The sad and tiny port of Prawncourt, a dingy little backwater in the middle of nowhere. A mostly forgotten and overlooked speck on the great big blue. 'Tis here in this shabby shanty of a settlement that our tale begins. Be it that you were born here as a local, or ended up here due to circumstance, the reason for why isn't important, only the fact that you be in this place, at this time, really and truly matter.
For reasons that be your own, the life on land no longer can shackle you. Be it a thirst for adventure, a vow of vengeance or any other myriad options, the sea she calls to you, and 'tis only there that you can find what you seek. But, alas, for the time being, it seems you've gotten yourself stuck in this backdrop of a sorry watering hole. And a state of sad affairs is truly what it be, with nothing more to its name than a basic dock and a scummy tavern, most the landlubbers here be either farming folk or fishermen. About as exciting as a splinter in your finger.
But fret not, for as they say, adventure be just around the corner. So stay the course, visit that dank and damp tavern, any maybe, just maybe, your fortune will take a sudden turn! Gya-harr~!
... Or at least that's what the guy in the shabby clothes, reaking of rum and with a twitchy eye standing alone on the pier of Prawncourt said when you walked by him...
Summary:
Welcome to CoB, you salty swabs!
This is an pirate anime-roleplay inspired by a bunch of different pirate-media, such as Pixel Piracy, Side Meier's Pirates, Overboard and other stuff as well. The story will follow a crew of people, each with their own goals and dreams, as they sail the seas of another world where most the planet is made up of water - even more so than our Earth. There's no great world-ending threat, no continent-crippling disaster or any civilization-shattering events to pursue or prevent. This is a story where you make the plot and the story arcs, based on your character(s) wants and needs.
Sure, there'll be little plots and pre-determined storylines that I've cooked up, but the majority of the roleplay's actual 'meaningful plot' will come from chasing after the things that motivate your character(s). Of course, along the way there'll be plundering, ship battles, exploring old ruins, ghost ships and various other things, but mundane and supernatural in nature. But as long as you have a dream or the drive, the story will sail on.
And once we run out of things to tell tales about, well... Then we all retire and live happily ever after~! ... Or end up water-logged and drowned at the bottom of the ocean. Y'know, whichever comes first.
Setting:
Our roleplay takes place on a mostly water-covered world of original design. There are a few larger landmasses with meaningful nations on them, but for the vast majority of the planet, its just a big ocean dotted with many islands. Sailing and ships are the main mode of transportation, so its only natural that pirates would appear, right? In terms of technology, it varies a bit but is mostly around what was accessible in our world during the 15-1600s. Of course, being an anime-world, there may be locations with more or less advanced tech as well. You'll just have to wait and see.
To give you a bit of information about the world to help you get settled though, I've prepared a few bits and bobs for you to read up on. So hop to it.
In truth, there are only five large, consistently powerful nations in the world. They occupy the largest landmasses and have the biggest navies and the most wealth. The vast majority of colonies and ports belong to one of these factions, though a few independent settlements do exist - though mostly because they're either to small to be worth anything or too remote to be worth the trip.
Kreval: The kingdom of Kreval is a nation based on western/central Europe. They have a rather strict hierarchical society with the royal family and various noblemen ruling and lording over the common citizens. As one might expect, the nobles and royals are very wealthy while the common people are usually fairly poor. Merchants and craftsmen have it a bit better, being able to make more money and not be taxed silly. The nation's flag is a pair of crossed golden swords on a crimson background. The uniforms of their soldier is primarily red, with a bit of yellow.
Kreval has a firm anti-piracy stance and their fleets and marines actively hunt privateers. They also practice public executions which involve hangings, beheading and firing squads. Many nobles are corrupt though and employ pirates for their own nefarious deeds.
Beloure: The republic of Beloure is based on southern Europe and mediterranean countries. It has a similar hierarchy as Kreval, but far less strict and rigidly enforced. While there is a royal family, the nation is mostly governed by a senate, with the king having the right to veto decisions but rarely do so as he seems to not be very interested in governing. Purely from an economic standpoint, this is probablt the wealthiest of the greater nations. Their flag is a golden backdrop with an amethyst-colored whale swimming in the center. TReir army unfiroms are yellow and purple.
