Karma Taifū [Complete]
Jul 21, 2017 6:35:23 GMT -7
Post by Karma on Jul 21, 2017 6:35:23 GMT -7
Basic Information
Name: Karma Taifū
Bloodlimit: N/A
Height: 178.5cm
Weight: 69.9kg
Age: 19
Gender: Male
Alignment: Chaotic Neutral
Birth Country: Land of the Waterfall
Village: Village of Waterfall
Special:
Ninjutsu Specialist:
[150/150 TP]
-Fire Release
-Water Release
-Wind Release
-Lightning Release
-Earth Release [50/500]
-------
Genjutsu Specialist:[0/400]
-Phantasm Perception
-Enchantment Perception
-Shadow Perception
-------
-------
-------
Taijutsu Non-Specialist [0/350]
-------
-------
-------
-------
Clan Non-Specialist [0/350]
-------
-------
-------
-------
Traits
[Freebies 10/10]
-Blink
Rank: "B"
Skill: Chakra Trait
Effect: The user can teleport a brief distance.
Special: ---
Drawback: ---
Description: The user has experienced or traveled through different planes of existence at a young age, and so formed an attunement with the fabric of space. Once per day per class level, the user may teleport 3 meters per Class Level in any direction. The blink teleport may be used in the air or underwater, but it doesn't teleport the user through or into solid spaces unless the user is incorporeal. This brief teleportation takes a weaving movement to use but is an instantaneous action. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
-Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
-Self-Taught Scholar
Rank: "C"
Skill: Chakra Trait
Effect: Being self-taught has made it necessary for the user to scour all documentation they can get their hands on.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on Language checks to decipher unfamiliar languages, and the user always gains an additional die roll when learning a Language skill. In addition, the user gains a +5% trait bonus on Chakra Lore checks made to decipher the writing on a scroll. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
-Anatomist
Rank: "C"
Skill: Combat Trait
Effect: The user has far more knowledge of the Anatomy than most due to their upbringing.
Special: ---
Drawback: ---
Description: The user has studied the workings of anatomy, either as a student at University or as an apprentice mortician or Necromancer. The user knows where to aim their blows to strike vital organs. User gains a trait bonus of +10 Armour Points in damage with physical strikes when attacking vital areas. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
-Chakra Artificer
Rank: "B"
Skill: Chakra Trait
Effect: User is unmatched in creating with pure chakra.
Special: ---
Drawback: ---
Description: The user is amazingly skilled at crafting chakra. They are able to create with chakra like it were solid clay. Any of the user's creations made out of pure chakra—no elements, soul, or otherwise—become more durable. Pure chakra creations and constructs gain a +20 trait bonus in armour points, plus an additional +4 per class level. Once per day per Class Level, the user may create a shadow clone of one standard, non-masterwork version of a weapon they're carrying. The clone weapon has a hardness of 20 and armour points equal to the pure chakra armour points granted by this trait. It materializes in the user's hand, or anywhere the user wishes within half a meter of their body. The cloned weapon can't be a gadget or any other non-standard weapon. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
-Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Skill Category 3 Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Skill Category 3 Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
-Mathematical Prodigy
Rank: "C"
Skill: Chakra Trait
Effect: Mathematics has always come easily for the user, and they have always been able to "see the math" in the physical and Chakra world.
Special: ---
Drawback: ---
Description: User gains a +5 bonus on Chakra Lore and Engineering, and Techcraft checks, and 1 of these skills (User's choice) gain 1 additional Die Roll each time learned. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Equipment
Primary Equipment
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
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Scythe (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Scythe
Effect: A large tool used for cutting crops such as grass or wheat, with a long curved blade at the end of a pole attached.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +8 Amour Points of Damage. A scythe constructed for fighting (as opposed to a standard harvesting scythe) has had its blade transformed so that it extends upright from the staff, and is used much like a halberd. However this does not mean that the more traditional kinds of Scythes cannot be used for combat. Scythes are normally longer than 1.2 m (1 to 4 feet). If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 8,000 Ryo
Fan, Hand (Overview)
Rank: "C"
Type: Main, Slashing, Fan
Effect: A fan designed for use in warfare and martial arts. Fans are used for offensive and defensive purposes.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt an Acting Check against an opponent's Sense Motive check when first used as an attack. If the wielder wins the user performs an unsuspecting feint within the first round of using the item. These items are normally small and no longer than 2 feet.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Equipment
Shuriken, Bo (Overview) x10 slots
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. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai (Overview) x15 slots
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.
