'The King of Pirates? That has such an ugly ring to it.... No, I am going to be the Queen of Pirates!'
Name: Kirstie D. Emeri
Gender: Female
Nicknames/Aliases: Emi, by her family and others
Epithet: N/A
Age: 18
Bounty: 0
Hometown: West Blue, in a little island called Quintana.
Pirate Crew: Now recruiting!
Role: Captain.
Abilities & Skills: She is nimble and has a great deal of stamina, but as far as physical abilities go, that's pretty much the only thing she's capable at. Her punches are like those of a simple woman, even so, she has become adept in her own martial art that mostly uses her speed, and her opponent's strength, to her advantage. She isn't exactly imposing as a captain, however, once she gets serious, she can be as commanding or imposing as needed be. She also uses the powers of her Devil Fruit to her advantage.
Name: Oto oto no Mi
Type: Logia
Effects: It allows the user to transform into, manipulate and generate sound waves. The user can also 'ride' the sound waves. It also makes her intangible to anyone that cannot use Haki.
Techniques:
Oto Dash: This allows her to run at sonic speeds.
Transformation: She is able to turn into sound waves and move around like that, however, the downside of this is that she cannot attack
Oto Strike: Charging one of her body parts with the speed of sound, she is able to strike people at sonic speed and simulate superstrength.
Oto Frequency: She is able to change the sound frequency of whatever is in her surroundings.
Oto Wave: Launching super thick sound waves towards an opponent, she is able to send them away and cause huge damage.
Oto Boom!: Making sound waves compress and the explode, she is able to disable any opponent in her near vicinity. This, however, also affects the people on her side as well as herself. Weaknesses: Depending on where she is, she is more or less fast, as well as not being able to bounce sound off walls. Her ears are especially sensible, and making some kind of sound that would disrupt her own sound waves will enable anyone to hit her. Anything that causes sound can also hurt her, as well as wind.
Personality: A brat and a definite spoiled girl, Emeri is a girl that does nothing but follow her own whims. That said, she has an incredible sense of camaraderie, and she is the kind to turn the whims of her companions into her own whims. This great sense of camaraderie will make her go to stupid lengths for those she calls her friends, but even then, she knows full well just how important things can be at a given time, and even then, it would seem she does not fully put in all of her seriousness in the line to show her opponent that she isn't playing around.
There are only few times in where she can actually show just how serious she is, and those times are when the lives of others are in the line, as long as she knows them personally of course. She holds a believe that a pirate should be cruel and detestable and as such, she acts like that always while on top of her ship. She will try and give orders in a 'serious' tone that would seem is actually her usual joking around, as well as make decisions that would actually be fitting for a heartless pirate captain. She also has an exaggerated laugh that puts emphasis in the fact that she is trying to be evil.
Biography: Daughter of the Warlord of the Sea, Kirstie D. Alexei, the Navy keeps tabs on her for that same heritage. The fact that he behaves and even talks like a high class lady, though, is something unknown to most people, as well as how she learned how to fight so well and seemingly have no fear of dying. She isn't the type to keep secrets, but she isn't the type to be just spouting her life story to just anyone who appears in front of her. She'll tell just about anyone about it once they ask, though.
Other: She has a pair of dial headphones she usually carries around with her at all times. The design on them was especilly made for her by some skilled artisan. They seem to be a gift from her father after he went to a Sky Island and got them.
Appearance: Ryūhei is a relatively tall young man, standing at around 5 feet 11, or 6 feet exactly. His build is muscular and defined, but rather than the bulky, brute thickness that you would see in a lot of other pirates, Ryūhei's physique has more of a lean, streamlined build that boasts tightly-packed, explosive strength and speed. His hair is rather spiky and shaggy, soft locks naturally framing his face, while more locks breezes in the sky, spiked up. He has a pony-tail on the back, leading even more thick locks of hair down to around shoulder to shoulder-blade width. The hair itself is naturally white, going rather well with his dark golden eyes.
Name: Originally born as 'Ryūhei Sasagara', his last name has been discarded.
Gender: Male
Nicknames/Aliases: N/A
Epithet: To be developed.
Age: 19
Bounty: To be developed.
Hometown: South Blue - A coastal island that went by the name 'Huroko's Nest'.
Pirate Crew: ~
Role: Swordsman/Combat Specialist
Abilities:
;; Swordsman's Spirit - Ryūhei has no Devil Fruit, but makes this up with pure strength, speed, agility, reflexes, and grit. His taut, muscular form holds immense power, that much is obvious. He can leap wide, considerable distances, slam holes through boulders with one punch or slice completely through with one swing, run for hours before getting fatigued, move at high speeds, and, with his determination and will, fight for however long it takes for either him or his opponent to die...even if it goes past his body's limits. Even so, he may become unconscious for days or weeks afterwards. The things he can do could seem inhuman, even for Devil Fruit Users - people who hold inhuman power themselves.
;; Swordsman's Skill - Ryūhei's plan for the future is to become the world's greatest swordsman, and already, he is showing steadfast resolve and untouchable potential. A prodigy in the arts of two swords, Ryūhei is an extremely skilled combatant, far on his way to perfecting his personally created style - Nireisu, or the Two Blade Style. His style allows him to excel fantastically in close-combat, while also holding artillery-like techniques for necessity's sake.
One of the few men with the ability of Hakairyoku, Ryūhei can channel his own life-energy into his blades, or his body, increasing his already exceptional physical abilities and skills, although he is still rather...'ignorant' to this ability, and will learn more of it in the future. His techniques with Nireisu are named, for the sake of concentration and efficiency, and will be exposed IC. Ryūhei is also an accomplished hand-to-hand combatant, able to hold his own against strong opponents with his fists and legs, but generally, he prefers his katanas.
Personality: Ryūhei comes off as a distant, fierce, and serious man that keeps to himself, opting to train, watch the ocean, eat, or train some more. However, despite this, he has a surprisingly small temper, and can lose said temper rather comically if you know how to push his buttons. Despite his lack of kinder emotions, other than anger or the occasional wistfulness, he does, in fact, have a heart - a rather passionate one, at that. He is a selfless being when it comes to those weaker and more innocent than him, and will risk his life in their steed - but he definitely won't go down without fighting. He believes that he lacks the ability to show certain emotions, and hasn't cried since...his past. In spite of this, he does have a bit of a humorous side - albeit his humor can be quite dark at times.
