Isamu Shounin
Feb 12, 2019 15:58:23 GMT -7
Post by Christoff on Feb 12, 2019 15:58:23 GMT -7
Basic Information
Name: Isamu Shounin
Bloodlimit: Sadojin
Height: Varies normally around 6’2
Weight: varies but at 6’2 Isamu weighs 360 pounds
Age: 26 (Stopped aging at 24, Winter Birthday)
Gender: Male
Alignment: Lawful Neutral
Birth Country: Kaze no Kuni
Village: Sunagakure
Special:
Gyakusatsu (1040/500)
Busōsen (315/500)
Bokushingu (95/500)
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Universal Taijutsu: (865/1200)[/ul]
Fuuton (500/500)
Doton (730/500)
Saton (1500/500)
Shape Transformation (1140/500)
Empty
Empty
Universal Ninjutsu: (620/1200)
[/ul]
Sadojin (540/500)
Sensor (340/500)
Empty
Empty[/ul]
Shadow (100/500)
Empty
Empty
Empty
Universal Genjutsu (120/400) [/ul]
Skills 450 TP
Misc. Slots:
Universal Misc. (410/600)
Jack of All Trades *Universal Ninjutsu*
Binding Ritualist 160 TP
Jack of All Trades *Universal Taijutsu*
Empty
Empty
Empty
Empty
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Empty
IMPACT-L
Intelligence: 0
Might: 0
Perception: 0
Agility: 4
Charisma: 0
Toughness: 0
Luck: 2
1 point unassigned
Weapons
Primary Weapon:
Enhancement Stabilizer
Rank: "A"
Type: Main, Gadget, Mechanical, Weapon Enhancement
Effect: A device that stabilizes the usage of enhancements, allowing a user to apply more than one enhancement to a device where only one is possible.
Special: ---
Drawback: ---
Description: Some enhancements have a drawback and may not be applied with other Enhancements. This enhancement bypasses this drawback by creating a complicated system inside the item allowing the user to switch from 1 Enhancement to the other flawlessly while in battle. The intricate system allows the user to switch from one enhancement to the next within a 1 second time. The stabilizer is a clockwork device, allowing the other components work together by transforming the device to its right gear set, stabilizing the effect, and ensuring its full functionality. The Visual effects of an Enhancement still exists and will change depending on the active Enhancement.
Limit: These items may be bought inside any Gadget Shop.
Cost: 35,000 Ryo
Rank: "A"
Type: Main, Gadget, Mechanical, Weapon Enhancement
Effect: A device that stabilizes the usage of enhancements, allowing a user to apply more than one enhancement to a device where only one is possible.
Special: ---
Drawback: ---
Description: Some enhancements have a drawback and may not be applied with other Enhancements. This enhancement bypasses this drawback by creating a complicated system inside the item allowing the user to switch from 1 Enhancement to the other flawlessly while in battle. The intricate system allows the user to switch from one enhancement to the next within a 1 second time. The stabilizer is a clockwork device, allowing the other components work together by transforming the device to its right gear set, stabilizing the effect, and ensuring its full functionality. The Visual effects of an Enhancement still exists and will change depending on the active Enhancement.
Limit: These items may be bought inside any Gadget Shop.
Cost: 35,000 Ryo
Thermal Enhancement
Rank: "B"
Type: Main, Gadget, Mechanical, Weapon Enhancement
Effect: An enhancement that is attached to weapons to increase striking power with Fire Damage.
Special: ---
Drawback: May Only Apply 1 Enhancement on Weapon.
Description: Picture An enhancement that adds Fire Damage to any striking attacks while using a Weapon. The system is devised by thermal coils that can heat up and cool off with an intricate system located inside the weapon. Due to this system through the weapon, thermal heat is transferred from the components inside to an impact point, and causes the weapon to glow with red energy when activated. Normally used against ice blockades. Causes light burns. The Thermal Enhancement releases 20 armour points worth of fire damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points (20 Armour Points against Ice Defenses) worth of Fire Damage per second against said target. 10 Armour Points of Fire damage may be transferred to another item (1 second activation) allowing that item to cause a single fire attack on top of its own striking attack for 1/2 a round.
Limit: These items may be bought inside any Gadget Shop.
Cost: 20,000 Ryo
Rank: "B"
Type: Main, Gadget, Mechanical, Weapon Enhancement
Effect: An enhancement that is attached to weapons to increase striking power with Fire Damage.
Special: ---
Drawback: May Only Apply 1 Enhancement on Weapon.
Description: Picture An enhancement that adds Fire Damage to any striking attacks while using a Weapon. The system is devised by thermal coils that can heat up and cool off with an intricate system located inside the weapon. Due to this system through the weapon, thermal heat is transferred from the components inside to an impact point, and causes the weapon to glow with red energy when activated. Normally used against ice blockades. Causes light burns. The Thermal Enhancement releases 20 armour points worth of fire damage on top of an attack. If the item makes continuous contact with a target it emits 10 Armour Points (20 Armour Points against Ice Defenses) worth of Fire Damage per second against said target. 10 Armour Points of Fire damage may be transferred to another item (1 second activation) allowing that item to cause a single fire attack on top of its own striking attack for 1/2 a round.
Limit: These items may be bought inside any Gadget Shop.
