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Traits
Topic Started: Jul 31 2014, 06:08 AM (5,706 Views)
LexLuthor
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Traits

Trait Points - These help build special characteristics to define your character. They cannot be deleted once they have been taken. Each character starts with [3] at character creation. By standard, a new trait is awarded every 30 DP.

Stat Altering
Stat Traits
These are traits which effect stats. A Stat trait changes a characters stats, by adding onto their base. The progress of these traits stops once the bonus reaches 75 points unless the character has taken the Eternal Trait for the stat they wish to increase another 75 bonus points. (You must take the eternal boost for each 75 bonus points)

If a character has a stat trait and wishes to obtain a higher stat trait (for the same stat) at a future point, they need only pay the difference between the two traits, rather than the full price. Stat traits, within a single statistic, do not stack but rather overlap.

When applying a Stat Trait to it's relevant statistic, place the original statistic plus the value gained from the trait in parenthesis next to the total statistic, and an asterisk before the stat.

Example:
*Strength - 30 (24+6)
Speed - 15
Stamina - 8
Accuracy - 9

In this case, the character has Mighty Strength. They have 24 total points in strength, which means 6 additional points. Their total is thus 30. This means that points gained from the talent won't be calculated in determining further gains.

Additionally, if a character possesses a permanent stat boost to a certain stat (such as the Expert Doctor Trait, which is an increase of +5 to Accuracy), the boost given by the permanent stat boost must be applied before applying the effects of the Stat-Altering Traits. For instance, if a character has the Marksman Specialist Trait, but also has the Keen Trait, it must be applied as follows:

*Accuracy: (20+4+6)

Here, the Keen Trait is applied after the permanent stat boost, and so divides 24 by 4 to get a +6 buff.

Finally, note that the name of a given trait includes the stat that it effects. The 1 point stat trait for strength, for instance, would be Mighty Strength, and the 3 point stat trait for speed would be Ludicrous Speed.

Strength
Trait Name (Trait Cost)Trait DescriptionTrait Nocode
Mighty (1 Trait) For every 4 points put into strength (up to a maximum of 75), the score increases by an additional 1.
Nocode Trait for apps
Super (2 Traits)For every 3 points put into strength (up to a maximum of 75), the score increases by an additional 1.
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Monster (3 Traits)For every 2 points put into strength (up to a maximum of 75), the score increases by an additional 1.
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Godly (4 Traits)For every 3 points put into strength (up to a maximum of 75), the score increases by an additional 2. No more traits can be put into this trait.
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Speed
Great (1 Trait)For every 4 points put into speed (up to a maximum of 75), the score increases by an additional 1.
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Sonic (2 Traits)For every 3 points put into speed (up to a maximum of 75), the score increases by an additional 1.
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Ludicrous (3 Traits) For every 2 points put into speed (up to a maximum of 75), the score increases by an additional 1.
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Phenomenal (4 Traits) For every 3 points put into speed (up to a maximum of 75), the score increases by an additional 2. No more traits can be put into this trait.
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Stamina
Bear (1 Trait)For every 4 points put into stamina (up to a maximum of 75), the score increases by an additional 1.
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Mammoth (2 Traits) For every 3 points put into stamina (up to a maximum of 75), the score increases by an additional 1.
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Giant (3 Traits)For every 2 points put into stamina (up to a maximum of 75), the score increases by an additional 1.
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Indomitable (4 Traits)For every 3 points put into stamina (up to a maximum of 75), the score increases by an additional 2. No more traits can be put into this trait.
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Accuracy
Keen (1 Trait)For every 4 points put into accuracy (up to a maximum of 75), the score increases by an additional 1.
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Superb (2 Traits) For every 3 points put into accuracy (up to a maximum of 75), the score increases by an additional 1.
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Flawless (3 Traits)For every 2 points put into accuracy (up to a maximum of 75), the score increases by an additional 1.
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Omniscient (4 Traits)For every 3 points put into accuracy (up to a maximum of 75), the score increases by an additional 2. No more traits can be put into this trait.
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Cap Shifters
Eternal Booster [Str/Spd/Stm/Acc] (x Traitx) This trait can be taken multiple times for each of the four branches of stat boosting trait and increases the stat cap for stat boosters by 75 each time it is taken. This trait must be taken individually for each stat.
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Technique Traits
Technique Traits
These are traits which allow for a particular technique to be enhanced or grant extra techniques.
Signature Technique (1 Trait)This trait grants the character one special technique that is 12 ranks higher than their maximum.Note: You do not have to pay the technique with TP: it is completely free of charge. Additionally, this Trait can also be taken more than once.
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Technically Adept (X Trait)This trait grants the character a [4]*X additional fortune when it comes to calculating technique rank/points. This is applied at the beginning of the formula for each.

(1 Trait) Fortune: 8 (8+4=12(for tp calculation))
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Technical Mentality (X Traits)This trait increases a character's technical score multiplier from x2 to x(2 + X). Conclusively the 1 Trait version grants (2 + 1) = 3 TP per 1 point of fortune instead of 2.
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Studious Fighter (X Trait)Characters with this trait are especially knowledgeable in the art of creating progressive lines of techniques. Any technique that is the end of a technique tree is able to be [1]*X rank higher than the character’s max rank.
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Weapon Mastery: (Enter Weapon Type) (X Trait)Use of this trait grants a character expertise with a single class of weapon/attack. Any techniques made involving the weapon chosen may be [2]*X ranks higher than the character's current maximum. Additionally, characters with this trait receive a discount of 10% off any weaponry purchase/upgrade.
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Mimicry (1 Trait)Characters with this trait are able to copy their opponent’s technique style on sight. The techniques are only as powerful as the character’s maximum technique rank. The character can copy weapon techniques if they have similar types of weapons. (If the character wants to copy a bladed technique, they may if they have a bladed weapon). Stat boosting techniques cannot be copied.
Nocode Trait for apps
Devil Fruit Mastery (X Trait)Devil fruit users have acquired further knowledge about their devil fruit. Characters with this trait can make devil fruit techniques that are [3]*X ranks higher than their max rank.
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Social Traits
Social Traits
Some characters are born with natural talents at social interaction. While there are those who inspire friendship and demand respect from other sentient beings, some simply possess a strong, natural affinity for communicating with animals. For these people, the following traits exist.
Please Note: a character may only have one (1) 75% NPC of any type, all other NPCs must be 50%.
Born Leader (1,3 Trait)Characters with this trait are extremely charismatic, charismatic enough to earn them their own henchman follower. This follower starts with 24 stats and then gains X% amount of DP the owner gains. (X various depending on trait number.) [1 Trait X= 50%, 3 Traits X = 75%] In addition, these NPCs start with traits depending on the level of NPC. [50% = 2 Starting Traits, 75% = 3 Starting Traits]
Nocode Trait for apps
Beast/Monster Handler (1,3 Trait)Characters with this trait have a natural way with animals enough to earn them their own animal follower. This follower starts with 24 stats and then gains X% amount of DP the owner gains. (X various depending on trait number.) [1 Trait X= 50%, 3 Traits X = 75%]
Beast/Monster Handler Explained In addition, these NPCs start with traits depending on the level of NPC. [50% = 2 Starting Traits, 75% = 3 Starting Traits]
Nocode Trait for apps
Crew Leader (X Traits)This trait is available only to those characters who are recognized as a leader, for Pirates this is when a character reaches the level of Minor Threat. For Marines, the character must be of Commander rank. For Bounty Hunters they must be recognized to be of Median level. And for Revolutionaries they must be of Protester level.