Beloure states to have anti-pirate laws, but doesn't actively enforce them unlike Kreval. If their marines or soldiers catch pirates, they'll lock them up or have them publically executed, but they don't go out of their way to chase down pirate vessels or interrogate new arrivals at ports. Unfortunately, this means taht Beloure's navy is fairly corrupt and the army is basically a seperate entity from the senate, that does a bit as it pleases.
Hironia:: The Empire of Hironia is based on eastern Europe and the baltic peninsula. It is ruled by the Imperial family and their selectively appointed officials. Hironia has the largest population of any nation and the most densely packed settlements, but it is also the economically weakest of the great nations. It used to be the leading power of the world, but after a rather disastrous war, the Empire has now exhausted much of its former power and gained nothing to show for it except a lot of impoverished citizens. The nation's flag is an azure backdrop with a rearing, winged black horse in the center. The uniforms of their soldiers are blue and black.
The Empire does not hunt pirates as long as they don't bother their vessels or ports. In fact, Hironia is the only greater nation that actually gives out Letters of Endorsement, which permits pirates to attack and plunder the enemies of the Empire with impunity. This is likely a direct result of the Empire's waned power and their need to keep opponents distracted. The Imperials may still have the largest standing army and fleet, but it isn't particularly well-equipped.
Galante: The kingdom of Galante is based also based on western and central Europe. Like Kreval, it has a feudal hierarchy, but the nation is also home to the Grand Church of Aelos. The royals, nobles and clergy have all the power and say, while the commoners enjoy modest, simple lives. Galante has strict rules against Beastmen though and don't permit them to become citizens, choosing instead to use them as slaves or citizens without rights. This is, in large part, thanks to church's teachings, which herald that humans are the rightful rulers of the world. Elves and dwarves are discriminated towards, but not to the extent of the beastfolk. The nation's flag is a green backdrop with a pair of white crowns. Their army uniforms are green with white trim and details.
Piracy is heavily denounced in Galante, and like KReval their navy hunts and destroys pirates whenever possible. The church has a very firm stance against crimes and executionsfor things that could be considered minor offenses are commonplace.
Uldena: The nation of Uldena is the smallest of the great nations and isn't based on any particular region in our world. It is ruled by a council of influential citizens and is the most liberal of the greater countries in terms of social hierarchy. Any citizens can rise to a prominent position if they work hard - or, at least that's the saying anyway. It also boasts the largest population of dwarves and, as such, is the leading nation both in terms of technology but also the quality of their navy and weapons. The country's flag is a orange and blue backdrop, split vertically, with a thick golden ring at the center. Their uniforms are orange with blue trim and details.
Uldena has the best equipped, best trained and most advanced navy out of all the nations. It also has the smallest navy by comparison. Though they take an anti-pirate stance, they usually don't have the time or resources to actively hunt buccaneers, instead choosing only to engage or deal with them if the situation requires it. Uldena is considred to be the most tolerant and open-minded of all the great nations and is as such home to highest number of non-human citizens.
In addition to the five great nations, there are also a bunch of lesser factions in the world. These vary in power and influence, but are nonthjeless notable and well-known enough to warrant being mentioned.
The Vikings: Hailing from the frigid north of the world, these are brave and fearless sailors - some would say crazed and bloodthirsty - who sometimes travel south. They are said to be just as likely to trade as they are to plunder. Dressed in helmets with horns and animal furs, wielding weapons like spears, axes, sowrds and bows, they don't show up with gunpowder or firearms... But the fact that they're seasoned sailors and fierce and fearless make them dangerous opponents.
Umitoshi Empire: In the far, faer east of the world lies an empire of myriad islands, linked and joined toegther to form a nation known as Umitoshi. Based on feudal Japan, this country sends out ships with brave samurai warriors... Who, also, don't really use gunpowder, but prefer katana or naginata or other far-eastenr weapons instead. While they're neither the greatest sailors nor particularly advanced in technology, their warriors are very skilled and deadly.
