Old World Tides - RP from Pirates with Pirates for Pirates.

It's that time of the year!

Mon Dec 24, 2012 11:55 am by Fuura

Yes it is.

For some it's snowy goodness, for some it's sunny festivities.
Christmas is happening just now and i sincerely hope, no expect, everyone to have a smahing time with family, relatives and …

Grand Opening on the Horizon

Thu May 24, 2012 7:32 am by Fuura

I know there have been a couple people already, who have been watching and have gotten very excited, and today, i am excited to say this:

Everything of importance is done and registrations are open. …

All done with rulemaking

Sat Mar 17, 2012 11:29 pm by Fuura

Yes, all done. With the main rules, as in the rulebook, application rules and creations rules.
The inventory and some minor topics stil need some work. But the main rule construct is all ready.

Rest …

    The Rulebook


    Posts : 161
    Join date : 2012-01-31
    Age : 31

    The Rulebook

    Post by Fuura on Thu Feb 02, 2012 9:56 am

    Rules Overview

    In our rulebook, you can find all the important guidelines. Clicking a link jumps to the respectice topic and/or post.

    The levels for Character Attributes and all Expertises as well as other important things to know, like Character Application Rules, a quick explanation about the use of experience and a list of active Players and Characters can be found by using the below links.

    Last edited by Fuura on Wed Mar 07, 2012 6:56 am; edited 5 times in total

    Posts : 161
    Join date : 2012-01-31
    Age : 31

    Re: The Rulebook

    Post by Fuura on Thu Feb 02, 2012 10:34 am

    Roleplaying Rules

    1. Controlling other player's characters, so called god moding, is forbidden without the player's consent. As is everything else that significantly influences characters that are not your own, like killing, immobilizing or gravely wounding them.

    2. As powerful as canon-characters may appear, one must remember that these are exceptions from the norm for the most part. Especially since players are usually just starting their journey with starting to play on these forums. Keeping an eye on the possibilities of your characters and using common sense as well as basic logic to determine events of all kinds is a given for balanced play.

    3. What a player does know, a character not usually does. Just because you know the planned outcome of a scene or adventure, does not mean your character knows how to handle things best. Also, player conflicts are player conflicts and should not be carried on the character-play level, and vice versa character problems are not problems between players.

    4. Actions have consequences. This applies to players and characters equally. Players breaking the rules will get punishment corresponding to the severety oftheir mistake and possibly their "record od incidents". The same goes for characters, the game world has laws and practices, which result in ramifications when broken or ignored, like being wanted with a bounty for stealing and killing.

    5. Due to the nature of playing in groups as well as the fact that islands need to be tediously traveled to by means of some vessel, it is usually complicated to justify being in too many places with too many different people. Not only does it prove a chronological problem in general, if overdone, but also especially in crews, it creates inconsistency regarding their members. So try to limit your number of activities per character to an amount that does not pose the mentioned problems. Action will be taken when excessive and deliberate 'multiplacing' is observed as frequent behavior with an individual.

    6. The very much too visual description of certain scenes in game are not allowed. Certain scenes are, naturally, of overly and unnecessarily brutal or sexual nature. Insinuating and roughly menationing these things is fine. For further cases, use common sense. If you are unsure, it's probably bad.

    7. Please inform everyone of absence if you happen to be absent. Firstly, so your comrades know what's going on when they wait for your replies. But also for the Team, so we know not to take action against inactive accounts. Otherwise there will be a reminder after about a week, about a week after this reminder goes unanswered, we reserve the right to remove the corresponding character and/or account from the game.

    8. Hotlinking images should be avoided at all times. Please use imagehost-services like photobucket, imageshack, or whatever you can think off. If we (the team) see hotlinked images we will likely edit your post with a properly uploaded version of the image and remind you to remember in the future. Regardless, repeated happenings for a single person may result in a punishment.

    9. Un-"licensed" multi-accounts (multiple characters) are not allowed and will be removed. Additional characters after your first one may be given permission by an Admin on request. The exception to this are team members, who are granted a characterless account for their work, if it is necessary.