By taking this trait, the possessor is granted (X*15) points worth of crew members, these crew members can be any mixture of race, with the exception of Cyborg, so long as they do not exceed the point maximum for their crew.

These NPCs start with 20DP of stats to be distributed however one likes, and gain another 20DP worth of stats for each rank up the possessor has above the base level required.

Also, at certain levels of rank, the possessor of this trait is granted one sub commander that possesses double the stats of a singular one of their regular crew NPCs. For Marines this rank is Commodore, for Pirates it is High Threat, for Bounty Hunters this is Renowned, and for Revolutionaries this is Belligerent.

This trait can only be taken 4 times.
Points Per Race
 
1 - Humans/Skypieans/Beastmen (No natural ability)
2 - Fishmen/Merfolk (Able to breathe underwater, No natural ability)
5 - Giants/Wotan (Breathe underwater)
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Mentor of ... (1 Trait)Requires a Disciple. Cannot be taken by more than one PC per account or by NPCs. - A Mentor is an individual that has enough skill and knowledge to be able to share said knowledge to another individual that is usually referred to as a Disciple. Said knowledge can imply anything: it can be combat knowledge, cooking recipes, blacksmithing blueprints, etc. Should a Mentor participate in a SL alongside its Disciple, it will receive 25% more DP than usual. Note: This Trait is immediately refunded once the Mentor's Total DP is surpassed by the Total DP of its Disciple. A Mentor can also not have more than one Disciple, and cannot accept the same Disciple once again once it decides to move on from training.
Nocode Trait for apps
Disciple of ... (1 Trait)Requires a Mentor. Cannot be taken by more than one PC per account or by NPCs. - A Disciple is an individual that searches for more knowledge on a specific subject, and as such requires the help of a Mentor to help it acquire more knowledge on a certain matter. Said knowledge can imply anything: it can be combat knowledge, cooking recipes, blacksmithing blueprints, etc. Should a Disciple participate in a SL alongside its Mentor, it will receive 50% more DP than usual. Note: This Trait is immediately refunded once the Mentor's Total DP is surpassed by the Total DP of its Disciple. Should a Disciple decide to leave its Mentor, it will be unable to consider the same person as its Mentor ever again.
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Profession Traits
Profession Traits
Similar to Social Traits, these Traits are governed by a character's profession, and those who are extremely adept at their job are able to utilize them. Please bear in mind that even if a character is talented at varying jobs, they may only take two of these traits.
Amateur Blacksmith (1 Traits)

Adept Blacksmith (2 Traits)

Master Blacksmith (3 Traits)
Amateur Blacksmith

Adept Blacksmith

Master Blacksmith


Note: Discounts are not able to be combined through multiple characters having these traits! What you get from the 3 Trait versions is the most discount you can get!!!
Nocode Trait for apps

Nocode Trait for apps

Nocode Trait for apps
Marksman Specialist (1 Traits)

Advanced Marksman Specialist (3 Traits)
Those who specialize in long-range fighting such as snipers or gunners and are complete experts at their trade receive a +4 bonus to their accuracy stat until they have earned 90DP total. After that, their expertise increases, and they gain a bonus +8 to their accuracy stat. Furthermore, techniques made by this character that involve a greater maximum range than 15m may be up to one rank higher than the character's current maximum.
Advanced Marksman Specialist
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Nocode Trait for apps
Navigator (1 Traits)

Advanced Navigator (3 Traits)
This trait is the mark of someone with a knack for fairing the seas. They have a better chance to know when it will rain and how to get through a storm and have a supernatural sense of direction. Once per thread while out at sea the user may add a natural Weather Hazard equal to half Fortune. They offer a 25% boost to ships Velocity when they actively navigating or giving navigation advice.
Advanced Navigator
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Nocode Trait for apps
Builder (1 Traits)

Advanced Builder (3 Traits)
This trait is the mark of aspiring Shipwrights and Carpenters. Those with this trait receive a 25% discount on Ship/Base costs when the character builds the vessel in question in-character. (Excluding Ship submerging or flight abilities.) They offer a 25% boost to ships Durability. They have a solid idea about structural mechanics, loadbearing systems and foundations which offer them insight into the strength (or weakness) of structures. Once per thread the user can target a particular section of an enemy ship and disable a ship technique. This will stay disabled until the ship is repaired.
Advanced Builder
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Helmsman (1 Traits)

Advanced Helmsman (3 Traits)
This trait denotes those with a dab-hand at commanding a vessel. They are granted docking immunity at any island, able to moor the ship safely and discretely at some shore of the respective island without detection or warning. They offer a 25% boost to ships Manoeuvrability. Once per thread the user can maneuver the ship out of a weather hazard or vessel battle completely.
Advanced Helmsman
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Expert Doctor (1 Traits)

Advanced Expert Doctor (3 Traits)
What perfection, what precision! Yes, this trait will be sure to make your hand steady and your clothes blood stained and reeking of medicine. You are in fact an expert of the medical field, able to perform surgery in the field as well as if you were in an emergency room. You know about every kind of injury someone could physically get and you've got a fix for every last one of 'em. Twice per battle you can patch up just about any non-fatal injuries on any one person around you, including yourself, in just a single post. Do note though that this is just a quick fix with a quick stitch and some generous application of bandages and tourniquets, anything serious will still have to be dealt with later. In addition, once per battle you can slip someone an oh-so-nice painkiller that drops their accuracy by -5 but kills all the pain from their injuries so they can keep going for three posts. Although, maybe that's not such a good idea? Sigh, no one ever listens to the doctor... Oh, and just to make sure your hand stays steady, you also get a permanent +5 bonus to your own accuracy.
Advanced Expert Doctor
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Nocode Trait for apps
Musician Professional (1 Traits)