Apparel
Pouch, Utility
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.
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.
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: 1,200 Ryo per Pair.
Handwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheaths or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by healthcare professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Bracer
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A guard or band worn over the wrist of the bow hand to protect it from the snap of the bowstring.
Special: ---
Drawback: ---
Description: Bracers are meant to protect the forearms from minor scuffs and from using the bows. Bracers are worn over the wrist and tend to be used by bowmen. Due to being an overview item bracers can also be seen as bracelets (without fancy jewelry). Bracers have no slots, but 3 Half pouches can be applied along the outside of the bracers.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo Each.
Headgear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: 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, wear 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.
Character Depth
-Is a fan of spicy food - will usually ask for a bottle of hot sauce at restaurants.
-Loves reading, usually fiction because it provides his with unique perspectives in thinking
-Does not enjoy swimming
-Thinks training is a past time
-Doesn’t know his mother
-Drinks a lot of coffee
-Not Shy; but hasn’t had a lot of experience talking to people
-doesn’t have childhood friends
Personality
Karma is a know-it-all. Not in the sense that he acts like he knows everything, but is quick to correct those when they are wrong. When it comes to something that he doesn’t know however, he is not afraid to ask. Mostly though, he doesn’t speak around other people. He doesn’t know how to have a casual conversation with anyone accept his father. Though, he loves to talk about chakra natures and the effects of chakra on the body. He also loves talking about spicy food and different teas. He is a relatively mature individual but if someone were to approach him who of legendary status, he would faulter in composure most likely. Her biggest flaw would have to be that he would rather find out answers to a question rather than finish off an opponent. [For instance, if he was in a fight and had the upper hand, if the opponent offered to teach his a technique or reveal a meaningful secret to his, he would pause and listen. She wouldn’t necessarily put his own life at risk but it is possible if the secret is tantalizing enough].
He is more inclined to help someone in need then not, but he isn’t a saint. If he learned a new jutsu, he wouldn’t hesitate to use it to see its effects on someone. Not a citizen but an enemy. In fact, he has little regard for those who find themselves as his opponents. He is very aggressive. Though not so aggressive as to sacrifice his well being to land a hit. He would wait for the time to strike.
He is slow to trust. He has learned that it is always safer to be wary than trusting. Even your closest ally can turn out to be a foe. He also doesn’t have much in terms of street smart. He knows what he has read and studied, but he wouldn’t be able to negotiate with a gang member. Though, he could spot one, track one, and fight one. He tends to be a lone wolf but not strictly speaking. He can accept someone to fight alongside him, but he won't trust them with his life, aka he would be constantly wary of them during a fight.
Karma is want to simply overpower his opponents but will using strategy if this doesn't work. He doesn’t tend to employ more advanced strategy until he has sized up his opponent. He figures, if he can take someone out quick and hard then it isn’t worth his cognition to try anything more meaningful. But if an opponent proves capable, then his passion builds and he starts to pulls out all of his tricks.
Karma has messy crimson hair that falls falls down just to his eyes, which are themselves a soft golden color. His eyes are also a bit lazy but also a bit distant. His face usually is either unreadable or he has a slight smirk. He is a fairly fit fellow, through all of his training, but definitely a lean person. He is 5 ft 9in tall and about 155lbs, average for his age.
