ONE PIECE
OOC
I haven't figured out a cool name yet.
How it all began
It all began with Gold Roger, the first Pirate King, who conquered the Grand Line and left One Piece in Raftel. He had it all, but was sent to die. Then came Strawhat Luffy, who defeated the pirate Blackbeard on Raftel and became the next Pirate King. Strawhat never suffered Roger's fate. The Straw Hat pirates all disappeared, never to be heard of again, taking with him the Yonkou and the Fleet Admiral of the Marines, "Red Dog" Sakazuki. The era of pirates was over, and the World Government shattered to pieces. A new Government was founded, uniting hundreds of islands around the world, led by the current kings of many nations, and the hero of the world, "White Chaser" Smoker, was crowned the next Fleet Admiral of the Marines. He led the new Marines deep into pirate territory, weakened by the disappearance of the Yonkou and the Shichibukai, and continued to diminish piracy around the world with his tactics, until one day. One fateful evening in Loguetown, covered by storm clouds and suffering heavy rain, a mysterious figure climbed up on the execution stand of Gold Roger.
"I have conquered the Grand Line. Shanks... Rayleigh... Roger. I've finally made it."
Who is that? What is he saying? I recognize that voice... Who's there?
"What are you talking about?" a voice shouted from below.
The man snickered. "I left it. Shi shi shi...! One Piece. It's all yours."
The man was Strawhat Luffy, risen from the dead, and using only a few words, he destroyed everything Fleet Admiral Smoker's Marines had fought for. Ships set sail from all over the world, eager to be the next to find One Piece. The cycle repeats itself yet again, and piracy never dies.
Your Adventure
The island of Blue Bark, Grand Line. It was once a prosperous village, a small nation of nothing but giant, blue trees and hills like clouds, with observatories perched upon the tallest hills, and a myriad of lumber jackers cabins sprinkled around in the huge blue forestry. These trees were in high demand, said to have the very finest wood one could find, and made up the brunt of the island's economy. It was one of the greatest kingdoms at the time - but it all came to change.
Suddenly, nothing happened. No sounds. No people. All communications with Blue Bark was cut. Visitors came to see that the whole island was now nothing but a huge crater, surrounded by rubble that kept the seawater from flooding in. The island was now a no-mans land, empty of inhabitants, and the World Government was too late to secure it - it became the pirates territory. It was slowly built up by pirates, wanted people - guilty or non-guilty alike - or refugees with nowhere else to live. It was dangerous, unstable and lawless - but it was also free. The island's formation made it into one giant staircase in every direction, with a puddle the size of a lake in the middle. All structures were made of brittle wood, none of the now presumed to be extinct blue trees. The island managed to create itself a small bubble of isolation, its inhabitants surviving by black markets and pirates selling their stolen goods.
It was on Blue Bark Balthazar Love found his place. He discovered the island with his crew aboard the grand ship Yellow Snapper, and decided to make it his turf. He was a wanted man, with a bounty higher than any other pirate there, and was considered a hero among them. He was the freest of all men, who boldly stood up to the World Government and escaped the Marines time and time again. He earned himself the nickname Redbeard due to his - at the time - red goatee - something that has grown into a giant, bushy beard at this point. Love is Blue Bark's top dog, and protector.
This is where you come in. Blue Bark has become a meeting place for pirates, and it is the number one place for recruitment on the Grand Line. You've made it here somehow, and you're looking into all the new pirate crews that are forming. Let's go!
System
Stats, Traits and Techniques
Alright, so this is a slightly modified version of Geyter's System, which you can find under this spoiler.
As for Character creation, the often used 'Awesome' skill has been replaced by a Stat.
This can be anything, from a martial art, a DF, a cyborg body, the type of merman you are, a weapon, and so on.
The player gets one Stat point to begin with. So he can choose the way in which he cares to use this. This could be for instance Brook's skeleton body, Nami's climatact, Luffy's rubber, Sanji's Red Leg, etc.