Advanced Musician Professional (3 Traits)
A skilled musical virtuoso, this trait allows the user to play any instrument they want and their skill at said instruments rivals the masters themselves. Techniques made involving these musical sounds or involving the instruments themselves may be two rank higher than the character's current maximum.
Advanced Musician Professional
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Nocode Trait for apps
Dedicated Chef (1 Traits)

Advanced Dedicated Chef (3 Traits)
If they can't take the heat then they'd better get out of your kitchen. With this trait you're a chef among chefs, a master of the culinary world who puts their food and their palette above cost and time. Your food is good enough to make even the harshest critics melt with a single bite and for your professional touch can make even the blandest of dishes into a culinary masterpiece. Not only are you a wonder in the kitchen however, but you believe that even a battlefield is an excellent place for a picnic! You always carry three, delicious, single serving bento with you into combat, packed chock full of your tantalizing creations. For each bento you eat, you gain a boost of +5 to any stat you choose, lasting for a total of 2 posts before dissipating. You can only eat 1 per post though. But wait, there's more!
Advanced Dedicated Chef
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Nocode Trait for apps
Thief (1 Trait)

Advanced Thief (3 Traits)
Those with this trait are excellent in lock-picking skills, can pickpocket with ease, and excellent in stealth capabilities. It isn't hard for them to find underground information on any island they visit. Thieves gain an extra 10% in beli rewards in all Storylines they complete.
Advanced Thief
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Edited by Hibiko, Feb 16 2018, 01:24 AM.
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LexLuthor
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Haki Traits
The Haki Traits can be taken at any time, but they will only activate once the character has entered the Grand Line. Haki is split into 3 Colours. The one major limitation on Haki is that you may only have one character on your account with Color of Conqueror as it is a rare form of Haki.
Haki: Color of Observation
Color of Observation
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Haki: Color of Armaments
Color of Armaments
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Haki: Color of Conqueror
Note
 
There is no instance where this trait can be free and is limited to one per account.
Color of Conqueror
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Devil Fruit Traits
Devil Fruit Traits
Some characters may wish to obtain their devil fruits as they adventure, seeking out a particular one or eating the first they chance upon. Others, however, may have a character in mind that is best complimented by a particular devil fruit power, or simply desire to start with a fruit. To that end, the following traits are available.
Specific Devil Fruit (2-7 Traits*)The player may choose a specific devil fruit, either canon or custom, for his character. Certain fruits are deemed too powerful for "starting fruits" and will not be allowed regardless of class (myth/ancient type zoans, paramecia with irresistible effects, etc). In the end, the moderator staff has the final say on what passes.

*6th Tier fruits cost 2 traits. 5th Tier devil fruits cost 3 traits; 4th tier devil fruits cost 4 traits, 3rd tier cost 5, 2nd tier cost 6, and 1st tier cost 7.
Nocode for Trait
Random Devil Fruit (2 Traits)A character may take this trait to be granted a random Devil fruit. This fruit can be declined if taking at character creation. Random Devil fruit that are taken after creation must be kept. This trait cannot be taken more than once per account and if the devil fruit is declined there is a 1 month wait period for another roll. Note: Not every DF is on the RDF list.
Nocode for Trait
Devil Fruit Weapon (X Traits) By paying 3 traits for a Normal Zoan, 4 traits for an Ancient Zoan or 5-7 traits for a Mythic Zoan, a person is able to achieve a weapon of Goushikiheiki rank with a Devil Fruit inside it, but only after buying the weapon with Beli. The weapon can be upgraded again to Kyouretsuheiki Rank through the means of an additional Beli upgrade, and again to Kyouki with another. When this trait is taken the Devil Fruit weapon must then be filled in using the following template, and it grants the user two additional free techniques at their maximum rank; one Hybrid Technique that counts as a Zoan User's Free Hybrid Technique and a single Signature Technique that is unique to the animal inside the Weapon. There is no Full Form for this weapon, only Weapon Form and Hybrid-Animal Form
Nocode for Trait


Saving Traits
Saving Traits
Because some high tier Devil Fruit and other traits may cost more points than a character begins with, a player may opt to save some number of starting traits. A player who wishes to save one or more may choose the following trait at character creation and/or as they progress.
Fated (X Traits)When the character earns a trait point, they gain 1.5 trait points instead of the traditional 1. This bonus is not applied when first taking the trait, but only for subsequent dp gains. Fated acts as a banking system. These traits are usable whenever the taker sees fit. X does not have to be a whole number, and due to the nature of fated can be X or X.5 traits. Please be aware that those who have eaten a Devil Fruit and those who possess weapons that have done the same cannot take this trait. Traits that were gotten with the aid of the Fated Trait also cannot be retrieved while Harvesting a character.
Nocode for Trait
Patience (X Traits)This trait can only be used to save traits, and does not have the same advantages as the "Fated" trait.
Nocode for Trait
Edited by Zaine, Jan 2 2018, 01:04 AM.
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Racial Traits
Racial Traits
This category comprises all traits which are directly related to the character's physical condition.
Fishman (2 Traits)Fishman gain the benefits of the Mighty Strength trait, and additionally may breath underwater. Their movements in water are not hampered as greatly as normal humans, and they may swim at great speeds. They gain one form of natural weapon, based on their species.
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Reverse Fishman (2 Traits)Reverse Fishman are half Fishman and half human, that look nothing like their brothers. They are fishmen but yet they look 100% human. However, some of their fishmen genes may be seen such as gills, or teeth and they are not as tall but of human height. They may breath underwater. Their movements in water are higher than the average human but not as great as normal fishmen They gain one form of natural weapon, based on their species.
Spoiler: click to toggle

Hybrid Fishman (3 Traits)Being a fishman of two different species, they can end up looking like one of the species or a mixture of both. Gaining the benefit of Mighty Strength trait, and they can breath underwater. Their movements in water are not hampered as greatly as normal humans, and they may swim at great speeds. They gain two forms of natural weapons, one from each species.
Spoiler: click to toggle
Merfolk (2 Trait)In place of legs these characters have a tail which splits down the middle while they are standing on land (For this RP's purposes, this is the case at any age, not just 30+). They may breath underwater and gain +30 speed while submerged, and their movements underwater are completely unhindered.
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CyborgCyborgs are humans who have had part of their living tissue replaced with mechanical parts with the goal of enhancing their overall power. Cyborg traits each have different costs and effects. Damage done to the inorganic components of a cyborg must be repaired and will not heal naturally. Those who cannot perform the repairs themselves must see a trained mechanic between battles. In return for their enhanced powers, they must constantly consume some sort of fuel; the nature of this fuel varies from cyborg to cyborg,please input what is the fuel and how much time does it take for it to finish. Finally, normal cybernetic limbs have "weak points," which are points at which the underlying organic matter may still be damaged. Cybernetic upgrades are subject to cost (in beli) and scientist/mechanic availability and skill.

