Info One Piece RPG Master Thread[READ FIRST]

Discussion in 'One Piece Role Play' started by Larsi, Mar 6, 2018.

Share This Page

Thread Status:
Not open for further replies.
  1. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    [​IMG]

    IF YOU ARE NEW, PLEASE READ THE SECOND POST IN THIS THREAD

    Welcome aboard the One Piece RPG! Are you ready to set sail and start your adventure? Well, look no further.

    This thread serves as a general information sources about the RPG, to help you get started and what faction to join.

    AnnouncementsWe're preparing to set sail finally! New patch is out, it's a big one! Ask one of the GMs for help if there's anythign you're wondering.


    Other important threads:
    Directory
     
    Last edited: May 18, 2018
  2. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    [​IMG]
    First of all, welcome to the official Oro Jackson Role Playing Game for One Piece. This RPG is mainly centered around battling other players, organizations or NPCs(more about the two last later on) to level up your character to become stronger, in a battle for dominance with pirates, World Government and Revolutionaries. But first, we will start off with the basics:

    Creating your character:
    Anyone who joins this RPG will be given a set level(base starting level 10), and their level decides how many stats they are allowed. A description of how to assemble your stat sheet can be found here. A more detailed description of every stat can be found here. You need to also choose a race for your character to be, a list with descriptions can be found here. If you want to be any race other than human, make sure to ask the GMs to make sure the slots for it are not filled.

    Also check out the list of martial arts styles here and here, to see if you want to pursue one, or make a custom one yourself(remember that any custom techniques or styles will need GM approval, so start a convo with the current GMs)

    Once you have all of this sorted, create your biography here following the form that is given in the second post. You may look at other bios for inspiration or ask around for help.

    Combat Basics:
    To understand how one should RP properly in combat, here is a short, basic fight that I have made as an example.

    Organizations:
    There are three main organization branches in this RPG; Pirates, World Government and Revolutionaries.

    The Pirates are split up in separate pirate crews made up entirely of players. If you want to be part of one, you simply have to ask the captain. List of crews can be found here.

    The World Government are made up of the three branches; Marines, Cipher Pol and Shichibukai. You may freely enter the Marines or Cipher Pol(as long as you don't have a standing bounty) where you will be assigned a rank according to your level. Shichibukai are only available to pirates who have earned a spot through different ways of obtaining infamy.

    Finally, the Revolutionaries is a single army, kind of like the Marines or Cipher Pol, and anyone is free to join where they also will be assigned a set rank.

    Leveling up:
    Leveling up is done by submitting any finished fights here for grading, following the form in the first post. Once graded on performance, it will be based on that as well as the length of the fight, how much experience one will receive. A full list of level requirements can be found in the same thread, where players' level progress will also be listed.

    Islands/Territory:
    Just as in the actual story of One Piece, this world is split into the different six main seas; EAST BLUE, SOUTH BLUE, WEST BLUE, NORTH BLUE, GRAND LINE and NEW WORLD. In each of these seas there are different islands that players can visit. On each of these islands there are different NPCs that players may engage in combat to receive rewards, such as money, devil fruits or items. Some players may not engage all if they themselves are world government or revolutionaries, at least not without specific requirements.

    NPC is short for Non-Player Character, and is a character created to be in a single or a few select locations throughout the six seas. There are rewards for defeating almost every single NPC, but it of course varies from level to level. They are called Non-Player, since there isn't a set person in charge of them at all time, but rather it will work as a community project. People will need to help out, as this is not a task that can be handled by a handful of people if there are tens of players looking to fight them. So once someone enters a new island, one or more person will be assigned the role of roleplaying the characters on said island, to fight against them. You are expected to be helpful in this regard. Whoever is roleplaying as these characters will of course receive experience from the fights on their main character, to the same degree as if it were their own characters. It also allows for the person to try out a devil fruit or fighting style they are not familiar, and that can always be exciting. Another thing to note is that there are two types of NPCs. There are those that have names given to them, and those that are simply a base name such as "Marines" or "Buggy Pirates" with a number next to them. That number signifies how many of them there are. The named ones are often higher level than the unnamed ones, which can be referred to as fodder. While named characters will only be controlled by the person(s) in charge of that island, invading players are allowed to state things that the fodders do within the combat, and finish them off quickly, as long as it is within reason(plot and power wise). The fodder are mainly there as a visual setting, while the named characters are the real opponent. Of course a level 30 player can not be expected to take on 5000 level 15, but a level 50 should make quick work of 50 level 10s.

    Then there is territories. Pirate Crews will be able to after defeating one side or all inhabitants on an island, to then take that island as their territory. From then on, every week the crew will receive funds from the island as price for "protection". The list of different islands and their weekly beri reward can be found here; LINK. 25% will go into the crew's "account", while 75% will be split among the active crew members in direct relation to their level. Explanation for requirement of activity can be found here. Pirate Crews can of course take over islands that are other crew's territory, but since the NPCs will by then be defeated, they will instead spend 14 RP days(Time system explained here), or 4 days and 16 hours of real time wait before capturing the territory. This is to encourage battles between pirate crews. As long as the crew has purchased a spy on said island, they will be alerted and can make their way to stop the takeover. This of course is only if they are within traveling distance from the island. Should the defenders arrive too late, they are instead the ones that will have to wait 14 RP days, AND fight off the other crew.

    Devil Fruits:
    Most devil fruits are acquired by defeating the character that holds it, most likely the character that used the fruit in canon. A list of devil fruits and current holders can be found here(they will each link to either the thread the NPC is in, or to the person holding the Devil Fruit, unless currently unavailable). If you can't find a specific devil fruit it's most likely on the unavailable list, or is too new to even be considered.

    You will not receive a player's devil fruit if you defeat them.

    Money and Upgrades
    Money, or Beri can be used to purchase a few different things. It can allow for a pirate crew to purchase extra items or upgrades for the crew here, or it can let players buy items or experience. Furthermore, experience can be used to purchase a variety of different upgrades for your own character here.

    There are different ways for different characters to obtain beri:
    -Pirates can loot island and their crews can receive weekly rewards from their territories.
    -Marines and Cipher Pol can attack pirate NPCs(to loot whatever beri they have), and pirate players to turn both in for whatever bounty they are worth at a nearby marine base for bounty. They will also receive a weekly paycheck depending on their rank. This is also of course as long as they are active, same as with pirates.
    -Shichibukai can hunt pirate players and NPCs down for their bounty and turn them in at nearby marine bases. They may also attack islands an loot the beri rewards.
    -Revolutionaries may loot any world government affiliated base, or pirate base for their rewards, plus get an extra bonus depending on their rank if they are World Government(not needed to bring them back, unlike bounties.)
    PS; if a player pirate is captured for their bounty, their allies may intercept the transfer to a marine base as long as the crew has vivre cards, in which the player turning them in will not receive their bounty. If they do manage to turn them in, NPCs will begin transporting them to Impel Down. Once again allies may intercept the transport once more to free their comrade, though now the bounty hunter will not lose their reward. Should the prisoner arrive at Impel Down, their allies will be forced to break into Impel Down to free them. They are free to request help from another pirate crew, and GMs will oversee any payment for this assistance.
     
    Last edited: Mar 8, 2018
  3. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    [​IMG]

    1. Characters do not die in RP, instead they become unconscious and will not be able to compete in the main story for a few days.
    2. You can only be in one place at a time in the main threads. Travel time between islands will be calculated depending on a few factors. If you want extra, 'non-canon fights for exp(no beri or bounty gain) you can make your own thread in the battleground section.
    3. This is basic RP ettiquette, but you can't control your opponent.
    4. You will not be able to change stats mid-fight(you can change them in your bio, but you still keep the ones you started the fight with.) You will post your stats within a spoiler at the start of every fight and training session, both in the battleground and story mode.
    5. You shouldnt edit your posts if more than a few minutes pass unless theres a good reason for it and you let your opponent know. If your opponent has posted after your post you want to edit, you generally shouldnt edit it period. In this case you need to get permission from both your opponent and a GM to be allowed to edit it.
    6. You can not use the name of a character or crew from the canon story as your own, as they will likely exist as NPCs for you to challenge.
    7. Devil fruits can not be claimed simply because they aren't used by someone. They will be awarded through various means of work you can do. Most common way is to defeat the NPC that holds the fruit. Other ways are winning it in a tournament, buying it in an auction(not available yet) or as a reward for helping develop the RPG(very rare).
    8. Any custom fighting styles or techniques must be approved by the Gorosei(Game Master).
    9. When traversing the seas(the main story sections apart from the battleground) or healing your injuries(as mentioned above) you will follow the guidelines on time passed, below.
    10. Change of abilities as you please is not permitted. Devil Fruits and Races may be switched with a penalty of EXP, available in the store. Frequent change of fighting styles is not allowed either. There is no cost for doing so every now and then, but try to keep it to a minimum as to maintain your character's integrity.
    11. This RPG will be PG-13, so no ERP.
    12. Respect post order. If you are in a big event with many players, either try to find an opponent and focus on them, or you need to wait until everyone involved right there posts before you can post again.
    13. If you are unsure whether or not something you are doing is correct, don't hesitate to ask in this thread.
     
    Last edited: Mar 23, 2018
  4. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Last edited: Dec 8, 2018
  5. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    [​IMG]
    There will only be players on this list. For full list including NPCs, check out the World Government organization thread.
    Commander in Chief(Requires level 90):

    Marines:
    Fleet Admiral(Requires level 85):

    Admiral(Requires level 80):

    Vice Admiral(Requires level 60):

    Rear Admiral(Requires level 50):

    Commodore(Requires level 40):

    Captain(Requires level 35):


    Commander(Requires level 30):


    Lieutenant Commander(Requires level 25):

    Lieutenant(Requires level 20):

    Lieutenant Junior Grade(Requires level 15):

    Ensign(Requires level 10):



    Cipher Pol:
    CP0(requires level 60):

    CP9(Requires level 40 and all Rokushiki forms):

    CP8(Requires level 35):

    CP7(Requires level 30):

    CP6(Requires level 28):

    CP5(Requires level 24):

    CP4(Requires level 20):

    CP3(Requires level 18):

    CP2(Requires level 14):

    CP1(Requires level 10):


    Shichibukai:
     
    Blue-Leg Zeff, Echi, Cpt. and 14 others like this.
  6. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    [​IMG]
    Pirate King(Requires level 100)


    Yonkou(Requires level 90):


    Silver Hair Pirates:

    Revolutionaries:
     
    Blue-Leg Zeff, Echi, Cpt. and 14 others like this.
  7. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    [​IMG]

    To start of with how time is measured in the RPG, 1 day in the story is 8 hours in real life. If you have to wait three story days for something, it will take 24 hours in real life. Or 5 days will be 40 hours and so on. Anything from here on out in this post will be listed as in story time, unless otherwise specified.

    Injuries:
    Depending on how serious the injuries your character has sustained, different times will apply until they are healed enough to fight as nothing had happened. If you fulfill multiple of the following, the longest wait is the one that applies.
    Exhaustion, 1 day.
    Deep cut in muscles, 6 days.
    Destroyed organ, 12 days.
    Missing/ruined limb, 15 days.
    Near death injuries, 21 days.
    Death, 30 days.
    If you are unsure which one you fall under, ask a GM.

    Different ways to heal faster:
    Medicine:

    Mastery/2=percentage of time taken off your and your crewmates recovery time.
    Cooking:
    At 40 mastery a cook can make healing soup, which reduces healing time by 20%
    Vitality:
    Stamina+durability×15%=percentage of time taken off your and your crewmates recovery time.
    80% reduction max.

    Traveling:
    Traveling from one island to another within west, east, south or north blue, 3 days.
    Crossing reverse mountain, 1 day.
    Traveling from one island to another within the first half of the Grand Line(also known as Paradise), 6 days.
    Traveling under the Red Line between Paradise and New world, 6 days(not included 3 days to coat ship)
    Traveling to or from Fishman Island to or from Paradise or New World, 3 days.
    Traveling from one island to another within the second half of the Grand Line(also known as New World), 9 days.
    Traveling to a sky island, +3 days to wherever it is.(12 days New World, 9 days Paradise)
    Traveling to an island in the Calm Belt, +3 days to wherever it is.

