Michio Ibuki [Completed]
Dec 5, 2017 20:50:33 GMT -7
Post by Saint on Dec 5, 2017 20:50:33 GMT -7
Basic Information
Name
Michio Ibuki
Bloodlimit
None
Height
5'5"
Weight
112 lb
Age
10
Gender
Male
Blood Type
AB Positive
Alignment
Neutral Good
Birth Country
Hi no Kuni (Land of Fire)
Village
Konohagakure (Hidden Leaf Village)
Specialization
Medical Specialist
Medic [M]
Alchemy [M]
Dian Xue Shu
Sensor [M]
Soulcaster [M]
Ritualist: Restoration
Taijutsu Specialist
The Will of Kratos [M]
The Eight Celestial Gates [M]
Goutetsu [M]
Krav Maga
Divine Reflexes [M]
The Art of Throwing
Ninjutsu Non-Specialist
Suiton [M]
Doton [M]
Raiton
Mokuton
Genjutsu Non-Specialist
Glamour [M]
Phantasm
Figment
Enchantment [M]
Miscellaneous
-
-
-
-
-
-
-
-
-
-
Traits & Skills
Character Depth
Personality
Appearance
Background
Inventory
Primary Equipment
Secondary Equipment
Non-Weapon Equipment
Specialization
Medical Specialist
Medic [M]
Alchemy [M]
Dian Xue Shu
Sensor [M]
Soulcaster [M]
Ritualist: Restoration
Taijutsu Specialist
The Will of Kratos [M]
The Eight Celestial Gates [M]
Goutetsu [M]
Krav Maga
Divine Reflexes [M]
The Art of Throwing
Ninjutsu Non-Specialist
Suiton [M]
Doton [M]
Raiton
Mokuton
Genjutsu Non-Specialist
Glamour [M]
Phantasm
Figment
Enchantment [M]
Miscellaneous
-
-
-
-
-
-
-
-
-
-
Traits & Skills
Traits
Caretaker
Rank: "C"
Skill: Faith Trait
Effect: As the child of an herbalist or an assistant in a temple infirmary, the user often had to assist in tending to the sick and wounded.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on all First Aid checks, and gain an additional First Aid die roll when learning one of the skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Trained Medic
Rank: "C"
Skill: Regional Trait
Effect: User has studied medicine and chirurgery, and recognize on sight the signs of ailments and toxins.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus to all First Aid checks, and gains a +1 points per die roll when learning the skill. 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.
Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Scholar
Rank: "C"
Skill: Heritage Trait
Effect: User studied at a university.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Jutsu Lore, and History skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains +10 in Appraisal and 1 Jutsu Lore skill or +10 to any background skill. User has a firm grasp on a number of different subjects. User gains a +10 bonus on all Academia, Languages/Communications, Interpret/Perform Mime, Poetry, Writing and Comprehend/Interpret, Animal Training, Brewing, Carpentry, Cartography, Coin Pile Numerical Approximation, Cooking, Disable Device, Disguise, First Aid, Forgery, Geology, Law, Lock Pick, Navigation, Nautical, Observation, and Reading Lips. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Merchant
Rank: "C"
Skill: Heritage Trait
Effect: User is a shrewd buyer and seller of goods.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Sense Motive, and Haggling. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose either having a +10 in Appraisal and Checks in Deciphering Scripts, or +10 in Haggling. User may make an Appraisal check in a full round instead of a full minute. In addition, the user gains a +5 competence bonus on checks with all background skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 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. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rank: "C"
Skill: Faith Trait
Effect: As the child of an herbalist or an assistant in a temple infirmary, the user often had to assist in tending to the sick and wounded.
Special: ---
Drawback: ---
Description: The user gains a +5 trait bonus on all First Aid checks, and gain an additional First Aid die roll when learning one of the skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Trained Medic
Rank: "C"
Skill: Regional Trait
Effect: User has studied medicine and chirurgery, and recognize on sight the signs of ailments and toxins.
Special: ---
Drawback: ---
Description: User gains a +10 trait bonus to all First Aid checks, and gains a +1 points per die roll when learning the skill. 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.
