Name: Scabbard Age: 18(??) Gender: Male Race: Human Height and Weight: 6'1, 171 lbs
Bounty: 0 Beli
Personality: Perpetually sleepy and groggy, as the pain of his burns often gives him trouble sleeping. Rarely raises his voice, if ever. Often laid-back and kind of lazy, but quietly focused when things get heavy. Has a strong, personal sense of justice, which he rarely talks about, but often puts into action when he can. He desires information about his past more than anything.
History: Scabbard's life is a complete blank slate to him. Waking up in a dingy Loguetown alley one day without a memory in his head, even a name. The only thing he had was a large sword, chained in its sheathe with a mysterious lock without a key, and a hideous body covered in painful burn scars. With no connections, or Beli to his name, he turned to petty crime to earn a living, taking the name of the first thing he saw: The scabbard of the locked-away blade. While life as a small-time crook gave him food to eat, he longed to learn who he really was, and saw the free life of a pirate as the ideal way to find out. Now his dream is to travel the seas, and one day find both his lost identity, and the key to the lock that seals his mysterious sword.
Abilities: Swordsmanship: Scabbard fights with the locked-up blade he awoke with. Since the blade is locked in its sheath, it serves as a blunt weapon. Techniques:
Name: Teodore Jay “TJ” Dugrass Age: 20 Gender: Male Race: Human Height and Weight: 6’5’’, 200 lbs
Bounty: 0 Beli
Personality: TJ is a boisterous man that just as boisterously claims himself to be a gentleman. As such, he strives at all hours of the day to perfect his gentlemanly manners and abides by the gentleman’s code of conduct. There are times, however, that he must painfully lay down his morals for the sake of achieving his dream. Such as when it comes to money. TJ is a shrewd businessman that sells his services for a high price. He may dislike having to negotiate in an ungentlemanly manner, but he tries not to let it bother him.
History: TJ was born and raised in Loguetown. He greatly admired the fry cook industry and worked himself up from a humble dishwasher to an ace cook over the course of several years. As a child, he was told stories of a fabled island filled with legendary and exquisite creatures no man had ever laid their tongue on. As he grew into an adult, he aspired to one day find this island- not just for discovery’s sake, but to contribute to his larger goal of opening the greatest food service chain on the Grand Line. Originally he planned on working to save up more travel money, but the restaurant he worked in for most of his life recently bombed. Literally it blew up and left him jobless. Seeing it as a sign to get started, he has decided to become a pirate as a means for adventure.
Abilities: -Boxing: As a gentleman, TJ is well versed in the basics of fisticuffs. -Exquisite Grilled Cuisine: Being a former fry cook in a busy restaurant, TJ knows and is more than capable of making a variety of grill-related dishes on the fly.
Techniques: ---
Traits:
Big Meaty Claws - TJ's fists are, for a lack of a better word, meaty. They are thick and tough, allowing him to block and punch without damaging his precious hands. At least most of the time.
Inventory: A stainless steel spatula and a copy of “The Gentleman’s Book of Etiquette.”
Name: Claribel Donner Age: 17 Gender: Female Race: Human Height and Weight: 5'4'', 100 lbs
Bounty: 0 Beli Personality: Claribel is about as carefree as they come. When it comes to people, she is generally pretty dismissive of most, often right to their faces. Her rudeness doesn't stop there, as her honesty often comes to mouth before anything resembling restraint. She is also stubborn and single-minded: when she sets herself to something she's probably not stopping until it's done. She can be quite clever when she has the care for it: combat, for instance. She also tends to take some things for granted, as her upbringing wasn't exactly the most normal. One thing she cannot stand is the mundane, thought not because she dislikes it, but because it doesn't stick in her brain at all. She seeks interesting people and situations, sometimes to the point of recklessness. One might even say that's what she lives for. She certainly has a bit of rebellious, teenage spirit, as she occasionally does things if she thinks something interesting will come out of it.
