Name: Elizabeth Almeria Nu Delrouge Blementacia Age: 22 Gender: Female Race: Human (Cyborg) Rank: Ensign
Appearance: She stands at about 152cm tall, weighting in at 45kg.
Personality: A bright cheerful looking lass that nonetheless was slightly unnerving due to how hopping mad she was. While utterly obsessed with making machines, she can and will try to experiment on other living things if she has the chance, usually with their consent. Though consent in her mind seemed to be broader than what most would normally think of, including being asleep, being unconscious or even just taking her hand.
Background: An odd girl who claimed to be from nobility from far far away, Elizabeth did not join the Marines so much as she forced her way in.
As she claimed, she was from a far away noble family, raised with love, with everything she could ever wanted. But she wanted to explore the world, so after smashing up her father's study and 'accidentally' destroying half a town with a prototype robot she was trying to make, she was told to go explore the world.
Without any money.
Or any transport.
And thus she was there to join the Marines, to offer them her expertise in SCIENCE as well as her other abilities, though her own physical abilities weren't anything to write home about. It didn't hurt that she'd be getting food and money too, which certainly wasn't her main goal, because she definitely had everything she needed on her journey around the world.
Skills: Helios Engine An odd ability that allows her to absorbs energy from any sort of attack or damage on her, as well as drawing out slightly more energy from the source of the attack for every hit. It also allows her to use the engine to make jets of flames from any part of her body. With her own energy, she can probably make a small candle flame.
And thats it. The skill doesn't nullify anything, but simply absorbs energy from attacks as well as a little bit more from the attacker. While it can absorb as much as she can take before her body breaks, it also doesn't keep energy for long, automatically going empty in 30 minutes if it doesn't receive any more energy in that time period. It seemed oddly fitting her skill was an engine that started by kicking it.
SCIENCE Or rather, some odd mishmash of pseudo-scientific quantum theory and gibberish that somehow works. Like spaghetti code that still works but no one can figure out what the heck is going on. Tends to malfunction, do extra unwanted things, but she often considers them as bonus features instead. Never let her operate on someone.
Techniques: Helios Engine - Start Starts up the engine, allowing her to use the energy stored to strengthen her abilities.
>Helios Engine - Ignition Fires off a jet of flames.
>Helios Engine - Thrust Ignition With more advanced control, she can fire off four at once, in a more constant stream.
>Helios Engine - Jetter Boost Fires off an explosive jet(of flames).
Stats:
STR: 5 AGI: 5 PER: 15 DUR: 25 WIL: 12
Perks:
Heatproof: The presence of the Helios Engine allowed Elizabeth to dabble with flames for far too much, allowing her too withstand heat a lot more than others. Its more basically tolerance/resistance to high temperature rather than immunity though.
MacGyver: Given enough parts and time, Elizabeth is able to create the strangest inventions. They're more strange than amazing, but they certainly get the job done.
Inventory: A small flotation device with a small turbine on it, shaped like a donut with a miniature engine on it.
6 feet and seven inches tall. She holds herself in high regard as she stands with heals on giving her a few more inches of height.
Name: Aelithia the Candor Age: 27 Gender: Female Race: Human - Horned Tribe Rank: Mercenary Corp - Rookie Personality: Aela enjoys relaxing and being as lazy as possible. She is very similar to a cat, or at times a bear given her mean streak. She does wild things when intoxicated and seeks thrills often enough where her skills are tested. She has a independent personality. Always thinking of a way out, mostly to save herself. She does enjoy dominating and will at times ignore others feelings making her a hard sell as a team player. She also has a tendency to be over confident. Background: Her tribe was sought after for their rare horns one day by pirates who were trophy hunters. She was taken as a slave along with her younger brother. While working as a slave she learned of the shadow skill. A mysterious woman had told her about it. Not soon after this woman broke her and many others free from the slaves. Though she was not interested in joining the marines she suggested Aela to do so. But first she needed to be strong in this new terrible world. So she trained Aela and her brother in the shadow skill. After several years of training Aela and her brother set out on their own adventures to see their goals accomplished. Aela to the Marines and her brother joined pirates dedicated to freeing slaves from other pirates or countries.
