Kurome (Taking Incentive) ((Ready))
Jun 28, 2015 7:15:40 GMT -7
Post by Kurome on Jun 28, 2015 7:15:40 GMT -7
Basic Information
Name: Kurome
Bloodlimit: N/A
Height: 160 cm (5'3")
Weight: 111 lbs
Age: Thirteen
Gender: Female
Alignment: Lawful, Evil
Birth Country: Umi no Kuni (Land of Sea)
Village: Taki no Kuni (Village of Waterfall) {INCENTIVE}
Special: TaiJutsu Master(Chakra Molder)
Able to Master:
Unable to Master:
NinJutsu/Clan Jutsu/GenJutsu
Miscellaneous:
Primary Items: (10, 000 Ryo)
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Knife (Overview)
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.
Shuriken, Hira (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. 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.
Multi-Tool (Overview)
Rank: "A"
Type: Secondary, 4 per Slot, Gadget, Survival, Tool
Effect: A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card.
Special: ---
Drawback: ---
Description: Picture A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card. Folding Multi-tools are the most common of all types of Multi-Tools. The second most common types are Pocket Knives (Swiss Army Knives). Multi-Tools are known to have needle-nose pliers, crimper, regular pliers, wire stripper, hard wire/wire cutters, large screw driver, small bit driver, scissors, serrated knife/cutting hook, saw, clip point knife, wood/metal & diamond-coated file, bottle/can opener, and a large bit driver
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 2,000 Ryo Each
Goggles (Overview)
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: May hold up to 4 kinds of Surveillance Vision.
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. Goggles have enough carrying capacity for 4 types of Surveillance Vision. Does not fit in Scroll size Slots. May be Glasses.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
Camera Vision (Overview)
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that records images, either as a still photograph or videos compacted in goggles
Special: ---
Drawback: Recording lasts only as long as the amount of space is available.
Description: A vision relay capable of recording or taking still photograph images. The basic camera vision is able to hold up to 24 hours worth of High Definition video recording. Every still photograph that is taken will take away 1 minute within the 24 hours. After the recording is finished the user will have to either replace with new Camera Feed, or delete the already recorded video in order to allow more room to record. Feed may record and stop by user's decision. Each record and stop creates a file for the Camera feed that allows the user to erase individual files instead of the whole Video Feed.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Lie-Detector Lenses Mark I (Overview)
Rank: "C"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: Specialized Lenses that can detect if a single target is lying or speaking truth.
Special: ---
Drawback: People with Techniques capable of hiding their presence of lying may fool these lenses.
Description: Picture These lenses can target a single person at a time by the movement of eyes, or movement of visual concept. These lenses have a display hum that reads a target's heart rate and body temperature. The Detector helps the user identify if the target is speaking truth of false at an easier rate. The target must be within the range of 30 meters. Each round the Lenses will have to read a different target. The Lenses is able to read 3 targets at a time. User gains a +10 Circumstance Bonus to Sense Motive.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo Each
Compass Lensatic (Overview)
Rank: "B"
Type: Secondary, 4 per Slot, Gadget, Survival, Compass
Effect: A magnetic compass having a magnifying lens for reading the compass scale.
Special: ---
Drawback: ---
Description: Picture The Lensatic Compass features three main parts. The base forms the body of the compass and holds the needle, dial and rotating scales. The cover contains the sighting wire, and serves to protect the compass when closed. The rear lens flips out when the compass is open, and is used to read the dial. The military often uses Lensatic Compasses, which are designed for strength. The Lensatic Compass is 3.25 inches by 2.25 inches and 1.125 thick. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 4,000 Ryo per Slot, or 1,000 Ryo Each
Lock Pick Set - 20 Piece (Overview) (Half-Diamond Pick)
Rank: "B"
Type: Secondary, 4 per Slot, Apparel, Holsters and Bags, Kit
Effect: A 14 piece Lock Pick Set made out of leather.
Special: ---
Drawback: ---
Description: Picture This simple pick set contains 13 picks, 6 tension wrenches and a broken key extractor. It comes with a leather case that has a flap over lid with a snap. The picks are made of steel with handles to allow comfort. When purchasing please decide which picks will be placed inside by looking through the Lock Picks section found in the Gadget Index.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 520 Ryo for Holster by itself or 2,020 Ryo with the Locks
Flint (Overview)
Rank: "C"
Type: Secondary, 20 per Slot, Gadget, Survival, Tool
Effect: A rock device created to use as a source for creating a spark.
