Hello. For anyone perking an eyebrow, my old username was Wind.
Yes, I'm still a horrible human being. The assassins all failed.
I'll be joining the ranked list soon enough, hopefully. Yoshua and I have agreed to clash, for my first battle in this new season. Soooo - yeah. Yep. Mhm. I'm assuming the judge will be Innue, and the battleground will be beautiful. Good luck! Actually never mind.
-KG's illusion is like a sculpting ability. He can sculpt the water in to something, and make it look like that - but not make it work like that. -Divide - Has a weak spot that I'll add to the bio. -Adamant - It enchants an object, but is limited to based on material, it should be able to be written on anything - including items stronger than adamant. -Ignorance is Bliss - There are roughly 5-10 runes I didn't add cause their effects are only seen in idioms. I just removed 'love' cause its effects are... weird. 'Path' is another rune only seen in idioms. -Time-Space Paradox - Bigger rune = more energy to make. Also added estimates. -Nowhere of Importance - Bigger rune = more energy, again. Also added a common weakness to all runes, limiting durability. -Fountain of Youth - Obviously not the death of its user, however it should be able to save a life. This depends on a spiritual complex, and if the spirit would've moved on or not, I guess? For reviving the dead, I could add a smaller timeframe of use. -Donning the Silver Armour - Not stated as being indestructible. -Behemoth - Yes it's alive, though composed of mostly earthen substances.
Name: Myrowyn Nickname/Alias: Kikan Motooru Gender: Male Age: 28 Age Appearance: 25 Sexuality: Heterosexual.
Village: Land of Bears Birthplace: Tasogare
Organization: N/A Clan/Kekkei Genkai (or hiden): Dam of the Silver River
Rank: S Position: Missing-Nin Chakra Nature: Water & Earth
History: Hailing from the far-away land of Tasogare, amidst endless forests in the land of bears, Myrowyn is what you’d call a travelling storyteller. Never satisfied with what he has, the young scribe chose his destiny, to travel far and wide, in order to obtain the greatest story ever! Regardless of this epic quest, the young man’s past is as inspiring and unique as they come, as it should be for someone who has crossed the greatest deserts, and hiked across the most dangerous badlands. Ask him any question about his past, and he’ll hold your ears hostage for a while. Since current maps do not detail the location of his village, many people assume the storyteller is a spy or liar, thus travelling throughout the shinobi lands has been a dangerous trek so far. His customs were always odd to foreigners, and everyone is a foreigner to Myrowyn. Regardless, as one of the last remaining ancestors of the ancient Dam Architects, this scribe has the necessary skills to survive in the shinobi world.
At an early age, Myrowyn would be pushed towards the legacy of his forefathers, to build and engineer aqueducts and more dams to further manipulate the powers of the mystical Silver River. Up until his mid-teens he even accepted this as his destiny, allowing himself to be marked by the ancestral tattoos, and taught the ways of rune lore. Unfortunately for his family, who were very pushing with their beliefs, Myrowyn lost interest in the endless construction of buildings, half of which were meant for military fortification, which seemed unimportant in a land not stricken by war in decades. There was no painful past or conflict that would lead to the scribe’s departure, he simply grew bored of the world he lived in, and wanted more out of it. Fleeing his hometown was a simple task, and Myrowyn found himself lost in a fast world. Wandering the great deserts, hiking tall mountains, foraging through dense forests, everything a sheltered boy found difficult, Myrowyn adapted himself to. Finally the boy could call himself independent, he could call himself a man.
By his mid-twenties, Myrowyn could say he travelled through every major country in the East. Since he was named after an old rune phrase, he used the alias 'Kikan, Motooru' to blend in better. He learned to lie and lead the mind astray through story and imagination, often infiltrating villages on the premise that he had business, that he was but a simple merchant, or that he was indeed an ally. His illusory capabilities always came in handy, and his incredible knack for craftsmanship and enchanting made his wares a high demand in most military countries. Of course, there would be the occasional assassin, his fame and infamy across the land wavered, and he made most of his money as an arms, and arts dealer.
Nowadays, Myrowyn’s true calling is to expand his knowledge of rune lore, whilst collecting tales and legends from across the land in his book of stories.
Personality: A poetic and adventurous soul, always ready to hear out the old man’s story, or accept the strange woman’s quest. Myrowyn is a good hearted young man, who values individual freedom and beauty above all other things. His weakness for beauty women is only compensated by his analytic eyes, and a knack for scouting out the inner motives of other people. He is frugal, and a very difficult person to swindle or dissuade, especially when dealing with business matters. Often enough, Myrowyn can be seen as an eccentric habitualist, always hiding his nose behind a hardback book, scribbling doodles, or reciting weird, and often times irrelevant quotations he might have heard in the past. All jokes aside, he might seem weird or whimsical at first, however his impression is often his shell, as he is as cunning and thoughtful as any ninja, or hero, and strong enough to handle his problems like one; though if you were to confront him, he’d lead you to believe that he’s quite the pacifist, but that’s only half true. An odd weakness of Myron's is his Stendhal syndrome, which activates whenever he gazes upon something he finds truly beautiful, in such presence his heartrate increases drastically, and if left unchecked it can send him in to a daze.
Base Weapons & Items: Ink Vials (x20) (6 of which are enchanted to hold over 10 gallons) Deck of Cards (Various have pre-written combat runes on them.)
Specialized Weapons & Items:
Name of Weapon or Item: Witchwing
Description: A long black feather, plucked from the wing of a transformed witch. Myrowyn has enchanted the quill to work like a makeshift wand. This ink quill is used to write all of Myrowyn’s runes, and can be used to unlock sealed runs from a distance. Losing this quill will likely halve the scribe’s writing speed.
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Name of Weapon or Item: Runic Tome
Description: A book with many different runes written within its bindings, many of which are theories, or information pertaining to different kinds of seals, glyphs, and marks. The tome is how Myrowyn figures out new idioms, and it includes writing styles and ancient texts from many cultures, allowing the scribe a chance at decoding or copying unique runes and seals.
Special Traits Extremely quick reaction & combat analyzing speed. Average level martial prowess. Below average level physical strength and durability. Above average chakra pool. Extremely skilled at zoning and controlling areas. Extremely dextrous and clever with spells. Morally biased. (Neutral good) Stendhal syndrome episodes.
Name of Kekkei Genkai/Hiden/Kekkei Tota: Dam of the Silver River
Clan: Thought to be a place of myth, the Silver River is a stream said to have fed the roots of the god tree at some time, its lush shining water is a wonder of the natural and magical worlds. The Dam is a manmade construct, built by ancient architects who would go on to harvest and manipulate the river’s immense power. Powerful seals were carved in to the dam, allowing the architects to better study, extract, and transport the silver stream to other locations. The builders would form several clans that would carry on the duties of maintaining the dam, however over hundreds of thousands of years, knowledge and use of the dam became sparse. Nowadays, Myrowyn is one of the few, if the only man to know the location to one dam, however it is not the original.
