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 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
Log Pose
Very ordinary log pose made of a wooden base, a spherical glass container and a magnet needle.
Sword Care Kit
A whetstone (non-tiered), a small vile of a solution especially brewed to clean swords from blood quickly, and sponge cloth for using it.
Glowing Coal
While it looks completely ordinary this piece of coal actually glows in the dark! It is about as bright as a single light bulb. It cannot be used for combat.
Medical and Buff Support
Special 8th Anniversary Swag Bag
This golden thread bag contains eight special treasures - An exclusive limited edition 8,000,000 beli note which glows in the dark. Can be spent as normal currency or kept as a momento. (spent) - A pair of extra sparkly sunglasses fashioned in the shape of the number 8. This attention demanding eye-wear can be used once to boost the fame reward earned in a future SL by 8%! Afterwards they lose their appeal. - A Get Out of Impel Free card. This black and white piece is not official and every Impel Down jailer has seen one and knows they are not real. However, any other jailer or law enforcer may pause for a moment to consider the validity of the item, giving an opportunity to get away with a small crime. - A rolled up poster requesting help to find a missing Admin. The 'Where is the Unspeakable?' poster is unable to state last known whereabouts but does apologise for an inability to hand out Eye rewards until he is found. - An ancient dusty silver bracelet with the words Raftel inscribed on it several times. Characters in possession of this item have an 8% better chance of uncovering clues in the New World to find the lost island. - A coupon from Bubbly Bill's Ship Coating offering a free ship coating on Sabaody. Bubbly Bill is able to offer a bubble coating in any color of the rainbow. - Pink candy wrapped in a foil with the number 8 on it. When eaten, the candy brings out the inner potential of a character based on the following;(eaten)
If over 200 SD Earned, the character gains 8 SD!
If between 151 & 200 SD Earned, the character gains 16 SD!
If between 101 & 150 SD Earned, the character gains 24 SD!
If between 51 & 100 SD Earned, the character gains 32 SD!
If 50 SD earned and below, the character gains 40SD!
- A stylish orange sweatshirt with the number 8 on front and back from Doskoi Panda. This item makes the wearer just a little more charismatic and more convincing when talking with mooks. However it is only fashionable on Autumn islands and has no effect when worn out of season.
Medical Kit
A variety of medical needles and threads for surgery purposes, as well as copious amounts of bandages and all sorts of potions and pills for treating injuries. They are arranged in an organized container and carried inside a big pouch on one of his belts. (all non-tiered, all within the limits of what is allowed to be RPed with doctor secondary and no aid techs)
Sentai Mask
A red linen mask with a black visor in a cartoon-style make. Upon wearing it, Jack Trade (or William B. Salty) seems to intrinsically understand the underlying tenets and power behind glorious poses. Essentially once per SL, when Jack Trade assumes a stance (in this definition of stance, zoan transformations and Life Return buffs are included), he gains 40% of the stance's rank in stamina for 3 posts.
Manual of Venom Milking
This manual contains working knowledge of the milking of numerous poison animals - primarily various brands of snakes and scorpions - in the effort to create anti-venom. Essentially, Jack Trade gains the ability to create anti-venoms (which he can be assumed to have a reasonable amount of at any one time) which may be used - through injection - for the specific purpose of immediately ending the duration of one of Jack Trade's own generated poisons. Other poisons are decidedly unaffected, as the anti-venoms are highly specialized.
After extensive research to adapt the knowledge in this book, William has found that this works with the toxins in his quagmires too.
The Power of Friendship!!!
The character finds in their possession a picture of their crew or all the people in general together. Once per sl, when looking at this picture the character no matter how badly beaten gets a shonen boost that allows them to continue to fight at full strength for 3 posts before all the effects kick back in again from the beatings.
Prank Materials
Anniversary Can
An old dusty can of dog food with a glowing silver 9 on its half opened lid. The can has several dents on it which suggest the previous owner did not care much for it. The text wrapped around the can asks the bearer to hold on to it until next time for an even bigger reward.
Strangely there is still some dog food left over in the can but it smells awful. Any character brave enough to publicly eat all of the old pooch chow at once will be inspired and gain a 9 stamina buff for their next 9 SLs. However, they will also suffer from indigestion and have their taste buds ruined for the same duration. Eating only a small portion or consuming in a non-public place will only inflict the negative portion, not the buff. Eating the dog food does not remove the Anniversary Can.
The Anniversary Can cannot be scooped onto a new character.
Smelly Fish Skeleton, With Head!
Despite the smell, it never really spoils, but the stench may make people avoid Jack (or William), and its vacant eyes can remind those who look into them of their own mortality.
Leech in a jar
This little guy will remain in his jar doing leech things, until Jack (or William) takes him out and places him on a minor wound. As such, it has the ability to heal one minor injury, such as a cut or a bruise. However, this can only be used once, after which, he’s just another normal leech.
Gibberbox
Jack finds something washed onto the deck of his ship lodged in a tight space. It is a barnacle encrusted wooden box. A tone dial inside says a different phrase, never more than a short paragraph in length, every time it’s opened. Unfortunately it only speaks in German so it always sounds creepy and sinister. Attempting to get the dial out or otherwise interfere with it will break it.
