Info RPG Master Thread

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Introducing Legacy Characters!


Legacy Character: Leave your Legacy. Retire your PC as a 'Legacy Character' and assume the role of a Legacy NPC within our world. This decision requires a majority GM vote to confirm your character's legacy status. Reward: 100 DC for your new PC.

Legacy Character Overview
Retire your PC and establish their legacy by transforming them into a Legacy Character. By doing so, you'll 'reset' your PC slot and have the opportunity to begin anew with a new character at level 25. Your Legacy PC will evolve into the equivalent of an NPC within the One Piece world, complete with an in-character history to make them a fundamental part of our role-play. You'll retain the ability to use the Legacy Character just like any other world NPC. However, they won't be exclusively your personal NPC; other members can employ the Legacy Character as an NPC with your approval.

Rules &
Restrictions
  1. You will need a majority GM vote to qualify for Legacy NPC.
  2. This process is irreversible. You will NOT be able to turn the Legacy Character back to a PC.
  3. The Legacy Character keeps all stats, abilities, DFs, weapons, NPCs, and items it had at the moment of retirement.
  4. Any beri, DC, or experience the Legacy Character had at the time of retirement will be lost. They cannot be transferred to your new PC.
  5. Once approved, the Legacy Bio will be archived and unable to be edited, save for the "History" portion.
  6. Anyone can use the Legacy Character as an NPC when functioning as a host, but ONLY if approved by the player who retired the Legacy Character. Inactivity rules apply.

Resetting Your PC Slot
When you opt to transform your PC into a Legacy NPC, your PC slot will reset, enabling you to commence with a new character at level 25. Your new PC will begin from scratch, but you will have the option to 'transfer' two non-DC, non-revenue generating items from your Legacy Character to your new character. Additionally, your new character will start with 100 DC and receive the coveted 'Connected to a Legend' item.

A true reset. Your new PC will start at level 25 with 0 beri, 0 weapons and 0 items. However, your new PC will start with the following:

  1. 100 Divine Emporium Coins.
  2. "Connected To A Legend" Item, able to affix to your Legacy Character as you so wish - a negative or positive connection.
  3. Two non-DC, non-revenue creating items from your PC that will duplicate and be transferred to your new PC (by duplicate we mean that the legacied character will keep those items).
    1. One of the TWO items can be a DF held by you or one of your personal NPCs. However, it will count as one of your two items. DFs cannot be duplicated, so if a DF is one of the items you're transferring, the legacy NPC will no longer have it.
    2. A DF held by your PC cannot be transferred, as that would take away from the character's "legacy"
    3. These transfer items CANNOT be sold or traded in any way. If the transfer item is a DF, it cannot be sold or moved for six (6) months.
[All credit to Larsi for this great idea!!]

System Patches
Weekly Paycheck Cap - Stop the 1% (i.e. Kaka)!
New Income Rule
A weekly paycheck cap of 4 billion will now be in effect. This means that if your weekly income exceeds a total of 4 billion, the surplus will be forfeited, whether you are part of a crew or not. You can't get more than 4b a week no matter what income streams you have (territory, items, etc.).
Slight Change in Self-Eval Calculation
Rule Violation Penalty Increase
A stricter penalty system for rule violations is now in effect. The calculation will be performed by GMs, so there's no action required from the players. Consider this as an official announcement. We kindly request all players to maintain honest self-evaluations with accurate assessments.
Defensive CoC Added
Defensive COC
The Color of Conqueror's Haki can now be utilized for defensive purposes. You have the option to coat your body with CoC to enhance your durability by +1DPR, similar to how it boosts your attack power when imbuing attacks with CoC.

Please note that the defensive use of CoC, just like the offensive use, is subject to the overall one-turn cooldown for CoC.
COC Blast Limit
Make It Rare and Cooler!
Conqueror's Haki used to knock out opponents will be limited to two (2) blasts per island or three (3) blasts per event. You may use more only with both GM and host approval. This does not apply to Intimidation, which follows the one-turn overall CoC cool-down.

We encourage our players to use this ability sparingly, as it can have a chilling effect on the in-character environment.
CoA Clarification
Haki Requirement For Infused Objects
In order to imbue an object with Color of Armaments, you must have recently touched the object, recently created or transformed into it, or have otherwise recently come into physical contact with it. Players will be unable to imbue an object they have not had contact with. Examples of situations where players won't be able to imbue an object with haki include, but are not limited to:
  1. Mountain thrown by the Fuwa;
  2. Meteorite pulled with Gravity DF; or
  3. Metal thrown with the Magnt DF but not touched

CoA Attack Size Guideline
As a general guideline, due to their size, attacks the size of a mountain or larger will not be able to be imbued with Color of Armaments Haki. Notwithstanding this guideline, please note that the larger the object imbued with Haki, the higher the stamina drain. Please contact a GM if you have doubts about whether your attack falls within these guidelines. Examples of attacks that are too big to be imbued with Haki are:
  1. Entei;
  2. Raigo; or
  3. Meteor Showers
Meito Clarification
Different Faces, Different Meitos
Meitos will now include non-bladed melee weapons. Ranged weapons cannot be meitos. Please note that canon meitos cannot be substantially changed from their canon representation.

There will still be a limited number of meitos (see Encyclopedia Thread).
Two New DPR Tiers!
Star & Galaxy Tiers
We will be introducing two new DPR Tiers to the DPR system for both durability and for attacks. These additions will help accommodate the other changes in the DPR system and make Z-rank level attacks more significant. Please be aware that the two highest DPR tiers should be used sparingly and are considered extremely rare.
  • ...
  • 13. Moon Level
  • 14. Planet Level
  • 15. Star Level
  • 16. Galaxy Level
As a reminder, DPR boosts are not literal. You cannot destroy the galaxy. The names are given a description to exemplify the scale between tiers.
NPCs Get Love
Suck it, Ichi!
NPCs will now be able to use the below items at the cost of your PC using them. This means that you must first buy the item with your PC and then give that item to an NPC. Therefore, your PC will be unable to use that item. Essentially, it uses the "slot" available for your PC on that item. See the Store Thread for the limits on item number for each of the below.
  • Stat Reallocation
  • Different Color Armament Haki
  • The Will of D.
  • Ignore a racial restriction/negative stat
  • Spirit Break Access
  • Status effect add-on
  • King's Disposition
  • +20 substat boost
  • Devil fruit awakening
  • Devil’s Might
  • Devil’s Will
  • x6 Stat Multiplier
  • Materials
  • Fast Personal Boat
  • Dials
  • Cursed Weapon (No Extra Stat)
  • Cursed Weapon (Extra Stat)
  • Seastone Weapons
  • O Wazamono Grade Swords - B DPR
  • Ryo Wazamono Grade Sword - C DPR
  • Wazamono Grade Sword - D DPR
  • Hand to Hand Injections
  • Inherited Will
  • Ability to read Poneglyphs
  • Direct Martial Art
  • Voice of all Things
  • Custom Material
  • Dyna Stone
  • Access to the Abyss
  • Saijō Ō Wazamono Grade Sword
  • Kokuto
  • Haki Master
  • Reading
  • Devil's Voice
Reptilian Extinction
A Kakaxtinction Event!
Reptilian race will no longer exist. Only canon races will be allowed.

