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Fantasy Piracy and dragons: characters.

Lore
Here
Other
Here

NeonFlow

The one who made Aerth
Supporter
Roleplay Availability
Roleplay Type(s)
Copy this sheet and add whatever you feel is needed.
I am leaving stats out of this but I'm hoping everyone plays characters fairly.
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Name;
Age;
Appearance;
Gear/clothes;

Skills;
Flaws;

Power;
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Stats have 30 points you can place how you like
Strength 0/100
Agility 0/100
Dexterity 0/100
Charisma 0/100
Intelligence 0/100
Magic 0/100
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Powers can be anything but for simplicity sake think like avatar the last airbender.
People control water
Earth
Fire
Air
But only one thing. Each person in the world can be suited to magic of one sort. The most common powers are the four elements. But anything can happen. Cloning abilities... turning invisible, talking to animals...
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Any questions PM me. Save this page for character sheets only please and thanks.
I still need to make a lore page to give a brief overview of the history and governments etc.
If you are making a character regardless of when i write lore and want to know something just ask.

LadyOfStars LadyOfStars Socio Socio mochi bun mochi bun Gaius Danius Griinia Gaius Danius Griinia Bellatsakha Bellatsakha Neuro Vampire Neuro Vampire
 
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Name: Anaïs Kestramore
Age: 23

Power: healing - mainly wound based and she can soothe people if they're in pain, but she can't heal them from illnesses using magic so she uses her medicinal knowledge.

Skills: medical knowledge and training, makes people feel at ease, navigation, desensitized to blood and gore, gets along with everyone, plays the fiddle
Flaws: helps people on the basis of who she likes not who's in the right, can't physically fight, refuses to hurt anyone.

Stats:
Strength: 1
Agility: 1
Dexterity: 9
Charisma: 5
Intelligence: 8
Magic: 6

Appearance: She has a young face with blush cheeks, pale skin and freckles. Her eyes are a wistful light green and her hair is long blonde and wispy with the front parts tied back into a bun and small plaits running down her back with ribbon interweaved in them. Her features are soft and motherly and her physique is short and as non-threatening as one could be.

Gear/Clothes: She dresses in a white shirt with flowing sleeves and a long skirt made of pieces of mismatched fabrics and lace sewn on top of one another in whites, light pinks and blues. She has a brown leather belt around her waist that holds pouches and a browning shawl that she wraps around herself when it gets cold. Around her wrists are lots of weaved yarn bracelets with crystal beads she claims aid healing and similar lay around her neck. She has an off-white apron that she ties around herself when treating patients that has a large pocket at the front for storage.

Backstory:
She grew up in a large nomadic family that traveled the world in large carriages pulled by horses. Her family was very traditional in the sense that the men are in charge and the women’s job is to tend to the family so she was taught healing and chores from a young age. As a young teenager, she was always in her own head and felt tied down by her obligations to her family and the monotony of day to day life.

One day, they were passing through a busy town and she was sent alone to get food. She saw her chance to run and she took it. Managing to evade her family for the time it took them to make it through the town, she ran as far away as possible, eventually hiding out in a ship to another country. She was found by the ship’s captain and dropped at the nearest country, but she decided to stick around the port and came across an old sea captain who was without a crew.

Unconcerned with his immoral nature, she followed him around until he was caught in a brawl with another sea captain who had a rivalry with the other. She, having nowhere else to go and not really caring and longing for adventure, joined up with him and his pirate crew. They already had a healer so she was redundant and found herself unable to physically cope with the duties of running a pirate ship, so the next time they docked at a port, she let them leave without her.

From that, she learned she loved the sea and all the exciting places she got to go, but in order for her to be able to keep it up, she had to find her place as a healer.
 
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erooon.jpg
The demon twins
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Name; Bo and Jay
Age; 24
Appearance; just under six foot, as close to fantasy Batman a pirate can be. Both have green eyes although jays are known to become grey. Brown blackish hair, jays hair is turning grey though.
The mask is only worn in battle, they both have unkempt beards kept short by their own unpracticed hand. (Bo helps jay if he struggles to much)

Gear/clothes; a mixture of leather and chainmail armour, hooded cloaks and simple clothes of varying colour an such. Throwing knives, boomerangs, tanto blades, katanas, hand cannons.

Skills; stealth, trained to fight in the "monkey style" accurate with most thrown weapons and projectile weapons, speed, effective with their power.
Bo is able to navigate.
Jay has odd charm.

Flaws; Jay is not smart at all. Easily distracted, quick to anger or excite, a ruthless bully to his enemies and a foolish danger to his allies If someone is not there to keep him on track.
(his brother Bo or any other character who is strong/smart/charismatic enough)
Jay will often smoke or drink whenever the chance arrives. Jay also has no clue how to navigate. He can follow orders if he likes or respects the person giving orders but if left to his own devices jay will look after his own immediate interests. While jay is able to speak Shô and "bull" (english) Bo cannot and is quite paranoid about foreign languages. Bo will often have jay translate (who does it lazily) which can lead to problems.

