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Fandom One Piece: Brave New World CS

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Below is all the information I will require for the RP. While I accept it as a form of expression and invite it as a creative way of showcasing characters, flashy formatting is not a requirement. After all, I'm prioritizing creative storytelling and legible, interesting text since that's the medium for this roleplay. A few notes to keep in mind for when you're building your character:

  • Dreams - Dreams in the world of One Piece are the most crucial part of any character. Being King of the Pirates, finding the All Blue, charting a Map of the World and so on are what make the Straw Hats who they are. Make sure that your character's dream is clear, big and informs their personality greatly, and is greatly informed by their past.
  • Tragic Backstories - While most RPs see tragic backstories as cliche, they are very common and also crucial to the flavor and tone of One Piece. While you aren't required to have a character that's suffered great tragedy, you are allowed to have as (reasonably) melodramatic tale as you'd like. After all, One Piece is a world of high melodrama for the sake of its stakes!
  • Professions - In Pirates Crews, characters like Sanji, Brook, Nami, Chopper and of course Luffy play critical roles. However, the only roles that must be filled in this RP immediately are Captain, and First Mate. You may double up on Roles if they are more poorly defined, but remember that in the future it will be possible that I or yourselves will create more characters for the crew as the story unfolds.
  • Face Claims - You are not required to include a face claim, but if you choose, please make sure the face claim is of an anime character.
  • Powers - While powersets can be based on devil fruits, martial arts, swordsmanship or otherwise, one rules applies that I ask you follow: name your finishing moves! Cool powers deserve cool names, after all!
Otherwise, just behave yourself. Don't make overly edgy characters, and remember to fit the theme of the world of One Piece. Goofy, strange or odd looking characters are the norm. Have fun!

Name
Gender
Race
Age
Height
Weight
Profession
Appearance (description)
Personality
Backstory
Devil Fruit
Combat Specialties
Special Moves
 
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Name - Frank "Frankie" Marshall

Gender - Male

Race - Human

Age - 19

Height - 5 foot 2

Weight - 90 pounds

Profession - Deckhand/Dishwasher

Appearance - Frankie has black hair of medium length in messy, spiky bangs, dark brown eyes and a gold piercing on his left ear with pale skin. He wears a sleeveless top under a hoodie and blue pants, often keeping the hood up. His clothing has a heart motif with X's in the middle of the heart. His sleeveless top is white and his hoodie is two-tone purple to pale pink. He also appears to be wearing light lipgloss or lipstick in various shades. Often carries a switchblade with him with a barbed hook he calls "Little Babe".

Personality - Initially abrasive and confrontational to newcomers with a tough, streetwise attitude, Frankie is actually a quite damaged person desperate for emotional connections he denies himself, terrified of letting someone get close again after all the pain. He makes a point in differentiating between societal values and a man's own values, believing that one finds his true strength in discovering the latter and that he will walk the "path of light" and live in "paradise" once he does. He is however willing to abandon his honourable duelling when he faces someone he considers dishonourable or unworthy of a real duel, turning to a vicious killer and simply cutting them down without remorse. Frankie is a reserved and quiet person with hidden depths and aspirations beyond the aggressive front he puts up, his language is studded with slang and he speaks in a sort of patois. He takes his low-ranking position, not seeking personal fame or glory but revenge. Aggressive and desiring violence, he can get argumentative, even with the authority figures of his crew when he disagrees with them, often leading to punishment duty like swabbing the deck or washing dishes to the point where those tend to be his default chores due to being experienced with them from repeat punishments.

Backstory - From a very early point in his life, Frankie suffered from a seemingly incurable disease that prevented his body from repairing itself properly when injured. Although never strictly named, haemophilia, an incredibly rare condition that prevents blood from clotting around wounds effectively as part of the natural healing process, is likely responsible. As a result of his disease, he remained a sickly child, being left bleeding heavily after only minor scrapes and suffering from other illnesses caused by poor health in general too. When Frank was around six years old, his father was a member of the Marines while secretly feeding intel to a pirate crew as a double agent. However, his father soon was captured, and later died of an unspecified disease during his imprisonment. The Marshall family, all branded as traitors due to his father's actions, were forced to travel to the New World.

When Frankie was thirteen, he awoke one night to a large man in a marine uniform looming over his bed. Through the open bedroom door he could see his mother and sister, their lifeless bodies beneath a kitchen table with a bloodied knife stuck in the top of it, clearly the work of the man. The intruder commented on Frank's soft-looking skin before trying to kidnap him, but was surprised with the barrel of his own gun that Frank was slyly able to take from the man's holster. While holding the stranger at gunpoint, he briefly lost focus due to a coughing fit as a result of his poor health, and the man took the opportunity to retake the gun for himself. However, with amazing speed, Frankie was able to ready the weapon despite the surprise and quickly shot the man, who escaped with severe injuries as Frank mourned the death of his family and swore revenge.

It was from this event in his childhood that Frankie experienced a newfound power. Soon after the incident his overall health began to miraculously improve, a development he attributed to this newfound power of his, and the symptoms his disease began to disappear, despite there being no known cure for hemophilia. Frank also created his own philosophy from his experience, claiming that he had overcame a wall and entered what he called "The Path of Light" believing it to be the only path he could pursue. Joining a gang for a desperate sense of belonging, he tried to rob a pirate and was shanghaied into service when it went wrong, being a slave on a pirate ship. He was force-fed his Devil Fruit after it was mistaken for another one, using it to escape confinement.

He tried to live his life normally for a while, eventually falling in love with a boy named Alexei, who wanted to be a Marine. Frank's powers accidentally activated while he and Alexei were being intimiate, the extended skin contact drained Alexei's life force and put him into a coma, traumatizing Frank massively.

Devil Fruit: Lovers-Lovers Fruit/Lovey-Dovey Fruit (恋人恋人の実, Koibito Koibito no Mi)

Appearance: Looks very similar to the Ope Ope no Mi, although it's a paler colour and pulsates.