Parallel Uni-View Master
A red pair of toyish stereoscopic glasses with corresponding reels that can be inserted through the side. The object earns its name because of what the stereoscope reveals; the wearer perceives his events, surroundings, and fellow people as if they existed in another existing canonical universe (for example, when viewed through the Bleach reel, a swordsman might be viewed as wearing a dark kimono, and their sword might appear to resonate an aura of power.* A Slam Dunk reel might cause characters to be perceived as though wearing basketball jerseys, glistening with sweat. A Kill la Kill reel might... uh... UH.)
*Of course, this is limited solely to perception.
Tacky T-Shirt
Will gets the most unbelievably lame and thoughtless gift ever- a cheap t-shirt. On the front side, it has the phase 'I Begged to the Little Drummer Boy, and all I Got Was This Stupid Shirt' While on the back, it has the equally stupid- 'My Other Poison Quagmire is Made of Poop.' In addition, when he wears it, Will will find that the poison quagmires made with his devil fruit smell like they were made by the previous version of Stymphalian Bird.
Poop. They smell like poop.
Speak Keychain
Everyone here may give a "Speak Keychain" to one of their characters. This keychain looks like a clear glass marble of about 1" diameter on a chain of genuine authentic real 100% six karat gold. The marble has a thin, clear glass coating, within which is: this (Just the eye) No matter what, the eye in the keychain stares at your character at all times. The keychain may be affixed to any object that can be carried on one's person. If the object is lost, stolen, or in any way parted from your character, it will mysteriously re-appear on their person at a later point in time; you cannot escape its watchful gaze...ever. Unfortunately, it's creepy, and nobody will ever buy an item from you that has this keychain attached (you little munchkins you)
Additionally, if the owner of the keychain stares into the eye deeply for five minutes, once per character (ever), they will have a glimpse of their future. Anyone who does so can use this to their profit, gaining an extra 10% Beli in the SL they're in at the time they do.
Topographical Map Sphere
This 15cm diameter orb appears to be made out of a soft but firm yellow foam. On it's surface, carved with exacting detail, is a topographical map of the entire world.
Aside from the Red Line, which forms an irregular-edged ring around the sphere, most of the landmasses are so small they can only be felt, not seen. This, as well as the overall small size of the object, make it a poor tool for navigation. However, it does serve another purpose.
The sphere seems to drain strength and knowledge from any who touch it, rapidly weakening them. Even simply standing in it's presence makes people begin to feel as if they're forgetting techniques they've known for ages, lose the very character traits that define them, and feel their physical attributes deteriorate. While these changes are only perceived, it can be quite distressing. Oddly enough, the stronger a character truly is, the more they'll be convinced that the orb is weakening them.
Once per SL, the map sphere may be brandished against an NPC foe stronger than the character holding it. They will feel a need to complain about it for as long as they can see it. If it is thrown at them, they will feel a powerful urge to avoid it at all costs. Once it has been thrown it will bounce away out of sight and cannot be found by any means, but will reappear somewhere in the character's possessions sometime before the next SL.
If the orb does connect with an enemy, they can have one of either two reactions: they will realize it was never a big deal and stop complaining, or they will stomp their foot and continue to insist that it's the worst thing ever until it finishes bouncing out of site. The nature of the reaction is largely determined by the significance of the NPC to the plot. Important NPCs will display the former reaction, while disposable or comedic NPCs will follow the latter.
Accessories
Jacks of All Trades Assemble Ring!
An incredibly powerful (well, no, not incredibly... not particularly at all, really) purple ring with a blue gem that comes in quite handily for crew purposes. Once per SL, Jack Trade (or William B. Salty) may raise his ring-bearing fist into the air and shout "JACKS OF ALL TRADES ASSEMBLE!" (caps not required). Upon this, the Jacks of All Trades flag symbol will appear in the sky, visible by all those within the same island. For obvious reasons, a flashy symbol in the sky is much more readily noticeable on a clear night.
Hey-You’re-Not-My-Son Memento
The over-protective nature of a hopelessly deluded ‘mother-figure’ resides in this amber amulet, worn around the neck. When worn, Jack Trade will constantly hear the insistent nagging of a screeching ‘spirit’ that falsely believes itself to be his mother. When worn by someone else, it is just an ordinary amulet. Once ever, the overwhelming maternal nature is able to power Jack Trade, increasing his strength stat by 5 for two posts.
For some mysterious reason, William is also able to sense the spirit of the Amulet that Jack acquired on Cog Bay. Maybe because he met her. (This is repurposing the item for will's use obviously, I'll remove it or keep it upon mod discretion)
Badass Bandanna
A square piece of cloth (about 16x16") with a stylized fist on it (like the pokemon fighting-type symbol) with the word Fight over the first and Month below it, in high-impact, edgy stencil fonts. Winners get one in a cheesy shade of yellow-orange, whereas losers get a cool money green bandanna. Those who managed a draw each get a white bandanna. The logo is always black. It can be worn around the head like a normal bandanna, wrapped around a limb, bandit mask, whatever.
Fighting Kicks
A pair of cool looking sneakers with the fight month logo on them (a stylized fist on it, like the pokemon fighting-type symbol.) Winners get a cheesy orange color one, while losers get one that's green like cash money. Those who manage to tie get a pair that is white. A tag on the inside assures that these are limited edition.
