Post by Subtleknifewielder on Feb 17, 2023 10:46:42 GMT
Common Info
Name: Joan A. Wale
Alias: The Red Wrangler (not commonly known--yet)
Titles: Captain, merchant, swashbuckler, and navigator (until someone better is found)
Race: Human
Gender: Female
Age: 20
Place of Origin: Ballywood, West Blue
Bounty: None--yet.
Physical Info
Visual Picture:
Physical description: While she isn't the tallest human on record, past or present, Joan is a notably tall woman at just over three meters (almost exactly 10 feet) from head to toe, with solid, steely muscles over every inch of her frame earned from a lifetime of wrangling cattle and other obnoxious beasts. Those same beasts have given her a few scars over her arms, back, legs, and even one on the back of her neck and another on her face, from a variety of sources, from bites, to kicks, to claw-scratches, even a burn or two, though most of them are old and healed over by now. Her eyes are brown, and her straight, shoulder-length hair usually tends to hang loose instead of bound, and is such a fiery red that it tends to be her most noted feature, even above her height. And while she's usually pretty well covered in clothes, even through them she has enough of a chest it's pretty obvious to most that she's a woman.
Clothes: Rough, hardy clothes made of leather (treated to avoid shrinking when it gets wet) tend to cover most of her body, from pants, to shirts or vests, and jackets. Boots (spurs and all) and gloves, and an ankle-length trenchcoat that hides her equipment until she's ready to fight tend to complete the ensemble.
Defining feature: Scars, though the only ones usually visible are the three claw marks over her left eye, that slant down from the middle of the forehead and down over the cheek. Somehow whatever did it, didn't gouge out or even blind her eye, even her eyelid is unaffected, the scar just skips from brow to cheekbone. It is, however, prominent, and looks like it was quite nasty when it was fresh. Also, her hair is vividly attention-grabbing from being so red, it's earned her a nickname of carrot-top on occasion.
Items:
Canteens: Never leave home without at least two full of water! She has four, all of them usually regularly refilled where possible.
Compass: Hey, she didn't know about the need for other navigation equipment in the Grand Line!
Filter Mesh: Useful when you don't have a source of fresh water you trust on hand.
Gold Locket: Hung from a chain around her neck, inside it contains two pictures, one of each of her parents.
Journal: half-filled with entries and sketches of things she's seen.
Knapsack: To carry all the items or necessities that can't be looped or holstered to her belt. Strapped over her shoulders, over the coat, on her back.
Old Coin: It's a coin from a bygone age that few even remember, especially not her. No idea who made it, only that she found it one time while on a cattle drive. It's made of bronze, not particularly valuable except as a collector's item. She says it brings her luck.
Rations: Never leave home without something to eat--even if you can forage there's no guarantee you'll find anything. Typically it is two days' worth of some kind of jerky, and usually packaged in some kind of resealable container.
Pen: and a spare, along with a vial of replacement ink.
((All items with no location specified are in the knapsack when she's not playing with or using them))
Personal Info
Personality: Joan is overall generally loud, jolly, and outgoing, the first to give a pat on the back and console someone if they are grieving, or crack a joke to lighten the mood. She enjoys a good scrap or brawl, even laughing as she's exchanging blows with an opponent, but will get deadly, coldly serious the moment someone she cares about or is under her care gets hurt. This is about the only time she will ever scowl, and will usually attack the person responsible with a righteous, vicious fury if at all able. During times of stress or thoughtfulness, the coin will frequently be out in her hand and she will flip it over and under between her fingers again and again, until she's mentally resolved whatever dilemma is occupying her thoughts. When exploring a new place or just witnessing a new sight, her journal will often be out so she can jot down a description and/or quickly sketch it, even while she maintains active conversations with the people around her.
Morals: Debts should always be paid, every person should get at least one chance until they prove themselves untrustworthy, but even then don't be an idiot and just trust everything anyone says. Everyone should be able to stand up for themselves. (ironic considering how seeing a situation can make her jump to conclusions)
Passion: Exploring new places and meeting new people, and (hopefully) making new friends, and keeping a record of everything new. Standing up for those she cares about and helping them stand up for themselves.
Loathe: Witnessing a bully in action is the one surefire way to make her see red, and she sees racism as an extension of that. She also despises obvious laziness.
