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One Piece: Battle of the Bands


Hal Henderics

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Quote
  You want my treasure?  You can have it!  I left everything I own, in One Piece.

 

And thus, with those legendary words, Gold Roger enkindled the flames of hope in countless people, and began the Great Pirate Era, where hundreds of thousands set sail for the Grand Line, in hopes of discovering that incredible treasure, The One Piece!

 

And now, it's your turn.  Set sail for freedom, for fame, money, or power.  Take your own journey to the Grand Line, and make waves like no wind or tide before you!

 

Join this Discord before you do a heckin' darn thing folks, you'll need to talk to your friends to help make a good sheet for the crew!

 

Sheet 1: (Additional Sheets will be distributed for further character generation after vague agreements are met on character design and cohesion.)

Spoiler

 

Name: (Well, what do you go by?)

 

Gender: (Boy, Girl, (or Okama???))

 

Position: (What do you even do?)

 

Dream: (Why are you here?)

 

Bounty: (Starts at 0)

 

Stats: (Start with 10 Points to distribute freely.  Every time the crew’s Bounty reaches a new height, more points are distributed.)

 

Mystery: (Determines how many clever tricks you keep up your sleeve.  How many cards you keep close to your chest. Grants greater effectiveness to out of place abilities.)

 

Power: (Determines just how strong you really are.  Grants greater effectiveness to fitting abilities)

 

Will: (Determines how stalwart your resolve really is, and just how far you are willing to go.  Grants greater resistance to death and pain, and As the Captain, grants your crew more Fate Points.)

 

Treasure: (Determines how personally wealthy you are, how shiny your toys.  Grants greater effectiveness to Items, Gear and Kit.)

 

--

 

Abilities: (What are your capabilities? List them here.  10 points total to start for both Abilities, perks, and Kit, 1 point per level in a skill, technique, item or trade)

 

--

 

Kit: (What sort of trinkets and tools do you make use of?)

 

--

 

Perks: (Everybody has some.  Perks are things that are always active. Discuss them with the GM to see how much they cost, or for examples of Valid Perks.)

 

--

Flaws (Everybody has some.  Taking Flaws grants additional points  Discuss them with the GM to see how many, or for examples of valid flaws.)

 

Sheet 2

Spoiler

Crew Sheet

 

100 Points are to be distributed at the crew’s leisure.

 

(10) Ship: Describe the ship of your dreams!  Every 10 points you spend grants it a brand new feature, and increases its level by 1.  Higher levels mean better features!

 

(10) Devil Fruit (Random):  Be careful with this one, who knows what you will get?! (This doesn’t have to be eaten right away, and may even sell for a hefty price, or be used for other purposes...)

-(-5: Extra Random: Something seems off about this one...)

-(+5: Choose between a random Zoan or Paramecia)
-(+10: Choose a Random Logia)

-(+15: Choose a Named Zoan or Paramecia)

-(+20: Choose a Named Logia)

 

(Any) Stronger Crew: Points can be granted to crew members, where they can be used as Stat, Ability, or Perk points at their leisure.

 

(30) Will of D: It’s said that anyone with the name of “D” will change the world.  (Chosen Crew Member has the middle name “D”. Fate Points are doubled, and the crew member in question pays three times less to expend a Fate Point.)

 

(30) Conqueror's Will: The user has the a potential to learn Conqueror's Haki… whatever that is.

 

(15) Seastone Something or Other:  This cost a pretty damn penny, but having an item made of seastone means having an item that won’t break any time soon.  Supposedly, it even has the power to weaken a Devil Fruit user. (Upgrade an EXISTING item with Seastone. This doesn’t apply to the Ship though!)

 

((+ or -) 30) A Favor: N-no way…  Them? (Chosen Crew Member owes or is owed a favor by someone in very high places.)

 

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Spoiler

 

Name: Kyra D Bahri, the Wraith

 

Gender: Girl

 

Position: Captain

 

Dream:  Become someone she’s proud to see in the mirror 

 

Bounty: 0

 

Devil Fruit:  Powder-Powder Fruit (Logia-type.  Become and/or create all manner of powders)

 

Appearance:  Kyra is a willowy young woman, approximately 5’8”, with a dusky, tanned complexion, and dark hair and eyes.  Her body is covered in lean muscle, and is built for agility rather than main strength. Kyra is good enough with makeup and disguises that it’s hard to pinpoint what she’d look like without enhancement, but when out at sea she seems to pick up a few sprinkles of powder burn scars she usually doesn’t have, and a long, thin scar from her left palm to elbow. Kyra prefers simple clothes made of mottled, navy blue and grey fabric, but she’s quite capable of dressing up and down to fit the situation at hand. However, she wears a headscarf with optional mask whenever it wouldn’t look out of place, and if forced to go without it or another head covering will seem uncomfortable when she lets her guard down. 