Physician
Rank: "C"
Skill: Heritage Trait
Effect: User is trained to the healing arts.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all First Aid, Botany, and Herbalist. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User also gains a +10 to all First Aid Skills. Through advanced training in medicine and healing techniques, the user can set bones, suture lacerations, and apply a myriad of balms, unguents, and other remedies to speed the healing process. Such care requires 1 minute. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Scholar
Rank: "C"
Skill: Heritage Trait
Effect: User studied at a university.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Jutsu Lore, and History skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains +10 in Appraisal and 1 Jutsu Lore skill or +10 to any background skill. User has a firm grasp on a number of different subjects. User gains a +10 bonus on all Academia, Languages/Communications, Interpret/Perform Mime, Poetry, Writing and Comprehend/Interpret, Animal Training, Brewing, Carpentry, Cartography, Coin Pile Numerical Approximation, Cooking, Disable Device, Disguise, First Aid, Forgery, Geology, Law, Lock Pick, Navigation, Nautical, Observation, and Reading Lips. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Merchant
Rank: "C"
Skill: Heritage Trait
Effect: User is a shrewd buyer and seller of goods.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Appraisal, Sense Motive, and Haggling. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose either having a +10 in Appraisal and Checks in Deciphering Scripts, or +10 in Haggling. User may make an Appraisal check in a full round instead of a full minute. In addition, the user gains a +5 competence bonus on checks with all background skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 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. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skills
Character Depth
Personality
Patient: He can stay poised and calm at even the direst of situations. Michio finds that being patient and knowing how to wait is a key component of being a medic. Sometimes Michio's patients can be very ill-tempered and bothersome and knowing how to put up with them is always splendid.
Intelligent: One of Michio’s greatest assets is his mind. His ability to quickly process and grasp on to various techniques and information has come in handy on many different occasions. Michio’s great intellect has helped guide him to victory a plethora of times. Working to process the situation and come up with a strategical plan, his brain is constantly at work.
Persistent: This could be categorized as one of his more negative traits. It’s not rare for Michio to disagree or having conflicting ideas with someone. He has a hard time giving up on things whether it be a mission, training, operation, or argument Michio will always be convinced that he can persevere and be victorious.
Serious: Michio takes pride in his ability to stay focused during the most critical of times. Some may think that he is a stick in the mud but he knows that he has a certain critical task that must be done perfectly or it could compromise the entire mission. If someone isn’t doing their finest then Michio is quick to ensure that they get their act together. Though all his experience he knows that doing your absolute best will pay off.
Appearance
His hair is a mixture of a raven black and brown color. In different amounts of light, his hair appears to either be its normal color, dark brown, or just plain black. The texture of his hair is somewhat soft and slick. He usually keeps his hair short and edged up it also tends to become wavy. In very rare times he will let his hair grow out into a small afro when like this his hair has a wildness and thickness to it.
Hands down Michio's best feature is his eye color. They have a base coffee, caramel type of color with sandy and gold specks here and there. The brown color of his eyes is often compared to freshly made sweets and the gold specks are obviously like that of 24 karat gold. His eyes have an expressive and wide, oval shape to them. Michio has near-perfectly trimmed eyebrows, they have an average shape and size to them. Each having a dark black, brownish color to them exactly like his hair.
Michio has a strong jawline giving him a manly appearance, he has nice cheekbone structure and you can somewhat see them. His head has an oval-like shape to it and he has a strong squared chin. Michio’s has plump, soft looking lips and they are a peachy color. He has a thick and short nose. Michio’s face often has a brooding and calm look upon it especially when he is in deep thought.
Michio has developed a lean and muscular physique, fairly like a runner’s build, through the many hours of shinobi training he has endured. When buying clothes, he tends to gravitate towards certain colors like reds, blacks, oranges, and tans since they are his favorite colors. Michio has a variety of looks and clothes he likes to wear; so, he will often change up and sport new looks. He normally likes to wear his forehead protector on his head and forehead but occasionally he will wear it as an armband.
Ten years ago, on a calm evening night, Michio was born to two newly married store owners in the Land of Fire. Michio’s birth is a somewhat unusual story, he was born while his mother, Tenshi Ibuki, was out in the forest foraging for assorted herbs and spices, that very day Tenshi ignored the pleas of her midwife who continuously warned her that she was near her due date; but it was well-known that Tenshi could be a little hot-headed at times. As she trekked back through the forest path, she started having excruciating contractions forcing her to abandon her newly acquired goods and find a safe area to rest. Once she found an open clearing to rest in, it dawned on her that she was totally alone without anyone to aid or guide her through this terrible experience. On the verge of blacking out, Tenshi saw a figure ascending upon her when she got a clearer look she realized that it was her significant other, Ishimaru, coming to help her. Moments later their first-born would see the light of day.