Library
William keeps a library, containing a variety of books, most of which concern medical knowledge or charts and maps, though one could also find the occasional novel in there.
Edit Log
08/04/2017: minor changes to the template and Purchased Salty Fangs and Apollo.
25/04/2017: Added rewards from Rumble in the Jungle.
06/05/2017: Paid for Island Skip.
15/05/2017: Sold Super den den, Black den den and Apollo.
20/05/2017: Edited achievements and general appearance.
21/05/2017: Edited nicknames.
31/05/2017: Added a picture to general appearance.
15/06/2017: Paid for fleet upgrade.
20/06/2017: Added gains from April Fight Month, Sold Salty Fangs and bought Super Den Den.
02/07/2017: Added gains from June Contest and both parts of Sandy State of Mind.
04/07/2017: Edited achievements.
08/07/2017: Added gains from What's the opposite of a treasure hunt? as well as Tom and Jerry: The reckoning!, upgraded Den Den Mushi and bought Raven's riffle.
17/07/2017: Updated the Personality and the Combat sections, and added new traits and updated stats accordingly.
07/09/2017: Edited Epithets and Nicknames.
16/09/2017: Bought a Flaregun.
29/09/2017: Added rewards from August Event and OPRP's 9th Anniversary.
10/10/2017: Added rewards from Short Ring Short Land.
08/11/2017: purchased Actaeon and moved some stuff to the following post.
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
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.]
BBCode
[color=sandybrown][b]The Vulture[/b][/color] (4) [Free] [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Stats:[/u] +2 Speed, +2 Accuracy [c][u]Description:[/u] 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.]
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.]
BBCode
[color=sandybrown][b]The Winged Knight I[/b][/color] (40) [Signature] [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Stats:[/u] +20 Speed, +20 Strength [c][u]Description:[/u] 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.]
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.]
BBCode
[color=sandybrown][b]The Winged Knight II[/b][/color] (47) [40 + 7] [Signature] [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Stats:[/u] +24 Speed, +23 Strength [c][u]Description:[/u] [i]Branched from Winged Knight I[/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.]
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
[color=sandybrown][b]Iron Bird[/b][/color] (24) [u]Type:[/u] Defensive [u]Range:[/u] Self [u]Power:[/u] 0 [c][u]Description:[/u] 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.]
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
[color=sandybrown][b]Callous Knight I[/b][/color] (25) [u]Type:[/u] Offensive [u]Range:[/u] Single Target [u]Stats:[/u] -17 Speed [c][u]Description:[/u] 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.]
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
[color=sandybrown][b]Callous Knight II[/b][/color] (44) [25 + 19] [u]Type:[/u] Offensive [u]Range:[/u] Single Target [u]Stats:[/u] -44 Speed [c][u]Description:[/u] [i]Branched from Callous Knight I[/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.]
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.]
BBCode
[color=sandybrown][b]Callous Knight II.I[/b][/color] (44) [25 + 19] [u]Type:[/u] Offensive [u]Range:[/u] Short AoE [u]Stats:[/u] -35 Speed [c][u]Description:[/u] [i]Branched from Callous Knight I[/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.]
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.]
BBCode
[color=sandybrown][b]Callous Knight III[/b][/color] (44) [25 + 19] [u]Type:[/u] Offensive [u]Range:[/u] AoE Long [u]Stats:[/u] -17 Speed [c][u]Description:[/u] [i]Branched from Callous Knight I[/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.]
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]
BBCode
[color=sandybrown][b]Black Hole[/b][/color] (12) [u]Type:[/u] Offensive [u]Range:[/u] Short AoE [u]Power:[/u] 0 [c][u]Description:[/u] 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]
Description: William unleashes a powerful slash at his target. It is capable of sending the target reeling backwards. [Effects: Displacement +8.]
BBCode
[color=sandybrown][b]Moon Slicer[/b][/color] (4*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 8 [c][u]Description:[/u] William unleashes a powerful slash at his target. It is capable of sending the target reeling backwards. [Effects: Displacement +8.]
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.]
BBCode
[color=sandybrown][b]Moon Dicer[/b][/color] (12*) [4* + 8] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 16 [c][u]Description:[/u] [i]Branched from Moon Slicer[/i]. William unleashes a series of powerful slashes at his target. These are capable of sending the target reeling backwards. [Effects: Displacement +8, Gatling +8.]
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.]
BBCode
[color=sandybrown][b]Moon Breaker[/b][/color] (10*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 0 [c][u]Description:[/u] 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.]
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.]
BBCode
[color=sandybrown][b]Moon Mirror I[/b][/color] (16*) [u]Type:[/u] Defensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] William uses all his strength to slash with the intent of deflecting an incoming projectile towards its source. [Effects: Reversal +16.]
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.]
BBCode
[color=sandybrown][b]Moon Mirror II[/b][/color] (24*) [16* + 8] [u]Type:[/u] Defensive [u]Range:[/u] Melee [u]Power:[/u] 12 [c][u]Description:[/u] [i]Branched from Moon Mirror I[/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.]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Slithering Comet[/b][/color] (10*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 14 [c][u]Description:[/u] 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]
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.]
