Ishikawa, Hamura (Finished)
Oct 31, 2017 5:12:13 GMT -7
Post by Hamura on Oct 31, 2017 5:12:13 GMT -7
"Don't try to be Strong. Simply refuse to be Weak"
Basic Information
Name: Hamura Uchiha ("Uchiha, Hamura")
Adressed to as: Hamura Ishikawa ("Ishikawa, Hamura")
Bloodlimit: None
Height: 143,3 Centimeters ("4ft 8in")
Weight: 32 Kilograms ("70.5 lb")
Age: 12 Years Old
Gender: Male
Alignment: Neutral Good
Birth Country: Land of Forests
Former Village: Kumogakure no Sato
Village: Sunagakure no Sato
Special:
- Blood Limit:
- Specializations:
-- Medical Specialist
-- Taijutsu Specialist
-- Clan Non-Specialist
-- Ninjutsu Non-Specialist
- Hamura's Skillset:
IMPACT-L:
Intelligence: 1
Might: 0
Perception: 2
Agility: 0
Charisma: 0
Toughness: 0
Luck: 2
- Shinobi Skills:
Primary:
-- Observation (185)(+45)
-- Sense Motive (170)(+35)
-- Stealth (170)(+80)
-- Sleight of Hand (140)(+5)
-- Acting (125)(+5)
Secondary:
-- Rope Use (125)(+5)
-- Reading Lips (125)(+10)
-- Leadership (125)(+5)
-- Intimidate (125)
-- Jump Good (125)(+5)
-- Swim Good (58)(+5)
-- Escape Artist (70)
- Naturalist Skills:
-- Animal Training
- Birds (125)(+15)
- Canine (125)(+15)
-- Riding
- Quetzalcoatl (125)
-- Cooking (125)(+15)
-- Navigate (125)(+20)
-- Tracking (125)(+10)
-- Weather Sense (125)(+15)
- Cultivation Skills:
-- Coastal (125)(+10)
-- Desert (125)(+10)
-- Forest (125)(+10)
-- Mountain (125)(+10)
- Crafting Skills:
-- Alchemy (125)
- Investigative Skills:
-- Anthropology (125)(+15)
-- Blood Spatter Analysis (125)(+10)
-- Current Affairs (125)(+10)
-- Investigate (125)(+5)
- Sabotaging Skills:
-- Disable Device (125)(+5)
-- Lock Picking (125)(+5)
- Medical:
-- Autopsy (125)(+5)
-- First Aid (125)(+20)
-- Psychology (125)(+5)
- Academia:
-- Astrology (125)(+5)
-- Appraisal
- Weapons and Armor (125)(+25)
-- Expertise
-Weapons (125)(+20)
-- Artistry
- Calligraphy (125)
-- Musician
- Ocarina (125)(+5)
- Languages:
-- Abyssal (125)(+15)
-- Dimple Runes (125)(+15)
-- Draconic (125)(+15)
-- Infernal (125)(+15)
-- Necril (125)(+15)
-- Serusan (125)(+15)
-- Sign Language (125)(+15)
-- Sylvan (125)(+15)
-- Tengu (125)(+15)
- Historical Skills:
-- Local History
- Land of Lightning (125)(+10)
- Land of Wind (125)(+10)
- Land of Rain (125)(+10)
-- Culture
- Uchiha Clan (125)
- Shinobi Lore:
-- Chakra Lore (125)(+55)
-- Martial Lore (125)(+10)
- Flora & Fauna Lore:
-- Undead Lore (125)(+5)
-- Mountain Regions
- Animals (125)(+5)
- Plants (125)(+5)
-- Forest Regions
- Animals (125)(+5)
- Plants (125)(+5)
-- Coastal Regions
- Animals (125)(+5)
- Plants (125)(+5)
-- Desert regions
- Animals (125)(+5)
- Plants (125)(+5)
- Releases:
-- Fuuton (Wind Release)
(690 TP total)
-- Suiton (Water Release)
(600 TP total)
-- Hyouton (Ice Release)
(580tp)
-- Doton (Earth Release)
(100 TP total)
- Medical:
-- Sensory
(310 TP Total)
-- Soulcaster
(40 TP Total)
-- Medical jutsu
(270 TP Total)
-- Alchemy
(260 TP Total)
-- Ritualist: Restoration
(0 TP Total)
-- Reserved
(0 TP Total)
- Fighting Styles:
-- Burēdono Kenseijin
(945 TP Total)
-Genkai Ryuu: 120tp
-Tsuyosa Ryuu: 280tp
-Gosei Ryuu: 500tp
-- Busōsen
(535 TP Total)
-- Gintsuki no Seikou Mai
(290 TP Total)
-- Eight Celestial Gates
(220 TP Total)
-- The Art of Throwing
(300 TP Total)
-- Reserved
(0 TP Total)
- Clan:
-- Uchiha
(0 TP Total)
-- Inuzuka
(230 TP Total)
-- Bard
(60 TP Total)
-- Venator
(0 TP Total)
- Miscellaneous:
-- Grandmaster: Wind
-- Reserved
-- Reserved
-- Jack of all Trades: Medical (+600 Uni Tp)
-- Reserved
-- Reserved
-- Reserved
-- Reserved
-- Reserved
-- Reserved
Traits:
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 Intelligence 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 Intelligence 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.
Air-Touched
Rank: "C"
Skill: Chakra Trait
Effect: User shares an affinity with Elemental Air.
Special: ---
Drawback: ---
Description: User gains DR 10/- against creatures and attacks with Air Type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Blink
Rank: "B"
Skill: Chakra Trait
Effect: The user can teleport a brief distance.
Special: ---
Drawback: ---
Description: The user has experienced or traveled through different planes of existence at a young age, and so formed an attunement with the fabric of space. Once per day per class level, the user may teleport 3 meters per Class Level in any direction. The blink teleport may be used in the air or underwater, but it doesn't teleport the user through or into solid spaces unless the user is incorporeal. This brief teleportation takes a weaving movement to use but is an instantaneous action. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
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.
Scholar
Rank: "C"
Skill: Heritage Trait
Effect: User studied at a university.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Jutsu Lore, and History 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 in Appraisal and 1 Jutsu Lore skill or +10 to any background skill. User has a firm grasp on a number of different subjects. User gains a +10 bonus on all Academia, Languages/Communications, Interpret/Perform Mime, Poetry, Writing and Comprehend/Interpret, Animal Training, Brewing, Carpentry, Cartography, Coin Pile Numerical Approximation, Cooking, Disable Device, Disguise, First Aid, Forgery, Geology, Law, Lock Pick, Navigation, Nautical, Observation, and Reading Lips. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Focused Disciple
Rank: "C"
Skill: Faith Trait
Effect: When weaker wills falter, the user keeps a clear mind.
Special: ---
Drawback: ---
Description: User gains a +2 trait bonus on Saves against Charm and Compulsion effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Reincarnated
Rank: "C"
Skill: Faith Trait
Effect: User has an understanding of the life and death cycle.
