[center][U][B]Locke Wind[/B] – [I]The Pirate Scourge[/I][/U][/center] [center][img] http://i839.photobucket.com/albums/zz313/Glendowyr/Locke20Wind20Damnerung.jpg[/img][/center] [hider=General Data][B][U]Name:[/U][/B] Locke Wind [I][U]Nickname/Alias:[/U][/I] “Scourge,” “Captain,” “Bastard!” [I][U]Gender:[/U][/I] Male [B][U]Age:[/U][/B] 42 [I][U]Age Appearance:[/U][/I] 40 [I][U]Sexuality:[/U][/I] Heterosexual. [B][U]Village:[/U][/B] No Affiliation (Neutral) [I][U]Birthplace:[/U][/I] At sea (on the Cruel Knave pirate ship) [B][U]Organization:[/U][/B] Cruel Knave Pirates [B][U]Clan/Kekkei Genkai (or hiden):[/U][/B] Wind’s Curse [B][U]Rank:[/U][/B] S [U][I]Position:[/I][/U] Patriarch [B][U]Chakra Nature:[/U][/B] Water, Wind, Lightning (Alt. Grog) [I][U]Additional Appearance Details:[/U][/I] [B][U]History:[/U][/B] Dare ask, and you’ll be lead astray with lies of grandeur. Locke lived his entire life among cutthroats and vagabonds, sailing the seas under the flag of the Cruel Knave, capturing and plundering ships, villages, and pretty much anything else worth eating, selling, or fucking. Vulgarity is a common mode of communication among pirates, so forgive this humble storyteller, as he depicts the crude life of Locke Wind. First of all, the name ‘Wind’ is not his true surname, but rather a title made up by his father, the previous captain. As refugees from the far west, Locke’s family came from the lowest caste, and made a befitting name for themselves across the oceans wide. Each pirate was taught to fight the minute they could firmly grasp a sword, and at their coming of age, they would be thrown overboard and have their will tested against the elements. Locke’s particular lineage became most revered for their powerful magic, which allowed them supreme control over storms, and thus a tactical advantage on the high seas. At the ripe age of twenty eight, Locke seized control of his father’s pirate ship, after the death of his old man in battle. He was seen as a liability to the older sea dogs, who would frequently attempt mutiny against him. It was over these years that Locke earned his most important scars, picking and choosing which of his allies were correctly titled, and who deserved to die. Of course, the latter option is situational, and Locke spared little for his paranoia. Death was part of the job, after all, it became romanticized, among the violent. Skip many a year of successful raiding, and a good half of Locke’s life forgotten through the blurred glass bottle, and you’ll come to a point in his life where he would’ve done it all. Forty two years old, now, and still yet dragged to the depths blue. His pride and story would be told across the western ocean, and yet his satisfaction was never met. Tall tale of mighty warriors in the east flowed through the grape vine, stories of ninjas who could walk across the water, and summon demons to their aid, could only boast for a mighty adversary. Ancient and magical treasures, new women, and a different array of alcoholic beverages… what pirate could ask for more? The Cruel Knave sailed east, in to the world of the shinobi. A year long trek would ensue for the Eastern lands, and it was over this time span that Locke Wind’s curse would come to fruition. Handed down by every patriarch of the Wind pirate captains, a strange aura expunged from his body, and his sanity slowly tipped over the deep end. Whispers infiltrated his mind, of grandeur, and violence. Locke turned his alcoholism in to a lifestyle, and could never be seen without a bottle in hand. Anyone who questioned him would be made a play thing to his insatiable insanity, and the whispers turned paranoia in to insomnia. Not a single ship crossed would be spared, and only the most skilled of shinobi would get away, in order to warn the villages of his ever encroaching threat. The curse manifests here, where he’d no longer care about his fame, but only seek the destruction of all other glories. Whatever he seeks now, be it a treasure or power, his life now hangs in the balance, as his will is twisted by the voices in his head. [B][U]Personality:[/U][/B] Vulgar, belligerent, and vicious a kin to the wild dog, Locke was never the man you’d imagine to dine with the queen. His whole life was spend without remorse, or petty empathy, the weak died, and the strong usually were the ones to kill them. He cares little for anyone deemed useless to him, and won’t think twice about gunning down a man in the heat of suspicion. Age has only made him wise, and his affinity with electricity has kept him sharp witted, and quick on the draw. His cunning allows him to feign ignorance, and he won’t hesitate to undermine his neighbor, if it means the slightest step ahead in his own agenda. Sinful and destined for hell, greed informs, wrath commands, and envy motivates. [Url=]Theme:[/url] https://www.youtube.com/watch?v=f55CqLc6IR0.