This could also be Zoro's Wado Ichimonji. As any named weapon is also considered a Stat.
But not all Stat's are for fighting. A master cook, carpenter, inventor, painter,... is also considered a Stat.
Luffy's gears would be a stat each, so would Sanji's Diable Jambe.
Rokushiki is one stat, but needs the 6 starting techniques to be complete (well 7 if you count the hidden one) which can be personalised when stacked.
!This should also include any permanent advantages/disadvantages!
(For example Brook being lighter than normal but not able to swim, Franky having a steel front body, ...)
When you fill in the Stat point, not only give a broad description of what it can do but assign a color to it.
For example:
Stat: Mera Mera no Mi: A logia DF that gives the user the ability to transform into and create fire. This comes with the standard DF weakness of seastone and water, plus a weakness to foam or sand.
You use this color for every technique based on that stat. The more stats you get, the more you'll use them and build on them. So a color will show us, the GMs more clearly what power you are using.
Techniques
Self made "techniques" based on Stats, two for starters and you get more with missions.
The techniques are divided into three types. Health, Skill and Focus.
- Health: Mainly strength, endurance, healing, ... Generally, anything that uses powaaah.
- Skill: This not only includes speed and agility, but also dexterity, precision and technique level for close combat.
- Focus: This includes precision, long distance aiming, tactics, ... but also includes difficult to perform tasks in combat: playing music, hypnotizing, forming shapes out of DF powers, ...
For example: Brooks fencing thrust would be a Skill. His music playing Focus. And his unbreakable bones Health.
Remember though: You should not only have offensive techniques but also defensive.
- The Health: Take punishment, for example Usopp would have several 'stamina of a comic relief character's health techs but no health techs for strength or lifting things.
- The Skill: To evade or negate attacks, for example Sanji would have a Running Tech.
- The Focus: To use tactics or defensive tasks, for example Robin could fashion a wall made of Arms.
IMPORTANT 1: Techniques are stackable and can be mixed, and mixing is free.
For example: If you have a Stat of being able to create fire, then you can stack a tech onto this, like Fire Fist (Trait: Health) that punches hard and has fire damage. Fire Fist [Health]: A punch that deals fire-y damage. At this point you can again stack onto this technique of strength. You can add another health to make Double Fire Fist (Trait: Health). Or you can add a speed trait to this strength for Fast Fire Fist (Trait: Skill).
Option 1)
Fire Fist [Health]: A punch that deals fire-y damage.
Double Fire Fist [2xHealth]: The user hits with both hands cased in fire.
Option 2)
Fire Fist [Health]: A punch that deals fire-y damage.
Fast Fire Fist [Skill + Health]: The user hits multiple times with hands like jetfire.
Your next technique you can again stack, or choose not to. For example stack a Focus onto Double Fire Fist and get Focused Double Fire Fist (Trait: Focus). Or you could go all the way back and create a new tech that allows you to shoot fire from your body (Trait: Focus), and build new stacks of techs onto this.
Or you could go back to the first Fire Fist (if you already have Double Fire Fist) and create Fast Fire Fist.
Fire Fist [Health]: A punch that deals fire-y damage.
Fast Fire Fist [Skill + Health]: The user hits multiple times with hands like jetfire.
Double Fire Fist [2xHealth]: The user hits with both hands cased in fire.
Focused Double Fire Fist [Focus + 2xHealth]: A double attack perfectly aimed for the two kidney's, and dealing fire damage.
Fire Arrow [Focus]: The user shoots a small dart of fire.
Fire Spear [Health + Focus]: The user shoots a large dart, with much greater force.
Mixing means taking two existing techniques and squishing them together, not creating a totally new technique but newish: In this example if you have Double Fire Fist and Fast Fire Fist ,which are both from Fire Fist and both have the same amount of stacks on them: this means you can mix them together and build Fast Double Fire Fist. A mixed tech can't be stacked on, and each tech can only mix once. So plan ahead wisely.
