Post by Manah on Jul 6, 2023 1:04:47 GMT -5
AMI
The Black Leg and Sailor Senshi
The Black Leg and Sailor Senshi
QUOTE: "You know, feeding the hungry and healing the sick and the wounded go well together."
Real Name: Ami Mizuno / Vinsmoke Sanji
Age: 25
Other Aliases: Black Leg, Ero-Cook, Doctor Mizuno, (Super/Eternal) Sailor Mercury, Princess Mercury
Occupation: Princess, Cook/First-Class Chef, Pirate, Member of the Monster Trio, Senior Officer of the Straw Hats crew, Doctor, Neurosurgeon, Magical Heroine, Princess of Mercury
Marital Status: Single
Height: 5'8"
Weight: 132 lbs
Eye color: Blue
Hair color: Blue
Species: Genetically/Mystically-Enhanced Human (Germa Modifications, Inner Sailor Senshi)
Notes: While Ami's appearance was the basis for their merged form, she is half a foot taller than before, and her eyebrows will slightly curl on the right sides when she is angry/defiant (though nowhere near as much as Sanji's own).
Ami / Sailor Mercury / Super Sailor Mercury / Eternal Sailor Mercury
ABILITIES
Int: 8
Str: 12 / 14 / 14 / 16
Agl: 11 / 13 / 13 / 15
Spd: 13 / 15 / 15 / 17
-Usable as Invisibility at up to Half AN, rounded up, either on its own or as part of the user's movement speed.
Dur: 10 / 12 / 14 / 16
HEALTH/P.L: 10 / 12 / 14 / 16 P.L: 2/3/4/5
ENERGY/P.L: 30 / 36 / 42 / 48 P.L: 6/9/12/15
REGEN/P.L: 23 / 26 / 29 / 32 P.L: 5/6/8/9
SKILLS: 7 (Regens 3 per panel)
ACTIONS
Black Leg: 10
(Str. and Spd.bonus and 1 or 2 Wpn.modifiers*)
-Efficient
-As Mastery of Kung Fu
-Kicks
-Knives
-Thrown Objects/Weapons
-Handstands
-Precise Strikes
-Diable/Ifrit Jambe
-Acrobatic fighting
-Inhuman Might
-Fighting larger/multiple opponents
-Using powers in combat
-Parage Shot (As Regular Attack; Must pay 3 in control to not cause lasting damage, but will also act as Stones up to AN VS target's Durability to literally reconstruct their face through kicks. Said reconstruction is permanent until another use of this ability, cosmetic surgery or another effect is used to change the target again.)
-Skill Points Sytem (Also usable with Shoes/Shoe-like Weapons and Knives)
-Options: Balance, Blindfighting, Catch projectiles, Create/Adapt Techniques, Multiple Opponents
-*May use 2 Wpn.modifiers only when the 'Weapons' are shoes or shoes-like weapons
Acrobatics: 7
(Int.bonus)
-Efficient
Mercury Power: 0/ 6 / 8 / 10
(Int.bonus)
-Efficient
-Mastery of Cold/Ice/Mist/Snow/Water (Create/Manipulate)
-Force Blasts (Multiple of them, each with varying effects, described below:
- Shabon Spray (Area Attack, Normal Damage, Also generates AN fog/mist in an Half AN, rounded up, Area and lowers temperature by up to AN degrees celsius. Her Mercury Visor allows her to see perfectly in the mist. Water/Mist Element.)
- Shabon Spray Freezing (Area Attack, Normal and Stun damage, Also generates AN fog/mist in an Half AN, rounded up, Area. Lowers temperature by 1 degree Celsius/stone played. Her Mercury Visor allows her to see perfectly in the mist. Cold/Ice/Mist Element.)
- Double Shabon Spray Freezing (As Shabon Spray Freezing, but 2x damage, and Requires both hands to perform.)
- Shine Aqua Illusion (2x damage, Normal and Stun damage, Area Effect of up to Half AN, rounded up, around point of impact; OR Atk VS Durability to Freeze solid, Area Effect of up to Half AN, rounded up, around point of impact. Water OR Cold/Ice Element.)
- Mercury Aqua Mirage (2x damage, AP, Normal and Stun damage. Water Element.)
- Mercury Aqua Rhapsody (3x damage, AP, Area Attack, Normal and Stun damage; Requires the Mercury Harp to use. Water Element.)
-Hyperspatial Sphere Generate (As her Force Field, but protects up to an Area as large as 2/3 this Action's AN, rounded up, via putting it into an external pocket dimension to preserve it and all within it from attack. May be maintained for up to 5 minutes/AN; Requires her Mercury Visor to use.)