Cost: 20,000 Ryo
Gourd Filled with Sand:
Barrel, Hogshead (Overview)
Rank: "C"
Type: Main, Slot Holder, 462 Slots, Container, Barrel
Effect: A cylindrical container bulging out in the middle, traditionally made of wooden staves with metal hoops around them.
Special: ---
Drawback: ---
Description: Barrels, also sometimes known as kegs, are used to store various types of alcohol in. Barrels are an extremely common sight in the public houses and some may even use the “fatter” varieties of these barrels for makeshift tables. A barrel, cask, or tun is a hollow cylindrical container, traditionally made of wooden staves bound by wooden or metal hoops. Traditionally, the barrel was a standard size of measure referring to a set capacity or weight of a given commodity. These containers range in various sizes but normally do not have more than a volume of 100 gallons. Hogshead barrels can hold up to 462 slots of items. Number of Shots: 3,200 Shots. Number of Drops/Pinches: 6,400,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 10,800 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 462 Slots, Container, Barrel
Effect: A cylindrical container bulging out in the middle, traditionally made of wooden staves with metal hoops around them.
Special: ---
Drawback: ---
Description: Barrels, also sometimes known as kegs, are used to store various types of alcohol in. Barrels are an extremely common sight in the public houses and some may even use the “fatter” varieties of these barrels for makeshift tables. A barrel, cask, or tun is a hollow cylindrical container, traditionally made of wooden staves bound by wooden or metal hoops. Traditionally, the barrel was a standard size of measure referring to a set capacity or weight of a given commodity. These containers range in various sizes but normally do not have more than a volume of 100 gallons. Hogshead barrels can hold up to 462 slots of items. Number of Shots: 3,200 Shots. Number of Drops/Pinches: 6,400,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 10,800 Ryo Each.
Melody Arm
Rank: "A"
Type: Main, Gadget, Bludgeoning/Mechanical, Gauntlet
Effect: The Melody Arm is a porous metal gauntlet that is worn on the arm.
Special: ---
Drawback: May only be used in close-range.
Description: Picture The Melody Arm, a porous metal device located worn on the user's arm, is used to amplify the sound waves from arm movements to attack their opponent. By generating enough sound, the user can redirect the waves in mid-air to their intended target. Giant holes are attached to the sides of the gauntlet to release the sound. How the opponent is affected by the sound is dependent on where the opponent is hit or how the user directs the sound with their chakra.
By damaging the victim's inner ear, the victim is rendered deafened, confused, and nauseous for 2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "C" rank worth of damage against chakra defenses.
By directing through water weight of the victim's body (center of body), the victim is rendered dazed, and paralyzed for 1d4+2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "B" rank worth of damage against chakra defenses.
It can also act as a defense by blocking kunai and shuriken as well as other weapons since this item is considered as a Gauntlet as well.
Limit: These items may be bought inside any Gadget Shop. With a 20% chance of finding.
Cost: 30,000 Ryo each.
Rank: "A"
Type: Main, Gadget, Bludgeoning/Mechanical, Gauntlet
Effect: The Melody Arm is a porous metal gauntlet that is worn on the arm.
Special: ---
Drawback: May only be used in close-range.
Description: Picture The Melody Arm, a porous metal device located worn on the user's arm, is used to amplify the sound waves from arm movements to attack their opponent. By generating enough sound, the user can redirect the waves in mid-air to their intended target. Giant holes are attached to the sides of the gauntlet to release the sound. How the opponent is affected by the sound is dependent on where the opponent is hit or how the user directs the sound with their chakra.
By damaging the victim's inner ear, the victim is rendered deafened, confused, and nauseous for 2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "C" rank worth of damage against chakra defenses.
By directing through water weight of the victim's body (center of body), the victim is rendered dazed, and paralyzed for 1d4+2 rounds. This attack may be used once per round. The gauntlet releases enough sound energy capable of "B" rank worth of damage against chakra defenses.
It can also act as a defense by blocking kunai and shuriken as well as other weapons since this item is considered as a Gauntlet as well.
Limit: These items may be bought inside any Gadget Shop. With a 20% chance of finding.
Cost: 30,000 Ryo each.
