Takeshi Kisawa
Oct 12, 2019 0:00:37 GMT -7
Post by solbadguy99 on Oct 12, 2019 0:00:37 GMT -7
Basic Information
Name: Takeshi Kisawa
Bloodlimit: None
Height: 5'7"
Weight: 145 Lbs
Age: 12
Gender: Male
Alignment: Chaotic Good
Birth Country: Land of Earth
Village: Iwagakure
Special:
I: -2
M: 1
P: 0
A: 0
C: 2
T: 2
-
L: 0
Taijutsu Master
Boxing
Ninjutsu Non-Specialist
Releases
Fuuton
Traits
The Will of Men
Heavy Hitter
Ancestry: Grendle
Vengeful
Courageous
Focused Study (Intimidate)
Human Pride
Skillful
Natural Drunkard
Skills
Intimidate
Jump Good
Various Statistics
Base Movements: 5
Base Handseals: 10
Base Armor Points: 55 (+5 2 Toughness)
STOY Points: 2 (+1 2 Toughness)
Will Save: 1 (+1 Will of Men)
Fortitude Save: 3
Dodge Bonus: +1
Base Unarmed Armor Damage: 11[16] (3 Base,+3 with Gauntlets, +5 Heavy Hitter, +5 when Vengeful is active)
Equipment
Primary Equipment
x2 Caestus
x2 Greaves
10,000/13,000
Secondary Equipment
x30 Hira Shuriken
Flint x5
Compass x1
Zipties x10
5,000/30,000
Apparel
Footwear
Jacket
Shirt
Pants
Two Utility Pouches
3,200/8,000
Character Depth
Personality
Nerves of Steel
Takeshi, in a word, is bold. The line between bravery and stupidity is thin, and it's one that he consistently rides the edge of. Without the guidance of family, friends, and teachers, he would have rushed headlong into danger long ago. Training beyond the sensible point of safety is simply a habit. No matter how much punishment or danger he faces, if Takeshi wants to do something he will give it one hundred and ten percent.
This dangerous nature stems from a feeling of helplessness he often experienced as a child. As he grows older, Takeshi's desire to never feel that way only gets stronger and stronger.
Shielding the Core
While he might seem to be the picture of courage to most, those who know him the best have seen him struggle with his own limitations. Deep inside, Takeshi's burning desires hurt him just as much as they help him. Holding himself to unrealistic expectations makes it all the more painful when he falls short of them. He hates it when people see this side of him. Takeshi has had a history of lashing out at people simply trying to help him feel better.
Burning Desire
In spite of his bad habits, Takeshi is by no means a dumb person. The same feelings that can drive him to act rashly or out of line, also drive him forward. This feeling pushes him towards studying harder and remaining focused even under the most trying circumstances. Takeshi always tries to keep his sights on what's important in any situation. When someone else is in pain, his focus turns to being as empathetic and kind as he can. Knowing the pain of humiliation and failure himself, he hates to see others experiencing this.
Exploding Rage
Being unable to accept his failings and the realities of the world could be said to be Takeshi's greatest strength and his greatest weakness. He's known for sticking his nose in business that doesn't concern him, and pushing past the boundaries of what people are comfortable with in order to 'help' them. In spite of his good intentions, he's not entirely aware of how his meddling can be more damaging than helpful. When he begins to realize how incapable he is, he will either collapse inwardly or explode outwardly. Both are merely defense mechanisms, as he attempts to process his intense feelings.
Channel the Power
Through daily training, Takeshi has learned to focus and control himself very well. His faith in his physical abilities could almost be described in a religious sense. It's through fighting and martial struggles that he perceives the world. To him, all of life could be compared to one big fight.
Unrealized Potential:
The spiraling conflict of Takeshi's feelings push him towards tomorrow. Even when he fails and hurts himself or others, there is no doubt that he will rise again in time. Hopefully, as he grows older and wiser, his wild feelings will crystallize and he can accomplish his life's dreams. To be the strongest, so he can protect himself, his friends, and his nation.
