Here ya go, guys. Some minor revisions; nothing really major, but best to read it to make sure all bases are covered.[HIDER=Ability System][color=GRAY]We'll have [color=ed1c24]SKILLS[/color], [color=ed1c24]TECHNIQUES[/color], [color=ed1c24]STATS[/color] and [color=ed1c24]PERKS[/color]. [color=ed1c24]SKILLS[/color] refer to the things your character can do. Examples would include devil fruits, fighting styles (Black Leg Style, Santoryu, Rokushiki), professions (doctor, carpenter, cartographer, and marksman), physical features either from a strange event (cyborg body, living skeleton, transplants/implants) or from being from a different race (Mink, Fishman, Giant, Three-Eye), or a named weapon/gear (Raid Suit, Climatact, Kuro Kabuto, Napoleon). This should also include any permanent advantages/disadvantages. For example, Brook being lighter than normal but not able to swim or Franky having a steel front body only. These would provide us with a general idea on your character's field of expertise and of what there are capable of doing. Now for [color=ed1c24]TECHNIQUES[/color]. I’ll be giving out points that you can use to learn specific moves based on the skills that you have. If we take Zoro as an example, his skill would be Santoryu and a technique under this would be Oni Giri. Like your skills, techniques would also scale with your stats. The only techniques you would spend points on are combat-based ones. The only exception to this is when I require you to. Using Chopper as an example, his skill would be Medicine. To administer first aid and have knowledge on human anatomy wouldn’t require points. Just take your stats into consideration, look at your character and what tier they're at, and ask yourself “Would this be viable?” I’ll hoping that I can trust your judgment, so don’t abuse it. If its creating some super-powered medicine, like the Rumble Balls, then that would definitely require a point; maybe several points but we’ll talk about that when we get there. [HIDER=Basics to Stacking]An important thing to note about techniques is that they can [color=ed1c24]STACK[/color]. Stacking is basically how you make techniques stronger or more versatile by investing more techniques on top of them. Using Luffy's [color=ORANGE]Gomu Gomu no Mi[/color], [color=PINK]Gear Second[/color], and [color=GREEN]Armament Haki[/color] as skills the techniques will be based on. [color=ORANGE]Gomu Gomu no Stamp[/color] as an example, would be the base technique. By adding a point to it, it becomes [color=ORANGE]Gomu Gomu no Stamp Gattling[/color], making it a multistrike technique. Both techniques fall under the same skill, so they remain the same color. Next we'll be adding another point to it, but will be under a new skill, which would be Luffy's Gear Second. The technique would then turn into [color=PINK]Gomu Gomu no Jet Stamp Gattling[/color], gaining whatever modifier we assign to Gear Second, be it a boost in strength, speed, or both. We could also stack Gear Second to the base technique, creating [color=PINK]Gomu Gomu no Jet Stamp[/color]. Then by stacking another point, this time from Armament Haki, it becomes [color=GREEN]Gomu Gomu no Hawk Stamp[/color], [b]Example:[/b][INDENT][color=ORANGE]Gomu Gomu no Stamp[/color] [color=ORANGE]Gomu Gomu no Stamp Gatling[/color] [color=PINK]Gomu Gomu no Jet Stamp Gatling[/color] [color=PINK]Gomu Gomu no Jet Stamp[/color] [color=GREEN]Gomu Gomu no Hawk Stamp[/color][/INDENT] Basically, stacking makes it easier to understand the technique better. Even if you don't stack on a technique, something simple as a Gomu Gomu no Pistol would get stronger over time as stat points are increased. [/HIDER] [color=ed1c24]STATS[/color] are pretty simple, so I’ll just list them down along with a brief description of each and a tier list. If you have any questions, feel free to ask. [Hider=Stats][LIST][*][color=ed1c24]Strength (STR)[/color] is how much force your body can exert. A measure of your character’s physical force. Basically how much they can lift, carry, how much their blows hurt, etc. [*][color=ed1c24]Agility (AGI)[/color] is a measure of a character’s running speed and reflexes. It determines how easily one can dodge and how fast they can cover a distance. Heavily investing on agility alone does not transfer to incredible speed in combat. Performing intricate movements at high speeds becomes increasingly difficult the faster you move. A good example would be Kuro and his movement ability as he was unable to discern friend from foe. A refined version of this would be Rokushiki's