In the crew, he's generally the more 'serious' of the mates, and somewhat of an advisor, pointing out flaws to the captain's plans, but otherwise keeping to himself. He loves eating, mostly due to the amount of fat his body sheds during his extreme physical workouts, but that's a story for another day. Although gruff on the outside, once you manage to get within his 'trust bubble', you will have an extremely dangerous swordsman with a kind, if not jaded and calloused heart as your guardian. He will fight armies for his teammates, and can, and is, willing to suffer through Hell for them, if necessary. Can sometimes come off as lazy due to his lack of responsibilities on board, but he's not actually lazy. In battle, he is incredibly violent and fierce, often grinning whenever his opponent is a challenge. However, when fighting weaker opponents, he tends to be a bit disappointed, restraining himself immensely, and holding back.
Nicknames/Aliases: Sam, I guess, but I prefer Sammi. Don't think my crewmates would call me what the Navy calls me.
Epithet: 'The Viking'
Age: 22
Appearance: Sammi is a tall woman, standing 6'0", with long blond hair and light blue eyes showing her supposed heritage. She cuts an imposing figure, years on the sea have given her a very toned body. She likes to think she could be in the running for beauty of the sea, but other people would probably not put her up that far. She's usually wearing a red tank top, black pants, sandals and a sky blue headband.
Bounty: 135,000 belli
Hometown: North Blue, Lillestad Island (If it has to be one mentioned in the manga, I'll swap to Rubeck)
Pirate Crew: TBD
Role: Cook/Fighter
Abilities & Skills: In battle, Sammi's weapon of choice is a twin pair of hand axes, useful for boarding opposing ships, or taking a chunk out of someone's neck. They don't allow for a lot of range, and when thrown, they aren't very accurate, but in close, she is a force, and opponents usually are in close, whether they like it or not, thanks to her ability.
As the cook, she is able to cook food decently enough. It's not going to rival the great chefs, but it's not going to taste like bilge water either.
Name: Nawa Nawa No Mi
Type: Paramythya
Effects: Enables the user to growth lengths of rope out from their body, usually the fingers and toes. These ropes can be fully manipulated by the user until they are detached from the body. After detachment, they can still be manipulated, but can no longer grow in length.
Techniques: They allow Sammi to help repair the ship, fetch things or tie up opponents in a neat package for chopping up. She hasn't refined it to the point where she has actual technique names for what she does, aside from "The Whip" or something similar.
Weaknesses:The ropes are slow moving if not given a momentum boost to start, so if Sammi doesn't loop something on the first try, she's left vulnerable. Also they are extensions of her body, so if sliced while attached, she feels the pain, even if it doesn't physically affect her.
Personality: Due to her time on the Thrasher, Sammi has grown to put up a very tough front, feeling it necessary to assert herself amongst the male-dominated profession she had become a part of. In battle she fights with the ferocity of the Vikings that Hartley told her of in the past. However, when by herself or with people she truly trusts (so far Hartley is the only one that has qualified), she exposes her true nature. She is much more open, quick to let the emotions come out, the anti-thesis of the image she projects on deck.
Sammi was born on the island of Lillestad. When she was growing up, she would wait at home for her father after he returned home from long days of fishing the sea. Once he was home, he would tell young Sammi stories of the sea, and of their ancestors who were supposedly great warriors long ago. As she grew up, she was more attached to the sea and determined to make her living off of it, but her father said no. No daughter of his would have to work for pay. This shocking commandment angered the young girl. Her mother tried her best to help her learn the tricks of the house; how to cook, how to clean in the shortest amount of time, stuff like that. She learned, but she never liked it, and would still pester her father to take her out onto the ocean. Every time he would say no.
Eventually, Sammi decided that her father couldn't tell her what to do and snuck away to the port on the other side of the island, looking to get on whatever ship she could. The only ship in port that day belonged to one Captain Hartley. He looked skeptical to take on the young girl but made a deal with her. He would allow her to sail with his crew, if she treated him to a proper meal beforehand. Sammi wasn't thrilled with the prospect of having to cook for a trip, especially if it meant she was pretty much auditioning for a chef's spot, but she was relieved when she realized that any cooked meal would do. The two went to a local tavern and the dinner was actually rather enjoyable, except for desert, that was strange tasting. The fruit on top of her parfait seemed a bit off. However, that was nothing compared to the conditions that Captain Hartley sprung on her.
He told Sammi that in order to be on his ship, every member had to be useful, and while she didn't appear to bring much to the table, he could fix that. The fruit that adorned her desert was the Nawa Nawa no Mi fruit, one that he couldn't trust to a member of his crew who might use it's powers for mutinous purposes. However, a doe-eyed young girl, still with the shred of innocence and wonder, and a drive for the open sea, she could use the power for him. And that's how Sammi was drafted into the pirate lifestyle.
Sammi became indispensable on board the Thrasher, her newly gained abilities making things much easier, but she got a lot of guff from the crew members on board who were not pleased that she got the Devil Fruit that Hartley had been holding onto for so long. All the Captain told her to do was to stand her ground, and use her powers if she needed to, with his blessing. After a couple of upside down hangings from the rigging, the crew started to back off, but they weren't willing to help her at all during the raids the ship performed. There were a couple of close calls at first, Sammi had never fought in any kind of conflict in her life, and her powers were not always able to be used to their full potential, which depressed her. She confessed this to Hartley, who had been the one to come to her aid during those times she was almost captured and she told the Captain that maybe she should just be taken home. They got talking about her old life and when Hartley learned about the stories she was told as a child, he urged Sammi to embrace her heritage, to become the fierce warrior of her families past. With some training from the Captain, she got better at fighting, and after some time, she was one of the most feared members of Hartley's crew, her weapons, fighting style and heritage earning her the nickname of "The Viking."
One night, when the ship was docked in a port on East Blue, Hartley and Sammi were on land looking for a place that would cater to their crew, but they need not have bothered. The Marines were ready to take care of that for them. They blitzed the ship and captured everyone before heading into the town for the main prizes; the captain and his devil fruit companion. It was a quick run through the town before the landing party caught up to the two. Hartley told Sammi to get away as far as she could while he held them off. Sammi was reluctant to abandon the Captain to this fate, but it was an order. He told her he would find her the next day, but as dawn broke on the woods north of the port, the captain and the Marines were nowhere to be found. Sammi was the last Thrasher crew member remaining, and the Marines would be sure to come back for her.
