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Normandy; Flakiest of Flakes [Flagged]
Topic Started: Feb 5 2017, 02:16 PM (220 Views)
Khepri
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Account Name: Khepri

Basic Character Information
Name: Normandy
Nickname:
Age: 21
Gender: Female
Race: Mermaid
Affiliation: Marines
Rank (Commendations): Seaman Recruit (0)
Achievements: -Joined the marines.
Profession:
~Doctor (Leading venomoglist of the flakes)

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. Doctors have the ability to create drugs and toxins that can buff allies or debuff enemies.

~Weapon Specialist

A much more general fighter-type profession, a Weapon Specialist is someone who has to a large or small degree devoted his/her life to the mastery of a single weapon or weapon type, such as Swords, Axes or Whips. This profession applies generally to melee weapons.
Position: Dark Librarian, Resident Venomologist


Physical Appearance
Height: 5’7’’
Weight: 126lbs
Hair: Black. Long, straight, voluminous.
Eyes: Light blue-grey
Clothing/Accessories: When she isn’t wearing her standard Marine uniform, she wears standard evil slaying attire, which sometimes simply goes on under her uniform. Such attire consists of what appears to be a red catsuit. The “shirt” aspect of the catsuit has a stereotypically high, white collar, with heavily stylized, pointed corners. Her sleeves are are more spacious than they need to be, and their hems are cut into a deliberately jagged style meant to resemble cartoonishly tattered clothing. Her catsuit pants are just that, a matching pair of red pants separated by a wide, white belt, buckled with a large, expensive silver crescent moon, which is meant to hide the fact that the catsuit is two separate pieces. Despite the fact that it is not necessarily practical, she prefers to wear knee-high, black stiletto boots when she goes evil-hunting.
General Appearance: Taking after the banded sea-krait, Normandy has all the makings of a snake, aside from the fact that she has particularly long arms and sometimes legs. She’s quite slender, with all kinds of snakeish curves. When she is submerged, her legs fuse and lengthen into a serpentine, blue and black oar of a tail. Part of the reason she is more willing to believe she is sea-vampire is simple fact that her sea snake lineage has led to her having pale, corpsey skin.Further adding insult to injury, is her fangs, which poke out over and into her bottom lip, even when her mouth is closed. Like many sea-vampiresNormany also likes makeup, favoring red lipstick, peachy blush, and blue shadow in her day to day.

Fk No


The Character
Personality: Normandy carries herself with an intense intensity. She knows there is considerable evil in the world, and as a combatant of evil it is her job to fully eradicate such evil no matter the cost to others. The problem lies in the fact that Normandy has a very black & white, clear-cut view of good & evil that has seemingly no room for nuance. As a marine, this leads her down the path, not of absolute justice, but perhaps absolute injustice. What can be worrisome is her view of the “taint” of evil, which is completely intractable without proper punishment (the punishment being complete eradication).

Having not got the memo that sea-vampires aren’t real in the traditional sense, Normandy is overwhelmed with a heavy weight guilt in her day to day adventures. In truth, sea-vampires are inherently evil, and because to eradicate one's self is an evil act in the common religious doctrine, Normandy is left with quite the conundrum. She can be (and often is) accused of overcompensation when it comes to combating evil, wherever it may hide. So long as she exists, there exists at least one inscrutable evil, so she must do all she can to limit other evils, so there isn’t too much evil around.

The fight against evil dominates the majority of Normandy’s--admittedly--limited headspace. She is quick to apply quick and harsh judgement. This duty of hers doesn’t leave much time for much else. She can be quite the stick in the mud, if any character flaws must be applied to her. Having to spend so much time considering oversimplified concepts certainly does get in the way of her being personable. Normandy has very little patience, especially when it comes to things she would deem as nonsense: Humor, levity, sadness, children, time off, alcohol, other narcotics, casual humanoid intimacy, highly emotional humanoid intimacy, or Rania.

Hometown: Hellmouth Reef, Paradise, Grandline
History: Normandy was born the one and only child of Count Morbius, and some completely irrelevant mermaid. Count Morbius was not the count of anything, but rather, called himself a count and proclaimed himself to be the rightful ruler of Hellmouth County. Hellmouth Reef was not a county, it was, in fact, a democratic republic under the rightful democratic rule of someone who was almost certainly not Count Morbius. In truth, the good old count’s villa was a decrepit mess, and should’ve long been condemned by Hellmouth’s government.

Home was home, and Normandy had one of those that was the cause of all sorts of hateful rumors. Although, rumor isn’t exactly fair. It was quite the truth that those invited to the halls of Count Morbius’ mansion never saw the light of day again. While after the first few times a visitor to the good count’s home vanished into thin air, one would’ve hoped that visitors would stop visiting, in truth the number of visitors skyrocketed, as rumors created a sense of morbid curiosity.

