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William; Final Version - Hopefully! [Flagged]
Topic Started: Dec 19 2016, 11:19 AM (1,415 Views)
Franky
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Account Name: Franky


Basic Character Information
Name: William Bertrand Salty
Epithets: "Braidbeard", and to a lesser degree "Iron Bird"
Nicknames:
  • Birdbrain: by Missy (Arcadia's Crewmate), and Devlok Colt
  • Feathers: by Sakura Sakisoru (OOC contest)
  • Smelliam: by Orphanage kids, most notably Raven Black
  • Billy: by his family on his mother's side, most notably his Aunt
  • Billy B Salty: by Fudo Saiken.

Age: 28
Gender: Male
Race: Human
Affiliation: Bounty Hunter (Jacks of All Trades)
Threat: 200
Achievements:
  • He won a swordsmanship tournament featuring many skilled swordsmen from all over the blues.
  • He captured several criminals with low bounties in the blues and the grand line. (30 Threat - Subsidized)
  • He treated several dozens of patients in need and pranked most of them as payment.
  • He found the legendary treasure of Rockland and ate a Mythical Zoan. (35 Threat)
  • He defeated Don Carlepone, with the help of Raine Argose, avenging his brother Jack in the process. (80 Threat)
  • He played a crucial role in the downfall and capture of the Ex-Shichibukai Arcadia (killing her first mate Mac and cornering her), as well as saving Las Arcadas from complete destruction. (150 Threat)
  • He was offered to join CP9, and declined. (offer)
  • He cleaned up some of the most notorious criminals in the underground city located under Brick Blues Isle: Edward "Scarface" and Cobra "Snakeface". (175 Threat)
  • Through temporary cooperation with a frienemy: Fudo Saiken, he was able to dismantle a drug ring led by Sidious Oliver, crewmate to Ex-Yonko Bilious Ox, and "Chimera Slayer" Samuel, captain of the Chimera Slayer Pirates, as well as capture the two pirates and hand them to the marines. (200 Threat)

Professions:

  • Primary: Musketeer - A very specialized kind of melee weapon user. The Musketeer is someone who has to a large degree devoted their life to the mastery of a single weapon: The Rapier. Musketeers may also be proficient in the use of other melee weapons, such as Axes, Swords or Whips. Characters with this profession have access to certain additional traits and may create "Stance" techniques.
  • Secondary: Doctor - A Doctor, on a ship or otherwise, gains large medical knowledge. Suturing and cleaning wounds, making bandages out of various materials and preparing drugs, is all part of a Doctor's job. Doctors are the only ones capable of healing serious injuries on the crew.
  • Tertiary: Marksman - The profession of Marksman provides sound experience and insight in calculating range, distance and wind elements and their impact on the path of a projectile. It is a general trait that applies to guns, slingshots, cannons, rifles and the like. People without this profession will have little to no luck in firing cannonballs where they are supposed to go under normal battle conditions.
  • Quaternary: Merchant - Merchants are fairly charismatic people who are skilled in both bargaining and selling things to others. Their expertise means that they are very knowledgeable of the economy, and deal with all manner of merchandise. Additionally, they tend to be well-connected in trading circles.

Position: Captain


Physical Appearance
Height: 1.8 m
Weight: 80 Kg
Hair: Brown, curly and slightly messy. Short in length. His trademark feature is a goatee arranged in three thin braids on his chin. His face is otherwise clean-shaven.
Eyes: Dark green, bordering on brown, shaped like almonds with average sized pupils.
Clothing/Accessories:

  • Grey long coat.
  • Grey pants.
  • Grey musketeer hat.
  • Black leather boots.
  • Belts & Scabbards: Will usually wears a contraption of belts, scabbards and pouches to keep his weapons and some of his items on him at all times.
  • Jack of all Trades captain ring on the index finger of his right hand.

General Appearance: Will is what you would consider handsome by normal standards. He has an imposing figure. His face is attractive, with simple thin eyebrows, a shapely nose and a lean jaw. The rest of his body is thin and muscular, though not exaggerated.

Scars:
  • He has several scars along his chest, stomach, back and shoulders, mainly from shallow slashes from his many sword duels.
  • Two burn scars on his chest from the memorable fight with Don Carlepone.
  • One severe burning scar spanning along his left foot and up his tibea from the fight with Ilya Suhov.
  • An acid burn on his right wrist and a few others all over his chest from the fight with Wendigo.
Human form - Davy Jones
Human Form - Kaifuu (edited out irrelevant sword)
The Vulture - Josh Corris
Winged Knight I - drawbrah
Winged Knight II, Face reference - Kat
Fancy Wear


The Character
Personality: From a very early age, and even now, Will was a curious fellow. He loves to learn new things, and is by consequence, very nosy too. He has a happy-go-Lucky attitude that tends to irritate people who confuse responsibility with sternness. He also likes playing pranks on others when he's not being a good guy or when he's plainly bored.

However, very rarely, when he's actually putting his mind to something or trying to get something done, he displays a high degree of intelligence. Professionally, he doesn't do anything he doesn't genuinely like doing, but fortunately, he never loves anything more than to help people out, so that doesn't interfere with his medicinal and navigational duties. The same can't be said for his trade practice however, since that's just something he views as a means for survival, and an inferior one to bounty hunting at that, which he likes way more, since it often features the use of his sword. Or at least, this used to be the case before he joined the Jacks of all Trades. Now he’s more open minded about doing business and finds it more entertaining to run a crew of both merchants and bounty hunters on the high seas instead of just being a regular merchant crew. He's also rather selfish in his ways, and doesn't usually consider what anyone else wants when making executive decisions, if Raine lets him get away with it of course.

