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FIRST POST​
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General Overview
The Skills & Abilities thread details the different stats in our role play, the role of races, the Devil fruits, and fighting styles. A detailed parameter can be found of what your character can and cannot do. Use this as a guide to customize your characters.

Table of Contents
  • Statistics
  • Statistics in Detail
  • Races
  • Devil Fruits
    • Zoans
    • Paramecias (A-L)
    • Paramecias (M-Z)
    • Logias
  • Martial Arts
  • Weapon Styles
  • Haki
  • Mind
  • Cyborg
  • Destructive Potency of Attacks
Useful Threads


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SECOND POST​
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Main Statistics
When you begin your adventure, you will start at level 25. For each level, you have five (5) available stat points that can be poured into eight (8) main stats. The only necessary stats are Strength, Speed, and Vitality. You do not need to use all stats available.

Substats
Some main stats also have subcategories. These subcategories will allow you to further customize your character and make him/her unique. The amount of points you can put in your subcategories is obtained by multiplying the main stat times two (2).

Strength
Speed
Reaction
Movement
Vitality
Durability
Stamina
Haki
Armament Haki
Observation Haki (Awareness or Precognition)
Martial Arts
(There are no specific Martial Arts substats. You may choose different categories to customize your character)

Example: Ittoryu/Black Leg/Rokushiki
Mind
(There are no specific Mind substats. You may choose different categories to customize your character)
Example: Navigation/Cooking/Beast Mastery​
Cyborg
(Unlike the other stats that have a 2x multiplier, cyborg has 4x multiplier)

Destruction
Armoring
Energy
Utility

Stat Examples
Here is an example of how your stats can be if you are level 30 and 50. These do not include race bonuses, or any kind of boosts, as those will be explained in the next posts. As you will note, the Mind substats and Martial Arts substats are different, allowing customization.

30 x 5 =150
Strength: 40
Speed: 40
40x2=80
-Reaction: 40
-Movement: 40
Vitality: 40
40x2=80
-Durability: 40
-Stamina: 40
Martial arts: 30
30x2=60
-Fencing: 60
50 x 5 = 250
Strength: 40
Speed: 60
60x2=120
-Reaction: 70
-Movement: 50
Vitality: 30
30x2=60
-Durability: 20
-Stamina: 40
Mind: 20
20x2=40
-Medicine 40
Haki: 40
40x2=80
-Armament Haki: 50
-Precognition: 30
Martial Arts: 60
60x2=120
-Swordmanship: 60
-Brawling: 60

Stat Cap
The max you can put in your stat depends on your level. These requirements are the same for main stats and substats. These caps change as your level progresses, allowing further customization and specialties at higher levels. Below, find the stat caps per level:

Level 1-40: Level +20​
Level 40-66: Level x1.5, maxing at 99. Temporary stat boosts can go up to 100, but not permanent boosts.​
Level 75- 84: Cap at 100. Temporary stat boosts can go up to 110, but not permanent boosts.​
Level 85-89: Temporary stat boosts can go up to 120, while permanent boosts can go to 110.​
Level 90-100: All stat boosts can go up to 120.​

Temporary Boosts:
Permanent Boosts:
  • Race boosts
Exceptions
There are a few main exceptions to these stat caps that can be implemented at any level. They are found below:
  1. Skypieans: Access to Obervation haki at level 30, rather than level 40. Note that armament haki is still unavailable until level 40.
  2. Fishman Karate: Races that learn Fishman Karate, but aren't fishmen, can only put stat points equal to their own level in Fishman Karate.
  3. NPCs: Non-Playable Characters in certain situations.
  4. Store: Bought Upgrades

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THIRD POST​
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General Overview
In this section you will find a detailed explanation of what the statistics govern and the interplay between them. Statistics have brackets that determine generally the feats that can be accomplished with each stat. There are three main types of stats:
  1. Physical Abilities:
  2. Fighting Abilities; and
  3. Mind Abilities.

