Post by World Boss on Mar 21, 2020 11:28:03 GMT -8
TRAVELTravel is how we get from one Island to another Island. To understand how traveling works, you must first understand how the world is broken down into pieces.
Oceans - Oceans are recognized as forums that contain multiple seas. Paradise, North Blue, and the Calm Belt are examples of Oceans.
Seas - Seas are the categories that exist within the forum/Ocean. Canonically, not many seas are named, but within Seas are a number of Islands. A real world example is the Carribean Sea that contains Cuba, Jamaica, Puerto Rico, and many more.
Islands - As far as travel is concerned, Islands are the smallest of the small. These are the actual places we are trying to travel to.
FIGHTING THE SEA SEA DIFFICULTY Sea difficulty represents how difficult the waters, weather, and nature of a specific sea are to navigate successfully. It is gauged by a number rating that starts at 1 and can go infinitely high, but 16 is currently the highest players can expect to see.
HAZARDS On rare occasions a letter rank (E-U) will also be included with the Sea Difficulty to indicate the general danger level of natural hazards in that sea or around that island. e.g. coral reefs, a sea of flames, sailing/diving to fishman island. Hazards will either effect a whole Zone/Sea or just travel to Island. Each have their own unique effects or sets of rules. Hazards force travelers to travel via Post Count when it's their first time encountering them.
NAVIGATION JOB TRAIT This is a Job Trait that deals with using one's knowledge of the seas, great sense of direction, instinct, etc to accurately, safely, and skillfully sail a ship or swim to a predetermined location. Unlike other Traits, a Navigation Trait can Level Up indefinitely. Every Level in this Job Trait will count as 1 point against the Sea Difficulty.
Name: Navigation Type: Job Trait|Function Description: Character accurately plots a course and travels from one place to another by sailing. Level(s): Infinite Materials: Paid in Sea Cost and Passenger Cost Word/Time: Post Count based on Ship Speed and Sea Difficulty Requirement: Ship or Vehicle[b]Name:[/b] Navigation [b]Type:[/b] Job Trait|Function [b]Description:[/b] Character accurately plots a course and travels from one place to another by sailing. [b]Level(s):[/b] Infinite [b]Materials:[/b] Paid in Sea Cost and Passenger Cost [b]Word/Time:[/b] Post Count based on Ship Speed and Sea Difficulty [b]Requirement:[/b] Ship or Vehicle
HELMSMAN JOB TRAIT This is a single level Job Trait. With this Trait, a character can translate their Navigation Trait through their Strength & Power Attribute to steer or assist in steering a vessel even when not at the wheel. This can be done through means such as grappling and pulling the ropes and binds of a ship to manipulate its sails, paddling or rowing the ship to direct its course, etc. For every Sub-Tier you have in Strength & Power, you can translate 1 Level of your Navigation Trait through the Helmsman Trait. e.g. E- = 1, E = 2, E+ = 3.
Name: Helmsman Type: Job Trait|Function Description: With Navigation knowledge of their own, a character can assist in steering the vessel through means such as grappling and pulling the ropes and binds of a ship to manipulate its sails, paddling or rowing the ship to direct its course, etc. For every Sub-Tier you have in Strength & Power, you can translate 1 Level of your Navigation/Sailing Trait and apply this number against the Sea Difficulty during Travel. Level(s): 1 Materials: N/A Word/Time: Cast Requirement: A sort of Navigation or Sailing Trait[b]Name:[/b] Helmsman [b]Type:[/b] Job Trait|Function [b]Description:[/b] With Navigation knowledge of their own, a character can assist in steering the vessel through means such as grappling and pulling the ropes and binds of a ship to manipulate its sails, paddling or rowing the ship to direct its course, etc. For every Sub-Tier you have in Strength & Power, you can translate 1 Level of your Navigation/Sailing Trait and apply this number against the Sea Difficulty during Travel. [b]Level(s):[/b] 1 [b]Materials:[/b] N/A [b]Word/Time:[/b] Cast [b]Requirement:[/b] A sort of Navigation or Sailing Trait
VEHICLE The Durability of the ship, vessel, or vehicle is compared to the Sea Difficulty to determine if any HP damage is sustained. Each Sub-Tier of Durability counts as 1 point against the Sea Difficulty.
Equal or Higher: Should the Ship's Durability exceed the Sea Difficulty, no HP damage is suffered.
Lower: Ship initially loses 25% of its total HP, then an additional 10% for every additional point the Sea Difficulty is greater.
HP loss from Hazards is only possible when Traveling via Post Count and as a consequence of bad decision making when it comes to handling the Hazard.
