Zeki Sadojin - Revamp
Mar 25, 2014 14:50:32 GMT -7
Post by Ranzu on Mar 25, 2014 14:50:32 GMT -7
Basic Information
Name: Zeki Sadojin
Bloodlimit: Sadojin
Height: 5'8"
Weight: 186 lbs
Age: 20
Gender: Male
Alignment: Chaotic Neutral
Birth Country: Kaze no Kuni
Village: Iwagakure
Special:
Ninjutsu/Genjutsu Specialist
Taijutsu/Clan Non Specialist
Weapons
Primary Weapon:
Fan, Battle
Boomerang, Average (Overview)
Secondary Items:
Non-Weapon Items
[li]Med Diagnostic Scanner[/li]
[li]Medical Unit[/li]
[li]Handheld Surveillance Monitor[/li]
[li]Surveillance Spikex3[/li]
[li]Wireless Radio[/li]
[li]Compass Electronic[/li]
[li]Cryo-Bag[/li]
[li]Flying Destruction Machine[/li]
[li]Utility Belt Type 3[/li]
[li]Tactical Vest Type 1[/li]
[li]Cloak Type 5[/li]
[li]Messenger Bag Type 4[/li]
[li]Book: Textbook: Encyclopedia of Creature Lore x16 (1 for each region)[/li]
[li]Book: Textbook: Hippocratic Corpus[/li]
[li]Book: Textbook: Textbook of Animal Breeding[/li]
[li]Book: Textbook: A Gardener's Education[/li]
[li]Encyclopedia of Plant Lore x16 (One for each region)[/li]
[li]Scroll: Map: Continent - Bias[/li]
[li]Scroll: Map: Continent - Cleobulus[/li]
[li]Scroll: Map: Continent - Chiloin[/li]
[li]Scroll: Map: Continent - Periander[/li]
[li]Scroll: Map: Continent - Pittacus[/li]
[li]Scroll: Map: Continent - Thales[/li]
[li]Potion of Shrink Recipe[/li]
[/ul]
Character Depth
Personality:
Passive-Aggressive: Zeki grew up under the iron grip of authority and it has shaped his life ever since. While he may come off friendly and warm at first, he will react to hostility and authority towards himself with mild aggression. He may not even able to keep himself from doing it if someone tries to assert too much control over his life.
Always a smile: Zeki quickly learned that showing your emotions in front of the guards was a bad idea, as the sneers and jabs quickly taught him. Being noticeably rude to the guards was even a worse idea while being deadpan all the time made the guards provoke him. Yet when Zeki was being friendly to them, they did not react as harshly as other times. As a result he will usually have a smile on his face in any situation.
Culturally Young: Being raised in a laboratory for your entire life is not a good way to learn about the world or it’s culture. Zeki is not exempt from this and he is usually shocked by what some people do and say. Furthermore social events and interactions tend to elude him to the point of where he has no idea how to act in those situations.
BATB! (Books are the best!): Humans grow mentally unstable if they are locked up and unable to do anything, and the scientists thought the same would be true about Sadojins. They did not want to personally involve themselves with the test subject, so they simply gave him reading material every week. Strangely, Zeki was content with this after he had been taught how to read and has had a keen interest in books ever since.
Humans, huh?: Sadojins are different from humans. They do not have the same needs or wants as the average human, and even their bodies are different. Zeki does not know much about humans except that they are different, so he finds it hard to empathize with them about their problems.
Humans...huh…: Zeki has a personal grudge against quite a few people, and they are humans too. He has a tendency to be quite distrusting of humans at first, and it takes quite some time before he accepts them as friends. That said, once he puts his trust into someone it usually is all the way. So much so that it is near blind loyalty of the person.
Patient: Zeki is patient, if anything. The years in the lab taught him that sometimes you cannot face a problem head on, that sometimes waiting for the best time to strike is the better plan. Unfortunately the time in the lab has shaped him to where he values patients far more than action, and has a tendency to let his opponent attack first.
Appearance:
The face
Zeki's face looks unfinished to the average person, as the edges seem as if they could change at a second's notice. His features are otherwise quite plain compared to others though. His nose is on the thinner side while being quite straight while his cheeks are thin looking themselves. His ears are a little larger than the norm also but they stick close to his head so it is hard to tell. His mouth can be called small but it is more of a illusion thanks to as the lips are thin and long. His eyes are a little less round than a circle and the irises are colored a sandy-yellow color. It seems he has no eyebrows, or other hair, on his face.