Special: ---
Drawback: ---
Description: The user has lived a previous life as someone—or something—else. For them, life and death are a cycle, and you have no fear of death. User gains a +2 trait bonus on Saves against fear and death effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Saves, Checks and Resistances:
Movements: 12
Hand seals: 75
Hand seal reduction: 1/4
Armor Points: 231
Fortitude: 15
Springtime of Youth: 61
Will: 15
-Versus chakra effects: +4
-Versus chakra jutsu: +4
-Versus Fear-inducing effects: +12
-Versus Mind-affecting effects: +2
-Versus Enchantments: +2
-Versus Charm effects: +2
-Versus Compulsion effects: +2
-Versus Shadow Perception: +2
-Versus Opponent jutsu: +3
-Versus Genjutsu: +2
-Versus Fear effects: +2
-Versus Death effects: +2
Sight:
Low-light Vision: 20 meters
Low-light Vision (Inuzuka): Double low-light vision distance
Darkvision: 20 meters
Saves and Resistances:
Chakra Resistance: Increases natural bonus on saves vs. Chakra Jutsu & Chakra-like effects to +4 Trait Bonus
Chakra Resistance: Gain Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus.
Reincarnated: +2 trait bonus on saves against death effects.
Reincarnated: +2 trait bonus on saves against fear effects.
Focused Desciple: +2 trait bonus on saves against Charm and Compulsion effects.
Will of Men: User gains a +1 trait bonus to all Will Saves +1 per class level. S Rank Total = +5
Confirmed Cynic: +2 Will Saves vs. Enchantments
Iron Will: +2 Bonus on all Will Saves
Illusory Insight: +2 insight bonus to all saves versus Illusions of Shadow Perception
Impeccable Will: +3 to saves against the opponent's Jutsu
Carrion Eater’s Resilience: +2 racial bonus on Saves against all disease
Carrion Eater’s Resilience: +2 racial bonus on Saves against ingested poisons
Bravery: +3 Bonus on Saves vs. Fear based attacks
Fearless: +3 Competence Bonus to Saves vs. Fear effect
Icy Calm: +4 Cultural Bonus vs. Fear Inducing effect
Icy Calm: Shaken effect -50% effective
Singleminded: +2 Morale Bonus vs. Intimidation Techniques
Singleminded: +1 Bonus to Will Saves
Mind's Eye: +2 Will Saves vs. Genjutsu
Free Spirit: +2 Morale Bonus Saves vs. Mind Affecting effects
Access Low Chakra Slot: +1 insight bonus on Will saves.
Access Low Chakra Slot: +1 insight bonus on Movements
Access Low Chakra Slot: -5 against Observer's Observation checks.
Fortitude:
Great Fortitude: +2 Bonus Fortitude Saves
Toughness B+: +1 Bonus Fortitude Saves
Indomitable Fortitude: +2 Fortitude Saves
Armor Points:
Toughness: +5 Armor Points
Toughness B+: +10 Armor Points
Evasion:
Dodge: +1 Dodge Bonus
Dodge C+: +2 Dodge Bonus
Defensive: + 2 Dodge Bonus
Defensive: +2 Saves against Taijutsu
Check Bonus:
Classically Schooled: +5 Trait Bonus to Ritual, Chakra and Necromantic Lore
Distance Aptitude: Treat Class Level as 1 higher when determining range of Chakra Jutsu
Free Spirit: -10 on all Escape Artist checks made to escape from bonds
Confirmed Cynic: +10 Sense Motive Checks
Eccentric Specialist: +5 Insight on Stealth
Eccentric Specialist: +5 Insight on Sense Motive
Eccentric Specialist: +5 Insight on Observation
Eccentric Specialist: +5 Insight on Sleight of Hand
Genius: +10 Insight bonus on all Artisan Skill checks
Genius: +10 Insight bonus on all Academia Skill checks
Genius (Additional): +15 Insight bonus on Anthropology, Appraisal, Astrology, Blood Spatter Analysis, Culture, Current Affairs, Expertise, Local History, Creature Lore, Plant Lore, Psychology and Weather Sense (Does not stack with Genius +10)
Nature Studies: -10 Competence Bonus to all Natural World Checks
Survival: -30 Competence Bonus to Tracking, Botany and Animal Lore Checks
Psychology: -20 Competence Bonus to Anthropology, Evidence Analysis, Intimidation, Observation and Sense Motive Checks
Mental Acumen: -30 Competence Bonus to Evidence Analysis Checks
Mental Acumen: -10 Competence Bonus to Observation Checks
Eidetic: +20 to Sense Motive Checks
Eidetic: +20 to Observation Checks
Keen Senses: +10 to Observation Checks
Duplicitous: +20 to Disguise Checks
Duplicitous: +20 to Acting Checks
Combat Enhancers:
Hard Water: +6 Water Hardness
Hard Water: +30 Water Armor Points
Hard Water: +5 Water Resistance against Fire
Cold Focus: +1 to the Difficulty for all Saves against Jutsu the user performs that deal Cold applications
Strengthened Ice: +20 Ice Hardness
Strengthened Ice: +100 Ice Armor Points
Strengthened Ice: +25 Ice Resistance to Fire
Applicable Defenses: +4 Ice Hardness
Applicable Defenses: +20 Ice Armor Points
Applicable Defenses: +5 Ice Resistance to Fire
Access Low Chakra Slot: +1 insight bonus on Melee Damage
Weapon Specialization: +4 bonus on all attack damage when using sword
Badlands Warrior: User can ignore the effects of difficult terrain in the environment.
Equipment
Primary Equipment:
Sword, Wakizashi
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. The Wakizashi has a length of 60 centimeters (23.6 in). The Wakizashi is characterized not so much by a long blade, but by a long grip, which indicates a weapon designed for 2-handed use or 1-handed use.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Sword, Short (Tanto)
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.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Total Cost: 6,000//13,000
Secondary Equipment:
Kunai (Total: 10)
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.
Shuriken, Hira (Total: 60)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Smoke Pellet
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A container used to release smoke in a fairly lengthy distance for a short amount of time.
Special: ---
Drawback: ---
Description: Mix the sweetspire and saltpeter in a pot on low heat. Make sure not to boil the two. Place the mixture into another container and allow it to cool until it solidifies. This will make 1 standard-shot of "Smoke Pellet". This is a small clay mixture. When you break the sphere through a timer of 1/2 round or by a hard strike, the substances will react with the strike and fill an 8-meter radius cubed area with a cloud of harmless smoke. A bank of smoke billows from the point it was destroyed. The smoke obscures all sight, including darkvision, beyond 2 meters. A creature within 2 meters has concealment. Creatures farther away have total concealment. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The smoke dissipates naturally after 1 minute.
Ingredients 1/2 standard-vial of sweetspire. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,992 Ryo Each.
Tag, Explosive (Overview)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 36 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 890 Ryo Each.
Kit, Lockpick
Rank: "S"
Type: Secondary, 1 per Slot, Gadget, Mechanical, Kit
Effect: A set of lockpicks and other devices used to get through mechanical locks.
Special: ---
Drawback: ---
Description: A lockpick set includes picks and tension bars for opening locks operated by standard keys. A lockpick set allows a user to make Lockpick checks to open mechanical locks (deadbolts, keyed entry locks, and so forth) without penalty.
Limit: These items may be bought inside any Gadget Shop.
Cost: 10,000 Ryo
Scroll: Map: National
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of a specific Nation (Country).
Special: ---
Drawback: ---
Description: National; entire kingdom. National Map's dimensions are 40 inches by 24 inches. National Maps list the City Capitals, and "B", "A", and "S" Rank Cities of the Nation. National Maps list Major Trade Routes, Regional Locations, and Regions that reside in the Nation. National Maps lists the Oceans, Bays, Major and Minor Lakes, and Major Rivers that reside in the Nation. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that Nation.
