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Angelle Diablos Gnarlwood; [Flagged]
Topic Started: Apr 1 2017, 08:27 AM (472 Views)
Zen
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Account Name: Zen
Scoop Link: N/A

Basic Character Information
Name: Angelle Diablos Gnarlwood
Nickname: Grand Necromancer Gnarlwood
Age: 21
Gender: Female
Race: Human
Affiliation: Pirate
Bounty: 0
Achievements: N/A
Profession:
Primary: Wizard
Secondary: Necromancer
Secondary: Death Mage
Secondary: Caster
Position: N/A


Physical Appearance
Height: 1.41m
Weight: 43kg
Hair: Straight, blonde hair hanging as far down as her knees. The bangs are styled with a hime cut. Angelle regularly dyes it and decorates it with chains, extensions, silver hair nets, and all kinds of little baubles and attachments.
Eyes: Angelle has round, clear blue eyes. They're large and innocent, complimenting her childlike appearance.
Clothing/Accessories: Angelle possesses a multitude of robes and vestments, all made to look sinister with embroidery in shapes such as skulls and stars. She also has plenty of headgear ranging from witch hats to skull masks, from diadems to (secretly-transparent) blindfolds. She also regularly wears fake nails.
General Appearance: Despite her age, Angelle has the appearance of a girl in her early puberty in every aspect. She's short, and generally carries herself in a childish, unassuming manner. Her skin is fair, and she possesses no specific markings or scars other than the occasional mole like any other human being.

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The Character
Personality: Angelle's personality can be summed up as a filthy lying charlatan. She uses her tools and devices to make herself seem like an actual sorceress, and uses her displays to get money out of people one way or another. Sometimes she threatens people, sometimes she frightens them, and sometimes she simply entertains them. She's not above using it to beat money out of people either, but she prefers to be more subtle.

Angelle is fully capable of lying with a straight face and bullshitting herself out of situations, but it's not a particular talent of hers. She prefers to disappear before people start asking too many questions, and regularly hires bodyguards or sticks with larger groups to have a few layers between herself and what ever angry local she called down on herself.

Angelle isn't entirely immoral, but her morals loosen up when profit of some kind is in sight. She balks at very few crimes if it means getting money, though she disapproves of baseless cruelty and violence. She has a preference for being a mastermind rather than one of the thugs doing the work, though that's also largely due to her own lacking combat power.

Hometown: Pharsalus Island, West Blue
History: Angelle was always somewhat of an odd specimen on Pharsalus Island. She never believed in any gods or spirits, and secretly mocked those around her that did. The thoughts were never expressed aloud, for she would surely become a sacrifice, but they continued to boil in her mind as the years passed by. Her seemingly-permanent youth was seen as a gift from the spirits and kept her safe from being chosen, but defiance to the spirits would make her a target for sure.

What interested Angelle, however, was magic. Everyone on the island believed it was real, but she knew better. However, she knew of a way to be safe from the people's scrutiny; imitating said magic. Her parents were simple folk, and rarely used the little building in the back of their house. Branches reached over the shed like grasping arms, and it stared at the house at night, its dark windows forming a dread-filled gaze. The lonely, anxious building was perfect for Angelle's work.

Saving her allowances and working small jobs in the town, Angelle built up finances to buy strange odds and ends every time the merchant ships reached the shore. She concealed them in her backpack during the walk from the docks to her home. Nobody ever questioned the girl blessed by the spirits with eternal youth. Then, once she reached that dreadful shed, she started building.

Her parents initially ignored the strange lights and sounds from the shed, but soon grew worried as they were joined by the odd cackling of their daughter. She became more and more reclusive as she built up her materials, until the year came where she barely left her dark, lonesome corner of the yard. One day, finally, the village decided to interfere. Angelle's youthful looks had allowed her too much freedom, and it was time they returned the gift of the spirits to them.

However, as they were about to storm the shed, Angelle came burning out - or what had once been Angelle. Dreadful markings decorated her face and clothing. In her hand, she clutched a thick wooden staff, topped with a thick burl. She screamed threats, howled about her power to turn them all to dust. When they were not convinced, she showed them a taste - she raised her staff into the air, and a ball of light shot up into the air, before exploding loudly. She demanded they let her off the island, or she would turn it into a graveyard.

A few hours later, Angelle lounged in her cabin on one of the merchant ships, grinning up at the ceiling. The people of the island had paid for her passage, though the merchant had wondered why they seemed so eager to see her go. Her belongings were now limited to her pack full of clothes and tools, her staff, and her case full of blueprints. Feeling satisfied, Angelle slowly and gently removed the fake nails on her off hand. They'd been set with needles, each loaded with a painful necrotic poison. What the people thought was magic was a simple assassin's trick.

People were so easy to fool, Angelle figured she could make a living off it.