    10. The copyright for on this board publicised posts and their content (texts, images, audio, video) stays with the author unless stated otherwise in the specific post. This is also true for the private messages between users. Duplication or usage -be it fully or partially- in other electronic or printed media is, without explicit permission of the respective author, not allowed. Furthermore, posts may only contain content (texts, images, audio, video) dor which either the permission of the copyright holder is given, the author of a post is the copyright holder or the content in question is free of copyright. Private communications (PMs, Chat, Mails, Instant Messages) may only be made public -even if partially- with agreement of all parties.
    The exception to all of this are user-created Skills, Styles, Devilfruits, Competencies, Ships, Weapons, Items, etc whose copyright will be transfered to the board owners once they are approved and added to the official listings.

    Last edited by Fuura on Sat May 26, 2012 1:51 am; edited 1 time in total

    Posts : 161
    Join date : 2012-01-31
    Age : 31

    Re: The Rulebook

    Post by Fuura on Sat Feb 25, 2012 11:55 pm

    Writing Guidelines

    We are trying to keep a level of quality with our postings here that may be higher then the usual quality levels of some roleplay boards ttroughout the net. We know this can be difficult for some people of varying style, so we have a few simple guidelines to help forther along everyone's talent.

    1. Minimum word count
    An in-RP post should never fall short of 150 words, to preserve the target quality of our experience by preventing carelessly made and not really thought about posts from being created. While 150 words may sound like quite a number, with just the right angle to write things, this is reached very quickly. Even when there isn't much to actually do - sticking to that will propably help sharpen the attention and ability to make detailed descriptions and describe things more precise, literary and art-y.

    With the background of blue sky and white clouds, a single sail was dragged across the ocean by the wind - carrying a boat with it as it went. Taking it somewhere, where exactly, the only passenger on the small vessel didn't really care. Since he didn't know how to steer a ship, or navigate anyway. Lastly, one could not be picky while on the run. All he did was hope the ship did not hit some kind of obstacle and sank.
    So he just sat back and let the wind do it's work. Thanks to the burning sun, it was so warm the passenger almost fell asleep there and then. But that should not be, as it seemed. The more or less annoying sounds of seagulls that followed the ship had been drowned by something closely resembling thunder. But that wasn't it at all. Everyone who had been sailing for a while could tell how a cannon sounded when it was fired at them, and this was how. It was also no hard feat to interpret this omen: a decent-sized vessel of Marine origin had taken on pursuit.
    This paragrah contains exactly 189 words, although it only handles a very single moment in which not much is actually happening. Just the detailed description of the surroundings as percieved by the character, outside influences, thoughts and simple narrative of scenery not only add lenght to the posting itself, but also add a certain level of depth to be immersed in. Much more so then simple listing of things that happen spot on (Character walks up to NPC. Character asks NPC. Character buys Item from NPC. etcpp.). We dont expect everyone to be perfect writers, but at least trying to keep with this little "rule" is expected and appreciated - everyone can be a beginner, but everyone can also improve by training themselves.

    2. Spelling, grammar & style
    A post in our play should be as free from spelling and grammar issues as reasonably possible. The same goes double for complicated and/or bumpy, clumsy structure of sentence, as well as the corrent tense. Postings in-character and applications are usually written in past tense narrative style, which means: text should be written in the way that events have already happened and are being told to someone instead of commentation on presently happening actions or first person narration. (simple example: "He goes over to her." is wrong, "He went over to her." is the desired tense)

    Paragraphs are meant to seperate parts of the text that are not directly corresponding, kind of like scenes in a movie. There's no need to press the enter-key after every period, exclamation mark or question mark. One blank line between paragraphs is usually enough, texts too far from each other break the reading flow.
    Lastly, everthing a post contains should be worked into a fluid, coherent text and not a -as mentioned- listing of plain events. We are trying to keep away from the "Person says"-(Person thinks)-*Person does* style as best we can.

    3. Contents
    Regarding content of a posting, the author has all the freedom then desire. The only limitations are, naturally, the board and roleplay rules. That means, they can do as they wish, as long as they stay within the realistic scope of events they are posting for and don't manipulate other player's characters without ther consent.

    Last edited by Fuura on Wed Jun 06, 2012 3:59 am; edited 2 times in total

    Posts : 161
    Join date : 2012-01-31
    Age : 31

    Re: The Rulebook

    Post by Fuura on Sat Mar 03, 2012 7:43 am

    Character Rules

    Shaping 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 Rules

    Being 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 Rules

    Our 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.