BBCode
[color=sandybrown][b] Hidden Technique: Slithering Meteor[/b][/color] (18*) [10* + 8] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 22 [c][u]Description:[/u] [i]Branched from Slithering Comet[/i]. 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.]
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]
BBCode
[color=sandybrown][b]Crescent Moon I[/b][/color] (14*) [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 14 [c][u]Description:[/u] William swings his sword, cutting the air skillfully, sending a powerful crescent shaped shockwave at his target. [Effects: Short Range +4, Shockwave +10]
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]
BBCode
[color=sandybrown][b]Crescent Moon II[/b][/color] (28*) [14* + 14] [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 24 [c][u]Description:[/u] [i]Branched from Crescent Moon I[/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]
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]
BBCode
[color=sandybrown][b]Full Moon[/b][/color] (44*) [28* + 16] [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 32 [c][u]Description:[/u] [i]Branched from Crescent Moon II[/i]. 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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Slicer I[/b][/color] (14*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] 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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Slicer II[/b][/color] (28*) [14* + 14] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] [i]Branched from Heavenly Moon Slicer I[/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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Dicer I[/b][/color] (36*) [28 + 8] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 12 [c][u]Description:[/u] [i]Branched from Heavenly Moon Slicer II[/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 multiple times in a gatling motion 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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Slicer III[/b][/color] (44*) [28* + 16] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] [i]Branched from Heavenly Moon Slicer II[/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 High Tier. [Effects: High Tier Breaking +44]
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.]
BBCode
[color=sandybrown][b]Supreme Technique: Heavenly Moon Mirror I[/b][/color] (36*) [16* +20] [u]Type:[/u] Defensive [u]Range:[/u] Melee [u]Power:[/u] 24 [c][u]Description:[/u] [i]Branched from Moon Mirror I[/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.]
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.]
BBCode
[b]Supreme Technique: Heavenly Moon Mirror II[/b][/color] (44*) [36* + 8] [u]Type:[/u] Defensive [u]Range:[/u] Melee [u]Power:[/u] 32 [c][u]Description:[/u] [i]Branched from Heavenly Moon Mirror I[/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.]
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]
BBCode
[color=sandybrown][b]Supreme Technique: Heavenly Moon Breaker I[/b][/color] (28*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 32 [c][u]Description:[/u] 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]
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]
BBCode
[color=sandybrown][b]Supreme Technique: Heavenly Moon Breaker II[/b][/color] (44*) [28* + 16] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 48 [c][u]Description:[/u] [i]Branched from Heavenly Moon Breaker I[/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]
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.]
BBCode
[color=sandybrown][b]Moonlight Cage[/b][/color] (28) [u]Type:[/u] Defensive [u]Range:[/u] Melee [u]Power:[/u] 0 [c][u]Description:[/u] 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 [url=https://en.wikipedia.org/wiki/Faraday_cage]Faraday Cage[/url], stripping any incoming attacks from any electric elemental components they may have. [Effects: Specific Type Block (Electric) +28.]
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]
BBCode
[color=sandybrown][b]Beam I[/b][/color] (28) [u]Type:[/u] Offensive [u]Range:[/u] Long [u]Power:[/u] 20 [c][u]Description:[/u] 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]
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]
BBCode
[color=sandybrown][b]Trick Light[/b][/color] (32) [28 + 4] [u]Type:[/u] Offensive [u]Range:[/u] Long [u]Power:[/u] 24 [c][u]Description:[/u] [i]Branched from Beam I[/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]
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]
BBCode
[color=sandybrown][b]Supreme Technique: Solar Flare[/b][/color] (44) [28 + 16] [u]Type:[/u] Offensive [u]Range:[/u] AoE Long [u]Power:[/u] 20 [c][u]Description:[/u] [i]Branched from Beam I[/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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Hawking Comet[/b][/color] (20) [u]Type:[/u] Offensive [u]Range:[/u] Medium [u]Power:[/u] 16 [c][u]Description:[/u] 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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Hawking Meteor Shower[/b][/color] (26) [20 + 6] [u]Type:[/u] Offensive [u]Range:[/u] Medium [u]Power:[/u] 22 [c][u]Description:[/u] [i]Branched from Hawking Comet[/i]. 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]
Description: William uses his razor sharp bronze beak to bite his target and inflict some damage.
BBCode
[color=sandybrown][b]Moon Biter[/b][/color] (4) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] William uses his razor sharp bronze beak to bite his target and inflict some damage.[c]
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)
BBCode
[color=sandybrown][b]Iron Flash[/b][/color] (28) [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Power:[/u] 20 [c][u]Description:[/u] 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)
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.
BBCode
[color=sandybrown][b]The Healer[/b][/color] (44) [Medicine Special TP] [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Power:[/u] 44 [c][u]Description:[/u] 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 effortor damage, but only affects the bandages resilience to getting torn away easily.
Edit log
08/04/2017: Purchased Salty Fangs and Apollo.
25/04/2017: Added rewards from Rumble in the Jungle.
06/05/2017: Paid for island skip and added rewards from Business and Revolution.
15/05/2017: Sold Apollo, Super den den and Black den den.
15/06/2017: Added Raven's commendation gains from Arma d'Exotique and paid for Fleet upgrade.
20/06/2017: Added gains from April Fight Month, Sold Salty Fangs and bought Super Den Den.
