~ Kaguya, Masa [Revamp]
Feb 24, 2014 12:57:26 GMT -7
Post by DeeDub on Feb 24, 2014 12:57:26 GMT -7
Name: Masa, Kaguya
Age: 27
Height: 6' 2"
Weight: 185 lbs
Alignment: Neutral Evil
Born: Water
Affiliation: Kirigakure [Chuunin]
Bloodlimit: Kaguya
Speciality:
Taijutsu-Master[Chakra Molding]
Fighting Styles:
-Krav Maga
-Wrestling
-Art of Throwing
-Goutetsu
-Gates 1-8
Bloodlimit & Clans
-Kaguya
-Yamanaka
Release:
-Lightning Release
Primary Weapon:
N/A
Secondary Weapons:
Butt Bag[12/15]
5x Grenade:Stun [5Slots]
1x Scroll[C]{0/60}[3Slots]
8x Throwing Knives [4Slots]
Single Speed Loader Pouch[1/1]
57x Senbon
~History:
The Kaguya, a vain race who sought only to fight. Their battles were of high praise and regard in their community. To them, prestige outweighed food or water in importance. A sliding scale of honor that dares arrogant acts, such as, challenging the Water Country's military. The battle led to their bitter end. Under rare circumstances, some survived...
Their captor, another Kaguya, lacked the fighting spirit of the clan. A disgraced general who fled from a losing battle. Such trifles as odds and strategies clouded his mind. In a brave act, he returned to face his dishonor. His fear stained him. He acted on his own, abducting children that were willing to fight beside their elders.
Masa, a teenager at the time, pursued the General. One of his captives was his only sister. Masa acted as if he also wanted peace, joining the group to keep an eye on his sister. He watched him closely; waiting to strike him down for his cowardice.
The General wanted peace for them all. Devoting their talents elsewhere and to live as long as any others.Masa was the eldest of those who were taken. He kept their spirits up under the stress of isolation and captivity. Their captor taught them of their bloodlimit.
These calcium extraction techniques were painful, like torture, imposed upon them daily. Masa withstood this but the
wrenched faces of his sister and the others made him want to end this man so much more.
Years passed, they meshed into a family unit.
He couldn't break the spell of his bloodline and sought martial artists to measure himself against. Masa's frustration had the best of him. Word of his days spread to his comrades. They prayed Masa would stop being stubborn. His sister believed in him as her protector. She found work in the hidden village of Hidden Mist as a medic.
~Appearance:
Masa's body is slender and long aiding his fluid movements. His movements flow like a snake. Overall toned muscles move with the precision of a orchestra. Each part contributes equally in the dances of his clan. Masa's skin is pale, to the point of building a resistance to the bronzing effect from the sun. Also its not marred by any scars or scratches.
His eyes are bluish-gray nearing the tone of his shoulder-length, silky, silver hair. His eyebrows are thin and curved naturally but black unlike his hair. A single bang in front is adorned with a silver bead followed by three wooden beads. The silver bead is for his sister and the wooden ones for the remainder of his clan. He began wearing these beads as soon as he clan went their separate ways.
Masa wears a loose dark gray tunic. The hem of this tunic covers his crotch. It widens before ending ending above his knees. This tunic only has a collared hole for his head. Upon the back of the fabric has a black outline of a skull sown on it. The loose fabric covers his chest and back. The sides of his ribs and stomach open to view.
A black band with a white border is tied around his waist. It splits the tunic into its upper and lower sections. Masa also wears half-sleeves that cover his forearms and the back of his hands. They are tied tightly to his arms. It is bound to a silver ring around his middle fingers on each hand. The manipulation of his bones leaves this tattered most of the time.
Underneath the tunic, he wears long black slacks. They end in a tight white band around his ankles. The heel and arch of his feet are tied tightly in bandages. Leaving the balls of his feet and toes open to the air. They get quite dirty but are toughened by the varied terrain and exercises. Masa finds shoes to be constricting.
~Personality
-Stoic
Masa keeps his thoughts and emotions to himself. He unloads these on people he trusts, like his sister or members of his clan. Even others who are going to the same hardships as him. If he is going through something unique, he'll isolate himself to solve the issue. Quiet meditation is his way to relax. Loud, obnoxious, people are poisonous to his inner calm.