Description: Seals are the cogwheel, switch, and lever to the Silver River Dam. The essence of the river can be extracted in many forms, such as a mist, or a stream of flowing reflective water. Elementally, the liquid is water of a purer state, infused with the spirit of life, a blessing from the god tree. This silver essence in its core state can be used to supplement chakra resources, when spending them on creation magic. When using the silver river instead of one’s own spiritual energy, any spells used will be much weaker. Generally, the first unlockable use of the river is a ‘quantity over quality’ resource boost. The second stage of usage, comes in the form of invisible tattoos marking the entire body of an individual, often written when they reach the ripe age of twelve, it grows with them. Each ancestry line dating back to the original architects detail a different set of markings, and thus different powers, Myrowyn’s are ingraved in to his back, both of his hands, and lastly his eyelids. In to the very marrow of his spine, runic magic infuse the silver essence in to his body, allowing him to manipulate the stream as if it were an extremity, as long as it is connected to his spine. Several points on Myrowyn’s back are portal access runes, which pour silver jets of water out when unlocked. Along his arms, seals describe the process of growth, and life, and allow him to fuse his silver essence with anything that will absorb it. An example is forming glossy mud out of silver essence and dirt, the mud is physically more durable than the water, the mud can be controlled just like silver water, but with a bit of effort. Lastly, the cross-air like runes tattoo’d to Myrowyn’s eyelids symbolize the transcendence between imagination and reality, allowing him to control and re-imagine the stream as something else, blink, and then visualize his fantasy. Myrowyn’s eyes will become kaleidoscopic, changing between many hues as he activates this optical technique. It takes more energy using his eyes to control the stream, compared to if it were attached to him. His final ability is more of a physical illusion, since all it does is alter the appearance of his silver water; though it appears as if Myrowyn is summoning waves of dragons, hordes of spiders, or even an army of wasps, what is pictured is merely the scribe’s imagination reflected through the silver stream’s shape.
Name of Technique: Runelore Mastery Type of Jutsu: Rank: E – S+ Range: 10 ft (to write a rune) Nature Type: N/A Handseals: None Description: A rune comes in three major categories, seals, glyphs, and marks. A seal is often used as a container of sorts, as they are used to conceal or compress something within pockets of space, or release something that was once trapped. Glyphs are the opposite, their effects are cast upon whatever it is they’re facing, and often have their own set boundaries when written. Marks effect what they’re written upon, and can generally effect an entire object made of one material, marks rarely if never effect multiple materials. Idioms are powerful rune combinations, used in synergy with the effects of multiple runes.
Weakness: Each and every rune has its own unique boundaries, but they all follow a law and weakness. Every rune is unbiased, and their effects are dangerous for both the caster, and their enemy. The ink used to write these runes must be infused with spirit energy, and the process requires they be written within close proximity to the caster, though their effects may travel far. A rune can be written larger, to encompass a bigger area, and this usually always costs more energy from the user. Another common weakness all runes share, is relying on a strong base to be written on, almost always, a rune will be at its strongest if written upon a flat and extremely hard surface. Often times, exactly where the rune is written, becomes that rune's weakness if the ink is easily smeared, and the earth easily destroyed.
Seal: Rift Effect: This sealing rune has a myriad of uses, the most common being a means of transportation. By connecting the rift with a pathing phrase, two-way portals can be created between long distances. An initial sum of energy is required to write the rune, it doesn’t feed on a continuous supply, however it will deactivate after a day. If a path rune is not written, the rift will lead to a ‘void pocket,’ which has no gravity or air, the void can be used as a deadly trap to anyone without any anchoring abilities.
Seal: Leech Effect: This seal is simple and deadly, for once it is written on a person, it will gradually begin to sap them of their spiritual and physical energies, trapping that chakra in to the seal’s written word. The leech seal can only extract chakra that passes within its boundaries, however, and thus cannot sap anyone dry without being written on one’s palms or head.
Seal: Echo Effect: Sealing sound within its confines, to be released later – this technique is useful for long distance communication. When paired with a path rune, direct telecommunication is made possible.
Seal: Envision Effect: This rune is more complex than it should be, however is incredibly useful when understood. By sealing a certain point of view and pathing it to another rune, this seal can be used to scout far away locations. So far, only Myrowyn can use this rune, because of his enchanted eyelids. Opon closing one eye, as long as the envision rune is up, Myrowyn can periodically see whatever the rune faces, without the traditional use of a scrying orb.
Seal: Lock Effect: Perhaps the simplest and most widely used seal to date. Myrowyn most commonly uses this rune in synergy with others, forcing completed runes to become dormant until the lock rune is removed. This is the only safe way to activate runes beyond reach of Myrowyn’s quill wand.
Glyph: Divide Effect: Strangely named, this glyph is actually the most powerful defensive spell among Myrowyn’s arsenal. It requires a circle to be drawn around the rune, which would then divide everything within the squared circumference of the rune from what’s outside. The ‘division’ comes in the form of an invisible barrier that cannot be breached by the corporeal. A weak point in this barrier exists exactly at the base of the barrier, where the rune is written, enough strikes from a powerful attack will break the barrier at this spot.
Glyph: Gravity Effect: This rune word means exactly what it controls, gravity. If written face-up, it will suck in everything it faces directly, with extreme pressure at close range. Treading the vacuum will make any man feel ten times heavier than they actually are. If written in an inverted fashion, the rune will negate gravity, creating a powerful anti-pressure capable of lifting grown armoured men high off the ground in an instant.
Glyph: Wither Effect: This strange rune creates a pressurized dome encompassing the squared circumference around its written area. Treading through the zone would feel similar to attempting a deep-sea dive, since pressure is heavier within the area. The bigger the rune, the more dangerous its center, since the pressure stems from there, and at a mere width of fifty feet, the core becomes a lethal trap.
Glyph: One Effect: Once written, this rune will attune itself to its surroundings. Writing the rune is simple, and there is a trick to expanding it at will. Anyone who stands at the very center of this rune will feel as if they are one with the world, allowing greater perception of an area, or better meditation circumstances.
Mark: Adamant Effect: This powerful rune enchants an object’s fortitude to endure almost anything. Physical attacks bounce off the item with ease, as its edges become sharper than diamonds, and its solidity makes folded steel look flimsy. High grade adamantium weapons, and antimatter / particle altering techniques still effect on adamant enchanted items, though.
Mark: Erode Effect: The most common mark used by assassins, thieves, and spies. This rune seeps in to whatever it’s written upon, and slowly deteriorates the surface, boring a hole relative to the size of the mark. There are very few substances existing that can withstand the erosion, and all of them are heavily enchanted beyond anything natural.
Mark: Agony Effect: Simple and effective, this mark burns whatever touches it, and hurts like hell for anyone unlucky enough to have it written upon their flesh. A sensory overload is possible if written on the base of an individual’s neck.