Special: ---
Drawback: ---
Description: Picture Flint is a hard, sedimentary cryptocrystalline form of the mineral quartz, categorized as a variety of chert. It occurs chiefly as nodules and masses in sedimentary rocks, such as chalks and limestones. Inside the nodule, flint is usually dark grey, black, green, white, or brown in colour, and often has a glassy or waxy appearance. A thin layer on the outside of the nodules is usually different in colour, typically white and rough in texture. Scrape tool with any knife (or sharp object, like a rock) to create small magnesium shavings. Ignite shavings with built-in sparking insert. Start hundreds of fires with a flame source of 5,400°F. Safe; fireproof in solid form. Carry in a pocket or attach to bag with included chain loop. It's measurements is 3 inches by 1 inch by 0.5 inches and weighs 1.4 ounces.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 100 Ryo Each
Walkie-Talkie (Overview)
Rank: "C"
Type: Secondary, 1per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A small combined radio transmitter and receiver, usually operating on shortwave that can be carried around by one person. Dimensions are 5 inches by 1.7 inches by 2.1 inches. The radio has a built in speaker / Microphone, Volume control and Squelch facility. The radio can be used with a short or long antenna and operates from a 15 Volt battery. Range between two radios is 20 miles (Distance between close approximate threads in a single board.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,500 Ryo Each
Apparel
Utility Belt Type 2 (Overview) (FREE)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (0 for Items of Scroll Length), Harness
Effect: A Belt comprised with multiple vertical clips attached to a belt for easy access and easy removal.
Special: ---
Drawback: ---
Description: Picture, Picture Composed of a Kevlar strap and metal buckle, lined with rubber lacing on the back, the utility belt houses 13 Single Speed Loader pouches, which vertically clip onto the outside of the belt. The buckle itself contains a miniature camera and two-way radio. A secondary compartment behind the length of the belt is used to house 1 slot supply of hira-shurikens. Near the buckle is a modified Speed Loader Pouch that holds 1 slot of Thermal Capsules. The Speed Loader is modified to always keep a Thermal Capsule ready and when one is used another comes in place. Each of the 13 Speed Loader pouches contains various tools integral to what would be needed for the mission ahead, and are interchangeable with other Speed Loader pouches depending on the needs for the mission.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo
Augmentations: (16AP)
Boost
Cosmetic
Drawback (+8 AP)
Mindslave
Rank: "C"
Type: Augmentation
Effect: User has certain mental dificiencies that make it harder to resist mind-influencing effects.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. User takes a -2 penalty to all Will Saves. User cannot take this Augmentation if they have the Mindshielded augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Psychic Vulnerability
Rank: "C"
Type: Augmentation
Effect: User's mind has augmented in such a way that it is particularly vulnerable to mind-affecting tampering.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. User suffer a -2 penalty to all saves made to resist mind-affecting Jutsus.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Character Depth
Personality:
What was once a happy tomboy-like child; is now a cold and ruthless assassin, after having been sold into slavery by her parents. Kurome's owner was a harsh; abusive, and cruel man. He treated her not as a daughter but as a tool – moulding her to his design. She learnt to always be respectful of him, and to do as instructed for fear of punishment. Needless, to say this had a detrimental effect on her psyche, even mentally scaring her. She became withdrawn and unapproachable to others, while making no effort to socialize herself despite being surrounded by many other children in a situation similar to hers.
Kurome became but a shell of her former self – with the innocence of youth having been completely lost to her; replaced with information such as. Where too strike to prevent blood flow, where to pierce to damage an artery. It really was a horrible life. It was of little wonder that she fled to drugs and alcohol, after having been experimented on so frequently she had little to no regard for her own life. Even she started to think of herself as a tool – blaming herself for everything that had happened.
Kurome and the few other kids became the madman's ideal visage of an assassin; killing without mercy or compassion, a heart that had truly turned to ice – with only the nightmares and sleep terrors serving to remind him of their humanity. This horrible mentality continues even now despite her having been liberated from that man's clutches. Although she somewhat opened up to her liberator, the fact remains that she still makes no effort to socialize with the other members of the waterfall village and constantly berates herself for everything. She was weak, and that's why she's still addicted to that man's drugs.
