Kurou Uzumaki: Difference between revisions
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|age=18 | |age=18 | ||
|japaneseva= | |japaneseva= | ||
|relatives=[[Hayate Uzumaki]], Father; [[Sagiko Tsukino]], Mother; [[Ein Uzumaki]] | |relatives=[[Hayate Uzumaki]], Father; [[Sagiko Tsukino]], Mother; [[Ein Uzumaki]] & Raidou Uzumaki, Brothers; [[Usagi Tsukino IV]], Ayane Uzumaki, Shiki Uzumaki; Sisters. | ||
|series=Gen3 | |series=Gen3 | ||
|player=Sparda | |player=Sparda | ||
}} | }} | ||
*Name: | *Name: Kurou Uzumaki | ||
*Age: | *Age: 18 | ||
*Sex: | *Sex: Male | ||
*Birthday: | *Birthday: January 3 | ||
*Parents: | *Parents: Hayate Uzumaki and Sagiko Tsukino | ||
**Place of Birth: | **Place of Birth: Crystal Tokyo | ||
**Nationality: | **Nationality: Crystal Tokyo Royal Family | ||
**Specialty: | **Specialty: | ||
**Hobbies: | **Hobbies: Reading, Tinkering, Mind Games. | ||
**Likes: | **Likes: Learning, Discovering new things. | ||
**Dislikes: | **Dislikes: Self-sufficient behavior. | ||
**Favorite Food: | **Favorite Food: Carrots | ||
**Least Favorite Food: | **Least Favorite Food: Anything sweet. | ||
**Favorite Music: | **Favorite Music: German industrial, Black Metal. | ||
**Favorite Sport: | **Favorite Sport: None. | ||
**Most Valuable Possessions: | **Most Valuable Possessions: Tomes of Eldrich Lore. | ||
**Level of Education: | **Level of Education: Equivalent to two Ph.Ds. | ||
**Seiyuu/Voice Actor: | **Seiyuu/Voice Actor: | ||
*Physical Stats | *Physical Stats | ||
**Height: | **Height: 5'7" | ||
**Weight: | **Weight: 150lbs | ||
**Eyes: | **Eyes: Black | ||
**Hair: | **Hair: Black | ||
**Special: | **Special: Is very good looking. | ||
= Appearance = | = Appearance = | ||
Line 45: | Line 45: | ||
= Skills = | = Skills = | ||
'''Physical Skills''': | '''Physical Skills''': | ||
*Alertness: Amazing | *Alertness: Amazing | ||
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= Special Abilities = | = Special Abilities = | ||
''(These are | '''Hand to Hand Expertise''': Kurou is highly trained by his father and brother in hand to hand combat. While he has very little chakra use ability and has never really been interested in fighting, he is incredibly skilled at hand to hand combat. Against even highly trained 'normal' people, Kurou is much more dangerous than he seems, being very well trained in the equivalent of aiki-jujitsu, karate and various, flexibility types of kung fu. This also lets him avoid direct hits more than defeat powerful opponents, but he's able to hold his own. Compared to the rest of his family, however, he is very much the scholarly type, he just can get two-fisted if he has to. | ||
'''Sorcery''': Spending years learning from books of magick (see the pretentious K) and all studying all sorts of different sources of magical knowledge (spell cards, the phenomena known as Personas, Tomes of Eldritch Lore, etc.) Kurou has managed to learn some spells he can call on whenever he wants, without needing an incantation or a ritual to prepare for it. However, he is amazingly skilled at figuring out other incantations and spells, how to cast them, how to counter them, and so on. Giving Kurou enough time to research a magical problem will lead to him finding a solution. | |||
''Known Sorceries'': These are the spells Kurou can cast at will.<br> | |||
*''Elder Sign'': Tracing the Elder Sign in the air allows Kurou to protect himself from any kind of demonic or otherworldly magic, cancel out enchantments, and, if engraved somewhere, triggers a ward to keep out spirits, demons, extraplanar creatures and those using those powers (animated zombies, possessed people or corpses, etc.). Kurou has practiced the Elder Sign enough that he can cast it at will. Its written/engraved form is leagues more powerful than the air-borne symbol. | |||
*''Purification'': With a few words and channeling some of his personal energy, Kurou can sanctify/purify almost anything. Removing poisons from food/drink, or sanctifying water, salt or any other item for exorcism purposes. He can then use these for rituals or to fake a poisoning, though he can't tell what he purified, he would know if it worked or not, as would anyone with magic vision. | |||
*''Knock'': No place is free from Kurou. This spell allows him to magically unlock any locked door (that isn't magically sealed or overly blocked), and also disable any fastenings, meaning if he isn't gagged, he can remove chains or bindings, or something's armor or clothing. This is a useful spell and can be activated with just a few words. | |||
*''Passwall'': Requiring some form of writing, Kurou can render a solid wall (or floor) intangible within a circle. Note that it remains that way for only a few moments, allowing to enter or exit a room into another room, without affecting the wall's ability to sustain itself or other structures. This cannot be used as a trap unless they can perfectly time it, however. | |||
*''Light/Darkness'': A simple spell which allows Kuro to either light up a room or make a whole area go completely dark instantly. The spell is an inversion of its other side (light/dark). In a room where there is already light, using the spell can blind someone unprepared and unprotected. In a room of darkness, however, the room will simply light up. | |||