Physical Abilities
These stats requirements act as the base for your character. They are the only stats that are required, and you cannot have them at zero (0). All other stats supplement the Physical Abilities in some way,

Strength
Strength determines how much you can lift, how hard you hit, and how much force you can exert on physical objects. Generally, strength serves as the base for the Destructive Potency of Attacks, described in more detail in the last post.
  • 1-20: 1. Below Street Level
  • 21-40: 2. Street Level
  • 41-60: 3. Wall/Tree Level
  • 61-80: 4. Small Building Level
  • 81-100: 5. Large Building Level
  • 101-119: 6. City Block Level
  • 120: 7. Town Level

Speed
Speed is the main stat for Movement Speed and Reaction Speed. Speed determines how fast you move, how dexterously you move, and how fast you react. The interplay between speed is explained in more detail in the last post.

Movement Speed
This stat determines how fast you can move, how dexterously you can move, and how acrobatic you are. It covers all movements, from a single punch to a dash.​
  • 1-20 Superhuman Speed
  • 21-40 Faster Than Eye Speed
  • 41-60 Supersonic Speed
  • 61-80 Hypersonic Speed
  • 81-99 Massively Hypersonic Speed
  • 100 Massively Hypersonic+ Speed
  • 101-120 Sub-realistic Speed/Light Speed
Reaction Speed
This stat determines how fast you can react to the world around you and your reflexes. Reactiom Speed is supplemented by the Color of Observation - Precognition stat.​
  • 1-20 Superhuman Speed
  • 21-40 Faster Than Eye Reactions
  • 41-60 Supersonic Reactions
  • 61-80 Hypersonic Reactions
  • 81-99 Massively Hypersonic Reactions
  • 100 Massively Hypersonic+ Reactions
  • 101-120 Sub-realistic Reactions/Light Speed Reactions

Vitality
Vitality is the main stat for Stamina and Durability. Vitality determines how much effort you can sustain and how much damage you can take. The interplay between vitality is explained in more detail in the last post.

Stamina
Stamina determines the ability to sustain prolonged physical or mental effort. It governs how much you can do and endure before exhausting yourself. Note: it also governs mental exhaustion.​
  • 1-20:Superhuman Stamina
    • Can do simple techniques or abilities a few times
  • 21-40:Bountiful Stamina
    • Can do more complex techniques or abilities a few times
  • 41-60:Extreme Stamina
    • Can do a few big techniques or abilities
  • 61-80:Immense Stamina
    • Can do several big techniques or abilities
  • 81-99:Vast Stamina
    • Can use several large scale abilities without it greatly taxing
  • 100:Near Limitless Stamina
    • Can use large scale techniques in succession without feeling it
  • 101-120:Limitless Stamina
    • Virtually endless reserves
Durability
Durability determines how much you damage you can take. It governs your ability to withstand wear, pressure, or damage. Durability also serve to clash against attacks, described in more detail in the last post.​
  • 1-20: 1. Wall/Tree Level
  • 21-40: 2. Small Building Level
  • 41-60: 3. Large Building Level
  • 61-80: 4. City Block Level
  • 81-100: 5. Town Level
  • 101-119: 6. City Level
  • 120: 7. Mountain Level

Fighting Abilities
These stats determine how much mastery you have in your Fighting Abilities. These include, but are not limited to: Martial Arts, Armaments Haki, Observation Haki, and Devil Fruit. For more detailed description of each stat, find their respective sections below.
  • 1-20: Basic Mastery
  • 21-40: Adept Mastery
  • 41-60: Skilled Mastery
  • 61-80: Proficient Mastery
  • 81-99: Excellent Mastery
  • 100: Supreme Mastery
  • 101-120: Complete Mastery

Mind Abilities
These stats determine how much mastery you have in your Mind Abilities. It also governs how smart your character is. For more detailed description of each stat, find their Mind section below.
  • 1-20: Average Intelligence / Basic Mastery
  • 21-40: Above Average Intelligence / Adept Mastery
  • 41-60: Prodigal Intelligence / Skilled Mastery
  • 61-80: Genius Intelligence / Proficient Mastery
  • 81-99: Inhuman Intelligence / Excellent Mastery
  • 100: Sags Intelligence / Supreme Mastery
  • 101-120: Godly Intelligence / Complete Mastery

