Kermz Sadojin
Apr 21, 2019 4:05:43 GMT -7
Post by blackninja on Apr 21, 2019 4:05:43 GMT -7
Basic Information
Name: Kermz Sadojin
Bloodlimit: Sadojin
Height: 5'9
Weight: 135
Age: 15
Gender:Male
Alignment: Neutral
Birth Country: Land of Wind
Village: Sunagakure
Special:
Ninjutsu Specialist
Taijutsu Specialist
Clan Non-Specialist
Genjutsu Non Specialist
Releases
- Sand
- Earth
- Wind
Traits
Stances
Equipment
Primary Equipment
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Barrel, Standard (Overview)
Rank: "C"
Type: Main, Slot Holder, 46 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 10 gallons. Standard barrels can hold up to 46 slots of items. Number of Shots: 320 Shots. Number of Drops/Pinches: 640,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 6,480 Ryo Each.
Secondary Equipment
Shuriken, Hira (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.(x14 Slots)
Knife (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: An instrument composed of a blade fixed into a handle, used for cutting or as a weapon.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A knife 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. (x9 slots)
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.
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.
Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
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. (x2)
Character Depth
Personality
Kermz suffers from bipolar disorder and multiple personality syndrome. He tends to have two main sides however. A calm relaxed mood and a savage angry mood. Kermz tends to be very open however, and is not much of a closed off individual. He is also very open minded and tends to have many opinions. This makes it hard for him to choose sides.
He takes lots of pride in his dreads and does not like them being touched. Unless however, you are a female. Sadojin loves the idea of friendship, but his temper doesn't always allow him to make new friends. Especially when his alter ego takes in effect. It usually ends up with someone badly hurt, and in most cases its not kermz.
Kermz can be quick to act but at other times seem to stay back and observe. He dislikes heinous acts however, which would cause him to act more then not. If its a minor action he may disregard his job as a ninja and play backseat, watching to see what happens. Kermz isn't heavy on karma, and doesn't really care what happens to his. If something seems funny at the expense of someone else, Sadojin will most likely get a good laugh out.
Kermz can also be lazy most of the time. This can be due to his intelligence, causing him to think hes smart so he doesn't have to put out the full effort. Most people with high intelligence tend to find ways around doing things the hard way, to take the easy path. Kermz is one of those people, who will try to do whatever he can to take the short end of the path.
Kermz likes to think outside the box, doing whatever he can different to get to the right answer. He finds basic ways of doing things boring, and tends to spice things up most of the time. Kermz can be seen with a book in his hand or a game of some sort. He is always stimulating his mind as best as he can. He hates wasting time,seeing as lots of his time has been wasted.
Appearance
Kermz has big dreads that are rather wild and cover a decent amount of his face. He can be seen smiling evily, or doing a calm smirk most of the time. Usually his dreads are covering up one of his eyes. He sports a bandage on the right side of his face, which is purely aesthetic as his bloodlimit does not bleed. He does this to throw off others from knowing of his clan, as well as the fact that he thinks it makes him look cool.
He usually wears a cloak, to hide the gourd he carries effortlessly on his back. Under the cloak however is a black plain T-shirt. If not black he can be seen with a purple shirt. Some of his clothes have designs however. Some T-shirts sport the villages symbol on them, while others have witty remarks. Kermz favorite shirt actually has a small frog on it.
Kermz sports tan almost sand colored camouflage pants. These are too make it easier to maneuver in, even though, Kermz is a sadojin. He takes pride in his look and style. Kermz can also be seen in camouflage army colored pants. He also likes wearing jeans when not on a mission or someplace important.
Kermz has black and white sneakers on most of the time. He does like to switch it up whenever he can. He can also be seen with his standard sword, which he wants to become well versed in. Kermz tends to bleach his hair sometimes, and its currently has blonde tips on them, making him very noticeable in a crowd.
He has two holsters on both sides of his pants, one for his knives and one for his shuriken. These may seem like two small gun holsters but they are actually two fanny packs. Kermz also sports a gourd that you can see when he takes off his favorite cloak. The cloak is of a decent size as it covers up his gourd for the most part.