 

Stats:

 

Mystery: 7

 

Power: 1

 

Will: 5

 

Treasure: 5

 

--

 

Abilities: 

 Trickster Rogue 2:  Kyra is well-versed in verbal warfare, from con jobs to negotiations to bribery.  She can use her skill with words to inspire, convince, confuse, and ferret out secrets.

 

One Thousand and One Masks 2:  Kyra is a superb actress, and a very good makeup artist and seamstress.  She can convincingly disguise herself as anyone whose body-type is sufficiently similar to her own, assuming she knows what her target looks and moves like, and can easily make herself look like someone completely different.  This process isn’t instant, and the longer she spends preparing a disguise the better it will hold up under scrutiny.  This skill also makes it easy to blend in with a crowd.

 

Artful Dodger 2:  Kyra’s training goes beyond just killing people.  For the purposes of character assassination, she is also trained in the arts of the thief.  Picking pockets, cracking locks, cutting purses, and quietly slipping into places to plant or remove valuable items are all a part of her skill set.

 

Sneak Attack 2:  If an enemy doesn’t anticipate Kyra’s attack or attack method, she can strike a pressure point or vital spot, crippling or slaying her opponent.  Enemies with non-standard biology or the right devil fruit may no-sell this ability unless she adjusts her approach to compensate.

 

Deadly Aim 2:  Kyra’s skill as a sniper is incredible.  She can accurately hit shots at great distance, especially when using her signature rifle.  The maximum range at which this skill works scales with the quality of her gun.

 

Make Them Mortal 2:  Kyra never expected to be thrust into a position of leadership, but she’s always been adaptable.  If a powerful enemy falls for one of her dirty tricks, she can use this to demonstrate to her crew that this foe is still human and can be beaten, rallying them and granting a morale bonus.

 

Toxic Dreams 2:  As an elite assassin, Kyra is trained in the art of brewing and administering poisons without dosing herself by mistake.  She prefers brews that weaken and incapacitate, but she knows how to create or harvest deadlier toxins if the need arises.  Needless to say, she's especially good with toxic powders.

--

 

Kit:

 Desert Wind 2:  It’s said in Kyra’s homeland that the west wind blows from the underworld, a death wind that takes the unworthy.  Coincidentally, the west wind on that island is perfect for covering up the sound of rifle shots.  Kyra’s rifle is one of the secrets of the Ghost Clan that they want to kill her to preserve, a highly accurate sniper’s weapon that can be used with special ammunition called ‘minie balls’.  The rifling and advanced ammunition greatly increases range, accuracy, and striking power with only a minor decrease in firing rate compared to a standard musket.  Kyra knows how to make more ammunition out of paper, lead, gunpowder, and grease.  Kyra also owns a telescopic scope with graduated cross-hairs that she can employ for extreme-range sniping.

 

Concealed Arsenal 2:  Kyra has gotten exceptionally good at concealing a staggering amount of hardware on her person in all but the skimpiest of outfits.  And even those will hide far more than most people expect.  Her preferred loadout includes eight bo-pattern shuriken, thirty hira-pattern shuriken, a hatchet, climbing claws (which double as brass knuckles), a large bag of shot (which can be used as a sap in a pinch), a manrikigusari, a book of matches, a jar of toxic paste that temporarily slows movements, a book of matches, spare flints for her rifle, smoke bombs, flash bombs, her makeup kit, lockpicks disguised as a functional sewing kit, a sai, paper and pencils, and a reversible scarf.  However, she will tone down or adjust her kit to the mission at hand.  Thanks to the powder-powder fruit, she can even conceal items inside her body, ensuring that she's never without her gear.

--

 

Perks: 

Ghost of the Sands 2:  Kyra has been drilled literally from birth in the art of not being seen or heard when she wants to be.  This skill is nearly perfect in arid environments, and quite good in most other places.  Being able to turn into any powder and fly around certainly helps with this.