Flaw: She can be very, very quick to jump to conclusions and assume a scene is what it first appears to be--someone getting a beatdown looks like they are being bullied, a fence pretending to be a merchant having their goods taken away is being robbed, etc. It's hard for her to apologize once she realizes her error, too. And outside of a fight or someone being physically harmed, she seems like she is unable to take much seriously, cracking jokes sometimes at the most inopportune times.
Personal Goal/Dream: Her first goal is to find Zane, the squid fishman who taught her fishman karate, and thank him for his tutelage. Beyond that, she wants to add more friends to her crew, and build a large found family. (Preferably eventually with at least one of every known race in the world).
Defining Moment: Jane thought she knew what her future had in store--cattle herding, rough trails followed by relaxing after a job well done. It wouldn't have been the most varied life, but it would have been a rewarding one. Until one day when she was no more than 11 years old, Zane drifted up onto the shore (a shore belonging to her family's ranch) while she was riding down a stray. She at first took him for a large squid, initially only spotting the tentacles--until she saw that there was a hand connected to it at one end, and at the other, his torso and face. She did not have any major clues to what life was like outside of her homeland, she had no clue what led Zane to her, she only saw a potential friend in need.
She pulled him the rest of the way up onto land, built a fire for him to warm up by, and offered him some water and jerky, not sure if that was what he even needed, but it seemed to perk him right up, though now she could see that he was quite injured, cuts all over like someone had tried to slice him up and serve him as calamari. He asked her to not tell anyone he found her, and while she was confused, she agreed. Instead, she visited him every as often as she could find an excuse to, bringing him things to eat and water to drink while he recovered from whatever had happened.
One day she showed up with a black eye, and when he inquired about it she explained that a bully in town had beaten her up and took the money she was supposed to buy supplies with. She'd managed to steal the money back, but she'd had to be sneaky to do it instead of confrontational; she'd rather have not had to do it at all. Zane shook his head and said that wouldn't do, and started to teach her how to defend herself, starting with the basic forms of something he called fishman karate. That was when he explained that was what he was, as well, and bit by bit the story of why he'd shown up injured came out. In a lot of places, Fishmen did not tend to receive warm welcomes, and the last place he'd been to had had a particularly rough bunch even he couldn't fight off. It was her first experience with racism, and the bullying that it engenders, and she did not like it one bit.
Even after he was in theory recovered, he stayed on for a while she continued to visit, keeping him company and learning from him, but after a year was about the time his luck ran out. There were rumors in town about a monster on the shore, and a posse was being gathered up to go 'kill that varmint.' She wouldn't have been so worried if her own brothers hadn't been part of that group, but they were, which meant the posse would likely be allowed onto their family's land and there was nothing she could do to stop it. Luckily Joan got into town while they were still only in the planning stage, and got right back out before anyone knew she'd been there to warn Zane.
The fishman seemed resigned to the fact he'd have to move on, but he gave her a fond hug and a farewell, and told her he was going home. If she ever came to the Grand Line, he suggested perhaps she visit him there on Fishman Island. She said her farewells as well, furiously wiping away tears that wouldn't stop coming, and promised she would find a way there, someday.
And that was what led her to work harder the following years, to earn enough money and buy a ship of her own, with the excuse of going to the Grand Line and trade for things that couldn't be obtained in the Blues. But she always remembered his lessons, and kept practicing the forms he'd taught her whenever she had a moment to spare, beginning to revel in the fact that no longer could the bullies beat her, nor could anyone of any brawling renown around.
Devil Fruit Info (Only edit if you have eaten a devil fruit.)
Devil Fruit Name: What is the name of the Devil Fruit that you have eaten?
Devil Fruit Type: What type of Devil fruit power is it? (See link for explaination)
Abilities: Describe exactly what your devil fruit does. Include any mechanics of the fruit that may affect how it operates.
Weakness: Almost every Devil Fruit has a unique weakness of some sort outside of the basic curse. List them here.
Special Moves: Special Moves as shortcuts that the Moderators can read as shortcuts to a move or technique you're using with your devil Fruit power. These moves can be added upon request, or started off with/modified based on the situation.
Tactics info
Personal Equipment:
Bandoliers: One across each shoulder, containing as much spare ammunition for her pistols as they can, as well as extra pistols. Refilled from ship's reserves between fights.
