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Major

Kiri Nin
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Everything posted by Major

  1. Just a couple things I want to point out (which are completely fine for now, but you should know them), you have 50 points in Ninjutsu and you only get a bonus to Ninjutsu for every 20 points put into it, so when you level up it would be wise to put points into Ninjutsu at increments of 20. And with 0 accuracy and 0 evasion, you have the bare minimum chance to hit someone else and the bare minimum chance to dodge attacks. With that said, battles rarely if ever happen at level 0 unless you go looking for them, so this is totally fine! You great job, approved.
  2. I guess my best shot would be Backgammon, with Hearts and Euchre as a close second and third. Then I'd have to have a partner, and so would Death, so I'll just stick with Backgammon.
  3. I didn't calculate the exact cost of Ryo to percentage that these things work, but just a basic thought of it mathematically seems sound. I'm okay with this.
  4. Even though the hindering skill isn't approved yet, this is good to go. Approved, but if the hindering skill needs further adjustment you'll need to adjust it on your sheet once it's officially good. Not really a reason to stop you from venturing into the world of Ninja Academy.
  5. Hey, welcome. Where'd you hear about us from?
  6. // Heart One Gained here Rank: Small Pet Level: 49 Total Stat Points: 2160 [2160 unspent] Stats: (Health) 0 (Stamina) 0 (Chakra) 0 (Taijutsu) 0 (Ninjutsu) 0 (Defense) 0 (Genjutsu) 0 (Concentration) 0 (Speed) 0 (Accuracy) 0 (Evasion) 0 Skills: [ 0 Points Used | 14 Remaining | 14 Total ] Inactive Skills: Lightning Specialty Subtle Elements-Lightning [Rank 5] Ninjutsu Mastery [Lightning] Shiva ,The Destroyer Chakra Flow [Rank 1] Knowing the Elements [Rank 1] Iron Will [Rank 1] Techniques: [ 0 Points Used | 104 Remaining | 104 Total ] Inactive Techniques: Shockwave Polarized Spear Touch of Lightning
  7. Can we get a link to where this went down in RP?
  8. // Logs Exp Earned 4100 exp + 820 Prodigy bonus, A Colorful Engagement 360 exp + 50 exp bonus, Crimson Tide 300 exp bonus, Training Fields C 475 exp + 95 Prodigy Bonus, Training Fields C 475 exp + 95 Prodigy Bonus, Genesis 300 exp + 60 Prodigy Bonus, Tastes like... 1100 exp 1595 exp, Chuunin Exam Event One 3132 exp, Chuunin Exam Event Two 1914 exp (+382 Prodigy), The Island of Bao 3432 exp (+686 Prodigy), Kura-Okami Point 2090 exp (+418 Prodigy), Snowfall; The Blood Raven Transaction Log -$5, buying tattoo +$56, mission reward +$150, mission reward -43 Ryo, tithing for devout follower +$100, creation of the week +$175, Training Fields C +$175, Genesis +$250, Tastes like... -$120, tithing for devout follower -$10, Playing Test Your Might! -$10, Playing Kunai Throw -$320, Playing Daily Lottery -$523, Buying Boots and Bracers -$1197, Buying Boots and Bracers (on credit) +$325, Chuunin Exam Event One +$500, Chuunin Exam Event Two +$134, Chuunin Exam Daily Lottery +$50, Holiday Gift 2012 +$550, Snowfall; The Blood Raven Mission Log Rank D: 2 Rank C: 3 Rank B: Rank A: Rank S: Battle Log Wins: 4 vs. Hoshigaki Kajiru vs. Soushirui Taisuke vs. Kazehensen Urufu vs. Iona Keanu Losses: 0
  9. // Inventory Items on Hand 3 Shuriken 3 Kunai 4 Senbon Needles 1 Elemental Scroll -A regular sized scroll, each element has it's own color colored on it. Pick an element. One use. It reduces an elemental jutsu of the same type's cost by 1/10th. It also boosts the damage by 10. One use only. May be used in the setup phase. This scroll cannot record anything. Takes up 1 slot point. 1 Insano Voucher 1 Large Blacksmith Voucher 1 Small Scroll [ball Lightning] Money on Hand $362