 

Thief-Acrobat 2:  Kyra is highly athletic, and an excellent acrobat and parkour adept.  It is very difficult to keep her from getting where she wants to be with surprising speed, as long as it’s humanly possible to get there.  Even though she can fly, she's carefully maintained this skill.  One never knows when one will run into sea prism stone, or another counter to one's powers.

 

--

Flaws:

Wanted Woman (+10 points, , +10,000 bounty upon resolution):  Kyra was raised and trained from birth by a secretive order of assassins from the North Blue called the Ghost Clan, who would surely be infamous throughout all the blues if they were any less good at their jobs.  She defected when she eventually decided that money or ‘because we said so’ were not sufficient reason for her to end the lives of others.  The assassins want to hunt her down and silence her for good, but not because she was the greatest of them or the chosen one or something like that.  She wasn’t that important.  They just want to make sure she can’t reveal their existence, or teach their secret skills to anybody else.  They’d also rather like their highly valuable devil fruit back. If the marines or the revolutionaries were to learn that the clan existed, they’d be in serious trouble.

 

 Ichthyophobia (+10 points):  Kyra’s first failed mission occurred at the age of eight, when her target unexpectedly hired a fishman bodyguard.  She barely survived her encounter with the brutal mercenary, only escaping because he was reluctant to leave his charge to confirm the kill.  The physical scars faded, but the mental scars did not.  Kyra will invariably lose her cool when confronted with fishmen, with consequences increasing the more hostile the fishmen are, and the closer she is to them.  This flaw could potentially be mitigated with a high will stat, therapy, and/or positive experiences with fishmen.

 

 

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Spoiler

Name: Jill Delarosa 
 

Gender: Girl

 

Position: Navigator 

 

Dream: To Become the best Fighter in the world

 

Devil Fruit:  Mist-Mist Fruit (Logia-type.  Turn into and/or Control Mist)

 

Appearance: Jill is a young attractive woman in her early twenties, she stands about 5'9'' with a lean well shapely body. She has light brown hair that she usually keeps in place with a headband or another hair accessory. Her eyes are a clear light blue that light up when she is excited about something(usually a fight or an interesting map). She normally wears a black tank top with a denim jacket over it, or tires around her waist if it happens to be a rather hot environment, and a pair of close-fitting jeans or short shorts. Her shoes are well worn from her training. She keeps a black belt around her waist that she was given by her grandfather before leaving home.

 

Bounty: 0

 

Stats:

 

Mystery: 1

 

Power: 8

 

Will: 8

 

Treasure: 3

 

--

 

 

Abilities: 
Leviathan's Fist 6: The Martial Art that Jill had been training in since her youth. It relies on quick stricks to force an opening in her opponents' guard and then landing a powerful blow in the opening.

 

Umibōzu 3: A technique of the Leviathan's Fist Style, it is a single power thrust strike. it is said when used by a master it can capsize a ship.

 

Agility 2: As part of her Martial Art's training she is a bit agiler than some. more or less used to jump off walls and fancy kicks. 


Marine Navigator Academy Training 3: Jill was trained at an academy for Navigators.During which she learned things such as  Map reading, Star chart reading, Cartography, Orienteering, Weather reading and the such. 

 

Profession Sailor 2: Due to it being a Marine Academy basic knowledge of sailing was a required course to take 

--

 

Kit: When Jill left the academy these where the things she took they aren't the best in the world but they are usable.


Navigator's pack 3: A set of Navigator tools that Jill took when she left the Academy contains things such as a World map, a Star Chart, a Sextant, a Compass, a watch, and the such.  
--

 

Perks: 

 Fighters instincts 2: a trait that Jill picked up during her Martial Art's training, Her ability to instinctively attack and defend. 


 Storm Sense 2: Jill's natural sense to know if a storm is coming. the main reason she was recruited  to the Marine Academy 

 

Conditioning 2: Do to Jill's Martial Arts training her body is conditioned to withstand damage and exhaustion.   

 

--

Flaws:
Compelled to Fight Powerful Opponents (+10): Jill has a desire to fight the strongest people she can find. She will likely want to fight anyone who is powerful no matter whose side they are on.  


Fear of Mice (+5):  Jill is afraid of mice they're small with beady eyes an crawl everywhere.