Cost: 4,000 Ryo Each
Scroll: Map: Continent
Rank: "B"
Type: Main, Book,, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Continent; entire continent. Continent Map's dimensions are 40 inches by 24 inches. Continent Maps list the Nations, City Capitals, and "A", "S" Rank Cities of those Nations that reside within the Continent. The Continent Map also states the Oceans, Bays, Major Lakes and Near By Islands associated to the Continent. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that Continent.
Cost: 3,000 Ryo Each
Scroll: Map: Known World
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Known World; entire Known World. Known World Map's dimensions are 40 inches by 24 inches. Known World Maps list the Continents, Nations, and City Capitals, of those Nations that reside within the Known World. The Known World Map also states the Oceans, Bays, and Near By Islands associated to the Known World. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo Each
Explosion (Force) x 1 slots
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A generic explosive explosion dealing Force damage.
Special: ---
Drawback: ---
Description: Mix the black powder, the magnesium, and the saltpeter in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Explosion (Force)". The saltpeter releases a plethora of gas to create expansion. The magnesium drives up the temperature making sure the bang is vigorous, and the black powder provides the bang. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 36 Armour Points of Force Damage to anyone within 8 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 600 Ryo Each.
Lightning Bottle x1 slots
Rank: "S"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: Electrocutes opponents. Stuns them for a brief period of time.
Special: ---
Drawback: ---
Description: Mix the saltpeter, the distilled water, the powdered agate, and anyseed using a congelation method. It takes approximately 1 hour to create one. This will make 1 standard-shot of "Lightning Bottle". The explosive may be programmed with a timer to explode up to 6 seconds. The saltpeter creates the intensity in which the chakra properties in the anyseed reacts to the powdered agate and distilled water allowing for a burst of electrical energy capable of stunning its area of 8-meter-radius burst. Those hit by the explosive will take 36 Armour Points of Electrical Damage and will be stunned in place for 1d6+2 rounds.
Ingredients 1 coin-canister of saltpeter. 1 coin-canisters of distilled water. 1 coin-canister of powdered agate (3 pearls). 2 coin-canisters of anyseed.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 1,812 Ryo Each.
Plenty Stone x 2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem that produces food and water enough to feed 15 medium-size humanoids.
Special: ---
Drawback: ---
Description: Chalcedony is a variety of quartz and comes in many varieties. It makes a good ornamental stone and is a minor gemstone. One variety is known as dendritic because of the vein-like structures that run through the mineral. The natural alchemy of dendritic chalcedony has been known since the dawn of civilization. Since then the plenty stone has been saving people from starvation. The natural alchemical properties in the stone is harnessed by carving the chalcedony into the form of a plate. When the plate is broken it produces food and water enough to feed 15 medium-size humanoids for 24 hours. The food is simple and nourishing, though it may lack some flavor. The water is as pure as rainwater. The food decays after 24 hours, while the water can last 48 hours. Good aligned churches often create plenty stones to be used in emergency situations to feed the hungry. Adventurers have found the plenty stone a useful item to carry since it is easier to carry than rations.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 850 Ryo Each
Coleman’s Traveling Stone x2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of creating a structure to protect from outside environments.
Special: ---
Drawback: ---
Description: Adventurers have always faced the problem of where to sleep when on the road. Sure, in the more civilized regions there is always the chance of an inn or tavern to stay in, but a lot of adventures do not take place in civilized regions. When traveling through the wildlands, or spending the night deep in the dungeon with no inn in sight, bedding down to rest can be fraught with danger. Gavin Coleman wanted to solve this problem and harnessed the Alchemical Properties within the mineral feldspar. Since harnessing the mineral’s Alchemy Coleman has gone on to specialize in products to make the adventurer’s life in the wild a little easier, to his considerable financial gain. To harness feldspar's natural Alchemy properties the mineral must be cut into a four-sided pyramid. When Coleman's traveling stone is placed on the ground and the command word "pitch" is spoken in Common, the stone transforms into an unmoving, opaque sphere that blends perfectly into the surrounding terrain providing complete concealment for the sphere. Half the sphere is above the ground and half is below ground. Up to 10 medium size creatures can fit into the sphere. The temperature inside the sphere is 70° F no matter the exterior temperature. The sphere provides protection against the elements, such as rain, dust, and sandstorms. The sphere withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the sphere is a hemisphere and can be illuminated dimly upon command. The sphere is transparent from within. Missiles, weapons, and most Chakra effects can pass through the sphere without affecting it. The sphere remains in place for 10 hours or until the command word "break" is spoken in Common. Coleman’s traveling stone can only be activated once each day.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 3,800 Ryo Each.
Hydra Tooth x 2
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A harnessed Gem capable of heating water to boiling in 2 minutes.
Special: ---
Drawback: ---
Description: Legends have been told through the ages that the teeth of the hydra, when planted in the ground, will grow into fierce skeleton warriors. Alchemical scholars and sages think that there is truth in these legends and point to the natural Alchemical abilities of the harnessed fluorite crystal, which gets its name, hydra tooth, from these legends. To harness the minerals Alchemical properties, a well-formed fluorite crystal must be carved into the form of a hydra’s tooth about three inches in length. Burying the harnessed mineral into in loose dirt, soil, or sand activates the Alchemical property of the hydra tooth. 1 round after burial, 8 human warrior skeletons will grow from the ground surrounding the spot. The skeletons are under the command of the person that planted the hydra tooth and will remain animated until turned or destroyed. The maximum number of skeletons the user is able to command with hydra teeth is 60.
Limit: These types of items may be bought inside any Alchemy Shop. With a 25% chance of finding.
Cost: 15,000 Ryo Each.
Apparel:
Cloak of Hyūga
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloak of Hyūga is a specially designed Cloak developed by the Hyūga which gives better stealth depending on the type of environment.
Special: ---
Drawback: ---
Description: These cloaks can look like any cloak the creator wishes. These items can be cloaks, capes, shawls or any other shoulder equipment. Cloak of Hyūga are made out of the hide of Common Crocodiles. This cloak of neutral gray leather is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head (or the head is covered), it enables the wearer to be nearly invisible. Outdoors, in natural surroundings, the wearer of the Cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen f violently or hastily moving, regardless of the surroundings. The invisibility bestowed in different surroundings is shown on the list below.
Cloak of Hyūga give a +10 to Sleight of Hand when worn. Cloak of Hyūga can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak of Hyūga 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.
Bracer x2
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A guard or band worn over the wrist of the bow hand to protect it from the snap of the bowstring.
Special: ---
Drawback: ---
Description: Bracers are meant to protect the forearms from minor scuffs and from using the bows. Bracers are worn over the wrist and tend to be used by bowmen. Due to being an overview item bracers can also be seen as bracelets (without fancy jewelry). Bracers have no slots, but 3 Half pouches can be applied along the outside of the bracers.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo Each.
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.
Arbiter of the Wolf (Helmet Pristine)
Rank: "S"
Type: Main, Protection, Armour
Effect: Armour created to protect the head of the wearer.
Special: Flashlight, Battery Flood x2, Rebreather, Gas Mask, Zooming Vision x20, X-Ray Vision, Underwater Vision, Infravision Lens, Night-vision Vision, Lie-Detector Lenses, Condition Viewing Vision, Camera Vision, Anti-Flash Lenses, Anti-Flash Lenses, Goggles, Covert Listening Device x4. User gets +10 resistance to fire.
Drawback: Helmet gives -10 to observation.