  10. // Equipment Neck: Hitai-Ate Waist: Chuunin Exam Flag - First Place Description: A Commemorative Item given at the Closing Ceremonies to those who competed in the Iwagakure Chuunin Exams of 2115. The front of the flag is designed to match the flag each player chose at the beginning of the exam, while the back is stiched with the Exam's date and location. A special gold border has been added to denote the recipient placed first in the tournament. Effect: +100 speed. Unique. Not for Sale. Item Slots: 0 Forearms: Bracers of Phanes Body Placement: Forearms Description: A pair of somewhat weighted metal bracers, worn on the forearms, reaching from the wrists to about halfway to the elbows. While normal weighted bracers like this are used for strength training, these are a bit lighter and are used to steady movements. Special: +100 accuracy Cost: $400 Feet: Boots of Ophion Body Placement: Feet Description: A pair of black leather boots lined with white cloth. When worn, they reach up to just below the knees. These boots are specifically made for battling and running specifically. The soles have been crafted to give an extra spring in the step of whomever wears them, and are able to work normally with a person's chakra to further increase this 'extra spring'. Special: +280 speed Cost: $1120
  11. // Ninjutsu Techniques Kawarimi no Jutsu (Body Substitute Technique) Type: Ninjutsu [General] Rank: Academy Student Cost: 10 Chakra Damage: None Effect: Evade the next attack aimed at you. Skip your main and setup phase this turn. You can only use this 1 time per battle. This technique cannot be used to dodge Ninjutsu, Taijutsu or Genjutsu Techniques. This is given for free at character creation. Description: A lifesaver, and a must-have technique. With this technique, the user is able to swap their body with a nearby object, usually a log, which will take the full force of any incoming blows for them, while they retreat to safe ground or search for an opening. Kuchiyose no Jutsu (Summoning Technique) Type: Ninjutsu Rank: Chuunin Cost: x Chakra (Depends on summon level, see summoning rules) Damage: N/A Effect: Allows you to summon one animal. (See Summoning rules for more info). Requires the skill "Contract Manager" to preform. Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more. Restrictions: Level 30, Contract Manager Points: 4
  12. // Genjutsu Techniques Bunshin no Jutsu (Clone Technique) Type: Genjutsu [General] Rank: Academy Student Cost: 10x Chakra Damage: N/A Effect: Adds +5x evasion and +5x accuracy for each clone. Once a clone is hit it is destroyed, and the bonuses with it. A bunshin is considered to have 0 evasion and rolls to dodge whenever it is targeted in the user's response phase. The value of x is the number of clones you have made. Maximum of 8 bunshin can be made. This is given for free at character creation. Description: Creates an illusionary replica of the user. It is unable to attack or interact with other objects, but can serve as a good distraction. Henge no Jutsu (Transformation Technique) Type: Genjutsu [General] Rank: Academy Student Cost: 5 Chakra Effect: Change your appearance. A character 25+ levels above the one who uses this technique can see through it. This is given for free at character creation. Description: Wrap chakra around your body to change your appearance. You take that physical form, but only to a certain extent, such as body shape and size. You cannot, for instance, turn your arm into a bow and start firing ammunition at an opponent.