Although now freed Kurome is haunted by the faces of her former victims – and so she should be, she'd say. It's her penance after all. Yet, despite this icy, unsociable exterior Kurome is actually incredibly loyal to the few people she'd call her friends. She saw so many other would-be assassins struck down by that man that she engaged in the art of Necromancy wishing to keep them with her, selfish? Some would say but it was what she wanted not wanting to let them go. Now freed Kurome is obviously opposed to slavery – but she certainly would never voice her opinion on it for fear of being returned to that horrible life. Nevertheless, the sight of abuse disgust her and so she'd happily rend anybody's neck should she catch them.
She longs for the days where everyone is treated as an equal, yet isn't naïve enough to believe it'll ever happen. Kurome is generally reserved never speaking unless spoken to having become used to people mistreating her, she even thinks strangers will do it upon meeting her sometimes – and that's why she doesn't approach them. Though there have been times where they haven't which has resulted in awkward silences and blushing
Appearance:
The first thing that most people notice when they look upon the pale young woman is either the lightness of her skin, and her scars or her height. She stands at 5'3” with jet black hair that perfectly compliments her deep black Irises. Kurome refuses to wear make-up believing she shouldn't be forced into trying to hide her past. Kurome's hair falls to just a few inches shy of her shoulders; while being perfectly even all around, while her fringe hangs to about the level of her eyebrows. She has a perfect heart shaped face beneath the unkempt mane of straight hair. Yet, she has never used a straightener or ran a comb through it. In fact she's never once made an effort on her hair – she's a ninja and her bandanna and goggles will keep it locked up even if it's blowing a gale.
Kurome's form is rather malnourished; and pale, but such should be expected of a girl with her past. Yet, she's actually quite lithe with a lot of muscles from her many days of rigorous exercise. Her chest is quite modest no bigger than a B but I'm not going to give you anything precise! She's actually quite proud of her athletic form despite the numerous scars upon her arms and back.
It might be due to this pride that she favours a simple black sailor uniform. As, her main attire. It's a short sleeve top that shows off most of her arms, and cuts. It's shaped in a v-neck styling too. As, for her skirt well it comes to slightly above her knees. She ties a simple red sash between the two items of clothing where she stores her ninja items. The sash also conveniently enough houses her katana perfectly.
This is the rather depressing story of a young girl named Kurome that begins with a rather messy birth in the Land of Sea. She was born in the springtime to a rather poor couple living on the land next to the Hou-Zu mountain. The two parents were less then pleased to have another mouth to fill; having already been struggling financially – but nevertheless they “carried on” and raised her for five years, before on the day of her fifth birthday an armoured man appeared at her doorstep and offered to purchase her from her parents. And that was the moment that everything would take a massive and horrible turn for the worse.
Kurome's parents sold her – they figured she'd have a better life with someone who could support her financially, and so after a tearful goodbye with her parents the armoured man escorted her to her “new home” but instead she was thrown into the dark forest and informed of a horrible cruel survival game where the first ten to reach the other side of the forest would be taken and moulded into assassins for the Empire, and the others would be killed. I have no words to describe the experiment it was a massacre but suffice to say Kurome was within the ten to reach the other side and so she was taken to begin her new life.
They more or less "raised" the young girl, raised her to be obedient and respectful. To do anything that they wanted. And so she did just that in fear of punishment or death.
She became the perfectly obedient slave, doing whatever they wanted, killing whoever they told her too. She became a tool to these wannabe assassin mentors. She always, and still does, blame herself for this – despite knowing somewhere deep down she'd of just been killed if she hadn't complied. She had abandoned all hope, all of her personal self, and had become a monster. She was just as guilty as they were, she was a criminal.
At the age of ten, something would happen. Something that would add back just a bit of the happiness into her life. The waterfall village had sent someone to correct these wannabe assassin mentors. The man they had sent had caught them while they were sleeping. The mentors had tried to put up a fight, but were no match for the ninja. To the little girl's eyes, this man was like a 'God'. She hid in one of the tents peeking out of the flap and watched him. He of course noticed her, but before he could strike the awestruck girl down, he realized she was just a little kid. From her frail, bruised and obviously underfed form, he knew that she wasn't a willing accomplice. That, and he couldn't bare to kill a child. He had a rather soft spot for kids after all.
