GAME INFO.   Posted by D..Group: 0
D.
 GM, 1 post
Fri 17 Jun 2016
at 05:57
GAME INFO
Starting Points: 400 points

Disadvantage Limit: -70 points, and -5 in Quirks.

Required Disadvantages [-20]: You may be pirates, but you are also the good guys, and you are loyal to each other; we will work out why exactly that is as we start creating characters. You get the points for these mandatory disadvantages (included in the disadvantage limit above). Everyone must take the following:
  • Pacifism (Cannot Harm Innocents) [-10]
  • Sense of Duty (Crew) [-5]
  • Social Stigma (Criminal Record) [-5]
Tech Level: Ubiquitous TL5, though isolated regions may be lower. The World Government has access to Ultra Tech and possibly Superscience.

Starting Wealth: $5,000, modified by Wealth level.

Signature Gear: $2,500 per point. This should be restricted to items which define your character. There will be plenty of opportunity to upgrade and acquire epic weapons, armor, a ship, etc., so don't waste points on this.

Languages: This is irrelevant. Everyone speaks the same language.

Cultural Familiarity: Also irrelevant.

CHARACTER BACKGROUND
Your background will be completely private. If you want to work out inter-character connections with other players, that's fine; you're free to share whatever you like. In the background, I need the following information:

Origin: Where are you from? What did you do before you became a pirate? Why did you become a pirate?

Family: Do you know of any living relatives, or people you consider family? If so, who are they, where do they live, and what is their life like? If they are no longer living, why and how did they die? How do you feel about these people?
Note: If you have the Will of D. advantage, feel free to have any or all of your family members be famous or infamous people, living or dead.

Short-Term Goals: What are some things that you hope to accomplish in the near future?

Long-Term Goals: What are some things that you hope to accomplish in the distant future?

Motivation: Why are you so loyal to this crew? What makes you want to stick together no matter what?

This message was last edited by the GM at 22:24, Wed 29 June 2016.

D.
 GM, 2 posts
Fri 17 Jun 2016
at 06:09
ONE PIECE LORE
World Government
This organization runs the entire known world, though their presence is sometimes minimal in remote areas. It is ruled by the Five Elders, who oversee the Marines, Cipher Pol, and the Seven Warlords. The World Government is widely recognized as corrupt, serving primarily the self-interest of the World Nobles. Their primary adversaries are the pirates and the revolutionaries.

Marines
The military and police force of the World Government. While they do deal with day-to-day justice, most find their version of it wanting. The spend a lot of manpower trying to hunt down pirates, doing the World Government’s dirt work, and sometimes just abusing their power for selfish gain.

Cipher Pol
To some, it’s only a myth. To others, it’s the last thing they hear before they die. This is (allegedly) the secret police of the World Government, acting behind the scenes via sabotage, reconnaissance, espionage, or on occasion assassination.

Pirates
The term pirate is sort of catch-all for anyone who wishes to defy the oppressive tyranny of the World Government by simply doing whatever they please. For some, this is actual piracy: pillaging and looting innocents. For others, this could mean saving the innocent, fighting for freedom and against oppression, etc. Some pirates have become so powerful as to establish empires in certain region of the sea. Being a pirate is always a crime to the World Government, and the navy will try to hunt down and capture any that they can, or simply kill them.

Seven Warlords
These are seven particularly powerful pirates who have independently contracted with the World Government. Being government sanctioned, they are in no danger of being hunted or captured by the Marines, though this tends to draw more enemies from among fellow pirates.

World Noble
Also known as Celestial Dragons, these are the god-like upper-class citizens of the World Government, who can essentially do no wrong in the eyes of the law. These descend from nineteen of the twenty families that originally founded the World Government. The Holy Land called Marijois is their home, where they are free from the taint of the common folk, which they consider equivalent to intelligent animals. They were absurd clothing, protective bubbles, take whoever they want as slaves, and generally do whatever they want. Thankfully, they generally avoid leaving the Holy Land; when they do, it is usually for "vacation," which usually looks to others like sadistic pleasures.

Revolutionary Army
A professional military force formed for the express purpose of overthrown the World Government for its man abuses and oppression.

The Pirate King
One man succeeded in fully exploring and conquering the Grand Line. His name was Gol. D. Roger, captain of the Roger Pirates and owner of the legendary treasure known as One Piece. He was only in the last few years captured (though many believe he allowed himself to be capture) by the Marines and publicly beheaded. At his execution, he told the world that he hid his treasure in the Grand Line (see below) and urged them all to become pirates and try and find it. This sparked a surge of new pirates.