The Ibuki family lived in a small, two-bedroom apartment located near the center region of Konohagakure. The apartment was positioned was above the Ibuki family’s herb store. The wooden building was made just like almost every other building in Konohagakure. It had sandy colored roof tiles and an olive-green coat of paint, that had already started to chip away showing that it wasn’t of the highest quality. A giant sign reading “Ibuki’s Astonishing Herbs”, written in all red ink, was tied at the front of the shop, above the building’s entrance.
As a toddler, Michio was extremely rambunctious and destructive, he would break and throw anything that was small enough. Regularly making his way down to the store level of his home, Michio would find himself sprinting around knocking trays and shelves of herbs to the ground. While his father would comically chase after him and customers dodged out of the way before getting bulldozed by a lively child and a livid fully grown man.
When a few years passed Michio greatly pacified enough to where he even started helping around the store he once devastated. He remembered journeying deep into the forest with his mother when she would go foraging for more sages. Michio greatly enjoyed his time with his mother, they would make games of who could collect the most herbs in under a minute. She even taught him the name names of some of them and what they did, when Tenshi started doing this with him she took notice of just how bright Michio was. It would take only a few minutes for Michio to learn everything he needed to know about a plant. Tenshi once told him the story of his birth and showed him the clearing where it happened, and all Michio could say was that he was amazed that people could be born in the woods.
When time inevitably progressed, Michio started showing signs of wanting to take over the family business. His father started teaching him the comings and goings of the shop. Ishimaru showed his son how to do basic math, how to read, make financial records, and price goods. All which Ishimaru considered being very important in the art of business. Even though Michio’s behavior had changed drastically, Ishimaru felt it was still important to teach Michio how to treat customers. Michio had to go through lessons of basic courtesy and civility, Ishimaru made him reflect on his past disastrous mishaps, Michio felt horrible about all the trouble he caused and he wished it wouldn’t have ever happened.
The family’s store started to take up most of Michio’s time, even though he wasn’t doing anything with it anyway; but Tenshi took notice of this and demanded that Michio do something else other than continuously learning about the shop. So, following his mother’s directions, Michio started taking up different hobbies to occupy himself, but the only one he could truly latch onto was reading for leisure. He started making weekly trips to the village’s library, he would spend hours upon hours reading the various books, papers, notes, and scrolls. His upbringing made him gravitate towards material about herbs and plants, Michio started learning more about more exotic healing sages than even his parents knew.
When researching about healing herbs one day, Michio stumbled upon a medical-nin’s journal hidden behind a stack of books. The journal’s owner seemed to be someone by the name of Quinn. Quinn’s memoirs seemed to intel about his journeys and missions as a medical ninja, Quinn wrote about the different techniques he learned to better improve his efficiency on the field. After reading some of the pages of the journal, Michio felt as if he knew Quinn all his life. Michio never thought that someone like Quinn could be a shinobi. He thought shinobi only protected the village, he never thought that someone could be on the battlefield protecting and healing fellow ninja. As the sun started to set, Michio decided he wanted to read more of Quinn’s journeys; so he stuffed the journal under his shirt, dashed out the library as fast as he could, and hurried back home.
At the age of 7, tragedy struck Michio. His loving mother started exhibiting signs of some sort of sickness, her behaviors started to become abnormal. Tenshi seemed oblivious to any of her activities. Her eyes looked glazed over, she ran into walls, it appeared as if she was undead. Some days she could be back to her old self and others she could be the walking dead, but one day she collapsed while she was roaming around. Michio’s father tried to use some herbs to help his spouse, but her condition was still at a steady decline. After constant pestering from Michio to have a doctor look at her, Ishimaru had one of the village doctors come to aid them. When Michio saw the doctor walking towards their building, he became overwhelmed with pure happiness because there was a chance that Tenshi could be saved. The man introduced himself as Doctor Teiji and then made his way towards the bedroom where Tenshi was being kept. As much as he opposed and argued, Ishimaru didn’t allow Michio in the room while the doctor was doing his work; but he still held his ear against the door and pried on their conversation anyway. The closed-door muffled a lot of their conversation, Michio just barely heard the doctor saying things like deteriorating brain cells and awful condition. Just from hearing that and remembering his mother’s actions recently, that overwhelming feeling of hope he had earlier was starting to wither.