He has a strong moral core. He doesn't like killing, by any means, and believes that even the wickedest of criminals deserve to be given to judgment rather than be killed on the spot. He has even went as far as to criticize the "dead or alive" policy that the marines have towards bounty heads, saying that it promotes apathy among bounty hunters and pushes pirates to even more cruel lengths to avoid being captured. In recent years, he has learned that such a belief is rather naive, as he experienced time and time again the difficulty of capturing a pirate without killing them, so he's perfectly capable of finishing the job if that's the only possible way. Even more recently, he had to put down Mac - Arcadia's right hand - by exhausting some weird regenerative ability to the last breath, which scarred him more than any execution he had carried out before. Now killing is more painful for him than ever, though having gone to such extremes to put down Mac, he is more capable of doing it again anytime he judges it necessary. The lack of mastery over this dilemma has actually ended up making him more violent when avenging those he deems worth protecting, which has ironically led to him viewing some human lives to be worth less than others (such as the Jaya mooks caught in the crossfire with Shugo).

The first time he has come to experience real friendship - outside of his elders, particularly his grandfather - is after he joined the Jacks of All Trades. He has come to trust them completely after avenging Jack. Now, he's in a position where he realizes that protecting the people closest to him sometimes comes before preserving the lives of criminals, and so he has somewhat come to question his moral code a little bit, and is more open to extreme measures when people he cares about are in danger.

Hometown: Lyneel - North Blue
History:

William’s family members:
  • William Bertrand Salty: The guy whose history you’re reading.
  • John Jack: William’s father.
  • Olivia Salty: William’s mother.
  • Jerome Salty: Olivia’s father and William’s grandfather.
  • Morning Salty: Jerome’s mother, Olivia’s grandmother and William’s great grandmother.
  • Jack Trade: William’s younger brother, from his father’s side.
  • Jacque Trade: William’s younger brother, from his father’s side. Jack’s younger twin.
  • Jiacemo Trade: William’s youngest brother, from his father’s side.
  • Silvia Trade: Jack Trade’s mother.


Our history begins with a happy go lucky pirate named John Jack. In his quest for adventure, he stumbled on a bratty nobleman – Blaine Singlestone – who annoyed him infinitely (think Stelly mixed with Wapol). Because of that, he took him hostage, figuring that his family would pay dearly to ransom him. Soon after, he came upon a damsel in distress, and such a gentleman that he was, he rescued her from her perils. Naturally, as one would expect, Olivia was taken with her rescuer, and he with her. Though, there was one little complication. John didn’t want to introduce himself using his own name, so he used Blaine’s, since he was so bad at improvisation, and the more time passed, the less he was inclined to risk what he had with her by revealing that he was a pirate, especially after he learned that her father was a nobleman. Soon, they were betrothed, and then married. John wrote in his diary of the sword he inherited as a result, though it was unclear which one he liked more, the rapier or the woman.

One evening, Olivia, returning from the doctor’s office to tell her husband of the good news she was carrying in her belly, she was surprised to find him completely gone, without a trace. And in their room, she found a letter explaining who he was, and that he could not continue to risk her safety with him any longer.

What Olivia did not know, was that Blaine, had actually escaped, and having known the truth about Jack, he took his frustration on her father and threatened to expose their family amongst the nobles of Lyneel. Naturally, Jerome, fearing the scandal, persuaded John to go away, using both the stick and the carrot. What he did exactly to achieve that would go with him and John to their graves, for Olivia didn’t know at all, Blaine wasn’t told the details, and even William was never able to find out to this day.

When William was born, and Olivia died in childbirth, Blaine’s viciousness did not stop, for he felt robbed of her, even if he never had her, so he threatened to announce what had transpired anyway. William's great grandmother - Morning Salty – a woman of unbelievable strength of will, announced that her daughter had actually left with her husband on a merchant venture, and anonymously made sure the baby was raised in an orphanage with a good living standard, while also silencing Blaine’s protests with cunning. The details of the threat she made are also something that William was never able to find out.

Due to Will’s very curious nature at a young age, he was able to learn how to read very early, and consumed all sorts of books as a young boy. He learned the basics of medicine by reading books and hanging out at the doctor's office as often as he could using every excuse and trick in the book. The only recreational activity suitable for him within the orphanage, besides the children games that bored him out of his mind and only inspired him to play more pranks on the other kids, was fencing, and so at the age of six, he convinced the trainer to teach him some. Will was somewhat of a happy soul who never let anything get him down, so he didn't get along with all the negativity within the orphanage. He made some efforts to blend, but he never really had any real friends, since his cheerfulness was often misunderstood as rudeness or obliviousness to other people's misery, even when it was clear he shared the same problems. Amongst the children, only one did not actually dislike him, and that was the younger Raven Black, who was almost as much of a trouble maker as him, even if three years younger.

The fencing master was a sinister retired marine who liked nothing more than to teach youngsters how to fight. Though in truth, he was more of a martial arts trainer, and only ended up teaching fencing in particular because it was highly esteemed by the community of nobles. He had seven standard challenges set up for children to clear his fencing training, and each challenge, once cleared provided them with the opportunity to see one of the seven techniques of Rokushiki. William was able to see the basic six by the age of 9, but he was never able to complete the final challenge no matter how hard he tried.

Meanwhile, John met another woman, and settled with her. Silvia Trade was an undercover marine in the slums of Stearr Island. It goes without saying that John had not known that, but it also happened that he wasn’t on Stearr Island on pirate business, and so she thought he was simply an ordinary man with a taste of danger. John decided to put down his pirate mantle for a while. They had three children together, but by that time Silvia finished her mission and was asked to retire to the base. She confessed who she was, hoping for him not to be too upset. He wasn’t. He simply left, this time of his own free will. Later, William would read in his journal that that was the moment he had decided that he was destined to be a pirate until the end of his days.