Four Emperors
These are the four most powerful pirate captains in the world, having such a vast region of influence as to be considered small empires. They were formerly the four highest ranking members of the crew of the former Pirate King, but after his death they became adversaries, competing for control of the pirate world. They have, at this point, reached a ceasefire, but tensions are still high as they all vie for One Piece.

The Will of D.
Any level of the Destiny advantage can play an important roll in the story. If you decide to take the 15-point version of the advantage, it has a special name: The Will of D. And yes, that’s D. with a period, which you must take as your middle initial. Some people know what the D. stands for, but they will likely never tell you, for fear of its potential. Others know that D. is always destined for greatness, be it good or evil, and thus fear it. Some even say it means Devil, be it to the tyrants of the world or the innocents. Who really knows. Regardless, you will make a permanent mark on the world, for better or worse.

Geography
The Grand Line is the ocean current that is surrounded by the Calm Belts—sections of ocean with no wind or water currents, and inhabited by gigantic sea creatures called Sea Kings—and follows an imaginary line that runs from north-west to south-east across the middle of the world and perpendicular to the Red Line. The Red Line is a vast continent that circles the globe from north-east to south-west. These two lines divide the rest of the ocean into four sections: North Blue, East Blue, West Blue, and South Blue.

Most pirates start off in one of the four Blues, but they almost always head for the Grand Line, where all the action is taking place as well as the search for One Piece. For this reason, the Grand Line is also known as the Pirate Graveyard for its tendency to claim the lives of many would-be pirates. Despite its reputation for chaos and danger, the Grand Line does have some peaceful inhabitants scattered across its islands.

This message was last updated by the GM at 06:10, Fri 17 June 2016.

Kenshi Tenma
 GM, 3 posts
Fri 17 Jun 2016
at 06:23
DEVIL FRUIT POWERS
Devil Fruits are mystical fruits found throughout the world that can give the eater very strange abilities. The name comes from the legend that the fruits' mysterious properties come from the Sea Devil; supposedly the secret of this power is somewhere in the Grand Line. The first bite from a fruit will instantly grant the person special capabilities, but he may learn to use them better to his advantage, developing more powers later. Any fruit may spontaneously become a Devil Fruit, but they are extremely rare. Powers granted by a Devil Fruit are entirely unique, and each power has a specific associated fruit (e.g., the Flare-Flare Fruit grants the eater flame related abililites). They only exist one at a time in the world. Once a Devil Fruit Eater dies, the fruit corresponding to his power will emerge somewhere  in the world. If a Devil Fruit Eater consumes a second Devil Fruit, he will instantly die. There are three categories of Devil Fruit:

Logia
Commonly thought of as the most powerful types of Devil Fruits, the Logia type powers actually change the fundamental nature of the person into some sort of element. For example, someone eating the Flare-Flare Fruit doesn't just generate flames; he becomes fire itself. While he can maintain his usual form, and interact with the world normally, he also becomes practically immune to ordinary attacks. Users with these types of powers must take the following advantage:
    Insubstantiality (Can Carry Objects: No Encumbrance, +10%; Devil Fruit, -10%; Partial Change, +20%; Reflexive, +40%; Unconscious Only, -20%; Uncontrollable, -10%) [104].
Zoan
This type of Devil Fruit transforms the person into some sort of animal. He retains his human form as well, but can transform into the animal at will. More skilled users can perform various types of partial transformations. Use various Alternate Forms to represent this. There is one unique Zoan fruit called the Human-Human Fruit, which, if eaten by an animal, allows them to transform into a humanoid form, and communicate with humans.

Paramecia
The most common form of Devil Fruit, the Paramecia type can represent almost anything that doesn't fit into one of the previous two categories. These include such concepts as making the person's body become like Rubber (Gum-Gum Fruit), granting the user the ability to generate and manipulate various types of String (String-String Fruit), allowing the user to generate a number of duplicate sets of hands from any object in sight (Bloom-Bloom Fruit), or even granting the eater the ability to reunite his spirit with his body after death (Second-Life Fruit), even if the body had decayed into nothing but a skeleton. Whatever your ability, it must be centered around a singular concept. The possibilities are endless, but run your idea by the GM to make sure it's balanced.