Appearance
Takeshi is very fit. He's entirely comprised of lean, flexible muscle. This is a reflection of his deep dedication to hand to hand combat. His skin is lightly tanned from spending plenty of time in the sun, either training or playing with his friends. His frame is a little bit disproportionately wide for his height, primarily in the shoulders. It's expected that he'll even out a bit as he grows larger.
While he's wearing casual clothing or his shinobi gear, he often looks rather unassuming. Most people won't have experience to recognize his fitness by his movements, usually becoming surprised when they lay a hand on him and find his body to be particularly muscular.
Face and Hair: Initially, he gives off the impression that he's a little bit wild. His hair has various spikes and curls, leaning forward like a pompadour. It's difficult to get it to do anything else, though he doesn't mind very much. His eyes are wide and often excited, and when he's happy or angry it really shines through. One of Takeshi's most notable qualities is how he looks like he's having fun when he's fighting. His eyebrows are short, sharp, and pointed.
Structurally, he's conventionally handsome for someone his age. He still has the youthful roundness of a young boy, but the foundation for a rugged man can be clearly seen. His canines are particularly pointed. One can easily see this when he's speaking or yelling.
Clothing:
Takeshi's standard clothing doesn't differ all that much from his shinobi gear. He wears a red leather jacket, with a collar that covers his neck to protect him from the wind. His T-shirt is a pale yellow color, and his shinobi pants are tan. The boots that he wears are made for universal functionality, capable of running long distances or traversing rough terrain. The Caestus he wears on his hands is bound to his arms by leather straps, and the knuckles are metal plates with metal studs nailed into them. The greaves are similarly leather bound, with lightweight plates studded all along them.
Background
The Birth of Tragedy
Weeks before he was born, Takeshi's mother was struck with an unidentifiable illness. The birth itself was a brutal ordeal, more than a full day of labor. At the end of it, holding Takeshi in her arms, she passed away.
The only one left to raise Takeshi was his father. He was an ordinary man, merely an office worker who did the filing for a small local bank. In spite of his sedentary job, he was naturally a large, powerful man. Those first few years of Takeshi's life involved much time spent with various babysitters, and only seeing his father on his days off. For a long time, Takeshi would cry well into the night, missing his mother. His father would hold him and try to console the baby, but the exhaustion began to affect his job. Soon enough, he would leave Takeshi to cry it out on his own, though it wouldn't help his sleep very much. His lungs were strong and healthy, and it would be hours before he would cry himself to sleep. By the age of three, the looming threat of the man's instability begun to weigh down on the child.
The First Battle!
Takeshi was growing to be healthy and happy, regardless of the circumstances of his birth. His father could not adjust to the new lifestyle, however. The love he felt for his only child was displaced by feelings of misery, missing his wife. The nights alone and sleepless, only to work himself for the rest of the day caused him to question what his life had become. The man had always been a light drinker, but for those first few years he had begun to drown out Takeshi's cries with alcohol.
The man drank until he finally fell asleep, and continually spiraled into a deeper depression. Months after Takeshi's third birthday, on his days off, he began to drink during the day as well. The rambunctious child was a troublemaker by nature, like any kid at that age. His curiosity and playfulness new no limits. His father's patience, however, was limited.
At first, the strikes were light, and some could even say on the border of reason as Takeshi would misbehave. However, it only served to strain their relationship further. Over the next few years, his father stopped calling for babysitters. He would leave the child to his own devices when he left for work, and when he came home, the conflict began.
Years of Struggle
Takeshi and his father would battle regularly. The alcohol and rage flowed, and as Takeshi got older and became more defiant, his father grew bolder with his beatings. Today, Takeshi hates to recall these times. It was here that he had first learned to defend himself.
Learning to recognize which strikes he could absorb with his small body, and which ones would seriously hurt. Thinking of ways to avoid the man as much as he could, and battling the paralyzing fear he would feel whenever it began again.
For three years, until he was six, Takeshi lived in a constant fight. He was required to begin attending school, however, and his father's lack of self control was apparent. The teachers thankfully noticed, and soon enough, the man was put in jail, and Takeshi's extended family was contacted.
