Kabel Waltenden, The Wire Manipulator
May 18, 2015 23:32:40 GMT -7
Post by Mutzy on May 18, 2015 23:32:40 GMT -7
Basic Information
Name: Kabel Waltenden
Bloodlimit: N/A
Height: 5’ 10”
Weight: 150 lbs
Age: 14
Gender: Male
Alignment: Neutral/Neutral
Birth Country: Shimi no Kuni
Village: Yukigakure
Special:
-Ninjutsu Specialist
-Taijutsu Specialist (Art of Throwing)
-Genjutsu Non-Specialist
Miscellaneous:
-Alchemist
-ANBU: Cat Division (Future)
-Puppeteer (Future)
Trait:
Engineer: [Engineering +10, Disable Device +10, Construction +10]
Rank: C
Skill: Heritage Trait
Effect: User knows all there is to know about construction and invention.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Craft, Engineering, Disable Device, Technician, and Construction, Siege Works. 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 either having a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith or +10 to any 1 of their Heritage Skills. User is adept at dismantling and rebuilding just about anything they come across. User may disable a "C" and "D" Rank device in half a movement, and any other device in 1d3 rounds. In addition user gains a +5 competence bonus to all Craft, Disable Device, and Engineering. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hidden Hand
Rank: "C"
Skill: Combat Trait
Effect: User's concealed weapons strike fast and true.
Special: ---
Drawback: ---
Description: User gains a +5 trait bonus on Sleight of Hand checks made to conceal light weapons and a +10 Armour Points in striking damage in trait bonus when making an attack with a light weapon during a surprise attack. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skills:
Demolitions [20/125]
Rank: E
Skill: Skill
Effect: Demolitions can be used to create, set and disarm explosives, and covers all the various types of explosives.
Special: ---
Drawback: ---
Description: For characters that like to blow things up, and create their own explosives there is nothing better than this skill.
Critical Success: If setting or building an explosive device, the device is set or built in half the normal time (rounded up). If disarming a device, the device is disarming in half the time (rounded up), or 1 second before it detonates— whichever comes first. Critical Success is 1/10 or less of what their percentage is (10 or less with 100).
Each Skill level allows the user to create an item of a certain Rank. (Example: Novice can create "D" Rank items, Master can create "S" Rank items). Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to Demolitions when interacting with Alchemical Components. If user has 25 or more Ranks in Technician user gains a Synergy Bonus +10 to Demolitions when interacting with Mechanical Components. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Alchemy.
Sleight of Hand [11/125]
Rank: E
Skill: Skill
Effect: User's training allows the user to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Special: ---
Drawback: ---
Description: The practitioner of Sleight of hand can perform minor feats of apparent illusion by deftly hiding small items in their hands or sleeves and distracting observers. On a successful check, the character can hide or acquire a small object (smaller than their hand, unless they use both hands in operation in which case the object must merely be able to fit temporarily in their hands). No observers will see quite how the user does it. 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 Sleight of Hand. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Disguise [11/125]
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: ---
Rank: "E"
Skill: Skill
Effect: A skill that allows people to mix all components.
Special: ---
Drawback: ---
Description: Alchemy gives a character the ability to mix compounds and to know what those compounds do. An Alchemist can mix up potions. He can even mix up a mean Long Island Ice Tea. Alchemists have long sought to know the secret of turning lead into gold, but so far, that is an ability beyond their reach. For most other chemical mixtures, an Alchemist can do the trick. The potions mixed by Alchemists are based on natural components. Alchemists can identify potions about 50% of the time and have a +10% to Identify Poison. Mixing Common components is considered Trivial. Mixing Uncommon components is considered Easy. Mixing Rare components is considered Average. Mixing Very Rare components is considered Difficult. Mixing Nearly Impossible components is considered Very Difficult. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to Demolitions when interacting with Alchemical Components. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to First Aid: Healing. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Weapons
Primary Weapon:
Axe, Hand (Overview) x2
Rank: "C"
Type: Main, Slashing, Axe
Effect: A lumberjack tool used for cutting, chopping, or even shedding if necessary.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. The Range Increment of this weapon is 10 meters. A small axe for the hand. Sometimes called a Lumberjack's tool. Easy to handle. Used to chop through hatches or rigging, to drag burning debris off a ship or to be used as a weapon. A hand axe is a light weapon that can perform slashing or piercing damage depending on the type of hand axe (example a Boarding Axe). Examples of Hand Axe: Boarding Axe, Tomohawk.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Wire (Overview) Bundles x2
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter
Disk, Small (Overview) x1
Rank: "C"
Type: Main, Slashing, Disk
Effect: A circular shaped weapon with sharpened outer edges.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. The Range Increment of this weapon is 15 meters. The Disk is a simple and elegant weapon. At this size they are portable and can be used as a thrown weapon. They are normally open-centered metal discus with a sharpened edge. A user may use a Small Disk weapon as a melee weapon, but they are not designed for such use.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Items:
Knife (Overview) 1 Slot
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: An instrument composed of a blade fixed into a handle, used for cutting or as a weapon.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A knife 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.
