i have been thinking about it for a while, hardly anyone is doing it for the story etc, they are just getting stronger and getting better stats to take out stronger and stronger people like a cycle.
But it's to OP that's why it shouldn't be part of it.
Anyway, whoever wants to use a technique specializing Jutte in the future, may it be Island NPC or your Named NPC, below are some juicy techniques..
Rolling Stones, Art of Flaming Jutte
This martial arts focuses on the use of traditional martial arts weapon known as the Jutte (or Jitte). The Jutte is a two pronged baton which is used by retainers in their country. The Jutte is used to block knife/sword strikes, hit opponents with the shaft, and to trap incoming sword strikes between the shaft and prong by twisting the jutte.
The jutte is also referred to as the ‘sword breaker’ as in the hands of a master it is possible to not only trap but also to break a sword blade.
His Jutte is 1.5 meters in length with a one-pronged tine (kagi) about 15.5 cm long starting just above the hilt and pointing toward the tip (sentan). This is made up of sea stone so he could annihilate the devil fruit users.
Requires minimum: 21 Strength and 21 Rolling Stones Mastery..
At 61 mastery in strength, movement, and Rolling Stones, your Jutte can catch flames by twirling it rapidly which helps you to increase the damage of an attack.
At 81 mastery, every swing or strike created by the user enables the weapon to catch flames. ☼☼☼ Attacks ☼☼☼
Slade: A simple thrust to the opponent's body.
- DPR C, requires 21 Strength, 21 MA Mastery AC/DC: A downward pound to the opponent.
- DPR C, requires 21 Strength, 21 MA Mastery Bon Jovi: The user spins and strikes upwards, knocking the opponent to the ground and inflicting damage. The attack is similar to Shoryuken of Ken/Ryu.
- DPR C, requires 21 Strength, 21 MA Mastery Alias: The user holds the staff in reverse grip with the other hand on his wrist and lands a deadly horizontal blow to the body, sending them flying.
- DPR B, requires 41 Strength, 41 MA Mastery Aerosmith: The user jumps and holds the staff in reverse grip with two hands, so that its tip is facing the ground, then thrust it down to the opponent's head, stunning them for 1 turn if the attack is super effective.
- DPR B, requires 51 Strength, 51 MA Mastery Toto: A counter-attack to an incoming attack. He hits the opponent’s weapon with the shaft and waxes it off before landing a rapid thrust onto them.
- DPR B, requires 41 Strength, 41 MA Mastery Slapshock: The user dashes forth the opponent and lands a 4 solid left and right bitch slaps to the opponent’s face using the Jutte.
- DPR B, requires 41 Strength, 41 MA Mastery Rage Against the Machine: The user strikes an opponent's weapon almost instantaneously. This technique is primarily intended to disarm the opponent by destructing whatever weapon they might be wielding at close range but subsequently damages the wielder, too.
- DPR B, requires 41 Strength, 41 MA Mastery Wolf: The technique requires 2 Juttes in order to muster its true form. This is a lightning fast combination consisting of a hard upward strike to the chin followed by an overhand strike to the skull, stunning them for 1 turn if the attack is super effective. It must be stressed that there is virtually no delay between the two blows. The combination is portrayed as a wolf's fangs as they sink into their victim.
- DPR A, requires 61 Strength, 61 MA Mastery Firehouse: The user rapidly twirls the jutte with his two hands as if seeing a propeller in flames, then swings it up projecting a circular formation of flames that travels towards the target.
- DPR A, requires 71 Strength, 71 MA Mastery Guns N' Roses: A multi-thrust technique. The user starts with rapidly twirling the jutte until it catches flame, then thrusts it to the target 10 times wherein it creates a highly compressed blast of air mixed with flames as if fired from a cannon, hurting anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16) Def Leppard: A two-handed downward strike. The user twirls the jutte rapidly and performs a devastating overhead strike which releases a compressed blast or air and flames which affects anyone inside its AOE.