=======
Stats.
Jay
Strength 9
Agility 9
Dexterity 2
Intelligence 1
Charisma 2
Magic 7

Bo
Strength 6
Agility 6
Dexterity 5
Intelligence 5
Charisma 2
Magic 6
========

Power; Bo is basically a firebender. Able to conjure and control fire to various degrees.
His brother is more complex, able to create and control smoke. In a number of ways.
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Captured as children by the Pirate warlord Xiao karasu, more infamous as the Blue dragon. The twins were used for experiments that Xiao would conduct with various poisons and drugs. Once aware of their powers for smoke and fire the pirate captain trained them brutally. To fail meant being whipped and having no food, the boys quickly became the soldiers Xiao encouraged them to be. At age twenty Bo convinced his brother to escape with him and they have lived somewhat comfortable lives as bounty hunters.
At age twenty four they are famous as the demon twins, wanted by the Bull government for almost every crime imaginable.
The bounty for both alive is over fifty thousand.
The twins remain stuck on Boline after jay murdered a man they had needed to capture. They have been on boline for two months, Bo trying to join or start a crew. Jay proving he is the most dominant force on the island and quickly wearing out his welcome.
 
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Name; Tienhai AKA Commander

Age; 26

Appearance:;

When it comes to his looks Tienhai clearly takes after his father, with a few of his mother’s features popping up. To start, he is one inch away from being six feet tall. He has tanned skin, a light shade of brown with a smooth complexion save for a large horizontal scar going across his chest. Over the years he has developed some muscle definition, but it is only noticeable when his clothes are removed. Tienhai has an overall slender form, appearing the average man in terms of weight and body shape. He has strong shoulders and long legs which make him seem a bit more intimidating.

Tienhai’s face is constructed of a wide, strong jawline that gives him a square-shaped face. High, prominent cheekbones, come out noticeably far from his face, adding a bit of flare. His eyes are a dark shade of green, with long lashes accenting the sharpness of his gaze. Their wide shape he inherited from his mother is partially to thank for his welcoming vibe. A thin nose leads down to a pair of full lips, ruined by a shallow scar that cuts through the right of his top lip at an angle and travels to his bottom lip. Tienhai had longer hair when he was a child, but ever since his parents died he’s kept it much shorter. Now the long locks of black hair only come down to the nape of his neck and they’re usually pulled back to keep a professional appearance.

Lastly, there is a large tattoo on Tienhai’s back that illustrates several cranes flying towards the sun, with the sun being just between his shoulders.

As far as apparel goes Tienhai can be a bit dramatic. Most of his attire are of course traditionally East Asian in design.


Gear/clothes:

Tienhai’s gear for battle consists of a sleeveless, form-fitting tunic, beige in color with the Shō dynasty’s emblem emblazoned on the back. He wears a pair of loose fitting pants that are also beige, and forgoes the use of footwear.

When not on the battlefield he tends to wear a yukata.

Skills; Military strategy, CQC, Tactics

Flaws; Selfish, Untrustworthy,

Strength 6/100
Agility 0/100
Dexterity 4/100
Charisma 10/100
Intelligence 6/100
Magic 4/100

Power:; terrakinesis - Tienhai is able to manipulate earth and natural minerals. He can shape it or move it in anyway possible. He’s quite adept with his power and uses it in combination with CQC to make himself more dangerous. While not very useful out on the open sea, this power makes Tienhai the perfect weapon for forts and towns.

Other: Former Commander of the Shō Dynasty’s armies. Attempted a military and religious coup. Escaped into exile.
 
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  • "Here for food or are you here for me?"
    Name: Keta W. Ocer
    Age: 29
    Appearance: Keta stands at around 5'11. Zi has a slim build with modest proportions.(explanation of pronoun 'Zi' in character lore)
    Keta's hair and eyes are lighter and brighter than pictured. The respective colors are Scarlet and Lime.
    Keta has olive skin and no distinguishable scarring. Zi does have the occasional mole, with a beauty mark under the left eye.(not pictured)
    Keta usually has a cute and approachable look to zir.(not pictured, but if you imagine the pictured expressions of Keta and Codi switched around, you'll get an idea.)

    Attire: Keta wears dark red pants, almost brown; with a light yellow top, often sleeveless. Zi has a few sets of the same pants, but has multiple similar shirts. The shirts, depending on design, must be secured at the front or back by knotting the strings. The pants rise above the waist covering up to the stomach and securing the shirt. Around the waist, Keta wears a tan belt to secure the sheaths for zir two blades. A band on the right arm secures a smaller knife. Keta prefers wearing clothes that fit well since baggy clothing gets in the way when cooking. Zi wears a tie-dyed bandanna around the neck. The bandanna consists of shades of red and yellow with the base color having been white. Keta prefers boots for all occasions but has gone barefoot when the circumstances did not allow for boots.