    Different ways to travel faster:
    Vivre card: Your crew can obtain vivre cards, allowing for easier travels to other members in the crew. Following the vivre card to the location of another crew member lowers travel time by 25%. This is also available for World Governement members and Revolutionaries over level 40 to use with one another.(This does not stack with logposes)
    Eternal Logposes: If your crew controls an island, they can use eternal logposes to easier travel back to said island. Following the logpose will lower travel time by 25%. This is also available for World Governement members and Revolutionaries over level 40, but only to the side that is governing said island.(This does not stack with vivre cards.)
    Navigation/Weather: Mastery/2=% of time taken off travel time. If you have 40 mastery in the stat, any ship you are on will travel 20% faster. 70 mastery and it will travel 35% faster.

    Time spent in a fight is equal to one hour per turn. This is as if not fights would last realistically only a few seconds, which never happens in OP. If there are two separate fights going on at the same time in the same place, someone who has been fighting for 8 turns(8 hours) and has finished their fight, may not interrupt the fight unless at least the same amount of time has passed. Hence, the first engagement of battle must stated as "Turn #1", and that then makes the basis of the time that fighting has been going on. Every person will then include "Turn #" at the start of every post based upon the time that the fighting first started and when they themselves arrived.

    If a fight is started on a place you are traveling towards, you may not intercept unless you make it there in time. However, if you for example would make it there two hours after the fight started, you may join in after two turns.

    Once the battle on an island is finished, you may deduct time spent fighting there(3 days for every one real time day) off the time needed to heal up, as long as you deduct one hour for every turn you spent(or had to wait before being able to join any other fight.)

    Homeplace
    A few different races will get eternal log poses to an island that fits to their race. In some cases, such as Elbaf for giants, the island doesn't exist yet, but they will have it when it does.

    Longarm: eternal pose to Kenzan Island

    Giant: eternal pose to Elbaf

    Fishmen: eternal pose to Fishman Island

    Skypieans: eternal pose to Skypiea

    Dwarves: eternal pose to Dressrosa

    Humandrill: eternal pose to Kuraigana Island

    Minks: vivre card to Zou (since it doesn't have a magnetic pull)

    Sentient Beast: eternal pose to Luffy's timeskip island
    Ships
    Ships:
    There are in general two types of boats/ships, personal boats and organization ships.
    Personal Boats:
    Every player has access to one of these, but it only has room for one person, themselves. However, due to how small and basic they are, their travel time is increased by 25%. They can however buy this:
    Fast personal boat
    Price: 100.000.000 Beri
    Allows the owner to have their personal boat travel at normal travel speeds.


    Organizations Ships:
    Organization ships are ships that can house multiple characters, and travels at regular travel speeds. If one person aboard has navigation, the entire ship is sped up from it. Different organizations have different sized ships.
    Pirates: Starts out with 1 ship that can house 50 characters. Can buy more.
    Marines: Each commanding officer from Captain and above has access to their own ship. Scales with their rank.
    CP: Officers of their respective CP units get access to ships that can hold 20 characters.
    Revos: Officers above level 30 gets access to ships that also scales.
    Bounty Hunters: 30+ gets access to a small ship that scales with the amount of NPCs they get.
     
    Last edited: May 27, 2018
  8. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620

    Tagging you all just so you know to watch this thread as Ill be using it to post announcements.

    Time for our first big one. As you might have noticed theres been a few new islands thread popping up not made by me. Well that was one of the first jobs I gave the two new GMs. Yeah were probably gonna go with Game Master and not Gorosei to avoid confusion.

    So officially @Ziosa and @Major Lee Hung have been made GMs. They're still new at this, so be kind to them, but I decided like three days ago that they were so far the best candidates for the job, and Im happy they accepted.
     
    Last edited: Mar 25, 2018
  9. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620

    I have sent a collective PM to all the contestants who have not yet responded to one or both of their fights. I have also extended the limit for their first response another 12 hours, 15 hours from now. Anyone who hasnt responded to BOTH fights by then will be disqualified even if they had started one of them and their opponents will be matched with each other instead.
     
    Blue-Leg Zeff, Echi, Cpt. and 14 others like this.
  10. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620

    Were reaching a point in the tournament where there are only a handful of fights left. 3 I think. To not stall round 2 any further I will try to start round 2 before the end of this weekend (if its a bit later than that, dont crucify me pls). Those of you who have not yet finished your fughts will have to continue those as well at the same time.

    In the second round to hopefully speed things alpng I will deduct points off your score if you repeatedly take more than 24 hours to respond. Those of you who finished quickly and got a low score/bad review should probably take a bit of extra time on your posts.

    Ill try to keep up the reviewing but dont be surprised if theres a week or two of wait after last fight in round 2 before prices are announced.

    Also on another note, I didnt make an announcement but @Enryu is the newest addition to the team.
     
    Last edited: Apr 6, 2018
  11. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620

    Matchups for Round 2 are up(yes, they're alphabetical, except for once when that meant a rematch.):
    https://orojackson.com/threads/tournament-fights.50023/#post-3130355
    Let me know if your opponent doesn't respond within 24 hours of your post.

    @Cpt. I'm letting you participate fully and get rated like the rest as you helped with filling with no promise of rewards, but since you were late you're getting a total of -5 on each of your fights.
     
    Blue-Leg Zeff, Echi, Cpt. and 9 others like this.
  12. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    [​IMG]
    First of all, I would like to announce that @Cpt. and @Problematic are joining the GM team!

    In three days I will unlock a select few threads for you to start social RP with your group. Five days after that I will unlock everything except for the New World.

    Marines

    159th Branch:
    Leader:
    @Problematic
    Members:
    @Marz
    @Miserum
    @Freeray
    @godfish


    169th Branch:
    Leader:
    @Major Lee Hung
    Members:
    @Capt_NakedPanda
    @Tartan Owl
    @Frayzah
    @Rohan
    @Rorouni Zoro
    @Emperor Cross


    Cipher Pol:
    @NeoRetro
    @Fanboy sins
    @DanteCazador
    @Emperor
    @Otis
    @Madara
    @Charlotte Freezer


    Revolutionary Army:
    Group A:
    Leader:
    @Ziosa
    Members:
    @Indra
    @Captain Bullshit
    @Aloe Vera


    Group B:
    Leader:
    @Beerbottle
    Members:
    @Kagura
    @Loony
    @Suterusu


    Pirates:
    The Silver Hair Pirates
    Captain:
    @Larsi
    Members:
    @Enryu
    @Sallucion
    @Dragomir
    Starting NPCs
    Silver Hair Pirates:
    1x level 40 Named NPC
    2x level 30 Named NPC
    1x level 20 Named NPCs
    10x level 10 Fodder NPCs


    The Backyard Pirates
    Captain:
    @Mirror D. Roogy
    Members:
    @Handsome
    @Charlotte Pepper
    @God_Usopun
    Starting NPCs
    Backyard Pirates:
    2x level 40 Named NPCs
    1x level 30 Named NPC
    1x level 20 Named NPCs
    10x level 10 Fodder NPCs

    The Everything Pirates
    Captain:
    @joby
    Members:
    @Portgas D. Xatch
    @Chris Mic
    @Smileyman
    @Cpt.
    Starting NPCs
    Everything Pirates:
    1x level 30 Named NPC
    1x level 20 Named NPCs
    10x level 10 Fodder NPCs


    Bounty Hunters:
    @IceTimeXI
    @Sir


    Technique Changes

    Almost every technique under fighting styles have had their requirements and damage updated. Make sure you are not missing out on possible extra moves or using moves you can't anymore.

    Things that are in this post have not been added yet, but will be added over the next few days.
    String Fruit
    Ito Ito no mi – String(Doflamingo)
    http://onepiece.wikia.com/wiki/Ito_Ito_no_Mi
    Rank: S

    Tier 1 boost: +5 vitality
    Tier 2 boost: +10 vitality
    Tier 3 boost: +15 vitality
    1-20 Basic Mastery
    21-40 Adept Mastery
    41-60 Skilled Mastery
    61-80 Proficient Mastery
    81-99 Excellent Mastery
    100 Supreme Mastery
    120 Absolute Mastery - Awakening
    Abilities:

    -Parasite (寄生糸 (パラサイト) Parasaito?, literally meaning "Parasite String"): The user attaches their strings onto their targets' spine at the base of the neck and manipulates their movements like marionettes; usually, only single strings seem to attach to them, at least when more than one is targeted. The controlled can still control their head, but everything below the neck is manipulated by the user, as seen when the controlled are still able to talk and make their own facial expressions, which contradicts their forced actions. This ability is only usable on fodder NPCs and single named NPCs. The amount of fodder NPCs can not be more than 25% of the user's mastery, and the singular NPC can not be above 20 levels below the users level and their mastery. (Requires 61 mastery)

    -Goshikito (五色糸 (ゴシキート) Goshikīto?, literally meaning "Five Color Strings"): The user swipes their hand to slash their target with five strings coming out from their fingers.(Requires 21 Mastery) Destructive Potency rank: C

    Overheat (超過鞭糸 (オーバーヒート) Ōbāhīto?, literally meaning "Excess Whip String"): The user shoots a thick rope made of condensed strings from their palm and whips it at the target. (Requires 51 Mastery) Destructive Potency rank: A

    -Tamaito (弾糸 (タマイト) Tamaito?, literally meaning "Bullet String"): The user points at their opponent with their index finger and fires a small bundle of strings from it, as if he were firing a gun; they can shoot multiple rounds from both hands simultaneously.(Requires 41 Mastery) Destructive Potency rank: C

    -Black Knight (影騎糸 (ブラックナイト) Burakku Naito?, literally meaning "Shadow Knight String"): The user forms a clone of himself made entirely out of compressed strings.(Requires 81 Mastery)

    -Fulbright (降無頼糸 (フルブライト) Furuburaito?, literally meaning "Dropping Ruffian String"): The user creates five detached strings from their hand and throws them downwards to impale their target from above.(Requires 21 Mastery) Destructive Potency rank: C

    -Itonoko (糸ノコ Itonoko?, literally meaning "Fretsaw"): The user creates a string from the heel of their foot and attaches the other end to their leg. Holding the opponent down with his arms, they then use the taut string as a saw to sever the opponent's limb. The produced cut is rather jagged, making it very hard to reattach any severed limbs.(Requires 41 Mastery, 31 Strength) Destructive Potency rank: B

    -Athlete (足剃糸 (アスリイト) Asurīto?, literally meaning "Leg Shave String"): The user attaches several long strings to their foot and kicks his opponents, cutting them. (Requires 31 Mastery) Destructive Potency Rank: C

    -Sora no Michi (空の道 Sora no Michi?, literally meaning "Sky's Path"): The user attaches their strings to clouds, allowing them to move through the air. (Requires 61 Mastery)

    -Torikago (鳥カゴ Torikago?, literally meaning "Birdcage"): The user's ultimate technique. They exude immense amounts of strings from the center of a palm or a previously created string construct like a string clone, unravelling it, which shoot high into the sky as a concentrated beam. When high enough, they diverge to rain down to all sides in an umbrella-like fashion to cover a large area, creating a gargantuan, razor-sharp wire-domed force field, slicing absolutely everything that passes through it, from cutting physical things to even severing such immaterial things as the signals of Den Den Mushi to the outside. Can not be made larger or smaller afterwards. Mastery = max width in meters. Will dissolve after 3 turns.(Requires 100 Mastery) Destructive Potency rank: B(this also affects strings durability.)

    -Kumo no Sugaki (蜘蛛の巣がき Kumo no Sugaki?, literally meaning "Spider's Web"): A defensive technique. As the name implies, the user creates a huge web made of string that protects them from incoming projectiles. (Requires 41 Mastery)

    -Shufuku Sagyo (修復作業 Shūfuku Sagyō?, literally meaning "Repair Operation"): The user uses their strings to stitch together their internal organs have they been injured, acting as a rudimentary form of first aid; however, this is only a temporary measure as this does not heal them, just minimizes further damages.(Requires 61 Mastery)



    Awakened Techniques(Requires 120 mastery)

    -Break White (荒浪白糸 (ブレイクホワイト) Bureiku Howaito?, literally meaning "Raging Waves White String"): The user creates two large, thick sheets of string that wrap around their opponent and crush them. Destructive Potency rank: B

    -Off White (盾白糸 (オフホワイト) Ofu Howaito?, literally meaning "Shield White String"): The user creates two large masses of strings from the ground near them before swiping at an opponent with them.Destructive Potency rank: B

    -Billow White (大波白糸 (ビローホワイト) Birō Howaito?, literally meaning "Billow White String"): The user turns several buildings into towering masses of strings before sending them at an opponent. Destructive Potency rank: A

    -Ever White (海原白波 (エバーホワイト) Ebā Howaito?, literally meaning "Deep Sea Whitecaps"): The user kneels and touches the ground with his hands before turning a vast amount of the surrounding area into string.

