Alexander Carr
Sept 18, 2016 3:41:35 GMT -7
Post by Deleted on Sept 18, 2016 3:41:35 GMT -7
Name: Alexander Carr
Bloodlimit: NA
Height: 5'9ft
Weight: 165
Age: 22
Gender: Male
Alignment: Chaotic Neutral
Birth Country: Hi no Kuni
Village: Kusagakura
Ninjutsu Specialist
ThaiJutsu Specialist
1.) Drunken Boxing
Clan Non Specialist
1.) Kasuta
Genjutsu non Specialis
Misc
Character Depth:
Personality:
Alex is a complicated individual to say the least. Before the memory wipe he was bound by a sense of duty and a longing to serve to the best of his ability. However he slowly grew less and less empathetic to people in general as his time in the Anbu made him go on darker and more dangerous missions. These missions took a terrible toll on Alex's psyche as he slowly began to empathize more and more with the targets he took down as an Anbu.
This being said Alex is determined and constantly trying to push his limits in whatever aspect of his life his attention was occupying at the time. Whether its in his training, his emotions, his bar or his drinking Alex is always determined to test himself. With this comes a fool hardy nature that tends to cause him to find himself in situations normal people would avoid. Alex is quick to act on his thoughts and is often described as passionate about issues that are important to him.
His time as a bartender have made him really good at learning how people work. It's strange how a simple job like making drinks and handing them to patrons has turned him into a consular of drunken patrons. Alex is good at listening to other peoples stories and helping give advice as need be. An extroverted introvert Alex enjoys being around people for his sanity but doesn't like really speaking too much unless its with someone who has really captured his interests.
Alex has a tendency to keep others from getting close to him. Because he feels like his problems and general instability would make anyone who actually know how bad his problems were worry about him. Keeping his social interactions surface level and playful he does his best to deflect any sort of real inquires to his personal life.
Background:
Alexander grew up in a house that was unstable to say the least. His father was a Anbu member and spent a lot of time out of the home on missions. Never having met his mother Alex spent a large amount of his life alone while his father was out on missions. Being left to his own devices a lot Alex developed a desperate longing to be around other people that he found similar to him. Alex's father lived a dark life in the shadows and never confided in anyone what exactly his missions entailed except for cryptic suggestions and insinuations that came in the form of life advice. When Alex's father did find himself home he found himself consumed by a silent anger and darkness that followed him home from his missions. Alexanders dad, Cody was a temperamental man who stressed very staunch, rigorous life lessons in the forms of beatings.
Cody was an alcoholic and drinks were common place in the household. Being left alone Alex grew up sampling several of the various drinks around the house well before he was technically legal to start drinking. Alex grew up being an amateur bartender of sorts. At the age of 16 Alex's father never came home. Being a member of the Anbu Cody's death was never confirmed to Alex but he was set up with a large sum of money as the family bank account. Using that money he set himself up to train and further his ninja and combative abilities and train to one day follow in his fathers foot steps.
Unfortunately Alex's wish came true. Quickly training to the ranks of the village Alex became a Anbu and followed in the literal footsteps of his father. This lead him down the all to familiar dark path that Cody once went down. Coming back from mission after mission Alex lost several of his friends and lost a greater part of his sanity on the battlefield. His exposer to death and loss gave him a lot of physical and mental trauma. Alex would wake up in the middle of the night screaming from night terrors. Images of death of people he has killed and friends he had lost finally brought him to his breaking point.
Turning to the one thing that was a constant in his life Alex turned to alcohol and started to binge drink to make the nightmares stop. Fearful that he had lost his edge Alex stopped going on his assigned tasks that were expected of an Anbu of his stature. After enough missed missions and shoddy performance Alex was called in to connive with the Anbu captain of his division. Alex had done enough killing and lost to many people in his service to the Anbu. When the captain ordered him to take another mission Alex refused. The resulting dispute resulted in a deadly fight where Alex almost killed the Anbu captain. Instead of landing the killing blow Alex dropped his weapon and surrendered himself to his former comrades.
Alex assumed he was going to die. After being brought in the determined that he had to much valuable information that could be dangerous in the wrong hands. Alex readied himself for an execution. However the execution never came in the traditional sense. The acting Kage recognized the sacrifices he had made up to this point and instead simply ordered that his memory would be erased. After the jutsu was performed Alex had lost all of his memories and they were replaced with a modified set of memories of a life of simple bar tending.
