The Blind Beast of Iwa, Shenjie Shitakuma (Revised)
Dec 11, 2017 13:01:10 GMT -7
Post by The Blind Beast on Dec 11, 2017 13:01:10 GMT -7
Basic Information
Name: Shenjie Shitakuma
Alias: The Blind Beast of Iwagakure
Bloodlimit: Shitakuma
Height: 180 cm (or 5'10")
Weight: 57kg (or around 127 lb.) [Weight Class: Featherweight]
Age: [13][14][15][16][17][18][19][20] years old (age up due in June or July)
Gender: Male
Alignment: Chaotic Neutral
Birth Country: land of rivers
Village: Iwagakure no Sato
Special:Taijutsu master (chakra molding)
1. Goutetsu [M] 1,140/500
2. Boxing 320/500
3. Wrestling 340/500
4. Gates [M] 670/500
5. BK 0/500
6. Art of Throwing 5/500
7. Tensora [NM] 0/450
8. Aikido [NM] 0/450
Clan Non Specialist:
1. Shitakuma 380/500
2. Shape Force Transformation 0/500
3. Art of the Bard [GM] 0/500
4. Sensor 0/350 TP
Nin/Gen/Clan: Doton [GM] 0/500
Nin/Gen/Clan: Shoton [GM] 0/500
Misc
1. Misc Master (Universal Taijutsu)
2. Grand Master Ninjutsu [Doton]
3. Grand Master Clan [Art of Bard]
4. Grand Mater Ninjutsu [Shoton]
5. Reserved
6. Reserved
7. Reserved
8. Reserved
Skills
Observation 125/125
Jump Good 125/125
Stealth 125/125
Weapons
Primary Weapon:
X2 Gauntlet (Overview)
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
Tsue Aramusha (Staff of the Daredevil)
Rank: "C"
Type: Main, Weapon, Multi-Weapon
Effect: A Multi-Weapon that is in the shape of a long staff. A weapon that grants the user's capabilities of having a Long Staff, using a Grapling Hook, Two Large Sectional Staffs, Two Nunchakus, Four Batons, and two Small Staffs created by a secondary Larger Staff.
Special: Used as part of the Shitakuma weapon of choice.
Drawback: ---
Description: The walking staff is created of a length in fifty eight inches and a diameter of two inches. The staff has different designs and looks depending on the user. The length of the staff can be a directness to keep those who wish to harm the user away from them. The staff can divided up into three weapons when divided in half. The lower half when twisted in a certain way by a switch, along with a strong pull can create another staff of equal size. Along the middle of the newly staff, when twisted by a switch and pulled the staff can be divided up into two small staffs, or sticks that is capable for smaller range combat where each stick is in the size of fourteen inches and a half. The upper half of the staff is capable of being turned into two nunchakus by a couple of twists of a few switches. When pulled out the weapons show that wires are in place of the small batons keeping them in place in order to keep them as a nunchaku. The wires are in the length of eight inches, while the batons are in the length of seven and one forth of an inch. Now on the way lower half of the staff where a knob is located, if a certain switch that is pressed which is about six inches higher then the knob three sectional long attaching are shown to create a grappling hook. Within the staff is wire that is ten times of the length of the staff creating a great asset for the user by making a lengthily weapon. An extra thousand Ryo, a user is able to have tiny pin sized holes added into the staff allowing a Shitakuma member to turn the staff into a Sensory Pole, but much larger, still only allowing the pole to vibrate the Infrasounds into the distance of 100 meters.
Limit: Bought only at the Shitakuma Complex
Cost 8,000 Ryo
Melody Arm
Rank: "A"
Type: Main, Gadget, Bludgeoning/Mechanical, Gauntlet
Effect: The Melody Arm is a porous metal gauntlet that is worn on the arm.
Special: ---
Drawback: May only be used in close-range.
Description: Picture The Melody Arm, a porous metal device located worn on the user's arm, is used to amplify the sound waves from arm movements to attack their opponent. By generating enough sound, the user can redirect the waves in mid-air to their intended target. Giant holes are attached to the sides of the gauntlet to release the sound. How the opponent is affected by the sound is dependent on where the opponent is hit or how the user directs the sound with their chakra.
By damaging the victim's inner ear, the victim is rendered deafened, confused, and nauseous for 2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "C" rank worth of damage against chakra defenses.
By directing through water weight of the victim's body (center of body), the victim is rendered dazed, and paralyzed for 1d4+2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "B" rank worth of damage against chakra defenses.
It can also act as a defense by blocking kunai and shuriken as well as other weapons since this item is considered as a Gauntlet as well.
Limit: These items may be bought inside any Gadget Shop. With a 20% chance of finding.
Cost: 30,000 Ryo each.
Secondary Items:
X4 slots Shuriken, Bo (Overview)
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. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each
X3 slots Kunai (Overview)
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.
X1 slot Tag: Exploding
Rank: "A"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). 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 enemy.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. These papers are exploding tags that are able to harm and kill opponents or just simply explode within a certain radius. They can be placed on targets, wrap around a weapon, or even thrown at opponents. Tags have a killing diameter of 1 meter, and a wounding diameter of 2 meters. Tags can be activated to explode within 6 seconds, or by a simple technique. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 12,000 Ryo per Slot, or 150 Ryo Each.
30,000/30,00
Non-Weapon Items
X6 Blood Clot Pill
Rank: “C”
Type: Secondary "3" Per Slot
Effect: A pill that stops bleeding and accelerates the red blood system.