Code of Honor: Fight your Opponents with as much honor as they do, always fight them at your best to not would be an insult to them (+10): The code by which Jill fights by she will follow it and fight her to her best even against a weaker opponent.  

 
 

 

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The Crew's local, mute musician.

 

Spoiler

Name: Elegy Dasse

Gender: Female

Position: Musician

Dream: Complete freedom to move from one place to the next, and to become a world renowned musician.

 

Appearance: For the most part, Elegy is a rather small girl, barely coming to 5’2” (though her actual “proportions”, being more average in nature, make it clear that she is far from a child), with long, strawberry blonde hair that goes down to the middle of her back, with two strands from the front side of her head going all the way to her waist, with her eyes finally being bright green.

 

Her outfit consists mainly of a plain white shirt, with a smaller, long sleeved jacket (that mainly leaves the front of her shirt exposed), regular jeans, and brown boots. She also has a tendency to wear both brown, fingerless gloves, and a green beret tilted off center.
 

 

Bounty: 0

 

Stats: 3
Mystery: 4

Power: 1

Will: 3

Treasure: 3
 

--

 

Abilities:


Play a song! (3)
What it says on the tin. Elegy plays a song for people.

 

Dancing (2)
Even though Elegy is a musician, she at least has a bit of footwork to make her songs more energetic, managing to both dance and play her music at the same time.

--

Kit:
Elegy’s Violin (2)
The main instrument Elegy uses for music, being a very high quality violin of dark wood.

-- 

Perks
Profession - Musician (5)
Elegy is, if nothing else, a masterful musician, making up for her lack of speech by being able to pick up a good amount of instruments and play them with impressive skill.

 

Nonthreatening Mute (3)
Adding to her musician appearance, Elegy is more of just a small girl to everyone else without a hint of muscle or anything indicating that she could be much of a threat to anyone.

--

Flaws 
Mute (5)
It isn’t hard to see that Elegy is completely incapable of speech, leaving her only capable of speaking by sign language and by music.
 

Edited by GodofGamingRWBY
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Spoiler

 

Name: Zoffy
Gender: Male
Race: Primate Mink
Age: 19
Height: 1.91m/6'3"
Appearance: A tall and bulky primate-looking Mink. His fur is dark brown, and his hair is white. He has a jovial, but confident face.
Personality: Zoffy is pretty straightforward person, making him more relaxed and impatient. He doesn't think too much about what he is going to do.
He is also a bit overconfident a childish, but he is a good person and most of the times he seems happy and enthusiastic.
Position: Lookout/Rigger
Dream: Explore the entire world.
Bounty: 0

 

Stats
Mystery: 3
Power: 8
Will: 4
Treasure: 1


Abilities
Electro (1) - As a Mink, Zoffy can channel electricity through parts of his body. He can also channel it through his Quarterstaff. This grants more damage to the attack, also being able to deal electric burns and paralysis.
 
Kit
Quarterstaff (4) - Zoffy's only weapon. It's almost six feet long, weighing 30 kg. He received it from Nekomamushi, when he first became a Guardian.

 

Perks
Stealth (2) - Although Zoffy is more of the straightforward type, as a former Guardian and Mink, Zoffy was born with and trained in the art of stealth, thus having great capabilities.

 

Monkey Agility (7) - As a Primate Mink, Zoffy is not only more agile than a human, he can also jump higher and has incredibly high parkour's skills.

 

Inhuman Strenght (3) - Due to being a Mink, Zoffy is incredibly strong, being able to use his heavy quarterstaff without effort.

 

Fur Coat (1) - Because of his fur coat, Zoffy can withstand cold temperatures, getting less affected by it.

 

Sulong (1) -  Sulong is a form that all Minks take when looking at the moonlight of a full moon for a period of time. This form vastly increases Zoffy's agility and strenght, while also becoming larger and emiting an electric aura around him. As Zoffy didn't complete his sulong trainment, he can only stay conscient in the form for ten minutes, and after that, he starts to lose control over it.

 

Flaws:
Heat (15) - Minks are naturally weak to heat, because of their fur coats. Thus, he cannot stand hot temperatures, and is weakened by fire.