Senbon (Overview) x1 Slot
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Snaps x3
Rank: C
Type: Secondary Firework
Effect: Creates a small non-harmful flash and a loud popping noise C rank emits a small flame that does negligible damage.
Special: D rank 20 per slot, C rank 10 per slot
Drawback: destroyed when used.
Description: Little white packages that make snapping noised and emit a small flash when they are slammed upon a surface. The D rank is harmless and are used as a form of entertainment. The C rank is larger and emits a small flame that is harmless, however due to increased size one can add a piece of paper to add a seal to inside each of them.
Limit: Can Be Purchased Anywhere, Cannot Start with
Cost: D 200 Ryo for 10, C 750 Ryo for 10
Shuriken, Hira (Overview) Slot x1
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.
Kunai (Overview) Slot x2
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.
Grenade: Smoke x5
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Tag: Exploding x30
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.
Grenade: Incendiary x3
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: Hand grenade designed to be filled with incendiary materials, or used primarily for incendiary purposes.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Incendiary grenades (or thermite grenades) produce intense heat by means of a chemical reaction. The body is practically the same as that of a smoke grenade. The grenade has a death distance with fire within 5 meters radius while having a severe burning/wounding distance of 15 meters radius within the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Stun x2
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Non-Weapon Items
Chest Rig Type 1 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (15 for Items of Scroll Length), Chest Rig
Effect: A chest rig is a rig that holds multiple weapons along the torso area with straps that wrap up and around the chest.
Special: ---
Drawback: ---
Description: Picture, Holds 7 utility pouches that have a length of 8 inches and same length of small scrolls and are 2 slots each pouch. Another pouch is located along the back that is 1 slot. Has straps that connects across the chest to the back to hold in place.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo (Starting Apparel)
Robe Type 6 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 6 Slots (6 for Items of Scroll Length), Robe
Effect: Robe definition, a long, loose or flowing gown or outer garment worn by men or women as ceremonial dress, an official vestment, or garb of office.
Special: ---
Drawback: ---
Description: A robe that is a kimono-style sleeves and a roomy hood combine with the lightweight fabric for maximum draping effect. The weight of the fabric is great for movement and layering. This robe has inside pouch slots that can be closed with Velcro straps within the robe. The slots are close to chest and torso of the body for quick removal. This particular robe has a 6 slot pouches that can fit an object of scroll size. These slots can be placed either on the left, or right side of the robe, or distributed on both sides with the max amount of pouches of 3 on a single side. When hands are hidden inside user gains a +10 circumstance bonus to Sleight of Hand and Pick Pocket.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 980 Ryo
Character Depth
Personality:
Kabel has several prominent personality quirks. He is a gourmet, particularly about ramen and tea. Despite his very humble upbringing, he has a very upper class palette with a strong tendency towards very clean flavors where each ingredient can be tasted within the dish as well as together. He can be very snobbish when discussing food with others. He has his own set of metal chopsticks which he keeps maintained after every meal. This fastidious in what and how Kabel eats is a large portion of the foundation of his personality.
Another quirk is his patience which manifests itself through most visibly in his way of speaking. Kabel does not answer a question right away, preferring to mull the question over before giving his answer. This has made others think he is slow-witted or more often disinterested in what they said. It is the opposite, the more time he takes to answer; the more interested he is in the question that was given. The other manifestation of his patience is the amount of details he will put into whatever he is focusing on, whether that is a plan, some sort of project, or the casual conversation. Everything must be analyzed and constructed to convey the desired meaning without any obfuscation.