Description: Forged by the White Wolf in the magical fires of his forge he created a mask designed to conceal the identity of the user. While the mask alone only covers the face the user can press a button and have the mask cover the users entire head as a full helm. Designed to invoke fear in anyone who can see the mask when the words are spoken. When the words are spoken all members in the audience must a will save of 35 or be rendered frightened and run away in fear. The lenses on the visors themselves give the user the ability to cycle through several viewing lenses and styles. The mask also can take pictures, record video and audio as well as leave bugs to record audio themselves.
Armour Class: 3.
Limit: Crafted By Shiki Senri, The white wolf.
Cost: 128,875 Ryo each.
Mithral Torso Armour
Rank: "A"
Type: Main, Protection, Armour
Effect: Armour created to protect the torso of the wearer.
Special: ---
Drawback: ---
Description: A piece of armour that protects multiple parts of the body. The breastplate, as the name implies, this plate protects the upper chest area. The plackart is an armoured reinforcement covering the lower half of the breastplate. Depending on the design the plackart might cover nearly the entire breastplate. The fauld, armour usually composed of lames, which is attached to the breastplate which serves protection for the abdomen. Then finally the Tasset, solid armour plates or a skirt of lames hung from the fauld to cover the gap between the fauld and the thigh armour. Due to the size of Armour it will always have +50% more Armour Points of Special Material (Mithral Armor: 45 armour points / 15 hardness). Armour Class: 2. This armor is non-magnetic.
Limit: ---
Cost: ---
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.
Boots of Speed
Rank: "S"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Boots giving the user faster movements to attack and dodge for a limited time.
Special: ---
Drawback: ---
Description: These boots can look like any boot the creator wishes. Boots of Speed are made out of the sinews of an axe beak, or the hide of a cheetah. These soft leather boots are incredibly light and comfortable. As a free-movement, the wearer of Boots of Speed can click their heals together, letting them act as though they are affected by Haste for up to 10 rounds each day. The duration need not be consecutive rounds. Creatures under haste move and act more quickly than normal. This extra speed has several effects. When making attacks, the hasted user may make an additional attack with 1 movement. A hasted creature gains +1 Dodge bonus. 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 with a 10% chance.
Cost: 45,000 Ryo per Pair.
Pouch, Utility x4
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Pouch
Effect: A long sized pouch capable of holding 2 slots of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 2 Scrolls. The Dimensions are 8 inches in height, 5 inches width and 2.5 inches in depth. 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. Utility 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: 400 Ryo Each.
Pouch, Half x2
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.
Total Cost: 6900//8,000
Character Depth
Personal Information:
Hobbies:
-- Reading
-- Cooking
-- Roaming
-- Falconry
Favorite Food:
-- Donburi (Gyūdon)
-- Yakitori
-- Ramen (Tonkotsu)
-- Tonkatsu (Gyūkatsu or Aji-Furai)
Favorite Color(s):
-- Grey
-- Blue
Favorite Word(s):
-- Growth (成長, Kasei)
-- Free and uninhibited (自由奔放, Jiyū Honpō)
Knowledge Institute Assesment:
-- S class
-- Storm Deity
Personality:
To those that lay their eyes upon him for the first time, most see a calm and primarily indifferent youngster. Being calm, calculated and witty, he often remains silent as he watches a situation unfold before taking part in it. Due to the events in his life have forced him to grow up a whole lot faster than most Shinobi his age, there is very little left of the child he is supposed to be. Taking an interest in reading, taking long walks around town or throughout the country, learning about the things most consider mystical, mythical or generally consider as "not real", there is little in the world that he does not find interesting to some degree. Hoping to some day see more of the world and all the outlandish things that might be found in it, he aims to stick to the village for the time being. While some might argue that things like these might get him into trouble more easily, it is actually the ones who underestimate and pick on him for his size and age that would see trouble coming their way.
Being the kind of person that became disillusioned with the world at a very young age, he's been shown as a skeptic when promises of a positive or happy nature are being made. Truth be told, he is skeptical of almost everything, which is one of those things that makes him rather hard to like, and not much of a joy to be around. Knowing next to nothing about his parents or his other relatives aside from his late grandfather, Hamura does not possess any earthly ties to his village or his country, simply because he does not truly consider it to be "his" country in the first place. As far as he is concerned, he was sent to the land of lightning, to the Hidden Cloud to be precise, because his life was in danger and he could not remain in the place of his birth. This is part of the reason why he left the village and defected to the land of Wind, hoping to continue down a path of his own creation, rather than heading down one that had been paved by others.
In most situations when dealing with other people, he can come across as a lazy, somewhat arrogant and sarcastic individual, a role that fits him very well. Understanding the current limits of his skill all too well, getting into a fight with criminals is not something he fears. While on the subject, the entire topic of death is something Hamura does not fear, though he has no intention of setting out and looking for it. As he was touched by the cold fingers of death some years ago, he still has nightmares and night terrors about the whole ordeal, even though he seems to remember nothing of it by the time he wakes up. The only thing he feels when he wakes up after experiencing such a troubled sleep is an aching feeling in his neck, which does not really hurt, but feels very unsettling. This sensation is something he also experiences when he is in a situation that causes some form of stress or strain, though he does not understand why.
One of the things that stand out about him is his love for the natural world, which is not entirely uncommon of itself, though Hamura takes it to new levels. Since he generally does not enjoy spending too much time around people, it is in the outside world where he is surrounded by nature that he can truly center himself again. This is part of why he spends a lot of time outside of the village, relocating himself to places most people have never even seen or heard of before due to the fact that his knowledge of nature is quite vast. Given his personality, it is not all that shocking that Hamura gets along better with animals than he does with people, mostly because they don't give him an attitude and can be a lot more obedient and easy to handle. This is why he considers animals such as his falcon Hiroto to be his real friends, even though they could just as easily be considered as subordinates or pets.
Hōsōshi (Alter):
While donning the mask, emotion and personality are both stricken out of existence, hidden in the back of his mind. Believing that such things only get in the way of what needs to be done, he acts based on logic and reason, maintaining a highly pragmatic, cold and above all else, calculating persona. While arguably unhealthy, it is the mask that allows him to act in a way the boy normally could not. Whereas he would normally keep himself out of fights due to his skill set not really being meant for the sake of friendly competition or sparring, he has no such reservations while hiding behind the mask. Doing what needs to be done, he uses the fact that he learned not to fear death in order to strike fear into the people he would fight, making them that much easier to dispatch for the sake of fulfilling his mission within the given parameters.
It is for this reason that he adopted the code name "Hōsōshi", a reference to ancient folklore that is highly fitting to this phenomenon. As the story went, During the early years of the world, the hōsōshi’s duties included leading coffins during state funeral processions, officiating at burial ceremonies, and driving corpse-stealing yōkai away from burial mounds. By donning the mask and costume, the hōsōshi priest became the embodiment of a similarly named god of death and was able to scare away evil spirits. This god appears as a four-eyed oni who can see in all directions, and punishes all evil that it sees. Though Hamura does not believe himself to be a god or even close to such a grand status, he does consider himself to be a punisher of all things evil, which is something he can do with relative ease when not held down by emotion and being driven by the only things a true Shinobi needs.