Soru; to pull this off, a significant level of Perception is required as well. [*][color=ed1c24]Perception (PER)[/color] dictates your character’s observational ability and accuracy. This determines how much detail they can make out and how good they are at managing to land a blow, whether that be their quirk, a weapon, or even a simple punch. [*][color=ed1c24]Durability (DUR)[/color] dictates how tough and resistant to damage your character is. This determines how much punishment a character can take and how much pain they can willingly ignore. [*][color=ed1c24]Willpower (WIL)[/color] refers to focus, concentration, defense against mental attacks, and how long you can last despite exhaustion. However, unlike the other four stats, Will cannot have points put directly into it. Instead it is a number equal to the average of your other four stats. This means your Will shall naturally increase as your other stats do. Also, always round down.[/LIST][/Hider] [HIDER=Tier List][INDENT][color=GRAY]Will only be releasing information on [color=ed1c24]Tier 1[/color] to [color=ed1c24]Tier 6[/color]. Once we start bypassing Tier 6, I'll include the values and corresponding descriptions for [color=ed1c24]Tier 7[/color] to [color=ed1c24]Tier 10[/color].[/color][HIDER=TIER 1 (5-10)][LIST][*][color=ed1c24]Strength:[/color] The strength level you would expect from an average teenager. Maybe 20 push ups is their limit. [*][color=ed1c24]Agility:[/color] Average agility of a teenager. They can run a mile in under 5 minutes and can dodge most large projectiles fairly well. [*][color=ed1c24]Perception:[/color] Pretty average senses for a young person, being able to make out any color in an area and most writing on a wall. [*][color=ed1c24]Durability:[/color] About average for a teenager. They can take a decent beating before they need medical attention. [/LIST][/HIDER] [HIDER=TIER 2 (11-20)][LIST][*][color=ed1c24]Strength:[/color] Someone who regularly engages in physical fitness. They can lift slightly above their own body weight. [*][color=ed1c24]Agility:[/color] Someone who regularly exercises and likely does some form of martial arts to know evasive maneuvers In a race, they definitely wouldn’t be near the bottom of the pack. [*][color=ed1c24]Perception:[/color] Someone who has perfect 20/20 vision or maybe even a little better. With effort they could pick someone out from a crowd by their face. They can probably see just a little further than average as well. [*][color=ed1c24]Durability:[/color] Someone who’s pretty good at tolerating pain, likely from experience. They’ve probably been in a couple fights during their lifetime. [/LIST][/HIDER] [HIDER=TIER 3 (21-30)][LIST][*][color=ed1c24]Strength:[/color] Someone who can lift all but the heaviest of objects. They could enter a deadlift contest and place fairly well. [*][color=ed1c24]Agility:[/color] Someone who could be considered an Olympic level runner. They have World Class reflexes, likely being one of those people who could speed run an obstacle course. [*][color=ed1c24]Perception:[/color] At this rank, you’re considered a marksman. You could enter most shooting contests and place fairly well, and it would be incredibly hard for you to lose sight of a target. [*][color=ed1c24]Durability:[/color] As durable as one would expect from a trained martial artist. This is someone who can definitely tolerate pain without wincing and can withstand a lot of it. [/LIST][/HIDER] [HIDER=TIER 4 (31-40)][LIST][*][color=ed1c24]Strength:[/color] Someone's who’s as strong as a normal human can naturally be. They can probably pull a car with enough effort. [*][color=ed1c24]Agility:[/color] As fast and as evasive as possible for normal humans. This is someone who could sprint 100 meters in around ten seconds. They can with practice probably pull off any parkour trick you can think of. [*][color=ed1c24]Perception:[/color] You have the most developed senses that a human can have. Your accuracy is like that of a military marksman, able to hit a moving target from a about fifty meters out. You can also easily discern several details with just a single sense. [*][color=ed1c24]Durability:[/color] As durable as a normal human could be, probably able to handle being in a car crash and still get up the next morning if nothing’s broken. Pain will subside as long as it’s nothing too serious, but don’t let your resilience allow you to cause permanent harm to your body. [/LIST][/HIDER] [HIDER=TIER 5 (41-60)][LIST][*][color=ed1c24]Strength:[/color] Strength at this point begins