  13. // Jutsu Point Log [ 4 Used | 166 Remaining | 170 Total ] Point Gains +4 | Character Creation +35 | Prodigy Death Bonus +15 | Levels 1-15 +30 | Levels 16-30 +45 | Levels 31-45 +16 | Levels 46-49 +16 | Path of the Defender Bonus +3 | Path of the Guardian Bonus +2 | Metropolis Chunin Exams Reward +4 | Holiday Gift 2012 Point Expenditures -4 | Kuchiyose no Jutsu (Summoning Technique)
  14. // Positive Skills Patchwork Physiology Requirements: Foreign Anatomy and Constricted Nature Description: The tendril-based physiology of the Jiongu grants its users a certain resilience unknown to most other shinobi. When made to bleed, the bloodline bearer's tendrils constrict rapidly and tend to prevent any substantial hemorrhaging. Similarly, the patchwork nature of the Jiongu allows its users to repair damaged limbs effortlessly. Restrictions: Must be taken at Character Creation. Effect: This character receives 50% less bleed damage from all sources of their rank or lower. If an effect would remove any of this character's limbs, they may spend one main phase(per limb) to reattach lost limbs. This allows for use of techniques with the [Tendril Hijutsu] descriptor. Techniques with the [Tendril Hijutsu] descriptor must have their cost divided evenly between chakra and stamina. Cost: (-4) Stitch-craft Amalgamation [rank 2] Description: Beyond the hair-like tendrils that those who posses the Jiongu, its wielders also possess the unique ability to quite literally harvest the hearts of fallen foes. These hearts are seamlessly integrated into the user's uniquely adaptive physiology, increasing their vigor and overall potency. In addition to a simple increase in life-force, the user then is granted "multiple lives", as they may sacrifice a heart other than their own when confronted with a fatal or near-fatal attack, allowing them to continue fighting. Effect: The user may now 'harvest' the hearts of fallen foes and store them within themselves, up to a maximum of one (1) per rank at any given time. Each heart stored within the user grants a bonus of 8% additional total health, 6% total chakra, and 6% total stamina. Upon acquisition, each heart is assigned a number (1 through 4); whenever this character would drop below 0% HP while a heart is stored, they roll a D4. The correspondingly numbered heart is then "destroyed" and this character returns to 5% of their total HP. If anything would cause this character to drop below -25% of their total HP, two hearts are instead destroyed. Restrictions: May not be taken with Second Wind or other similar Effects. Requirements: Patchwork Physiology, level 20 Cost: (-2) Macabre Schism [rank 1] Description: The flesh-craft techniques of the Jiongu kekkei genkai are not limited simply to the storage of hearts for the purposes of prolonging their own lives; rather, the true purpose of the Jiongu’s existence is not to become immortal, but to utilize the skills of fallen foes against their friends and allies. This is as much a scare tactic as it is a power-play. Effect: While hearts are deployed, this is considered an Advanced System. Hearts harvested and stored by the user now receive stats as though they were “pets” whose size corresponds to the rank of the individual the heart was harvested from. Genin-ranked hearts are considered Small pets, Chuunin and Jonin hearts are Medium pets, and Sennin-ranked hearts are Large pets. These “Pets” may not increase their size. Pets may be deployed in the Set-up Phase at the cost of that phase. Each heart deployed in this way suspends the bonuses granted by Stitch-Craft Amalgamation, Accumulated Affinities, and/or any other skill that requires hearts to be “stored” within the user. Each rank in this skill allows one additional heart to be actively deployed at a given time. If a deployed heart’s health is reduced to 0, that heart is considered destroyed and the user loses any bonuses that the heart would have granted them; that heart may not be stored again. Cost: (-1) The Path of the Defender Effect: User gains 1 extra Jutsu Point every 3rd level and gains the skill 'Savior' for free. Garrison's Teachings - Enlightened Defender: May learn 'Guard Expertise', the first rank is free. - Unbreakable: User is capable of gaining 'Resistance Mastery' and 'Defensive Martial Artist' at the cost of 1 SP per 2 ranks. Cost: (-1) The Path of the Guardian Effect: Every 5 levels gain another Jutsu Point. Once per battle, the user may negate a single critical hit and take normal damage instead. In addition, choose two of the following abilities. Teachings of the Aegis - Elusive: User may take 'Iron Will', 'Knowing the Elements', and 'The