The Stirring of Embers
The village had great difficulty finding anyone else from Takeshi's family, and for months he lived in a home with other troubled children. However, one day, a man finally arrived. He was grizzled and gray, and much meaner looking than Takeshi's father ever was. The old man was rippling with muscle, and possessed numerous scars all over his body. Particularly his knuckles.
However, he had come to claim his grandson. This was his mother's father, and his name was Kiryu. The old man purchased a small home for them to live in on the outskirts of the village, using the last of his life's savings.
The first few nights were quiet, and tense. Takeshi had only ever had negative experiences with adults, and here was one more intimidating than ever. For several nights he would simply watch his grandfather from afar, hugging a stuffed tiger, observing his patterns, and seeing how he lived.
Kiryu didn't seem to work a job. He did, however, constantly work his body and prepare food. The man also regularly read books, and took walks. He rarely spoke to Takeshi, only offering him food and offering if he would like to come with him.
Soon enough, Kiryu set up a heavy bag outside of the house. Takeshi, as always, watched close by as he put on a pair of leather mitts and pounded away at the bag. Watching the old man's muscle ripple with each blow, the young boy's eyes began to fill with curiosity yet again.
Takeshi approached him. "What are you doing?"
His grandfather turned, and smiled. His voice was deep and gravelly. "So, he speaks. I'm practicing boxing. I used to be a prizefighter. It's how I got the money to buy this house for us to live in."
Kiryu pushed the heavy bag, and as it swung back he delivered a full body right straight. The booming noise made Takeshi jump. Instinctively, from defending himself from his father's attacks so many times, the young boy was capable of discerning the explosive power of the strike.
Takeshi set his stuffed tiger down. "Can you teach me how to do that?"
Kiryu chuckled. "Sure. It's all in the hips..."
The Academy Days
Over the next years, Takeshi's love for fighting began to truly shine through. He joined the ninja academy of the Stone, and his burning passion for competition was ignited. Studying and exams came naturally to him, and he was passable in Ninjutsu.
Under his grandfather's tutelage, Takeshi's penchant for Taijutsu manifested. He often had to be restrained by both Kiryu and his teachers to not push himself too hard. Even when he was sore and blistered, he would try to push himself beyond his limits with a smile.
His relationship with his classmates flourished. Takeshi despised bullies, and his grandfather always encouraged him to protect others who couldn't fend for themselves as well as him.
Takeshi was actually capable of graduating several years early, but his grandfather asked his teachers to hold him for a while longer while the boy matured. While Takeshi was frustrated by this prospect, it also excited him in a way. The day when he would become a Genin is when his chains would be unleashed, yet again. He yearned to strike down the wicked. He would often lay awake at night, his heart pounding in preparation for the day he could truly fight.
It was here at last.
Standard Theme
Name: Takeshi Kisawa
Bloodlimit: None
Height: 5'7"
Weight: 145 Lbs
Age: 12
Gender: Male
Alignment: Chaotic Good
Birth Country: Land of Earth
Village: Iwagakure
Special:
I: -2
M: 1
P: 0
A: 0
C: 2
T: 2
-
L: 0
Taijutsu Master
Boxing
Ninjutsu Non-Specialist
Releases
Fuuton
Traits
The Will of Men
Heavy Hitter
Ancestry: Grendle
Vengeful
Courageous
Focused Study (Intimidate)
Human Pride
Skillful
Natural Drunkard
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Heavy Hitter
Rank: "C"
Skill: Regional Trait
Effect: User has trained in martial arts and so their blows are especially painful.
Special: ---
Drawback: ---
Description: User gains a +5 Trait bonus to Attack Damage. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ancestry: Grendle
Rank: "B"
Skill: Heritage Trait
Effect: A trait that grants healing properties to the user.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Ancestors of the Grendle lose +2 points to any 1 IMPACT-L, however, they gain +2 Charisma, + 2 Toughness, -2 Intelligence. Some human bloodlines trace their linage back to a grendle, an offspring born of troll and human parentage. Living humans with this racial trait are immune to bleeding out. If they are also "C" Class they heal Minor damage per 15 rounds. If they "A" Class and they lose a limb, an organ, or any other body part, once per day the user's severed body members (fingers, toes, hands, feet, arms, legs, tails, broken bones, and ruined organs grow back. The physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 15 rounds otherwise. Regenerate also heals Serious Damage within 15 rounds, and rids the subject of exhaustion and/or fatigue. It has no effect on nonliving creatures (including undead). This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Vengeful
Rank: "C"
Skill: Combat Trait
Effect: During the user's childhood, they suffered occasional or frequent abuse from those too powerful for them to resist.