-Shine Snow Illusion (Stones VS Intelligence, Area Effect; if successful, targets are blinded by snow for up to 1 panel/red stones of 'damage'.)
Diable/Ifrit Jambe: 3 / 6
-As Psi-Weapon of Fire/Heat Element
-2x damage, Sets Flammable Objects on Fire
-Even usable Underwater
-Requires gestures to use, namely spinning in place at high speed for a few seconds
-Diable Jambe make her legs appear bright orange-red-hot with flames, while Ifrit Jambe does the same, but with insanely hotter, blue flames.
Hell Memories: 8
-As Electrification, but of Fire/Heat Element
-2x damage, Sets flammable objects on fire
-1 stone/panel to maintain
-May combine with Close Combat, adding its Advantages to the Attack for free. Doing so will end the effect, and it must be reactivated to be used again.
Sky Walk/Blue Walk: 7
(Agl.bonus)
-As Flight/Swimming via kicking the air or water so hard as to propel oneself forward
-Alternately, usable as regular Swimming
-May exceed Normal Human maximum Swimming Speed
Thieving: 7
(Agl.bonus)
-Stealth
-Search Room/Area
-Infiltration
-Lockpicking
-Pickpocket
-Legerdemain
-Escape Artist
Technology: 7
(Int.bonus)
Inventing: 2
(Int.bonus)
Medical Healing: 8
General Knowledge: 8
(Int.bonus)
-Efficient
-Food/Recipes
-Biology/Physiology/Neuroscience
-Mathematics/Sciences
-Tactical lore
-Straw Hat Pirates/Sailor Senshi
-The Silver Millenium
-Myths and Legends
-The Big Names
Cooking: 8
(Int.bonus)
-Efficient
-Roasting/Baking/Frying
-Boiling/Steaming/Smoking
-Hors d'oeuvres
-Traditional/Exotic Recipes
-Desserts
-Aesthetics
-Nutritional Contents
-Food safety
Attack Cuisine: 7
(Int.bonus)
-The 99 Vital Recipes of Emporio Ivankov's Newkama Kenpo Masters of the Kamabakka Kingdom, mastered by Sanji via a challenged imposed to him by Ivankov himself. They are borderline supernatural recipes, each with a powerful aura and unique flavor.
-Functions as the Potions and Poisons options of Witchcraft, except via cooking unique recipes of food each with special effects (Note: The 'Poisons' versions are not harmful per se; they typically simply have 'negative' effects due to tasting amazing, such as causing Stun damage or even Paralysis, and the like.
-May create up to AN servings of a recipe at once.
-Requires a well-supplied kitchen to cook the recipes
Haki: 8 / 10*
-Haki is the ability to understand, access and use one's own spiritual power to achieve multiple different feats. All living beings have the potential to tap into that power, but most people go through their lives never realizing that potential. She, however, is a master of two of its three aspects, and a specialist of Kenbunshoku Haki. The powers it grants are as follows:
- Iron Will (As the Action; Heal Self, Accumulate Energy as M.o.M)
- Kenbunshoku Haki (Also known as 'Observation Haki', this ability grants its user a 'sixth sense' and enhanced perception, with multiple uses:
- Empathy/Sense Intent (Int.bonus, as the Telepathy option to sense the emotions of others, and as Read Minds, but limited to the intent of a target.)
- Extend Senses (May use up to AN stones to expand the range of one's Senses to perceive from much further away.)
- Sense Power (At AN; as an Action rather than a modifier.)
- Precognitive Flashes (At GM's discretion, this ability may also work as Precognitive Flashes warning the owner of an imminent danger, sometimes; especially if there is a strong killing intent directed at the user.)
- Sonar Senses (At up to AN; 1 stone/panel to activate/maintain.)
- Busoshoku Haki (This second type of Haki is known as 'Armament Haki', and has many uses, mostly and primarily focused on combat:
- Armament Coating (Int.bonus; Pay for Effect up to AN + Duration in panels; Effect is split between adding to Physical/Weapon/Devil Fruit Attacks - also making them 2x damage, or if they are already, adding +2 to it - and adding to Toughness. If the whole body is coated, no more than Half the AN may be added to Attacks, the rest - rounded up - must be added to Toughness. If only one, some or all of the user's limbs are coated, the stones may be split as desired, but the Defense only applies to the coated limbs. NOTE: Armament Coating will turn the user's coated body parts and/or their weapons black.)
- Emission (As Force Blast, via being combined with Ranged Combat; 2x damage; Concussive Force element.)
- Internal Destruction (Stones VS target creature's Durability to cause 2x damage; OR target object's Hardness/Area/Weight/Technology/Highest AN/MN to destroy if from within. Requires Physical contact.)