Special: ---
Drawback: ---
Description: The pill is about 1/2 in diameter about roughly the size of a regular Marble, the color of the pill is a bit darken from all the different herbs that were mixed into it. The pill is able to activate somewhat of a chemical reaction in the body that will trigger the Thrombus or also commonly know as (Blood Clot) is the final product of the blood coagulation step in hemostasis a very important part (the cessation of blood loss from a damaged vessel). A thrombus in a large blood vessel will decrease blood flow through the vessel that has been damage. So that the blood will then thicken and form a clot of blood cells and fibrin strands to stop the bleeding when blood vessel is severed.
Limit: Found in Any Hospital Shop
Cost: 500 Each
5 individual Thermal Capsule
Rank: "B"
Type: Secondary, 5 per Slot, Accessory, Capsule
Effect: A special Capsule designed to warm the body from extreme sudden cold temperatures.
Special: ---
Drawback: When used cannot be recovered.
Description: A small ball like capsule that reacts to sudden cold. When a body becomes frozen, or becomes extremely cold to the point that the human body cannot handle, the capsule activates. When activate it emits out a strong heat wave that is sent throughout the body. This warms up the body, capable of melting through all types of ice. When the body becomes normal heat signature the Capsule stops working and dissolves.
Limit: Universal Item. Capable of being bought anywhere that is a shop.
Cost: 5 for 2,000 Ryo
3 Sensory Pole
Rank: "C" Ranking
Type: Secondary, Accessory, Pole "4 per Slot"
Effect: An item that emits out a very low pitched soundwave off into the distance activated by the slightest pinch of disturbance hitting the pole.
Special: An item used as part of the Shitakuma.
Drawback: Only those who are able to hear extreme low pitched sounds, or Infrasounds are able to hear the pitches of these Sensory Poles. These run in the animal kinds of Elephants are able to hear Infrasounds.
Description: A pole that is one inch in diameter, eight inches long. The Pole is made out of a metal that vibrates well when hit. The pole has tiny pin sized holes that widen going into the center of the pole. The pole has a pointed end like a spike at the end of one side in order to be dropped or slammed into the ground. When the slightest touch hits the pole, whether it is wind, or someone knocking into the pole it emmits out an Infrasound that may reach out into the distance of one hundred meters. Due to the size of the Pole it is also capable of being used as a weapon, but it is used within the Shitakuma to create a radar allowing them to know who or what may be around.
Limit: Bought only at the Shitakuma Complex
Cost 1,000 Ryo each.
One slot Soundballs
Rank: "C" Ranking
Type: "Secondary" Accessory, Bell, "32 per Slot"
Effect: An item that emits out a very high pitched soundwave off into the distance activated by the slightest pinch of disturbance hitting the ball.
Special: An item used as part of the Shitakuma.
Drawback: Only those who are able to hear extreme high pitched sounds, or ultrasounds are able to hear the pitches of these Sensory Poles. These run in the animal kinds of bats and dogs are able to hear Infrasounds.
Description: A ball that is one inch in diameter. The ball is made out of a metal that vibrates well when hit. The ball has tiny pin sized holes that stay the same length going towards the middle of the ball. The ball is shiny metalic with no other significence in description other then it is a ball. When the slightest touch hits the ball, whether it is wind, or someone knocking into the ball it emmits out an ultrasound that may reach out into the distance of fifty meters. The ball could be used as a weapon with a slingshot. The ball could be used as a weapon if thrown really hard, but it is used within the Shitakuma to create a radar allowing them to know who or what may be around.
Limit: Bought only at the Shitakuma Complex
Cost 1,000 Ryo each Slot.
Robe [White Judogi]
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Pants [White Judogi 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.
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
Footwear [Brown Boots]
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.
Pouch, Utility X2
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
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.
Shirt [Black Turtleneck Sweater]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Pants [Brown] Wool Lined Insulated Trousers]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Handwear [Brown Fingerless/Mitten Wool Gloves]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Jacket [Green Thick Wool Lined Insulated Jacket /W Hood]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Footwear [Brown Leather Woolen insole Boots]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Headgear [Brown Wool Woven Scarf
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Character Depth
Personality:
shinjie has always been a pretty easy going guy. Life always seemed to put him down even though he has always looked to find a bright side. Being born blind is definitely a hinderance that he find to be both a bane and a blessing. To never behold the beauties of the world is one of the many sadnesses that curses his still sprouting life. This however is one of his many driving forces. He longs to have the freedoms of sight in some form. To gaze upon the world with all it's color and Contort. This however reflects his overall longing to be helpful even though he is disabled. This is also why shinjie loves giving of himself to his friends as best he can. For him it is always the little things that count.
He finds that jokes are the best way to cure his own insecurities. In fact, he takes this to an extreme degree of cruelly placed ironic humor that doesn't always help the situation. He doesn't care what people think about him in any general sense. He accepts all for who they are, because he too feels that he would be accepted beyond his birth defect. In this same sense he cares very little for physical appearances. He himself is unaware of what he looks like, and the same goes for everyone else that he has ever met. He only recognizes voices and vibrations that travel from a certain weight. Oddities also entertain him quite a bit honestly.
He is attracted to women as far as he is aware. He doesn't exactly know what the difference is however. The fact that he has never actually seen a women makes his own belief a bit biased. He does understand that they have a more soothing vocal sound then males however. It is this sense of smooth vocal exerts that he finds attractive. If someone were to have a soothing voice, then he would feel more inclined to waste his time listening. Shinjie also love to listen to music for this same reason. It is his sight beyond actual sight. The soothing Rhythms and beats help him paint his blank world with his own sense of color. He also longs to learn how to play some type of instrument. Being blind has hindered this however. He still plans on persevering to learn as many HAND based skills as he can.