Power Modifier and Power Talent
Every ability granted by consuming a Devil Fruit has the power modifier: Devil Fruit (-10%). This is about equivalent to Super (Powers, p. 29), and includes various anti-powers (-5%), such as Color of Arms Haki (see Haki section below), and special countermeasures (-5%) like Seastone (see below). You may choose a Power Talent specific to your Devil Fruit power (up to 6 levels), adding to any rolls to use your Devil Fruit abilities.

Devil Fruit Curse [0]
The legend goes that, due to the enmity between the Sea God and the Sea Devil, the Sea God cursed all Devil Fruit Eaters, making them weakened by bodies of water. Even ankle-deep water can make the subject weak (halve Move, Dodge, and ST), and deeper submersion is paralyzing, making the person unable to swim, and likely to drown if no one helps them—though he may still speak. Submersion renders the person unable to move or concentrate. A bath tub or fountain doesn’t count; the body of water must be natural, like a pond or the ocean. This would normally be a substantial disadvantage, but coupled with the Unusual Background necessary for such a rare gift, this is a 0-point meta-trait.

Seastone
This is a naturally occurring substance (albeit extremely rare) as hard as diamond which has the essence of the sea. When in physical contact with a Devil Fruit Eater, it causes the same weakening effects as partial submersion in water (above). In addition, binding someone with Seastone renders their Devil Fruit powers useless. This can be used to line weapons, making them effective against Devil Fruit Eaters whose abilities usually render such weaponry worthless. It's also used in nets, handcuffs, prisons, and even to line Marine ships to make them more useful against Devil Fruit Eaters.

This message was last edited by the player at 23:13, Sun 05 Nov 2017.

D.
 GM, 4 posts
Fri 17 Jun 2016
at 06:44
RACES & TRIBES
Non-human races are considered by many humans to be a sort of second-class citizen. To represent this, they each include the disadvantage, Social Stigma (Minority Group). The average person reacts to these at -2, either from fear or disdain. For regions or people accustomed to diversity, this penalty is negated entirely; but the highest of the high class—the Celestial Dragons—react at an extra -2 for a total of -4 for “slave races,” as they see them.


DWARF [35]
Palm-sized humanoids with fluffy tails, long pointy noses, and exceptional strength for their size. Sometimes called Faeries.
    Attributes: ST+5 [50].
    Secondary Characteristics: SM -6.
    Advantages: Super Jump 1 [10]; Striker (Tail; Crushing) [5].
    Disadvantages: Gullibility (6) [-20]; Social Stigma (Minority Group) [-10].
Optional Wildcard: Tontatta Combat! covers Animal Handling (Insect), Acrobatics, Judo, Jumping, Karate, Riding (Insect), Spear, and Stealth. You also get your full bonus to any Techniques used with the previous skills (which cannot exceed the usual limits for the technique). In addition, you can opt to make ST-based roll when attempting a Judo throw. Finally, you can wield two spears at the same time at no penalty, as for Off-Hand Weapon Training. Only Dwarves can learn this.

MINK [35]
Humanoids with furry-animal features. They all have the inexplicable natural ability to generate a current of electricity with which to attack anything they touch or strike with a melee weapon.
    Advantages: Electro: Burning Attack 2d (Follow-Up: Melee Attack, +0%; Side Effect: Stunning, +50%) [15].
    Disadvantages: Social Stigma (Minority Group) [-10]; Weakness (Excessive Heat: 1d/min; FP Only, -50%) [-10].
    Choose at least 40 points in advantages related to your animal type [40].
    Examples: ST and Claws (Blunt) for a bear; Striker (Horns) and Claws (Hooves) for a bull; DX, Catfall, and Perfect Balance for a cat; Super Jump for a rabbit, etc.
Optionally: You can add any number of additional points in advantages related to your animal type. You may also increase the damage of Electro up to a maximum of 6d burn for an additional 30 points.

GIANT [230]
Really big, but otherwise human-looking.
    Attributes: ST+40 (Size, -40%) [240]
    Secondary Characteristics: SM +4.
    Disadvantages: Social Stigma (Minority Group) [-10].

FISHMAN [100]
Humanoid with fish-like features, but two legs. See also the Fishman Karate! Wildcard skill and associated Powers (section below).
    Attributes: ST+5 [50].
    Advantages: Amphibious [10]; Doesn't Breathe (Gills, -50%) [10]; Enhanced Move (Water) [20]; Speak With Animals (Aquatic, -40%) [15]; Speak Underwater [5].
    Disadvantages: Social Stigma (Minority Group) [-10].
Optionally: The above is a generic Fishman, but they may be based on any aquatic creature. Add relevant advantages depending on the creature type: Extra Arms for octopus, more ST and Teeth (Sharp or Fangs) for a shark, etc. You may buy up to 4 total levels of Enhanced Move (Water) [20/level]. You may also buy up to 10 levels of a limited form of Strength: ST without HP (Only while submerged in water, -30%) [5.6/level], adding to ST for damage and lifting purposes only, and only while submerged in water.