His attire consists of black pants that fall down loosely to his ankles. The hemps of the pants are slightly frayed from a excessive training. Where he has matching dark sandals that are worn in color. The straps of his sandals hig his feet and meet down between his big and second toe. There is also a strap on the back of his sandals that hugs his heal to keep them on. His torso is draped in a red shirt, which also has some fraying around it’s hems. Over his shirt is a dark jacket that looks in slightly better condition than his other clothing, if not a little dirty. His sleeves are rolled up just above his elbows. His waist has a utility pouch just above his bum on his left. Then to the right is a sheath with his tanto stored inside. He wears his village headband tied around his upper right arm with the village logo facing out.
Karma’s skin is soft, and strangely hairless, with no visible signs of combat damage. His exposed skin is free of any scars or abrasions. His hands, however, are slightly rough. They are a strange combination of long fingers that look adept at turning pages of a book, but also callused with a lot of hard training to be a ninja.
His posture is usually quite straight, though if he is deep in thought he can be caught arching his back and slouching his shoulders forward. He is also fairly light skinned, even though he spends a fair amount of time in the sun. His face is usually stoic and unmoving, but when appropriate he has a wide smile that seems to extend to his eyes. When he walks he is usually looking up at the sky deep in thought. However, when training or in combat his focus will be mostly trained on his opponent, though his golden eyes can be caught darting about to detect outside threats.
Growing up, Karma doesn’t have a single memory of his mother. In fact his father would never be able to discuss his mother either. He would always lead off saying things like, “She would have loved you if he could have known you. But it is best not to dwell on things we cannot know, Karma.” It was actually this exact phrase that made Karma take on his biggest pursuit, to gain knowledge. At first he merely wanted to know who his mother was and why she was no longer around. But whenever he asked his dad he always got a line about not knowing and not seeking impossible answers. So he took it upon himself to seek answers. Answers for questions that have already been asked, and those that hadn’t.
Karma decided for himself that he needed to read, learn from others, and most importantly become a ninja. For such reason as to be able to answer the biggest question, who is his mother. In doing so he decided to join the ninja academy and become a ninja so that he would have the skills to explore the world and find all the answers he was seeking. The more jutsu he knew, the more difficult and varied challenges he would be able to face that kept him from finding out the answers he was seeking. Ultimately, he hoped to become an ANBU to have access to the archives of information they had access to. Though, more so than that he could become even more powerful and be able to go to other villages and get their assistance in finding answers. He had to become strong so that he could seek what he was looking for.
In his pursuits he found it best to learn various chakra natures to best ready himself, and as such he found he had a natural affinity for lightning chakra, though he also easily grasped fire, water, and wind. He has yet to learn earth but he knows it is only a matter of time before he learns earth release.
His pursuit of knowledge lead him to become a student in the ninja academy and he found that he had passed easily enough. Though, the more physical tasks proved troublesome. He had spent so much time training his mind and chakra understanding that he had neglected his body to an extent. It didn’t take long for his to turn this around and through physical training he is now partially proficient in taijutsu, with the aid of a weapon. However, he will always be better at the likes of ninjutsu and genjutsu.
Even more so, when he discovered genjutsu he was fascinated. The ability to use chakra to manipulate other’s perceptions was intriguing concept to his and he began to study it as a close second to his ninjutsu studies. This is because of the natural tendency to question reality and Karma has thought heavily about this. His solution is that if he can master and understand how to use genjutsu, altering other’s realities, then this study will help his to understand what reality truly is. If nothing else, he believes he can become a skilled genjutsu user and will increase his ability to be a great ninja. Karma prefers genjutsu as a tertiary option in combat. He would size his opponents up with taijutsu or some basic ninjutsu and then choose appropriate ninjutsu to use to claim victory. If this proves a challenge still then he will employ genjutsu to provide the edge in battle. He has yet to see this fail as of yet, but he has not faced many opponents to thoroughly test this theory of combat.
When it comes to taijutsu he found that he can increase the gap he has in prowess with having a weapon. He chose to wield a Tanto because of its small stature. It doesn’t require raw strength like a larger weapon, but it does lend itself to increasing his effectiveness. He also knew it best to pick up a weapon because he can channel two of his chakra natures through it, lightning and wind. Depending on the situation depends on what he prefers.