History:
Claribel has been familiar with the modern sea of pirates for a long time, as she came into this world on the vessel of what would become a pirate ship. At first, it had been the vessel of a lucrative business as an upscale passenger liner, but it was no stranger to pirates, as it weathered numerous scuffles in the East Blue Seas thanks to the strength and wit of Flors Donner. However, as it so often does, tragedy struck, in a form. After a journey that took place while Claribel was at the tender age of 3, a passenger who had been wounded in a pirate attack sought to press charges against Flors Donner and his estate, the legal avenues proving successful, the hefty fees damaging the company beyond repair. Though he was required to turn over his ship to account for bankruptcy, he denied this, running off with his ship, daughter, wife, and trusted crew. Now he was at an impasse: having fought pirates for such a length, he had no desire to enter their ranks, let alone with a woman and child on board, but the Government had scorned him, so he was now technically an outlaw. As he struggled with his options, the answer came to his from the mouth of his wife, Isabel, who said something he'd never have considered with the safety of his wife and daughter to consider.
Flors Donner became a pirate. But with a wife and child he could not afford to take a bounty, so while he flew the black flag symbolizing freedom, he never pillaged or killed. No, he targeted those who'd plagued his business for years on end, aiming at pirates. Not at first, of course: while he was one of the strongest men he'd known, his crew tough and loyal, if small, and Isabel was getting better with a rifle for those worst case scenarios, he wasn't convinced they were safe. So Flors turned to the newspaper, following the paths of pirates, arriving like a bountiful wind in their ashy wake. He went from town to town to find those who had been left behind by the Marines, and relighting their fire, giving them purpose. And so the Inferno Pirates sailed to the day where the sight of their flag would strike fear in the hearts of pirates and hope in the heart of the common man.
As for the toddler on board, Claribel's childhood was spent among the sailors, learning their names and their stories, picking up some useful seafaring knowledge and skills to boot. After a while, that was: not because she was young when she was taught. When it came to combat she learned much quicker. But while the crew initially believe it to be a matter of interest, or talent, the truth would be learned later. Isabel had become stricken with grief upon learning of the death of her parents, news of which was relayed to Claribel. And yet, some hours later, Claribel was upset, not sure of why her mother was sad. After being told once more, she was satisfied, until the next morning, when Claribel was once more confused about her mother's mood. The young girl had known that her mother was sad, but she couldn't remember why.
After she'd forgotten the death of her grandparents yet again, Flors was getting concerned, and began to seek out some medical advice. Claribel had always been a bit absent minded, but this was a bit much. After some study, there was a hypothesis that seemed to fit what Flors knew of his daughter: Claribel had a memory disorder. She could only remember things that were interesting to her the first time. Otherwise, she would need to be told repeatedly. Even then, however, she still risked forgetting again after a while.
Claribel certainly didn't forget that. She even got a bit worried: what kind of things had she forgotten? If something became boring to her, would she forget about it one day? She couldn't just decide what was genuinely interesting to her or not either. After some thinking, she finally concluded that if she was going to have problems remembering things, then she should just get as many interesting memories as she could.
Through her teenage years, Claribel would finally start helping a bit more out on the ship, mostly aiding in the sailing until age fifteen, where her father allowed her to start fighting alongside the rest of the crew, where she showed that she did have a good deal of strength. But once the novelty of that wore off, she was starting to get bored: she'd been on the boat for her entire life, after all. She had to come up with something.
Then, almost two years later, opportunity knocked. After a battle with pirates, the crew looted a Devil Fruit, and Flors sent the quartermaster to work on getting a buyer. Claribel wasn't having any of that though. In the dead of night, she went to where the Fruit was kept and ate as much as she could stomach (less than half) before leaving the rest and leaving the boat in the middle of the night, only leaving a note explaining that she'd left. Chances are they were going to be pissed, but Claribel was happy. Not that she was now free: she always had been. But now all the adventures and stories she'd had with them were good memories, and would probably never become boring, so she'd never forget them. Now she had to contend with the day to day: figuring out how to get along alone while also working out the kinks of her tricky Fruit. But six months after striking out, three of them on the legendary Loguetown, she's starting to get a bit bored of her locale, wondering when she's going to get to start the interesting life she'd been looking for.... It can't start in a boring way, after all!
Abilities:
Echo Echo Fruit (Eko Eko no Mi)
A paramecia-type Devil Fruit that bestows Claribel with the ability to create echoes where there otherwise wouldn't have been any. The only requirement is that she must be near the origin of the noise within the last minute. Then, with her hands, she can manipulate the air to recreate the sound, one of her hands emitting pulses of faint white light as she does so. It doesn't need to be identical, however, as she can also manipulate where it goes, though some applications of her ability are unbeknownst to her: she can make a sound pass back and forth over a person, making them hear one thing several times, or she can redirect the whole wave at once onto a single point, creating a much louder resonance in a small area, attacking the eardrums. However, every time she makes a sound repeat, it steadily decreases in volume, like any echo. Deaf opponents or any with ear protection are more resistant to her abilities, as they can't hear her misdirection. It's worth noting that her control of sound is limited to the medium of gases. Liquids aren't workable (such as water, the bane of Fruit users) and solids more so, meaning she can't redirect or copy sounds she can feel from the ground or hear while underwater (though if the sound is loud enough it enters the air, however muffled, that's another story).