- DPR A, requires 81 Strength, 81 MA Mastery (AoE: 81/5=16) Styx: Could be a form of block, disarming technique, or preparation to counter an attack. The user traps incoming attacks between the shaft and prong, disarms it by twisting the jutte, then launches a quick thrust to their body using the other jutte.
- DPR A, requires 71 Strength, 71 MA Mastery Metallica: The user focuses all his energy, speed and strength into his Jutte/s then starts with a diagonal strike on the body; then swings his weapon to the other side - as if forming a curve - to land a horizontal strike to the ribs; followed by thrust to the belly. After that, he swings the jutte upwards, forming an arc and spins and lands a vertical strike to the shoulder; he then spins to the other side and lands a diagonal strike down to the knee and lands a finishing upward blow to the head, sending them flying, bursting in flames.
- DPR S, requires 81 Strength, 81 MA Mastery Wolfgang: A multi-hit version of Wolf. The user fires a barrage of 6 Wolves which stuns the target if the attack is super effective, followed by a spinning strike to head to send the target counter-spinning in the air. The combination is portrayed as a pack of werewolves as they sink into their victims. The attack is rapid enough for the attacks to catch flames during the process which then increases the damage incurred.
- DPR S, requires 91 Strength, 91 MA Mastery Queen, Bohemian Rhapsody: The user leaps in the air while rapidly twirling the jutte until it catches flame. He holds the staff in reverse grip, so that its tip is pointing at the ground, then strikes powerfully and launches a compressed blast of air and flames which blast anyone inside its AOE. The technique uses the fall and gravity to its advantage in order to magnify its strength.
- DPR S each card, requires 100 Strength, 100 MA Mastery (AoE: 100/5=20m) *** Nirvana: The user focuses all his energy, speed and strength into his Jutte. As the weapon catches fire, he will dash forth the opponent and starts with an upward strike to the chin sending them mid-air. Jumping above his target, he will launch a downward strike to the head sending them back on the ground. Gives turn-based +20 sub-stat boost in MA
- DPR S+ each card, requires 100 Strength, 100 MA Mastery Rock n Roll, All-star!!: This attack should be considered the ultra-skill of Juttejutsu. The user jumps in the air in a lightning speed.. Then channels all his energy into the weapon.. And as it catches fire, he will then flip multiple times while falling down to the target before launching an overhead strike to its head which leaves them bursting in flames. Gives turn-based +20 sub-stat boost in MA
- DPR S+ each card, requires 100 Strength, 100 MA Mastery
Citizen
a house on any island of your choice
-you become a citizen of that island
Price: 100.000.000 Beri
Nobleman
a mansion on any island of your choice
-you become a nobleman on that island
Price: 250.000.000 Beri
Duke
a castle on any island of your choice
-you become a duke on that island
Price: 500.000.000 Beri
Mayor
Create a custom small island that you become mayor of
-level 25 named NPC
-level 15 named NPC x3
-level 10 unnamed NPCs x100
-gives 50 000 000 beri weekly reward
Price: 1.000.000.000 Beri
Ruler
Create a custom large island that you become ruler of
-allows you to go to Reverie
-level 50 named NPC
-level 40 named NPC
-level 30 named NPC x5
-level 20 unnamed NPCs x50
-level 10 unnamed NPCs x500
-gives 250 000 000 beri weekly reward
Price: 5.000.000.000 beri
Emperor
Create a custom large chain of islands that you become emperor of
-allows you to gain some immunity from the World Government due to fear
-level 80 named NPC
-level 70 named NPC
-level 60 named NPC x2
-level 50 named NPC x10
-level 40 named NPC x50
-level 30 named NPC x100
-level 20 unnamed NPCs x500
-level 10 unnamed NPCs x5000
-gives 1.250 000 000 beri weekly reward
Price: 25.000.000.000 beri
Celestial Dragon
entrance to Marijoa as a Celestial Dragon
Price: 50.000.000.000 beri
Fukuzawa strives for excellence and perfection in everything that he does, and believes that practice makes the master. This not only reflects in his swordsmanship, but also in the mastery of his body. Through meditation and practice, Fukuzawa has perfectly mastered his body, and is able to control his body on many superhuman levels. Some of Fukuzawa’s most impressive feats are the following:
By controlling his muscles, Fukuzawa is able to increase his physical strength. He can decide whether he wants to bulk up in physique, or obtain more lean muscles. Furthermore, Fukuzawa can increase the rate at which he builds muscle. For Fukuzawa, a single fight that is a couple of hours long, can get him the same results as someone who is diligently working out for a couple of months, allowing Fukuzawa’s strength to keep increasing as a fight goes on longer and longer.