IMPORTANT 2: Later on you will receive the chance for new stats. Don't worry, each time this happens you will automatically receive a new tech point in this so that it becomes useful immediately. (And techs from different stats can be stacked or mixed)
IMPORTANT 3: The level of your character will be based on the amount of techs he has in a certain area. If a character has an enormous amount of health tech's this means he is very strong indeed, in every thing he does not just his quadruple strength attacks. Meaning he would be able to lift heavy objects and such. Or take a lot of punishment even if he has no specified health defense.
For example, Zoro uses Skill to defend but has so much Health he can still take incredible punishment.
If a character has lots of skill techs, he will have greater chances of ducking and weaving.
And so on.
If a character has no defensive techs (and little health) I will assume him to be as easily bruise-able as any other mortal.
Since these are all so versatile and many stats have different results, it's difficult to accurately place a correct power level to the techs... but this is a good way of thinking:
An attack with no Health stacks will bruise, slice, bend, break, freeze, melt, ... flesh.
An attack with 1Health bone/planks
2xHealth thick wood/tiles/masonry
3xHealth iron/stone
4xHealth granite/steel (a cannonball)
5xHealth thick steel (a cannon)
6xHealth thicker steel (a warship)
... and so on
Defense is similar. A 1 Health defense will stop anything without health and take reduced damage from a 1 health attack. A 2xHealth defense will stop a 1xHealth attack and take reduced damage from a 2xHealth attack (of course all these things are subject to fluctuation. For example a freezing attack would break steel a lot sooner than 4xHealth, an attacker that can sense fault lines in stone might not need a high Health attack to break stone).
IMPORTANT 4: Very advanced techniques will be limited by your char's abilities. This means starting from 3 Skill or Health stacks up, the player can only use these attacks as many times as his total Skill or Health techs.
For example: The NPC (post below) Fuzei has a technique called 5000 True Tile Punch. This is a 4 stacked Health technique, meaning its strength based and very very powerful. Since this uses so much strength (Health) this drains his stamina.
His total Health techs are 12, you can see this in the third post or you can tell this by simply counting them up. This means he has added a new tech point with the trait Health 12 times.
Because the 5000 True Tile Punch takes 4 Health, and he has 12 Health total, Fuzei can use this technique 3 times (4x3=12)
Similar with his Jet Wind technique which costs 3 skill points, which he can use 2 times because his total Skill is 7.
IMPORTANT 5
The true mechanics of the stat system in combat can be calculated.
If we forget about fatigue (important 4) there is Health damage and Focus damage.
This damage is the amount of health or focus on the stack.
So if a man hits someone with a 3 stack punch or a 3 stack mental attack. The one hit will get 3 damage. His Total will drop 3 points.
For example: Luffy has a Gattling that is Health+Skill. This makes it a 2 stack physical attack. The one who
gets hit by it will get 2 Health damage.
For example: Someone has a mental attack that is Focus+Health. This makes it a 2 stack mental attack. The
one who gets hit by it will get 2 Focus damage.
But a Health or Focus defense will stop equal damage to the stack.
So if a man hits 'someone with a 2Health defense' with a 3Health punch. The one hit will get 1 damage. His
Total Health will drop 1 point.
The Skill stacks can do two things in this situation. They can give multiple attacks, like Gomu Gomu no Gattling. Or they can give penetrating damage, like Gomu Gomu no Rifle.
The multiple attacks can make an attack faster, or give it more range. Handy for when facing a fast adversary.
The penetrating attacks can negate one Health defense stack.
So if a man hits 'someone with a 2Health defense' with a 3Health+Skill penetrating punch. The one hit will get 2
damage. His Total Health will drop 2 points.
To score a one hit knock out, the damage has to be equal or more than the opponents half Total.
So if a man hits someone with a 3Health punch. The one hit will get 3 Health damage AND the one hit will be knocked out in one, if his Total Health is 6 or less.