Cyborg Traits
Cyborg Notes
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Moon Race (2 Traits)
Moon Race
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Mink (2 Traits)Similar to the fishman/merfolk race but rather on land instead of sea creatures, the race are half beasts and half human. Due to their beast half, they are slightly stronger than human. Females tend to look more like humans, while males tend to look more bestial. They could gain one free 1 trait stat booster depending on their beast half. Furthermore they gain a natural weapon based on their beast half.
Electro
Spoiler: click to toggle
Dwarf (2 Traits)The Dwarves are a race of amazingly small individuals, about 6 inches in height normally with little brush-like tails and the potential to grow up to about a foot and a half tall which among the dwarves is a considerable outliar. Despite their small size they are actually rather strong and fast little people gaining the "mighty" and "great" traits. They however are fragile and can only ever achieve stamina at a maxium of the "giant" trait.
Spoiler: click to toggle
Longarm Tribe(1 Trait)As their name suggests, all members of the Longarm Tribe have two elbow joints on each arm, which results in them having abnormally long arms. Because of their incredibly long arms, the longarm tribe receives a passive boost of 15 to their strength and for every 10 points they receive in strength they get a boost of 1.
Spoiler: click to toggle
Longleg Tribe(1 Trait)As their name suggests, they are a race of very long-legged individuals and because of this they are very tall and outsize the average human greatly. Much like the Snakeneck Tribe, Longlegs are often very proud of their legs and will wear clothing and jewelry to show them off or tattoo them to make their precious legs distinct. Because of their incredibly long legs they receive a passive boost of 15 to their speed and for every 10 points they receive in speed they get a boost of 1.
Spoiler: click to toggle
Snakeneck Tribe(1 Trait)Members of the Snakeneck Tribe have necks that are longer than a normal human's, making them much taller than most humans. All snakenecks that have been shown have had very slender bodies that make them more closely resemble snakes. Members of the tribe decorate their necks with rings or tattoos similar to what the Longleg Tribe members have on their legs. Snakeneck Tribe members receive a passive boost of 15 points in accuracy thanks to their height giving them quite the vantage point and for every 10 points they receive in accuracy they get a boost of 1.
Spoiler: click to toggle
Giants(4 Traits)Over the last few centuries a truly odd occurrence seems to have been taking place in the world's giant population. Rather contrary to their name, they've actually been getting shorter as the generations come in. While a far cry from their previous heights most giants born outside their home country and even a fair few within only ever reach between a short 20 feet and a tall 30. They normally appear to be regular humans scaled up but some also are known to have more exaggerated features. Naturally physically gifted, they start with a flat boost of 10 points in strength and stamina along with for every 5 points their strength and/or stamina gains, they get a bonus of 1 point. This however is counteracted by their lower than average accuracy as they seem not to notice smaller details a tinier race might meaning they can only reach up to the trait "Superb" for accuracy. On top of this, their speed also leaves a bit to be desired as they have to be a lot more careful about running into things or stepping on stuff they shouldn't, limiting them to the "Ludicrous" trait at best.
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Edited by Scarlet, Jan 21 2018, 06:09 PM.
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Custom Traits
This holds all the previously approved Custom Creation traits and is updated once in a while if a new batch of traits comes through. It holds varying sorts of traits, fruits excluded.


Custom Technique Traits
Experienced Brawler (1 trait)For whatever reason, should it be necessity or simply because of your love of fighting, you've become a decent hand to hand fighter. Any unarmed technique you come up with that involve your fists or feet can be up to 2 ranks higher than your maximum.
Spoiler: click to toggle

Professional Brawler (3 traits)Experience has taught you well, and you're quite the impressive fighter. Unarmed Techniques involving your fists or feet can be 5 ranks higher than your maximum.
Spoiler: click to toggle

Elite Brawler (5 traits)The pinnacle of pugilist professionalism, you're one of the best in the world. Unarmed Techniques involving your fists or feet can be a whopping 7 ranks higher than your maximum, and you gain the following free technique:

Brawler Sense - [Max Rank]
Type: Defensive
Range: Self
Description: All your brawling training has taught you how to read opponents. Should their speed be higher than yours, as long as it's within 30% of yours, (IE: You have 100 Speed, 25% is 25, so if their speed is 125 or less), you may take a defensive measure as if your speed matched theirs.
Spoiler: click to toggle
Life Return (2 Traits + 1 Training SL + Character's Stamina must be 51 or over)Time spent training and understanding the functions of one's body has allowed an individual to fully manipulate their fate and muscles, allowing it to fully manipulate their bodies with only but their focused mind and will. Life Return allows a character to use Transfer Techniques, which allows a character to transfer stat points from one stat to another. These shifts are straining on the body, however, and can only last for a brief period of time. Life Return also allows the creation and use of Techniques that fully allow hair manipulation (growth, full control, etc), allowing one to use their hair as a weapon or as appendages. Note: Automatas cannot gain this trait. Cyborgs can only use this trait for parts that are not mechanical. Should a Cyborg become an Automata, the Cyborg in question will lose this Trait and the techniques that were created with it, and, as such, will be refunded both the traits that were spent on Life Return and the TP that were spent on the techniques.
Spoiler: click to toggle


Custom Racial Exclusive Traits
Miracle Milk (1 Trait) - Female Mink/Mammal Zoan onlyThe character is rather productive and their milk is much healthier then normal milk, allowing the easing of pain, and if bottled and sold bring in a decent income, Allows the creation of milk based healing techniques as well as increases Stamina by +5 for four posts when ingested this boost is non-stackable with itself, as well as gives a 15% Beli bonus (milk must be mentioned being sold in the SL).
Spoiler: click to toggle
Additional Natural Weapon (1 Trait / 2 Traits / 3 Traits) - Must be of a race that gets natural weapons [Must be of a race that gets natural weapons already to qualify for this trait]
This trait allows the character to have an additional Natural weapon, this trait can be taken multiple times to give more natural weapons.