Bullwhip: Pretty much a standard whip used by cowhands, albeit longer than most, it can and has been incorporated into her fishman karate style. Looped to the back of her belt under her coat. Range--20 feet
Hunting Knife: A practical tool when one needs to butcher a kill, but also handy for use in self-defense in a pinch. Holstered to her right hip just behind the pistol there.
Lasso: Extremely thick and sturdy rope made of very, very strong materials, though unlike most lassos it has a loop in each end for snaring targets. Range--50 feet. Can be incorporated into her fishman karate style. Looped to the back of her belt next to the whip, also under her coat.
Pistols (flintlocks): Loaded between fights, can use standard bullets or explosive rounds. One holstered on each hip and several more in the bandoliers.
Skills:
Cooking: Don't ask Joan to bake a cake or make a fancy omelet. Simple recipes only.
Cowhand Skills: These include lassoing (a necessity in the line of work she was raised to), rapid knot tying, the use of her bullwhip and of course, riding animals domesticated for the purpose of being ridden. She tends to be pretty good at taming wild animals for the purpose of riding, as well.
Crack Shot: Joan is pretty decent at hitting a moving target, while moving herself.
Fishman Karate: All the basic forms plus some adaptation of more advanced techniques to suit her weaker human body, and the mindset to adapt new techniques as needed.
Foraging: Whether fishing, hunting, or just gathering, Joan is pretty good, usually, at finding food or things that can be turned into food without too much effort.
Multitasking: A handy skill when you have multiple tasks to split up among only a few people.
Spitting: It may not be ladylike, but she can spit with the best of them. She was always the one who was able to spit fruit seeds the furthest as a kid!
Haki:
None Currently
Combat Style:
The moment she senses action is immenent, Jane aggressively leaps into action, not letting up until the enemy is defeated, retreating, or she is physically forced back by knowing she's outmatched.
If there is only a small number of enemies, no more than three or four, for her to directly face, she typically charges in to go hand to hand with fishman karate and the knife. If there are multiple enemies beyond that, she starts with taking a pair of quick pistol shots to hopefully thin out the numbers before taking out the whip and lasso. The whip is for inflicting direct damage with the lashes, or occasionally tripping up enemies if she can wrap the end around a limb, while the lasso is specifically used for entangling enemies and throwing them into each other, and occasionally binding one up for interrogation if that's an option with the rest of the combat having died down.
Techniques:
Big Blue Stamp: Taking advantage of her flexibility, Jane raises one leg high and drops it straight down in a powerful axe kick--which can also slash an unwary foe with the spur in her boot. Even if it doesn't make physical contact, it can send out a short-range shockwave through the air or water to slash or stun an enemy in the line of the shockwave.
Big Bola: Snaring a nearby heavy object, or even an unsuspecting enemy, one in each end of her lasso, Jane swings them around in a wide arc fast enough to keep enemies back, but can also let fly, either to great impact on whatever she's aiming for, or to tangle and trip up an extremely large foe.
Old Faithful: Jane bends at her knees, lowering her body to put the strength of her entire body into a powerful uppercut that can send a foe flying high. If performed in water or during a storm, extra force is added from the water to launch them even further.
'Round the Bend: Firmly planting one foot in the ground to pivot on, Jane whips the other foot around in a wide arc that ends with it pointed straight at whatever she wants to hit (often resulting in a leg that is raised high enough to be horizontal), Jane gathers up enough momentum in her leg to send a highly concussive column of water in a specific direction, much like a geyser. It's fast enough this technique can be adapted to send a concussive blast of air if there is no water around, gathering up dust or sand or whatever else nearby is loose in the enviornment to send it along the stream as well, or to propel a projectile from another attack even faster. The blast is sent in the direction her raised foot is facing at the end of it. If adapted slightly differently, it can also part the water for a few moments. To use water there needs to be water at her feet, and with no water, the blast has a much shorter range.
Spit Take: Jane takes a drink of water or a bite of something with seeds or other solid chunks in it, takes a big breath, and then spits it out at extremely high force. The water is given extra force by also being split into streams between her teeth, while the seeds or solid chunks have enough momentum and solidness on their own without using her teeth, considering they can potentially mimic the effects of a gatling gun if she spits with enough force. Can be combined with <'Round the Bend> for extra potent effects.