Ninjas: Yes. Sometimes you'll run into ocean ninjas. They be ninjas. With shuriken and kunai and the whole dressed in black and covering their faces. They use smoke bombs and dirty tricks. Nobody knows where they actually come from, but some say they're a secretive and mysterious faction that belongs to Umitoshi... But since they also attack umitoshi-ships, this seems unlikely... They're very agile and slippery too, so watch out!
Knights of Faladar: The Knights of Faladar belong to the kingdom of Faladar. They sail around the world in suits of full plate, wielding swords, maces and other medieval weapons like crossbows and longbows... But no gunpowder. They adhere to the rules of chivalry and honor, valuing valor and nobility... Which probably explains why their country has never become anything more than a minor power. Still, they're capable warriors and decent sailors... Although not exactly properly equipped for seafaring.
The Greenholmes: This is a collection of islands with a almost exclusively elven populations inhabiting them. The world's largest and most dense gatherings of elves can be found here. Each island seems to have their own governor and rules and customs, so its hard to pin-point their overall details or behavior. But, they're elves. They like nature and live long lives.
The Savage Belt: A string of islands home to mostly Beastmen. This place is also home to some of the largest and wildest animals in all the world. Life is tough here and the inhabitants live in tribal, mostly nomadic, groups. Life is harsh here, but also free and wild.
Dread Clowns: ... From some unknown place, these colorful sailors appear. Nobody knows from where or why, or even how. Just know, that when you see their painted sails and paint faces... Be afraid. Be very afraid. Nobody knows why they come, nobody gets their weird antics, but everyone agrees... Murderous cannibaal clowns on the seas just sohuldn't be allowed to exist. Luckily, they're a very rare sight.
Humans: Humans are, like you and me, a varied bunch. Some are tall, some are short, some are thin and some are chubby. Some have pale skin and others are very dark. Some are bald and some have too much hair. Really, there's nothing that needs to be said about the race of man other than that they're the dominant and most abundant of the civilized races.
Dwarves: Dwarves are a race of short-stacks. They've got stocky and broad builds and their males always seem to sport magnificent beards. Dwarves are said to be stubborn and hold grudges, while also eating twice as much as humans - despite their lesser size. They also have heavier bones and muscles, which sadly means that they're physically incapable of swimming. Dwarves are also said to greatly enjoy alcohol and merrymaking, and they're actually the composers of many a famous sea-shanties. They're physically stronger and tougher than humans, but less agile and a bit slower. Dwarves can live up to about 300 years of age.
Elves: Elves are a fair and beautiful race, resembling humans but with more delicate features, a bit shorter and long, pointed ears. They have an inherent love for nature and wildlife. Elves are considered the objectively most attractive race in the world. Elves are sometimes considered to be aloof and flighty, and some find their nature-loving ways to be silly. At one point, it was thought that there were two kinds of elves, but this was later proven wrong and the 'other' race of leves were just elves who spent more time in the sun and had gotten a tan. They're not as strong or durable as humans, but they're plenty more agile and a bit faster, as well as having overall higher wits. An elf can live to be between 650 - 750 years old.
Beastmen: This refers to the beastmen who have mammal-like features. This includes things like dog ears and tails, hooves and/or bull-heads, bunny-people, cat girls, centaurs, etc. Creatures like sirens, harpies, mermaids, lizardmen or other non-mammal beastfolk are treated as monsters. Because of their diverse appearances, beastmen can have different traits and strengths/weaknesses depending on their species. They do tend to have better senses - especially hearing and smell - than humans though. Beastmen can typically live about as long as humans too.
As mentioned earlier, the level of technology in the world is around the same as our world during the 15-1600s. Things like cannons and muskets and pistols exist, but nothing very modern or semi/fully automatic. Bows, crossbows and other ranged weapons are still used as well, along with various throwing items like bombs or other black powder gadgets and knives and the like. Horses and carriages are the main method of transportation on land while boats and ships are the mainstay of the sea. Things like trains or steam-engines don't exist though.