MERFOLK [40]
Humanoids with the bottom half of a fish. When a Mermaid matures (age 32), her tail splits into two legs and she can walk on land normally, though she retains her swimming capabilities.
    Advantages: Doesn't Breathe (Gills, -50%) [10]; Enhanced Move (Water) [20]; Speak With Animals (Aquatic, -40%) [15]; Speak Underwater [5].
    Disadvantages: No Legs (Aquatic) [0]; Social Stigma (Minority Group) [-10].
Mature Mermaid: To model a mature mermaid whose tail has split into legs, replace No Legs (Aquatic) with Amphibious for a net +10 points.
Optionally: Like Fishmen, you may buy up to 4 total levels of Enhanced Move (Water) at 20 points/level.

WOTAN [180]
Half-Giant, half-Fishman.
    Attributes: ST+25 (Size, -30%) [175]
    Secondary Characteristics: SM +3.
    Advantages: Amphibious [10]; Social Stigma (Minority Group) [-10].

KUJA [30]
Basically, Amazons with an intuitive affinity for Haki. They also use a special Snake Weapon, which is a special type of live snake trained to function as various weapons and tools. It can only take one form at a time, and takes one second to switch between forms: Bow (a Composite Bow with variable ST), Staff (a Quarterstaff as strong as steel), or Ropes (like Handcuffs: -5 to Escape). They weigh 6 lbs, and cannot be purchased. Only Kuja may have them.
    Advantages: Ally (Snake Weapon) [4].
    Disadvantages: Clueless [-10].
    Quirks: Chauvinistic towards men [-1].
    Choose at least 37 points in Haki powers (which must include the basic level of Color of Arms) [37].

LONGARM TRIBE [30]
Three-part arms with two separate elbows in each arm. This gives them superior reach, +2 ST with their arms, and +1 damage/die to punches and swung weapon attacks.
    Advantages: Arm ST 2 [10]; Long Arms [20].
Optionally: For an exceptionally trained puncher, you can purchase both Claws (Blunt) [3] and Striker (Crushing; Limb, -20%) [4], each granting an extra +1/die punching damage; and the perk Rules Exemption (Cannot Hurt Self) [1].

LONGLEG TRIBE [45]
Extraordinarily long legs grant the Longleg Tribe +2 ST when kicking, an extra +2 damage/die to kicking damage; their kicks are at no penalty, treated as weapons to both attack and parry, and they can’t accidentally hurt themselves when kicking. Additionally, top running speed is multiplied by 1.5, and jumping distances are doubled.
    Advantages: Claws (Hooves) [3]; Enhanced Move 0.5 [10]; Long Legs [10]; Striker (Crushing; Shin, -20%) [4]; Striking ST 2 (Kicks Only, -60%) [4]; Super Jump 1 [10].
    Perks: Rules Exemption (Cannot Hurt Self) [1].
    Techniques: Kicking (H) Karate [3].

This message was last edited by the GM at 07:41, Fri 17 June 2016.

Kenshi Tenma
 GM, 5 posts
Fri 17 Jun 2016
at 06:54
SKILLS
EVERYMAN SKILLS
Everyone must have at least 12 points spent on the Pirate! Wildcard skill. The rest of these are optional, but highly recommended. If you do not have one of these skills, it's more than likely a character trope; consider the Incompetence Quirk.

Carousing, Diplomacy, or Fast-Talk.

First Aid.

Forced Entry or Lockpicking.

Gesture.

Judo, Sumo Wrestling, or Wrestling.

Observation, Scrounging, or Search.

Savoir-Faire or Streetwise.

Stealth.

Throwing.

WILDCARD SKILLS
See Power-Ups 7 - Wildcard Skills for details on how they work and a list of examples (many of which are relevant to this setting). On your sheet, write them as follows: Attribute-1 [12], Attribute+0 [24], Attribute+1 [36], etc. Here is a brief list of the rules we will be using:

Defaults to Wildcards (p. 5) means that, if a particular skill defaults to one covered by your Wildcard, that skill can default to your Wildcard.