V.S. SEA This is where you pit your Navigation and Helmsmen Traits against the Sea Difficulty you'll be facing.
The points from the Navigation Trait (and Helmsmen Trait) being used must be within 5 points* of the Sea Difficulty to travel through it. Navigator with Lvl. 5 Navigation and another Player with Helmsman, Lvl. 6 Navigation, and D Avg. Strength & Power (5). Their Sailing potential amounts to 10. This duo can travel in a Sea with a difficulty of up to 15.
The Navigator and Helmsman cannot be the same person, but there can be as many Helmsmen as a Ship can reasonably fit. e.g. a boat of men with oars rowing together or multiple sailors adjusting the sails through the binds.
*If you are Traveling via Time instead of Post-count, your sailing teams point total must be within 3 points of the Sea Difficulty.
TRAVELING
TIME Real time is used as a travel currency. After a predetermined amount of time passes, you will be considered to have arrived at your destination.
POST COUNT Post count is an alternative travel currency. After all those who are traveling reach a predetermined amount of post, they will be considered to have arrived at their destination. You must always Travel via Post Count when it is your first time going to an Island or traveling through a Sea with a Hazard. Post size is 250 words minimum.
WEATHER DICE ROLL This is a Dice Roll that is initiated to determine the weather for your travel. This dice roll can decrease, increase, or leave the Sea Difficulty undisturbed for the duration of your travel.
TRAVEL REQUIREMENTS These are the post count or time requirements based the results of your Navigation and Helmsmen Trait(s) vs the Sea Difficulty and the speed of your ship.
Navigation > Sea Difficulty by 5+
Slow - 1 Post or 2 Hours
Medium - 1 Post or 1 Hour
Fast - 1 Post or Instant
Quick - 1 Post or Instant
Navigation > Sea Difficulty by 3-4
Slow - 2 Post or 3 Hours
Medium - 2 Post or 2 Hours
Fast - 1 Post or 1 Hour
Quick - 1 Post or Instant
Navigation > Sea Difficulty by 1-2
Slow - 3 Post or 3 Hours
Medium - 2 Post or 3 Hours
Fast - 1 Post or 2 Hours
Quick - 1 Post or 1 Hour
Navigation = Sea Difficulty
Slow - 3 Post or 6 Hours
Medium - 3 Post or 3 Hours
Fast - 2 Post or 3 Hour
Quick - 2 Post or 2 Hours
Navigation < Sea Difficulty by 1-2
Slow - 5 Post or 1 Day
Medium - 4 Post or 12 Hours
Fast - 3 Post or 6 Hours
Quick - 2 Post or 6 Hours
Navigation < Sea Difficulty by 3
Slow - 5 Post
Medium - 4 Post
Fast - 4 Post
Quick - 3 Post
Navigation < Sea Difficulty by 5
Slow - 8 Post
Medium - 6 Post
Fast - 5 Post
Quick - 4 Post
Travel via Post Count
MATERIAL COST This determines how many E-Rank Materials are consumed each time a player or group travels in that Zone.
For every PC and NPC 5 E-Rank Materials are consumed.
5 Grunts = E-Rank Materials
Every point of Sea Difficulty = 5 E-Rank Materials i.e. Sea Difficulty of 4 = 20 E-Rank Materials.
TRAVEL INVASION This is the act of intruding a travel topic. Only travel topics being fulfilled with post count can be invaded. Once the post count requirement is met and all or at least 2 travelers post their exits, the travel can no longer be invaded. To invade you must be in the same Sea the travelers are leaving or going into at the time they initiate their travel. You must post your own Travel Template in the thread you wish to invade, your destination being an island within the same Sea as their destination.
POSTING ON ISLANDS Players can only be on one Island at a time, this rule can only be broken with Mastery.
TRAVEL THREAD TRAVEL BOARD This includes the travel template and explains how to travel correctly.
The captain or the person navigating should post the template found below filled out entirely.
Roll the weather dice. If you are unsatisfied with the roll you can wait 12 hours and roll again.
Perform your travel post or wait the time.
Whoever checked-in the Travel must get a moderator at the end of the travel to approve it and deduct the necessary values.
[b]Destination:[/b] (What Island are you sailing to) [b]Sea Difficulty:[/b] (Sea Name and its difficulty) [b]Hazard:[/b] (Facing any Hazards?) [b]Method:[/b] (Time or Post Count to fulfilled the travel requirement.)
