Uzumaki Shoma | Kusagakure Genin
Jul 29, 2018 1:26:51 GMT -7
Post by shoma on Jul 29, 2018 1:26:51 GMT -7
UZUMAKI SHOMA
11 | MALE | 4'7" (149.1 cm) | 82.0 lb (39.9 kg) | CHAOTIC GOOD
BIRTH COUNTRY: LAND OF GRASS | VILLAGE: KUSAGAKURE
Theme Song (Genin): I Can't Wait by Celldweller
BIRTH COUNTRY: LAND OF GRASS | VILLAGE: KUSAGAKURE
Theme Song (Genin): I Can't Wait by Celldweller
🌌 Specializations 🌌
Ninjutsu | TP | Taijutsu | TP |
Universal | 0/600 | Universal | 70/600 |
Earth Release | 10/500 | Busōsen (Arms Flash) | 0/500 |
Wind Release | 10/500 | Reserved | -- |
Water Release | 0/500 | Reserved | -- |
Reserved | -- | Reserved | -- |
Reserved | -- | Reserved | -- |
🌌 Non-Specializations 🌌
Genjutsu | TP | Clan | TP |
Universal | 0/400 | Reserved | -- |
Reserved | -- | Reserved | -- |
Reserved | -- | Reserved | -- |
Reserved | -- | Reserved | -- |
🌌 Misc Specializations 🌌
Universal | TP |
Reserved | -- |
Reserved | -- |
Reserved | -- |
Reserved | -- |
⚔🌀 Equipment 🌀⚔
Primary Equipment
Wakizashi
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Equipment
Kunai (x10)
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: 10,000 Ryo
Small Scroll (x3)
Rank: "C"
Type: Secondary, 1 per Slot, Parchment, Scroll
Effect: A scroll is a document which a seal, or a number of seals, has been placed in a special way.
Special: ---
Drawback: ---
Description: Identification: Average; Hardness: Dependent on Carrying Case; Armour Points/Inch: Dependent on amount of Parchment; A scroll always have seals using an expensive and heavy surface of Parchment; they are reinforced with leather boundaries for protection, or even metal rods for larger scrolls. Scrolls are usually 8 inches by 12 inches in size. Scrolls are often rolled from both ends to create a double tube for easier unfurling when they are needed for using. The leather boundary or metal rods cost as much as a helmet depending on the material used (2,000 Ryo for Metal Rods). A single scroll uses 1 Parchment Sheet. More Parchment sheets may be attached to make a longer scroll. Typically a scroll is sold in a bundle with 10 Parchment Sheets with a wooden boundary. These bundles are considered Tiny Scrolls and fit 1 per Slot. 20 Parchment Sheets are considered Small Scrolls and fit 1 per Slot, any more Parchments added are considered Main items. 80 Parchment Sheets are considered Medium Scrolls. 320 Parchment Sheets are considered Large Scrolls. 640 Parchment Sheets are considered Huge Scrolls.
Cost: 14,700
Apparel
Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo
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
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
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
Vest
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Vests, like jackets are worn over shirts on the torso.
Special: ---
Drawback: ---
Description: A vest is a sleeveless garment covering the upper body. Vest may refer to other outer garments, such as a padded sleeveless jacket popular for hunting, commonly known as a hunting vest. Another common variant is the fishing vest which carries a profusion of external pockets for carrying fishing tackle. Vests have no slots, however 4 pouches may be stitched into the vest. 2 Pouches may be stitched along the top of the vest (1 along each side), 2 pouches may be stitched along the bottom of the vest (1 along each side).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo
Wakizashi
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Secondary Equipment
Kunai (x10)
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: 10,000 Ryo
Small Scroll (x3)
Rank: "C"
Type: Secondary, 1 per Slot, Parchment, Scroll
Effect: A scroll is a document which a seal, or a number of seals, has been placed in a special way.