By controlling his muscles, the quick twitch, and enhancing lean muscles, Fukuzawa can increase his movement speed. By enhancing his breathing capacity, his brain’s performance, and his focus, Fukuzawa can also increase his reaction speed (capped at 100).
By congulating his blood when he bleeds to stop the bleeding, by shutting down his pain receptors to not feel pain, and by pumping adrenaline through his body, Fukuzawa can increase his vitality.
Fukuzawa can hold his breath for a very long time.
Fukuzawa can inhale a great amount of air and also blow it out with a lot of force, allowing him to blow away a certain amount of smoke, gasses, etc..
Fukuzawa can cool down his body to deal with extreme hot temperatures.
Fukuzawa can heat up his body to deal with extreme cold temperatures.
Fukuzawa can isolate poisons inside his body as well as expel them, which grants him immunity or high resistance to most poisons.
Fukuzawa can enhance his senses of sight, hearing and smell, as well as touch and taste. Oppositely, he can also completely shut any of those senses down, if need be.
Fukuzawa can go without eating and drinking for a long time. When he does eat and drink, he can control his bodily processes in order to absorb nutrients faster, digest food faster, and recover faster. Oppositely, he can also absorb things slower or not absorb them at all, which allows him to eat something poisonous or drink a lot of alcohol without letting it affect him.
Fukuzawa can rapidly increase the pace at which he can recover. Even napping for 30 minutes can bring him as much energy as someone else who sleeps a full 8 hour night.
By controlling his equilibrium, Fukuzawa can attain almost perfect balance, allowing him to balance on things that most other people would not be able to, as well as recover his balance very quickly if it was somehow impaired.
One of the most extreme examples of Fukuzawa’s control of his body, is his ability to move an internal organ somewhere else. This allows him to survive what would otherwise be a potentially fatal wound, such as a stab through the heart.
Fukuzawa can rapidly grow his hair, as well as control it.
Through Life Return, Fukuzawa has mastered perfect breathing. This allows him to tire much slower and deliver more oxygen to his brain and his muscles.
Fukuzawa can rapidly grow his nails, as well as increase their hardness and sharpness.
Fukuzawa can increase the density of his bones, making them harder.
Through control of his muscles, tendons and bones, Fukuzawa can increase his resistance against sprains, pulled muscles, bruised or broken bones, etc..
Advanced Technique: Sage: Fukuzawa is able to enter an enhanced state where he uses many of the above aspects of Life Return all at once. The result is a state of enhanced strength, speed and focus, vitality, enhanced senses of sight, hearing and smell, as well as touch and taste, and a body that is highly resistant to heat, cold, rarely starves or dehydrates, rarely tires and rarely lacks oxygen, does not bleed much or feel much pain. Fukuzawa can only maintain this state for a couple of minutes.
Following the use of this technique, Fukuzawa will be highly depleted.