    -Flap Thread (羽撃糸 (フラップスレッド) Furappu Sureddo?, literally meaning "Feather Attack String"): The user condenses the vast amount of string from Ever White into countless points before sending them at his opponent in the formation of two wings.Destructive Potency rank: A

    -God Thread (神誅殺 (ゴッドスレッド) Goddo Sureddo?, literally meaning "God/Divine Execution"): The user summons sixteen thick strings which he refers to as "holy ammunition" (聖なる凶弾 seinaru kyōdan?, or literally: "holy assassin bullets") and sends them at their opponent in a piercing formation. Destructive Potency rank: S
    Shadow Fruit
    Kage Kage no mi - Shadow(Moria)
    http://onepiece.wikia.com/wiki/Kage_Kage_no_Mi
    Rank: S

    Tier 1 boost: +5 vitality
    Tier 2 boost: +10 vitality
    Tier 3 boost: +15 vitality

    1-20 Basic Mastery
    21-40 Adept Mastery
    41-60 Skilled Mastery
    61-80 Proficient Mastery
    81-99 Excellent Mastery
    100 Supreme Mastery
    120 Absolute Mastery - Awakening

    Abilities:

    -Kage Giri (影切り Kage Giri?, literally meaning "Shadow Cutter"): This technique is how the user extract shadows. The user pulls the victim's shadow from the ground like tape once a light source causes them to cast a shadow. Then, they cut them with their scissors. Now with this new shadow, the user can use it in a variety of ways such as implant into a zombie corpse to make a new zombie soldier or implant in themself into order to get stronger. The victim will slip into a coma shortly afterward. The victim will no longer be able to cast a shadow. Plus, without a shadow, the user cannot step out into the sunlight as they will be vaporized by the sun. Can only be used on fodder NPCs and can only create fodder zombies(level 10). Mastery = amount of zombies that can be created. At 50 mastery, the user can create 1 zombie whose level is 50% of mastery. Zombies only have access to strength, speed, vitality and martial arts. Multiplier is 4x and no racial boosts. (Requires 1 Mastery)

    -Doppelman (影法師(ドッペルマン) Dopperuman?, literally meaning "Silhouette"): The name of the dark silhouette-like figure the user makes using their own shadow. They do this by using their Devil Fruit powers on his own shadow, causing it to rise from whatever surface it is being cast upon by his body and into a three-dimensional mobile state. Can not swap places with Doppelman. Doppelman is not immortal. (Requires 61 mastery)

    -Brick Bat (欠片蝙蝠(ブリック・バット) Burikku Batto?, literally meaning "Fragment Bats"): The user transforms Doppelman into a myriad of ball, which turn into a swarm of bats that can attack an opponent. Because the bats are so small and numerous this attack is very difficult to counter or avoid, and the constant annoyance can make opponents get fatigued quickly. After being used, the bats can merge to reform Doppelman.(Requires 61 mastery) Destructive Potency Rank: B

    -Kage Kakumei (影革命 Kage Kakumei?, literally meaning "Shadow Revolution"): The user implants their shadow into that of their target; with their shadow inside theirs, they can manipulate the shape of the target's shadow, and when the shadow's shape is changed, the target's body will be changed too. Can only be used on zombies. (Requires 41 mastery)

    -Shadow's Asgard (影の集合地(シャドーズ・アスガルド) Shadōzu Asugarudo?, literally translated as "Territory of Gathered Shadows"): A supplementary, but powerful technique where the user empowers themself with the shadows they have stolen by absorbing them. In doing so, their size and physical strength are increased in proportion to the amount of shadows he has absorbed. Each shadow increases strength and vitality by 1. Max shadows is 10 at 100 mastery and 15 at 120 mastery. Lasts maximum 5 turns, and afterwards drains the user of strength and vitality equal to amount they were boosted for equal amount of time. (Requires 100 mastery)

    -Black Box (影箱(ブラック・ボックス) Burakku Bokkusu?, literally meaning "Shadow Box") : While in their form upgraded by Shadow's Asgard, the user turns their shadow, made even larger by their now-colossal form, into several Brick Bats, which he has transform and completely encase an opponent in a black box made out of solidified shadows. With their opponent encased in the box, the user can repeatedly smash them with either their hands or feet.(Requires 100 mastery) Destructive Potency Rank: B

    -Tsuno-Tokage (角刀影 Tsuno-Tōkage?, literally meaning "Horn Blade Shadow"): Gathering their shadow(s) together, the user shoots out a large shadow spear at an opponent; the tip of this spear resembles a horned lizard. (Requires 81 mastery) Destructive Potency Rank: A
    Jacket Fruit
    Jake Jake no mi – Jacket(Kelly Funk)
    http://onepiece.wikia.com/wiki/Jake_Jake_no_Mi
    Rank: B
    Tier 1 boost: +5 vitality
    Tier 2 boost: +5 vitality, +5 speed
    Tier 3 boost: +5 vitality, +5 speed, +5 strength
    1-20 Basic Mastery
    21-40 Adept Mastery
    41-60 Skilled Mastery
    61-80 Proficient Mastery
    81-99 Excellent Mastery
    100 Supreme Mastery
    120 Absolute Mastery - Awakening
    Allows the user to wrap around NPCs already under their control, using the NPCs physical stats to empower their own. If the NPCs strength, speed and vitality is higher, their own is boosted up, to max a bracket higher. Can only control NPCs with equal level to mastery or below, and mastery can not be higher than the user's own level.
    Mind
    Mind
    -Medicine
    -Navigation
    -Cooking
    -Science
    -Musicianship

    Rules:
    1) recovery time cannot be > -75%

    2) psychological recovery time cannot be > -50% (just in case someone wants to make up a disorder or go through the stages of grieving or anything like that for story purposes)

    3) buffing and de-buffing stats cannot be > +-10 (+-20 for strength)

    4) buffs and de-buffs do not effect skill requirements

    5) Using your turn to do something like using your hands to cover your ears will reduce the damage of a sound attack by -1 destruction ranking. EX: if the attack is DPR: A, it will be DPR: B or it will make status effects last 1 turn shorter.
    Musicianship
    Musicianship:
    Allows the user to give other players buffs and de-buffs by playing songs. Buffs and de-buffs by multiple musicians do not stack. Songs take 1 turn to use. If the user is hit while performing then the song will be ineffective.

    1 musicianship: an acoustic instrument is unlocked (can be used as a physical weapon with DPR: D) & buffs and de-buffs last one turn.

    21 musicianship: a second acoustic instrument is unlocked (can be used as a physical weapon with DPR: D)

    41 musicianship: an electric instrument is unlocked (comes with a built in battery and separate or built in amp) (can be used as a physical weapon with DPR: D) & buffs and de-buffs last 2 turns.

    41 musicianship: earbuds for your crew unlocked (wearing ear buds filters frequencies making it so allies are uneffected by ally de-buffs and only allies are effected by buffs)

    61 musicianship: the ability to play two instruments at once is unlocked

    100 musicianship: buffs/de-buffs last for 3 turns

    Anthem (requires 81 musicianship mastery, acoustic or electric instrument): an uplifting piece of music that is identified with a particular person or group.
    -Gives a martial arts and devil fruit buff in battle. Buff is mastery/10. If the user has 100 mastery then the buff is +10 martial arts and devil fruit. This only increases attack speed and damage (if mastery is what determines the damage). AoE is 20 meters (65 feet).
    [outside of battle]
    -Makes allies passionate. Allies who are passionate will perform their job +8% better.
    ex: a doctor who is enthusiastic with 50 medicine mastery will provide -33% recovery time (25% + 8%)(does not stack with enthusiastic or happy).

    Death Metal (requires 81 musicianship mastery, electric instrument): a piece of music with strong will, typically loud music expressing extreme darkness.
    - An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 20 meters (65 feet). Close range of 5 meter radius or 16 ft (DPR: A), mid range of 10 meter radius or 33 feet (DPR: B), far range of 15 meter radius (DPR: C), very far range of 20 meters (DPR: D)

    Lied (requires 61 musicianship mastery, two acoustic instruments): a piece of music that tells a poem with solo voice and accompaniment.
    -Gives a haki buff allowing you to use haki when it is on cooldown. AoE is 15 meters (50 feet).
    [outside of battle]
    -Makes allies more brave. Allies who are brave will be more willing to travel, fight, and try new things.

    Lament (requires 61 musicianship mastery, acoustic instrument): a piece of music that expresses grief or sorrow typically accompanied by a descending bass line.
    -Makes enemies depressed. Enemies who are depressed lose haki activation turns equal to the de-buff length (at 41 musicianship enemies lose 2 turns, at 100 musicianship enemies lose 3 turns . AoE is 15 meters (50 feet).
    [outside of battle]
    -Heals allies faster. Psychological recovery time is mastery/2. If the user has 100 mastery then psychological recovery time is -50%.

    Metal (requires 61 musicianship mastery, electric instrument): a piece of music with strong will, typically loud music expressing suffering and evil.
    - An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 15 meters (50 feet). Close range of 5 meter radius or 16 ft (DPR: B), mid range of 10 meter radius or 33 feet (DPR: C), far range of 15 meter radius (DPR: D)

    March (requires 41 musicianship mastery, acoustic instrument) a piece of music with a strong regular rhythm that is associated with battle.
    -Gives strength buff in battle. Buff is mastery/10. If the user has 100 mastery then the buff to allies is +10 strength. AoE is 10 meters (33 feet).
    [outside of battle]
    -Makes allies enthusiastic. Allies who are enthusiastic will perform their job +5% better.
    ex: a doctor who is enthusiastic with 50 medicine mastery will provide -30% recovery time (25% + 5%)(does not stack with happy or passionate).

    Punk Rock (requires 41 musicianship, electric instrument): a piece of music with strong will, typically loud music expressing revolt.
    - An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 10 meters (33 feet). Close range of 5 meter radius or 16 ft (DPR: C), mid range of 10 meter radius or 33 feet (DPR: D)

    Lullaby (requires 41 musicianship mastery, acoustic instrument): a soothing piece of music that is played to put people to sleep.
    -Makes enemies to drowsy. Drowsy gives a speed de-buff to enemies who are 1/2 level or less of the user's mastery. The de-buff is mastery/10. If the user has 100 mastery then the de-buff is -10 reaction and mobility. Enemies who are drowsy that are 1/3 level or less of the user's master will sleep. This lasts two turns or until they are hit. AoE is 10 meters (33 feet).
    [outside of battle]
    -Helps allies sleep well. Allies that sleep well are more alert and awake.


    Electronic (requires 41 musicianship mastery, a cyborg): a piece of music that employs electronic equipment.
    -Recharges the battery of a cyborg whose battery has depleted so that they can fight a little longer.
    [outside of battle]
    -Will certainly confuse non-cyborg people. Non-cyborg people who are confused will spend the next turn thinking about what they just heard.


    Rock (requires 21 musicianship mastery, acoustic or electric instrument): a piece of music with strong will, typically loud music expressing romance, adventure or revolt.
    - An attack in the form of sound waves! Nearly inescapable. Destructive potency scales off of musicianship. AoE is 5 meters (16 feet). Close range of 5 meter radius or 16 ft (DPR: D)

    Serenade (requires 21 musicianship mastery, acoustic instrument): a calm and light piece of music performed in the open air.
    -Makes enemies calm. Enemies that are calm get a strength de-buff. The de-buff is mastery/10. If the user has 100 mastery then the de-buff is -10 strength. AoE is 5 meters (16 feet).
    [outside of battle]
    -Heals allies faster. Recovery time is mastery/10 (up to -8%). If the user has 80 mastery recovery time is -8%.