Name: Joan A. Wale
Alias: The Red Wrangler (not commonly known--yet)
Titles: Captain, merchant, swashbuckler, and navigator (until someone better is found)
Race: Human
Gender: Female
Age: 20
Place of Origin: Ballywood, West Blue
Bounty: None--yet.
Physical Info
Visual Picture:
Physical description: While she isn't the tallest human on record, past or present, Joan is a notably tall woman at just over three meters (almost exactly 10 feet) from head to toe, with solid, steely muscles over every inch of her frame earned from a lifetime of wrangling cattle and other obnoxious beasts. Those same beasts have given her a few scars over her arms, back, legs, and even one on the back of her neck and another on her face, from a variety of sources, from bites, to kicks, to claw-scratches, even a burn or two, though most of them are old and healed over by now. Her eyes are brown, and her straight, shoulder-length hair usually tends to hang loose instead of bound, and is such a fiery red that it tends to be her most noted feature, even above her height. And while she's usually pretty well covered in clothes, even through them she has enough of a chest it's pretty obvious to most that she's a woman.
Clothes: Rough, hardy clothes made of leather (treated to avoid shrinking when it gets wet) tend to cover most of her body, from pants, to shirts or vests, and jackets. Boots (spurs and all) and gloves, and an ankle-length trenchcoat that hides her equipment until she's ready to fight tend to complete the ensemble.
Defining feature: Scars, though the only ones usually visible are the three claw marks over her left eye, that slant down from the middle of the forehead and down over the cheek. Somehow whatever did it, didn't gouge out or even blind her eye, even her eyelid is unaffected, the scar just skips from brow to cheekbone. It is, however, prominent, and looks like it was quite nasty when it was fresh. Also, her hair is vividly attention-grabbing from being so red, it's earned her a nickname of carrot-top on occasion.
Items:
Canteens: Never leave home without at least two full of water! She has four, all of them usually regularly refilled where possible.
Compass: Hey, she didn't know about the need for other navigation equipment in the Grand Line!
Filter Mesh: Useful when you don't have a source of fresh water you trust on hand.
Gold Locket: Hung from a chain around her neck, inside it contains two pictures, one of each of her parents.
Journal: half-filled with entries and sketches of things she's seen.
Knapsack: To carry all the items or necessities that can't be looped or holstered to her belt. Strapped over her shoulders, over the coat, on her back.
Old Coin: It's a coin from a bygone age that few even remember, especially not her. No idea who made it, only that she found it one time while on a cattle drive. It's made of bronze, not particularly valuable except as a collector's item. She says it brings her luck.
Rations: Never leave home without something to eat--even if you can forage there's no guarantee you'll find anything. Typically it is two days' worth of some kind of jerky, and usually packaged in some kind of resealable container.
Pen: and a spare, along with a vial of replacement ink.
((All items with no location specified are in the knapsack when she's not playing with or using them))
Personal Info
Personality: Joan is overall generally loud, jolly, and outgoing, the first to give a pat on the back and console someone if they are grieving, or crack a joke to lighten the mood. She enjoys a good scrap or brawl, even laughing as she's exchanging blows with an opponent, but will get deadly, coldly serious the moment someone she cares about or is under her care gets hurt. This is about the only time she will ever scowl, and will usually attack the person responsible with a righteous, vicious fury if at all able. During times of stress or thoughtfulness, the coin will frequently be out in her hand and she will flip it over and under between her fingers again and again, until she's mentally resolved whatever dilemma is occupying her thoughts. When exploring a new place or just witnessing a new sight, her journal will often be out so she can jot down a description and/or quickly sketch it, even while she maintains active conversations with the people around her.
Morals: Debts should always be paid, every person should get at least one chance until they prove themselves untrustworthy, but even then don't be an idiot and just trust everything anyone says. Everyone should be able to stand up for themselves. (ironic considering how seeing a situation can make her jump to conclusions)
Passion: Exploring new places and meeting new people, and (hopefully) making new friends, and keeping a record of everything new. Standing up for those she cares about and helping them stand up for themselves.
Loathe: Witnessing a bully in action is the one surefire way to make her see red, and she sees racism as an extension of that. She also despises obvious laziness.
