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    Monroe Polar

    PolarBear
    PolarBear


    Posts : 21
    Points : 35
    Join date : 2018-10-16

    Monroe Polar Empty Monroe Polar

    Post by PolarBear Tue Oct 16, 2018 1:30 pm

    Account Name: PolarBear

    Basic Info

    Name: Monroe Polar
    Nickname: Polar
    Age: 19
    Gender: Male
    Race: Human
    Affiliation: Pirate
    Bounty: 0 (starts at 0)
    Achievements: (none yet)
    Profession: Primary Prof: Inventor, Secondary Prof: Marksmen
    Position:  (none yet)


    Appearance

    Height: 7’2”
    Weight: 280 lbs.
    Hair: Black
    Eyes: Green
    Clothing/Accessories: Wears a black suit, black hat with a white band around it, white gloves, a smiling mask for protection, and black dress shoes.

    General Appearance: Polar’s face is always covered, even when he eats, he just puts it through his mouth hole of the mask. He has to conceal his identity just in case people may recognize him. Slender figure, with medium sized hands and big feet; his eyes sometimes gleam through his eye holes in the mask and shine a dark green hue.

    Spoiler:


    Background

    Personality: Fairy calm, makes rational decisions that benefit him and those he works with, is always out to make sure he isn’t on the losing side. Often at times Monroe sees the negative side of things making him more aware of what is realistically about to happen. It is because of this though that some deals can go wrong, or very well. Loyalty is large to him though, so if it is his friend’s wishes to pursue something he won’t stand against them, teamwork is everything when you’re battling for your life.

    Hometown: Tsukichi Village.

    History: Monroe when he was a boy started to strive to find out how things worked. It started when he was six years old, he took his father's rifle and began to tinker with it. His father taught him a few weeks into his tinkering. This started his secondary passion for firearms. Monroe had liked the idea of shooting things from afar and taking things to the next limit. As he grew up to be 14 years old he had learned how to shoot nearly half a stadium away from his position, which was quite an achievement for him.

    Near the same age Monroe also started to play around with explosives and came up with a recipe for explosive ammunition. However, life at home was about to change. At 16 years old Monroe's hometown in the South Blue was raided by the marines. The reason that the marines had for invading the village was that the village was a harbor for pirates. This was true and several pirates were found and captured by the marines. As a precaution the marines also imprisoned several villagers that were protecting the pirates and listed them off to be executed. Monroe's father being among those captured and sentenced to death.

    Wanting to fight against the marines, but knowing it would be suicide, Monroe grabbed a few belongings, went to his fathers execution, and cried. Life wasn't meant to be so cruel. It wasn't like the pirates they let stay in town were bad people to them, they were kind and paid their dues. Monroe at that point in time knew that the marines were evil and that he dreamed of taking them down. He took his father's old mask and placed it on his face vowing to only take it off when he had accomplished his dream. He left his village in search for more power and knowledge.

     

    Inventory and Abilities

    Combat: Monroe fights very methodically and harsh. He sometimes waits for an opening before starting the fight. He makes sure that what he’s about to get into doesn’t cost him his life if he can. If he calculates that his opponent is too much for him, he may choose to pretend to surrender in order to get the other’s guard down before striking. There’s one thing that Monroe never does, and that’s give up.
    Weaponry: Monroe uses his Father’s rifle still, a single shot rifle that uses .44 caliber ammunition.
    Items: His father's single-shot flintlock riffle that fires 0.44 caliber ammunition and his father's old mask.
    Beli: 500,000
    SD Earned: 0
    Stat Points: 32
    Advancement Points: 0
    SD Remaining: 0
    Stats:

    1. Used for Stats:
    2. Used for Fortune:


    • Strength: 5
    • Speed: 10
    • Stamina: 7
    • Accuracy: 14 (11 + 3)
    • Fortune: 8


    Traits:
    Fate of the Cunning (1 Traits) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. In the meantime, you get a temporary boost of (2 of traits in fated, multiplied by 3) to your accuracy stat. (+3 to accuracy)

    Profession Traits:
    Skill in Upgrades (1 Trait) – These fellows are amazing at what they do, such that they can do it for a much lower cost. All technological upgrades that they make to weapons get a 20% discount. This discount applies only to the inventor themselves, and not weapons made for others.

    Top Gun (1 Trait) - These marksmen are top of the line when it comes to being able to draw their weapon and fire. These characters are also always reloading their gun reflexively faster than those around them notice thus they never have to actually deal with taking the time to reload at a critical moment in battle.

    Lamp Oil, Rope (1 Trait) – Certain minds have a better handle on breaking things down than building them up. These inventors specialize in demolitions, and gain special technique points equal to a half of their fortune that may be spent on creation techniques for bombs and munitions.


    Techniques

    Regular Technique Points: 16
    Used Regular Technique Points: 5
    Special Technique Points: 4 (from Lamp Oil, Rope: 8/2 = 4)
    Used Special Technique Points: 4


    Simple Shot (Rank number:4)
    Type: Offensive
    Range: Short
    Power: 0
    Stats: (not subject)
    Description: Monroe lines his scope up for a precision shot that can range a few meters away.

    Rifling Stock Hammer (Rank number:1)
    Type: Offensive
    Range: Melee
    Power: 1
    Stats: (not subject)
    Description: Reversing the hold of his rifle Monroe can use the stock of his rifle like a mallet and hammer someone with it.