Masa believes deeply in the strength of his clan. Their abilities and arts tops all others, if you ask him. In the heat of battle, he will move with clear judgement to his objective. He will tout these abilities to anyone who stands in his way or threatens those close to him. His confidence is like an aura; something he'll spread to everyone near around him. No matter what the situation.
-Well-Mannered
When he does speak, adequate respect and acknowledgement are given to the recipient. Even to the people he may feel ill towards he keeps up the guise of respect. Initially, feelings evaded him. But, over time he poked and prodded until he had a grasp. He's grown considerate of others feelings in mind as he speaks. Nicknames escape him as he rather would call a person by their name or title. Most would compare him to a diplomat with a streak of violence.
-Protective
His sister and his clan are sacred to him. Losing them is unthinkable. He will do everything in his power to keep them safe. Even pulling on others for his sanity. If he cannot protect them directly he will minimize threats to their safety. Even disassociating himself from them in within reason for Masa.
His trust is sacred. As with the man who kidnapped them, "for their own good", Masa's vengeance is swift. An instant reprisal is stricken upon anyone who crosses him. The same goes for those who plot to harm his clan and family. To be one of his trusted, Masa has seen through you. And will exploit your weaknesses for all the more sweet revenge.
-Coercive
With his abilities and curt attitude, the options of people at his mercy become very slim. The stubbornness of most of his victims sickens him. He has had to stain his bones with the blood of the most hopeless lot. Masa wishes each person would learn from their errors instead of it being their last. Coercion is easy when your body is a weapon.
Masa does't care for money or possessions. They lead people to obsessive behaviors and corrupt most. The people around him are more important than those. He ends up donating or maintaining the few things he has. Everything he owns is tattered and tarnished. Its appearance doesn't concern him. As long as it works he'll keep it.
[Freebies]
Raiton no Jutsu (Lightning Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Lightning. This means that any NinJutsu or specialized TaiJutsu that deals the Lightning Release will need this in order to be performed correctly.
Limit: ---
Traits:
Disillusioned
Rank: "C"
Skill: Trait
Effect: The user's childhood has ended by a great disaster or atrocity that they
witnessed.
Special: ---
Drawback: ---
Description: To cope with the horror, the user has learned to reflexively suppress all emotion. The user gains a +2 trait bonus on Saves against emotion and fear effects. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Killer
Rank: "C"
Skill: Trait
Effect: User has made their first kill at a very young age and found the task of war or murder to their liking.
Special: ---
Drawback: ---
Description: User either takes a particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize the target's pain. The user deals +20 Armour Points in striking damage in trait bonus against vital areas. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Hunter
Rank: "C"
Skill: Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and Tracking checks. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Suspicious
Rank: "C"
Skill: Trait
Effect: Since their young age the user has learned their parent or sibling has lied to them about something dear.
Special: ---
Drawback: ---
Description: The user discovered at an early age that someone they trusted, perhaps an older sibling or a parent, had lied to them and lied often, about something they had taken for granted, leaving them quick to question the claims of others. The user gains a +5 trait bonus on Observation checks and will gain a +1 per die roll when learning the skill. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Skills:
Know Ability(Learned 4x)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: Some characters are schooled in the art of careful observation and are able to discern Skills and other Abilities of a target.
Special: ---
Drawback: ---
Description: Some characters are schooled in the art of careful observation. Thus, even without the aid of Chakra, they can observe an individual and attempt to glean a valuable piece of information about them. This ability requires a skill check and approximately one hour of observation for each ability studied. For example, if a user watched a man cutting wood for an hour, they could make a "Know Ability" skill check. If successful, they would learn that the man has 10 movements per round. The user can apply this skill to nearly all statuses and abilities, as well as Skill Level Associated with a character. By Observing for 1 hour this is considered as a Trivial Difficulty. Shorter the observation increases the difficulty.
Trivial User observes for 1 hour.
Easy User observes for half an hour.
Average User observes for 1 minute.
Difficult User observes for 1 round.
Very Difficult User Observes at a Glance.
Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Identify Tracks(Learned 5x)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A skill that allows the user to identify tracks and gain precise facts from them.