    Gear: Keta always carries a personalized chef's knife. It's a small knife though, only the length of a hand. It seems to have been carved from a single piece of material and then filed to have an edge rather than being a forged and sharpened blade with a wooden hilt. It being a single material, it is also a single color, pure white. Keta has two weapons used alongside the power to control water. One is a scimitar with a single straight edge. Towards the point of the sword the blade begins to widen but near the end curves inward to form a sharp point at the tip. The second is a khopesh, a wide and heavy-bladed sickle sword with an inward hook for a tip. The heavy khopesh is worn on the back of the waist with hilt facing up to the right.. The chef's knife sits in a small sheath on zir right arm. And the straight scimitar hangs on zir right hip.
    Skills:
    • Knowledge of Ingredients: Keta studied and continues to study any plants, animals, and fungi zi comes across. An unfortunate accident lead to the deaths of several people, due in part to the limited knowledge of ingredients Keta had at the time. Zi has studied so that mistakes like that never happens again, though they have continued to happen and on many different occasions.
    • Knowledge of Cuisine: Keta studied to become a chef. As it was one of few subjects zi had great potential for. A different, larger scale unfortunate accident occurred in Zirconon that resulted in Keta's exile. Zi used ingredients forbidden by the nation's culture. Blinded by zir desire to study ingredients, Keta had forgotten that a chef must always make food with their consumer's preferences in mind. Zi has since studied various world cuisines to avoid making such a mistake. Though, because Keta is learning many new things for the first time, this same mistake happens often but to a far less severe degree.
    • Knowledge of Exploration: After being exiled Keta had to learn how to travel the world. To continue studying there was a need to know how to get from one place to the other. And sometimes there was no clear path. Zi has a good sense of direction, or rather an instinctive sense of direction. Less so than knowing where to go, Keta follow zir gut and gets lucky finding zir way. (Limited to land. Zi has zero navigational skills when at sea)
    • Knowledge of Survival: Along with being exiled. Keta was made to compensate the nation with all zi owned. Aside from a few gifts from zir despairing family, Keta began a journey with practically nothing. Self sufficiency became key for zir, Keta gained experience in simply living outside the homeland and in surviving in non-inhabited areas. The search for ingredients often took Keta to hostile areas.(Includes wilderness survival skills and to a lesser degree interacting in foreign locales)
    • Sword Arts: One of the other subjects Keta had potential in. Keta learned how to use the blade weapons favored by the nation's military. It was not a great potential though, so lessons were stopped at the age of 20. It is still used though, so her skill level is not only from training but also experience.
    • Cleaning: Cleaning was one of Keta's great potentials but it's not a subject taught after the age of 15. Zi however is quite serious when cleaning.(It's almost like entering a state of mania)
    • Dancing: Dancing was also one of Keta's potentials. Zi stopped taking lessons at the age of 20, but continues to practice.
    • Talent Related Occupation: Chef
    Traits:
    • Odd Phrasing: Keta sometimes says things that just don't make sense. Other times zi's said things that might make someone give a second look or thought about what they just heard. Keta actually had no potential for literature or the arts. But they are required until age 10 where the child must pass an examination on the core aspects of the subjects. Keta at the age of 20 ran out of attempts for the examination for literature and some sub-genres of the subject.
    • Fickle Interests: Keta is a very open minded individual. That's to say zi will try just about anything once. Sometimes, zi loves it. Sometimes, zi hates it. Sometimes, zi feels one way then the other and maybe back to the original feeling. This has caused zir to abandon projects zi started ziself and nearly finished. Keta owned a cafe in the capital, but after it became popular zi lost interest and sold it to a friend.
    • Food Values: Keta has often tested out new recipes and other ideas on unsuspecting customers and somewhat more suspecting friends. This and zir idea that food should never be wasted has resulted in friendships ending, multiple food poisoning accidents and deaths, and eventually zir banishment from Zirconon.
    • Annoying Independent: Keta is known for not following directions. Zi's a free spirit and acts as such. Occasionally, zir own interests will line up with what zi has been told to do, but to Keta, zi's just doing what zi wants and not following someone else's directions.
    Stats:
    • Strength: 4/100
    • Agility: 4/100
    • Dexterity: 8/100
    • Charisma: 2/100
    • Intelligence: 8/100
    • Magic: 4/100
    Power: Water Control ~ Aqua Domain- Keta is able to manipulate water to a certain extent with in a limited range of the body.
    The following is a non-exclusive list of abilities Keta has created.