He is also kind to a strong degree. He has been treated extremely poorly by those who do not understand his weaknesses. Growing up as such a weakling has built him up to be strong and gentle. He has determined to treat others as he should have been treated. No matter how of the individual, he has promised to go out of his way to make a difference for them. Being blind has made this quite a challenge in all actuality. If it had not been for the fact that he is extremely physically fit, he might not have been eligible to do anything other than act as a sensory beacon. The thought of that sickens shinjie, because he desires to have to strength of a raging fire. Choosing to use vibrations to find where his opponents is. He also uses the same method to determine their movements to an extreme degree.
This is why he dislikes places that he can't be planted o the ground. He can see through hearing and smell, however it is less accurate. He would alway prefer to find his way using his feet. The cool earth of Iwagakure is a perfect for developing his chosen skill sets. He also fears flying quite a bit. Being up in the sky just twists his stomach into a knot. This fear of flying also applies to falling. Cramped spaces fail to bother him however. Places like this give him something to keep contacted with in the blank void that is his world. His sensory abilities are what keep him visualized in totality. This is why he choses to work in teams opposed to by himself. He loves having others around, and is social as can be. This is why he also dislikes being alone. It's one of the things that truly sadden him.
Appearance:
Being blind makes having an opinion on what he himself looks like difficult. He doesn't know that his eyes are a pale white that could easily become confused with those of a Hyuuga. This is ironic to say the Least. His pale eyes however are his face's most prominent feature. The completely useless organs are nothing more than showy bulbs placed inside of his eye sockets. Yet, they the eyes themselves are ironically beautiful. Unperceived light often reflects off of them, giving them a false sense of life. This is one of the features that make hims as appealing as he appears. Shinjie couldn't care less about what he looked like to other people however. This is the main reason why he always appears a physical mess.
His face itself is fairly rounded except for his his chin that is slightly angular. It gives his face a much needed sense of balance. His light black hair is extremely common with his clan. In fact, about 80% of his fellow clan members also care the black hair color that is considered iconic to the Shitakuma. He wears his hair in a short mess that never seems to appear perfect unless fixed by someone else. His nose is is fairly small in all honestly. The fact that it is one of his most useful tools also makes his appearance again ironic.
His jaw line is boney and hardened from many years of training physically, and the many instances of self inflicted tripping. This however is mostly from his early years before he learned to see beyond his own eyes. This is also how he has learned that his imparement indirectly affected his body's appearance.
His hands are callous from many training sessions, and using his hand quite frequently. He needs them to find his way around after all. His clothing can vary depending on the situation. He is normally seen wearing a long sleeve tan hooded-shirt that covers all the way up to his mid forearm. The netting underneath is barely visable under the neck of the shirt. After he earns the right, he plans to place a tactical vest over his shirt. He also wears a pair of fingerless rope hand wraps that carry the Iwagakure symbols upon them along the metal protectors. This will complete what he hopes to look like on official ninja business. While training he wears a sleeveless grey robe with hand wraps that expose his fingers for obvious reasons. He needs to have them available for sighting.
He commonly chooses to wear his headband upon his belt along which it is easy to keep track of. However, he also choses to wear his headband across his blind eyes. The Iwagakure symbol is always present on his person however. He is great fun to the village and will always represent it whenever possible. He also wears a fifteen slot butt bag on the back of his belt that houses a good deal of his equipment. His overall bodily appearance is fairly fit. His many years of training to overcome his disability has made him a fairly good looking fellow over all. His decent appearance however is unknown to shinjie. He personally perceives himself to be fairly plain in comparison to how others must appear. He had the capability to grow a beard, but has yet to do so. He may eventually grow to find that he likes the scruffy chin hair.
He is often found without shoes. This is because he uses the ground's vibrations to see where his is going. His feet are his most gnarled aspect. They are always caked with dirt and appear to be fairly beaten up. They are coated with an extremely thick layer of callous dead skin that has compiled over time. That's the price that one pays for using their feet as at their eyes. This also gives him a good sense of grounding. His balance is well off because his feet are always rubbing against the rough stony earth. His over all rugged appearance however is all due to the fact that he never knows if he had properly dressed himself in all honestly.
Background:
Shinjie was born on a quite rainy night in the wetlands of the land of rivers. His father is currently unknown, but is the carrier of his clans gene. His mother however was much more involved in his early years. After his birth his mother brought him up within the canvas tent camp that housed their nomadic community. Being blind, the sense of community is what kept him morally built up to the point where they were attacked along the boarder of the land of earth. The traumatic tensions between the nomadic presence along the boarders of the land of earth and the land of rivers. When Shinjie was but 5 years old, their mobile village was brutally attacked by enemy shinobi.
The battle that actually took place held little visualization in his own memory. Being blind saved him the scared images, however the screams never abandoned him as the battle continued on through the duration of the night. His mother and many others were killed durning the conflict as a result of their poor military training. Shinjie himself was also endangered at one point until his saviors from the hidden stone village. According to these individuals, they had been sent to protect a small nomadic village along their boarders from the hidden leaf village. They had been hired to eliminate the entirety of the village with little or no casualties. This however became a failed attempt when the hidden stone got involved. They rescued the few surviving members with as much haste as they physically could. This is one of the main reasons that Shinjie feels such a strong sense of loyalty to his village. He owes it his life.