We will use the rules for Improving Standard Skills From Wildcards (pp. 5-6). If you prefer to have one particular skill covered by a Wildcard to be improved beyond the Wildcard level, the cost is the difference in points between having that skill at your Wildcard level and the improved level, just like Improving Skills from Default (p. B173).

Wildcard Familiarity and Wildcard Tech Level (p. 11) rules are in play. This means that you can ignore any familiarity or Tech Level penalties when using your Wildcard skill.

Extra-Broad Perks and Techniques (pp. 11-12) rules are in effect. This means that Perks and Techniques which are specialized for a skill covered by your Wildcard, it covers all specialties covered by your Wildcard. For example, Quick-Sheath (Guns!) gives you the ability to Quick-Sheath any gun covered by the Guns! skill, and Targeted Attack (Swing/Neck) purchased for Sword! applies to all uses of Sword!

Hyper-Competency rules (pp. 12-13), using the standard 1 Wildcard Point per 12-points spent on that Wildcard skill. You can spend these points on Buying Success, Flesh Wounds, and Player Guidance, if relevant to the skill. Additional options include Buying Effect, and Upgrading Margins.

Other Bonuses rules (pp. 13-15) are in effect. If you’re not sure if a roll fits one of the categories described, ask the GM. Here’s a summary of the bonus categories:
  1. Rolls related to the concept to which no skill applies.
  2. Rolls to use conceptually related advantages (but never Devil Fruit powers).
  3. Rolls to resist skills covered by the Wildcard.
  4. Rolls to avoid bad effects encountered using the Wildcard.
  5. Reaction rolls or Influence rolls to impress those who witness your skill.
  6. Offset penalties for circumstances relevant to the skill.
  7. Half-bonus to accuracy for those with Gunslinger when aiming relevant weapons.
  8. ST-bonus to those with Weapon Master when using relevant weapons, or with Trained by a Master for unarmed attacks.
  9. With Weapon Master or Trained by a Master, you can waive the ST-bonus (above) for half-bonus to use a technique (which cannot exceed its usual maximum level).
  10. Damage bonus when deploying poisons, traps, etc., which are not ST-based.
  11. Bonus to HP restored if the Wildcard is relevant to healing.
  12. Bonus to someone else’s roll, when the Wildcard aids others.
We will use the Easy is Easy option from Compensating for Difficulty (p. 25). This means that, when using a Wildcard for an Easy skill, you roll at +1.

We will also be using the Automatic Bonuses option (p. 26) for Using Wildcards Together (pp. 25-26). This means that, when two Wildcard skills overlap—or if you can convince the GM that one Wildcard complements the other—you add the half-bonus from the lower Wildcard to the level of the higher one.

Finally, we will use the Open-Ended Criticals option for Wild Criticals (p. 26). This means that a success by 10+ is always a critical success: 3-7 at effective skill 17, 3-8 at skill 18, and (the maximum range) 3-9 at skill 19.

NEW WILDCARD SKILLS
Fishman Karate! This Wildcard covers Aquabatics, Breaking Blow, Immovable Stance, Judo, Karate, Power Blow, Swimming, Wrestling, and adds full bonus to any related Techniques. It also covers uses of Innate Attack to hit with all Fishman Karate powers, and adds full bonus to Acc with an aimed ranged attack. If you also have the Brick Fist ability (see Fishman Karate Powers below), this also covers the Imbuement skill Penetrating Strike.

This message was last edited by the player at 16:51, Sun 22 Oct 2017.

Kenshi Tenma
 GM, 6 posts
Fri 17 Jun 2016
at 07:02
FISHMAN KARATE
These abilities have no Power Modifier and no Power Talent, but they require special training (Trained by a Master) as well as the Fishman Karate! Wildcard skill (above).

Brick Fist: 8 points.
This is a prerequisite for the next three abilities (below). Your knowledge of the manipulation of water allows you to bypass some or all resistance to crushing damage. This does not give you the Imbuement skill itself; for that, use the Fishman Karate! Wildcard skill (above).
    Imbue 3 (One Skill: Penetrating Strike, -80%) [8].

Hundred Brick Fist: 9.5 points/level.
Utilizing the water in the air, or in your target's body, you can deal devastating damage with a punch. Roll a basic unarmed attack to hit. Your damage is equal to your normal punching damage plus 1d/level of this ability. Levels cannot exceed twice your basic swing damage dice. This requires Brick Fist (above) as a prerequisite.
    Crushing Attack (Double Knockback, +20%; Melee Attack: Reach C, ST-Based, +70%) [9.5].