Discipline is the last personality quirk or stubbornness depending on who you ask. Once Kabel has made up his mind on anything, he will refuse to change it. This can also be used in a more positive fashion, especially when it comes to secrets or on long missions. This tenacity can cause friction with teammates that do not have the same drive as him. This discipline also shows in his will to stay true to himself, betrayal on his part is a foreign concept, unfortunately this too can be abused by those he respects.
Appearance:
i.imgur.com/JmjSXnY.png
Standing at 5’ 10, Kabel is just above the average height for his age group. His weight at 150 pounds, is as normal as can be. His muscles are not particular visible and are more cordlike in structure than usual bodybuilder type. It helps increase his flexibility and increases that whip motion that is needed for wire and puppet string manipulation. His most notable feature is his long thin fingers that resemble a pianist’s. Dexterity and endurance are his primary physical attributes with quick acceleration as a side effect of his light body build.
The lack of long instances of light in his birth country and in his village manifests itself in Kabel’s pale skin which is marred by many scars of various sizes on his back from his past as an orphan. His blue eyes sparkle like ice when the light hits them and are reminiscent of the icebergs in the land of Frost. His hair would be a light color as well if it weren’t the strong genetics of his mother who had hair as black as a raven’s feathers and he carries that same trait. His hair is often kept short with a prominent widow’s peak, but as of late he has taken to letting it grow out.
His clothing normally consists of a pale grey long sleeve shirt where he rolls up the sleeves and loose cotton pants of the same color. He does not wear shoes and instead prefers to wrap his feet as well as his hands in bandages. He does this to feel more of the ground or whatever he is standing on to detect any changes in the terrain. He wears circular sunglasses and wraps his shinobi headband on his left shoulder. His combat attire is usually a full length hooded cloak which he hides his hands under.
Background:
Somewhere in the land of Frost there is scroll that has the names of Kabel’s parents, who knows whether they were strong or not. The only thing of note was an inscription of the words Huginn and Muninn, a title perhaps. In any case, Kabel was found as a baby among the fiery ruin of a town with the bodies of his parents strewn out in the snow as well as other fellow Frost shinobi and some Snow shinobi by a wandering druid. The druid raised Kabel as a child of nature and showed him the mysteries of the land, though for Kabel the most fascinating part of the druid was the tinkering that the old man did. Creating charms and totems were a large part of the druid’s lifestyle, he would hand them out whether he was given something in exchange or not. They were for all the little details in life, protection from nightmares and prayer for a love one or for a good harvest. Helping make these items was Kabel’s first glimpse into the world of engineering.
At the age of 6, shinobi from Yukigakure came through on a diplomatic mission to the feudal lord of the land of Frost. The druid was becoming too weak in his old age to care for a growing child and gave over custody of Kabel to Yukigakure. An orphan twice over, that was Kabel as he made his appearance in his new home. He was not only an orphan but a foreigner. Pity and morbid curiosity formed an odd mixture as he entered the academy, once their curiosity and pity were used up and satisfied, Kabel was alone in this world. For him it became a sense of freedom from burden. No one felt compelled to act as the bringer of normalization; he learned what he wanted, trained how he wanted. He felt that he could become whatever he set his mind to without any preconceived notion of tradition.
At the graduation ceremony, no one was there to congratulate him. Surrounded by his peers, he was an island resisting the currents which everyone else followed. As the rest of the new genin left with their families, he still sat at his spot and even began to slouch; a teacher that was helping clean up came over and asked him what he was going to do. Kabel’s reply simple, “Whatever and wherever”. He finally left the auditorium as they were about to just toss him out. Walking out into the night sky, Kabel looked up at the stars and smiled. A wind of change was coming.
Techniques
Biyou Oruakki
Name: Falling Rain Stance (Level 1)
Rank: D, B, S
Skill: Taijutsu
Effect: User goes into a series of movements while using a small amount of chakra to cause the thread/string/wire to be spiraled around the user on the ground and also around the user’s hands in a complicated fashion allowing the user to Perform Falling Rain techniques. Higher ranks do nothing but increase power of other Falling Rain Techniques.