If you had a PC or NPC that was a Reptilian, you will either receive a refund of the Beri you used to purchase the race or have the opportunity to switch to another race free of charge, even if that other race costs more (except for creating a hybrid). The same refund or switch option applies if you had a PC or NPC that was a Reptilian hybrid.
Awakened DF Changes
Awakened Zoans "Nerf"
Awakened Zoan forms can in the beginning be used for up to 6 turns out of every 10.

Mastering Awakening
After unlocking their awakening and taking part in 2 in character locations(not including events), characters will have gained greater mastery and control of their awakening. For zoan devil fruit users this means they can use their forms indefinitely without having to worry about their mind being overtaken. For paramecia, logia and mythical zoans, this means they will unlock Awakened Force.

Awakened Force
Two turn cooldown
Allows the user to increase the power of an ability of their devil fruit by 1 DPR that stacks with other DPR boosts.

Mastering Fighting Styles (120 mastery)
After unlocking their 120 mastery fighting style(includes MA, Mind, Cyborg, etc) and taking part in character locations(not including events), characters who don't have a devil fruit will be able to unlock Innate Force.(Limited to one fighting style)

Innate Force
Two turn cooldown
Allows the user to increase the power of an ability of their fighting style by 1 DPR that stacks with other DPR boosts.

Simplified version:

DF typeInitial versionLeveled up version
Regular/ancient zoan6/10 turns awakened form usage10/10 turns awakened form usage
Allows user to keep fighting long after body should have given out
Mythical zoan6/10 turns awakened form usage10/10 turns awakened form usage
+1 DPR (2 turn CD) to DF techniques
LogiaLike now+1 DPR (2 turn CD) to DF techniques
ParameciaLike now+1 DPR (2 turn CD) to DF techniques
120 fighting style(no DF)Like now+1 DPR (2 turn CD) to FS techniques

Statistics Patches
Recalculated DF Boosts! (equality for all!)
Boost Change
DF boosts have historically been erratic, unequal, and inconsistent. This ends today! Boosts will now be calculated based on DF rank. Lower-ranked DFs will receive more significant boosts, while higher-ranked DFs will receive lesser ones. This adjustment aims to provide much-needed incentive for lower-ranked DFs with substantial potential.

Note: Zoans will not be affected by this change. Keep in mind the last patch on zoan boosts found here.

Main & Secondary Boosts
Boosts will now be calculated using a 'main' boost and a 'secondary' boost. The primary boost will be determined by the type of DF. The secondary boost can be allocated to any stat other than where the primary boost is applied. It must also be distributed among strength, speed, vitality, or FS. Unlike the previous system, this will grant you the flexibility to customize your character by choosing where their second boost is allocated. This change allows for more individualized character development.

Each DF will be assigned a rank and a type. These types include strength type, speed type, vitality type, and technique type. For those in the technique type category, the boost will be applied to a specific subset of FS, enabling you to reach a maximum of 120 in one substat FS solely through this boost.

Feel free to PM a GM to make a pitch as to why your DF should have a different type than listed.


Paramecia
Paramecias boosts are dependent on their rank and type.

DF RankTotal BoostsStr/Spd/Vit Type BoostsTechnique Type Boosts
D & C+25 total boosts21 DF: +5 in main
41 DF: +5 in secondary
61 DF: +5 in main
81 DF: +5 in secondary
100 DF: +5 in main
21 DF: +5 in secondary
41 DF: +5 in FS substat
61 DF: 5 in secondary
81 DF: +5 in FS substat
100 DF: +10 in FS substat
B & A+20 total boosts41 DF: +5 in main
61 DF: +5 in secondary
81 DF: +5 in main
100 DF: +5 in secondary
41 DF: +5 in FS substat
61 DF: +10 in secondary
81 DF: +5 in FS substat
100 DF: +10 in FS substat
S & S++15 total boosts41 DF: +5 in main
81 DF: +5 in secondary
100 DF: +5 in main
41 DF: +5 in FS substat, +5 in secondary
81 DF: +5 in FS substat
100 DF: +10 in FS substat