Flaw: She can be very, very quick to jump to conclusions and assume a scene is what it first appears to be--someone getting a beatdown looks like they are being bullied, a fence pretending to be a merchant having their goods taken away is being robbed, etc. It's hard for her to apologize once she realizes her error, too. And outside of a fight or someone being physically harmed, she seems like she is unable to take much seriously, cracking jokes sometimes at the most inopportune times.
Personal Goal/Dream: Her first goal is to find Zane, the squid fishman who taught her fishman karate, and thank him for his tutelage. Beyond that, she wants to add more friends to her crew, and build a large found family. (Preferably eventually with at least one of every known race in the world).
Defining Moment: Jane thought she knew what her future had in store--cattle herding, rough trails followed by relaxing after a job well done. It wouldn't have been the most varied life, but it would have been a rewarding one. Until one day when she was no more than 11 years old, Zane drifted up onto the shore (a shore belonging to her family's ranch) while she was riding down a stray. She at first took him for a large squid, initially only spotting the tentacles--until she saw that there was a hand connected to it at one end, and at the other, his torso and face. She did not have any major clues to what life was like outside of her homeland, she had no clue what led Zane to her, she only saw a potential friend in need.
She pulled him the rest of the way up onto land, built a fire for him to warm up by, and offered him some water and jerky, not sure if that was what he even needed, but it seemed to perk him right up, though now she could see that he was quite injured, cuts all over like someone had tried to slice him up and serve him as calamari. He asked her to not tell anyone he found her, and while she was confused, she agreed. Instead, she visited him every as often as she could find an excuse to, bringing him things to eat and water to drink while he recovered from whatever had happened.
One day she showed up with a black eye, and when he inquired about it she explained that a bully in town had beaten her up and took the money she was supposed to buy supplies with. She'd managed to steal the money back, but she'd had to be sneaky to do it instead of confrontational; she'd rather have not had to do it at all. Zane shook his head and said that wouldn't do, and started to teach her how to defend herself, starting with the basic forms of something he called fishman karate. That was when he explained that was what he was, as well, and bit by bit the story of why he'd shown up injured came out. In a lot of places, Fishmen did not tend to receive warm welcomes, and the last place he'd been to had had a particularly rough bunch even he couldn't fight off. It was her first experience with racism, and the bullying that it engenders, and she did not like it one bit.
Even after he was in theory recovered, he stayed on for a while she continued to visit, keeping him company and learning from him, but after a year was about the time his luck ran out. There were rumors in town about a monster on the shore, and a posse was being gathered up to go 'kill that varmint.' She wouldn't have been so worried if her own brothers hadn't been part of that group, but they were, which meant the posse would likely be allowed onto their family's land and there was nothing she could do to stop it. Luckily Joan got into town while they were still only in the planning stage, and got right back out before anyone knew she'd been there to warn Zane.
The fishman seemed resigned to the fact he'd have to move on, but he gave her a fond hug and a farewell, and told her he was going home. If she ever came to the Grand Line, he suggested perhaps she visit him there on Fishman Island. She said her farewells as well, furiously wiping away tears that wouldn't stop coming, and promised she would find a way there, someday.
And that was what led her to work harder the following years, to earn enough money and buy a ship of her own, with the excuse of going to the Grand Line and trade for things that couldn't be obtained in the Blues. But she always remembered his lessons, and kept practicing the forms he'd taught her whenever she had a moment to spare, beginning to revel in the fact that no longer could the bullies beat her, nor could anyone of any brawling renown around.
Devil Fruit Name: What is the name of the Devil Fruit that you have eaten?
Devil Fruit Type: What type of Devil fruit power is it? (See link for explaination)
Abilities: Describe exactly what your devil fruit does. Include any mechanics of the fruit that may affect how it operates.
Weakness: Almost every Devil Fruit has a unique weakness of some sort outside of the basic curse. List them here.
Special Moves: Special Moves as shortcuts that the Moderators can read as shortcuts to a move or technique you're using with your devil Fruit power. These moves can be added upon request, or started off with/modified based on the situation.
Tactics info
Personal Equipment:
Bandoliers: One across each shoulder, containing as much spare ammunition for her pistols as they can, as well as extra pistols. Refilled from ship's reserves between fights.