Background:
    As almost every Mink, Zoffy was born and raised at Zou, being trained to fight since he could walk. Zoffy was better at fighting than the others kids, and was quickly noticed by Nekomamushi, the Ruler of Night and Guardian of the Whale Forest.  Nekomamushi took interest in Zoffy, and started to train him, together with some other kids, to become Guardians.
    As Zoffy growed up, he noticed how his life as Guardian was going to be monotonous and uneventful. He would have to stay in the forest during the entire time he was awake, "protecting" it from inexistent invasors. When Zoffy turned 15, he officially became a Guardian, assuming all the Guardian's duties and responsabilities. He was also gifted by Nekomamushi a Quarterstaff. 
    Nekomamushi was expecting a lot and took a liking to Zoffy, that didn't have the courage to say that he didn't want to become a Guardian.  As the years were passing, Zoffy started to lose the enthusiasm he always showed. When he had free time, he used to climb the whale tree, and see the outside world with a spark on his eyes. Nekomamushi, who is very attent to the details, noticed this, and as he knew Zoffy wouldn't accept to abandon Zou because of his honor, decided to exile him, without any explanation. As Zoffy had to obey all his orders, he couldn't deny it, and was given a small boat and some supplies, and left the giant elephant with a smile on his face. With this, his adventure starts, and he could finally achieve his dream of exploring the world.
   

Although he was exiled, Zoffy knows that Nekomamushi did it only for his own good, and that he would always be welcome in the island.

 

 

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Sheet's done. Here comes Ricewine.

 

Spoiler

Name: Samuel “Ricewine” Adams.


Gender: Male

 

Appearance: This gentleman makes you think of a clever stage magician. He has hooded rose-red eyes. He wears a bandanna on his head so one can't see his hair, but when he takes it off one would see that it's cut very short and black. He wears a long black coat over a white puffy shirt and blue pants. The inside of the coat is lined with pockets and straps to hold his various tools. He has a goatee.


Position: Doctor.


Dream: To throw the biggest party ever with the ultimate booze.

Bounty: 0

Stats: (Start with 10 Points to distribute freely.  Every time the crew’s Bounty reaches a new height, more points are distributed.)

Mystery: 2

Power: 5

Will: 4

Treasure: 1

--



Abilities: (What are your capabilities? List them here.  10 points total to start for both Abilities, perks, and Kit, 1 point per level in a skill, technique, item or trade)

Brewing Level 3:  Ricewine has spent years brewing booze and has gotten pretty good if he says so himself.

You Need Healing 3: Ricewine has taken it upon himself to learn how to fix people in the case that something happens during a party on account of the fact that he would already have disinfectant on hand. It’s surprisingly useful.

Brewer’s Challenge 3: Ricewine’s goading it quite effective, leading him to often encourage enemies to try out drinking him. It’s quite difficult to do.


Kit: (What sort of trinkets and tools do you make use of?)


Ricewine Brand Mini-brewery 2: While not able to make as much or as high quality alcohol as a full sized brewery, this kit enables one to create booze on the go.

Travel Medical kit 3: Ricewine’s medical kit, consisting of bandages, knives, needle and thread, and of course, moonshine to disinfect.


Perks: (Everybody has some.  Perks are things that are always active. Discuss them with the GM to see how much they cost, or for examples of Valid Perks.)
Brewmaster: Ricewine has been brewing booze since he was old enough to comprehend the process. That said, his products tend to have effects that border on magical. Level 2

High tolerance: Ricewine has been drinking since he was fourteen, and now can easily drink twice the amount of someone his size.. Level 3

Under Fire: Ricewine has picked up an adeptness for putting the innies back in and sealing them up even when the conditions around him make it harder, such as on a rocking boat or during a fight.. Level 2
Experienced Buyer: Ricewine has picked up on what makes a good deal when buying ingredients for booze. As such, he gets lower prices on such items. Level 2

--

Flaws:  Actual Pacifist: Ricewine will never fight anyone traditionally unless they first attack him.

Really Social Drinker: Ricewine can’t help but “sample” his brews when in the appropriate setting.

 

A Favour: N-no way…  Them? +30 points on the second sheet.

 

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Isaac! Center stage!

Spoiler

 

Name: Isaac Rain

 

Gender: Boy

 

Position: Fighter, (possibly also recruiter and information gatherer)

 

Dream: Two reasons. One, fight against corruption and evil in the world government and marines, Help people out. Secondly, become known for being super charming and stylish, The only thing better then helping people, is helping people while girls swoon over you as you show up your enemies with not just sheer skill, but sheer style.