Appearance:
Hamura shares a lot of similarities with his father in terms of appearance. His mid-length black hair that falls almost all the way to his shoulders, a skin that seems like it has only slightly been touched by the light of the sun (Also called Ivory), a snub nose and thin lips. One of the only physical features he inherited from his mother's side of the family are his dark colored eyes. Having no notable freckles or scars in his face, he looks like one might expect from someone his age. Possessing a facial expression that seems to imply a general disinterest in things mixed with great boredom, most are given the impression that Hamura feels like he is either better than those around him, or simply does not care about anyone at all. An obvious response to this is that many consider him to be a brat, making it relatively easy for people to dislike him without really getting to know him.
In physical terms, Hamura is not what one would call a body-builder. Possessing a slender build, some decently defined muscles are in fact present. Being more athletic than bulky, his muscles have taken shape by frequent running, sparring and practicing with projectile weaponry. As a ten year old Shinobi in training, he is about as in shape as can be expected. Hamura possesses all trademark physical traits of an "Ectomorph", ranging from having a slender posture, being relatively skinny, lean shoulders and slender arms. As a result, Hamura loses muscle mass and fat a lot faster than he would gain them, meaning he will need to keep himself in shape on a daily basis. Most of it, however, is not at all visible due to his choice in clothing.
Regular attire:
As most Shinobi do, Hamura wears the standard black sandals to cover his feet while still maintaining a sense of mobility and freedom. Moving up, his upper legs and knees are covered by loose fitting black pants, keeping his shins open. Over his right thigh, bandages tie the otherwise loose fitting pants to thigh, allowing the small pouch containing several Kunai and Senbon to stay in place properly. Around his waist is a black leather belt with a pouch attached to it in the right side, and an additional small-arms container on the left side, though these are mostly hidden from sight. This is not due to the dark grey T-shirt he wears, which is tucked into his pants, but a result of the sleeveless light-grey hoody. The hoody has a scabbard for a small sword grafted into the cloth on the back, adding a certain combat functionality to it and making it more than just a fashion thing. Running up from his wrists to his elbows are black arm warmers, which he sometimes uses to hide senbon or tags.
Fall attire:
During the Fall, Hamura's choice in attire shifts from being comfortable and practical to being primarily practical, warm and dry. Wearing a long sleeves black shirt, tight fitting black pants that are tucked into his similarly black boots (since he does not like getting cold or wet toes), most of all that is covered by a hooded black poncho with wide sleeves in which he can technically hide a weapon from sight. Made so that it does not allow moisture to pass in from the outside, the whole attire becomes quite warm and cause Hamura to sweat when he has to move around a lot. That said, it does keep him dry during the cold and wet months, and that is more or less the only thing that is important. While in this attire, Hamura wears his scabbards around his belt as opposed to using the one grafted into his summer hoody.
Winter attire:
In a way similar to his fall attire, Hamura's winter attire is one that no longer factors in moisture as a real problem. Though still wearing a poncho that keeps out moisture to some degree, the inside is composed of wool, making the poncho itself somewhat thicker, but a lot warmer. Due to it fitting a bit more tightly, it makes less noise when moving against the wind. Wearing thin black gloves to keep his hands warm, the gloves are not lined with anything so as to keep him from experiencing things as though they were touching his own skin. His boots however are lined with animal fur while the soles are extra thick, thus keeping the moisture caused by melting snow from seeping into them. While in this attire, Hamura wears his scabbards around his belt as opposed to using the one grafted into his summer hoody.
Hōsōshi attire:
When under the guise of Hōsōshi, Hamura wears his specially made mask, which he took the liberty of customizing to his liking with his own artistic talents. Dying the mask a sanguine red, it was given two relatively short horns at the sides of the forehead, as well as a pointy red nose, the whole mask being capable of being clicked onto the main mask. The area over the mouth has been painted black while the appearance of lips and sharp elongated fangs were added to it, creating an image reminiscent of what people believe the Daitengu to look like. Finally, the mask has two holes for his eyes, as well as two smaller fake eyes right above them to go with the lore of the Hōsōshi, a divine creature that could "see in all directions". Finally, a thick white wig with hair falling all the way down to his lower back covers his natural black hair, further adding to the guise. Aside from the mask, he also adorns his body with various kinds of war paint, crafting symbols from Shinto and Buddhist religions, as well as tengu marks around his lower arms.
Background
Exist:
Born to Hiruzen Uchiha and Namika Ishikawa, young Hamura could have had just a bit more luck when it was decided by the gods that he was to be born to them. To gain a better understanding of Hamura's situation and place in the world, one first has to understand the tale of his parents. Ever since the fall of the Uchiha empire, many members of the clan such as his father had not been lucky enough to integrate into another village. As a result, Hiruzen had to resort to doing less legal and somewhat immoral things in order to survive in the world, as well as to ensure the survival of his relatives. Living in a small home out in the wilderness of the land of forests, they lived near a small lake. While the house itself did not look like much, the basement was not much of a basement at all, being more of a partially submerged cave. Sharing the property with Hiruzen's nephews, Itsuki and Kaito, aswell as his niece Morina, the five of them had very little to complain about.
Using their skills as Shinobi in order to capture the local wildlife in snares and traps, they knew full well that they were in violation of the law. Even living where they did was an infraction, considering that part of the forest belonged to the many hundreds of acres of the Daimyou's private hunting grounds. While they had been seen while in the act at a few occasions, clever use of Genjutsu had removed the memories from the heads of those that had laid their eyes upon them, or had their vision twisted into seeing a wild animal running off with a dead deer. Eventually though, their luck ran out. After several years of illegally poaching and living where they were not supposed to, Hiruzen, Itsuki and Kaito were eventually surrounded by a squad of Hunter Nin. Even when outmatched twelve to three, the Uchiha proved to be far more troublesome than the Hunters had originally anticipated. After a fight that had dragged out for twenty minutes, the combatants had reached an impasse.
With some of their Shinobi locked in Genjutsu, one having disappeared, some to wounded to continue fighting and a very low morale after being outmaneuvered by just three men, the leader of the Hunter Nin took the initiative in finding a non-hostile manner of proceeding so no one had to die. On the side of the Uchiha, Hiruzen had taken a rather painful hit right above his knee, making it hard for him to continue evading attacks. While they would not admit it, Itsuki and Kaito had run rather low on chakra, making the wounds they had sustained a lot harder to dismiss if they did have to keep fighting. Hearing the fighting almost all the way from home, Morina also arrived at the battlefield, asking whether Hiruzen needed help in dispatching the weakened ones. While Morina's arrival greatly twisted the outcome to their favor, there were still potential outcomes that he could not foresee. Aside from that, he had a pregnant wife back at home, and killing the Hunter Nin would certainly cause others to come and find out what had happened.
As such, he allowed the Hunter to state his terms. Stating that one of the Hunters had returned to the village in order to await the return of his team and come back with greater numbers in case they did not do so, Hiruzen had no choice but to agree to the terms imposed on him. As such, Hiruzen and his cousins became a task force for the Leader to use in case of missions that could cost him his men, or if certain things needed doing that could not be allowed to be traced back to them. And so the months went by where Hiruzen and his cousins did the jobs even the Hunter Nin did not want to do. On one occasion, the Uchiha had been forced to kill an entire cove filled with merchants and sailors that killed for their cargo, also known as pirates. Leaving scorched corpses all over the place and flames that burnt into the very stone that made up most of the surroundings, the only thing left that could be considered even more unique were the violet colored flames that ate away at the stolen cargo by the time Shinobi from the village arrived at the scene of the massacre.
