Character Sheet:
Name: Taro Nakamura
Nickname/Alias: Nightshade
Gender: Male
Age: 18
Appearance:
Sexuality: Heterosexual
Birth Nation: Japan
Rank: Corporal
Preferred Combat Range: Close
Personality: Taro is a friendly guy, in the wrong way. He enjoys being around people, he loves having friends, but he tends to lean towards being a bit of a sarcastic jerk without meaning to. He doesn't mean anything by it. His upbringing didn't allow much room for him to learn anything different. While this may occasionally create a rift between him and the rest of the JLF, however he works hard to mend it in whatever way necessary. Loyalty comes first to Taro in every sense.
History: Taro was born into a family who tried to raise him right in a time where raising your child right in Area 11 was not something most families could accomplish. He was a happy child and loved his parents dearly. He listened to everything they told him and was a model for children. At least that's the way he made it appear. At the age of ten he got involved in his first fist fight with another boy. The boy was beaten and broken all because he said that Taro's mom must be a whore if he was such a good kid. The rush of adrenaline gave Taro a new outlook on life. Maybe Life was about more than being good and taking care of yourself. He decided at that moment that he was going to hone his fighting skills and join the JLF.
At age 15 he joined an underground martial arts club. While not respected for not knowing any real martial arts, he quickly taught himself how to recognize and anticipate the blows his opponents were going to send his way. His mother constantly questioned him about the bruises and the black eyes, but he told her that people were mugging him. He rose through the ranks in the club and took on all challengers. He never refused even the newest of newbies a fight. Finally the leader challenged him. Taro was as accepting as ever of this challenge. However, he would always be second best as the leader used techniques Taro had never seen before. Planning to bow out of the club, he left that night.
At age 17 he returned to the club for the first time in two years. He had fought with a much rougher crowd then as they fought with no rules. Returning with his new experience, he challenged the leader once more. The fight lasted for hours, but to both fighters it felt as though they were frozen in time. It was a truly mesmerizing battle for all who were in attendance. Not without a few lumps taken, Taro finally won the fight. That night, as he was walking back to his parents house, he happened upon a sight that disturbed him greater than anything before. A fight between two children which had broken out just seconds before; was quickly stopped when a Britannian soldier shot them both. Although the soldier was clearly drunk it gave him no excuse. Taro reached into his gear bag and pulled out a weapon that had come in handy in his street fighting days; a claw. Moving quickly, he got behind the soldier and killed him with the claw. Standing in shock not believing the crime he had just committed footsteps began to echo around him. Assuming he was under attack he swung around and prepared to fight. However the JLF seemed to have found him. Only lowering his weapon slightly, he remained on guard. They took him in and trained him to fight. He faked his death in order to avoid having his parents come after him. Since then, he has been grateful to the JLF for saving his life from the Britannians and fighting to free Japan.
Theme Song:
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Knightmare Frame: Burai High Mobility Type
Name of Knightmare: Deadly Nightshade
Description: The Burai High Mobility Type is a Burai that has been specialized with a role as a High Mobility Knightmare frame and is best suited for using a Blitzkrieg tactic as their high mobility and superior weaponry are best suited for. It has a blue color scheme and holds a variety of weaponries.
Appearance:
Weapons and Operational Systems of Knightmare:
General Characteristics:
Crew: One
Height: 4.29 meters
Weight: 7.75 metric tones
Power Source: Yggdrasil Drive, Energy Filler
Design Features:
Cockpit Ejection System
Factsphere Sensor
Landspinner Propulsion System
Armament:
2x Chest-mounted Slash Harkens
1x Right Arm-inbuilt Gatling Gun
1x Right Arm-inbuilt Large Caliber Cannon
1x Left Arm-inbuilt Electric Shock System
1x Left Shoulder-inbuilt Nine-Tube Missile Launcher
1x Assault Rifle
Knightmare Generation: 5th
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Military Skills:
Knightmare piloting
High speed
Above average skill with melee weapons
Average skill with small firearms and assault rifles
Great Hand to hand combat skill
Military disadvantages:
Puts himself in danger to protect others too easily
Hardly defends himself believing in all out attack
Rarely retreats
Has a tendency to disregard orders while engaged in combat
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What Non-Military skills does your character have:
Great swimmer
Good at sports





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