Special: ---
Drawback: ---
Description: Whenever the user strikes the last creature that damaged them in the past 24 hours, they gain a +5 Armour Points in Attack damage in trait bonus against that creature. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Focused Study (Intimidate)
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain +20 bonus in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Human Pride
Rank: "C"
Skill: Combat Trait
Effect: Human life is too short to spend it governed by fear.
Special: ---
Drawback: ---
Description: When creatures, intelligent beasts and other humans speak of Humans, instead of "Human Will," they often invoke "Human Ego." Instead of "Human Pride," they talk about "Human Hubris." It is no secret humans are a proud race, but that pride can get the best of them from time to time. Tales of humans rushing to danger with no thought to their own safety or well-being. Courage or hubris? It is a fine line that men walk. User takes no penalties under the influence of being Shaken. Although the user does not incur the usual penalties, they are not immune to the Shaken condition, and fear effects will stack. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Courageous
Rank: "C"
Skill: Combat Trait
Effect: User's childhood was brutal, but they persevered through force of will and faith.
Special: ---
Drawback: ---
Description: No matter how hard things go, the user knew they can make it through as long as they kept a level head. The user gains a +2 trait bonus on Saves against fear effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skillful (Jump Good)
Rank: "C"
Skill: Social Trait
Effect: Humans pursue a wide range of careers and live in a multitude of conditions, and as a result learn to excel in many different skills.
Special: ---
Drawback: ---
Description: Choose 1 skill, the skill gains a +20 trait bonus to that Skill. The bonus gains an additional +5 per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Natural Drunkard
Rank: "C"
Skill: Trait
Effect: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered".
Special: ---
Drawback: Unable to learn endurance techniques dealing with drinking Alcohol.
Description: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered" gaining the benefits as well as the drawbacks of the effect. The user does not fall out of "Hammered" unless they fall unconscious from taking a series of too many blunt hits. The effects last for 1 hour in which they instantly sober up. The user can instantly fall out of the "Hammered" effect by taking "slashing", and "piercing" damage. The user stays in the effect of "Hammered" through elemental and chakra attacks as long as the effects of the damage does not include "slashing", or "piercing damage.
Limit: Must start with Character; replaces 1 of 10 Freebies.
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Heavy Hitter
Rank: "C"
Skill: Regional Trait
Effect: User has trained in martial arts and so their blows are especially painful.
Special: ---
Drawback: ---
Description: User gains a +5 Trait bonus to Attack Damage. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ancestry: Grendle
Rank: "B"
Skill: Heritage Trait
Effect: A trait that grants healing properties to the user.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Ancestors of the Grendle lose +2 points to any 1 IMPACT-L, however, they gain +2 Charisma, + 2 Toughness, -2 Intelligence. Some human bloodlines trace their linage back to a grendle, an offspring born of troll and human parentage. Living humans with this racial trait are immune to bleeding out. If they are also "C" Class they heal Minor damage per 15 rounds. If they "A" Class and they lose a limb, an organ, or any other body part, once per day the user's severed body members (fingers, toes, hands, feet, arms, legs, tails, broken bones, and ruined organs grow back. The physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 15 rounds otherwise. Regenerate also heals Serious Damage within 15 rounds, and rids the subject of exhaustion and/or fatigue. It has no effect on nonliving creatures (including undead). This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Vengeful
Rank: "C"
Skill: Combat Trait
Effect: During the user's childhood, they suffered occasional or frequent abuse from those too powerful for them to resist.