[/hider] [hider=Equipment Data] [B][U]Base Weapons & Items:[/U][/B] - The Tickle Trunk, an enchanted treasure chest - An arsenal’s worth of swords, axes, guns, cannons and knives [B][U]Specialized Weapons & Items:[/U][/B] [B]Name of Weapon or Item:[/B] The Tickle Trunk [B]Description:[/B] It looks like a normal treasure chest, albeit four three tall, and four feet wide. Many sealing runes have been engraved across the chest, enchanting it to become a treasure hoarder’s best friend. At the bottom of the chest lies a powerful space-time pocket boasting several acres of open space. This treasure chest was looted from a marooned shipwreck ten years ago by Locke, and it has served as his personal treasure hoard ever since. In it he keeps an arsenal of swords, daggers, guns, beverages, and piles of gold, silver, cutlery and tupperware that deny sight of the chest’s true floor. Weight is mitigated by seals, and etched runes enforce the chests bindings to near invincible durability. The Tickle Trunk is by far the most magnificent treasure ever looted by Locke’s fleet. There are three keys to the legendary Tickle Trunk, each opening a different space. Locke is currently in possession of two, and actively seeks the third, which he knows exists, since there are 3 different lock holes. The first key opens a portal to his treasury, which is the one most used. The second keyhole opens a pathway to the very depths of the sea. If tipped sideways while the second portal is open, a continuous stream of water will pour out until the chest is stabilized upright.[/hider] [hider=Combat Data] [B][U]Special Traits[/U][/B] Moderately fast, his speed can be enhanced through abilities. Incredibly durable, considering he is part undead. Moderately large resource of magical essence. Master of wind and water magic, expert in lightning spells. Skilled at improvised elemental control. Reliable when drunk, ignorant to pain. Greedy and easily motivated by treasure and personal gain. Wise, but otherwise not that intelligent. [B]Name of Kekkei Genkai/Hiden/Kekkei Tota:[/B] The Curse of Captain Threy [B]Clan:[/B] [B]Description:[/B] Many years ago, a legendary pirate by the name of Threy Wind existed, and attained the title of scourge of all seas, within his lifetime. Nearing the end of his reign, Threy struck a bargain with a powerful devil, of who would bestow upon him ‘immortality’ in exchange for his fame. Tricked in to accepting this immortality, Threy was possessed by the demon, losing his sanity and life in the process. Their spirits merged, and cursed became of Threy’s entire bloodline. Each son to seize control of Threy’s galleon each would succumb to the curse, which blinded them all in one eye, where the spirits would begin to manifest. Three generations would fall, each bent to the will of the demon, leading down to Locke, who just recently began to endure the more hefty effects of the curse. Locke is an undying zombie of a man, and though his exterior appearance might look lively, his innards are completely deteriorated. His liver is no more, and the bile that has become of his organs and stomach acids are acidic and poisonous by any apothecary’s standards. Years of constant drinking has replaced his blood almost entirely with alcoholic ooze, which has numbed his innards, leaving only the nerve endings in his hands and legs intact. Due to this altered biology, Locke is completely immune to all poisons and venoms, and highly resistant to acid. His magical essence has become toxic as well, making it difficult to sap magic (or chakra) from him without great drawbacks. His undead body is incredibly resistant to physical harm, and can regenerate quickly as long as he has some form of alcohol in hand to substitute the ‘blood’ loss. If struck in the brain, Locke will still die… however, the demon and Threy will survive until the right eye is pierced. Dark spirit magic is a minor ability under Threy’s belt, who speaks whispers in to Locke’s brain, guiding him in battle and life. With one glance, Threy is able to determine the morality of an individual, by visualizing their evil intentions. Truly noble people are hard to track for Threy, unless they frequently display bursts of spirit energy. In a way, Locke has a sixth sense allowing him to visualize spirit energy, alike many other optic powers, however he has little control of it himself. A major downside to this curse is its control over Locke, forcing him to only follow evil deeds, which often earn him many enemies. ========================================= [B][U]Techniques:[/U][/B] [B]Name of Technique:[/B] Acid Upchuck [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] B [B]Range:[/B] 50 feet [B]Nature Type:[/B] Acid [B]Handseals:[/B] 0 [B]Description:[/B] A spray of concentrated stomach acid is shot out of the