After the battle had been fought, a member of the Hyuuga clan, that Shinjie would later come to know as Goki, began to take pity on the blind child. Taking one of the headbands from their fallen foes, Goki placed it in his soon to be ward's hand. The words he uttered next would always be imprinted in Shinjie's heart just as the leaf headband outline became memorized in his palm. "Never forget..." Goki said as he placed his hand upon Shinjie's shoulder to take him back to Iwagakure and a new found life. A life of combat, perseverance, acceptance, and discovery. The things that he would have been bereft of otherwise. With his clan's symbol donned upon his back, Shinjie began his new life under the guidance of Goki Hyuuga.
The Shitakuma and the Hyuuga have always held a special bond. This made accepting Shinjie into his home more acceptable. The permanently blind five year old was a scrawny little thing with no true sight beyond basic hearing and touch. Goki was on the opposite spectrum. He was a Hyuuga who carried true sight, and for this reason Goki saw things for how they were. It would be a long road preparing Shinjie for the world that awaited him. Pity would not go as far as to protect him in battle. Goki quickly began to teach Shunjie how to see beyond seeing. The natural hearing that all Shitakuma carried was the first place that Goki decided to go. Pushing his young student to hear as if seeing, using sound waves to do what he could do with his eyes. The quite hours of pure silence helped train his ears more acutely.
After he had learned how to utilize his hearing to a strong degree, Goki began to push his pupil and adopted son harder than ever. Many evenings of physical training made Shinjie's early life a pain. Up until he reached the age of 8, Shinjie trained exclusively with his father figure Goki. After he had become proficient in seeing beyond sight, Shinjie began to explore using the vibrations that traveled along the ground to see. This made everything much easier to comprehend. When his vibrations were received, he could visually picture the opponent as he moved, and could predict his movements thus so. This is how Shinjie picked up boxing before he entered the academy at the age of 10. This however would prove to be one of the most challenging episodes of his life.
Being blind made schooling extremely difficult. His disability made reading a complete pain in the ass. His grades in any writing or reading always became a big N/A when Goki would look over his grade sheets. It always appeared that his specialty ended up being Taijutsu of all things when he graduated to the rank of Genin at the age of twelve. The rest of his time that had been spent in the village has been personal training. He longs to find a way to read and hopes that he can one day do so. He also vows to never forget who had helped get him to where he was now. "Never forget..." He had Goki carve out on the back of the metal plate of his head band. He would never be able to read it, however the smooth feeling of the words over his finger tips are enough to help push him forward.
After living in the village for two years with his sensei Goki, He was taught the art of Goutetsu Karate Do. As Karate Ka he was picked on for being blind, being one who had slowly developed Goki-Sensei's favoritism as he developed into a young adult as the time came, he began to take on the mantle of higher belts, becoming a master of the basic art. After having a rebellious stage, Shenjie joined a fight club that he had thought eventually resulted in his masters death. Grief struck, Shenjie attempted to take up the mantle of assistant master until he was called upon to partake in a mission from the Tsuchikage; which ended in failure. This failure resulted in starting his long warriors journey where he met many people and mastered not only the art of Goutetsu but also learned of the 8 inner gates becoming a master of the inner arts of the bodies works.
Traits:
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.
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.
Heavy Hitter
Rank: "C"
Skill: Regional Trait
Effect: User has trained in martial arts and so their blows are especially painful.
Special: ---
Drawback: ---
Description: User gains a +10 Armour Points Trait bonus on damage made with Unarmed attacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Life of Toil
Rank: "C"
Skill: Social Trait
Effect: User has lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened the user's body and mind.
Special: ---
Drawback: ---
Description: User gains a +1 bonus on Foritude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Anatomist
Rank: "C"
Skill: Combat Trait
Effect: The user has far more knowledge of the Anatomy than most due to their upbringing.
Special: ---
Drawback: ---
Description: User has studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. User knows where to aim their blows to strike vital organs. User gains a +5 trait bonus on Damage when making Critical hits. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Finite Life
Rank: "C"
Skill: Heritage Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Orphan
Rank: "C"
Skill: Regional Trait
Effect: User grew up in an Orphanage. Whether or not they took to their teachings, their strict indoctrination has toughened their body against punishment.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus on Fortitude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies
Last Ditch Burst
Rank: "B"
Skill: Combat Trait
Effect: While in a state that normally leaves the user weakened, they summon a final surge of great strength.