Faced with the task of finding another ship so she could get off the map until the heat died down, Sammi went looking for a crew that could use her talents, maintain the level of integrity that she had cultivated with Hartley, and most importantly, help eventually break the Captain out of the Marines compound. And at this point, she was even willing to cook for it.
Appearance: Just under five feet tall. And no, that hammer is not an inflatable. It actually weighs as much as it says it does.
Name: Maisie McHammer
Gender: Female
Nicknames/Aliases:
Epithet:
Age: "Dinnae ask a lassie her age, ya wee basser!" Probably somewhere from mid-teens to mid-twenties, but she'll never say.
Bounty: 1000; she is completely unaware as to why she has this bounty, as she gained it during the period that she can't remember due to being far too drunk at the time.
Hometown: Somewhere in East Blue. She... Honestly can't remember. In her defence, she was really drunk when she set off towards the Grand Line.
Role: Shipwright, mechanic and engineer
Abilities & Skills:
Superstrength: Despite how small she is, Maisie is amazingly, freakishly strong. She could probably armwrestle a giant and win, and at the very least is able to carry about a hundred-ton hammer like it was a child's toy.
Drop the hammer!: As noted above, Maisie wields a very large, very heavy hammer as her primary weapon. Anyone hit by it tends to be sent flying, unless they have some kind of power or ability which would dampen the effect or cancel it outright. Despite the power behind this weapon, Maisie has no real formal combat training aside from bar brawls and relies solely on brute strength in a fight; whilst he fighting style is brutal, it is remarkably unsubtle and a more experienced or trained combatant will be able to spot the gaping holes in her moves and use this to their advantage.
Technical knowhow: Maisie is an engineer and a mechanic, and serves as the crew's shipwright. She is incredibly knowledgable about science and how machines work, and with enough time can easily figure out how almost any contraption the crew encounters works. In addition, she could probably construct machines and/or weaponry if given the proper time and resources.
Personality: Loudmouthed, brash and perpetually angry; it's as though she has all the anger of a larger person condensed into her small frame, causing it to overflow. Despite this, if she considers you her friend she will fight to the death to defend you, although this doesn't mean you're free from any angry outbursts or random insults she may throw out. Her admittedly rather violent nature sometimes masks it, but she's actually rather intelligent, and very good with science and engineering; not only that but she can get rather attached to machines and vehicles, especially "her" ship. She considers the ship to be her dear friend, the only one that she will not insult or through angry epithets at; anyone who even thinks of bringing harm to it will have to answer to her hammer. Maisie is immensely fond of booze, and is very good at holding her drink; this is probably a good thing, as she's been known to down it by the gallon if she gets her hands on any.
Biography: Maisie was born... Somewhere on East Blue. She can't really remember, honestly. This might have something to do with her going on the mother of all bar crawls a few years back and, once regaining consciousness and sobriety, finding herself on an island far away from her home with only vague memories of what she'd actually gotten up to whilst drunk. She at least remembers that before she went on her binge she had been studying engineering, and that all that drinking might have initially been in celebration of something involving that, but other than that... She might have gotten into a few barfights along the way, seeing her temperament and her freakish level of strength, but she can't be entirely sure of this. Currently, she's been stranded on an island and taken up a ship engineering job to pass the time, although what she'd really like to do is head off towards the Grand Line. After all, that's where all the strongest people on the seas head to, and her belligerent nature makes her want to find a good fight, something that she's been sorely lacking lately...
Other: Maisie speaks in a thick Glaswegian accent for inexplicable reasons. Also, I have no actual plans for what she got up to during the mother of all bar crawls, but I'm sure I can figure something out if we need something to fill the gaps.
Appearance: Light is a 1.7 meter tall pure white humanoid fishwoman. Being part Axolotl and part angelfish, she looks very pretty for a fishman. She has an overly large head with large black and orange eyes, aquatic looking fin ears, blue frills for hair, no nose, and a small looking mouth with a pencil neck. She has a broad chest but is otherwise fairly skinny with skinny arms that end with large hands that flow seemlessly from her forearm, giving her forearm/hands a triangle look. Her fingers and legs are pointed with her having no feet. Her dress is white with a blue top, blue trim, and an M cut out where the front of the dress would be, showing her legs.
Name: Light
Gender: Female
Nicknames/Aliases: Light (for now)
Epithet: NA
Age: 24
Bounty: NA
Hometown: 'West Blue'
Pirate Crew: NA / Entertainer
Abilities & Skills: High Intelligence Super Strength Hand to Hand Fighter
Devil Fruit: Name: Saisei Saisei no Mi
Type: Paramecia
Effects: Adaptive Regeneration - Light can regenerate from any injury, even supernatural ones such as losing her shadow or the like. Depending on how much she has to regenerate due to the injury, Light will gain a resistance to that type of injury for a few hours. Effectively if only one type of attack is used against her, she will become immune to it altogether. This process isn't instantaneous and does need some time to work. Although reattaching parts of her body or healing up cuts is pretty quick.
Techniques: None
Weaknesses: Can not adapt to injuries caused by Sea Prism Stone. Adapting to Haki based attacks is limited in effectiveness.
Personality: Light is a free spirit and does whatever she wants to more or less. She is a bit detached from reality, and has troubles seeing the severity of situations. She hates people who restrict the freedom of others.
Biography: Light was a former slave of a wealthy bureaucrat of the World Government. Eventually breaking herself free of her shackles, Light turned to the life of a pirate due to the enormous amount of freedom it gave and the fact she could now fight the government that had held her captive for a good chunk of her childhood.
Theme Song: (Accepting ideas, I have no clue)
Other: Light loves to dance to music, sometimes too much...
Abilities & Skills: -Scope Sight ~ Shino has incredible eyesight allowing for sniping without a scope
Devil Fruit: Chi Chi no Mi
Name: Chi Chi no Mi
Type: Logia
Effects: It allows it's user to transform into, and control blood.
Techniques: -Chi Bullet ~ Creation of a bullet made of blood -Transformation ~ Allows for transformation into blood -Chi Blades ~ Creation of blades made of blood
Weaknesses: The user's blood does not clot naturally and so they can die of blood loss more easily than others.
Personality: Shino is distant. She doesn't talk to others, but she will help out when others are in need. She is strong willed and will not give up. She is even willing to risk her life for her friends.