Special: Must have at least 250 feet of desired thread, wire, or string.
Drawback: Not good setup for long range attacking.
Description: User will spin in a circle letting thread/string/wire fall out around them and also just before they complete the rotation the user will spin threads around their hands in a complicated fashion that allows the user to perform Falling Rain Techniques. The threads will spread out about 5 meters around the user getting into a tighter formation as the thread/string/wire gets closer to the user. Minor things can be done while in this form as well as the thread/string/wire can tangle a person that gets close to the user.
Limit: --
Name: Grasping Lightning Form (Level 1)
Rank: D, C, B, A, S
Skill: Ninjutsu
Effect: This Form requires constant movement and as such can perform Grasping Lightning Biyou Oruakki techniques per rank they have in the stance.
Special: Must have at least 400 feet of Wire/String/Thread
Drawback: Weakens users defense against close range attacks.
Description: This form is started by flicking the wrists in a complicated pattern that send the wire/thread/string out from the user about 15 meters (further at higher ranks). The user can reach out to a maximum distance equal to the amount of Wire the user has. Not only the amount of string/wire/thread but also the rank in this form the user has will determine how far they can reach.
D = 15 Meters Reach
C = 30 Meters Reach.
B = 60 Meters Reach
A = 120 Meters Reach
S = 240 Meters Reach
Limit: --
Name: Rebounding Thunder Form (Level 1)
Rank: C, B, S
Skill: Taijutsu
Effect: This form is often held still waiting for the moment to use. It allows the user to perform Rebounding Thunder Form Techniques up to three times depending on the rank and situation.
Special: Must always have more TP in Falling Rain and Grasping Lightning techniques then Rebounding Thunder Techniques
Drawback: Cannot exceed TP of Falling Rain or Grasping Lightning Form Techniques. Resets Wire to a position before any Form. Cannot exit form till tension is used and form ends automatically.
Description: This form deals specifically with Recoils and tightening of thread/wire/string to perform very destructive attacks. The user will stand with arms outstretched in front of them and to use the Recoil techniques the user will pull back at precise moments that only the user can distinguish pulling many threads in a violent manner. This will cause threads to collide and revert to a non-form stance. Before the user can perform anymore Biyou Oruakki techniques they will need to restart the desired form.
Limit: Must have more TP in other forms then this form.
Ninpou: Kari Shuriken (Ninja Art: Hunting Shuriken)
Rank: C
Skill: Ninjutsu
Effect: The user causes shuriken to track their foes.
Special: "Handseals"
Drawback: The shuriken cannot be recalled until they hit something.
Description: The user forms the hand seal, channeling chakra into a number of thrown or held shuriken. Those shuriken, when thrown, will curve and turn in their flight paths to continue to follow their opponent. They gain no bonuses to speed, and as such can be foiled with a fast enough or clever enough defensive maneuver.
Limit: Universal Ninjutsu.
Ninpou: Shuriken Souki (Ninja Art: Shuriken Recall)
Rank: D
Skill: Ninjutsu.
Effect: The user causes a thrown shuriken to revert it’s path.
Special: "Handseals"
Drawback: The shuriken can only follow the exact path they were thrown along.
Description: The user forms the hand seal, focusing chakra through any number of thrown shuriken. These shuriken will revert their paths, flying back to the original point from which they were thrown, following their original flight paths to an exact reverse.
Limit: Universal Ninjutsu.
Name: Kabel Waltenden
Bloodlimit: N/A
Height: 5’ 10”
Weight: 150 lbs
Age: 14
Gender: Male
Alignment: Neutral/Neutral
Birth Country: Shimi no Kuni
Village: Yukigakure
Special:
-Ninjutsu Specialist
-Taijutsu Specialist (Art of Throwing)
-Genjutsu Non-Specialist
Miscellaneous:
-Alchemist
-ANBU: Cat Division (Future)
-Puppeteer (Future)
Trait:
Engineer: [Engineering +10, Disable Device +10, Construction +10]
Rank: C
Skill: Heritage Trait
Effect: User knows all there is to know about construction and invention.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Craft, Engineering, Disable Device, Technician, and Construction, Siege Works. 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 either having a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith or +10 to any 1 of their Heritage Skills. User is adept at dismantling and rebuilding just about anything they come across. User may disable a "C" and "D" Rank device in half a movement, and any other device in 1d3 rounds. In addition user gains a +5 competence bonus to all Craft, Disable Device, and Engineering. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hidden Hand
Rank: "C"
Skill: Combat Trait
Effect: User's concealed weapons strike fast and true.