If a man hits 'someone with a 2 Focus defense' with a 4 stacked mental attack. The one hit will get 2 Focus damage AND the one hit will be knocked out in one, if his Total Focus is 4 or less.
All defenses in these examples are 'general defense', not immunity. If you have a single stack immunity to lightning, then it doesn't matter how high stacked the lightning attack is... you are still immune.
End of Geyter system
I will try to explain this to my best ability, but go read that if you don't understand something. I'm bad at explaining things. Some things are also modified, so try not to hold too tightly onto Geyter's descriptions.
There are three main ways you will progress and fight; Stats - 4 different categories, points you spend on Techs that define what they are; Traits - passive abilities your character has due to its race, profession or something else; Techniques - Supports (currently looking for a better name btw) and Attacks, Supports are basically everything that doesn't directly harm opponents. You can use it to strengthen (Buff) your team mates or yourself, you can harm (De-Buff) your opponent(s), and you can gain valuable information or Upgrade your weapons or vehicles. Attacks are much more straight-forward, they are physical attacks that hurt or have to do with hurting; these are the ones you see in the manga. Gomu Gomu no Bazooka all the way.
Stats
There are four stats;
Power - Strength and potency
Stamina - Resilience and duration
Agility - speed and reflexes
Focus - Delicacy and accuraccy - also useful for many Support techs and Devil Fruit control
You spend these stat points on Techniques. For example; Punch (Power+Agility): Here's a punch that uses 2 stat points, 1 Power and 1 Agility. Power makes the punch a powerful punch, Agility makes it a fast punch. The way you describe your Tech will decide just what the points are used for. If you are vague, they might not work as intended - the wording is very important.
These four stats are heavily intertwined; multiple stats can often be used for more or less the same effect. For example, all stats could be used on a sprinting move; Power would turn it into a strong charge, Stamina would let you sprint long distances or use the move despite de-buffs, Speed would make it a faster sprint and Focus could... let you run without tripping, I guess?
As you can see, not all stats work for everything... But there is still overlap. In theory, most stats should be able to be used for almost anything, but it will be clear that characters with a lot of Support techniques (like Navigators) will be using more Focus than a Fighter, who would mostly use the other three stats. I will talk more about how stats work with Supports in the Support Techniques section.
The total amount of Stat Points you have is your Health.
Note: I haven't figured out a way to make Stats correspond more to how you use them, for example, a Doctor could spend a lot of Power points into his medicine, and get the bench 1 ton Trait, even though his techniques don't actually use physical strength. The only way around this, that I've thought of, is giving all support techniques their own set of Stats, but that would get cluttered and confusing.
Traits
This is probably the simplest part of the system to understand. You get Trait Points, these are much rarer than Stat/Tech points (don't know what to call them, help!), and are always passive effects that affect your whole character. When you choose Race, these will come with it. For example, all Mermaids and Fishmen have Underwater Breathing - a Trait that lets you breathe underwater (weird, huh?) and survive the pressure of the deep ocean.
Some Traits are unlocked by reaching a certain number of total stat points in a single Stat - reaching a treshold in Power would give you a Trait that lets you bench X amount of weight. There are also stats that can be unlocked by more specific methods; if your character ate a poisonous blowfish as a child (or is a poisonous blowfishman!), you could get a Trait that lets you have slightly poisonous breath. Forever. Cyborgs can also get Traits. It's very individual, and depends on how you spend your character. You can instead opt to turn your earned Trait Points into 3 Stat Points if you don't really need one. You cannot remove a Trait once you've gotten it, and you cannot trade in Traits that are inherent to your Race. Consuming a Devil Fruit will give you the Hammer Trait. Devil Fruits with passive effects also give you Traits, like the Gomu Gomu no mi.
Note: If you have a free Trait to use, try to come up with something and then talk to me about it and we'll make it balanced and good. If you can't come up with anything, try to figure out something to do with your profession or fighting style, rather than thinking of random aspects of your character (Such as the breathing poison example, or being a cyborg).