More points can be added to this Trait to get a better natural weapon in return. Should you spend 2 Traits on this Trait, you will get a Strong natural weapon, and if you spend 3 Traits, you will get a Dangerous natural weapon.
Spoiler: click to toggle
Fuel Storage Upgrade (2 Traits) Requires the character either to be an Automata or to possess a Cyborg part - Out of necessity, this character requires the need for a more sophisticated fuel storage for his or her systems to function correctly. As such, this character now has the right to have an amount of (Fortune*3) Fuel. Can be taken once.
Spoiler: click to toggle


Custom Races
Hybrid Mermaid (3 Traits)Being only half Merfolk they may differ in appearance from normal Merfolk. Gaining the benefit of Bear stamina trait, they can breath underwater. In place of legs these characters have a tail which splits down the middle while they are standing on land. They may breath underwater and gain +30 speed while submerged, and their movements underwater are completely unhindered. They gain one form of natural weapon, based on their species.
Note. Due to the +30 Speed, these must have the bottom half of a mermaid
Spoiler: click to toggle

Aswang (3 Traits)Aswangs for the most part have a human appearance though notable features include a paleness in the skin and sharp teeth. After sunset their strength increases and all of their stats increase by 1 for every five points put in them. Night boosts are calculated last.
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Cyclops (2 Traits)Cyclops are a race of people that look very much human, however they have the notable feature of only having a single eye. Cyclops have an innate superhuman strength giving them the "Super" trait. However, they have rather poor abilities of depth perception leaving them with an accuracy limited to a maximum of the "Flawless" trait.
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Automata (2 Traits + All Perfect Cyborg Traits + Scientist Trait)Automatas are a race of people that were once defined by organic flesh, though have later decided to transfer their consciousness into a robotic body. Thus, this has given them the possibility to become completely unable to be killed naturally, ageless and unbounded by the limits of flesh. They were ultimately created by Velvet G. Falcone after the World Government, having learned of the ultimate success of the transfer of her consciousness into a robot, decided to make her "Transfer" program open-source and able to be bought on computer chips.

In order to become an Automata, you will first need to acquire all Perfect Cyborg Traits (Head, Torso, Arms and Legs). Then, you or a benefactor will also need to either possess the Apprentice Scientist or Average Warrior, Brilliant Scientist Trait to allow the well-function of the Transfer program, or get somebody else that has one of these Traits to do it for you. If your character had a Racial Trait before the Transfer, it will be replaced by the Automata Trait, thus meaning that all of the bonuses you previously had with your race will be lost.

Automatas are given the possibility to augment themselves by the use of advanced technology and intense programming thanks to a 50% Discount to all of their cybernetic upgrades. Additionally, Traits spent on their Perfect Cybernetics will be refunded and the character will be given the freedom to choose between two options: either four of them are spent on a maxed Stat-Altering Trait and the rest are kept so they can be spent on anything the player wants, or they are kept for higher-grade material for their bodies. If the second option is taken, the Automata will be given the choice to spend 4 of their refunded traits on a Strong-graded material for their bodies or all of them on a Dangerous-graded material.