    Last edited by Fuura on Sat Mar 17, 2012 4:57 am; edited 2 times in total

    Posts : 161
    Join date : 2012-01-31
    Age : 31

    Re: The Rulebook

    Post by Fuura on Sat Mar 03, 2012 7:44 am


    There's two ways to earn EXP on the board. The first and more obvious one is weekly EXP by actively posting in the RPG. The other, more exciting and a bit seldom-er applied way is Adventure Rewards. For this to happen, your Captain proposes the general Mission in the Captain's Boards and once it's all played, all participants get EXP and rewards of other kinds based on the adventure in question. Your total accumulated EXP can always be looked up over at the EXP Listing Table, you can save the points and spend all at once or littly by little, the choice is all yours.

    EXP can be spend on generally four things using the Characterupdates: Attributes, Battle Expertises, Deviltechniques / Style Techniques and Job Skills.


    Spending your EXP for Attributes is generally never wrong, because it improves your orverall capabilities with a character, his strenght, his speed, his willpower, you name it. Which is always helpful in the rough One Piece waters. The cost to improve an attribute depends on the, picked at application, enhancement level. The higher an attribute's enhancement level, the more increase you get for your invested EXP.

    Correlation of E-Levels and Increase/Cost relation:
    • E-Level 1 = 3/4 of spend EXP as direct attribute increase
    • E-Level 2 = 4/4 of spend EXP as direct attribute increase
    • E-Level 3 = 5/4 of spend EXP as direct attribute increase
    • E-Level 4 = 6/4 of spend EXP as direct attribute increase
    So with level 1 you would pay 100 EXP and get a 75 point increase to the attribute in question, with level 2 100 point increase, 3 means 125 points and 4 a whopping 150 points for just 100 EXP.

    Battle Expertises

    Battle expertises allow you to learn more powerful techniques for a weapon class of, handle said weapon class better and the likes. It also works just like the attributes and uses the same enhancement levels - that you, too, pick during your application.


    Techniques usually pertain to a special style, but not necessarily. They are that much better then just using the weapon regulary. They can be many things from certain combos of strikes to "energy wave" type attacks and more. Techniques have different individual costs to obtain, how expensive or cheap they are is listed in their data under "Cost".

    Job Skills

    Learning job skills raises a job expertise, which in turn allows you to learn more useful and specialized job skills. Job skills work like techniques but usually without hurting other people as they are usually knowledge and techniques learned from science, art or craft of some kind. Regardless, they are handy to have. To obtain them, just like techniques, check with the "Cost" section to see if your EXP funds suffice.

    Last edited by Fuura on Wed May 16, 2012 7:41 am; edited 3 times in total

    Posts : 161
    Join date : 2012-01-31
    Age : 31

    Re: The Rulebook

    Post by Fuura on Sat Mar 03, 2012 7:45 am

    Character Attributes

    For our RPG we use attributes to measure a characters individual strenght, speed, reflexes, wilpower etc. Overall, there are 6 attributes which of course are not nearly enough to completely measure a human being, but are enough to compare them against each other when it counts and/or is necessary.

    Strenght: Reflects physical strenght. Also influences a character's constitution somewhat; a strong character takes more hits easier then a physically weak one.

    Speed: How fast a character can move. This affects moving around, attacking and mostly everything else that involves moving one's limbs. It does not actively relate to one's reflexes though.

    Stamina: Indicates an individual's ability to keep going and take hits before they have to rest up, retreat or faint.

    Dexterity: Indicates body control in general as well as the ability of eye-hand coordination to a degree. The better one's dexterity, the more acrobatic and skilled their movements get.

    Reaction: Basically your reflexes. Your reaction time to surprises, the ability to counter obvious actions and the likes.

    Concentration: The ability to calm your mind, blend out distractions. Also helps with aiming long distance attacks, primarily firearms and archery. Some fruits also require mental focus to work properly.


    To every of the attributes, there are five levels one can obtain. They are obtained by reaching or surpassing the respective points value in an attribute. Point values for levels are as followed:
    • Level 1 - 100 points in an attribute
    • Level 2 - 800 points in an attribute
    • Level 3 - 2000 points in an attribute
    • Level 4 - 4000 points in an attribute
    • Level 5 - 7000 points in an attribute
    and are approximately these capabilities:

    1 - Regular citizen
    2 - bend thin metal sheets, rip doors out of their hinges and similar
    3 - throw cannon balls, handle cumbersome things very easily
    4 - pick up boulders, knock down regular walls
    5 - lifting almost everything, shatter stone, bend metal

