Character RulesShaping a Character: The first step to take part in this roleplay is to think up a character, bring it to digital paper and get it approved. For this process, please go by the
Character Application Rules.
Note that it is not possible to play characters from the actual series/manga!Fruit-Users and other races: Naturally, as it's a core element of One Piece as a universe, it is possible to create characters that already have Devilfruit-powers when they start their journey, as well as be of known to exist races that aren't human. Namely fishmen and halfgiants, the latter one can even have Devilfruit powers. More on races and fruits can also be found in the
Character Application Rules.
The Devilfruit and you: A Fruit should always be seen as part of a character and not just a random attachment to make said character superior to others or generally stronger. A power will also be a decent stilistical device that adds more factors and facets to a characters personality.
To already have eaten a fruit for the start of your journey, you need to at least mention it in the history of the character, also, we expect some effort poured into the application, as a fruit is a big advantage usually and these have to be "earned" by positive effort. Sloppily made characters may be denied a fruit until they are overhauled.
Just as mentioned earlier, the fruit becomes an important part of the character and tieing it into the character, putting more effort in will, in the long run, make the character and writing better.
So if an application reviser or staff in general recommends you don't get a fruit because your writing is not quite where it should be, please don't take it personally and show some sympathy - everyone has to go by these rules. But not all is lost, as you can always aquire the fruit of your choice later on during the actual roleplay.
Fishmen: Fishmen are very "colourful" in their physical traits. They can be everywhere up to 4 meters tall, of course have nautic animals features and are usually perfect swimmers, may have special fishmen skills and also get attribute boni while in the water. In trade, fishmen are not surface beings and get minus points while on land, putting them closer to humans.
Fishmen also require a good application, and should be recognizable as fishmen in their appearance and character image if possible. Special features like fins, razor teeth, multiple arms and the likes should be listed and elaborated upon in the character sheet's "Special Features".
Bonus: +1000 to all physical attributes while in the water / -500 to all physical attributes while on land
Remember: Fishmen cannot eat a Devils Fruit.Halfgiants: Halfgiants can be up to a crazy 10 meters tall, get a fancy bonus to physical strenght and stamina, can also have devilpowers. Because of their massive bodies, they are slower though, hence why they get minus points to speed. Other then that, they don't differ much from humans, except the stature.
Bonus: +1500 Power; +500 Stamina / -1500 Speed
Character development: After your character is created and approved, the actual fun begins. Generally, you start out where your history ends, placewise. From this point on, you can freely act as you wish, team up with other characters or do something of your own.
Besides what they do while actively playing, characters get a total of 100 EXP per week for participating in the roleplay, if they manage to at least post twice. These points can be used to further improve your character and learn new things. Attributes and Skills aquired this way count as learned during the events and travels, thus don't have to be justified by ingame actions - but can be (like developing and learning a certain technique or skill).
Additional EXP can be aquired by adventuring. Finished adventures reward EXP based on their lenght and difficulty. These adventures are generally handled by Crewcaptains and approved by staff for the rewards.
Naturally, major events can have effect on a character's personality or behaviour. These kind of changes can be made any time, using the Characterupdates forum. Of course, this should not be used to completely change a character around in their personality just because you got tired of it the way it was. If staff gets this feeling, we reserve the right to deny the requested update.
Generally, for all kinds of character update or change, the
Characterupdates Board is the right place to go. Exact rules how to update or strenghten your character can be found in the
EXP rules and a total of everyone's aquired EXP is found in the
EXP Table.
Crew RulesBeing and becoming a Captain: To be a captain takes as much effort as wrting your character aplication so that it states the character looking to band people under him. Simply because everyone can be a Captain, as long as they can find people that follow their lead. A Captain recieves mod capabilities for his crew's forum in
Crews & Groups and access to the Captain's Area forum, which is used for adventure planning and the likes.
This already makes it clear, captains do have a lot of responsibilities. They are in charge of advernture handling for their crew -regardless who actually thought the adventure up- and has to keep log of adventures and places his crew went to as well as he or she is responsible for his or her crewmembers.
Establishing a Crew: You re only really a captain if you have a crew to your name. So of course you have to advertise yourself. Your respective crew forum can be used to do this in any way or shape you like. Also, of course, welcoming new members and inviting them to your Crew is allowed too. But no races or fights with other people over new members or persuading people until they join up. Everyone can decide for themselves. As logic dictates, it's helpful if a Newcomer and a Crew are in the same Blue (aka ocean).
It's also very valid to deny someone to join your ragtag band of pirates. But please try to give the person denied a valid reason without being mean.
Ingame it's of course not like a character justs pops up on the crew's ship out of nowhere. Generally, now people are met during adventures or just regular stay on a particular island. Also, most of the time, people don't feel right at home after 5 minutes of talk with the crew members, please keep this in mind.
There is no limit to a crew's size usually, as long as the captain and his members are ok with new people joining. There is also no set in stone type of what is considered a crew. If your men and women are best friends, just a convienience partnership or hired like mercenaries is your own call.
A note to Marine Crews. These are not quite the known from anime and manga hundreds-of-people-crews on huge battleships or such. But individual groups lead by a Marine to take care of the growing pirate issue without the usual marine bureaucracy. Everyone can join a marine crew, as long as the Captain deems them righteous.