Name of Devil Fruit
Rank
DF Type​
Ato Ato no Mi (Art)​
C​
Technique​
Atsu Atsu no Mi (Heat)​
B​
Strength​
Awa Awa no Mi (Bubble)​
C​
Vitality​
Baku Baku no Mi (Munch)​
S+​
Vitality​
Bane Bane no Mi (Spring)​
B​
Strength​
Bara Bara no Mi (Chop)​
A​
Vitality​
Bari Bari no Mi (Barrier)​
S​
Vitality​
Beri Beri no Mi (Berry)​
A​
Vitality​
Bata Bata no Mi (Butter)​
C​
Speed​
Beta Beta no Mi (Stick)​
B​
Vitality​
Bisu Bisu no Mi (Biscuit)​
A​
Strength​
Bomu Bomu no mi (Bomb)​
S+​
Strength​
Buki Buki no Mi (Weapon)​
C​
Technique​
Buku Buku no Mi (Book)​
B​
Technique​
Chiyu Chiyu no Mi (Heal)​
S+​
Vitality​
Choki Choki no Mi (Scissors)​
C​
Strength​
Doa Doa no Mi (Door)​
C​
Technique​
Doku Doku no Mi (Posion)​
S+​
Vitality​
Doru Doru no Mi (Wax)​
B​
Strength​
Fude Fude no Mi (Brush)​
A​
Technique​
Fuku Fuku no Mi (Clothing)​
D​
Technique​
Fuwa Fuwa no Mi (Float)​
S+​
Strength​
Giro Giro no Mi (Stare)​
C​
Technique​
Gocha Gocha no Mi (Mix)​
A​
Technique​
Gura Gura no Mi (Quake)​
S+​
Strength​
Guru Guru no Mi (Spin)​
D​
Speed​
Hana Hana no Mi (Flower)​
S​
Technique​
Hira Hira no Mi (Flutter)​
D​
Technique​
Hobi Hobi no Mi (Hobby)​
S​
Technique​
Horo Horo no Mi (Hollow)​
S​
Vitality​
Horu Horu no Mi (Hormones)​
A​
Vitality​
Hoya Hoya no Mi (Lamp)​
B​
Technique​
Ishi Ishi no Mi (Stone)​
S+​
Strength​
Ito Ito no Mi (String)​
S​
Speed​
Jake Jake no Mi (Jacket)​
B​
Vitality​
Jiki Jiki no Mi (Magnet)​
S+​
Strength​
Juju Juku no Mi (Decay)​
B​
Technique​
Jara Jara no Mi (Chain)​
C​
Strength​
Kage Kage no Mi (Shadow)​
S​
Vitality​
Kama Kama no Mi (Sickle)​
D​
Strength​
Kibi Kibi no Mi (Millet)​
C​
Technique​
Kilo Kilo no mi (Kilo)​
S​
Strength​
Kira Kira no Mi (Diamond)​
S​
Vitality​
Kobu Kobu no Mi (Encouragement)​
B​
Technique​
Kuku Kuku no Mi (Cook)​
D​
Technique​
Kuri Kuri no Mi (Cream)​
B​
Strength​
Kyubi Kyubi no Mi (Cube)​
A​
Strength​
Maki Maki no Mi (Scroll)​
S​
Technique​
Mane Mane no Mi (Imitation)​
S​
Technique​
Mato Mato no Mi (Mark)​
B​
Technique​
Mero Mero no Mi (Love)​
S​
Strength​
Moa Moa no Mi (More)​
S+​
Strength​
Mochi Mochi no Mi* (Mochi) - *Special Paramecia
S​
Strength​
Moss Mosa no Mi (Plant)​
B​
Vitality​
Mira Mira no Mi (Mirror)​
A​
Technique​
Nagi Nagi no Mi (Calm)​
D​
Technique​
Netsu Netsu no Mi (Heat)​
A​
Strength​
Nikyu Nikyu no Mi (Paw)​
S+​
Speed​
Noro Noro no Mi (Slow)​
A​
Speed​
Nui Nui no Mi (Stitch)​
C​
Technique​
Ope Ope no Mi (Operation)​
Z​
BANNED​
Ori Ori no Mi (Cage)​
B​
Vitality​
Oshi Oshi no Mi (Push)​
C​
Strength​
Oto Oto no Mi (Tone)​
A​
Technique​
Pamu Pamu no Mi (Rupture)​
S​
Strength​
Pero Pero no Mi (Lick/Candy)​
B​
Strength​
Poke Poke no Mi (Pocket)​
D​
Technique​
Riki Riki no Mi (Strength)​
S​
Strength​
Sabi Sabi no Mi (Rust)​
D​
Technique​
Shari Shari no Mi (Wheel)​
D​
Speed​
Shibo Shibo no Mi (Dehydration)​
A​
Strength​
Shiku Shiku no Mi (Disease)​
S​
Technique​
Shiro Shiro no Mi (Castle)​
S​
Vitality​
Soru Soru no Mi (Soul)​
S+​
Strength​
Sube Sube no Mi (Slip)​
C​
Vitality​
Suke Suke no Mi (Clear)​
C​
Speed​
Supa Supa no mi (Dice)​
C​
Vitality​
Sui Sui no Mi (Swim)​
D​
Speed​
Toke Toge no mi (Spike)​
C​
Strength​
Toki Toki no Mi​
Z​
BANNED​
Ton Ton no Mi (Ton)​
S​
Strength​
Wapu Wapu no Mi (Teleport)​
S​
Speed​
Wara Wara no Mi (Straw)​
A​
Vitality​
Woshu Woshu no Mi (Wash)​
C​
Technique​
Yomi Yomi no Mi (Resurrection)​
S​
Speed​
Zushi Zuhi no Mi (Gravity)​
S+​
Strength​

Logias
All logias have a +15 total boosts, as they are now all either S rank or S+ rank.

DF RankTotal BoostsStr/Spd/Vit Type BoostsTechnique Type Boosts
S & S++15 boosts calculated as follows:41 DF: +5 in main
81 DF: +5 in secondary
100 DF: +5 in main
41 DF: +5 in FS substat, +5 in secondary
81 DF: +5 in FS substat
100 DF: +10 in FS substat

Name of Devil Fruit
Rank
DF Type​
Ame Ame no Mi (Candy)​
S​
Vitality​
Chi Chi no Mi (Blood)​
S​
Vitality​
Gasu Gasu no Mi (Gas)​
S+​
Technique​
Goro Goro no Mi (Lightning)​
S+​
Speed​
Hie Hie no Mi (Ice)​
S+​
Vitality​
Magu Magu no Mi​
S+​
Strength​
Mera Mera no Mi (Fire)​
S+​
Strength​
Moku Moku no Mi (Smoke)​
S​
Vitality​
Mori Mori no Mi (Woods)​
S+​
Vitality​
Numa Numa no Mi (Swamp)​
S​
Vitality​
Pasa Pasa no Mi (Paper)​
S​
Speed​
Pika Pika no Mi (Light)​
S+​
Speed​
Suna Suna no Mi (Sand)​
S+​
Strength​
Yami Yami no Mi (Darkness)​
S+​
Technique​
Yuki Yuki no Mi (Snow)​
S​
Vitality​
+20 Substat Boosts Changes
New Stat for +20 Boosts
The +20 substat boost or Awakening will no longer provide you with a 'free' 20 points to allocate in your stats. Instead, it will grant you access to a new primary stat known as '+20 Boosts' or 'Awakening Boosts', which you'll need to invest points in to unlock the boosts.

This change aims to encourage customization by increasing the challenge of reaching those sought-after 120s, rather than having characters maxed out in every stat.

Examples:
  1. Player A bought Awakening. They unlock a new primary stat called "Awakening Boost" in which they put 20 points in. Once they invest those points, then they can add that +20 to their DF stat.
  2. Player B has bought two +20 substat boosts. They unlock a new primary stat called "+20 Boosts". Player B wishes to have 120 strength and 120 durability. They need to invest 40 points in the new +20 Boosts stat before they can add that +20 to strength and durability.
  3. Player C has bought Awakening and one +20 substat boost. They unlock two new primary stats: +20 Boosts and Awakening Boosts. Player C invests 20 stat points in +20 Boosts and 20 stat points in Awakening Boosts. Now, player C can add the +20 to their DF stat and +20 to the movement speed.