Ability: The user of the Lovers Fruit can absorb the powers, energies, memories, knowledge, talents, personality, and physical abilities of another living being through physical contact of their skin with the skin of the other person. They are not limited to absorbing abilities: for example, Frankie has absorbed the strength, agility, and sharp reflexes of a fishman. In absorbing another person's memories, Frank also gains the emotional responses connected to them, with his own Devil Fruit being traumatic for him. For the transfer of abilities to be accomplished, Frankie’s skin must contact the skin of his victim. He can only absorb abilities and memories from living organic beings. He can possess the powers of several devil fruits at once, although this puts an intense strain on his body. No upper limit has yet been determined for the number of devil fruits whose power he can maintain simultaneously, or for the amount of power that he can absorb. Frank can even absorb gross physical characteristics from a victim. His physical appearance does not change when he absorbs abilities and memories from a normal looking human being. The victim's abilities and memories are absorbed for a time sixty times longer than the period of time Frank was in physical contact with that person. Those touched by Frank are rendered unconscious by contact with him due to the Lovers Fruit parasitically absorbing their life force, though some beings who are strong enough have resisted this effect. The ability is involuntarily, hence why Frank usually wears rubber gloves when not in combat or when working, to avoid accidentally hurting people and why he prefers menial tasks where he doesn't have to interact with people.

This transfer is usually temporary, lasting for a period of time relative to how long contact is maintained, but the transfer may become permanent in certain cases. Most often the process happens instantly when Frank touches someone, but in certain instances where a being has possessed an extraordinary level of power, they are able to resist him, and he may only share part of their memories and power. Permanent power absorption is dangerous as Frank also has that person's consciousness trapped inside his head, leading to a form of disassociative identity disorder, with traits of the other person he absorps appearing in himself or worse, trying to take control of his body to live again.

Weaknesses: Frank forms psychic links with the people who's powers he duplicates with his own, this is both a blessing and a curse. This link grants both Frank and his victim psychic abilities similar to a Vivre Card and are able to mentally ascertain the emotional and mental condition of the other as well as being able to ascertain where the individual is by concentrating, both retaining this ability, allowing enemies to track the ship by tracking Frank through the link. Due to this Devil Fruit being representative of toxic, parasitic love, this link causes alterations to other people's psyche concerning Frank.

Frank's desire to replace his dead family with others is darkly reflected in this ability, he can bring others close to him but it never ends well, whichever route he picks. If he wants a family, he has to find genuine relationships and hold off on his ability to prevent superpowered stalkers. It's a Midas Touch Situation, he's got what he has wanted, the ability to make people love him and be more like them, but there is a terrible cost to it, with the intensity of the emotional link being represented in "Levels". These are the levels the other party gets, not Frank. His state doesn't get to change at all.

Level 1 - From Acquaintance to Friend or Enemy to Friend - The Lovers Fruit begins to alter their psychology due to the link.
Level 2 - Friend to Good Friend - Alteration increases.
Level 3 - Friends to Lovers - The target gains romantic feelings towards Frank as they begin to more openly change personality now under it's influence.
Level 4 - Obsession Begins - The love becomes toxic as the target now becomes obsessive and dangerous, planning to kidnap Frank to keep him for themselves. It stays at Level 4 unless Frank is sucessfully taken. Stalking likely.
Level 5 - Imprisonment - Now they have Frank, they'll keep him somewhere as they've completely changed, confining him.

His requirement for skin contact means Frank has limited range unless he's copying someone's power.

Combat Specialties

Knife, hand to hand combat.

Special Moves

Life Parasitism - Using his basic ability, Frank gets the opponent in a grapple and begins draining away their life force, empowering himself while weakening them.
 
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Name:
Rico Altori

Gender:
Male

Race:
Human:

Age:
22

Height:
6’1ft

Weight:
195lbs

Profession:
Cook






Appearance (description):
Underneath his clothing his midsection and chest hold many scars from his past, many seeming very life-threatening. The most noticeable scar is just below his neck, a nasty scar that travels from collarbone to collarbone. On his back are a few more old wounds, but are greatly taken up by a large emerald green and golden tattoo that takes up nearly his entire back and snakes up his left arm. This tattoo depicts a lone tiger surrounded by green flames with the rising sun above it.

Personality:
Rico is a very laid-back soul with a wounded, yet strong heart. Always wearing some type of smile on his face, it is rare for him to be seen without it. Because of his past life, Rico will do his best to uplift others, be it through his cheesy attempts at humor or with his excellent cooking. He’ll even go as far as adding the heavy weight of other's burdens onto his shoulders, confident he can carry the world and everyone else's sorrows along with his own. Aware that this would do more harm to himself, Rico is too prideful and stubborn not to, tricking himself into believing he’s strong enough to bear whatever the world has to throw at him. Though he can be a very open and honest person, Rico barely speaks of his past, growing distant and always trying to dodge or change the topic. In his free time, Rico will laze about in different parts of the ship, enjoying the moments of peace to catch up on his sleep. When he’s not lazing about Rico takes to the kitchen, showing off his skills as a chef, making unique and tasty meals that he’s discovered during his travels on the seas. Rico will also take his job as the ship's cook seriously, not allowing anyone else in while he’s cooking unless he gives them permission. If anyone gets in the way or causes trouble, Rico will give them a strict lecture and slap them in the hand before forcing them out.

Backstory:
From East Blue and born in the small trading town called Thorn Hook, Rico was raised amongst a group of orphans in a small church outside of the town. Unfortunately, this town lacked a proper Marine presence, resulting in a large amount of illegal activity from pirates, bandits, local gangs, and other forms of shady characters. Though the town was filled to the brim with shady individuals, the three largest gangs that ruled the town maintained a type of order, making it clear for both the residents of the settlement and those who passed through to follow a set of rules. The rules were fairly simple, no causing an uproar in the markets or docks, any disputes were to be settled in the local arena on the beach, no stealing, and any illegal activity was to be handled in a certain section of the town, separated from civilian life. Though these rules would bring a small bit of order to this town, it was still a cesspool of criminals, thieves, and killers.

Even as a child Rico knew his home was a dangerous one, a place where even children could not live carelessly or foolishly. It was a place where one would always look over their shoulder, be on guard at all times, and not poke their nose into others' business. To his good fortune, however, the church just outside of the trading town had always given him and many of the other orphaned children a good and loving home. They were not the most financially stable home, the priest and nuns that ran the church always managed to keep them fed and sheltered, though there would be times when the stress and pressure of all this could be felt throughout the entire orphanage. Rico would see how exhausted and worn out his caretakers would become as they strived to keep his home together, so alongside the eldest of the children Rico would often slip into town to earn enough Beries to help provide for his family.