Mark: Ecstasy Effect: Think pain medication on pain medication. This mark numbs pain where it is written, and can cause full body ecstasy if written on the base of the back of one’s neck.
Idiom: Ignorance is Bliss Effect: This combination of Ecstasy, and Leech runes creates a powerful idiom when properly pathed, capable of turning your brightest pupil in to a vegetable in minutes. If written on the spine, neck, or head, this idiom will sap the victim of their ability to process new memories or thoughts properly. The simple effect? Short term memory loss, until the idiom is lifted.
Idiom: Time-Space Paradox Effect: Wither time, erode gravity, divide from reality, and what do you get? The time and space altering rune, which can speed up or slow down time within its field of control, depending on what order its supplementary runes are arranged in. At its peak, it can amplify the speed of a dagger to pierce through high grade armours, or slow that item down to a fifth of its initial speed.
Idiom: Beacon of Nihil Effect: Amplify gravity, and erode everything caught. This idiom is by far the most dangerous in speedy combat, for the minute it is unsealed, a powerful material-disintegrating beam of pure energy will be let loose in the facing direction. The beam will last for a second, maybe two, before the rune itself will evaporate. The laser beam can eat through metal with ease, and annihilate flesh instantly if caught within the first fifty feet, beyond that will leave searing burns, that are just as lethal if not immediately treated. Variants of the beacon explode on contact with anything it cannot erode.
Idiom: Nowhere of Importance Effect: Combine a pressure space, nullified, and altered to only leech from a vicinity, and you wind up with an anti-magic area of effect ability. The rune itself is immune to most nullification, thus saving from self-disruption, while fully disabling any and all chakra based manipulation within its boundaries. Merely standing within the area can be dangerous, as it starts to block and sap its victims of their energies.
Idiom: Eye of the Storm Effect: Among the most important zone-controlling runes in Myrowyn’s arsenal, this technique allows him to negate the effects of one of his other runes, in a small compact space within the actual effects of said rune.
Idiom: Fountain of Youth Effect: A complex and advanced variant of the time-space paradox idiom, this rune phrase created an area of focused power, where time is completely reverted, rather than slowed down or sped up. Requiring a lot of energy to sustain, this technique can be used to heal wounds that are otherwise impossible to remedy any other way. The Fountain of Youth cannot heal any injury dealt over a few days prior.
Idiom: Event Horizon Effect: True chaos, and hell – this idiom will likely kill anyone caught inside. It is an idiom created from each and every one of Myrowyn’s most dangerous runes, threatening the entrant’s life through leeching their spirit, pressure crushing their body, eroding their flesh, and even sucking them deeper in to the zone if they’re already caught. The downfall of this idiom is how much time it takes to write, making it only truly useful as a trap, and not an in-combat technique.
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Name of Technique: Shining Ascent Type of Jutsu: Kekkei-Ninjutsu Rank: A Range: Personal Nature Type: Water Handseals: None Description: Tendrils of silver water sprout from the user’s back, before taking on the shape of giant wings. Of course, the wings can be flapped, and the dream of flight becomes reality.
Weakness: Flying is difficult in certain weather conditions, such as hurricanes. Also, constantly flapping these wings grows physically exhausting over a long time-span. Myrowyn has been able to keep his ascent active for a maximum of one hour, without using any other techniques.
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Name of Technique: Donning The Silver Armour Type of Jutsu: Kekkei-Ninjutsu Rank: S Range: Personal Nature Type: Water Handseals: None Description: Silver water begins to coat the body like a second skin, before bulking up, and slowly turning solid through trained and practiced close-range rune writing. Once the runes are written, the armour will become nearly indestructible to the point where only adamantine or enchanted diamonds could scratch it.
Weakness: Actually ‘donning’ the armour requires a lot of concentration, meaning it is not a useful trump card in fast-paced combat. This technique is best used premeditating a fight.
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Name of Technique: Fantasia Type of Jutsu: Kekkei-Ningenjutsu Rank: A Range: Personal – Indefinite Nature Type: Water Handseals: None Description: This technique requires the sudden expunging of a large sum of silver essence, usually completely enveloping Myrowyn’s body and progressively growing outwards. This technique is used best in dire situations, when surrounded, since the spouts of water often drag away harmful projectiles and weak attackers before they can get close. At Myrowyn’s will, and with enough resource and energy, the entire growth can be imagined as something else, such as an actual explosion, or perhaps the birth of a multi-headed hydra.
Weakness: Maintaining this technique over long periods of time is very taxing, extremely so if it’s allowed to continuously pour out.
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Name of Technique: Clear as Water Type of Jutsu: Kekkei-Genjutsu Rank: B Range: Personal - Varied Nature Type: Water Handseals: None Description: Myrowyn can only use this ability when seeing himself in the reflection of his mirror-water, or more effectively in conjunction with his ‘Envision’ rune. Being able to see what he wants to see comes with perks, and if he sees himself, he can quickly remove himself completely from the visual world. While rendered invisible, Myrowyn cannot write complex rune idioms, nor summon any new essence from his spirit dam. Myrowyn can alternatively only use this technique on his own silver essence, turning it invisible like air.
Weakness: Invisibility isn’t perfect, and anyone with a good sense of smell or hearing can quickly catch on to Myrowyn’s ruse. Also, the liquid essence itself creates minor distortions in the air that a keen mind can spot.
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Name of Technique: Omnidextrous Type of Jutsu: Kekkei-Ninjutsu Rank: B Range: 10-50 feet Nature Type: Water Handseals: None Description: A simple but incredibly useful technique; by shaping the silver stream in to the shape of a hand and controlling it dexterously, Myrowyn can slap his enemies silly with great ferocity over longer distances than his own arms could have reached.
Weakness: The hands do everything a normal pair of giant hands should, and cannot detach from Myrowyn’s body and freely continue controlled movements.
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Name of Technique: Mirror Clone Type of Jutsu: Kekkei-Ninjutsu Rank: A Range: Indefinite Nature Type: Water Handseals: 5 Description: Unlike normal clone techniques, the mirror clone will not die immediately after being struck. The doppelganger can only use silver-river based techniques in combat, and fights at half the strength of Myrowyn. It is impossible to decipher whether the clone is real or not until striking it, for it will turn in to a puddle when defeated, only to be reformed whenever Myrowyn performs the handseals again.
Weakness: Only one mirror clone can be active at a time, and they are not as strong as normal clones.
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Name of Technique: Mapping the Landscape Type of Jutsu: Ninjutsu Rank: A Range: 60ft Nature Type: Earth Handseals: One Description: After striking the ground with a flat palm, and channeling spiritual energies in to the earth, the landscape becomes subject to change. The user can then flatten, divide, or cause sudden lumps in the landscape up to sixty feet in any direction. At any point during control, the user can choose locations to raise deadly piercing stalagmites, or flare their spiritual energy to cause fissures in the land.