Stat Traits
Remember, these let you do this outside of techs. You can still do supernatural feats beyond your Stat Traits if it's used as a Tech. Some of these feel a little overpowered and some feel underpowered. You guys can help me out with this if you notice anything is off, as always.
Power
Total 5: Can bench press 1 ton, can break wood.
Total 10: 5 tons, can break stone.
Total 15: 10 tons, can break iron
Total 20: 15 tons, can break almost anything.
Stamina
Total 5: Can continue fighting at full strength even at 50%.
Total 10: Can survive getting knocked out once. A second successful hit knocks you out.
Total 15: Can't be hurt by attacks without at least 1 Power. Can survive getting knocked out twice.
Total 20: Can't be hurt by attacks with 2 or less Power. Can't get knocked out.
Agility
Total 5: Can jump really high and run faster than most humans.
Total 10: Runs as if using a 1 Agility sprinting tech.
Total 15: Can run fast enough to turn into a blur. Can't be hit by an attack without at least 1 Focus.
Total 20: Can basically run faster than the eye can see. Can't be hit by attacks with 2 or less Focus.
Focus
Total 5: Can aim well, even while using weaponry not a part of profession or fighting style.
Total 10: A certain type of fighting style (shooting, swords, punching etc) is calculated as if using a 1 Focus accuraccy tech.
Total 15: Cannot be de-buffed Focus.
Total 20: Ignore all De-Buffs with less than 3 points.
Existing Traits
This is just a list of Traits I have already made. Do not come here to just spend your Trait point - think about stuff you'd like your character to be able to do without using techs, something that actually fits your character, not just adds another cool thing to it. If you happen to pick these traits I've made, you're welcome to edit the wording or change them slightly to fit your character (for example, not all Cyborgs are made out of metal, and maybe only parts of them). When making your own trait, consult the OOC thread - there's no real boundaries of what they can do, it's mostly GM discretion. A trait is often something a 1-2 point tech could do, but you do it for free, permanently.
Fishman Composition: This character, due to being a Fishman or Fishwoman, can survive in the depths of the ocean. They have gills, fins and a body made to survive great pressure and very fishy attributes. [1 Power strength while submerged]
Merman Composition: This character, due to being a Merman or Mermaid, can survive in the depths of the ocean. They have gills, fins and a body made to survive great pressure, as well as having the lower half of their body be fish. [1 Agility speed while submerged]
Cyborg: This character has modified themselves to become part mechanized. They have covered parts of their body in durable metal, protecting them from harm. [1 Stamina protection on metal bodyparts]
Techniques
I once again urge you to read the description of Geyter's System, as it is basically how Attack Techniques work. I will basically paraphrase a bit from that into Attack Techs.
Note: You can also create techniques that blend together elements of Attack and Support, like shooting pellets of poison into opponent's mouths - that's gonna take points spent in both the shooting of, and the potency of the poison pellets.
Attack Techs
Attack Techs are the ones you're most likely gonna use during combat. Your pool of Stat Points are used on these, and depending on what kind of Stat you turn it into for your tech, it will go into your Total. So a character with a lot of powerful moves will be more likely to unlock the Stat Traits for Power than a sniper with a lot of Focus (accuraccy) techs.
First of all, your techs need to have to do with your character; either their race, profession, Devil Fruit, weapon or fighting style. Color these a unified color, so we can easily figure out which one the tech belong to. Of course, some characters might only have one source of their techs - for example, Luffy has no discernible profession, nor does he really use any fighting style other than just... fighting. So most of his techs would come from the Gomu Gomu no Mi, and be colored the same as it.
Now, all techs start with a tech with 1 point in it. Let's give an example.
Here's our Dr. Snoop character, with Punching Style as a fighting style and Doctor as his profession.
Punch [Power]: a strong punch.
We can add another point to this, which will make it look like this;
Punch [Power]: a strong punch.