Bullwhip: Pretty much a standard whip used by cowhands, albeit longer than most, it can and has been incorporated into her fishman karate style. Looped to the back of her belt under her coat. Range--20 feet
Hunting Knife: A practical tool when one needs to butcher a kill, but also handy for use in self-defense in a pinch. Holstered to her right hip just behind the pistol there.
Lasso: Extremely thick and sturdy rope made of very, very strong materials, though unlike most lassos it has a loop in each end for snaring targets. Range--50 feet. Can be incorporated into her fishman karate style. Looped to the back of her belt next to the whip, also under her coat.
Pistols (flintlocks): Loaded between fights, can use standard bullets or explosive rounds. One holstered on each hip and several more in the bandoliers.
Skills:
Cooking: Don't ask Joan to bake a cake or make a fancy omelet. Simple recipes only.
Cowhand Skills: These include lassoing (a necessity in the line of work she was raised to), rapid knot tying, the use of her bullwhip and of course, riding animals domesticated for the purpose of being ridden. She tends to be pretty good at taming wild animals for the purpose of riding, as well.
Crack Shot: Joan is pretty decent at hitting a moving target, while moving herself.
Fishman Karate: All the basic forms plus some adaptation of more advanced techniques to suit her weaker human body, and the mindset to adapt new techniques as needed.
Foraging: Whether fishing, hunting, or just gathering, Joan is pretty good, usually, at finding food or things that can be turned into food without too much effort.
Multitasking: A handy skill when you have multiple tasks to split up among only a few people.
Spitting: It may not be ladylike, but she can spit with the best of them. She was always the one who was able to spit fruit seeds the furthest as a kid!
Haki:
None Currently
Combat Style:
The moment she senses action is immenent, Jane aggressively leaps into action, not letting up until the enemy is defeated, retreating, or she is physically forced back by knowing she's outmatched.
If there is only a small number of enemies, no more than three or four, for her to directly face, she typically charges in to go hand to hand with fishman karate and the knife. If there are multiple enemies beyond that, she starts with taking a pair of quick pistol shots to hopefully thin out the numbers before taking out the whip and lasso. The whip is for inflicting direct damage with the lashes, or occasionally tripping up enemies if she can wrap the end around a limb, while the lasso is specifically used for entangling enemies and throwing them into each other, and occasionally binding one up for interrogation if that's an option with the rest of the combat having died down.
Techniques:
Big Blue Stamp: Taking advantage of her flexibility, Jane raises one leg high and drops it straight down in a powerful axe kick--which can also slash an unwary foe with the spur in her boot. Even if it doesn't make physical contact, it can send out a short-range shockwave through the air or water to slash or stun an enemy in the line of the shockwave.
Big Bola: Snaring a nearby heavy object, or even an unsuspecting enemy, one in each end of her lasso, Jane swings them around in a wide arc fast enough to keep enemies back, but can also let fly, either to great impact on whatever she's aiming for, or to tangle and trip up an extremely large foe.
Old Faithful: Jane bends at her knees, lowering her body to put the strength of her entire body into a powerful uppercut that can send a foe flying high. If performed in water or during a storm, extra force is added from the water to launch them even further.
'Round the Bend: Firmly planting one foot in the ground to pivot on, Jane whips the other foot around in a wide arc that ends with it pointed straight at whatever she wants to hit (often resulting in a leg that is raised high enough to be horizontal), Jane gathers up enough momentum in her leg to send a highly concussive column of water in a specific direction, much like a geyser. It's fast enough this technique can be adapted to send a concussive blast of air if there is no water around, gathering up dust or sand or whatever else nearby is loose in the enviornment to send it along the stream as well, or to propel a projectile from another attack even faster. The blast is sent in the direction her raised foot is facing at the end of it. If adapted slightly differently, it can also part the water for a few moments. To use water there needs to be water at her feet, and with no water, the blast has a much shorter range.
Spit Take: Jane takes a drink of water or a bite of something with seeds or other solid chunks in it, takes a big breath, and then spits it out at extremely high force. The water is given extra force by also being split into streams between her teeth, while the seeds or solid chunks have enough momentum and solidness on their own without using her teeth, considering they can potentially mimic the effects of a gatling gun if she spits with enough force. Can be combined with <'Round the Bend> for extra potent effects.