02/07/2017: Added gains from June Contest and both parts of Sandy State of Mind.
08/07/2017: Added gains from What's the opposite of a treasure hunt? as well as Tom and Jerry: The reckoning, upgraded den den mushi and bought Raven's riffle.
17/07/2017: Added Techniques, Traits and updated personality and combat.
22/07/2017: Added more techniques and updated signature zoan form. Due to the fact that this post became too long, Gains/losses was moved from here to the next post.
24/07/2017: Corrected small BBCode copy past mistake.
31/07/2017: Updated techs according to the July Patch.
10/10/2017: Updated TP.
08/11/2017: Moved a portion of "Abilities and Possession" down from the previous post due to it getting too long and purchased Actaeon.
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
22/07/2017: This post has been repurposed from a general listing of scoop changes to become part of the character sheet, due to the fact that the second post of the character sheet became too long. Gains/losses section was moved here from the second post and this edit log was created.
31/07/2017: Updated techs according to the july patch.
16/09/2017: Bought a Flaregun.
29/09/2017: Added rewards from August Event and OPRP's 9th Anniversary.
10/10/2017: Added rewards from Short Ring Short Land.
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
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.
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
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
Mulaney M. Midas • Wandering • Smith - Weapon Specialist • N/A • Threat: 4 • SD Earned: 19 • Beli: 5,250,000 • Location: Other Island, Grand Line #FFCC00
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
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.
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
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.
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
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.
William Bertrand Salty Bounty Hunter 200 Jacks of all Trades Captain - Doctor 559 2,500,000 Musketeer - Doctor - Marksman - Merchant Sandy Brown - [color=sandybrown][/color] Neptunia
Basic Character Information Name: William Bertrand Salty Epithet: Iron Bird Nicknames:
Birdbrain: by Missy (Arcadia's Markswoman), and Devlok Colt
Feathers: by Sakura Sakisoru
Smelliam: by Orphanage kids
Billy: by his family on his mother's side; Most notably his Aunt
Age: 28 Gender: Male Race: Human Affiliation: Bounty Hunter (Jacks of All Trades) Threat: 175 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. (+5 Threat)
He defeated Don Carlepone, with the help of Raine Argose, avenging his brother Jack in the process. (+45 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. (+70 Threat)
He cleaned up the most notorious criminals in the underground city located under Brick Blues Isle: Edward "Scarface" and Cobra "Snakeface". (+25 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.
Human form - Davy Jones
The Vulture - Josh Corris
Winged Knight I, Face reference - Kat
Winged Knight II - drawbrah
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. This goes without saying, but the only kind of crime he approves of is pranking. Yes, when he does it, it can very well reach the proportions of criminal activity.
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.
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
Crew Cards
A deck of 20 starter tier tarot cards, featuring a mixture of gold cards, silver cards, bronze cards and iron cards. Though they are not easy to break, they are not meant to be used as weapons or armor, but rather as fancy identification cards. Each one has a drawing ingraved on it that features one of the members of the crew.
Super Baby Den Den Mushi
This particular Baby Den Den is no ordinary baby den den mushi. He's actually from the island of Kripton, where den den mushis are burdened with a much heavier electromagnetic field than usual, so when they leave the island of Kripton, they become much better at emitting communication signals since the normal electromagnetic fields don't bother them too much. This den den mushi has a range that can reach anywhere in the grand line (or any single sea the user is present in).
Reference Image
Black Wiretap Den Den
A black den den mushi with wrist band.
Log Pose
Very ordinary log pose made of a wooden base, a spherical glass container and a magnet needle.
Sword Care Kit
A whetstone (non-tiered), a small vile of a solution especially brewed to clean swords from blood quickly, and sponge cloth for using it.
Glowing Coal
While it looks completely ordinary this piece of coal actually glows in the dark! It is about as bright as a single light bulb. It cannot be used for combat.
Medical and Buff Support
Special 8th Anniversary Swag Bag
This golden thread bag contains eight special treasures - An exclusive limited edition 8,000,000 beli note which glows in the dark. Can be spent as normal currency or kept as a momento. (spent) - A pair of extra sparkly sunglasses fashioned in the shape of the number 8. This attention demanding eye-wear can be used once to boost the fame reward earned in a future SL by 8%! Afterwards they lose their appeal. - A Get Out of Impel Free card. This black and white piece is not official and every Impel Down jailer has seen one and knows they are not real. However, any other jailer or law enforcer may pause for a moment to consider the validity of the item, giving an opportunity to get away with a small crime. - A rolled up poster requesting help to find a missing Admin. The 'Where is the Unspeakable?' poster is unable to state last known whereabouts but does apologise for an inability to hand out Eye rewards until he is found. - An ancient dusty silver bracelet with the words Raftel inscribed on it several times. Characters in possession of this item have an 8% better chance of uncovering clues in the New World to find the lost island. - A coupon from Bubbly Bill's Ship Coating offering a free ship coating on Sabaody. Bubbly Bill is able to offer a bubble coating in any color of the rainbow. - Pink candy wrapped in a foil with the number 8 on it. When eaten, the candy brings out the inner potential of a character based on the following;(eaten)
If over 200 SD Earned, the character gains 8 SD!
If between 151 & 200 SD Earned, the character gains 16 SD!