Special: ---
Drawback: ---
Description: The user is used to being cornered and reduced to a weakened state. They know how to rise out of desperation. Once per battle, when the user is either fatigued or exhausted, they may summon a hidden well of strength to boost their physical power for one attack. If the user uses this ability while fatigued, they get +20 armour points in striking damage for one 1d6 rounds. If the user uses this ability while exhausted, they get +40 armour points in striking damage for 1d4 rounds. If using this ability to boost a multi-hit attack, the user may divide and choose how much of the damage bonus applies to separate parts of the attack. Alternatively, while the user is exhausted, they may instead get +80 armour points in striking damage for 1 round—in exchange, the user immediately falls unconscious (or paralyzed if unable to fall unconscious) once they finish the attack and can only recover from the condition after a forced extended rest. Attacks being enhanced by this trait are not affected by the Prowess penalties normally applied by fatigue and exhaustion. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Total TP:3,040
Name: Shenjie Shitakuma
Alias: The Blind Beast of Iwagakure
Bloodlimit: Shitakuma
Height: 180 cm (or 5'10")
Weight: 57kg (or around 127 lb.) [Weight Class: Featherweight]
Age: [13][14][15][16][17][18][19][20] years old (age up due in June or July)
Gender: Male
Alignment: Chaotic Neutral
Birth Country: land of rivers
Village: Iwagakure no Sato
Special:Taijutsu master (chakra molding)
1. Goutetsu [M] 1,140/500
2. Boxing 320/500
3. Wrestling 340/500
4. Gates [M] 670/500
5. BK 0/500
6. Art of Throwing 5/500
7. Tensora [NM] 0/450
8. Aikido [NM] 0/450
Clan Non Specialist:
1. Shitakuma 380/500
2. Shape Force Transformation 0/500
3. Art of the Bard [GM] 0/500
4. Sensor 0/350 TP
Nin/Gen/Clan: Doton [GM] 0/500
Nin/Gen/Clan: Shoton [GM] 0/500
Misc
1. Misc Master (Universal Taijutsu)
2. Grand Master Ninjutsu [Doton]
3. Grand Master Clan [Art of Bard]
4. Grand Mater Ninjutsu [Shoton]
5. Reserved
6. Reserved
7. Reserved
8. Reserved
Skills
Observation 125/125
Jump Good 125/125
Stealth 125/125
Weapons
Primary Weapon:
X2 Gauntlet (Overview)
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
Tsue Aramusha (Staff of the Daredevil)
Rank: "C"
Type: Main, Weapon, Multi-Weapon
Effect: A Multi-Weapon that is in the shape of a long staff. A weapon that grants the user's capabilities of having a Long Staff, using a Grapling Hook, Two Large Sectional Staffs, Two Nunchakus, Four Batons, and two Small Staffs created by a secondary Larger Staff.
Special: Used as part of the Shitakuma weapon of choice.
Drawback: ---
Description: The walking staff is created of a length in fifty eight inches and a diameter of two inches. The staff has different designs and looks depending on the user. The length of the staff can be a directness to keep those who wish to harm the user away from them. The staff can divided up into three weapons when divided in half. The lower half when twisted in a certain way by a switch, along with a strong pull can create another staff of equal size. Along the middle of the newly staff, when twisted by a switch and pulled the staff can be divided up into two small staffs, or sticks that is capable for smaller range combat where each stick is in the size of fourteen inches and a half. The upper half of the staff is capable of being turned into two nunchakus by a couple of twists of a few switches. When pulled out the weapons show that wires are in place of the small batons keeping them in place in order to keep them as a nunchaku. The wires are in the length of eight inches, while the batons are in the length of seven and one forth of an inch. Now on the way lower half of the staff where a knob is located, if a certain switch that is pressed which is about six inches higher then the knob three sectional long attaching are shown to create a grappling hook. Within the staff is wire that is ten times of the length of the staff creating a great asset for the user by making a lengthily weapon. An extra thousand Ryo, a user is able to have tiny pin sized holes added into the staff allowing a Shitakuma member to turn the staff into a Sensory Pole, but much larger, still only allowing the pole to vibrate the Infrasounds into the distance of 100 meters.
Limit: Bought only at the Shitakuma Complex
Cost 8,000 Ryo
Melody Arm
Rank: "A"
Type: Main, Gadget, Bludgeoning/Mechanical, Gauntlet
Effect: The Melody Arm is a porous metal gauntlet that is worn on the arm.
Special: ---
Drawback: May only be used in close-range.
Description: Picture The Melody Arm, a porous metal device located worn on the user's arm, is used to amplify the sound waves from arm movements to attack their opponent. By generating enough sound, the user can redirect the waves in mid-air to their intended target. Giant holes are attached to the sides of the gauntlet to release the sound. How the opponent is affected by the sound is dependent on where the opponent is hit or how the user directs the sound with their chakra.
By damaging the victim's inner ear, the victim is rendered deafened, confused, and nauseous for 2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "C" rank worth of damage against chakra defenses.
By directing through water weight of the victim's body (center of body), the victim is rendered dazed, and paralyzed for 1d4+2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "B" rank worth of damage against chakra defenses.
It can also act as a defense by blocking kunai and shuriken as well as other weapons since this item is considered as a Gauntlet as well.
Limit: These items may be bought inside any Gadget Shop. With a 20% chance of finding.
Cost: 30,000 Ryo each.
Secondary Items:
X4 slots Shuriken, Bo (Overview)
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. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each
X3 slots Kunai (Overview)
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.
X1 slot Tag: Exploding
Rank: "A"
Type: Secondary, 80 per Slot, Explosive, Tag
Effect: Exploding tags are scraps of paper inscribed with a special writing, centering on the kanji for "explode" (爆, baku). 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 enemy.
Special: ---
Drawback: May harm the user if not put right.
Description: Paper that is 2 inches by 6 inches in size and 0.039" (1 mil) thick. These papers are exploding tags that are able to harm and kill opponents or just simply explode within a certain radius. They can be placed on targets, wrap around a weapon, or even thrown at opponents. Tags have a killing diameter of 1 meter, and a wounding diameter of 2 meters. Tags can be activated to explode within 6 seconds, or by a simple technique. May be attached to 3 items without taking up room in a single slot.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 12,000 Ryo per Slot, or 150 Ryo Each.
30,000/30,00
Non-Weapon Items
X6 Blood Clot Pill
Rank: “C”
Type: Secondary "3" Per Slot
Effect: A pill that stops bleeding and accelerates the red blood system.
Special: ---
Drawback: ---
Description: The pill is about 1/2 in diameter about roughly the size of a regular Marble, the color of the pill is a bit darken from all the different herbs that were mixed into it. The pill is able to activate somewhat of a chemical reaction in the body that will trigger the Thrombus or also commonly know as (Blood Clot) is the final product of the blood coagulation step in hemostasis a very important part (the cessation of blood loss from a damaged vessel). A thrombus in a large blood vessel will decrease blood flow through the vessel that has been damage. So that the blood will then thicken and form a clot of blood cells and fibrin strands to stop the bleeding when blood vessel is severed.