Equipment:
Pack, Butt: [5.6/10]
Hira-Shuriken x12 - 1 slot
Wireless Radio x5 - .25 slots
Multitool - .25 slots
Headlamp - .25 slots
Compass - .1 slots
Compass: Dungeoneer's - .25 slots
Flint x1 - 0 slots
Wolf Fang x1 - 0 slots
Holodisk x1 - .25 slots
Gravitic Pressure Bandage x3 - 3 slots
Seeker Mine x5 - .5 slots
Wireless Radio x5 - .25 slots
Multitool - .25 slots
Headlamp - .25 slots
Compass - .1 slots
Compass: Dungeoneer's - .25 slots
Flint x1 - 0 slots
Wolf Fang x1 - 0 slots
Holodisk x1 - .25 slots
Gravitic Pressure Bandage x3 - 3 slots
Seeker Mine x5 - .5 slots
- Pouch: Explosive
Cloak [15/25]:
Kunai x30 - 15 slots
- Holder Enhancement x30
- Pouch: Explosive x30
Vest, Tactical [12.75/16]:
Kunai x6 - 3 slots
Grenade: Smoke x2 - 2 slots
Grenade: Tear Gas x1 - 1 slots
Tag: Exploding x40 - .5 slots
Tag: Locking x40 - .5 slots
Tag: Incendiary x40 - .5 slots
Tag: Elemental: Lighting x40 - .5 slots
Tag: Jutsu x50 - 3.25 slots
B.I.N.G.O Book x1 - 1 slot
Dust of Dryness - 1/15 slot
Goggles - .5 slots
Grenade: Smoke x2 - 2 slots
Grenade: Tear Gas x1 - 1 slots
Tag: Exploding x40 - .5 slots
Tag: Locking x40 - .5 slots
Tag: Incendiary x40 - .5 slots
Tag: Elemental: Lighting x40 - .5 slots
Tag: Jutsu x50 - 3.25 slots
B.I.N.G.O Book x1 - 1 slot
Dust of Dryness - 1/15 slot
Goggles - .5 slots
- Anti-Flash Lenses
- Condition Viewing Vision
- Lie-Detector Lenses
- X-Ray Vision
- Zooming Vision x5
- Camera Vision
- Substance Locator Vision
- Infravision
Pants (BDU Desert Khaki) [0/6]:
Gem of Prescience - 1/15 slot
Belt [14.25/16]:
Magnetic Emitter x5 - .5 slots
Blood Clot Pill x3 - 1 slot
Thermal Capsule x5 - 1 slot
Soldier Pill x3 - 1 slot
Manacles, Rigid x2 - 2 slots
Handheld Inspection Tool - 1 slot
Handheld Surveillance Monitor - .5 slot
Surveillance Spike x4 - 4 slots
Motion Sensor - 1 slot
Tracking Device - .25 slots
Tracer x10 - .25 slots
Field Cauterizer - .5 slots
Sonic Emitter x3 - .25 slots
Immortality Stone - 1/15 slots
Death's Tear - 1/15 slots
Stone Tongue Gem- 1 slot
Blood Clot Pill x3 - 1 slot
Thermal Capsule x5 - 1 slot
Soldier Pill x3 - 1 slot
Manacles, Rigid x2 - 2 slots
Handheld Inspection Tool - 1 slot
Handheld Surveillance Monitor - .5 slot
Surveillance Spike x4 - 4 slots
Motion Sensor - 1 slot
Tracking Device - .25 slots
Tracer x10 - .25 slots
Field Cauterizer - .5 slots
Sonic Emitter x3 - .25 slots
Immortality Stone - 1/15 slots
Death's Tear - 1/15 slots
Stone Tongue Gem- 1 slot
Non-Weapon Items
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: bands, headbands, laurels, phylacteries
Special: ---
Drawback: ---
Description: This article of clothing consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead. A headband is a clothing accessory worn in the hair or around the forehead, usually to hold hair away from the face or eyes.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 400 Ryo Each.[/quote]
Wolf Fang [type II]
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem capable of summoning Wolves when thrown to the ground.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. The mineral peridot has a powerful natural alchemy that is tapped when the gem is harnessed. Wolf Fang allows for the bearer of the item to summon canine creatures to fight at their side. Depending on the value of the peridot used, the Wolf Fang will summon different creatures. Each gem is carved into the shape of a Wolf Fang no matter the size or value of the peridot. The harnessed alchemy is released when the Wolf Fang is thrown to the ground. At the spot where the Wolf Fang lands, the summoned creature(s) will appear and fight at the command of the person who threw the Wolf Fang to the ground. The following list gives the value of the peridot needed and the type of creature(s) that can be summoned by that crystal.
Type I - Poor: 2 Common Wolves - 1 Class Points
Type II - Average: Dire Wolf - 3 Class Points
Type III - Good: Worg - 5 Class Points
Type IV - Exceptional: Winter - 7 Class Points
Type V - Flawless: Wrath* - 9 Class Points
Once summoned, the creature(s) will follow commands for 20 rounds, or until destroyed. Once the Wolf Fang has been used, it cannot be used again, as the summoning of the creature(s) destroys the item. With Wolves with * next to it, choose the type of Wrath Wolf before creature or purchase.
Ingredients: Type I: 1 large poor Peridot (168 Ryo). Type II: 1 large average Peridot (240 Ryo). Type III: 1 large good Peridot (264 Ryo). Type IV: 1 large exceptional Peridot (360 Ryo). Type V: 1 large flawless Peridot (480 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding Type I. 20% chance finding Type II. 15% chance finding Type III. 10% chance finding Type IV. 5% chance finding Type V.
Cost: Type I: 2,520 Ryo; Type II: 3,600 Ryo; Type III: 3,960 Ryo; Type IV: 5,400 Ryo; Type V: 7,200 Ryo
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem capable of summoning Wolves when thrown to the ground.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. The mineral peridot has a powerful natural alchemy that is tapped when the gem is harnessed. Wolf Fang allows for the bearer of the item to summon canine creatures to fight at their side. Depending on the value of the peridot used, the Wolf Fang will summon different creatures. Each gem is carved into the shape of a Wolf Fang no matter the size or value of the peridot. The harnessed alchemy is released when the Wolf Fang is thrown to the ground. At the spot where the Wolf Fang lands, the summoned creature(s) will appear and fight at the command of the person who threw the Wolf Fang to the ground. The following list gives the value of the peridot needed and the type of creature(s) that can be summoned by that crystal.