If between 101 & 150 SD Earned, the character gains 24 SD!
If between 51 & 100 SD Earned, the character gains 32 SD!
If 50 SD earned and below, the character gains 40SD!
- A stylish orange sweatshirt with the number 8 on front and back from Doskoi Panda. This item makes the wearer just a little more charismatic and more convincing when talking with mooks. However it is only fashionable on Autumn islands and has no effect when worn out of season.
Medical Kit
A variety of medical needles and threads for surgery purposes, as well as copious amounts of bandages and all sorts of potions and pills for treating injuries. They are arranged in an organized container and carried inside a big pouch on one of his belts. (all non-tiered, all within the limits of what is allowed to be RPed with doctor secondary and no aid techs)
Sentai Mask
A red linen mask with a black visor in a cartoon-style make. Upon wearing it, Jack Trade (or William B. Salty) seems to intrinsically understand the underlying tenets and power behind glorious poses. Essentially once per SL, when Jack Trade assumes a stance (in this definition of stance, zoan transformations and Life Return buffs are included), he gains 40% of the stance's rank in stamina for 3 posts.
Manual of Venom Milking
This manual contains working knowledge of the milking of numerous poison animals - primarily various brands of snakes and scorpions - in the effort to create anti-venom. Essentially, Jack Trade gains the ability to create anti-venoms (which he can be assumed to have a reasonable amount of at any one time) which may be used - through injection - for the specific purpose of immediately ending the duration of one of Jack Trade's own generated poisons. Other poisons are decidedly unaffected, as the anti-venoms are highly specialized.
After extensive research to adapt the knowledge in this book, William has found that this works with the toxins in his quagmires too.
The Power of Friendship!!!
The character finds in their possession a picture of their crew or all the people in general together. Once per sl, when looking at this picture the character no matter how badly beaten gets a shonen boost that allows them to continue to fight at full strength for 3 posts before all the effects kick back in again from the beatings.
Prank Materials
Smelly Fish Skeleton, With Head!
Despite the smell, it never really spoils, but the stench may make people avoid Jack (or William), and its vacant eyes can remind those who look into them of their own mortality.
Leech in a jar
This little guy will remain in his jar doing leech things, until Jack (or William) takes him out and places him on a minor wound. As such, it has the ability to heal one minor injury, such as a cut or a bruise. However, this can only be used once, after which, he’s just another normal leech.
Gibberbox
Jack finds something washed onto the deck of his ship lodged in a tight space. It is a barnacle encrusted wooden box. A tone dial inside says a different phrase, never more than a short paragraph in length, every time it’s opened. Unfortunately it only speaks in German so it always sounds creepy and sinister. Attempting to get the dial out or otherwise interfere with it will break it.
Parallel Uni-View Master
A red pair of toyish stereoscopic glasses with corresponding reels that can be inserted through the side. The object earns its name because of what the stereoscope reveals; the wearer perceives his events, surroundings, and fellow people as if they existed in another existing canonical universe (for example, when viewed through the Bleach reel, a swordsman might be viewed as wearing a dark kimono, and their sword might appear to resonate an aura of power.* A Slam Dunk reel might cause characters to be perceived as though wearing basketball jerseys, glistening with sweat. A Kill la Kill reel might... uh... UH.)
*Of course, this is limited solely to perception.
Tacky T-Shirt
Will gets the most unbelievably lame and thoughtless gift ever- a cheap t-shirt. On the front side, it has the phase 'I Begged to the Little Drummer Boy, and all I Got Was This Stupid Shirt' While on the back, it has the equally stupid- 'My Other Poison Quagmire is Made of Poop.' In addition, when he wears it, Will will find that the poison quagmires made with his devil fruit smell like they were made by the previous version of Stymphalian Bird.
Poop. They smell like poop.
Speak Keychain
Everyone here may give a "Speak Keychain" to one of their characters. This keychain looks like a clear glass marble of about 1" diameter on a chain of genuine authentic real 100% six karat gold. The marble has a thin, clear glass coating, within which is: (Just the eye) No matter what, the eye in the keychain stares at your character at all times. The keychain may be affixed to any object that can be carried on one's person. If the object is lost, stolen, or in any way parted from your character, it will mysteriously re-appear on their person at a later point in time; you cannot escape its watchful gaze...ever. Unfortunately, it's creepy, and nobody will ever buy an item from you that has this keychain attached (you little munchkins you)
Additionally, if the owner of the keychain stares into the eye deeply for five minutes, once per character (ever), they will have a glimpse of their future. Anyone who does so can use this to their profit, gaining an extra 10% Beli in the SL they're in at the time they do.
Topographical Map Sphere
This 15cm diameter orb appears to be made out of a soft but firm yellow foam. On it's surface, carved with exacting detail, is a topographical map of the entire world.
Aside from the Red Line, which forms an irregular-edged ring around the sphere, most of the landmasses are so small they can only be felt, not seen. This, as well as the overall small size of the object, make it a poor tool for navigation. However, it does serve another purpose.
The sphere seems to drain strength and knowledge from any who touch it, rapidly weakening them. Even simply standing in it's presence makes people begin to feel as if they're forgetting techniques they've known for ages, lose the very character traits that define them, and feel their physical attributes deteriorate. While these changes are only perceived, it can be quite distressing. Oddly enough, the stronger a character truly is, the more they'll be convinced that the orb is weakening them.