When John learned that he had another kid, and that he was being raised as an orphan with no family, pride swelled within him, and he decided to find him. It was rather easy for him to infiltrate the orphanage, and kidnap him (while the fencing master wasn’t around of course). William was his shot at finding an heir for his freedom seeking ways.

Will traveled with his father on a pirate vessel for years. To satisfy his naturally avid curiosity, he continued finding medical books to read by any means, but he also gained minimal experience in dealing with trade, seeing as the crew was also involved in small dealings of under-world trade, and he learned to navigate the crew ship too.

He wasn't satisfied with the life of crime, so he tried to quit his father's crew several times, only to be persuaded to stay by his father. However, he managed to keep a low profile and avoid making a name for himself as a pirate, despite his father going on and on about his dreams to pass the crew to him and retire someday. He would practice his sword in secret and bribe whoever found out not to tell his father, so John would continue believing that he was simply no good at combat, and leave him learn in peace instead of trying to force him out to the spot light as a pirate. The truth though is that John almost always knew what he was doing, and really had no intention of forcing him to inherit anything when it came down to it.

One day, their ship was attacked by other pirates at sea, and he came under pressing circumstance to use his sword for survival in front of his father. When John could no longer pretend that he didn’t know of his skills, he tried to persuade him to join them in attacking next time, but Will was already a man grown, and had the guts to stand up to him, so he challenged him to a swords duel for his freedom. It so happened that marines were attacking them at the time, so he had his shot while the rest of the crew were occupied with marines. His father had a decent bounty on his head by that time, so Will saw fit that the only way he would ever be free would be to turn his father to the marines and disband the crew, and that's what he did after beating him. John was executed a few months afterwards, at the request of Blaine Singlestone, the noble he had offended when he was younger. At the execution stand, John left his son with the following words: “Take care of your brothers.”

Will searched through every inch of his father's belongings to make sure nothing incriminating remained on the ship and to find any clue as to whom these brothers are, and he found an entire case full of his father's diaries hidden from sight. By reading some of them, he learned more about his mother, his grandparents, about his father's marine second wife, and about his half-brothers. He also learned about his mother, her family and the sword. Will was in possession of said sword now, having beaten its former "master" in a duel.

Will was feeling great remorse for having been the cause of his own father’s death, for he had only expected them to put him in prison like most of the scoundrels of his level. In his quest for redemption, he went to search for his brothers on Stearr Island, but he only found Jacque and Jiacemo. He presented himself not as their brother, but as the bounty hunter who captured their father, just to gauge how Jacque would react to his death. Even though he was the one to deliver him to his demise, he didn't like Jacque's apathetic reaction towards his own father's death. It would have simply been too much to live with if he told them who he was and found out they didn't care about that either, and he saw besides that they were doing alright and didn't need him, so he left without telling them the truth.

After his visit to his father's side of the family didn't bear the fruit he hoped for, he decided to visit his mother's side. He was simply curious as to what kind of people his grandparents were, and he was thinking of returning the sword to his grandfather. He stumbled back in town at an opportune moment. There was a swordsman tournament organized by his grandfather: Jerome Salty, and the reward was the hand of Will's aunt - who wasn't easy enough on the eyes to get any marriage proposals - along with the remaining family heirloom, the twin of the blade Will was carrying, as a dowry (along with many other valuables). Will participated out of interest in the competition and the weapon, and to his own surprise won.

He had expected his grandfather's reaction not to be very pleasant when he tells him who he was and gives him the other blade, but Jerome admired his decision to return the sword, and actually decided to reward him with both swords and accept him as a legitimate grandson.

Jerome's decision was bizarre from the perspective of his social standing, but it all made sense in retrospect of some events Will didn't know about. The Singlestone family, whose heir - Blaine Singlestone - had been kidnapped and impersonated by John to get close to Olivia, had been attacking the Salty family in every which way possible within the limits of the law after Morning Salty – who was keeping him on a leash – died, from perpetuating lies and blowing truths out of proportion to financial war, and Jerome was sick of it. They even pressured Jerome with the help of many other noble families to enter a formal plea in his own name to the marines so they would execute John. Blaine also went as far as to participate in the tournament and promise Jerome to his face that he would win, marry his daughter, take his family's pride and have her live as a maid in his family's mansion, so when Will defeated him and unknowingly spared his aunt humiliation, Jerome saw fit to drive the wound of being defeated by a commoner home by declaring to all nobles present that the man who defeated Blaine was none other than John's and Olivia's offspring.

After listening to the story from his grandfather's side, and how hard his mother's heartbreak was on her, Will saw that his grandfather was persuaded that her depression was the main reason she became weak enough to die at child birth, and decided that blaming anyone but John for his own death was a waste of time.

Will's aunt ended up marrying a common born merchant who had been a childhood friend to her and liked her despite her few faults. After a few months, Jerome realized that his family's status was nothing but a burden from now on, so he declared that he was giving up the title, sold all his lands, and with the aid of Will and his son-in-law, started a merchant business centered around another island with no nobles on it. Will was in charge of transporting goods from one island to another, so he used that opportunity to start hunting some bounties.

Jerome died when Will reached the age of twenty five, and his death wish was for Will to take Salty as his last name. Will had seen much of the world by then, and overcame his self-inflicted guilt trip completely. His aunt and her husband inherited most of the family business and bought him out with their savings. He accepted graciously despite the price not being very convincing, since he felt it was time to move on. The way he was accepted by his mother's family made him regret judging his half-brothers so quickly, so he decided that the only way to redeem himself would be to take care of his younger brothers regardless of what they would think. He even resolved that it was his duty to help them grow more compassionate too, so he went to meet Jacque again, and tell him the truth no matter what. However, he found them gone from Stearr Island, learned of Jacque's and Jiacemo's hypothetical demise and followed Jack's trail to the grand line.