So instead of killing her or abandoning her, he took her back with him. He tried to find the young girl a home. A home with two loving parents, maybe some siblings or kids her age to grow up with. But no one would take her in. It got to the point where he decided that he would just keep her himself, and eventually the two grew a strong bond. However, he soon realized that he couldn't simply 'undo' her years of training; nor could he repair her psyche or fix her addiction. She became his daughter, and he her father. Yet she still would not socialize – and so he called in a favour and managed to squeeze her into the academy under extremely careful supervision. They were pleased with her skill but the trainers had most definitely gained a few grey hairs keeping her under their care as they tried to suppress her blood thirst in combat. Indeed, it was a full three years before she graduated having changed very little.
Name: Kurome
Bloodlimit: N/A
Height: 160 cm (5'3")
Weight: 111 lbs
Age: Thirteen
Gender: Female
Alignment: Lawful, Evil
Birth Country: Umi no Kuni (Land of Sea)
Village: Taki no Kuni (Village of Waterfall) {INCENTIVE}
Special: TaiJutsu Master(Chakra Molder)
Able to Master:
- Open #1
- Open #2
- Open #3
- Open #4
- Open #5
- Open #6
Unable to Master:
- Open #1
- Open #2
NinJutsu/Clan Jutsu/GenJutsu
- Open #1
- Open =2
Miscellaneous:
- Open #1
- Open #2
- Open #3
- Open #4
- Open #5
- Open #6
- Open #7
- Open #8
Primary Items: (10, 000 Ryo)
- Katana:- 4,000 Ryo
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
- Kunai (3 Slot) x6 -3000 Ryo
- Knife (1 Slot) x2 -1000 Ryo
- Shiruriken, Hira (2 Slot) x30 -3000 Ryo
- Multi-Tool (1 Slot) x1 -2000 Ryo
- Goggles (1 Slot) x2 -2000 Ryo
- Camera Vision (0 Slot) -5000 Ryo
- Lie-Detector Lenses Mark I (0 Slot) -2000 Ryo
- Compass Lensatic (1 Slot) x4 -4000 Ryo
- Lock Pick Set - 20 Piece (1 Slot) x1 -2,020 Ryo
- Flint (1 Slot) x20 -2000 Ryo
- Walkie-Talkie (1 Slot) x1 -1500 Ryo
Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Knife (Overview)
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.
Shuriken, Hira (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. 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.
Multi-Tool (Overview)
Rank: "A"
Type: Secondary, 4 per Slot, Gadget, Survival, Tool
Effect: A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card.
Special: ---
Drawback: ---
Description: Picture A multi-tool is a portable, versatile hand tool that combines several individual tool functions in a single grip or in the shape of a credit card. Folding Multi-tools are the most common of all types of Multi-Tools. The second most common types are Pocket Knives (Swiss Army Knives). Multi-Tools are known to have needle-nose pliers, crimper, regular pliers, wire stripper, hard wire/wire cutters, large screw driver, small bit driver, scissors, serrated knife/cutting hook, saw, clip point knife, wood/metal & diamond-coated file, bottle/can opener, and a large bit driver
Limit: These items may be bought inside any Gadget Shop.
Cost: 8,000 Ryo per Slot, or 2,000 Ryo Each
Goggles (Overview)
Rank: "C"
Type: Secondary, 2 per Slot, Gadget, Apparel/Surveillance, Spectacles
Effect: Protective eyewear that usually encloses or protects the area surrounding the eye in order to prevent particulates, water or chemicals from striking the eyes.
Special: ---
Drawback: May hold up to 4 kinds of Surveillance Vision.
Description: There are different types of Goggles. There are different types of Goggles such as Cold Weather Goggles, Swimming, Power Tool Goggles, Blowtorch Goggles, Welding Goggles, Laboratory Goggles, and Aviation Goggles. Goggles are often worn as a fashion statement in certain subcultures, most often as part of the cybergoth subculture. They are usually worn over the eyes or up on the forehead to secure 'falls'. Goggles have enough carrying capacity for 4 types of Surveillance Vision. Does not fit in Scroll size Slots. May be Glasses.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 1,000 Ryo Each
Camera Vision (Overview)
Rank: "B"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: A vision relay that records images, either as a still photograph or videos compacted in goggles
Special: ---
Drawback: Recording lasts only as long as the amount of space is available.