*''Dispel'': A simple spell, less powerful than the Elder Sign but useful in possibly more cases. Kurou can dispel an enchantment on something, or remove a magical protection or advantage from an opponent. A spell too strong for him will simply not work, at least not without additional help (such as a ritual or the proper counter) but in a lot of cases, this spell can remove a magical lock or a barrier spell. | |||
'''Magitech''': Using magic and sorcery books, meditation and communion with 'higher' beings, Kurou has managed to find ways to further enhance his understanding of science, by learning of some fundamental truths of the universe, or of another's. Because of this, he's able to understand technology or even design machines that by all accounts should be impossible, but aren't due to mystical knowledge, and is able to repair or at least help with repairing devices made entirely of magic by applying technology to them. | |||
= Powers & Merits = | = Powers & Merits = | ||
Line 85: | Line 91: | ||
= Unique Items = | = Unique Items = | ||
'' | '''Magical Items''': Kurou has collected a few magical items during his travels, and while some of them need to be periodically recharged, they are his go-to items for magical necessities.<br> | ||
*''Amulet of Protection'': A simple but useful enchantment, worn around his neck. This amulets projects a hard to dispel barrier around Kurou at all times, greatly diminishing damage done to him, and redistributing the damage over his whole body, preventing him from breaking a specific bone or getting serious organ damage. Even a bullet, which can hurt a lot, if it hit when the barrier was down, would be more like a full body blow than a piercing strike, and he wouldn't get topical organ damage. This isn't an invincibility field, but it lets Kurou survive hits that should break his bones, fall from very high spots, and not risk serious injury when doing something risky. | |||
*''Ring of Agni'': A magical ring bound with a powerful fire elemental, giving Kurou temporary immunity to heat and flames of all kinds, including plasma or the heat of lava. The wearer of this ring needs to activate it to get the full immunity, as when 'at rest' it only offers protection from weather (I.E., Kurou can survive exposure to cold and cannot suffer heat stroke). Another use for the ring is the ability to shoot either a massive fire ball, or smaller flame projectiles at multiple targets, but when it does that it goes dormant. Note that other physical effects associated with the ring's immunities are not accounted for. If Kurou fell in lava he wouldn't burn but the molten rock would either crush him or suffocate him. | |||
'''Magitech''': How Kurou usually handles the supernatural and the mundane. He has used meditation, communing with extraplanar entities and other forms of 'beyond' knowledge to modify or repair machines that defy or somehow ignore the laws of physics as they're understood. | |||
= Items Of Note = | = Items Of Note = |
Latest revision as of 05:44, 16 October 2017
Kurou Uzumaki | |
---|---|
A.K.A. | |
Age | 18 |
Voice Actor | |
Relatives | Hayate Uzumaki, Father; Sagiko Tsukino, Mother; Ein Uzumaki & Raidou Uzumaki, Brothers; Usagi Tsukino IV, Ayane Uzumaki, Shiki Uzumaki; Sisters. |
Series | Gen3 |
Player | Sparda |
- Name: Kurou Uzumaki
- Age: 18
- Sex: Male
- Birthday: January 3
- Parents: Hayate Uzumaki and Sagiko Tsukino
- Place of Birth: Crystal Tokyo
- Nationality: Crystal Tokyo Royal Family
- Specialty:
- Hobbies: Reading, Tinkering, Mind Games.
- Likes: Learning, Discovering new things.
- Dislikes: Self-sufficient behavior.
- Favorite Food: Carrots
- Least Favorite Food: Anything sweet.
- Favorite Music: German industrial, Black Metal.
- Favorite Sport: None.
- Most Valuable Possessions: Tomes of Eldrich Lore.
- Level of Education: Equivalent to two Ph.Ds.
- Seiyuu/Voice Actor:
- Physical Stats
- Height: 5'7"
- Weight: 150lbs
- Eyes: Black
- Hair: Black
- Special: Is very good looking.
Appearance
Text goes here
Personality
Text goes here
Background
Text goes here
Skills
Physical Skills:
- Alertness: Amazing
- Athletics: Very Good
- Stealth: Very Good
Social Skills:
- Subterfuge: Incredible
- Streetwise: Very Good
- Leadership: Incredible
- Expression: Incredible
- Etiquette: Amazing
Mental Skills:
- Computers: Amazing
- Investigation: Amazing
- Medicine: Incredible
- Law: Very Good
- Occult: Amazing
- Politics: Very Good
- Science: Amazing
- Technology: Incredible
Other Skills:
- Driving: Good
- Survival: Incredible
- Empathy: Very Good
Special Abilities
Hand to Hand Expertise: Kurou is highly trained by his father and brother in hand to hand combat. While he has very little chakra use ability and has never really been interested in fighting, he is incredibly skilled at hand to hand combat. Against even highly trained 'normal' people, Kurou is much more dangerous than he seems, being very well trained in the equivalent of aiki-jujitsu, karate and various, flexibility types of kung fu. This also lets him avoid direct hits more than defeat powerful opponents, but he's able to hold his own. Compared to the rest of his family, however, he is very much the scholarly type, he just can get two-fisted if he has to.