Despite the mind wipe the Jutsu effecting the human mind is far from a thorough science. When Alex falls asleep he still has vivid dreams of his former targets and faces of comrades he no longer remembers. Alex's body had been set with muscle memory that came with years of Anbu training. Basic chakra control was still in his body. As his chakra control and training in further combative arts increases so to do glimpses of his memory come back.
Appearance
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Alex is an average height male who habitually smokes and drinks. Unless not allowed to do so he almost always has a lit cigarette in his mouth. Letting his hair grow out, Alex's brown/black hair is almost always unkept and wayward fashion. Sometimes wearing a pair of sunglasses to avoid others peoples eye contact. When not at work or training Alex can often be found with his fingers around a glass or wrapped around a bottles neck. His light brown eyes were warm and inviting when fixated on someone. But otherwise would seem distant.
When shirtless Alex would be covered with with all sorts of strange scars of various sizes along his chest, arms and legs. Unbeknownst to him they were all from a life he couldn't remember. A life of covert missions and espionage. On his arm was old tattoos from his time in the Anbu that no longer had any meaning to his life. Underneath the skin Alex was very toned and very fit as a result of years and years of military training and life in the military as well. While no one would consider him a body builder every muscle group on his frame was well maintained and defined on his body.
Alex's clothing was normally his clothes from work. Collared white shirts and a nice pair of jeans or a pair of Khakis. Shiki never buttoned the top button on his shirt even if he was wearing a tie or a bow tie. Without a tie Shiki would take the unbuttoning process a step further going one button down letting more of his chest poke through. Generally carrying himself in a state of indifference, Alex generally carried himself proudly but it seemed as if the world was constantly weighing on his shoulders.
Apparel
Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pouch, Half
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pouch, Utility x2
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Pouch
Effect: A long sized pouch capable of holding 2 slots of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 2 Scrolls. The Dimensions are 8 inches in height, 5 inches width and 2.5 inches in depth. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Utility Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Pouch, Half x2
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Pouch, Half x2
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Primary Weapons
Gauntlet (Overview)
(2)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview)
(2)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Sword, Short (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Weapons
Lighter
(2)
Rank: "C"
Type: Secondary, Accessory, 10 per Slot, Lighter
Effect: Item that creates a small open flame used to light up objects.
Special: ---
Drawback: Useless when wet. Must wait to dry.
Description: A lighter is a portable device used to create a flame. It consists of a metal or plastic container filled with a flammable fluid or pressurized liquid gas, a means of ignition, and some provision for extinguishing the flame. May be lit for 200 times before needing a new lighter.
Limit: May be found at any Shop.
Cost: 1000 Ryo Per Slot
Cigarette Packs
(25)
Rank: "A"
Type: Secondary, 4 per Slot, Apothecary, Smoking
Effect: A container filled with cigarettes that contains herbs used for smoking.
Special: ---
Drawback: Useless when wet. Must be dry.
Description: A pack or packet of cigarettes is a rectangular container, mostly of paperboard, which contains cigarettes. The pack is designed with a flavor-protective foil, paper or biodegradable plastic, and sealed through a transparent airtight plastic film. By pulling the "pull-tabs", the pack is opened. Hard packs can be closed again after opening, whereas soft packs cannot. Cigarette packs often contain warning messages depending on which country they are sold in. A single packet holds 20 cigarettes. A single pack is 3.5 inches by 2.125 inches by 0.875 in size. 1 flat-canister of herbal substance (Tobacco for example) is used to make 1 pack of Cigarettes.
Limit: These types of items may be capable of being bought inside any Apothecary Shop.
Cost: 1 Flat-canister +50%. Example: 1 Flat-canister of Tobacco costs 650. +50% is 975 Ryo per Pack.
Kunai (Overview)
(4)
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.
Techniques:
Kasuta:
Sumōkā Ikaku (Smoker's Intimidation)
Rank: "D"
Skill: Supplementary
Effect: User makes an appearance that they seem more intimidating then normal by the smoke they are able to create.
Special: "Handseals"
Drawback: ---
Description: An intimidation technique that normally works only on those who are lower in class then the user. The user is able to take the smoke around them, and give them self an intimidating look. The look is luminous, and dark, and depends on the user. Most people use this technique after smoking out of their pipe, or cigarette, giving the aspect of "cool guys smoke"
Limit: Must be a member of the Kasutā clan.