    Ballad (requires 21 musicianship mastery, acoustic instrument): a piece of music that expresses a narrative.
    -Makes listeners cheerful. Listeners that are cheerful get a speed buff in battle. Buff is mastery/10. If the user has 100 mastery then the buff is +10 speed. AoE is 5 meters (16 feet).
    [outside of battle]
    -Makes allies happy. Allies who are happy will perform their job +2% better.
    ex: a doctor who is enthusiastic with 50 medicine mastery will provide -27% recovery time (25% + 2%)(does not stack with enthusiastic or passionate).
    Sniping Mastery:
    11 Sniping Mastery: B rank bullets, no magazine
    21 Sniping Mastery: 3 Bullet Magazine, manual reload
    31 Sniping Mastery: 5 Bullet Magazine
    41 Sniping Mastery: A-rank bullets(Max 1 per 3 mastery)
    51 Sniping Mastery: Semi Automatic Reloading
    61 Sniping Mastery: 10 Bullet Magazine
    71 Sniping Mastery:
    81 Sniping Mastery: S-rank Bullets(Max 1 per 10 Mastery
    91 Sniping Mastery:
    100 Sniping Mastery: S+-Rank Bullets(Max 1 per 20 mastery)

    The amount of total ammunition you can carry is determined by your mastery. Mastery/2=Ammunition slots. Regular ammunition takes one slot.

    Range:
    For every Sniping Mastery stat point, you have a 5 meter range. Meaning at the very least you will have 55 meters at the basic requirement of 11, and at the max of 100, you will have 500.

    Incendiary Bullets
    Requires: 31 Sniping Mastery
    Ammunition: Takes 1 ammunition slot. Max 1 bullet per 5 mastery total.
    Causes the place hit to catch on fire, burning for a few seconds.
    Destructive Potency: B
    Requires a scientist with 31 science to make the first time.


    Chain Shot
    Requires: 21 Sniping Mastery
    Ammunition: Takes 2 slots. 1 max at 21 mastery, 2 max at 41 mastery, 3 max at 61 mastery, 4 max at 81 mastery and 5 max at 100 mastery
    An ammunition type that has 2 heavy bullets attached by a length ofchain. It is used to wrap itself around limbs to off balance an opponent or tie their limbs together.

    Deals no damage & the opponent should already be distracted by something else ormuch slower than you in order for it to work. Aiming & firing will not work as it is slower than a Basic Bullet & predictable in its movement. Must be used at a distance in order to build up momentum.


    Cryo Shot
    Requirements: 41 Sniping Mastery
    Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
    A bullet that when it hits the opponent or near the opponent, causes whatever part of the body it hits to freeze for 1 turn. It has a small AOE effect & can land next to an opponent & still freeze a part of them.
    Deals no damage & has small AOE.
    Requires a scientist with 41 science to make the first time.


    Smoke Canister
    Requires: 31 Sniping Mastery
    Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
    When launched from a Rifle, this canister releases copious amounts of thick smoke between the Sniper & their target. Allows a Sniper to attempt to relocate to get a better shot at an opponent or to try & escape from an opponent.
    Deals no damage, large AOE but also effects the Sniper's line of sight. Starts with one at 31 mastery and gets one more for every 10 mastery.
    Requires a scientist with 31 science to make the first time.


    Sonic Shot
    Requirements: 31 Sniping Mastery
    Ammunition: Takes 2 slots. 1 max at 31 mastery, 2 max at 71 mastery, 3 max at 100 mastery
    This bullet is fired close to an opponent, lodging itself into an object or the ground & activates on impact, releasing an earsplitting noise that distracts an opponent.
    Deals no damage, medium AOE.
    Requires a scientist with 31 science to make the first time.


    Carcass Canister
    Requirements: 41 Sniping MasteryAmmunition:
    Takes 2 slots. 1 max at 41 mastery, 2 max at 71 mastery, 3 max at 100 mastery
    This canister releases noxious gas that attacks the opponents sense of smell & distracts them. Apparently smells like a rotten carcass hence the name.
    Deals no damage, medium AOE & does not effect a Snipers line of sight.
    Requires a scientist with 41 science to make the first time.


    Net Shot
    Requierements: 41 Sniping Mastery
    Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 71 mastery, 3 max at 100 mastery
    Consists of a heavy steel net within a canister. When the canister is fired, the net is released & wraps itself around the opponent for 1 turn.
    Deals no damage, can only be used in close quarters, could have a seastone net variant perhaps aswell, but that must be bought.
    Gunslinging
    11 Gunslinging Mastery: C-rank bullets. 5 bullet magazine.
    21 Gunslinging Mastery: Two guns.
    31 Gunslinging Mastery: Semi Automatic. 7 bullet magazine.
    41 Gunslinging Mastery: B-rank bullets. (Max 1 per 2 mastery)
    51 Gunslinging Mastery: 10 bullet magazine.
    61 Gunslinging Mastery: Fully automatic.
    71 Gunslinging Mastery: 20 bullet magazine.
    81 Gunslinging Mastery: A-rank bullets. (Max 1 per 3 mastery)
    91 Gunslinging Mastery: 30 bullet magazine.
    100 Gunslinging Mastery: S-rank bullets.(Max 1 per 10 mastery)

    The amount of total ammunition you can carry is determined by your mastery. Mastery=Ammunition slots. Regular ammunition takes one slot.

    Incendiary Bullets
    Requires: 31 Gunslinging Mastery
    Ammunition: Takes 1 ammunition slot. Max 1 bullet per 10 mastery total.
    Causes the place hit to catch on fire, burning for a few seconds.
    Destructive Potency: C
    Requires a scientist with 31 science to make the first time.



    Cryo Shot
    Requirements: 41 Gunslinging Mastery
    Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
    A bullet that when it hits the opponent or near the opponent, causes whatever part of the body it hits to freeze for 1 turn. It has a small AOE effect & can land next to an opponent & still freeze a part of them.
    Deals no damage & has small AOE.
    Requires a scientist with 41 science to make the first time.


    Sonic Shot
    Requirements: 31 Gunslinging Mastery
    Ammunition: Takes 2 slots. 1 max at 31 mastery, 2 max at 71 mastery, 3 max at 100 mastery
    This bullet is fired close to an opponent, lodging itself into an object or the ground & activates on impact, releasing an earsplitting noise that distracts an opponent.
    Deals no damage, medium AOE.
    Requires a scientist with 31 science to make the first time.
    Science
    Science
    1-20
    21-40
    41-60
    61-80
    81-99
    100

    Science allows for the creation of special items, formulas, etc. to supplement yourself or your teammates. You can only craft for people in your crew, or in the case of marines, only in the same branch. For custom creations it must be approved by the GMs, and you need to fulfill the science mastery it requires. In some cases you might also need to get materials for the creation.

    Destruction Weaponry:
    Determines which weapons a Scientist can make. DPR scales with your Science mastery level.
    1: pre-modern weapon (DPR: C)
    21: civil war weapon (besides artillery) + 1 magazine or 5 bullets (DPR: C)
    41: firearm + 2 magazines or 10 bullets (DPR: C)
    61: shoulder-fired missile launcer + 3 missiles (DPR: B), artillery gun + 3 rounds (DPR: B), mechanic pre-modern weapon (DPR: B)
    81: directed-energy weapon + 3 magazines (DPR: B), energy pre-modern weapon (DPR: B)
    100: missile launcher + 4 missiles (DPR: A), energy pre-modern weapon (DPR: A), directed-energy weapon + 3 magazines (DPR: A)

    Utility Inventions:
    Determines the utility inventions a Scientist can make. Mobility speed of inventions scale the same way as the speed stat does.
    1: grapple gun (6 foot long), roller blades, ice skates
    21: extendable gloves or boots (1 foot long)
    41: bounce boots, allowing 3 meter/10 foot jumps
    61: rocket pack (+5 mobility)(1 turn use 1 turn cool down)
    81: sky walk boots, allowing the user to jump on the air
    100: jet pack (+10 mobility)(2 turn use 1 turn cooldown)

    Mecha: big bad machines that you can piolet

    Shogun "your name here" (requires 61 Science): A fully functioning larger version of yourself (2x your height). Gives +1 durability rank while you are piloting.
    -allowed 1 Destruction Weaponry and 1 Utility Inventions at or below your Science mastery.
    (Requires 61 Science to use)

    Kami "your name here" (requires 100 Science): A fully functioning larger version of yourself (4x your height). Gives +1 durability rank while you are piloting.
    -allowed 3 Destruction Weaponry and 3 Utility Inventions at or below your Science mastery.
    (Requires 100 Science to use)

    Tengan Toppa "your name here" (requires 120 Science): A fully functioning larger version of yourself (5x your height). Gives +2 durability rank while you are piloting.
    -allowed 4 Destruction Weaponry and 4 Utility Inventions at or below your Science mastery.
    (Requires 120 Science to use)

    Power Suits: suits of armor that have their own durability and shield the user giving them +1 durability rank.
    Ex: Wall/Tree level damage to you will become Street Level damage to you if you are wearing a Power Suit.
    When suits are destroyed they will need to be repaired after combat.

    D-rank Suit (requires 21 Science): Destroyed after a wall/tree level attack or 3 street level attacks
    (21 vitality to use)

    C-rank Suit (requires 41 Science): Destroyed after a small building level attack or 3 wall/tree level attacks
    (41 vitality to use)

    B-rank Suit (requires 61 Science): Destroyed after an large building level attack or small building level attacks
    (61 vitality to use)

    A-rank Suit (requires 81 Science): Destroyed after a city block level attack or 3 large building level attacks
    (81 vitality to use)

    S-rank Suit (requires 100 Science): Destroyed after a town level attack or 3 city block level attacks
    (100 vitality to use)

    Upgrades/items that already exists:
    C-rank Weapons
    Requires: 31 Science, Materials purchased in the store by the person wanting the weapon. The user will need 31 mastery in the weapon style that fits the weapon created.
    This boosts any D-rank or basic attack using the specific weapon up to C-rank.

    C-rank Hand to Hand Injection
    Requires: 31 Science, Materials purchased in the store by the person wanting the injection. The user will need 31 mastery in the a hand to hand style.
    This is an injection that boosts any D-rank or basic attack through the use of a weaponless fighting style up to C-rank.

    B-rank Weapons
    Requires: 61 Science, Materials purchased in the store by the person wanting the weapon. The user will need 61 mastery in the weapon style that fits the weapon created.
    Taught by: Wapol
    This boosts any D-rank, C-rank or basic attack using the specific weapon up to B-rank.

    B-rank Hand to Hand Injection
    Requires: 61 Science, Materials purchased in the store by the person wanting the injection. The user will need 61 mastery in the a hand to hand style.
    Taught by: Ceasar Clown
    This is an injection that boosts any D-rank, C-rank or basic attack through the use of a weaponless fighting style up to B-rank.
    Martial Arts Boost
    Martial arts gives boosts depending on your stat:
    41: +5 strength
    81: +10 strength
    100: +15 strength
    Color of Observation
    Observation Haki:
    Users of Observation Haki will have to choose between two different types of the ability:
    Awareness:
    1-100 Mastery: The user can sense anything within (Mastery x 2) meters of themselves when CoO is activated.
    120 Mastery: The user can sense anything within 400 meters of themselves when CoO is activated.




    Precognition:
    1-100 Mastery: The user has increased reaction speed(Mastery x 0.1) within (Mastery x 0.4) meters of themselves when CoO is activated.
    120 Mastery: The user is able to see the next move of their opponent(within the same post as long as there is not too much time implied having passed) within 50 meters of themselves when CoO is activated.
    Stat Boost Store Item
    +20 substat boost
    Can be obtained two times, but not applied to two substats of the same main stat.
    Description: Gives any of your substats(other than speed) a +20 boost that can exceed stat caps, but it can only surpass 100 if you have 100 in it. Therefore 101-119 from this item will not be possible.
    Requires: level 60
    Price: 120.000 EXP
     
  13. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Races
    Human
    +2 Vitality
    +2 Speed
    +2 Strength
    +3 That can be put anywhere(Depending on what special feature you have chosen, if any, 2 of them may need to be assigned a specific stat. The specific stat is listed next to the special feature.)

    -No hard restrictions
    -Can choose to have one special trait that normal humans do not have:
    -Horns
    -Long Arms(strength)
    -Long Legs(speed)
    -Long Neck
    -Three Eyes(Mind)
    -Large human(Max 29 feet tall, vitality)
    If there is any other special features you want, contact the GMs for approval.

    Giant
    +8 Strength
    +8 Vitality

    -No logia or mythical zoan
    -Must be at least 30 feet tall.
    -Can not be cyborgs
    -Only 10% of RPG may be this race

    Fishmen
    +4 Strength
    +4 Vitality
    +1 Speed

    -Can have fishman karate without learning it from someone else as long as they don't have a devil fruit.
    -Movement speed increased by a bracket underwater
    -Can not be cyborgs
    -Only 10% of RPG may be this race

    Skypieans
    +3 Speed
    +2 Vitality
    +1 Strength
    +3 That can be put anywhere.