Limit: Found in Any Hospital Shop
Cost: 500 Each
5 individual Thermal Capsule
Rank: "B"
Type: Secondary, 5 per Slot, Accessory, Capsule
Effect: A special Capsule designed to warm the body from extreme sudden cold temperatures.
Special: ---
Drawback: When used cannot be recovered.
Description: A small ball like capsule that reacts to sudden cold. When a body becomes frozen, or becomes extremely cold to the point that the human body cannot handle, the capsule activates. When activate it emits out a strong heat wave that is sent throughout the body. This warms up the body, capable of melting through all types of ice. When the body becomes normal heat signature the Capsule stops working and dissolves.
Limit: Universal Item. Capable of being bought anywhere that is a shop.
Cost: 5 for 2,000 Ryo
3 Sensory Pole
Rank: "C" Ranking
Type: Secondary, Accessory, Pole "4 per Slot"
Effect: An item that emits out a very low pitched soundwave off into the distance activated by the slightest pinch of disturbance hitting the pole.
Special: An item used as part of the Shitakuma.
Drawback: Only those who are able to hear extreme low pitched sounds, or Infrasounds are able to hear the pitches of these Sensory Poles. These run in the animal kinds of Elephants are able to hear Infrasounds.
Description: A pole that is one inch in diameter, eight inches long. The Pole is made out of a metal that vibrates well when hit. The pole has tiny pin sized holes that widen going into the center of the pole. The pole has a pointed end like a spike at the end of one side in order to be dropped or slammed into the ground. When the slightest touch hits the pole, whether it is wind, or someone knocking into the pole it emmits out an Infrasound that may reach out into the distance of one hundred meters. Due to the size of the Pole it is also capable of being used as a weapon, but it is used within the Shitakuma to create a radar allowing them to know who or what may be around.
Limit: Bought only at the Shitakuma Complex
Cost 1,000 Ryo each.
One slot Soundballs
Rank: "C" Ranking
Type: "Secondary" Accessory, Bell, "32 per Slot"
Effect: An item that emits out a very high pitched soundwave off into the distance activated by the slightest pinch of disturbance hitting the ball.
Special: An item used as part of the Shitakuma.
Drawback: Only those who are able to hear extreme high pitched sounds, or ultrasounds are able to hear the pitches of these Sensory Poles. These run in the animal kinds of bats and dogs are able to hear Infrasounds.
Description: A ball that is one inch in diameter. The ball is made out of a metal that vibrates well when hit. The ball has tiny pin sized holes that stay the same length going towards the middle of the ball. The ball is shiny metalic with no other significence in description other then it is a ball. When the slightest touch hits the ball, whether it is wind, or someone knocking into the ball it emmits out an ultrasound that may reach out into the distance of fifty meters. The ball could be used as a weapon with a slingshot. The ball could be used as a weapon if thrown really hard, but it is used within the Shitakuma to create a radar allowing them to know who or what may be around.
Limit: Bought only at the Shitakuma Complex
Cost 1,000 Ryo each Slot.
Robe [White Judogi]
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Pants [White Judogi 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.
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
Footwear [Brown Boots]
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.
Pouch, Utility X2
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
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.
Shirt [Black Turtleneck Sweater]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Pants [Brown] Wool Lined Insulated Trousers]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Handwear [Brown Fingerless/Mitten Wool Gloves]
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Jacket [Green Thick Wool Lined Insulated Jacket /W Hood]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Footwear [Brown Leather Woolen insole Boots]
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.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Headgear [Brown Wool Woven Scarf
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Cold Weather Clothing
Rank: "C"
Type: Main, Slot Holder, 0 per Slot, Clothing
Effect: Cold Weather clothing is meant to keep a user from freezing in the cold.
Special: ---
Drawback: Cannot be used with Hot Weather Clothing.
Description: Cold Weather Clothing are designed for mountaineering or hunting while traveling in icy climates. A Complete outfit must be a wool or thick animal fur coat, a thick shirt, a wool style cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some areas the clothing can be found primarily of fur and animal pelts. When wearing a complete outfit, it will grant a +5 circumstance bonus on Saves against exposure to cold weather.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: +80% to Base Ryo per Article of Clothing.
Character Depth
Personality:
shinjie has always been a pretty easy going guy. Life always seemed to put him down even though he has always looked to find a bright side. Being born blind is definitely a hinderance that he find to be both a bane and a blessing. To never behold the beauties of the world is one of the many sadnesses that curses his still sprouting life. This however is one of his many driving forces. He longs to have the freedoms of sight in some form. To gaze upon the world with all it's color and Contort. This however reflects his overall longing to be helpful even though he is disabled. This is also why shinjie loves giving of himself to his friends as best he can. For him it is always the little things that count.
He finds that jokes are the best way to cure his own insecurities. In fact, he takes this to an extreme degree of cruelly placed ironic humor that doesn't always help the situation. He doesn't care what people think about him in any general sense. He accepts all for who they are, because he too feels that he would be accepted beyond his birth defect. In this same sense he cares very little for physical appearances. He himself is unaware of what he looks like, and the same goes for everyone else that he has ever met. He only recognizes voices and vibrations that travel from a certain weight. Oddities also entertain him quite a bit honestly.