Sorcery: Spending years learning from books of magick (see the pretentious K) and all studying all sorts of different sources of magical knowledge (spell cards, the phenomena known as Personas, Tomes of Eldritch Lore, etc.) Kurou has managed to learn some spells he can call on whenever he wants, without needing an incantation or a ritual to prepare for it. However, he is amazingly skilled at figuring out other incantations and spells, how to cast them, how to counter them, and so on. Giving Kurou enough time to research a magical problem will lead to him finding a solution.
Known Sorceries: These are the spells Kurou can cast at will.
- Elder Sign: Tracing the Elder Sign in the air allows Kurou to protect himself from any kind of demonic or otherworldly magic, cancel out enchantments, and, if engraved somewhere, triggers a ward to keep out spirits, demons, extraplanar creatures and those using those powers (animated zombies, possessed people or corpses, etc.). Kurou has practiced the Elder Sign enough that he can cast it at will. Its written/engraved form is leagues more powerful than the air-borne symbol.
- Purification: With a few words and channeling some of his personal energy, Kurou can sanctify/purify almost anything. Removing poisons from food/drink, or sanctifying water, salt or any other item for exorcism purposes. He can then use these for rituals or to fake a poisoning, though he can't tell what he purified, he would know if it worked or not, as would anyone with magic vision.
- Knock: No place is free from Kurou. This spell allows him to magically unlock any locked door (that isn't magically sealed or overly blocked), and also disable any fastenings, meaning if he isn't gagged, he can remove chains or bindings, or something's armor or clothing. This is a useful spell and can be activated with just a few words.
- Passwall: Requiring some form of writing, Kurou can render a solid wall (or floor) intangible within a circle. Note that it remains that way for only a few moments, allowing to enter or exit a room into another room, without affecting the wall's ability to sustain itself or other structures. This cannot be used as a trap unless they can perfectly time it, however.
- Light/Darkness: A simple spell which allows Kuro to either light up a room or make a whole area go completely dark instantly. The spell is an inversion of its other side (light/dark). In a room where there is already light, using the spell can blind someone unprepared and unprotected. In a room of darkness, however, the room will simply light up.
- Dispel: A simple spell, less powerful than the Elder Sign but useful in possibly more cases. Kurou can dispel an enchantment on something, or remove a magical protection or advantage from an opponent. A spell too strong for him will simply not work, at least not without additional help (such as a ritual or the proper counter) but in a lot of cases, this spell can remove a magical lock or a barrier spell.
Magitech: Using magic and sorcery books, meditation and communion with 'higher' beings, Kurou has managed to find ways to further enhance his understanding of science, by learning of some fundamental truths of the universe, or of another's. Because of this, he's able to understand technology or even design machines that by all accounts should be impossible, but aren't due to mystical knowledge, and is able to repair or at least help with repairing devices made entirely of magic by applying technology to them.
Powers & Merits
(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)
Text goes here
Unique Items
Magical Items: Kurou has collected a few magical items during his travels, and while some of them need to be periodically recharged, they are his go-to items for magical necessities.
- Amulet of Protection: A simple but useful enchantment, worn around his neck. This amulets projects a hard to dispel barrier around Kurou at all times, greatly diminishing damage done to him, and redistributing the damage over his whole body, preventing him from breaking a specific bone or getting serious organ damage. Even a bullet, which can hurt a lot, if it hit when the barrier was down, would be more like a full body blow than a piercing strike, and he wouldn't get topical organ damage. This isn't an invincibility field, but it lets Kurou survive hits that should break his bones, fall from very high spots, and not risk serious injury when doing something risky.
- Ring of Agni: A magical ring bound with a powerful fire elemental, giving Kurou temporary immunity to heat and flames of all kinds, including plasma or the heat of lava. The wearer of this ring needs to activate it to get the full immunity, as when 'at rest' it only offers protection from weather (I.E., Kurou can survive exposure to cold and cannot suffer heat stroke). Another use for the ring is the ability to shoot either a massive fire ball, or smaller flame projectiles at multiple targets, but when it does that it goes dormant. Note that other physical effects associated with the ring's immunities are not accounted for. If Kurou fell in lava he wouldn't burn but the molten rock would either crush him or suffocate him.
Magitech: How Kurou usually handles the supernatural and the mundane. He has used meditation, communing with extraplanar entities and other forms of 'beyond' knowledge to modify or repair machines that defy or somehow ignore the laws of physics as they're understood.
Items Of Note
Text goes here
Weaknesses & Flaws
Flaws can go here. Balance is key! Text goes here
NPC(s) to go with char
Text goes here