Special: ---
Drawback: ---
Description: User gains a +5 trait bonus on Sleight of Hand checks made to conceal light weapons and a +10 Armour Points in striking damage in trait bonus when making an attack with a light weapon during a surprise attack. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skills:
Demolitions [20/125]
Rank: E
Skill: Skill
Effect: Demolitions can be used to create, set and disarm explosives, and covers all the various types of explosives.
Special: ---
Drawback: ---
Description: For characters that like to blow things up, and create their own explosives there is nothing better than this skill.
Critical Success: If setting or building an explosive device, the device is set or built in half the normal time (rounded up). If disarming a device, the device is disarming in half the time (rounded up), or 1 second before it detonates— whichever comes first. Critical Success is 1/10 or less of what their percentage is (10 or less with 100).
Each Skill level allows the user to create an item of a certain Rank. (Example: Novice can create "D" Rank items, Master can create "S" Rank items). Look in Task Skills thread found in the Skills and Traits Index for more information. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to Demolitions when interacting with Alchemical Components. If user has 25 or more Ranks in Technician user gains a Synergy Bonus +10 to Demolitions when interacting with Mechanical Components. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Alchemy.
Sleight of Hand [11/125]
Rank: E
Skill: Skill
Effect: User's training allows the user to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Special: ---
Drawback: ---
Description: The practitioner of Sleight of hand can perform minor feats of apparent illusion by deftly hiding small items in their hands or sleeves and distracting observers. On a successful check, the character can hide or acquire a small object (smaller than their hand, unless they use both hands in operation in which case the object must merely be able to fit temporarily in their hands). No observers will see quite how the user does it. 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 Sleight of Hand. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Disguise [11/125]
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: ---
Rank: "E"
Skill: Skill
Effect: A skill that allows people to mix all components.
Special: ---
Drawback: ---
Description: Alchemy gives a character the ability to mix compounds and to know what those compounds do. An Alchemist can mix up potions. He can even mix up a mean Long Island Ice Tea. Alchemists have long sought to know the secret of turning lead into gold, but so far, that is an ability beyond their reach. For most other chemical mixtures, an Alchemist can do the trick. The potions mixed by Alchemists are based on natural components. Alchemists can identify potions about 50% of the time and have a +10% to Identify Poison. Mixing Common components is considered Trivial. Mixing Uncommon components is considered Easy. Mixing Rare components is considered Average. Mixing Very Rare components is considered Difficult. Mixing Nearly Impossible components is considered Very Difficult. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to Demolitions when interacting with Alchemical Components. If user has 25 or more Ranks in Alchemy user gains a Synergy Bonus +10 to First Aid: Healing. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
Weapons
Primary Weapon:
Axe, Hand (Overview) x2
Rank: "C"
Type: Main, Slashing, Axe
Effect: A lumberjack tool used for cutting, chopping, or even shedding if necessary.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. The Range Increment of this weapon is 10 meters. A small axe for the hand. Sometimes called a Lumberjack's tool. Easy to handle. Used to chop through hatches or rigging, to drag burning debris off a ship or to be used as a weapon. A hand axe is a light weapon that can perform slashing or piercing damage depending on the type of hand axe (example a Boarding Axe). Examples of Hand Axe: Boarding Axe, Tomohawk.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Wire (Overview) Bundles x2
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter
Disk, Small (Overview) x1
Rank: "C"
Type: Main, Slashing, Disk
Effect: A circular shaped weapon with sharpened outer edges.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. The Range Increment of this weapon is 15 meters. The Disk is a simple and elegant weapon. At this size they are portable and can be used as a thrown weapon. They are normally open-centered metal discus with a sharpened edge. A user may use a Small Disk weapon as a melee weapon, but they are not designed for such use.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Items:
Knife (Overview) 1 Slot
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: An instrument composed of a blade fixed into a handle, used for cutting or as a weapon.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A knife 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.