Unfortunately, the best way to earn Beries was to become involved in the more shady crowds that dwelled within Thorn Hook, becoming errand boys or pawns. The eldest children alongside him would split off, working for different individuals to earn the most in short periods of time. With him his best friend Flint Pollar would work alongside him, running errands, moving packages, or delivering messages throughout all of Thorn Hook. The two worked well together, becoming a well-known duo by many, seeming like natural brothers even. They were practically inseparable. With a few extra Beries in their pocket, Rico took up an interest in different types of food and ingredients. When not working for his employers Rico would browse the markets, taking the cheapest of deals and experimenting in the kitchen. In the beginning, his meals would be just edible enough for the others to eat, but as time went on his dishes would greatly improve with the help of Flint and the Nuns of the church.

The Beries they earned however were barely worth it, everything the other children had scrubbed up just barely helped the church. As they grew however Rico and Flint discovered that another option to earn money was available to them, though it was a far more dangerous one for the two young boys. To the beach, everyone in Thorn Hook knew of the local arena, the place used for settling disputes or hosting fighting competitions. Being two of the eldest from the church at the age of 13, both of them were old enough to compete in the arena and fight for Beries. Neither of them had any experience in fighting, but things were slowly becoming more desperate with their home, the church itself in dire need of repairs and renovations. Not wanting to involve the other children or worry their caretakers, both Rico and Flint went to the man who ran the arena, a man simply named Ref, and signed up to fight together as a pair. Even though they were children, the foes they were put up against cared very little about that fact, wanting to only earn a quick Beri by roughing up a pair of runts.

Rico and Flint would come home bruised and bloody, but both were always in high spirits with plenty of Beries in their pockets. Luckily for them, even losers of the matches were given a bit of a constellation prize for competing, resulting in a much higher payday than their previous work. The two would be bombarded with questions from their caretakers and fellow orphans, but they would never reveal where their wounds came from. Instead, the two would spend their free time training, Rico taking up the spear while Flint took up dual swords. After a year of losses and long nights of sparring with one another, the two would win their first match and get their first taste of victory. To this day Rico treasures the memory of returning to the church alongside his brother, with plenty of Berri to spend and enough food for a feast for everyone to take part in. From there on the duo would win victory after victory, growing as fighters and helping provide for their home.

Though every fight would grow fiercer than the last, the Beri earned was just too great to give up. Years of fighting would go by, and the church would grow, the desperate repairs being made, and the financial burden being finally lifted from their caretakers, giving them more time to tend to the children. Every bit of blood, sweat, and tears shed in the arena was worth it all, but there was no denying the toll it all took on both Rico and Flint. There would be many times when the two brushed closely with death, resulting in horrible wounds and long periods of time recovering. Though Rico managed to remain in high spirits about it, Flint seemed to grow more distant, quiet, and cold. By the time they reached 18 they had made quite the name for themselves in Thorn Hook, Rico becoming the Emerald Tiger from the Tattoo on his back, and Flint as the Dual Cur because of his talent as a dual swordsman. Though the future seemed hard and full of strife, Rico believed they’d be able to overcome it and gain enough Beri to not only ensure the church and children were taken care of, but that none of them would ever have to put their lives on the line like him and Flint to provide for their home.

On one fateful day, however, before another match in the arena, it was revealed to him that he would not be fighting alongside Flint. Instead, he and Flint would be facing one another. As they both entered the arena Rico could instantly tell something was off with his brother. Something had changed, it was as if he was looking at a completely different person. Someone empty, cold, and ruthless. Even as he begged for an answer from his brother, Flint remained silent. Once the match began, Rico could only remember the fight being against some feral animal before being cut down and losing consciousness. He would awake a few days later in the church, racked with pain and covered in bandages. After weakly asking where Flint was, he was told Flint was nowhere to be seen, having disappeared after the match without a trace. Rico couldn’t help but sob the entire night, his best friend and his brother gone, and with so many questions filling his confused mind. What had happened to him? Why did things turn out like this? What happened to his brother!?

After being bedridden for two weeks Rico would promise to search for his brother and find out what happened. He would not be able to just set out after him though, knowing he and Flint were the church's greatest source of money. He couldn’t bear leaving them to fend for themselves or damning other children to the same path he and Flint went down in the arena. So using the name he had created over the years he approached one of the ruling gangs of Thorn Hook and made a deal with them. He would work for them for three years, doing whatever jobs that they asked of him on the condition that they would look after the church and its children. Those three years were a dark period in Rico’s life, never uttered a word of what it was he did for them, feeling nothing but shame. After three years had passed and the deal was done, Rico set out to sea, hopping aboard random ships and searching the East Blue for his brother. He would take up random jobs to earn Berris, either using his skills as a cook in some restaurants or taking up a few local bounties in the areas he visited. Eventually after a year of searching and finding nothing in the East Blue, Rico’s travels finally lead him to Loguetown. His want to find his lost brother remains strong, even if he must search every inch of the four seas to find him.

Devil Fruit: None

Combat Specialties:

Trained spearman
: After years of wielding a spear, Rico has become an excellent spearman. With different styles and methods of wielding a spear under his belt, he has managed to use this weapon effectively, being able to keep his distance or get up close and personal with whoever he is fighting.

Agile: Light and quick on his feet, Rico can move about with ease around both his enemies and his environment.

Durable: With years of brutal fighting behind him Rico is able to take quite the beating, his many scars acting as proof of the abuse and damage he has overcome.

Special Moves:

Furious Flurry
: Falling into a low stance and his spear clutched tightly in his strong arm, Rico will deliver a flurry of powerful thrust with his spear, managing to clear a handful of enemies in his way. Each thrust is powerful enough to shatter stone.

Tigers Fang: With all his might Rico will put all his strength and power behind a single strike to pierce through whatever he targets, being able to pierce through stone and metal.

Dance of Thorns: Relying on being light on his feet Rico will fall into a sort of focused state, using less power behind his strikes and focusing on staying on the move around his enemies, striking swiftly and with precision. Using this move makes him seem to be doing some type of dance as if he were dancing around thorns.
 
Name: Fawn Elanor Claribell
Physicality: Human, female, 18 years old, 5'4'', 100 lbs
Profession: Self-proclaimed pirate captain

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Appearance: Split into halves, Claribell keeps an iron rod at her hip, the combined length being roughly a meter. On the back of her light coat is her pirate emblem. It’s not quite cleanly drawn, but it is possible to make out a winking skull and crossbones, its pink hair and tone dials not dissimilar from Claribell’s own.