As time started to pass, Tenshi’s health seemed to come to a standpoint. She got no worse and she got no better. When Doctor Teiji would come over for one of Tenshi’s checkups, Michio would ask him to teach him different medical terms and lingo, he also would ask how he could better apply and use medicines. With this new knowledge, he devoted countless hours of his time to taking care of his bedridden mother. He’d feed her, give her medicine, and do anything else she needed, his days consisted of taking care of his mother and working in the store. Even though he took on these responsibilities only because he wanted to, they started to take a toil on Michio. He began feeling as if his life was dull and uninteresting, Michio was basically doing the same thing every day and he hated that; but on the other hand, if he stopped caring for his mother and stopped working in the shop, who would fill his role? Although he was uncertain about his future, one thing that Michio was sure about was that he wanted to help people, like the doctors he so admired.
Whenever Michio was in some sort of depressive mood he could always use Quinn’s journal to bring him out of it. The book had been in his possession for quite some time now, stored under his bed; but it definitely wasn’t going to waste. Michio loved reading about Quinn’s adventures, he went across different lands carrying out countless missions for Konoha, helping the innocent and healing injuries. Michio started thinking about how he wished he could do half the things that shinobi did; but how could someone like him affect lives like a shinobi, when he was destined to be a lowly shop owner. Michio laid upon his bed pondering over everything going through his mind, he now knew for a fact that he didn’t want to waste his life following in his parents’ footsteps, even though he was raised with the hope of doing exactly that. Even if he didn’t take over the shop what would he plan on doing with his life; but as he sat there a wonderful solution entered his mind, “That’s it I’ll just become a shinobi!” he exclaimed as he shot up off his bed in excitement. “Why didn’t I think of that sooner?” he asked himself.
Sometime later after Michio had told his father about his plan to become a ninja, even though it took constant badgering and pleading, he was allowed to enter the academy. After heavy consideration, Michio decided he also wanted to walk the path of a medical doctor as well as the one of a shinobi. Being a medical-nin would fit Michio perfectly and from hanging out with doctors so much he already knew vital information about the medical practice.
While at the academy, Michio decided it would be best to put his efforts into studying and taking notes. If he were to fail or flunk out of the academy Michio’s dreams would be ruined, he wouldn’t have anything but the shop to fall back on. During class Michio only paid attention to his teacher everything else was blocked out, anything the teacher said Michio wrote down; he deemed just about everything said as essential. Due to his past experiences from being taught by his father, he was already acquainted with studying; so Michio was confident that he could ace any written exam thrown at him. As a result of his constant grinding, Michio made few friends in the academy; but he was used to having few acquaintances.
But in the end, all of Michio’s hard work paid off. He was able to easily pass the tests his Chūnin instructor administered to the class; and after Michio graduated from the Academy at the age of ten. Overjoyed by his new status as a Genin, Michio ran home to his father; anxious to start on the path to becoming a great ninja.
The Ibuki family lived in a small, two-bedroom apartment located near the center region of Konohagakure. The apartment was positioned was above the Ibuki family’s herb store. The wooden building was made just like almost every other building in Konohagakure. It had sandy colored roof tiles and an olive-green coat of paint, that had already started to chip away showing that it wasn’t of the highest quality. A giant sign reading “Ibuki’s Astonishing Herbs”, written in all red ink, was tied at the front of the shop, above the building’s entrance.
As a toddler, Michio was extremely rambunctious and destructive, he would break and throw anything that was small enough. Regularly making his way down to the store level of his home, Michio would find himself sprinting around knocking trays and shelves of herbs to the ground. While his father would comically chase after him and customers dodged out of the way before getting bulldozed by a lively child and a livid fully grown man.
When a few years passed Michio greatly pacified enough to where he even started helping around the store he once devastated. He remembered journeying deep into the forest with his mother when she would go foraging for more sages. Michio greatly enjoyed his time with his mother, they would make games of who could collect the most herbs in under a minute. She even taught him the name names of some of them and what they did, when Tenshi started doing this with him she took notice of just how bright Michio was. It would take only a few minutes for Michio to learn everything he needed to know about a plant. Tenshi once told him the story of his birth and showed him the clearing where it happened, and all Michio could say was that he was amazed that people could be born in the woods.
When time inevitably progressed, Michio started showing signs of wanting to take over the family business. His father started teaching him the comings and goings of the shop. Ishimaru showed his son how to do basic math, how to read, make financial records, and price goods. All which Ishimaru considered being very important in the art of business. Even though Michio’s behavior had changed drastically, Ishimaru felt it was still important to teach Michio how to treat customers. Michio had to go through lessons of basic courtesy and civility, Ishimaru made him reflect on his past disastrous mishaps, Michio felt horrible about all the trouble he caused and he wished it wouldn’t have ever happened.