This means War:
By the time Hamura was born, Namika and Morina had been home alone as Hiruzen and his nephews were busy fighting someone else's battles. Having banned Morina from joining on any further missions as they grew increasingly dangerous and sometimes so depraved that they could scar one's soul forever, Namika and Morina took turns when taking care of Hamura. Hiruzen himself did next to nothing, for whenever he came home, he cleaned himself, ate a bit and went straight on to bed, just like his nephews. Once in a while, Hiruzen took the time to take a look at his son when he was not to tired. Every time he did, he whispered to the young boy so that he might take it to heart. "Don't try to be strong, Hamura. Just refuse to be weak". It was one of the things he had always lived by, something that kept him going even as he had to work for someone he truly did not like. Had it not been for the safety of his son and family, he would long since have tried running away with them and aiming to make a new life for themselves. Knowing that the house was under constant surveillance, this was not an option he could take.
By the time he grew to the age of two, Hamura had already lost one of his uncles, Itsuki, while on a mission to take a package from a small band of Shinobi from a foreign village. It was around that time that Hiruzen truly started to change, taking a turn for the worse. Out of sheer hatred, Hiruzen did not just kill his enemies, he utterly destroyed every last one of them, including the package they were meant to retrieve. In the end, all that was left in the wake of his rage was nothing more than ash, charred bones and small flickers of violet flame. As it was the second time that the violet flames had been found at the site of a massacre, word started spreading across the land of a demon terrorizing the countryside. Mashin Shōdo, that was what they called him, translated roughly to "Scorched Earth Demon", a fitting title as the earth and stone around the bodies had been scorched black. When Hiruzen got home, he took the negative energy back with him to the house, reflecting upon everyone there, even Hamura. Over the loss of someone whom he had considered a brother and facing potential repercussions from the authorities, things rapidly changed for everyone.
Preparing a lot more potent traps along with Kaito, Hiruzen tasked Morina with an altogether different task. Asking her to fix up the caverns beneath the house to make them capable of housing at least three people, the walls and ceiling were reinforced and more lighting was added to give the place a less gloomy mood. Where as everyone believed that this was meant to give young Hamura a better home in the future, Hiruzen alone knew that this was not the case. He knew that it would not take long before the anger of the authorities would lead them back to their home, and he had to be sure that nothing bad would happen to his family, least of all his son. What he did not know was that this would happen a lot sooner than he had anticipated. Upset over the loss of the package, the leader of the Hunter Nin one day showed up at the house, starting an argument with Hiruzen over a job that had been poorly done. Due to the traps that had been placed, Hiruzen knew that someone was approaching the compound, and had sealed the entrance to the basement before showing up at the door.
Arguing over the outcome of the mission, Hiruzen rapidly lost his composure over the attitude of the Hunter, especially considering how he regarded to Itsuki's death as nothing more than collateral damage, while the loss of the package was unacceptable. Knowing that his family had been stashed away properly and that Kaito and Morina would take care of his wife and son, Hiruzen decided that it was about time for the one-sided partnership that had allowed him to live to end. Engaging the Hunter nin and several others in battle, it was said by those present that it had been unfair as the Uchiha was at a clear disadvantage. That said, the sheer devastation completely shattered the house he had lived in, burned down several hundreds of meters of forest and reshaped the place into a wasteland filled with protruding rocks of various sizes, charred remains of trees and the small lake at it's center. Needless to say, Hiruzen was not the only one to die that day, having taken the lives of several other hunters, including their leader into an early death, hoping this would keep his family safe.
Hardwired to Selfdestruct:
Several years went by after the death of Hiruzen, and things had not gotten a whole lot better. Not believing that the rest of the family had truly left the country, Shinobi were still sent to scout out the area every now and again. Luckily for the family, the fight that had cost Hiruzen his life had been meant to make the area dangerous for anyone who would be dumb enough to enter it from the outside in. That, and him destroying the house above the caverns they had been living in left the impression that they "might" have left after all, thus making the scouts a bit lazier than they should have been. Though their subterranean home had all of the luxuries they needed in order to survive, everyone had a feeling of being trapped, especially now that Hiruzen was no longer there to protect and guide them. With the loss of Itsuki, they had also lost an amazing cook. As Kaito used to put it jokingly, Itsuki was the kind of cook that could even make shit taste like a chocolate cake, something they all used to smile about.
Having very little to occupy the mind of a child with, Kaito and Morina often took to training young Hamura with blunted weaponry, hoping to see what he was capable of at a young age. More importantly, they wanted to see which side of him was the more prominent one, the Uchiha side, or the Ishikawa side. Possessing the inherent instincts of a warrior, he was quick at learning how to strike properly without losing his balance, evading attacks and quickly getting up when he got knocked over. While nothing special, it at least proved that he had what it took to be trained as a Shinobi. With his older brother and older cousin no longer being with them, Kaito took it upon himself to push Hamura towards becoming a better fighter. After all, there was no telling just when they might be found out, if they were found out at all. Regardless of the possibilities, it was not something Kaito was willing to leave to chance. As such, the boy had to be prepared to defend himself once the time came.
While Namika was not the kind of person that enjoyed fighting, she knew that her son had the blood of his father running through his veins. This much was clear to her ever since he started showing the tell-tale physical signs of the Uchiha clan. The only thing that differentiated from their looks were his green eyes, which were obviously from her side of the family. While not much was known about them, the Ishikawa were not a clan of fighters. Truth be told, they were not much of a clan to begin with. They were traditionally healers that had a strong connection to otherworldly beings from different planes of existence. Originally hailing from another country, Namika and Hiruzen met on the road, where Hiruzen and his cousins saved her and her father from bandits. After staying together for a year, her father decided that it was time for him to move on. Ever since that time, Namika had never been in contact with her father again.
With Hiruzen and Itsuki gone, their home was becoming more of a prison every day. More so, the people of this country wanting to kill them if they knew they were still alive was not helping to ease her mind. Believing it to be best to take her son to where her father was, she did not feel like discussing it with the rest of the family. There was no way they would allow it, as they could not just go outside and travel across the country to wherever it was her father was now. By the time Hamura turned seven, he had become a lot more skilled at the basic Shinobi tricks. Throwing shuriken in an accurate manner, being able to defend himself with a kunai, even being capable of weaving seals and molding chakra. At first, Fire was the only chakra he could mold, though it did not take him very long to gain access to shaping earth chakra as well. With the way Hamura was growing, Kaito's confidence started returning. Some could say that that was the beginning of the end for Hamura's family.
The Wicked End:
Trusting that Hamura would be able to take care of himself if things took a turn for the worse, Kaito started becoming confident. Too confident, one might argue. Venturing through the subterranean caverns that led out into the lake, he quietly made his way into the ravaged wasteland surrounding it. From there on, he took the long route leading through jagged earthen protrusions. Believing that they would hide him from any keen observers that might patrol the area, he set out into the forest from there. Using the shattered remains of their old home, he made new traps so that they could meat again, having grown sick and tired of fish, crustacean and seaweed. Going back to his old routine, he went around for several weeks, believing that no one managed to catch his scent. Unbeknownst to him, the Hunter Nin had truly stepped up their game. Having hired a mercenary group to finish what they had started, it turned out that they had been gathering intel on the remaining members of Hiruzen's family for quite some time now.