Once per SL, the map sphere may be brandished against an NPC foe stronger than the character holding it. They will feel a need to complain about it for as long as they can see it. If it is thrown at them, they will feel a powerful urge to avoid it at all costs. Once it has been thrown it will bounce away out of sight and cannot be found by any means, but will reappear somewhere in the character's possessions sometime before the next SL.
If the orb does connect with an enemy, they can have one of either two reactions: they will realize it was never a big deal and stop complaining, or they will stomp their foot and continue to insist that it's the worst thing ever until it finishes bouncing out of site. The nature of the reaction is largely determined by the significance of the NPC to the plot. Important NPCs will display the former reaction, while disposable or comedic NPCs will follow the latter.
Accessories
Jacks of All Trades Assemble Ring!
An incredibly powerful (well, no, not incredibly... not particularly at all, really) purple ring with a blue gem that comes in quite handily for crew purposes. Once per SL, Jack Trade (or William B. Salty) may raise his ring-bearing fist into the air and shout "JACKS OF ALL TRADES ASSEMBLE!" (caps not required). Upon this, the Jacks of All Trades flag symbol will appear in the sky, visible by all those within the same island. For obvious reasons, a flashy symbol in the sky is much more readily noticeable on a clear night.
Hey-You’re-Not-My-Son Memento
The over-protective nature of a hopelessly deluded ‘mother-figure’ resides in this amber amulet, worn around the neck. When worn, Jack Trade will constantly hear the insistent nagging of a screeching ‘spirit’ that falsely believes itself to be his mother. When worn by someone else, it is just an ordinary amulet. Once ever, the overwhelming maternal nature is able to power Jack Trade, increasing his strength stat by 5 for two posts.
For some mysterious reason, William is also able to sense the spirit of the Amulet that Jack acquired on Cog Bay. Maybe because he met her. (This is repurposing the item for will's use obviously, I'll remove it or keep it upon mod discretion)
Badass Bandanna
A square piece of cloth (about 16x16") with a stylized fist on it (like the pokemon fighting-type symbol) with the word Fight over the first and Month below it, in high-impact, edgy stencil fonts. Winners get one in a cheesy shade of yellow-orange, whereas losers get a cool money green bandanna. Those who managed a draw each get a white bandanna. The logo is always black. It can be worn around the head like a normal bandanna, wrapped around a limb, bandit mask, whatever.
Fighting Kicks
A pair of cool looking sneakers with the fight month logo on them (a stylized fist on it, like the pokemon fighting-type symbol.) Winners get a cheesy orange color one, while losers get one that's green like cash money. Those who manage to tie get a pair that is white. A tag on the inside assures that these are limited edition.
Library
William keeps a library, containing a variety of books, most of which concern medical knowledge or charts and maps, though one could also find the occasional novel in there.
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.
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.
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.]
BBCode
[color=sandybrown][b]The Vulture[/b][/color] (4) [Free] [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Stats:[/u] +2 Speed, +2 Accuracy [c][u]Description:[/u] 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.]
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.]
BBCode
[color=sandybrown][b]The Winged Knight I[/b][/color] (40) [Signature] [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Stats:[/u] +20 Speed, +20 Strength [c][u]Description:[/u] 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.]
The Winged Knight II (44) [40 + 4] [Signature] Type: Supportive Range: Self Stats: +22 Speed, +22 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.]
BBCode
[color=sandybrown][b]The Winged Knight II[/b][/color] (44) [40 + 4] [Signature] [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Stats:[/u] +22 Speed, +22 Strength [c][u]Description:[/u] [i]Branched from Winged Knight I[/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.]
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
[color=sandybrown][b]Iron Bird[/b][/color] (24) [u]Type:[/u] Defensive [u]Range:[/u] Self [u]Power:[/u] 0 [c][u]Description:[/u] 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.]
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
[color=sandybrown][b]Callous Knight I[/b][/color] (25) [u]Type:[/u] Offensive [u]Range:[/u] Single Target [u]Stats:[/u] -17 Speed [c][u]Description:[/u] 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.]
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
[color=sandybrown][b]Callous Knight II[/b][/color] (44) [25 + 19] [u]Type:[/u] Offensive [u]Range:[/u] Single Target [u]Stats:[/u] -44 Speed [c][u]Description:[/u] [i]Branched from Callous Knight I[/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.]
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.]
BBCode
[color=sandybrown][b]Callous Knight III[/b][/color] (44) [25 + 19] [u]Type:[/u] Offensive [u]Range:[/u] AoE Long [u]Stats:[/u] -17 Speed [c][u]Description:[/u] [i]Branched from Callous Knight I[/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.]
Description: William unleashes a powerful slash at his target. It is capable of sending the target reeling backwards. [Effects: Displacement +8.]
BBCode
[color=sandybrown][b]Moon Slicer[/b][/color] (4*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 8 [c][u]Description:[/u] William unleashes a powerful slash at his target. It is capable of sending the target reeling backwards. [Effects: Displacement +8.]
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.]