Type I - Poor: 2 Common Wolves - 1 Class Points
Type II - Average: Dire Wolf - 3 Class Points
Type III - Good: Worg - 5 Class Points
Type IV - Exceptional: Winter - 7 Class Points
Type V - Flawless: Wrath* - 9 Class Points
Once summoned, the creature(s) will follow commands for 20 rounds, or until destroyed. Once the Wolf Fang has been used, it cannot be used again, as the summoning of the creature(s) destroys the item. With Wolves with * next to it, choose the type of Wrath Wolf before creature or purchase.
Ingredients: Type I: 1 large poor Peridot (168 Ryo). Type II: 1 large average Peridot (240 Ryo). Type III: 1 large good Peridot (264 Ryo). Type IV: 1 large exceptional Peridot (360 Ryo). Type V: 1 large flawless Peridot (480 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding Type I. 20% chance finding Type II. 15% chance finding Type III. 10% chance finding Type IV. 5% chance finding Type V.
Cost: Type I: 2,520 Ryo; Type II: 3,600 Ryo; Type III: 3,960 Ryo; Type IV: 5,400 Ryo; Type V: 7,200 Ryo
Stone Tongue Gem
Rank: "S"
Type: Secondary, 1 per Slot, Harnessed Gem
Effect: A gem capable of allowing the holder to speak to stone.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. There are many objects in the world that allow a person to speak with animals, plants, or even the dead. But there are practically no objects that allow a person to speak with stones. This ability was known to ancient peoples, who used a rough-cut piece of Tourmaline to speak with stones. Scholars are unsure how these people learned to harness the mineral's alchemical property, but the knowledge has been passed down through the generations. When a piece of Tourmaline is roughly cut into an asymmetrical geometric shape the natural Alchemy in the mineral is harnessed. Once harnessed, the stone tongue gem can be placed against the surface of any stone. Doing so will allow the bearer of the stone to speak with it as though the Jutsu Stone Tell had been Performed. User gains the ability to speak with stones, which relate to the user who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details the user is looking for. The user can speak with natural or worked stone. The ability to speak with the stone lasts for as long as the stone tongue gem is placed against the stone and can be performed 1 per day.
Ingredients: 1 large Tourmaline (480 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding.
Rank: "S"
Type: Secondary, 1 per Slot, Harnessed Gem
Effect: A gem capable of allowing the holder to speak to stone.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. There are many objects in the world that allow a person to speak with animals, plants, or even the dead. But there are practically no objects that allow a person to speak with stones. This ability was known to ancient peoples, who used a rough-cut piece of Tourmaline to speak with stones. Scholars are unsure how these people learned to harness the mineral's alchemical property, but the knowledge has been passed down through the generations. When a piece of Tourmaline is roughly cut into an asymmetrical geometric shape the natural Alchemy in the mineral is harnessed. Once harnessed, the stone tongue gem can be placed against the surface of any stone. Doing so will allow the bearer of the stone to speak with it as though the Jutsu Stone Tell had been Performed. User gains the ability to speak with stones, which relate to the user who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details the user is looking for. The user can speak with natural or worked stone. The ability to speak with the stone lasts for as long as the stone tongue gem is placed against the stone and can be performed 1 per day.
Ingredients: 1 large Tourmaline (480 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding.
Lightning Stone
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem carved to allow the user to gain a haste ability.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. The alchemical properties of agate have been known to a limited number of civilizations for a long time, though nearly all of these civilizations have been destroyed or consumed by other civilizations. Because of this, the true power of agates remained obscured by legend and myth. Several researchers across the planet re-discovered agate alchemical around the same time. When a piece of agate is carved into the shape of a lightning bolt with 3 'jags' in it the alchemy within the mineral is harnessed. When the wearer speaks the command word as a non-movement, the wearer acts as though effected by the Haste Jutsu. A hasted creature may make 1 extra attack. A hasted creature also gains a +1 Dodge bonus. Any condition that makes the user lose their Minor Defenses also makes them lose the Dodge Bonus. This is an alchemical bonus. This effect can be activated up to 3 times per day by the command word 'Mazahs' and lasts for 6 rounds per activation.
Ingredients: 1 large Agate (48 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding.
Cost: 9,950 Ryo
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem carved to allow the user to gain a haste ability.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. The alchemical properties of agate have been known to a limited number of civilizations for a long time, though nearly all of these civilizations have been destroyed or consumed by other civilizations. Because of this, the true power of agates remained obscured by legend and myth. Several researchers across the planet re-discovered agate alchemical around the same time. When a piece of agate is carved into the shape of a lightning bolt with 3 'jags' in it the alchemy within the mineral is harnessed. When the wearer speaks the command word as a non-movement, the wearer acts as though effected by the Haste Jutsu. A hasted creature may make 1 extra attack. A hasted creature also gains a +1 Dodge bonus. Any condition that makes the user lose their Minor Defenses also makes them lose the Dodge Bonus. This is an alchemical bonus. This effect can be activated up to 3 times per day by the command word 'Mazahs' and lasts for 6 rounds per activation.
Ingredients: 1 large Agate (48 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding.
Cost: 9,950 Ryo
Pack, Butt
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 10 Slot, Wearable Container
Effect: Butt packs are small to medium sized packs worn around the belt, above a person's behind, similar to a fanny pack.