The body
Zeki's body is on the tallish side for his age, giving him a lanky look. The rest of his body is hard to see as he keeps it covered all the time, but it is clear from his clothes that his form is filled out. Though he does not have impressive muscle mass, his shoulders are spread apart quite a fair distance giving him quite a wide back. His arms are lanky, looking too long to fit someone of Zeki's size, and his hands are quite large with long fingers.
The Hair
Zeki does not place much importance upon hair and it shows: the sandy-blonde mop on the top of his head looks as if he had just gotten out of bed. The bad side of bed. It could easily be compared to a mop that is just about to wear out, it is so messy. The hair is of medium length, with the bangs barely reaching the tops of his eyes. Though the hair never seems to get in the way of his vision.
Upper body apparel
Zeki wears a sandy-brown hoodie over his upper body, with the hood up most of the time. Darken swirls and strange symbols are upon the hoodie, giving it a exotic look to it. Even more exotic is the fact that the decals on the hoodie change daily even though the base color of the hoodie stays the same. A lighter color shirt can be seen worn under the hoodie, coming up to the base of his neck.
Lower Body Apparel
Zeki's legs are covered by dark tan colored pants with lighten bands of a sandy tan woven throughout the clothing. Looking at the lighten bands may cause the onlooker to believe that the bands look like they are flowing together, and if one has a good memory they will notice that the bands sometimes switch position if they care to stare at his pants long enough. A pair of brown boots can be seen sticking out from under his pants, though the upper half of them are covered by said pants.
Background:
Out of all of the bloodlines known to shinobi, the Sadojin bloodline is one of the strangest. While able to mimic normal humans and shinobi, the bodies of the Sadojin are clearly different from regular humans. Thanks to this and the fact that not much is known about the bloodline to begin with, gives the entire bloodline a air of mystery. But this mystery intrigued both scholars and less honorable persons, and a shady, non-official organization was soon formed with the sole purpose of capturing and studying the Sadojin bloodline.
But the Sadojin were hard to track down and even harder to capture as the organization's agents soon found out. The organization could not organize large amount of man power in the search for Sadojin in fear of being found out by a village, but the agents became more proficient at tracking and finding Sadojins. Within months the agents got a lucky breakthrough in the form of finding a large gathering of Sadojin and planned to ambush them as soon as possible. The ambush was a failure though as many agents lost their lives in the fighting and all of the Sadojin managed to get away....except for one, a infant that was snatched in the heat of battle.
This infant was taken to a secure facility that was made specifically to hold Sadojin where scientists immediately started to experiment upon the child. They found out the anatomy of the Sadojin, of how their body are mostly made of sand except for a single organ, and how the Sadojin molded nearby sand to form their bodies. The information gained from this experiments gave the organization's agents a edge in spotting and tracking down Sadojin, though they were never able to capture another one. So the organization decided to keep the infant alive and record it's growth through the years. The organization branded this infant Sadojin "Test Subject Z".
Subject Z first memories were not of a family or friends, not of a home or a shelter, but of cold scientists and rough guards, of a damp cell and sterile labs. Z was put through demanding tests during the day that usually involved his sand controlling abilities, with harsh punishments if he failed the tests, and the nighttime was no better as he could feel the guard's eyes watching him with contempt while he rested. His early years consisted mostly of this treatment with an occasional "viewing" of a real Sadojin given to new and important organization members. This treatment lead to his body looking weak and stunted thanks to a lack of sunlight and sand, and his mental development stunted in some ways.
This all changed when Z was finally allowed to leave the facility in his late pre-teen years as a exercise for the scientists research. As soon as he walked out, under heavily guard and surveillance, into the bright sun and windy sands of the desert the Sadojin felt something change within him. The sunlight gave him energy the likes he never felt before, the sand near him seemingly added itself to his body therefore giving his body the look of a healthy kid his age...but most importantly, the little adventure gave Z a very, very small taste of freedom...and he loved it.
Z walked back in to the facility a changed person with the sole goal of escaping one day. But even at a young age, the Sadojin knew that he would be unable to escape using force or the like as the guards could easily overpower him and furthermore they all knew his full capabilities. So Z started to plan and take mild actions against the organization, at first just purposely failing some tests and being slightly unresponsive to the guards. Then he took it up a notch a few weeks later, using a small string of sand to knock over ink wells or move scrolls around. After a few years, it was clear that a few changes had taken place: the scientist had all but abandoned the place from fear of ghosts, the guards had low morale and kept eyeing pockets of sand that appear in the facility, and that everyone thought the Sadojin was a failed specimen.