As for money, each Great Nation has their own minted coins, but overall everyone uses both silver and gold coin, and no one currency is more valuable than another. They just represent which country they originated from. Obviously, silver is less valuable than gold. You can use coins from other nations to trade and buy items in other countries, but they'd of course prefer if you exchanged your foreign coins for local, domestic currency instead.
General Bits:
0. As the GM of this roleplay I reserve the right to add, remove or edit the rules as I see fit, when I see fit. 1. No God-moding, ever-dodging, auto-hitting or any such other nonsense. 2. No sexually explicit or graphical details. Keep it in your pants, or in PMs. 3. Be polite and cordial in the OOC, don't start flame wars and if you have an issue with another player, take it up in PMs or contact me. 4. No meta-gaming. If your character doesn't have the wits or experience to tell if someone's lying to them, don't see through the lies just becuase you - as the player - don't want to be fooled. You're playing a character, not a self-insert. 5. Likewise, no using knowledge or information that you, as the player have access to, but your character doesn't. Your character doesn't know everything you, the player, does. 6. While this is a pirate RP, and foul language is to be expected, please try to keep the vulgarities in check and don't go excessively hard on swearing. 7. No controlling, speaking or otherwise making decisions for other peoples' characters. You control your own toon(s), and that's it. 8. If you're going to be away, need time off or want to leave the RP, please contact me and let me know so I can plan around it. 9. Do not post your characters in the Character Tab, only I will be posting in that section. 10. To make sure you've actually read these rules, include a stereotypical pirate-saying at the bottom of your CS when you apply. 11. Have fun and enjoy your time in CoB. :)
Note: The template below is the only format of character sheet that will be accepted. If you use your own CS template, or omit parts of the below, your character won't be considered. Please keep this in mind.
Text and/or picture here. Remember to fill out the three bits of info below as well. Due to my color-blindness, I require the hair and eye color to be listed so as to not make incorrect descriptions of your characters IC. The height is required because you really can never tell how tall an anime-character is.
Height Eye Color: Hair Color:
Name: Age: Race:Human, Dwarf, Elf or Beastman Gender:
Background:Commoner, Noble, Prince/Princess, Merchant, Beggar, Drunkard, Artist, etc, etc. Basically, what type of enviroment did you grow up in. Occupation:Your current job, if any. Otherwise, the job you had most recently, if any. Otherwise, leave as 'Unemployed'.
Personality: Describe your character's persona. What they value, what they like or dislike, what they believe, their quirks and/(or mannerisms. Basically everything that makes them who they are.
History: Here you'll write up your characger's backstory. Where they were born, what their childhood was like, where and how they obtained the skills and/or knowledge they now have. Also include how they came to the decision or were forced into become a pirate/sailor-for-hire.
----------
Life Goal:Riches, revenge, fame, honor, basically what your pirate's ultimate goal in life is.
Reason: What is your character's motivation for their goal? What caused them to risk everything in order to achieve it by sailing the high seas?
Skills: If your character has any noteworthy skills, like cooking, swordplay, marksmanship, carpentry, gardening, etc, please mention them here. Otherwise, if your character has no particularly remarkable skills yet, leave this bit blank.
Equipment: iF your character has any noteworthy items or gear other than their clothes, please list it here. Otherwise, if you have NOTHING but the clothes on their back, skip this particular bit.