As Karma began to enthrall himself to his studies, his relationship with his father became more distant. They have dinner together most nights, when he is home, where they talk freely with each other. Though, the issue is that other than this Karma is out training or studying. This has caused a divide to form between his and his father. Karma didn’t put much credence to this, it was only nature given his self issued mission. Though, his father had fallen ill and it has caused a strain for Karma. Her need to acquire knowledge is at an impasse with his love of his dad. As he is one to do though, he has sought, not in spending more time with him, but in searching for a way to aid his illness or to find someone with the knowledge to help his father. His illness does not seem to be threatening his life, but he has been spending more time in a hospital making it even harder for his to spend time with him. As such Karma has become even more isolated and began to ask more questions.
Though, to help quiet that which he cannot know, he has gone about training even more than before. He has been known to train himself into unconsciousness and then when he wakes up the next day to keep training.
All of this has come to a head in recent years. He has acquired useful ninjutsu, genjutsu, and taijutsu and he feels that it is time he can begin to start venturing forth to pursue missions and people that will take his to far off places. In this way he can find answers to questions he didn’t even know he had. As such he has began to bring a journal around with his wherever he goes. For the sake of jotting down anything he can. He wishes not only to know, but also to remember. In the little time he has spent around other people, he isn’t quite sure how to act but he isn’t shy. She wishes to know more people but this is secondary for his.
Name: Karma Taifū
Bloodlimit: N/A
Height: 178.5cm
Weight: 69.9kg
Age: 19
Gender: Male
Alignment: Chaotic Neutral
Birth Country: Land of the Waterfall
Village: Village of Waterfall
Special:
Ninjutsu Specialist:
[150/150 TP]
-Fire Release
-Water Release
-Wind Release
-Lightning Release
-Earth Release [50/500]
-------
Genjutsu Specialist:[0/400]
-Phantasm Perception
-Enchantment Perception
-Shadow Perception
-------
-------
-------
Taijutsu Non-Specialist [0/350]
-------
-------
-------
-------
Clan Non-Specialist [0/350]
-------
-------
-------
-------
Traits
[Freebies 10/10]
-Blink
Rank: "B"
Skill: Chakra Trait
Effect: The user can teleport a brief distance.
Special: ---
Drawback: ---
Description: The user has experienced or traveled through different planes of existence at a young age, and so formed an attunement with the fabric of space. Once per day per class level, the user may teleport 3 meters per Class Level in any direction. The blink teleport may be used in the air or underwater, but it doesn't teleport the user through or into solid spaces unless the user is incorporeal. This brief teleportation takes a weaving movement to use but is an instantaneous action. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
-Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
-Self-Taught Scholar
Rank: "C"
Skill: Chakra Trait
Effect: Being self-taught has made it necessary for the user to scour all documentation they can get their hands on.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on Language checks to decipher unfamiliar languages, and the user always gains an additional die roll when learning a Language skill. In addition, the user gains a +5% trait bonus on Chakra Lore checks made to decipher the writing on a scroll. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
-Anatomist
Rank: "C"
Skill: Combat Trait
Effect: The user has far more knowledge of the Anatomy than most due to their upbringing.
Special: ---
Drawback: ---
Description: The user has studied the workings of anatomy, either as a student at University or as an apprentice mortician or Necromancer. The user knows where to aim their blows to strike vital organs. User gains a trait bonus of +10 Armour Points in damage with physical strikes when attacking vital areas. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
-Chakra Artificer
Rank: "B"
Skill: Chakra Trait
Effect: User is unmatched in creating with pure chakra.
Special: ---
Drawback: ---
Description: The user is amazingly skilled at crafting chakra. They are able to create with chakra like it were solid clay. Any of the user's creations made out of pure chakra—no elements, soul, or otherwise—become more durable. Pure chakra creations and constructs gain a +20 trait bonus in armour points, plus an additional +4 per class level. Once per day per Class Level, the user may create a shadow clone of one standard, non-masterwork version of a weapon they're carrying. The clone weapon has a hardness of 20 and armour points equal to the pure chakra armour points granted by this trait. It materializes in the user's hand, or anywhere the user wishes within half a meter of their body. The cloned weapon can't be a gadget or any other non-standard weapon. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
-Eidetic Memory
Rank: "C"
Skill: Heritage Trait
Effect: A few rare humans have perfect recall, allowing them to remember minor details from an event that others have long forgotten.