Furenchi Suikomu (French Inhale)
Rank: "C", "B", "A", "S"
Skill: NinJutsu
Effect: User inhales some smoke, and quickly exhales double the amount that was inhaled for future techniques.
Special: ---
Drawback: ---
Description: User is able to take any small amounts of smoke that is around them and may exhale double the amount of smoke they inhaled. A supplementary technique for other techniques. When the user first learns this technique the user is able to only inhale enough smoke the size of the user's body which takes up 1 movement. When the user learns the "B" rank version of this technique the user is able to inhale the amount of smoke up to 5 meters which takes up 2 movements. When the user learns the "A" Rank version of this technique the user is able to inhale the amount of smoke up to 10 meters which takes up 4 movements. When the user learns the "S" Rank version of this technique the user is able to inhale the amount of smoke up to 20 meters which takes up 8 movements. For every class the user is higher than "B" the amount of movements decrease by 2, with 1 movement being the lowest number.
Limit: Must be a member of the Kasutā clan.
Kemuri Enjin (Smoke Rings)
Rank: "D"
Skill: NinJutsu
Effect: User creates Rings made out of smoke for hitting reference, to hit into an opponent, or to hold an opponent.
Special: "Handseals"
Drawback: ---
Description: A hitting technique. The user creates rings of smoke by breathing it out, or by simple formation with handseals. This technique may be used as a hitting reference against opponents. Think of it as a marker to hit opponents. This technique also may be used to hit into opponents. The strength of the technique feels as if the opponent had been punched by a simple attack. If the user wishes they could also manipulate the rings wrap around an opponent and bind the opponent down.
Limit: Must be a member of the Kasutā clan.
Kemuri Bunshin (Smoke Clone)
Rank: "C"
Skill: NinJutsu
Effect: This technique creates a clone made out of smoke. When it is hit, it turns into smoke similar to the Kemuri Buresu (Smoke Breathe) the user creates. The smoke clone is mostly used as a diversion tactic like other clone techniques.
Special: "Handseals"
Drawback: ---
Description: User creates a clone out of smoke. A technique which creates clones with the properties of Smoke. Although the clones are unable to inflict damage on an opponent, any physical attacks attempted on them envelopes the clone into Kemuri Buresu (Smoke Breathe). Depending on the user's class level is dependent on how well and how much the user is capable of performing at one given time. If the user is "D" Class they are capable of performing four Clones at once. If the user is "C" Class they are capable of performing eight clones at once. If the user is "B" Class they are capable of performing sixteen clones at once. If the user is "A" Class they are capable of performing thirty two clones at once. If the user is "S" Class they are capable of performing sixty four clones at once.
Limit: Must be a member of the Kasutā clan. Must know Kemuri Buresu (Smoke Breathe).
Tajū Kemuri Bunshin (Multiple Smoke Clone)
Rank: "C"
Skill: NinJutsu
Effect: After creating a single Smoke Clone, should it be sufficiently struck, the user can cause the smoke to spread and create more Smoke Clones.
Special: "Follow-up of Kemuri Bunshin (Smoke Clone)"
Drawback: ---
Description: A very similar technique to Kemuri Buresu (Smoke Breathe), however when a Kemuri Bunshin (Smoke Clone) is struck down it multiplies into multiple clones. Depending on the user's class level is dependent on how well and how much the user is capable of performing at one given time. If the user is "D" Class one clone creates 2 clones when hit. If the user is "C" Class one clone creates 4 clones when hit. If the user is "B" Class one clone creates 8 clones when hit. If the user is "A" Class one clone creates 16 clones when hit. If the user is "S" Class one clone creates 32 clones when hit.
Limit: Must be a member of the Kasutā clan. Kemuri Bunshin (Smoke Clone)
Traits:
Natural Drunkard
Rank: "C"
Skill: Trait
Effect: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered".
Special: ---
Drawback: Unable to learn endurance techniques dealing with drinking Alcohol.
