Post by lunarlion on Nov 11, 2016 19:24:03 GMT -7
(Character song:Holding Back the Fire -
Bittencourt Project)
Basic Information
Name: Kojika Takenomori
Bloodlimit: N/A
Height: 5'10"
Weight: 173lbs
Age: 20
Gender: Male
Alignment: Chaotic Neutral
Birth Country: Land of Stone
Village: N/A
Special:
Taijutsu Master (Non Chakra Molder)
Bojutsu
Mounted Combat
Future
Future
Future
Future
Future
Future
Weapons
Primary Weapon:
Polearm (bostaff)
Rank: "C"
Type: Main, Piercing, Staff/Spear
Effect: A close combat weapon in which the main fighting part of the weapon is fitted to the end of a long shaft.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +10 Amour Points of Damage. A large weapon normally longer than 1.2 m (4 feet). These weapons are only suitable for melee combat and cannot be used for ranged combat. Examples of a Polearm: Nagamaki, Naginata, Quarterstaff, and Glaive. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 8,000 Ryo
Gauntlet (reinforced gloves 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
(I'm good bruh)
Non-Weapon Items
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.
Pack, Messenger
Rank: "C"
Type: Main, Slot Holder, 25 Slots, Wearable Container
Effect: A messenger pack is a type of sack made out of sturdy material that is worn over one shoulder with a strap that goes across the chest resting the bag on the lower back.
Special: ---
Drawback: ---
Description: Picture A wearable container can hold up to 25 Slots. This design of bag has been used in the transportation of mail and goods by numerous types of messengers. Similar in function to backpacks, messenger bags ensure comfort to people carrying heavy and/or bulky items, while allowing easy access to the contents. Fully adjustable shoulder strap with quick adjustable buckle and removable shoulder pad. Removable cross strap for cross-body stabilization. Quick access zipper pocket on the flap. Organizer pockets under the flap to organize all accessories. Padded interior. Ambidextrous conceal carry pocket. Padded Grab handle. A Modular Lightweight Load-Carrying Equipment system can be installed at the front end of the pack allowing up to 6 pouches to be placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 5,000 Ryo Each
Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak 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.
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.
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.
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.
Personality: Comes off as unapproachable, due to a mild distrust of strangers caused by his lack of being around new people for so long. He surveys his surroundings, paying attention to body language more so than the words being said. Once he decides he wants to get to know someone he instantly switches into a rambunctious and mildly overbearing character. What determines whether or not he wants to know someone is how "honest" they come off, as he reads in their gestures. That doesn't particularly mean open. But if he can read someone as honest, whether they're good or bad, he tries to befriend them. Taiyo taught him not to distrust a criminal, because you never know someone's motives.
Despite these two exteriors he's mastered, he's not one to truly warm up to others in an honest meaning quickly, despite how honesty is a requirement to him for strangers. He's often accused of being a "Man of masks, an actor behind the curtains waiting for an unseen cue.", when Taiyo calls him on this he doesn't deny it.
He claims to be a pacifist, but most would call that an outright lie. "Violence isn't the answer, until it is. There's a time and place. For him, it was just the wrong time and wrong place."
He's without a doubt not a morning person. And despite being a "violent pacifist" he is very passive and not quick to anger. More likely to laugh at any attempts to get a rise out of him and easily agreeing to insults. His eyes are the most expressive about him, and always betray what he's truly feeling. He could easily be smiling from ear to ear, but when angered his eyes simply express "Murder".
He refers to Taiyo as Taiyo-san, despite the mans abundant protests. Disregarding age and social norms, anyone who has earned his respect is given an appropriate attitude from him. He is very protective in nature, due to everything he's lost in life. This extends unwaveringly to those he respects, even if it means going behind their back to do so (i.e. when he trains for combat in secret, to protect the farm from bandits.)
Something he denies to even himself, is his anger. His anger at his father, his brother, for not being there. For not coming home. His anger at the bandits for their persistent raids on their peaceful farm. His anger at the ninja for not protecting the farm that helped supply them. His anger at Taiyo for insisting he not fight back. This man has so much anger brewing, and he tamps it down. To him, it feels like it's just beneath his skin at times (especially in his younger years), a fire searing in his veins and itching for violence-- So he tamps it down. He suppresses it beautifully with a gentle and brilliant smile. With meditating and taught patience and indifference, he quells his anger at the worlds injustice to the point in his later years he almost doesn't feel this anger at all (plot twist: he do. "that boy may be sweet coated but he spicy on the inside.". This plays into his respect and fear of fire. His home burning down plays into his symbolic expression of fire being anger and "true violence".)