Special: ---
Drawback: ---
Description: Identification: Average; Hardness: Dependent on Carrying Case; Armour Points/Inch: Dependent on amount of Parchment; A scroll always have seals using an expensive and heavy surface of Parchment; they are reinforced with leather boundaries for protection, or even metal rods for larger scrolls. Scrolls are usually 8 inches by 12 inches in size. Scrolls are often rolled from both ends to create a double tube for easier unfurling when they are needed for using. The leather boundary or metal rods cost as much as a helmet depending on the material used (2,000 Ryo for Metal Rods). A single scroll uses 1 Parchment Sheet. More Parchment sheets may be attached to make a longer scroll. Typically a scroll is sold in a bundle with 10 Parchment Sheets with a wooden boundary. These bundles are considered Tiny Scrolls and fit 1 per Slot. 20 Parchment Sheets are considered Small Scrolls and fit 1 per Slot, any more Parchments added are considered Main items. 80 Parchment Sheets are considered Medium Scrolls. 320 Parchment Sheets are considered Large Scrolls. 640 Parchment Sheets are considered Huge Scrolls.
Cost: 14,700
Apparel
Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo
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
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
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
Vest
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Vests, like jackets are worn over shirts on the torso.
Special: ---
Drawback: ---
Description: A vest is a sleeveless garment covering the upper body. Vest may refer to other outer garments, such as a padded sleeveless jacket popular for hunting, commonly known as a hunting vest. Another common variant is the fishing vest which carries a profusion of external pockets for carrying fishing tackle. Vests have no slots, however 4 pouches may be stitched into the vest. 2 Pouches may be stitched along the top of the vest (1 along each side), 2 pouches may be stitched along the bottom of the vest (1 along each side).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo
👲👳 Appearance 👷👮
The first thing everyone notices about Shoma is his fiery red hair, a destinctive trait inherited from the Uzumaki family. Though Shoma keeps the left side of his hair hanging loose, he always tightly braids the right side. This is so that his hair does not get tangled in the handle of his wakizashi which is always strapped to his back. His hair is thick and wavy, the unbraided side falling to the small of his back. Shoma allows the loose end of his hair to hang over the left side of his rounded face, to help obscure his heterochromatic eyes.
Shoma's right eye is a bright pale green, while his left is a sky blue. His eyes are framed by dark, thick lashes...the envy of many girls. Shoma's skin is pale, though his cheeks often have a flushed appearance. A splash of freckles are sprinkled across Shoma's nose and cheeks, making his face appear even more boyish.
Shoma tends to gravitate towards dull earthy colors, as he feels they balance out his more striking features...namely his bright red hair, freckled face, and heterochromatic eyes. Since dirt and grime are less apparent with these colors, Shoma's mother was happy to accomodate, for the boy is always covered in some sort of muck. Shoma wears a net shirt under a tan vest with dark grey pants and ninja shoes. There are three items which can nearly always be found on Shoma's person: a green cloak with golden trim and a clasp in the shape of the Uzumaki family symbol, a wakizashi, and a golden kunai pendant. Shoma also wears his green Kusa headband canted to help hide the left eye.
The Kunai Pendant
Shoma's right eye is a bright pale green, while his left is a sky blue. His eyes are framed by dark, thick lashes...the envy of many girls. Shoma's skin is pale, though his cheeks often have a flushed appearance. A splash of freckles are sprinkled across Shoma's nose and cheeks, making his face appear even more boyish.
Shoma tends to gravitate towards dull earthy colors, as he feels they balance out his more striking features...namely his bright red hair, freckled face, and heterochromatic eyes. Since dirt and grime are less apparent with these colors, Shoma's mother was happy to accomodate, for the boy is always covered in some sort of muck. Shoma wears a net shirt under a tan vest with dark grey pants and ninja shoes. There are three items which can nearly always be found on Shoma's person: a green cloak with golden trim and a clasp in the shape of the Uzumaki family symbol, a wakizashi, and a golden kunai pendant. Shoma also wears his green Kusa headband canted to help hide the left eye.
The Kunai Pendant
😁😜😝 Personality 😒😠😡
"Life is a game, so play it to win it!" was the last advice Shoma's father ever gave him, and Shoma has lived his life by it ever since. Anything, regardless of how serious it is, Shoma turns into a game in his head...and he intends to win it. This mentality has turned Shoma into an extremely determined boy, but also overly competitive. While that determination drives Shoma to try again and again to obtain a goal, the competitive part of his nature prods Shoma into comitting reckless or even morally wrong actions in order to accomplish said goal. This competitive state of mind has also resulted in Shoma having an explosive temper when things are not going his way. While most times these tantrums consist of nothing more than screaming then stomping away to sulk, Shoma's anger has manifested physically as well. More than one kickball game has ended in Shoma being the instigator of a schoolyard fight between himself and a playmate.