Pirate Parameters: Below you'll see a bunch of statistics, which determine what your character is inherently good at or strong in. These stats have no actual bearing other than to clarify what you excel at and where your strengths and weaknesses lie. From lowest to highest, the ranks go: F, E, D, C, B, A and S. You are free to assign your parameters as you wish, though I do urge you to try and keep things fair and not create übermensch. Strength:Determines how hard you hit in melee, how heavy things you can carry, how good you are at arm-wrestling, etc. Perception:How easily you spot or notice things, how good your aim is, how well you handle any ranged weapons, etc. Vitality:How tough you are. How well you can resist poison and disease, how quickly you heal from injuries, how sensitive your digestive-system is, how much stamina you have, etc. Intellect:How smart you are. How easily you learn things, how good you are at solving riddles, puzzles or other such troubleshooting. How well you can read, write, do math and other administrative things. Wits:How clever you are. Your common sense, ability to apply logical thinking, devise strategies and weigh risk versus reward. Also how well you can read others and/or figure out their motives. Agility:How good your reflexes are, as well as how fast, acrobatic and graceful you be. How quickly you can react and how well you can dodge or evade. Charisma:How eloquent and well-spoken you are. How physically attractive or appealing you appear. How convincing, diplomatic or persuasive you can be. How good at manipulating others you are. Luck:How often things go your way, or how often they don't.
I'll see if I can brainstorm a character. In the meantime, what is the "power level" we're going for with our characters here? For example, it wouldn't make sense to have an expert swordsman in a crew full of novices.
In the meantime, what is the "power level" we're going for with our characters here? For example, it wouldn't make sense to have an expert swordsman in a crew full of novices.
That depends on a great many factors aobut your character. How old are they? What's their background? What was their childhood like? Were they tutored by someone, or self-taught? Do they have inherent talent or a natural affinity for <insert desired skill here>?
Of course, nobody is going to make a be-all-end-all character who can swing a cutlass with one arm and fire a gun with the other at the same time, all while performing a series of backflips and grabbing onto an errant sail-line and flying off all while laughing heartily.
If you want to play as a grizzled, experienced veteran, you can do that. If you want to play as a fresh-faced, squeaky-clean novice who is still developing, that's fine too. My only criteria is that you make your character reasonable. Don't be a Jack/Jill-of-All-Trades who excels at every single aspect of life. Balance your Pirate Parameters and have some weaknesses or short-comings. Try working in some kind of tangible, exploitable flaws. The Captain has plenty of those after all, and she isn't a master in anything.
@Eviledd1984 No rush, not like the IC's gonna start up tonight anyway. I'm heading to bed within an hour or so regardless, so, yeah. Take the time you need. :)
I'm working out what kinda character I might want to do. Currently feeling something different than what I normally play, so probably something along the classic pirate line of loud, crass, and on the hunt for the best liquor the world can produce. There will be no subtlety from me, rest assured.
I'm working out what kinda character I might want to do. Currently feeling something different than what I normally play, so probably something along the classic pirate line of loud, crass, and on the hunt for the best liquor the world can produce. There will be no subtlety from me, rest assured.
@Xaltwind hold up, re-imagining. New concepts emerging, please stand by.
This lady reminds you of a looming thundercloud. She has round green eyes that are like two pieces of jade. Her fine, straight, neck-length hair is like dark coffee, covered by a dark red scarf. She is short and has an athletic build. Her skin is tanned, except for a long thin white scar that splits her left eyebrow in half and runs down her cheek. She has prominent cheekbones and delicate ears with rounded points. Height: 142 cm Eye Color: Jade Green Hair Color: Brunette
Personality: She's wary, always watching, usualy grim unless she's playing her fiddle. Stiffens if touched, known to strike out.
History (Summary): Wrongly imprisoned for five years by her own uncle for theft, then on her release, she was drafted into her nation's navy to fight against a pretender for the throne. Wounded numerous times in battle, awarded a couple of medals, then released to the beach at the end of the war.
Born on the 13th of March in a port brothel on the Greenholme island of Revenore, where her mother took shelter. Unfortunately she died shortly afterward, so nothing is known of Ilyana's human father. She was raised by the the staff of her Aunt Pol and Uncle Glyberos' house, and was largely ignored by the family, including their eldest daughter Sylna and their youngest son Keras. They didn't know she was their cousin.
When Marquis Muleho discovered Ilyana was their niece, her embarrassed aunt and uncle moved her to a private room and forbade her from helping the servants. They then arranged a tutor for her to get her caught up in basic reading, writing, history and math.