Special: ---
Drawback: ---
Description: Whenever the user strikes the last creature that damaged them in the past 24 hours, they gain a +5 Armour Points in Attack damage in trait bonus against that creature. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Focused Study (Intimidate)
Rank: "C"
Skill: Social Trait
Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level.
Special: ---
Drawback: ---
Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain +20 bonus in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Human Pride
Rank: "C"
Skill: Combat Trait
Effect: Human life is too short to spend it governed by fear.
Special: ---
Drawback: ---
Description: When creatures, intelligent beasts and other humans speak of Humans, instead of "Human Will," they often invoke "Human Ego." Instead of "Human Pride," they talk about "Human Hubris." It is no secret humans are a proud race, but that pride can get the best of them from time to time. Tales of humans rushing to danger with no thought to their own safety or well-being. Courage or hubris? It is a fine line that men walk. User takes no penalties under the influence of being Shaken. Although the user does not incur the usual penalties, they are not immune to the Shaken condition, and fear effects will stack. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Courageous
Rank: "C"
Skill: Combat Trait
Effect: User's childhood was brutal, but they persevered through force of will and faith.
Special: ---
Drawback: ---
Description: No matter how hard things go, the user knew they can make it through as long as they kept a level head. The user gains a +2 trait bonus on Saves against fear effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skillful (Jump Good)
Rank: "C"
Skill: Social Trait
Effect: Humans pursue a wide range of careers and live in a multitude of conditions, and as a result learn to excel in many different skills.
Special: ---
Drawback: ---
Description: Choose 1 skill, the skill gains a +20 trait bonus to that Skill. The bonus gains an additional +5 per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Natural Drunkard
Rank: "C"
Skill: Trait
Effect: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered".
Special: ---
Drawback: Unable to learn endurance techniques dealing with drinking Alcohol.
Description: The moment alcohol touches the drinker's lips they instantly go under the effects of "Hammered" gaining the benefits as well as the drawbacks of the effect. The user does not fall out of "Hammered" unless they fall unconscious from taking a series of too many blunt hits. The effects last for 1 hour in which they instantly sober up. The user can instantly fall out of the "Hammered" effect by taking "slashing", and "piercing" damage. The user stays in the effect of "Hammered" through elemental and chakra attacks as long as the effects of the damage does not include "slashing", or "piercing damage.
Limit: Must start with Character; replaces 1 of 10 Freebies.
Skills
Intimidate
Jump Good
Various Statistics
Base Movements: 5
Base Handseals: 10
Base Armor Points: 55 (+5 2 Toughness)
STOY Points: 2 (+1 2 Toughness)
Will Save: 1 (+1 Will of Men)
Fortitude Save: 3
Dodge Bonus: +1
Base Unarmed Armor Damage: 11[16] (3 Base,+3 with Gauntlets, +5 Heavy Hitter, +5 when Vengeful is active)
Equipment
Primary Equipment
x2 Caestus
x2 Greaves
10,000/13,000
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Secondary Equipment
x30 Hira Shuriken
Flint x5
Compass x1
Zipties x10
5,000/30,000
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.
Flint (Overview)
Rank: "C"
Type: Secondary, 20 per Slot, Gadget, Survival, Tool
Effect: A rock device created to use as a source for creating a spark.
Special: ---
Drawback: ---
Description: Picture Flint is a hard, sedimentary cryptocrystalline form of the mineral quartz, categorized as a variety of chert. It occurs chiefly as nodules and masses in sedimentary rocks, such as chalks and limestones. Inside the nodule, flint is usually dark grey, black, green, white, or brown in colour, and often has a glassy or waxy appearance. A thin layer on the outside of the nodules is usually different in colour, typically white and rough in texture. Scrape tool with any knife (or sharp object, like a rock) to create small magnesium shavings. Ignite shavings with built-in sparking insert. Start hundreds of fires with a flame source of 5,400°F. Safe; fireproof in solid form. Carry in a pocket or attach to bag with included chain loop. It's measurements is 3 inches by 1 inch by 0.5 inches and weighs 1.4 ounces.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 100 Ryo Each
Compass (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +10 circumstance bonus to Direction Sense checks.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
Zipties (Overview)
Rank: "B"
Type: Secondary, 57 per Slot, Gadget, Mechanical, Cutter
Effect: A thin piece of steel that is used to fasten things together.
