Yokuto Nara (Finished)
Jan 16, 2019 13:44:50 GMT -7
Post by vigil on Jan 16, 2019 13:44:50 GMT -7
Basic Information
Name: Yokuto Nara
Bloodlimit: None
Height: 5'8
Weight: 140 lbs.
Age: 16
Gender: Male
Alignment: Chaotic Good
Birth Country: Kaze No Kuni
Village: Sunagakure
Special: Ninjutsu/Genjutsu specialist. Taijutsu/Clan non-specialist.
Freebies
Traits:
Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Elemental Pupil
Rank: "C"
Skill: Regional Trait
Effect: User has studied at the feet of the masters of Release Chakra, and so increased their own mastery of the elements.
Special: ---
Drawback: ---
Description: Choose one of the energy types, Ice, Lightning, or Fire. When performing a Jutsu of "D" Rank or higher that deals damage of their chosen energy type, the Jutsu does 10 Armour Points of additional damage of the same type (This is a flat bonus and does not apply to multiple attacks in the same Jutsu). 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.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Havoc of the Society
Rank: "C"
Skill: Chakra Trait
Effect: Through countless hours studying vast libraries of Chakra power, they have learned how to cause greater damage to their foes.
Special: ---
Drawback: ---
Description: Whenever user performs a Jutsu that deals damage, user gains a +10 trait bonus to the total damage dealt (damage is applied to a single attack, cannot be applied to multiple attacks). This damage is considered force damage regardless of the type of damage dealt by the Jutsu. 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.
Dirty Fighter
Rank: "C"
Skill: Combat Trait
Effect: Due to their upbringing the user knows how to hit at the right time.
Special: ---
Drawback: ---
Description: User would not have lived to make it out of childhood without the aid of a sibling, friend, or companion they could always count on to distract their enemies long enough for the user to do a little bit more damage than normal. That companion may be another Player Character, or a Non-playable Character (who may even be recently departed from their side). When the user hits a foe they are flanking they deal an additional +10 Armour Points in striking damage. This additional damage is a trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Equipment
Primary Equipment
Chameleon Skin
Rank: "C"
Type: Augmentation
Effect: Target's skin (or chitin, fur, or scales) can change color to match their surroundings.
Special: To perform: 12 hours; Duration: Permanent
Drawback: When the Target moves, there will be a man-shaped, "bubble" in the air.
Description: Internal - Takes up 1 Augmentation Point. Target's skin (or chitin, fur, or scales) warps light around the Target and projects a hologram of the wall behind it over top of the bent light, rendering the Target invisible. The Chameleon Skin is a thin layer of skin placed over the Target's and attached making it the Target's own. When the Target moves they will bubble in the air making them difficult to be noticed but possible. User gains a Ritual bonus +20 against an Observer’s Observation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sword, Longsword (1)
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. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Equipment
Shuriken, Bo (30)
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
Fire Starter (1)
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem with the power of burning hands a limited time per day.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. At first look this is an unassuming fire opal gem, smoothly polished and small enough to fit in the palm of the hand. Polishing the stone into an oval shape two inches long, one inch wide, and an eighth of an inch thick and carving a small flame onto the face of the gem harnesses its alchemy. When a fire starter is held in the hand, the bearer is able to perform the Jutsu Burning Hands dealing 20 Armour Points of Fire Damage. Burning Hands is a 5 meter cone-shaped burst attack from the stone. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round movement. A fire starter can be used three times per day.
Ingredients: 1 large Opal (7,000 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 10,500 Ryo
Cinnamon Stone (1)
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem cut in a way to allow the cinnamon stone to purify water while making it taste like cinnamon.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. This is a reddish-brown variety of garnet called hessonite that often occurs as small multi-faceted crystals. Mineral alchemists have learned to cut the cinnamon stone in such a manner so that when the stone is placed into a liquid, such as water, it infuses the liquid with a cinnamon flavor. This infusion by the stone acts to purify naturally contaminated water as if the Jutsu purify food and drink had been performed. Travelers find the cinnamon stone invaluable in its ability to protect them from sickness and disease that could come from drinking tainted water in the wilds. One cinnamon stone is able to purify water equivalent to 1 waterskin.