Description: A vision relay capable of recording or taking still photograph images. The basic camera vision is able to hold up to 24 hours worth of High Definition video recording. Every still photograph that is taken will take away 1 minute within the 24 hours. After the recording is finished the user will have to either replace with new Camera Feed, or delete the already recorded video in order to allow more room to record. Feed may record and stop by user's decision. Each record and stop creates a file for the Camera feed that allows the user to erase individual files instead of the whole Video Feed.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo Each
Lie-Detector Lenses Mark I (Overview)
Rank: "C"
Type: Secondary, 0 per Slot, Gadget, Surveillance, Vision
Effect: Specialized Lenses that can detect if a single target is lying or speaking truth.
Special: ---
Drawback: People with Techniques capable of hiding their presence of lying may fool these lenses.
Description: Picture These lenses can target a single person at a time by the movement of eyes, or movement of visual concept. These lenses have a display hum that reads a target's heart rate and body temperature. The Detector helps the user identify if the target is speaking truth of false at an easier rate. The target must be within the range of 30 meters. Each round the Lenses will have to read a different target. The Lenses is able to read 3 targets at a time. User gains a +10 Circumstance Bonus to Sense Motive.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo Each
Compass Lensatic (Overview)
Rank: "B"
Type: Secondary, 4 per Slot, Gadget, Survival, Compass
Effect: A magnetic compass having a magnifying lens for reading the compass scale.
Special: ---
Drawback: ---
Description: Picture The Lensatic Compass features three main parts. The base forms the body of the compass and holds the needle, dial and rotating scales. The cover contains the sighting wire, and serves to protect the compass when closed. The rear lens flips out when the compass is open, and is used to read the dial. The military often uses Lensatic Compasses, which are designed for strength. The Lensatic Compass is 3.25 inches by 2.25 inches and 1.125 thick. Without a Compass there is a percentile chance the user will not be able to determine True North depending on their Geographical location.
Limit: These items may be bought inside any Gadget Shop.
Cost: 4,000 Ryo per Slot, or 1,000 Ryo Each
Lock Pick Set - 20 Piece (Overview) (Half-Diamond Pick)
Rank: "B"
Type: Secondary, 4 per Slot, Apparel, Holsters and Bags, Kit
Effect: A 14 piece Lock Pick Set made out of leather.
Special: ---
Drawback: ---
Description: Picture This simple pick set contains 13 picks, 6 tension wrenches and a broken key extractor. It comes with a leather case that has a flap over lid with a snap. The picks are made of steel with handles to allow comfort. When purchasing please decide which picks will be placed inside by looking through the Lock Picks section found in the Gadget Index.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 520 Ryo for Holster by itself or 2,020 Ryo with the Locks
Flint (Overview)
Rank: "C"
Type: Secondary, 20 per Slot, Gadget, Survival, Tool
Effect: A rock device created to use as a source for creating a spark.
Special: ---
Drawback: ---
Description: Picture Flint is a hard, sedimentary cryptocrystalline form of the mineral quartz, categorized as a variety of chert. It occurs chiefly as nodules and masses in sedimentary rocks, such as chalks and limestones. Inside the nodule, flint is usually dark grey, black, green, white, or brown in colour, and often has a glassy or waxy appearance. A thin layer on the outside of the nodules is usually different in colour, typically white and rough in texture. Scrape tool with any knife (or sharp object, like a rock) to create small magnesium shavings. Ignite shavings with built-in sparking insert. Start hundreds of fires with a flame source of 5,400°F. Safe; fireproof in solid form. Carry in a pocket or attach to bag with included chain loop. It's measurements is 3 inches by 1 inch by 0.5 inches and weighs 1.4 ounces.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 100 Ryo Each
Walkie-Talkie (Overview)
Rank: "C"
Type: Secondary, 1per Slot, Gadget, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture A small combined radio transmitter and receiver, usually operating on shortwave that can be carried around by one person. Dimensions are 5 inches by 1.7 inches by 2.1 inches. The radio has a built in speaker / Microphone, Volume control and Squelch facility. The radio can be used with a short or long antenna and operates from a 15 Volt battery. Range between two radios is 20 miles (Distance between close approximate threads in a single board.)
Limit: These items may be bought inside any Gadget Shop.
Cost: 1,500 Ryo Each
Apparel
Utility Belt Type 2 (Overview) (FREE)
Rank: "C"
Type: Main, Tailor, Slot Holder, Holds 15 Slots (0 for Items of Scroll Length), Harness
Effect: A Belt comprised with multiple vertical clips attached to a belt for easy access and easy removal.