While on Jack's trail, he happened to pass by Cog Bay, and met with the kindliest old woman to ever use a walking stick for hitting people. She confused him with one of her sons for a while, until she realized that he wasn't (this encounter is to repurpose the Hey-You're-Not-My-Son Momento item for Will). After leaving Cog Bay, knowing that his brother left it intent on going to the grand line, he headed there, and continued making his living out of bounty hunting.

After he finally caught up with Jack's crew, he didn’t find him there. While waiting, he decided to go on an adventure and search for the legendary treasure of Rockland on Whirlpool Island. He found the treasure, and with it the Mythical Zoan of the Stymphalian Bird. After returning, he was struck with the news that Jack was assassinated by the Carlepone Famiglia, a mafia family with influence centered around the early islands in route 2, of whom the Jacks had pissed off the leaders. After laying Jack's body to rest, William vowed to lead the crew and achieve Jack's dreams. After that, the entire crew concentrated on avenging Jack and removing the Carlepone Famiglia from the map, which they were able to achieve. Now, William has been recognized as the new captain of the Jacks of All Trades.


Abilities and Possessions
Combat: Being both a swordsman and a marksman, William is quite skilled at combat from either long or short range, even though he’s more proficient with his swords than he is with feathers and even more than he is with guns, having adopted fencing as his fighting style of choice from a very early age.

Needless to say, Will likes to challenge his skill with the sword, so he tries to restrict himself to using his swords and wings when it comes to dueling swordsmen. He would go as far as not to employ any of his other skills in a fight against a sword wielder, or even against other sorts of martial artists.

Yet, ever the callous vulture ;), when he isn't fighting for the pleasure or the challenge, he is quite opportunistic and doesn't hesitate to use every means at his disposal to destroy his enemies, within the limits that he deems right according to his moral code. This is especially true when he is fighting to protect something dear to him, or when his own survival is at stake. Other than that, he always employs some level of strategy to reach his goal(s). That is to say that he's very good at combining his skills to complement each other and provide new levels of efficiency for him to exploit.

Recently however, he has been prone to more violent bouts of rampage while fighting, especially in moments when he is at the end of his wits and/or patience with those who disregard human life too much, such as when he particpated in cornering Arcadia in a tunnel and he found himself unable to reach her inside her metallic battle suit to "punish" her for her disregard to human life, or when he found himself surrounded by pirate residents of Jaya who kept him from avenging the mooks under his protection and punishing Shugo Nagasaki. In cases like these, William tends to become more easily provoked, as he is yet to master his passion for preserving human life in the same calculating manner as his needs to survive, or win or hunt.

Moon Dance
Will developed his own fencing style while training on his father's vessel in secret. He named it the Moon Dance because he would often chose to get up and practice by the moon light while his father sleeps deeply. It revolves around the basis of quick footwork and a mixture of swift slashes and sudden powerful thrusts.


Weaponry:
Artemis: Artemis is a "Kokuto" (black sword) belonging to the grade "Saijo O Wazamono" (Supreme Grade Swords).

"Artemis of the wildland", "Mistress of animals", and "Godess of the hunt". Such were phrases used to describe this rapier in many legends and myths. Though the most prominent Legend surrounding her states that she is feared as one of a handful of cursed swords in existence, and rumored to doom her wielder to an eternal life of thirst for the hunt.

Materials:
  • Onyx Ore: A rare ore found only in small quantities in the depths of a certain frozen mountain in a certain island in the New World, making it extremely hard to extract. Some scientists theorize that it is the result of a unique set of metallic and rocky elements being mixed together in a unique environment and subjected to immense pressure under the weight of an entire mountain and an unthinkable level of freezing cold. It's characterized by it's beautiful shiny onyx black color, which is found by most to be even more haunting than regular onyx. It is of tier 4 quality.
  • Seastone: That good old canon material capable of sealing the powers of devil fruit users and draining their strength on contact.
Blade: Double edged razor sharp blade made mainly from Onyx Ore, giving it its trade mark onyx sheen, and just enough Seastone to gain its useful abilities.
Hilt: It is an onyx colored hilt, forged from Onyx Ore, featuring a wiry spring patterned grip, a crown like pommel and a knuckle-bow guard featuring many curved bars in a quirky pattern.
Sheath: The current sheath, though it wasn't always this way, is a wooden piece, sized perfectly to hold the blade, featuring two plain pieces of regular onyx each at one end.
Reference Picture
Devil Fruit Grenade
From the wreckage of Las Arcadas, William managed to salvage a single-use anti-devil fruit grenade. A prototype of the one favoured by Arcadia, this version contains a form of liquid seastone. Devil fruit users caught in the short splash radius will find their powers sealed for two posts, after which the liquid breaks down and becomes ineffective. The grenade is stylised with swirls similar to that of a devil fruit, drawn onto a cherry bomb. The grenade only has one use ever, so be careful with it.