Marine Crews tend to have more responsibilities then pirates, but they also get bigger profits for it. Like, you are sided with the World Gouvernment and thus are not hunted by them or bountied. Also, Marines can usually get a (new) ship easily from marine bases or similiar, the same goes for Log and Eternal Poses - the Gouvernment provides them to keep the Marine Forces mobile. Usually, marines are met with respect, unless it's islands that are practically oppressed by their Marine Base Commander - if the island has a marine base to begin with.
Adventures: What would life on the wild oceans be without Adventures? Boring. ANd that we don't want. Rewards are even more rewarding if you earn them, so Adventures can reward a lot of useful things like EXP, Crewmembers, Treasures of all kinds (high class weapons as well as Devilfruits) and more. How it all works: Captains -or crew members- think up an Adventure and post about it in the Captains Forums -or have their captain post for them- so rewards and the likes can be handled. Only captains and certain staff can access these forums, so captains may surprise their crew with plots and ideas in adventures if they wish. The initial outline of the adventure doesn't need to be all detailed, as no one can really tell how events turn with multiple players havin their characters acting properly. But regardless, an outline is needed so staff and Captains can figure out the grade of reward this adventure will most likely yield for everyone.
Adventures will also, of course, raise reputation for individuals or crews, if it was something big they archieved or made happen. In the long run, Adventures make a Crew grow, improve, become more famous and rich, in short: make the whole thing fun. Because new major equipment like a bigger ship or the likes are expensive, but want- and likeable.
On the topic of money and cost: Generally, people will have enough money for "regular" things, like shopping groceries, buying simple ammunition or weapons, etc. unless the person
wants to not have enough. But Crews cannot just conjur money from hammerspace. They have a treasury that wans to be filled. While we don't use exact numbers, there are easy stages like "empty", "poor", "normal", "decent", "rich", "very rich" etc. and bigger buys like a new big ship, a master's weapon will lower this by a level or two.
Captains may chose freely, what their adventures are about, fantasy is the limitation - besides board and roleplay rules. The same goes rewardwise, but should be reasonable. But every adventure rewards EXP regardless of other rewards or it's contents and lenght, but varying by them. Of course, interesting and fun stories should be the main focus.
For Pirate Adventures, there's plenty material in the series to be an inspiration for your own ideas, but Marines don't need to be shy of fancy things as well and don't have to only resort to pirate hunting, see yourselves as Sherrifs meant to uphold general order in the world, go crazy. Marine Crews can, too, gather a treasure of their own to fund their improvement with.
Other Crews: Meeting other crews and players can be foundation for big adventures, everlasting rivalry, partnership and so much more. It may be possible that stronger or bigger crews try to bully and prey on small starter crews, for this possibility it is only allowed to interact with other players and crews, if both parties agree to contact. This does not hold true for the Grand Line. Who's on there is pretty strong anyway and will have to be able to hold their own against rivals who may try to intercept them in any way. Regardless, excessive bullying to the point where people loose interest to play will not be tolerated and even in rough waters like the Grand Line, character death is not allowed unless planned and agreed to by all involved parties.
An option would be, for Blues, to engage NPC crews one makes up for his or her adventure, if they wish to.
World RulesOur One Piece world: Now that we have settled Characters and Crews, we'll take on the World both of these reside and play in. We're set pretty much around the time of Gol D. Roger, just when the Pirate Age starts, as an alternate reality to the canon series. Everyone engages in a mad dash for the biggest treasure in the world after Roger's death, pirate crews sprout like mushrooms and the Marine has their hands full trying to dam this flood of lawlessness.
Of course, with this being parrallel, there are no canon characters, except a few select ones -like Gol D. Roger- for plot purposes, thus they cannot be played and all known Fruits are free for the taking. (See the
List of Fruits to see if your favorite is still untouched) No one is King of Pirates yet, the Shichibukai are yet to be appointed as such and someone has got to be Empereor of the New World. Strong pirates wanted right there.
Influencing the world: As stated in various places, nothing goes without consequences in here. Captains Logbooks help surveying the impact of pirates to the world and certain individual islands - for big changes, places will be updated accordingly. So if a Crew for example were to burn down a village on a small island, that particular island would be very cautious towards pirates, or simply burnt to the ground with none left living there.
These occurrences should be talked over with staff before they happen, just so they are informed and keep "random destruction" in check. If something in that scale happened, mention it at the end of the adventure relating to it, so eventual changes can be made accordingly.
Wed Jan 09, 2013 5:46 am by Anais
» EXP Listing Table
Sun Jan 06, 2013 11:56 am by Fuura
» You call that a knife?! This is a knife!
Sun Dec 30, 2012 2:32 am by Kyoko
» It's that time of the year!
Mon Dec 24, 2012 11:55 am by Fuura
» Jin's updates
Sun Dec 09, 2012 10:06 am by Fuura
» Things are bad
Thu Dec 06, 2012 9:57 am by Chan Jin
» Red Scale Techniques
Fri Nov 30, 2012 9:21 pm by Fuura
» Ignatius Hunter, Marine Conscript
Fri Nov 30, 2012 2:36 am by Fuura
» For want of a ship
Fri Nov 30, 2012 1:37 am by Anais