Special: ---
Drawback: ---
Description: Picture, Picture Composed of a Kevlar strap and metal buckle, lined with rubber lacing on the back, the utility belt houses 13 Single Speed Loader pouches, which vertically clip onto the outside of the belt. The buckle itself contains a miniature camera and two-way radio. A secondary compartment behind the length of the belt is used to house 1 slot supply of hira-shurikens. Near the buckle is a modified Speed Loader Pouch that holds 1 slot of Thermal Capsules. The Speed Loader is modified to always keep a Thermal Capsule ready and when one is used another comes in place. Each of the 13 Speed Loader pouches contains various tools integral to what would be needed for the mission ahead, and are interchangeable with other Speed Loader pouches depending on the needs for the mission.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,700 Ryo
Augmentations: (16AP)
Boost
- Open #1
Cosmetic
- Open #1
Drawback (+8 AP)
- Mindslave -2000 Ryo
- Psychic Vulnerability -2000 Ryo
- Nightmares -2000 Ryo
Mindslave
Rank: "C"
Type: Augmentation
Effect: User has certain mental dificiencies that make it harder to resist mind-influencing effects.
Special: To perform: 3 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. User takes a -2 penalty to all Will Saves. User cannot take this Augmentation if they have the Mindshielded augmentation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Psychic Vulnerability
Rank: "C"
Type: Augmentation
Effect: User's mind has augmented in such a way that it is particularly vulnerable to mind-affecting tampering.
Special: To perform: 12 hours; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 2 Augmentation Points. User suffer a -2 penalty to all saves made to resist mind-affecting Jutsus.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Nightmares
Rank: "C"
Type: Augmentation
Effect: User's mind is wracked by horrible nightmares, making it impossible for them to sleep without confronting the demons of their own Augmentation.
Special: To perform: 3 hour; Duration: Permanent
Drawback: ---
Description: Drawback - Gives Back 4 Augmentation Points. Each day user must make a Will save (15) or suffer the effects of horrible nightmares caused by the Augmentation. On any day that the user fails this Will Save, they suffer a -1 moral to Saves and -5 to Checks due to their inability to get a good night's sleep. User cannot choose Sleepless if they have Nightmares.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 9,000 Ryo Performing Price: 2,000 Ryo
Character Depth
Personality:
What was once a happy tomboy-like child; is now a cold and ruthless assassin, after having been sold into slavery by her parents. Kurome's owner was a harsh; abusive, and cruel man. He treated her not as a daughter but as a tool – moulding her to his design. She learnt to always be respectful of him, and to do as instructed for fear of punishment. Needless, to say this had a detrimental effect on her psyche, even mentally scaring her. She became withdrawn and unapproachable to others, while making no effort to socialize herself despite being surrounded by many other children in a situation similar to hers.
Kurome became but a shell of her former self – with the innocence of youth having been completely lost to her; replaced with information such as. Where too strike to prevent blood flow, where to pierce to damage an artery. It really was a horrible life. It was of little wonder that she fled to drugs and alcohol, after having been experimented on so frequently she had little to no regard for her own life. Even she started to think of herself as a tool – blaming herself for everything that had happened.
Kurome and the few other kids became the madman's ideal visage of an assassin; killing without mercy or compassion, a heart that had truly turned to ice – with only the nightmares and sleep terrors serving to remind him of their humanity. This horrible mentality continues even now despite her having been liberated from that man's clutches. Although she somewhat opened up to her liberator, the fact remains that she still makes no effort to socialize with the other members of the waterfall village and constantly berates herself for everything. She was weak, and that's why she's still addicted to that man's drugs.
Although now freed Kurome is haunted by the faces of her former victims – and so she should be, she'd say. It's her penance after all. Yet, despite this icy, unsociable exterior Kurome is actually incredibly loyal to the few people she'd call her friends. She saw so many other would-be assassins struck down by that man that she engaged in the art of Necromancy wishing to keep them with her, selfish? Some would say but it was what she wanted not wanting to let them go. Now freed Kurome is obviously opposed to slavery – but she certainly would never voice her opinion on it for fear of being returned to that horrible life. Nevertheless, the sight of abuse disgust her and so she'd happily rend anybody's neck should she catch them.