Abilities and Possessions
Combat: Angelle fights much like she earns her livelihood - with her 'magic'. She prefers to stay at range and let others do the whole "getting hit" business, but can defend herself on the close range as well via using distracting poisons or devices. However, she's more likely to use these to get herself out of the line of fire than to actually fight with them.
Weaponry:
  • Wizard's Staff: Angelle's "magic focus". The staff is 1.5m tall, standing a bit taller than her. What is most notable is that the staff's top half and tip, a thick wooden burl with a hard-to-see hole at the top, are actually a fairly primitive grenade launcher. It has no 'standard' ammunition, and cannot be loaded unless Angelle creates a round for it using her techniques. Rather than being break-action, the staff has a thoroughly concealed hatch in the side for loading. The system inside is made of iron.
  • Fake Nails: Unassuming accessories for both hands with small iron needles embedded in them. Used to deliver poison.
Items:
  • Witch's Tools: Actually a kit full of tools for carpentry, doctor's work, and inventing. However, the tools are made to look extra esoteric with carvings and engravings.
Beli: 400,000
SD Earned: 0
Stat Points: 32
Advancement Points: 0
SD Remaining: 0
Stats:
  • Used for Stats: 32
  • Used for Fortune: 0

    • Strength: 6
    • Speed: 10
    • Stamina: 9 (6+3)
    • Accuracy: 10
    • Fortune: 8
Traits:
Grenade Launcher Mastery (1 General Trait) - The character has attained mastery in one specific weapon 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. This benefit ceases to apply for techniques higher than rank 28.

Top Gun (1 General Trait) - These marksmen are top of the line when it comes to being able to draw their weapon and fire. These characters are also always reloading their gun reflexively faster than those around them notice thus they never have to actually deal with taking the time to reload at a critical moment in battle.

Fate of the Mighty (1 General Trait) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. In the meantime, you get a temporary boost of (# of traits in fated, multiplied by 3) to your stamina stat.

Jack of All Trades (1 Professional 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.

Devil Fruit
 
Devil Fruit Name: N/A
Devil Fruit Type: N/A
Devil Fruit Ability: N/A


Techniques
Regular Technique Points: 16
Used Regular Technique Points: 16
Special Technique Points: 0
Used Special Technique Points: 0

"Spell" Techniques
Arcane Arts: Fireball 4
Type: Offensive
Range: Short AoE
Power: 4
Description: Angelle loads an explosive round into her staff. The grenade launched is coated in a chemical that makes it light on fire when launched, giving the illusion of a fire bolt. Upon contact with a surface or after five seconds, the round explodes.
Effects: Short AoE 0

Necrotic Arts: Finger of Death 4
Type: Offensive
Range: Melee
Power: 4
Description: Angelle applies poison to the needles hidden in her fake nails. The poison is like brown recluse venom on steroids, eating away at the poor victim's flesh for just a few moments before dying out. Feels, and definitely looks like some kind of life draining magic.


Marksman Techniques
Extend Spell 4*
Type: Offensive
Range: Short
Power: 4
Description: Angelle fires a single round from her grenade launcher.
Effects: Short Range 4


Medicinal Techniques
Bind The Flesh 4
Type: Supportive
Range: Melee
Power: 4
Description: Angelle applies a bandage drenched in a herbal concoction that disinfects the wound and assists with the healing process.
Effects: Bandaging 4


Development History
Gains/Losses:
  • -100,000 ::beli:: for starter staff
Edit Log:
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Edited by Zen, May 9 2017, 05:17 AM.
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Prizoner
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Hello Zen. So you got a bunch of renamed professions that seem fine though doctor does not mention poisons outside of the italics text though that specifically relates to buff/debuff techniques so that should be fine.

History even though you mention that you would not be able to do it again not sure if you can do things in history that your character can not do in character. This is in reference to the walking construct that you made in history.

So I am assuming the staff should be fine since its effectively just launching inventor techs. would price it at 100,000 beli.

The fake nails if considered weapons need to specify iron quality and would be starter weapons since I am considering them 2 minor weapons since you state in appearance you wear fake nails and it would be weird to do it on just one hand.

For arcane arts rank should be 4* since they are not actually rank 8 techs just treated that way. since these effects are mastery techniques they should not involve the explosives as those would fall under inventor explosives. they should also have range melee since you want displacement and disorient effects. these also don't seem to be grenade launcher techs but instead inventor explosions shot out of a grenade launcher and as such the mastery would not apply. You could make an inventor tech at rank 4 or/and a shooting tech at effectively rank 8 but no effective rank 8 inventor techs.

Necrotic arts animate dead is not a siege weapon so you can't use the special tp on it.
Haru M. Glorious • Crew Position • Marksman/Martial Artist • Crewless • Threat: 0 • SD Earned: 18 • Beli: 5,000,000 • L: Pharsalus island, West Blue.