entering the point of Superhuman. Breaking bones feels like snapping a tree branch. [*][color=ed1c24]Agility:[/color] At this speed, you can keep up with most cars on a freeway. Your reaction speed is slightly higher than a human would be normally. [*][color=ed1c24]Perception:[/color] Your perceptive abilities are a cut above normal humans. You can notice a slightly wider variety of colors, slightly harder to hear sounds, and pick up on very faint movements. [*][color=ed1c24]Durability:[/color] Physically, your durability is a cut above the average human. At most your body seems to handle damage the same as anyone else, but your body will take less damage from things like average strength punches. [/LIST][/HIDER] [HIDER=TIER 6 (61-85)][LIST][*][color=ed1c24]Strength:[/color] Strong enough to lift a small elephant, you can smash through stone as if it were styrofoam. [*][color=ed1c24]Agility:[/color] Arrows can be dodged, even from extremely close range. You can manage to keep pace with the fastest of land animals. [*][color=ed1c24]Perception:[/color] Objects that are coming towards you may feel as if they’re moving slightly slower than they normally are. Your senses are slightly more akin to an animal’s, being able to track something by smell alone. [*][color=ed1c24]Durability:[/color] Blunt blows that would be fatal to normal humans could probably withstood with only a marginal degree of pain. [/LIST][/HIDER] [/INDENT][/HIDER] [color=ed1c24]PERKS[/color] are the bonuses every character gets when they become proficient at something or have the background to support it, and are based on their abilities in general. Aside from being bonuses, think of them as rewards for achieving certain milestones in the story, be it an epic victory or stacking up a lot of stat points. [/color][/HIDER] [hr][hr] I'll edit the sheets (fixing coding errors or casing inconsistencies) and will include your character's perk(s). Please use these sheets for your character tab posts. Will be giving 1-2 perks to each character btw. [@GreenGoat] Just changed the color to SCIENCE and the techniques since all of them were under the Helios Engine. Perks are based on Science-y background and the Helios Engine. [Hider][center][img]https://i.imgur.com/Eu4wzEP.jpg[/img][/center] [color=00aeef]Name:[/color] Elizabeth Almeria Nu Delrouge Blementacia [color=00aeef]Age:[/color] 22 [color=00aeef]Gender:[/color] Female [color=00aeef]Race: [/color] Human (Cyborg) [color=00aeef]Rank:[/color] Ensign [color=00aeef]Appearance:[/color] She stands at about 152cm tall, weighting in at 45kg. [color=00aeef]Personality: [/color]A bright cheerful looking lass that nonetheless was slightly unnerving due to how hopping mad she was. While utterly obsessed with making machines, she can and will try to experiment on other living things if she has the chance, usually with their consent. Though consent in her mind seemed to be broader than what most would normally think of, including being asleep, being unconscious or even just taking her hand. [color=00aeef]Background:[/color] An odd girl who claimed to be from nobility from far far away, Elizabeth did not join the Marines so much as she forced her way in. As she claimed, she was from a far away noble family, raised with love, with everything she could ever wanted. But she wanted to explore the world, so after smashing up her father's study and 'accidentally' destroying half a town with a prototype robot she was trying to make, she was told to go explore the world. Without any money. Or any transport. And thus she was there to join the Marines, to offer them her expertise in SCIENCE as well as her other abilities, though her own physical abilities weren't anything to write home about. It didn't hurt that she'd be getting food and money too, which certainly wasn't her main goal, because she definitely had everything she needed on her journey around the world. [color=00aeef]Skills:[/color] [b][color=c4df9b]Helios Engine[/color][/b] An odd ability that allows her to absorbs energy from any sort of attack or damage on her, as well as drawing out slightly more energy from the source of the attack for every hit. It also allows her to use the engine to make jets of flames from any part of her body. With her own energy, she can probably make a small candle flame. And thats it. The skill doesn't nullify anything, but simply absorbs energy from attacks as well as a little bit more from the attacker. While it can absorb as much as she can take before her body breaks, it also doesn't keep energy for long, automatically