Personality: Claribell might be the epitome of impulsive and single minded. Due to her unusual memory, she strongly focuses on living in the moment, often appearing or acting sporadically. There is nothing worse to her than boredom. New experiences are her spice of life, her compass always pointed towards what she feels is the most fun. Her carefree nature inevitably leads to her honesty, her inability to get fussed over what most people think leading to her ruffling more than a few feathers from her dismissive comments or flippant behavior. If a thought came to her mind it probably only bounced back after leaving her mouth. She might be disconnected from what is normal, but its that same fact that sets her on a path all her own.

Backstory: There were none in the Tianyan Empire who did not know of Fawn Flors. Known for his skill as a sailor and strength as a warrior, he was scouted from bodyguard work on merchants ships in the wake of the Pirate Era. They wanted a man who could sail, their history rife with internal conflict only recently resolved with the Empire’s unification. And Flors was more than able to offer what he had, mapping out the East Blue until he knew it like the palm of his hand. It’s been said that none had discovered more islands in the peaceful East in centuries. He’d discovered more than that, meeting Isabel Donner, who would take his name (and name order) to contribute Claribell to the Fawn name (on top of getting his finances in order, the man wouldn’t wield an abacus for his life).

Claribell only ever knew the life of a sailor, the stories she was told salty. Her sea legs found her first, and she was taught to wield a knife before she even came to think of it as anything unusual. “Just in case” Flors had told Isabel. Neither had wanted the worst case to happen, but better safe than sorry. The Pirate Age only seemed to be getting worse, not better. But even as Claribell was taught things beyond her understanding, he life on the sea was full of new and wonderful things to experience: people, places, lands, lore. As long as her blue eyes could reflect breaks of sea foam, rolling clouds, and endless stars, she thought she could be happy forever. But there were always stories of more, tales of myth that couldn’t be real. Yet, her father had no interest in the Grand Line. They were contracted to uncover and unearth untamed and lawless lands still here in the East. As long as they were on the Tianyan Empire’s payroll, they were playing by their rules and to their demands. Claribell didn’t get it, but there was no sense in fussing over what you couldn’t control.

And twenty years on their payroll was enough. The Tianyan Empire set Flors free, having gotten what they’d needed. As if timing wasn’t bad enough, Isabel discovered the death of her parents. With both of her parents in dour spirits, Claribell’s endless energy and enthusiasm became something of a burden. Though they told her again and again what had happened, it didn’t seem to stick. She’d continued to carry on like normal. More than the loss her parents had incurred, she remembered their anger and lack of patience, that which had hurt her. Her parents had known her to be airheaded and lax, that attitude finally exhausting their patience, keeping them from totally understanding that which Claribell fails to understand about herself. Her memory disorder: she can only easily remember that which she finds interesting or fun. That which is mundane or unremarkable doesn’t stick with her. The death of her grandparents she hardly knew, the loss of her father’s sponsor that had his adventures restricted to their whims: not painful enough to her to sting and linger. And that pain created distance. Alienated from the family who’s ship served as her home, her memory of this period became vague and uneven. For the next few years she was lost in a fog.

She remembered the broad strokes: the Tianyan Empire had used their knowledge of the East to mount their expansion, colonizing uninhabited lands and conquering the undefended lawless land where those who lived in peace lived without the protection of human rights offered by the World Government. Seeing his life’s work turned to nefarious purposes, Flors lost his way, while his name was touted, as there were none in the Empire who did not know it. And Claribell lost her way. The next time she had a lucid memory she was in one of those lawless places, without home, without family, without awareness. She saw a bird, wounded and helpless as a cat hounded it, calling for help in human speech. No one went to help it. And Claribell found herself moving before she even knew it.

She still hasn’t fully unpacked her life, and what it became. But she does know that she doesn’t want the pain and suffering she might experience to become the norm. So expected that she becomes numb to it. She doesn’t want to go through the world alone. She’ll go her own way, maybe finding some others who are crazy enough to follow in her wake. It’s the sound that resounds after silence that feels the warmest, shines the brightest, and booms the loudest.

Devil Fruit and Techniques: Claribell is the user of the Echo-Echo Fruit, which allows her to manipulate sound. With her free hand she can ‘grab’ a sound out of the air, as long as it was recently made (about ten seconds or so for typical noises). These are easier for her to detect as the fruit also gives her enhanced hearing. She isn’t omniscient with her ears: she hasn’t picked up any skills like being able to tell when people are lying based on their heartbeat, nor can she pick small sounds out of loud and busy areas but she can, for example, hear a rushed heartbeat of someone hiding for ambush in a quiet, empty room.

More importantly, her hearing allows her to trace echoes of sounds that might have already faded. A recently made noise leaves audible abrasions of sorts. The residue of a gunshot might be like cracked glass. The boom of a cannon more like a shattered boulder, louder noises lasting for longer stretches of time. Once she ‘grabs’ a noise, she can repeat it, even alter it, such as changing its location (akin to throwing one’s voice), or making it repeat in quick succession.

Echo – The basic application of her power. Claribell takes a sound or phrase recently emitted and repeats it. She can change the location it comes from as long as it's fairly close by. The volume is decreased slightly with every repetition, as sound is transient and temporary.

Echo Pop – A natural extension of her Echo. Claribell takes a sound, usually a very loud one like a gunshot or the bang of her rod hitting something hard (like a skull!), and repeats it numerous times in quick succession, usually right by someone's head. Even with each one becoming quieter, the result is a sudden burst of disorienting sound that often leaves the target venerable to further attack. It's tricky to pull off, since it requires more precision, so Claribell isn't capable of it yet even if she’s doing her best

Shoosh – Claribell redirects the voice of a person away from their intended target. If someone is trying to yell for help, then Claribell can redirect the sound so that it travels backwards, for instance. This doesn't affect the volume of the sound though, and she has trouble catching the further echoes when they’re further away. While she can redirect a sound to make if quieter in one direction, she can never create true silence, as that is the domain of the Calm-Calm Fruit.

Other Notes: Claribell has a ton of natural strength and durability on her own, able to handle her iron rod like no one’s business. She also has a comrade in the form of Cinnamon, a tawny cockatoo with sharp mouth (figuratively and literally, as he’s capable of human speech).
 