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FOURTH POST​
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General Overview
You may choose a race for your character. Each have their own pros/cons and great bonus stats. Bonus stats are given extra every ten levels, starting at level 10. These boosts will not surpass stat caps.
  1. Humans
  2. Giants
  3. Fishmen
  4. Skypieans
  5. Dwarves
  6. Humandrills
  7. Minks
  8. Sentient Beasts
  9. Tieflings
  10. Reptilia
Humans
Human beings are the dominant race in the world, as they outnumber most other races, and are usually among the most technologically advanced and organized of the races.
  • +2 Vitality
  • +2 Speed
  • +2 Strength
  • +3 That can be put anywhere (depending on feature)
- Have no hard restrictions
- Can choose to have one special trait that normal humans do not have:
  1. Horns
  2. Long Neck
  3. Long Arms (strength)
  4. Long Legs (speed)
  5. Three Eyes (Mind)
  6. Large human (max 29 feet tall, vitality)
- If there is any other special features you want, contact the GMs for approval.

Giants
Giants are a race of humanoids that vastly overshadow the other known races of the world in size. The most commonly known giants are those from the island of Elbaf.
  • +8 Strength
  • +7 Vitality
  • -2 Mind
-Mind stat caps at 80
-Can be cyborg, but attaining enough materials needs to be done in an event, and can max put 80 points into it.
-Must be minimum 30 feet tall.

Fishmen
Fish-men and Merfolk are humanoid species that inhabit and rule the seas. They are said to be several times stronger than humans. They are subject to racism and slavery above the sea.
  • +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

Skypieans
The skypieans are a humanoid species that inhabit and rule the skies. Their society revolves around the use of dials. Skypieans have wings adorned on their back.
  • +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

Dwarves
Dwarves are an extremely small sentient race. Like fishmen, they are often subjected to racism. Dwarves are mostly human in appearance, with chibi-like proportions, and often have pointed noses.
  • +6 Strength
  • +2 Vitality
  • +4 Speed
  • -2 Mind (cannot have negative mind points)
-Can use the Tontatta fighting style without learning it from someone else
-Mind stat caps at 80

Humandrill
Humandrills are a type of mandrill, highly intelligent, and capable of imitating humans so much that they will mimic any trait they witness. They are usually stronger than humansl and are able to learn their technique.
  • +4 Strength
  • +4 Vitality
  • +2 Speed
  • +3 Martial Arts
  • -3 Mind (you cannot have negative mind points)
-Is the only race with access to Mimick Mastery
-Cannot be cyborgs
-Mind stat caps at 70

Minks
Minks are humanoids with animal features. Each individual takes after a specific fur-covered mammalian. They are capable of using Electro, and mainly hail from Zou.
  • 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.
-Only race with access to Electro
-Can not be cyborgs

Sentient Beast
Sentient Beasts are who animals can think for themselves. Unlike minks or reptilians, they are not humanoid, but are the primal animal. Sentient Beasts accord a wider range of animals.
  • +5 Strength
  • +5 Speed
  • +5 Vitality
  • -4 Mind (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.
-Mind stat caps at 60

Tiefling
Tieflings are a humanoid demon species that inhabit and rule the underworld. Their society revolves around the use of fire and curses. Tieflings have horns and a tail, and are capable of using Fiero (fire).
  • +4 Strength
  • +3 Vitality
  • +1 in any stat but Speed
-Can use Fiero and are resistant to fire (+1 durability rank)
-Can be cyborg, but attaining enough materials needs to be done in an event, and can max put 80 points into it
-Can glide with wings

Reptilla
Reptillia are humanoids with reptilian features. Each individual takes after a specific scale-covered reptile. They are capable of using Toxia, or poison, and mainly hail from Zou.
  • May have two of the below boosts, depending on the tribe/features. (e.g. tribe has more focus on speed & strength or horns and large body=vitality & strength)
  • +5 Speed
  • +5 Strength
  • +5 Vitality
  • +5 Martial Arts
  • -1 Mind (cannot have negative mind points)
-Can use Toxia and cannot be poisoned
-Can not be cyborgs
-Mind stat caps at 90
-Has slightly enhanced senses