- Overcome Fruit Defenses (If fighting a Logia user or a Devil Fruit user with similarly body-altering powers, a Busoshoku Haki user activating Armament Coating - see above - on their attacks is capable of ignoring the usual defense of Logia users, namely their Instant Healing Factor, and actually injure them physically, or at GM's discretion, ignore certain defenses for other Fruit users. NOTE: This may only be done against a user with Busoshoku Haki of no higher than 1 AN higher than the user. Or, of course, a target without Busoshoku Haki entirely.)
-NOTE: Whether she has the potential to unlock the third type of Haki, Haoshoku Haki - or the Conqueror's Haki - has yet to be seen, but given her power and her former statuses as both prince and princesses, it is quite possible.
Chess: 7
(Int.bonus)
-Efficient
Perform: 3
(Agl.bonus)
-Singing
-Dancing
-Play the Harp
Social Skills: 7
-Calm and Collected
-Kind and Gentle
-Straightforward
-Clever
-Humor/Sarcasm
-Charm/Seduce
-Bluff/Lie
MODIFIERS
Power Level 2/3/4/5
-Power Level Recovery
-Tiress +2
Acute Smell/Taste +3/+5
-Number after slash to identify ingredients/analyze food by smell alone
Transform Self, Special
-Ami has three different forms she can transform into as a Sailor Senshi. First, she can turn into Sailor Mercury using any of her transformation items, and stating 'Mercury Power, Make Up!'. Then, her Super Sailor Mercury form is usable either through her Star Power Stick or her Mercury Crystal Brooch, and the phrase 'Mercury Star Power, Make Up!'. Finally, her most powerful form, Eternal Sailor Mercury, may be achieved with her Mercury Crystal Brooch, and the words 'Mercury Crystal Power, Make Up!'
-The changes for each form are explained on this CAD.
Enhanced Healing Factor
-May repair broken bones in seconds
Superhuman Legs +3
-Adds to any Actions's uses related to her legs
Reflexive Dodge +7 / +9 / +11 / +13
Toughness +10 / +12 / +14 / +16
-No 2x damage
-No AP
-Via Germa Exoskeleton skin
Fire/Heat Defense +8
Cold/Ice Defense +0 / +6 / +8 / +10
Pain Resistance +5
Enhanced Senses +6
-See Auras and Magical Forces, Sense Women in Pain/Danger
Reconstitute Self, Special
-When a Sailor Senshi dies, she will typically be reincarnated eventually in a similar form and general nature, though in a new family, life and upbringing. The newly reborn girl will eventually regain her memories of her past selves upon reaching her late teens, or earlier if triggered by Sailor Moon.
-It is unclear how the process is, or isn't, altered since Ami merged with Vinsmoke Sanji.
Wealth: 3
-Gains $10,000 per issue/month
-Currently has $250,000
Resources ?
-Will depend on how her story begins.
CHALLENGES
-Addiction (-1; habitual smoking. While Sanji was a heavy smoker rarely ever seen without a cigarette in his mouth, his fusion with Ami has lowered this to a mild, habitual smoking addiction. She no longer needs to constantly light one up, but will occasionally want to do so.)
-Psychological (-2; moderate pride. Mostly as an highly skilled chef, and mostly due to Sanji's personality.)
-Psychological (-2; moderate chivalry. Again due to Sanji, she is highly polite and respectful towards women, displaying proper etiquette, care and attentions one would expect from high society when dealing with them. Lowered since merging with Ami, and due to her own willingness to fight women if the need arise.)
-Psychological (-1; mild short temper. While Ami's personality has considerably lowered this, she still suffers from some measure of Sanji's short fuse.)
-Psychological (-1; mild jealousy. Typically towards people receiving the attentions, admiration, love or other such favor from a beautiful woman. Again, lowered by Ami's personality, but still present.)
-Psychological (-1; mild arachnophobia/entomophobia. A more or less under control fear of insects and spiders displayed by Sanji in the past.)
-Covetous (-2; moderate lechery. Despite Ami's influence, she turned out to be very lustful, a bit perverted, and more than a little bit of a would-be womanizer, regardless of her gender.)
-C.T.S.U.F.U (-3; from both Sanji and Ami being selfless, true heroes. Especially towards women due to Sanji's influence.)
-Code of Honor (-3; always feed the hungry, heal the wounded, care for the sick. Protect the honor of women and the helpless. Also, food should be respected, savored and valued, never wasted, and 'a cook's hands should be for cooking'.)
-Loyal (-4; both towards the Straw Hats, and her Senshi friends.)
-Prejudice/Hatred (-2; towards those who mistreat, abuse, hurt or insult women. Also, to a lesser extent, anyone cruel, needlessly mean or abusive towards others in general. Especially huge trigger is slavery.)