Ingredients: 1 medium semi-precious Garnet (700 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 1,050 Ryo
Coleman's Traveling Stone (1)
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem carved to allow a user to create a shelter structure for a period of time.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. Adventurers have always faced the problem of where to sleep when on the road. Sure, in the more civilized regions there is always the chance of an inn or tavern to stay in, but a lot of adventures do not take place in civilized regions. When traveling through the wildlands, or spending the night deep in the dungeon with no inn in sight, bedding down to rest can be fraught with danger. Gavin Coleman wanted to solve this problem and harnessed the Alchemy within the mineral feldspar. Since harnessing the mineral's Alchemy Coleman has gone on to specialize in products to make the adventurer's life in the wild a little easier, to his considerable financial gain. To harness feldspar's natural Alchemy the mineral must be cut into a four-sided pyramid. When Coleman's traveling stone is placed on the ground and the command word "pitch" is spoken in Common, the stone transforms into an unmoving, opaque sphere that blends perfectly into the surrounding terrain providing complete concealment for the sphere. Half the sphere is above the ground and half is below ground. Up to 10 medium size creatures can fit into the sphere. The temperature inside the sphere is 70° F no matter the exterior temperature. The sphere provides protection against the elements, such as rain, dust, and sandstorms. The sphere withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the sphere is a hemisphere and can be illuminated dimly upon command. The sphere is transparent from within. Missiles, weapons, and most Jutsu effects can pass through the sphere without affecting it. The sphere remains in place for 10 hours or until the command word "break" is spoken in Common. Coleman's traveling stone can only be activated 1 each day.
Ingredients: 1 large Chrysoprase (240 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 2,800 Ryo
Tag, Explosive (10) (Fire)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 36 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 890 Ryo Each.
Kunai (4)
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.
Pouch, Quick Loader (5)
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Apparel
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.
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 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.
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.
Character Depth
Personality
Winter months were very uncomfortable for Yokuto, he hated the cold. During those times he would opt to stay inside more often. Summer time would be extremely hot and unbearable for most but he would prefer it to be over 100 degrees than below 40. As a kid whenever he was playing outside the wind would blow and sand would get into his eyes which was very annoying. He had a higher tolerance to it than someone who just came to the village but it was something you never really get used to. All of the buildings were the same boring color and the giant walls setup around the perimeter stopped him from seeing anything past the village. In fact he had never left the village before. Nothing much ever happened in the village, but he loved every part of his little corner in the desert.
Yokuto has never seen trees or bushes except the ones that were illustrated in books. It never got to him too much because he realized that when he finally does see all of what nature has to offer it'll be worth the wait. Friends and family were always commenting on how optimistic he is. Anytime he's in a bad situation he's always the first (and usually only) person to start laughing and maybe even cracking a joke which wasn't always the best idea in certain situations. He has always had a carefree attitude. Whenever something bad happens he doesn't see a reason to mope around, he doesn't see a point to it, so he forces himself to see things in a better light.
Yokuto does not take most things very seriously. He understands that he has to work hard to get to where he wants to go but if there is an easier route he is quick to take it. Some say that is why he will never become a great ninja but he believes that is the reason he will become a great ninja. He can find a way to get a job done even if not by traditional means. Yokuto is always excited to learn new jutsu, new fighting styles, new anything. He does not like to narrow his focus into one way of doing things, he believes if he has multiple tools at his disposal he'll be able to go up against whatever jumps onto his path.
Appearance
Yokuto has spiky dark blue hair that he usually leaves as is in the morning. He has dark brown eyes and his nose is slighlty smaller than average. His head takes somewhat of an oval shape. Both of his ears are an average size and rounded at the edges. He is usually seen smiling while on his way back home. When he is on important business though however he has a straight face with his head held high.
He wears a blue vest with two pouches, each opposite of each other on his chest and another two .pouches directly beneath those two. Underneath he wears a plain black longsleeve shirt that covers his entire neck. During warmer days he wears a navy blue t-shirt underneath his vest. On his back he has one sheath going diagonal across his back with the hilt being above his shoulder and the end of the sheath going to his left hip.
He picked his pants to match with his black shirt. He wears one more pouch on his right leg at knee level. Both of his legs are wrapped from his ankle to the middle of his shins. He also wears the standard shoes that all shinobi wear. His pants are worn and on some parts of them are beginning to form tears but nothing too noticable so he does not see a problem with it. He does however keep his shoes nice for as long as he can.
Yokuto will only wear clothes that he feels comfortable in so most of his clothes have faded colors and thinning fabric. Most will see him as very laid back because of the outfits that he picks to wear along with his shaggy hair but he just doesn't see a reason to dress up on an average day. He will usually be wearing clothes that are either black or different shades of a darker blue. Occasionally he will wear a purple T-shirt underneath his vest along with deep blue colored pants.