Despite the explosive anger and an attitude that can be misconstrued as arrogant, Shoma remains fairly popular amongst his friends. This is due to the gentler and more inquisitive side of Shoma's personality. Shoma means "reaching for truth", and Shoma's mother has said that no one could be more appropriately named. Shoma is always asking questions, desiring to know why things are done the way they are, why someone would make the decision they did, and...just...why? What Shoma's mother cannot see is how he mentally analyzes everyone, prodding them for some sort of reaction, then pondering why they responded in the way they did. Shoma wants to understand people, and the part they play in the world. He wants to know why someone may feel the way they do....why they acted on that feeling the way they did...and how they will handle the consequences. Shoma wants to know people. He wants to know the world...and he wants to know how he fits into it.
Shoma's desire to understand others gives him the ability to get along with nearly everyboby, but it has resulted in him feeling cut off from others. Shoma can almost never be seen without a comrade tagging along, but he has never felt like he really connected with anyone on a spiritual level. He feels that nobody really understands him, and while he may be grinning on the outside and playing the role of the amiable friend, on the inside Shoma is aloof and somber. The games of life he plays are not fun games....they are games of strategy.
Despite the explosive anger and an attitude that can be misconstrued as arrogant, Shoma remains fairly popular amongst his friends. This is due to the gentler and more inquisitive side of Shoma's personality. Shoma means "reaching for truth", and Shoma's mother has said that no one could be more appropriately named. Shoma is always asking questions, desiring to know why things are done the way they are, why someone would make the decision they did, and...just...why? What Shoma's mother cannot see is how he mentally analyzes everyone, prodding them for some sort of reaction, then pondering why they responded in the way they did. Shoma wants to understand people, and the part they play in the world. He wants to know why someone may feel the way they do....why they acted on that feeling the way they did...and how they will handle the consequences. Shoma wants to know people. He wants to know the world...and he wants to know how he fits into it.
Shoma's desire to understand others gives him the ability to get along with nearly everyboby, but it has resulted in him feeling cut off from others. Shoma can almost never be seen without a comrade tagging along, but he has never felt like he really connected with anyone on a spiritual level. He feels that nobody really understands him, and while he may be grinning on the outside and playing the role of the amiable friend, on the inside Shoma is aloof and somber. The games of life he plays are not fun games....they are games of strategy.
🍜🍜🍜 Background 🍜🍜🍜
Shoma was born on the evening of September 27th in Uzushiogakure to his mother, Uzumaki Aoi and Hattori Takeshi. It was a normal, uneventful birth during a relatively peaceful time in the village hidden in tides. He grew up happily enough eating his mother's delicious cooking, and playing with his father's kunais whenever his back was turned. Shoma was a rambuctious, mischievious rascal of a little boy who loved both his mother and father dearly...as any child under 5 will do. Shoma's happiest memory was the day that his father surprised him with a tiny golden kunai on his 3rd birthday, which he put around his neck like a necklace, and never again took off. This memento would become all the more meaningful that next year.
When Shoma was 4-years-old, a deadly plague swept across their village. Even the greatest heroes, who had cheated death time and time again, found that they were no match against this microscopic foe. Shoma's father had ordered his wife and son to barricade themselves inside the house, and arranged for his hound summon to deliver them food and anything else they'd need. Takeshi was skilled in medical ninjutsu, and while he heeded the cries for assistance from the dying, he would not put his family at risk. They were quarantined from the rest of the world, and not even Takeshi would breech the threshhold of their home. Shoma's father eventually succumbed to the disease which plagued his patients. Shoma remembered his mother receiving the news from the hound clearly, and his saddest memory is being wrapped up in his father's cloak as his mother held him and wept.
Shoma would never forget the last thing his father had said to him: Shoma had asked Takeshi why he couldn't stay. What if he died? Takeshi had smiled and put his hand on Shoma's head and said, "It's just a game, Shoma. Life is a game. We have to play it to win it! You can't play if you stay locked away."