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FIFTH POST​
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Obtaining Devil Fruits
To consume a Devil Fruit, you must kill the Non-Playable character that holds the Devil Fruit in our world. Aside from that, there are multiple ways to obtain devil fruits, found below:
  1. Kill an NPC that holds the devil fruit. This includes player’s NPCs.
  2. If more than one person is fighting the NPC, you need to put in a good effort to be able to qualify for the fruit. The person who kills off the NPC will get to decide who gets the fruit.
  3. Win a tournament where the fruit is the prize.
  4. Custom fruits are not available at the moment, but may be in the future.
Illegal Actions
  1. Claim a devil fruit that is not held by a person or an NPC, as they will likely be used as prizes.
  2. Give or receive a devil fruit for free to/from another player.
  3. Each devil fruit will have a minimum and maximum prize in beli, and this also counts for selling to fellow crewmates or friends.
Suke Suke no mi – Invisibility(Absalom)
http://onepiece.wikia.com/wiki/Suke_Suke_no_Mi
Rank: ???
Problematic, main counter is color of observation.

Ato Ato no mi – Art(Jora)
http://onepiece.wikia.com/wiki/Ato_Ato_no_Mi
Rank: ???
Problematic, autowin or useless

Ope Ope no mi – Operation(Law)
http://onepiece.wikia.com/wiki/Ope_Ope_no_Mi
Rank: S
Problematic, unless your armament haki is vastly superior, you are not winning inside his bubble.

Mira Mira no mi – Mirror(Brûlée)
http://onepiece.wikia.com/wiki/Mira_Mira_no_Mi
Rank: A
Problematic, can mimic anyone regardless of how strong they are.

Memo Memo no mi – Memory(Pudding)
http://onepiece.wikia.com/wiki/Memo_Memo_no_Mi
Rank: A
Problematic due to its basic nature.

Ori Ori no mi – Cage(Hina)
http://onepiece.wikia.com/wiki/Ori_Ori_no_Mi
Rank: C
Tier 1 boost: +5 vitality
Tier 2 boost: +5 vitality, +5 strength
Tier 3 boost: +10 vitality, +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

Below are other banned Devil Fruits, due to being Devil Fruit users whose powers we know too little about:
Spoiler
-Bonney
-Hawkins
-Apoo
-Urouge
-Laffitte
-Blamenco
-Epoida
-Kinemon
-Kanjuro
-Fujitora
-Kidd
-Jozu

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SIXTH POST​
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Zoans
Zoans allows the user to transform into another species at will, or an inter-species hybrid. Zoans have two different forms: beast and hybrid. While both give the same boost, beast form which wholly turns you into the animal of your fruit and requires lower mastery, but does not allow for fighting styles.

Hebi Hebi no Mi, Model: Anaconda(Sandersonia)
http://onepiece.wikia.com/wiki/Hebi_Hebi_no_Mi,_Model:_Anaconda
Rank: B
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Hebi Hebi no Mi, Model: King Cobra(Marigold)
http://onepiece.wikia.com/wiki/Hebi_Hebi_no_Mi,_Model:_King_Cobra
Rank: A(Poison)
Boosts:
+20 Strength
+15 Vitality
+15 Speed

Inu Inu no Mi, Model: Chihuahua(Minochihuahua)
http://onepiece.wikia.com/wiki/Minochihuahua
Rank B
Boosts:
+20 Strength
+15 Vitality
+15 Speed

Inu Inu no Mi, Model: Dachshund(Lassoo)
http://onepiece.wikia.com/wiki/Inu_Inu_no_Mi,_Model:_Dachshund
Rank B
Boosts:
+20 Strength
+15 Vitality
+15 Speed

Inu Inu no Mi, Model: Dalmatian(Dalmatian)
http://onepiece.wikia.com/wiki/Dalmatian
Rank B
Boosts:
+20 Strength
+15 Vitality
+15 Speed

Inu Inu no Mi, Model: Jackal(Chaka)
http://onepiece.wikia.com/wiki/Inu_Inu_no_Mi,_Model:_Jackal
Rank B
Boosts:
+20 Strength
+15 Vitality
+15 Speed