Biography: Shino was born on Rubeck Island. Her life started out like any child's would. Growing up with her family and sister. But when her island was attacked by pirates that changed. Shino's family as killed and she was taken onto the ship, to be trained as a sniper. While with the crew Shino ate her devil fruit out of spite. She had hated the crew and when told not to eat the fruit, she ate it. Specific details after that have been lost to time, but since then Shino had been a pirate until she turned 17 and joined the Marines.
Nicknames/Aliases: Kaz, Lightning Rod (a term of endearment with his old crew)
Epithet: The Strategist
Age: 22
Bounty: 2 000 000 Berries
Hometown: Toriyama Island in the North Blue.
Pirate Crew: The Mutineers
Role: Strategist/ Tactician
Abilities & Skills: Kazuma is a talented Martial Artist, having spent his childhood training with his father who was a vice admiral in the navy. He is adept in many styles, but focuses primarily on his family's secret style Raiken (Roughly deceptive blade) which focuses on lightning quick movements and jabs/ slashes that cut as though the flat of the hand was a bladed weapon. These abilities were enhanced by his devil fruit powers.
He is also a talented strategist/ tactician, having been raised to think like a commander. He was well educated by the world government before going rogue.
Name: Shokku shokku no mi
Type: Paramecia
Effects: It allows the user to manipulate electricity in their environment, generate electrical discharges, and control the electrical charges in their own body.
Techniques:
Shock step: A single burst of electrical energy is passed through the body to allow a lighting quick dash in any direction Static discharge: He sends arcs of static electricity in all directions causing various results from electrocution to overheating of all nearby metallic objects. Lightning bolt: Pretty obvious, only has a range of about 10 feet. Overcharge: Kazuma is able to overcharge every cell in his body to extreme levels allowing him to think faster, move faster, hit harder, etc. However, this can be dangerous if pushed too far, or used for too long. Weaknesses: Although He has control over electricity, his body naturally draws electricity to itself, and if he takes too much in it can cause severe; however it would have to be a massive amount. Using any of his eletrical abilities for prolonged periods can cause his body to overheat sending him into heat stroke. Water can disrupt the intended path of his attacks. Cannot shock through any insulating material.
Personality: Kazuma is a strong, and confident man. He is proud of who he is and follows a strict code of honour, despite the fact that he has been conflicted over that code in the past. In good company, he is friendly, outspoken, even charming. Though, he emotionally keeps people at arms length, because emotions tend to complicate things; if things get too emotionally heavy, Kazuma will often attempt to make light of the situation with humour. He still struggles internally with his past, but no one would know it to look at him; he generally seems content and perfectly stable. In combat, or similar difficult situations, Kazuma is cool headed and intuitive. He thrives under pressure and never relents from the path he has chosen.
Biography: Kazuma was raised by his father, on a navy base in the north blue; his mother was never so much as mentioned as he grew up. Their relationship was very close, and he learned everything he knows from that great man. As his father used to say: "The world government may not be perfect, but I believe they are our best chance at true peace: that is something I will give my life to." Kazuma decided to follow a similar code of honour, and find something worth giving his life for.
When Kazuma was 20 years old, and an officer in training with the navy, everything changed. There were rumblings of a coup taking place at the Toriyama navy base, and everyone was a suspect. Tension built for months while those with power positioned themselves, and those with a lower rank tried to stay unnoticed. Just when it seemed like they had avoided the storm that could have been, the base erupted in battle. Kazuma's father was among the casualties, and those responsible had orchestrated everything to appear as though Vice Admiral Gintsuki was the perpetrator all along. They received a major promotion, and Kazuma was threatened with execution if he ever followed in his father's dishonorably mutinous ways.
Kazuma's world was upside down, but after a few weeks he made an attempt at returning to normal. Many of the men he knew were loyal to his father, and could not believe the lies they were being told. The base was changing, factions were forming, and Kazuma was lost in a whirlwind of emotion; until he discovered a folder amongst his father's belongings. It was all the evidence that been gathered against those that were involved in the coup, and as it turned out, even some of the chief commanders and admirals were involved. Without even thinking about it, Kazuma headed for the armory; a few friends following behind wondering what he's up to. With his father's keys he unlocked the vault, and discovered the devil fruit within (along with various other weaponry.) without hesitation, Kazuma grabbed the fruit and ate it. He immediately felt the power of the Shokku Shokku no mi flowing through him. His friends, in disbelief just watched for a minute, until one finally gathered the courage to put a stop to it. "Kaz, what the hell?"
The only response Kazuma offered them, was to throw his father's evidence on the floor at their feet. Within minutes the base erupted into a warzone once again. Kazuma headed straight for the new admiral's office only to find a trap of 20 armed guards waiting for him. Even with all those who had chosen to fight the usurpers, Kazuma and a dozen others barely managed to escape with a scooner, and their lives. The group became known as the Mutineers, a band of pirates formerly of the navy. A former captain had become the head of their crew by default and they set out to no where in particular looking for revenge on the government they once trusted.
In the following year, their crew had seen a few minor victories, and a number of crushing defeats. They were seen as enemies to everyone: pirate, navy, and civilian alike. Though Kazuma pressed on in hopes of keeping their crew together, they ultimately began to fall apart. That is until another member of their group, a former lieutenant, lead a mutiny against their "useless" captain and took control of the crew. He brought in a lot of changes, and though it looked like they were starting to make progress again, it was at the cost of honour and any form of morality. Kazuma went along with it reluctantly, desperate and confused about how to regain his honour.
Theme Song: (thinking about it)
Other: Kazuma has only had is devil fruit power for a little less than 2 years, and is still learning how to harness its full power. He also has a bit of a weakness towards alcohol and beautiful women (nothing over the top though)
Abilities & Skills: Despite being past his prime, Worches is still incredibly athletic. So athletic, in fact, that he doesn't bother with cannons- He just throws the cannonballs. He's the greatest pitcher in the North Line, with a fastball that can sink ships. What would be a single for most batters becomes an in-the-park-homer thanks to his speed, and he wields a Seastone baseball bat with disturbing skill. He's also good with his fingers, able to pick locks like nobody's business.
Personality: Worches is, at his core, a professional pirate. He's plied the shipping lanes for twenty years, and expects the crew to behave like professionals. The idea of operating a ship with only a skeleton crew disgusts him, and he's just as disturbed by the lack of vital positions on the crew's roster. He feels that pirates who fall back on Devil Fruits are less than worthless, forsaking the sea for power and failing to train themselves.