Throughout the years, Z had made it seem as if he was weaker than he actually was and that his growth was at a stunted rate. In truth, the Sadojin had been failing tests on purpose and siphoning sand from his own body to make it seem that way. Then, when the facility was all but crippled and he was sure that the organization would make it's move soon, Z struck out at the guards. He had grown proficient with his sand controlling and was able to overwhelm them with a large amount of sand he had been smuggling in the facility over the years, managing to make it out into the desert.
Z knew he would be tracked in the desert as that would be the logical place for him to go, so he left the desert a few days later and entered a forest. The problem with this plan was that Z lived in a lab all of his life and had no idea where to go after entering the forest and soon became lost, wandering between the trees and brush for a few weeks until he finally met someone. A villager of the Village of Grass, who asked Z who he was. "I am Z....I am Zeki." was the reply, and after a brief conversation the villager lead Zeki back to the
Traits
Able Learner
Eidetic Memory
Will of Men, The
Mirror Mind
Without a Past
Languages
Releases
Clans
Genjutsu
Name: Zeki Sadojin
Bloodlimit: Sadojin
Height: 5'8"
Weight: 186 lbs
Age: 20
Gender: Male
Alignment: Chaotic Neutral
Birth Country: Kaze no Kuni
Village: Iwagakure
Special:
Ninjutsu/Genjutsu Specialist
Taijutsu/Clan Non Specialist
Weapons
Primary Weapon:
Fan, Battle
Rank: "C"
Type: Main, Slashing, Fan
Effect: A fan designed for use in warfare and martial arts. Fans are used for offensive and defensive purposes.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +6 Amour Points of Damage. This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. These weapons are too large to create a feint and make an opponent think it is a normal fan. These items are normally small and no longer than 1.2 m (4 feet).
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Type: Main, Slashing, Fan
Effect: A fan designed for use in warfare and martial arts. Fans are used for offensive and defensive purposes.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +6 Amour Points of Damage. This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. These weapons are too large to create a feint and make an opponent think it is a normal fan. These items are normally small and no longer than 1.2 m (4 feet).
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Boomerang, Average (Overview)
Rank: "C"
Type: Main, Bludgeoning, Club
Effect: A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 10 meters. The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. Though the boomerang can be used in melee, it is not designed for such a purpose. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational. These weapons reach up to just under 1.2 m (4 feet) in length.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
[/ul]Type: Main, Bludgeoning, Club
Effect: A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 10 meters. The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. Though the boomerang can be used in melee, it is not designed for such a purpose. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational. These weapons reach up to just under 1.2 m (4 feet) in length.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Items:
- Kunai x25Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A digging tool, a bit like a trowel. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Also used as a knife.
Special: ---
Drawback: ---
Description: The kunai is conventionally wrought in ranges from 6 to 8 inches, with the average at 7 inches. The kunai was used by common folk as multi-purpose gardening tools and by workers of stone and masonry. The kunai is not a knife, but something more akin to a crowbar. The blade was soft iron and unsharpened because the edges were used to smash plaster and wood, to dig holes and to pry. Normally only the tip would have been sharpened. The uses to which a kunai was put would have destroyed any heat-treated and sharpened tool like a knife. There could be multiple kinds of kunais such as handless ones, or even double sided kunais as long as they are within the same length.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each. - Tag: Locking (80
- Senbon x57
Non-Weapon Items
- Winged Mechanical DeviceRank: "S"
Type: Main, Gadget, Mechanical, Transportation
Effect: A big flying machine that is slightly larger than the user. Capable of flying at high speeds.
Special: ---
Drawback: ---
Description: Picture Picture With sufficient skill, the user can display considerable maneuverability mid-air through the use of this contraption. To learn how to pilot user must purchase a manual and train Riding, Airborne (Mount). As Novice user can fly as Clumsy. As Average the user can fly as Poor. As Advanced user can fly as Average. Please look at the list below to understand better.
Clumsy: The creature can barely maneuver at all.
Poor: The creature flies as well as a very large bird.
Average: The creature can fly as adroitly as a small bird.
Limit: These items may be bought inside any Gadget Shop. With a 30% chance of finding.