    -Can choose 3 dials without purchasing them
    -Can use color of observation at level 30
    -No hard restrictions
    -Only 10% of RPG may be this race

    Dwarves
    +6 Strength
    +2 Vitality
    +4 Speed
    -2 Mind(You cannot have negative mind points.)

    -Can use the Tontatta fighting style without learning it from someone else
    -Only 10% of RPG may be this race

    Humandrill
    +4 Strength
    +4 Vitality
    +2 Speed
    +3 Martial Arts
    -3 Mind(You cannot have negative mind points.)

    -Can copy fighting styles by simply watching people perform them. Will still need to put points in it to use. Forgets if points not put into it within 2 weeks.
    -Can not be cyborgs(too different from humans)
    -Only 10% of RPG may be this race



    Minks(may have two of the below boosts, depending on the type of mink. e.g. Gorilla, strength and vitality. Lion, speed and strength)
    +4 Speed
    +4 Strength
    +4 Vitality
    +1 in any stat.

    -Can not be cyborgs(too different from humans)
    -Only 10% of RPG may be this race


    Sentient Beast
    +5 Strength
    +5 Speed
    +5 Vitality
    -4 Mind(You cannot have negative mind points.)

    -Can be up to twice the size of real life variant.
    -Can be cyborg.
    -Can not use most fighting styles, as they are made for humanoids.
    -Has enhanced senses.
    -Only 10% of RPG may be this race.
    Weapon, attack upgrades
    Saijo O Wazamono Grade Swords
    Price: 500.000.000 Beri

    O Wazamono Grade Swords
    Price: 250.000.000 Beri


    Saijo O Wazamono Grade Swords would be sharper than regular blades, and thus any damaging attack would be at least B-rank. This would only boost D-rank(also basic attacks) and C-rank up to B, not boost B and over higher up. Would require 61 mastery in a sword style to use.

    O Wazamono Grade Swords would be sharper than regular blades, and thus any damaging attack would be at least C-rank. This would only boost D-rank(also basic attacks) up to C, not boost C and over higher up. Would require 31 mastery in a sword style to use.

    To make this not unfair to sword users, hand to hand combatants could buy injections that would toughen their body, one for C and one for B.

    Users of other melee weapons such as maces or axes can buy tougher metal.

    Both of the latter would need to find a scientist to craft it for them, and would also require the same stat in the respective martial art for the upgrade as sword users.

    B-rank weapon patterns are taught by Wapol.
    B-rank injections are taught by Ceasar Clown
    Beast Mastery
    Minimum 20 mastery. Mastery can not be higher than your own level:
    You can choose swarm or companion.
    Swarm:
    Allows you Mastery/5 level 10 beasts OR Mastery/2 level 5 beasts, with 2x multiplier.
    Companion:
    One beast with 3x multiplier and the same level as your mastery.

    At 41 mastery regardless of whether you have swarm or companion:
    Unlocks a single beast with a 2x multiplier that scale to your mastery.

    At 61 mastery you get both swarm and companion.

    At 81 mastery you may teach your main companion armament haki OR make them a cyborg OR feed them a devil fruit(max B-rank)
    Armament Haki
    Allows the user to coat themselves with their spirit, increasing the strength of their attacks and allowing them to touch the 'true' bodies of devil fruit users. Invisible haki gives +1 to destructive potency and durability rank, while hardening(black) gives +2
    1-20 Can only coat feet, hands and weapons in invisible haki.
    21-40 Can coat ranged, solid weapons, such as bullets and arrows, as well as full limbs with invisible haki.
    41-60 Can coat entire body in invisible haki. Can use hardening on feet, hands and weapons.
    61-80 Can coat full limbs and solid ranged weapons with hardening. Can coat intangible attacks, such as airslashes, with invisible haki.
    81-99 Can coat full body with hardening.
    100
    120 Invisible haki boosts attack and defense by +2, while hardening boosts by +3.


    Out of 10 turns, how many times you can use haki without exhausting it:
    1-20: 2
    21-40: 4
    41-60: 6
    61-80: 8
    81-99: 10
    100: 12
    120: 20

    Simply using invisible haki on hands, feet or weapons gives no extra deductions.
    Coating entire limbs or ranged attacks: 1 turn per 2 turn.
    Coating entire body: 1 turn per turn.
    Hardening: 1 turn per turn

    Meaning if at 81-99 mastery you can endlessly coat your hands or feet or weapon with invisible haki, or with hardening half the time. At 120 mastery you can endlessly cover your body with invisible haki.

    Bear in mind that even so, it still affects your stamina, and should be RPed accordingly.
    Navigation
    Navigation:
    Allows the user to navigate the seas with ease, as well as harness the power of the weather to use in combat.
    Increased travel speed:
    Mastery/2=% less travel time
    50 mastery:
    50/2=25% less travel time
    100 mastery:
    100/2=50% less travel time
    70 mastery:
    70/2=35% less travel time

    Allows allows for the use of a clima tact in combat. Available at 21 mastery:
    -Weather Ball: A creation by the citizens of Weatheria, these small orbs contain energy that the navigator can use to affect the weather.(21 Mastery)
    The user can carry a number Weather Balls equal to their mastery.

    -Heat Ball (熱気泡 (ヒートボール) Hīto Bōru?, literally meaning "Heat Bubble"): Produced from the "Heat Pole" either when air is blown into the end of it or it is shaken, the Heat Ball is a red bubble of heated air that drifts along in the air. It heats up the temperature of the area surrounding it.(21 Mastery) Costs 2 Weather Balls

    -Cool Ball (冷気泡 (クールボール) Kūru Bōru?, literally meaning "Cold Bubble"): Produced from the "Cool Pole" when air is blown into the end of it, the Cool Ball is a blue bubble of cold air that drifts along in the air. It cools down the temperature of the area surrounding it.(21 Mastery) Costs 2 Weather Balls

    -Thunder Ball (電気泡 (サンダーボール) Sandā Bōru?, literally meaning "Electric Bubble"): Produced from the "Electric Pole" when air is blown into the end of it, the Thunder Ball is a yellow bubble of electrified air that drifts along in the air. It electrifies the air of the area surrounding it.(30 Mastery) Costs 4 Weather Balls. DPR: D

    -Cyclone Tempo (サイクロン テンポ Saikuron Tenpo?): The user puts the "Heat Pole" and "Cool Pole" together like an X on the top of the "Electric Pole". They swing it like a bat, and the X detaches from the "Electric Pole" spinning towards their opponent. When the X hits, the hot and cold airs collide and create a massive wind that blows her opponent away. The X will return to the user like a boomerang.(40 Mastery) Costs 8 Weather Balls. DPR: C

    -Mirage Tempo (蜃気楼 (ミラージュ) テンポ Mirāju Tenpo?): The user uses the "Cool Ball" in a dry and hot environment to change the air density and create a mirage of themself. The extreme difference in temperature causes major light refraction, allowing the user to disappear and create an illusionary copy of themself. Lasts 1 turn.(60Mastery) Costs 10 Weather Balls

    -Thunderbolt Tempo (サンダーボルト テンポ Sandāboruto Tenpo?): The user uses "Cool Ball" to make the air cooler while they use "Heat Ball" to suck up the moisture. The heated air then rises and collides with the cold air. The air then condenses and creates a cloud. The user continues to enlarge the cloud by producing more "Heat Balls" and "Cool Balls." Finally, they use a "Thunder Ball" to electrify the cloud. Soon after, a powerful lightning bolt strikes their opponent.
    There are different strengths of this technique:
    41 Mastery: Costs 8 Weather Balls. DPR: C
    61 Mastery: Costs 12 Weather Balls. DPR: B
    81 Mastery: Costs 16 Weather Balls. DPR: A
    100 Mastery: Costs 20 Weather Balls. DPR: S

    -Tornado Tempo (トルネード テンポ Torunēdo Tenpo?): . The user first combines the three pieces together into a T. In a bright flash from each end, two clockwork doves burst out and ensnare their opponent. The T then starts to spin rapidly until it finally shoots the captured enemy with extreme centrifugal force.(40 Mastery) Costs 8 Weather Balls

    -Fog Tempo (フォッグ テンポ Foggu Tenpo?): Using "Cool Ball" against fire, the user is able to create a massive fog barrier due to the water vapor in the air increasing in density from the rapidly heating cold air. The fog is used to blind the opponent so that the user can land an attack on them.(51 Mastery) Costs 6 Weather Balls
    Rokushiki
    Basic Shigan
    Requirements:
    11 Mastery, 21 Strength.
    1-41 Mastery: Destructive potency: C
    41-61 Mastery:
    Destructive potency: B
    61-81 Mastery:
    Destructive potency: A
    81-100 Mastery:
    Destructive potency: S


    Basic Kami-E:
    Requirements:
    11 Mastery, 21 Reaction Speed.
    Description: The user relaxes their body, making themselves very flexible to avoid incoming attacks.
    11-50 mastery: Must stand in one place, can avoid one attack from some one with the same movement speed bracket or lower (1 turn cool down)
    51-81 mastery: Can move around. Can avoid one to two attacks from some one with one higher bracket in movement speed (1 turn cool down)
    81-100 mastery: Can move around, Can Avoid one to two attacks from some one with two higher brackets in movement speed (1 turn cool down)

    Basic Soru
    Requirements:
    11 Mastery, 21 Movement Speed.
    Description: The user moves at increased speeds for a short moment.
    11-40 mastery: +5 movement speed ( 3 turn cool down)
    41-80 mastery: +10 movement speed (2 turn cool down)
    81-100 mastery: +15 movement speed (1 turn cool down)

    Basic Tekkai:
    Requirements:
    11 Mastery, 21 Durability.
    Description: The user hardens their body, increasing defense significantly.
    11-50 mastery: +1 rank of durability (2 turn cool down)
    51-80 mastery: Can move while having tekkai activated.(1 turn cool down)
    81-100 mastery: +2 rank of durability

    Basic Geppo:
    Requirements:
    11 Mastery, 21 Movement Speed, 21 Strength.
    Description: The user kicks off the air with such force that they lift off.
    Mastery divided by 2 is the amount of times you can kick before having to land.

    Tekkai "Utsugi"
    Requirements: 41 Mastery, 41 strength, 41 drability
    Description:
    This form of Tekkai is used entirely as a counter instead, where the purpose is not to absorb damage from the attack, but to transfer the shock of the attack back to the attacker, which can lead to broken bones in a normal human body.
    (2 turn cool down)

    Rokushiki Ogi: Rokuogan
    Requirements:
    81 Mastery, 81 Strength, 81 Durability and 61 Movement Speed
    DPS: S+
    Description: This is the ultimate Rokushiki technique that can damage an opponent internally, similar to the Impact Dial, or of equal or more strength to the Reject Dial, but the technique is considered to be much more powerful, and can be performed without the side effect of great pain to the user. It appears to be two fists held at close range that can damage the opponent with a blast powerful enough to cause even Luffy to cough up blood and come close to death.

    Rankyaku "Sen"
    Requirements:
    41 Mastery, 41 Strength and 41 Movement Speed
    DPS: B
    Description:
    Used in a stomping action. The air is blasted straight ahead in a line towards the opponent like a bullet, instead of in a curve as witnessed in the normal version.

    Tekkai "Go"
    Requirements:
    51 Mastery, 51 Strength and 51 Durability
    Description: Visually, the move differs from the ordinary Tekkai in that the user visually tenses his body even further while standing still; the ordinary Tekkai could be activated seamlessly.
    Buff: gives +5 durability stats (1 turn cool down)

    New abilities:
    Shigan "Madara"
    Requirements: 61 mastery, 51 strength, 61 movement speed
    DPS: B
    Description:
    Appears as Oren, but is performed with both hands instead of one causing massive damage.

    "Jusshigan"
    Requirements: 61 mastery, 61 Strength
    DPS: A
    Description:
    In this attack, the user puts both of his hands together and performs Shigan with all ten of his fingers at once, greatly damaging the opponent.

    "Gekko Jusshigan"
    Requirements: 81 mastery, 71 strength, 61 movement speed
    DPS: S
    Description:
    A combination of Jusshigan and Geppo. After using Geppo to get himself into the air, the user finally uses it to launch himself towards his target in a vertical drop. The added momentum and the vulnerable target makes the following Jusshigan more effective, and harder to avoid.