The name of their Stamina stat will also be replaced by "Energy", which will see its consumption increase as a result when using Cyborg Techniques. Also, unlike their Cyborg counterparts, Automatas can only consume Zoan-Type Devil Fruits. Although they still possess an actual Soul like most normal living beings, their bodies are, however, considered objects and will thus be able to be modified by the Zoan Devil Fruit's powers, seeing as they could be considered as Devil Fruit Weapons.
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Spartoi (3 Traits) - The Spartoi are a race of dragon-like reptilians that hail from the New World. They are humanoid but with wing, scales, and a lizard-like appearance. Due to their scales acting as natural armor their scales are counted as a natural weapon. Furthermore, they are naturally hardier than most other races, gaining 1 point in stamina for every 5 put in. This bonus is calculated last. Finally, because of their wings, they possess the ability to fly given a running start.
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Oni (2 Traits)Oni are rumoured to be the descendants of a single specimen from the demons of Helengard and a human. However, there's no real way to back up or prove these rumours that wouldn't infringe on the rights currently held by Oni. For as long as people remember, they have been interspersed occasionally amongst the population only notable for their unusual horns, sharp teeth, unusual eyes, skin colours, and various other aesthetic changes from the average human. Aside from these differences, Oni are also more prone to developing abstract techniques, able to use techniques 20 ranks below what anyone else would naturally be capable of. For example, a normally rank 50 technique would be available to them at rank 30.
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Ziefer (2 Traits)Ziefer are humanoid beings that have resemblances to insects be it with antennae, exoskeleton, or other various features based on the insect they resemble. With this exoskeleton comes a natural defence gaining the bear stamina trait and all Ziefer have a natural weapon. They have been in direct feud with the Shpin for centuries.
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Shpin (3 Traits)The Shpin are a group of humanoid arachnids in direct feud with their insect counterparts, the Ziefer. Whereas the Ziefer boast physical prowess, the Shpin prefer to act more strategically and as such have learned the art of the deal rather well, accustomed to amounting funds they earn an increase of 25% in berries per thread. Along with this, they all have an arachnid based natural weapon.
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Harpy (1 Trait)Harpies are winged humans who over time developed wings on their arms ranging from being full bird wings to having a large amount of feathers sprouting from below them. Full harpies have full bird wings while half-harpies have more human-like arms and hands with the feathers. Half Harpies-Half Skypeians result in the wings being on their backs. All harpies are capable of flight.
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Long Ear Tribe (3 Traits)Contesting the Dwarves as one of the most elusive races on the Seas, the Longear Tribe are also known as the "Elves" and are the subject of hundreds of myths and legends. Most of them untrue. The truth of the matter is that Longears are humanoids similar in size to humans, tending to be slightly taller than humans and almost always possessing a lithe and flexible frame that is thinner than humans. The defining feature are of course the elongated and pointed ears that all Elves have combined with a certain grace that sets them apart. There are two subdivisions of Elves, based on their skin-tone and hair-colors. The fair-skinned Longears have a caramel to pale skin-tone with a highly chromatic variety of eye and hair-colors, with black, brown, red, gold, and even green or magenta colors possible. The dark-skinned Longears instead almost universally have grey or white colored hair with amber, brown, red, silver, or black colored eyes. Their skin-tones range from olive to literal blue-black. Communities tend to be predominantly one or the other grouping, though despite the many stories there is little to no bad blood between the groups.
Longear senses are considerably enhanced in comparison to normal humans, granting them an almost supernatural grace and reaction time. For every five points put into Speed or Accuracy the Longear gains one additional point, this bonus is calculated last. Longears can also further refine their senses by creating passive techniques up to their max technique rank in order to perform sensory feats such as seeing in pitch black conditions, hearing a pin drop behind a stone wall, or smelling poison in food or drink. This ability is not comparable to or a replacement for Observation Haki.
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Plant Tribe (3 Traits) The Plant Tribe are a race of humanoids with plant-like features, which usually end up being taller and more lithe than most other races. They tend to take traits from plants such as trees and flowers, though occasionally there are Plant Tribe members who take on a mushroom appearance, such as the Toads from the Mushroom Kingdom. They gain the form of one natural plant-based weapon, and in addition they are capable of absorbing nutrients from the ground through techniques, in order to lightly heal themselves depending on their Rank. In addition, they have a natural weakness to fire.
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Nupon (2 Traits) A distance cousin to the Mink tribe, Nupon are fluffy beings with small hands and very short legs but large rabbit-like ears which can function as hands with four fingers on them. Nupon are master craftsmen by nature loving to tinker and work with their ear hands. This grants them the Master Blacksmith or the Advanced Builder traits. However, due to their stubby feet they are unable to move overly swiftly only being able to take up to the Ludicrous speed trait.
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Mr. Prince
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Just Dance
Custom Profession-Exclusive Traits
Guaranteed Warranty (1 Trait + Corporate CEO + Head of your Entreprise)When in the world of big business, there often comes a time where you need to sell your product with big warranties involved as the cost to damage ratio on a weapon can often times be questionable at best. Those who invest in the weaponry made by the owner's company offer a great rate of 5% repair rates on all weaponry created. Instead of paying the original 10% of the pricing of your weapon you just lay down a 5% stake and the weapon will be repaired within the day.
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Biological Expert (1 Trait + Average Warrior, Brilliant Scientist + Advanced Expert Doctor)Through the use of research and experimentation, the Scientist has learned how to get the most out of their work without using as much of their resources, thus allowing it to use Bio-mods that are 4 ranks higher than its max tech rank. Additionally, the Scientist is now also able to have a 50% Discount on the purchase of Pop Greens.
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Wunderkind (1 Trait + Average Warrior, Brilliant Scientist + Marine Faction + Level 2 Fame or more)A Wunderkind is an individual that is considered by both the Marines and the World Government to possess a sufficient amount of intelligence to become one of the brightest people in the world. As such, they provide the Wunderkind with a certain amount of Beli to make sure this specific individual can make its projects reality. When a Wunderkind finishes an SL, the individual is automatically granted a 50% bonus to their Beli gains. Note: This Trait will be refunded immediately and have its effects retired from the character should the latter decide to leave the Marines. Additionally, the Wunderkind cannot become a Merchant, seeing as the Marines forfeit their right for self-profit the moment they agree to be funded.
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Performance of X (1 trait)
requires any dancer profession trait
Allows the Dancer to work a certain weapon or object into their dances, allowing them to make techniques requiring these items as dance techniques, and increasing max technique rank by 2 for these dances
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Alluring Movements (1 Trait)
Requires Professional Dancer
Learning to move the body in suggestive manners, one can affect one target with a charm affect as long as their fortune is lower then half of the users, this makes the person willing to cooperate and help the dancer, as long as they are not threatened with danger. any presence of danger to the person will break the control instantly. (The duration for this charm would be equal to rank/10 of the charming tech and with a cool-down on the same target equal to half the duration of the charm effect.)
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Custom Profession Traits
Green Thumb (1 Trait)The character is proficient in growing, raising, and selling produce and other things thanks to their skills as a farmer. Thanks to using their skills to make a decent income they may gain a 10% Beli increase in their SL's (so long as they actively sell their produce in the SL) while also gaining an expansion on the land this character owns for their 'base' by some additional square meters.
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Herbalist (1 Traits) The mastery of basic natural remedies and herbalism, those who specialize in this field of medicine have a greater ability to adapt to their natural surroundings due to their knowledge of the natural world. Users of this trait can create basic poisons and medicines up to [X] times per thread in any appropriately natural setting and can be made within 1 full post.
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Advanced Herbalist (3 Traits)The mastery of basic natural remedies and herbalism, those who specialize in this field of medicine have a greater ability to adapt to their natural surroundings due to their knowledge of the natural world. Users of this trait can create basic poisons and medicines up to [X] times per thread in any appropriately natural setting and can be made within 1 full post. Advancing farther into natural power grants you more insight. You now become able to create drugs that last for 3 posts. Are you trying to be a master?
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Master Herbalist (5 Traits)The mastery of basic natural remedies and herbalism, those who specialize in this field of medicine have a greater ability to adapt to their natural surroundings due to their knowledge of the natural world. Users of this trait can create basic poisons and medicines up to [X] times per thread in any appropriately natural setting and can be made within 1 full post. You have your own garden of tricks and reached the final stage. Some would even call you a Witch Doctor. The cures and poisons you make can last for an eye opening 5 post. Careful not to your self into a grave. *This trait caps at 10*
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Aspiring Detective (1 Trait)Those with this trait are excellent in gathering information from evidence and clues and finding hidden insight among their surroundings. They make very good trackers, being one of the few professions that can successfully scout out professional thieves, able to spot if someone is pick-pocketing them or someone immediately around them or if a thief is in hiding within the local vicinity. Once per thread the user can tail a target discreetly, giving them no normal indication they are being followed. This lasts 2 posts. The user does not become excellent at hiding.
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Detective P.I. (2 Traits)Those with this trait are superb in gathering information from evidence and clues and finding hidden insight among their surroundings, treasures, items or general interest etc. Staging and deciphering traps comes as second nature. They make very great trackers, being one of the few professions that can easily scout out professional thieves. Once per thread the user can tail a target discreetly, giving them no normal indication they are being followed. This lasts 4 posts. The user does not become excellent at hiding.
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Apprentice Scientist (1 Trait)Anything is possible with the magic of science! What's that you say? It's contradictory?! BALDERDASH! Scientists relentlessly research their field to bring the world new and fantastical inventions, from the wonders of technology to biological enhancements, if there's a science, you bet your ass someone has dedicated their life to it and possibly others. Those with this trait are able to build more abstract creations often with a dangerous or ultimate rank in cost(such as cloning, splicing, putting fruits into objects, creating mechas, etc.). Apprentice Scientists get a 30% discount on items/weapons based on technology. This discount is non-stackable with other traits.(items with magic or curses or whatnot are excluded from this, only weapons and objects in ships count on the topic of ships)
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Average Warrior, Brilliant Scientist (3 Traits)Anything is possible with the magic of science! What's that you say? It's contradictory?! BALDERDASH! Scientists relentlessly research their field to bring the world new and fantastical inventions, from the wonders of technology to biological enhancements, if there's a science, you bet your ass someone has dedicated their life to it and possibly others. Those with this trait are able to build more abstract creations often with a dangerous or ultimate rank in cost(such as cloning, splicing, putting fruits into objects, creating mechas, etc.). Brilliant Scientists get a 50% discount on items/weapons based on technology. This discount is non-stackable with other traits.(items with magic or curses or whatnot are excluded from this, only weapons and objects in ships count on the topic of ships)
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Merchant (1 Trait)This character has become proficient enough with its social and bargaining skills to be able to sell wares on its own. Able to gain 10% more Beli than usual per SL thanks to their continuous income, they are also able to sell their wares to NPCs and other characters and gain profit from them. A Merchant also has the right to join an *Economical Alliance or an *Entreprise.