Cost: 75,000 Ryo - Creature Lore Books: Full SetBook: Textbook: Creature Lore
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Creatures found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This is a massive volume of 16 books pertaining to the knowledge of Animals, Monsters, and Vermin and what all of these creatures do. Each Volume discusses the Creatures found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Entomology, Animal Lore, and Monster Lore skills for the Forest Region and gain a +1 Competence bonus to every die roll when learning the skill for Entomology, Animal Lore, and Monster Lore skills for the Forest Region.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo - Soldier Pills x12
- Blood pills x6
- Glow-stick x10Rank: "A"
Type: Secondary, 16 per Slot, Gadget, Survival, Light
Effect: Glow-Sticks that release no heat. Ideal for camping and emergency uses.
Special: ---
Drawback: ---
Description: Picture These 6 inch glow sticks are 15mm in diameter a long bright glow. Each stick is individually packaged and includes a lanyard for easy hanging. Simply snap to activate (one time use). Sticks are non toxic and create no heat. Ideal for camping and emergency situations. Each stick lasts for 12 hours. A glow stick is a single-use translucent plastic tube containing isolated substances that, when combined, make light through chemiluminescence and so does not require an electrical power source. Glow sticks are often used for recreation, but may also be relied upon for light during military, police, fire, or EMS operations.
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, 500 Ryo Each. - Auto Injector Harness (Nightlock)Rank: "B"
Type: Main, Gadget, Survival, Auto-Injector
Effect: A harnessed computerized auto-injector that may be programmed to inject doses into the wearer's body when conditions are met.
Special: ---
Drawback: ---
Description: This device is large device, the size of approximately a Single Utility Pouch. It weighs half a pound and is powered by gears and electronics. Typically attached to the user's body with a strap of non-toxic adhesive, the Auto-Injector Harness is pre-programmed to automatically deliver medications during certain threat situation. Using either voice commands or keyboard, the user specifies triggers, events such as entering combat, taking a certain amount of damage, or being exposed to a disease or toxin. When the conditions are met, the device injects the appropriate drug, without any conscious effort by the user allowing them to act normally. Each Injector has 5 small reservoirs that each hold up to 5 Vials of dosage. Commonly used drugs are often found in 5-dose "cartridges" specifically designed for this device.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 15,000 Ryo Each - Sniper goggles
- Anti-Flash Lens
- Camera Vision
- Condition Viewing Vision
- Night Vision
- Substance Locator Vision
- Thermal Vision
- X-ray Vision
- Zooming Vision (S rank)x20
[li]Med Diagnostic Scanner[/li]
[li]Medical Unit[/li]
[li]Handheld Surveillance Monitor[/li]
[li]Surveillance Spikex3[/li]
[li]Wireless Radio[/li]
[li]Compass Electronic[/li]
[li]Cryo-Bag[/li]
[li]Flying Destruction Machine[/li]
[li]Utility Belt Type 3[/li]
[li]Tactical Vest Type 1[/li]
[li]Cloak Type 5[/li]
[li]Messenger Bag Type 4[/li]
[li]Book: Textbook: Encyclopedia of Creature Lore x16 (1 for each region)[/li]
[li]Book: Textbook: Hippocratic Corpus[/li]
[li]Book: Textbook: Textbook of Animal Breeding[/li]
[li]Book: Textbook: A Gardener's Education[/li]
[li]Encyclopedia of Plant Lore x16 (One for each region)[/li]
[li]Scroll: Map: Continent - Bias[/li]
[li]Scroll: Map: Continent - Cleobulus[/li]
[li]Scroll: Map: Continent - Chiloin[/li]
[li]Scroll: Map: Continent - Periander[/li]
[li]Scroll: Map: Continent - Pittacus[/li]
[li]Scroll: Map: Continent - Thales[/li]
[li]Potion of Shrink Recipe[/li]
[/ul]
Character Depth
Personality:
Passive-Aggressive: Zeki grew up under the iron grip of authority and it has shaped his life ever since. While he may come off friendly and warm at first, he will react to hostility and authority towards himself with mild aggression. He may not even able to keep himself from doing it if someone tries to assert too much control over his life.
Always a smile: Zeki quickly learned that showing your emotions in front of the guards was a bad idea, as the sneers and jabs quickly taught him. Being noticeably rude to the guards was even a worse idea while being deadpan all the time made the guards provoke him. Yet when Zeki was being friendly to them, they did not react as harshly as other times. As a result he will usually have a smile on his face in any situation.