Background
Kermz was born to a mother and father who are both members of Sunagakure. His mother was a fairly successful traveling merchant, while his father was a ninja,more importantly a member of the Sudojin clan. The two would meet through mutual friends and start a relationship. A few years into the relationship a bundle of joy would be brought into the life of the two.
Kermz parents gave birth to him in the village. Kermz would start out as a baby in a seemingly perfect world. From birth till around the age of five he had a great life. He had friends and played with toys. Both his mother and father cared for him a lot. But once he turned about 7 or 8 his father began to change.
He would abuse the mother and force Kermz to do nothing but train. This caused the calm and docile Kermz to develop an alter personality. This personality was rather aggressive and caused problems for Kermz making friends and even with his parents. The aggressive personality known as Savage Kermz would be just that. A savage towards anyone who approached him.
Once he hit the age of 13 kermz would begin to realize he had developed this alter ego. Kermz father insists that the personality makes him even stronger, while the mother dislikes the change. The mother would teach Kermz how to keep his alternate personality at bay. While his father would try to find ways to bring him out, due to his ability in combat. Kermz personally sided with his mother, but still listened to his father when instructed.
Kermz took the genin exam late, because of his condition and the need to coup with it. He finally achieved his genin rank at the late age of 15, but does this patience reward him with power? Can Kermz learn to fully control his alternate personality? Will Kermz achieve his dream in making a name for himself and coming to terms with Savage Kermz. Only time will tell.
Name: Kermz Sadojin
Bloodlimit: Sadojin
Height: 5'9
Weight: 135
Age: 15
Gender:Male
Alignment: Neutral
Birth Country: Land of Wind
Village: Sunagakure
Special:
Ninjutsu Specialist
Taijutsu Specialist
Clan Non-Specialist
Genjutsu Non Specialist
Releases
- Sand
- Earth
- Wind
Traits
Dissociative Identity Disorder or Alter Ego
Rank: "C"
Skill: Heritage Trait
Effect: Previously known as multiple personality disorder
Special: ---
Drawback: ---
Description: A mental disorder characterized by at least two distinct and relatively enduring identities or dissociated personality states that alternately control a person's behavior, and is accompanied by memory impairment for important information not explained by ordinary forgetfulness. These symptoms are not accounted for by substance abuse, seizures, other medical conditions or imaginative play in children. User establishes an alternate identity. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, and so on. At will, the user can switch their form between that of their normal identity and that of their alter ego. User may establish up to 3 Personalities to have the effects listed below.
1 Personality gains +10 Armour Points in Attack Damage; other -10 Armour Points in Attack damage.
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.
Rank: "C"
Skill: Heritage Trait
Effect: Previously known as multiple personality disorder
Special: ---
Drawback: ---
Description: A mental disorder characterized by at least two distinct and relatively enduring identities or dissociated personality states that alternately control a person's behavior, and is accompanied by memory impairment for important information not explained by ordinary forgetfulness. These symptoms are not accounted for by substance abuse, seizures, other medical conditions or imaginative play in children. User establishes an alternate identity. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, and so on. At will, the user can switch their form between that of their normal identity and that of their alter ego. User may establish up to 3 Personalities to have the effects listed below.
1 Personality gains +10 Armour Points in Attack Damage; other -10 Armour Points in Attack damage.
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.
Stances
Chuuhan no Shisei (Middle Level Posture)
Rank: "E"
Skill: Taijutsu
Effect: A stance with a sword held at the midsection.
Special: ---
Drawback: ---
Description: Chuuhan no Shisei is the most basic of the six stances of Gyakusatsu and offers the optimal balance between offense and defense. The user brings his/her sword to the midsection held in a forty-five degree angle upwards with the dominate hand held at the top of the handle below the guard. The stance is used to transition easily between offense and defense as well as counters. The feet match the positioning of the hands with the dominate side in the forefront.
