 6, Kisara was officially enrolled into the ninja academy of Kusagakure by her grandparents who saw potential in her, even though she was still very weak. She worked hard to keep up with her fellow students, but the language barrier and lack of physical and martial prowess made it hard for her to keep up. She was made fun of, beaten down in sparing matches, and asked to go home and quit multiple times by both her teachers and classmates. All in all, she graduated with the second lowest scores in the academy next to some Nara kid who wasn’t even trying. She felt so defeated, and really didn’t walk away from class with many friends as they were assigned to teams. This was the part of her life that really began to spark her drive to train as she wanted to be better, and to prove that she could keep up with her fellow ninja. Though it was hard, and there were many hardships, she did her best to overcome such challenges, wanting to make her grandparents, who were like her parents, proud of her abilities as a warrior and as a person.
-Time skipping a bit BC I want this time frame to be used for some flash back stuff-
After having done her best and trained for many years to achieve her warrior status, it came down to money that put the sword back in the sheath. She was forced to put away her weapons and settle down as the shopkeeper of the “Grey Dragon Antiquities and Textiles” Shop that her grandmother had run for many years to support her family in her aging years. Jotaro having already passed, Kisara stopped her dangerous path of the warrior to settle down herself and take care of her grandmother who is still slowly dying. Now she is simply making textiles, managing the shop and hoping that she can keep her grandmother with her as long as possible with the money she continues to make by running the shop. She seems to have found a decent life working behind the counter of the “Grey Dragon”, and she even felt confident in pulling in new customers with the opening of a bar just across the street and her work with the library having improved how well known they were. Now she was simply waiting for her life to truly begin again.
Total TP: 315/500 "D" Class