Biography: Born on Sports Island, an island obsessed with all forms of sports. While stopping to resupply, the quartermaster of the Fossil Rush Pirates saw his skill on the baseball diamond and figured he'd make an excellent powder boy- he was quick, he was small, and he had incredible dexterity. Jumping at the chance for adventure, the then-15-year-old pirate joined the crew without a second thought. Sailing across the North Blue, waylaying ships, plundering cargo, and ransoming captives- the true life of a pirate. Twenty years of adventure followed.
Now, however, it's forty years later. The captain of the Fossil Rush has retired, and the crew has disbanded. Most of the crewmen have moved on to other crews or integrated into civilian life. But not Worches. He's been beaten and weathered by a life at sea, looking far older than he is. Piracy is his life, and if he has anything to say, it will be his death. The powderboy's all grown up, looking for a new crew, and hoping they aren't the "chivalrous pirates" that seem to be infesting the seas these days.
Nicknames/Aliases: N/A Epithet: Liquid Metal Swordsman 24 Bladed Samurai
Age: 29
Bounty: 600,000
Hometown: Karate Island, South Blue
Pirate Crew:
Role: Sail Master
Abilities & Skills: Kuro took up swordsmanship as a hobby when he was a child. As he learned martial arts, he learned how to wield the sword also. This style is called Kumdo, way of the sword, by utilizing the sword as a medium for martial arts. But he wished to take this farther, he did not want to duel wield, or triple wield, with training and control he was able to 5 blades at one time, at least with the help of his Devil Fruit.
Devil Fruit: Quisi-Quisi Fruit
Personality: Kuro is seen as a serious young man with a moderate sense of humor. He acts like a gentleman since that the way he was raised. Kuro is seen as a pessimist, he tends to expect the worse to happen when the wrong, or illogical choice is made. He uses sheer logic to solve his problems and looks down on those who think that willpower will get them far in life. He would rather watch and observe a situation before jumping into anything.
Kuro tends to doubt himself anytime he makes an important decision. He tries to hard to make the best choice, the most logical choice. And if he makes a bad decision, he criticizes himself mercilessly. He is tends to pick and unfurl random strands of his hair when he is in deep thought or just daydreaming.
Biography: As a young boy, life on Karate Island. From a young age Kuro was thought many Martial arts, me has never really master them but he excelled in what he was thought. Unfortunately, as grew up he, he gradually formed his own sensibility. He wanted to do something different, he wanted to be different. When Kuro turned 14 a samurai appeared in his island. Kuro was fascinated with the man's style, am the blade. Kuro eventually became his apprentice, he learned the way of the sword, a combination of Martial arts and swordsmanship. As a gift for him graduating his master awarded him a devil fruit. The man had originally planned to give to his son, but his child had dissaperaed at sea, so he gave it to Kuro. After Kuro graduated his master disappeared, he set out to find him and his son, and follow his masters foot steps.
Other: Kuro holds up to 4 katanas on his person at all time, during most of his fights, he only uses one.
Name: Quisi-Quisi Fruit
Type: Logia
Effects: Gives user the ability to transform into the element mercury, allowing them to be able to manipulate, shape, and create the liquid metal. This abilities greatest weakness is its susceptible to heat, in which it would melt and become unusable, and extreme cold, were it would become brittle, and electricity. This fruit makes user immune to poison, and acid.
Techniques: -Quisi Triple Blade Style: A part of Kuros' back creates and arm. He can move this arm freely and at his will, this will pick up one of his blades and he will wield 3 blades.
-Quisi Quadruple Blade Style: A part of Kuros' back creates and arm. He can move this arm freely and at his will, this will pick up one of his blades and he will wield 4 blades.
Quisi Drill: Creates 3 mercury drills that's fire at the enemy.
24 Blade Graveyard: He thought all 24 blades in the air and they land on the ground upwards, surrounding him and his enemies.
Quisi 24 Blade Style: He creates up to 20 mercury arms with to wield his 20 extra blades all at once, or one at a time extra, if you are cut, you are instantly poisoned, by mercury.
Weaknesses: Is its susceptible to heat, in which it would melt and become unusable, and extreme cold, were it would become brittle, and conducts electricity.
Abilities & Skills: Sensei-do: Chutney has mastered an esoteric martial art used by generations of teachers to discipline delinquents the world over. It is focused on making use of various classroom implements for combat, such as rulers, erasers, and most famously the deadly Sniper Chalk.
Total Recall/Photographic Reflexes: Chutney has a perfect memory, capable of total recall of any event he has observed. Furthermore, he is capable of perfectly mimicking an action after seeing it performed once. He can only mimic actions to the extent that his body allows, so he is incapable of mimicking fruits and techniques requiring specialized anatomy or superhuman abilities. Additionally copying gives no understanding of the underlying mechanics of an action, just the action itself.
Akashic Drive: Chutney can further push his photographic reflexes to temporarily take on the personality and abilities of various contemporary or historical figures.
Ultimate Teacher: Chutney, finally, has a vast array of knowledge of the world due to a combination of his perfect memory, experience as a pirate, and voracious appetite for books. He can generally be expected to recalls some obscure bit of trivia about just about anything he comes across.
Personality: Davis Chutney is a hot-blooded teacher who is here to crack down and enforce discipline on these rowdy students.
Biography: Born on Nomen Island, Chutney was an very smart child who was the victim of poor discipline and a shoddy elementary-school education. At the age of 12, he became a delinquent, joining up with one of the roving gangs of tricycle-mounted, leather-clad, candy-cigarette-chomping fifth-graders that terrorized the island. Somewhat later, he decided to take his thug lifestyle even further by running away and joining up with a passing crew of pirates, where he found work as a cabin boy and later deckhand. The hard work helped him come to terms with himself, and eventually he dropped his delinquent lifestyle altogether.
Deciding that his destiny was to give the children of Nomen Island the discipline and education they deserved, he retired to his homeland and worked as a teacher for many years. He enforced strict, hotblooded discipline on the young punks, shaping them into productive members of society. He developed a reputation of knowing just about anything you could ask him, and being willing to listen to anything you would tell him. Things seemed set for Chutney, until one day a child asked him a question: Was really was at the end of the Grand Line? What was in the One Piece?
For once in his life, Chutney could not answer a student's question. What was the One Piece? He had in his time heard only uncited anecdotes or outright fabrications as to the nature of the treasure. Once again filled with resolve, he set off on a journey to find out exactly what the One Piece was. After all, the students of his homeland deserved to know!