going empty in 30 minutes if it doesn't receive any more energy in that time period. It seemed oddly fitting her skill was an engine that started by kicking it. [b][color=fff79a]SCIENCE[/color][/b] Or rather, some odd mishmash of pseudo-scientific quantum theory and gibberish that somehow works. Like spaghetti code that still works but no one can figure out what the heck is going on. Tends to malfunction, do extra unwanted things, but she often considers them as bonus features instead. Never let her operate on someone. [color=00aeef]Techniques:[/color] [color=c4df9b]Helios Engine - Start[/color] Starts up the engine, allowing her to use the energy stored to strengthen her abilities. >[color=c4df9b]Helios Engine - Ignition[/color] Fires off a jet of flames. >[color=c4df9b]Helios Engine - Thrust Ignition[/color] With more advanced control, she can fire off four at once, in a more constant stream. >[color=c4df9b]Helios Engine - Jetter Boost[/color] Fires off an explosive jet(of flames). [color=00aeef]Stats:[/color] [INDENT][b]STR:[/b] 5 [b]AGI:[/b] 5 [b]PER:[/b] 15 [b]DUR:[/b] 25 [b]WIL:[/b] 12 [/INDENT] [color=00aeef]Perks:[/color] [LIST][*][b]Heatproof:[/b] The presence of the Helios Engine allowed Elizabeth to dabble with flames for far too much, allowing her too withstand heat a lot more than others. Its more basically tolerance/resistance to high temperature rather than immunity though. [*][b]MacGyver:[/b] Given enough parts and time, Elizabeth is able to create the strangest inventions. They're more strange than amazing, but they certainly get the job done.[/LIST] [color=00aeef]Inventory:[/color] A small flotation device with a small turbine on it, shaped like a donut with a miniature engine on it.[/hider] [@Rai] Nothing much to edit, just fixed a few spacing concerns. Perks are based of fighting style and background as a slave. [hider=Aela][center][youtube]https://www.youtube.com/watch?v=JAvWu6pILKk[/youtube] [hider=X][img]https://cdn.discordapp.com/attachments/316675677103325186/552370936527978520/Aelithia2.0.png[/img] [i]6 feet and seven inches tall. She holds herself in high regard as she stands with heals on giving her a few more inches of height.[/i][/hider][/center] [color=ad2a24]Name:[/color] Aelithia the Candor [color=ad2a24]Age:[/color] 27 [color=ad2a24]Gender:[/color] Female [color=ad2a24] Race: [/color] Human - Horned Tribe [color=ad2a24]Rank:[/color] Mercenary Corp - Rookie [color=ad2a24]Personality: [/color] Aela enjoys relaxing and being as lazy as possible. She is very similar to a cat, or at times a bear given her mean streak. She does wild things when intoxicated and seeks thrills often enough where her skills are tested. She has a independent personality. Always thinking of a way out, mostly to save herself. She does enjoy dominating and will at times ignore others feelings making her a hard sell as a team player. She also has a tendency to be over confident. [color=ad2a24]Background:[/color] Her tribe was sought after for their rare horns one day by pirates who were trophy hunters. She was taken as a slave along with her younger brother. While working as a slave she learned of the shadow skill. A mysterious woman had told her about it. Not soon after this woman broke her and many others free from the slaves. Though she was not interested in joining the marines she suggested Aela to do so. But first she needed to be strong in this new terrible world. So she trained Aela and her brother in the shadow skill. After several years of training Aela and her brother set out on their own adventures to see their goals accomplished. Aela to the Marines and her brother joined pirates dedicated to freeing slaves from other pirates or countries. [color=ad2a24]Skills:[/color] [color=steelblue]Shadow Skill Practitioner:[/color] A form of combat where the user uses mostly kicks with devastating power. Created by ex-slaves whose hands were bound. Aelithia is proficient in this combat style. When fully immersed in the shadow skill she does away with all of her restrictions in the face of death allowing her to push on beyond her limits when faced with dire situations. [color=lightgreen]Gunslinger:[/color] Having a decent knowledge of projectiles she knows the inner workings of pistols and rifles. She also has years of practice with aiming and firing these weapons from short and long range. She has practiced the speed of drawing the weapon for years also. [color=ad2a24]Techniques:[/color] [color=steelblue]Shadow Skill - Blade kick:[/color] With a whip like strike her legs can cut