Level 90, human, swordsman

90 x 5 = 450

Strength: 77 (Race: +18, MA: +5, Item: +20) = 120
Speed: 78 (Race: +18, MA: +5) = 101 (Movement: 101, Reaction: 101)
Vitality: 62 (Race: +18, MA: +5) = 85 (Stamina: 85, Durability: 85)
MA: 73 (Race: +27) = 100 (Swordsmanship: 100 (Item: +20) = 120, Brawler: 100)
Haki: 100 (COA: 100 (Item: +20) = 120, COO: 100)
+20 substat boosts: 60

If the player only had 2 +20 items, then they'd only need to put 40 points into the +20 substat boosts category. So it would look like this:

Level 90, human, swordsman

90 x 5 = 450

Strength: 77 (Race: +18, MA: +5, Item: +20) = 120
Speed: 78 (Race: +18, MA: +5) = 101 (Movement: 101, Reaction: 101)
Vitality: 82 (Race: +18, MA: +5) = 105 (Stamina: 105, Durability: 105)
MA: 73 (Race: +27) = 100 (Swordsmanship: 100, Brawler: 100)
Haki: 100 (COA: 100 (Item: +20) = 120, COO: 100)
+20 substat boosts: 40

So as you see, since he only had to put 40 into the +20 substat boosts category, he was able to put more into vitality.

In other words, the +20 substat item no longer gives you the +20 points for free, it only allows you to unlock the 120 tier, you still have to supply the points through the +20 substat boosts stat category.

A character with a Devil Fruit and awakening works the same way:

Level 100, human, swordsman + DF

100 x 5 = 500

Strength: 70 (Race: +20, DF: +10, Item: +20) = 120
Speed: 71 (Race: +20, DF: +5, MA: +5) = 101 (Movement: 101, Reaction: 101)
Vitality: 76 (Race: +20) = 96 (Stamina: 96, Durability: 96)
MA: 23 (Race: +27) = 50 (Swordsmanship: 100)
DF: 100 (Awakening: +20) = 120
Haki: 100 (COA: 100 (Item: +20) = 120, COO: 100)
+20 substat boosts: 40
Awakening: 20

As you can see, having to waste the 60 points for the boosts, made the character have to go down to only one MA substat, and also have a non-maxed vitality stat. So this will force characters to choose a bit, instead of having everything easily maxed.
Subtat Distribution Change!
Substat Distribution Change
We wouldn't leave you hanging after such a significant substat change, would we?! We're introducing a new substat distribution rule to allow further specialization. Historically, your substat couldn't exceed your main stat unless you used an item. Now, as long as you have 100+ in a main stat, you can allocate points beyond 100 in any substat, regardless of whether it's lower than the main stat.

The applications of this change are, but are not limited to:
  1. Main stat has 105. Player can put one substat at 100 and the other at 110.
  2. Main stat has 110. Player can put one substat at 100 and the other at 120.
  3. Main stat has 115. Player can put 110 in one substat and 120 in another substat.
  4. Main stat has 120. Player can put both subsets at 120.
Please keep in mind you will still have to use non-race boosts to go over 100.



Note: In this example, the change forced Wukong to drop DF from 100 to 59, changing him to a melee FS focused durability tank rather than a Jack-of-all trades with DF fully mastered.

Style Patches
Clarification for Fighting Styles
Fighting Style = Martial Arts + Weapon Mastery
For clarification, a Fighting Style main stat can be called both Martial Arts or Weapon Mastery substats, and can include fighting styles from both types. For instance, you can have a 100 in the Fighting Style main stat and also possess 100 in gunslinging substat and 100 in boxing substat. You cannot have both a Martial Arts and a Weapon Mastery main stat, if you want more styles you can use the Expertise stat.
Dials Finally Remade & Updated!
Dial Style
The Dial Style enables the utilization of dials as part of a fighting style. Dials are strange, mysterious devices which have the ability to store energy and matter. They are made from the remains of particular shellfish. The shellfish remains are gathered from the shallows near the shore of the White-White Sea. Though they originate from Skypiea, some of them can reach and be used in the lower seas.

Dial Mastery
  • [11-20 mastery] 2 dial types.
  • [21-40 mastery] 3 dial types. Flash Dial unlocked.
  • [41-60 mastery] 4 dial types. Eisen Dial unlocked
  • [61-80 mastery] 5 dial types. Jet Dial unlocked
  • [81-100 mastery] Any dial types. Reject Dial unlocked.

All dials must be either bought from the Store & Money Thread or won by defeating characters in Skypiea. Reject Dial may only be obtained by defeating Wiper in Skypiea.

Light Dial
Allows the user to store and release light at low brightness. The number of turns it can stay lit is Mastery / 5. This dial only illuminates, it has no offensive capabilities.
Limit: Three per user
Requirements: 11 Mastery
  • Aquired from Skypiea citizens [or]
  • Costs $50,000,000 beri each from Shop

Ball Dial
Allows the user to create big balls that explode upon touch. These big balls explode into a variety of things. Explosions will occur in a 1 to 5 ratio. The number of times it can be used is Mastery / 10.
Limit: Three per user
Requirements: 11 Mastery
  • Aquired from Satori [or]
  • Costs $50,000,000 beri each from Shop

Flavor Dial
Allows the user to store smoke, flammable gas, or poison gas (requires medicine), and release them in a burst. The umber of times it can be used is Mastery / 10.
Limit: Two per user
Requirements: 11 Mastery
  • Aquired from Skypiea citizens [or]
  • Costs $50,000,000 beri each from Shop

Breath Dial
Allows the user to store and release wind. The Breath Dial increases movement speed by +5 per use. The number of times it can be used is Mastery / 10.
Limit: Two per user
Requirements: 21 Mastery
  • Acquired from Skypiea citizens [or]
  • Costs $100,000,000 each from Shop

Flash Dial
Allows the user to store and release light, able to blind enemies. The number of times it can be used is Mastery / 10.
Limit: Two per user
Requirements: 21 Mastery
  • Acquired from Braham [or]
  • Costs $100,000,000 each from Shop

Milky Dial
Allows the user to store and release clouds that are able to be ridden. The meters of total length of cloud one can emit is equal to mastery.
Limit: Two per user
Requirements: 31 Mastery
  • Acquired from Divine Soldier or Ohm [or]
  • Costs $150,000,000 each from Shop

Heat Dial
Allows the user to store and release heat, able to sear enemies. The number of times it can be used is Mastery / 10. If used alone, it is a C rank technique.
Limit: Two per user
Requirements: 31 Mastery
  • Acquired from Shura [or]
  • Costs $100,000,000 each from Shop

Eisen Dial
Allows to user to emit a stream of "iron cloud" that can form a variety of shapes. While highly allowable, the material itself is still as hard as iron. The user must submit different shapes for approval of the GMs, and the mastery each would require.
Limit: One per user
Requirements: 41 Mastery
  • Acquired from Ohm [or]
  • Costs $150,000,000 each from Shop

Flame Dial
Allows the user to store and release flames. The number of times it can be used is Mastery / 10. Each stand-alone attack is a cone-shaped burst of flames with a technique rank of B.
Limit: Two per user
Requirements: 41 Mastery
  • Acquired from Shura [or]
  • Costs $150,000,000 each from Shop
Flame Dials can absorb the DPS of flame attacks based on mastery. Once the meter is filled, the remaining DPS continues to affect your body.

