Name: "Firefly" Jiro
Age: 21
Bounty: Species: Human
Occupation: Fighter
Allegiance: Pirate- Anubis Pirates
Home Village/Ocean: Dark Isle, Grandline
Appearance: Jiro is a tall man at a height of six feet and two inches. He is not bulky, however, his muscles are well toned. He has a thinner frame than the average man with narrow shoulders and a small chest. His skin is a very pale white color, almost as if he had never been touched by the sun. He weighs 173 pounds. His face almost always has a huge smile across it, stretching from cheek to cheek. His teeth are impressively clean and lustrous. He has hazel colored eyes. He has a mohawk. His hair has a greasy sheen to it; it's jet black colored with a few streaks of gray. He has a few tattoos on his face; the first is a golden five point star surrounding his right eye. The second tattoo is a pink heart centered on his left cheek.
Jiro wears a pair of jet black overalls with shiny silver buttons on them. From the knee down, the pant-legs are burnt off revealing Jiro's calves. He dons a bright green shirt under the overalls; the shirt's sleeves stop midway down his biceps.He has wrapped a black scarf around his neck. He has a pair of dark brown leather sandals around his feet. On the sole of the right sandal the word "Dark" is written, and on the left sandal the word "Isles" can be found.
History: Second son of the assassin king, Jiro was born two years too late to inherit the title, and with it, the power. His older brother Karasu advanced in the ways of the clan far faster than Jiro did, so he dedicated himself to training. While he did not display the skills of a true Dark Isles assassin, he was a prodigy of martial arts. He began training in Rokushiki at age five and was well on the way to becoming an agent of Cipher Pol. He was advancing quickly; by age eight he had started developing his own form of Life Return. When he fought any of the other children of the Dark Isles, he won easily... Still Jiro's father preferred Karasu, the crown prince of the assassins. Jiro wanted to be the favorite but even though he had the blood of Assassins he didn't have the skills. Eventually Jiro began to idolize Karasu for being able to do things Jiro simply could not. At age ten Jiro met the interest of the World Government and soon his Cipher Pol training center became a second home. As the years past Jiro spent less and less time on the Dark Isles, until at age fourteen where he only visited his brother a few weeks a year.
At age fifteen he was allowed to go on missions as field training. Every other week he was out attacking pirates or threatening the occasional business man who did not pay proper taxes. This job was not pleasing at all, but Jiro was told his training would go away if he did not comply. He wondered what his big brother was doing while he was doing the work of thugs. On his birthday he was allowed a brief vacation to visit the Dark Isles. His family had missed him and the other assassins recognized his power. That week was the most enjoyable week of his life, but things would soon turn sour. Cipher Pol came to the island to personally fetch Jiro and take him back for training. As the boat sailed away he could hear haunting noises.
Gunshots rang out from the shore. The faint sounds of screams and death rattles crept toward him as he left. He pleaded for the ship to turn around but the others refused. He could hear more shots and he knew even more of his people were dying. Once more he pleaded. His superiors ignored him. He pleaded and pleaded with all his heart but no one would pay him any heed.
As soon as he had lost sight of Dark Isles, he began planning. He was done working for the World Government. How could he help anyone who would willingly stand by as innocent people were shot dead? As he asked himself that question, Jiro thought of another... Who survived the massacre? Karasu obviously had; the crown prince of Assassins was far too strong to die from an ambush. Maybe his father had survived as well... there was no way the legacy of the Dark Isle Assassins rested entirely on Jiro's shoulders and he knew that. But... what if he was? Jiro had a new mission. He needed a way to gain the secrets of his clan and become a true Assassin just in case Karasu hadn't managed to survive.
