[finished!] Watari Nara
May 22, 2019 19:39:21 GMT -7
Post by watari on May 22, 2019 19:39:21 GMT -7
Basic Information
Name: Watari Nara
Bloodlimit: None
Height: 175cm
Weight: 62 kg
Age: 18
Gender: Male
Alignment: Neutral Good
Birth Country: Ame no Kuni (Land of Rain)
Village: Amegakure
Special:
Genjutsu Non-Specialist
- Figment Perception (30 TP)
- Earth Release (10 TP)
- Water Release (10 TP)
- Nara (30 TP)
- Marksman (70 TP)
Equipment
Primary Equipment
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Umbrella, Small (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing, Umbrella
Effect: An umbrella created specifically for the use of combat.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. There are two types of combat umbrellas: oil umbrellas, and metal umbrellas. Oil umbrellas are made from paper soaked in oil to make it waterproof while metal umbrellas have a type of canvas with a metal frame. Oil umbrellas are used for bludgeoning while metal umbrellas are used for piercing. A combat umbrella that has been used for a bludgeoning/piercing attack can do extra damage by opening up, causing +2 Armour Points Extra damage of Bludgeoning/Piercing at once. Metal Umbrellas are treated as have the same length as a Light Shield. A Small Oil Umbrella can hold up to 10 slots of senbon.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo
Bow, Recurve (Overview)
Rank: "C"
Type: Main, Piercing, Bow
Effect: A bow with mechanical aids to help with drawing the bowstring while reducing range.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +8 Amour Points of Weapon Damage. The Range Increment of this weapon is 35 meters. May be used in Mounted Combat. A recurve bow has tips that curve away from the archer when the bow is strung. By definition, the difference between recurve and other bows is that the string touches a section of the limb when the bow is strung. A recurve bow stores more power and delivers energy more efficiently than an equivalent straight-limbed bow, giving a greater amount of energy and speed to the arrow.
Limit: These items may be bought inside any Hunting Shop.
Cost: 4,000 Ryo
Primary: 11,000/13,000 Ryo
Secondary Equipment
Wireless Radio x2 (kept in pants pocket) (2,000)
Rank: "S"
Type: Secondary, 16 per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A Device that has a Velcro strap along the neck with a voice activator along the throat. An ear piece is connected from the vocal piece to the ear in a small cord. It's a radio that transmits signals by sending electromagnetic waves with frequencies below those of visible light. They can then be received by other radios in the form of sound or a wide array of signals in order to make sure important information is protected. When rolled and compact, 16 Wireless Radios are able to fit inside 1 slot. The range between two Wireless Radios is 1,000 meters (Communications for a single thread.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 16,000 Ryo per Slot, or 1,000 Ryo Each
Kunai (Overview) x6 (kept in butt pack)) (3,000)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Shuriken, Hira (Overview) x 60 (kept in butt pack) (6,000)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Arrowhead: Broad Head Point (Overview) x100 (in quiver) (A) (3300)
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: Arrowhead to cause the most amount of damage and highest amount of piercing ability.
Special: ---
Drawback: Difficult to remove, can rip flesh when coming out.
Description: Picture Broadheads were used for war and are still used for hunting. Medieval broadheads could be made from steel, sometimes with hardened edges. They usually have two to four sharp blades that cause massive bleeding in the victim. Their function is to deliver a wide cutting edge so as to kill as quickly as possible by cleanly cutting major blood vessels, and cause further trauma on removal. They are expensive, damage most targets, and are usually not used for practice. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
Shaft: Balanced (Overview) x100 (in quiver) (A) (5000)
Rank: "C"
Type: Secondary, 10 per Quiver Slot, Marksman, Ammunition, Shaft
Effect: A shaft used in order to counter balances heavier arrowheads.
Special: ---
Drawback: ---
Description: A shaft that has added weight at the rear of it in order to counter balance heavier arrowheads (Arrowheads with 1/2 of Range Increment Adjustment). These shafts allow those arrowheads to move further than they normally would at significant distances. The Range Increment Adjustment with this Shaft increases the weapon's Range Increment by 1/2.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 500 Ryo per Slot, or 50 Ryo Each
Fletching: Razor Blade (Overview) x100 (in quiver) (A) (3300)
Rank: "C"
Type: Secondary, 10 per Slot, Marksman, Ammunition, Fletching
Effect: Fletching used for arrows or bolts made from razor blades.