 

Bounty: (Starts at 0)

 

Stats: 

 

Mystery: 3

 

Power: 3

 

Will: 3

 

Treasure:2

 

--

 

Abilities:


(2) Swordplay, swift performance: The users personal fighting style and skill with the sword. Involveing both stylish moves, and quick attacks and parries.

(2) Stylish power: The user may use there sheer stylishness against an enemy.  Allowing for things like Distracting them, leaveing them stunned with awe, or simply styling on them so hard, they accept defeat and surrender.

(2) Acrobatics: The user is good at jumping, and acrobatic feats. These feats, where possible, will be preformed with stylish flare and unnecessary twists and flips.

(3) Charm: The user is good at getting people to do things for him. Such as giving him information or preforming some action. Woman and young maidens are especially susceptible to his charms.

 

(2, points granted from phase 2) Weapon toss: The user may effortlessly toss any weapon to another person, and may effortlessly catch any weapon tossed to them, without disrupting there concentration or fighting.

--

 

Kit: (2) Grace: A relatively simple arming sword, but with a golden guard more befitting a cutlass. Its well polished and VERY sharp.


(1) Bag of charms: A bag slung over the shoulder. It contains pretty flowers of different varieties, and small bags of very shiny glitter like dust.
 

--

 

Perks: (2) Witness the style: Onlookers to a fight or other event in which the character participates are impressed and drawn in by the sheer style of Issac making them easier to charm as they become more and more impressed. This effect may also apply to those who have heard of them and there style, though typically to a lesser extent.

 

--

Flaws:

Played at there own game: Issac may be good at charming the ladies, but there just as good at charming him.
If a girl is Motivated to do so, Willing to do so, and Savvy enough to be aware she can, she may attempt to charm him for information or service in like manner.
+5 points

 

 

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The burly shipwright, Sigmund Heindrich!

 

Name: Sigmund Heindrich
Gender: Male
Position: Shipwright 
Dream: To build the greatest ship on the open waters, one that can withstand any sea or foe alike. 
Bounty: 0

Stats: 
Mystery: 1
Power: 8
Will: 6
Treasure: 6

--
Abilities: 
Ship Building and Maintenance (2): Sigmund is well versed in the art of building and maintaining ships.

Engineering (2): Sigmund knows his way around technology and can build some pretty unique gear and equipment given enough time and resources.

Helmsman (2): Not only can he build ships, but Sigmund can also pilot them as well.

--
Kit:
Prosthetic Arm, The von Stroheim (3): A metal arm used to supplement one’s lack of a natural one. The metal is quite light making it feel like a natural arm but the strength of steel. The alloy also just so happens to be rust proof, but Sigmund always makes sure to keep his baby sparkling. When needed, with any attachment, Sigmund can deploy metal plating from his arm to extend its size and use it as a short of shield. This alloy used also happens to be quite resistant to being dented so it won’t be getting jammed by those any time soon. The forearm can be replace with attachments. Hidden within the arm is 50ft worth of chain, a launching mechanism and a 1000 horsepower retracting engine. 
Current Available Attachments: 
Hand - A basic right hand, includes a finger blow torch and a palm flamethrower.
Chained Axe - A large battle axe that can be spun with great speeds allowing it to increase its velocity. 
Chisel - A chisel allowing for Sigmund to make fine detailing.
Hammer - A basic hammer used for punching in nails. 

--
Perks: 
Burly and Sturdy (1): Lugging around logs and a metal prosthetic arm takes a lot of strength and endurance. It’s thanks to these daily workloads that allows Sigmund to power through man attacks as well as being quite swole. Every level increased increases his gains.

--
Flaws: 
What’s Left: During a lumbar chopping accident, Sigmund risked his own safety to protect one of his Co-Workers. This is when a 50 foot tree landed on top of the man, critically injuring him. He was able to make a recovery, however, his right arm would was lost trying to recover him from underneath the heavy lumber. +10 Points

 

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The spice obsessed cook:

Spoiler

Name: Carl

Gender: Male

Position: Cook

Dream: Collect every type of spice he can.

 

 

Stats:

Mystery: 8

Power: 4

Will: 2

Treasure: 4

 

 

Abilities:

 

Profession - Cook IV: Carl(a tad off though he may be) is both skilled and experienced in the art of turning dwindling ship stores into edible meals for the crew.