Description: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered" gaining the benefits as well as the drawbacks of the effect. The user does not fall out of "Hammered" unless they fall unconscious from taking a series of too many blunt hits. The effects last for 1 hour in which they instantly sober up. The user can instantly fall out of the "Hammered" effect by taking "slashing", and "piercing" damage. The user stays in the effect of "Hammered" through elemental and chakra attacks as long as the effects of the damage does not include "slashing", or "piercing damage.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Alchemical Adept
Rank: "C"
Skill: Chakra Trait
Effect: User is skilled in creating Alchemical items.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on Alchemy checks made to create Alchemical items. Furthermore, when the user fails creating an Alchemical item by 25% or more, the user does not ruin any raw materials or have to pay that cost again. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Volatile Conduit
Rank: "C"
Skill: Chakra Trait
Effect: The user has discovered a secret that enhances the energy of some Jutsus.
Special: ---
Drawback: ---
Description: Once per day without taking any movements or handseals, when the user performs a Jutsu that deals acid, ice, lightning, or fire damage, they can enhance that Jutsu with Volatile energy. When they do, it deals 10 Armour Points worth of extra damage of the same energy type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Auspicious Tattoo
Rank: "C"
Skill: Heritage Trait
Effect: The user's tattoo gives them good fortune.
Special: --
Drawback: ---
Description: You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune. You gain a +1 trait bonus on Will Saves. Must have a tattoo. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Elemental Pupil
(fire)
Rank: "C"
Skill: Regional Trait
Effect: User has studied at the feet of the masters of Release Chakra, and so increased their own mastery of the elements.
Special: ---
Drawback: ---
Description: Choose one of the energy types, Ice, Lightning, or Fire. When performing a Jutsu of "D" Rank or higher that deals damage of their chosen energy type, the Jutsu does 10 Armour Points of additional damage of the same type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Bloodlimit: NA
Height: 5'9ft
Weight: 165
Age: 22
Gender: Male
Alignment: Chaotic Neutral
Birth Country: Hi no Kuni
Village: Kusagakura
Ninjutsu Specialist
ThaiJutsu Specialist
1.) Drunken Boxing
Clan Non Specialist
1.) Kasuta
Genjutsu non Specialis
Misc
Character Depth:
Personality:
Alex is a complicated individual to say the least. Before the memory wipe he was bound by a sense of duty and a longing to serve to the best of his ability. However he slowly grew less and less empathetic to people in general as his time in the Anbu made him go on darker and more dangerous missions. These missions took a terrible toll on Alex's psyche as he slowly began to empathize more and more with the targets he took down as an Anbu.
This being said Alex is determined and constantly trying to push his limits in whatever aspect of his life his attention was occupying at the time. Whether its in his training, his emotions, his bar or his drinking Alex is always determined to test himself. With this comes a fool hardy nature that tends to cause him to find himself in situations normal people would avoid. Alex is quick to act on his thoughts and is often described as passionate about issues that are important to him.
His time as a bartender have made him really good at learning how people work. It's strange how a simple job like making drinks and handing them to patrons has turned him into a consular of drunken patrons. Alex is good at listening to other peoples stories and helping give advice as need be. An extroverted introvert Alex enjoys being around people for his sanity but doesn't like really speaking too much unless its with someone who has really captured his interests.
Alex has a tendency to keep others from getting close to him. Because he feels like his problems and general instability would make anyone who actually know how bad his problems were worry about him. Keeping his social interactions surface level and playful he does his best to deflect any sort of real inquires to his personal life.
Background:
Alexander grew up in a house that was unstable to say the least. His father was a Anbu member and spent a lot of time out of the home on missions. Never having met his mother Alex spent a large amount of his life alone while his father was out on missions. Being left to his own devices a lot Alex developed a desperate longing to be around other people that he found similar to him. Alex's father lived a dark life in the shadows and never confided in anyone what exactly his missions entailed except for cryptic suggestions and insinuations that came in the form of life advice. When Alex's father did find himself home he found himself consumed by a silent anger and darkness that followed him home from his missions. Alexanders dad, Cody was a temperamental man who stressed very staunch, rigorous life lessons in the forms of beatings.
Cody was an alcoholic and drinks were common place in the household. Being left alone Alex grew up sampling several of the various drinks around the house well before he was technically legal to start drinking. Alex grew up being an amateur bartender of sorts. At the age of 16 Alex's father never came home. Being a member of the Anbu Cody's death was never confirmed to Alex but he was set up with a large sum of money as the family bank account. Using that money he set himself up to train and further his ninja and combative abilities and train to one day follow in his fathers foot steps.