Inu Inu no Mi, Model: Wolf(Jabra)
http://onepiece.wikia.com/wiki/Inu_Inu_no_Mi,_Model:_Wolf
Rank B
Boosts:
+20 Strength
+15 Vitality
+15 Speed

Kame Kame no Mi, Model: Turtle(Pekoms)
http://onepiece.wikia.com/wiki/Kame_Kame_no_Mi
Rank: A(Hard Shell)
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Kuma Kuma no Mi, Model: Koala(Minokoala)
http://onepiece.wikia.com/wiki/Minokoala
Rank: B
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Kumo Kumo no Mi(Onigumo)
http://onepiece.wikia.com/wiki/Onigumo
Rank: A(Eight arms and Web)
Boosts:
+20 Strength
+15 Vitality
+15 Speed

Mogu Mogu no Mi, Model: Mole(Miss Merry Christmas)
http://onepiece.wikia.com/wiki/Mogu_Mogu_no_Mi
Rank: B(Digging)
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Mushi Mushi no Mi, Model: Caterpillar(Epioda)
Rank: C (climbing)
Boosts:
+20 strength
+20 vitality
+10 speed

Mushi Mushi no Mi, Model: Hornet(Bian)
http://onepiece.wikia.com/wiki/Mushi_Mushi_no_Mi,_Model:_Suzumebachi
Rank: A(Flight)
Boosts:
+15 Strength
+15 Vitality
+20 Speed

Mushi Mushi no Mi, Model: Rhinoceros Beetle(Kabu)
http://onepiece.wikia.com/wiki/Mushi_Mushi_no_Mi,_Model:_Kabutomushi
Rank: A(Flight)
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Neko Neko no Mi, Model: Leopard(Lucci)
http://onepiece.wikia.com/wiki/Neko_Neko_no_Mi,_Model:_Leopard
Rank B
Boosts:
+15 Strength
+15 Vitality
+20 Speed

Sara Sara no Mi, Model: Axolotl(Smiley)
http://onepiece.wikia.com/wiki/Sara_Sara_no_Mi,_Model:_Axolotl
Rank: B
Boosts:
+15 Strength
+20 Vitality
+15 Speed

Tori Tori no Mi, Model: Falcon(Pell)
http://onepiece.wikia.com/wiki/Tori_Tori_no_Mi,_Model:_Falcon
Rank: A(Flight)
Boosts:
+15 Strength
+15 Vitality
+20 Speed

Tori Tori no Mi, Model: Eagle(Buzz)
http://onepiece.wikia.com/wiki/Tori_Tori_no_Mi,_Model:_Eagle
Rank: A(Flight)
Boosts:
+15 Strength
+15 Vitality
+20 Speed

Uma Uma no Mi, Model: Horse(Pierre)
http://onepiece.wikia.com/wiki/Uma_Uma_no_Mi
Rank B
Boosts:
+20 Strength
+10 Vitality
+20 Speed

Uma Uma no Mi, Model: Zebra(Minozebra)
http://onepiece.wikia.com/wiki/Minozebra
Rank B
Boosts:
+20 Strength
+10 Vitality
+20 Speed

Ushi Ushi no Mi, Model: Bison
http://onepiece.wikia.com/wiki/Ushi_Ushi_no_Mi,_Model:_Bison
Rank: B
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Ushi Ushi no Mi, Model: Cow(Minotaurus)
http://onepiece.wikia.com/wiki/Minotaurus
Rank: B
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Ushi Ushi no Mi, Model: Giraffe(Kaku)
http://onepiece.wikia.com/wiki/Ushi_Ushi_no_Mi,_Model:_Giraffe
Rank: B
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Zou Zou no Mi, Model: Elephant(Zunkfreed)
http://onepiece.wikia.com/wiki/Zou_Zou_no_Mi
Rank: B
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Zou Zou no Mi, Model: Rhinoceros(Minorhinoceros)
http://onepiece.wikia.com/wiki/Minorhinoceros
Rank: B
Boosts:
+20 Strength
+20 Vitality
+10 Speed

Ancient Zoans
Requirement: Level 30. Cannot be applied to weapons.
Ancient Zoans is a sub-class of Zoan that allows the user to transform into ancient, extinct animals, such as dinosaurs. Ancient Zoan Fruits are much rarer than regular Zoans.