    • Purification: Keta is capable of separating fresh water from impure sources, handy when at sea.
    • Quick Dry: Keta can remove water from clothes, hair, and most other items that can get wet.
    • Aqua Combat:To augment overall fighting ability and blade skills, Keta has practiced creating water blades and has dabbled in water whips and tendrils.
    • Water Bubble(Outward): When exploring the ocean or other bodies of water for ingredients, Keta is able to create air pockets by moving the water away from zirself.
    • Water Bubble(Inward): Keta can hold objects in water. Depending on the pressure, zi can contain objects in by limiting their movements. Otherwise the object still moves through the water as it would any other body of water. For creatures that breathe air, this can be used to cause asphyxiation by drowning.
    The following is a non-exclusive list of limitations to Keta's power.
    • Keta is not able to control the water inside living beings. However, zi is able to surround a target in water and attempt to force water on them by way of pressure.
    • Keta has a slowly growing range in which zi can control water, the domain of zir ability. Any water zi is controlling that goes beyond the edge of zir domain loses the influence of zir power. A water blade that goes beyond zir domain would lose it's edge. The momentum of the water persists, so it can still damaging it's target.

    "Thanks to me you won't die today. Tomorrow's another story..."
    Name: Codi T. Ocer
    Age: 19
    Appearance: Codi stands at around 4'10. Zi has a slim build like Keta.(explanation of pronoun 'Zi' in character lore)
    Codi's hair is a lighter shade of blue than pictured and zir eyes are a light yellow instead. The respective colors are Azure and Lemon.
    Codi has fair skin, lighter than Keta's. Zi has a beauty mark under the left eye like Keta, something a kin to a family birthmark.(pictured but on the opposite side)
    Codi usually has a expressionless somewhat glaring look on zir face.(not pictured, but imagine the expressions of Codi and Keta that are pictured but switch them.)
    Attire: Codi normally wears a one piece robe. The robe is light blue almost the same color as the sky. It reaches to the shins and has adjustable sleeves. The material is lightweight and breathes but offers protection from the sun. They have a sea green sash tied around their waist as the robe is not the most form fitting clothing. Codi's hair and upper head is normally wrapped in a tie-dyed scarf. The scarf consists of shades of blue and green with the base color having been white. They often wear closed-toed shoes made of some fiber, but do wear sandals and other shoe-wear depending on locale.

    Gear: Codi is not known to carry any weapons. They do have tools for the various crafting trades: jewelers, blacksmiths, leather-workers, joiners, and tinkers. Along with these tools are materials stored ranging from plant fibers to precious gems. All are stored in an intricate backpack. It's quite heavy even in regards to it's size.

    Stats:
    • Strength: 7/100
    • Agility: 3/100
    • Dexterity: 5/100
    • Charisma: 1/100
    • Intelligence: 7/100
    • Magic: 7/100
    Skills:
    • Knowledge of Materials: Codi has learned about materials used in crafting. From metals, fibers, chitin, hides, gems, Codi study enough material on materials to wish there weren't that many in existence. This was part of zir studies when still living in Zirconon.
    • Knowledge of Crafting: Codi's potential opened many routes for education and field occupation. Codi chose to be a Artificer because no one else expected that of zir. Zi was training under the masters crafters of the Courts Union before leaving Zirconon.
    • Knowledge of Survival: While keeping Keta company in zir exile, Codi also learned how to survive in the wilderness and how to mingle among those of other nationalities and beliefs.
    • Spear Arts: Everyone in Zirconon is trained in at least one weapon art during their educational period of life. Codi chose the spear as there was great synergy between zir power and spear arts.
    • Cooking: Because of Keta, Codi has picked up a thing or two about cooking. Often tasked with assisting when making chilled food and beverages. Zir's skills are enough to keep up with Keta's when in the kitchen.
    • Sculpting: Codi had a great potential for sculpting but did not pursue it after age 10. Still, the experience and education received are shown when zi sometimes makes ice figurines.
    • Talent Related Occupation: Artificer
    Traits:
    • Fight First: Codi follows the line of thinking, 'Fight(Shoot) first, ask questions later.' This has resulted in some bad situations that honestly could have been prevented if zi had only spoken and not stabbed someone.
    • Occasional Mania: Codi can become very focused on zir work. Usually ignoring others and the need for sustenance or sleep for a few days. If the state of mania lasts longer than a week though, Codi may crash afterwards which usually leads to a low-functioning state of disinterest and lethargy that may go on for weeks.
    • Annoyingly Vain: At the age of 10 Codi's potential evaluation showed that zi had multiple great potentials, far more than average. After a few requested exams for more specific subjects, Codi and zir parents learned of zir great potential for medicine and medical practice. At the age of 10, Codi had as much potential as some of the lower rank ministers working fort the government. This gave Codi an ego of superiority that has only grown with time.
    Power: Ice Control ~ Frost Field - Codi is able to generate and manipulate ice to a certain extent with in a limited range of the body.
    The following is a non-exclusive list of abilities Codi has created.