Shark Brick Fist: 7 points/level.
Like Hundred Brick Fist, but used at range. The force of your punch acting on the water vapor in the air causes an invisible wave of force to slam into the target, doing 1d damage/level. Levels cannot exceed twice your basic swing damage dice.
    Crushing Attack  (Double Knockback, +20%; Jet, +0%; No Signature, +20%) [7].

Arabesque Brick Fist: 5 points/level.
Like Shark Brick Fist, but the force is directed outward. The loss of focus results in no direct damage, and less range, but allows for an area of effect around you. Levels cannot exceed twice your basic swing damage dice.
    Crushing Attack (Area Effect: 2 yd, +50%; Double Knockback, +20%; Emenation, -20%; No Blunt Trauma, -20%; No Signature, +20%; No Wounding, -50%) [5].

Spear Wave: 5.6 points/level.
With access to a body of water (even a small pond will suffice), you can grab and throw water like a spear. Levels cannot exceed twice your basic swing damage dice. This attack can be combined with Breaking Blow to punch holes in objects.
    Impaling Attack (Accessibility: Body of water, -30%) [5.6].

Sharkskin Palm: 5 points, or 8 points.
Your normal punches do an additional +1 damage/die (including Hundred Brick Fist!), or +2 with the second level of this ability. In addition, when you parry, your arms cannot be targeted by your opponent, and you are immune to the possibility of Hurting Yourself when attacking barehanded.
    Striker (Crushing; Arm, -20%) [4] + Rules Exemption (Cannot Hurt Self) [1]; optionally, add Claws (Blunt) [3].

Water Shot: 4 points/level, 5 points/level, or 10/level.
With access to water (even a bottle will suffice), you can splash water on your arms and shoot the droplets with incredible force, doing 1d/level damage to the opponent. A more advanced version allows you to generate your own "water," such as from sweat beads. The most advanced version allows you to shoot multiple droplets at once, like a shotgun, releasing 9 shots at 1d damage/level each. You can have either the first or second level and the highest level as Alternative Attacks. Levels cannot exceed twice your basic swing damage dice for the first two levels, or just your basic swing damage dice for the highest level.
    Piercing Attack (Accessibility: Water, -20%) [4]; remove Accessibility [5] limitation for the second level; add (Rapid Fire: 1x9, +100%) [10] for the highest level.

This message was last edited by the player at 16:48, Sun 22 Oct 2017.

D.
 GM, 7 posts
Fri 17 Jun 2016
at 07:13
HAKI
Haki is a mysterious power found in every living being in the world. Developing the ability to use it, however, requires special training. There is one sort of Haki, however, that belongs only to special individuals. There are three Colors:

Color of Observation
You have developed a sort of sixth sense for the world. This includes several abilities, which may be purchased and improved separately. The first ability allows you to detect the presence of humanoid creatures. The second ability lets you detect danger, also allowing the user to learn Precognitive Parry. The third ability allows you to detect the emotional state of another humanoid. These may be purchased as Alternative Abilities to each other.
  1. Detect (Humanoids; Vague, -50%) [10]; or remove (Vague) [20]; or use (Analysis Only, -50%) [10] instead; or add (Analyzing, +50%) [30].
  2. Danger Sense [15]; you can also add up to 3 levels of Enhanced Defenses (Any) [varies].
  3. Empathy [15].

Color of Arms
You can focus your Haki to protect yourself or to augment your attacks. The first ability allows the user to learn the Imbuement skill Penetrating Strike, improving his ability to bypass enemy damage resistance. This also allows the user to bypass the body-altering properties of certain Devil Fruit powers (mostly Logia users) which would otherwise render ordinary weapons completely useless. Optionally, you may add the ability to transform your punches into a weapon, dealing an additional +1 damage/die (+2 if you have both Striker and Claws), and even ignore the potential of injuring yourself. The second ability requires the first ability (at least Blessed and Imbue 3) as a prerequisite and thus cannot be purchased as an alternative ability; it grants the user superior striking power. The Striking ST must be activated by taking a Ready maneuver and spending 2 FP, after which point it costs 1 FP per minute to maintain. The third level (which may be purchased separately from the second) provides superior damage resistance, potentially even capable of mitigating other people's Haki. The DR requires a DX-roll to activate each time you're hit by an attack.
  1. Blessed (Anti-Devil Fruit Weapon) [15] + Imbue 3 (One Skill, -80%) [8] for Penetrating Strike; optionally, add any of Striker (Crushing; Limb, -20%) [4], Claws (Blunt) [3], or Rules Exemption (Cannot Hurt Self) [1]. Those with weapons may instead add Imbue 1 (One Skill, -80%) [2] for the Reinforce Weapon skill.
  2. Striking ST (Costs FP: 2 FP, -10%) [4.5]
  3. Damage Resistance (Requires DX-roll, -10%) [4.5]; or add levels of (Hardened, +20%) [+1/level] to DR.