Culturally Young: Being raised in a laboratory for your entire life is not a good way to learn about the world or it’s culture. Zeki is not exempt from this and he is usually shocked by what some people do and say. Furthermore social events and interactions tend to elude him to the point of where he has no idea how to act in those situations.
BATB! (Books are the best!): Humans grow mentally unstable if they are locked up and unable to do anything, and the scientists thought the same would be true about Sadojins. They did not want to personally involve themselves with the test subject, so they simply gave him reading material every week. Strangely, Zeki was content with this after he had been taught how to read and has had a keen interest in books ever since.
Humans, huh?: Sadojins are different from humans. They do not have the same needs or wants as the average human, and even their bodies are different. Zeki does not know much about humans except that they are different, so he finds it hard to empathize with them about their problems.
Humans...huh…: Zeki has a personal grudge against quite a few people, and they are humans too. He has a tendency to be quite distrusting of humans at first, and it takes quite some time before he accepts them as friends. That said, once he puts his trust into someone it usually is all the way. So much so that it is near blind loyalty of the person.
Patient: Zeki is patient, if anything. The years in the lab taught him that sometimes you cannot face a problem head on, that sometimes waiting for the best time to strike is the better plan. Unfortunately the time in the lab has shaped him to where he values patients far more than action, and has a tendency to let his opponent attack first.
Appearance:
The face
Zeki's face looks unfinished to the average person, as the edges seem as if they could change at a second's notice. His features are otherwise quite plain compared to others though. His nose is on the thinner side while being quite straight while his cheeks are thin looking themselves. His ears are a little larger than the norm also but they stick close to his head so it is hard to tell. His mouth can be called small but it is more of a illusion thanks to as the lips are thin and long. His eyes are a little less round than a circle and the irises are colored a sandy-yellow color. It seems he has no eyebrows, or other hair, on his face.
The body
Zeki's body is on the tallish side for his age, giving him a lanky look. The rest of his body is hard to see as he keeps it covered all the time, but it is clear from his clothes that his form is filled out. Though he does not have impressive muscle mass, his shoulders are spread apart quite a fair distance giving him quite a wide back. His arms are lanky, looking too long to fit someone of Zeki's size, and his hands are quite large with long fingers.
The Hair
Zeki does not place much importance upon hair and it shows: the sandy-blonde mop on the top of his head looks as if he had just gotten out of bed. The bad side of bed. It could easily be compared to a mop that is just about to wear out, it is so messy. The hair is of medium length, with the bangs barely reaching the tops of his eyes. Though the hair never seems to get in the way of his vision.
Upper body apparel
Zeki wears a sandy-brown hoodie over his upper body, with the hood up most of the time. Darken swirls and strange symbols are upon the hoodie, giving it a exotic look to it. Even more exotic is the fact that the decals on the hoodie change daily even though the base color of the hoodie stays the same. A lighter color shirt can be seen worn under the hoodie, coming up to the base of his neck.
Lower Body Apparel
Zeki's legs are covered by dark tan colored pants with lighten bands of a sandy tan woven throughout the clothing. Looking at the lighten bands may cause the onlooker to believe that the bands look like they are flowing together, and if one has a good memory they will notice that the bands sometimes switch position if they care to stare at his pants long enough. A pair of brown boots can be seen sticking out from under his pants, though the upper half of them are covered by said pants.
Background:
Out of all of the bloodlines known to shinobi, the Sadojin bloodline is one of the strangest. While able to mimic normal humans and shinobi, the bodies of the Sadojin are clearly different from regular humans. Thanks to this and the fact that not much is known about the bloodline to begin with, gives the entire bloodline a air of mystery. But this mystery intrigued both scholars and less honorable persons, and a shady, non-official organization was soon formed with the sole purpose of capturing and studying the Sadojin bloodline.
But the Sadojin were hard to track down and even harder to capture as the organization's agents soon found out. The organization could not organize large amount of man power in the search for Sadojin in fear of being found out by a village, but the agents became more proficient at tracking and finding Sadojins. Within months the agents got a lucky breakthrough in the form of finding a large gathering of Sadojin and planned to ambush them as soon as possible. The ambush was a failure though as many agents lost their lives in the fighting and all of the Sadojin managed to get away....except for one, a infant that was snatched in the heat of battle.