Ryū Ryū no Mi, Model: Allosaurus(X-Drake)
https://onepiece.wikia.com/wiki/Ryu_Ryu_no_Mi,_Model:_Allosaurus
Rank: A
Boosts:
+20 Strength
+20 Vitality
+15 Speed

Zou Zou no Mi, Model: Mammoth(Jack)
http://onepiece.wikia.com/wiki/Zou_Zou_no_Mi,_Model:_Mammoth
Rank: A
Boosts:
+20 Strength
+25 Vitality
+10 Speed

Mythical Zoan
Requirement: Level 50. Cannot be applied to weapons.
There are two different forms for all zoans, beast and hybrid. While both give the same boost, beast form which wholly turns you into the animal of your fruit requires lower mastery, but does not allow for fighting styles.

Batto Batto no Mi, Model: Vampire(Patrick Redfield)
http://onepiece.wikia.com/wiki/Batto_Batto_no_Mi,_Model:_Vampire
Rank:S (Flight, vampirism, Speed and Vitality)
Boosts:
+15 Strength
+20 Vitality
+20 Speed
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

Hito Hito no Mi, Model: Daibutsu(Sengoku)
http://onepiece.wikia.com/wiki/Hito_Hito_no_Mi,_Model:_Daibutsu
Rank: S (Shockwaves)
Boosts:
+20 Strength
+25 Vitality
+10 Speed
1-20 Basic Mastery
21-40 Adept Mastery
41-60 Skilled Mastery - Can use shockwaves.
61-80 Proficient Mastery
81-99 Excellent Mastery
100 Supreme Mastery
120 Absolute Mastery - Awakening

Tori Tori no Mi, Model: Pheonix(Marco)
http://onepiece.wikia.com/wiki/Marco
Rank: S+ (Regeneration and Flight)
Boosts:
+15 Strength
+20 Vitality
+20 Speed
1-20 Basic Mastery
21-40 Adept Mastery - Can use regeneration, but only which shapeshifted
41-60 Skilled Mastery
61-80 Proficient Mastery
81-99 Excellent Mastery
100 Supreme Mastery
120 Absolute Mastery - Awakening

To heal each part the user need to fill up the numbers. For each turn they receive points equal to their mastery. For example if the user is missing a limb, it would take 2 turns if they had 75 mastery, but 3 turns if they had 50 mastery.
Minor damages: 50
Deep cut in muscles: 100
Missing/ruined limb: 150
Destroyed organ: 200
Near death injuries: 250
 
Last edited:

Ziosa

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In an effort to alleviate you guys burden, cause we appreciate u guys efforts in this transition, Kakashi can easily copy/pasta the post and fix it in a google doc, the. You guys can edit that in.
When I say “fix”, I don’t mean updating, but simply formatting to reduce clutter, make more links, etc.

I am volunteering him lol Kaka loves to work. He’s weird.
and by updating i meant adding stuff in patches to the relevant places lol
 
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Pushing for the possibility of purchasing at least x1 Level 75 NPC and keeping the Level 70 NPC max with x1 only able to be purchased. Like how we have Level limits to each level NPC you can purchase. So we can have the Level 75 NPC purchasable via when you have a user with a DF awakening / or 120 in stats and Level 100.

What i am gonna suggest next is gonna be something a bit too much and only admins could do :rolleyes: but a "Calc" system but as a possible add on. A feature where each user is able to see how much they earn respectively weekly with activity and able to calculate their gained exp from self-reviews.

Also like how we have Salty Doubloons, maybe a feature that shows our RP character's current beli they have in the store and maybe like how we have the "Shop Items" maybe have something exclusive to RP. Like for example i wanna purchase a NPC, instead of posting in the "Store and Money" thread it can happen automatically by purchasing it there like how we do with tags.
 