[b]Ship:[/b] (Link to the Ship being used to travel) [b]Durability:[/b] (Ship's Durability) [b]Speed:[/b] (Ship's Speed) [b]Capacity:[/b] (How much Capacity does the Ship have)
[b]Navigator:[/b] (Name of Navigator & Navigation Trait Lvl.) [b]Helmsmen:[/b] (Name(s) of Helmsmen, Navigation Trait Lvl, & Strength & Power) [b]Total:[/b] (How many points does your sailing team generate.) [b]Mastery:[/b] (Have any of the sailors Mastered the Sea you're sailing to?)
[b]Passengers:[/b] (List of every PC and NPC who's traveling) [b]Cargo:[/b] (List Materials and Treasure you are traveling with and how much Capacity they occupy.) [b]Material Cost:[/b] (5 E-Rank Materials per PC, NPC, and per 5 Grunts, & Sea Difficulty x5)
[b]Duration:[/b] (How long will the travel take?) [b]Log Pose:[/b] (Once you arrive to your destination who's considered in charge of the Log Pose)
MISCELLANEOUS MASTERY Once a sailor has used their Navigation or Helmsmen Trait to visit every Island within a Sea, they will have mastered that specific Sea. This results in the Sea Difficulty being lowered by 3 when they sail within it as the navigator or helmsmen. Mastering a Sea grants the Navigator or Helmsmen 2 Levels to their Navigation Trait.
INSTANT TRAVEL If two Masters of a Sea are present, Players can perform Instant Travel. This is completely free Travel. The only requirement is posting a filled out Travel Template and having both Master Sailors post in this thread, vouching for transporting you and you will instantly be considered to be at your destination. This allows players to roleplay on multiple islands within a Sea at a time.
LOG POSE DICE ROLL A Log Pose is a navigational tool that is used in the Grandline due to the unique nature of the stretch of water. Upon arriving on an Island, after a term of Time specified by the Island has passed the Log Pose will naturally lock-on to 1 of 4 islands. Three of these Islands are included in the template of every Island in the Grandline, the last one is chosen by the player when they roll the Dice. Which island the Log Pose locks-on to next is determined by a Dice Roll where each Island has a 25% chance of being rolled. A Log Pose is typically a glass orb with a single needle inside it mounted on a wristband like a watch, but it can come in a variety of shapes, forms, and sizes to fit everyone.
Log Pose Points While Log Poses will eventually attune to the next island by themselves, players can speed up this process. By completing Episodes, Arcs, and Campaigns, a player can obtain what are called Log Pose Points. Once 100 Log Pose Points are obtained the player's Log Pose immediately locks-on to the 1 of the 4 Islands of the player in charge of the Log Pose chooses.
Episode - Up to 10
Arc - Up to 60
Campaign - Up to 10
PUBLIC TRANSPORTATION SEA TRAIN The Sea Train is a special service that runs to all Islands that are World Government affiliated with a certain level of Technology. They were invented by a fishman of the West Blue, Wallace D. Rose, founder of the Galley-La Company, but not perfected until the introduction of Kairoseki/Sea Stone in year 777. Since then, they became a regular way for those with a bit of wealth to get around and help the economy.
5,000,000 Beli per Ticket <-PCs and NPCs (Grunts travel free)
No riders may have a Bounty.
Runs to and from World Government affiliated/benefactor Islands with Skillful Technology.
Arrives in 3 Post or 6 Hours.
World Government personnel rides free.
Sea Stone coated tracks, so no Sea King threat.
No South Blue service.
Appropriately powered World Government affiliated and/or sponsored NPCs are spawned to deal with any problems that arise, based on the Ocean the Sea Train is in.
FERRY The standard for those without the Beli to afford the Sea Train or criminals who don't have their own means to traverse the Seas. You can find a Ferry anywhere that's inhabited and they'll even take riders with Bounties, given they are bribed to turn a blind eye.
1,000,000 Beli per TIcket <PCs and NPCs(Grunts travel free)
If the rider has a Bounty, they must bribe 25% of their Bounty in additional fees.
Goes anywhere that's inhabited.
Arrives in 5 post or 24 Hours.
Guards exist and will be spawned should trouble arise, but they typically aren't much strong unless it is a South Blue Ferry.
Does not run in the Grandline.
PUBLIC TRANSPORT TRAVEL TEMPLATE
[b]Destination:[/b] (Where are you going)
[b]Price:[/b] (How much is it costing you?)
[b]Method:[/b] (Time or Post Count to fulfilled the travel requirement.)
[b]Ship:[/b] (Sea Train or Ferry)
[b]Passengers:[/b] (List of every PC and NPC who's traveling)
[b]Cargo:[/b] (List Materials and Treasure you are traveling with.)
[b]Duration:[/b] (How long will the travel take?)
Last Edit: Jul 20, 2020 3:14:17 GMT -8 by World Boss