She longs for the days where everyone is treated as an equal, yet isn't naïve enough to believe it'll ever happen. Kurome is generally reserved never speaking unless spoken to having become used to people mistreating her, she even thinks strangers will do it upon meeting her sometimes – and that's why she doesn't approach them. Though there have been times where they haven't which has resulted in awkward silences and blushing
Appearance:
The first thing that most people notice when they look upon the pale young woman is either the lightness of her skin, and her scars or her height. She stands at 5'3” with jet black hair that perfectly compliments her deep black Irises. Kurome refuses to wear make-up believing she shouldn't be forced into trying to hide her past. Kurome's hair falls to just a few inches shy of her shoulders; while being perfectly even all around, while her fringe hangs to about the level of her eyebrows. She has a perfect heart shaped face beneath the unkempt mane of straight hair. Yet, she has never used a straightener or ran a comb through it. In fact she's never once made an effort on her hair – she's a ninja and her bandanna and goggles will keep it locked up even if it's blowing a gale.
Kurome's form is rather malnourished; and pale, but such should be expected of a girl with her past. Yet, she's actually quite lithe with a lot of muscles from her many days of rigorous exercise. Her chest is quite modest no bigger than a B but I'm not going to give you anything precise! She's actually quite proud of her athletic form despite the numerous scars upon her arms and back.
It might be due to this pride that she favours a simple black sailor uniform. As, her main attire. It's a short sleeve top that shows off most of her arms, and cuts. It's shaped in a v-neck styling too. As, for her skirt well it comes to slightly above her knees. She ties a simple red sash between the two items of clothing where she stores her ninja items. The sash also conveniently enough houses her katana perfectly.
This is the rather depressing story of a young girl named Kurome that begins with a rather messy birth in the Land of Sea. She was born in the springtime to a rather poor couple living on the land next to the Hou-Zu mountain. The two parents were less then pleased to have another mouth to fill; having already been struggling financially – but nevertheless they “carried on” and raised her for five years, before on the day of her fifth birthday an armoured man appeared at her doorstep and offered to purchase her from her parents. And that was the moment that everything would take a massive and horrible turn for the worse.
Kurome's parents sold her – they figured she'd have a better life with someone who could support her financially, and so after a tearful goodbye with her parents the armoured man escorted her to her “new home” but instead she was thrown into the dark forest and informed of a horrible cruel survival game where the first ten to reach the other side of the forest would be taken and moulded into assassins for the Empire, and the others would be killed. I have no words to describe the experiment it was a massacre but suffice to say Kurome was within the ten to reach the other side and so she was taken to begin her new life.
They more or less "raised" the young girl, raised her to be obedient and respectful. To do anything that they wanted. And so she did just that in fear of punishment or death.
She became the perfectly obedient slave, doing whatever they wanted, killing whoever they told her too. She became a tool to these wannabe assassin mentors. She always, and still does, blame herself for this – despite knowing somewhere deep down she'd of just been killed if she hadn't complied. She had abandoned all hope, all of her personal self, and had become a monster. She was just as guilty as they were, she was a criminal.
At the age of ten, something would happen. Something that would add back just a bit of the happiness into her life. The waterfall village had sent someone to correct these wannabe assassin mentors. The man they had sent had caught them while they were sleeping. The mentors had tried to put up a fight, but were no match for the ninja. To the little girl's eyes, this man was like a 'God'. She hid in one of the tents peeking out of the flap and watched him. He of course noticed her, but before he could strike the awestruck girl down, he realized she was just a little kid. From her frail, bruised and obviously underfed form, he knew that she wasn't a willing accomplice. That, and he couldn't bare to kill a child. He had a rather soft spot for kids after all.
So instead of killing her or abandoning her, he took her back with him. He tried to find the young girl a home. A home with two loving parents, maybe some siblings or kids her age to grow up with. But no one would take her in. It got to the point where he decided that he would just keep her himself, and eventually the two grew a strong bond. However, he soon realized that he couldn't simply 'undo' her years of training; nor could he repair her psyche or fix her addiction. She became his daughter, and he her father. Yet she still would not socialize – and so he called in a favour and managed to squeeze her into the academy under extremely careful supervision. They were pleased with her skill but the trainers had most definitely gained a few grey hairs keeping her under their care as they tried to suppress her blood thirst in combat. Indeed, it was a full three years before she graduated having changed very little.