This infant was taken to a secure facility that was made specifically to hold Sadojin where scientists immediately started to experiment upon the child. They found out the anatomy of the Sadojin, of how their body are mostly made of sand except for a single organ, and how the Sadojin molded nearby sand to form their bodies. The information gained from this experiments gave the organization's agents a edge in spotting and tracking down Sadojin, though they were never able to capture another one. So the organization decided to keep the infant alive and record it's growth through the years. The organization branded this infant Sadojin "Test Subject Z".
Subject Z first memories were not of a family or friends, not of a home or a shelter, but of cold scientists and rough guards, of a damp cell and sterile labs. Z was put through demanding tests during the day that usually involved his sand controlling abilities, with harsh punishments if he failed the tests, and the nighttime was no better as he could feel the guard's eyes watching him with contempt while he rested. His early years consisted mostly of this treatment with an occasional "viewing" of a real Sadojin given to new and important organization members. This treatment lead to his body looking weak and stunted thanks to a lack of sunlight and sand, and his mental development stunted in some ways.
This all changed when Z was finally allowed to leave the facility in his late pre-teen years as a exercise for the scientists research. As soon as he walked out, under heavily guard and surveillance, into the bright sun and windy sands of the desert the Sadojin felt something change within him. The sunlight gave him energy the likes he never felt before, the sand near him seemingly added itself to his body therefore giving his body the look of a healthy kid his age...but most importantly, the little adventure gave Z a very, very small taste of freedom...and he loved it.
Z walked back in to the facility a changed person with the sole goal of escaping one day. But even at a young age, the Sadojin knew that he would be unable to escape using force or the like as the guards could easily overpower him and furthermore they all knew his full capabilities. So Z started to plan and take mild actions against the organization, at first just purposely failing some tests and being slightly unresponsive to the guards. Then he took it up a notch a few weeks later, using a small string of sand to knock over ink wells or move scrolls around. After a few years, it was clear that a few changes had taken place: the scientist had all but abandoned the place from fear of ghosts, the guards had low morale and kept eyeing pockets of sand that appear in the facility, and that everyone thought the Sadojin was a failed specimen.
Throughout the years, Z had made it seem as if he was weaker than he actually was and that his growth was at a stunted rate. In truth, the Sadojin had been failing tests on purpose and siphoning sand from his own body to make it seem that way. Then, when the facility was all but crippled and he was sure that the organization would make it's move soon, Z struck out at the guards. He had grown proficient with his sand controlling and was able to overwhelm them with a large amount of sand he had been smuggling in the facility over the years, managing to make it out into the desert.
Z knew he would be tracked in the desert as that would be the logical place for him to go, so he left the desert a few days later and entered a forest. The problem with this plan was that Z lived in a lab all of his life and had no idea where to go after entering the forest and soon became lost, wandering between the trees and brush for a few weeks until he finally met someone. A villager of the Village of Grass, who asked Z who he was. "I am Z....I am Zeki." was the reply, and after a brief conversation the villager lead Zeki back to the
Traits
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.
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.
Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Intelligence Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Intelligence Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Intelligence Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Intelligence Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
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.
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.
Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Without a Past
Rank: "C"
Skill: Trait
Effect: User knew they were going into a world where none go unscathed, and there is no turning back, so they decided to forsake their past in order to protect their loved ones.
Special: ---
Drawback: ---
Description: User knew they were going into a world where none go unscathed, and there is no turning back, so they decided to forsake their past in order to protect their loved ones. They have no old friends or family to go in times of need, yet at least they remain safe from the enemies finding and taking their wrath out on them. User gains a +5 trait bonus to Forgery, and Language skill checks when used to forge documents. User gain a +1 per die roll when learning a Language Skill. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Skill: Trait
Effect: User knew they were going into a world where none go unscathed, and there is no turning back, so they decided to forsake their past in order to protect their loved ones.
Special: ---
Drawback: ---
Description: User knew they were going into a world where none go unscathed, and there is no turning back, so they decided to forsake their past in order to protect their loved ones. They have no old friends or family to go in times of need, yet at least they remain safe from the enemies finding and taking their wrath out on them. User gains a +5 trait bonus to Forgery, and Language skill checks when used to forge documents. User gain a +1 per die roll when learning a Language Skill. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Languages
- Common (Mastered)
- Draconic (basic)
Releases
- Wind Release
- Earth Release (Mastered)
- Sand Release (Mastered)
- Shape Transformation Specialist (Mastered)
Clans
- Sadojin
- Nara (Mastered)
Genjutsu
- Shadow Perception (Mastered)