Skills: Shadow Skill Practitioner: A form of combat where the user uses mostly kicks with devastating power. Created by ex-slaves whose hands were bound. Aelithia is proficient in this combat style. When fully immersed in the shadow skill she does away with all of her restrictions in the face of death allowing her to push on beyond her limits when faced with dire situations.
Gunslinger: Having a decent knowledge of projectiles she knows the inner workings of pistols and rifles. She also has years of practice with aiming and firing these weapons from short and long range. She has practiced the speed of drawing the weapon for years also.
Techniques: Shadow Skill - Blade kick: With a whip like strike her legs can cut flesh like a blade and her heels can even allow her to parry blades.
Shadow Skill - Tornado Kick: While spinning on her hands she can form a tornado around her that delivers a flurry of kicks.
Shadow Skill - Spear: With a dashing straight forward kick she can pierce even flesh like a spear stabbing someone.
Quick Draw McGraw: Aela can slip out her pistol with speed and ease. Very similar to a gunslinger.
Quick Reload: Capable of reloading with swift speed she doesn't have an issue when it comes to continuous firing other than ammo.
Stats:
STR: 16 AGI: 13 PER: 11 DUR: 11 WIL: 12
Perks:
Perseverance: Learned through experience, Aela knew all to well what it meant to persevere. When faced with pain and fatigue, she always finds a way to keep her composure and push through.
Legs: Although far from being the epitome of finesse, Aela's well trained legs allow her to push off from surfaces faster, leading to quicker dashes, higher jumps, and longer leaps.
Inventory:
Flintlock Pistol
Musket Rifle
Dagger
Medicinal herbs
Fire Tribe Attire - Never wanting to wear anything else Aela has an outfit made from her people. It resists fire a fair deal and is durable.
Name: Aria d'Oregon, Aria de Graaf (Real Name) Age: 23 Gender: Female Race: Human Rank: Ensign (Naval Military)
Standing at around 171 centimeters and weighing around 65 kilograms, Aria's most notable features are her bright, violet eyes, rather similar to a pair of amethysts. She also has a penchant for wearing clothes that can easily flutter by the wind.
Personality: Quiet and prideful, Aria often keeps to herself as she prefers to listen to others before giving her input, often aiming to make her word the last, definite conclusion of a conversation. She's also got a very strong yet old fashioned sense of justice, following the old school of "Absolute Justice" that reigned the previous Marine echelons as the core of her beliefs and basis of her actions. She's not without mercy, however, and believes that people can redeem themselves, one of the reasons she tolerates the Mercenary Corps. More often than not, Aria opts to look at the larger picture over the situation that's at hand, and she favors longer term solutions towards conflicts, which can lead to her being ruthless and cruel at times for the sake of her plans. However, she has a weak spot towards those that are subjugated by much stronger people and will go out of her way to try and right the situation.
Background: Aria's birthplace was an archipelago in the North Blue that was officially ruled by a council of the rulers of the major settlements of these islands and unofficially by a veteran marine-turned-pirate lord, Vincent de Graaf, whose fleet served both as a threat and protection to the settlements. The Council had struck a deal with this man in order to ensure that he wouldn't assault the trading routes of these islands: They'll give him a share of all profits made by commerce between the islands and his ships would patrol the waters to "ensure nothing bad happened". His presence was enough to deter other pirates from endangering the commerce of the archipelago, but this had effectively turned de Graaf and his crew into the greatest noble family of the whole archipelago as their safety depended on him. And he knew that. One fateful day, captain de Graaf decided to cement his status as the de-facto ruler within these islands and sailed with a ship loaded with his best sea dogs in order to barge into the house of all the members of the Council and make a demand to the local ruling family. A single demand that, if it were not met, would mean that the entire town would be razed to the ground. And as such, he got what he wanted and, as such, Aria was conceived. The news were scandalous yet everyone kept their heads low as the regents raised these bastard kids as their one. Some of them were treated with disdain whilst others were forgiven as the sins of the father aren't those of the son. Aria formed part of the former group, she could feel the scorn and hatred to her very existence since she was a kid and she learnt why her last name wasn't that of her father, the only person who tried to understand and raise her after her mother committed suicide. He used whichever funds he could to help raise the girl as best as he could whilst avoiding de Graaf of exerting his influence over her upbringing. So, when Aria heard that the Marines were being reborn by the hands of the legendary Black Leg and the Pirate Hunter, he obliged her request of sending her there. Then, maybe, she'd be able to return with the might of the fleet and bring justice to the archipelago.