    1 - Regular citizen
    2 - trained athlete
    3 - comparable to some slower "running animals", reasonable to follow with bare eyes
    4 - faster then what an untrained eye will see clearly
    5 - "like lightning", almost impossible to follow without looking aid

    1 - Regular citizen
    2 - trained athlete
    3 - roughly a full day of performance possible, capable to stand up a few times after being beaten down
    4 - proverbial marching trough a desert in one go, ingoring wounds for extended periods of time
    5 - almost never gets tired, only after longest, excruciating events

    1 - Regular citizen
    2 - trained acrobat
    3 - cat-like
    4 - inhuman sense of balance and control over one's own body
    5 - true master of movement and flexibility

    1 - Regular citizen
    2 - acts surprisingly fast if trying to pay attention
    3 - can timely react to most direct actions, reflexes fastened
    4 - developed reflexes active in every situation, always responds
    5 - reflexes passively act as fast as lightning, hard to take off guard

    1 - Regular citizen
    2 - can focus on one thing actively, while blending out minor distractions
    3 - focuses instinctively on the main task at hand, can ignore major distractions
    4 - can focus on things clearly, without loosing track of other things
    5 - usually entirely focused, while being able to selective percept most of his surroundings

    These levels are by no means absolute, but rather stretchable by the situation. As long as it is not a direct comparison of two players, in that case someone with lesser scores would be ultimately inferior to his opponent in the long run. Back to Player versus NPC, one can by these rules, stretch the roundabout categories a bit. So it would be possible to do something that is credited to around level 3 in strenght with just around 1700ish points or so in strenght; much like one can actually try really hard if they really want and just ever so closely manage what they intended to do. Of course, downplaying is also not forbidden. But should be done appropriate to the context of the moment though, and not used as a general excuse to play oneself stronger then they are.

    Raising Attributes

    During character application each attribute needs to be assigned an enhancement level somewhere between 1 and 4 which cannot be changed later on and decided how easy or hard the attribute is to raise. More on this topic to be found in the Application Rules.
    Attributes are raised by spending EXP in a character update, how this is exactly calculated is listed above in the EXP Rules under "Attributes".

    Attributes and Battle
    Every once in a while, there will be battles and fights, as it is the nature of the One Piece setting, so it may be useful to know, how atributes relate and influence each other, each others performance and the character's performance.
    A strong person can take a hard hit easier. Character's with high stamina can take a lot of beatings before they go down, while dishing out themselves. A fast attack can best be dodged with high speed, even esier if your reaction is quick. The more dextrous an attack is, the harder it gets to dodge or counter, but without stamina, one's speed, power and concentration will run out after a time. If one is good and concentrating and focusing, they can user their power and skill much more efficient as well as spot openings and weaknesses in an opponent. This list could go on and on.

    As this shows, all attributes are important, not only because they indicate a characters capabilities, but also because they are interconnected with each other if you look at it from the right angle. Keep this in mind, when you assign your E-Levels and experience to attributes.

    Last edited by Fuura on Sun Mar 04, 2012 9:48 am; edited 1 time in total

    Posts : 161
    Join date : 2012-01-31
    Age : 31

    Re: The Rulebook

    Post by Fuura on Sat Mar 03, 2012 7:46 am

    Battle Expertise

    A battle expertise describes, how good a character can use a type of weapon related to a specific expertise and knows the ins and outs of it. This means the general skill with a type of weapon, so raising an expertise is about the same as training the basic movements and maneuvers possible with a respective class. Mastering one or more weapons is usually the basis for learning a style.

    All weapons and some offensive-capable fruits get categorized as battle expertises as following:

    Hand-to-Hand - Barehanded fighting, gloves, gauntlets, claws and the likes
    Daggers - Daggers, knives and such
    Swords - Onehanded straight blades
    Katana - Onehanded curved blades
    Axes - Axes, small sickles, picks and others
    Chains & Strings - Everything that's based mainly on chains or strings
    Blunt weapons - Clubs, Cudgels, Hammers etc.
    Poles - Everything with a pole for their body, polearms, halberds, pikes and such
    Twohanders - Two-handed weapons, great swords, big hammers & clubs
    Bows - Bows and other tension-powered projectiles
    Firearms - Rifles, pistols, crossbows (they are NOT bows), etc.
    Throwing - Thrown weapons like shuriken, knives, chakram
    Unconventional arms - Everything that's not any clear category, be it bikes, doors, guitars, cloth or anything else not meant to be a weapon
    Devil Fruit - Simply most fruit-based powers


    As is shown, expertises of all kinds have levels 1 trough 5 just like attributes. Levels are archieved if a character reached the required amount of points in the respective expertise. Levels describe the general skill with a class of weapon as follows:

    100 Points - Level 1
    800 Points - Level 2
    2000 Points - Level 3
    4000 Points - Level 4
    7000 Points - Level 5

    Level 1
    A figher learns the ropes of handling his weapon without hurting himself with it. He's capable of defending and fighting against others of this level and untrained individuals. 'Shooters' have a long way to go before they hit every shot.