Senbon (Overview) x1 Slot
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Snaps x3
Rank: C
Type: Secondary Firework
Effect: Creates a small non-harmful flash and a loud popping noise C rank emits a small flame that does negligible damage.
Special: D rank 20 per slot, C rank 10 per slot
Drawback: destroyed when used.
Description: Little white packages that make snapping noised and emit a small flash when they are slammed upon a surface. The D rank is harmless and are used as a form of entertainment. The C rank is larger and emits a small flame that is harmless, however due to increased size one can add a piece of paper to add a seal to inside each of them.
Limit: Can Be Purchased Anywhere, Cannot Start with
Cost: D 200 Ryo for 10, C 750 Ryo for 10
Shuriken, Hira (Overview) Slot x1
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.
Kunai (Overview) Slot x2
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.
Grenade: Smoke x5
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A Grenade that gives off thick smoke when it explodes; used to make a smoke screen or to mark a position.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Smoke grenades are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and screening devices for unit movement. The body is a sheet-steel cylinder with emission holes in the top and bottom. These allow the smoke to be released when the grenade is ignited. Two main types exist, colored smoke (for signaling) and screening smoke. It fills an area radius of 15 meters with thick smoke. The smoke may come in different colors if the user wishes. Different color smoke could be used for information value if need. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Tag: Exploding x30
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.
Grenade: Incendiary x3
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: Hand grenade designed to be filled with incendiary materials, or used primarily for incendiary purposes.
Special: ---
Drawback: May harm the user if not thrown right.
Description: Incendiary grenades (or thermite grenades) produce intense heat by means of a chemical reaction. The body is practically the same as that of a smoke grenade. The grenade has a death distance with fire within 5 meters radius while having a severe burning/wounding distance of 15 meters radius within the point of origin. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Grenade: Stun x2
Rank: "C"
Type: Secondary, 1 per Slot, Explosive, Grenade
Effect: A stun grenade, also known as a flash-bang, is a nonlethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses.
Special: ---
Drawback: May harm the user if not thrown right.
Description: A stun grenade, also known as a flash-bang, is a non-lethal weapon. These grenades are used to temporally neutralize the combat effectiveness of enemies by usually disorienting their senses. When making contact it releases a flash of light that momentarily activates all light sensitive cells in the eye, making vision impossible for approximately 5 seconds until the eye restores itself to its normal, un-stimulated state. The incredibly loud blast produced by the grenade adds to its incapacitating properties by disturbing the fluid in the ear which also lasts approximately 5 seconds until the ear restores itself to its normal, un-stimulated state. The flash bang has a radius damage of 15 meters. It takes 6 seconds before it explodes.
Limit: These types of items may be capable of being bought inside any Weapon Shop.
Cost: 1,500 Ryo Each
Non-Weapon Items
Chest Rig Type 1 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (15 for Items of Scroll Length), Chest Rig
Effect: A chest rig is a rig that holds multiple weapons along the torso area with straps that wrap up and around the chest.
Special: ---
Drawback: ---
Description: Picture, Holds 7 utility pouches that have a length of 8 inches and same length of small scrolls and are 2 slots each pouch. Another pouch is located along the back that is 1 slot. Has straps that connects across the chest to the back to hold in place.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo (Starting Apparel)
Robe Type 6 (Overview)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 6 Slots (6 for Items of Scroll Length), Robe
Effect: Robe definition, a long, loose or flowing gown or outer garment worn by men or women as ceremonial dress, an official vestment, or garb of office.
Special: ---
Drawback: ---
Description: A robe that is a kimono-style sleeves and a roomy hood combine with the lightweight fabric for maximum draping effect. The weight of the fabric is great for movement and layering. This robe has inside pouch slots that can be closed with Velcro straps within the robe. The slots are close to chest and torso of the body for quick removal. This particular robe has a 6 slot pouches that can fit an object of scroll size. These slots can be placed either on the left, or right side of the robe, or distributed on both sides with the max amount of pouches of 3 on a single side. When hands are hidden inside user gains a +10 circumstance bonus to Sleight of Hand and Pick Pocket.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 980 Ryo
Character Depth
Personality:
Kabel has several prominent personality quirks. He is a gourmet, particularly about ramen and tea. Despite his very humble upbringing, he has a very upper class palette with a strong tendency towards very clean flavors where each ingredient can be tasted within the dish as well as together. He can be very snobbish when discussing food with others. He has his own set of metal chopsticks which he keeps maintained after every meal. This fastidious in what and how Kabel eats is a large portion of the foundation of his personality.