Special: ---
Drawback: ---
Description: These are single use disposable handcuffs, much like heavy-duty cable ties. They have a hardness 0, 4 armour points. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each
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.
Flint (Overview)
Rank: "C"
Type: Secondary, 20 per Slot, Gadget, Survival, Tool
Effect: A rock device created to use as a source for creating a spark.
Special: ---
Drawback: ---
Description: Picture Flint is a hard, sedimentary cryptocrystalline form of the mineral quartz, categorized as a variety of chert. It occurs chiefly as nodules and masses in sedimentary rocks, such as chalks and limestones. Inside the nodule, flint is usually dark grey, black, green, white, or brown in colour, and often has a glassy or waxy appearance. A thin layer on the outside of the nodules is usually different in colour, typically white and rough in texture. Scrape tool with any knife (or sharp object, like a rock) to create small magnesium shavings. Ignite shavings with built-in sparking insert. Start hundreds of fires with a flame source of 5,400°F. Safe; fireproof in solid form. Carry in a pocket or attach to bag with included chain loop. It's measurements is 3 inches by 1 inch by 0.5 inches and weighs 1.4 ounces.
Limit: These items may be bought inside any Gadget Shop.
Cost: 2,000 Ryo per Slot, or 100 Ryo Each
Compass (Overview)
Rank: "B"
Type: Secondary, 10 per Slot, Gadget, Survival, Compass
Effect: A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles.
Special: ---
Drawback: ---
Description: A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +10 circumstance bonus to Direction Sense checks.
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,000 Ryo per Slot, or 500 Ryo Each
Zipties (Overview)
Rank: "B"
Type: Secondary, 57 per Slot, Gadget, Mechanical, Cutter
Effect: A thin piece of steel that is used to fasten things together.
Special: ---
Drawback: ---
Description: These are single use disposable handcuffs, much like heavy-duty cable ties. They have a hardness 0, 4 armour points. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Limit: These items may be bought inside any Gadget Shop.
Cost: 5,700 Ryo per Slot, or 100 Ryo Each
Apparel
Footwear
Jacket
Shirt
Pants
Two Utility Pouches
3,200/8,000
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.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 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.
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.
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.
Jacket
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Jackets are mainly clothing worn over tunics and shirts and come in many different colours as well as several types.
Special: ---
Drawback: ---
Description: Picture A sports jacket, known as a "sport coat" in the U.S. A jacket is a mid-stomach–length garment for the upper body. A jacket typically has sleeves, and fastens in the front or slightly on the side. A jacket comes with 4 pockets. 2 along the inside, and 2 along the outside. each pocket has the same amount of holding space as a half pouch. A total of 6 Pouches can be stitched into the Jacket. 2 Pouches may be stitched at the top of the Jacket (1 on each side) while 2 may be stitched at the bottom (1 per side). 2 more may be stitched at the top along the sleeves (Only half pouches).
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 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.
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.
Character Depth
Personality
Nerves of Steel
Takeshi, in a word, is bold. The line between bravery and stupidity is thin, and it's one that he consistently rides the edge of. Without the guidance of family, friends, and teachers, he would have rushed headlong into danger long ago. Training beyond the sensible point of safety is simply a habit. No matter how much punishment or danger he faces, if Takeshi wants to do something he will give it one hundred and ten percent.
This dangerous nature stems from a feeling of helplessness he often experienced as a child. As he grows older, Takeshi's desire to never feel that way only gets stronger and stronger.
Shielding the Core
While he might seem to be the picture of courage to most, those who know him the best have seen him struggle with his own limitations. Deep inside, Takeshi's burning desires hurt him just as much as they help him. Holding himself to unrealistic expectations makes it all the more painful when he falls short of them. He hates it when people see this side of him. Takeshi has had a history of lashing out at people simply trying to help him feel better.
