Yoshino Shinra
Jan 27, 2018 5:40:42 GMT -7
Post by Yoshino on Jan 27, 2018 5:40:42 GMT -7
Basic Information
Name:
Yoshino Shinra
Bloodlimit:
N/A
Height:
5'2
Weight:
112 lbs
Age:
12
Starting Age Limit:
9
Gender:
Female
Alignment:
Lawful Evil
Birth Country:
Land of Water
Village:
Kirigakure no Sato
Special:
Taijutsu Specialist, Ninjutsu Specialist
Genjutsu Nonspecialist, Clan Nonspecialist
Equipment:
Primary:
Sword, Katana (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use.
Cost: 4,000 Ryo
Secondary:
x57
Senbon (Overview)
Rank: "B" Rank
Type: Secondary, 57 per Slot, Piercing, Senbon
Effect: Senbon are metal needles with a point at both ends. They often serve a medical purpose.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Are weapons used for acupuncture. For this reason, senbon deal non-lethal damage.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each.
Alchemy:
x5
Explosion (Force)
Rank: "A"
Type: Secondary, 15 per Slot, Chemicals & Compounds, Explosive
Effect: A generic explosive explosion dealing Force damage.
Special: ---
Drawback: ---
Description: Mix the black powder, the magnesium, and the saltpeter in a congelation method. This will take 1 hour to create. This will make 1 standard-shot of "Explosion (Force)". The saltpeter releases a plethora of gas to create expansion. The magnesium drives up the temperature making sure the bang is vigorous, and the black powder provides the bang. The explosive may be programmed with a timer to explode up to 6 seconds. It will explode forcefully, inflicting 36 Armour Points of Force Damage to anyone within 8 meters radius burst of the blast. Against immobile or helpless targets take double damage.
Ingredients 1 coin-canister of black powder. 1 coin-canister of magnesium. 1 standard-vial of saltpeter.
Cost: 600 Ryo Each.
Non-Weapon Equipment:
x2
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.
Cost: 400 Ryo Each.
Cloak, Battle
Rank: ""
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: A special cloak that is treated as a shield.
Special: ---
Drawback: ---
Description: This exotic shield is not a shield in the typical sense, but rather a special cloak that can be used to foil an opponent's attacks. The user cannot use a battle cloak to make a shield bash attack, but a user can use it to make a disarm attempt. When used in combat, a battle cloak occupies a hand just as a light shield does, allowing the user to carry other items in that hand but not wield a weapon with it. Because the battle cloak is considered as a light shield it has the shield bonus of light shield, however this bonus deflects attacks instead of blocking them. Battle cloaks are retrieved and readied just like other shields. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Cost: 5,000 Ryo Each.
Character Depth
Personality:
Yoshino has a natural reserved energy to her making her seem practically unapproachable. Beneath the allure lies an almost childlike girl who constantly aims to cause mischief. Ever since she was young shes always had an obsession with everything dark and eerie. She is adamant about her views, beliefs and opinions. At times she can act very licentious; although she likes to toy with peoples emotions. Her mood depends on many variables, making her an unpredictable character.
She is very closed, it is rare for her to share her emotions and feelings. Yoshino is always stuck in her head, constantly going through her thoughts analyzing events, memories and daily actions. She dreads waking up in the morning despite how ambitious and eager she is. In the academy she was more of a physical student rather than an academic however she likes reading books about ancient religions, cults, shinobi history and keeping up with current events.
Yoshino has a short temper and tough time when dealing with anger management. Holding onto deep secrets and desires to unlock the inner demon. Her nindo way isn't much like anyone elses, for she herself has said "I only wish to extend my birth given power; to become a feared demon of the night, ones whose name is whispered in superstition and myth." With only her ambitions running through her mind, she focuses on learning, missions and training. Making her a formidable opponent and ally.
She is a very heavy drinker, despite her age, she'll always find a way to get a drink whether paying for it or stealing it. She started smoking cigarettes at a younger age mainly because she wanted to be like her father in a small way. Her close friends say she always smells like tobacco smoke, so she does her best to cover up the smell with perfumes. She always smokes a strain of weed grown across the land.