Another quirk is his patience which manifests itself through most visibly in his way of speaking. Kabel does not answer a question right away, preferring to mull the question over before giving his answer. This has made others think he is slow-witted or more often disinterested in what they said. It is the opposite, the more time he takes to answer; the more interested he is in the question that was given. The other manifestation of his patience is the amount of details he will put into whatever he is focusing on, whether that is a plan, some sort of project, or the casual conversation. Everything must be analyzed and constructed to convey the desired meaning without any obfuscation.
Discipline is the last personality quirk or stubbornness depending on who you ask. Once Kabel has made up his mind on anything, he will refuse to change it. This can also be used in a more positive fashion, especially when it comes to secrets or on long missions. This tenacity can cause friction with teammates that do not have the same drive as him. This discipline also shows in his will to stay true to himself, betrayal on his part is a foreign concept, unfortunately this too can be abused by those he respects.
Appearance:
i.imgur.com/JmjSXnY.png
Standing at 5’ 10, Kabel is just above the average height for his age group. His weight at 150 pounds, is as normal as can be. His muscles are not particular visible and are more cordlike in structure than usual bodybuilder type. It helps increase his flexibility and increases that whip motion that is needed for wire and puppet string manipulation. His most notable feature is his long thin fingers that resemble a pianist’s. Dexterity and endurance are his primary physical attributes with quick acceleration as a side effect of his light body build.
The lack of long instances of light in his birth country and in his village manifests itself in Kabel’s pale skin which is marred by many scars of various sizes on his back from his past as an orphan. His blue eyes sparkle like ice when the light hits them and are reminiscent of the icebergs in the land of Frost. His hair would be a light color as well if it weren’t the strong genetics of his mother who had hair as black as a raven’s feathers and he carries that same trait. His hair is often kept short with a prominent widow’s peak, but as of late he has taken to letting it grow out.
His clothing normally consists of a pale grey long sleeve shirt where he rolls up the sleeves and loose cotton pants of the same color. He does not wear shoes and instead prefers to wrap his feet as well as his hands in bandages. He does this to feel more of the ground or whatever he is standing on to detect any changes in the terrain. He wears circular sunglasses and wraps his shinobi headband on his left shoulder. His combat attire is usually a full length hooded cloak which he hides his hands under.
Background:
Somewhere in the land of Frost there is scroll that has the names of Kabel’s parents, who knows whether they were strong or not. The only thing of note was an inscription of the words Huginn and Muninn, a title perhaps. In any case, Kabel was found as a baby among the fiery ruin of a town with the bodies of his parents strewn out in the snow as well as other fellow Frost shinobi and some Snow shinobi by a wandering druid. The druid raised Kabel as a child of nature and showed him the mysteries of the land, though for Kabel the most fascinating part of the druid was the tinkering that the old man did. Creating charms and totems were a large part of the druid’s lifestyle, he would hand them out whether he was given something in exchange or not. They were for all the little details in life, protection from nightmares and prayer for a love one or for a good harvest. Helping make these items was Kabel’s first glimpse into the world of engineering.
At the age of 6, shinobi from Yukigakure came through on a diplomatic mission to the feudal lord of the land of Frost. The druid was becoming too weak in his old age to care for a growing child and gave over custody of Kabel to Yukigakure. An orphan twice over, that was Kabel as he made his appearance in his new home. He was not only an orphan but a foreigner. Pity and morbid curiosity formed an odd mixture as he entered the academy, once their curiosity and pity were used up and satisfied, Kabel was alone in this world. For him it became a sense of freedom from burden. No one felt compelled to act as the bringer of normalization; he learned what he wanted, trained how he wanted. He felt that he could become whatever he set his mind to without any preconceived notion of tradition.