He is attracted to women as far as he is aware. He doesn't exactly know what the difference is however. The fact that he has never actually seen a women makes his own belief a bit biased. He does understand that they have a more soothing vocal sound then males however. It is this sense of smooth vocal exerts that he finds attractive. If someone were to have a soothing voice, then he would feel more inclined to waste his time listening. Shinjie also love to listen to music for this same reason. It is his sight beyond actual sight. The soothing Rhythms and beats help him paint his blank world with his own sense of color. He also longs to learn how to play some type of instrument. Being blind has hindered this however. He still plans on persevering to learn as many HAND based skills as he can.
He is also kind to a strong degree. He has been treated extremely poorly by those who do not understand his weaknesses. Growing up as such a weakling has built him up to be strong and gentle. He has determined to treat others as he should have been treated. No matter how of the individual, he has promised to go out of his way to make a difference for them. Being blind has made this quite a challenge in all actuality. If it had not been for the fact that he is extremely physically fit, he might not have been eligible to do anything other than act as a sensory beacon. The thought of that sickens shinjie, because he desires to have to strength of a raging fire. Choosing to use vibrations to find where his opponents is. He also uses the same method to determine their movements to an extreme degree.
This is why he dislikes places that he can't be planted o the ground. He can see through hearing and smell, however it is less accurate. He would alway prefer to find his way using his feet. The cool earth of Iwagakure is a perfect for developing his chosen skill sets. He also fears flying quite a bit. Being up in the sky just twists his stomach into a knot. This fear of flying also applies to falling. Cramped spaces fail to bother him however. Places like this give him something to keep contacted with in the blank void that is his world. His sensory abilities are what keep him visualized in totality. This is why he choses to work in teams opposed to by himself. He loves having others around, and is social as can be. This is why he also dislikes being alone. It's one of the things that truly sadden him.
Appearance:
Being blind makes having an opinion on what he himself looks like difficult. He doesn't know that his eyes are a pale white that could easily become confused with those of a Hyuuga. This is ironic to say the Least. His pale eyes however are his face's most prominent feature. The completely useless organs are nothing more than showy bulbs placed inside of his eye sockets. Yet, they the eyes themselves are ironically beautiful. Unperceived light often reflects off of them, giving them a false sense of life. This is one of the features that make hims as appealing as he appears. Shinjie couldn't care less about what he looked like to other people however. This is the main reason why he always appears a physical mess.
His face itself is fairly rounded except for his his chin that is slightly angular. It gives his face a much needed sense of balance. His light black hair is extremely common with his clan. In fact, about 80% of his fellow clan members also care the black hair color that is considered iconic to the Shitakuma. He wears his hair in a short mess that never seems to appear perfect unless fixed by someone else. His nose is is fairly small in all honestly. The fact that it is one of his most useful tools also makes his appearance again ironic.
His jaw line is boney and hardened from many years of training physically, and the many instances of self inflicted tripping. This however is mostly from his early years before he learned to see beyond his own eyes. This is also how he has learned that his imparement indirectly affected his body's appearance.
His hands are callous from many training sessions, and using his hand quite frequently. He needs them to find his way around after all. His clothing can vary depending on the situation. He is normally seen wearing a long sleeve tan hooded-shirt that covers all the way up to his mid forearm. The netting underneath is barely visable under the neck of the shirt. After he earns the right, he plans to place a tactical vest over his shirt. He also wears a pair of fingerless rope hand wraps that carry the Iwagakure symbols upon them along the metal protectors. This will complete what he hopes to look like on official ninja business. While training he wears a sleeveless grey robe with hand wraps that expose his fingers for obvious reasons. He needs to have them available for sighting.
He commonly chooses to wear his headband upon his belt along which it is easy to keep track of. However, he also choses to wear his headband across his blind eyes. The Iwagakure symbol is always present on his person however. He is great fun to the village and will always represent it whenever possible. He also wears a fifteen slot butt bag on the back of his belt that houses a good deal of his equipment. His overall bodily appearance is fairly fit. His many years of training to overcome his disability has made him a fairly good looking fellow over all. His decent appearance however is unknown to shinjie. He personally perceives himself to be fairly plain in comparison to how others must appear. He had the capability to grow a beard, but has yet to do so. He may eventually grow to find that he likes the scruffy chin hair.
He is often found without shoes. This is because he uses the ground's vibrations to see where his is going. His feet are his most gnarled aspect. They are always caked with dirt and appear to be fairly beaten up. They are coated with an extremely thick layer of callous dead skin that has compiled over time. That's the price that one pays for using their feet as at their eyes. This also gives him a good sense of grounding. His balance is well off because his feet are always rubbing against the rough stony earth. His over all rugged appearance however is all due to the fact that he never knows if he had properly dressed himself in all honestly.
Background:
Shinjie was born on a quite rainy night in the wetlands of the land of rivers. His father is currently unknown, but is the carrier of his clans gene. His mother however was much more involved in his early years. After his birth his mother brought him up within the canvas tent camp that housed their nomadic community. Being blind, the sense of community is what kept him morally built up to the point where they were attacked along the boarder of the land of earth. The traumatic tensions between the nomadic presence along the boarders of the land of earth and the land of rivers. When Shinjie was but 5 years old, their mobile village was brutally attacked by enemy shinobi.
The battle that actually took place held little visualization in his own memory. Being blind saved him the scared images, however the screams never abandoned him as the battle continued on through the duration of the night. His mother and many others were killed durning the conflict as a result of their poor military training. Shinjie himself was also endangered at one point until his saviors from the hidden stone village. According to these individuals, they had been sent to protect a small nomadic village along their boarders from the hidden leaf village. They had been hired to eliminate the entirety of the village with little or no casualties. This however became a failed attempt when the hidden stone got involved. They rescued the few surviving members with as much haste as they physically could. This is one of the main reasons that Shinjie feels such a strong sense of loyalty to his village. He owes it his life.