-Minority (-1; bisexual. A result of both of her halves being heterosexual and combining upon merging.)
-Conflicting Interests (-2; between Sanji's wish to be a 'Man among men' and Ami's feminine and gentle nature, and also between Sanji's refusal to fight a woman VS Ami's willingness to do so. Lowered in value, because Sanji loves women so much that being one isn't that bad, and because Sanji is fine with a woman fighting another woman, so...)
-Rivalry (-?; friendly - though highly competitive and outwardly aggressive - rivalry with, quote/unquote, "Mossball Head" Roronoa Zoro, in most things, including power, bounty, feats, and so on. This challenge's current status since Sanji merged with Ami is unknown, as it has yet to be seen whether or not Zoro is still willing to pursue the rivalry given how different his rival is.)
EQUIPMENT
-Currently worn: Black V-neck tank top, black pants, yellow jacket
-Black pumps (+2 wpn.modifier each, Blunt/Bludgeoning or Piercing for the pumps depending on the use of the heels or not; Near Indestructible.)
-Smartphone
-Super Computer (+3 to all Computers-based uses of Technology, May interact directly with computers from Range 5; usable as Cybernetic Senses MN 8 to sense/analyze surroundings and detect enemy weaknesses, and as Photographic Memory via infinite database. A miniature supercomputer of highly advanced Silver Millenium technology given to Ami by Luna; it can perform anything the best computers in the world could, and then some.)
-Transformation Pen (Used to transform to basic Sailor Mercury form, and allows use of AN 8 Shape Shift to transform into any human form and/or change the user's clothes and accessories however they please; Stones are free from GP.)
-Mercury Star Power Stick (Used to transform to either basic Sailor Mercury form, or Super Sailor Mercury.)
-Mercury Crystal Brooch (Used to transform to Eternal Sailor Mercury form.)
-2x Seastone Cuffs with the keys
RESERVE EQUIPMENT (May be manifested at will in the user's Sailor Senshi forms.)
-Sailor Mercury Uniform (+2 defense, MN 5 Defense VS unwanted removal; if damaged or destroyed, will reform itself within 2 hours of non-use. Includes a white, chest-armored leotard, blue sailor collar with white stripes, a blue choker, a blue skirt with puffy belt above it and light blue bows at the chest and the back. Also includes white long gloves with blue arm fittings, and a light blue cirucular gem at the center of her chest bow. Her uniform is sleeveless, and is completed with a golden tiara with a blue, oval-shaped gem on her forehead, and a pair of earrings. The uniform changes slightly between each form, but the general elements remain similar. NOTE: At her discretion, Ami can choose to make her skirt be mini, knee-length or shin-length, and to make her leotard be blue instead of white; she may choose those details upon transforming.)
-Sailor Mercury Boots/Pumps (+2 wpn.modifier each, Blunt/Bludgeoning for the boots, Blunt/Bludgeoning or Piercing for the pumps depending on the use of the heels or not; Near Indestructible. Appear as blue short-heeled knee-high boots, or blue 3 inches pumps; she may choose which she wears upon transforming.)
-Mercury Visor (A see-through, head-mounted display covering her eyes and manifesting data as needed from her Super Computer at her mental command; additionally may manifest a communicator extending from her bottom left earring if needed. Essentially allows her to use her Super Computer free of hands and in the midst of battle. Also allows her to see perfectly in the snow and mist she can manifest. Manifested by touching her earring.)
-Mercury Harp (+3 to Mercury Power action, May be summoned/de-summoned at will; Only usable in Eternal Sailor Mercury form. A mystical artifact in the shape of a lute seemingly made of water, which serves as Mercury's talisman and symbol of her power and authority.)
RESERVE EQUIPMENT (Kept on the Thousand Sunny)
-Blouses, shirts, vests, jackets, dress pants, skirts of various lengths, colors and types, some comfier clothes like shorts and tank tops, a few dresses, about six pairs of shoes, multiple accessories like sunglasses, some jewelry and accessories, a few hats and gloves, as well as a cook outfit and hat. A few swimsuits, various types of underwear, and some nightgowns along with a bathrobe.
-Rare/Uncommon ingredients and spices
-Medical supplies
STORY: To be determined depending on the story.
SKILL POINT SYSTEM DETAILS
- Unarmed Combatants gain a third Energy Pool called Skill Points.
- Skill Point Pool is 2/3 of your Close Combat Action Number
- Skill Point Regeneration is 1/3 of your Close Combat Action Number
- Use Skill Points to add Advantages to your attacks for a Panel on a Point per Cost Level Basis.
- If Purchasing Area Effect, Area = 2, Spend extra SP for more area.