Special: ---
Drawback: ---
Description: Picture The butt pack has the volume for 10 Slots, so it can hold a plethora of items inside. 1 Butt Pack takes up 3 Pouch Slots when applying to Individual Integrated Fighting System apparel and other basic apparel. It can be attached to a Modular Lightweight Load-Carrying Equipment system, attached to Basic Apparel, or carried like a Wearable Container as it has a handle along the midsection of the pack along the top. Butt packs are commonly worn by military during missions to carry combat essentials while keeping their hands free. Butt packs are stylish packs that can be worn by anyone to carry everyday essentials.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Cloak
Rank: "C"
Type: Main, Slot Holder, 25 Slots (50 half pouches), 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 Each.
Rank: "C"
Type: Main, Slot Holder, 25 Slots (50 half pouches), 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 Each.
Vest, Tactical
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Pants (BDU Desert Khaki)
Rank: "C"
Type: Main, Slot Holder, 2 Slots, 2 utility pouches, Clothing (Six slots total)
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.
Belt, Individual Equipment
Rank: "C"
Type: Main, Slot Holder, 8 Utility Pouches, Butt Pack (3 pouch spots)
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Rank: "C"
Type: Main, Slot Holder, 8 Utility Pouches, Butt Pack (3 pouch spots)
Effect: The belt is designed for carrying various items of individual equipment.
Special: ---
Drawback: ---
Description: Picture A belt that can hold up to 11 individual Pouches. The belt is designed for carrying various items of individual equipment, such as the water canteen cover and ammunition case. The individual equipment belt meant for holding a plethora of pouches. It is normally secured by means of a brass hook and loop buckle and has 2 rows of eyelets along the top and bottom for attaching individual equipment utilizing a wire hanger. The belts are adjusted from each end by means of clamp-type buckles which slide on the belt when open. Essentially this is what is called a Utility Belt.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 2,000 Ryo Each.
Scroll: Map: Continent x7 (All continents *Average Quality*)
Rank: "B"
Type: Main, Book,, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Continent; entire continent. Continent Map's dimensions are 40 inches by 24 inches. Continent Maps list the Nations, City Capitals, and "A", "S" Rank Cities of those Nations that reside within the Continent. The Continent Map also states the Oceans, Bays, Major Lakes and Near By Islands associated to the Continent. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that Continent.
Cost: 3,000 Ryo Each
Rank: "B"
Type: Main, Book,, Scroll, Map
Effect: A map of any of the world's main continuous expanses of land.
Special: ---
Drawback: ---
Description: Continent; entire continent. Continent Map's dimensions are 40 inches by 24 inches. Continent Maps list the Nations, City Capitals, and "A", "S" Rank Cities of those Nations that reside within the Continent. The Continent Map also states the Oceans, Bays, Major Lakes and Near By Islands associated to the Continent. The Maps may be folded and can fit inside Map Holders found in Vests.
Limit: These items may be bought inside any Book Shop within that Continent.
Cost: 3,000 Ryo Each
Hippocratic Corpus
Rank: "B"
Type: Main, Book, Textbook
Effect: A collection of medical works associated with the physician Hippocrates and his teachings.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Hippocratic Corpus contains lectures, research, notes, and philosophical essays on various subjects in medicine, in no particular order. These works were written for different audiences, both specialists and laymen, and were sometimes written from opposing viewpoints; significant contradictions can be found between works in the Corpus. This in-depth textbook brings up the theories of illness, and grapples with the methodological difficulties that lie in the way of effective and consistent diagnosis and treatment. This book gives a +5 circumstance bonus to First Aid: Healing and a +1 Circumstance bonus per Mastery die when learning First Aid: Healing.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
Rank: "B"
Type: Main, Book, Textbook
Effect: A collection of medical works associated with the physician Hippocrates and his teachings.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Hippocratic Corpus contains lectures, research, notes, and philosophical essays on various subjects in medicine, in no particular order. These works were written for different audiences, both specialists and laymen, and were sometimes written from opposing viewpoints; significant contradictions can be found between works in the Corpus. This in-depth textbook brings up the theories of illness, and grapples with the methodological difficulties that lie in the way of effective and consistent diagnosis and treatment. This book gives a +5 circumstance bonus to First Aid: Healing and a +1 Circumstance bonus per Mastery die when learning First Aid: Healing.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
Encyclopedia of Plant Lore x16 (All Regions)
Rank: "B"
Type: Main, Book, Textbook
Effect: A set of textbooks dedicated to the identification and cultivation process of all plant life.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. There are a total of 16 Volumes. Each Volume discusses the identification and cultivation processes of each plant within the region. Each Volume gives a bonus to the Region it is dedicated to. This bonus is a +5 circumstance bonus to Plant Lore and Cultivation for Plants, and gives a +1 Circumstance bonus per Mastery Die when learning Plant Lore and Cultivation.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
Rank: "B"
Type: Main, Book, Textbook
Effect: A set of textbooks dedicated to the identification and cultivation process of all plant life.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. There are a total of 16 Volumes. Each Volume discusses the identification and cultivation processes of each plant within the region. Each Volume gives a bonus to the Region it is dedicated to. This bonus is a +5 circumstance bonus to Plant Lore and Cultivation for Plants, and gives a +1 Circumstance bonus per Mastery Die when learning Plant Lore and Cultivation.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
Encyclopedia of Creature Lore x16 (All Regions)
Rank: "B"
Type: Main, Book, Textbook
Effect: A set of textbooks dedicated to the identification and cultivation process of all animal life.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. There are a total of 16 Volumes. Each Volume discusses the identification and cultivation processes of each creature within the region. Each Volume gives a bonus to the Region it is dedicated to. This bonus is a +5 circumstance bonus to Creature Lore and Cultivation for Creatures, and gives a +1 Circumstance bonus per Mastery Die when learning Creature Lore and Cultivation.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
Rank: "B"
Type: Main, Book, Textbook
Effect: A set of textbooks dedicated to the identification and cultivation process of all animal life.