Burning Desire
In spite of his bad habits, Takeshi is by no means a dumb person. The same feelings that can drive him to act rashly or out of line, also drive him forward. This feeling pushes him towards studying harder and remaining focused even under the most trying circumstances. Takeshi always tries to keep his sights on what's important in any situation. When someone else is in pain, his focus turns to being as empathetic and kind as he can. Knowing the pain of humiliation and failure himself, he hates to see others experiencing this.
Exploding Rage
Being unable to accept his failings and the realities of the world could be said to be Takeshi's greatest strength and his greatest weakness. He's known for sticking his nose in business that doesn't concern him, and pushing past the boundaries of what people are comfortable with in order to 'help' them. In spite of his good intentions, he's not entirely aware of how his meddling can be more damaging than helpful. When he begins to realize how incapable he is, he will either collapse inwardly or explode outwardly. Both are merely defense mechanisms, as he attempts to process his intense feelings.
Channel the Power
Through daily training, Takeshi has learned to focus and control himself very well. His faith in his physical abilities could almost be described in a religious sense. It's through fighting and martial struggles that he perceives the world. To him, all of life could be compared to one big fight.
Unrealized Potential:
The spiraling conflict of Takeshi's feelings push him towards tomorrow. Even when he fails and hurts himself or others, there is no doubt that he will rise again in time. Hopefully, as he grows older and wiser, his wild feelings will crystallize and he can accomplish his life's dreams. To be the strongest, so he can protect himself, his friends, and his nation.
Appearance
Takeshi is very fit. He's entirely comprised of lean, flexible muscle. This is a reflection of his deep dedication to hand to hand combat. His skin is lightly tanned from spending plenty of time in the sun, either training or playing with his friends. His frame is a little bit disproportionately wide for his height, primarily in the shoulders. It's expected that he'll even out a bit as he grows larger.
While he's wearing casual clothing or his shinobi gear, he often looks rather unassuming. Most people won't have experience to recognize his fitness by his movements, usually becoming surprised when they lay a hand on him and find his body to be particularly muscular.
Face and Hair: Initially, he gives off the impression that he's a little bit wild. His hair has various spikes and curls, leaning forward like a pompadour. It's difficult to get it to do anything else, though he doesn't mind very much. His eyes are wide and often excited, and when he's happy or angry it really shines through. One of Takeshi's most notable qualities is how he looks like he's having fun when he's fighting. His eyebrows are short, sharp, and pointed.
Structurally, he's conventionally handsome for someone his age. He still has the youthful roundness of a young boy, but the foundation for a rugged man can be clearly seen. His canines are particularly pointed. One can easily see this when he's speaking or yelling.
Clothing:
Takeshi's standard clothing doesn't differ all that much from his shinobi gear. He wears a red leather jacket, with a collar that covers his neck to protect him from the wind. His T-shirt is a pale yellow color, and his shinobi pants are tan. The boots that he wears are made for universal functionality, capable of running long distances or traversing rough terrain. The Caestus he wears on his hands is bound to his arms by leather straps, and the knuckles are metal plates with metal studs nailed into them. The greaves are similarly leather bound, with lightweight plates studded all along them.
Background
The Birth of Tragedy
Weeks before he was born, Takeshi's mother was struck with an unidentifiable illness. The birth itself was a brutal ordeal, more than a full day of labor. At the end of it, holding Takeshi in her arms, she passed away.
The only one left to raise Takeshi was his father. He was an ordinary man, merely an office worker who did the filing for a small local bank. In spite of his sedentary job, he was naturally a large, powerful man. Those first few years of Takeshi's life involved much time spent with various babysitters, and only seeing his father on his days off. For a long time, Takeshi would cry well into the night, missing his mother. His father would hold him and try to console the baby, but the exhaustion began to affect his job. Soon enough, he would leave Takeshi to cry it out on his own, though it wouldn't help his sleep very much. His lungs were strong and healthy, and it would be hours before he would cry himself to sleep. By the age of three, the looming threat of the man's instability begun to weigh down on the child.
The First Battle!
Takeshi was growing to be healthy and happy, regardless of the circumstances of his birth. His father could not adjust to the new lifestyle, however. The love he felt for his only child was displaced by feelings of misery, missing his wife. The nights alone and sleepless, only to work himself for the rest of the day caused him to question what his life had become. The man had always been a light drinker, but for those first few years he had begun to drown out Takeshi's cries with alcohol.