    • Cryostat: Codi is capable of freezing an object entirely. The process is quick and the object can be thawed out with minimal damage to cell structure.
    • Cooldown: Codi often keeps the air around zir chilled. Because of this zi is comfortable in most clothing in most climates.
    • Frost Javelin: Codi uses spear based weapon arts, but does not carry a weapon. Instead, zi creates spears to be used in melee and ranged combat. Because the ice retains its shape and momentum after leaving the area of control, it can still cause consistent damage are long range.
    • Encroaching Ice: This ability is where ice spread across the ground outward from Codi toward a target. It's useful for immobilizing targets and created terrain suitable for Codi and hazardous for others.
    • Frozen Form: Similar to Cryostat but without delicacy, there is an intent to harm. When freezing an object the rate at which the object freezes is inconsistent causing fragile layers of ice to spiderweb through a target. Results vary, but this ability has left targets rendered targets deceased, leaving them as shattered remains that thawed into mush.
    The following is a non-exclusive list of limitations to Keta's power.
    • Codi cannot use zir power as freely or as often as Keta can zirs. This is due to Codi having to generate the ice.
    • With all field abilities there is a benefit and detriment to needing to being able to generate their material. Often that means their material is not normally present around them. But should they be an abundant of suitable area for their power, new unknown limits could be reached.
 
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WIP
Name: Kata/Katari
Age: ???
Appearance:
58c003362fe378ff069f54507daeba2d.jpg
Gear/clothes: Katari boosts a clothing design of one from the Sho Dynasty, yet it seems he incorporated pieces of armor to protect himself. There is also the Mask he wears which covers his whole head. Besides that Katari carries various sachels which hold alchemical harvesting equipment, immediate torture devices when you can't bring someone to the ship, a knife for protection, and Sachel full of his alchemical creations should they need to be used on the journey.

Skills: Alchemy, torture, Arcane Knowledge, Poison Maker, Disease Creator, Knowledge of Alchemical Ingredients.

Flaws;
Calculated Logic: Katari relies on Cold Logic instead of emotions to determine the best course of action. So when presented with escaping or helping a crew member, he could view either way as the the best way, so he might abandon someone because it's the safer bet.
Cold Heart: Katari doesn't seem to care about anything really, he only cares about his work which may lead to confrontation with the crew.
Stubborn: Katari is unwilling to change his ways, whether it just be how ethical his work is, or how dangerous it is he will still do it.
Hatred against the Sho Dynasty: Katari seems to have a strong hatred against the Sho Dynasty and so will go to great lengths to make sure that he disrupts any operation they do. It also seems like the Sho Dynasty isn't exactly friendly with Katari, to the point where they send assassins.

Stats:
Strength 1/100
Agility 1/100
Dexterity 2/100
Charisma 1/100
Intelligence 15/100
Magic 10/100

Power:
Induced Paralysis- Katari is able to induce paralysis on a single person or multiple people. Depending on how many people he attempts to paralyze, the less effective it is. One or two people can be fully paralyzed, but more than that can result in the paralysis of the lower body, an arm, a leg, etc... Runes will appear under those whom are to be paralyzed and is what creates the paralysis effect in the first place.
 
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Entity.Eclypse
"Don't mind me, just here to push a little salt in the wound."Name:
Narcisse Delacroix
Age:
26 presumably

Appearance:
Narcisse's figure is best described as nimble, lithe, graceful, or even elegant. The thinner form doesn't showcase any rippling biceps or extremely powerful legs, the muscle is present of course but it's only notable through the definition beneath the clothing. A mystical, almost silver-white sheen takes dominance in the hair coloration- the level of light shifts it between a much darker tone akin to storm gray or even a much lighter one that appears to shimmer like a doubloon. Accompanying this are the two electric blue irises, in quite a few situations the combination of the two have led men and women alike to become entranced- admiring the odd beauty of them. The skin is of paler coloration, appearing as an almost porcelain or ghostly white in sharp contrast to most who come along as seafarers. When it's seen to be accompanying a rather youthful face, one that holds a certain effeminate charm to it, the allure tends to exceed even that expectation.