    Level 2
    The handling is improved and a fighter on this stage is a more capable opponent now, who may be able to perform simple maneuvers like stabbing, slashing or "take precise aim and shoot" with decent technique.

    Level 3
    A character on this level knows how to handle his weapon with ease. He or she is comparabe to the skill of a well trained elite soldier and can perform more complicated maneuvers sucessfully. With weapons where it is possible, double wielding them is possible with some minor loss in skill.
    Shots from average range will find their target without much problems, even without taking careful aim.

    Level 4
    Flowing movements, precise technique, almost perfect mastery of weapon usage, even when using two of it. The maneuvers are mostly mastered and dirarming or countering are easy tasks for a skilled fighter. Firearms users can almost instinctively hit their targets at short and average range.

    Level 5
    A level 5 opponent is indeed a formidable foe. Skillful as hardly anyone else they handle their weapon of choice. Taking out a few dozen opponents on their own isn't a challenge for them, unless they have a champion like this as well. All techniques and strikes there are for a weapon, they have mastered. Gunmen rarely fail to hit their targets, are mostly known as snipers when they reach this level of aiming perfection.
    These stages are NOT as flexible as attributes, though. They mainly serve as requirements for the Skills and Techniques to learn and use, so you can only learn and perfom the stuff you have the correct level for.

    Raising Expertises

    By choosing enhancement levels at character application, one can trim their character for using specific weapons. There are 20 points to be distributed on enhancement levels, with the minium being 1 and the maximum being 4 in an individual level. In other words, everything HAS to be at at least E-level 1 and some can be higher. Characters that do not have a Devilfruit when they start out cannot raise this expertise higher then E-level 1.

    These distributed points determine how fast one can accumulate points in a specifi expertise, much like with attributes. Again, level 1 means 75% of paid EXP become points, level 2 means 100% of used EXP get used, level 3 being 125% and level 4 150% respectively.
    So if you have an expertise at enahncement level 1, you can pay 100 EXP and the expertise rises by 75 points. Level 2 transmits 100 EXP to 100 points, 3 means 125 points and 4 a grand 150 points for 100 EXP. More on the topic of distributing enhancement levels can be found in the Character Application Rules.

    An Example: This character has set swords to 3, poles to 4 and firearms to 2, the rest is irrelevant.
    Battle expertise

    Swords (3) - 100 - Level 1

    Poles (4) - 150 - Level 1

    Firearms (2) - 50 - Level 1

    Now he distributes 100 EXP to swords. So we calculate 100 x 1,25 = 125 points. Thus raising swords expertise by 125 points from 100 to 225 points, like this:
    Battle expertise

    Swords (3) - 225 - Level 1

    Poles (4) - 150 - Level 1

    Firearms (2) - 50 - Level 1

    As a next step, we distribute another 100 EXP on poles and firearms each. That would mean 100 x 1,50 for poles and 100 x 1,00 for the firearms, resulting in 150 and 100 points increase respectively.
    Battle expertise

    Swords (3) - 225 - Level 1

    Poles (4) - 300 - Level 1

    Firearms (2) - 150 - Level 1

    Finally, we want to raise poled to level 2, so we have to get at least 800 points or more. We're gonna distribute 400 EXP for the example. Thus, 400 x 1.5 = 600 points increase. This pushes poles to 900, so it would be level 2 because it has surpassed the 800 point margin.
    Battle expertise

    Swords (3) - 255 - Level 1

    Poles (4) - 900 - Level 2

    Firearms (2) - 50 - Level 1

    Last edited by Fuura on Sat Mar 10, 2012 11:22 pm; edited 1 time in total

    Posts : 161
    Join date : 2012-01-31
    Age : 31

    Re: The Rulebook

    Post by Fuura on Sat Mar 03, 2012 7:46 am

    Job Expertise

    Besides weapons, styles and devil-techniques, characters can also learn a job and techniques related to it. The job expertise handles and reflects this. Naturally, not all possible jobs on earth can be included in this, as it wouldn't only prove a logistic challenge, but also be highly confusing. So, we have limited the selection to classic crafts and jobs that are seen in canon to be useful for an independent crew on the seas.