Background:
Yoshino comes from a low-class family originally from a remote farm village in the Land of Water. Her mother died when she was 4 of an unknown disease that plagued the village they resided in; her father had been working in Kirigakure for a few months, leaving Yoshino with the village elders until she was 6 while her father traveled the world as a ANBU Intel Operative.
Learning the truth of the world impacted her upbringing causing her to have a dreadful outlook on life. She felt obligated to unlock the truth of the world she was born in; giving her ambition to become a great kunoichi. Once she turned 8 she began doing intensive taijutsu and kenjutsu training. Passing through the academy at the top of her class she was seen as a child prodigy. Soon after she began secretly studying the occult at the local library in the middle of the night, stealing books to bring home and take notes only to replace them at another time.
Living in Kirigakure, unlike most villages, was particularly rough. In her village you had to prove that you were strong enough to prevail and become a strong adversary for later days. As a child she would often pick fights with local kids to improve her abilities; even at a young age she had a desire to gain strength. As life proceed Yoshino found out her father had planned her mothers death and that her very birth was a form of psychological test or mission to gain intelligence and harvest her mothers DNA. A latent energy suddenly poured out of Yoshino turning her once happy and gracious mood into a demonic killer. One night after her father had fallen asleep, she grabbed a few of his ninja tools and put him in a comma like state. While deep asleep, she took out his heart.
Yoshino was the daughter of lies, her entire upbringing had been a lie. Turning completely coldhearted she murdered her father with his own blade ("Shukketsu no Ishi" Bleeding Will). Rumor has it she bathed in her fathers blood for three days and nights and once she left the house the wasn't a single trace. The village labeled it as a missing-nin case and dropped suspicion. After that day she was never the same, she became a blood-hungry woman driven only to increase her knowledge.
Among her peers she is seen as a demon; not many people try to converse with her and the few who do usually end up regretting it. In her leisure time she walks through the local forest practicing exercises, as she loves the outdoors. While in the forest, she sometimes comes in contact with a malevolent spirit named "Shien" who claims to have roamed the lands long ago. She often returns to the forest, sometimes more than once a day, as its her only friend.
Appearance:
Among her peers, Yoshino is quite beautiful. She has a oval shaped face, thin eyebrows and full heart-shaped lips. Her eyes are black but in the light seem dark grey or have a tint or white in them. Her jet black hair reaches down to her calves, but when tied in a pony tail; it usually comes around her waist line.
She has an hourglass body-shape, a toned muscle build which indicated she trained a lot, wide hips despite her size and thick legs. Her skin tone is lightly tanned due to how much time she spends outside. The village elders mended her uniform once she became Genin.
On her top she wears a ocean blue open shirt tanktop with fishnet underneath, with a long light blue ribbon tying the shirt closed around her stomach. She wears a short matching blue skirt with shorts underneath. On her legs she wears fishnet stockings with a set of long armored stockings with steel toed slippers.
Many people say she looks just like her mother, whose looks could convince almost anyone to do anything. With her a consistent apathetic face she intrigues many people. She walks around a short hot-headed, dark spirited young woman who is personified as beautiful. When she goes on missions or feels as if she need extra armor she wears her black battle cloak, often with the hood up. In her spare time she goes to the local temple, wearing a black tradition kimono, worshiping the gods.
Techniques:
1) Bloodthirsty
Rank: "C"
Skill: Combat Trait
Effect: User has a vicious streak, and nothing satisfies them more than warm blood on their hands and blade.
Special: ---
Drawback: ---
Description: Whenever the user makes an attack that makes a foe gain the dying effect, they will deal +10 Armour Points in damage with physical strikes. The additional damage is a Trait bonus. This trait replaces 1 Freebies.
2) Child of the Temple
Rank: "C"
Skill: Faith Trait
Effect: Due to their upbringing the user is more knowledgeable to their religion and the nobles in the city they grew up in.
Special: ---
Drawback: ---
Description: User has long served at a temple in a city, where they picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying their faith. User gains a +5 trait bonus on History, Local, and Divine Lore, and the user gains an additional die roll when learning the skill from one of the 2 skills. This trait replaces 1 Freebies.