MasteryMaximum DPS Absorbed
41-60 Mastery
61-80 Mastery1 DPS
81-99 Mastery
100 Mastery2 DPS
120 Mastery3 DPS

Please note that Haki cannot be absorbed by the Flame Dial. To enable the Flame Dial to absorb a flame attack imbued with Haki, you must first mitigate the attacking Haki using defensive Haki of equal strength.

Water Dial
Allows the user to store and release water. The number of times it can be used is Mastery / 10. Each stand-alone attack is a sphere-shaped torrent of water with a technique rank of B.
Limit: Two per user
Requirements: 41 Mastery
  • Costs $150,000,000 each from Shop
Water Dials can absorb the DPS of water attack based on mastery. Once the meter is filled, the remaining DPS continues to affect your body.

MasteryMaximum DPS Absorbed
41-60 Mastery
61-80 Mastery1 DPS
81-99 Mastery
100 Mastery2 DPS
120 Mastery3 DPS

Please note that Haki cannot be absorbed by the Water Dial. To enable the Water Dial to absorb a water attack imbued with Haki, you must first mitigate the attacking Haki using defensive Haki of equal strength.

Lightning Dial
Allows the user to store and release lightning. The number of times it can be used is Mastery / 10. Each stand-alone attack is a lightning bolt with a technique rank of B.
Limit: Two per user
Requirements: 41 Mastery
  • Costs $150,000,000 each from Shop
Lightning Dials can absorb the DPS of lightning attacks based on mastery. Once the meter is filled, the remaining DPS continues to affect your body.

MasteryMaximum DPS Absorbed
41-60 Mastery
61-80 Mastery1 DPS
81-99 Mastery
100 Mastery2 DPS
120 Mastery3 DPS

Please note that Haki cannot be absorbed by the Lighting Dial. To enable the Lightning Dial to absorb an electric attack imbued with Haki, you must first mitigate the attacking Haki using defensive Haki of equal strength.

Axe Dial
Allows the user to absorb and shoot back cutting attacks. Cannot be combined with cyborg or other armors. Axe Dials are subject to a one-turn cool-down. Each stand-alone attack has a technique rank of A. The user takes 1/4 of the damage dealt to the target. The number of times it can be used is Mastery / 10.
Limit: One per user
Requirements: 41 Mastery
  • Acquired from Divine Soldiers [or]
  • Costs $200,000,000 beri each per shop
Axe Dials can absorb the DPS of cutting attacks based on mastery. Once the meter is filled, the remaining DPS continues to affect your body.

MasteryMaximum DPS Absorbed
41-60 Mastery
61-80 Mastery1 DPS
81-99 Mastery
100 Mastery2 DPS
120 Mastery3 DPS

Please note that Haki cannot be absorbed by an Axe Dial. To enable an Axe Dial to absorb a cutting attack imbued with Haki, you must first mitigate the attacking Haki using defensive Haki of equal strength.

Impact Dial
Allows the user to absorb and shoot back blunt attacks. Cannot be combined with cyborg or other armors. Impact Dials are subject to a one-turn cool-down. Each stand-alone attack has a technique rank of A. The user takes 1/4 of the damage dealt to the target. The number of times it can be used is Mastery / 10.
Limit: One per user
Requirements: 41 Mastery
  • Acquired from Satori [or]
  • Costs $200,000,000 beri each per shop
Impact Dials can absorb the DPS of blunt attacks based on mastery. Once the meter is filled, the remaining DPS continues to affect your body.

MasteryMaximum DPS Absorbed
41-60 Mastery
61-80 Mastery1 DPS
81-99 Mastery
100 Mastery2 DPS
120 Mastery3 DPS

Please note that Haki cannot be absorbed by an Impact Dial. To enable an Impact Dial to absorb a blunt attack imbued with Haki, you must first mitigate the attacking Haki using defensive Haki of equal strength.

Jet Dial
Allows the user to store and release compressed wind. The Jet Dial increases movement speed by +10 per use. The number of times it can be used is Mastery / 10.
Limit: One per user
Requirements: 61 Mastery
  • Acquired from Gedatsu [or]
  • Costs $300,000,000 each from Shop

Reject Dial
Allows the user to absorb and shoot back stronger blunt attacks. Cannot be combined with cyborg or other armors. Reject Dials are subject to a three-turn cooldown. Each stand-alone attack has a technique rank of S. The user takes half of the damage dealt to the target. The number of times it can be used is Mastery / 20.
Limit: One per user
Requirements: 81 Mastery
  • Acquired from Wiper
Reject Dials can absorb the DPS of blunt attacks based on mastery. Once the meter is filled, the remaining DPS continues to affect your body.

MasteryMaximum DPS Absorbed
81-99 Mastery1 DPS
100 Mastery2 DPS
120 Mastery4 DPS

Please note that Haki cannot be absorbed by an Reject Dial. To enable an Reject Dial to absorb a blunt attack imbued with Haki, you must first mitigate the attacking Haki using defensive Haki of equal strength.
Archery Remake
Archery:
Longbow range of accuracy is (Mastery+10)x4 meters. Requires strength equal to half of mastery.
Crossbow range of accuracy is (Mastery+10)x2 meters.

0-20 Archery Mastery: May carry one longbow or crossbow. 100 D-rank arrows.
21 Archery Mastery: Unlimited D-rank arrows.
31 Archery Mastery: 25 C-rank arrows.
41 Archery Mastery: Can carry both longbow and crossbow.
51 Archery Mastery: Unlimited C-rank arrows. 25 B-rank arrows.
61 Archery Mastery: Crossbow becomes self repeating, no reload required. Longbow can use special arrows, subject to GM approval, might require a scientist to make.
71 Archery Mastery: 25 A-rank arrows. 50 B-rank arrows.
81 Archery Mastery: Wrist mounted repeating crossbow that can be fired with one arm, range = mastery.
91 Archery Mastery: Unlimited B-rank arrows. 50 A-rank arrows. 25 S-rank arrows. Crossbow can use special arrows, subject to GM approval, might require a scientist to make.
100 Archery Mastery: 5 S+ rank arrows. Unlimited A-rank arrows.
120 Archery Mastery: 25 S+rank arrows. 50 S-rank arrows.
Mind Stats Rework - Now Actually Useful!
Mind Stat Boosts
To align Mind stat boosts with FS boosts, they now provide the same benefits. Mind stat boosts can stack with FS boosts, creating a valuable option for characters without access to DF, allowing them to reach stats exceeding 100 through these enhancements.