mouth. The concentration is capable of dissolving the flesh and eroding steel over a short period of time. [B]Weakness:[/B] There is a limited quantity of this acid, and it requires at least a bottle’s worth of chugging an acidic drink, to perform at higher levels. ==================== [B]Name of Technique:[/B] Spitfire [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] A [B]Range:[/B] 30 feet [B]Nature Type:[/B] Fire [B]Handseals:[/B] 0 [B]Description:[/B] After consuming alcohol of a higher percentage, Locke is able to spit a large ball of fire from his mouth. Using his grog magic, he can control where the flaming ball goes, and who to trial by fire. [B]Weakness:[/B] A match is required to light the ball aflame, otherwise it’s just a big ball of booze. ==================== [B]Name of Technique:[/B] Drunken Haze [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] E [B]Range:[/B] 100 feet + [B]Nature Type:[/B] Water / Grog [B]Handseals:[/B] 0 [B]Description:[/B] Variants of this trick exist, by spraying water or grog from the mouth, or manipulating water in the atmosphere, a thick haze can be created, making it difficult for anyone to see far with their naked eye. The grog mist is far superior for combat, as it allows Locke to inebriate his opponent, or quickly lock on to them, since alcohol has essentially become an extension of his own body. [B]Weakness:[/B] Requires booze, and lots of it, depending on how big a haze is needed. ==================== [B]Name of Technique:[/B] Inglorious Belch [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] B [B]Range:[/B] 50 feet [B]Nature Type:[/B] Air [B]Handseals:[/B] 0 [B]Description:[/B] A powerful burp, creating such a vibration in the airspace, that it is capable of altering wind currents, and deflecting any projectile under a few hundred pounds. This technique doesn’t actually require a burp, since Locke has trained himself to control the necessary elements in a storm, however a belch empowers the technique twofold. [B]Weakness:[/B] This is not a technique for the sneaky. ==================== [B]Name of Technique:[/B] Trial of the Storm [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] S [B]Range:[/B] 30 feet / 100 feet with minimal accuracy [B]Nature Type:[/B] Lightning [B]Handseals:[/B] 0 [B]Description:[/B] A bolt of lightning is summoned from the sky, to strike a skyward pointed and conductive weapon, such as a sword. Within the timespan of a second, the conductive item must be swung, and the lightning bolt will be redirected in the direction of the swing. This technique is especially effective in a thunderstorm, and can be used to counter lightning techniques from other sources. Locke has trained himself to manipulate air currents, allowing him to sap lightning from other wizards and ninja who manipulate it. [B]Weakness:[/B] If there are no clouds in the sky, this technique will simply not work. ==================== [B]Name of Technique:[/B] Rain Dance [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] E - A [B]Range:[/B] 100 feet + [B]Nature Type:[/B] Water & Wind / Lightning [B]Handseals:[/B] 0 [B]Description:[/B] Locke conjures the wind and water in the immediate atmosphere, and taps in to the forces far above. Doing a jig, albeit funny looking, warms up the air surrounding him, and once the heat rises, clouds will form and a downpour will eventually be summoned. An advanced version of this technique requires half the activation of ‘Trial of the Storm,’ in order to summon a powerful thunderstorm weather phenomenon. [B]Weakness:[/B] Depending on the climate, this ability might instead summon hail, or in drought areas, waste too much magical energy (chakra) for but a small drizzle. ==================== [B]Name of Technique:[/B] Release the Kraken! [B]Type of Jutsu:[/B] Summoning [B]Rank:[/B] S+ [B]Range:[/B] Indefinite [B]Nature Type:[/B] N/A [B]Handseals:[/B] 0 [B]Description:[/B] If there’s one thing Locke sympathizes for, it’s the kraken. “The lil’ wriggler be too cute!” So he says. After a long battle with the creature, he eventually decided to spare its life, by instead trapping it and forcing it in to a summoning contract. The scroll is on his person at all times, and will activate only when Locke’s tainted blood touches the runic circle. The Kraken is a powerful, gigantic squid, hundreds of feet tall, with large tentacles each able to crush a ship in one coil. Its black ink blood can be sprayed over a long distance, pummeling and blinding anyone stricken. What truly put the kraken apart from being just an overgrown squid are its strange regenerative properties. Its tentacles do not simply die when cut off, and will flail wildly for hours afterwards. The process of regeneration is slow, but visible, making the creature a very difficult monster to kill. [B]Weakness:[/B]When not in a large body of