An Economical Alliance is a group of Merchants, led by Corporate CEOs and Expert Merchants as counsellors, that are allowed to fully control their prices when in contact with other characters and NPCs, which means that they can be bargained with, and will also offer the Merchants a chance to create their own Entreprise, which has the right to sell better, but costlier wares. A Merchant will not have much power within it, acting either as a simple Ally or an Employee that is bound to comply to the tasks given to by the CEO, which can be either an advantage or disadvantage depending on the circumstances.

* : Economical Alliances and Enterprises act similarly to Crews and are not part of any precise Faction. Within these specific Crews, you can have Pirate members as much as you can have Marine and Bounty Hunter members.
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Expert Merchant (2 Traits)This character has become so good with its social and bargaining skills that they are now able to sell even more wares on its own and gain more profit as a result. Able to gain 30% more Beli than usual per SL thanks to their continuous income, they are also able to sell their wares to NPCs and other characters whilst also being able to create *Economical Alliances with other Merchants, allowing for profit shares and, of course, oh-so-alluring corruption, and join *Enterprises.

An Economical Alliance is a group of Merchants, led by Corporate CEOs and Expert Merchants as counsellors, that are allowed to fully control their prices when in contact with other characters and NPCs, which means that they can be bargained with, and will also offer the Merchants a chance to create their own Entreprise, which has the right to sell better, but costlier wares. As counsellors of an Economical Alliance, Expert Merchants have the right to veto the decisions of a Corporate CEO whilst, in a Enterprise, they usually are promoted to Vice-Presidents, taking care of their employees and making sure that the CEO is not making stupid decisions.

Expert Merchants also now possess a global 10% discount on all their purchases excluding non-discounted items (Den Den Mushis, Dials, Log Poses and Vivre Cards) but are also now permitted to access to these non-discounted items from all around the world, meaning that they are not forced to be in a specific place to buy any of these (ex: An Expert Merchant has no need to be in the Grand Line to be able to buy a Log Pose anymore).

* : Economical Alliances and Enterprises act similarly to Crews and are not part of any precise Faction. Within these specific Crews, you can have Pirate members as much as you can have Marine and Bounty Hunter members.
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Corporate CEO (3 Traits)This character is so skilled with its social and bargaining skills that it is now able to not only trade even more wares on its own than one could possibly imagine, but also possess their very own corporation. Able to gain 50% more Beli than usual per SL thanks to their incredible continuous income, they are also able to sell their wares to NPCs and other characters and have the right to create *Economical Alliances with other Merchants which allows for both profit shares and corruption, and create *Enterprises.

An Economical Alliance is a group of Merchants, led by Corporate CEOs and Expert Merchants as counsellors, that are allowed to fully control their prices when in contact with other characters and NPCs, which means that they can be bargained with, and will also offer the Merchants a chance to create their own Entreprise, which has the right to sell better, but costlier wares. CEOs have the right to recruit other Merchants in the Economical Alliance and to partially control a democracy within it, and, also, completely control the activity of an Entreprise when created.

Corporate CEOs also now possess a global 25% discount on all their purchases excluding non-discounted items (Den Den Mushis, Dials, Log Poses and Vivre Cards) but are also now permitted to access to these non-discounted items from all around the world, meaning that they are not forced to be in a specific place to buy any of these (ex: A Corporate CEO has no need to be in the Grand Line to be able to buy a Log Pose anymore), and will be able, depending on their reputation, to have a better relationship with the Marines and the World Government alike.

* : Economical Alliances and Enterprises act similarly to Crews and are not part of any precise Faction. Within these specific Crews, you can have Pirate members as much as you can have Marine and Bounty Hunter members.
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Business Efficianado (7 Traits)(Only Available to CEO's As Second Profession) - As an owner of a grand business, taking this trait allows the CEO of the company to take a step in a new direction towards their customers, instead of generalizing their discounts on materials towards one profession (Blacksmith) to another (Shipwright) they instead receive both 50%'s off of Blacksmith and Shipwright to stack on top of their CEO bonuses. All in all this is a final discount of 62% on weapons, and ships.
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Novice Bartender (1 Trait) Those with this trait are very good at mixing alcohols and brewing them as well. Due to their proficiency with this specific kind of drug, they are able to roughly manipulate the effects of being drunk with the use of a specially mixed alcohol they can use in combat to provide an enhanced accuracy and stamina debuff. Any technique involving these stats being reduced have an additional reduction of 10 as long as it involves their use of weaponized alcohol. Additionally, any thread involving the creation or selling of alcohol gains a 10% beli bonus.
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Master Bartender (3 Traits) Those with this trait are devoted masters at mixing alcohols and brewing them as well. Due to their proficiency with this specific kind of drug, they are able to roughly manipulate the effects of being drunk with the use of a specially mixed alcohol they can use in combat to provide an enhanced accuracy and stamina debuff. Any technique involving these stats being reduced have an additional reduction of 20 as long as it involves their use of weaponized alcohol. Additionally, any thread involving the creation or selling of alcohol gains a 30% beli bonus.
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Animal Hunter (1 Traits) - Use of this trait grants a character expertise with fighting common prey animals. Such animals with natural weapons can be analysed by the user of this trait. Their experience with combatting natural weapons allows them to identify and capitalize on the weaknesses that most cannot.
The wielder of this trait can create techniques that penalise specific, common types of natural weapon on prey animals. These techniques can have an instantaneous stat/changes which works only for the duration of the technique, but does not require a cooldown. [The stat changes are not literal, but represent how effectively the user makes the targeted natural weapon a liability. This trait can only be taken by those who have the Huntsman Profession.
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Beast Hunter (2 Traits) - Use of this trait grants a character expertise with fighting natural animals. Animals natural weapons can be analysed by the user of this trait. Their experience with combatting natural weapons allows them to identify and capitalise on the weaknesses that most cannot.