flesh like a blade and her heels can even allow her to parry blades. [color=steelblue]Shadow Skill - Tornado Kick:[/color] While spinning on her hands she can form a tornado around her that delivers a flurry of kicks. [color=lightgreen]Quick Draw McGraw:[/color] Aela can slip out her pistol with speed and ease. Very similar to a gunslinger. [color=lightgreen]Quick Reload:[/color] Capable of reloading with swift speed she doesn't have an issue when it comes to continuous firing other than ammo. [color=ad2a24]Stats:[/color] [INDENT][b]STR:[/b] 15 [b]AGI:[/b] 13 [b]PER:[/b] 11 [b]DUR:[/b] 11 [b]WIL:[/b] 12 [/INDENT] [color=ad2a24]Perks:[/color][LIST] [*][b]Perseverance:[/b] Learned through experience, Aela knew all to well what it meant to persevere. When faced with pain and fatigue, she always finds a way to keep her composure and push through. [*][b]Legs:[/b] Although far from being the epitome of finesse, Aela's well trained legs allow her to push off from surfaces faster, leading to quicker dashes, higher jumps, and longer leaps.[/LIST] [color=ad2a24]Inventory:[/color] [LIST][*]Flintlock Pistol [*]Musket Rifle [*]Dagger [*]Medicinal herbs [*]Fire Tribe Attire - Never wanting to wear anything else Aela has an outfit made from her people. It resists fire a fair deal and is durable.[/LIST][/hider] [@SubjectVision]Just corrected a few typos and removed the fencing under techniques. Since you color coded it, there was no need. Perks are based on fencing prowess.[hider=Aria d'Oregon] [color=466FC1]Name:[/color] Aria d'Oregon, Aria de Graaf (Real Name) [color=466FC1]Age:[/color] 23 [color=466FC1]Gender:[/color] Female [color=466FC1]Race: [/color] Human [color=466FC1]Rank:[/color] Ensign (Naval Military) [hider=Appearance][img]https://cdn.discordapp.com/attachments/404235996381839363/552780761884000277/jericho_girls_frontline_drawn_by_kyjsogom__sample-cc2c608de54da5bc5da826cd4fc6445e.jpg[/img] Standing at around 171 centimeters and weighing around 65 kilograms, Aria's most notable features are her bright, violet eyes, rather similar to a pair of amethysts. She also has a penchant for wearing clothes that can easily flutter by the wind.[/hider] [color=466FC1]Personality:[/color] Quiet and prideful, Aria often keeps to herself as she prefers to listen to others before giving her input, often aiming to make her word the last, definite conclusion of a conversation. She's also got a very strong yet old fashioned sense of justice, following the old school of "Absolute Justice" that reigned the previous Marine echelons as the core of her beliefs and basis of her actions. She's not without mercy, however, and believes that people can redeem themselves, one of the reasons she tolerates the Mercenary Corps. More often than not, Aria opts to look at the larger picture over the situation that's at hand, and she favors longer term solutions towards conflicts, which can lead to her being ruthless and cruel at times for the sake of her plans. However, she has a weak spot towards those that are subjugated by much stronger people and will go out of her way to try and right the situation. [color=466FC1]Background:[/color] Aria's birthplace was an archipelago in the North Blue that was officially ruled by a council of the rulers of the major settlements of these islands and unofficially by a veteran marine-turned-pirate lord, Vincent de Graaf, whose fleet served both as a threat and protection to the settlements. The Council had struck a deal with this man in order to ensure that he wouldn't assault the trading routes of these islands: They'll give him a share of all profits made by commerce between the islands and his ships would patrol the waters to "ensure nothing bad happened". His presence was enough to deter other pirates from endangering the commerce of the archipelago, but this had effectively turned de Graaf and his crew into the greatest noble family of the whole archipelago as their safety depended on him. And he knew that. One fateful day, captain de Graaf decided to cement his status as the de-facto ruler within these islands and sailed with a ship loaded with his best sea dogs in order to barge into the house of all the members of the Council and make a demand to the local ruling family. A single demand that, if it were not met, would mean that the entire town would be razed to the ground. And as such, he got what he wanted and, as such, Aria was conceived. The news were scandalous yet everyone kept their heads low as the regents raised these bastard kids as their one. Some of them were treated with