water, the kraken’s mobility is hindered greatly. In rain, or if the ground is wet, it will gain the energy needed to move around and survive, however summoning the kraken in drought weather will render it absolutely useless. ==================== [B]Name of Technique:[/B] Berate by Bilge Rats [B]Type of Jutsu:[/B] Summoning [B]Rank:[/B] B [B]Range:[/B] Indefinite [B]Nature Type:[/B] N/A [B]Handseals:[/B] 0 [B]Description:[/B] Lured by a slab of meat, or cheese, Locke can summon a horde of infested bilge rats from the confines of his enchanted treasure chest. Anything marked with the smell of meat will be targeted by the rats, and often enough, they will seek out and attempt to devour the flesh of a man, since Locke often starves them for this purpose. [B]Weakness:[/B] Although there are thousands of rats, they are each subject to being killed by area of effect attacks, making this a limited use-ability. ==================== [B]Name of Technique:[/B] Improvised Keelhauling [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] A [B]Range:[/B] 50 feet [B]Nature Type:[/B] Water [B]Handseals:[/B] 0 [B]Description:[/B] After summoning, or obtaining a specified quantity of water or grog, Locke can riddle the stream with sharp weapons or pieces of shipwreck, before barraging his opponent. [B]Weakness:[/B]This technique is very situational, it can only be as powerful as the resources used. ==================== [B]Name of Technique:[/B] Quartermaster’s Command [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] S [B]Range:[/B] 50 feet [B]Nature Type:[/B] Lightning / Wind / Animation [B]Handseals:[/B] 0 [B]Description:[/B] Similar to the keelhauling ability, but specifically designed to control metal weapons using electromagneteism, and a touch of demonic animation. This trick allows several swords to be swung and controlled in the air at once. [B]Weakness:[/B]This requires the user have many swords, and concentration must be focused on this ability. If more than two swords are being animated, Locke will not be able to maintain or cast any other spells or tricks. ==================== [B]Name of Technique:[/B] Rig of the Rapscallion [B]Type of Jutsu:[/B] [s]Ningenjutsu[/s]Pirate Trick [B]Rank:[/B] A - S [B]Range:[/B] Indefinite [B]Nature Type:[/B] Grog [B]Handseals:[/B] 0 [B]Description:[/B] Ninjas aren’t the only ones who can make clones of themselves! Locke designed this spell after having to deal with many in battle. A couple bottles of grog are all he needs to create the rapscallion, a temporary clone of himself. This trick works just like the bushinjutsu, however differs depending on how in control Threy is. If the demon’s power is overwhelming, such as when Locke is unconscious, the rapscallion will not lose its form if stricken, but continue to reform and fight. An advanced version of this trick requires a higher volume of alcohol, allowing the rapscallion to be lit aflame, and continue fighting like that. [B]Weakness:[/B] Unlike bushinjutsu, only one clone can be active at a time, and if the rapscallion is a clone of Locke, and not Threy, it is more susceptible to defeat. ==================== [B]Name of Technique:[/B] Lightning Raid [B]Type of Jutsu:[/B] [s]Nintaijutsu[/s]Pirate Trick [B]Rank:[/B] A [B]Range:[/B] Personal [B]Nature Type:[/B] Lightning [B]Handseals:[/B] The amount. [B]Description:[/B] After tempering his body with electricity, Locke can boost his speed several times over, and keep up with swift ninjas, even in his old age! This burst of speed can double his agility, or multiply it further, depending on how much energy is put in to the trick. [B]Weakness:[/B] Maintaining a speed buff takes constant energy. Locke would be depleted and fatigued if he kept this ability up for over ten minutes at once, although he can easily get away with using it in short bursts without growing too weary. ==================== [B]Name of Technique:[/B] Typhoon Shanty [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] A [B]Range:[/B] Indefinite [B]Nature Type:[/B] Wind / Water [B]Handseals:[/B] 0 [B]Description:[/B] On the echoed wind of a battle cry, Locke will conjure the wind to his bidding, summoning forth powerful typhoons to wreak havoc on the area around him. At sea, the typhoon sucks up water and has a much more powerful physically destructive force. On land, a tornado is instead summoned, which is faster, but less fierce. Swings of his sword, and belches, help the wind gather with force. [B]Weakness:[/B] The start-up time of this trick makes it unreliable for split-second combat. Without a strong gust already in effect, this ability can take upright a minute, thus they usually require other techniques to prepare for this. ==================== [B]Name of Technique:[/B] Kill Devil, Bane of Ships and Flesh [B]Type of Jutsu:[/B] Pirate Trick [B]Rank:[/B] B [B]Range:[/B] 20-60 