After the battle had been fought, a member of the Hyuuga clan, that Shinjie would later come to know as Goki, began to take pity on the blind child. Taking one of the headbands from their fallen foes, Goki placed it in his soon to be ward's hand. The words he uttered next would always be imprinted in Shinjie's heart just as the leaf headband outline became memorized in his palm. "Never forget..." Goki said as he placed his hand upon Shinjie's shoulder to take him back to Iwagakure and a new found life. A life of combat, perseverance, acceptance, and discovery. The things that he would have been bereft of otherwise. With his clan's symbol donned upon his back, Shinjie began his new life under the guidance of Goki Hyuuga.
The Shitakuma and the Hyuuga have always held a special bond. This made accepting Shinjie into his home more acceptable. The permanently blind five year old was a scrawny little thing with no true sight beyond basic hearing and touch. Goki was on the opposite spectrum. He was a Hyuuga who carried true sight, and for this reason Goki saw things for how they were. It would be a long road preparing Shinjie for the world that awaited him. Pity would not go as far as to protect him in battle. Goki quickly began to teach Shunjie how to see beyond seeing. The natural hearing that all Shitakuma carried was the first place that Goki decided to go. Pushing his young student to hear as if seeing, using sound waves to do what he could do with his eyes. The quite hours of pure silence helped train his ears more acutely.
After he had learned how to utilize his hearing to a strong degree, Goki began to push his pupil and adopted son harder than ever. Many evenings of physical training made Shinjie's early life a pain. Up until he reached the age of 8, Shinjie trained exclusively with his father figure Goki. After he had become proficient in seeing beyond sight, Shinjie began to explore using the vibrations that traveled along the ground to see. This made everything much easier to comprehend. When his vibrations were received, he could visually picture the opponent as he moved, and could predict his movements thus so. This is how Shinjie picked up boxing before he entered the academy at the age of 10. This however would prove to be one of the most challenging episodes of his life.
Being blind made schooling extremely difficult. His disability made reading a complete pain in the ass. His grades in any writing or reading always became a big N/A when Goki would look over his grade sheets. It always appeared that his specialty ended up being Taijutsu of all things when he graduated to the rank of Genin at the age of twelve. The rest of his time that had been spent in the village has been personal training. He longs to find a way to read and hopes that he can one day do so. He also vows to never forget who had helped get him to where he was now. "Never forget..." He had Goki carve out on the back of the metal plate of his head band. He would never be able to read it, however the smooth feeling of the words over his finger tips are enough to help push him forward.
After living in the village for two years with his sensei Goki, He was taught the art of Goutetsu Karate Do. As Karate Ka he was picked on for being blind, being one who had slowly developed Goki-Sensei's favoritism as he developed into a young adult as the time came, he began to take on the mantle of higher belts, becoming a master of the basic art. After having a rebellious stage, Shenjie joined a fight club that he had thought eventually resulted in his masters death. Grief struck, Shenjie attempted to take up the mantle of assistant master until he was called upon to partake in a mission from the Tsuchikage; which ended in failure. This failure resulted in starting his long warriors journey where he met many people and mastered not only the art of Goutetsu but also learned of the 8 inner gates becoming a master of the inner arts of the bodies works.
Traits:
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.
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.
Heavy Hitter
Rank: "C"
Skill: Regional Trait
Effect: User has trained in martial arts and so their blows are especially painful.
Special: ---
Drawback: ---
Description: User gains a +10 Armour Points Trait bonus on damage made with Unarmed attacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Life of Toil
Rank: "C"
Skill: Social Trait
Effect: User has lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened the user's body and mind.
Special: ---
Drawback: ---
Description: User gains a +1 bonus on Foritude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Anatomist
Rank: "C"
Skill: Combat Trait
Effect: The user has far more knowledge of the Anatomy than most due to their upbringing.
Special: ---
Drawback: ---
Description: User has studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. User knows where to aim their blows to strike vital organs. User gains a +5 trait bonus on Damage when making Critical hits. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Finite Life
Rank: "C"
Skill: Heritage Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Orphan
Rank: "C"
Skill: Regional Trait
Effect: User grew up in an Orphanage. Whether or not they took to their teachings, their strict indoctrination has toughened their body against punishment.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus on Fortitude Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies
Last Ditch Burst
Rank: "B"
Skill: Combat Trait
Effect: While in a state that normally leaves the user weakened, they summon a final surge of great strength.
Special: ---
Drawback: ---
Description: The user is used to being cornered and reduced to a weakened state. They know how to rise out of desperation. Once per battle, when the user is either fatigued or exhausted, they may summon a hidden well of strength to boost their physical power for one attack. If the user uses this ability while fatigued, they get +20 armour points in striking damage for one 1d6 rounds. If the user uses this ability while exhausted, they get +40 armour points in striking damage for 1d4 rounds. If using this ability to boost a multi-hit attack, the user may divide and choose how much of the damage bonus applies to separate parts of the attack. Alternatively, while the user is exhausted, they may instead get +80 armour points in striking damage for 1 round—in exchange, the user immediately falls unconscious (or paralyzed if unable to fall unconscious) once they finish the attack and can only recover from the condition after a forced extended rest. Attacks being enhanced by this trait are not affected by the Prowess penalties normally applied by fatigue and exhaustion. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Total TP:3,040