Seeing Mind' for -1 SP and an additional time for every rank after Chuunin they have up to Sennin, and do so with at the cost of -1 SP on each rank. (Chuunin +1; Jounin +2; Sennin +3) - Quick Learning Body: User may take 'Chakra Barrier', and 'Iron Skin', without the training requirement, and at the cost of -1SP for 'Chakra Barrier', and -1SP for 'Iron Skin'. Cost: (-1) Subtle Elements; Water Effect: May use Water element techniques. All Water techniques cost 10% less and deal 10% more base damage when near a large source of liquid water, rounded up. All 5 “Subtle Element” skills share ranks, however each skill may only be taken once. Cost: (0) [Constricted Nature] Savior Effect: Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to Defense. Cannot be used against Genjutsu. Cost: (0) [The Path of the Defender] Guard Expertise [rank 5] Effect: The character receives +3 to their block range per rank. Cost: (-4) [The Path of the Defender, Enlightened Defender] Resistance Mastery [rank 10] Effect: The user takes -5 damage from incoming Ninjutsu attacks per ninja rank of the user (per skill rank). Cost: (-5) [The Path of the Defender, Unbreakable] Defensive Martial Artist [rank 10] Effect: The user takes -5 damage from incoming Taijutsu attacks per ninja rank of the user (per skill rank). The user also takes -3 damage from incoming Basic attacks per strike (per skill rank). Cost: (-5) [The Path of the Defender, Unbreakable] Iron Will [rank 2] Effect: Once per your rank in this skill you may treat your evasion and defense as if they were 1.5x their current value for a single Taijutsu attack aimed at you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a ninja of higher ninja rank than your own. Must be mentioned that it is being used when the dodge roll is made. Cost: (-2) [The Path of the Guardian, Elusive] Knowing the Elements [rank 2] Effect: Once per your rank in this skill you may treat your evasion and defense as if they were 1.5x their current value for a single Ninjutsu attack aimed at you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a ninja of higher ninja rank than your own. Must be mentioned that it is being used when the dodge roll is made. Cost: (-2) [The Path of the Guardian, Elusive] The Seeing Mind [rank 2] Effect: Once per your rank in this skill you may treat your concentration and genjutsu as if they were 1.5x their current value for a single Genjutsu attack aimed at you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a ninja of higher ninja rank than your own. Must be used before the dodge roll is made. Must be mentioned that it is being used when the dodge roll is made. Cost: (-2) [The Path of the Guardian, Elusive] Chakra Barrier Effect: You take 90% of total Ninjutsu damage. Cost: (-1) [The Path of the Guardian, Quick Learning Body] Iron Skin Effect: You take 90% of total Taijutsu damage. Cost: (-1) [The Path of the Guardian, Quick Learning Body] Gladiator's Resolve Effect: Whenever the skilltaker blocks an attack, the skilltaker may remove 1 turn of a status effect from the blocked attack. Does not apply to attacks from enemies of greater ninja rank than the skilltaker. Cost: (-2) Stasis Flow Effect: The character's Chakra and Stamina regeneration are replaced with the following. User's Chakra and Stamina maximums must be the exact same or this skill has no effect. - Rank 1: Gain 10% of your Total Chakra & Stamina every turn. Five post training required. Cost: (-6) Contract Manager [Widows] Effect: Every time you take this skill, you may summon one additional Summon Family. This skill is required to use summons. Cost: (-3) Brahma, The Creator Effect: Genjutsu of the user will deal an additional 20% more base ghost damage and an additional 20% stat reduction. This multiplier, in this case and this case only, allows you to break the base caps. You may not use any Taijutsu and may not have any skills that give negative effects towards Taijutsu abilities. Cost: (-3)