Skills:
Fencing (Cane): Aria is a skilled fencer, having practiced under tutors before joining the marines. This comes to shine, however, when she's able to show how she adapted it to use with her cane to disarm and reduce criminals without killing them. It's meant to whittle down her opponents with as little effort is possible until they make a mistake, on which she'd immediately capitalizes to deliver a final blow.
Naval Logistics: Due to the place and position she was born into, Aria had to have an understanding of trade routes, supply lines and the different kinds of ships. Whilst it's still limited, the basics of it are there to be developed in the future.
Techniques:
Sicilian Riposte: Aria quickly deflects an incoming attack and delivers a quick thrust with the tip of her cane towards the shoulder or the hip. It's a strike meant to destabilize her opponent and open them up for other strikes. Queen's Lunge: Taking advantage of an opening, Aria delivers several strikes with her weapon towards the chest of her rival, aiming to daze them and open them up for finishing strikes. Coup de Grace - Back-rank: Often delivered when she manages to get behind her opponent, she starts striking mercilessly against her opponent's back with a flurry of precise thrusts and swipes of her weapon, focusing on the upper torso and aiming to finally subdue them. Coup de Grace - Boden: By creating an opening for her opponent to take, Aria aims to create a situation where she'd dodge a strong attack, an evasive maneuver combined with an ambitious and powerful lunge aiming for her opponents head. If done correctly, the strength of the strike is enough to knock her rival down for the count.
Stats:
STR: 8 AGI: 15 PER: 19 DUR: 8 WIL: 12
Perks:
Footsie: Aria's footwork is precise and efficient. Getting around and between enemies is part of is simply part of her kit.
Pinpoint: What she lacks in brute strength, Aria makes up for in accurate and well-placed strikes.
Inventory:
Cane: A strong, metal cane that's about 90 cm long. It's a souvenir from her father, and as such she's reluctant to part ways with it.
Name: Kurena Age: 18 Gender: Female Race: Standard Human Rank: Apprentice (Mercenary Corps)
Appearance: Stands 5'10" and 145 lbs. Her Merc Corps bandanna is used to tie her hair up. Personality: Kurena is a spirited young girl who loves nothing more than facing a challenge. She's very much a go-getter, and once she decides she's going to do something few, if any people can dissuade her from it. She's not the vengeful sort, nor does she believe all that strongly in the concept of Justice, but she does firmly believe that those who are strong have a duty to protect those who are not. This has caused her to idolize some of the fabled pirates from the Golden and Silver Ages to a degree, and certainly puts her at odds with the pirates of the current age. Background: Kurena never knew her parents. She was raised on an island in the East Blue called Monastery Island, governed by warrior monks who invited any to join them in pursuit of physical fitness and learn their martial art. Having nowhere else to go, she grew and learned under the tutelage of one of the senseis, who treated her like his own daughter. When she turned 15 she was permitted to begin training to master the Monastery's secret techniques- the Kamiken art forms. It took her the better part of three years to begin to grasp the concepts and begin to understand the techniques, but eventually she began to thrive on it. She only managed to properly use two of the five basic techniques, but her sensei assured her that she knew all of them, plus many of their advanced forms; she merely needed to bring her body into sync with her soul to perform them, and that would come with time.