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Name: Dragut
Gender: Male
Race: Fishman (Mantis Shrimp)
Age: 45
Height: 11'11
Weight: 311 lbs
Profession: Quartermaster

Appearance: Dragut is a thin, tall Fishman with pale blue skin on his face and torso that transitions to a deep red color at his extremities. He has a large cleft chin and a heavy brow ridge. Although his head is shaved in a tight buzz cut, he has a bright red antennae like moustache that reaches out about a foot past his shoulders. His eyes are a bright green with a pinkish-red sclera, similar to the color of real mantis shrimp. While his hands and back bear a thick chitin like armor, each have also been burned back by the mark of the celestial dragons, and the symbol of the sun, signifying him as both a former Slave of Marie Jois, and a former Sun Pirate under Fisher Tiger. He is regularly seen in finely made suits, normally with a vest or suspenders in place of the jacket. He prefers grey, beige, and other bland colors for some reason.
Personality: Dragut has seen the full range of human kindness and cruelty through his life, and has had to work his way through many unpleasant encounters and negotiations. He views himself as someone who can read people and hide his own nature and emotions quite well. As such, he adapts his personality, almost on instinct, to whoever is present with him. As a quartermaster his job is largely accounting and bookkeeping, but also recruitment, tactics, and negotiations, so he keeps a level headed, amicable demeanor most of the time.

Backstory: After the deaths of Fisher Tiger and Queen Otohime, Dragut, like many fishmen, was filled with a deep sorrow and rage with no outlet. While Jinbei and many remaining Sun Pirates stuck close to the words of their fallen heroes, burying the hate for humans in their hearts, Dragut could not. Like Arlong and others Dragut swore vengeance upon who he perceived as a barbaric upper class, all the humans who used their power and status to make so many lives a living hell. However in this emotionally broken state, his rage and vengeance was misplaced. He set off to the nearest human settlements in the west blue, raiding, pillaging and destroying all in his wake. This was already a threat to Marine control in the area, however his terror over his piece of the east blue only grew when he found his devil fruit.
While it is exceedingly rare for a Fishman to eat a Devil fruit, as it takes away their distinct advantage underwater, Dragut vowed that he would return to Fishman Island as a hero, or not at all. Using his new found abilities Dragut could bind and imprison all who stood against him like the horrible humans and Celestial Dragons had done to his people for centuries.
As his greatest statement of animosity to the World Government he bolted 500 marines and their captain to the sides of their vessel, then crashed it into the moor of a marine base. This heinous act and his despotic rule over his conquest not only earned him a 11,000,000 berry bounty, but the disdain of his people. This fishmen across the world and in his own crew looked upon him with disgust, and abandoned this lost follower of Fisher Tiger that very night.
Dragut got his misbegotten justice, and lost everything he cared about because of it. He resigned to maroon himself on Nobig Island, a deserted island where he could never hurt others again. He stayed here for nearly a decade and was thought dead, until by chance the News Coo dropped the latest paper into his exile.
He dreamed of redemption.
Seeing Luffy, Blackbeard and so many others at The Paramount War showed him a new era was coming. He would help forge a new Worst Generation to bring justice and vengeance to those who truly deserved it, The Navy, and the Celestial Dragons who had enslaved him and his people for generations.

Devil Fruit: Suku-Suku No Mi (Screw-Screw Fruit)
The Screw-Screw Fruit allows Dragut to twist objects, parts of objects, and items he is touching along a single axis, as well as generate ports which these items can lodge or lock into. He can also use this power on living beings, although this does not harm the target and cannot be used on himself, it also cannot be used on anything directly touching sea water or Sea Prism Stone. Chiefly he used this ability to screw iron bolts into his enemies, screwing them to their surroundings or screwing their bodies to themselves.

Combat Specialties:
Fishman Karate (multidisciplinary)

Fishman Physiology
-water breathing.
-advanced strength.
-High Speed punch
-advanced eyesight
-minor armor

Special Moves
Filister Binding: Dragut uses one of the large metal bolts he carries with him to lock an opponents movement, usually to the ground or a wall. (DF)

External Hex: Dragut locks two or more opponents to each other. (DF)

Internal Hex: Dragut twists parts of an opponents body to create a combat advantage. (Turning the head 180 degrees for example. DF)

Countersunk: Dragut forces a bolt through the internals of an enemy. (Lethal, rarely if ever used. DF)

Mach Punch: standard attack, similar to Jinbei's Thousand Brick Fist. (Fishman Karate)

Mach Cavitation: Mach Punch creates a bubble of rapidly collapsing superheated air. Only usable in ample water. (Fishman Karate)
 
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Hoshiya Zenko
  • 01
    name
    Hoshiya Zenko
    nickname
    Hoshi
    gender
    Human Male
    age
    20
    physicality
    5'7" | 142 lbs (64 kg)
    profession
    First Mate | Swordsman
    d.fruit user?
    Yes
    appearance.

    Hoshi has a natural dark-blue hair that contrasts well with his heterochromatic eyes, with his right eye being black, and the other blue. He usually wears a black, long-sleeved turtleneck over an unbuttoned dark brown suit, hiding his strong core among the thick clothing. His black cottoned jeans and sneakers make it easy and airy for him to travel even in the hot and humid seasons of East Blue. Slung across his hip is a sheathed sword with a tattered sheath, battle-scarred from the numerous battles it had been on.
    personality.

    Hoshi has a calm demeanor and a serious expression that could intimidate those that approach him, but he's actually rather boisterous once he warms up to them. He is a hospitable person who would never hesitate to help anyone if he sees their need, but he is also protective enough to not let any of his friends come to harm from their enemies. While it is certainly admirable, he is usually shown to be... curiously stupid. If Hoshi sees a colorful aquatic animal (hint: they are poisonous), someone stop him, because he will never hesitate to grab it from the water, throw it around like a play ball, and spend the next day with his hands inflamed from the poison due to his absolutely clueless nature.

    And yet, his passion to become the world's strongest swordsman remained since his childhood, to the point that he would be willing to venture across the seas with the dangerous and evil "pirates" the Marines told the public about. He strived to keep sailing across the rough seas until his dream is realized.
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02
03
04
code by @Nano
 
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Name: Mira Curewell
Gender: Female
Race: Human
Age: 26
Height: 4 foot 10 inches
Weight: 90 pounds
Profession: "Doctor"
Appearance: Mira always wears a lab count (mostly in an failed attempt look more professional), but aside from that she really doesn't care about what clothes she wears. It's even to the extent that she'll frequently wear old and obviously damaged clothes.