Rod Fu - Claribel is tough enough to hold her own, using a sturdy iron rod as a bludgeoning instrument.
Navigation - Claribel's time at sea has made her into a reliable navigator as well as a talented cartographer. She is not only knowledgeable regarding weather and world events, but is also well capable of using tools such as maps, compasses and sea charts.
Techniques: Claribel doesn't yell out her technique names in the middle of battle, but that doesn't mean they can't be named!
Echo – Claribel takes a sound or phrase just emitted and repeats it. She can change the location it comes from as long as it's fairly close by. The volume is decreased slightly, however.
Echo Pop – A natural extension of her Echo. Claribel takes a sound, usually a very loud one like a gunshot or the bang of her rod hitting something hard (like a skull!), and repeats it numerous times in quick succession, usually right by someone's head. The result is a sudden burst of disorienting sound that often leaves the target venerable to further attack. It's tricky to pull off, since it requires more precision, so Claribel isn't capable of it yet!
Shoosh – Claribel redirects the voice of a person away from their intended target. If someone is trying to yell for help, then Claribel can redirect the sound so that it travels backwards, for instance. This doesn't affect the volume of the sound though, and she has trouble catching the further echoes. A yell in a narrow hallway will carry both ways no matter what she does, but someone yelling from a boat in the ocean to a nearby shore is out of luck if Claribel wants them to keep quiet.
A-pu-pup! Shoosh – A more precise version of the standard technique, Claribel 'grabs' a sound, effectively quieting it down, redirecting it in the same bubble, so to speak, without letting the sound bounce off another surface and echo naturally. Imagine a sound as a superball, bouncing madly, each bounce making the noise that reverberates and become audible. Were Claribel to grab that sound midair, redirecting it back and forth until it naturally petered out, she would create a silence from a sound, in effect. Like Echo Pop, this technique is beyond her current ability due to the focus and precision required.
Traits:
Improved Perception: She has an easier time hearing the echos and reverberations left by other things, and has better hearing for it. However, it's dependent on conditions: it a crowded street, there's so much noise it's hard to focus on any particular sound unless it stands out, but in silent room, she can probably hear the fast heartbeat of a hiding person. Aside from mere perception, she can't do much with it. Being able to tell if someone is lying or not based on their heartbeat would be to difficult even in ideal conditions for instance. Focus is also important: in the heat of battle, differentiating sounds is certainly trickier.
Inventory:
Iron Rod: Sturdy enough to trade blows and noisy on the right surfaces. It's straight, cylindrical, and a bit less than a meter long.
Tone Dials (TDs): Claribel almost always has a pair around her neck or over her ears.
Name: Zehst Messerschmitt Age: 18 Gender:Male Race: Human Height and Weight: 5' 10", 140 pounds (63.5 kg)
[Appearance]
Bounty: 0 Beli Personality: Zehst is energetic and hardly ever takes things seriously. He makes friends easily and brushes off hostility up to a point. His primary want in life is freedom--absolute freedom, the ability to do anything and everything that he wants. However, this is where he begins to toe the line of eccentricity. He doesn't believe in laws, seeing them as oppressive, but agrees that freedom has to naturally come with consequences. He also rarely imposes on anyone else's "freedoms" as he sees them--such as the freedom of a thief to steal something. Yet a person who stops a thief also has the freedom to do that if they want to. All in all it's an extremely hypocritical way of looking at the world, and speaks to his inexperience as a person...but perhaps this is why he wants to be free in the first place.
History: Zehst was born to a wealthy family on the Gecko Islands archipelago, who made their fortune by designing weapons for the World Government. Knowing their inventions were tools of violence, destruction, and oppression, they always kept their son in the dark about the true nature of their careers. Zehst's childhood was extremely restricted and sheltered, to keep him from learning how cruel the world really was. But they could only keep this up for so long. As Zehst got older, he had soon read all the books they could give him and learned all his tutors had to teach him, and soon his fun-loving attitude could no longer be curbed and he could no longer simply be sent to his room. With nothing more to distract him, he began to escape time and time again. Until, one night, he witnessed an engagement between the World Government and a pirate ship that was targeting the Gecko Islands.