While not something easily noticed, it's notable that Narcisse never seems to burn, which keeps the phantom-like white coloration from heating into a vibrant red. Under the cloak is a plethora of scarring, most of which have become a twinge difficult to infer what or how they had come to be. One of these scars presents itself somewhat ominously, and remains heavily defined in comparison to others, a deep scar on the left-side of the chest. This scar has an appearance similar to one that would be present if one were to make a crude attempt at carving out another heart. Though the most important thing to note about Narcisse's appearance may be that it, is the biggest deception of all. While the appearance at first glance appears weak or even fragile, the truth of the matter counteracts this- pressing towards a form of durability. This is the appearance that is taken on by the individual known as Narcisse. It should be noted though, that while the appearance may claim female until the day it wilts away- reality dictated the true gender of Narcise to be quite the opposite. Derailing from that however, the height at which Narcisse stands is roughly five feet and six inches (5"6/167cm) and while that is fairly short in most cases- it's not the most unusual height considering the appearance that happens to accompany it.
Gear/clothes:
Despite how appearances can be seen for someone in Narcisse's position, going out of the way to dress out doesn't seem to be on the list of priorities. A simple hooded cloak makes up much of the daily outfit that comes with the clothing, typically this is accompanied by black or a dark brown pair of pants that tend to be closely-knit to the figure wearing them- yet flexible enough to allow the wearer access to their full flexibility and agility. Boots that climb up to about the knee, but cut off just short, tend towards the same coloration of the cloak. These don't have any sort of excessively large heel or an extravagant design that includes tassels, the outfit tends towards the orientation of being plain. Outside of this, the standard clothing that any other male member of the crew would be presented in suits Narcisse's needs fairly well.

The gear that Narcisse carries on their person is something expected, or typical of someone from the position he's in. Despite the fact that he's known to wear a hood Narcisse does frequently wear a hat while aboard a ship, this hat is black and holds the same design as most other tricorn hats. It's form is faded, likely beaten from exposure to the sun, sea, and winds. Upon this hat there is evidence of a rather elaborate pattern, one that presents what had once been a stormy gray color around the brim of the hat but has now faded and lost most of that intricacy in the visual respect. Attached to his belt are a few things of note with the first being a hanger, a sword that was a little longer than most of the cutlass that other pirates would carry- while this blade isn't extravagantly decorated it does have a few patches of rust to indicate a higher amount of usage. Along with this two flintlock pistols make their home in the belt, each of them have their own respective differences with the first being a rather simple flintlock pistol that retains the brownish color that many others presented. The second of which is similar except that it's handle has been filigreed with silver, this gives off an elegance to the otherwise bluntly-purposed tool. Something notable of the weapons and gear that Narcisse tends to wear, some were gifts- the pistols specifically, each of them have a meaning and are generally held quite dear to him.
Skills:
  • Swordsmanship- Admittedly Narcisse isn't the best swordsman among the seven seas, but he's not half bad either. At the current moment he's won in most of his duels... maybe not all of them were fair per say, but victory is victory.
  • Gift of the Gab- A little thing that develops over years of parley and deception, Narcisse has managed to get a better hold on this as time has gone on. Alongside this he's become fairly decent at bolstering the resolve of others- namely through promises of riches and the achieved desires of others.
  • Quick-witted- Another thing that's been developed throughout years of piracy. Specifically the capability to quickly fabricate a lie, or simply think up a way out of a less than favorable scenario.
  • Sailing- Ever since he first started out with it he had an enjoyment for the activity, each time he got behind the helm it had formed a rush of adrenaline- one that eventually led to this infatuation becoming an actual talent.
Flaws:
  • Shrewd/Judgemental- Narcisse tends to be a bit quicker to judge another than to judge himself, namely because the world is full of liars and thieves. He's one, so he should know it better than any other.
  • Navigation- Narcisse isn't very gifted in the case of following a map, his idea of navigation towards an objective relies heavily on intuition (usually in the form of emotion) and the occasional dumb stroke of luck that comes his way.
  • Recklessly Impulsive- As stated in another of his issues, Narcisse tends to be impulsive in his actions. Logic or rather reason in general play second fiddle to that of instinct, planning is for a tactician. Following your heart is a step towards freedom, or it should at least guide you somewhere interesting.
  • Deceitful- Of course a pirate would be dishonest, Narcisse is no different in that respect. There's an old proverb about that, it goes something like this: "I'm dishonest, and a dishonest man you can always trust to be dishonest. Honestly. It's the honest ones you want to watch out for, because you can never predict when they're going to do something incredibly... stupid.”
Power:
My Heartbeat from the Abyss- Power comes in many forms, for Narcisse it comes in something different from himself. What he's come to know as a leviathan is the power he possesses, it's been fabled that there was once a captain who commanded the depths most horrifying beast to rampage and decimate those who sought to oppose him. The monster in question had it's name lost in legend, though the captain was thought to be the very man who ruled over the "Flying Dutchman." Such a powerful legend would lead one to think that this power is absurd or even akin to that of godly powers. In truth Narcisse has never seen this creature- it's presence is constantly looming over him like a fog, but it has yet to make contact or even be seen. Outside of the legends this will eventually allow for Narcisse to have control over a relatively powerful sea monster, it's identity and appearance to be revealed in-rp. For now he's merely developing further into this power, lacking in the ability to summon or give a command to this being and therefore rendering it uncontrollable for now. What this does allow for Narcisse to do comes in a different way, the leviathan is intertwined to it's master- therefore they are aware of the other presence, forever marked by the fates which tied them together.