  15. // Hindering Skills Devout Follower Organization: Chikyū no Okosama Description: In a show of gratitude to the God Jintei for him allowing his children the use of his power and wisdom, those who follow him quickly took it upon themselves to give part of their earnings to Jintei himself. It is written that originally the money was used in the repairing of their civilization after the Great Cataclysm, and nowadays it is used to build new shrines and temples and to pay for the cost of living for those who take it upon themselves to keep those shrines and temples. It is also written that The first Masuta, Higashi, issued it as a command that must be obeyed by all those who accept Jintei's power. Effect: 20% of Ryo earned on missions are immediately set aside to be eventually given to the nearest temple or shrine of Jintei; this set aside Ryo may not be spent in any circumstance. Character must roleplay the visit and giving of their Ryo with at least 500 words per visit. If Ryo set aside has not been given in a visiting quest, the character may not train to gain experience. Mandatory upon entering Chikyū no Okosama. Cost: (+1) Constricted Nature Description: Those who possess the forbidden arts of the Jiongu find themselves with many anatomical advantages over their would-be opponents; these physiological enhancements are not without their drawbacks, however. Due to the invasive nature of the Jiongu's tendrils, those who utilize it find their natural chakra flows altered and restricted, preventing them from easily utilizing elemental ninjutsu that they are not inherently aligned with. Restrictions: Must be taken at Character Creation or at the time of transfusion. Effect: At character creation(or time of transfusion), this character selects one Subtle: Elements Skill. They are granted that skill for free in place of their normal village element(s). This character may not purchase further ranks in Subtle Elements except through means provided in later ranks of this bloodline. Additionally, the character gains only a single affinity that corresponds with the element they selected at character creation. They may train for this specialty normally at level 30. Cost: (+1) Foreign Anatomy Description: Given the unique anatomy of the Jiongu kekkei genkai, they are often much more less receptive to the healing arts of Medical Ninja. Restrictions: Must be taken at Character Creation. Effect: Medical Ninjutsu and items used on this character restore 20% less health. Cost: (+2) Uninterested Combatant Description: Some people have no interest in fighting those who are obviously weaker than them. These shinobi will turn down a fight with weaker individuals regardless of the situation and will engage only if assaulted. Effect: When fighting an opponent 5 levels lower than yourself, skip your turn(s) until the opponent has a turn. Restrictions: Cannot be taken with "Self-Defense". Cost: (+1) Defender Description: A Defender's past experiences or loving nature will not allow other's to suffer in front of them. A Defender will do anything possible to save their allies from harm, throwing themselves between their allies and enemies to do so even if they know it could kill them. Effect: During this character's turn, if a non-clone ally is the target of an unresolved attack that did not target the user as well, this character takes the attack instead. This character may only apply 50% of their total defensive modifiers. Only triggers once per battle per ally. Cost: (+2) Bisexuality Description: Physical attraction, although typically gender-oriented, remains a subtle facet of the human psyche, and as such, some people are less restrictive of what appeals to their tastes, allowing them to grow attentive of either gender non-specifically Effect: Any and all effects that specifically target gender now apply to this character, regardless of the intended target audience Cost: (+1)
  16. // Skill Point Log [ 44 Used | 0 Remaining | 44 Total ] Point Gains +2 | Character Creation +2 | Chūnin Rank Advancement +3 | Prodigy Death Bonus +1 | Devout Follower +1 | Constricted Nature +2 | Foreign Anatomy +1 | Uninterested Combatant +2 | Defender +1 | Bisexual +10 | Levels 1 - 10 +19 | Levels 11 - 49 Point Expenditures -4 | Patchwork Physiology -2 | Stitch-craft Amalgamation -1 | Macabre Schism -1 | The Path of the Defender -1 | The Path of the Guardian -0 | Subtle Elements; Water -0 | Savior -4 | Guard Expertise -5 | Resistance Mastery -5 | Defensive Martial Artist -2 | Iron Will -2 | Knowing the Elements -2 | The Seeing Mind -1 | Chakra Barrier -1 | Iron Skin -2 | Gladiator's Resolve -6 | Stasis Flow -3 | Contract Manager -3 | Brahma, The Creator