3) 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.
4) Criminal
Rank: "C"
Skill: Social Trait
Effect: User has spent their early life robbing and stealing to get by.
Special: ---
Drawback: ---
Description: Select one of the following skills: Disable Device,
5) Hardly a Fool
Rank: "C"
Skill: Social Trait
Effect: User has always been able to ferret out lies and deception.
Special: ---
Drawback: ---
Description: Maybe the user worked as an investigator for a time, they came from a place rife with lies, or they studied the human condition long enough to read a person's face and get to the heart of his message. The user gains a +5 trait bonus on Sense Motive and Evidence Analysis checks and a +1 trait bonus on saves against Illusion effects. This trait replaces 1 Freebies.
6) 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.
7) Hunter
Rank: "C"
Skill: Heritage Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and Tracking. 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 in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and Tracking checks. This trait replaces 1 Freebies.
8) Chakra Student
Rank: "C"
Skill: Heritage Trait
Effect: The student who has absorbed knowledge in the arts of Chakra.
Special: ---
Drawback: ---
Description: You have spent time at an Academy absorbing the knowledge taught there. User gains a 10 racial bonus on Chakra Lore, Necromantic Lore, and Ritual Lore skills, and you may make these checks untrained. This trait replaces 1 Freebies.
Techniques:
Water Release Skill
Rank: "D"
Skill: NinJutsu
Effect: A prerequisite technique that allows the user to perform Water Release techniques.
Special: Handseals
Drawback: ---
Description: This technique does not count against the user's Release Training Points. Water is one of the basic elemental nature transformation techniques allowing the user to manipulate pre-existing water by turning their Chakra into Water. It takes much more ability to create the water outside the body than to manipulate what is already available or expel it from their mouths (Need Water Creation Technique from Jutsu Enhancement Techniques). Water Release techniques can not only change shape but state as well. Moreover, the water becomes more solid in the process as well, and certain techniques can even allow the user to increase the water's density or viscosity, making it a suitable element to capture the targets. Offensive water techniques seem to inflict harm from the sudden force that they exert, which would cause massive internal damage to a human. Any Save Difficulty mentioned in a technique, whether Fortitude or Will is based off of 10 + 2 per Class Level + Impeccable Will. Some Ice Release techniques need pre-existing ice, snow, or water nearby in order to be used. Techniques that require a small source of water nearby is measured between 1.5 to 6 cubic meters. Medium is measured between 6 to 30 cubic meters. Large is measured between 30 cubic meters to 350 cubic meters. Huge is measured between 350 cubic meters to 1,500 cubic meters. Colossal is measured by anything more than 1,500 cubic meters.
Limit: Must learn for Water Release NinJutsu.
Drench
Rank: "D"
Skill: NinJutsu
Effect: User releases a downpour of rain that can extinguish small fires.
Special: Handseals
Drawback: ---
Description: Range of this technique is 7 meters + 6 meters per Class Level. Duration of this technique is 1 round. This technique requires a small source of water nearby. A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the Jutsu, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this Jutsu.
Limit: Must know Water Release.
Drilling Water Bullet
Rank: "D"
Skill: NinJutsu
Effect: User creates a ball of water that bursts forth knocking targets prone.
Special: Handseals
Drawback: ---
Description: Range of this technique is 7 meters + 6 meters per Class Level. Area of effect is a 2 meter wide line. Duration of this technique is instantaneous. This technique requires a small source of water nearby. This technique creates a large ball of water that bursts forth. Any creature caught in the line of effect suffers 8 Armour Points of Bludgeoning damage per Class Level. Any creature damaged by the attack must also make a Fortitude save to avoid being knocked back 2 meters. If knocked back in another creature, both the target and the creature it is knocked into fall prone. The line cannot be longer than 10 meters.
Limit: Must know Water Release.
Hydraulic Push
Rank: "D"
Skill: NinJutsu
Effect: User creates a quick blast of water that knocks over and soaks creatures in an area.
