Kurou Uzumaki

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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

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Personality

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Background

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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.

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.)
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Unique Items

(Madougu, magical weapons or other unique or special weapons, as well as all techniques related to them, as without it technically the character is NOT able to use these abilities.)
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Items Of Note

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Weaknesses & Flaws

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NPC(s) to go with char

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