Items:
Misc
Medical and Buff Support
Prank Materials
Accessories
Library



Edit Log
Edited by Franky, Dec 17 2017, 04:39 PM.
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Franky
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Old Sea Cyborg
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Beli: ::beli:: 62,200,000
SD Earned: 554
Stat Points: 364 (32 + 150 + 66 + 50 + 66)
Advancement Points: 0
SD Remaining: 5
Stats:
  • Used for Stats: 344
  • Used for Fortune: 20

    • Strength: 120 (75 + 45) [Prime Stat]
    • Speed: 100
    • Stamina: 100 (85 + 15)
    • Accuracy: 84
    • Fortune: 98 (86 + 12)
Traits:
General:
  • Specific Devil Fruit (6 traits) – The player may choose a specific Devil Fruit, either canon or custom, for their character. These fruits are limited based on moderator discretion but can be of any of the three types.
Devil Fruit
 
Devil Fruit Name: Tori Tori no Mi, Model Stymphalian Bird
Devil Fruit Type: Mythical Zoan
Devil Fruit Ability: Whoever eats this fruit gains the ability to transform into a medium sized vulture with a razor sharp bronze-like beak and claws. It is also covered in equally sharp metallic feathers which it can launch towards its opponents. Moreover, the metal feathers will over time wilt and melt into puddles of highly toxic quagmires, sinking anyone foolish enough to step on them. The toxin in the quagmire is so lethal that once it soaks into the soil nothing can grow on it any more and on human skin it can infect the wounds caused by the feathers. As a bird zoan, it also gains the ability of flight.
Power Summary

  • Scaling Natural Armour
  • Sharp feathers with toxic properties, create toxic quagmires
  • Flight
  • Born Leader (1 Trait) – Characters with this trait are gifted with the ability to command respect and admiration from others. Sentient NPCs are easier to sway over to the side of those with this trait. They may gain information, calm down the angry, and sometimes even placate hostile adversaries. Additionally, those normally friendly to strangers find themselves easily enamoured with the character. The user also gains one NPC henchman, who behaves as a crew NPC and is controlled by the player of the main character. They are exceedingly loyal to their ‘master’. NPC: Raven Black.
  • Technical Mastery (2 Traits) – Increases total technique points by 100% of your fortune score. Requires 100 SD earned.
  • Jack of All Trades (1 Trait) – The character is able to master multiple skills, and has become adept at a number of things. This character gains two additional secondary professions.
  • Bear Stamina (1 Trait) – This character's stamina is boosted by 20%.

Professional:
  • Monster Strength (3 Traits) – This character's strength is boosted by 60%.
  • Advanced Rapier Mastery (2 Traits) – The character has attained supreme mastery in one specific weapon (The Rapier) or form of attack that they have Martial Proficiency (can make techniques greater than rank 14) with. All techniques using this weapon or form of attack are always treated as being four ranks higher for purposes of calculating their technique rank benchmark, though their actual rank is not changed.
  • Skilled Use of Medicines (1 Trait) – Because of their expertise, these doctors have become extremely adept at producing their own medicines to aid others. They gain special Technique Points which can only be used on medicines that aid or buff, of the amount of half their fortune.


Techniques
Regular Technique Points: 490 (392 + 98)
Used Regular Technique Points: 484
Special Technique Points: 49
Used Special Technique Points: 47

Zoan Techniques
The Vulture (4) [Free]
Type: Supportive
Range: Self
Stats: +2 Speed, +2 Accuracy
Description: William transforms fully into a medium sized vulture called the stymphalian bird. His beak and his claws are of a bronze color. His metallic feathers are iron-like in color. Said feathers wilt over time to produce small quagmires. This substance is completely lethal to vegetation and inflicts paralysis on any kind of mook. [Effects: Stat altering.]
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The Winged Knight I (40) [Signature]
Type: Supportive
Range: Self
Stats: +20 Speed, +20 Strength
Description: William transforms partially into the stymphalian bird. The only difference between this form and his human form are the wings added on his back. Said wings span over three meters and are covered in iron-like metallic feathers, which wilt over two posts to produce quagmires each large enough to cover a building. This substance is completely lethal to vegetation and inflicts paralysis on any kind of mook. [Effects: Stat altering.]
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The Winged Knight II (47) [40 + 7] [Signature]
Type: Supportive
Range: Self
Stats: +24 Speed, +23 Strength
Description: Branched from Winged Knight I. William transforms partially into the stymphalian bird. He retains most of his human features, except that his entire body is covered in iron-like metallic feathers, his mouth and nose are replaced with a bronze beak, his nails are replaced with bronze claws and he has wings added on his back. Said wings span over three meters and are covered in iron-like metallic feathers, which wilt over one post to produce quagmires each large enough to cover a building. This substance is completely lethal to vegetation and inflicts paralysis on any kind of mook. [Effects: Stat altering.]
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Iron Bird (24)
Type: Defensive
Range: Self
Power: 0
Description: While in any of his zoan forms, William’s feathers, beak and claws - when available - offer a great degree of protection without the need for exerting effort, as they are made of a High Tier Material. [Effects: High Tier 24.]
BBCode


Callous Knight I (25)
Type: Offensive
Range: Single Target
Stats: -17 Speed
Description: William forces one of his feathers to wilt immediately as he throws it at the target. The resulting toxic substance is of small quantity, barely enough to cover a body part of a single person. The first character to touch the substance will have their speed stat debuffed. This debuff lasts 4 turns. [Effects: Stat Altering.]
BBCode


Callous Knight II (44) [25 + 19]
Type: Offensive
Range: Single Target
Stats: -44 Speed
Description: Branched from Callous Knight I. William forces one of his feathers to wilt immediately as he throws it at the target. The resulting toxic substance is of small quantity, barely enough to cover a body part of a single person. The first character to touch the substance will have their speed stat debuffed. This debuff lasts 6 turns. [Effects: Stat altering.]
BBCode