Fast Punch [Power + Agility]: A strong and fast punch.
Adding more stat points, you will end up with a tree-like structure. A tech tree.
Punch [Power]: a strong punch.
Fast Punch [Power + Agility]: A strong and fast punch.
Super Fast Punch [Power + 2 Agility]: A strong punch fast as a blur.
Eye Jab [Power + Focus]: A jab to the eye. [De-Buff 1 Focus]
Blinding Jab [Power + 2 Focus]: A blinding jab to the eye. [De-Buff 2 Focus]
Looking at this, it might be easier to understand how de-buffs work. They simply remove Y amount of X stat from whichever tech is going to be used. If said tech has none of them, treat it as if it's just worse than usual in that specific area - but for the most part, this gives players a reason to create many different kinds of techs to avoid having all their techs rendered useless. You could also combine Support and Attack Techs like this;
Punch [Power]: a strong punch.
Fast Punch [Power + Agility]: A strong and fast punch.
Infected Fast Punch [Power + Agility + Focus]: Dr. Snoop got some blood from a sick patient on his gloves. [De-Buff 1 Stamina]
Damage is calculated by figuring out the total amount of Stat points used for damage. Dr. Snoops Infected Fast Punch (see Attack Techs) would count as a 2 Damage attack since the Focus is only used as a de-buff, not to add damage.
Support Techs
Support techs (again, looking for a better name if anybody has one) allow for a lot of creativity; you set the boundaries for what they can do. No wait, I do... But you can help! Here's a short template list for possible things you could spend Tech points on instead of boring punch-kick-punch Attacks. I've made some headlines over them, so if you hear me babbling about capitalized words, it's probably in there somewhere - but you can name your techniques whatever you want. Note that all of these techniques have quite vague limits - it all depends on how many points you use and how you balance it!
Influence
Persuade - can influence NPC:s to do things
Sneak - can avoid being seen by NPC:s
Info
Interrogation - can get useful information from NPC:s
Connections - can get useful information from a certain crowd
Map - can get useful information about locations and places on the island
Log Pose - can get useful information about the Grand Line and nearby islands
Forecast - can get useful information about weather, the sea and climate
Blueprint - can get useful information about machinery and weapons
Buff
Sabotage - can hamper stuff
Upgrade - can enhance stuff
Poison - can harm or weaken people
Rejuvenate - can heal or enhance people
Influence
So I've only thus far discovered three different types of Support techs, if you come up with one that doesn't fit, we'll just make another one. It's not very important. If you come up with one that's pretty universal in how it works (i.e doesn't only work with your character), I'll add it to the list as well.
Influence is basically any Support tech that lets you affect NPC's or players controlled by the GM (also known as me). Just as I explain below in Buff and De-Buffs, they rely on the player's and GM's discretion to balance them. The amount of points spent, and how they are to be used (on one target or many? For a lot of control or just a little?) determines how costly and how effective it will be.
Info
There will come opportunities during the RP to use these abilities, and it might help you a lot; you could discover things that can let you skip an entire ordeal, or it could reward you with treasure. This is certainly a gambling tech - in some cases I might not have any information to give you, in some cases I'll just give you treasure instead, but sometimes I won't. During combat, this tech will mostly give you information about the main opponent, about how many points they have or likewise. Interrogation is technically both an Influence and Info technique, but I decided to put it here.mble for sure.
Note that some Info techs might seem similar, such as Interrogation and Connections - but it's all about the balance. Sure, Interrogation could be used on almost anyone - but Connections will usually give you more valuable information than Interrogation. The harder it is to use the skill, the more valuable it will be once it can be used. This is especially true for the last three techs, which probably not be of much use for the most part - but if you pick them, I'll be sure to throw in a couple opportunities here and there, as long as you use them.