Background
As a young child, about 6 years old, Yokuto never had much interest in becoming a ninja. Nothing much ever happened in the village. Anytime he would see a ninja they would either be patrolling the streets or posted at their stations for hours at a time. It definetly wasn't a life that he wanted to live so he didn't pay attention to the ninja at all. However, he loved jutsu, absolutely loved every part of it. He would always wait at the door for his father to come home and constantly ask him if he could show him more jutsu. His father was a Jounin so he always had something new to show Yokuto and it always left him in awe.
Yokuto admired both of his parents. His mother knew a lot about chakra and jutsus. She actually taught Yokuto most of what he knows even though she was not able to use chakra. When he asked she had told him that usually people learn to use chakra at a very young age but she was never given that opprotunity and that all of what she knows was from reading over the course of her life. He always found that sad since him and his father had always had a connection when on the subject of chakra so he always tried to avoid the subject around her.
When Yokuto was about 10 years old his father had decided it was time for him to learn the Shadow Imitation technique of their clan. Yokutos father used to live in Konoha until his parents decided to move to Sunagakure.There were not many Nara clan members in the village and his father felt bad that his son would not be able to get the full experience of being apart of a clan with other members to pass down their teachings, so he made it his mission to pass down as much as he could.
Name: Yokuto Nara
Bloodlimit: None
Height: 5'8
Weight: 140 lbs.
Age: 16
Gender: Male
Alignment: Chaotic Good
Birth Country: Kaze No Kuni
Village: Sunagakure
Special: Ninjutsu/Genjutsu specialist. Taijutsu/Clan non-specialist.
Freebies
Traits:
Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Elemental Pupil
Rank: "C"
Skill: Regional Trait
Effect: User has studied at the feet of the masters of Release Chakra, and so increased their own mastery of the elements.
Special: ---
Drawback: ---
Description: Choose one of the energy types, Ice, Lightning, or Fire. When performing a Jutsu of "D" Rank or higher that deals damage of their chosen energy type, the Jutsu does 10 Armour Points of additional damage of the same type (This is a flat bonus and does not apply to multiple attacks in the same Jutsu). 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.
Chakra Resistance
Rank: "B"
Skill: Chakra Trait
Effect: Some Humans are even less affected by Chakra.
Special: ---
Drawback: ---
Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Havoc of the Society
Rank: "C"
Skill: Chakra Trait
Effect: Through countless hours studying vast libraries of Chakra power, they have learned how to cause greater damage to their foes.
Special: ---
Drawback: ---
Description: Whenever user performs a Jutsu that deals damage, user gains a +10 trait bonus to the total damage dealt (damage is applied to a single attack, cannot be applied to multiple attacks). This damage is considered force damage regardless of the type of damage dealt by the Jutsu. 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.
Dirty Fighter
Rank: "C"
Skill: Combat Trait
Effect: Due to their upbringing the user knows how to hit at the right time.
Special: ---
Drawback: ---
Description: User would not have lived to make it out of childhood without the aid of a sibling, friend, or companion they could always count on to distract their enemies long enough for the user to do a little bit more damage than normal. That companion may be another Player Character, or a Non-playable Character (who may even be recently departed from their side). When the user hits a foe they are flanking they deal an additional +10 Armour Points in striking damage. This additional damage is a trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Equipment
Primary Equipment
Chameleon Skin
Rank: "C"
Type: Augmentation
Effect: Target's skin (or chitin, fur, or scales) can change color to match their surroundings.
Special: To perform: 12 hours; Duration: Permanent
Drawback: When the Target moves, there will be a man-shaped, "bubble" in the air.
Description: Internal - Takes up 1 Augmentation Point. Target's skin (or chitin, fur, or scales) warps light around the Target and projects a hologram of the wall behind it over top of the bent light, rendering the Target invisible. The Chameleon Skin is a thin layer of skin placed over the Target's and attached making it the Target's own. When the Target moves they will bubble in the air making them difficult to be noticed but possible. User gains a Ritual bonus +20 against an Observer’s Observation.
Limit: Must be a Ritualist for Augmentation Rituals.
Cost: Market Price: 12,000 Ryo Performing Price: 9,000 Ryo
Sword, Longsword (1)
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. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Secondary Equipment
Shuriken, Bo (30)
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
Fire Starter (1)
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem with the power of burning hands a limited time per day.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. At first look this is an unassuming fire opal gem, smoothly polished and small enough to fit in the palm of the hand. Polishing the stone into an oval shape two inches long, one inch wide, and an eighth of an inch thick and carving a small flame onto the face of the gem harnesses its alchemy. When a fire starter is held in the hand, the bearer is able to perform the Jutsu Burning Hands dealing 20 Armour Points of Fire Damage. Burning Hands is a 5 meter cone-shaped burst attack from the stone. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round movement. A fire starter can be used three times per day.