Personality: Deep down, Mira is a good and kind person whose main goal is to help people.

This doesn't really come across all that well, though. And most who known of her view her as a sadistic mad scientist. This reputation mostly stems from her way of treating her patients.

For example, in an attempt to discover new, more effective treatments for whatever ails people, Mira straight-up refuses to utilize traditional and accepted treatments. Instead, she prefers to wildly experiment and invent new ones that usually do very little but make her patients worse.

Luckily, Mira is a bit thick headed and gullible and has yet to realize what people think of her. In her mind, everyone thinks of her as a great doctor and only refuses her services out of some kind of inferiority complex.

Mira is very fond of animals (espically cute ones), and keeps a rabbit named Yutu as a pet. She is a bit overprotective over it and often prioritizes Yutu's well-being over her own.

Backstory: Mira grew up on an island known as "Malaise Isle", an island notorious for having the vast majority of its inhabitants constantly suffering from some kind of illness or another. As one of the few inhabitants that were luckily enough to be spared from any major illness, Mira viewed it as her destiny to become a doctor good enough to cure all the island's inhabitants.

After all, she had seen the kind of suffering that the diseases caused. Not just on the personal level (though that were bad enough on its own) but she also saw how her entire island suffered as a result. Nobody wanted to visit the island on the chance that any of its many sicknesses were contiguous. And the only exception were pirates who used the frailty of its inhabitants to demand large sums of money to leave them alone.

However, Mira's plan to become a doctor hit a snag almost immediately. Due to her rather poor treatment of the patients, no doctor wanted to keep teaching her long enough for her to actually learn anything.

But she refused to give up and instead decided that if she couldn't get any practical experience, she'd learn everything she could from books instead (something which did not exactly help her bedside manner). So she spent the next couple of years reading every book on medicin and any related topic she could find and when she decided that she had learnt enough, she opened up her own clinic.

Of course, it didn't take long for her to develop a certain reputation (it's said that the mere mention of her name was enough to make patients on their deathbed to get up and run in the opposite direction) and as a result she didn't get many patients.

In an attempt to get rid her, the island's inhabitants gave her a boat and told her to explore the world and discover new and better medicine and taking them at their world, Mira decided to do exactly that.

Devil Fruit: N/a
Combat Specialties: As some might guess from looking at her, Mira isn't much of a fighter under normal circumstances.

To overcome this problem, she has invented several different elixirs and medicins and such that are meant to either enhance her own physical abilities or diminish her opponents.

Of course, like most things Mira has invented, these more often than not come with some nasty side-effects so she isn't great at long, drawn-out battles.

In addition, she uses her knowledge of anatomy to attack weak-spots on the human body.

This elixr boosts Mira's strength when drunk. As an added bonus, she grews several inches while the effect is active.

Once the effect is over, Mira suffers from a couple of side-effects. Firstly, she gets weaker than normal. Secondly, the sudden increase and then decrease in height puts a lot of stress on her body and as a result her durability decreases.
This elixr boosts Mira's speed.

Once the effect is over, she moves and reacts slower than normal.

Special Moves:

Tourniquet Twist: Identifying a heavy object or enemy, Mira lifts and spins it over her head before hurling it with all her might. The thrown object becomes a devastating projectile.

Diagnostic Dance: Utilizing her enhanced speed, Mira moves rapidly around her enemies, striking from all angles, making it hard for them to predict or block her next move.

Panacea's Cocktail: Mira hastily drinks several bottles of one her elixirs at once, thus further enhancing its effects.

While this might seem powerful, it has some weaknesses. One, she'll suffer all the combined side-effects at once. Two, in addition, her body isn't capable of handling such drastic improvements all at once and she'll sustain major damage once the effects of her elixirs are over.
 
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Name: Daff O'Dil
Gender: Male
Race: Dwarf
Age: 16
Height: 9"
Weight: 1 lb
Profession: Navigator / (Potentially vying for First Mate, not a big deal if not possible)
Appearance:
00027-3732944141.png


  • Personality:
    Daff O'Dil is a whimsical and inquisitive Dwarf who often struggles with his scatterbrained nature. He possesses an insatiable curiosity for exploring new places, keenly observing how people converse, dine, and unwind. However, this exploration often leaves him feeling guilty for not dedicating his time to what he considers "productive" pursuits. Interestingly, Daff's definition of productivity can be quite surprising, as he has inherited the famous Dwarf gullibility that lends his ear to anyone in a position of authority or self-determined authority.
    When Daff engages in an activity he deems "productive" and later discovers otherwise, his guilt transforms into a desire for vengeance.

    In reality, Daff tends to underestimate himself. Much of his day is spent honing the skills his parents taught him: pilfering from adults, performing push-ups, and mastering the art of "jaw-ups" (a unique form of pull-up using the jaw). He perceives himself as honest but believes occasional deception is necessary in a world where humans can easily deceive him. He rationalizes that stealing is acceptable if the victim cannot identify the thief.

    Moreover, Daff attempts to charm humans into providing him with truthful explanations of facts or events, although he has a knack for presenting them in such a bizarre and disturbing manner that it leaves his listeners appalled or angry. He acknowledges that these attempts often fail, but he is determined to improve this skill for the betterment of all Dwarfs.

    Daff takes immense pride in his Dwarf heritage and finds joy when people recognize his Dwarf characteristics. He even humorously refers to himself as a fairy when explaining Dwarves to big humans, adding a touch of whimsy to his interactions. His clothing shows his pride, as he goes to great lengths to look well-dressed with a few "fae" accessories that show his heritage.

    Finally, he has a hatred for weapons. In particular, he dislikes swords the most - the reason being tied to his backstory.
 

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Name: Bright B. Indigo

Gender: Male

Race: Human

Age: 19 3/4

Height: 6' 1"

Weight: 156lb

Profession: Woodworker/Scholar (Possibly First Mate?)