 

Butchery III: Carl is capable of quickly and efficiently dismembering a disturbingly large variety of animals big and small.

 

Six Flame Curry I: Given a suitable spice stash and a little under an hour Carl can produce a curry dish so caustic it has been know to give those of poor constitution second and third degree chemical burns.

 

Poisonous Delight II: Carl keeps a few less common "herbs" and "spices" on hand in case he needs to work a case of fatal food poisoning into one of his dishes.

 

 

Kit:

 

Spice Stash IV: Carls pride and joy, this practical hoard of spices is kept locked away in two watertight cases from which only small amounts of spices are removed at any given time.  Supplies the specialty spices needed for some of Carl's dishes, must be refilled with rare spices from time to time, adding new and better spices may improve the quality.

 

Chef's Knives I: The set of stout and durable steel knives Carl uses for dismembering animals and general kitchen work.  He uses the cleaver and a handful of paring knives if things get...dicey.

 

 

Perks:

 

Well Fed II: The dishes Carl prepares contain above average nutrition and are more likely to confer effects.

 

 

Flaws:

 

The Spice Must Flow(+5):

Carl has a borderline obsessive compulsion to find and hoard as many types of rare spices as he can.  He must at least make an attempt to obtain rare or valuable spices if he thinks he can get away with it(i.e. barring certain death).  High will and/or being restrained can allow him to resist the urge.

 

Land Sickness(+10):

Due to having spent decades on the ocean and grown rather fond of the rhythmic sway of the waves Carl quickly grows restless on land and gets a progressively worse case of motion sickness the longer he stays there.  Specific remedies and/or an altered perception can help to mitigate these effects.

(Backstory to come later)

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[unintelligible screaming]

 

 


Name: The Masked Freak (real name unknown), or just The Mask, or possibly just Mask
Gender: Unknown
Position: Quartermaster (/Gunner depending)
Dream: To seek revenge upon the killer of the one I was to marry.
Bounty: 0

 

Appearance: A mysterious individual of middling height, though their presence makes them seem taller than they are. They are never seen without their disconcerting demonic mask and armor, colored in dark tones. Their voice does seem to be affected, and it is hard to discern what the individual sounds like through the mask. The armor is of a somewhat unusual design, incorporating relatively little metal and instead being constructed largely of hardened and lacquered leather and cloth, with distinctive flat pauldrons. 

Stats: 0/25 points spent

 

  • Mystery: 2
  • Power: 10
  • Will: 10
  • Treasure: 3

 

--
Abilities:

 

Mathematics II: Mask is surprisingly good at on-the-fly math calculations, making them better at tracking inventory and aiming guns with the proper sights, among other things.

Logistics I: Mask seems to have some experience managing numbers, supplies, and where the latter are meant to go.

Trifold Falling Blossom: An attack only used when Mask is raging. It is flexible, but always consists of three hits, the first of which is always some sort of direct strike, the second being rather flexible, and the third being a slam of the victim against something. Often accompanied by some sort of word repeated thrice, once per strike. (MUDA MUDA MUDA)
Weapon Toss II: The user may toss their weapon to a teammate, or receive a tossed weapon, without any disruption in their fighting or concentration.
--
Kit: (What sort of trinkets and tools do you make use of?)
GLORIOUS NIPPON STEEL Katana: A long blade good for precision cuts. Not so good on armor. This particular specimen is longer than most.
 Samurai Armor: A protective suit of armor in a somewhat unusual style, in dark colors with distinctive flat pauldrons. 

The Mask: A demonic-looking mask that attaches to, well, Mask's helm. It is quite durable and provides a bonus to intimidation.

--
Perks:

Serenity and Rage [10 points]: The Masked Freak is known for both their excellent swordplay, and their willingness to discard such a thing immediately in exchange for sheer animalistic fury. Mask has naturally better swordsmanship and martial arts skill, but can toss this bonus aside for large bonuses to overall physical power.
Heat Resistant [1 point]: The Mask is seemingly quite resilient to heat. Mostly due to walking around in the goddamn sun all day with heavy armor on, rather than some sort of supernatural ability to ignore it.
Improbable Swimming Ability [2 points]: The Mask is also surprisingly good at swimming for someone in armor, though this ability seems to primarily come into effect when nobody is looking.