Color of the Conquering King
Also known as simply Conqueror's Haki, this is the only form of Haki that only special people can learn: It requires any level of the advantageous form of Destiny (e.g. The Will of D.) as a prerequisite. This ability allows the user to overpower the will of enemies, rendering them unconscious. At the most basic level, this can only be used on a specific individual: roll a Quick Contest of Will at a penalty equal to your distance in yards. A more advanced use can be used on any number of foes in a small area (no penalty for range). More advanced levels can target specific people within the area. The most advanced have extraordinary area and can ignore the rule of 16 in the Quick Contest!
    Affliction (Based on Will, +20%; Low Signature, +10%; Malediction, +100%; Unconsciousness, +200%) [43]; or add up to 3 levels of (Area Effect, +50%) [5/level]; then you may add (Selective Area, +20%) [2], and up to 3 more levels of (Area Effect, +50) [5/level]; then you may add (Cosmic: No rule of 16, +50%) [5].

This message was last edited by the GM at 01:46, Thu 19 Oct 2017.

D.
 GM, 12 posts
Sun 19 Jun 2016
at 08:38
SAMPLE CHARACTERS
MONKEY D. LUFFY (Captain)
Luffy is a Devil Fruit Eater, the Gum-Gum Fruit turned him into a Rubberman. This grants him extraordinary flexibility and resistance to blunt force trauma. He can also use his body to reflect bullets shot at him back at his attackers. In addition, he can extend his arms, legs, or head long distances, allowing him to use various long-ranged attacks. Finally, he can use Conqueror's Haki, which he later masters.
Advantages: Binding; Damage Reduction (Crushing); Charisma; Destiny (Will of D.); DR (Crushing Only); DR (Bullets Only; Reflection); Double-Jointed; Haki (Color of the Conquering King); Stretching; and various Innate Attacks representing long-ranged punches/kicks/etc.
Development: As he develops a better understanding of how his powers work, he develops several other abilities: Gear Second forces his blood vessels to constrict and severely increase his blood pressure, granting ATR, Enhanced Move (Instant Acceleration), and superior Striking ST (or more powerful Innate Attacks), at the cost of rapid exhaustion (Cost 10 FP initially, 5 FP/min after that). Gear Third allows him to expand his bones to increase the size of an arm similar to that of a giant, granting even greater damage capabilities at the cost of becoming temporarily tiny for a few minutes when his bones deflate (Nuisance Effect, Limited Duration, etc.).


Roronoa Zoro (First Mate)
Zoro has mastered the three sword style, using one katana in each hand and a third in his teeth. He eventually develops the ability to cut even solid steel like it was nothing, and can cut with such force that the air carries his attack through the air to hit distant targets. He eventually develops exceptional skill with Haki (Color of Arms).
Advantages: Enhanced Parry; Extra Arm (Weapon Mount); Imbue 3 with Penetrating Strike and Instantaneous Project Blow; and Weapon Master. He also uses Breaking Blow and a variety of Samurai-esque techniques and perks.

Nami (Navigator)
Nami starts out as not much of a fighter, except for her decent skill with a quarter staff. She is, however, one of the beset navigators on the planet, having a sort of sixth sense about weather. Eventually, she acquires a staff-like weapon called the Clima-Tact, which when combined with her knowledge of weather patterns allows her to create small systems of heat, cold, rain, or even lightning, basically granting limited weather control and weather related attacks.
Advantages: Absolute Direction; Detect (Weather); Obscure (Vision); and various Weather Control powers and Innate Attacks related to Heat, Cold, and Lighting, all with the Gadget limitation (Staff, -50%).

Usopp (Sniper)
Despite being a bit of a coward, Usopp is an exceptional marksman, using a slingshot to take out targets from great distances. Initially, he was quite weak, but made up for this with brilliant Tactics, including the use of every Trap known to mankind, and a knack for lying his way out of anything (Fast-Talk and Specious Intimidation). Eventually, he crafted a superior slingshot and used a variety of seeds from different monstrous plants as a sort of special weapon. He even learns the ability to perceive not only the presence but precise location of humanoids from absurd distances.
Advantages: Haki (Color of Observation; Precise); Heroic Archer (Slingshot); Imbue 3 with the Gadget limitation (Seed Pouch, -50%) plus a wide variety of Imbuement skills.