Unfortunately Alex's wish came true. Quickly training to the ranks of the village Alex became a Anbu and followed in the literal footsteps of his father. This lead him down the all to familiar dark path that Cody once went down. Coming back from mission after mission Alex lost several of his friends and lost a greater part of his sanity on the battlefield. His exposer to death and loss gave him a lot of physical and mental trauma. Alex would wake up in the middle of the night screaming from night terrors. Images of death of people he has killed and friends he had lost finally brought him to his breaking point.
Turning to the one thing that was a constant in his life Alex turned to alcohol and started to binge drink to make the nightmares stop. Fearful that he had lost his edge Alex stopped going on his assigned tasks that were expected of an Anbu of his stature. After enough missed missions and shoddy performance Alex was called in to connive with the Anbu captain of his division. Alex had done enough killing and lost to many people in his service to the Anbu. When the captain ordered him to take another mission Alex refused. The resulting dispute resulted in a deadly fight where Alex almost killed the Anbu captain. Instead of landing the killing blow Alex dropped his weapon and surrendered himself to his former comrades.
Alex assumed he was going to die. After being brought in the determined that he had to much valuable information that could be dangerous in the wrong hands. Alex readied himself for an execution. However the execution never came in the traditional sense. The acting Kage recognized the sacrifices he had made up to this point and instead simply ordered that his memory would be erased. After the jutsu was performed Alex had lost all of his memories and they were replaced with a modified set of memories of a life of simple bar tending.
Despite the mind wipe the Jutsu effecting the human mind is far from a thorough science. When Alex falls asleep he still has vivid dreams of his former targets and faces of comrades he no longer remembers. Alex's body had been set with muscle memory that came with years of Anbu training. Basic chakra control was still in his body. As his chakra control and training in further combative arts increases so to do glimpses of his memory come back.
Appearance
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Alex is an average height male who habitually smokes and drinks. Unless not allowed to do so he almost always has a lit cigarette in his mouth. Letting his hair grow out, Alex's brown/black hair is almost always unkept and wayward fashion. Sometimes wearing a pair of sunglasses to avoid others peoples eye contact. When not at work or training Alex can often be found with his fingers around a glass or wrapped around a bottles neck. His light brown eyes were warm and inviting when fixated on someone. But otherwise would seem distant.
When shirtless Alex would be covered with with all sorts of strange scars of various sizes along his chest, arms and legs. Unbeknownst to him they were all from a life he couldn't remember. A life of covert missions and espionage. On his arm was old tattoos from his time in the Anbu that no longer had any meaning to his life. Underneath the skin Alex was very toned and very fit as a result of years and years of military training and life in the military as well. While no one would consider him a body builder every muscle group on his frame was well maintained and defined on his body.
Alex's clothing was normally his clothes from work. Collared white shirts and a nice pair of jeans or a pair of Khakis. Shiki never buttoned the top button on his shirt even if he was wearing a tie or a bow tie. Without a tie Shiki would take the unbuttoning process a step further going one button down letting more of his chest poke through. Generally carrying himself in a state of indifference, Alex generally carried himself proudly but it seemed as if the world was constantly weighing on his shoulders.
Apparel
Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
Shirt
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pouch, Half
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Pouch, Utility x2
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Pouch
Effect: A long sized pouch capable of holding 2 slots of items of 8 inches in length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, wooden material case that can easily hold 2 Scrolls. The Dimensions are 8 inches in height, 5 inches width and 2.5 inches in depth. This pouch is specifically designed for items with lengths longer than 4 inches. These pouches are primarily meant for scrolls, kunai, knives, senbon and other items with similar lengths. Utility Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Pouch, Half x2
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Pouch, Half x2
Rank: "C"
Type: Main, Slot Holder, 1/2 Slot, Pouch
Effect: A long sized sheath/pouch capable of holding 1/2 of items of 8 inches in length. Normally used for a single knife/kunai.
Special: ---
Drawback: ---
Description: Picture Mostly made out of leather, or a hard material. The Half pouch is primarily made for knives, and kunai, however due to their length they can hold other extremely thin items with the same length as that of a Scroll Pouch. 2 Half Pouches take up 1 Pouch Slot when applying to Individual Integrated Fighting System apparel and other basic apparel. A perfect example would be senbon. Half Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Half Pouches may be strapped to body parts as well such as a boot or the wrist. Characters attempting to conceal an item in a half pouch gain a +20 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 100 Ryo Each.