--
Flaws

  • Berserk Button [10 points]: Mask occasionally loses control in combat, especially melee combat, at the GM's discretion, and will also do so outside of combat when a certain topic or phrase is brought up. 
  • Challenge Accepted [10 points]: Mask cannot refuse a challenge if their ability to complete said challenge is questioned. 
  • Nemesis [5 points]: A man who is particularly powerful and influential with the Marines has reason to want Mask dead (and vice versa.) 
     
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Name: Old Man Jenkins

 

Gender: Male

 

Position: Fisherman

 

Dream: He wants to catch the Omnifish, a legendary fish that is rumored to grant 3 wishes to whoever manages to catch it. It is said to reside in an extremely dangerous area.

 

Bounty: 0

 

Stats:

 

Mystery: 6

 

Power: 2

 

Will: 2

 

Treasure: 2

 

--

 

Abilities:

 

Instant Fish Appraisal III: Old Man Jenkins can instantly determine almost anything about a fish (or, to a lesser extent, other sea creature) by looking at it or the impact that it has made on the surrounding environment (a path of corpses with bite marks on them in the water, for example)

 

--

 

Kits:

 

Fishing Pole I: A wooden fishing pole

 

Giant Hook I: A hook that can be attached to a piece of fishing line (including fishing line that's on a fishing pole) so that it can be used as a weapon

 

--

 

Perks:

 

Fish Hammerspace III: Old Man Jenkins can pull previously-caught fish seemingly out of nowhere

 

Fishing II: Old Man Jenkins is quite an accomplished fisherman, although his methods can be... "eccentric".

 

--

Flaws:

 

Creepy: 1 Point

 

Nearly Incomprehensible (assume that all of his IC speech comes out as a horribly mangled version of what I post): 1 Point

Edited by ATHATH
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Spoiler

Name: Cora

 

Gender: Female

 

Position: Cabin Girl / Scholar / backup stealth person

 

Dream: Cora wants to be free, and also to put her knowledge to practical use. 

 

Bounty: 0

 

Appearance:

 

Cora is a fairly short and lithe young woman, with black hair with streaks of sea-blue running through it in a short ponytail. She's fairly young, although not a child going off the figure. She tends to wear practical clothes, although a white jacket is always included. 

 

------

 

Stats: (Start with 10 Points to distribute freely.  Every time the crew’s Bounty reaches a new height, more points are distributed.)

 

Mystery: 5

 

Power: 1

 

Will: 3

 

Treasure: 5

 

--

 

Abilities: 

 

Deception (2): Cora is a proficient liar - she can come up with a story and stick to it with a moment’s notice, and the more time she’s had to prep the more difficult it is to see through.

 

Disguise (1): With sufficient time, Cora can make herself look like someone entirely different and make it hard to crack the disguise, although she has difficulty trying to pass for someone specific.

 

Quickdraw (1): Cora can draw and use a weapon in nearly a blink, without any kind of windup for it, allowing her to catch opponents by surprise.

 

Charm (1): Cora’s got some natural charisma to her, and is good at getting information out of people.

 

--

 

Kit: (What sort of trinkets and tools do you make use of?)

 

Guardian (2): A flintlock pistol of quality make, and on Cora’s person at all times. It’s traded some range for close power - it f-ing hurts if she hits with this, and at her effective range it’s hard to miss. She insists it’s for self defense.

 

Sentinel (1): An ornate dagger, built to pierce armor. Not really meant for a straight up fight, but can be used for such in a pinch.

 

Stealthy Armor (1): Not named for making one stealthy but for itself being hard to detect when she’s wearing normal clothing. It’s fairly protective.

 

 

--

 

Perks: (Everybody has some.  Perks are things that are always active. Discuss them with the GM to see how much they cost, or for examples of Valid Perks.)

 

Lithe frame (2) : Cora isn’t the strongest person, but she’s quite agile, and speedy at that. She can be difficult to catch, or hit for that matter in a fight.

 

Sneaky (2): While not professionally trained, Cora seems to have had a lot of practice hiding and making herself unable to be seen.

 

Informant (3): Cora is, due to heritage she'd rather not speak of, quite knowledgable on a variety of subjects and knows how to get more information if needed.

 

 

--

Flaws (Everybody has some.  Taking Flaws grants additional points  Discuss them with the GM to see how many, or for examples of valid flaws.

 

Owes a favor to someone powerful (+30 crew points)

 

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