Limit: Gyakusatsu
Satsugai no Shisei (Killing Posture)
Rank: "E"
Skill: Taijutsu
Effect: A stance with the sword still sheathed at the hip.
Special: ---
Drawback: ---
Description: Satsugai no Kamae is the most advanced stance of the Gyakusatsu and offers the highest peak of speed when unsheathing the sword. The user holds the sheath with the left hand at the hip and the handle of the sword firmly with the right hand. The shoulders are relaxed and kept even without pivoting the torso. The feet are aligned forward and the lead knee bent with a sixty-forty weight distribution.
Limit: Gyakusatsu
Rank: "E"
Skill: Taijutsu
Effect: A stance with a sword held at the midsection.
Special: ---
Drawback: ---
Description: Chuuhan no Shisei is the most basic of the six stances of Gyakusatsu and offers the optimal balance between offense and defense. The user brings his/her sword to the midsection held in a forty-five degree angle upwards with the dominate hand held at the top of the handle below the guard. The stance is used to transition easily between offense and defense as well as counters. The feet match the positioning of the hands with the dominate side in the forefront.
Limit: Gyakusatsu
Satsugai no Shisei (Killing Posture)
Rank: "E"
Skill: Taijutsu
Effect: A stance with the sword still sheathed at the hip.
Special: ---
Drawback: ---
Description: Satsugai no Kamae is the most advanced stance of the Gyakusatsu and offers the highest peak of speed when unsheathing the sword. The user holds the sheath with the left hand at the hip and the handle of the sword firmly with the right hand. The shoulders are relaxed and kept even without pivoting the torso. The feet are aligned forward and the lead knee bent with a sixty-forty weight distribution.
Limit: Gyakusatsu
Equipment
Primary Equipment
Sword, Longsword (Overview)
Rank: "C"
Type: Main, Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A One-Handed Weapon. These weapons do +8 Amour Points of Damage. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in). The longsword is characterised not so much by a longer blade, but by a longer grip, which indicates a weapon designed for2-handed use or 1-handed use. Examples of Longswords: Katana, Jian, Tachi, Scimitr, Shinai, and Waster.
Limit: These items may be bought inside any Weapon Shop.
Cost: 4,000 Ryo
Barrel, Standard (Overview)
Rank: "C"
Type: Main, Slot Holder, 46 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 10 gallons. Standard barrels can hold up to 46 slots of items. Number of Shots: 320 Shots. Number of Drops/Pinches: 640,000 Drops/Pinches.
Limit: These types of items may be bought inside any Alchemist Shop.
Cost: 6,480 Ryo Each.
Secondary Equipment
Shuriken, Hira (Overview)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Effect: A shuriken is a small piece of metal with sharpened edges, designed for throwing.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.(x14 Slots)
Knife (Overview)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Effect: An instrument composed of a blade fixed into a handle, used for cutting or as a weapon.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A knife 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. (x9 slots)
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.
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.
Cloak
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Cloaks are hooded outerwear that tend to cover most other clothing and are open at the front.
Special: ---
Drawback: ---
Description: A cloak is a type of loose garment that is worn over indoor clothing. It protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks have been used by myriad historic societies; many climates favor wearing a full-body garment which is easily removed and does not constrain the wearer with sleeves. Over time cloak designs have been changed to match fashion and available textiles. Cloaks generally fasten at the neck or over the shoulder, vary in length, from hip all the way down to the ankle, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. Cloaks give a +10 to Sleight of Hand when worn. Cloaks can have special straps stitched in place, allowing the Cloak to stay fluid and not be bogged down. 1 Cloak may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each.
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. (x2)
Character Depth
Personality
Kermz suffers from bipolar disorder and multiple personality syndrome. He tends to have two main sides however. A calm relaxed mood and a savage angry mood. Kermz tends to be very open however, and is not much of a closed off individual. He is also very open minded and tends to have many opinions. This makes it hard for him to choose sides.