Special: ---
Drawback: ---
Description: Page count 400 Pages: There is 1 Book per Region: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. There are a total of 16 Volumes. Each Volume discusses the identification and cultivation processes of each creature within the region. Each Volume gives a bonus to the Region it is dedicated to. This bonus is a +5 circumstance bonus to Creature Lore and Cultivation for Creatures, and gives a +1 Circumstance bonus per Mastery Die when learning Creature Lore and Cultivation.
Limit: These items may be bought inside any Book Shop. 25% chance finding.
Cost: 15,200 Ryo
B.I.N.G.O Book (Purchased 3/7/2016)
Rank: "C"
Type: Main, Book, Reference Book
Effect: The B.I.N.G.O Book is a black book that contains any and all released information on every person who may or may not have a bounty on them.
Special: ---
Drawback: Must update for new information, and new Bounties. User only has information from when they purchase it. The Bounty list always updates so user must constantly update the book to be in the loop of the Bounties.
Description: The B.I.N.G.O Book is a book that contains any and all released information on every person who may or may not have a bounty on them. The purpose of the book is for Villages, and Bounty Hunters may know who is wanted for the B.I.N.G.O is distribution organization that releases information. The bingo book is small in size that can easily fit in a large pocket. The thickness of the book depends on how many bounties there are and how much information there is within each bounty. One B.I.N.G.O Book may be different from another Depending on the Bounties scribed by an Individual or an Organization. Example: A Member of Hidden Village A may have Bounties in his B.I.N.G.O Book that Hidden Village B may not.
Limit: These types of items may be bought inside an Information Broker Building.
Cost: 10,000 Ryo; Updates cost 1,000 Ryo.
Rank: "C"
Type: Main, Book, Reference Book
Effect: The B.I.N.G.O Book is a black book that contains any and all released information on every person who may or may not have a bounty on them.
Special: ---
Drawback: Must update for new information, and new Bounties. User only has information from when they purchase it. The Bounty list always updates so user must constantly update the book to be in the loop of the Bounties.
Description: The B.I.N.G.O Book is a book that contains any and all released information on every person who may or may not have a bounty on them. The purpose of the book is for Villages, and Bounty Hunters may know who is wanted for the B.I.N.G.O is distribution organization that releases information. The bingo book is small in size that can easily fit in a large pocket. The thickness of the book depends on how many bounties there are and how much information there is within each bounty. One B.I.N.G.O Book may be different from another Depending on the Bounties scribed by an Individual or an Organization. Example: A Member of Hidden Village A may have Bounties in his B.I.N.G.O Book that Hidden Village B may not.
Limit: These types of items may be bought inside an Information Broker Building.
Cost: 10,000 Ryo; Updates cost 1,000 Ryo.
Character Depth
Personality:
Appearance:
When threatened with the chance of combat or on a mission Isamu wears his tactical vest, utility belt, and cloak. On his right hip he keeps a butt pouch with shuriken, on his left hip is his thermal enhanced katana. Isamu has also added a lightning enhanced Melody Arm to his arsenal that he wears on his right arm so that he can use it while swinging his sword. He always keeps a wireless radio in his ear in case of an emergency. On his back he wears he wears a large gourd that he keeps filled with sand. Isamu recently had the same red pattern painted around its mouth as the one on his cloak.
Isamu also maintains several alternate identities for subterfuge. One of his favorites is a merchant in his early fifties. Isamu frequently employs this identity when looking for peace and quiet. The man stands about five foot eleven and is growing a noticeable gut around his middle. His face is weathered and round, but not fat, and his hair has begun thinning. Grey has begun to sprinkle itself into his other-wise black hair which he keeps short and straight
When in this form Isamu usually wears a well to do but worn robe. Beneath this he wears a slightly stained t-shirt and a pair of khakis or dress pants. When he walks he often appears to shamble and is almost always smiling.
[/ul]
Background:
Isamu was born into one of the leading merchant families in the nation. His mother and father own companies that supply everything from office supplies to weapons. Neither his mother’s family nor his father’s had been able to boast a ninja in the family for some time. The intangibles were simply lacking and while every Suna Hito is capable of molding chakra none of them had possessed the aptitude or drive to pursue a career in service to the village.
Isamu was a different case. He possessed enormous talent when it came to ninjutsu and taijutsu. Beyond having talent he genuinely enjoyed learning new techniques and sparring against his peers. Isamu began forming his body very early in his infancy and could change his appearance to look like everyone else by the time he could talk. His parents knew he was gifted but held out hope that he would still be attracted to the family business. As such, they educated him in math and psychology and various other subjects integral to being a business man. It became clear that Isamu had a tremendous gift for memory. He never forgot a name and could rattle off the family businesses' ledgers off the top of his head.