Primary Weapons
Gauntlet (Overview)
(2)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview)
(2)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Sword, Short (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Weapons
Lighter
(2)
Rank: "C"
Type: Secondary, Accessory, 10 per Slot, Lighter
Effect: Item that creates a small open flame used to light up objects.
Special: ---
Drawback: Useless when wet. Must wait to dry.
Description: A lighter is a portable device used to create a flame. It consists of a metal or plastic container filled with a flammable fluid or pressurized liquid gas, a means of ignition, and some provision for extinguishing the flame. May be lit for 200 times before needing a new lighter.
Limit: May be found at any Shop.
Cost: 1000 Ryo Per Slot
Cigarette Packs
(25)
Rank: "A"
Type: Secondary, 4 per Slot, Apothecary, Smoking
Effect: A container filled with cigarettes that contains herbs used for smoking.
Special: ---
Drawback: Useless when wet. Must be dry.
Description: A pack or packet of cigarettes is a rectangular container, mostly of paperboard, which contains cigarettes. The pack is designed with a flavor-protective foil, paper or biodegradable plastic, and sealed through a transparent airtight plastic film. By pulling the "pull-tabs", the pack is opened. Hard packs can be closed again after opening, whereas soft packs cannot. Cigarette packs often contain warning messages depending on which country they are sold in. A single packet holds 20 cigarettes. A single pack is 3.5 inches by 2.125 inches by 0.875 in size. 1 flat-canister of herbal substance (Tobacco for example) is used to make 1 pack of Cigarettes.
Limit: These types of items may be capable of being bought inside any Apothecary Shop.
Cost: 1 Flat-canister +50%. Example: 1 Flat-canister of Tobacco costs 650. +50% is 975 Ryo per Pack.
Kunai (Overview)
(4)
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.
Techniques:
Kasuta:
Sumōkā Ikaku (Smoker's Intimidation)
Rank: "D"
Skill: Supplementary
Effect: User makes an appearance that they seem more intimidating then normal by the smoke they are able to create.
Special: "Handseals"
Drawback: ---
Description: An intimidation technique that normally works only on those who are lower in class then the user. The user is able to take the smoke around them, and give them self an intimidating look. The look is luminous, and dark, and depends on the user. Most people use this technique after smoking out of their pipe, or cigarette, giving the aspect of "cool guys smoke"
Limit: Must be a member of the Kasutā clan.
Furenchi Suikomu (French Inhale)
Rank: "C", "B", "A", "S"
Skill: NinJutsu
Effect: User inhales some smoke, and quickly exhales double the amount that was inhaled for future techniques.
Special: ---
Drawback: ---
Description: User is able to take any small amounts of smoke that is around them and may exhale double the amount of smoke they inhaled. A supplementary technique for other techniques. When the user first learns this technique the user is able to only inhale enough smoke the size of the user's body which takes up 1 movement. When the user learns the "B" rank version of this technique the user is able to inhale the amount of smoke up to 5 meters which takes up 2 movements. When the user learns the "A" Rank version of this technique the user is able to inhale the amount of smoke up to 10 meters which takes up 4 movements. When the user learns the "S" Rank version of this technique the user is able to inhale the amount of smoke up to 20 meters which takes up 8 movements. For every class the user is higher than "B" the amount of movements decrease by 2, with 1 movement being the lowest number.
Limit: Must be a member of the Kasutā clan.
Kemuri Enjin (Smoke Rings)
Rank: "D"
Skill: NinJutsu
Effect: User creates Rings made out of smoke for hitting reference, to hit into an opponent, or to hold an opponent.
Special: "Handseals"
Drawback: ---
Description: A hitting technique. The user creates rings of smoke by breathing it out, or by simple formation with handseals. This technique may be used as a hitting reference against opponents. Think of it as a marker to hit opponents. This technique also may be used to hit into opponents. The strength of the technique feels as if the opponent had been punched by a simple attack. If the user wishes they could also manipulate the rings wrap around an opponent and bind the opponent down.
Limit: Must be a member of the Kasutā clan.