At the graduation ceremony, no one was there to congratulate him. Surrounded by his peers, he was an island resisting the currents which everyone else followed. As the rest of the new genin left with their families, he still sat at his spot and even began to slouch; a teacher that was helping clean up came over and asked him what he was going to do. Kabel’s reply simple, “Whatever and wherever”. He finally left the auditorium as they were about to just toss him out. Walking out into the night sky, Kabel looked up at the stars and smiled. A wind of change was coming.
Techniques
Biyou Oruakki
Name: Falling Rain Stance (Level 1)
Rank: D, B, S
Skill: Taijutsu
Effect: User goes into a series of movements while using a small amount of chakra to cause the thread/string/wire to be spiraled around the user on the ground and also around the user’s hands in a complicated fashion allowing the user to Perform Falling Rain techniques. Higher ranks do nothing but increase power of other Falling Rain Techniques.
Special: Must have at least 250 feet of desired thread, wire, or string.
Drawback: Not good setup for long range attacking.
Description: User will spin in a circle letting thread/string/wire fall out around them and also just before they complete the rotation the user will spin threads around their hands in a complicated fashion that allows the user to perform Falling Rain Techniques. The threads will spread out about 5 meters around the user getting into a tighter formation as the thread/string/wire gets closer to the user. Minor things can be done while in this form as well as the thread/string/wire can tangle a person that gets close to the user.
Limit: --
Name: Grasping Lightning Form (Level 1)
Rank: D, C, B, A, S
Skill: Ninjutsu
Effect: This Form requires constant movement and as such can perform Grasping Lightning Biyou Oruakki techniques per rank they have in the stance.
Special: Must have at least 400 feet of Wire/String/Thread
Drawback: Weakens users defense against close range attacks.
Description: This form is started by flicking the wrists in a complicated pattern that send the wire/thread/string out from the user about 15 meters (further at higher ranks). The user can reach out to a maximum distance equal to the amount of Wire the user has. Not only the amount of string/wire/thread but also the rank in this form the user has will determine how far they can reach.
D = 15 Meters Reach
C = 30 Meters Reach.
B = 60 Meters Reach
A = 120 Meters Reach
S = 240 Meters Reach
Limit: --
Name: Rebounding Thunder Form (Level 1)
Rank: C, B, S
Skill: Taijutsu
Effect: This form is often held still waiting for the moment to use. It allows the user to perform Rebounding Thunder Form Techniques up to three times depending on the rank and situation.
Special: Must always have more TP in Falling Rain and Grasping Lightning techniques then Rebounding Thunder Techniques
Drawback: Cannot exceed TP of Falling Rain or Grasping Lightning Form Techniques. Resets Wire to a position before any Form. Cannot exit form till tension is used and form ends automatically.
Description: This form deals specifically with Recoils and tightening of thread/wire/string to perform very destructive attacks. The user will stand with arms outstretched in front of them and to use the Recoil techniques the user will pull back at precise moments that only the user can distinguish pulling many threads in a violent manner. This will cause threads to collide and revert to a non-form stance. Before the user can perform anymore Biyou Oruakki techniques they will need to restart the desired form.
Limit: Must have more TP in other forms then this form.
Ninpou: Kari Shuriken (Ninja Art: Hunting Shuriken)
Rank: C
Skill: Ninjutsu
Effect: The user causes shuriken to track their foes.
Special: "Handseals"
Drawback: The shuriken cannot be recalled until they hit something.
Description: The user forms the hand seal, channeling chakra into a number of thrown or held shuriken. Those shuriken, when thrown, will curve and turn in their flight paths to continue to follow their opponent. They gain no bonuses to speed, and as such can be foiled with a fast enough or clever enough defensive maneuver.
Limit: Universal Ninjutsu.
Ninpou: Shuriken Souki (Ninja Art: Shuriken Recall)
Rank: D
Skill: Ninjutsu.
Effect: The user causes a thrown shuriken to revert it’s path.
Special: "Handseals"
Drawback: The shuriken can only follow the exact path they were thrown along.
Description: The user forms the hand seal, focusing chakra through any number of thrown shuriken. These shuriken will revert their paths, flying back to the original point from which they were thrown, following their original flight paths to an exact reverse.
Limit: Universal Ninjutsu.