Appearance: Pictured: Wendell Schwimmer (right) and his armor (left)
Name: Wendell Schwimmer
Gender: Male
Nicknames/Aliases: "Engine", "Stroker", "That Guy With The Diving Suit"
Epithet: N/A
Age: 35
Bounty: N/A
Hometown: East Blue, Dawn Island
Marine Rank: Ensign
Role: Navigator (he tows the ship. Wherever he goes, the ship goes)
Abilities & Skills: Wendell can swim very well. So well, in fact, that he can swim at 3,000 knots for days at a time, unhindered. While wearing his armor, Wendell's top speed reaches only about 1,500 knots.
Years of training his muscles and growing used to the icy chill of the open water has rendered Wendell's muscles rock-solid, allowing him to lift things much heavier than he is and resist impacts with solid objects with ease.
Since Wendell is a master of swimming and can move so quickly, he is even capable of tunneling through dirt, wood, flesh, sand, and air for seconds at a time before being forced to slow down.
While wearing his armor, Wendell weighs about 300 pounds. Out of his armor, he weighs about 170 pounds.
Wendell's muscles have been toned so well that mere exercise replenishes his blood-oxygen level, allowing him to submerge himself for up to an hour without needing to come up for air.
Wendell is so accustomed to the water that he is virtually incapable of fighting on land. He tends to slip, slide, and clumsily whiff his blows. However, he is a very good grappler thanks to his intense muscles and perpetual sogginess.
Equipment: Beyond his armor, Wendell is entirely unarmed and unarmored.
Devil Fruit: None, Wendell trained himself to swim exceptionally well on his own.
Personality: Wendell speaks very little anymore, but is immensely proud of his skills and is extremely competitive. Wendell will not hesitate to take any bet offered.
Biography: Wendell Schwimmer was a champion diver on Sunrise Island, and was known across his hometown for his fantastic lung capacity and strength. One day, while immensely drunk, someone bet him that he couldn't swim the Grand Line. Wendell, being immensely drunk and immensely proud, proceeded to do just that after years of rigorous training. With the single most important event of his life over, he spiralled into depression and alienated the rest of his admirers and family.
With no one left to tie him down, Wendell threw himself into training. He bought a diving suit with the last of his savings, and began wandering the seas, briefly stopping at islands only to eat, sleep, and clean himself of Sea King entrails.
Even his travellings failed to occupy his need for attention, and so he joined up with the Marines, armor and all. After demonstrating his amazing powers, he was assigned to the crew that would need a fast ship the most. Now, Wendell spends most of his time with a strong steel chain around him, towing the ship and acting as an impromptu torpedo.
With legs Name: Marina Age: 17 Race: Mermaid Height and Weight: 5'4", 128lbs Pirate or Marine: Pirate
Bounty: 100,000,000
Personality: Cheeky, cheerful, and always full of weird ideas in the making. Marina is laid-back and loyal to her crew, and is very concern about them and keeping the group together, as the heart of the crew, she is seen as the 'genius bruiser' due to her cunning as a mermaid. She is confident about her skills and would be in help no matter what and in many ways she'll repay her gratitude a thousand fold and not ask anything in return, when praised with affection, she easily gets embarrassed. The thing that gets her interest is anything that is something new to her and out of curiosity she'll be under the loop. Marina as a matter of fact have no clue about modesty at all and curiosity kills the cat, even her looks are revealing and can't be bother about it. (In mermaid form)
History: A runaway princess of the Neptune Family, a bounty has been set on her ever since she ran away, a bounty of that is to whomever may find her shall reap the reward. Will add more in accordance to GM.
Abilities: -Talking to marine creatures. -Merfolk strength. -Merman Combat, manipulation of water.
Inventory: Blue Pearl. A relic that can give her legs and make her look more human. Normal clothes. Trident.
Appearance: If you don't not like what you're doing, you're doing something wrong
Name: Taylor Sinclair
Gender: Male
Nicknames/Aliases: Lemonade (It's a place holder for now)
Epithet: Dead Man
Age: 24
Bounty: (Taylor has gotten up to some escapades, but he is so sporadic that they have been attributed to gossip and ghost stories so the Navy hasn’t placed a bounty on him)
Hometown: South Blue, Baterilla
Pirate Crew:
Role: Florist?
Abilities & Skills: Can garden, plan parties, do something that might be called fencing, cabinetry, lock picking (well a hammer is a lock pick by a different name).
In addition Taylor is adept at a martial art called Candy-Fu.
Techniques: “Choc-Ripple” uses techniques similar to fishman karate using the body’s water in inflicting damage. “Jawbreaker” the basic strike move in Candy-Fu can be used with any limb “Ginger Snap” as the name might imply it is a move made to snap bones. This must be struck with either an elbow or a knee. “Gum Drop” an axe kick designed to concuss an opponent with a blow to the head or neck.
Stances: “Way of the Gummi Bear” a power stance to increase well... power! “Dance of the Gummi Worm” a grappling stance designed to incapacitate an opponent.
Equipment: An elegant falchion with a sapphire for a pommel and a basket hilt, mostly for show since he stole it and isn’t really that proficient. Taylor usually carries a bouquet of flowers; it’s a gimmick, a calling card and a gift for any lovely that passes by.
Personality: Lover of all women and hater of all stagnation and things that get in his way. Taylor believes himself unstoppable, not infallible, but surviving many near death scenarios has left him slightly deluded and believing he has some kind of divine guardian looking after him.
Biography: Taylor Sinclair was the youngest son of a funeral director and had a green thumb as a child, with a natural talent for making flowers and plants bloom. Taylor grew up with a healthy respect for the dead and when his parents passed he gave them the most beautiful funeral and although he himself came to be respected for supplying the beautiful flowers and services Taylor feared that he would live and die in this one place and fade into obscurity.
Fearing this more than anything Taylor went into town and asked for a suit “good enough to die in” and secretly constructed a slightly large coffin and filled it with lots of colourful flowers, telling his father it was simply something to drum up customers. Then the night a storm hit Taylor dragged the coffin down to the docks, got dressed in his suit, painted his face like a skull and lay down in the coffin for the storm, deluding himself that if he survived such an ordeal that he simply must be more than human.