That time would have to come at a later date, however, because not long after Monastery Island came under attack by a vicious gang of pirates. Under normal circumstances such things were little cause for concern; the instructors typically proved more than capable of fending off any would-be attackers. But these pirates were much stronger and vicious, and it was all the monks could do to keep as many students and residents alive as they could. The monastery itself was in shambles, and her home was destroyed. While everybody else went to find a new home, however, Kurena took a small boat and set sail for a different locale; the new Marineford. Men like that had to be stopped, and if her skills could aid that, who was she to not do so?
Skills: Kamiken: Martial art taught on Monastery Island where Karena was raised, it revolves around specific techniques inspired by the 5 elements (Fire, Water, Earth, Air, Lightning). Similar to, and said to be a rival of, Rokushiki.
Biri-Biri no Mi: A Paramecia-type that Kurena ate thinking it was an ordinary tropical fruit. It gives her the ability to generate and discharge electrical energy in and from her body, which she can use to add a shocking new force to her attacks.
Techniques: Fire- A basic technique of the Kamiken, the user throws a punching attack with explosive force.
Discharge; Burning Thunder- Kurena coats her fist with stored electricity that is unleashed when she makes contact, increasing damage and possibly stunning her target.
Air- A basic technique of the Kamiken, the user dashes at high speeds to cover distances very quickly.
Discharge; Electric Wraith- Kurena charges her body with electricity and unleashes it as she dashes with Air, electrocuting opponents as she passes by.
Stats:
STR: 11 AGI: 23 PER: 10 DUR: 8 WIL: 13
Perks:
Perseverance: Harsh training was always part of Kurena's life; and what came with it was the need to simply carry on. When faced with pain and fatigue, she always finds a way to keep her composure and push through.
Acrobatic: Tumbling, turning, flipping, and the like require minimal effort from Kurena.
Inventory: A pair of thick leather gloves that she wears to help protect her hands.
Cedric stands at 190.5cm and weighs 100kg. He doesn’t actually wear the necklace in the photo.
Personality: Between the years he spent training with his father followed by immediately falling into work as hired muscle, Cedric’s personality became that of strict discipline. This was very apparent during his first few years as an adult, though the time he was under contract with Leo softened it a bit. He can appreciate humor, however cracking a joke himself is rare, and understands that periods of rest can be beneficial.
Background: Cedric’s early life was relatively uneventful. From a young age his father began training him the martial art style known as Fish-Man Karate. This training consumed his life for several years. He and his father would start before the sun fully rose over the horizon and wouldn’t finish until it had already set. Free time was a luxury only given once a week. Rather than use this time to relax Cedric instead took to the sea on these days, spending hours exploring the ocean surrounding their home.
His training with his father ended when he turned 18, not because he had mastered the fighting style but because his father believed that the only way for Cedric to continue to improve would be to go out on his own and get practical experience with it. They did not simply kick him out, instead they asked one of their close friends to provide Cedric with transportation to a larger town. Upon his arrival he began taking on any jobs he could find, most of which involved acting as protection for merchants due to the highly dangerous nature of the oceans.
He spent four years working as hired muscle for various ships, which typically were just for one time gigs. However by the time he was 22 he had started making a name for himself as reliable protection and was approached for an unusual job, at least for him. The first oddity was the fact that the man requesting him was a human merchant, up until this point he had been working exclusively for other Fish-Men. His potential employer though didn’t seem to care what his race was, just that he was efficient. The second unique aspect was that he was being asked on for a long term contract. He would act as a bodyguard for Leo and his supplies for a period of one year and at the end could decide if he wanted to renew the deal.