Isamu's eidetic memory only stoked his parent's hopes that he would inherit the business. His parents insisted that he continue learning the family trade until he was at least thirteen. Up until the his thirteenth birthday his parents still held out some small hope that he would change his mind. But with Isamu’s enrollment to the Academy his parents realized that he was bound for service to the village and set about enabling him for success. He was paired with some of the clan’s top tutors in order to give him control over his body and prepare him for service to the village and clan. His parents insisted on continuing his mercantile education in order to provide Isamu with a well-rounded education in areas that the Village Academy did not cover thoroughly.
This supplementary education in mathematics and arts, combined with his desire to define himself as human or non-human led Isamu to take a very active interest in philosophy and biology. As he began to realize the differences between the biology of the Suna Hito and other humans he began to look to philosophy for answers. In one of his final papers for the academy he addressed the issue and wrote supporting the idea that the Suna Hito given their roots must be considered as human as any other bloodline. As a result of his work with tutors he took to reading poetry and literature in his spare time.
In the academy Isamu thoroughly studied the Sand Release and Earth release. His tutors in the clan and academy limited him on what techniques he could learn so Isamu turned his attentions to the fundamentals. By the end of his time at the academy he was incredibly gifted in the fundamentals of Doton, Saton, and his clan’s techniques. He graduated near the top of his class and was given his own flat in the Suna Hito Quarter of the village.
Isamu started down the path of making a name for himself as a ninja. He trained extensively with his sword and his fists and became equally capable of burying the village's enemies beneath the sands. Already powerful for a genin his eyes turned to the Chunnin exams, the next step in his dream of service to the village. Instead fate intervened.
At the Side of the Kazekage
While on a mission to end a fighting ring at the Obelisk of Tears, Isamu met the Kazekage Amira Nara and caught her eye resulting in him being added to her personal team. The parternship resulted in him accompanying the Kazekage to Amegakure to assist the Rain Shinobi in putting down an internal coup.
Gyakusatsu: The Sword Which Takes Life
After demonstrating his aptitude with a sword in the Crimson Prison of Amegakure Isamu received a special assignment to master the sword style Gyakusatsu. In order to still contribute to the village Isamu was hired on to the personal guard of the Feudal Lord of Seisui in Taki no Kuni. While on the guard he studied swordsmanship and the protection of high value targets from Hijikata Toshizo. After only a month of study Isamu was promoted to the rank of Chuukai after winning a sparring tournament amongst his fellow students.
During this time Bandits and tribesmen began raiding the Northeastern Border of Taki no Kuni. As a show of strength, and political favor to the local Daiymo, the Lord of Seisui dispatched a contingent of his personal guard to deal with the raiders. Isamu participated in an ambush at the border and came face to face with Oe Masamune. Oe was a Chuukai and former student of Master Toshizo. Seeing his chance to earn the rank of Khoushou Isamu sought Oe out and dueled him in the middle of a creek. The fight was fierce but ended with Isamu severing the hand of Oe.
After returning to Seisui Isamu received his promotion to Khoushou. The next few weeks saw the blossoming of strife with the Daiymos to the South of Seisui. A drought to the North left the southern lords in control of the supply of wheat and produce. Seeking to leverage their new found wealth and influence they called a meeting of the Daiymos in Seisui. At the conference the Lord of Mansu, a large fiefdom in the South of Taki no Kuni, demanded that the Feudal Lord resign. The Lord of Seisui insulted him and refused to resign.
His honor impugned the Lord of Mansu issued a challenge to duel. The Lord of Seisui accepted and the meeting ended. The Lord of Mansu was renowned as a Master of Tensora but as the Lord of Seisui was many years his senior he agreed to the selection of champions. Master Toshizo was too important to the Feudal Lord to risk in a duel so Isamu was selected instead. The Feudal Lord reasoned that Isamu's bloodlimit would give him the greatest likelihood of emerging from the duel to the death unscathed.
Isamu faced the Lord of Mansu's champion the next morning at dawn in a public square. A public match between two Khoushou drew large crowds to the duel. The Champion of Mansu made the first move swinging the blade in a high arc. Isamu parried the blade high only to feel a rending strike across across his stomach. Had Isamu been human the attack would have disembowled him. Instead Isamu held his parry and looked down to see a third arm emerging from his opponent's stomach. It was this arm that had drawn a second blade and struck him.
Isamu dropped his high parry allowing the high arcing strike to drop into his left shoulder. With his right arm Isamu swung his blade downward severing the third arm at the elbow. Two sreams echoed through the square as an identical twin, now short a forearm, emerged from the Champion of Mansu. Isamu did not allow his brain time to process the confusion at what he had just seen and launched immediately into his forms. Twisting himself free from the blade in his shoulder he spun keeping his blade low decapitating the one armed Dioskouri. Turning to the other twin Isamu barely had time to parry the fierce onslaught of attacks.
Isamu sat back parrying the furious blows letting his opponent's emotions taint his technique. Finally he saw his opening cutting down on the Champion's arm. The blade sliced through flesh then bone until it popped free. Continuing the momentum of his blade Isamu spun building momentum that carried his blade clean through his opponent's neck. The Champion of Mansu's head rolled to the ground as his body collapsed feet away from his twin's body, identical once more in death.
The duplicity of the Lord of Mansu caused an uproar in the square but by the time it was determined that the Champion had in fact been two swordsmen acting as one the Lord of Mansu and his party had left the city. The Lords of Mansu and Seisui called their banner men and hired their sell swords. For his defeat of the Champions of Mansu Isamu was granted the title of Teishu, a Master of Gyakusatsu.