Weakness: Commitment to this technique is mandatory, and the palm cannot be removed from place, else control will falter. This technique only effects earth, sand, dirt, and stone.
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Name of Technique: Rise, Golem Army! Type of Jutsu: Kekkei-Ninjutsu Rank: A Range: Indefinite Nature Type: Earth Handseals: None Description: If the landscape is supple with stone, dirt, and other earthy materials, Myrowyn can inject the ground with his silver essence, fusing life forces. Shaped to Myrowyn’s will, a living golem will be birthed, that instantly prioritizes defending its creator at all costs. Golems vary in sizes and shapes, and are capable of hurling rocks over incredible distances.
Weakness: Golems are big and bulky, meaning they’re slow compared to the average speed of an enemy. Enemies with powerful impacting abilities will be able to dismantle the golems with strong enough attacks.
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Name of Technique: Pulse Vibration Type of Jutsu: Ninjutsu Rank: B Range: 500ft Nature Type: Earth Handseals: Three Description: After three handseals are made, the user strikes the ground beneath them with their palm, sending a powerful pulse deep in to the earth. Much of the pulse echoes back upon locating underground ravines, bunkers, caves, and the likes.
Weakness: It’s difficult to tell the difference between caves and hidden bases, also, it takes a solid half-minute for the pulse to fully complete its course and return.
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Name of Technique: Stardust Blast Type of Jutsu: Kekkei-Ninjutsu Rank: B Range: 100ft Nature Type: Earth Handseals: 5 Description: After performing the first four necessary handseals, rocks and debris within a 20 foot radius will shake rapidly, before rising in to the air directly above the caster. The last hand seal is pointed towards where the rocks will begin shooting at high speeds.
Weakness: No rocks, no technique.
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Name of Technique: Summoning Technique: Behemoth Type of Jutsu: Ninjutsu Rank: S Range: Indefinite Nature Type: Earth Handseals: None Description: The behemoth is a humongous creature of incredible girth and durability. Standing sixty feet tall, and two hundred feet long, with incredibly thick, bedrock-strong skin, the beast weighs more than most villages. A monster from ancient times, the behemoth resembles a cross between a wingless dragon, and a dinosaur, with countless stone spikes all over its back and tail. Its arms are massive and powerful, easily capable of tearing down a fortress.
Weakness: The behemoth has no magical powers, and it is not a fast creature in combat, however it is incredibly difficult to stop once its warpath is set, due to how strong and durable it is. Summoning the behemoth requires a lot of spirit, and it often goes on rampages and must be banished just as quickly.
Sleep was difficult for the paranoid, Locke drifted in and out unwillingly. He'd miss the sound of it the first couple times during his quaint snooze. There's a reason why drinking and driving is bad. Locke dozed off for a moment, whilst leaning on the right end of his wheel. The ship turned swiftly, and not many of the men were as phased by the sudden change as you'd expect them to be. One mate would ask "Sir, what's the route?" Only to be responded to by angry whiskey induced yelling.
"Heavy tha' sails! Mermph! Me Roger be... jolly! And tell tha' wench... she can... she can... all over the tickle trunk!" Locke was infamous for sleep talking, or so the crew suspected. Regardless of if it were such, nor if it were coherent glossolalia, some things were indistinguishable between the pirate and a sinful demon. His crew obeyed as it would, and for a moment, the entire ship would circle laps. At a steady pace, the broadside of the Cruel Knave turned to face the ninjas for a moment, before a head to head feint ensued. Before long, the pursuers might notice changes to the atmosphere around them, and not only by the toxic fog, nor the smell of gunpowder, but the waters tread seemed lead astray in to chaos. After speeding the sails with wind techniques, and leading the boat to chase its tail enough times, the pirate crew would've created a whirlpool within the circumference of the traveled circle.
Only after Locke stumbled sideways did he wake up for sure, and his eyes would briskly open to the sight of an individual approaching the flank of his ship. The water beckoned his death and mocked a clock as it spun out of control. After climbing diagonally back up the ship and pushing the wheel in the opposite direction, the Cruel Knave would quickly detach from the growing whirlpool before it too was sucked in. Raging currents dared to consume the ninjas and beasts beneath the water's surface, and that wasn't even intentional on Locke's behalf! Not to mention his ignorance towards the sinker bombs that Akane was tossing overboard, the pursuer's would be lucky if they weren't whipped by the flailing six-pounder bombs. Upon coming to, the voices of the quartermaster and crow became much more clear. "Water skitters at six o'clock!" Was lingo for anyone capable of treading the water without a ship, just like the bug.
The battle was not yet over, and to that, Locke would take a swig, maybe two... five good chugs, polishing off the canteen right then and there. The captain knew they were being attacked, and yet he wasn't as quick to confront his pursuer's as one might expect. Of course, the quarter master and many of the ship's pirates would've already taken up their arms, to begin firing round-shots down the side of the hull, aiming at any one ninja who dared come too close. Several smoke bombs struck the hull, which was a funny tactic, had the many ninjas not realized that the entire Cruel Knave was already veiled in a thick mist? As they boarded the ship, they would require some sort of filtering rag or something to handle the mixture of fumes. Each human entering the vicinity would already begin feeling the moisture on their skin, and a bitter taste in their mouths. Various shouts and shots could be heard, as the crew prepared for combat. Locke's last act at the ship's wheel was to process a tried and true tactic, the direction their ship now head in, would lead it crashing ashore within half an hour.
"Stormie's gone, that good ol' man, t' my way hay, storm along, John!" And so captain Locke began to sing in merriment, embracing the chaos. "Stormie's gone, that good ol' man, t' my aye, aye, aye, Mista' Storm-along!" Not a note was cracked, no stress to bend the break. It was if he was giving away his position, however the song held a purpose. It would seem at first like the pirate's weren't even aware of the situation at hand, a couple gun shots could mean anything! The ninja's unable to see through the mist wouldn't quickly spot the captain digging through his old chest, pulling out as many firearms as humanly possible. One for each sleeve, each belt strap, and anywhere else not pointing anywhere vital. "They dug 'is grave, with a silva' spade! T' my way hay, storm along, John! His shroud o' finest silk was made. To my aye, aye, aye, Mista' Storm Along!" Half way through the shanty, and Locke was already geared from head to toe, with an extra dozen flasks of his famous brew to top the cake. Breathing the smokescreen in without coughing a lung, Locke grinned vilely as the real fight began.