The Pirate Ship was coming close to the shore, almost close enough to begin assaulting the island. Though in doing so they were putting the lives of islanders who lived on the shore in peril, the captain of the Marines gave the order to launch a particular missile that had been designed by Zehst's parents. The missile was a direct hit, but the explosion that followed was so enormous that not only were the pirates completely eradicated, but so were the homes of several villagers on the cliffs overlooking the shoreline. Zehst couldn't help but think that even pirates didn't deserve to be destroyed so thoroughly as he watched the carnage subside. What was more, the people of the village blamed his family. For the first time Zehst saw the true nature of what his parents had done to build their fortune.
Over the next few weeks, he confronted them. There was a family shouting match that grew so intense Zehst punched his own father. Though he wasn't punished afterwards, this actually made it worse for him. His parents loved him, they truly did, but for various reasons they couldn't just suddenly stop making weapons. Unable to see their point of view, Zehst secretely stole an object his father had obtained for experimentation--a Devil Fruit. Using the fruit's powers to leave his home behind, Zehst started a new life, searching for the freedom he had never had.
Abilities: Roke-Roke no Mi - The Rocket Fruit, its name taken from the Japanese pronunciation "roketto." It is a paramecium fruit that turns the user into a Rocket Human, and allows them to produce various types of rocket thrusters and jets through the surfaces of their body. Techniques:
Cruise Knuckle - A rocket thruster appears on Zehst's elbow, greatly increasing the speed and force of a punch.
Stinger Strike - A thruster appears on the back of Zehst's shoulder and elbow as he darts forward, and performs a piercing elbow strike with the opposite arm. It resembles an elbow thrust from the martial art known as Bajiquan.
Homing Kick - A roundhouse kick that uses thrusters on the back of Zehst's calves and heel to increase power, speed, and spin--he'll be able to chase an opponent to an extent, continuing to spin and fly after them. However, after several rotations he'll become dizzy and crash.
ICBM - A flying kick that sprouts thrusters over various parts of Zhest, making this his most powerful attack. However, it hits so hard that it damages him as well, and uses up a great deal of energy.
Traits: Inventor - Having inherited his parents' knack for learning, designing, and application of science, Zehst makes a fairly good inventor. However, at the moment he lacks the experience or tools to make much use of it. Perhaps if he were to set foot on a ship, he could learn its workings and be a decent shipwright... Inventory: A burlap duffel sack containing all his supplies, including clothes, food and water, a compass, a map, and not much else.
Name: Savaronitelle Lucretia Age: 19 Gender: Female Race: Human Height and Weight: 5’1”, 117 lbs
Bounty: 0 Beli
Personality: Lucretia is very haughty, but at the same time she treats most things with a sort of casual irreverence. She dislikes most people who she considers above her, and disregards most people that she thinks are below her. Secretly self-conscious about her height - after all, she ought to be the one looking down upon everyone, not the other way around. She always seems to have something to prove. As of late, she’s developed an odd, mantis-esque personal quirk - namely, she has a bizarre tendency to come up with weird food-related nicknames for men she meets.
History: Lucretia is the less-favored second child of a prominent wealthy family. Her sister, a charming and kind socialite, always seemed to upstage her at every turn. Not realizing that this was mostly because she wasn’t charming or kind, Lucretia decided to make a name for herself on the open sea - after all, if she became Queen Of The Pirates, then surely her family would see how much better she was than her mean old sister!
Abilities:
Mushi Mushi no Mi, Model: Mantis
After eating the Bug-Bug Fruit, Lucretia has developed the uncanny ability to turn into a giant mantis, as well as a hybrid form where she takes on a human-mantis form. In both forms, her strength and speed are enhanced dramatically, and she gains wicked mantis-claws to slice at her enemies with. She is loathe to use her full mantis form however, considering it to be absolutely uncouth and disgusting. As a side-note, Lucretia does not actually know what Devil Fruits are - she accidentally ordered the Bug-Bug Fruit at a fancy dinner party and didn’t want to show weakness in front of her sister by ordering something else.
Name: Giko G. Gearbox Age: Claims to be 19 Gender: Claims to be female Race: Claims to be human Height and Weight: Claims to be 165 cm. Refuses to give a weight.