The next two months were filled with furious preparation and training. Isamu worked harder than ever on his swordsmanship and his protection skills like Tenkai and Doton. On the day of the battle Master Toshizo assigned Isamu to seek out and kill the Lord of Mansu. The Lord of Mansu was the most brilliant swordsman in the Southern Forces. Toshizo promised that if Isamu could slay the Lord of Mansu and the forces of Seisui prevailed Isamu would be granted the title of Bake' Yoroi.
The two forces met on a field ten miles South of Seisui. Isamu placed himself at the center of the Seisui formation and watched for his target. The hordes of the Souther Lords came forward and still Isamu could not see the heraldry of Mansu. Soon the horde came forward and the lines clashed together. Isamu lashed out with sand creating a large desert at the center of the field. The Southern foot soldiers could not stand before the Sadojin's ninjutsu and the attack faltered.
Seeing the Seisui forced buckling the center of his line the Lord of Mansu raised his banner and led his personal guard into the battle. The Lord of Mansu lived up to reputation carving through foot soldiers and students of Toshizo with ease. Isamu pushed through the crowded field towards his target leaving southern foot soldiers and Tensora students dead in his wake.
Finally the two swordsmen met. Their duel stretched on for a half an hour and all the while the battle raged around them. Foot soldiers from both sides attempted to rush them only to be casually brushed aside with the stroke of a sword. No one could touch the two while they were locked in their dance. The two progressed through every form they new answering each strike with a parry and counter strike. Finally Isamu gained the upper hand. Abandoning the classical form for pure murderous efficiency threw his body into the Lord of Mansu. The two collapsed into the blood and dirt. Isamu used his heavier weight to pin the sword arm of his opponent with a knee. Still grappling in the dirt Isamu pushed his blade down, one hand on the hilt the other on the dulled back edge of his blade. The blade rose and fell in short staccato motions not dissimilar to chopping vegetables. The Lord of Mansu was dead.
Isamu raised his head and surveyed the carnage around him. It was clear that the day had been one for the Feudal Lord of Seisui long before Isamu won his duel. That night as he was being debriefed Master Toshizo asked Isamu what went through his mind when he tackled the Lord of Mansu, abandoning the forms he had spent hours drilling. Isamu responded that he realized, "A Bake' Yoroi of Gyakusatsu must be a blade which takes life, not a blade that dances." Isamu was granted the title of Grandmaster by Master Toshizo at the victory feast. Having fulfilled his mission to master Gyakusatsu and having fulfilled his obligation to the Feudal Lord of Taki no Kuni Isamu returned to the village of Sunagakure.
[/ul]
Language:
- Common 125/125 SP
Amira Nara, Former Kazekage
- Isamu met the Amira while fighting in the ring at the Obelisk of Tears. He has so far been impressed by her as a leader. He knows that she is proficient in the wood release, a shadow binding technique, and throwing kunai. Isamu was honored to be on her personal team for a time and since working with her on a mission in Amegakure he has become more confident that he belongs in the upper echelons of the village's shinobi.
Shiki Senri, Current Kazekage
- Isamu met Shiki after returning to Sunagakure from his mission to Taki no Kuni. Shiki revealed himself as the Kazekage though Isamu has since learned he is posing as the Jounin Commander to many within the village. Shiki revealed himself to be the owner of a dojo and a Grandmaster in Buredono Kenseijin. The Kazekage also revealed an ability to see the history of objects by studying Isamu's sword and telling the Sadojin its history. The Kazekage charged Isamu with attending the next Chunin Exams. Isamu has been preparing ever since. Isamu has also met his wife Loki Senri-Dye.
Masao Kunishige, Sunagakure Chuunin
- Masao was second in command on Crimson Prison mission. Isamu immediately clashed with Masao and seethed at his superior's blatant disrespect and agressive demeanor. When news of Masao's passing reached Isamu's ears he did not mourn.
Shihana, Sunagakure Genin
- Shihana is another Genin in Sunagakure who Isamu met in the Kazekage's Tower after returning from Taki no Kuni. Isamu has since joined forces with Shihana working as a team to investigate a drug ring in the village and to prepare for the Chunin Exams. Isamu has seen Shihana use beneficial Genjutsu and knows that she is a kedoin capable of manipulating her appearance and creating a homonculus from her body.
Yoshinee Yokubori, Amekage
- Isamu met the Amekage on the mission to storm the Crimson Prison and then observed her later in the Village of Rain while acting as a bodyguard to Amira. Isamu has surmised that the Amekage has some ability with the sand release from the gourd of sand she wore but has never seen her use any abilities outside of shadow clones. He knows from their interactions that she is the mother of two twins and that their birth took a great physical toll on her at the time. He also knows that Ryosuke Hikaru is the father.
Turin al-Sahar, Amegakure Chuunin
- Isamu met Turin in Amegakure while storming the Crimson Prison. Isamu does not know much about Turin except that he was entrusted to lead the mission to clear the prison. He has also seen first hand Turin's deadly accuracy with a crossbow.
Hoshigaki Emi, Amegakure Chuunin
- Isamu met Emi in Amegakure while storming the Crimson Prison. Isamu was impressed by the strength of Emi. He knows that he is skilled in Earth Release and accompanied by a tamed Bulette named Zetsubo. He has witnessed Emi's skill at close quarter combat and has seen him use an unknown teleportation technique (Hiraishin)