In total Cedric spent a little under four years sailing with Leo, in which time the two had become friends. For a while he actually had been harboring the idea of simply staying indefinitely. It gave him plenty of opportunities to gain more experience in using his fighting style in live combat and the pay was much more than he had been earning before. This all changed when he caught wind of the fact that the Marines were recruiting, anyone and everyone that they could. He simply could not pass up the chance as he knew that it would serve as the perfect means of testing how far he had come. Leo even allowed him out of his contract early, though to be fair Cedric paid him a substantial fee for the inconvenience. He then made his way to Marineford to sign up.
Skills: Fish-Man Karate - A martial art that is practiced by certain skilled members of the Fish-Man race. While deadly enough on land, Fish-Man Karate has a number of devastating underwater moves designed to be suitable with the Fish-Man strength and speed along with the mobility that goes while under water and, in some cases, a fish-man's personal adaptation (fins, teeth, etc.).
Shipwright - While sailing with Leo it was suggested to Cedric that he apprentice under the shipwright during his downtime. He was completely onboard with this idea as it gave him something to do rather than waste time. With his disciplined attitude he took quickly to the craft. With nearly four years spent helping fix the ship he has become adept at the art.
Techniques: Hundred Brick Fist- A hard punch that can send an opponent flying. It is said that it is strong enough that it can break through one hundred bricks.
Forearm Sledge - Cedric twists and slams his forearm into the back of his opponents neck.
Backfoot Jawbreaker - Usually done underwater, an inner-sole kick to the opponent's chin.
Hundred Brick Roundhouse - A hard kick that is aimed at the side of an opponent, capable of sending them flying. Much like its punching variant it is believed that the kick can break through one hundred bricks.
Flying Fish Spear - Cedric builds momentum beneath the surface of water by swimming in several quick circles before launching himself out of the water with the intent of tackling someone off of a ship and land in the water on the other side of the ship.
Stats:
STR: 28 AGI: 5 PER: 13 DUR: 17 WIL: 15
Perks:
Waterborne: As a Fishman, Cedrics moves faster when submerged; his movements are not just unrestricted, but are enhanced as well.
Quick Fix: Speedy repairs and fixing up ships in a short amount of time is Cedric's bread and butter.
Name: House Age: 32 Gender: Male Race: Human Rank: Rookie (Mercenary Corps)
Appearance:
Standing tall at 1,85m and weighing in at 90kg, the picture shows House with his technique Diamond Eyes active.
House never leaves his room without his signature brown trench coat and keeps his beard somewhere between unkempt and “short but sexy”. Underneath the trench coat he wears normal everyday clothing and his mercenary rank bandanna is loosely bound around his neck. Around his waist he wears a belt with two holsters containing his two decks of special throwing cards.
Personality: Due to his unique upbringing House is a very social and helpful guy, since his brothers and sisters in the gambler-family depended on each other to survive. He learned a great deal about the importance of camaraderie, friendship and teamwork through them, even though his carefree and laid back demeanor might not always convey it too well. He jokes around a lot and laughs about his own jokes sometimes, which can make him seem like a bit of a douche. He believes, that he has grown out of his boastful loudmouth phase, keeping his showing off to a minimum as well as suppressing his desire to be a joker or smart-ass whenever he can. However when a certain amount of booze or gambling is involved he will slip right back into his old self. Additionally House is very competitive, trying to one up anyone he feels superior to, which, when it comes to gambling, is just about anyone.
In his free time he either practices his card-tricks, prepares his throwing cards or tries to find people to play with and pass the time. His favorite food are chicken wings, although he'll settle for almost any poultry based meat and he can hold his liquor fairly well given his casino-bar filled youth. Finally, House had quite the womanizer reputation back at home, since he could be very charming and was nice to look at. He never actually understood where that reputation came from however, since usually the women talked to him first and he was pretty oblivious to the flirting until it became very apparent.
Underneath everything House has a very soft spot for children, especially orphans, and wants to potentially open an orphanage when he retires one day.