Though weather worn, his skin is rather radiant. And despite his feminine frame his weight comes from hard earned muscle. Whether from black smithing in the farms forge, working with the animals, or his secret training. His body frame is lean with the corded and honed muscles easily hidden under his clothes. The other farm hands eventually stopped teasing him over his feminine features when he developed a firm six pack.
Other than his mothers grey and brown shawl, Kojika doesn't pay much attention to what he wears. His only requirements for clothing is that it is durable or easy to maintain with minimal effort. With that being said most of his shirts are made out of wool or cotton, of a forest green color (that may or may not compliment his eyes, which may or may not be entirely planned by Taiyo.). He does prepare for the weather, having an extra set of warmer clothes in his bag. His bag is a simple brown earthy color, the scroll pouches a black offset on the back of the bag.
Well he didn't make it back in time. That winter his mother passed away, reassuring Kojika his father and brother would be back soon. Kojika was then taken in by a family friend, Taiyo, whose farm was near their cottage. Despite Kojika leaving, the dog who'd been his companion his entire life stays behind, following his father's order. Kojika is about 7 at this time. Four years after he's been with Taiyo, a farmhand informs him they saw someone going up the trail to the cottage. Hoping it's his father and brother, Kojika immediately starts making the short trek to visit his home, the path being familiar to him still due to his visits to see the dog. When he makes it to the cottage, it's not a reunion waiting for him. What instead greets him is the roaring heat of the burning cottage, a hooded figure stands with his back to Kojika. As Kojika looks, he sees the man is looking at the hanging body of his father's dog. Before Kojika can say anything, Taiyo puts a hand over his mouth and at this point the hooded man leaves after looking towards the farm, leaving a devastated Kojika to be held back and watch as everything he had of his past is burned to ashes.
Kojika spends the next few years honing certain skills that help Taiyo, who's farm supplied food and weapons to the nearby ninja village. He learned how to blacksmith, hunt, and train animals, anything that would help Taiyo. Despite the supplies Taiyo gave to the village, his farm got no help when bandits started regularly attacking the farm on raids for the supplies and weapons. When Kojika began insisting they fight back, Taiyo tells him firmly that it is better to let them take what they want than to fight, because what they were taking could be replaced, and to fight would be to risk even more. It's only when Kojika disobeys and attempts to fight them that Taiyo takes action, yet even when Taiyo takes a stand the bandits overwhelm him and Kojika has to nurse the man back to health. From this moment on, Kojika teaches himself in secret how to fight so that next time he could defend Taiyo.
As Kojika nears his 19th birthday, the disappearances of his father and brother along with the burning of his childhood home have started to keep him up at night. Noticing, Taiyo officially gifts him the horse Kojika had been raising since it was a colt and grants him his blessing to find his family. With the promise he'd always have a home with Taiyo, Kojika heads out.
Dirty Fighter
Rank: "C"
Skill: Combat Trait
Effect: Due to their upbringing the user knows how to hit at the right time.
Special: ---
Drawback: ---
Description: User would not have lived to make it out of childhood without the aid of a sibling, friend, or companion they could always count on to distract their enemies long enough for the user to do a little bit more damage than normal. That companion may be another Player Character, or a Non-playable Character (who may even be recently departed from their side). When the user hits a foe they are flanking they deal an additional +10 Armour Points in striking damage. This additional damage is a trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Disillusioned
Rank: "C"
Skill: Combat Trait
Effect: The user's childhood has ended by a great disaster or atrocity that they witnessed.
Special: ---
Drawback: ---
Description: To cope with the horror, the user has learned to reflexively suppress all emotion. The user gains a +2 trait bonus on Saves against emotion and fear effects. 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 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.
Beast Bond
Rank: "C"
Skill: Social Trait
Effect: The user shares a close bond with animals.
Special: ---
Drawback: ---
Description: The user gains a +5% bonus on Animal Training checks and Ride Checks. One of these skills (user's choice) the user gains an additional Die Roll when learning. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hardly a Fool
Rank: "C"
Skill: Social Trait
Effect: User has always been able to ferret out lies and deception
Special: ---
Drawback: ---
Description: Maybe the user worked as an investigator for a time, they came from a place rife with lies, or they studied the human condition long enough to read a person's face and get to the heart of his message. The user gains a +5 trait bonus on Sense Motive and Evidence Analysis checks and a +1 trait bonus on saves against Illusion effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Blood Steed
Rank: "C"
Skill: Regional Trait
Effect: User's nomadic culture gives them a profound knowledge of and respect for the horses that roam in their homelands.