Now, the stats would probably look something like this:
Shinigami:
- Strength
- Speed (41+ required for Shunpo)
- Vitality
- Reiatsu (amount of Reishi)
- Reishi Control (detection, suppression)
- Hado
- Bakudo
- Zanjutsu
- Hakuda
- Shikai (81 required to unlock Bankai)
- Bankai
x10 multiplier
Vizard:
- Strength
- Speed (41+ required for Shunpo)
- Vitality
- Reiatsu (amount of Reishi)
- Reishi Control (detection, suppression)
- Hado
- Bakudo
- Zanjutsu
- Hakuda
- Shikai (81 required to unlock Bankai)
- Bankai
- Hollow Mask (100 required for full Hollow mode - controlled)
- Cero
x11 multiplier
Arrancar:
- Strength
- Speed (41+ required for Sonido)
- Vitality
- Reiatsu (amount of Reishi)
- Reishi Control (detection, suppression)
- Zanjutsu
- Hakuda
- Hierro
- Resurrecion (100 required to unlock Segunda Etapa)
- Segunda Etapa
- Cero
- Bala
x11 multiplier
Hollow:
- Strength
- Speed (41+ required for Sonido)
- Vitality
- Reiatsu (amount of Reishi)
(Don't think they had Reishi Control)
- Hakuda
(Don't think they had Zanjutsu)
- Hard Skin
- Regeneration
- Cero
- Primary Power
- Secondary Power
x10 multiplier
Quincy:
- Strength
- Speed (41+ required for Hirenkyaku)
- Vitality
- Reiatsu (amount of Reishi)
- Reishi Control (detection, suppression, Ransotengai (100 required for this))
- Ginto
- Blut
- Spiritual Weapon/Bow/Marksmanship
- Zanjutsu
- Hakuda
- Vollstandig
- Letzt Stil (5 turns per battle, if all 5 turns are used up, you lose your Quincy powers)
x11 multiplier
I will pay whatever bounty is posted there from my own funds. +50% if the killer is from WG themselves. Threadmark this post.
[automerge]1669039346[/automerge]
But the killer has to RP claiming the bounty from my character using any means. It has to be in writing. After the canon post, I will drop a transaction in the Store Thread. This is gonna be fun.
The Ultra Marines "Do not look to us for kindness. Do not look to us for hope. We are not the kind children of this new age. We are the rocks of its foundation. If you wish hope then look to what we make. If you wish kindness then look to those who will come after us."
GENERAL OVERVIEW
Upon attaining the fifth Ideal and achieving Herald status through the completion of Saint Figarland's formidable mission, Kallavan experienced a profound awakening. Consequently, he made the strategic decision to disband Foxhound and reshape its essence into a distinguished order, now recognized as The Ultramarines—an innovative rendition of the legendary Radiant knights. Kallavan's grand vision for The Ultramarines is to establish it as a deceptive fourth great power within the Grand Line.
Comprising ten formidable warriors drawn from various elite naval units, including Cipher Poll, SWORD, and Marine HQ's clandestine bases, The Ultramarines were meticulously handpicked and scouted by Kallavan himself. Operating directly under his command, these individuals form the pinnacle of his martial force. Each member is assigned a numerical designation ranging from 1 to 10, signifying their resilience in one-on-one combat against Kallavan, the Primarch.
Termed "Chapters," this exclusive group of top-tier fighters holds the paramount combat prowess within The Ultramarines. The lower the assigned number, the longer they endured in a confrontation with their formidable Primarch. Those who didn't make the cut in this rigorous selection process are integrated into a specialized fighting force known as Centurions. Each Chapter possesses the authority to lead a squad or battalion of Centurions, though, in general, they adhere to the directives of their esteemed leader, Primarch Kallavan D Blackthorne.
GENERAL MISSION
The inception of the Ultramarines was a direct response to the prevailing pirate milieu, where formidable adversaries roamed unchecked, unbridled by bureaucratic constraints. Recognizing the imperative to confront these threats head-on, we advocate for a proactive stance, eschewing the shelter of bureaucratic clearances. The spilt blood of our fellow Marines cannot go unanswered; the time for decisive action is upon us, signalling the end of this gilded era.