Morbius wasn’t a murderer--yet. What would happen is Morbius would drink the blood of those he kidnapped, and to live up to some bizarre fantasy of himself, he would hypnotize his visitors, bringing them into the fantasy he had created. When the reef was formed, one of its founders was the stately Count Morbius--a man so far removed from this Morbius it was absurd. He had somehow convinced himself that that man in the paintings was him, and the only rational he could figure as to how he was still alive, was obvious: He had to be a legendary creature out of the midnight zone, a sea-vampire. Granted, other than those hypnotized by Morbius, the only person on the face of blue vearth that could believe such insanity was Normandy.

Of course, Normandy herself would be eventually be kidnapped. Normandy lucked out; she had not been abducted by delusional sea-vampires, but rather the Marines. The fishwoman Sonya required aid in taking down Morbius, and freeing his coven from his horrifying grasp. As much as the Marines just wanted to raid the mansion and slay everyone (Normandy included), there was enough money in the missing guests that they had to reconsider. Their new plan was no less idiotic, but far less destructive. They would convince Normandy to uncover the secrets of her father’s hypnosis. Unfortunately, having known nothing but her own father’s insanity, Normandy was baffled by the information overload.

While the Marines didn’t have Morbius’ hypnosis at their disposal, they had their own method for getting to the bottom of getting Normandy onto their side; they just kept kidnapping her until she agreed to their plan fully. After agreeing, Normandy got to training under the watchful eyes of Sonya. Given time, it appeared as if Sonya’s eyes weren’t all that watchful. Before long, Morbius’ coven got far too large and no longer were they confined to the mansion and its broken doors. It wasn’t apparent at first--orphans went missing all the time, and nobody cared enough about the impoverished to be concerned by their mass disappearance.

Bad news had a tendency to pile on. In the brief investigation wherein Normandy asked her father how to break his spell, he revealed that he wasn’t even all that sure of how he got the spell going in the first place. With this bit of information, and the new knowledge that Morbius was about as incompetent as he was lucky put Sonya into a rough position. She did the math, and the money the World Government gained from fleecing the peasantry was considerably largely than the taxes they requested from the aristocracy. Washing her hands of the investigation, she lent Normandy a handful of crossbow bolts and effectively told her to “knock herself out.”

Normandy’s hunt against those who had fallen to darkness, and her drafting into the marines forces had begun. Her first outright vampire slaying was simple enough; she played the lost damsel, and when the old Baron came from the cut she stabbed him in the heart and ran. Despite having been convinced that they were undying monsters, many of the sea-vampires self-preservation instincts kicked forcing them to get all the craftier. Another issue had also arose fairly early; whatever crackpot hypnosis that Morbius had thrown together had been mastered by several of the other sea-vampires meaning that, at a point, more sea-vampires were coming into the fold than perishing.

It had taken several years, but with a terrifying trail of corpses behind her, Normandy was finally ready to deal with the real enemy. Of course,while Normandy was busy killing the likes of the corrupted baroness who ran the orphanage, the evil archduke who once performed pro-bono surgery(and continued to do so in the worst way possible), and half a dozen other more interesting adventures; she set her sights on her father. Morbius had flew the coop, taking his nonsense elsewhere. The mission was considered a failure, and Normandy’s was disgraced in a brutal drumhead court martial.

Abilities and Possessions
Combat: Normandy's fighting style is focused around poisoning an opponent. She favors her Merfolk Combat backed whip as a supportive weapon, mainly to help put into a position where she can effectively envenom a foe. She also occasionally stabs enemies in the heart.
Weaponry: Iron-hard fangs.

Whip of iron quality.

Sharp hunk of wood, about the size of a dagger.
Items:
Beli: 430,000
SD Earned: 0
Stat Points: 32
Advancement Points: 0
SD Remaining: 0
Stats:
  • Used for Stats: 32
  • Used for Fortune:

    • Strength: 14 (12 + 2)
    • Speed: 9
    • Stamina: 5
    • Accuracy: 6
    • Fortune: 8
Traits:

General Traits

Mighty Strength (1 Traits) - This character's strength is boosted by 20%.

Merfolk (2 Trait) - In place of legs these characters have a tail which splits down the middle while they are standing on land (For this RP's purposes, this is the case at any age, not just 30+). They may breathe underwater and gain the Great Speed trait whilst submerged, and their movements underwater are completely unhindered. Spending too long out of water can fatigue them somewhat. In addition, merfolk can talk to most types of fish, but not seakings.

Spoiler: click to toggle


Profession Traits

Medical Malpractice (1 Trait) – Part of knowing what is required to keep somebody healthy is knowing what will cause others to become unhealthy. Doctors who put this knowledge to practical use may make especially potent poisons. They gain special Technique Points which can only be used on toxins that harm or debuff, of the amount of half their fortune.

Devil Fruit
 
Devil Fruit Name: N/A
Devil Fruit Type: N/A
Devil Fruit Ability: Removes her ability to swim.