"Oi, quit yer' skulking, ye bloody piss-head pansies! Have at me, like aarrrrrreeaaal man! YAAAHAHAHAHAHARRRR!" Locke's maniacal laughter, and loud booming voice not only served to instigate more out of his enemies, but with it came the storm that served his beckon call. A strange glow pierced the veil, as the cruel captain turned to stare off the back of his ship. He could sense the malice in a man, good or bad, small or great, and anyone who has ever shed blood is susceptible to this sight. The smokescreen parted, and a powerful gust would barrage the first ninja to step foot on the Cruel Knave, Hiroshi Wakahishi, whose name wasn't yet known or cared for by the pirate captain. The ninja would be shot straight back in to the ocean, unless his strength was great, and his balance was true. It was here that Locke would get a good look at his first appointed bounty hunter, and it excited him greatly to be given the privilege of facing such a quick reacting squadron. They were probably worth something alive, if they were lucky, otherwise their thumbs would do. Time was of the essence, and not worth wasting, so Locke took this opportunity to rush in and pick off the first wave. Hiroshi would find himself being focused down the minute he showed face, for the storm wasn't the only thing threatening his footing; Locke would appear before him in an instant, as sparks of electricity shot from the pirate's body, he spun around once, and used the momentum to swing his treasure chest with such a force, Hiroshi's puppet would likely be sent flying off the ship if it didn't weigh upright a half ton. In the fluid motion, gunfire would ring from many angles, one of them coming from Locke's right hand, as he pointed a barrel at the ninja's abdomen, it would shoot directly after the first strike.
They say badasses don't look directly at explosions, they're often depicted walking away from the scene of one with unflinching determination. A pyromaniac would bask in the glow of a burning town however long it lasted. In Locke's case, the fishing village's carnage was a beautiful sight to behold. To the distance, with his good eye, the pirate captain noticed something of intrigue; a few of his crewbies had been slacking off, and were left behind. He'd chuckle at first, assuming he'd get to watch them all take a swim back, but before he could cough another laugh, he'd witness the gruesome slaughtering of them all. A feigned smile curved the captain's lips at this sight, and his laugh turned to a slightly darker, and almost maniacal note. To be fair, he didn't remember any of their names, and rations were running low for the crew, they wouldn't be missed. Regardless, some form of retaliation was exactly what Locke wanted.
"Aii, hoist tha'..." Locke turned back, in his drunken haze he'd have forgotten that his crew had already departed, and he was sailing upon his treasure chest. A growl escaped his mouth, before he'd grasp the side handle of his chest and take matters back in to his own hands. The soles of his boots would find footing atop the ocean's surface, and he'd speedily tread it back to the ship, before a strong jump landed him beside the coxswain. "Ah, cap'n, I was just-" The mate spoke up, but the sudden gun pointed at his chin shut him up quaintly. "Yap yap yap, shaddap! Ye' blimey useless shit! Ya' forgot a few crew ashore, n'now guess what... we've got company. Go ready tha' cannon hull fer' battle, else I'll have yer head swingin' across tha mast!" Locke spoke and spat at the same time, baring his gnarly teeth, whilst his gun pointed straight for the kill. His lackeys quickly got back to work, and control over his vessel returned to him. The battle was not yet over, for Locke enjoyed leaving parting gifts for his enemies.
Deft steering halted the Cruel Knave at first, before pivoting it atop the ocean blue. No longer would its rear face the shore, but instead the broadside of the ship. Not a minute would pass, before the firing squad got to work. A cherry for the top of the cake, the good old 'rub it in' tactic. Perhaps ignorant, however not incapable was the pirate crew in combat. Whatever survived the initial lightning raid wouldn't endure the cannon barrage to come. Pirate tactics were more cunning and ruthless than they were truly tactical, and only ten flaming cannonballs were all it'd take to express that fact. The very second those iron balls struck the dirt, the entire village lit aflame. How? The landscape had been drenched in alcohol, it was bound to spread from the burning houses eventually. This trick was meant to lure in any so called 'heroes,' the quickest to respond, and light them up in a blaze of glory. Shame all of this was wasted on a single metal creature. Maybe some stragglers would feel the fire, but either way, in the end the ship would flee the scene of a truly vulgar event. If the dune hunter was not either pummeled by shrapnel, or melted in the fiery wake of the pirates, it'd have a chance to complete its mission.
Cries for mercy could be heard echoing from the lower decks, as the pirates had their way with their captives. A few broads brought cheer back to any miscreants face, and a few young boys would make excellent row fodder. As much infamy as he'd earn, Locke knew this raid was an absolute success, and with that came insight. People were after him, as always, and now he needed a battle plan. Like hell he'd just find some hole to hide in till things blew over, and signing any papers with his newly designated enemies was unwise. He needed to know more about these 'Sand Ninja,' and what better a way, than through the mouths of their own captured? The kunoichi held captive would much rather talk with Locke, than deal with the needs of his simple-minded lackeys, that's for sure. Locke nodded over his quartermaster once more, the only man he still trusted, and with a few simple gestures with his chin and pistol, the man knew exactly where to sail. Old captain Locke would visit his new swabbies now.
The lower deck was an absolute mess. Several bodies were piled up already, a few shinobi, and a few pirates both from the fight prior. Among them, a few seemed dead, but were simply pissed drunk. Two female ninja, each with a headband hailing the sand nation's symbol, both looked over to the captain as he entered. One was gagged and bound up tight with electric rope, disabling her nervous system, and thus rendering her unable to perform jutsu. The other could be seen in the shadow of the room, where one pirate was attempting to fondle her in the petty state she found herself in. Unlike his crew, Locke cared not for desires of the flesh, and only pitied his crew for being so simple and barbaric. "Ho thar, this pretty little lass here? Aye... she's mine, ya hear?" His raspy voice chilled the crew stiff, and immediately the pirates dispersed from their other captive, who gave the captain a vile leer, like a captive wolf might. Locke laughed at her discipline, and dragged her by her long hair back in to his cabin - she made not a single peep from the pain she was in. Much of what could be heard from the cabin was nothing but the loud and obnoxious threatening of Locke Wind, whilst the afflicted shinobi's voice went completely unheard. Moments passed, and Locke's voice repeated itself many times, until the sound of gunfire finally summoned voice out of the shinobi girl, screams, and nothing coherent after that. The door would creak open, and Locke dragged the ninja back out of his cabin. Blood pooled from her shin, where a bullethole was visible. "Patch tha' wench up, ya hear?! If she dies, well so do ye! She ain't gettin' anywhere, any time soon. Have yer grubby way with her, maybe it'll loosen up that knotted tongue o' hers." Locke growled these words, before tossing the girl to the feet of his crew. Her loyalty would keep any secret information safe, but at what cost? Sure, she might have been prepared for ninja interrogation tactics, but a pirate's were much more... unorthodox.
Whilst returning to the ship's wheel, Locke made sure to scout his surroundings with such care; his paranoia saw everything aloof. The monster from earlier might pay them a visit, after all. After seeing it, Locke made his rounds with utmost care. His ship could only travel so far, so if the creature could chase them out here, so be it. Positioning himself beside the ninja gave him a possible hostage, yet the creature wasn't as punctual as expected. Locke's eyes glanced from side to side, sizing the waters, and scouting for a trace of malice in the air. Perhaps the creature couldn't swim, or it was melted as planned, either way left room to worry. An aura of unease stirred the ship, as they traveled along the shoreline. At any moment, a raiding party could attack, or they might find new prey, the war was never-ending.