Special: ---
Drawback: ---
Description: They gain +5 heritage bonus to all Skill Category 3 Skill checks. User gains a +10 heritage bonus on Observation checks to detect a disguise. The user also gains a +1 Racial bonus to Die Rolls pertaining to Skill Category 3 Skills. If they have any questions about an event, such as a person’s name or exactly what happened, their Game Master must tell them the details (even if the character’s player has forgotten them). They cannot remember extremely fine details, such as the text of a book left open on a desk, but they can remember the general gist of the book or the topic the passage covered. They always remember faces, names, and the basic sequence of events. User is able to memorize 1 additional formula per 5 points Alchemy. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
-Mathematical Prodigy
Rank: "C"
Skill: Chakra Trait
Effect: Mathematics has always come easily for the user, and they have always been able to "see the math" in the physical and Chakra world.
Special: ---
Drawback: ---
Description: User gains a +5 bonus on Chakra Lore and Engineering, and Techcraft checks, and 1 of these skills (User's choice) gain 1 additional Die Roll each time learned. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Equipment
Primary Equipment
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
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Scythe (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Scythe
Effect: A large tool used for cutting crops such as grass or wheat, with a long curved blade at the end of a pole attached.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +8 Amour Points of Damage. A scythe constructed for fighting (as opposed to a standard harvesting scythe) has had its blade transformed so that it extends upright from the staff, and is used much like a halberd. However this does not mean that the more traditional kinds of Scythes cannot be used for combat. Scythes are normally longer than 1.2 m (1 to 4 feet). If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 8,000 Ryo
Fan, Hand (Overview)
Rank: "C"
Type: Main, Slashing, Fan
Effect: A fan designed for use in warfare and martial arts. Fans are used for offensive and defensive purposes.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt an Acting Check against an opponent's Sense Motive check when first used as an attack. If the wielder wins the user performs an unsuspecting feint within the first round of using the item. These items are normally small and no longer than 2 feet.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Equipment
Shuriken, Bo (Overview) x10 slots
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. Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in shape.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai (Overview) x15 slots
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.
Apparel
Pouch, Utility
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.
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.
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: 1,200 Ryo per Pair.
Handwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheaths or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by healthcare professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,200 Ryo per Pair.
Bracer
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A guard or band worn over the wrist of the bow hand to protect it from the snap of the bowstring.
Special: ---
Drawback: ---
Description: Bracers are meant to protect the forearms from minor scuffs and from using the bows. Bracers are worn over the wrist and tend to be used by bowmen. Due to being an overview item bracers can also be seen as bracelets (without fancy jewelry). Bracers have no slots, but 3 Half pouches can be applied along the outside of the bracers.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo Each.
Headgear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Hats, helmets, and other items worn on the head.
Special: ---
Drawback: ---
Description: Headgear, headwear or headdress is the name given to any element of clothing which is worn on one's head. Headgear consists of caps, circlets, hats, helms, and etc. Headgears serve a variety of purposes. Protection (against impact, cold, heat, rain and other precipitation, glare, sunburn, sunstroke, dust, contaminants, etc.). Decoration or Fashion. Religious purposes. Medical purposes. Headgear have no room to hold objects and normally come with no slots but they can be outfitted with a single Half Pouch. Half Pouches however are distributed throughout the hat evenly so it does not look like an actual pouch is placed.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo each.
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: 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, wear 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.
Character Depth
-Is a fan of spicy food - will usually ask for a bottle of hot sauce at restaurants.