Techniques
Regular Technique Points: 16
Used Regular Technique Points: 8
Special Technique Points: 4
Used Special Technique Points: 4

Mermaid Combat
Die Cast (4)
Type: Offense
Range: Mêlée
Power: 4
Stats: 0
Description: Normandy tumbles forward (or flips if she’s underwater), lashing out her whip.

Bite (4)
Type: Offense
Range: Mêlée
Power: 4
Stats: 0
Description: Normandy uses her fangs to bite into an opponent. She tends to favor aiming for the approximate area of an artery.


Venom
Taipan (4)
Type: Production, Supportive
Range: ~
Power: 0
Stats: -2 Speed
Description: Normandy’s naturally produced venom in its purest form. Working as a neurotoxin, that in small doses causes mild, paralysis that impedes the movement of an enemy or ally. Lasts 3 rounds.


Development History
Gains/Losses: -70k Beli for piece of wood.
Edit Log:
Spoiler: click to toggle
Edited by Khepri, Feb 6 2017, 07:17 PM.
Leens & Khepri by Neon


Andrei Myshkin • Holy Paladin • Thief/Entertainer • Underdogs • Rank: Ensign • SD Earned: 285 • Beli: Some number • Location: Khepri

Xanthippe • Sheepherder • Weapon Specialist/Chef • Odd Jobs • Threat: 0 • SD Earned: 40 • Beli: 500,000 • Location: Silent Hill

Percival Aloysius Periwinkle • Legitmiate Businessman • Merchant/Marksman • No Crew • Bounty: 130,000,000,000 Extol • SD Earned: 148 • Beli: 21,000,000 • L: Alabasta

Others
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Tengu
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80% Smut
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Oh boy, only one more a- Oh, fuck this noise.

Is this history a dawnguard rip?

Stake is 70,000 Beli

"Description: Normandy forward (or flips if she’s underwater) and quickly shoots a crossbow bolt. "

Good to know she forwards
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Khepri
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No. It's a Swords of Sorrow rip.

wtf how fking rare are trees that I gotta drop that kind of cash for a splinter. I'm not paying that. Actually made some changes to weapons.

There's only one direction. It's highly metaphorical. Totally wasn't one of many typos.
Edited by Khepri, Feb 6 2017, 12:12 AM.
Leens & Khepri by Neon


Andrei Myshkin • Holy Paladin • Thief/Entertainer • Underdogs • Rank: Ensign • SD Earned: 285 • Beli: Some number • Location: Khepri

Xanthippe • Sheepherder • Weapon Specialist/Chef • Odd Jobs • Threat: 0 • SD Earned: 40 • Beli: 500,000 • Location: Silent Hill

Percival Aloysius Periwinkle • Legitmiate Businessman • Merchant/Marksman • No Crew • Bounty: 130,000,000,000 Extol • SD Earned: 148 • Beli: 21,000,000 • L: Alabasta

Others
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Red
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The Pokemon Trainer
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Looking good.

Stake stay at 70,000
Whip is 100,000
Fangs are 140,000

That brings your total to 310,000 for your weapons.
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Seth

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Khepri
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Okay. I added the second trait, like you've suggested. I should've contacted a mod beforehand, it's been awhile and I'm quite rusty. I had previously gotten away with the sea-krait fang+venom as part of the one-trait mermaid.

Everything should be in order now.
Leens & Khepri by Neon


Andrei Myshkin • Holy Paladin • Thief/Entertainer • Underdogs • Rank: Ensign • SD Earned: 285 • Beli: Some number • Location: Khepri

Xanthippe • Sheepherder • Weapon Specialist/Chef • Odd Jobs • Threat: 0 • SD Earned: 40 • Beli: 500,000 • Location: Silent Hill

Percival Aloysius Periwinkle • Legitmiate Businessman • Merchant/Marksman • No Crew • Bounty: 130,000,000,000 Extol • SD Earned: 148 • Beli: 21,000,000 • L: Alabasta

Others
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Red
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Retconning prices on previous post, only thing you need to pay for is the stake if you want it tiered. Natural weapons are free, and whip is free starter weapon.

My mistake, I apologize.
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Seth

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Khepri
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::skulljoke::
Leens & Khepri by Neon


Andrei Myshkin • Holy Paladin • Thief/Entertainer • Underdogs • Rank: Ensign • SD Earned: 285 • Beli: Some number • Location: Khepri

Xanthippe • Sheepherder • Weapon Specialist/Chef • Odd Jobs • Threat: 0 • SD Earned: 40 • Beli: 500,000 • Location: Silent Hill

Percival Aloysius Periwinkle • Legitmiate Businessman • Merchant/Marksman • No Crew • Bounty: 130,000,000,000 Extol • SD Earned: 148 • Beli: 21,000,000 • L: Alabasta

Others
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Red
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Cool.

Topic is flagged for approval.
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Seth

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Dusk
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07/02/2017


Your character has been approved.

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

Make sure you enter the appropriate information into your signature, the details of which can be found here.
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