  17. // Statistics Death Bonus: Prodigy [link] - A prodigy shinobi is one of fathomless untapped potential, just waiting to shine through the exterior of the ninja in the form of overall balance and mastery over the elements and the realms of combat. Typically seen boasting uncanny foresight and tactful mentality, these ninja can manipulate their bloodline traits with ease, and seem to dominate elements effortlessly. Great things await these ninja, and due to their impressively adaptive nature, those heights are certain to be reached. Advantages: +300 Stats (does not count as a level) +3 Skill Points +35 Jutsu Points Character may access a Bloodline Trait one rank above their own. Character may access Jutsu and Techniques one rank above their own, for the normal cost (the jutsu is treated as though used by their rank, however. A Chuunin using a Jounin technique will not be able to prevent damage from a Jounin technique from a Jounin) Character gains +20% EXP from Training & Missions. Does not stack with Quick Learner. If the character does not have a bloodline they get -1 jutsu point on all techniques. Rank: Chuunin Level: 49 TXP: 21,879 Total Stat Points: 5700 Stats: (Health) [648] (600 + 48) (Stamina) [360] (340 + 20) (Chakra) [360] (340 + 20) (Taijutsu) 0 (Ninjutsu) 200 (Defense) 720 (Genjutsu) 600 (Concentration) 800 (Speed) [1280] (900 + 380) (Accuracy) 0 (Evasion) [1240] (1200 + 40) Passive equipment bonus, total = 520 Passive skill bonus, total = 88
  18. // History Ami was born in the village of Iwagakure early in the spring of 2099. There was nothing special about the day she was born, or where; both of her parents were doctors and owned their own clinic which they operated out of their home. It was a large house, with enough room to fit at least three or four families, and they afforded it rather easily since they shared it with another family of three. The entire group treated one another as one big family, and the other family's son, Yoshiro, treated her like she was his little sister. A few years after she was born she fell extremely ill, and it was thought that she was certainly going to die. One of the members of the household, a practiced ninja from Takigakure suggested as a last ditch effort he knew of a way that could possibly save her, but would leave her disfigured for the rest of her life. The method was forbidden, but mostly unknown to people throughout the region and the girl would end up alive in the end, so her family decided to try it. It was from this decision that she was allowed to live, and how she gained the abilities that she would be known for, for the rest of her life. Ami's parents were respected for their services to the village, so their odd look was easily ignored. Unfortunately for her the eyes of children weren't so accepting in such cases, and when she wasn't around Yoshiro they tended to make fun of her. She not only looked different, she was a lot smaller than the kids her age and seemed to be a lot weaker. Most of the time she still tried to 'hang out' with them, but after a while she figured out it was easier to just wait for Yoshiro. They never messed with her when he was around, he was the oldest of the group and looked up to by most of them. There was also Mikasa, a girl the family had adopted after her parents had died. Ami wasn't really close to Mikasa, but she looked up to the older girl as well. She grew up quickly though, always trying to be friendly towards everyone and eventually won most of the other kids over. She was generally the brains behind the things they did, the other kids figured out she was quite a bit smarter and enjoyed not getting caught because they followed her lead. Ami wasn't much of a troublemaker, but she did get into quite a bit of it when she tried to impress everyone else with her 'plans'. It was about that time when the Akatsuki invasion happened, which changed a lot of things for her. For the most part she wasn't allowed to go out as much, and neither were a lot of her friends. She spent most of this time talking and playing with Yoshiro, who knew she was smart enough to understand what was going on. He told her what he knew about the group, and how they killed an entire clan, and that was why she wasn't allowed to go out. It was too dangerous for a kid, even though most of the village was unharmed in the act and the organization wasn't incredibly violent towards those who just minded their own business. She did understand, and although she was annoyed at the fact she was stuck inside she listened to Yoshiro and her parents. It was during that time of the occupation that the adults in the house noticed she was a bit different from other children her age, she could engage for the most part in conversation with them about the ordeal without missing a beat, while most others went on blissfully ignorant about it all. It was obvious she was quick to learn, and that was when her parents explained to her the effects of her heritage and why the other children had been so mean at earlier ages. Curious about it all, she asked further about it, eventually figuring out with their help how to make it a strength instead of a weakness. It seemed strange that they were proud of her for being able to do something that most people looked upon as sickening, but they