    Special Technique Creation:

    Explosive Ammunition (Rank: 4)
    Type: Off
    Range: Short AoE
    Power: 4
    Stats: (not subjective)
    Description: Having invented his own explosive ammunition, it is meant to explode on impact dealing AoE damage.

    Development History

    Gains/Losses:
    Edit Log:
    Spoiler:


    Last edited by PolarBear on Wed Oct 17, 2018 2:08 am; edited 12 times in total
    Dunn
    Dunn
    Let's Be Gods

    Let's Be Gods


    Posts : 128
    Points : 159
    Join date : 2018-09-01
    Age : 32
    Location : Lvneel Kingdom

    Monroe Polar Empty Re: Monroe Polar

    Post by Dunn Tue Oct 16, 2018 2:31 pm

    hey so a couple things

    first for your starting weapon all firearms are single shot, second choice or starting weapon is one two-handed such as a rifle, or two one handed such as a sword or dagger so you could not have that trench knife.

    third with regard to your techs the maximum rank of or a tech is 1/2 your fortune so you can only have up to rank 4 right now. so unfortunately no ricochet and your max range would be medium
    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Monroe Polar Empty Re: Monroe Polar

    Post by Sen Wed Oct 17, 2018 1:28 am

    Not sure if you read this in our technique thread or not but I'll bring show to you for future reference.

    Range & Aoe:

    Inventor/DF Costs:


    Steady Shot (Rank number:4)
    Type: Offensive
    Range: Medium Short would be the minimal.
    Power: 4 Power would literally be 0.
    Stats: (not subject)
    Description: Monroe lines his scope up for a precision shot that can range half a stadium long. (Effects)<- Remove this and add this = (-4 Short) Since you aren't primary Marksmen just secondary.

    Rifling Stock Hammer (Rank number:1)
    Type: Offensive
    Range: Melee
    Power: 1
    Stats: (not subject)
    Description: Reversing the hold of his rifle Monroe can use the stock of his rifle like a mallet and hammer someone with it. (Effects) Remove this. No effect is being used.


    Precision Shot (Rank number:4)
    Type: Offensive
    Range: Short
    Power: 4 Power would literally be 0.
    Stats: +2 accuracy
    Description: Monroe hones in on his surroundings and takes a deep breathe to hold in. While he holds in his breathe he's able to focus on one particular shot, making his beat match that of his moving target; firing with an increased sense of accuracy.(Effects)<--Remove this and add this = (-4 Short) Since you aren't primary Marksmen just secondary. First up you can't just buff yourself with an offensive move and besides that, you don't really have the power to buff yourself without particular professions. Basically, you need to be something particular or have a power that can buff you. Martial Artist and Weapon Specialist Primary both get 'stances' which give buffs in exchange for negs to another statistic. Doctors can make Drugs buffs/debuffs. Zoan fruits get passive buffs. Minks have Sulong and there is a trait for Life Return that can let you make stances. Chefs and Entertainers can buff multiple people at the same time. Not sure why you went Inventor Prime, Marksman secondary if you were going to primarily use a ranged weapon. If you only want gadget from Inventor and not the Bombs which provide free Short AoE I'd recommend swapping your primary and secondary. I mean you can attain a Willpower Buff later on down the line. However the lower rank a 'buff' is the less of it's rank gets into buffs.. and with Willpower buffs, it's cut down by another percentage after that so the R14 (which they begin at) willpower buff is like +2. On the plus side, this system is a soft stat. So it's more about what your stats are relative to the person you are fighting.

    Covering Fire (Rank: 4)
    Type: Support
    Range: Medium Short would be the minimal.
    Power: 4 Again, -4.
    Stats: (not subject)
    Description: Monroe positions himself to aide a follow team member or friend so he can lay down covering fire for them. Doing so allows him to pin down a target to a specific location. While Monroe is laying down covering fire he is unable to play offensively, only defensively and supportive. If the target was to move into line-of-sight then Monroe would be able to shoot at his target rather than near their general location that he's trying to pin them in.(Effects)<--Remove this and add this =(-4 Short) Since you aren't primary Marksmen just secondary.






    Explosive Ammunition (Rank: 4)
    Type: Off/Def
    Range: -
    Power: 4
    Stats: Gives the power of the bullet +4 strength
    Description: Having invented his own explosive ammunition, it is meant to explode on impact dealing more damage and force than a normal bullet.(Effects)

    Again the stat buff (as I explained above on the previous stat buff technique). An example of a demolition tech would be like this for example:

    Explosive Ammunition (Rank: 4)
    Type: Off
    Range: Short AoE
    Power: 4
    Stats: N/A
    Description: Having invented his own explosive ammunition, it is meant to explode on impact Damaging multiple foes

    Something more like this for your tech.
    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Monroe Polar Empty Re: Monroe Polar

    Post by Sen Wed Oct 17, 2018 2:10 am

    1/2 Approved.
    Dunn
    Dunn
    Let's Be Gods

    Let's Be Gods


    Posts : 128
    Points : 159
    Join date : 2018-09-01
    Age : 32
    Location : Lvneel Kingdom

    Monroe Polar Empty Re: Monroe Polar

    Post by Dunn Wed Oct 17, 2018 4:21 am

    2/2 dont get deaded

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    Monroe Polar Empty Re: Monroe Polar

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