When Taylor woke his coffin was being hauled out of the water by the navy. Not sure what he was doing Taylor closed his eyes and played dead. When the navy officers opened up the coffin and saw a ‘dead’ man surrounded by flowers they were confused, even more so when the dead man sat up and cracked to sailor’s heads together. Taylor made his way throughout the small ship and stumbled across a medical room with what must be said a truly lovely lady doctor. Still high on adrenaline and the fact that he survived a storm in a coffin Taylor ran up to the doctor as if to strike before falling to his knees and saying to the confused woman.
“I know you are a saviour of life Miss Doctor, but we cannot be together! You see I have died and been reborn and as such am beyond what medicine can heal! No! We mustn’t! Our love cannot ever last, rendered apart as it is my the heavens! I would defy heaven for you my Princess, healer of my heart’s wounds, but I cannot linger since it is no longer just heaven that prevents us, but soon the law as well! Officer and outlaw! I cannot in good conscience put you in such a jeopardizing position that associating yourself with one such as me would place you.” The utterly bemused doctor made to talk, but Taylor was too far into his delusions “No, no, do not say a word, simply take this and remember me...” handing the fair maiden a red rose and sliding out of the room.
From then on there was a tale in the South Blue, if you saw a floating coffin and took it aboard a white faced ghost, smelling of flowers, would emerge and all males would fall unconscious.
Theme Song: I’ll think of something, unless someone else thinks of a super good one!
Abilities & Skills: Chico is certainly nimble and has a great deal of stamina as well as speed, but because his devil fruit didn't buff up his strength he had to become stronger physically on his own and on the way he developed his own fighting style that seems to be a mix of multiple fighting styles, turning him into an impressive hand to hand combatant.
As a tailor he is also very well adept with designing and creating clothes from scratch. Because of this he always have things like sewing needles, string, or some other thing like a crochet needle. He may use his own needles and threads to sew up his wounds if the situation leaves no other choice.
Devil Fruit:
Name: Yousei Yousei no Mi (Fairy Fairy Fruit)
Type: Mythical Zoan
Effects: This fruit allows Chico to transform and gain the effects of a fairy. His appearance hardly changes at all; he gains four dragonfly like wings that allow him the ability of flight. As well as this his speed increases immensely and he gains the use of fairy dust. Fairy dust is his weapon, used for a variety of uses ranging from short to long ranged attacks, defense, and so on. Also his ears become pointy.
Techniques:
Puck's Dance: By making his wings move as fast as they can he can move around at high speeds, appearing like he is disappearing and reappearing in different places.
Fairy Knight's Shield: Chico creates a wall of fairy dust that he compresses and hardens so that it can withstand attacks of great power. This can be used to protect himself and others.
Fairy Bomb: It is compressed fairy dust formed into a small sphere that can be thrown or used as a close range attack. On impact it generates a strong concussive force.
Glitter Magnum: It's just a standard punch enhanced by fairy dust, increasing its damage. It can also be used as an extension, creating an arm of fairy dust with a fist that fly towards his opponents.
Glitter Sickle: Fairy Dust swirls around his leg and when he slams it against his opponent, the fairy dust releases a concussive blast that sends his opponent's flying.
Fairy Dust Cannon: Fairy dust swirls around Chico's hands and he then shoots out a tornado-like beam of it that explodes with concussive force on impact.
Glittery Waltz: Fairy dust swirls around his arms and when swung, emits a large whirlwind-like attack that twists and rotates to attack the target in the surrounding area.
Star Breaker Eruption: Chico create a sphere of fairy dust and then tosses it at the ground, causing a geyser of fairy dust to erupt from the ground and blast his opponent into the air.
Titania's Bow: Chico forges a bow and arrow made completely out of fairy dust. The arrow itself is abnormally large and it holds extreme destructive piercing power and with the motion of his hand he can change the direction of the attack. To do that he must stay in one place, leaving him open for any other attacks.
Non-Devil Fruit Techniques:
Hummingbird: Chico gets in close of his opponent with arms hands held up like an in-boxer and sends a flurry of fast punches on one specific location on the target's body as to put the most damage on that one part. It works best if Chico closes the distance in dash and uses it as a surprise attack.
Weaknesses: Fairy dust is useless against seastone. Needs all four wings to fly. Once one is damaged severely, he can't fly then he'll be grounded.
Personality: Flamboyant as fuck; he makes sure to wear suits or some form of formal attire everyday and can be found smoking cigars that cost just as much as those fine suits he always wears. He always has an air of confidence around him and an infectious charming smile to accompany that ever so charming attitude of his. He's someone that also doesn't shy away from the ladies. It would be fair to say that he is also very energetic, which gets him into a fair bit of trouble usually if he isn't careful. Chico loves to dance, sing, drink, smoke, and generally live in the now. He hates it when people don't keep up with their appearances. Above all else, he is generally a happy, go lucky guy.
Biography: There is hardly a person in the world that doesn't know who Chico Santos is. In the fashion world he is one of the if not the mostly requested clothing designer in the world. If a celebrity or someone rich is wearing beautiful clothes Chico is the one who more than likely made it. He is also well known for his extravagant parties, parties that even the word extravagant couldn't even do it justice and the odd thing is that he'll invite just about anyone from famous actors to war heroes to even famous pirates. During these parties there is an unspoken truce among the marines and pirates out of respect for their ever so gracious host. His escapades are famous as well, especially his romantic relationships with the numerous women that he's been with. The amount of affairs that this man had been involved with is astonishing. Of course, he is also the envy of many others due to his young age and yet being a total success. His own past however is a topic subjected to rumor and speculation. No one knows where exactly he was from, his background, or anything else. He just...appeared one day. And it will only be revealed throughout the rp. >:D
Appearance: Standing at 5'10" but with broad shoulders and still-growing muscle, Seiji's a young man right in the middle of his growing phase. His black hair is cut short and parted in the front, slight bangs framing his face. His eyes are a gray-blue hue that reminds one of polished steel. He wears a long sleeved black shirt under the traditional short sleeved white jacket of the Marines, which is left unbuttoned at the front and the blue neckerchief is instead tied around his right bicep. His Marine cap is turned backwards on his head most of the time, unless he needs to block something from getting in his eyes. Instead of full length pants he wears shorts hemmed slightly below the knee, and his black boots are only half-shin high. At first glance, a seemingly undisciplined recruit--but his personality and actions leave no doubt as to his passion.
Name: Seiji Shirogane
Gender: Male
Nicknames/Aliases: Not earned yet.
