Yaromir, Warden of Winter
Dec 29, 2016 12:00:22 GMT -7
Post by Y on Dec 29, 2016 12:00:22 GMT -7
Name: Yaromir
Height: 5' 11"
Weight: 150 lbs
Age: 24 Years Old
Gender: Male
Alignment: Neutral, Good
Birth Country: Yuki no Kuni
Village: Yukigakure
Genjutsu Master
- Figment Perception
- Glamour Perception
- Pattern Perception
- Shadow Perception
- Phantasm Perception
- Enchantment Perception
- Compulsion Perception
- Charm Perception [Non-Mastery]
Clan Non-Specialist
- Shape Transformation Specialty
- Open Slot
Personality:
- Open Slot
- Open Slot
Miscellaneous Specialties:
- Grand Mastery [Compulsion Perception]
- Grand Mastery [Shape Transformation Specialty]
- Alchemy
- Open Slot
- Open Slot
- Open Slot
- Open Slot
- Open Slot
- Open Slot
- Open Slot
Appearance:
A head of brown hair, swept sideways, to the right side of his face, creeping all the way down towards the back of his neck, is his usual hairstyle. His dark hair frames a light face of fair complexion, nigh untouched by the sun in most of its days. His eyes are an almost icy blue, piercing, but similar in the paleness to the remainder of his face. His jaw is set squarely, giving an overall rigid appearance in junction with his high cheekbones. During the winters of Yukigakure, he will often grown a beard and whatever facial hair he can muster. Once spring comes, or he visits a warmer clime, he inevitably shaves off the locks of curly brown hair which crawl up his chin.
Being from a cold clime, his usual outdoor apparel comes in the form of cloaks. He favors dark blues and blacks for color, although he will largely wear whatever is convenient. Thanks to his usage of the 1000 Visages glamour, he is able to wear the same comfortable cloaks and have them take on whatever appearance he cares to have them take on. A belt with satchel usually sits over whatever internal tunic or shirt he chooses to wear underneath his cloak. A pair of leather boots complete the outfit. He usually carries with him a rather large backpack, made out of the leather of a wild mammoth. Its main pockets are fur-lined to protect valuables from damage.
His build is overall narrow. He was never really cut out for particular strength, although he has managed to tone the muscle which he has. Not particularly tall either, he is rarely considered a physically intimidating man. His arms are relatively long for his height, wingspan exceeding his height by a few inches. His shoulders are bent slightly, the result of years of mediocre at best posture that physical training could only undo to a certain extent. Completing his somewhat elongated look, he has fingers longer than the palms of his hands, unusually so for a male.
Idealist: Yaromir holds noble truths in the center of his heart. Concepts such as true love, poetic justice, divine intervention, revenge and other concepts whose meaning is far greater than the practical appeal to him greatly. However, this does not give him a rose colored view of reality. His understanding of high ideals provides a further understanding that most of humanity is blind to the truth which he strives to live by, and that it is the fault of the common man that his perceptions are seen as idealistic rather than simply clear sighted. Nevertheless, in his own actions he always strives to bring about the most noble outcome.
Ambitious: Never one to shirk an opportunity for growth, little holds Yaromir back. While some might view his steady and often scholarly pursuits as a form of laziness, they are always intended for self-improvement, or for the improvement of something he regards highly. His years in seclusion followed a path to formidable talent in the area of chakra manipulation, as opposed to the idyllic childhood relaxation many young people would have chosen. His ability to mold chakra and perform psychic attacks stems entirely from his own tutelage, and demonstrates a drive for power and success that few can rival.
Arrogant: Years of being beholden to no man have left the wizard lax in his respect for others. With no real teacher other than the books around him, no formal school to which he subscribes, he has become a near master of many arts and skills. Thereby, when others claim competence, he is quick to dismiss them and return to his own activities. Sure, demonstrated ability may raise his attention, if only as he sizes up potential allies, resources or enemies. His resultant disrespect for authority itself makes it difficult for him to function in areas where laws must be obeyed regardless of their intention.
Prejudiced: Having grown up in the Land of Snow, Yaromir has little respect for foreigners. He sees mainlanders as somewhat lesser than men of Nix. Certainly, the easy demeanor granted by long summers and warm winters indicates weakness to him. He sees their romances and their epics as meaningless; what skill is required to go on an adventure where natures rears its head to feed you? what meaning is there in love where you see your lovers body and can make your opinion of their mind accordingly? Thereby, he sees all mainlanders as lesser, but especially sees himself as a superior to those of the Southern parts of the world.
History
Two young shinobi warriors of great dignity, with fortunes between them paramount to true wealth, from lineages famed for their proficiency in magical lore as well as mercantilism, met in the military state of Yukigakure. A little bit of romance blossomed, pursued by courtship and marriage. Before long, she was with child, and he was nervous of how they would carry out their shinobi duties. They settled on a most peculiar solution. A family friend, now aged beyond most usefulness, was hired, and provided with a domicile. In return for enough money to sustain the remainder of his life, was commissioned to care for the child.
The arrangement was relatively agreeable. As soon as young Yaromir was old enough to stop suckling, he was stowed away in a tower with a trusted family friend. The parents were around often enough, whenever they arrived back home from their foreign offices.
However, by Yaromir's fifth birthday, his parents been killed in a foreign conflict. They were buried with full military honors. Yet, something broke in the mind of the guardian. All but infirm, he locked the tower door, leaving once a week to buy not enough food and more than enough liqueur. Yaromir was never enrolled in the ninja academy, and had nothing but a tower full of books and wealth to entertain himself.
And yet, he learned. While he could not meet people, he learned of human interaction from the romances of the poets. While he could not be taught chakra arts by a true master, he sat up all night, trying to make appear before him the images which he read about. He was not old enough or confident enough to confront his guardian about his confinement, but he found room for growth amidst the stifling air of his home.