'Tchik, tchick,' quietly a match lit finally lit up in this dull haze. Alcohol was a horrible thirst quencher in the desert, and much of the mist had evaporated as it passed inland, on the northbound wind. As heat rose, it was easier to light ship's bane again, and the latter idea caused enough stress to a pirate, so his thought process came to relieve himself a minute. Under the chaotic neutral alignment, everything that mattered was the ego, and what that ego laid claim to. Not once did Locke reminisce on the idea that his wrongdoings stole jobs from his neighbors, nor the heartache or hatred that would breed. After a deep inhale, old captain Locke tossed the still-lit match on his pissing pile and watched it burn. He was happy being a bad person, even if he didn't sleep well at night.
The pirate's crude vocabulary debated against the voices in his head, they called out from time to time. "Steal... Life..." A dark and raspy whisper echoed alone in his skull. "Aye, a hostage is in order. But none o' these lassies be dressed anythin' fancy... arrr... maybe... maybe if we doll her up nice, n' pass tha' wench off as a princess... not a betta' idea! Glad I came up wit'it." It was strange how he came to conclusions with himself.
The slave wenches were beautiful, except Sa Li. "A barrel fer Sally!" The captain jested, before the pirates brought her back in to the ship. Finally, one of the villager ninjas would have infiltrated the pirate's ship, or to an opportunist captain, a drunk was found alive. Informants were useful, and that is why it is good to poke dead bodies with sticks in misty places, sometimes they weren't dead at all! Every time Locke arrives in town, the entire population became intoxicated and inducted in to the pirate way of life. His crew weren't lightweight drinkers, and thus a disadvantage turned upside down due to unorthodox circumstances. On the bright side, gibberish all would be remembered about what really happened on that evening.
It was time to set sail. Landlubbers were frowned upon by the crew's majority, as were the lightweight. Hit and run tactics weren't as honourable as they were effective. "At the end of the day, there was booty and lay." Said one pirate. "Aye!" Exclaimed another. Locke was sometimes the last to join his crew's diparture, which was weird yet sanctified by years of attempted mutiny; this time it was for good reason, he happened upon the weirdest of things, a doll shop. He thought about bringing one back for target practice, until one he spotted caught his attention, it looked eerily human-like, and was leering at him. A staring contest began, to which Locke was utterly defeated. As a drinker of whiskey, Locke got angry when he was humiliated around inanimate objects and everything else. Seeing another doll with a long nose was looking as if it was laughing at him set Locke off, enough to merit the unnecessary waste of a grenade. He had hundreds, sure, but sometimes a man needed that many! With a smug smirk, Locke nodded overhead at the puppet that tripped him out, and turned away. While walking, the pirate captain pulled out a small clay bomb from his inner pockets, and licked the trigger hair to the base once. He angled his still lit cigar to the wire's end first, and tossed it over his shoulders while walking. He had seen many explosions before, and didn't care about how nice just one looked, and so he returned to his ship after a swim.
Returning to sea, Locke would have to catch up to his ship now. They cared more about their own interests, and not his. Easily manipulated, but trained for combat nonetheless. Upon return to the ship, Locke recited in his mind how he would order his crew to travel further east along the coastline... even though they were already on that exact same route. Thing is, swimming around while carrying that coffer, was little different than using a coffin as a mini boat.
Gloom followed in wake of the scourge, captain Locke Wind, as he fared for new shores. The Cruel Knave purposely sailed through a veil of mist, whenever it encroached on foreign territory. The ship's frame and hull were already badly torn, and one of the main sails had been cut clean off. A couple crew mates were already swabbing the deck of blood, from a battle shortly passed. Darkened were the skies at the pirate ships back, as it fled the scene of battle, where smoke lead the souls of the defeated up in to heaven, a place the pirate scourge may never tread. A cargo ship was lit ablaze, and many treasures destined for the country of Wind, were now in the possession of a different Wind.
"Tha' whole country be named after me, eh? Well, what're ye deadbeats waitin' for? Haul wind!" Locke snapped at his crew, who would follow his lead by sheer intimidation. "Aye sir!" His closest mates would echo his voice, as they manned their stations. The Cruel Knave's first impression in the eastern lands surely had to be a memorable one, and so it was decided that one surviver would be let loose to return to their village, to warn the elders of Sunagakure. Locke had a plan from the very beginning, and it required a steady level of infamy in order to succeed. Firstly, the local governments needed to know his name before he could even pronounce theirs, after that, he'd need to teach them the dangers in which followed that name. Once revered, Locke would begin ransoming the ships and treasures he'd capture, or align himself with whoever was warring against the richest of nations. Super simple stuff, really.
Hours would pass, and the daily lives of pirates went on without being described much in this paragraph. "Land ho!" Broke the silence, a voice thundering down from the crow's nest. Several members of the pirate crew would cheer like landlubbers, but a smile even found its way across the scourge's mouth, though sinister and scary to behold. "Ayyy, scout tha' shore fer a dock!" Ordered Locke, and within the minute, a course would be set. "Thirty degrees east, captain! Small village up ahead, an' a huge open desert at its back!" The sniper explained, and without a response, Locke tilted the steering wheel appropriately. This would be the very first village to greet his crew, after their long and arduous journey, and they'd all pray for comfy beds, wenches, and rum! A fifteen minute gap was all the little wind country village had to prepare itself for the worst.
Locke left the wheel to his quartermaster while preparing himself for the next raid. In his left hand, almost never seen far from his side, was the enchanted treasure chest where he kept his arsenal of weapons and coinage. Slamming the chest down on the deck, the captain unlocked his safe and gazed fondly inside the Tickle Trunk at a mesmerizing pile of coins, goblets, weapons, and pretty much anything else a hoarder might hoard! The pile filled the enchanted chest so high, that Locke could actually reach inside and pull out equipment from the top of the pile! He needed a new set of guns, after wasting his in the last battle, and so he'd stock his chest buckles up with three flintlocks. He'd refill his pouches with gunpowder, and his flasks with rum. A vicious rat would bite and latch on to his arm as he pulled it out the final time. "Oi, git!" Locke would growl, snatching the rat by its tail and tossing it overboard. After stuffing some loot from the last raid in to the chest, namely some smoke bombs, kunai, and katanas, he'd lock it tightly, and drag it along with him towards the gangplank.