Background: Born with an alcoholic gambler for a father and a dead mother the young Roger Kempton was basically by himself from the get go. Before he was even 8 years old he escaped his father on one of their casino-trips, leaving the old man at the slot machine and never coming back. While on the run Roger met a group of gamblers, misfits and former orphans just like him, that took him in and raised him as one of their own. They started teaching him about the world, taught him reading and writing and about the most important thing in the world: the art of gambling. Roger soon proved to be an exceptionally fast learner, he was smart and, unfortunately, he knew that. During these early years Roger would frequently boast about his winnings, while wearing his hubris on his sleeve. This lead to more than a few troublesome situations, through which he made it unscathed more often then not.
When Roger hit his early 20s he picked it up another notch, training his sleight of hand and dice tossing as well as his card counting and throwing on the side. He had soon made a reputation for himself as “House”, the man that never loses. At first he didn't know what to think of this nickname, but he soon grew to like it a lot more than his actual name, discarding it along with his childhood memories. By now he had become somewhat of a small celebrity among the casino belt, a group of islands in the West Blue, that is mostly treated as a permanent neutral-zone for the surrounding crime syndicates. The casino's were all owned by different criminals, that were always trying to out-profit each other, House however was a problem for every casino he visited, since whenever he showed up he would cost the casino and it's clients a lot of money.
One fateful day he won the absolute jackpot, without even knowing it. It was his 28th birthday and he went into a high-end casino to celebrate. After a long and successful day he packed up his winnings in his usual manner, stuffing it into a huge Santa-like sack, excused himself with his usual catchphrase, “It was a pleasure to play with you gentlemen, but never forget, that in the end: The House always wins!” and left the casino with a big grin on his face. Taking stock of his birthday winnings in the hide out later he noticed, that one of the assumed golden ornaments wasn't golden at all. It looked more like a very heart-shaped peach with a swirl pattern. Deciding, that he was hungry anyway and unaware of the existence of devil fruits, he gulped the fruit down in 2 bites. At first he was confused by the lack of a stone on the inside, but then he realized how gross the fruit tasted, making a mental note to never eat a fruit like that again.
Another 3 years passed and House was growing weary of the hustling and cheating lifestyle he flaunted. He had been growing less and less bashful for the past years and had finally gotten to a point where he realized, that his life wasn't going anywhere. After contemplating what to do with his life and hearing about the marine-fort's new hiring guidelines, he decided to make himself and his recently acquired powers matter, setting off towards the East Blue immediately. Signing up for the mercenary corps as soon as he reached the fort.
Skills: Sutsu-Sutsu no Mi: The Suite-Suite fruit, a Paramecia type fruit that gives the user the ability to empower himself by invoking the four suits. Heart for defense, club for offense, spade for speed and diamond for vision. True Gambling: Every gambler knows, that at a certain point in any game luck doesn't matter anymore. At that point speed, skill and perception are the only thing separating the big winners from the empty handed losers. If you didn't get caught, you didn't cheat, that's the rule of the casino world. House is able to roll a dice onto the number he wants and manipulate card-decks without most people ever noticing.
Techniques: Cardslinger: Years of experience have lead to House being able to toss cards at enormous speeds and with amazing precision, giving him the ability to throw his cards like other people throw knives.
Suit-Style: Diamond Eyes: House activates one of his four sutsu-powers to enhance his vision ability and range, and turning his pupils into diamonds.
Suit-Style: Spade Surge: House activates another sutsu-power to increase his speed and reaction times, enabling him to use the Spade Spears.
Suit-Style: Spade Spears: House's hands transform into a black spade shape, making them extremely sharp and durable, effectively turning his arms into thrusting weapons. The stem of the spade protects about half of his lower arm from damage as well.
Stats:
STR: 11 AGI: 12 PER: 17 DUR: 12 WIL: 13
Perks:
Sleight of Hand: His fine control over the movement of his hands makes House a formidable opponent in close quarters. He moves aren't exactly blinding, but are definitely subtle and to the untrained eye, are difficult to predict.
Pickpocket: House's expertise in subtle hands movements has made him quite the capable thief when needed. When accidentally bumping into him, you better check the contents of your pocket. A firm handshake? Your watch might not be there anymore.