feet explosion radius [B]Nature Type:[/B] Fire / Grog [B]Handseals:[/B] 0 [B]Description:[/B] This trick is less magical than it is simply a weapon, however concentrating the rum and gunpowder together requires more than just dexterity, and this variant has only been seen crafted by Locke. The extract is spat out from Locke’s bowels in to a flask or bottle, and laced with gunpowder. The final concoction is a powerful explosive, fifty feet or more in diameter. [B]Weakness:[/B] Relies on the materials used in its construction. The concentration takes time to manifest in Locke’s stomach. ==================== [B]Name of Technique:[/B] Make ‘em dance the Hempen Jig [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] S [B]Range:[/B] 40 feet [B]Nature Type:[/B] Wind / Grog / Animation [B]Handseals:[/B] 0 [B]Description:[/B] This is Locke’s most powerful offensive trick using the wind all around him, and it requires that he tap in to his ‘sixth sense’ which is in truth Threy’s demonic animation. Manipulating the airspace around a target, Locke will force his victim airborne using a sneakily calculated whirlwind and physical animation. Once stricken or dazed, the target is then denied oxygen, as the wind is steadily sucked away from the storm’s eye, and spun around them violently in a tornado. The victim is thus forced to brave the cutting wind, else die of asphyxiation. [B]Weakness:[/B]Anyone with a high level control over wind magic or jutsu will be able to break free. This technique also requires steady calculation of where the opponent will be, in order to catch them at the tornado’s center. In addition to this, maintaining the technique long enough to actually kill an opponent takes a good sum of Locke’s resource. ==================== [B]Name of Technique:[/B] Gaze in to the Abyss, Davey Jones Locker [B]Type of Jutsu:[/B] [s]Ningenjutsu[/s]Demonic Possession [B]Rank:[/B] S [B]Range:[/B] 30 feet [B]Nature Type:[/B] Demonic [B]Handseals:[/B] 0 [B]Description:[/B] This technique can only be used by the demonic spirit, Threy, and requires Locke’s right eye make visual contact with an opponent’s. The demonic half of Threy’s personality will immediately attempt to possess the victim, and the result always varies. Most often, the victim will be blinded, if their spiritual power is not strong enough to resist being possessed. Mild to strong resistance will mitigate the blindness to a mild blur and headache, opponents with their own optic based magic would have a strong resistance. Exorcists, and experts in optic magic can fully ignore this powerful spell. [B]Weakness:[/B] The demon can only attempt to possess one victim at a time, and if it does, any magic involving animation that Locke attempts will be weakened greatly until the demon returns. ==================== [B]Name of Technique:[/B] Dead men tell no tales [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] A [B]Range:[/B] 30 feet [B]Nature Type:[/B] Wind [B]Handseals:[/B] 0 [B]Description:[/B] A very effective way of shutting someone up, by tapping in to the air in their lungs and forcibly sucking it right out. This trick is most effective when the target is speaking, and most easily activated when Locke takes a powerful breath in, while facing his opponent. [B]Weakness:[/B] This trick doesn’t work on enemy wind manipulators easily, and absolutely requires the target’s mouth be open. It’s effects are not continuous, however, meaning the victim can gasp for air afterwards, however it is a very effective trick to stall for time, or daze an enemy. ==================== [B]Name of Technique:[/B] Grog Blossom [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] B - S [B]Range:[/B] 30 feet [B]Nature Type:[/B] Water / Grog [B]Handseals:[/B] 0 [B]Description:[/B] Depending on the percent of alcohol in an individual, Locke can biologically attack his enemies. With one shot’s worth of any booze, steady manipulation of it within an opponent’s body allows Locke to bypass their liver, and make any man buzzed off minimal liquor. Two shots will put a man on their ass. If three shots worth are consumed, and the alcohol is Locke’s personal grog essence, he will be given the option to shred the inside of his opponent’s body using that liquid, as long as they are within range of him. [B]Weakness:[/B] Can only be used if an opponent has consumed an alcoholic beverage, or Locke’s own grog. ==================== [B]Name of Technique:[/B] Haul Wind [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] A - S [B]Range:[/B] 20-30 feet [B]Nature Type:[/B] Wind [B]Handseals:[/B] 0 [B]Description:[/B] The power of this trick varies depending on who is using it. Locke’s method uses wind currents to alter the course of projectiles, and allow him some aerial combat maneuvers, such as redirecting the course of a long jump, or giving himself temporary