Shortly after their deaths, the bodies of the fight with Hamura's father had all been reclaimed and preserved. During the time in which the mercenary organization, known only as the Kōgai group, had been working on more than just gathering information. They knew exactly when Kaito was going out to check his traps, which routes he took, and from where he entered the cave. While they gathered information, they were also performing sickening rituals. Sacrificing captured criminals to a statue they claimed was a gift from the goddess of the underworld herself, they called the spirits of the former Hunter nin leader and Hiruzen back to their bodies. Shackling their spirits and controlling their bodies through the statue, which was filled with souls and powered by continued chanting, the Kōgai group was ready to assault Hamura's family. This time however, they would not leave anyone to tell the tale of what had happened. After all, this was what made the Kōgai group such an effective unit.
Back home, Kaito had just returned to the cave with a fresh kill, a large deer that had gotten caught in one of his traps. In the process of skinning the deer, no one truly expected the two blackened souls to enter from the water like they did. Leaving no bubbles as they did not draw breath, walking along the bottom of the lake, the slightly decayed Shinobi surfaced in the cave. Leaving little time, if any at all to be registered. Tossing a well-aimed Shuriken across the room, Namika was struck between the ribs as she collapsed, falling out of her seat. Responding to this shocking sight, Morina and Kaito drew their weapons. As they prepared to engage, they were stopped in their tracks as they witnessed the horrifying sight of their fallen cousin. His arm still outstretched as a means of showing that he had thrown the projectile, a visible tear could be seen rolling down his cheek. That was when the former head of the Hunter Nin attacked, clashing with Kaito at speeds similarly to what he had been capable of in life.
Where the Hunter seemed unchanged in death, Hiruzen moved in a far more strained manner. Unfortunately, this did not keep him from releasing his devastating fire techniques upon the family. Even so, any fool could see that he was not using any of his truly destructive jutsu. If he did, he would have wiped out everyone inside of the cave in a matter of minutes. While Morina used her earth techniques to shield Hamura and a wounded Namika from the flames, Namika was not at all worried about her wound. In fact, she maintained a hand seal, building up large amounts of chakra as a white aura formed around her body. Once the whole ordeal sunk into the young Hamura, he used what little he had learned as a Shinobi to try and help. Waiting for the moment to strike, he used the phoenix flower jutsu while the Hunter had his back turned at him. Not at all focusing on the child as he clashed with Kaito, nothing about him showed any sign of stress once his rotting body caught on fire.
While the technique was a weak one, the gasses building up inside of the body catching fire was something no one had counted on. With the fire eating away at his body, the Hunter would not relent. Continuing to attack Kaito, and no one else but Kaito, it gave young Hamura one last shot. Taking his kunai, he ran from behind the earthen barricade that kept Hiruzen from hitting Namika, Morina and himself. Building up every bit of momentum he possibly could, he set off and dashed into the man that could by all means be considered a zombie now. With both hands holding on tightly to his Kunai, he sank the blade right into the area between the man's spine and skull. Immediately his body ceased all function, as a black smoke could be seen rising up from it. At first, the smoke was linked to the man burning up from the inside out, though closer inspection proved otherwise. Moments after rising from the corpse, the smoke started moving around on it's own. Closer inspection showed countless faces moving around inside of it as it took on a specter-like shape and moved towards the young Shinobi. Passing through his body, it felt like Hamura's brain itself shut down in response to the agonizing pain that moved through his body. At that point, everyone was certain that whatever the smoke was, it had killed Hiruzen's only son.
No longer concerned with fighting the former Hunter, Kaito rushed towards the boy that had fallen to the floor. Shaking him violently, he could see no life left in his eyes. Enraged over the loss of not only a brother and a cousin, but also losing his protégé, he tossed his body over at Namika. Believing that his lifeless body would not be hurt further behind the earthen barricade, both Morina and Kaito prepared to engage Hiruzen. At that same moment, the black smoke burst from Hamura's body and entered the fallen Uchiha that now stood against them. As it did, his eyes turned black as every attempt his soul made at slowing himself down was overruled. With the brakes officially broken, he went in for the kill. On the other side of the earthen barricade, Namika was rounding up her jutsu as she touched the floor. Upon doing so, a white circle formed over the spot she touched. This circle however moved deeper and deeper into the ground, up to the point where one would look down and see nothing but a bottomless white void.
Considering this to be the last chance she had at saving her son, she kissed his forehead before shoving him into the white hole with the last of her strength. As soon as his body had disappeared inside of the light, the gateway closed up. With the last remnants of chakra she had left, she forced herself on her feet. Determined to give her life to aid her relatives in putting her husband to rest once and for all, the three fought the most powerful among them together. While no one could be sure from that point on what truly happened, a powerful explosion from inside of the cave had erased everything and everyone within a one hundred meter range. All that was left by the end of that night was a shallow crater, violet flames flickering here and there, though no bodies were ever retrieved. As such, one could only speculate as to what had happened to Hamura's family, and what exactly had caused their end.
Awaken from the dark slumber:
Drifting in an a black void for what felt like only seconds may have been a strange thing, especially since his body passed through a gateway of pure white light. Still, this was the only thing he experienced. A pitch black emptiness, devoid of light, life, sight or sound. Waking up moments later, Hamura found himself looking across a small room. Laying in a warm bed, tubing inside of his nose and attached to his arm, he had no idea as to exactly what had happened. The closed blinds and cold temperature above his sheets made him feel like there was something very wrong with him. Thinking to himself as to what might have happened that brought him to the bed he was, nothing came to mind. No matter how hard he thought about it, all that came to mind was darkness. In truth, he did not remember much of anything before waking up. Being rather on board with the idea of getting out of bed, he tried getting the tubes out of his nose. However, he was barely even capable of lifting his arms or properly move his fingers. As little as he remembered, the image he saw in the mirror in front of him was not what he believed he looked like.
Pale, skinny to the point where he seemed like nothing more than skin and bone, excessively long black strands of hair that fell down to his back, he even looked somewhat taller. This was not what he remembered at all. The longer he stayed within the confines of his bed, the more he started freaking out. When he was on the verge of screaming and crying, he heard something on the other side of the door. When the door opened, he saw a young man wearing a long white coat enter the room. Joined by a bald elderly man, he was not sure as to who they were. Trying his best to ask who they were, he could not get his voice to come out. Instead, he started coughing violently to the point where small droplets of blood hit the sheets. Rushing to him, the young man held him down with one arm. With the other, he emptied a syringe into the bag of liquid attached to the tube running down into his wrist. A few seconds later, he felt incredibly tired, forcing him to give up at his attempts at moving. While not asleep, he was not entirely awake either. Hearing everything that was going on around him, he heard the man in the white coat speak to the older man.
Claiming that he could speak to his grandson without any possible physical altercations, he closed the door behind him. Leaving the old man waiting in the far corner of the room, Hamura could not tell if this man was truly his grandfather. It checked out, seeing as how he had never seen him before in his life. That said, he could not remember much of anything, so he was willing to give the man the benefit of the doubt. Taking a chair and sitting down next to his bed, the old man started speaking to him in a slow but steady manner. Claiming that he was in fact his grandfather and introducing himself as Iwamori, he also told Hamura that he was supposed to live here now. He said that one day, Hamura was just laying on his doorstep, glowing with a bright white aura. In spite of that, he had been in awful shape. Believing that someone had left a dead child on his doorstep at first, it was then that he sensed the chakra belonging to his daughter. Recognizing the clan technique, as it had been passed down to her by him, there was little to no doubt in his mind that the youth had been the offspring of Namika and Hiruzen. While many things were still unclear to him, he had vowed to do what he could for the child.