Callous Knight II.I (44) [25 + 19]
Type: Offensive
Range: Short AoE
Stats: -35 Speed
Description: Branched from Callous Knight I. William forces many of his feathers to wilt immediately as he throws them at the target. The resulting toxic substance is covers the targeted area of effect in short range. All character to touch the substance will have their speed stat debuffed. This debuff lasts 6 turns. [Effects: Stat altering.]
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Callous Knight III (44) [25 + 19]
Type: Offensive
Range: AoE Long
Stats: -17 Speed
Description: Branched from Callous Knight I. William forces a great number of his feathers to wilt immediately as he throws them at his targets in many directions, and repeatedly. The resulting toxic substance is of maximum quantity allowed by his devil fruit power, meaning that each quagmire is capable of covering an average sized house. All characters who touch this substance will have their speed stat debuffed. This debuff lasts 6 turns. [Effects: Stat altering.]
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Black Hole (12)
Type: Offensive
Range: Short AoE
Power: 0
Description: William forces one of his feathers to wilt into a large quagmire as he throws it at a target. The quagmiry consistency of the poison engulfs the target in a short AoE range bind. [Effects: Mid Tier Bind 12]
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Rapier Techniques
Moon Slicer (4*)
Type: Offensive
Range: Melee
Power: 8
Description: William unleashes a powerful slash at his target. It is capable of sending the target reeling backwards. [Effects: Displacement +8.]
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Moon Dicer (12*) [4* + 8]
Type: Offensive
Range: Melee
Power: 16
Description: Branched from Moon Slicer. William unleashes a series of powerful slashes at his target. These are capable of sending the target reeling backwards. [Effects: Displacement +8, Gatling +8.]
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Moon Breaker (10*)
Type: Offensive
Range: Melee
Power: 0
Description: William makes sure his rapier is sheathed before executing this technique. He makes a skillful stabbing motion towards one of his target's joints with the aim to dislocate it. [Effects: Disables +14.]
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Moon Mirror I (16*)
Type: Defensive
Range: Melee
Power: 4
Description: William uses all his strength to slash with the intent of deflecting an incoming projectile towards its source. [Effects: Reversal +16.]
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Moon Mirror II (24*) [16* + 8]
Type: Defensive
Range: Melee
Power: 12
Description: Branched from Moon Mirror I. William uses all his strength to slash repeatedly with the intent of deflecting many incoming projectiles towards their source. [Effects: Reversal +16, Gatling +8.]
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Hidden Technique: Slithering Comet (10*)
Type: Offensive
Range: Melee
Power: 14
Description: While moving his sword in a standard stabbing motion, William uses his other arm to ditrect a light palm strike to his biceps and relaxes his wrist slightly, the resulting fluid slithery zigzag motion of his arm, reminiscent of a snake attacking its prey, makes the movement very hard to predict. [Unpredictable +8]
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Hidden Technique: Slithering Meteor (18*) [10* + 8]
Type: Offensive
Range: Melee
Power: 22
Description: Branched from Slithering Comet. While moving his sword in a standard stabbing motion, William uses his other arm to ditrect a light palm strike to his biceps and relaxes his wrist slightly, the resulting fluid slithery zigzag motion of his arm, reminiscent of a snake attacking its prey, makes the movement very hard to predict. This version of the technique packs so much power that it allows him to shock his target (if sentient) into disorientation. [Effects: Unpredictable +8, Disorient +8.]
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Crescent Moon I (14*)
Type: Offensive
Range: Short
Power: 14
Description: William swings his sword, cutting the air skillfully, sending a powerful crescent shaped shockwave at his target. [Effects: Short Range +4, Shockwave +10]
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Crescent Moon II (28*) [14* + 14]
Type: Offensive
Range: Short
Power: 24
Description: Branched from Crescent Moon I. William swings his sword, cutting the air skillfully, sending a big powerful crescent shaped shockwave at his target. [Effects: Medium Range +8, Shockwave +10]
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Full Moon (44*) [28* + 16]
Type: Offensive
Range: Short
Power: 32
Description: Branched from Crescent Moon II. William swings his sword repeatedly while rotating his body, cutting the air skillfully with every swing, sending a big sphere of powerful crescent shaped shockwaves of different sizes at his target. [Effects: Medium Range +8, Shockwave +10, Gatling +8, Short AoE +8]
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Hidden Technique: Heavenly Moon Slicer I (14*)
Type: Offensive
Range: Melee
Power: 4
Description: William has learned the ability to hear the "breathing" of inanimate objects around him. He has gained such control over his rapier that he may chose not to cut even the most delicate of objects, while striking it, or chose to cut clean through materials an ordinary person would not possibly fathom cutting. Using this newfound ability, William slashes at the target with the intent to slice it no matter how hard it is. This technique is capable of cutting materials up to Low Tier. [Effects: Low Tier Breaking +14]
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Hidden Technique: Heavenly Moon Slicer II (28*) [14* + 14]
Type: Offensive
Range: Melee
Power: 4
Description: Branched from Heavenly Moon Slicer I. William has learned the ability to hear the "breathing" of inanimate objects around him. He has gained such control over his rapier that he may chose not to cut even the most delicate of objects, while striking it, or chose to cut clean through materials an ordinary person would not possibly fathom cutting. Using this newfound ability, William slashes at the target with the intent to slice it no matter how hard it is. This technique is capable of cutting materials up to Mid Tier. [Effects: Mid Tier Breaking +28]
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Hidden Technique: Heavenly Moon Dicer I (36*) [28* + 8]
Type: Offensive
Range: Melee
Power: 12
Description: Branched from Heavenly Moon Slicer II. William has learned the ability to hear the "breathing" of inanimate objects around him. He has gained such control over his rapier that he may chose not to cut even the most delicate of objects, while striking it, or chose to cut clean through materials an ordinary person would not possibly fathom cutting. Using this newfound ability, William slashes at the target multiple times with the intent to dice it no matter how hard it is. This technique is capable of cutting materials up to Mid Tier. [Effects: Mid Tier Breaking +28, Gatling: +8]
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Hidden Technique: Heavenly Moon Slicer III (44*) [28* + 16]
Type: Offensive
Range: Melee
Power: 4
Description: Branched from Heavenly Moon Slicer II. William has learned the ability to hear the "breathing" of inanimate objects around him. He has gained such control over his rapier that he may chose not to cut even the most delicate of objects, while striking it, or chose to cut clean through materials an ordinary person would not possibly fathom cutting. Using this newfound ability, William slashes at the target with the intent to slice it no matter how hard it is. This technique is capable of cutting materials up to High Tier. [Effects: High Tier Breaking +44]
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Supreme Technique: Heavenly Moon Mirror I (36*) [16* +20]
Type: Defensive