    Rankyaku "Gaicho"
    Requirements: 51 mastery, 41 strength, 41 movement speed
    Destruction Potency: B
    Description
    : the user creates a large Rankyaku in the shape of a bird, . This Rankyaku has a much wider range, greater attack power, and is capable of cleaving steel - something not witnessed from other variations. The cut also seems more focused, instead of flickering and jagged like a normal

    Rankyaku "Hyobi"
    Requirements: 61 Mastery, 41 strength, 51 movement speed
    Destruction Potency: C
    Description
    : The user creates a large, powerful Rankyaku in the shape of a swirl, which is launched at the enemy like a razor blade. When it hits the opponent, he is damaged and stunned.
    Dials
    Dials Mastery
    11-20 - 2 dial types
    21-40 - 3 dial types
    41-60 - 4 dial types
    61-80 - 5 dial types
    81-99 - 6 dial types
    100 - any dial types

    Any dials with price can be purchased from Conis on Skypiea

    Axe Dial
    Requires 31 Mastery
    Allows the user to absorb and shoot back cutting attacks equal to mastery +2 ranks.
    Obtained from defeating Divine Soldiers

    Ball Dial
    Requires 11 Mastery
    Allows the user to create (Mastery/5) big balls.
    Aquired from Satori
    -or-
    Costs 50.000.000 beri

    Breath Dial
    Requires 21 Mastery
    Allows the user to store wind. Mastery/10= number of turns it can be activated for. Increases movement speed by +5
    Costs 100.000.000 beri

    Flame Dial
    Requires 31 Mastery
    Allows the user to store fire. Mastery/10= is the amount of attacks the user can store. Each attack is a cone attack with destructive rank: B
    Aquired from Shura
    -or-
    Costs 150.000.000 beri

    Flash Dial
    Requires 21 Mastery
    Allows the user to store light. Mastery/10= number of blinding lights.
    Aquired from Braham
    -or-
    Costs 100.000.000 beri

    Flavor Dial
    Requires 11 Mastery
    Allows the user to store smoke or poison gas(requires medicine). Mastery/10=Bursts it can release.
    Costs 50.000.000 beri

    Heat Dial
    Requires 21 Mastery
    Allow the user to store heat. Mastery/10= number of turns it can be activated for. Destructive potency rank: B
    Aquired from Shura
    -or-
    Costs 100.000.000 beri

    Impact Dial
    Requires 41 Mastery
    Allows the user to absorb and shoot back blunt attacks equal to mastery +1 ranks.
    Aquired from Satori
    -or-
    Costs 200.000.000 beri

    Jet Dial
    Requires 41 Mastery
    Allows the user to store wind. Mastery/10= number of turns it can be activated for. Increases movement speed by +10
    Aquired from Gedatsu

    Lamp Dial
    Requires 11 Mastery
    Allows the user to store light. Mastery/5= number of turns it can be activated for. Only illuminates
    Costs 50.000.000 beri

    Eisen Dial
    Requires 31 Mastery
    Allows the user to reshape the melee weapon it is attached to. The user must submit different shapes for approval of the GMs, and the mastery each would require.
    Aquired from Ohm
    -or-
    Costs 150.000.000 beri

    Milky Dial
    Requires 31 Mastery
    Allows the user to store clouds they can ride. Mastery= meters of total length of cloud.
    Aquired from Ohm
    -or-
    Costs 150.000.000 beri

    Reject Dial
    Requires 61 Mastery
    Allows the user to absorb and shoot back blunt attacks equal to mastery +3 ranks. This also damages the user half as much as it would the target.
    Aquired from Wiper
    Archery
    Archery(requires minimum 11 mastery and 21 strength):
    11 Archery Mastery: C rank arrows
    21 Archery Mastery:
    31 Archery Mastery: B-rank arrows(Max 1 per 3 mastery)
    41 Archery Mastery: Mini Crossbow. C rank bolts
    51 Archery Mastery: Crossbow semi automatic.
    61 Archery Mastery: A-rank Arrows(Max 1 per 10 Mastery)B-rank bolts(Max 1 per 3 mastery)
    71 Archery Mastery:
    81 Archery Mastery: Crossbow fully automatic.
    91 Archery Mastery:
    100 Archery Mastery: S-Rank Arrows(Max 1 per 20 mastery)A-rank bolts(Max 1 per 10 Mastery)

    The amount of total ammunition you can carry is determined by your mastery. Mastery=Quiver slots. Regular arrows takes two slots. Crossbow bolts take one slot.

    With 81 strength, every regular arrow gets +1 DPR.

    Range:
    For every Archer Mastery stat point, you have a 2.5 meter range with your bow. Meaning at the very least you will have 27.5 meters at the basic requirement of 11, and at the max of 100, you will have 250. The crossbow gets 0.5 meters of range per mastery.

    Incendiary Arrows
    Requires: 31 Archery Mastery
    Ammunition: Takes 2 quiver slot. Max 1 arrow per 5 mastery total.
    Causes the place hit to catch on fire, burning for a few seconds.
    Destructive Potency: C
    Requires a scientist with 31 science to make the first time.


    Cryo Tipped Arrow
    Requirements: 41 Sniping Mastery
    Ammunition: Takes 3 slots. 1 max at 41 mastery, 2 max at 61 mastery, 3 max at 81 mastery, 4 max at 100 mastery
    An arrow that when it hits the opponent or near the opponent, causes whatever part of the body it hits to freeze for 1 turn. It has a small AOE effect & can land next to an opponent & still freeze a part of them.
    Deals no damage & has small AOE.
    Requires a scientist with 41 science to make the first time.
    Medicine
    Medicine:
    1-20 Medicine Mastery: Allows the user to heal their allies outside of combat. Mastery/2= percentage of time taken off recovery.
    21-40 Medicine Mastery: Allows for the use of poison that slowly drains the target's energy.
    41-60 Medicine Mastery: Allows for the use of poison that quickly drains the target's energy.
    61-80 Medicine Mastery: Allows for the creation of Rumble Balls, Stat boost injections and Adrenaline Shots.
    81-99 Medicine Mastery: Allows for the creation of poison that cripples the target.
    100 Medicine Mastery: Allows for the use of poison that extremely quickly drains the target's energy.
    120 Medicine Mastery: Should probably have some good perk, but not sure what atm.


    Rumble Balls:
    Requires 61 Medicine:
    Can be eaten by Zoan devil fruit users, either the medic or his allies. Allows for the use of 3 extra modified forms of the user's devil fruit which must be pre-approved, as well as monster point.
    Eating one rumble ball allows for the use of modified forms for 3 turns. Afterwards the user is feeling fatigued for 6 turns.
    If eating one more rumble ball while feeling fatigued, the user will unlock modified forms for 1 more turn, but feel fatigued for 2 more turns.
    Eating yet another rumble ball allows the user to enter monster point for 3 turns, but the user will faint after those 3 turns.
    Examples of modified forms can be more strength in the arm, increasing DPR by 1. Or thick fur, skin, etc. increasing durability by 1.
    Monster point increases vitality, strength and speed to +25. Awakening also increases to same amount, so a combination would be +30. Those two sources are only way to go over 120 in one stat, and only by 5 or 10 points respectively.
    The medic can carry Mastery/20 rumble balls.


    Stat Boost Injections:
    Requires 61 Mastery, can not be used on people under the effect or fatigued from Rumble Balls.
    The medic can inject this into themselves or their allies, increasing one of the following stats by 10 for 3 turns:
    -Strength
    -Reaction Speed
    -Movement Speed
    -Durability
    After the three turns are up, the affected feels fatigued, and has -10 in the stat they were boosted for three turns. They can not be boosted again until the fatigue runs out.
    The medic can carry Mastery/20 injections.

    Adrenaline Shot:
    Requires 61 Mastery:
    The medic can administer this to their target, bringing exhausted allies back into the fight for 3 turns, after which they'll faint again. The medic can carry Mastery/50 adrenaline shots. Can only be applied to the same person once.

    Poisons
    Max poison is mastery/10(requires 21 medicine)
    Fast poison is mastery/20 max(requires 41 medicine)
    Crippling poison is mastery/30 max(requires 81 medicine)
    Hyper draining poison is mastery/40 max(requires 100 medicine)

    Once a poison fully drains energy from the user they can only be awoken by antidote and an adrenaline shot.

    Fully crippled can be undone by an antidote. Takes 1 turn to work.

    You can carry mastery/10 antidotes. If you can create a type of poison your antidotes work on it.

    Slow: (stamina+level)/10=turns to fully drain
    Fast: (stamina+level)/20=turns to fully drain
    Crippling: (durability+level)/30=turns to paralyze fully.
    Hyper: (stamina+level)/30=turns to fully drain
    Cursed Weapons
    Cursed Swords are swords that contain the soul of something inside them; sometimes evil, sometimes neutral. When you reach a certain level and certain stats you can use the Spirit for powerful techniques and abilities. The user of one of these weapons must pass a test to use their abilities; the most common test is to fight the Spirit in a battle which takes place in the mind. Custom Cursed Weapons can be submitted for approval, and then the user will have to defeat a spirit to obtain it. These will have to be purchased at a to be determined price from the store.


    Cursed Sword: Arekuruu Osuushi (Raging Bull), 61 mastery in a sword style, 50 strength, 40 durability. This cursed sword would grant the ability to increase the user’s strength for short periods of time but would reduce movement and reaction speed. Test: beat the Spirit in a battle.


    Cursed Glaive: Dākuuindo (Dark Wind), 61 mastery in a sword style, 50 strength, 40 movement speed. This sword grants the ability to create wind in the immediate area around them, the range can be extended at higher mastery. Test: survive attacks from wind that the sword creates.


    Cursed Sword: Nikkō (Sunshine), 61 mastery in a sword style, 50 strength, 40 mind. While outside during the day this sword absorbs light, the light can then be used to make the sword glow to blind people, send out blasts of light etc. Requires stats in its own Martial Arts substat; Sunshine. Test: beat the spirit in a battle.


    1-20 Basic Mastery- can only blind people 3 times with full sunlight charge; charging takes 12 hours of sunlight.

    21-40 Adept Mastery- can blind people 5 times with full charge.

    41-60 Skilled Mastery- can fire blast of light that does C rank damage, uses all the charge; charging takes 10 hours of sunlight

    61-80 Proficient Mastery – blast of light uses less charge, can blind people 10 times with full charge; charging takes 8 hours of sunlight, and can charge while fighting.

    81-99 Excellent Mastery – can create a ball of light that can be destroyed and fires at things using all charge, blast of light uses even less charge, blinding uses less charge; charging takes 6 hours of sunlight and charging while fighting is quicker.

    100 Supreme Mastery – creating a ball of light uses half charge but can only have one of them, blasts of light use minimal charge, blinding no longer uses charges but can only be done once every 10 minutes; charging takes 4 hours of sunlight.




    Cursed Spear: Piasudoriru (Piercing Drill), 68 mastery in a sword style, 55 strength, 30 stamina). Grants the user several powerful techniques including;


    Piercing drill hawk; a powerful flying slash that can fly fast and change direction. DPR: B.

    Piercing drill thrust; a thrust that can pierce through even metal. DPR: A.

    Test: Dig a big hole using the abilities of the sword without passing out from exhaustion.


    Cursed Sword: Umi no kaibutsu (Sea Monster), 68 mastery, 55 strength, 40 movement speed. Attacks with this sword weaken Devil Fruit users like if it was seastone; except not as much, would be around 40% of the affect of seastone. Non Devil Fruit users feel pain like they were bitten by an average sized dog. Test: Survive being underwater for 5 minutes (happens in the mind not physically or could have to do it physically).


    Cursed Mace: Akuma no tsume (Demon’s Claw), 75 mastery in a sword style, 60 strength, 30 vitality, 40 movement speed, 30 reaction speed. Adds a second and even a third attack at high mastery when doing normal attacks which do extra damage. +1 Destruction Rank when doing techniques while using this sword; Doesn’t affect S and above ranked techniques and doesn’t stack with CoA Hardening. Test: beat the Spirt in a battle; not allowed to use CoA or Devil Fruit powers.
    Ships
    Ships:
    There are in general two types of boats/ships, personal boats and organization ships.
    Personal Boats:
    Every player has access to one of these, but it only has room for one person, themselves. However, due to how small and basic they are, their travel time is increased by 25%. They can however buy this:
    Fast personal boat
    Price: 100.000.000 Beri
    Allows the owner to have their personal boat travel at normal travel speeds.