Mind Stat Boosts
Investing in Mind's main stat provides boosts based on your stat bracket. You can choose to boost your strength, speed, or vitality. You are not allowed to select the same stat more than once, and having two or more Mind main stats does not result in stacking benefits. However, they can be combined with Fighting Style boosts.
  • 41: +5
  • 81: +5, +5
  • 100: +5, +5, +5
Musicianship Remake
Musicianship
Musicianship is a Mind skill that enables the user to play music for offensive, defensive, and supplemental purposes. They can grant buffs or debuffs to themselves and other players through songs. To use this skill, instruments or a medium for producing tones are required.

Temporary stat buffs and debuffs are calculated as Mastery / 10.


Restrictions
  1. Songs take one turn to take effect
  2. Musicianship cannot debuff mastery
  3. Only one buff or debuff may be used at one time
  4. Buffs and debuffs by multiple musicians do not stack
  5. Temporary stat boosts from buffs cannot surpass stat caps
  6. The user must be actively playing the instrument for the buff or debuff to take effect

MasteryBuff & Debuff CooldownSkill Unlocked
1 - 20Can only play song for 1 turn. 4 turn cool-down.Acoustic instrument unlocked.
21 - 40Second acoustic instrument unlocked. Buffs unlocked.
41 - 60Can only play song for 2 turns. 3 turn cool-down.Electric instrument unlocked. Debuffs unlocked.
61 - 80Ability to play multiple instruments unlocked. Songs now able to affect multiple targets at once.
81 - 100Can only play song for 3 turns. 2 turn cool-down.Ability to focus tones on specific targets unlocked. Ability to play music and do other things at same time unlocked.
120Can only play song for 4 turns. 1 turn cool-down.Ability to buff and debuff simultaneously unlocked.

Anthem
An uplifting piece of music that is identified with a particular person or group. The tones makes allies passionate, uplifting them. No stat buff. IC effect only.
Requirements: 21 musicianship

March
A piece of music with a strong regular rhythm, often associated with battle. The tones give a strength muffin battle. Buff is calculated as Mastery / 10. Also makes allies enthusiastic, allowing the user to manipulate them better. AoE is 10 meters.
Requirements: 21 musicianship

Rock
A piece music with strong will, typically played loud and expressing expressing romance, adventure, or revolt. The user forms a sound wave for offensive purposes. AOE is 5 meters.
DPS: 5 meters = D
Requirements: 21 musicianship

Ballad
A piece of music that expresses a narrative. Makes allies cheerful. Cheerful allies obtain a speed buff n battle. Also allows allies to power through psychological obstacles. Buff is calculated as Mastery / 10.
Requirements: 21 musicianship / Acoustic instrument

Serenade
A calm and light piece of music performed in the open air, generally to uplift listeners. The tones makes enemies calm. Calm enemies get a strength debuff in battle. Also makes allies calmer, allowing them to recover stamina faster. Debuff is calculated as Mastery / 10.
Requirements: 41 mastery / Acoustic Instrument

Lullaby
A soothing piece of music that s played to put people to sleep. Makes enemies drowsy, giving a movement speed defbuff to those who are of the same level or lower to mastery. Enemies who are 1/3 level or less than user's mastery will fall asleep. Debuff is calculated as Mastery / 10.
Requirements: 41 mastery / Acoustic instrument

Electronic
A piece of music that employs electronic equipment and tones. Recharges the battery of a cyborg. Will make non-cyborg annoyed.
Requirements: 41 mastery / Electric instrument

Punk Rock
A piece music with strong will, typically played loud and expressing revolt. The user forms a sound wave for offensive purposes. AOE is 20 meters.
DPS: 5 meters = C / 10+ meters = D
Requirements: 41 musicianship / Electric Instrument

Lied
A piece of music that tells a poem with a solo voice and accompaniment. The tones gives a haki buff while active, allowing the listener to use haki when it is on cooldown. Also may make allies more brave.
Requirements: 61 musicianship / Two acoustic instruments

Lament
A piece of music that expresses grief or sorrow typically accompanied by a descending bass line. Makes enemies depressed. Enemies who are depressed lose observation haki activation while the song is active. AOE is 15 meters or 50 feet. Song also allows allies to heal faster.
Requirements: 61 musicianship

Metal
A piece music with strong will, typically played loud and expressing suffering and evil. The user forms a sound wave for offensive purposes. AOE is 20 meters
DPS: 5 meters = B / 10 meters = C / 15 meters = D
Requirements: 61 musicianship / Electric Instrument

Death Metal
A piece of music with strong will, typically loud music expressing extreme darkness. The user forms a sound wave for offensive purposes. AOE is 20 meters
DPS: 5 meters = A / 10 meters = B / 15 meters = C
Requirements: 81 musicianship / Electric Instrument
Cooking Remake
Cooking rework (Old version is no longer applicable)

1 Cooking Mastery: Allows you to create a hearty meal, boosting morale and rejuvenating yourself and your allies. Mostly just flavor RP.
21 Cooking Mastery: Allows you to create and carry one of the following: snacks, stew or dessert. The effect of these lasts 2 turns.
41 Cooking Mastery: Allows you to create and carry two of the following: snacks, stew or dessert.
61 Cooking Mastery: Allows you to create and carry the following: snacks, stew or dessert.
81 Cooking Mastery: Effect of foods last for 3 turns.
100 Cooking Mastery: Effect of foods last for 4 turns. Allows you to create feast.
120 Cooking Mastery: Effect of foods last for 5 turns.

Eating food from Cooking makes you full, meaning you are unable to eat again for 6 turns.

Snack:
Increases speed by mastery/10

Stew:
Increases strength by mastery/10

Dessert:
Increases vitality by mastery /10

Feast:
Increases strength, vitality and speed by mastery/20
Blacksmithing & Raid Suit Remake
Blacksmithing
Blacksmithing allows for the creation of weapons and armors for characters to use.

Weapon Creation
Allows for the creation of weapon using special materials, sometimes with higher durability, as follows:
  • Wood = wall/tree level durability (no mastery needed)
  • Plate = small building level durability (11 mastery needed)
  • Stone = large building level durability (21 mastery needed)
  • Brass = city block level durability (41 mastery needed)
  • Iron = town level durability (61 mastery needed)
  • Steel = city level durability (81 mastery needed)
  • Titanium = mountain level durability (100 mastery needed)
  • Diamond = island level durability (120 mastery needed)
Armor Crafting
Allows for creation of armors for character to wear to defend against attacks. Armors have a set amount of Durability Points that it will take, blocking damage from the wearer. The armor will be reduced in durability points by points equal to the level of DPR of the attack it is hit by. If the DPR level of the attack is higher than the armor's remaining Durability Points, it will be reduced by the remaining amount, then hit the wearer after breaking the armor. If the armor is broken, it will need to be repaired by a blacksmith of high enough skill to be able to craft it. The wearer cannot chose to let the attack pass through the armor.
Examples:
If the armor is hit by a 2. Small Building Level, it loses 2 Durability Points.
If the armor is hit by a 5. Town Level, it loses 5 Durability Points.
If the armor is hit by a 9. Small Country Level, it loses 9 Durability Points.
If the armor is hit by a 13. Moon Level, it loses 13 Durability Points.
Armors slow the wearer's movement speed by a certain amount, unless the wearer is a Blacksmith of high enough skill to craft the armor.
List of Armors:
D-rank Armor
Requires Blacksmithing Mastery 1
Durability Points: 3
Minus 1 movement speed