Range: Melee
Power: 24
Description: Branched from Moon Mirror I. William uses all his strength to slash with the intent of deflecting an incoming projectile towards its source. In this version of the technique, he calls upon Artemis's spirit to aid him in his defense. The spirit of Artemis manifests around William as a scenery of wild greenery and animals, and William's rapier seems to look like a tree branch fashioned into a razor sharp blade, while William's clothes themselves become a mixture of brown and dark green, as if made out of wood and leaves (though they somehow retain the same shape). This technique is capable of deflecting much more powerful attacks than its predecessor. [Effects: Reversal +16, Spirit Generated Illusion +14.]
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Supreme Technique: Heavenly Moon Mirror II (44*) [36* + 8]
Type: Defensive
Range: Melee
Power: 32
Description: Branched from Heavenly Moon Mirror I. William uses all his strength to slash repeatedly with the intent of deflecting many incoming projectiles towards their source. In this version of the technique, he calls upon Artemis's spirit to aid him in his defense. The spirit of Artemis manifests around William as a scenery of wild greenery and animals, and William's rapier seems to look like a tree branch fashioned into a razor sharp blade, while William's clothes themselves become a mixture of brown and dark green, as if made out of wood and leaves (though they somehow retain the same shape). This technique is capable of deflecting much more powerful attacks than its predecessors. [Effects: Reversal +16, Spirit Generated Illusion +14, Gatling +8.]
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Supreme Technique: Heavenly Moon Breaker I (28*)
Type: Offensive
Range: Melee
Power: 32
Description: William focuses all his power in his arm, and clears his mind of all that may distract him, then stabs at his target using his rapier so skillfully, putting all the power he can muster behind his movement, that the rapier responds by manifesting its spirit around him. The spirit of Artemis manifests around William as a scenery of wild greenery and animals, and William's rapier seems to look like a tree branch fashioned into a razor sharp blade, while William's clothes themselves become a mixture of brown and dark green, as if made out of wood and leaves (though they somehow retain the same shape). Once it connects, this technique is capable of inflicting massive damage on the target and sending them reeling backwards. [Displacement +8, Spirit Generated Illusions +14]
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Supreme Technique: Heavenly Moon Breaker II (44*) [28* + 16]
Type: Offensive
Range: Melee
Power: 48
Description: Branched from Heavenly Moon Breaker I. William focuses all his power in his arm, and clears his mind of all that may distract him, then stabs at his target using his rapier so skillfully, putting all the power he can muster behind his movement, that the rapier responds by manifesting its spirit around him. The spirit of Artemis manifests around William as a scenery of wild greenery and animals, and William's rapier seems to look like a tree branch fashioned into a razor sharp blade, while William's clothes themselves become a mixture of brown and dark green, as if made out of wood and leaves (though they somehow retain the same shape). Once it connects, this technique is capable of inflicting massive damage on the target and sending them reeling backwards. [Displacement +8, Spirit Generated Illusions +14]
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Feather Techniques
Moonlight Cage (28)
Type: Defensive
Range: Melee
Power: 0
Description: William swings his wings forward, throwing feathers a tiny distance away from himself. The feathers momentarily form a grid-like shield between him and an incoming attack. With the help of a little bit of shonen logic applied to the resulting mettalic grid, this shield acts like a Faraday Cage, stripping any incoming attacks from any electric elemental components they may have. [Effects: Specific Type Block (Electric) +28.]
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Beam I (28)
Type: Offensive
Range: Long
Power: 20
Description: William shoots many of his feathers at the target with as much power as he can muster. They travel in a single narrow beam towards the target. [Effects: Long Range +8, Gatling +8]
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Trick Light (32) [28 + 4]
Type: Offensive
Range: Long
Power: 24
Description: Branched from Beam I. William shoots many of his feathers at the target with as much power as he can muster. They travel in a single narrow beam towards the target. The number of feathers is usually even, and for each pair, one of them is hidden behind the other from a different witness’s view point. [Effects: Gatling +8, Long Range +8]
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Supreme Technique: Solar Flare (44) [28 + 16]
Type: Offensive
Range: AoE Long
Power: 20
Description: Branched from Beam I. William shoots many of his feathers in the same direction, though this technique had a wider area of effect than Beam, and is aimed towards massive destruction rather than target cleaning. [Effects: Long Range +8, Gatling +8, AoE Long Range +16]
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Hidden Technique: Hawking Comet (20)
Type: Offensive
Range: Medium
Power: 16
Description: William shoots a feather out of one of his limbs while moving it in a curve motion, forcing the feather to take a curved trajectory towards its target. [Effects: Medium Range +4, Curving Projectiles +14]
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Hidden Technique: Hawking Meteor Shower (26) [20 + 6]
Type: Offensive
Range: Medium
Power: 22
Description: Branched from Hawking Comet. William shoots many feathers out of some of his limbs while moving them in a disarray of rapid curve motions, forcing the feathers to take various curved trajectories towards their target. Though the target is the same. Th aim of this technique is to hit a ranged target multiple times, while avoiding many obstacles, not to hit multiple targets. [Effects: Medium Range +4, Curving Projectiles +14, Gatling +8]
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Beak Techniques
Moon Biter (4)
Type: Offensive
Range: Melee
Power: 4
Description: William uses his razor sharp bronze beak to bite his target and inflict some damage.
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Rokushiki
Iron Flash (28)
Type: Supportive
Range: Self
Power: 20
Description: Once per post, William can use this technique to put on momentary bursts of speed that make him invisible to the untrained naked eye. The user may move to any location that they could normally move to in a single post, but they do so near-instantaneously. During this movement, they cannot be seen by anybody who's accuracy is less than double this technique's rank, appearing as a blurred streak to anybody who's accuracy is above that point. If attacked while moving by a foe who's speed is less than this technique's rank, the attack can be passively dodged without any expenditure of Focus. Attacks cannot be made while moving with this technique. (Quick, Perception Formula)
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Doctor Techniques
The Healer (47) [Medicine Special TP]
Type: Supportive
Range: Self
Power: 47
Description: Ever since William gained his devil fruit, given the abundance of metallic sharp feathers it provides him with, it became impossible for him to fight with it without tearing open any bandages that might be on his body. This pushed him to experiement a good deal with alternatives. After long and extensive research, William was able to invent a paste that achieves the same result without losing its maliability* right away. Applying a dose of this paste to a wound function like a retroactive block of similar power. [Effects: Bandages +4]