A few years later when Marquis Muleho was visiting, the book he had brought for Aunt Pol to examine had vanished. The household was immediately thrown into an uproar. Her uncle went to her room first and found the burned out cover in her fireplace, while Keras "found" one of the gemstones from the cover under her bed. Glyberos had her dragged out to the court yard and flogged until she finally confessed to make him stop. The judge then used his authority to have her branded as a thief on her right palm and imprisoned for five years for the destruction and theft of noble property.
To survive in that hellish place, her cellmates taught Ilyana how to become a thief, with a beating from the guards when she was caught pilfering food. When a disease ravaged the prison, she spent many hours tending to both the guards and the prisoners before finally succumbing herself. While she couldn't say for sure, sometimes afterward the guards and prisoners would show her a hint of respect.
On Ilyana's release from prison, she was immediately press-ganged into the Royal Revenore Navy aboard the galleon the Golden Falcon. Crew were not allowed ashore except in the company of an officer, authorized to shoot them should they attempt to desert.
When she wasn't repairing ropes or sails, Ilyana maintain the boats, work the top gallants, stand her turn at the ship's wheel keeping the ship on course, stand look out in the crows' nest, or do weapon drills. In the evenings, she learned to play the fiddle, and would play tunes when the stronger crew members were manning the capstan or pumps.
Well aware that the thief's mark on her palm would make her suspect, Ilyana kept only a few belongings and left her money on the books, seldomly touching it even when they were anchored out and vendors would row out to the ships to hawk their wares
There were several battles in the fight against the Pretender's ships, her most remarkable scar was a long, thin one that separated her left eyebrow in two and continued down her cheek, missing the eye, fortunately. They joined a blockade in the forth year of the war, pinning the Pretender and his ships in the harbor of Oranaserine. But the enemy tried to run the blockade under the cover of night to release fireships. Despite her alarm from the crows' nest, her ship was unable to avoid collision and caught fire. She was one of the few survivors found, clinging to a top gallant yard.
Hailed briefly as a hero for surviving the fire ships, Ilyana was awareded a medal and immediately reassigned to the galleon Intrepid, where she served until the Pretender's at the battle of Hyel Taesi. Within a week, she was unceremoniously dumped on the beach of Mylmashys with her pay in pocket and a second medal for her service, while the ship sailed for Revenore without her.
---------- Life Goal: A nice house with a farm and fresh water on her own small island.
Reason: Stranded far from home and finding nobody willing to hire a branded theif, Ilyana has turned to piracy.
The ability to do basic sums.
A small shrill whistle used for signalling orders, can be heard for some distance
The use of fists and using whatever comes to hand to inflict harm to the enemy.
Making sails, hammocks, bags, etc. out of canvas and rope
The ability to scale up vertical or inclined surfaces, including ropes, trees, and rock faces
The ability to play a violin
The ability to read, write, and speak the Elvish language.
The very basic ability to read, write, and speak the Kreval language.
The very basic ability to read, write, and speak the Hironia language.
The ability to use rope, pullies, davits to move loads or rig shelters.
The ability to run distances.
The ability to control the operation of a ship while underway, especially while in harbors, around docks and piers.
The knowledge necessary to survive in difficult situations in a city.
The ability to move oneself through the water using their limbs.
The ability to fight with a sword.
a working knife that has the tip removed to prevent it from damaging canvas (or stabbing other members of the crew)
A small shrill whistle usually hung on a neck lanyard, used for signalling the crew.
A short curved sword designed for slashing and use in close quarters
A long rod with a handle, used to secure rope in a pin rack. Can be used as an improvised club
A small canvas bag that contains multiples of items.
A small leather grip with a metal anvil used to push sail needles through canvas and rope.
long needles used to sew canvas and rope
balls of linen twine, often waxed, used to sew sails and whip ropes.
Used to wax linen twine so that it passes through canvas and rope easier. often packed in a horn to be hung from one's belt.
Used to open up twisted line to make it easier to splice ropes.