Personality: Jiro is an extroverted individual who eagerly attracts attention from friend and stranger alike. He is of average intelligence, however, he seems to be rather stupid because of how ditsy he actually is. He has an incredibly short attention span when it comes to anything he has deemed unimportant; he has deemed just about everything unimportant. Jiro can be confused easily because he very rarely gives more than half his focus on any person or circumstance. He is normally amicable; however he becomes cold and distant if certain topics are brought up. Those topics are: his family (excluding his brother), the Dark Isle, the World Government, assassins, and his mission. Secretly, he doubts himself and feels like he can't do anything right. He looks up to his brother, perhaps to much, and believes Karasu is almost invincible. He is proud of his lineage but still traumatized by the fate of his family.
On the surface he is talkative and without worry; but on the inside he constantly questions himself. He loves being around people as he can escape from his mind when surrounded by friends. Sometimes Jiro gets frustrated or grumpy however he never experiences true rage. He is hardly ever embarrassed and quick to flirt however he commonly flubs lines or says something that makes no sense. His favorite type of humor is puns; a good pun can snap him out of the darkest of funks. His ideal man is thoughtful and witty with a slender figure and a friendly face. He loves eating fruit, specifically grapes and cherries. He is only afraid of his own failures... and spiders. He's completely frightened by spiders.
Ship: Dinghy
Ship Flag: NA
Devil Fruit: NA
type: NA
effect: NASpecial Abilities: Advanced strength and speed,
Rokushiki User, Life Return (One Discipline), Tekkai Kenpo
Life Return: Heat- Jiro has gained the ability to produce obscene amounts of heat from his body, enough to easily ignite his clothing and outer layer of skin. A benefit of this discipline is it has given Jiro an advanced resistance to heat and made the inner layers of his skin fire-proof. Another secondary bonus of this form of Life Return is it has naturally increased his speed when using any forms of this technique. The outer layer of his skin also regenerates after using this technique; however, his skin will not regenerate if destroyed by any means other than Life Return: Heat techniques.
Learned Techniques (Keep it 1-25):
Rokushiki Moves
1. Shigan- A technique reliant on high speeds. The user jabs with their finger quick enough to pierce through flesh like cheap paper.
2. Tekkai- A technique that allows the user to gain great defense. Normally, the user must stand completely still to activate this but with the use of Tekkai Kenpo Jiro can move while using this ability.
3. Rankyaku- This move is an enhanced kick that forms a blade of pressurized air.
4. Soru- A special move that allows the user to run at excessively high speeds.
5. Jugon- An advanced form of shigan; instead of jabbing with one finger it is a high-speed thrust with a whole fist.
Life Return: Heat Moves
6. Hidama- This technique is an evolution of Shigan created by incorporating Life Return: Heat. His hands light on fire before flicking his finger out. A small flame bullet shoots out from the shigan, having a range of fifteen metres. The damage of this attack is increased if it is used at close-range.
7. Nenshou- The outer layers of skin on Jiro's arm ignite into raging flames before he strikes with a fierce chop. This move passes the fire onto his opponent on contact. Nenshou is a powerful attack on its own right, but is always used in conjunction with tekkai kenpo.
8. Nekki- Jiro's legs burst into flames allowing for powerful kicks; the use of Nekki increases the force of Jiro's lower body attacks and increases his running speed. A two metre trail of fail is left behind when Jiro runs while using Nekki. (Passive move lasts for four posts; cool down two posts)
9. Ensho- Jiro's feet surround themselves in fire before he uses this attack. By combining rankyaku and Life Return: Heat, Jiro can shoot a blazing slash at his opponent's from his legs. The blade no longer has the cutting ability, instead, it carries a large amount of force with it and harshly burns the opponent.
10. Kashou- Jiro heats up his knuckles, causing a white-hot flame to burn on his fists. This fire is the hottest fire Jiro can create; after doing so he throws one punch. At the point of impact the air around his knuckles explode from sheer heat. To prevent himself from feeling the damage of his attack and to increase the power of this punch he uses tekkai kenpo.
Weapons/Items: None
Goals: earn the right to call himself an assassin.
Note: Yeah, I know I half-assed the Rokushiki move section but I didn't want to copy paste it from a wiki