Inventory: 2 decks of cards with sharpened edges and a pair of red dice.
Name: Muramasa Neith Age: 21 Gender: Male Race: Human Rank: Ensign (Marines)
Appearance:
Personality: Muramasa is the kind of guy who seems to be grumpy, the majority of the time. In many cases, this is true, but he is not all grumpy, just grumpy must of the time. He enjoys his passion, which is to create beautiful tools of destruction. He makes them for you and when they are gone, they are gone. However, Muramasa also has a soft spot for baked sweets of all kinds. He tends to take on strange requests lately as he longs to expand his craft however, he doesn’t really care what he does, as long as he can do what he enjoys. Other than that, he does not like being bothered.
As grumpy as he is, he isn’t a jerk. Well, at least not on purpose. He is blunt to a fault, because it annoys him to lie or to tell a lie. He is really a nice guy once you get to know him and if you bake him a cake, you will have him in the palm of your hands, if you are lucky enough to know that his weakness.
Background: Muramasa is a man from the North blue and he is from a clan of smiths who specialize in making weapons. His family helps supply the new Marines with weapons. They are all very skilled in their craft, which is why the Marines offered to pay them for their services. However, there was one among the family who had shown skill above all others. This was, of course, the subject of this Character Sheet, Muramasa Neith.
As a young boy, Muramasa was enamored with making things. It was his dream to carry on his family’s business and become the best craftsman the world has ever known. As the years went by, Muramasa’s talent became more and more apparent as he worked hard to make a name for himself and, consequently, made his family’s name even more popular. However, like most geniuses, things eventually became boring for him. All of his family’s techniques were easily learned and applied. At times, he would go as far as to improve them to become more efficient. This caused him to become bored and with boredom came being jaded. Then it lasted for so long, that it became irritating how limited he felt for not being able to get better and improve his skills.
That is when he met Sanji, by chance. Though he didn’t know who the man in black was, Muramasa was swayed by the man to join the marines, purely because Muramasa could leave and raise his skills out on the season where all sorts of material were present and avaliablefor him to master and all sorts of weapons and armor and other works of art can be made.
Skills: The Man Who Can Craft All: Even though his family is a family of smiths, Muramasa can craft all weapons from guns to swords and beyond. You give him a blueprint, and he will make it and make it better than you imagined it would be. He has somewhat of a special ability, I guess when making weapons as the material seems to “Speak to him” or so he says. However, this allows him to create to his heart’s desire. He can make all sorts of weapons of any material. “Its all about power and know-how.” That’s his family’s motto, even though its not nearly as simple as that to create what Muramasa can create. Its magical. This isn’t just a weapon crafting ability but also armors as well as other things made of various materials. Need an Adam wood spear with a seaston tip? Muramasa is your guy. This also is the reason why is strength is pretty high. Ya know, stoking the forge and all.
The Hammer-smith: Because of his skills as a blacksmith, he is proficient in using hammers as the hammer is the primary working tool of a smith of many materials. Because of this, he has developed a fighting style that utilizes hammers and their power. Of course, hammers would be his natural choice of weapon, He uses them for freaking………EVERYTHING!!
Techniques: Weakpoint: His eyes are sharp, when it comes to weapons. He is able to hit weapons in a manner where you are disarmed.
Hammer Strike: An overhead strike with his hammer to the top of the head.
Hammer Smash: swinging the hammer towards the midsection of the body and strike.
Hammer Throw: Throw his hammer to strike a target from far away.
Stats:
STR: 17 AGI: 5 PER: 15 DUR: 13 WIL: 12
Perks: Friend of the Forge: With the right tools and material, Muramasa is able to easily create various weapons and armour. Occasionally, when inspired, he is able to make high tier equipment.
Repairman: Murmamasa is able to provide temporary repairs to most equipment. With ample time, he can repair higher tier equipment as well.