Ingredients: 1 large Opal (7,000 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 10,500 Ryo
Cinnamon Stone (1)
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem cut in a way to allow the cinnamon stone to purify water while making it taste like cinnamon.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. This is a reddish-brown variety of garnet called hessonite that often occurs as small multi-faceted crystals. Mineral alchemists have learned to cut the cinnamon stone in such a manner so that when the stone is placed into a liquid, such as water, it infuses the liquid with a cinnamon flavor. This infusion by the stone acts to purify naturally contaminated water as if the Jutsu purify food and drink had been performed. Travelers find the cinnamon stone invaluable in its ability to protect them from sickness and disease that could come from drinking tainted water in the wilds. One cinnamon stone is able to purify water equivalent to 1 waterskin.
Ingredients: 1 medium semi-precious Garnet (700 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 1,050 Ryo
Coleman's Traveling Stone (1)
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem carved to allow a user to create a shelter structure for a period of time.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. Adventurers have always faced the problem of where to sleep when on the road. Sure, in the more civilized regions there is always the chance of an inn or tavern to stay in, but a lot of adventures do not take place in civilized regions. When traveling through the wildlands, or spending the night deep in the dungeon with no inn in sight, bedding down to rest can be fraught with danger. Gavin Coleman wanted to solve this problem and harnessed the Alchemy within the mineral feldspar. Since harnessing the mineral's Alchemy Coleman has gone on to specialize in products to make the adventurer's life in the wild a little easier, to his considerable financial gain. To harness feldspar's natural Alchemy the mineral must be cut into a four-sided pyramid. When Coleman's traveling stone is placed on the ground and the command word "pitch" is spoken in Common, the stone transforms into an unmoving, opaque sphere that blends perfectly into the surrounding terrain providing complete concealment for the sphere. Half the sphere is above the ground and half is below ground. Up to 10 medium size creatures can fit into the sphere. The temperature inside the sphere is 70° F no matter the exterior temperature. The sphere provides protection against the elements, such as rain, dust, and sandstorms. The sphere withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the sphere is a hemisphere and can be illuminated dimly upon command. The sphere is transparent from within. Missiles, weapons, and most Jutsu effects can pass through the sphere without affecting it. The sphere remains in place for 10 hours or until the command word "break" is spoken in Common. Coleman's traveling stone can only be activated 1 each day.
Ingredients: 1 large Chrysoprase (240 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop.
Cost: 2,800 Ryo
Tag, Explosive (10) (Fire)
Rank: "S"
Type: Secondary, 80 per Slot, Book, Tag
Effect: Explosives Tags are scraps of paper inscribed with a Glyph of Warding.
Special: ---
Drawback: ---
Description: Explosives Tags are scraps of paper inscribed with a Glyph of Warding. Normally when they are infused with Chakra, they will explode after a set amount of time, remotely, or after being ignited by flame. The tags can be attached to a surface or wrapped around a weapon to be thrown at an opponent. They are very versatile and one of the basic tools. When an explosive tag is detonated remotely, a user tends to use the "Snake" handseal (Uses "E" Rank Chakra and Jutsu Handeals to perform). Similarly, when used remotely, explosive tags can be detonated in sequence, allowing them to be used to trap opponents. When Purchasing: Must designate the type of Explosive (Force, Fire, Cold, Sonic, Lightning, Acid, Negative, or Radiant). All Explosive Tags have a Glyph of Warding equal to Advanced Mastery in Warding Ritual Skill (Base Damage equals to 36 Armour Points of Damage). Must designate a password (if applicable), or exception (if applicable). Please look at Glyph of Warding for more information. Stronger Explosive Tags are created by Playable Characters who know the Glyph of Warding Ritual.
Limit: These items may be bought inside any Book Shop.
Cost: 890 Ryo Each.
Kunai (4)
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.
Pouch, Quick Loader (5)
Rank: "C"
Type: Main, Slot Holder, 1 Slot, Pouch
Effect: A short sized pouch capable of holding 1 slot of items of short length.
Special: ---
Drawback: ---
Description: Picture A leather, cloth, or other material pouch that can easily hold 1 slot worth of items not of Scroll Size. The dimensions are 5.24 inches in height, 4.25 inches wide and 2.25 inches in depth. The primary purpose for these pouches are to hold all kinds of secondary items that do not exceed the height or width in dimensions. Primarily they hold smaller objects such as hira or bo-shurikens, alchemical pouches, and other items in similar size. For longer items see the Scroll Pouch. Quick Loader Pouches may be sold individually and attached to belts or other strapped objects, or may be sold as part of Basic Clothing. Characters attempting to conceal an item in a quick loader pouch gain a +10 circumstance bonus on their Sleight of Hand Check. Multiple Pouches may be purchased connected together.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 200 Ryo Each.