Embracing the SWORD Doctrine, we subscribe to the belief that the Navy should have the flexibility to disavow certain actions when necessary. Operating as a covert black ops squad, we defy the limitations of bureaucracy and the shadows of our past, vowing never again to be constrained or ostracized.
However, it is crucial to dispel any misconception—the Ultramarines are not heroes or superheroes. We undertake the gritty, unglamorous tasks with no desire for acclaim. Indifferent to credit-snatching by other Admirals or Vice-Admirals, we see ourselves as the bedrock of a new era. Our vision is of a world free from piracy and corsairs, where no child fears their homeland being plundered. The mere presence of the Ultramarines will dissuade any aspiring sea voyagers from following a perilous path, bringing us closer to our ultimate objective. Yet, we acknowledge that achieving such a lofty goal will span aeons and generations.
In adherence to the marine codex and its principles of justice, we stand as true paragons, unwavering in our commitment to forge a world where the spectre of piracy is but a distant memory.
Organization
The Ultramarines, a formidable unit comprising ten elite warriors, ranging from the first to the tenth, is composed of Marines, Cipher Poll agents, and marine delinquents.
Regarded as the Marine Corps' premier combat squadron within the World Government, the Ultramarines are often seen as the most potent force deployable. Similar to SWORD, they are granted a unique level of clearance. Although the option exists for the regular Marines to disengage from the Ultramarines during combat, such a need has not arisen thus far. Coined by Kallavan, the name Ultramarines represents the epitome of marine ideology, meticulously handpicked by him. Their ability to hold their own against Kallavan in combat serves as evidence of their exceptional capabilities.
The Ultramarines adhere to a hierarchical structure where higher-ranked members issue commands to their subordinates. For instance, Toji may lead a team of Centurions on a mission against a supernova upstart. While lower-ranked members may take initiative beyond their orders, higher-ranked ones generally adhere strictly to Kallavan's commands, often rescuing their comrades from trouble.
The Ultramarines exhibit a relentless commitment to their ideals, known as the Immortal Worlds. The hierarchy is dynamic. In the event of a member's demise or resignation, a replacement quickly steps in, prompting a reshuffling of ranks starting from the bottom.
Kallavan implemented a ranking system that fosters ambition and motivation within the unit. Climbing the ranks is achievable only through sanctioned duels. However, any member resorting to assassination for power is swiftly expelled. Despite the individual focus, teamwork remains imperative, and internal conflicts are promptly addressed.
In the face of corruption rumours within the ranks, Kallavan adopts a personal approach, resulting in few returning unscathed. The Ultramarines, as the elite force within the Marines, are expected to uphold their title with the utmost respect, discouraging any attempts to exploit it for personal gain or ulterior motives
This only concerns any new people/players, who view threads within any location within the four blues or Grand Line and there's plenty of text/posts/pages. Here are the following that have no one having claimed anything in their respective locations (minus Notice's one-time reward) and there are no pages or anything that has happened in those locations. (you might see some posts there)
If you happen to come across a thread with text/posts/pages please find the 2nd post and see if you see this:
As this will tell you a quick bite-sized story of the events that transpired in said location instead of reading a load of text/posts/pages. Courtesy of @Ichimonji who has taken time to give you this.
This announcement is directed toward players who currently hold Devil Fruits, Special Items, Cursed/Blessed Weapons, or Named Meitos but have been inactive for a prolonged period or have disappeared without prior notice.
Effective as of today, March 5th, 2025, you will have until April 5th, 2025, to show some effort to RP again. Failure to make an effort within this timeframe will result in the removal of said item(s), ensuring that these items will remain in active circulation within the game.
To maintain fairness, players who lose their item(s) due to inactivity will receive appropriate compensation.
However, please note that these items will be reassigned.
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