Bounty: 0 Beli
Personality: Absolutely insistent on staying in-character as a teenage girl and will refuse to acknowledge anything that conflicts with this. Giko's character is that of a gutsy, cheerful girl in her late teens. She tends to brush off insults to herself as a matter of course, but can't tolerate ones aimed at her friends.
History: A mysterious middle-aged man who operates a life-size teenage girl puppet, he refuses to acknowledge his own existence, instead insisting that he is an ordinary 19-year-old girl named Giko, who states that her goal is to find her father, apparently a famous dollmaker who left on a journey to the Black Drum Kingdom and never returned. Her other motivation seems to be loneliness, as she has resolved to make a friend on every island of the Grand Line. Things haven't been working out very well on the latter; people seem like they'd rather call her "pervert" and "old man", but she's sure that'll change once she reaches the Grand Line proper.
Abilities: Master Puppeteer - Giko's operator is a ridiculously skilled puppeteer and ventriloquist capable of operating Giko in a lifelike manner resembling a teenage girl. If it wasn't for the creepy guy sticking his hand up the back of her shirt, you'd hardly know the difference.
Craftsman - Giko's operator seems to have a high level of engineering skill, considering that he apparently built Giko and is capable of repairing her from scrap material.
Techniques: Giko Punch: Giko can fire her fist via a large spring embedded in her forearm. It's then reeled back in using a cable that connects the fist and stump. Giko Hurricane: Giko's mouth contains a small breath dial filled with corrosive gas, which can be used to eat through metal. Giko Mortar: A small, sturdy mortar capable of firing explosive shells, located in Giko's left leg.
Traits:
Inventory: Life-sized teenage girl puppet named Giko with a number of concealed weapons.
Name: Gold Dorado Jr. Age: 24 Gender: Male Race: Human Height and Weight: 6'1, 169lbs
Bounty: 0 Beli
Personality: Life is meant to be lived, conveniences are meant to be used, and money is there to be spent. Gold takes the "live fast die hard" route to life, a character unbecoming of his lofty position as a man of medicine. Still, there credit should be given where it is due, it'd be difficult to call Gold miserable man of any sort, often viewing situations through a positive lens despite how hopeless the situation may be (even if he was the one to make that situation hopeless, like with say... loan sharks). Nor is he an unfriendly man, if only a tad crude and tactless at times. His debt-riddled lifestyle lead to him travelling quite a bit, making him a worldly young man who has already stepped foot in the Grand Line.
History: How a family of ancient medicine men and doctors managed to become habitual gamblers and eternal debtors is anyone's guess. Gold Jr. is just another one in the line, taking up the debts of his father alongside his brother, Silver Dorado. The difference between the two being that while Gold chose to indulge in life much like his father, Silver eventually took the straight and narrow path, driving a wedge between the two as they turned out to be very, very different people. Eventually their father passed from his poor life style, and the two brothers were rather suddenly left to their own devices. Rather than resolve to simply go their separate ways, there was a confrontation over which path they should both take together, employing their Old World Acupuncture as a weapon against one another. It did eventually lead to them both going their own ways, Silver to the Marines and Gold deeper into the gamblers lifestyle. This does not mean that Gold has no ambition, not at all - he is a doctor after all, and he ultimately hopes to help others. Were it up to him, he'd have found the Panacea by now.
Abilities:
Old World Acupuncture
What differentiates Old World Acupuncture from what an elder on any number of islands may know how to do? Well, for starters it works. Gold is not one to go into the details out of want of not wanting to sound absurd, but Old World Acupuncture involves manipulation of the bodies energy to hasten healing processes, and in some cases do the healing for the bodies. As such, Gold has intimate knowledge of the 'meridian system' in humans and fishmen (although there is a gap in his knowledge when it comes to the longarm and longleg tribes), and how to enhance and/or reduce the effectiveness of their bodies. It's essentially a medical martial art, especially with how Gold applies it. There is a form of it which exists without needles, using instead contact through the fingers and a burst of 'life energies' to instead replicate the effects of needles, although that is substantially more risky to use on an individual due to its far more aggressive nature.
Techniques: ---
Traits: Enhanced Agility - You'd not expect a doctor, especially not one versed in 'acupuncture', to be capable of moving at the speeds that Dorado is capable of, but Old World Acpuncture is no standard medical practice. In practice, Gold's speed can be considered 'deceptive', flowing movements suddenly followed up by crashing and precise blows. Master of Anatomy - A given, for the most part. Although lacking any actual medical qualification, Gold is one of the better doctors out there.