Ever since that day, the Kumogakure hospital had taken Hamura into their custody, though they had never seen anything like it before. After several weeks of testing, they provided the old man with the means to keep the boy in his own home. Leaving life support devices and checking up on the boy and the equipment once every two days, they made it abundantly clear that the boy was to be considered brain-dead. Stating that he would never truly recover, they gave the old man the option to euthanize the child whenever taking care of him became too much for elderly man. Explaining that he had never truly considered doing such a thing to the son of his daughter, he took no joy in watching over the lifeless husk. The first couple of weeks had been hard on the old man, but as the months went by, taking care of him had become a routine thing. As much of a routine as it had become, even his fierce conviction as to how his grandson would recover was shaken when he still showed no signs of real life after six months. To think that now, eight months after appearing in Kumogakure, he would somehow wake up was something not even the doctors understood.
It was from that point on that things had to change drastically. While he would be confined to his bed for quite some time to come, he would slowly go from eating and drinking through a tube towards eating solid food again. As he got strong enough to digest his own food and speak without experiencing pain in his throat, the logical next step would be working towards eating on his own. Practicing hand seals in bed, Hamura slowly felt the strength returning to his fingers and hands. From there on, he got strong enough to hold his own bowls of food and eat with chopsticks. In a matter of weeks, he could move around the house using crutches. More so, he started eating amounts of food that could almost be compared to what a small family would be capable of. Truly, all signs pointed towards him rapidly getting better. Though as much as his body improved, there was something keeping his mind from doing the same. Still having no recollection of his parents or really anything before waking up, all he could remember was the pitch black void.
The Trooper:
By the time he could walk around for short periods of time without the need for crutches, Hamura was often visited. These were no fun visits though. Psychiatrists, Therapists, Hypnotists, Holistic healers and other people who believed they could help him. Not really minding the company, every single person that came by had a different method of trying to figure things out. Yet in a way, they were all attempting to get answers the same way, by talking. Telling them what he could remember, some tried feeding him strange medicine, tried hooking him up to odd devices or even hypnotize him through jutsu. Reluctantly going along with these peculiar methods, the final result was that they maybe broke him more than he already was. After a while, it all became a bit too much for him, causing him to close himself off from the public. No longer wishing to talk about what he could not remember, he took to spending time in his room, alone. Due to the experimentation, the mind unraveling jutsu, the machinery and the medication though, he did remember something.
What he could remember was not something as clear as a memory though. No, what he remembered were emotions, complex and dark. Though he did not know it himself, all of the experimenting and digging in his mind had opened up the things he experienced when his family was killed. As stated before, he did not see the memories in his head, only the emotions. He suddenly felt what it was like to see his mother wounded and bleeding. He felt what it was like when he sat a man on fire, when he severed a man's spine with a Kunai. He remembered what it felt like when he saw the decaying body of his father attacking them. But most importantly, he remembered what it felt like to die. Incapable of truly coming to terms with these feelings, he did the only thing he could really do. He buried them deep down in his mind, refusing to talk about it until he would eventually forget all about them again. Unfortunately for the youngster, he never truly did. While it was all very hard to explain, Iwamori understood that Hamura needed a distraction.
Being almost certain that the Uchiha that raised him had taught him how to handle himself, Iwamori made contact with the "healers" that had visited Hamura. Asking them whether he seemed unstable or otherwise incapable of becoming a member of society, no one really voiced any reasons as to why he shouldn't. Some even believed that it might be for the best, as it would allow him to feel more human. Anything would beat feeling like a lab rat that couldn't properly leave home without feeling like an outcast. And just like that, Iwamori took steps towards enrolling Hamura into the Academy of the Hidden Cloud. Hoping his father and uncles had taught him about weapons, forming hand seals and maybe even molding chakra, he figured things would work out from there. While entirely unplanned, it seemed that young Haruma certainly retained some of his memories, just not in the traditional manner. Since he still had to walk around using a crutch most of the time, he got picked on by some of the kids in the Academy.
Though Hamura could not care less about what other children thought about him, some of the things they said still bugged him. But instead of going out of his way, he waited for the time when students got to spar and show what they had learned. After three weeks in the Academy, they were all asked to show what they had learned in the field of Taijutsu. While not allowed to join at first, Hamura managed to persuade the teacher into letting him take part in the demonstration. Partnering himself with one of the kids that picked on him, things soon got a little too spicy for the pepper. That same day, Iwamori got word from one of the teachers that Hamura had beaten up one of their finer students during the demonstration. As this was not against the rules, and Hamura had only shown a near effortless mastery over simple, basic Taijutsu, there was nothing anyone could do but scold him a little. Caring very little for the initial scolding, it was the praise that came his way from his fellow students for beating up a bully with one of his crutches that made him feel just a little bit better.
From that moment on, the other kids learned to respect him, even if he was not like everyone else for needing a crutch to get around properly. Hamura knew that the crutch was only going to be around until he no longer needed it, and since his body had remembered a lot of the things he had once learned through Muscle Memory, he was considered by Iwamori to be way ahead of his fellow students. Telling him to keep what he could do under wraps for a bit so he would not end up hurting anyone again during demonstrations, the old man refused to make Hamura hide his true potential. As such, they started doing work at home too. Reading books, studying maps of the city and the surrounding country and further practicing the few jutsu he knew that he had not picked up in the academy. These were all among the things they would do together, causing the two to finally bond over something other than family ties. Slowly but surely, Hamura started opening up again, but only to Iwamori. After all, his grandfather was the only person in the world he could trust.
Months flew by, and before he knew it, he had been in the Academy for a whole year. Not having used his crutch for about two months now, most kids did not want to take on young Hamura during the demonstrations. That was, unless they were feeling confident and had something to prove. Regardless of that sentiment, Iwamori's grandson was by no means an equal to the other kids in his class. Getting placed in special classes for quick learners and above-average fighters, Hamura took several tests with a handful of other young shinobi in-training. Graduating from the Academy in just over a year, the village did not place him on any Genin team. This was because Iwamori believed him not to be ready for this kind of relationship with other people. Knowing very well how long it took before Hamura had opened up to him, he could only imagine how badly it could end if they put the youth on a team with other kids and a Sensei he had never heard of. And so it came to be that Hamura remained at their house, doing chores and studying with Iwamori.
Some time between his ninth and tenth birthday, Iwamori fell ill, and it was up to Hamura to do for old geezer what had once been done for him. Even as a child, the son of Hiruzen had some very strong morals, a sense of right and wrong. Being told by the hospital that his condition was a result of old age, he knew that there was very little he could do. All he could do was make sure the old man took his medicine, ate his food and drank plenty of water. Hoping to keep the man around for as long as possible, his grandfather Iwamori passed away shortly after his tenth birthday. Having no living relatives left that he is aware of, Hamura attended Iwamori's funeral, which had been taken care of by the village. Meeting a bunch of people there, some of them were store owners or had a job that could use an extra hand if the young Shinobi ever needed the money. Deciding that he would stay in Iwamori's old house, his house, he knew that he would need the money in order to keep the place from falling apart. As such, he does whatever he can to make a living for himself, all the while trying to give back to the village in which he lives.
Staff Gained TP: 75
IC Gained TP: 11830
Total TP: 12265
Unspent TP: 0
Missions Completed: D8 C7 B4 A0 S0
Event Credits: 3
Anbu Credits: 0
Tokens: 4