Heavy breathing wasn't a sign of nervousness, but a pirate trick to play on the unsuspecting. With every exhale, Locke sprayed a thick and smelly mist in to the air, which would further shroud his ship until it was completely invisible as it approached the fishing village. Shouting would ensue, battle orders meant to prepare for siege. The sails would hold, and the ship stopped with its port side facing the village docks. It approached ever so slowly, ever so cautiously, until the mist would sweep through the village and cause confusion. Before any other wind manipulators could do something about it, the 'warning shots' would have been fired. BANG! The fierce sound of gunfire echoed across the farscape, followed by the war cries of Locke's mighty pirate crew. At least a dozen shots would be fired before the pirates landed, thus instilling fear and chaos in the once peaceful village. Several houses would crumble upon their lost support beams, and a few casualties would be counted before the real fight even started. Screams of despair played a symphony to Locke's evil muse, luring him ever closer, with one leap, he'd be the first man to reach the docks. Many fishermen, women, and children could be seen scrambling through the wreckage, although many others were quick to brandish knives, or prepare hand seals, they were ready for combat.
First at bat, was a sand shinobi wielding a katana! The poor bloke would be knocked aside with ease, and met with the realization that Locke's treasure chest could substitute as a blunt force weapon. Another ninja in the distance was preparing hand seals, for what? Locke didn't care or want to find out. "Oi!" The scourge rushed ahead with electric speed, kneeing his opponent with a preemptive attack, and following it up by equipping his pistol and shooting the man in the chest mid-air. "Find someone else ta' play patty-cake with, ya' fokkin loser! Hah, haha!" Mocked the pirate captain, before skirmishing with several other shinobi now able to locate him, due to his loud and obnoxious voice. The siege would rage on for a while longer, with casualties being counted on both teams. Explosions, cries of agony, and clashing steel played a violent background music until one side would be dwindled too thin to continue.
Little glory could be attained from a sneak attack on such a small, under-defended town, but to Locke, this was the first of many stepping stones. As the mist settled and sunk in to the sand, all that was left was rubble and carnage. Few houses stood upright, and even fewer of those weren't still aflame! Victory cries echoed across the newly captured village, as the pirates had won their very first victory against this world of shinobi. "Raid, plunder, loot to yer' hearts content, me mateys! Savor a few wenches for tha rest o' tha crew, and leave no pub unturned!" Were the orders any pirate loved to follow, and follow they did. The next several hours would be spent on shore, until the pillaging was done, or reinforcements came. At the very edge of the town, there stood Locke, gazing upon the vast expanse of sand. He'd spit far, and scowl at what he saw. "Not a cow's shit in miles! No farms, no castles, no temples o' gold... pah! Country o' wind? Shame, nothin' but that! Huk!" The second loogie shot further than the first, and Locke turned back to the wreckage of his newly seized town. He had to find a survivor, someone who knew enough about this country to interrogate, and determine if there were any treasures worth hunting around these parts. It was a shame that most of the survivors had already fled, and these damned ninjas would rather die than let themselves be captured. Locke killed his time, kicking over the rubble, scouring the land for oddities to fill his treasure chest with.
Rank: S Position: Patriarch Chakra Nature: Water, Wind, Lightning (Alt. Grog)
Additional Appearance Details:
History: 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.
Personality: 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.
Base Weapons & Items: - The Tickle Trunk, an enchanted treasure chest - An arsenal’s worth of swords, axes, guns, cannons and knives
Specialized Weapons & Items:
Name of Weapon or Item: The Tickle Trunk
Description: 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.
Special Traits 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.
Name of Kekkei Genkai/Hiden/Kekkei Tota: The Curse of Captain Threy
Clan:
Description: 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.
Name of Technique: Acid Upchuck Type of Jutsu:NinjutsuPirate Trick Rank: B Range: 50 feet Nature Type: Acid Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Spitfire Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 30 feet Nature Type: Fire Handseals: 0 Description: 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.
Weakness: A match is required to light the ball aflame, otherwise it’s just a big ball of booze.
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Name of Technique: Drunken Haze Type of Jutsu:NinjutsuPirate Trick Rank: E Range: 100 feet + Nature Type: Water / Grog Handseals: 0 Description: 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.
Weakness: Requires booze, and lots of it, depending on how big a haze is needed.
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Name of Technique: Inglorious Belch Type of Jutsu:NinjutsuPirate Trick Rank: B Range: 50 feet Nature Type: Air Handseals: 0 Description: 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.
Weakness: This is not a technique for the sneaky.
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Name of Technique: Trial of the Storm Type of Jutsu:NinjutsuPirate Trick Rank: S Range: 30 feet / 100 feet with minimal accuracy Nature Type: Lightning Handseals: 0 Description: 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.
Weakness: If there are no clouds in the sky, this technique will simply not work.
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Name of Technique: Rain Dance Type of Jutsu:NinjutsuPirate Trick Rank: E - A Range: 100 feet + Nature Type: Water & Wind / Lightning Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Release the Kraken! Type of Jutsu: Summoning Rank: S+ Range: Indefinite Nature Type: N/A Handseals: 0 Description: 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.
Weakness: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.
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Name of Technique: Berate by Bilge Rats Type of Jutsu: Summoning Rank: B Range: Indefinite Nature Type: N/A Handseals: 0 Description: 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.
Weakness: Although there are thousands of rats, they are each subject to being killed by area of effect attacks, making this a limited use-ability.
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Name of Technique: Improvised Keelhauling Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 50 feet Nature Type: Water Handseals: 0 Description: 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.
Weakness:This technique is very situational, it can only be as powerful as the resources used.
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Name of Technique: Quartermaster’s Command Type of Jutsu:NinjutsuPirate Trick Rank: S Range: 50 feet Nature Type: Lightning / Wind / Animation Handseals: 0 Description: 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.
Weakness: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.
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Name of Technique: Rig of the Rapscallion Type of Jutsu:NingenjutsuPirate Trick Rank: A - S Range: Indefinite Nature Type: Grog Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Lightning Raid Type of Jutsu:NintaijutsuPirate Trick Rank: A Range: Personal Nature Type: Lightning Handseals: The amount. Description: 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.
Weakness: 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.
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Name of Technique: Typhoon Shanty Type of Jutsu:NinjutsuPirate Trick Rank: A Range: Indefinite Nature Type: Wind / Water Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Kill Devil, Bane of Ships and Flesh Type of Jutsu: Pirate Trick Rank: B Range: 20-60 feet explosion radius Nature Type: Fire / Grog Handseals: 0 Description: 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.
Weakness: Relies on the materials used in its construction. The concentration takes time to manifest in Locke’s stomach.
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Name of Technique: Make ‘em dance the Hempen Jig Type of Jutsu:NinjutsuPirate Trick Rank: S Range: 40 feet Nature Type: Wind / Grog / Animation Handseals: 0 Description: 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.
Weakness: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.
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Name of Technique: Gaze in to the Abyss, Davey Jones Locker Type of Jutsu:NingenjutsuDemonic Possession Rank: S Range: 30 feet Nature Type: Demonic Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Dead men tell no tales Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 30 feet Nature Type: Wind Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Grog Blossom Type of Jutsu:NinjutsuPirate Trick Rank: B - S Range: 30 feet Nature Type: Water / Grog Handseals: 0 Description: 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.
Weakness: Can only be used if an opponent has consumed an alcoholic beverage, or Locke’s own grog.