Special: ---
Drawback: ---
Description: Flight archers may use razor blades for fletching, in order to reduce air resistance. Reducing Air Resistance gives better flight for the arrow or bolt. User however must be careful not to harm themselves due to the intricate design of the razor blades. The Range Increment Adjustment with this fletching is +10 meters.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 330 Ryo per Slot, or 33 Ryo Each
Arrowhead: Field Point (Overview) x 60 (in quiver) (B) (1980)
Rank: "C"
Type: Secondary, 50 per Slot, Marksman, Ammunition, Arrowhead
Effect: Similar versions as the bullet point however not used very often as they are mainly used for practice.
Special: ---
Drawback: ---
Description: Picture Similar to Bullet Point and have a distinct shoulder, so that missed outdoor shots do not become as stuck in obstacles such as tree stumps. They are also used for shooting practice by hunters, by offering similar flight characteristics and weights as broadheads, without getting lodged in target materials and causing excessive damage upon removal. The Range Increment Adjustment with this Arrowhead is equal to the weapon.
Limit: Can be bought at any Hunting Shop.
Cost: 1,650 Ryo per Slot, or 33 Ryo Each
Shaft: Basic (Overview) x 60 (in quiver) (B) (2040)
Rank: "C"
Type: Secondary, 10 per Quiver Slot, Marksman, Ammunition, Shaft
Effect: A basic shaft used for all normal Arrows or Bolts.
Special: ---
Drawback: ---
Description: The shaft is the primary structure element of the arrow, to which the other components are attached. Traditional arrow shafts are made from lightweight wood, bamboo or reeds, while modern shafts may be made from aluminium, carbon fibre reinforced plastic, or composite materials. Composite shafts are typically made from an aluminium core wrapped with a carbon fibre outer. The Range Increment Adjustment with this Shaft is equal to the weapon.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 340 Ryo per Slot, or 34 Ryo Each
Fletching: Feather (Overview) x 60 (B) (1980)
Rank: "C"
Type: Secondary, 10 per Slot, Marksman, Ammunition, Arrowhead
Effect: Fletching involves the making of arrows and bolts. They are attached at the end of a Shaft.
Special: ---
Drawback: ---
Description: The Fletching is designed for the ends of an arrow or a bolt. Fletchings are traditionally made from feathers (often from a goose or turkey) and are bound to the shaft. Many Fletching come in different designs. Some examples are the straight fletching, the helical fletching, and the Flu-flu Fletching. The Range Increment Adjustment with this fletching is equal to the weapon.
Limit: These types of items may be bought inside any Hunting Shop.
Cost: 330 Ryo per Slot, or 33 Ryo Each
Secondary items: 28600/30000
Apparel
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Handwear
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: 1,200 Ryo per Pair.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Quiver, Back (160 arrows) (1600)
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Wearable Container
Effect: A container normally worn on the back used to carry arrows, bolts, and darts.
Special: ---
Drawback: ---
Description: Back quivers are secured to the archer's back via straps, with the nock ends protruding above the dominant hand's shoulder. Arrows can be drawn over the shoulder rapidly by the nock. The standard back quiver has a volume of 1 slot. It can hold up to 20 Arrows, Bolts, or Darts. A back quiver may be larger, or smaller. For every 1/4th of a Slot the quiver can hold 5 Arrows, Bolts, or Darts. For Example: 30 Arrow quiver is 1 and 1/2 Slots. 1 slot is approximately 50 square inches. The Back quiver can be outfitted with Modular Lightweight Load Carrying Equipment. For every 20 Arrows 1 pouch can be applied outside of the Quiver.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Apparel: 8000/8000 Ryo
Character Depth
Personality
Watari Nara is a quiet individual that thinks carefully about each statement, each word, before he utters them. His time training to be a hunter in his small village has taught him to watch carefully at all times and tread even more so. His patience is unmatched which has caused some classmates to think of him as lazy or unmotivated when in actuality he was simply waiting for them to misstep and leave an opening.
Watari has had few friends in his life due to his quiet nature. Some assume that he simply hates everyone which is why he doesn't speak with them. However those that do get to know him find that he his charitable, humble and kind. The only people he finds a place for hatred of are those that would prey on the weak or those that would lie for their own sake. Within him he has a great desire to bring to justice those he sees as evil while not completely forsaking the laws of the land to do so. Watari is a natural follower who shows little motivation to order others around.