C-rank Armor
Requires Blacksmithing Mastery 21
Durability Points: 6
Minus 2 movement speed

B-rank Armor
Requires Blacksmithing Mastery 41
Durability Points: 9
Minus 3 movement speed

A-rank Armor
Requires Blacksmithing Mastery 61
Durability Points: 12
Minus 4 movement speed

S-rank Armor
Requires Blacksmithing Mastery 81
Durability Points: 15
Minus 5 movement speed

S+-rank Armor
Requires Blacksmithing Mastery 100
Durability Points: 18
Minus 6 movement speed

Z-rank Armor
Requires Blacksmithing Mastery 120
Durability Points: 25
Minus 8 movement speed

Raid Suits
Requires 81 Blacksmithing
If the blacksmith learns Germa technology, they are able to upgrade their armors to Raid Suits. Raid suits no longer have a speed debuff, instead it requires a martial arts substat and gains the following:
  • +10 movement speed
  • Rocket propelled boots
  • A special fighting style, such as an elemental style, subject to GM approval
Any power armors or raid suits created before this patch will be transformed into the version created by the same mastery, rounded down.

If it required 85/91/95 science/blacksmithing to create before, it would be rounded down to S-rank, which requires 81 blachsmithing to create.
Medicine Remake
Stat boosts are gone, rumble balls are changed a bit, to include minks and to have perfected rumble balls.
1-20 Medicine Mastery: Allows the user to heal their allies outside of combat. Mastery/2= percentage of time taken off recovery.
21-40 Medicine Mastery: Allows for the use of poison that slowly drains the target's energy.
41-60 Medicine Mastery: Allows for the use of poison that quickly drains the target's energy.
61-80 Medicine Mastery: Allows for the creation of Rumble Balls and Adrenaline Shots.
81-99 Medicine Mastery: Allows for the creation of poison that cripples the target.
100 Medicine Mastery: Allows for the use of poison that extremely quickly drains the target's energy.
120 Medicine Mastery: Can create Regeneration Shots

Slow poison - 5 inventory points
Fast poison - 10 inventory points
Crippling poison - 15 inventory points
Hyper draining poison - 20 inventory points
Rumble Balls - 10 inventory points
Adrenaline Shot - 15 inventory points
Specific Antidote - 5 inventory points


Rumble Balls:
Requires 61 Medicine:
Can be eaten by Zoan devil fruit users and minks, either the medic or his allies. Allows for the use of 3 extra modified forms of the user's devil fruit which must be pre-approved, as well as monster point.
Eating one rumble ball allows for the use of modified forms for 3 turns. Afterwards the user is feeling fatigued for 6 turns.
If eating one more rumble ball while feeling fatigued, the user will unlock modified forms for 1 more turn, but feel fatigued for 2 more turns.
Eating yet another rumble ball allows the user to enter monster point for 3 turns, but the user will faint after those 3 turns.
Examples of modified forms can be more strength in the arm, increasing DPR by 1. Or thick fur, skin, etc. increasing durability by 1.
Monster point increases vitality, strength and speed to +25, like awakened form. The zoan user will become enraged and attack anyone they see within range, with DPR rank capped at A-rank.
A mink user can eat rumble balls to unlock their sulong form at any time of day for three turns. If eating more than two rumble balls within ten turns, the user will rampage regardless of mastery, attacking anyone within range and DPR rank capped at A-rank
The medic can carry Mastery/20 rumble balls.


Perfected Rumble Balls
Requires 100 medicine to create and 100 electro/zoan to eat
Allows Zoan users to access monster form without losing their mind for 3 turns, on a 10 turn cooldown.
Allows minks to access sulong form for 5 turns. Will rampage if eating more than 2 withing 12 turns.

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

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

Regeneration Shot:
The medic can administer this to their target, regenerating damaged allies. It regenerates 100 per turn on the ally up to 200. The medic can carry Mastery/60 regeneration shots. Can only be applied to the same person once per 'arc'.
To heal each part the user need to fill up the numbers.
Minor damages: 50
Deep cut in muscles: 100
Missing/ruined limb: 150
Destroyed organ: 200
Near death injuries: 250

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

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

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

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

Slow: (stamina+level)/10=turns to fully drain
Fast: (stamina+level)/20=turns to fully drain
Crippling: (durability+level)/30=turns to paralyze fully.
Hyper: (stamina+level)/30=turns to fully drain
Cyborg Remake
Cyborg

Cyborg is one of the main stats players have access to, although certain races may have restrictions placed on the amount of stats they can use. Like most other main stats it also has substats, four in total, however unlike the rest the multiplier for substats is 4, so at 100 mastery the user will have 400 points to spend. The substats are as follows:
  • Destruction - Offensive capabilities, weapons, etc.
  • Armoring - Increases the user's durability.
  • Utility - Modifications such as extension of limbs, rocket boosters, etc. that doesn't have a direct combat use, or incorporating dials into their modifications.
  • Energy - Used to power all but the few basic things a cyborg can do, like stamina does for regular techniques.

Cyborg substats follow the same stat caps as all others, but outside of that, it is also required that unless the user only wants to perform basic attacks like punches, have plated armor on their torso or strength powered utility modifications, they will need to have the Energy substat no more than 20 points lower. Here are a couple of examples:
This cannot be done as there is no energy for any higher level attacks:
Cyborg: 25
25x4=100
Destruction: 100

This cannot be done as there is no energy to power the bodypart replacements:
Cyborg: 25
25x4=100
Armoring: 100

This is fine because energy is high enough to support higher level attacks.
Cyborg: 45
45x4=180
Destruction: 100
Energy: 80

And how maxed cyborg looks:
Cyborg: 100
100x4=400
Destruction: 100
Armoring: 100
Utility: 100
Energy: 100

Modification Points is what determines how many and how strong modifications the user can have in Destruction and Utility. The amount is equal to the user's mastery in the Cyborg main stat, however if the user has purchased +20 substat for cyborg, it is increased by 20 extra modification points for a total of 120 if they have 100 cyborg mastery. In addition, +20 substat for cyborg also applies to two substats instead of one.