BBCode
[color=sandybrown][b]Moon Dicer[/b][/color] (12*) [4* + 8] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 16 [c][u]Description:[/u] [i]Branched from Moon Slicer[/i]. William unleashes a series of powerful slashes at his target. These are capable of sending the target reeling backwards. [Effects: Displacement +8, Gatling +8.]
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.]
BBCode
[color=sandybrown][b]Moon Breaker[/b][/color] (10*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 0 [c][u]Description:[/u] 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.]
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.]
BBCode
[color=sandybrown][b]Moon Mirror I[/b][/color] (16*) [u]Type:[/u] Defensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] William uses all his strength to slash with the intent of deflecting an incoming projectile towards its source. [Effects: Reversal +16.]
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.]
BBCode
[color=sandybrown][b]Moon Mirror II[/b][/color] (24*) [16* + 8] [u]Type:[/u] Defensive [u]Range:[/u] Melee [u]Power:[/u] 12 [c][u]Description:[/u] [i]Branched from Moon Mirror I[/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.]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Slithering Comet[/b][/color] (10*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 14 [c][u]Description:[/u] 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]
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.]
BBCode
[color=sandybrown][b] Hidden Technique: Slithering Meteor[/b][/color] (18*) [10* + 8] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 22 [c][u]Description:[/u] [i]Branched from Slithering Comet[/i]. 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.]
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]
BBCode
[color=sandybrown][b]Crescent Moon I[/b][/color] (14*) [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 14 [c][u]Description:[/u] William swings his sword, cutting the air skillfully, sending a powerful crescent shaped shockwave at his target. [Effects: Short Range +4, Shockwave +10]
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]
BBCode
[color=sandybrown][b]Crescent Moon II[/b][/color] (28*) [14* + 14] [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 24 [c][u]Description:[/u] [i]Branched from Crescent Moon I[/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]
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]
BBCode
[color=sandybrown][b]Full Moon[/b][/color] (44*) [28* + 16] [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 32 [c][u]Description:[/u] [i]Branched from Crescent Moon II[/i]. 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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Slicer I[/b][/color] (14*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] 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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Slicer II[/b][/color] (28*) [14* + 14] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] [i]Branched from Heavenly Moon Slicer I[/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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Dicer I[/b][/color] (36*) [28 + 8] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 12 [c][u]Description:[/u] [i]Branched from Heavenly Moon Slicer II[/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 multiple times in a gatling motion 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]
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]
BBCode
[color=sandybrown][b]Hidden Technique: Heavenly Moon Slicer III[/b][/color] (44*) [28* + 16] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 4 [c][u]Description:[/u] [i]Branched from Heavenly Moon Slicer II[/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 High Tier. [Effects: High Tier Breaking +44]
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]
BBCode
[color=sandybrown][b]Supreme Technique: Heavenly Moon Breaker I[/b][/color] (28*) [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 32 [c][u]Description:[/u] 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]
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]
BBCode
[color=sandybrown][b]Supreme Technique: Heavenly Moon Breaker II[/b][/color] (44*) [28* + 16] [u]Type:[/u] Offensive [u]Range:[/u] Melee [u]Power:[/u] 48 [c][u]Description:[/u] [i]Branched from Heavenly Moon Breaker I[/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]
Feather Techniques
Beam I (28) Type: Offensive Range: Medium 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: Medium Range +8, Gatling +8]
BBCode
[color=sandybrown][b]Beam I[/b][/color] (28) [u]Type:[/u] Offensive [u]Range:[/u] Medium [u]Power:[/u] 20 [c][u]Description:[/u] 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: Medium Range +8, Gatling +8]
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, Medium Range +8]
BBCode
[color=sandybrown][b]Trick Light[/b][/color] (32) [28 + 4] [u]Type:[/u] Offensive [u]Range:[/u] Medium [u]Power:[/u] 24 [c][u]Description:[/u] [i]Branched from Beam I[/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, Medium Range +8]
Supreme Technique: Solar Flare (44) [28 + 16] Type: Offensive Range: AoE Medium 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: Medium Range +8, Gatling +8, AoE Medium Range +16]
BBCode
[color=sandybrown][b]Supreme Technique: Solar Flare[/b][/color] (44) [28 + 16] [u]Type:[/u] Offensive [u]Range:[/u] AoE Medium [u]Power:[/u] 20 [c][u]Description:[/u] [i]Branched from Beam I[/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: Medium Range +8, Gatling +8, AoE Medium Range +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: Short Range +4, Curving Projectiles +14]
BBCode
[color=sandybrown][b]Hidden Technique: Hawking Comet[/b][/color] (20) [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 16 [c][u]Description:[/u] 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: Short Range +4, Curving Projectiles +14]
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: Short Range +4, Curving Projectiles +14, Gatling +8]
BBCode
[color=sandybrown][b]Hidden Technique: Hawking Meteor Shower[/b][/color] (26) [20 + 6] [u]Type:[/u] Offensive [u]Range:[/u] Short [u]Power:[/u] 22 [c][u]Description:[/u] [i]Branched from Hawking Comet[/i]. 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: Short Range +4, Curving Projectiles +14, Gatling +8]
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)
BBCode
[color=sandybrown][b]Iron Flash[/b][/color] (28) [u]Type:[/u] Supportive [u]Range:[/u] Self [u]Power:[/u] 20 [c][u]Description:[/u] 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)