Inventory: His trusty sledgehammer: Forge (not a named weapon), other tools to make and repair weapons.
Name: Muramasa Neith Age: 21 Gender: Male Race: Human Rank: Ensign (Marines)
Appearance:
Personality: Muramasa is the kind of guy who seems to be grumpy, the majority of the time. In many cases, this is true, but he is not all grumpy, just grumpy must of the time. He enjoys his passion, which is to create beautiful tools of destruction. He makes them for you and when they are gone, they are gone. However, Muramasa also has a soft spot for baked sweets of all kinds. He tends to take on strange requests lately as he longs to expand his craft however, he doesn’t really care what he does, as long as he can do what he enjoys. Other than that, he does not like being bothered.
As grumpy as he is, he isn’t a jerk. Well, at least not on purpose. He is blunt to a fault, because it annoys him to lie or to tell a lie. He is really a nice guy once you get to know him and if you bake him a cake, you will have him in the palm of your hands, if you are lucky enough to know that his weakness.
Background: Muramasa is a man from the North blue and he is from a clan of smiths who specialize in making weapons. His family helps supply the new Marines with weapons. They are all very skilled in their craft, which is why the Marines offered to pay them for their services. However, there was one among the family who had shown skill above all others. This was, of course, the subject of this Character Sheet, Muramasa Neith.
As a young boy, Muramasa was enamored with making things. It was his dream to carry on his family’s business and become the best craftsman the world has ever known. As the years went by, Muramasa’s talent became more and more apparent as he worked hard to make a name for himself and, consequently, made his family’s name even more popular. However, like most geniuses, things eventually became boring for him. All of his family’s techniques were easily learned and applied. At times, he would go as far as to improve them to become more efficient. This caused him to become bored and with boredom came being jaded. Then it lasted for so long, that it became irritating how limited he felt for not being able to get better and improve his skills.
That is when he met Sanji, by chance. Though he didn’t know who the man in black was, Muramasa was swayed by the man to join the marines, purely because Muramasa could leave and raise his skills out on the season where all sorts of material were present and avaliablefor him to master and all sorts of weapons and armor and other works of art can be made.
Skills: The Man Who Can Craft All: Even though his family is a family of smiths, Muramasa can craft all weapons from guns to swords and beyond. You give him a blueprint, and he will make it and make it better than you imagined it would be. He has somewhat of a special ability, I guess when making weapons as the material seems to “Speak to him” or so he says. However, this allows him to create to his heart’s desire. He can make all sorts of weapons of any material. “Its all about power and know-how.” That’s his family’s motto, even though its not nearly as simple as that to create what Muramasa can create. Its magical. This isn’t just a weapon crafting ability but also armors as well as other things made of various materials. Need an Adam wood spear with a seaston tip? Muramasa is your guy. This also is the reason why is strength is pretty high. Ya know, stoking the forge and all.
The Hammer-smith: Because of his skills as a blacksmith, he is proficient in using hammers as the hammer is the primary working tool of a smith of many materials. Because of this, he has developed a fighting style that utilizes hammers and their power. Of course, hammers would be his natural choice of weapon, He uses them for freaking………EVERYTHING!!
Techniques: Weakpoint: His eyes are sharp, when it comes to weapons. He is able to hit weapons in a manner where you are disarmed.
Hammer Strike: An overhead strike with his hammer to the top of the head.
Hammer Smash: swinging the hammer towards the midsection of the body and strike.
Hammer Throw: Throw his hammer to strike a target from far away.
Stats:
STR: 17 AGI: 5 PER: 15 DUR: 13 WIL: 12
Perks: Friend of the Forge: With the right tools and material, Muramasa is able to easily create various weapons and armour. Occasionally, when inspired, he is able to make high tier equipment.
Repairman: Murmamasa is able to provide temporary repairs to most equipment. With ample time, he can repair higher tier equipment as well.
Inventory: His trusty sledgehammer: Forge (not a named weapon), other tools to make and repair weapons.