*It is worth noting that the maliability of the bandage/paste itself does not affect William's own ability to keep his wounds from reopening with extreme effort or damage, but only affects the bandages resilience to getting torn away easily.
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Edit log
“We all need to be mocked from time to time Lord Mormont lest we start to take ourselves too seriously.” - Tyrion Lannister
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Edited by Franky, Dec 17 2017, 04:35 PM.
“We all need to be mocked from time to time Lord Mormont lest we start to take ourselves too seriously.” - Tyrion Lannister
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Shamma
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Beli standard looks fine.

History - you forgot to mention adding in Rokushiki to William's fencing lessons in the major changes summary.

A branched technique must have at least 4 ranks from the technique they are branching from, so whatever is being attempted in The Winged Knight I to The Winged Knight II is not ok.

Callous Knight III should be branching from Callous Knight I.

Some of the effect range costs are wrong, but as the math checks out, its probably just typos that can be corrected, mostly an issue in Feather Techniques.

Only the branch issues to fix and deducting NPC costs.
Piper • Pirate • Martial Artist/Weapon Specialist • Hot RocketsBounty: 343,000,000 • SD Earned: 881 • Beli: 259,500,000 • Location: Raijin Island

Jija Juju • Marine • Inventor/Marksman/Scholar/Doctor • FioreRank: Rear Admiral • SD Earned: 579 • Beli: 188,000,000 • Location: Couture Island, Grand Line

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Edits made.

I didn't forget the history thing though, just didn't realize anyone would find it important since William already displayed use of rokushiki in previous character sheets and story lines.
“We all need to be mocked from time to time Lord Mormont lest we start to take ourselves too seriously.” - Tyrion Lannister
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You have 323 Stat Points, we don't count the .6's.

Why doesn't Hidden Technique: Heavenly Moon Slicer I and II not have the mastery bonus applied? I might be reading it wrong.

Supreme Technique: Heavenly Moon Dicer I - Power: 8

Hidden Technique: Heavenly Moon Slicer III - Not important, but the description should high tier :-)

Everything else seems to be fine!
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I'll be moving this to Inactive giving Franky's current status.
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I think I fixed everything.
Edited by Franky, Mar 28 2017, 02:49 PM.
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The slithering line is going to need to be changed so Will doesn't know how the attack will end up either, as per the effect description.

Dicer 1 should have 8 power

"Personal" Willpower buffs are still classified as major, meaning the buff will need to be split for fighting knight.

Unless items changed or anything else was changed besides techs, I think we're good.
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Fixed.

Fixed.

Fixed.

I had also added 4 SD, and 2 milllion beli from the latest incomplete. This had an effect on SP and TP. And Bear Stamina was exchanged for great speed, and stats were changed accoringly.
Edited by Franky, Mar 30 2017, 10:37 AM.
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I owe you a check later, but please post in the new Scooping Thread and link your scoop post.
I'm going to be less active as of 9/25/17. Kinda hitting a point where I'm contemplating why I'm here while having a full-time job.

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Franky
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Scoop Post link.

I haven't missed the fact that SoIo asked for a post in the new thread, rather than the old one, but I figure if I'm the only one being asked that, then I shouldn't have been asked that.

Solo EDIT: I'll answer your question here since I want to avoid bumping. The reason other people aren't asked is because the time they posted their scoop declaration in the old thread, they have a character pending for review. The last time you posted in the old thread, your character went back to incomplete, hence a new declaration is necessary for organizational reasons.
Edited by SoIo, Mar 30 2017, 07:43 PM.
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New scoop post. I don't fully agree with you, considering that this was moved to inactive, not incomplete, and that the NPC attached to this slot is already approved, but I like the fact that you put a template in the new thread, and it is a privilege to be the first to use it.

Edit: I did an overhaul of traits, stats and techs. Enough has changed that mabe just checking everything from beli & SD down to gains/losses would be easier than keeping track of what was and isn't anymore.
Edited by Franky, Apr 2 2017, 02:46 AM.
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Look at these hippy techs

Looks good though

Topic is flagged for approval.

Post 1
Edited by Tengu, Apr 7 2017, 01:27 PM.
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Tengu
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Seems to check out to me.

Your character has been approved.

From here on, you can go find some people to RP with, and start getting into some Storylines.

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