-Loves reading, usually fiction because it provides his with unique perspectives in thinking
-Does not enjoy swimming
-Thinks training is a past time
-Doesn’t know his mother
-Drinks a lot of coffee
-Not Shy; but hasn’t had a lot of experience talking to people
-doesn’t have childhood friends
Personality
Karma is a know-it-all. Not in the sense that he acts like he knows everything, but is quick to correct those when they are wrong. When it comes to something that he doesn’t know however, he is not afraid to ask. Mostly though, he doesn’t speak around other people. He doesn’t know how to have a casual conversation with anyone accept his father. Though, he loves to talk about chakra natures and the effects of chakra on the body. He also loves talking about spicy food and different teas. He is a relatively mature individual but if someone were to approach him who of legendary status, he would faulter in composure most likely. Her biggest flaw would have to be that he would rather find out answers to a question rather than finish off an opponent. [For instance, if he was in a fight and had the upper hand, if the opponent offered to teach his a technique or reveal a meaningful secret to his, he would pause and listen. She wouldn’t necessarily put his own life at risk but it is possible if the secret is tantalizing enough].
He is more inclined to help someone in need then not, but he isn’t a saint. If he learned a new jutsu, he wouldn’t hesitate to use it to see its effects on someone. Not a citizen but an enemy. In fact, he has little regard for those who find themselves as his opponents. He is very aggressive. Though not so aggressive as to sacrifice his well being to land a hit. He would wait for the time to strike.
He is slow to trust. He has learned that it is always safer to be wary than trusting. Even your closest ally can turn out to be a foe. He also doesn’t have much in terms of street smart. He knows what he has read and studied, but he wouldn’t be able to negotiate with a gang member. Though, he could spot one, track one, and fight one. He tends to be a lone wolf but not strictly speaking. He can accept someone to fight alongside him, but he won't trust them with his life, aka he would be constantly wary of them during a fight.
Karma is want to simply overpower his opponents but will using strategy if this doesn't work. He doesn’t tend to employ more advanced strategy until he has sized up his opponent. He figures, if he can take someone out quick and hard then it isn’t worth his cognition to try anything more meaningful. But if an opponent proves capable, then his passion builds and he starts to pulls out all of his tricks.
Karma has messy crimson hair that falls falls down just to his eyes, which are themselves a soft golden color. His eyes are also a bit lazy but also a bit distant. His face usually is either unreadable or he has a slight smirk. He is a fairly fit fellow, through all of his training, but definitely a lean person. He is 5 ft 9in tall and about 155lbs, average for his age.
His attire consists of black pants that fall down loosely to his ankles. The hemps of the pants are slightly frayed from a excessive training. Where he has matching dark sandals that are worn in color. The straps of his sandals hig his feet and meet down between his big and second toe. There is also a strap on the back of his sandals that hugs his heal to keep them on. His torso is draped in a red shirt, which also has some fraying around it’s hems. Over his shirt is a dark jacket that looks in slightly better condition than his other clothing, if not a little dirty. His sleeves are rolled up just above his elbows. His waist has a utility pouch just above his bum on his left. Then to the right is a sheath with his tanto stored inside. He wears his village headband tied around his upper right arm with the village logo facing out.
Karma’s skin is soft, and strangely hairless, with no visible signs of combat damage. His exposed skin is free of any scars or abrasions. His hands, however, are slightly rough. They are a strange combination of long fingers that look adept at turning pages of a book, but also callused with a lot of hard training to be a ninja.
His posture is usually quite straight, though if he is deep in thought he can be caught arching his back and slouching his shoulders forward. He is also fairly light skinned, even though he spends a fair amount of time in the sun. His face is usually stoic and unmoving, but when appropriate he has a wide smile that seems to extend to his eyes. When he walks he is usually looking up at the sky deep in thought. However, when training or in combat his focus will be mostly trained on his opponent, though his golden eyes can be caught darting about to detect outside threats.