Sanji (Cook)
Sanji spent many years cooking for pirates, so he had to learn to fight off unsavory customers without injuring his precious hands. So he ended up becoming an expert at a purely kicking-related style of martial arts. He later develops the ability to heat up his shoe till it catches fire, giving his kicks superior striking power. In addition, he eventually learns to kick so hard that he can basically fly by continuously kicking the air beneath him.
Advantages: Claws (Hooves); Striker (Crushing; Shin); Burning Attack (Follow-up; Kick); extra Striking ST (Kick Only); Super Jump; and eventually a limited form of Flight.

Tony Tony Chopper (Doctor)
Chopper was originally a reindeer, but ate the Human-Human Fruit, allowing him to take a humanoid form in addition to being a brilliant doctor. His true power lies in his ability to take various forms to suit his needs. He commonly walks around in a tiny, adorable humanoid form, which people frequently mistake for a raccoon dog. When ready to fight, he becomes a hulking brute, with thick, but still furry muscles. By taking a small medication he calls a Rumble Ball, he can take even more forms, each focusing the energy of his transformation on a certain physiological feature. If he takes too many, he turns into a gigantic, berserk monster. He eventually learns to control these transformations, even learning to control the hulking monstrosity.
Advantages: Alternate Forms: Reindeer and Brute, being alternatives to the Chibi form; Jumping Point grants Enhanced Move and Super-Jump; Guard Point makes him giant and damage resistant; Arm Point gives him Claws (Blunt) and Striker (Crushing; Arm), plus better Striker ST; Brain Point gives Compartmentalized Mind and Intuition (Inspired); and Horn Point gives Striker (Impaling) and Striking ST (horns only); and Monster Point makes him enormous, fast, strong, and gives talon-like claws.

Nico Robin (Archaeologist)
Robin has eaten the Flower Flower Fruit, allowing her to generate duplicate sets of arms/hands on objects within her visual range. This allows her to simultaneously hold the arms of several enemies and wrench their spines or necks. She can also link several hands together to form various useful objects: a ladder or chain of arms, a net, a mode of binding, etc. Sometimes, she generates dozens or even hundreds of arms tightly packed to form a large hand to catch falling allies or smash enemies, or to form wings on her back to allow her to glide to the safety,
Advantages: Afflictions, Binding, or Innate Attacks can cover most of her offensive abilities, many of which have Area Effect or Malediction (or both); Flight, perhaps with limitations; and a variety of exotic Perks to represent the utility features (e.g. ladder, chain, rope).

Franky (Shipwright)
After a severe injury, Franky transformed himself into a Cyborg with his Gadgeteering skills. Initially, this was limited to under-skin armor and a ranged but powerful punch with one hand and a built-in submachine gun in the other arm. Later, he practically transformed himself into a human weapon, increasing his armor, strength, and weaponry. He runs on cola (which is represented by the FP statistic).
Advantages: Damage Resistance, with possible levels of Hardened later on; Damage Reduction may also be appropriate; Gadgeteer (or possibly Quick Gadgeteer); High TL in the 9-12 area; Innate Attacks can cover a variety of High and Ultra-Tech weapons, including machine guns (Rapid Fire Piercing) or even lasers (Armor Divisor Tight-Beam Burning), all of which should have Cost Fatigue to represent cola depletion. Consider various Machine traits as well, including disadvantages such as Maintenance, Electrical, etc.

Brook (Musician)
As a pirate many years ago, Brook ate the Revive-Revive Fruit, granting him a chance to reunite his spirit to his body after death. It took him nearly fifty years to do so, however, so his body had become a skeleton. Thus, he has few of the ordinary weaknesses of humans, and a major scare-factor. He's also an excellent musician and swashbuckling swordsman. His musical powers are originally limited to generic calming effects, but later grow to sway the masses. His sword skills start off being purely speed-related, but eventually he can add a freezing effect to his blade as well. He even learns how to temporarily separate his spirit from his body to scout over a distance or through a wall. When he is injured, instead of normal healing, he must drink milk to recover.
Advantages: Burning Attack (Follow-Up: Sword; Freezing; No Incendiary); Injury Tolerance (No Eyes; Homogenous); Insubstantiality (Projection); Terror (Always On; Visual); and various Swashbuckler and Bard advantages and skills.

This message was last edited by the GM at 19:06, Sun 19 June 2016.