Personality: In contrast to most other ninja of the Wano Country, Tenmon seems to be quite casual about being a ninja, and often demonstrates his skill and agility in front of people while declaring himself to be one. Whereas most ninjas would be geared to solitary operations, Tenmon doesn't seem to mind working independently or in a group. He appears to carry a fairly level-headed aura, rarely becoming agitated or worried about matters. This casual nature seems to also extend to combat, where Tenmon assesses his enemies with a cool approach, while also acting quite respectfully to his opponents most of the time.
Despite this overall casual nature, Tenmon is more than willing to adopt a more serious persona for the sake of victory, becoming significantly more formidable and dangerous. In these situations, he may also adopt a more cold-blooded mentality, becoming willing to kill as a last resort, if he deems it to be necessary.
Unsurprisingly, Tenmon isn't one to talk about his history. Unless someone actively tries to pry into it, Tenmon will often play his past off as something "unimportant".
The eccentricity of his father has influenced him a bit, although it is often belied by his casual side. Tenmon is sometimes fond of jokes and nonsensical actions at inappropriate or tense moments - cheering on his comrades in a fight when he could be actually helping them by joining in, for example.
He's also got a tendency to "disappear" and "appear" in places without being noticed. That's just a part of being a ninja.
History: A trained assassin and sole user of the Burst Technique™, Tenmon seeks to become the ultimate ninja (whatever that entails).
The Tamashi Clan was once a recognized force within the Wano Country, a centuries-old clan of ninjas that had been known for their mercenary work throughout the nation, which allowed them to become a wealthy organization over the course of years. Their desire for an even greater profit led them to eventually abandon Wano, settling on one of the many "remote" islands within Paradise with the intention of expanding their potential clientèle - by taking mercenary work from various islands as opposed to a single nation.
The only son of the Tamashi Clan's Grandmaster, Tenmon supposedly consumed a Devil Fruit at a very early age, being uneducated about their existence. The Bomu Bomu no Mi proved to be a dangerous power to wield whilst growing up, leading some of the members being afraid of touching Tenmon for fear of him blowing up. Tenmon's father - the eccentric Grandmaster Soju - saw it as a grand opportunity to cultivate and incorporate Tenmon's power into his ninja training. This was the beginning of the development of the Burst Technique™, and a majority of Tenmon's childhood was spent developing it. Many of Tenmon's training sessions were done within the forest, alone. His Devil Fruit power was "too risky" to practice around other people after all. Charred grass and ashen trees were a good way to show he was making progress, anyway.
During his training, the mercenary work of the clan flourished, with many different islands and people requesting various jobs. This would eventually prove to be the undoing of the clan when the clan undertook a job that involved, well, killing a World Noble. Being from the Wano Country, the Tamashi Clan was unaffliated with the World Government and therefore held no sense of value or knowledge about the World Nobles. The consequences were catastrophic, with Marines besieging and destroying the Tamashi Clan in its near entirety.
Tenmon returned to what was essentially ruins; a severely damaged temple littered with bodies. His isolated training was the only reason he had survived, and yet he felt a deep sense of regret and despair for not being there to defend the clan its time of need. There was no way for him to enact vengeance, either; the Marines had already departed. The event sparked in him a hatred of the World Government, particularly the World Nobles, and the Admiral that launched the attack on his temple. That was only four years ago.
Now, Tenmon searches for that same Admiral. Although his search was set back by arriving in Loguetown a few months ago: He had stowed away on one too many ships, and ended up being taken in the wrong direction - out of the Grand Line. Tenmon has since used Loguetown to gather whatever resources he can, and intends to set out upon a journey to become a powerful ninja, and challenge the Admiral that destroyed his clan.
But even so, Tenmon questions his motive of revenge every now and again, feeling that it wouldn't be the clan's will for him to seek it.
Abilities:
Ninjutsu As ninja from Wano Country, Tenmon is able to perform various ninja arts, in addition to being unnaturally agile and dexterous. His abilities combine atypical weaponry with the power of his Devil Fruit, giving him a high amount of versatility in combat.
Devil Fruit: Bomu Bomu no Mi The Bomu Bomu no Mi is a Paramecia-type Devil Fruit that allows the user to make any part of his or her body explode, making the user a Bomb Human.