    Organizations Ships:
    Organization ships are ships that can house multiple characters, and travels at regular travel speeds. If one person aboard has navigation, the entire ship is sped up from it. Different organizations have different sized ships.
    Pirates: Starts out with 1 ship that can house 50 characters. Can buy more.
    Marines: Each commanding officer from Captain and above has access to their own ship. Scales with their rank.
    CP: Officers of their respective CP units get access to ships that can hold 20 characters.
    Revos: Officers above level 30 gets access to ships that also scales.
    Bounty Hunters: 30+ gets access to a small ship that scales with the amount of NPCs they get.
    NPCs
    NPCs:
    NPCs can not have mind, cyborg or DF stats.
    There are two different types of NPCs, named and fodder.
    Named:
    Named NPCs are singular NPCs that you will have to give special names to. They can be any level from 10 and up, as long as conditions are met. Other players may not control NPCs under your control in the same way they may not control you in terms of autohitting.
    Fodder:
    Fodder NPCs are weak, unnamed NPCs. They are usually level 10-15. If you are fighting a bunch of fodder, as long as your stats makes sense to do so, you may autohit them.


    Marines:
    Marine officers(level 30 and up) will get a certain amount of level 10 fodder NPCs under their control depending on their level. If any die, they need to restock at marine bases.
    Commander 30-34: 20 at level 30, +10 every level.
    Captain 35-39: 100 at level 35, + 20 every level.
    Commodore 40-49: 200 at level 40, +20 every level.
    Rear Admiral 50-59: 500 at level 50, +30 every level.
    Vice Admiral 60+: 1000 at level 60, +40 every level. 1 Pacifista.
    Marine NPCs may be stationed at conquered islands to defend against and notify of Revolutionary attacks.
    Admiral: Gets 1 buster call every 3 months.

    Revolutionary Army:
    Revolutionary Army officers(level 30 and up) will get a certain amount of level 10 fodder NPCs under their control depending on their level. If any die, they need to restock at islands that are not marine bases.
    Junior Agent 30-34: 10 at level 30, +5 every level.
    Agent 35-39: 50 at level 35, + 10 every level.
    Warrant Officer 40-49: 100 at level 40, +10 every level. Also 1 named NPC that is half their level.
    Field Officer 50-59: 250 at level 50, +15 every level.
    Executive 60+: 500 at level 60, +20 every level.
    Revolutionary NPCs may be stationed at conquered islands to defend against and notify of WG attacks.


    Cipher Pol:
    Cipher Pol agents above level 30 gets 2 named NPCs that are half their level. If either die, they need to restock at marine bases.
    Cipher Pol can also plant spies at islands they conquer, that will notify them of any player that visit. The spies will not fight.


    Pirates:
    Pirate crews have access to both fodder and named NPCs. They can be bought with crew money(to be determined price) but they will also be given a few(to be determined) to start off with. The fodder are level 10 and quite a bit cheaper. Named NPCs are available at level 15, 20, 25, 30, etc. but can not be more than 70% of the highest level person on the crew. If they die, they die. They can also be stationed at islands to defend against and warn the crew of other pirates trying to conquer the island.


    Bounty hunters:
    Bounty hunters(level 30 and up) will get a certain amount of level 10 fodder NPCs under their control depending on their level. If any die, they need to restock at islands that are not marine bases.
    30-34: 10 at level 30, +5 every level.
    35-39: 50 at level 35, + 10 every level.
    40-49: 100 at level 40, +10 every level.
    50-59: 250 at level 50, +15 every level.
    60+: 500 at level 60, +20 every level.
    Bounty hunters may deploy 1 NPC at every island to keep watch of and notify them of people with bounties passing through
    Cipher Pol Officers
    Leader of each Cipher Pol requires 20 levels higher than base requirement for the group. Officer of each Cipher Pol requires 10 levels higher than base requirement for the group.
     
    Last edited: May 27, 2018
  14. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
  15. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Patch 1.0.1 Changes:

    Marines and CP can start at:

    • WG bases in the four Blues and Grand Line
    Everyone else can start:
    • Loguetown
    • Twin Peaks Lighthouse
    • Water Seven
    • Saboady Archipelago
    You may not fight at the island you start. On Friday you may move to a different island in the four Blues or Grand Line where you may start fighting.

    Most islands have had some sort of beasts added for Beast Masters to catch.

    Giants:

    +8 Strength
    +7 Vitality
    -2 Mind

    -Can use any devil fruit
    -Mind stat caps at 80
    -Can be cyborg, but attaining enough materials needs to be done in an event, and can max be level 80.

    Cyborg Mastery:
    points from level = Y
    Yx4 = Total points you have to put into Destruction, Armoring, Energy and Utility
    -Determines the amount of modifications points a cyborg can have. (Modifications points = Cyborg Mastery/2 rounded down). Maxes at 40 modification points at 80 mastery.

    Destruction:
    Determines destructive capability (to the same level as the strength stat). Determines which weapons a cyborg can have.
    1-20: pre-modern weapon (DPR: C) - costs 2 modification points
    21-40 civil war weapon (besides artillery) + 1 magazine or 5 bullets (DPR: C) - costs 3 modification points
    41-60: firearm + 2 magazines or 10 bullets (DPR: C) - costs 3 modification points
    61-80: shoulder-fired missile launcer + 3 missiles (DPR: B), artillery gun + 3 rounds (DPR: B) - costs 4 modification points
    81-99: directed-energy weapon + 3 magazines (DPR: B) - costs 4 modification points
    100: missile launcher + 4 missiles (DPR: A) - costs 5 modification points
    120: sci-fi weapon (DPR: S) - costs 10 modification points

    Armoring:
    Additional defensive capability.
    1-5: Chest plating.(+1 durability rank)
    6-10: Abdominal plating
    11-15: Plated mask
    16-20: Full head plating
    Limb plating:
    21-60: Every 5 mastery you will unlock one limb plating slot. Each slot is either the armoring of feet/hands or arms/legs. To plate legs/arms, you must first plate the respective hand/foot.
    61-65 Upper back plating
    66-70: Lower back plating
    Pacifista level plating. Must be looted from pacifista:
    71-99: For each 5 mastery you will unlock pacifista plating for one of the following slots: One of your limbs , front of torso, back of torso or head.(Gives +2 durability rank)
    100: Full body pacifista plating
    120: Flexible armor. Can eat any devil fruit.

    Energy:
    Determines the amount of energy available for cyborg utility and destruction technique. Non-mentioned lesser level techniques can be used multiple times.
    1-20: Cola battery (Can do cyborg techniques 1-20 a few times)
    21-40: Gas engine (Can do cyborg techniques 21-40 a few times)
    41-60: Self charging electric battery. Can be looted from Raijin Island and used at 31 Energy (Can do cyborg techniques 41-61 a few times)
    61-80: Supercharged electric battery. (Can do cyborg techniques 61-81 a few times)
    81-99: Thermal power cell. (Can do cyborg techniques 81-100 a few times)
    100: Nuclear cell. (Can do cyborg techniques 100-120 a few times)
    120: Hawking radiation cell. (Can do cyborg techniques practically endlessly)

    Utility:
    Determines the mobility of modifications (to the same level as mobility stat).
    1-20: grappling hook (6 foot long) - costs 1 modification points
    21-40: extendable hands or feet (1 foot long) - costs 2 modification points
    41-60: extendable arms, legs or torso (2 foot long) - costs 3 modification points
    61-80: rocket booster (+5 mobility)(2 max) - costs 4 modification points
    81-99: extra arms or legs - costs 5 modification points
    100: can detach and reattach body parts at will - costs 5 modification points
    120: retractable rocket wings (allows gliding or with rocket boosters, flight) - costs 10 modification points
    Beast Mastery:
    Beast Mastery:
    This stat may not be more than 10 points higher than your own level. Minimum 20 mastery.
    This skill allows for taming of wild beasts around the world.
    To tame a beast, one must first beat it into submission, and then to be able to tame it, your mastery(1-100) must at least be equal to the beast's level. You may travel the world with one beast at a time, though you can tame one and then "stable" it for later use. Your mastery will also equal their level.

    Beasts have access to the following stats and their substats:
    Strength
    Speed
    Vitality

    You can choose swarm or companion.

    Companion:
    One beast with 3x multiplier and the same level as your mastery.
    Swarm:
    Allows you Mastery/5 level 10 beasts OR Mastery/2 level 5 beasts, with 2x multiplier.

    At 41 mastery regardless of whether you have swarm or companion:
    Unlocks a 2nd extra single beast that can be taken off the "stabel" with a 2x multiplier that scale to your mastery.

    At 61 mastery regardless of whether you have swarm or companion:
    Unlocks a 3rd extra single beast that can be taken off the "stabel" with a 2x multiplier that scale to your mastery.

    At 81 mastery
    Your 2nd 2x companion becomes 3x.
    You may teach your companions armament haki OR make them a cyborg OR feed them a devil fruit(max B-rank)

    At 100 mastery one Companion 3x multiplier beast becomes 4x multiplier or if you have Swarm double the number of beasts in the swarm instead. Max beast stats are 120 strength, 100 speed, 120 vitality to one substat, 100 haki, 120 cyborg to one substat, 100 devil fruit.
     
    Last edited: May 21, 2018
    Cpt., Guan_Yu, Edward Teach and 11 others like this.
  16. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Mimick Mastery
    Humandrill Mimick Mastery. Requires minimum 11 mastery.
    Can only be used by Humandrill.
    This "fighting style" allows humandrills to use their increased instincts to copy techniques that they visit, as long as they fulfill the following prerequisites:
    Mimick Mastery and Reaction Speed needs to be equal or higher to the fighting style mastery of their opponent.
    You need to fulfill all physical requirements at the moment of copying it.
    Hasshoken or Dragon Claw can not be copied.
    The user can permanently copy Mastery/5 techniques.
    The rest of copied techniques the humandrill will forget after 3 months.
     
    Cpt., Guan_Yu, Edward Teach and 10 others like this.
  17. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Patch 1.0.2 Changes:

    Science

    1-20
    21-40
    41-60
    61-80
    81-99
    100

    Science allows for the creation of special items, formulas, etc. to supplement yourself or your teammates. You can only craft for people in your crew, or in the case of marines, only in the same branch. For custom creations it must be approved by the GMs, and you need to fulfill the science mastery it requires. In some cases you might also need to get materials for the creation.

    There is no limit to how many creations the scientist can make and store aboard the ship, or make for their teammates, but there is a limit to how many things they can take ashore. Make sure your inventory isn't overfilled according to the follow:

    Inventions you can carry take up invention points. Scientists get invention points = to their mastery (120 max points). Crew members get invention points = to 1/2 their character level (50 max points)

    Items that have one use before being exhausted, like grenades, smoke bombs, etc. have a general inventory slot according to how high the science stat requirement is:
    1-20: Takes 1 slot
    21-40: Takes 2 slots
    41-60: Takes 3 slots
    61-80: Takes 4 slots
    81-99: Takes 5 slots
    100: Takes 6 slots
    120:: Takes 8 slots

    Destruction Weaponry:
    Determines which weapons a Scientist can make. DPR scales with your Science mastery level.
    1: pre-modern weapon (DPR: D) - 5 invention points
    21: civil war weapon (besides artillery) + 1 magazine or 5 bullets (DPR: C) - 10 invention points
    41: firearm + 2 magazines or 10 bullets (DPR: C) - 10 invention points
    61: shoulder-fired missile launcer + 3 missiles (DPR: B), artillery gun + 3 rounds (DPR: B), mechanic pre-modern weapon (DPR: B) - 20 invention points
    81: directed-energy weapon + 3 magazines (DPR: B), energy pre-modern weapon (DPR: B) - 20 invention points
    100: missile launcher + 4 missiles (DPR: A), energy pre-modern weapon (DPR: A), directed-energy weapon + 3 magazines (DPR: A) - 30 invention points

    Utility Inventions:
    Determines the utility inventions a Scientist can make. Mobility speed of inventions scale the same way as the speed stat does.
    1: grapple gun (6 foot long), roller blades, ice skates - 5 invention points
    21: extendable gloves or boots (1 foot long) - 10 invention points
    41: bounce boots, allowing 3 meter/10 foot jumps - 15 invention points
    61: rocket pack (+5 mobility)(1 turn use 1 turn cool down) - 20 invention points
    81: sky walk boots, allowing the user to jump on the air - 30 invention points
    100: jet pack (+10 mobility)(2 turn use 1 turn cooldown) - 30 invention points

    Mecha: big bad machines that you can piolet

    Shogun "your name here" (requires 61 Science): A fully functioning larger version of yourself (2x your height). Gives +1 durability rank while you are piloting.
    -allowed 1 Destruction Weaponry and 1 Utility Inventions at or below your Science mastery.
    (Requires 61 Science to use) - 30 invention points

    Kami "your name here" (requires 100 Science): A fully functioning larger version of yourself (4x your height). Gives +1 durability rank while you are piloting.
    -allowed 3 Destruction Weaponry and 3 Utility Inventions at or below your Science mastery.
    (Requires 100 Science to use) - 50 invention points

    Tengan Toppa "your name here" (requires 120 Science): A fully functioning larger version of yourself (5x your height). Gives +2 durability rank while you are piloting.
    -allowed 4 Destruction Weaponry and 4 Utility Inventions at or below your Science mastery.
    (Requires 120 Science to use) - 70 invention points

    Power Suits: suits of armor that have their own durability and shield the user giving them +1 durability rank.
    Ex: Wall/Tree level damage to you will become Street Level damage to you if you are wearing a Power Suit.
    When suits are destroyed they will need to be repaired after combat.