Appearance: Indigo is a young man of a fairly average stature. He has blonde hair with freckles, and wears large bottlecap glasses. His usual wear consists of traditional sailor outfits and hats (examples seen here) with a violet accent and purple ribbon in the hat. The Nautilus Helmet, the special relic that grants Indigo enhanced combat abilities, is usually strapped to his back or hip which is commonly used with or as a travel satchel. The Nautilus Helmet itself resembles the head of traditional diving suits, and the suit it creates around Indigo is directly inspired by those old diving suits (examples seen here).

Personality: Indigo is a clever man with a shine in his eyes. While he is very much grounded, having grown up taking care of an old building on a tiny island, he is curious and generally optimistic. Giving up hope takes quite a lot of breaking for Indigo to become subdued, as he's always looking for a way out and forward. Indigo is also one to search for a peaceful end to conflict; beasts shouldn't be killed unless absolutely necessary, agreements that are best for everyone can be made, etc. Indigo does get a little nervous when in new territory as he's spent much of his life in one place, but he's slowly trying to get past the experience of something new as scary, and more as something amazing, like a real adventure from his grandfather's stories.

Background: Indigo grew up on the very tiny island of Pint Point, in Button Village. The actual island itself was small enough that, though there was never any real Marine presence there, pirates rarely attacked if at all. Indigo lived much of his life under the care of his grandfather, Hektor Tok, who lived in and ran the Pint Point Lighthouse. As a child, Hektor would tell Indigo marvelous stories of adventure and kindness through the use of puppets and masks that he had crafted, a skill that Indigo would pick up as he grew. Along with that, Indigo soon began to help Hektor maintain the lighthouse, learning how to signal ships, how a ship should run, and the basics of sailing in case they needed to check the coast for debris.

Among the many stories that Hektor told, Indigo began to notice that there were never many about the stranger phenomena of the Blue Sea; one night he asked his grandfather about it, and the older man denied knowing much about that kind of stuff. Many villagers repeated the sentiment, but one very old woman recounted tales of interesting creatures that roamed the waters. Indigo came to categorize these beasts of myth as Kryptins, and started collecting information from both visits away from Pint Point and from the odd trade ship that landed with the beacon from the lighthouse. For a handful of years, Indigo spent as much free time as he could studying and collecting information regarding interesting events across the sea, before Hektor discovered what was going on. In a fit of rage, Hektor nearly destroyed all of Indigo’s research before realizing his mistake and coming clean: the same sort of research is what killed Indigo’s parents.

Hektor went on to explain that the couple had discovered special helmets during a routine dive close to the island which granted them enhanced abilities. They were neither pirate nor marine, so they did not use these powers until a strange, winged beast attacked Button Village. This activated the relics, which relayed a message to the wearers about a number of lighthouses related to various Kryptins. After saving the village, the couple left without much notice and were gone for two years without contact, before returning on a trade ship. Indigo’s father had been mortally wounded, and Indigo’s mother was pregnant. They managed to have and name Indigo, before both passed.

Hektor showed the one un-damaged helmet to Indigo, as well as his parents’ quarters. After a year, Indigo decided that being a lighthouse keeper was not what he wanted to do with his life. Instead, Indigo wanted to finish the quest his parents could not: discover every lighthouse and its associated Kryptin, document them, maybe even try becoming friendly with them, and make a comprehensive guide to the creatures. Hektor was obviously very against it, but Indigo provided a solution; he would speak to Hektor with long-range communication devices to check up on each other at a designated time each week, that way Hektor can rest easy knowing how things are going beyond Pint Point.

Devil Fruit User? : No

Combat: The Nautilus Helmet creates a suit around the wearer that grants them the ability to breathe underwater as if they are connected to oxygen for seven hours untrained. It also grants enhanced grappling ability to items in water, as well as an increased speed and jump underwater. On top of these special abilities, the Helmet grants Indigo combat skills that he would not initially have.

Special Moves:
  • Armstand Drive: Only usable when Indigo is upside down and the helmet is touching a surface. Spinning with the force of his limbs, he speeds up using the friction of the enchanted helmet, allowing for a large flurry of blows.
  • Button-Balk: Used to make an opponent believe you’re about to make a certain move or a specific direction, but instead you duck down and quickly swing in the inverse direction before somersaulting to a safe nearby position.
  • Equalize Point: When underwater, the created diving suit can equalize the pressure and water friction around a held object that uses up much the suits stored oxygen, allowing the user to throw an object like a harpoon through the water quickly and smoothly.
  • Alternobaric Vertigo: The suit can release pressure onto an opponent with a direct touch, causing them to become momentarily dizzy and nauseous. This works best on land or above the sea since the Nautilus can immediately regain the expended pressure. If underwater, Indigo becomes vulnerable and becomes as dizzy/nauseous as the opponent as well, until he returns to the air above the waves.
 
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Click Tabs on Left + Possible Scroll
  • Isabella Thorne Ebonheart Marlowe
    The Shieldmaid
    Alias
    Isa, Item
    Age
    18 years old
    Gender
    Female
    Race
    Human
    Height
    5’7 (175cm)
    Weight
    130 lbs (59kg)
    Profession
    Chef, Deckhand, Boatswain
    Appearance
    Isabella stands at an average height with a sturdy build that reflects her combat training. Her short, indigo-black hair frames her face, often partially covered by her bangs, lending an air of mystery hiding behind them is a set of bright blue eyes. Isabella's most distinctive feature is her attire—a heavy set of armor that resembles a full skirt with a maid's apron, a testament to her past as a combat slave. She has a set of two shields she usually keeps in her hands if not strapped to her back stacked on top of each other.
Background Artist: HDQwalls
Character Artist: Log Horizon
Orginal BBcode Artist: @Ambiloquous
Skills images: game-icons.net
 
IMG_2671.jpeg
Name: Rinne
Gender: Male
Race: Human
Age: 22
Height: 5’8
Weight: 155lbs
Profession: Future First Mate

Appearance:
Rinne rocks short and messy black hair and bright blue eyes. He is faired skin, more on the tanned side from being outdoors most of the day. He wears a lot of sporty clothes and is especially fascinated by soccer jerseys. Attached to him are his black knee high socks - a lucky pair of socks that have won him most games in his league. Aside from that he is typically rocking oversized t-shirts and over the knee shorts.

Personality: Caring and responsible, Rinne has been shown to be someone that puts others first. He is very patient and understanding, but can quickly become terrifying when angry. He is very strict with his team on the soccer field, but is ultimately respected for his devotion to their success. He is incredibly mature, something instilled in him from hard working parents. Nevertheless, he can show childlike behavior from time to time - enjoying the small things in life.