The wielder of this trait can create techniques that penalise specific types of natural weapon on animals. These techniques can have an instantaneous stat/changes which works only for the duration of the technique, but does not require a cooldown. [The stat changes are not literal, but represent how effectively the user makes the targeted natural weapon a liability. This trait can only be taken by those who have the Huntsman Profession.]
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Monster Hunter (3 Traits) - Use of this trait grants a character expertise with fighting Fauna of just about any kind. Anything which has a natural weapon (or skill or utility) or something inorganic that replicates natural weapons can be analysed by the user of this trait. Their experience with combatting natural weapons allows them to identify and capitalise on the weaknesses that most cannot.

The wielder of this trait can create techniques that penalise specific types of natural weapon. These techniques can have an instantaneous stat/changes which works only for the duration of the technique, but does not require a cool down. [The stat changes are not literal, but represent how effectively the user makes the targeted natural weapon a liability. This trait can only be taken by those who have the Huntsman Profession.]
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Beginning Dancer (1 Trait)While anyone can dance, this person has taken then time to learn more about the body, how it moves, and how it can go beyond normal motions to a limited degree, as well as how to pace themselves to prevent tiring out quickly, any dancing techniques are allowed to be 5 ranks higher then your normal max rank, as well as allows the creation of self-buff dance techniques. (techniques that can buff your stats while the user is performing the technique and a short time after the it is stopped (3 user posts))
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Professional Dancer (2 Traits) Taking their lessons a bit further, a Professional dancer has gone even further into learning more about their body, this grants them a +5 boost to their Speed stat and increases the max rank of any dance techniques by +10, they also can make Dancing techniques that can self-buff supernaturally without the need for a following debuff.
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Exotic Dancer (3 Traits) The peak of the dancing profession, these dancers have mastered their bodies motion and balance, able to move in ways normal people would consider unnatural, as well as allowing them to continue dancing and stay active much longer then any normal person, this applies a +5 bonus to stamina, as well as increases their Speed by +10. Self-buff dancing techniques now buff by Rank of the technique rather then Rank-10.
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Sobriety Yin/Yang [Insert Trigger] (2 Trait)Characters with this trait have major combat and personality based orientations when sober or affected by an outside trigger such as alcohol or drugs. These character’s combat skills are greatly hindered when not under the effects of a specific trigger to drown out their emotions, mental state or otherwise. This causes their stats to constantly either be debuffed or buffed depending on whether or not they are sober. While Sober from their trigger, their stats are all lowered by 1 point per 5 points in a stat. However, while in their high/drunk state, their stats are increased by a 1 point per 5 points in a stat. In addition to this, techniques are treated as being 33% weaker when sober yet 33% stronger while in a 'high/drunk' state. These triggers MUST be purchased to be used in topics also you must use your purchased triggers to enter your high/drunk state. Additionally when a trigger wears off the user is locked into their sober state for 2 posts. Also if forcefully detoxed, the character will suffer double backlash for 2 posts before being able to take more of their trigger.

Each grade of trigger affects the user for a longer period of time: Proficient = 2 posts, Strong = 3 posts, Dangerous = 4 posts, Ultimate = 5 posts. (Additional posts can be purchased for an extra 15 perk points starting at ultimate rank. (Any personality based changes can happen without full power triggers since those are just flavor based alterations). *Cannot stack with similar boosts*

Trigger Cost = 20 points * respective rank per 5 doses
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Edited by Scarlet, Mar 2 2018, 08:05 PM.
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Scarlet
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Goddess
Witch Racial
Because yes, there was enough it needed its own post.

When creating your witch, their magic must have a theme that additional magics as well as the original must abide by. Witches' magic when coming into a clash with techniques of the same rank as a weapon. For magic to overtake a weapon it must be at least 25% ranks higher and 50% for devil fruit techniques


X Witch/Warlock (3 Traits) – A race of nomadic people who have been apart of he world for as long as the devil fruits themselves. Usually quiet about their abilities and such, they keep to themselves and live the lives of normal people. This race of people have no special physical attributes about them to set them apart from other humanoid beings. Witches/Warlocks come in all shapes and sizes, some of them even look like they may be from different races all together. However all of them seem to hold a similar trait among their magical kin, they all have some form of birthmark which can resemble a tattoo on their bodies.

Witches/Warlocks are able to call upon a single type of magic which is created through the bodies with the aid of Catalyst. They have a very hard to drawing out their magical powers without this catalyst and an even harder time focusing their spells without it. This catalyst is a focal point which lets them harness their magical powers in order to create potent abilities -- You only need one Catalyst to harness your magic, and the Catalyst is only required for you to be able to use your magic past rank 50. (20) Ability points, for all grades of weaponry.

Supplementary Witch/Warlock Traits

Additional Magic [Enter Name Here] (X Traits) - This trait allows the Witch or Warlock in question to tap into their hidden potential and mould their magical power into a different type of magic than what they are used to, giving them access to it's use. Up to 2 can be taken.

[Insert Magic] Specialist (1 Trait) – Allows the witch/warlock to become more at peace with their natural magical potency. This trait allows them to create spells of their specific magic beyond rank 50 without a Catalyst. Caps at rank 100. Can only be taken once!

[Insert Magic] Master (2 traits) – Absolute masters of their specified magical focus, these witches/warlocks are able to create spells of rank 100+ with this trait. Requires: the Specialist trait for the same Magic. Can only be taken once!

Magical Melding (2 Traits) – When wielding more than one type of magic, this trait allows the Witch/Warlock to combine their two into a combination spell at 75% their max technique rank. *Must make techniques for this new type of magic!

Melding Maestro (2 Traits) – Mastering the power of melding various spells together, this trait allows the Witch/Warlock to wield their combine spells at maximum power and no longer 75% strength. Additionally, it allows them to combine 3 magics together at 75% power. Requires: Magical Melding

Catalyst Welder (3 Traits) – A special type of blacksmith who is able to forge catalyst items for Witches/Warlocks with minimal effort. This effortless work causes Catalyst weapons to cost 50% less beli when they are created.


BANNED MAGICS

A list of magics which can't be one of your three magic types.

Fire
Water/Ice
Air/Wind
Lightning
Light/Darkness
Time
Gravity
Magnetic
Lava


Put above your devil fruit section

[b]Theme:[/b]
[b]Magic Type:[/b]
[b]Magic Description:[/b]
Edited by Scarlet, Feb 1 2018, 01:06 AM.
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Inoko Sadismus-The SM Queen
Inoko's NPC's

Reihe Blitzang- Hellcat
Reihe's NPC's

Payasso Brommista- Fang Clown Paya
Yuutsu Shitsui- Child of Despair
Yuutsu's NPCs

Selene Saule- Lieutenant
Vira D. Bathory- Blood Countess
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