Cutting out the lore and rambling of the power, Narcisse hasn't actually awoken to it yet- meaning that he can't currently control the 'leviathan' and therefore the power merely serves a way to detect it's presence. As the plot progresses Narcisse will gain the ability to command/control this 1 particular beast, and as that develops the power will strengthen like any other. So for now Narcisse has the power of knowing that there's a sea monster that he can control- but also realizing that for the moment this power isn't active. An important detail of this power is that it only works with this ONE entity, and therefore Narcisse is incapable of controlling a different sea monster in the event that this one was to perish.

Stats:
Strength 3
Agility 5
Dexterity 5
Charisma 9
Intelligence 4
Magic 4

End of Vital Info. Transitioning to the legendBackstory:
It's quite amazing what can happen when you mix two unlikely components together, that's how a being such as Narcisse had been brought into this world after all. The story begins with a little bit of history, the first important thing being a member of the aristocratic families. Emeila Cécile, the daughter of a well known count in Bulleria had been going about her standard duties as was expected of her- mainly getting her ready to be married off in the coming years. Plans aren't always meant to be followed however and soon enough this proved itself. Off the coast a vessel resided, it's flags held firm against the wind as it pressed towards the port and soon enough the crew departed. In the midst of stirring up trouble in a nearby brothel and escaping some naval patrols they'd somehow come into a point where they needed an ace in their sleeve. This came from Aerin Vesuvis Cécile and the position he held- in guarentee for his recently kidnapped daughters safe return he was to allow them free passage out of Bulleria. The captain of this mighty vessel was none other than Nikoli Crow, better known as "Silver-Eye," would be the one who was supposed to ensure this. A lifeboat was sent back but it was shown to be empty, and the vessel had vanished into the horizon.

This isn't the legend revolving around Narcisse's parents though, this is the one of the man himself. It's said that from the two aforementioned people Narcisse had been created. Born in the midst of a vicious storm, thought to be the worst typhoon ever to take hold of the seas, he had been made a part of this world. Before even knowing who she was for himself the woman who had birthed Narcisse had wilted away, the crew had a multitude of women who took over the role and soon the child had become an equal part of the crew to any other man aboard. This was only further enhanced when the captain allowed him to take control of the wheel, something few of the crew were permitted to do. This was where Narcisse truly felt at home, being the one in control of it all. Flash forward a few years to a teenage Narcisse, in the midst of a naval battle Nikoli was unfortunately hit and handed over the position of captain to his son. The rum really makes it blur together after awhile-

Continuing forward, three ships down the line and a mutiny was launched. This left Narcisse on an uncharted island hundred of miles from anyone else, a cellar provided enough to keep the stranded captain nourished until he could think up a plan to get off the godforsaken island. Rumor has it he managed to make a rope and ride atop the back of a shark in order to get back to shore, or even that a titanic beast from the depths granted him the ability to get back to land. There's more to my story but i'm- You really can't drink too much... surely not.

In his time as a captain Narcisse has sunk 3 of his own ships- not all of which were his fault. Despite this tragedy he's sank far more enemy vessels than he has his own. I'm sure there was far more than this- The rums gone to me head again. Ah fuck it, i'll remember it later! (More to be revealed in-rp)
 
1 - Small but Crazy!

Name: Frankie Fletcher
Age: 20
Appearance: Short (only 4' 3'' tall), He has black hair, light-colored skin and blue eyes.
Gear/clothes: Frankie wears a light blue tunic with black pants and boots. He has a shiny, blue belt where he keeps his small and "lucky" sword.

Skills:
-Speed: Frankie is one of the fastest and most agile members of the crew. This helps compensate his low endurance to damage, since he's more skilled at dodging attacks that he doesn't have the endurance to take.
-Stealth: Due to his small size, it's much easier for Frankie to hide in different places, and move around without being seen.
-Unpredictablility: Frankie's randomness can be very useful in combat, for he tends to confuse his opponents with his erratic behavior.
-Morale: He's generally optimistic and enthusiastic. Even in the darkest of moments, he might still be able to find something to be happy for. This means that he's affected a lot less by negative or stressful circumstances.