Note: This is true for pretty much everything, but I'm saying it here since this feels most applicable; if you spam a technique or force an approach, it might come back to bite you. I want you to be creative, not constantly
Buffs and De-Buffs
Let me give you an example here. Poison is my placeholder name for all De-buffs. Say you're a Doctor called Snoop, you spend some Stat points in this, you name it Dank Perfume because your technique is worded like this; "Dr. Snoop releases a fog of expired perfume that makes opponents dizzy (-1 Agility, -1 Focus) for (1 round)". This technique would obviously force opponents to RP that their characters are dizzy, but pure combat wise, it diminishes their Agility and Focus. This will remove one Agility and one Focus from every techniques they use until they recover, forcing them to use weaker versions of their techniques. Some techniques can be used to counter-buff (primarily using the Focus or Stamina stats). Buffs and De-Buffs do not affect Traits or Weapons. Weapons can be Buffed or De-Buffed with techniques that specify that they work for Weapons.
Obviously, you can't just get these techniques and spam them to make your opponent unable to fight. It's all about balance; if you want a very potent Buff, you might need to limit its effectiveness to only one person, or to only 1 round instead of 2, or even to suffer a cool-down (a number of rounds where you can't use the Tech). The more points you spend on it, the greater it will become - that says itself. Stamina would increase the duration, Power would increase the number of points, Agility could increase the range and Focus could lower the cool-down. A good example of a self-Buff is Gear 2 and 3. Figure out which stats these enhance for yourself.
Note: All of the parameters for Buffs and De-Buffs were made completely by myself without any testing, and it might prove to be way over-powered or under-powered (most likely the former). Please inform me if you think this is the case - we can all help make this system better.
Note 2: Support techs like potions or poisons are not used to fabricate the drugs, but to use them (well, technically both, they don't really exist until you use the tech). Otherwise it would certainly become way too easy to de-buff others. However, there are weapons that can have natural de-buffs or buffs - so keep an eye out for them!
Beli
You'll be able to buy stuff eventually. I don't have a list of items/weapons + pricing yet. If anyone wants to volunteer to do it, I would be eternally grateful.
Races
Most Races and Professions offer Stat increases and decreases, as well as Traits. Here's a pre-made list of Races. Races not on here get the same as Humans.
Humans - Humans get a free Trait, to be used on anything. Can be converted into 3 points.
Giants - Giants get an additional 5 points in Power.
Fishmen - Fishmen get Underwater Breathing as a Trait, and an additional 2 points in Power.
Merfolk - Merfolk get Underwater Breathing and an additional 2 points in Agility.
Dwarf / Tontatta - Dwarves get an additional 5 points in Agility.
Character Creation
Name: No D's.
Epithet:
Bounty: 0-200,000
Accomplishments: or achievments - stuff your character is known for, anything within reason.
Appearance: Pictures welcome.
Equipment: Anything you have on you except weapons. General stuff, not named stuff.
Items: All the things you buy or get; things with names. Devil fruits, weapons, trinkets.
Wealth: All the Beli you have.
Race: Include what type if Fishman or Merfolk.
Background:
Personality:
Profession: Include any tidbits about your profession here. You don't need to have one.
Devil Fruit: If any. Ask me before grabbing one or making your own.
Fighting Style: Describe it however you want - but don't include stuff the character can't do yet unless it's part of some martial art (like Rokushiki) that the user will learn eventually anyway. You don't need to have one, but I'm guessing you will.
Traits: Arrange in a list-like fashion for convenience. Include all kinds of Traits here.
Power:
Stamina:
Agility:
Focus:
Total: 7 (make it 7+x if you have a Trait that gives you more points, do the same in the individual stats)
Techniques: You have 7 points to spend on this, make as many different (well, it can't be more than 7 + whatever Trait techs you have) techs as you want, or make just one very powerful tech (that would be like Elizabello's King Punch). I recommend using them all. You'll be getting new ones very quickly.
Note: Delete any headline that's not applicable to your character and won't be for long (so don't delete Bounty, Items or Wealth).
Edited by Hyouzou, 08 March 2016 - 05:56 PM.