Kemuri Bunshin (Smoke Clone)
Rank: "C"
Skill: NinJutsu
Effect: This technique creates a clone made out of smoke. When it is hit, it turns into smoke similar to the Kemuri Buresu (Smoke Breathe) the user creates. The smoke clone is mostly used as a diversion tactic like other clone techniques.
Special: "Handseals"
Drawback: ---
Description: User creates a clone out of smoke. A technique which creates clones with the properties of Smoke. Although the clones are unable to inflict damage on an opponent, any physical attacks attempted on them envelopes the clone into Kemuri Buresu (Smoke Breathe). Depending on the user's class level is dependent on how well and how much the user is capable of performing at one given time. If the user is "D" Class they are capable of performing four Clones at once. If the user is "C" Class they are capable of performing eight clones at once. If the user is "B" Class they are capable of performing sixteen clones at once. If the user is "A" Class they are capable of performing thirty two clones at once. If the user is "S" Class they are capable of performing sixty four clones at once.
Limit: Must be a member of the Kasutā clan. Must know Kemuri Buresu (Smoke Breathe).
Tajū Kemuri Bunshin (Multiple Smoke Clone)
Rank: "C"
Skill: NinJutsu
Effect: After creating a single Smoke Clone, should it be sufficiently struck, the user can cause the smoke to spread and create more Smoke Clones.
Special: "Follow-up of Kemuri Bunshin (Smoke Clone)"
Drawback: ---
Description: A very similar technique to Kemuri Buresu (Smoke Breathe), however when a Kemuri Bunshin (Smoke Clone) is struck down it multiplies into multiple clones. Depending on the user's class level is dependent on how well and how much the user is capable of performing at one given time. If the user is "D" Class one clone creates 2 clones when hit. If the user is "C" Class one clone creates 4 clones when hit. If the user is "B" Class one clone creates 8 clones when hit. If the user is "A" Class one clone creates 16 clones when hit. If the user is "S" Class one clone creates 32 clones when hit.
Limit: Must be a member of the Kasutā clan. Kemuri Bunshin (Smoke Clone)
Traits:
Natural Drunkard
Rank: "C"
Skill: Trait
Effect: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered".
Special: ---
Drawback: Unable to learn endurance techniques dealing with drinking Alcohol.
Description: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered" gaining the benefits as well as the drawbacks of the effect. The user does not fall out of "Hammered" unless they fall unconscious from taking a series of too many blunt hits. The effects last for 1 hour in which they instantly sober up. The user can instantly fall out of the "Hammered" effect by taking "slashing", and "piercing" damage. The user stays in the effect of "Hammered" through elemental and chakra attacks as long as the effects of the damage does not include "slashing", or "piercing damage.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Alchemical Adept
Rank: "C"
Skill: Chakra Trait
Effect: User is skilled in creating Alchemical items.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus on Alchemy checks made to create Alchemical items. Furthermore, when the user fails creating an Alchemical item by 25% or more, the user does not ruin any raw materials or have to pay that cost again. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skeptic
Rank: "C"
Skill: Chakra Trait
Effect: Growing up, the user was always around chakra effects to the extent that they realized much of it was mere smoke and mirrors.
Special: ---
Drawback: ---
Description: The user gains a +2 trait bonus on all Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Volatile Conduit
Rank: "C"
Skill: Chakra Trait
Effect: The user has discovered a secret that enhances the energy of some Jutsus.
Special: ---
Drawback: ---
Description: Once per day without taking any movements or handseals, when the user performs a Jutsu that deals acid, ice, lightning, or fire damage, they can enhance that Jutsu with Volatile energy. When they do, it deals 10 Armour Points worth of extra damage of the same energy type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Auspicious Tattoo
Rank: "C"
Skill: Heritage Trait
Effect: The user's tattoo gives them good fortune.
Special: --
Drawback: ---
Description: You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune. You gain a +1 trait bonus on Will Saves. Must have a tattoo. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Elemental Pupil
(fire)
Rank: "C"
Skill: Regional Trait
Effect: User has studied at the feet of the masters of Release Chakra, and so increased their own mastery of the elements.
Special: ---
Drawback: ---
Description: Choose one of the energy types, Ice, Lightning, or Fire. When performing a Jutsu of "D" Rank or higher that deals damage of their chosen energy type, the Jutsu does 10 Armour Points of additional damage of the same type. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.