Watari is very open to new experiences and is willing to try almost anything so long as it doesn't harm someone else. Watari is very conscientious of others around him and tries his best to not offend or harm them while simultaneously letting them know if he believes they have missteped his personal values. Watari is very introverted having little need to be in contact with others to be happy. However he doesn't mind having the company of close friends at any point in time and would happily help them out whenever they call. Watari is suspicious of those that he doesn't know beforehand and can seem a bit cynical in his attempts to suss out the "real" meaning behind some interactions. Emotionally Watari is a very stable individual who would only fall for the neurotic tendencies that others show under immense distress.
Watari's ultimate desire is to become a ninja hunter by joining the village's ANBU. He hopes that by joining the ANBU he can be put into the best position to enact justice against those that have wronged not only the innocent but the village which must protect its' innocent.
Appearance
Watari has earned a sinewy, toned frame from careful temperance and hard work. While in the city he slouches over in a relaxed state only to be brought to attention by leaving and entering the wilds. Watari has a short crop of black hair and small, dark-colored eyes. His eyes are usually in a slight scowl suggesting he is probably bored or irritated. He has only a small amount of body fat in his face such that his chin and cheekbones are quite prominent. His eyebrows are sparse and he has not begun to grow any facial hair. Only rarely will he be seen with a facial expression besides mild irritation or discomfort.
Due to the heavy rains his outer apparel is very limited. You'd be lucky to see him out and about without his brown rain jacket with black trimmings running down the center and black thread stitching as well as the dark blue rainproof pants and dark green rain boots he has grown accustomed to wearing. In addition his black umbrella rarely leaves his hands to mitigate the onslaught of continuous rain. When indoors he leaves the umbrella near the entrance of the building and removes his rain jacket to expose a fishnet undershirt that allows plenty of ventilation in an otherwise water tight ensemble. Several small scars can be seen along his arms; lessons learned from hunting in the wilderness and not completely slaying a beast before approaching.
After completing the academy and receiving his forehead protector he wears it proudly on his forehead, tying it so that it completely covers his hair. It appears to be dirty having been treated with either a small amount of wax or rendered animal fat to make it more water resistant. His butt pack, exposed to the elements, has been similarly treated to help protect the contents from becoming wet and rusting.
Background
Watari's father, Haichi Nara a member of the Nara clan, never became a ninja. He claimed he simply never wanted to and left it at that. However as is tradition within the clan his father had taught him the basics of the clan jutsu so that he could pass it on as needed. When Haichi came of age within the Land of Fire he decided to move to the Land of Rain in search of new prospects and the ever droning rain that could fuel is appetite for naps.
Haichi settled down in a small village near Yokoburi where he filled his days by napping in a hunting blind and setting snares near the numerous streams created by the flooding. Eeking by a living Haichi met a local girl, neither pretty nor homely, who he quickly fell in love with and married. After a time she became pregnant with a child. When she died in childbirth Haichi named his newborn son Watari or "crossover" as this event would move him to a new stage in life.
Watari, once old enough to not rely on milk was left to his own devices at home for extended periods of time when his father left on extended "hunting trips" carrying several bottles of sake to the blind. Watari survived by leaving the house and begging for food from neighbors who provided it, for a time. Once he was six years old, and the neighbor's charity ran out, he began following his father on his trips, being careful to not let his father see or hear him. Observing from nearby he learned his father was a successful hunter capable of great patience in the blind coupled with the eye of an expert animal tracker.
His father would almost always bring back a significant kill, a deer or as much of a buffalo as he could carry. Following behind Watari watched as his father took a turn not to the butcher shop but to the tavern where he bartered away the meat that could keep them fed for a good while for a few bottles of sake. Observing his father for a few weeks taught him the basic principles of the stalk and allowed him to begin hunting field vermin to feed himself. When Watari turned eight he ran away from home and struck out into the wilderness to fend for himself, running away from his drunk father.
He was quite successful out on his own but eventually, his clothes torn to bits from no maintenance, he headed home to face his father again. His father met him at the door hugged him close and begged for his only son to accept his apology. Haichi came to understand the neglect he had inflicted on Watari was undue and had stopped drinking for the three months his son was missing. Searching for him in the woods while hunting.
From that point on the two were inseparable. Haichi began to mould his son into a man by taking him out on his hunts with him and teaching him the basics of chakra control and nara techniques that he could. After three years together, on his twelfth birthday, Watari informed Haichi of his intention of enrolling in the ninja academy of Amegakure. They set out the next day and once they arrived at Amegakure and separated once again their tears were hidden amongst the pouring rain.
Watari graduated and achieved his Genin status at the age of 17.