Special: ---
Drawback: ---
Description: User gains a Light Horse. While riding this horse bareback, the user is treated as though they were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If their horse is slain, the user may receive a new horse by returning to their clan and performing a vigil for its spirit. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Bewitching
Rank: "C"
Skill: Heritage Trait
Effect: A trait that allows the user to speak while manipulating the feelings of others.
Special: ---
Drawback: ---
Description: Some humans have an uncanny ability to manipulate others, often due to an alluring physical trait. When dealing with NPCs whose starting attitude toward them is not Hostile, they can choose to use this ability to temporarily improve their attitude toward those NPCs by a greater degree than normal. When speaking, treat the NPC’s starting attitude as 1 level higher than it actually is for the purpose of determining their new attitude. The NPC’s new attitude lasts only for a number of minutes equal to 2 per Class level. After that time, the attitude returns to the state it was before the user spoke. If circumstances in the interim have rendered the NPC violent or hostile (such as from being attacked by the bewitcher), the NPC’s attitude remains where it is (rather than returning to its original state). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Techniques:
Charge
Rank: "C" + "B"
Skill: TaiJutsu
Effect: Charging is a special full round strike that allows the Rider to move at incredible speeds and attack dealing incredible damage.
Special: ---
Drawback: ---
Description: Rider must move the mount at least 5 meters for the strike. Mount must have a clear path toward the opponent and nothing may hinder the mount's movements such as difficult terrain and obstacles. If Rider does not have a line of sight to the opponent they may not charge against that opponent. Performing a charge the Rider may only strike against an opponent once, and a charge only works against 1 opponent before the Rider must move another 5 meters before performing another charge. Due to the conditions of this attack this technique does "B" Rank worth of damage. Every time the Rider learns this technique they are able to guide their mount into a more powerful charge. Rider must learn the "B" Rank version to increase the damage output by 1 rank.
Charge Vs Jutsus - When the Rider learns up to "S" Rank worth of damage they are able to charge through "D" Rank Techniques that are NinJutsu ability or equivalent. Every 2 times the Rider learns this technique afterwards the damage the technique goes through goes up by 1 rank.
Limit: Must be "Rider" of Mounted Combat. Must know Riding (Novice).
Basic Stance
Rank: E
Skill: Taijutsu
Effect: The basic stance for Bôjutsu techniques.
Special: None
Drawback: None
Description: The user holds their dominant hand under the staff near the middle and their other hand over the staff near the middle. The staff is diagonal and the lower end of the staff is on your weaker side.
Limit: Must have a Bôjutsu Training Scroll or Bôjutsu master.
Forward Stance
Rank: E
Skill: Taijutsu
Effect: The user stands in a way where an opponent facing his/her front would have to travel through the user’s staff in order to attack the user.
Special: None
Drawback: The user is move vulnerable from behind.
Description: The user stands sideways and holds there staff at one end with the other end pointing out, the staff is almost held like a spear. This makes the user able to jab quickly and directly and any weapon shorter than the user’s have a hard time getting to the user.
Limit: Must have a Bôjutsu Training Scroll or Bôjutsu master.
Kneeling Stance
Rank: E
Skill: Taijutsu
Effect: The user kneels down in a way where they can hit the opponent.
Special: None
Drawback: None
Description: The user kneels down with one knee and hold their staff across their body diagonally with the lowest end of the staff near their raised knee.
Limit: Must have a Bôjutsu Training Scroll or Bôjutsu master.
Staff Knowledge
Rank: D, C, B, A, S
Skill: Taijutsu
Effect: The user trains to become better at using staff weapons to attack and defend.
Special: None
Drawback: None
Description: The user trains to become better at using staff weapons to attack and defend. Practicing with your staff can include random trining exercises using your staff, block and strike training with your staff, and sparring, without the use of specific techniques with your staff.
Limit: You must have a Bôjutsu Training Scroll or Bôjutsu master to learn any rank. Must know Basic Stance. You must know 100 TP in Bôjutsu to learn B rank. You must be a Taijutsu specialist or master and know 200 TP in Bôjutsu to learn A rank. And you must be a Taijutsu specialist or master and know 400 TP in Bôjutsu to learn S rank and this must be taught by a staff master.