Shoma took that advice, and lived his life by it. He never backed down. He never ran away. He was in it to win it! He would play this game of life until life finally defeated him. It was with this personal nindo in mind, that Shoma took his father's wakazashi and his cloak, proclaiming to his mother that now he'd be the man of the house, and he'd win this game of life. Shoma would never forget the intermingling emotions of pride and sadness that flit across his mother's face as she smiled at him, though with tears running down her cheeks. She had embraced him, murmering about how grown up he looked and how he was no longer her little boy. That day, his mother crafted a pin with the Uzumaki symbol to fasten his father's cloak around him like a cape, as it was far too large for him to wear normally.
When Shoma turned 8, he set out to start his training as a shinobi. His village decided to send him to Kusagakure to train, as a sign of good faith towards the land, showing a trust with their young that will hopefully cement their alliance. Not able to bear the thought of her son being so far from her, Shoma's mother went with him. Though he was too proud to admit it, Shoma was greatly relieved that he would not be facing this strange land alone. Shoma proved to be quite skillful in Ninjutsu and Taijutsu, though also quite susceptible to gengutsu. Shoma's practice of studying people for their reactions created the habit of looking people in their eyes, so he easily became trapped. Shoma's habit didn't create only a weakness; however, his studious nature has given him quick reflexes, and the ability to adapt his tactics quickly in a fight. Because he's spent his entire life studying others and how they react, he can pick up subtle cues they display in battle, allowing him to predict what their next move will be.
After 3 years of studying and learning the basics of being a Shinobi, Shoma recently passed the academy's final test, and graduated from the Ninja Academy. Proudly sporting his brand new forehead protector, Shoma eagerly awaited his first day as Genin...as well as finding out who he would be paired with and being assigned a team number.
When Shoma was 4-years-old, a deadly plague swept across their village. Even the greatest heroes, who had cheated death time and time again, found that they were no match against this microscopic foe. Shoma's father had ordered his wife and son to barricade themselves inside the house, and arranged for his hound summon to deliver them food and anything else they'd need. Takeshi was skilled in medical ninjutsu, and while he heeded the cries for assistance from the dying, he would not put his family at risk. They were quarantined from the rest of the world, and not even Takeshi would breech the threshhold of their home. Shoma's father eventually succumbed to the disease which plagued his patients. Shoma remembered his mother receiving the news from the hound clearly, and his saddest memory is being wrapped up in his father's cloak as his mother held him and wept.
Shoma would never forget the last thing his father had said to him: Shoma had asked Takeshi why he couldn't stay. What if he died? Takeshi had smiled and put his hand on Shoma's head and said, "It's just a game, Shoma. Life is a game. We have to play it to win it! You can't play if you stay locked away."
Shoma took that advice, and lived his life by it. He never backed down. He never ran away. He was in it to win it! He would play this game of life until life finally defeated him. It was with this personal nindo in mind, that Shoma took his father's wakazashi and his cloak, proclaiming to his mother that now he'd be the man of the house, and he'd win this game of life. Shoma would never forget the intermingling emotions of pride and sadness that flit across his mother's face as she smiled at him, though with tears running down her cheeks. She had embraced him, murmering about how grown up he looked and how he was no longer her little boy. That day, his mother crafted a pin with the Uzumaki symbol to fasten his father's cloak around him like a cape, as it was far too large for him to wear normally.
When Shoma turned 8, he set out to start his training as a shinobi. His village decided to send him to Kusagakure to train, as a sign of good faith towards the land, showing a trust with their young that will hopefully cement their alliance. Not able to bear the thought of her son being so far from her, Shoma's mother went with him. Though he was too proud to admit it, Shoma was greatly relieved that he would not be facing this strange land alone. Shoma proved to be quite skillful in Ninjutsu and Taijutsu, though also quite susceptible to gengutsu. Shoma's practice of studying people for their reactions created the habit of looking people in their eyes, so he easily became trapped. Shoma's habit didn't create only a weakness; however, his studious nature has given him quick reflexes, and the ability to adapt his tactics quickly in a fight. Because he's spent his entire life studying others and how they react, he can pick up subtle cues they display in battle, allowing him to predict what their next move will be.
After 3 years of studying and learning the basics of being a Shinobi, Shoma recently passed the academy's final test, and graduated from the Ninja Academy. Proudly sporting his brand new forehead protector, Shoma eagerly awaited his first day as Genin...as well as finding out who he would be paired with and being assigned a team number.
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