Special: ---
Drawback: ---
Description: A character with this skill can tell, when he runs across tracks, if they were made by any animal or human. He can precisely identify any normal creature by their footprints. No check is needed for this skill when performing a routine identification. A skill check is needed if the character wants to try to identify precise facts, such as those mentioned above. (the fact that the mule's pack is heavy, or that the camel's foot is sore.) Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Identify Trap(Learned 2x)
Rank: "E" (10 TP at all times)
Skill: Skill
Effect: A skill that allows users to identify traps that may have been placed.
Special: ---
Drawback: ---
Description: Identifying traps is never a sure thing. Instead of a simple/yes no skill check, there are 4 potential outcomes: 1) successfully identify if a trap is present; 2) mistakenly identify a trap where there is none (false positive); 3 mistakenly identify that no trap is present when one exists (false negative); and 4) activate the trap. The Difficulty of finding traps is dependent on the Rank of the Raps. Look in Academia Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Observation(Learned 4x)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time eents and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Tracking(Learned 2x)
Rank: "E" (10 TP at all times)
Skill: Skill
Effect: Characters use this skill to follow the trail of animals and other persons.
Special: ---
Drawback: ---
Description: Tracking means the user found a trail if they gain the check, while failure means they did not. If user fails this initial skill check, they simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into 2 or crossing water are examples why a user might need another Tracking check. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
Disguise 10x [50tp]
Disguise
Rank: "E"
Skill: Skill
Effect: A person versed in the art of disguise can alter his appearance to be unrecognizable- even to his own mother.
Special: ---
Drawback: ---
Description: A user may choose to appear as the opposite sex, a larger person or possibly even a smaller person. There are, of course, common sense limits to this skill. A balding, fat, middle-aged male innkeeper is going to have one hell of a time disguising himself as a voluptuous female prostitute. In general, the following limitations apply: Height: +/- 25% of actual height; Weight: +/- 50% of actual weight; Sex: Male or Female; Hair: Any Color; Eyes: Any Color; Complexion: Any Color; Facial Features: Highly mutable
Obviously, the ability to speak the language of the person you impersonate is not granted. The character may need to purchase clothes or materials depending on his disguise. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Acting user gains a Synergy Bonus +10 to Disguise (to act in character). Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Intimidation 10x[50]
Intimidate
Rank: "E
Skill: Skill
Effect: User can change another's behavior with a successful check.
Special: ---
Drawback: ---
Description: Characters use this skill to cause others to back down in a contest of wills, to make others afraid. To Intimidate The Difficulty of this check is +10 + 5 per Target's Class Level + (5 x Impeccable Will) + Target's modifiers on Saves against Fear. User gains a +4 bonus on their Intimidate check for each size category they are larger than the target (This does not apply to Traits or Augmentations while retaining the same Size Category. Conversely, user takes a -4 penalty on their Intimidation check for every size Category that they are smaller than their target. Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Acting user gains a Synergy Bonus +10 to Intimidate. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Escape Artist 6x[30]
Escape Artist
Rank: "E"
Skill: Skill
Effect: A skill that enables a character to escape from bindings.
Special: ---
Drawback: ---
Description: This skill enables a character to escape from shackles, ropes, nasty tentacles, constrictor snakes or other immobilizing confinement. This is unusually accomplished by using deep inhalations or muscle tensing when confined (so that the ropes loosen when the body is relaxed), temporarily dislocating a joint or similar action. The Escape Artist requires a full 10 seconds to attempt this skill. With a successful check, the character escapes their bonds. On a failure, the character remains trapped however may reattempt an escape. The user may attempt to escape a binding within half a round by making a Very Difficult check. If user has 25 or more Ranks in Escape Artist user gains a Synergy Bonus +10 to Rope Use involving bindings. If user has 25 or more Ranks in Rope Use user gains a Synergy Bonus +10 to Escape Artist involving Ropes. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Skill: | Level: | Score: |
Know Ability: | Novice | 23 |
Identify Tracks: | Master | 102 |
Identify Trap: | Novice | 12 |
Observation: | Expert | 84 |
Tracking: | Master | 101 |
Disquise: | Advanced | 63 |
Escape Artist: | Average | 40 |
Intimidation: | Advanced | 59 |