The man drank until he finally fell asleep, and continually spiraled into a deeper depression. Months after Takeshi's third birthday, on his days off, he began to drink during the day as well. The rambunctious child was a troublemaker by nature, like any kid at that age. His curiosity and playfulness new no limits. His father's patience, however, was limited.
At first, the strikes were light, and some could even say on the border of reason as Takeshi would misbehave. However, it only served to strain their relationship further. Over the next few years, his father stopped calling for babysitters. He would leave the child to his own devices when he left for work, and when he came home, the conflict began.
Years of Struggle
Takeshi and his father would battle regularly. The alcohol and rage flowed, and as Takeshi got older and became more defiant, his father grew bolder with his beatings. Today, Takeshi hates to recall these times. It was here that he had first learned to defend himself.
Learning to recognize which strikes he could absorb with his small body, and which ones would seriously hurt. Thinking of ways to avoid the man as much as he could, and battling the paralyzing fear he would feel whenever it began again.
For three years, until he was six, Takeshi lived in a constant fight. He was required to begin attending school, however, and his father's lack of self control was apparent. The teachers thankfully noticed, and soon enough, the man was put in jail, and Takeshi's extended family was contacted.
The Stirring of Embers
The village had great difficulty finding anyone else from Takeshi's family, and for months he lived in a home with other troubled children. However, one day, a man finally arrived. He was grizzled and gray, and much meaner looking than Takeshi's father ever was. The old man was rippling with muscle, and possessed numerous scars all over his body. Particularly his knuckles.
However, he had come to claim his grandson. This was his mother's father, and his name was Kiryu. The old man purchased a small home for them to live in on the outskirts of the village, using the last of his life's savings.
The first few nights were quiet, and tense. Takeshi had only ever had negative experiences with adults, and here was one more intimidating than ever. For several nights he would simply watch his grandfather from afar, hugging a stuffed tiger, observing his patterns, and seeing how he lived.
Kiryu didn't seem to work a job. He did, however, constantly work his body and prepare food. The man also regularly read books, and took walks. He rarely spoke to Takeshi, only offering him food and offering if he would like to come with him.
Soon enough, Kiryu set up a heavy bag outside of the house. Takeshi, as always, watched close by as he put on a pair of leather mitts and pounded away at the bag. Watching the old man's muscle ripple with each blow, the young boy's eyes began to fill with curiosity yet again.
Takeshi approached him. "What are you doing?"
His grandfather turned, and smiled. His voice was deep and gravelly. "So, he speaks. I'm practicing boxing. I used to be a prizefighter. It's how I got the money to buy this house for us to live in."
Kiryu pushed the heavy bag, and as it swung back he delivered a full body right straight. The booming noise made Takeshi jump. Instinctively, from defending himself from his father's attacks so many times, the young boy was capable of discerning the explosive power of the strike.
Takeshi set his stuffed tiger down. "Can you teach me how to do that?"
Kiryu chuckled. "Sure. It's all in the hips..."
The Academy Days
Over the next years, Takeshi's love for fighting began to truly shine through. He joined the ninja academy of the Stone, and his burning passion for competition was ignited. Studying and exams came naturally to him, and he was passable in Ninjutsu.
Under his grandfather's tutelage, Takeshi's penchant for Taijutsu manifested. He often had to be restrained by both Kiryu and his teachers to not push himself too hard. Even when he was sore and blistered, he would try to push himself beyond his limits with a smile.
His relationship with his classmates flourished. Takeshi despised bullies, and his grandfather always encouraged him to protect others who couldn't fend for themselves as well as him.
Takeshi was actually capable of graduating several years early, but his grandfather asked his teachers to hold him for a while longer while the boy matured. While Takeshi was frustrated by this prospect, it also excited him in a way. The day when he would become a Genin is when his chains would be unleashed, yet again. He yearned to strike down the wicked. He would often lay awake at night, his heart pounding in preparation for the day he could truly fight.
It was here at last.
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