A rope-wrapped weight that can be tied to a length of cord or rope to pass between a ship and the pier or between two ships to allow heavier lines to be moved between them; can also be used as an improvised club.
Used for sharping blades
Used to wrap cordage around a rope or cable.
holds a sailor's clothes and gear, often decoraded with embroidery, fringe, and knotwork. This also holds two medals in individual cloth bags.
Inside an oilskin bag to protect it from water.
Pirate Parameters:
Strength: D Perception: B Vitality: C Intellect: A Wits: C Agility: B Charisma: D Luck: D
@Crowvette Sounds like a good deal. Who doesn't love a boisterous pirate who sings sea shanties and is drunk 75% of the time (and sleeps the remaining 25%)? ^^
@Punished GN I did say in the interest check that there'd be "buxom wenches", didn't I?
Of course, if this is too upsetting for you, I could always change the Captain's appearance.
@Eviledd1984 Now, now, don't throw our crew in the salmmer before we've even recruited them... We... KInda sorta need 'em... Free pass this time?
@Expendable The Captain has all the necessary skills needed. By which I mean, she simply doesn't have certain skills, even if she should. ;)
Also, the skills-list is for outstanding or noteworthy skills, not every single skill a character possesses. Because if it were for the latter, the list could go on foreverrrrrrrrrrrrrrrr.
But to alleviate any concern you may have, The Captain does know how to handle a ship. ... Just not as well as you might like her to.
Ilyana's history is looking a bit chonky there, might wanna break it up into paragraphs to make it a bit less WoT-y. But its still a WIP I guess, so I'm sure you'll polish it, keep up the good work~
@Sanity43217 It does and it doesn't. If you're looking for the kind of everyday mages that you'd find in typical RPGs or in Dungeons & Dragons and the like, then no.
Magic exists, but mostly in the form of curses or supernatural phenomenon. there are also select individuals or creatures that can use magic-like powers. But players won't be allowed to se it, unless its something very niche and more akin to a particularly, specialized power - like how Nami from One Piece can "feel" or "read" the weather/water/waves which helps her be an excellent navigator.
Okuyasu is a quiet man who likes to keep to himself. Usually does not speak much but will when he finds it to be necessary. The large man is very loyal to people he considers a friend. However, a person would have to work hard for Okuyasu to consider you a friend. Okuyasu is a gruff person who always pushes people away from him so he would not be hurt emotionally. He believes that he should be strong both physically and mentally. So he both exercises and practices constantly, and not showing any signs of weakness to anyone. He has a soft spot for animals. He dislikes child abusers and thoughts who would harm a defenceless person.
History:
Okuyasu was born in a small town in the Umitoshi Empire. His parents were farmers, His childhood was filled with poverty with him helping his parents on their farm. His father also taught him how to fight and to use a sword. One day a man came to the farm looking for his father. His father had wronged the man in the past, and the man sought vengeance against his father. The two battled with the man being victorious and leaving Okuyasu’s father and mother dead. Okuyasu ran away swearing to himself he would kill the man that murdered his parents.
Okuyasu lived off the streets before running into a swordsman named Yoshikage Hanma. Yoshikage had worked as a mercenary with Okuyasus' father, and after hearing of his best friend's death he also wanted revenge The two lived together with Yoshikage teaching him more advanced techniques considering swordplay. An assassin named Doppio Yagiyama who was friends with Yoshikage and Okuyasu's father taught Okuyasu an ancient martial art. This would help defend himself when he is without his sword.
When he became a teenager he left the care of his two masters and ventured out to find and kill the man that murdered his parents. He supported himself by taking jobs as a mercenary.
----------
Life Goal:
Revenge for the death of his family.
Reason:
He seeks revenge against the man who killed his parents.
Skills:
Swordplay: Okuyasu has been taught how to handle a sword. He has been taught certain techniques that will allow him to cut almost anything.
Marital Arts: Okuyasu is also skilled in hand-to-hand combat. With his skills in martial arts and training, he is able to perform amazing feats of strength.