flight. Threy’s haul wind uses more demonic animation, allowing him a stronger grasp on projectiles or enemies in his immediate surrounding. When Threy is in control, his demonic aura expunges, testing and feeling his surroundings, at any moment he can choose a specific location to focus his wind force on, allowing him to counter pressures of a thousand pounds by sheer force alone. [B]Weakness:[/B] Locke’s variant is quite weaker, and incredible focus is required to actually manipulate or control heavier objects, or enemy spells. ==================== [B]Name of Technique:[/B] Parley with the Devil [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] S [B]Range:[/B] Indefinite [B]Nature Type:[/B] Demonic Animation [B]Handseals:[/B] 0 [B]Description:[/B] If an opponent has been visually possessed by Threy’s demon, and they do not immediately cover their eyes or force the phantom out, they will be subject to being fully possessed over time. Depending on how easy it is to take over their body, the demon will begin to tamper with their sanity, speaking glossolalia in to their mind, at first, before eventually trying to assume physical control over their body. [B]Weakness:[/B] Time is of the essence, and the full effects of a possession can take anywhere between an hour, to several weeks to fully execute. Killing Threy will subdue his phantom side until another member of Locke’s family grows of age. The only other way to handle this technique is with the help of an exorcist, or with an incredibly strong spiritual will. ==================== [B]Name of Technique:[/B] Shiver ya’ Timbers! [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] A [B]Range:[/B] 5-20 feet [B]Nature Type:[/B] Lightning [B]Handseals:[/B] 0 [B]Description:[/B] As static electricity is gathered through constant motion, air currents, and the clashing of steel, Locke has learned to harness it in the thick of battle. Most frequently applied to his swordplay, static sparks can be channeled through connecting steel weapons, targeted at conductive points, or released in a sort of electromagnetic pulse. If an opponent is struck by this static electricity, their nervous system will be shot for a split second, causing them to freeze and be stunned for the duration of that second. [B]Weakness:[/B] Inaccurate if the opponent is a wind or lightning user, or if they do not carry conductive instruments on their person. ==================== [B]Name of Technique:[/B] Embrace of Charybdis [B]Type of Jutsu:[/B] [s]Ninjutsu[/s]Pirate Trick [B]Rank:[/B] A [B]Range:[/B] 10 – 300 feet [B]Nature Type:[/B] Water [B]Handseals:[/B] 0 [B]Description:[/B] At sea, or with enough water covering the ground, Locke is able to make gravity out to be an incredibly dangerous thing. By steadily manipulating any water located under or around his target, he is able to assail them with aquatic tendrils, suck them in to a muddy prison, or drag them beneath the water to drown. If Threy’s power is most prominent, control over the water is doubled, allowing him to create whirlpools, spouts, and shaped aquatic monstrosities at will. [B]Weakness:[/B] Scenery dependant, this technique cannot be used if the entire ground isn’t covered in water, or the fight isn’t taking place at sea or on a lake. ==================== [B]Name of Technique:[/B] Ghost Ship & Crew [B]Type of Jutsu:[/B] Summoning [B]Rank:[/B] A [B]Range:[/B] Indefinite [B]Nature Type:[/B] Spirit [B]Handseals:[/B] 0 [B]Description:[/B] This technique is only usable by Threy, who manipulates many of the minor spirits under his command, most of them being the earthbound ghosts of his former crew mates. Each spectral mate will immediately search out a medium, often being an elemental resource, abusing the element to take on a shape and fight for their wicked master. Golems of earth, wraiths of echoing wind, wisps of fire, spectres made of water, and phantasms of electric energy are the five elemental minions that can be summoned. [B]Weakness:[/B] Each ally gains the strengths and weaknesses of the element they choose. ==================== [B]Name of Technique:[/B] Walk the Plank [B]Type of Jutsu:[/B] [s]Genjutsu[/s]Pirate Illusion [B]Rank:[/B] B [B]Range:[/B] 100 feet [B]Nature Type:[/B] Water [B]Handseals:[/B] 0 [B]Description:[/B] An illusion enchanted in to the mist, this technique activates if anyone dares tread too far in to Locke’s haze. Their next step after it’s activation, will lure them in to believing they fell off a cliff they did not see, and in to an ocean, with a powerful current that continuously drags them under. [B]Weakness:[/B] If an opponent avoids the mist, they avoid the technique entirely. Area of effect abilities that evaporate or blow away the mist will also remove the effects of this illusion, otherwise it is not a typical genjutsu, and cannot be ‘kai’d’ out of.[/hider]