Ziosa

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Pushing for the possibility of purchasing at least x1 Level 75 NPC and keeping the Level 70 NPC max with x1 only able to be purchased. Like how we have Level limits to each level NPC you can purchase. So we can have the Level 75 NPC purchasable via when you have a user with a DF awakening / or 120 in stats and Level 100.

What i am gonna suggest next is gonna be something a bit too much and only admins could do :rolleyes: but a "Calc" system but as a possible add on. A feature where each user is able to see how much they earn respectively weekly with activity and able to calculate their gained exp from self-reviews.

Also like how we have Salty Doubloons, maybe a feature that shows our RP character's current beli they have in the store and maybe like how we have the "Shop Items" maybe have something exclusive to RP. Like for example i wanna purchase a NPC, instead of posting in the "Store and Money" thread it can happen automatically by purchasing it there like how we do with tags.
its based of 70% of highest level, so not sure how you would want us to do that lol

not sure what you really mean by a calc system lol

and the third is something you would have to ask @Larsi about, but its probs impossible
 

Ranger

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Pushing for the possibility of purchasing at least x1 Level 75 NPC and keeping the Level 70 NPC max with x1 only able to be purchased. Like how we have Level limits to each level NPC you can purchase. So we can have the Level 75 NPC purchasable via when you have a user with a DF awakening / or 120 in stats and Level 100.

What i am gonna suggest next is gonna be something a bit too much and only admins could do :rolleyes: but a "Calc" system but as a possible add on. A feature where each user is able to see how much they earn respectively weekly with activity and able to calculate their gained exp from self-reviews.

Also like how we have Salty Doubloons, maybe a feature that shows our RP character's current beli they have in the store and maybe like how we have the "Shop Items" maybe have something exclusive to RP. Like for example i wanna purchase a NPC, instead of posting in the "Store and Money" thread it can happen automatically by purchasing it there like how we do with tags.
so level 70 NPC if you are level 100

But level 75 NPC after you buy enough store upgrades?

interesting
 

Ziosa

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so level 70 NPC if you are level 100

But level 75 NPC after you buy enough store upgrades?

interesting
i feel if we add it it should be from an island/event rather than something people can just get when they have bought lots of stuff from the shop
 
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Could we also add another Slot? or have it where we can purchase it?
 
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a third character slot? i have suggested it a couple of times, but we are focusing on just two for now
not character but more like BG and auto-revive for NPC's and etc. and a rule not to kill character(s) just for the sake of it as we all know no one dies in One Piece lol
 

Ziosa

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not character but more like BG and auto-revive for NPC's and etc. and a rule not to kill character(s) just for the sake of it as we all know no one dies in One Piece lol
i dont think you need another slot for BGs
 

Gambit

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I have been thinking about the Tekkai stuff in general on how much DPR shall be absorbed by the Tekkai user upon impact.

For example, a mere fly with a maximum of City Level Durability who is using Tekkai to block and return the Large Island Rank attack back to the user is a joke. There should be a system wherein a designated amount of damage is absorbed and/or returned like what we have currently on clashing attacks.

Thoughts?
 

Ziosa

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I have been thinking about the Tekkai stuff in general on how much DPR shall be absorbed by the Tekkai user upon impact.

For example, a mere fly with a maximum of City Level Durability who is using Tekkai to block and return the Large Island Rank attack back to the user is a joke. There should be a system wherein a designated amount of damage is absorbed and/or returned like what we have currently on clashing attacks.

Thoughts?
how many tekkai techniques do this? it doesnt need to be an entire system if only one or two does it lol
 

Gambit

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how many tekkai techniques do this? it doesnt need to be an entire system if only one or two does it lol
I think it's only for Utsugi but any techniques derived from that should follow the same.
 
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It's only one Tekkai variation. But as Gambit said, since it's a canon technique, it should probably be regulated. And then if people develop other types of ''reflecting damage back'' techniques at least they'll have a concept to work off of.
 

Ziosa

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I think it's only for Utsugi but any techniques derived from that should follow the same.
have to have enough durability to take the attack decently well otherwise the technique doesnt work
 
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