Camilla M. Cutherfield • Entertainer • Entertainer/Thief • Gold Shark PiratesBounty: 0 • SD Earned: 0 • Beli: 500,000 • Location: East Blue

Jeremiah X Cornelius • Surgeon/Firstmate • Doctor/Martial Artist • Chain Breaker PiratesBounty: 2,500,000 • SD Earned: 31 • Beli: 8,250,000 • Location: East Blue
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Zen
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If the poison thing's fine I'll stick to that.

Changed history.

Pulled off 100k since the nails would be my minor weapons.

Fake nail information specified.

Changed the 'spell' techniques around.

Replaced Siege Warfare with Brilliant Mind and changed Animate Dead.
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Prizoner
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Make sure to put buying the staff in gains and losses other than that looks good to me so time for a higher mod to find anything I missed.

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Haru M. Glorious • Crew Position • Marksman/Martial Artist • Crewless • Threat: 0 • SD Earned: 18 • Beli: 5,000,000 • L: Pharsalus island, West Blue.

Camilla M. Cutherfield • Entertainer • Entertainer/Thief • Gold Shark PiratesBounty: 0 • SD Earned: 0 • Beli: 500,000 • Location: East Blue

Jeremiah X Cornelius • Surgeon/Firstmate • Doctor/Martial Artist • Chain Breaker PiratesBounty: 2,500,000 • SD Earned: 31 • Beli: 8,250,000 • Location: East Blue
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Zen
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Done.
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SoIo
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  1. Extend Spell: Keep in mind that you can't use this Technique to boost another Technique into 'Short' (ironically enough, this is inefficient in terms of AE). If that was the intention, change the wording so that you just fire a normal explosive round at Short Range. That also means add the Short AoE effect.

  2. On that note, I'm wondering why you didn't apply your Mastery trait to the two "Spell" Techniques?

  3. Necrotic Arts: Finger of Death: "This technique does not inflict her target with the poison, it merely creates it." Delete this. We walk a weird line on duration for this Technique. When you inflict your target, just reference this Technque.

  4. Bind The Flesh: Requires a +4 Bandaging effect. Power would also be 4 since Bandaging is a General Effect

  5. Necrotic Arts: Conjure Flameskull: Ehh, sorry about it, but regardless of how small or harmless, fire-based Techs need an Elemental Damage effect on it. You'll have to come up with something else for the Gadget. Also make it clear that this Tech is using 4 Sp TP.
Flag breaks unfortunately.
I'm going to be less active as of 9/25/17. Kinda hitting a point where I'm contemplating why I'm here while having a full-time job.

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Eileen Falkner

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Zen
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1. Nah, it's mostly just intended so that she has a marksmanship technique I can build up/branch out of in the future. Figured an actual functional grenade launcher was a bit much for a piece of starting equipment so I'll buy that once I complete my first SL and have some money.

2. The first Spell is an Inventor Explosive, the second Spell is a Doctor Poison. Only the first one directly involves the use of the grenade launcher, but it's an ammo creation technique instead of a marksman technique.

3. Edited.

4. Edited.

5. Shame. Replaced Brilliant Mind with Fated.
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SoIo
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1) If that's the case, I don't understand the point of this Technique? Techniques are generally just 1 post Duration (unless specified otherwise in the Rules).

Are you firing a normal round at Short Range? Is this meant to be in conjunction with another Technique? Is this a Toggle Tech? If it's Toggle, the Technique would be invalid.

2) Suit yourself.

3) Just noticed this, but some of the General/Professional trait labeling is incorrect.
I'm going to be less active as of 9/25/17. Kinda hitting a point where I'm contemplating why I'm here while having a full-time job.

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Eileen Falkner

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Zen
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1. Dumbed it down 'cause the wording sucked.

3. Fixed.
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Gigasheep
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"However, they can just as easily create deadly poisons and other chemical concoctions capable of destroying the human body rather than aiding it."

Feels too much like doctor primary addition there, so may wanna remove that.

Fireball... Personally I'll say it's ok because on contact it'll explode meaning it can't do the fire damage, but I'm probably wrong.

Finger of Death sounds like it's corroding the body, which... Feels like an elemental effect.

Short Range only costs 4, not 8 so you can add 4 power to extendo staff.

Rest seems good.
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Zen
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Changed the wording up a bit for the profession.

Finger of death is a damaging poison, not an elemental effect.

Short range edited.
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SoIo
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Topic is flagged for approval.
I'm going to be less active as of 9/25/17. Kinda hitting a point where I'm contemplating why I'm here while having a full-time job.

OPRP Character Builder Tool (Last Updated: June 2017)

Eileen Falkner

Jessabelle Adams

Ray Solo


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Gigasheep
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Sure thing.

Approved Nekoromancer


Your character has been approved.

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

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