Flaws:
-Low endurance: Frankie has really low endurance, meaning that one or two powerful attacks to him could spell game over for him. This is why he usually doesn't attack upfront, but rather prefers to find sneakier ways to attack his enemies, whether by range or by surprise.
-Impulsiveness: Frankie tends to act on whim rather than by plan or thinking. This can lead to him to fall in the most simple of traps at times, since he rarely ever thinks before acting, and doesn't plan ahead either.
-Childishness: Frankie tends to act pretty childish at times, which can turn out to be pretty annoying for his teammates. He's also known to exaggerate a lot.

Stats:
Strength 1
Agility 15
Dexterity 4
Charisma 6
Intelligence 1
Magic 3

Power:
Frankie is able to clone himself, and create several copies that can all move, talk and act at the same time. There's no known limit to the amount of copies he can make of himself, but spamming copies isn't a cheap win, since the more copies he has at the same time, the more incompetent they are, since Frankie's already low intelligence splits between the number of copies he has at the moment. Making copies move at the same time is also very energy-consuming, so unless he is provided with loads of food to eat during the battle, he won't be able to sustain an big army of clones for long.


2 - GHOST!

Name: Susan White
Age: More than 400, but looks like she's in her late twenties.
Appearance: Is completely white, but a bit transparent. She's 5' 6'' tall, and has long, wavy hair. The only part of her that isn't white are her emerald green eyes.
Gear/clothes: Susan's clothing, like her, is completely white. She wears a tunic, with pants, a belt and boots. She also wears a pirate hat with a feather on it.

Skills:
-Experience: She used to be the daughter of the captain of a own pirate crew four centuries ago, and learned a lot from him, but after dying, she wandered around as a ghost, seeing other pirate crews and learning from them as well. She now has four centuries worth of experience with pirates, and it shows when she sees a situation, and already has a good idea of what to do.
-Intelligence: With so much free time, Susan was bound to get bored at times, so she also read a lot of books, and learned about many different topics.
-Flight: Well, she's a ghost, so what did you expect?
-Swordfighting: Susan is very experienced at swordfighting. And her ability to fly gives her an extra advantage against her foes.
-Intimidation: She can use being a ghost to her advantage, and spook her opponents by using a creepy voice and telling them she will steal their souls and or anything else she comes up with.

Flaws:
-Overconfident: Since she's been a pirate for four centuries, she tends to believe she's already seen it all, and can sometimes underestimate her foes. This can come to haunt her later, no pun intended, when she faces against opponents that seem pretty easy to beat, but hide devastating surprises, like special powers.
-Prankster: Susan really enjoys playing pranks on people, whether it's setting up something to scare the bones out of them, or just some classic prank. This can be annoying to some.
-Deceitful: Susan has no trouble lying to anyone whenever she finds it convenient, and she's actually very skilled at lying.
-Depression: She might seen confident and cheerful on the outside, but on the inside, she's one really troubled girl. Being a ghost can be fun, sure, but she really misses being a normal person. Back then she could eat and drink like everyone else, she wasn't treated as a monster by most people she met, and she could actually date guys. She's tired of being treated differently for being a ghost, and sometimes just wishes she could be a regular human again. She usually doesn't show this side of her to anyone, since she doesn't want to look weak and vulnerable, but doing this also makes her feel very lonely.

Stats:
Strength 2
Agility 4
Dexterity 2
Charisma 7
Intelligence 9
Magic 6

Power:
Susan, due to being a ghost, can fly and can pass through walls. Those are powers she can use as frequently as she wants. She does have some special abilities though, most of them related to the undead. She can summon zombies from nearby dead corpses, or make skeletons come alive and use them as soldiers. However, using these kinds of powers uses a lot of energy from her, so she can't use them all the time. She has to use them wisely or else she'll wear out very easily.
 
Name; Varus Blackfin

Age; 27

Appearance;
Human ecf552f7a4384388e88f7f764ad2136f.png
Shark: th.jpg
WeresharkRokea_by_Secolin.jpg

Gear/clothes;
Varus is not picky about what he wears. He usually goes with a baggy set of shirt and pants with a belt for scabbards for both a blade, and a firearm, but upon transformation his clothes with usually rip on account of his shark forms being bigger than his human one, so he rarely is seen wearing the same outfit twice. The same can be said for weapons, though Varus can usually be found with a blade of some sort.

Skills;
Swordplay
Marksmanship
Hand to hand
Navigation
Quick thinking

Flaws;
Selfish
Greedy
Quick to anger
Pessimistic
Ruthless

Power; Wereshark: Varus's magic power is a form of Therianthropy which allows him to shapeshift into a shark, or a sharkman. In his sharkman form he can breath both on land and in water, has enhanced strength and a lust for blood, in addition to sharp claws and a pair of jaws that could rip a man in half. Varus has the ability to only change one part of his body if need be. He grow claws, or fins. He can sharpen his teeth, and even grow gills.

Strength 9
Agility 6
Dexterity 3
Charisma 2
Intelligence 5
Magic 5
 
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