Epithet: N/A
Age: 16
Hometown: South Blue, Karate Island
Marine Rank: Seaman First Class
Role: Junior Officer - After completing basic training and a few simple assignments, low ranked Marines would of course need to learn from a real crew. Thus, Seiji has been assigned to his current crew with the intent of continuing his training and putting him to work in the field.
Abilities & Skills: Fighting Style - Seiji's fighting style incorporates basic Marine-style martial arts, a few tidbits of other styles taught on his home island, and a brawling disposition. He is best described as an "in-fighter," closing his distance with an opponent before planting his feet and slugging it out.
Rokushiki - A style of martial arts consisting of superhuman training and techniques, normally taught only to CP9 or higher ranking Marines. Seiji learned a small amount of it from his grandfather, but currently is only capable of performing one of the six techniques. 1) Tekkai: Hardens the users' muscles to the level of iron, in order to nullify damage taken from attacks. However, it can be broken by strong enough forces. It can also be used to increase the power of an attack, but because it makes the user incapable of moving, they have to use Tekkai after they have already begun their movement, thus fully commiting to that action.
Equipment: None
Personality: Seiji is devoted to the idea of being "a true Hero," and thus seeks to do good to the best of his ability. He tries to be nice even to people he doesn't like, but has little mercy for those he sees as "true Evil." However, to be considered truly evil in Seiji's eyes is a rare thing. He is still young and naive about the ways of the world, and believes that people can change if given the chance. He is also a stickler for "the Law," and seeks to punish anyone who breaks it with a fair and equal sentence. But the surest way to invoke his rage is to have him catch you breaking the law red-handed. At that point, no court, trial, or jury is necessary; Seiji will become "Justice" himself.
While not fond of the idea of hurting people for no reason, Seiji is also eager to test himself and improve his skills, and thus he is fond of fighting and other physical tests of strength and ability. He is also a hard worker, eagerly training on his own and jumping to almost any task given by a superior.
Biography: Seiji's grandfather, Gintarou Shirogane, was once a Vice Admiral of the Marines known as the "Platinum Fist." Said to embody the true essence of what it meant to be a Marine, he defeated and captured not only pirates, but all sorts of criminals, and the sea routes his ship patrolled were known as safe waters even in the vicious territories of the Grand Line. However, when his own son (later to be Seiji's father) expressed wanting to enlist in the Marines, Gintarou expressly forbade him from doing so for unknown reasons. In his old age Gintarou retired to his home on Karate Island in the South Blue, and spent more time with his family, especially doting on his grandson. Yet Seiji, too, when he became older desired to emulate his grandfather and join the Marines. Again Gintarou forbid it...but Seiji had inheirited his iron will, and would not be swayed from "the path of Justice."
Eventually Gintarou gave in, and told Seiji that if he could defeat all the different dojos on Karate Island, that he would train him to become a Marine. Though it took a whole year--no, that is to say, it somehow only took a year--Seiji accomplished the task. He'd been beaten to a pulp many times along the way, but quoted his grandfather's old saying:
"To be a Marine is to have an iron will, an iron fist, and an iron heart."
Some time after that Seiji entered the ranks of the Marines, and through a combination of hard training and catching the eyes of superior officers as a descendant of the "Platinum Fist," was promoted from a recruit to Seaman First Class. Soon after, he was assigned to a crew, and set out to sea...
Appearance: Zagerus is a little shorter than most people standing at a reasonable 5,5. His eyes are a tranquil blue color, at least until he gets fired up in which case they turn blood red. He wears a long black cloak that conceals his whole body and regularly keeps the hood up obscuring his face. His skin is surprisingly pale due to all the time he spends under his cloak. Zagerus's face gives off a somewhat refined look especially when he is wearing his glasses, which he takes off when he starts taking a battle seriously. Underneath his cloak he wears layers upon layers of knives serving as both his protection and his weaponry
Gender: Male
Nicknames/Aliases: Dagger
Epithet: N/A
Age: 21
Bounty: N/A
Hometown: East Blue, Orange Town
Marine Rank: Petty Officer
Role: Swordsman, per say
Abilities & Skills: Zagerus is a very skilled fighter with plenty of experience. Zagerus fights with what he calls his infinite blade style, while not infinite he can use on overwhelming amount. Zagerus keep racks and racks of knives on his person stored in every conceivable place. He fights using an extraordinary amount of speed and proficiency with his weaponry to overwhelm his foes. He carries two ballistic knives that he uses easily reloading while fighting as well as wires that he uses to pull off ridiculous tricks. Zagerus relies on his speed and acrobatic skill to avoid attacks and bleed his opponents or strike at an opportune moment.
Equipment: Knives, many many knives. Two Ballistic knives. Wires. Carries smoke bombs for just in case, even a man with his ego is prepared for emergencies.
Devil Fruit: None
Personality: Zagerus can be easily described as confident. Perhaps a weak word, but not inaccurate. Zagerus believes in his own skills and is disdainful of anyone who doesn't share his confidence. Zagerus upon finding a strong opponent can find himself falling under the effects of battle lust. While overly confident in his combat abilities Zagerus in all other respects is a well mannered individual. Quite gentlemen in fact until his skills are called into question or he becomes engaged in a good fight. He doesn't believe in any sort of greater justice, as far as he's concerned whoever wins is the one who was right in the end.
Biography: Zagerus was born into a rich and privileged family. Somewhat spoiled as a child he was raised as appropriate to one of his social standing. However he always did have a strange fascination with knives, always playing with them. First it was playing with bugs slow dissections. Then it got worse, playing with small animals. Eventually in his middle teenage years he got into a fight with another boy. The result was fatal; Zagerus was very experienced with his knife and ending up slitting the other boy’s throat. Being from such a rich family and noble family he wasn't sentenced for life or executed on a singular condition. That he would join the marines. Thinking that this was naturally a better option he accepted and dropped his last name.
After a rough beginning where his aristocratic nature showed through his lack of physical abilities and no small amount of bullying from other ensigns. He found himself surprisingly well suited to the role. After bringing his physical abilities up to snuff he found that his skill with a knife was rather exceptional. Zagerus took to the role like a fish to water quickly advancing his skill in leaps and bounds developing a moniker for himself as the man with the knives. Zagerus was initially given a land-based assignment watching over his home, Orange Town. However he quickly bored of this and used the influence he still had to get promoted to petty officer and moved to a more active role.