    D-rank Suit (requires 21 Science): Destroyed after a wall/tree level attack or 3 street level attacks
    (21 vitality to use) - 10 invention points

    C-rank Suit (requires 41 Science): Destroyed after a small building level attack or 3 wall/tree level attacks
    (41 vitality to use) - 15 invention points

    B-rank Suit (requires 61 Science): Destroyed after an large building level attack or small building level attacks
    (61 vitality to use) - 20 invention points

    A-rank Suit (requires 81 Science): Destroyed after a city block level attack or 3 large building level attacks
    (81 vitality to use) - 25 invention points

    S-rank Suit (requires 100 Science): Destroyed after a town level attack or 3 city block level attacks
    (100 vitality to use) - 30 invention points

    Upgrades/items that already exists:
    C-rank Weapons
    Requires: 31 Science, Materials purchased in the store by the person wanting the weapon. The user will need 31 mastery in the weapon style that fits the weapon created.
    This boosts any D-rank or basic attack using the specific weapon up to C-rank. - 10 invention points

    C-rank Hand to Hand Injection
    Requires: 31 Science, Materials purchased in the store by the person wanting the injection. The user will need 31 mastery in the a hand to hand style.
    This is an injection that boosts any D-rank or basic attack through the use of a weaponless fighting style up to C-rank. - 10 invention points

    B-rank Weapons
    Requires: 61 Science, Materials purchased in the store by the person wanting the weapon. The user will need 61 mastery in the weapon style that fits the weapon created.
    Taught by: Wapol
    This boosts any D-rank, C-rank or basic attack using the specific weapon up to B-rank. - 20 invention points

    B-rank Hand to Hand Injection
    Requires: 61 Science, Materials purchased in the store by the person wanting the injection. The user will need 61 mastery in the a hand to hand style.
    Taught by: Ceasar Clown
    This is an injection that boosts any D-rank, C-rank or basic attack through the use of a weaponless fighting style up to B-rank. - 20 invention points
    Everyone who has had science items approved will need to send them to us again, so that we can add inventory slots.
     
    Last edited: May 23, 2018
    Cpt., Guan_Yu, Edward Teach and 16 others like this.
  18. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Patch 1.0.3 Changes:

    All the blues and grand line, as well as the territory thread are now open for business.


    Den Den Mushi
    Baby Den Den Mushi
    Requires 21 Science to make.
    Allows for the crew to talk to each other while on the same Island, even if they are far apart. Does not take inventory slots.

    Den Den Mushi
    Requires 41 Science to make
    Allows the crew to talk to each other regardless of where in the world they are. Does not take inventory slots.

    Black Den Den Mushi
    Requires 61 Science to make
    Allows for wiretapping, listening in on calls from the same island. Can only be used aboard ships.

    White Den Den Mushi
    Requires 81 Science to make
    Blocks wiretapping. Can only be used aboard ships.
    Poisons
    Max poison is mastery/10(requires 21 medicine)
    Fast poison is mastery/20 max(requires 41 medicine)
    Crippling poison is mastery/30 max(requires 81 medicine)
    Hyper draining poison is mastery/40 max(requires 100 medicine)

    Once a poison fully drains energy from the user they can only be awoken by antidote and an adrenaline shot.

    Fully crippled can be undone by an antidote. Takes 1 turn to work.

    You can carry mastery/10 antidotes. If you can create a type of poison your antidotes work on it.

    Slow: (stamina+level)/10=turns to fully drain
    Fast: (stamina+level)/20=turns to fully drain
    Crippling: (durability+level)/30=turns to paralyze fully.
    Hyper: (stamina+level)/30=turns to fully drain
    Martial Arts Boost
    Martial arts gives boosts depending on your stat. You may choose between a boost to strength, speed or vitality. You may not choose a stat more than once:
    41: +5
    81: +5, +5
    100: +5, +5, +5
    Mixed Fighting Styles
    current DPR scale follows something like this

    X Martial Arts, X Strength = DPR
    1, 1 = D
    21, 21 = C
    41, 41 = B
    61, 61 = A
    81, 81 = S
    100, 100 = S+

    if you can a Devil Fruit and you want to use Martial Arts it is not a waste of points because you can create stronger attacks

    X Martial Arts, X Strength, X Devil Fruit = DPR
    1,1, 1 = D
    11, 11, 11 = C
    21, 21, 21 = B
    41, 41, 41 = A
    61, 61, 61 = S
    81, 81, 81 = S+
    Destructive Potency and Durability Levels
    Destructive Potency of Attacks
    Added 2 levels:

    DPR:
    1-20: 1. Below Street Level
    21-40: 2. Street Level
    41-60: 3. Wall/Tree Level
    61-80: 4. Small Building Level
    81-99: 5. Large Building Level
    100: 6. City Block Level
    101-120: 7. Town Level
    8. City Level
    9. Mountain Level
    10. Island Level
    11. Small Country Level
    12. Large Country Level
    13. Continent Level
    14. Moon Level
    15. Planet Level

    Durability:
    1-20: 1. Wall/Tree Level
    21-40: 2. Small Building Level
    41-60: 3. Large Building Level
    61-80: 4. City Block Level
    81-99: 5. Town Level
    100: 6. City Level
    101-120: 7. Mountain Level
    8.Island Level
    9. Small Country Level
    10. Large Country Level
    11. Continent Level
    12. Moon Level
    13. Planet Level
     
    Ziosa, Cpt., Kagura and 12 others like this.
  19. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Patch 1.0.4 Changes.

    Homeplace

    A few different races will get eternal log poses to an island that fits to their race. In some cases, such as Elbaf for giants, the island doesn't exist yet, but they will have it when it does.

    Longarm: eternal pose to Kenzan Island

    Giant: eternal pose to Elbaf

    Fishmen: eternal pose to Fishman Island

    Skypieans: eternal pose to Skypiea

    Dwarves: eternal pose to Dressrosa

    Humandrill: eternal pose to Kuraigana Island

    Minks: vivre card to Zou (since it doesn't have a magnetic pull)

    Sentient Beast: eternal pose to Luffy's timeskip island

     
    Last edited: May 27, 2018
    Kagura, Edward Teach, Ziosa and 11 others like this.
  20. Larsi

    Larsi

    Messages:
    20,798
    Likes Received:
    124,534
    Trophy Points:
    31,280
    Bounty Points:
    159,620
    Patch 1.0.5

    Groups:

    Each group of players can carry 3 devil fruits to be sold later. Any more than that and one needs to be eaten or sold or the NPC with the fruit will come back alive. For players not part of a group they can carry 1 uneaten DF.

    For clarification, a group is a pirate crew, or a branch of marines, a group of Revolutionaries. Even if you are part of the same whole organization, you can not receive science items or navigation boosts from someone outside your own organization. If any group wants to split up further to not be too limited in terms of DFs, that should be taken into consideration.


    Devil Fruit Price ranges:
    S+ fruits: 2.5-5 billion
    S fruits: 1-2.5 billion
    A fruits: 500 mill- 1 bill
    B fruits: 250-500 mill
    C fruits: 100-200 mill
    D fruits: 50-100 mill

    You may decide among yourself if the group shares or the person obtaining the fruit gets the money.



    Paychecks:
    Revolutionaries: 500k per level
    Marines: 350k per level
    Bounty Hunters: 250k per level
    Above paychecks will increase later.
    Pirates: Based on territories owned. 25% of the total goes to the crew coffers for organization purchases. The remaining 75% will be split among the rest of the crew members scaled directly off of their levels.

    Remember to submit your activity in the activity thread to qualify for paychecks.
    https://orojackson.com/threads/activity.48969/


    Pirate NPCs:
    These NPCs have permadeath. You can only buy NPCs that are 70% or less of the highest level in the crew.
    Level 10 fodders:
    1 million beri
    Level 15 named NPCs:
    5 million beri
    Level 20 named NPCs:
    10 million beri
    Level 25 named NPCs:
    20 million beri
    Level 30 named NPCs:
    30 million beri
    Level 35 named NPCs:
    35 million beri
    Level 40 named NPCs:
    50 million beri
    Level 45 named NPCs:
    60 million beri
    Level 50 named NPCs:
    70 million beri
    Level 55 named NPCs:
    80 million beri
    Level 60 named NPCs:
    90 million beri
    Level 65 named NPCs:
    100 million beri
    Level 70 named NPCs:
    120 million beri


    Basic Kami-E:
    Requirements: 11 Mastery, 21 Reaction Speed.
    Description: The user relaxes their body, making themselves very flexible to avoid incoming attacks.
    11-50 mastery: Mastery/10= bonus reaction speed while activated*
    Must stand in one place (3 turn cool down)
    51-81 mastery: Mastery/10= bonus reaction speed while activated*
    Must stand in one place (2 turn cool down)
    81-100 mastery: Mastery/10= bonus reaction speed while activated*
    Must stand in one place (1 turn cool down)


    Science:
    S-rank Suit (requires 100 Science): Destroyed after a town level attack or 3 city block level attacks
    (100 vitality to use) - 30 invention points
    Requires Dragon Scales looted.(<-new)

    General Guidelines For Items:
    Items that have one use before being exhausted, like grenades, smoke bombs, etc. have a general inventory slot according to how high the science stat requirement is:
    1-20: Takes 1 slot - DPR: D, 1m diameter
    21-40: Takes 2 slots - DPR: C, 2m diameter
    41-60: Takes 3 slots - DPR: C, 4m diameter
    61-80: Takes 4 slots - DPR: B, 6m diameter
    81-99: Takes 5 slots - DPR: B, 8m diameter
    100: Takes 6 slots - DPR: A, 10m diameter
    120:: Takes 6 slots - DPR: A, 12m diameter

    1: grenade unlocked
    11: smoke grenade unlocked
    21: flash grenade unlocked
    31: remote grenade unlocked
    41: sticky grenade unlocked
    51: trip mine unlcoked
    61: energy grenade unlocked (requires completion of Germa story mission)

    The mastery required to make the bomb will influence the DPR. Let’s keep it in line w science destruction weapons DPR


    Mind:
    Rules:
    1) health recovery time cannot be > -75%

    2) psychological recovery time cannot be > -50% (just in case someone wants to make up a disorder or go through the stages of grieving or anything like that for story purposes)

    3) buffing and de-buffing stats cannot be > +-10 (+-20 for strength)

    4) buffs and de-buffs do not effect skill requirements

    5) Using your turn to do something like using your hands to cover your ears will reduce the damage of a sound attack by -1 destruction ranking. EX: if the attack is DPR: A, it will be DPR: B or it will make status effects last 1 turn shorter.

    6) Inventory Slots: how you store and carry around Mind ability gear. The mount of slots you have is equal to your level/2 or your science, medicine, or cooking mastery.


    Air Slash:
    Mastery and DPR
    31: C
    51: B
    71: A
    100: S
    120: S+ (only obtained through Mihawk)


    Cyborg Armament:
    Pacifista level plating. Must be looted from pacifista or crafted by a scientist with 81 mastery:
    71-99: For each 5 mastery you will unlock pacifista plating for one of the following slots: One of your limbs , front of torso, back of torso or head.(Gives +2 durability rank)
    100: Full body pacifista plating


    Pacifista Laser:
    Laser (obtained through defeating a pacifista or crafted by a scientist with 81 mastery): a cyborg destruction weapon that uses pure energy and creates an explosion on contact - DPR: A


    You have until 48 hours from the time of this post to submit your activity.
     
    Last edited: Jun 24, 2018
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice