Skills & Abilities
Jul 6, 2016 23:40:22 GMT -5
Post by Captain Kupo on Jul 6, 2016 23:40:22 GMT -5
In addition to Professions, charac
Character Creation Skills and Abilities
These abilities are only purchasable at character creation, as they change the core concept of your character, such as their race.
Not Quite Human (1-3)
You have something entirely weird about you that sets you apart from normal folks, or gives you an edge.
Level 1 includes humans with unique traits, such as detatchable afros that work as boxing gloves, exceptional height (up to 13' is possible for humans), as well as the mostly-human races of the One Piece world like the Longarm tribe or the Kuja of Amazon Lily.
Level 2 allows you to play a complete nonhuman, such as a fishman or merman (or anything else rare or uncommon), and access to the benefits of their inhuman bodies.
Level 3 is reserved exclusively for those who wish to play Giants - and this only includes the small-sized Giants, up to 30 feet tall. True Elbaf-sized giants are simply too big, rare, and world-changing in the One Piece world to be playable.
Will of D. (1)
This grants the character the right to a D. as their middle initial, and all of the benefits and drawbacks that accompany it. Those born with the will of D. have an innate dislike of authority and tend to view the world in an idealistic fashion. Their lust for life and pure, honest outlook tends to attract allies to their cause, and they in turn are drawn to those with strong hopes and dreams. Due to their strong wills, they also treat all enemy Haki techniques as one level lower while they are present.
Gemini (1)
This ability allows a character a unique playstyle - specifically, this allows the player to play two characters under the same set of stats, such as a pair of identical twins. Mechanically, a Gemini pair of characters each have their own arrangements of base stats (5 points to spend, each), but everything else about the character must be designated to one character or the other, including Professions, Skills, and Techniques. Techniques may be purchased that use both characters simultaneously, however, at no additional cost. Gemini characters do, however, each gain starting equipment as though they were a normal character (two basic items, each).
Gemini characters gain Fortune, Fame, and Wealth as a single character. However, in threads, including PVP threads, each character in the Gemini pair may take an active Action in the same post - allowing the pair to use two techniques or make two attacks in the same post.
Finally, and most importantly, Gemini characters should have a visually distinct way of typing so as not to confuse readers as to who is speaking. Characters looking to play a Gemini character should list a short writing sample of their planned writing style to be judged by the staff. The staff reserves the right to refuse this technique to anyone we do not feel is capable of playing it effectively.
General Skills and Abilities
Devil Fruit (1-6)
Purchasing a devil fruit with your starting points allows you to simply add it to the character as long as it is written into your backstory. After character generation, however, you must also complete an Event Thread (a GMed thread) to actually obtain the fruit itself. Devil Fruits have wildly varying powers, ranging from the weakest at level 1, to the strongest and most powerful at level 6. You may make techniques using devil fruit powers regardless of Profession, however certain uses may still require one. For example, a user of the Wax Wax fruit can create wax, but to make and use hardened wax weapons they would need to be a Swordsman. Gum Gum Balloon would not require Martial Artist, but Gum Gum Pistol does.
Techniques can only be made up to the level of the fruit, and in addition, DF techniques requiring other professions are capped by the level of that profession as well.
As a general rule, Paramecias can range from level 1-5, Zoans range from 2-4, and Logias are usually level 5. This does not include Mythical Zoans, which are available only through sitewide events.
Devil fruits may be "leveled up" on a one-for-one ratio with Profession Points (1 point increases the Level by 1), however this requires an event thread or an exceptionally well-developed training thread involving improving their powers or discovering new ones. When a new level is obtained, you can upgrade your base Devil Fruit Techs that much more.
Jack Of All Trades (1)
With this ability a character may buy a third profession slot and get the first rank of that profession for free as well, though they must still level it up at normal costs otherwise.
Shift Gear (1)
Requires a relevant profession at level 3 or higher
With this ability, a character may make "mode techniques" such as stances or alternate forms, which trade some stats for others. For each point of stat lowered with one of these techniques, the user gets two points to improve other stats. A character with a stat currently lowered by a mode technique may not also benefit from a technique that improves that stat, that they themself activated. They may still benefit from boosts to that stat caused by their allies.
Beast Master (1)
This grants the character the ability to gain an animal companion which can aid them in combat. An animal companion needs to be statted out as though it was a basic starting character, however it only gains 3 Profession Points and cannot actually purchase Professions or Techniques on its own (its profession points may only be spent on stat boosts or special abilities), nor does it gain starting techniques or equipment. However, this animal companion essentially counts as a secondary character with Fame equal to half that of its master for purposes of determining its stats in PVP situations, and the Beast Master character may spend their own Fortune and Profession Points to buy techniques and abilities for the animal companion, including team attack techniques. However, unless using a team attack technique, the animal companion cannot use a technique in the same turn as the Beast Master - they have to be ordered to do so, which takes up the Beast Master's technique action for the turn.
Leadership (1)
Requires any profession at Level 2 or higher
This grants the character the ability to gain a sidekick, cohort, butler, or some other form of allied character who more or less follows your character's every command. This character is statted as a basic starting character, with 5 stat points and 5 Profession points to be spent as you wish (though such sidekicks cannot purchase Beast Master or Leadership themselves), as well as their own basic equipment and Starting Techniques if they have any Professions. The sidekick character cannot gain further Profession Points or professions, however the Leader character can spend their own Fortune to buy techniques usable by the sidekick for normal rules, including team attack techniques. While best used to "guard the boat" and handle offscreen issues, unlike with Beast Master, Sidekicks may take their own actions in the same turn as their Leader. Sidekicks count as characters of one-third the Leader's Fame for purposes of calculating stats in PVP situations.
Professional Skills and Abilities
Combat Professions:
Grandmaster (1)
Requires a relevant combat profession at Level 2
As a master of a very specific chosen fighting style, weapon, or type of technique, all combat techniques made using your specialty are treated as though they were one Technique Level higher.
Legendary Master (1)
Requires Grandmaster and a combat prof at level 4 or higher.
You have achieved mastery of your chosen fighting style, and can rival legends and heroes of ages past with your skill. With this ability you gain the ability to perform impossible feats with skill alone, such as cutting incoming bullets and warships in half with a sword alone, or being able to simply punch so hard even an insubstantial Logia could feel it. The only exception is that unlike with Haki, this ability does not protect you or your equipment from damage sustained by acting beyond the limits of what is humanly possible. This allows your character to make techniques which count as Level 6.
Iron Fists* (1)
Or iron arms, legs, face, or torso. A fighter with this skill is tough beyond tough enough, and can fight through injuries until their bodies physically shut down. With this ability, the character no longer suffers from any downsides of pain and injury unless they want to for dramatic reasons, and seems to miraculously recover from anything but mortal wounds with bed rest, food, and maybe a couple bandages.
Life Return (1)
Requires a Combat profession at Level 4
The user, through their years of rigorous training, has gained the ability to manipulate the very structure of their body using the ancient art of Life Return. This strange power allows the user to learn techniques that can do everything from directly altering their musculature to growing and manipulating their hair as easily as their arms, the possibilities are endless.
Awakened Haki (1)
Requires at least one Combat profession at level 3
By purchasing this ability, the user awakens their Haki, the power of their spirit, and can use this in combat. When this ability is taken, the user must choose the Color of Armaments, Color of Observation, or Color of the Conqueror, and can only make techniques using that type. For an additional point each, you may purchase the other colors. Note that Color of the Conqueror has a limited availability and may not be available to everyone.
To awaken their Haki, the user must complete an event thread or a particularly well-written Training Thread to do so, and it must make sense for the character - people do not get such powerful spirits overnight.
Support Professions:
Handyman (1):
Requires Shipwright 1 or Inventor 1
The crew's best friend, the handyman can fix anything and always has a jury rigged answer to the problem. A Handyman can make items or gadgets for other people to use, based on what sorts of techniques their profession allows, and craft item techniques into them by spending Fortune. However, item techniques used by other people are treated as one Level lower, and non-Inventors making their own techniques using these gadgets buy them at double cost.
Such gizmos are normally not available for purchase otherwise.
Smith (1):
Requires Shipwright 1 or Inventor 1
Trained in the arts of weapon and armor crafting, a Smith is capable of making weapons to rival even the Meito. They receive a 25% discount when "purchasing" equipment they make themselves. In addition, they may make items with special qualities at the cost of varying amounts of additional Fortune.
Cyborg (1-2)
Requires Inventor 1 and 4 respectively.
A cyborg is a living weapon, and with this ability you can turn yourself into one. A basic cyborg can outfit mostly just their limbs, but is otherwise mostly only limited by the available technology, and available materials. An advanced cyborg is a marvel of technologies only found in the later parts of the Grand Line, and can replace up to 90% of their body with technology and augmentations, and are limited only by their imaginations. A character wishing to become an advanced cyborg must complete an event thread or especially good training thread to justify obtaining such rare knowledge and technology.
Special Ingredient (1)
Requires Chef 1 or Doctor 1
With this ability, doctors and/or chefs can incorporate special ingredients into their cooking and medicine-making which allows them to replicate supernatural effects. Food so spicy the eater can literally spit fire, or drinks and medicines that heal the user's spirit as much as their body become available, as do more esoteric healing techniques.
Master of Side Effects (1)
Requires Chef 1, Doctor 1, or Assassin 1
A character with this ability treats everyone, including themselves, as having a third buff and debuff slot that only applies for their techniques. This slot counts as physical or supernatural, whichever the player wishes at any given time.
Skill Professions:
Silver Tongue (1)
Worldly and experienced, a character with this ability can talk themselves out of just as many situations as they can talk themselves into, or just plain has a certain charm to them! Techniques involving any form of trickery are treated as one Level higher, but the character may find they attract unwanted followers if they use them too much.
Lady (or Laddy) Luck (1)
The character with this ability is just darn lucky. Any time they gain Fortune or Wealth, they gain at least a little more of it (luck varies!), and they may gain special additional rewards from their storylines, such as rare or unusual items.
Tactician (1)
Requires Navigator 1 or Historian 1
A character with this ability is so adept at thinking on their feet that they can practically think for other people as well! This allows the character to make techniques that allow them to sacrifice their own action to grant another character an additional action on their turn. The only requirement is that the character they advise generally take the Tactician's advised course of action, though they are free to interpret it.
Character Creation Skills and Abilities
These abilities are only purchasable at character creation, as they change the core concept of your character, such as their race.
Not Quite Human (1-3)
You have something entirely weird about you that sets you apart from normal folks, or gives you an edge.
Level 1 includes humans with unique traits, such as detatchable afros that work as boxing gloves, exceptional height (up to 13' is possible for humans), as well as the mostly-human races of the One Piece world like the Longarm tribe or the Kuja of Amazon Lily.
Level 2 allows you to play a complete nonhuman, such as a fishman or merman (or anything else rare or uncommon), and access to the benefits of their inhuman bodies.
Level 3 is reserved exclusively for those who wish to play Giants - and this only includes the small-sized Giants, up to 30 feet tall. True Elbaf-sized giants are simply too big, rare, and world-changing in the One Piece world to be playable.
Will of D. (1)
This grants the character the right to a D. as their middle initial, and all of the benefits and drawbacks that accompany it. Those born with the will of D. have an innate dislike of authority and tend to view the world in an idealistic fashion. Their lust for life and pure, honest outlook tends to attract allies to their cause, and they in turn are drawn to those with strong hopes and dreams. Due to their strong wills, they also treat all enemy Haki techniques as one level lower while they are present.
Gemini (1)
This ability allows a character a unique playstyle - specifically, this allows the player to play two characters under the same set of stats, such as a pair of identical twins. Mechanically, a Gemini pair of characters each have their own arrangements of base stats (5 points to spend, each), but everything else about the character must be designated to one character or the other, including Professions, Skills, and Techniques. Techniques may be purchased that use both characters simultaneously, however, at no additional cost. Gemini characters do, however, each gain starting equipment as though they were a normal character (two basic items, each).
Gemini characters gain Fortune, Fame, and Wealth as a single character. However, in threads, including PVP threads, each character in the Gemini pair may take an active Action in the same post - allowing the pair to use two techniques or make two attacks in the same post.
Finally, and most importantly, Gemini characters should have a visually distinct way of typing so as not to confuse readers as to who is speaking. Characters looking to play a Gemini character should list a short writing sample of their planned writing style to be judged by the staff. The staff reserves the right to refuse this technique to anyone we do not feel is capable of playing it effectively.
General Skills and Abilities
Devil Fruit (1-6)
Purchasing a devil fruit with your starting points allows you to simply add it to the character as long as it is written into your backstory. After character generation, however, you must also complete an Event Thread (a GMed thread) to actually obtain the fruit itself. Devil Fruits have wildly varying powers, ranging from the weakest at level 1, to the strongest and most powerful at level 6. You may make techniques using devil fruit powers regardless of Profession, however certain uses may still require one. For example, a user of the Wax Wax fruit can create wax, but to make and use hardened wax weapons they would need to be a Swordsman. Gum Gum Balloon would not require Martial Artist, but Gum Gum Pistol does.
Techniques can only be made up to the level of the fruit, and in addition, DF techniques requiring other professions are capped by the level of that profession as well.
As a general rule, Paramecias can range from level 1-5, Zoans range from 2-4, and Logias are usually level 5. This does not include Mythical Zoans, which are available only through sitewide events.
Devil fruits may be "leveled up" on a one-for-one ratio with Profession Points (1 point increases the Level by 1), however this requires an event thread or an exceptionally well-developed training thread involving improving their powers or discovering new ones. When a new level is obtained, you can upgrade your base Devil Fruit Techs that much more.
Jack Of All Trades (1)
With this ability a character may buy a third profession slot and get the first rank of that profession for free as well, though they must still level it up at normal costs otherwise.
Shift Gear (1)
Requires a relevant profession at level 3 or higher
With this ability, a character may make "mode techniques" such as stances or alternate forms, which trade some stats for others. For each point of stat lowered with one of these techniques, the user gets two points to improve other stats. A character with a stat currently lowered by a mode technique may not also benefit from a technique that improves that stat, that they themself activated. They may still benefit from boosts to that stat caused by their allies.
Beast Master (1)
This grants the character the ability to gain an animal companion which can aid them in combat. An animal companion needs to be statted out as though it was a basic starting character, however it only gains 3 Profession Points and cannot actually purchase Professions or Techniques on its own (its profession points may only be spent on stat boosts or special abilities), nor does it gain starting techniques or equipment. However, this animal companion essentially counts as a secondary character with Fame equal to half that of its master for purposes of determining its stats in PVP situations, and the Beast Master character may spend their own Fortune and Profession Points to buy techniques and abilities for the animal companion, including team attack techniques. However, unless using a team attack technique, the animal companion cannot use a technique in the same turn as the Beast Master - they have to be ordered to do so, which takes up the Beast Master's technique action for the turn.
Leadership (1)
Requires any profession at Level 2 or higher
This grants the character the ability to gain a sidekick, cohort, butler, or some other form of allied character who more or less follows your character's every command. This character is statted as a basic starting character, with 5 stat points and 5 Profession points to be spent as you wish (though such sidekicks cannot purchase Beast Master or Leadership themselves), as well as their own basic equipment and Starting Techniques if they have any Professions. The sidekick character cannot gain further Profession Points or professions, however the Leader character can spend their own Fortune to buy techniques usable by the sidekick for normal rules, including team attack techniques. While best used to "guard the boat" and handle offscreen issues, unlike with Beast Master, Sidekicks may take their own actions in the same turn as their Leader. Sidekicks count as characters of one-third the Leader's Fame for purposes of calculating stats in PVP situations.
Professional Skills and Abilities
Combat Professions:
Grandmaster (1)
Requires a relevant combat profession at Level 2
As a master of a very specific chosen fighting style, weapon, or type of technique, all combat techniques made using your specialty are treated as though they were one Technique Level higher.
Legendary Master (1)
Requires Grandmaster and a combat prof at level 4 or higher.
You have achieved mastery of your chosen fighting style, and can rival legends and heroes of ages past with your skill. With this ability you gain the ability to perform impossible feats with skill alone, such as cutting incoming bullets and warships in half with a sword alone, or being able to simply punch so hard even an insubstantial Logia could feel it. The only exception is that unlike with Haki, this ability does not protect you or your equipment from damage sustained by acting beyond the limits of what is humanly possible. This allows your character to make techniques which count as Level 6.
Iron Fists* (1)
Or iron arms, legs, face, or torso. A fighter with this skill is tough beyond tough enough, and can fight through injuries until their bodies physically shut down. With this ability, the character no longer suffers from any downsides of pain and injury unless they want to for dramatic reasons, and seems to miraculously recover from anything but mortal wounds with bed rest, food, and maybe a couple bandages.
Life Return (1)
Requires a Combat profession at Level 4
The user, through their years of rigorous training, has gained the ability to manipulate the very structure of their body using the ancient art of Life Return. This strange power allows the user to learn techniques that can do everything from directly altering their musculature to growing and manipulating their hair as easily as their arms, the possibilities are endless.
Awakened Haki (1)
Requires at least one Combat profession at level 3
By purchasing this ability, the user awakens their Haki, the power of their spirit, and can use this in combat. When this ability is taken, the user must choose the Color of Armaments, Color of Observation, or Color of the Conqueror, and can only make techniques using that type. For an additional point each, you may purchase the other colors. Note that Color of the Conqueror has a limited availability and may not be available to everyone.
To awaken their Haki, the user must complete an event thread or a particularly well-written Training Thread to do so, and it must make sense for the character - people do not get such powerful spirits overnight.
Support Professions:
Handyman (1):
Requires Shipwright 1 or Inventor 1
The crew's best friend, the handyman can fix anything and always has a jury rigged answer to the problem. A Handyman can make items or gadgets for other people to use, based on what sorts of techniques their profession allows, and craft item techniques into them by spending Fortune. However, item techniques used by other people are treated as one Level lower, and non-Inventors making their own techniques using these gadgets buy them at double cost.
Such gizmos are normally not available for purchase otherwise.
Smith (1):
Requires Shipwright 1 or Inventor 1
Trained in the arts of weapon and armor crafting, a Smith is capable of making weapons to rival even the Meito. They receive a 25% discount when "purchasing" equipment they make themselves. In addition, they may make items with special qualities at the cost of varying amounts of additional Fortune.
Cyborg (1-2)
Requires Inventor 1 and 4 respectively.
A cyborg is a living weapon, and with this ability you can turn yourself into one. A basic cyborg can outfit mostly just their limbs, but is otherwise mostly only limited by the available technology, and available materials. An advanced cyborg is a marvel of technologies only found in the later parts of the Grand Line, and can replace up to 90% of their body with technology and augmentations, and are limited only by their imaginations. A character wishing to become an advanced cyborg must complete an event thread or especially good training thread to justify obtaining such rare knowledge and technology.
Special Ingredient (1)
Requires Chef 1 or Doctor 1
With this ability, doctors and/or chefs can incorporate special ingredients into their cooking and medicine-making which allows them to replicate supernatural effects. Food so spicy the eater can literally spit fire, or drinks and medicines that heal the user's spirit as much as their body become available, as do more esoteric healing techniques.
Master of Side Effects (1)
Requires Chef 1, Doctor 1, or Assassin 1
A character with this ability treats everyone, including themselves, as having a third buff and debuff slot that only applies for their techniques. This slot counts as physical or supernatural, whichever the player wishes at any given time.
Skill Professions:
Silver Tongue (1)
Worldly and experienced, a character with this ability can talk themselves out of just as many situations as they can talk themselves into, or just plain has a certain charm to them! Techniques involving any form of trickery are treated as one Level higher, but the character may find they attract unwanted followers if they use them too much.
Lady (or Laddy) Luck (1)
The character with this ability is just darn lucky. Any time they gain Fortune or Wealth, they gain at least a little more of it (luck varies!), and they may gain special additional rewards from their storylines, such as rare or unusual items.
Tactician (1)
Requires Navigator 1 or Historian 1
A character with this ability is so adept at thinking on their feet that they can practically think for other people as well! This allows the character to make techniques that allow them to sacrifice their own action to grant another character an additional action on their turn. The only requirement is that the character they advise generally take the Tactician's advised course of action, though they are free to interpret it.