disdain whilst others were forgiven as the sins of the father aren't those of the son. Aria formed part of the former group, she could feel the scorn and hatred to her very existence since she was a kid and she learnt why her last name wasn't that of her father, the only person who tried to understand and raise her after her mother committed suicide. He used whichever funds he could to help raise the girl as best as he could whilst avoiding de Graaf of exerting his influence over her upbringing. So, when Aria heard that the Marines were being reborn by the hands of the legendary Black Leg and the Pirate Hunter, he obliged her request of sending her there. Then, maybe, she'd be able to return with the might of the fleet and bring justice to the archipelago. [color=466FC1]Skills:[/color] [INDENT][color=aaaadf]Fencing (Cane):[/color] Aria is a skilled fencer, having practiced under tutors before joining the marines. This comes to shine, however, when she's able to show how she adapted it to use with her cane to disarm and reduce criminals without killing them. It's meant to whittle down her opponents with as little effort is possible until they make a mistake, on which she'd immediately capitalizes to deliver a final blow. [color=00aeef]Naval Logistics:[/color] Due to the place and position she was born into, Aria had to have an understanding of trade routes, supply lines and the different kinds of ships. Whilst it's still limited, the basics of it are there to be developed in the future.[/INDENT] [color=466FC1]Techniques:[/color] [INDENT][color=aaaadf]Sicilian Riposte:[/color] Aria quickly deflects an incoming attack and delivers a quick thrust with the tip of her cane towards the shoulder or the hip. It's a strike meant to destabilize her opponent and open them up for other strikes. [color=aaaadf]Queen's Lunge:[/color] Taking advantage of an opening, Aria delivers several strikes with her weapon towards the chest of her rival, aiming to daze them and open them up for finishing strikes. [color=aaaadf]Coup de Grace - Back-rank:[/color] Often delivered when she manages to get behind her opponent, she starts striking mercilessly against her opponent's back with a flurry of precise thrusts and swipes of her weapon, focusing on the upper torso and aiming to finally subdue them. [color=aaaadf]Coup de Grace - Boden:[/color] By creating an opening for her opponent to take, Aria aims to create a situation where she'd dodge a strong attack, an evasive maneuver combined with an ambitious and powerful lunge aiming for her opponents head. If done correctly, the strength of the strike is enough to knock her rival down for the count.[/INDENT] [color=466FC1]Stats:[/color] [INDENT][b]STR:[/b] 8 [b]AGI:[/b] 15 [b]PER:[/b] 19 [b]DUR:[/b] 8 [b]WIL:[/b] 12[/INDENT] [color=466FC1]Perks:[/color][LIST][*][b]Footsie:[/b] Aria's footwork is precise and efficient. Getting around and between enemies is part of is simply part of her kit. [*][b]Pinpoint:[/b] What she lacks in brute strength, Aria makes up for in accurate and well-placed strikes.[/LIST] [color=466FC1]Inventory:[/color] [INDENT][color=dddddd]Cane:[/color] A strong, metal cane that's about 90 cm long. It's a souvenir from her father, and as such she's reluctant to part ways with it. [/INDENT][/hider] [@Saltwater Thief] I don't think I edited anything. Perks are based on high agility and background as a martial artist.[hider][center][img]https://i.imgur.com/dZRiB3h.jpg[/img][/center] [color=00aeef]Name:[/color] Kurena [color=00aeef]Age:[/color] 18 [color=00aeef]Gender:[/color] Female [color=00aeef] Race: [/color] Standard Human [color=00aeef]Rank:[/color] Apprentice (Mercenary Corps) [color=00aeef]Appearance:[/color] Stands 5'10" and 145 lbs. Her Merc Corps bandanna is used to tie her hair up. [color=00aeef]Personality:[/color] Kurena is a spirited young girl who loves nothing more than facing a challenge. She's very much a go-getter, and once she decides she's going to do something few, if any people can dissuade her from it. She's not the vengeful sort, nor does she believe all that strongly in the concept of Justice, but she does firmly believe that those who are strong have a duty to protect those who are not. This has caused her to idolize some of the fabled pirates from the Golden and Silver Ages to a degree, and certainly puts her at odds with the pirates of the current age. [color=00aeef]Background:[/color] Kurena never knew her parents. She was raised on an island in the East Blue called Monastery Island, governed by warrior monks who invited any to join them in pursuit of physical fitness and learn their martial art. Having nowhere else to go, she grew and learned under the tutelage of one of the senseis, who treated her like his own daughter. When she turned 15 she was permitted to begin training to master the Monastery's secret techniques- the Kamiken art forms. It took her the better part of three years to begin to grasp the concepts and begin to understand the techniques, but eventually she began to thrive on it. She only managed to properly use two of the five basic techniques, but her sensei assured her that she knew all of them, plus many of their advanced forms; she merely needed to bring her body into sync with her soul to perform them, and that would come with time. That time would have to come at a later date, however, because not long after Monastery Island came under attack by a vicious gang of pirates. Under normal circumstances such things were little cause for concern; the instructors typically proved more than capable of fending off any would-be attackers. But these pirates were much stronger and vicious, and it was all the monks could do to keep as many students and residents alive as they could. The monastery itself was in shambles, and her home was destroyed. While everybody else went to find a new home, however, Kurena took a small boat and set sail for a different locale; the new Marineford. Men like that had to be stopped, and if her skills could aid that, who was she to not do so? [color=00aeef]Skills:[/color] [color=ed1c24]Kamiken:[/color] Martial art taught on Monastery Island where Karena was raised, it revolves around specific techniques inspired by the 5 elements (Fire, Water, Earth, Air, Lightning). Similar to, and said to be a rival of, Rokushiki. [color=fff200]Biri-Biri no Mi:[/color] A Paramecia-type that Kurena ate thinking it was an ordinary tropical fruit. It gives her the ability to generate and discharge electrical energy in and from her body, which she can use to add a shocking new force to her attacks. [color=00aeef]Techniques:[/color] [color=ed1c24]Fire-[/color] A basic technique of the Kamiken, the user throws a punching attack with explosive force. [indent][color=fff200]Discharge; Burning Thunder-[/color] Kurena coats her fist with stored electricity that is unleashed when she makes contact, increasing damage and possibly stunning her target.[/indent] [color=ed1c24]Air-[/color] A basic technique of the Kamiken, the user dashes at high speeds to cover distances very quickly. [indent][color=fff200]Discharge; Electric Wraith-[/color] Kurena charges her body with electricity and unleashes it as she dashes with Air, electrocuting opponents as she passes by.[/indent] [color=00aeef]Stats:[/color] [INDENT][b]STR:[/b] 11 [b]AGI:[/b] 21 [b]PER:[/b] 10 [b]DUR:[/b] 8 [b]WIL:[/b] 12[/INDENT] [color=00aeef]Perks:[/color][LIST][*][b]Perseverance:[/b] Harsh training was always part of Kurena's life; and what came with it was the need to simply carry on. When faced with pain and fatigue, she always finds a way to keep her composure and push through. [*][b]Acrobatic:[/b] Tumbling, turning, flipping, and the like require minimal effort from Kurena.[/LIST] [color=00aeef]Inventory:[/color] A pair of thick leather gloves that she wears to help protect her hands.[/hider] [@Solotros]Just fixed a few spacing errors. Assigned colors to your skills and techniques; you can change them to ones that you prefer. Removed Shipwrecking Punch. I thought about it and decided that you can start with your four original karate moves. Kinda messed up there. My bad. Perks are based on Fishman physiology and shipwright background. Kinda stumped right now, so if you can think of a better shipwright perk, I'm all ears. Also, the bonus I thought of for Fishmen, instead of starting at Strength and Durability of 5, they start at 11. So that's a total of 12 more points. Won't allow you to redistribute your stats now.[hider=Cedric] [color=00aeef]Name:[/color] Cedric [color=00aeef]Age:[/color] 26 [color=00aeef]Gender:[/color] Male [color=00aeef]Race: [/color] Sturgeon Fishman [color=00aeef]Rank:[/color] Ensign (Naval Military) [hider=Appearance][img]https://safebooru.org//images/1580/a3fe736b71a89602ac0329a4cd6e8c08ecb9707c.png?1654707[/img] Cedric stands at 190.5cm and weighs 100kg. He doesn’t actually wear the necklace in the photo.[/hider] [color=00aeef]Personality: [/color] Between the years he spent training with his father followed by immediately falling into work as hired muscle, Cedric’s personality became that of strict discipline. This was very apparent during his first few years as an adult, though the time he was under contract with Leo softened it a bit. He can appreciate humor, however cracking a joke himself is rare, and understands that periods of rest can be beneficial. [color=00aeef]Background:[/color] Cedric’s early life was relatively uneventful. From a young age his father began training him the martial art style known as Fish-Man Karate. This training consumed his life for several years. He and his father would start before the sun fully rose over the horizon and wouldn’t finish until it had already set. Free time was a luxury only given once a week. Rather than use this time to relax Cedric instead took to the sea on these days, spending hours exploring the ocean surrounding their home. His training with his father ended when he turned 18, not because he had mastered the fighting style but because his father believed that the only way for Cedric to continue to improve would be to go out on his own and get practical experience with it. They did not simply kick him out, instead they asked one of their close friends to provide Cedric with transportation to a larger town. Upon his arrival he began taking on any jobs he could find, most of which involved acting as protection for merchants due to the highly dangerous nature of the oceans. He spent four years working as hired muscle for various ships, which typically were just for one time gigs. However by the time he was 22 he had started making a name for himself as reliable protection and was approached for an unusual job, at least for him. The first oddity was the fact that the man requesting him was a human merchant, up until this point he had been working exclusively for other Fish-Men. His potential employer though didn’t seem to care what his race was, just that he was efficient. The second unique aspect was that he was being asked on for a long term contract. He would act as a bodyguard for Leo and his supplies for a period of one year and at the end could decide if he wanted to renew the deal. In total Cedric spent a little under four years sailing with Leo, in which time the two had become friends. For a while he actually had been harboring the idea of simply staying indefinitely. It gave him plenty of opportunities to gain more experience in using his fighting style in live combat and the pay was much more than he had been earning before. This all changed when he caught wind of the fact that the Marines were recruiting, anyone and everyone that they could. He simply could not pass up the chance as he knew that it would serve as the perfect means of testing how far he had come. Leo even allowed him out of his contract early, though to be fair Cedric paid him a substantial fee for the inconvenience. He then made his way to Marineford to sign up. [color=00aeef]Skills:[/color] [color=00a99d]Fish-Man Karate[/color] - A martial art that is practiced by certain skilled members of the Fish-Man race. While deadly enough on land, Fish-Man Karate has a number of devastating underwater moves designed to be suitable with the Fish-Man strength and speed along with the mobility that goes while under water and, in some cases, a fish-man's personal adaptation (fins, teeth, etc.). [color=00a651]Shipwright[/color] - While sailing with Leo it was suggested to Cedric that he apprentice under the shipwright during his downtime. He was completely onboard with this idea as it gave him something to do rather than waste time. With his disciplined attitude he took quickly to the craft. With nearly four years spent helping fix the ship he has become adept at the art. [color=00aeef]Techniques:[/color] [color=00a99d]Hundred Brick Fist[/color]- A hard punch that can send an opponent flying. It is said that it is strong enough that it can break through 100 bricks. [color=00a99d]Forearm Sledge[/color] - Cedric twists and slams his forearm into the back of his opponents neck. [color=00a99d]Backfoot Jawbreaker[/color] - Usually done underwater, an inner-sole kick to the opponent's chin. [color=00aeef]Stats:[/color] [INDENT][b]STR:[/b] 27 [b]AGI:[/b] 5 [b]PER:[/b] 13 [b]DUR:[/b] 17 [b]WIL:[/b] 15 [/INDENT] [color=00aeef]Perks:[/color][LIST][*][b]Waterborne:[/b] As a Fishman, Cedrics moves faster when submerged; his movements are not just unrestricted, but are enhance as well. [*][b]Quick Fix:[/b] Speedy repairs and fixing up ships in a short amount of time is Cedric's bread and butter.[/LIST] [color=00aeef]Inventory:[/color] As of the moment, nothing. [/hider] I'm done for the night.