Mastery of Cyborg Substats:
Determines destructive capability (to the same level as the strength stat). Determines which weapons a cyborg can have.
At 81 mastery, the user receives a +5 strength bonus
1-20: Reinforced hands or feet. Covers a slightly larger area. - costs 2 modification points
21-40 Reinforced hands or feet have their attacks increased in damage. (DPR: C base, requires equal strength, techniques can be created that use these body modifications at higher tiers with higher DPR) - costs 4 modification points
41-60: Semi-automatic firearms. (DPR: C) - costs 4 modification points(increased by 1 for each tier above for increased DPR)
61-80: Rocket launchers. Destruction Mastery/5 is amount of rockets. (DPR: B, 2x AoE) - costs 5 modification points(increased by 1 for each tier above for increased DPR)
81-99: Lasers unlocked. Long range energy attacks. (DPR: A) - costs 6 modification points for the first, 4 for each after this.(increased by 1 for each tier above for increased DPR)
100: One elemental type attack unlocked, subject to GM approval. (DPR: S) - costs 8 modification points(increased by 1 for each tier above for increased DPR)
120: S+ ranged and/or AoE unlocked.
Second elemental type attack unlocked, subject to GM approval. (DPR: S) - costs 8 modification points(increased by 1 for each tier above for increased DPR)
The armored/replaced body parts has their durability increased by Armoring/5. If the user has 120 Armoring, they can exceed 120 durability.
Starting out, plating makes the user feel heavier and slower, their movement speed reduced by 5 for both plated limbs and plated torso, 10 in total for both. If their limbs and torso are replaced by artificial parts they will be able to move normally.
1-20: Torso plating
21-40: Head plating
41-60: Limbs plating
61-80: Limbs replaced
81-99: Torso replaced
100: Full body replaced
120: 121+ durability unlocked.
At 81 mastery, the user receives a +5 speed bonus
1-20: Extendable limbs, through manually retracting chains - costs 2 modification points per limb
21-40: - costs 3 modification points
41-60: Mechanically extendable and retractable limbs - costs 3 modification points per limb
61-80: Rocket booster to allow for short bursts of flight - costs 4 modification points
Allows for the incorporation of dials, etc. into the cyborg's body to work in tandem with its other modifications. - costs 5 modification points per dial.
81-99: Extra arms or legs - costs 5 modification points
100: Can detach and reattach body parts at will - costs 5 modification points per body part
120: Retractable rocket wings (allows gliding or with rocket boosters, flight) - costs 10 modification points
1-20: Cola battery. (Can do a some cyborg techniques)
21-40: Gas engine. (Can do a quite a few cyborg techniques)
41-60: Self charging electric battery. (Can do a large amount cyborg techniques)
61-80: Supercharged electric battery(Can do some high level cyborg techniques)
81-99: Thermal power cell.(Can do quite a few high level cyborg techniques)
100: Nuclear cell. (Can do a large amount of high level cyborg techniques)
120: Hawking radiation cell. (Can do cyborg techniques practically endlessly)
Raid Suits Changes (in case you missed it)
Raid Suits
Requires 81 Blacksmithing
If the blacksmith learns Germa technology, they are able to upgrade their armors to Raid Suits. Raid suits no longer have a speed debuff, instead it requires a martial arts substat and gains the following:
  • +10 movement speed
  • Rocket propelled boots
  • A special fighting style, such as an elemental style, subject to GM approval
Sulong Mode Changes
Changes to Sulong Mode
Previously you only had uncontrolled version even at 100 mastery.
New:
100 mastery: controlled Sulong Form.
120 mastery: can access Sulong Form during daytime for 3/10 turns.
Robotics Remake
Robotics

Robotics allows for the creation and control of autonomous robots.

1-20 mastery: unlocks small robots
21-40 mastery: unlocks human sized robots
41-60 mastery: unlocks flying drones
61-80 mastery: unlocks large robots
81-99 mastery: unlocks giant robots
100 Mastery; unlocks mecha robots
120 mastery:

For each point invested in your robotics mastery, you get one robotics point, which you can spend on your allocation. So 80 mastery = 80 robotics points. Speed, damage and durability is relative to mastery. Robots that uses cyborg substats will have modification points equal to 25% of their mastery in that cyborg stat.

Small robots(2 feet tall): 5
Human sized robots: 10
Flying drones(same size as small robots): 10
Large robots(12 feet tall): 20
Mecha robots(4x user size, max 1): 25

Stats for robots, in case of energy, destruction or utility stats, check out the section for cyborgs(percentage of mastery is up to 100, in case of 120 mastery it has specific rules):
Strength: 60% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 60% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 60% of mastery
Strength: 80% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 80% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 81% of mastery
Reaction: 100% of mastery
Movement: 100% of mastery
Durability: 40% of mastery
Energy: 60% of mastery
Choice of Utility or Destruction: 81% of mastery
Strength: 100% of mastery
Reaction: 80% of mastery
Movement: 80% of mastery
Durability: 100% of mastery
Energy: 80% of mastery
Destruction: 81% of mastery
Strength: 100% of mastery*
Reaction: 81% of mastery
Movement: 81% of mastery
Durability: 100% of mastery
Energy: 100% of mastery*
Destruction: 100% of mastery*

*If 120 mastery, 2 of these three stats can be increased to 120

Miscellaneous Patches
One Piece Obituaries Thread
Celebrating The Dead
We've just launched a new thread, 'One Piece Obituaries'! It's designed to keep track of those who have met their end in our organization, both notable Non-Playable Characters and Playable Characters. We would greatly appreciate your assistance in keeping this thread updated!

The link for the new thread can be found here: One Piece Obituaries.
Island Make-Overs & Hard Mode!
Janitorial Work
If you haven't noticed already, we've given some of our island threads a makeover! We're introducing a more streamlined and easily digestible format for each island. New storylines will be added to enhance the experience. Additionally, NPCs will no longer come with preset stats. Instead, they'll be assigned 'Stat Specialty,' indicating where their strengths lie. As a host, you'll be responsible for customizing the stats when using these NPCs.

Last but certainly not least, islands will have a hard mode. This is a higher difficulty story and/or NPC that yield higher rewards. The weekly island reward will remain the same.

See islands in East Blue as an example!

Please be aware that this update will take some time, as our lowly janitor, @Ichimonji, works through the changes. If you have an island you want “hard mode” on, PM Ichi to move the island to the top o the to-do list! Keep an eye out!
Top Level NPC Regulation
GM Approval for Top Level NPC
A new rule will take effect: top-level NPCs in the One Piece world cannot be roleplayed without GM approval. You may roleplay them after approval. This is to ensure a consistent storyline for the forum. However, this exclusion does not apply to any Newspaper posts. The NPCs covered by this rule include Dragon, Gorosei, Kong, Sengoku, Rayleigh, Shanks, and Blackbeard. Imu cannot be used as an NPC.

Free Change will now be in effect for two weeks, until January 7th, 2024.
 
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