The family’s store started to take up most of Michio’s time, even though he wasn’t doing anything with it anyway; but Tenshi took notice of this and demanded that Michio do something else other than continuously learning about the shop. So, following his mother’s directions, Michio started taking up different hobbies to occupy himself, but the only one he could truly latch onto was reading for leisure. He started making weekly trips to the village’s library, he would spend hours upon hours reading the various books, papers, notes, and scrolls. His upbringing made him gravitate towards material about herbs and plants, Michio started learning more about more exotic healing sages than even his parents knew.
When researching about healing herbs one day, Michio stumbled upon a medical-nin’s journal hidden behind a stack of books. The journal’s owner seemed to be someone by the name of Quinn. Quinn’s memoirs seemed to intel about his journeys and missions as a medical ninja, Quinn wrote about the different techniques he learned to better improve his efficiency on the field. After reading some of the pages of the journal, Michio felt as if he knew Quinn all his life. Michio never thought that someone like Quinn could be a shinobi. He thought shinobi only protected the village, he never thought that someone could be on the battlefield protecting and healing fellow ninja. As the sun started to set, Michio decided he wanted to read more of Quinn’s journeys; so he stuffed the journal under his shirt, dashed out the library as fast as he could, and hurried back home.
At the age of 7, tragedy struck Michio. His loving mother started exhibiting signs of some sort of sickness, her behaviors started to become abnormal. Tenshi seemed oblivious to any of her activities. Her eyes looked glazed over, she ran into walls, it appeared as if she was undead. Some days she could be back to her old self and others she could be the walking dead, but one day she collapsed while she was roaming around. Michio’s father tried to use some herbs to help his spouse, but her condition was still at a steady decline. After constant pestering from Michio to have a doctor look at her, Ishimaru had one of the village doctors come to aid them. When Michio saw the doctor walking towards their building, he became overwhelmed with pure happiness because there was a chance that Tenshi could be saved. The man introduced himself as Doctor Teiji and then made his way towards the bedroom where Tenshi was being kept. As much as he opposed and argued, Ishimaru didn’t allow Michio in the room while the doctor was doing his work; but he still held his ear against the door and pried on their conversation anyway. The closed-door muffled a lot of their conversation, Michio just barely heard the doctor saying things like deteriorating brain cells and awful condition. Just from hearing that and remembering his mother’s actions recently, that overwhelming feeling of hope he had earlier was starting to wither.
As time started to pass, Tenshi’s health seemed to come to a standpoint. She got no worse and she got no better. When Doctor Teiji would come over for one of Tenshi’s checkups, Michio would ask him to teach him different medical terms and lingo, he also would ask how he could better apply and use medicines. With this new knowledge, he devoted countless hours of his time to taking care of his bedridden mother. He’d feed her, give her medicine, and do anything else she needed, his days consisted of taking care of his mother and working in the store. Even though he took on these responsibilities only because he wanted to, they started to take a toil on Michio. He began feeling as if his life was dull and uninteresting, Michio was basically doing the same thing every day and he hated that; but on the other hand, if he stopped caring for his mother and stopped working in the shop, who would fill his role? Although he was uncertain about his future, one thing that Michio was sure about was that he wanted to help people, like the doctors he so admired.
Whenever Michio was in some sort of depressive mood he could always use Quinn’s journal to bring him out of it. The book had been in his possession for quite some time now, stored under his bed; but it definitely wasn’t going to waste. Michio loved reading about Quinn’s adventures, he went across different lands carrying out countless missions for Konoha, helping the innocent and healing injuries. Michio started thinking about how he wished he could do half the things that shinobi did; but how could someone like him affect lives like a shinobi, when he was destined to be a lowly shop owner. Michio laid upon his bed pondering over everything going through his mind, he now knew for a fact that he didn’t want to waste his life following in his parents’ footsteps, even though he was raised with the hope of doing exactly that. Even if he didn’t take over the shop what would he plan on doing with his life; but as he sat there a wonderful solution entered his mind, “That’s it I’ll just become a shinobi!” he exclaimed as he shot up off his bed in excitement. “Why didn’t I think of that sooner?” he asked himself.
Sometime later after Michio had told his father about his plan to become a ninja, even though it took constant badgering and pleading, he was allowed to enter the academy. After heavy consideration, Michio decided he also wanted to walk the path of a medical doctor as well as the one of a shinobi. Being a medical-nin would fit Michio perfectly and from hanging out with doctors so much he already knew vital information about the medical practice.
