The Corner of Water, Mira Kaishin [Revamp]
Apr 17, 2020 20:56:19 GMT -7
Post by Tetsu on Apr 17, 2020 20:56:19 GMT -7
PROFILE
Name: Amira "Mira" Kaishin
Bloodlimit: Uchiha
Height: 5 Feet, 5 Inches
Weight:132.2 Pounds
Age:
Gender: Female
Alignment : Lawful Good [LG]
Birth Country: Land of Wind
Village: Sunagakure
Languages: Common (Suna Dialect)
Vision: Normal, Low-Light (Ancestry: Dokkalfar Trait)
Chakra Nature: Water (Suiton)
STATUS
Class Points: 20 (5,500 Training Points)
Next Class Point: 100 Training Points
Ability Categories IMPACT-L
Intelligence: 02 (+1 Modifier: +5 to Handseals, +2 to Chakra Damage, +5 to Intelligence Skills)
Might: 00
Perception: 01
Agility: 04 (+2 Modifier: +2 Movement, +10 to Agility Skills)
> +2 Ancestral Bonus (Ancestry: Dokkalfar Trait)
Charisma: 02 (+1 Modifier: +1 to Will Save Jutsu Difficulty, +5 to Charisma Skills)
> +2 Ancestral Bonus (Ancestry: Dokkalfar Trait)
Toughness: -02 (-1 Modifier: -1 to Fortitude Saves, -5 Armor Points)
> -2 Ancestral Penalty (Ancestry: Dokkalfar Trait)
Luck: 00
Die Roll Bonuses:
+00% to All Percentile Rolls
Offensive Capabilities
Movements: 11 (+2 from Agility Score)
Handseals: 105 (+5 Intelligence bonus)
Handseals Reduction: 1/3
Springtime of Youth Points: 110
Attack Damage: 00
Chakra Damage: +2
> +2 Intelligence Bonus
> +10 "D" Rank Ice Techs ONLY
Will Saves Difficulty: +01
> +1 Ability Bonus (Charisma Ability)
Defensive Capabilities
Armor Points: 145 (-5 Toughness Modifier)
Hardness: 00
Enhancement: 00
Natural Armor: 00
Damage Reduction: 00
Chakra Resistance: 00
Energy Resistance (Heat): 00
Energy Resistance (Cold): +10 (Frostborn)
Energy Resistance (Electric): 00
Energy Resistance (Acid): 00
Energy Resistance (Sonic): 00
Necrotic Damage Resistance(?): +10
Deflection: 00
Insight: 00
Dodge: 05 (+5 from Dodge)
Will Saves: 22
> 10 Base (Genjutsu Specialist)
> +6 Heritage Bonus (Priest, Will of Men, Indomitable Faith Traits)
> +6 Indomitable Will
Fortitude Saves: 13
> 8 Base (Taijutsu Non-Specialist)
> -1 Ability Penalty (Toughness Ability)
> +6 Indomitable Fortitude
Skill Totals
Chakra Lore - 125/125
Alchemy - 125/125
Brewer (Wine) - 125/125
Craft (Seamstress/Tailor) - 125/125
Plant Lore (Coastal) - 125/125
Plant Lore (Forest) - 125/125
Plant Lore (Rural) - 125/125
Cultivation (Coastal) - 125/125
Cultivation (Forest) - 125/125
Cultivation (Rural) - 125/125
Undead Lore - 125/125
Observation - 125/125
Sense Motive - 125/125
First Aid - 125/125
Swim, Good - 125/125
Chakra Item Slots
Armour -
Belt -
Body -
Chest -
Eyes -
Feet -
Hands -
Head -
Headband - Sunagakure Plate
Legs -
Neck -
Ring (1) -
Ring (2) -
Shield -
Shoulders -
Wrists -
Slotless -
Eternal Potion -
Augmentations (8/8 Points)
1) Nothing
2) Nothing
3) Nothing
4) Nothing
5) Nothing
6) Nothing
7) Nothing
8) Nothing
Freebies (12/12)
01) Able Learner +2 to Die Rolls
02) Able Learner
03) Priest
04) Elemental Pupil
05) Frostborn
06) Ancestry: Dokkalfar
07) Heart of the Sea
08) Heavenly Touch
09) Savant
10) Will of Men
11) Stalker Resilience
12) Indomitable Faith
Epics (0/6)
1) Nothing
2) Nothing
3) Nothing
4) Nothing
5) Nothing
6) Nothing
Training
Ninjutsu Specialist (0/6 Known, 0/4 Mastered)
1) Water - 580/500 [Master]
2) Wind - 110/500
3) Ice - 920/500 [Master]
4) Wood - 0/500
5) Earth - 0/400 (NM)
6) Fire - 20/400 (NM)
Genjutsu Specialist (0/6 Known, 0/4 Mastered)
1) Shadow - 180/500
2) Pattern - 10/500
3) Enchantment - 500/500 [Master]
4) Charm - 0/500
5) Phantasm [NM] - 10/400
6) 0/400 Training Points (NM) - empty
Taijutsu Non-Specialist (0/4 Known, 0/2 Mastered)
1) Tensora - 125/500
2) Marksman - 245/500
3) Gates - 50/500 [GM]
4) Goutetsu - 110/350 [NM]
Clan Non-Specialist (0/4 Known, 0/2 Mastered)
1) Uchiha - 300/500
2) Venator - 850/500 [Master]
3) 0/350 Training Points (NM) - empty
4) 0/350 Training Points (NM) - empty
Professions (0/12 Known)
01) Grand Master [Taijutsu Slots -Gates-]
02) Alchemist [Brewmeister - Wine/Vineyard]
03) Ritualist [Restoration]
04) Ritualist [Binding]
05) Artisan [Seamstress/Tailor]
06) 0/- Training Points - empty
07) 0/- Training Points - empty
08) 0/- Training Points - empty
09) 0/- Training Points - empty
10) 0/- Training Points - empty
11) 0/- Training Points - empty
12) 0/- Training Points - empty
Universal Training
340/600 Training Points - Universal Ninjutsu (Ninjutsu Specialist)
120/600 Training Points - Universal Genjutsu (Genjutsu Specialist)
130/400 Training Points - Universal Taijutsu (Taijutsu Non-Specialist)
0/400 Training Points - Additional Universal Ninjutsu, Genjutsu, and/or Taijutsu (Clan Non-Specialist)
0/600 Training Points - Universal Miscellaneous
0/- Training Points - Skills
0/- Training Points - Uncategorizable Training
Freebies
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Priest
Rank: "C"
Skill: Heritage Trait