were, so she continued to learn. News came that Akatsuki had been ousted shortly after that, and Ami took that news as great. She could go out and play with the rest of the kids again, and she could show them the new things she learned. Unfortunately they didn't seem to like it, more frightened than anything else. It didn't take her long to learn to not do those things around her friends, instead just going back to her normal friendly self. Fortunately she'd learned quickly enough for them not to shun her completely, and life went back to normal for a few years. When the NCIA invaded the village, things were quite a bit different from the invasion she knew from before. It was a lot more violent, and her parents were gone for a lot more time than before. This time she was 'never' allowed to leave the house, even Yoshiro wasn't. It wasn't long before things were so bad that her parents brought her into their room for a 'talk', they wanted to send her away for a while. Obviously not liking the idea, she argued rather calmly against it, but eventually she knew that it was futile. They were her parents, and they were in charge. She and Yoshiro were to go to the Village Hidden in Waterfall, a place she learned that her origins were rooted. While she still disliked the idea of going away, the idea of possibly learning more about her abilities was tantalizing. They left in the middle of the night, Yoshiro carrying her on his back until they were far from the village. The pair ended up living in the smaller village in a small abandoned hut, generally keeping to themselves for the years that they spent there. Ami made a few trips alone to see some of the others that were like, learning quite a bit more about their beginnings and how they were looked upon as lepers of the village for a long time. They told her stories about the man who learned how to turn their weakness into a strength, and seemed to be happy that she could manipulate their 'weakness' in the same way. A few of them who had learned the same feats trained her even further. The only thing they constantly bothered the other villagers about was news from Iwagakure; and for years it was never good news. Even after the NCIA had been fought against and pushed away, another country tried to attack, Yukigakure. It seemed like their country was constantly under fire, and Ami found herself worried constantly about the fate of her parents as well as Yoshiro's. Eventually a familiar face showed up to see the pair. It was Mikasa, who told both of them that her parents asked them to come home. She also explained that she had joined the academy when the pair left, which they both knew meant she had been a part of the NCIA. Yoshiro eventually attacked her out of anger, knowing full well that his parents wouldn't have Mikasa send for them out of everyone they knew. Her 'sister' was stronger than her brother, and quickly ran him through with her sword. Toshiro was strong though, and managed to keep hold of Mikasa while he was dying, which led Ami to help him by strangling her from behind. She watched them both die at nearly the same time, two people that she'd loved while growing up, and was terrified at how little she felt about it. She left them both there, and with nothing else to do, she returned home. When she returned, they found things to be a lot better than they expected, their family intact and unhurt, the village stable. The group spent what seemed to be weeks exchanging stories about what had happened in their years apart, and they went back to living a normal life. Ami's parents were surprised to see that she was taking more interest in 'fighting' abilities, and eventually suggested that she join the village's academy. It was obvious that she was strong enough to do it, and after another year she decided to go. When she was asked about Yoshiro she explained what happened in detail, even how she'd killed Mikasa. In the end it caused a rift between her and her fairly large adopted family, even if she felt she was in the right for what she did. Her academy days were short. She was bumped up twice, considering she was entering the basic level with children much younger than her it was a smart move. She quickly went to the top of each of her classes, each time being pushed to a higher age group. Eventually she met up again with those friends she'd left years ago. They recognized her easily enough, and after a while realized just how strong she'd gotten while they were all apart. Again, she rose to the top of her class, graduating faster than almost anyone had in the academy before.
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