In his twelfth year, he buried his family friend and guardian, wondering what the future held for me. Within a few weeks he had arranged for food to be delivered to the tower once more, and arranged for a ninja examiner to come and enroll him among the ranks of shinobi.
The examiner was ecstatic to find a talented young ninja wishing to join the village, but rather furious when Yaromir declined duties or assignment to a team. As far as the wizard saw it, his life in isolation, training and preparing for the future, would yield the ultimate benefit. His parents went out too soon into the world at large, and suffered the horrible consequences. By wasting one's early years helping a cause, they deny themself the right to help with veneration in years to come.
By his 21st birthday, money had begun to grow tight. A fortune, unmanaged and spent prodigally on books and supplies, does not last forever. Yet, by selling some old property and collecting some old debts, he managed to scrape together enough money for one final grand excursion. He'd read many romances, of kings and emperors and days gone by, which took place in the prestigious Land of Fire. While he knew this was the land of his parents' untimely death, he couldn't help but dream of all the scholars and warriors thriving down in the south, where the sun could be bothered to show its face.
His trip was more than disappointing. He found, instead of the Ancient Chakra Empire, a bustling and putrid scene, full of people peddling drugs, telling lies, and living for nothing more than the moment. A nation of hedonists, devoid of culture, unskilled in every art. Having spent a small fortune on his expedition, there was nothing more shameful than returning with his head in his hands.
Around that time, the great rivalry between Yukigakure and Konohagakure began to develop. Driven by the rhetoric of the Yukikage and some ethnic scholars, Yaromir began to find a cause which, in time, he might be able to dedicate himself to. Given a few more years of scholarship to prepare himself, he entered the village once more, preparing to partake in ninja activities with a new bent.
Items
Apparel:
Cloak * 100
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.
Pack, Main
Rank: "B"
Type: Main, Slot Holder, 70 Slots, Wearable Container
Effect: Main Packs were meant for long distances, allowing the user to essentially live out of it.
Special: ---
Drawback: ---
Description: Picture The main pack has a volume for 70 slots. Contains a front pocket to house multiple items. The flap covering the top opening of the rucksack provides water resistance, and has a mesh pocket for small reference and information materials. It is secured with a hook and loop closure. The lower compartment provides storage of readily available mission items. The Main Pack incorporates drain holes. The exterior sides and outermost side of the main pack contains Modular Lightweight Load-Carrying Equipment system webbing to accomplish secure attachment/detachment of the modular pouches/pockets and other individual equipment items and carriers. The sides can have 3 Pouches each, while the front end can have 12 pouches. Inside the Main Pack, against the back panel, is a water-resistant, removable radio pouch
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 14,000 Ryo Each.
Main Items:
Scroll: Map: National [Fire] [Snow]
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of a specific Nation (Country).
Special: ---
Drawback: ---
Description: National; entire kingdom. National Map's dimensions are 40 inches by 24 inches. National Maps list the City Capitals, and "B", "A", and "S" Rank Cities of the Nation. National Maps list Major Trade Routes, Regional Locations, and Regions that reside in the Nation. National Maps lists the Oceans, Bays, Major and Minor Lakes, and Major Rivers that reside in the Nation. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that Nation.
Cost: 4,000 Ryo Each
Scroll: Map: Known World
Rank: "B"
Type: Main, Book, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Known World; entire Known World. Known World Map's dimensions are 40 inches by 24 inches. Known World Maps list the Continents, Nations, and City Capitals, of those Nations that reside within the Known World. The Known World Map also states the Oceans, Bays, and Near By Islands associated to the Known World. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop.
Cost: 3,000 Ryo Each
Tactical Transceiver
Rank: "C"
Type: Main, Surveillance, Transmitter
Effect: A radio transmitting device that sends signals through electromagnetic waves.
Special: ---
Drawback: Limited Range in transmitting information.
Description: Picture Dimensions are 9.6 inches by 13.8 inches by 3.6 inches. Tactical Transceivers are famous for their ruggedness and reliability and are man-pack radios. Each is worn like backpacks. They are light weight weighing only 10.1 lbs and have a waterproof design for voice and data communications. They can operate for many a week on a single battery charge. It has a built-in voice scrambler. A wired phone is connected along the side of the man-pack. Pre-selection for up to 9 channels and their storage in memory. The range of a Tactical Transceiver is Range of 500 miles using ordinary two-wire field cable (Normally capable to radio information within a Board. See Map for more sizes). These devices are compatible with most transceivers in use around the world. The Tactical Transceiver has a "I/O port " to make Holodisks record.
Limit: These items may be bought inside any Gadget Shop.
Cost: 12,000 Ryo
Secondary Items:
Standard-Vial (Overview) * 34
Rank: "C"
Type: Secondary, 34 per Slot, Vial
Effect: The standardized vial, the starting point of vial size.
Special: ---
Drawback: ---
Description: 3 dram vial. These small glass tubes are ideal containers for storing and transporting small amounts of ingredients and products. They are easy to conceal and are typically capped with wooden corks, making it easy to quickly gain access to their contents. These are the standard Vials normally purchased. These vials range in various sizes but normally do not have more than a volume of 1.45 cubic inches. Number of Shots: 0.12 Shots. Number of Drops/Pinches: 240 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 56 Ryo Each.
Lock, Impossible (Overview) * 5
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Mechanical, Lock
Effect: Locks that are Impossible in Quality.
Special: ---
Drawback: ---
Description: Locks with the Impossible Quality have a check modifier against the user's skill of -80%. Combination Locks: Impossible Locks have 9 Combination possibilities.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 13,000 Ryo Each