Eating this Devil Fruit at an early age, Tenmon has been raised to develop it into a fighting style, creating the Burst Technique™; a combination of unarmed ninjutsu and his explosive power. The fighting style allows Tenmon to deal agile explosive blows, in addition to multi-hit attacks for more - albeit significantly weaker - explosions. While powerful, the fighting style is kind of a double-edged sword: the collateral damage followed by the explosions is generally very undesirable (shipwrights HATE him) - especially if allies are nearby. Tenmon generally holds off on the Burst Technique™ as a result.
At the moment, the explosions created by Tenmon's named moves are - at most - strong enough to leave medium-large holes in brick walls, but do not quite have the fire-power to destroy much beyond that.
Techniques:
Ninjutsu Techniques
Ninja Arts: Sweeping Dusk Blade Tenmon kneels and dashes forward, cleaving the air with his sword as he passes by. Used to attack a single target quickly, but can also hit multiple enemies, although Tenmon has to hit them each individually - a difficult feat that becomes increasingly harder to accomplish the more targets there are.
Ninja Arts: Crescent Strike Tenmon performs a front flip, and kicks using the momentum of the flip to deal more damage.
Ninja Arts: Half-Moon Strike An attack to be used directly after its crescent counterpart. Tenmon vaults off of an enemy he's kicked, jumping behind them to kick again.
Ninja Arts: Flash Step Tenmon quickly dashes in order to avoid an attack, or get into a more favourable position. Doesn't seem to be as fast as Soru, as the moves do not share the same technique: Soru requires kicking off the ground at least 10 times, whereas Ninja Arts: Flash Step is just a very swift dash.
Ninja Arts: Throw Tenmon throws a miscellaneous item at an enemy. Not really a Ninja Art, but he calls it one anyway.
Burst Techniques
Ninja Arts: Smoke Burst Tenmon obscures himself in an explosion of smoke, allowing him to move to a different location quickly, or attack enemies while the smokescreen persists.
Ninja Arts: Chi Burst Tenmon thrusts his palm outward creates an explosion in the hand. In comparison to his other moves, this one has slightly more range, and doesn't rely on his hand making contact with the target. However, it's a fairly simple move to the point of being almost awkward to use.
Ninja Arts: Burst Bomb Tenmon throws a punch and detonates his fist upon contact, resulting in a high amount of damage from both the punch and the following explosion.
Ninja Arts: Burst Crescent Similarly to Ninja Arts: Crescent Strike, Tenmon performs a front flip and kicks. Tenmon detonates his leg on impact, offering a high amount of destructive power.
Ninja Arts: Spiral Dragon Burst Tenmon jumps into the air and spins while upside down, delivering a kick while detonating his leg.
Traits: Blank.
Inventory:
Yugure A simple weapon bestowed to Tenmon by the Tamashi Clan. Fundamentally, Yugure is a normal ninjatō which features a blue handle and silver guard. The sheath is entirely blue, but also has circular designs embedded on the length of the sheath. As one can imagine, the blade of the weapon is particularly thick and short in comparison to longer swords such as a katana, being around 50cm in length. It's small size makes it fairly simple for Tenmon to wield and also allows for faster attacks.
Kunai A single kunai to be employed as a dagger secondary to Yugure, allowing for more consecutive attacks and accurate critical strikes (he goes for the eyes).
Photo depicts the loot he sometimes gets from hunting pirates.
Age: 25 Gender: Male Race: Human Height and Weight: 5’10” and 165 lbs.
Bounty: 0 Beli Personality: Chamber Remington Wesson is mostly a friendly guy, but he takes his business seriously. He takes pride in his abilities as a marksman, a gunmith, and his ability to…yodel. Yodeling is normally how he makes his entrance when he isn’t executing a target from a great distance. Not only is he proud, but he is also arrogant. When you’re as good as him with guns…well…you have every right to be if you can back it up, and Chamber takes gunslinging to a whole new level. He believes he is the fastest and deadliest shot in the World, and will defend his self-proclaimed title.
Chamber is under the blind impression that people not only like his yodeling but his handsome looks. He will try to impress cute and beautiful girls—one of his goals being to find a wife so he can pass down his amazing genes. Truly, his eyes were a gift from God.
When he isn’t hunting bounties, he is tinkering with his rifle, cleaning his guns, and training. There is always room for improvement and if he wants to truly be the best, then he has to work at it. Hunting bounties allows him to encounter new and unique foes that bring him fresh and interesting encounters. He chose the life of a bounty hunter to polish his skills even despite…well…being a wanted man himself.