Apparel
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.
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 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.
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.
Character Depth
Personality
Winter months were very uncomfortable for Yokuto, he hated the cold. During those times he would opt to stay inside more often. Summer time would be extremely hot and unbearable for most but he would prefer it to be over 100 degrees than below 40. As a kid whenever he was playing outside the wind would blow and sand would get into his eyes which was very annoying. He had a higher tolerance to it than someone who just came to the village but it was something you never really get used to. All of the buildings were the same boring color and the giant walls setup around the perimeter stopped him from seeing anything past the village. In fact he had never left the village before. Nothing much ever happened in the village, but he loved every part of his little corner in the desert.
Yokuto has never seen trees or bushes except the ones that were illustrated in books. It never got to him too much because he realized that when he finally does see all of what nature has to offer it'll be worth the wait. Friends and family were always commenting on how optimistic he is. Anytime he's in a bad situation he's always the first (and usually only) person to start laughing and maybe even cracking a joke which wasn't always the best idea in certain situations. He has always had a carefree attitude. Whenever something bad happens he doesn't see a reason to mope around, he doesn't see a point to it, so he forces himself to see things in a better light.
Yokuto does not take most things very seriously. He understands that he has to work hard to get to where he wants to go but if there is an easier route he is quick to take it. Some say that is why he will never become a great ninja but he believes that is the reason he will become a great ninja. He can find a way to get a job done even if not by traditional means. Yokuto is always excited to learn new jutsu, new fighting styles, new anything. He does not like to narrow his focus into one way of doing things, he believes if he has multiple tools at his disposal he'll be able to go up against whatever jumps onto his path.
Appearance
Yokuto has spiky dark blue hair that he usually leaves as is in the morning. He has dark brown eyes and his nose is slighlty smaller than average. His head takes somewhat of an oval shape. Both of his ears are an average size and rounded at the edges. He is usually seen smiling while on his way back home. When he is on important business though however he has a straight face with his head held high.
He wears a blue vest with two pouches, each opposite of each other on his chest and another two .pouches directly beneath those two. Underneath he wears a plain black longsleeve shirt that covers his entire neck. During warmer days he wears a navy blue t-shirt underneath his vest. On his back he has one sheath going diagonal across his back with the hilt being above his shoulder and the end of the sheath going to his left hip.
He picked his pants to match with his black shirt. He wears one more pouch on his right leg at knee level. Both of his legs are wrapped from his ankle to the middle of his shins. He also wears the standard shoes that all shinobi wear. His pants are worn and on some parts of them are beginning to form tears but nothing too noticable so he does not see a problem with it. He does however keep his shoes nice for as long as he can.
Yokuto will only wear clothes that he feels comfortable in so most of his clothes have faded colors and thinning fabric. Most will see him as very laid back because of the outfits that he picks to wear along with his shaggy hair but he just doesn't see a reason to dress up on an average day. He will usually be wearing clothes that are either black or different shades of a darker blue. Occasionally he will wear a purple T-shirt underneath his vest along with deep blue colored pants.
Background
As a young child, about 6 years old, Yokuto never had much interest in becoming a ninja. Nothing much ever happened in the village. Anytime he would see a ninja they would either be patrolling the streets or posted at their stations for hours at a time. It definetly wasn't a life that he wanted to live so he didn't pay attention to the ninja at all. However, he loved jutsu, absolutely loved every part of it. He would always wait at the door for his father to come home and constantly ask him if he could show him more jutsu. His father was a Jounin so he always had something new to show Yokuto and it always left him in awe.
Yokuto admired both of his parents. His mother knew a lot about chakra and jutsus. She actually taught Yokuto most of what he knows even though she was not able to use chakra. When he asked she had told him that usually people learn to use chakra at a very young age but she was never given that opprotunity and that all of what she knows was from reading over the course of her life. He always found that sad since him and his father had always had a connection when on the subject of chakra so he always tried to avoid the subject around her.
When Yokuto was about 10 years old his father had decided it was time for him to learn the Shadow Imitation technique of their clan. Yokutos father used to live in Konoha until his parents decided to move to Sunagakure.There were not many Nara clan members in the village and his father felt bad that his son would not be able to get the full experience of being apart of a clan with other members to pass down their teachings, so he made it his mission to pass down as much as he could.