While at the academy, Michio decided it would be best to put his efforts into studying and taking notes. If he were to fail or flunk out of the academy Michio’s dreams would be ruined, he wouldn’t have anything but the shop to fall back on. During class Michio only paid attention to his teacher everything else was blocked out, anything the teacher said Michio wrote down; he deemed just about everything said as essential. Due to his past experiences from being taught by his father, he was already acquainted with studying; so Michio was confident that he could ace any written exam thrown at him. As a result of his constant grinding, Michio made few friends in the academy; but he was used to having few acquaintances.
But in the end, all of Michio’s hard work paid off. He was able to easily pass the tests his Chūnin instructor administered to the class; and after Michio graduated from the Academy at the age of ten. Overjoyed by his new status as a Genin, Michio ran home to his father; anxious to start on the path to becoming a great ninja.
Inventory
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, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
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
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Secondary Equipment
x4
Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
x15
Shuriken, Bo (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. 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.
x45
Shuriken, Hira (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Kunai (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: A kunai is a tool derived from the masonry trowel.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
x15
Shuriken, Bo (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. 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.
x45
Shuriken, Hira (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
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.
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: Picture 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: 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.
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.
Belt, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pack, Medical
Rank: "C"
Type: Main, Slot Holder, 10 Slots, Wearable Container
Effect: A Pack primarily used for transferring small amounts of medical supplies during missions.
Special: ---
Drawback: ---
Description: Picture The Medical pack has a volume for 70 slots. The Pack may be attached to a Modular Lightweight Load-Carrying Equipment System by taking up 3 pouch slots. Normally worn as a sling, backpack, or even on a Leg Rig. The medical pack includes 2 removable flap assemblies (medical bag panel), an inner pocket (Bandoleer) and shoulder straps, as separate components. The medical pack has a chain slide fastener used as main compartment closure. The inside of the cover flap is lined with a fabric, separate pockets knit cloth creating 6 compartments sewn into each of the four sides of the main compartment. Each of the two flap assemblies can contain 1 pouch on each side of similar construction as those in the bag. The pouches are removed from the bag by disconnecting 1-inch side release buckles on 1-inch webbing loops , located at the edge of each assembly, and inside the bag. The webbing on the flap assembly is extended to form a handle between the loops. The removable inner pocket is constructed by sewing a 27-inch x 10-inch piece onto a 12-inch x 13-inch piece, forming three pleats into separate pockets.
A 2-inch length of 1 inch-wide hook fastener tape is sewn onto the upper part of each pleat. A sling made of 1-inch webbing is sewn to one side and threaded through a 1-inch brass loop conforming to on the other side that is secured by a 1-inch webbing (9) loop. The strap has a double bar buckle for adjustment.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
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.
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: Picture 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: 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.
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.
Belt, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 11 Pouches, Belt
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Pack, Medical
Rank: "C"
Type: Main, Slot Holder, 10 Slots, Wearable Container
Effect: A Pack primarily used for transferring small amounts of medical supplies during missions.
Special: ---
Drawback: ---
Description: Picture The Medical pack has a volume for 70 slots. The Pack may be attached to a Modular Lightweight Load-Carrying Equipment System by taking up 3 pouch slots. Normally worn as a sling, backpack, or even on a Leg Rig. The medical pack includes 2 removable flap assemblies (medical bag panel), an inner pocket (Bandoleer) and shoulder straps, as separate components. The medical pack has a chain slide fastener used as main compartment closure. The inside of the cover flap is lined with a fabric, separate pockets knit cloth creating 6 compartments sewn into each of the four sides of the main compartment. Each of the two flap assemblies can contain 1 pouch on each side of similar construction as those in the bag. The pouches are removed from the bag by disconnecting 1-inch side release buckles on 1-inch webbing loops , located at the edge of each assembly, and inside the bag. The webbing on the flap assembly is extended to form a handle between the loops. The removable inner pocket is constructed by sewing a 27-inch x 10-inch piece onto a 12-inch x 13-inch piece, forming three pleats into separate pockets.
A 2-inch length of 1 inch-wide hook fastener tape is sewn onto the upper part of each pleat. A sling made of 1-inch webbing is sewn to one side and threaded through a 1-inch brass loop conforming to on the other side that is secured by a 1-inch webbing (9) loop. The strap has a double bar buckle for adjustment.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.