He takes lots of pride in his dreads and does not like them being touched. Unless however, you are a female. Sadojin loves the idea of friendship, but his temper doesn't always allow him to make new friends. Especially when his alter ego takes in effect. It usually ends up with someone badly hurt, and in most cases its not kermz.
Kermz can be quick to act but at other times seem to stay back and observe. He dislikes heinous acts however, which would cause him to act more then not. If its a minor action he may disregard his job as a ninja and play backseat, watching to see what happens. Kermz isn't heavy on karma, and doesn't really care what happens to his. If something seems funny at the expense of someone else, Sadojin will most likely get a good laugh out.
Kermz can also be lazy most of the time. This can be due to his intelligence, causing him to think hes smart so he doesn't have to put out the full effort. Most people with high intelligence tend to find ways around doing things the hard way, to take the easy path. Kermz is one of those people, who will try to do whatever he can to take the short end of the path.
Kermz likes to think outside the box, doing whatever he can different to get to the right answer. He finds basic ways of doing things boring, and tends to spice things up most of the time. Kermz can be seen with a book in his hand or a game of some sort. He is always stimulating his mind as best as he can. He hates wasting time,seeing as lots of his time has been wasted.
Appearance
Kermz has big dreads that are rather wild and cover a decent amount of his face. He can be seen smiling evily, or doing a calm smirk most of the time. Usually his dreads are covering up one of his eyes. He sports a bandage on the right side of his face, which is purely aesthetic as his bloodlimit does not bleed. He does this to throw off others from knowing of his clan, as well as the fact that he thinks it makes him look cool.
He usually wears a cloak, to hide the gourd he carries effortlessly on his back. Under the cloak however is a black plain T-shirt. If not black he can be seen with a purple shirt. Some of his clothes have designs however. Some T-shirts sport the villages symbol on them, while others have witty remarks. Kermz favorite shirt actually has a small frog on it.
Kermz sports tan almost sand colored camouflage pants. These are too make it easier to maneuver in, even though, Kermz is a sadojin. He takes pride in his look and style. Kermz can also be seen in camouflage army colored pants. He also likes wearing jeans when not on a mission or someplace important.
Kermz has black and white sneakers on most of the time. He does like to switch it up whenever he can. He can also be seen with his standard sword, which he wants to become well versed in. Kermz tends to bleach his hair sometimes, and its currently has blonde tips on them, making him very noticeable in a crowd.
He has two holsters on both sides of his pants, one for his knives and one for his shuriken. These may seem like two small gun holsters but they are actually two fanny packs. Kermz also sports a gourd that you can see when he takes off his favorite cloak. The cloak is of a decent size as it covers up his gourd for the most part.
Background
Kermz was born to a mother and father who are both members of Sunagakure. His mother was a fairly successful traveling merchant, while his father was a ninja,more importantly a member of the Sudojin clan. The two would meet through mutual friends and start a relationship. A few years into the relationship a bundle of joy would be brought into the life of the two.
Kermz parents gave birth to him in the village. Kermz would start out as a baby in a seemingly perfect world. From birth till around the age of five he had a great life. He had friends and played with toys. Both his mother and father cared for him a lot. But once he turned about 7 or 8 his father began to change.
He would abuse the mother and force Kermz to do nothing but train. This caused the calm and docile Kermz to develop an alter personality. This personality was rather aggressive and caused problems for Kermz making friends and even with his parents. The aggressive personality known as Savage Kermz would be just that. A savage towards anyone who approached him.
Once he hit the age of 13 kermz would begin to realize he had developed this alter ego. Kermz father insists that the personality makes him even stronger, while the mother dislikes the change. The mother would teach Kermz how to keep his alternate personality at bay. While his father would try to find ways to bring him out, due to his ability in combat. Kermz personally sided with his mother, but still listened to his father when instructed.
Kermz took the genin exam late, because of his condition and the need to coup with it. He finally achieved his genin rank at the late age of 15, but does this patience reward him with power? Can Kermz learn to fully control his alternate personality? Will Kermz achieve his dream in making a name for himself and coming to terms with Savage Kermz. Only time will tell.