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Name of Technique: Haul Wind Type of Jutsu:NinjutsuPirate Trick Rank: A - S Range: 20-30 feet Nature Type: Wind Handseals: 0 Description: 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.
Weakness: Locke’s variant is quite weaker, and incredible focus is required to actually manipulate or control heavier objects, or enemy spells.
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Name of Technique: Parley with the Devil Type of Jutsu:NinjutsuPirate Trick Rank: S Range: Indefinite Nature Type: Demonic Animation Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Shiver ya’ Timbers! Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 5-20 feet Nature Type: Lightning Handseals: 0 Description: 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.
Weakness: Inaccurate if the opponent is a wind or lightning user, or if they do not carry conductive instruments on their person.
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Name of Technique: Embrace of Charybdis Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 10 – 300 feet Nature Type: Water Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Ghost Ship & Crew Type of Jutsu: Summoning Rank: A Range: Indefinite Nature Type: Spirit Handseals: 0 Description: 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.
Weakness: Each ally gains the strengths and weaknesses of the element they choose.
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Name of Technique: Walk the Plank Type of Jutsu:GenjutsuPirate Illusion Rank: B Range: 100 feet Nature Type: Water Handseals: 0 Description: 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.
Weakness: 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.
Rank: S Position: Patriarch Chakra Nature: Water, Wind, Lightning (Alt. Grog)
Additional Appearance Details:
History: 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.
Personality: 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.
Base Weapons & Items: - The Tickle Trunk, an enchanted treasure chest - An arsenal’s worth of swords, axes, guns, cannons and knives
Specialized Weapons & Items:
Name of Weapon or Item: The Tickle Trunk
Description: 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.
Special Traits 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.
Name of Kekkei Genkai/Hiden/Kekkei Tota: The Curse of Captain Threy
Clan:
Description: 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.
Name of Technique: Acid Upchuck Type of Jutsu:NinjutsuPirate Trick Rank: B Range: 50 feet Nature Type: Acid Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Spitfire Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 30 feet Nature Type: Fire Handseals: 0 Description: 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.
Weakness: A match is required to light the ball aflame, otherwise it’s just a big ball of booze.
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Name of Technique: Drunken Haze Type of Jutsu:NinjutsuPirate Trick Rank: E Range: 100 feet + Nature Type: Water / Grog Handseals: 0 Description: 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.
Weakness: Requires booze, and lots of it, depending on how big a haze is needed.
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Name of Technique: Inglorious Belch Type of Jutsu:NinjutsuPirate Trick Rank: B Range: 50 feet Nature Type: Air Handseals: 0 Description: 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.
Weakness: This is not a technique for the sneaky.
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Name of Technique: Trial of the Storm Type of Jutsu:NinjutsuPirate Trick Rank: S Range: 30 feet / 100 feet with minimal accuracy Nature Type: Lightning Handseals: 0 Description: 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.
Weakness: If there are no clouds in the sky, this technique will simply not work.
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Name of Technique: Rain Dance Type of Jutsu:NinjutsuPirate Trick Rank: E - A Range: 100 feet + Nature Type: Water & Wind / Lightning Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Release the Kraken! Type of Jutsu: Summoning Rank: S+ Range: Indefinite Nature Type: N/A Handseals: 0 Description: 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.
Weakness: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.
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Name of Technique: Berate by Bilge Rats Type of Jutsu: Summoning Rank: B Range: Indefinite Nature Type: N/A Handseals: 0 Description: 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.
Weakness: Although there are thousands of rats, they are each subject to being killed by area of effect attacks, making this a limited use-ability.
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Name of Technique: Improvised Keelhauling Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 50 feet Nature Type: Water Handseals: 0 Description: 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.
Weakness:This technique is very situational, it can only be as powerful as the resources used.
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Name of Technique: Quartermaster’s Command Type of Jutsu:NinjutsuPirate Trick Rank: S Range: 50 feet Nature Type: Lightning / Wind / Animation Handseals: 0 Description: 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.
Weakness: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.
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Name of Technique: Rig of the Rapscallion Type of Jutsu:NingenjutsuPirate Trick Rank: A - S Range: Indefinite Nature Type: Grog Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Lightning Raid Type of Jutsu:NintaijutsuPirate Trick Rank: A Range: Personal Nature Type: Lightning Handseals: The amount. Description: 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.
Weakness: 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.
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Name of Technique: Typhoon Shanty Type of Jutsu:NinjutsuPirate Trick Rank: A Range: Indefinite Nature Type: Wind / Water Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Kill Devil, Bane of Ships and Flesh Type of Jutsu: Pirate Trick Rank: B Range: 20-60 feet explosion radius Nature Type: Fire / Grog Handseals: 0 Description: 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.
Weakness: Relies on the materials used in its construction. The concentration takes time to manifest in Locke’s stomach.
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Name of Technique: Make ‘em dance the Hempen Jig Type of Jutsu:NinjutsuPirate Trick Rank: S Range: 40 feet Nature Type: Wind / Grog / Animation Handseals: 0 Description: 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.
Weakness: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.
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Name of Technique: Gaze in to the Abyss, Davey Jones Locker Type of Jutsu:NingenjutsuDemonic Possession Rank: S Range: 30 feet Nature Type: Demonic Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Dead men tell no tales Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 30 feet Nature Type: Wind Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Grog Blossom Type of Jutsu:NinjutsuPirate Trick Rank: B - S Range: 30 feet Nature Type: Water / Grog Handseals: 0 Description: 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.
Weakness: Can only be used if an opponent has consumed an alcoholic beverage, or Locke’s own grog.
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Name of Technique: Haul Wind Type of Jutsu:NinjutsuPirate Trick Rank: A - S Range: 20-30 feet Nature Type: Wind Handseals: 0 Description: 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.
Weakness: Locke’s variant is quite weaker, and incredible focus is required to actually manipulate or control heavier objects, or enemy spells.
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Name of Technique: Parley with the Devil Type of Jutsu:NinjutsuPirate Trick Rank: S Range: Indefinite Nature Type: Demonic Animation Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Shiver ya’ Timbers! Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 5-20 feet Nature Type: Lightning Handseals: 0 Description: 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.
Weakness: Inaccurate if the opponent is a wind or lightning user, or if they do not carry conductive instruments on their person.
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Name of Technique: Embrace of Charybdis Type of Jutsu:NinjutsuPirate Trick Rank: A Range: 10 – 300 feet Nature Type: Water Handseals: 0 Description: 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.
Weakness: 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.
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Name of Technique: Ghost Ship & Crew Type of Jutsu: Summoning Rank: A Range: Indefinite Nature Type: Spirit Handseals: 0 Description: 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.
Weakness: Each ally gains the strengths and weaknesses of the element they choose.
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Name of Technique: Walk the Plank Type of Jutsu:GenjutsuPirate Illusion Rank: B Range: 100 feet Nature Type: Water Handseals: 0 Description: 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.
Weakness: 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.