Special: Handseals
Drawback: ---
Description: Range of this technique is 7 meters + 6 meters per Class Level. Target is 1 creature or object. Duration of this technique is Instantaneous. This technique requires a small source of water nearby. User call forth a quick blast of water that knocks over and soaks one creature or 2 meter area. The user can use this blast of water to make a bull rush against any one creature or object. Any creature caught in the line of effect suffers 8 Armour Points of Bludgeoning damage per Class Level. Targets hit will be knocked prone. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 2-meter square area which it is targeted against. Chakra fires are unaffected.
Limit: Must know Water Release.
Obscuring Mist
Rank: "D"
Skill: NinJutsu
Effect: User creates a small cloud of mist to obscure sight.
Special: Handseals
Drawback: ---
Description: Range of this technique is 6 meters. Area of effect is a cloud spreading from the user 6 meter radius and 6 meters high. This technique requires a medium source of water nearby. A misty vapor arises around the user. It is stationary. The vapor obscures all sight, including darkvision, beyond 2 meters. A creature 2 meters away has concealment. Creatures farther away have total concealment, and the attacker cannot use sight to locate the target. A moderate wind (11+ mph), such as from a Gust of Wind Jutsu, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar Jutsu burns away the fog in the explosive or fiery Jutsu's area. A wall of fire burns away the fog in the area into which it deals damage. This Jutsu does not function underwater.
Limit: Must know Water Release.
Concealing Mist
Rank: "C"
Skill: NinJutsu
Effect: User creates obscuring mist to stop all vision within.
Special: Handseals
Drawback: ---
Description: Area of effect is 30 meter radius centered from the user and 15 meter high. Duration of this technique is 5 minutes per Class Level. This technique requires a small source of water nearby. This technique fills the area with a thick mist. The mist can be dispersed in 5 rounds by a moderate wind (11+ mph), or instantly dispersed by a strong wind (21+ mph) in 1 round. The fog obscures all sight, including darkvision, beyond 2 meters. A creature within 2 meters has concealment. Creatures farther away have total concealment, and the attacker cannot use sight to locate the target.
Limit: Must know Water Release. Must know Obscuring Mist.
Hiding in Water
Rank: "C"
Skill: NinJutsu
Effect: A technique that allows the user to fuse with water, even in water as shallow as a puddle.
Special: Handseals
Drawback: ---
Description: Range of this technique is touch. Target is the user and 1 small pond of water. Duration of this technique is 5 minutes per Class Level. This technique requires a small source of water nearby. A technique that allows the user to fuse with water, even in water as shallow as a puddle. The user still takes damage as normal if they are hit. Target gains a +100 to Stealth while hiding in the water. This bonus is reduced to +50 if they move in water. If the user leaves the water, the Jutsu ends.
Limit: Must know Water Release.
Shuriken Hidden in the Mist Technique
Rank: "C"
Skill: NinJutsu
Effect: User creates a kunai or dagger to hurl at a target within Concealing Mist or something similar.
Special: Handseals
Drawback: ---
Description: Range of this technique is 30 meters + 15 meters per Class Level. Target is 1 creature. Duration of this technique is instantaneous. This technique requires a small source of water nearby. Using the mist to form a kunai and to throw it at the enemy, the user is able to create a deadly weapon. To properly execute this technique, the user and their projectile must never leave the mist, even when thrown, and the user must know the exact location of the targeted creature. This weapon deals standard kunai damage. Sneak attack and other damage bonus the user may have still apply.
Limit: Must know Water Release. Must know Concealing Mist.
Slippery Body
Rank: "D"
Skill: NinJutsu
Effect: User makes themselves more slippery to gain a bonus in Escape Artist and reduce damage against counter attacks.
Special: Handseals
Drawback: ---
Description: Range of this technique is personal. Duration of this technique is 1 round. Using this technique, the user creates a fine layer of their body fluids with their Chakra, effectively surrounding them and making them slippery to the touch for a short while. For the duration of the technique, the user will gain a +20 bonus to Escape Artist checks to escape bounds, as well as reducing counter damage by 25%.
Limit: Must know Water Release.
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