Backstory:
Rinne was born to retired pirates no longer seeking One Piece. Their household was low income and his parents worked odd jobs every week to make ends meet. Rinne never had to worry about that, he was oblivious to his family’s financial struggles as a child. The only thing he cared about then was soccer.

With the childhood dream of making the Grand Line Cup Playoffs, Rinne trained every day from dusk until dawn on the soccer fields. During his training he experienced what life had to offer. He made ever-lasting friendships with other kids, experienced loss for the first time and learned what it meant to have people rely on him. He was learning more on the soccer fields than in any school he’s ever attended. On the field, he was known as a phenomenal striker (forward) - taking on teams twice his size and still ending up victorious with help from his ball control, swift moves and ultimately - his ability to make goals. He had strong kicks, making it hard for goalies to stop the ball even after making contact with it. He was the star athlete of his team, but never let the ego get to him - he was very humble.

As he grew older and wiser however, he began to see the financial struggles his family went through. He wanted to help, but his parents never let him work with them. They wanted Rinne to pursue his dream just like they had done when they were his age. Despite their support, Rinne started working for a group of Pirates led by Hungry Jimmy (a bald and obese East Blue pirate that made his name known for charging outrageous “protection” fees to local shops). Rinne did whatever Jimmy needed him to do - which usually meant taking money from hard working folk. Despite the disdain for his actions, the blood money was helping his family put food on the table.

This decision changed his life however. His friends started to disappear as people saw him under a different light. They turned on him, the once praised soccer prodigy became the most hated person in all of his village. He’d get jumped on the streets by his old team, kicked and cursed at for taking money from their parents and businesses. He lost everything he held dear just so his parents could live a wealthier life. They despised his existence for what he was doing for the Hungry Bolder Pirates.

It was only a matter of time when his parents found out, they led a charge against these pirates - believing them to be at fault. Their entire village came together to kick Hungry Jimmy out of their home. The pirate however had a full crew of dangerous wanted men and beat the townsfolk to a pulp - increasing their protection tax incrementally. Angry and frustrated, Rinne took on Hungry Jimmy himself - only to badly injure one of his legs and put his soccer dream to an end.

It had been a long recovery, but Rinne was never able to be the player he once was. Not because of any lingering physical limitation (he’d made a full recovery from his injury) but because his head was no longer dreaming of soccer stardom. The fact that his entire village was under Hungry Jimmy’s thumb and hated him for worki mg alongside the man lingered within him. He started to take a different approach to his training - one that would lead to his family’s eventual freedom. During the day he continued to work for Jimmy (the pirate worked him like a dog for his retaliation) but at night he was on the soccer fields alone - working his craft. He must’ve kicked hundreds of thousands of soccer balls until he felt ready to reclaim the town.

Under the moonlight, Rinne challenged Hungry Jimmy again in front of his crew and all of the townsfolk. Rinne’s parents were there, trying to stop their son from getting himself killed. With a smile and a thumbs up, Rinne told his parents there was nothing to worry about. Rinne ended up defeating Hungry Jimmy that night with a thunderous kick the entire village would forever remember. The Hungry Bolder Pirates left the village to never return and Rinne gained the title of “Moonlight Rinne”. He was named this as a reminder of his deception and betrayal. Humbled and grown from the experience, Rinne decided it was his turn to step up to the plate and help restore his family name. He would set sail into the open seas like his parents had years before him in search for One Piece.

“I will find One Piece and bring prosperity to my family and my village!”

Devil Fruit: N/A
Combat Specialties: Kicks
Special Moves:
“Roulette” - a sideways 360 double kick move. Rinne jumps into the sky, turns his body sideways in either direction as his hips spin rapidly like the dials of a clock. He comes down to strike his opponent with each leg.

“Croqueta” - a jumping side kick with each leg. Rinne jumps in front of his opponent and fires off with one leg first and immediately followed by another strike with the other leg. Like a pinball, the opponent is double tapped and sent right and left almost simultaneously.

“Rivelino” - a darting heel kick to the midline. Rinne swiftly positions himself close enough to land a single side kick to the gut of his opponent.

“Ronaldo Chop” - a backwards spin kick sending the opponent straight to the ground. Rinne does a backflip and comes down with a powerful straight kick.

“Penal Direct” - loaded powerful side kick. Rinne gathers all of his energy into one final kick. On impact his opponent is sent flying uncontrollably. This is Rinne’s most powerful move.
 
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The Chef from Freshwater
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Name: Andar

Race: Freshwater Fish-man, Betta Fish

Gender: Male

Age: 22

Appearance:
Andar is easy to recognise. There is no mistaking his emerald skin, copper hair, and golden scales. His muscular body is bare, showcasing the golden scales lining his arms and shimmering on his chest in glory. His copper hair rests like a mane just over his neck. He has a full beard over his lower jaw, kept tidy and short for style. His eyes are copper, and his smile pearly white. His ears are sharp, narrow and pointed at the end.

Andar wears a pair of russet trousers, extending to just over his knees, held by a red sash. He wears sandals instead of shoes. A black cape hangs loosely over his shoulder, covering his golden back from sight.

Height: 177 cm | 5’10”
Weight: 83 kg | 182 lbs

Profession: Chef/Farmer

  • 9b8a071e0ff6a39180d0263da6824ea9.jpg
    Andar does his task on his own pace; a comfortable one where he doesn't need to think too hard or put too much effort. He is carefree like the wind and flexible like earthly clay. Even in conversation, Andar goes on his own pace, one rarely too serious and often light-hearted. With his my-own-pace attitude, Andar is very accepting of others as he wants other to let him follow his own rhythm.

    His lackadaisical attitude hides his arrogance and pride as a fish-man. He is calm because he knows of his strength. Non-vigilance is a privilege of the strong and Andar knows firmly where he stands compared to humans. While his opinion of humans is higher than that of the average fish-men, he subconsciously thinks of them as weaker and less reliable.

    One trait that stands out in Andar, however, is his sentimentality. He cherishes relationships, no matter how brief, and has a firm bias toward those he cares about. In the chaotic Four Seas, affection is a double-edged sword. It is a safe harbor after a long-lasting struggle, a place to rest the body and heart. However, it is also a reverse scale many can exploit and one must protect.
 

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