Growing up, Karma doesn’t have a single memory of his mother. In fact his father would never be able to discuss his mother either. He would always lead off saying things like, “She would have loved you if he could have known you. But it is best not to dwell on things we cannot know, Karma.” It was actually this exact phrase that made Karma take on his biggest pursuit, to gain knowledge. At first he merely wanted to know who his mother was and why she was no longer around. But whenever he asked his dad he always got a line about not knowing and not seeking impossible answers. So he took it upon himself to seek answers. Answers for questions that have already been asked, and those that hadn’t.
Karma decided for himself that he needed to read, learn from others, and most importantly become a ninja. For such reason as to be able to answer the biggest question, who is his mother. In doing so he decided to join the ninja academy and become a ninja so that he would have the skills to explore the world and find all the answers he was seeking. The more jutsu he knew, the more difficult and varied challenges he would be able to face that kept him from finding out the answers he was seeking. Ultimately, he hoped to become an ANBU to have access to the archives of information they had access to. Though, more so than that he could become even more powerful and be able to go to other villages and get their assistance in finding answers. He had to become strong so that he could seek what he was looking for.
In his pursuits he found it best to learn various chakra natures to best ready himself, and as such he found he had a natural affinity for lightning chakra, though he also easily grasped fire, water, and wind. He has yet to learn earth but he knows it is only a matter of time before he learns earth release.
His pursuit of knowledge lead him to become a student in the ninja academy and he found that he had passed easily enough. Though, the more physical tasks proved troublesome. He had spent so much time training his mind and chakra understanding that he had neglected his body to an extent. It didn’t take long for his to turn this around and through physical training he is now partially proficient in taijutsu, with the aid of a weapon. However, he will always be better at the likes of ninjutsu and genjutsu.
Even more so, when he discovered genjutsu he was fascinated. The ability to use chakra to manipulate other’s perceptions was intriguing concept to his and he began to study it as a close second to his ninjutsu studies. This is because of the natural tendency to question reality and Karma has thought heavily about this. His solution is that if he can master and understand how to use genjutsu, altering other’s realities, then this study will help his to understand what reality truly is. If nothing else, he believes he can become a skilled genjutsu user and will increase his ability to be a great ninja. Karma prefers genjutsu as a tertiary option in combat. He would size his opponents up with taijutsu or some basic ninjutsu and then choose appropriate ninjutsu to use to claim victory. If this proves a challenge still then he will employ genjutsu to provide the edge in battle. He has yet to see this fail as of yet, but he has not faced many opponents to thoroughly test this theory of combat.
When it comes to taijutsu he found that he can increase the gap he has in prowess with having a weapon. He chose to wield a Tanto because of its small stature. It doesn’t require raw strength like a larger weapon, but it does lend itself to increasing his effectiveness. He also knew it best to pick up a weapon because he can channel two of his chakra natures through it, lightning and wind. Depending on the situation depends on what he prefers.
As Karma began to enthrall himself to his studies, his relationship with his father became more distant. They have dinner together most nights, when he is home, where they talk freely with each other. Though, the issue is that other than this Karma is out training or studying. This has caused a divide to form between his and his father. Karma didn’t put much credence to this, it was only nature given his self issued mission. Though, his father had fallen ill and it has caused a strain for Karma. Her need to acquire knowledge is at an impasse with his love of his dad. As he is one to do though, he has sought, not in spending more time with him, but in searching for a way to aid his illness or to find someone with the knowledge to help his father. His illness does not seem to be threatening his life, but he has been spending more time in a hospital making it even harder for his to spend time with him. As such Karma has become even more isolated and began to ask more questions.
Though, to help quiet that which he cannot know, he has gone about training even more than before. He has been known to train himself into unconsciousness and then when he wakes up the next day to keep training.
All of this has come to a head in recent years. He has acquired useful ninjutsu, genjutsu, and taijutsu and he feels that it is time he can begin to start venturing forth to pursue missions and people that will take his to far off places. In this way he can find answers to questions he didn’t even know he had. As such he has began to bring a journal around with his wherever he goes. For the sake of jotting down anything he can. He wishes not only to know, but also to remember. In the little time he has spent around other people, he isn’t quite sure how to act but he isn’t shy. She wishes to know more people but this is secondary for his.