    Hence, our jobs are:

    Clicking a job leads to more information about it and it's related skills.

    Every job has levels and skills to reach, learn, upgrade and master. Some of the skills are only accessible to a person who dedicates themselves to a certain job as a main. Other skills may only have their full effect for a main job. Mainjob is choosen upon application and marked with an (M) after the job name. Jobs are handled with the Status Sheet II in a character sheet.
    Mainjobs don't necessarily need to be the jobs that a character is best in and have the most points in, though. One can learn as many jobs as they wish, if they have the EXP to do so, but it is not possible to change a character's main job or have a second one.
    Some jobs and their skills may have special boni if paired with skills and knowledge from other jobs, so it is recommended to analyze all jobs carefully to find useful combiinations and pick the ones your character profits the most from.

    More information on filling out the various sheets can be found in the Application Rules, and the Example Applications in the Applications forum. The Inventory holds all the Jobs and Skills for reference.

    Learning skills and raising job levels

    Aquiring new skills for a job depends on the connected job's level and your EXP-wallet. All job skills have a value called "Bonus", which depicts how many points towards the next joblevel learning this skill grants. Just like reallife practicing and trying new things improves one's performance by training. To reach a new joblevel, the job needs a certain cumulative amount of "Bonus", calculated by all of that job's learned skills. So, by learning skills, more and better ones become available.

    Without having spend any EXP for any skill in any job, all characters are by default level 0 in all jobs. Levels proceed in this fashion:

    Level 1 – 1 Bonus
    Level 2 – 5 Bonus
    Level 3 – 10 Bonus
    Level 4 – 25 Bonus
    Level 5 – 50 Bonus

    So, if a character has spend zero EXP on his jobs so far, he is level 0 in all jobs. Now he learns a skill without requirements for the cook, that's got a bonus value of 2. This means he has reached and even passed the minimum margin for level 1 - 1 Point, thus being level 1 cook from here on. Let's assume he now learns another skill; it could be one with the requirement of "Cook 1" now, since he is a level 1 cook; that has a bonus of 3. So this cook would have 5 points bonus in total. He'd have reached level 2 cook now, can learn all techniques up to and including the requirement of cook 2. To become a level 3 cook, he would have to learn cook-skills until his total bonus of them comes to at least 10. And so forth, other jobs naturally work the same.
    Regardless, he would still be level 0 in everything else.

    As this makes clear: a character can have and learn as many of the jobs as he likes, as long as his EXP pool suffices. But all of them level individually, as skills only grant bonuses to the job they belong to.

    Many skills have a cost requirement and bonus like this:
    Bonus: 1 / 2 / 4
    Cost: 50 / 100 / 400
    This does not mean, this skill grants a 1 point bonus in it's first stage and another 2 points on his second stage, etc. It means, the skill grants 1 bonus if it's on stage 1, and it's bonus value rises to 2 if it's advanced to stage 2, rises to 4 if advanced to stage 3, naturally.
    Similiar handling goes for the cost. to obtain the skill on stage 1, just 50 EXP are needed and to advance it, an additional 50 or 300 respectively have to be spend. Of course, if the funds allow it, it's also possible to buy a skill on higher stages off the bat, by paying the respective stage cost, in this case, one could obtain the skill on stage two immediately on initial purchase by paying 100 EXP instead of the 50 for stage 1.

    A scholar's skills are a bit different from the other job skills. Scholars have a WIDE field of theoretical and abstract knowledge, but no levels, since most "sciences" branch off into very specific topics and uses. So scholars learn by branch, that means, a scholar skill generally has another scholar skill as a requirement that is generally considered a "lower" degree of itself and enables the learner to aquire "higher" skills of that direction. For example: "Cultural Sience" leads to "Law" and "Economics", which in turn lead to "Politics".
    Scholar skills are also often very supportive for other jobs and their skills, because of their knowledge and scientific value. In terms of costs and skill stages, they function the same as the "normal jobs".

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    Re: The Rulebook

    Post by Sponsored content

      Current date/time is Thu Dec 13, 2018 11:37 am