Effect: User was a person of standing in their church or faith.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among all Jutsu Lore, and History skills. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having either a +2 Bonus to Will Saves, or +10 to any background skill. User relies on the power of your conviction to get you through the worst. User gains a +1 racial bonus on all Saves and a +5% bonus on checks with all background skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+55 to Chakra Lore)
(+2 to Will Saves)
(+1 on all saves and +5% on Chakra Lore Checks)
Elemental Pupil [Ice]
Rank: "C"
Skill: Regional Trait
Effect: User has studied at the feet of the masters of Release Chakra, and so increased their own mastery of the elements.
Special: ---
Drawback: ---
Description: Choose one of the energy types, Ice, Lightning, or Fire. When performing a Jutsu of "D" Rank or higher that deals damage of their chosen energy type, the Jutsu does 10 Armour Points of additional damage of the same type (This is a flat bonus and does not apply to multiple attacks in the same Jutsu). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Frostborn
Rank: "C"
Skill: Regional Trait
Effect: Long nights in the frigid winters of the north have inured them to cold.
Special: ---
Drawback: ---
Description: User gains resistant to the cold environments and no longer have to deal with the effects of cold environments. The user also gains a +10 Energy Resistance and +1 trait bonus on all Saves against Cold attacks. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Ancestry: Dokkalfar (Alfar of Darkness)
Rank: "C"
Skill: Heritage Trait
Effect: User is descended from the Dokkalfar, the Alfar of Darkness who reside in the mountains of Svartalfheim with the Dvergar.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Ancestors of the Dokkalfar lose +2 points to any 1 IMPACT-L, however, they gain +2 Agility, + 2 Charisma, -2 Toughness. Ancestors of the Dokkalfar gain low-light vision, and thus can see twice as far as humans in conditions of dim light. The Dokkalfar gain resistance to Necrotic damage equal to 2 per Class Level. A number of times per day equal to their Class Points, the user may infuse their weapon or a single Jutsu to deal Necrotic Damage. This effect lasts for 5 rounds per Class Level. Due to Dokkalfar long natural life, descendents can live twice as long as a normal human being.
Limit: Must start with Character; replaces 1 Freebies.
Heart of the Sea
Rank: "C"
Skill: Regional Trait
Effect: A trait that aids the user in underwater purposes.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Coastal Regions. Humans born near the sea are always drawn to it. The user gains +10 trait bonus to Boating, Navigation, Nautical. They gain a 3/4 movements while under water instead of 1/2 movements. They can hold their breath for 3 minutes per Class Level, and Chakra Users gain the ability to perform Jutsus with no Handseal restriction while attempting to perform underwater. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Heavenly Touch
Rank: "C"
Skill: Regional Trait
Effect: Growing up, the user was exposed to everyday miracles performed by their celestial friends, and some of their abilities rubbed off.
Special: ---
Drawback: ---
Description: At will, the user can touch a dying creature to stabilize them within a weaving movement. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Savant [Piano]
Rank: "C"
Skill: Social Trait
Effect: From a very young age, the ability to master performance types has come quite naturally to the user.
Special: ---
Drawback: ---
Description: Choose 1 Skill from Musical Instrument Task Skills or Artisan and Performing Arts Task Skills. User gain a +10 trait bonus on all checks made using that skill. User gains a +1 trait bonus each of their die rolls each time they learn these skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Stalker Resilience
Rank: "C"
Skill: Combat Trait
Effect: Through their upbringing the user has learned how to observe a target and strike with the most amount of damage.
Special: ---
Drawback: ---
Description: Through careful observation the user can strike harder in critical strikes. For every round the user observes a target without attacking, the user learns how the target moves and searches for weaknesses (maximum 10 round observing). After the 3rd round the user learns how to attack within the kinks of armour, bypassing Hardness. Every round of Observing the user gains +6 to Attack Damage when they hit with a Critical strike. Observation only applies to the first attack. Afterwards the user will have to observe for at least a full round again. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Indomitable Faith
Rank: "C"
Skill: Faith Trait
Effect: User was born in a region where their faith was not popular, but they still have never abandoned it.
Special: ---
Drawback: ---
Description: The user's constant struggle to maintain their own faith has bolstered their drive. User gains a +1 trait bonus on Will Saves. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
(+5 to Will Saves)