History:
Chamber hails from St. Poplar, an island town in Paradise connected to Water 7 and Enies Lobby by Sea Train. He lived the dream of most boys, wanting to grow up to be a Marine and he worked hard to achieve that dream. His father, Marine Captain Smith Wesson, was his role model. He was strong, proud, and an excellent shot with a gun. When his father returned home from R&R, they would practice and Chamber’s hawkeye gift was noticed early on. When Chamber came of age, he left his mother Annabelle to follow his father into the employment of the World Government. He and his father traveled all over and there were many instances where Chamber got to test his gunslinging skills for real. It was when Chamber began to modify the musket that he had been issued that he became aware of the World Government’s restrictions. He wasn’t allowed to modify government equipment even if it was to improve its performance. Officers tended to be the only individuals to allow special gear and equipment, and Chamber thought that policy was ridiculous. His skills were underappreciated. The officers on the ship tried to keep him in their shadows. He constantly butted-heads with a lieutenant named Bass Cooley who was under his father and who he noticed seemed…awfully close. It was as though his father had found himself a new son while he was out to sea for so long and he treated Chamber like all the other Marines. A fierce rivalry formed between him and Cooley, and no matter how much Bass disliked him he knew that Chamber was the better shot. He had to get rid of the kid if was to stay in Captain Wesson’s good graces. He was up for promotion!
On a mission to apprehend Sugar Ray pirates off the coast of the Conomi Islands, there was a heated battle between the two vessels and a violent exchange of cannon fire. In the middle of the battle, Lieutenant Cooley forced Chamber overboard. He was caught between the ships and their fire and in order to survive, he had to dive and swim as far out of the way of the two ships. He was left stranded in the ocean and exhaustion eventually took him. He washed ashore Cocoyasi Village and was rescued by a fisherman named Gil. Gil gave him a place to stay until he could get in contact with his unit, and when he managed to he learned that he was KIA. He had a decision to make then. He could either return to his pathetic life under the foot of every officer on the ship, or he could make his own life and live unrestrained. Chamber chose to do the latter and while he stayed with Gil in Cocoyasi, he modified his musket and other weapons the way he had always wanted to. He continued to go after criminals in his own way as a feared bounty hunter.
So his mother didn’t worry over the possibility of his death in combat, Chamber sent his mother a letter and news traveled to Captain Wesson that his son was still alive. Lieutenant Cooley labeled him as a deserter for having not returned to the Marines, and he has since become an outlaw.
His bounty journey has taken him to Logue Town, a popular trade center where he knows he’s going to collect some loot.
Abilities:
Extraordinary Marksman – Chamber is a gifted man. “Son of Gun” would be true. The way he handles his guns is completely unorthodox and it’s a sight to behold. His eyes are sharp, his reaction time even sharper, and his depth perception so keen that he could shoot the wings off a fly’s back. He has designed all of his weapons around his style of combat, and a lot of his designs are hidden within his long coat.
Tae Kwon Gun – It is Chamber’s martial art style. It is similar to Tae Kwon Do with his flurry of kicks except that each of his strikes trigger mechanisms that he calls Sliders and they are strapped to his forearms and shins. They not only act as guards against bladed weaponry but they carry magazines of rounds. For each thrust and of his legs and fists, the slider moves back, loading a round into the chamber, and then slides forward releasing the round. So while combating his foes, he can also fill them full of lead.
Burdened Fighter – If only one knew how many weapons he has concealed on his person. It makes him heavier than he really is and his muscles have been conditioned to bear the burden. So if he seems quick while burdened, wait until he takes it all off. He becomes even faster and his techniques even fiercer.
Techniques:
Ricochet – A gun trick where Chamber will shoot a round off a deflective surface and the round with change directory to hit the enemy where he or she didn’t see it coming. He has also used this technique to knock enemy rounds off course of their intended target. He can also perform this technique with his musket.
Quick Draw – The hand is quicker than the eye and Chamber is quick if not the quickest.
Gun Jam – Using his Quick Draw technique, Chamber can jam another weapon by lodging a bullet down the enemy’s barrel.
Traits: ---
Inventory:
Sliders – 4 – 8 round capacity.
Pistols – 4 – 8 round capacity.
Derringer -2- 1 round each.
Musket – 1 – single round reload capacity. Attachments: Bayonet and Scope.