SKILLS Skills are the special attacks that characters perform. They are made possible through Proficiency Job Traits.
PROFICIENCY Proficiency is a type of Job Traits that show a character's level of mastery when it comes to a style of fighting. It allows them to make Skills that appropriately reflect their caliber as they grow Level 1-5, mirroring the 5 Tiers of Skills. The following are examples of Proficiency Traits.
Santoryu: A fierce three sword weapon style where the user wields two swords in each hand and one in their mouth.
Black Leg: A kicking martial art that showcases elite dexterity. The user doesn't ever use their hands to attack, but can use them to assist in acrobatic maneuvers.
Karate: A proper karate form that exercises efficient, direct, and even flexible movement. This form is the root of many Fishman Karate styles.
Polearm Proficiency: The character is proficient in using polearms as weapons.
Bow & Arrow Proficiency: Character is proficient in use of bow and arrows.*
Rokushiki: A formal school of fighting signature to the Marines. It hones the body to its prime condition and sustains it. It's best known for its versatile set of offensive, defensive, and supplementary techniques.
Unnamed Hand to Hand/Street Fighting: An instinctive free-form style of fighting. The user is also good at incorporating their environment into their fighting.
Rope Action/Rope Proficiency: A fighting style based on using ropes in a variety of ways to bind, strike, or defend against opponents.
Devil Fruit: For Devil Fruits that are used as standalone powers and aren't used in junction with a martial art or weapon style. This is typical with Logias like Aokiji, Crocodile, and Enel or Paramecia like Law, Capone Bege, Trebol, or Katakuri.
Proficiency Job Traits do not grant the character any sort of supernatural abilities, unless the Proficiency is in a Devil Fruit. *By Default a character can only accurately aim 10m with ranged weapons they have no Proficiency with. Proficiency with ranged weapons increase ones range with said weapon by set amounts. Lvl. 1: x1| Lvl. 2: x1.5| Lvl. 3: x2| Lvl. 4: x3| Lvl. 5: x5|
[b]Trait Name:[/b] (Name your Trait) [b]Type:[/b] Job Trait|Proficiency [b]Origin:[/b] (Explain the founding of this Trait ICly with a link or through your character's background.) [b]Description:[/b] (Explain the fighting style, how it works, what are its qualities, and then things that you'd be able to accomplish with the Skill+ Traits. What's described here will be the basis for your Skills.) [b]Skill+ Traits:[/b] (Name the Skill+ Traits that are apart of this fighting style.) [b]Level:[/b] (1-5) [b]Requirements:[/b] - SKILL+ |JOB TRAIT Skill+ Traits are the supernatural abilities in One Piece. Chinjao's ability to produce shockwaves and vibrations, how swordsmen can make flying slashes, fishmen can manipulate water, etc. Skill+ conveys the core of a power in its rawest form. This type of Trait is born from a character's preexisting Traits and/or Attributes and this is reflected by its Requirements.
Skill+ Traits function by serving as an attachment to Proficiency Trait. Their powers are new tools to use to make Skills with. As the Proficiency Trait that hosts grows towards Level 5, the capabilities of the attached Skill+ Trait(s) grow as well.
Water Affinity: Character has a good relationship with water to the point they can do things like impact the water in living bodies or even send waves of water as attacks. Commonly seen with Fishman Karate or Jujutsu.
Flying Slash: A swordsman technique where they extend the edge of their weapon over a distance to create a ranged cutting attack.
Heat Generation: A technique where the character creates obscene amounts of heat. This can be accomplished by generating a lot of friction or with passion alone. Seen with Sanji and Pearl.
Rokushiki Knock Offs: All Rokushiki knock-offs must be registered as individual Skill+ Traits, i.e. Sanji's Sky Walk or Luffy's Soru imitation. User's of Rokushiki as a Proficiency Trait gain gradual access to the Six Powers. 2 per each Level
Weather Manipulation: The character uses their knowledge over weather systems to create dangerous weather based attacks.
Devil Fruit: Devil Fruit's can also be Skill+ Traits that are attached to Proficiency Traits to support and work around how the character already fights. This is typical of Zoan types and Paramecia like Luffy or Buggy who just fight hand to hand, but with a sort of Devil Fruit augmented body.
[b]Trait Name:[/b] (Name your Trait) [b]Type:[/b] Job Trait|Skill+ [b]Description:[/b] (Describe the Trait, how it works, what it does, etc) [b]Levels:[/b] [ul][li][b]Lvl. 1 - Basic Proficiency:[/b] (Describe what the Skill+ Trait can do at this level)[/li] [li][b]Lvl. 2 - Skilled Proficiency:[/b] (Describe what the Skill+ Trait can do at this level, if anything)[/li] [li][b]Lvl. 3 - Technical Proficiency:[/b] (Describe what the Skill+ Trait can do at this level)[/li] [li][b]Lvl. 4 - Expert Proficiency:[/b] (Describe what the Skill+ Trait can do at this level)[/li] [li][b]Lvl. 5 - Heroic Proficiency:[/b] (Describe what the Skill+ Trait can do at this level)[/li][/ul] [b]Requirements:[/b] (Attribute prerequisites, requirements of other Traits, or tools/instruments)REQUIREMENTS Requirements of a Skill+ Trait exist to validate why a character would have such an ability since all Skill+ Traits are supernatural abilities that people shouldn't normally have. Attribute requirements typically stand as a gate to be able to begin to develop the power. While other Trait requirements may need to continue to level up to support the Skill Trait as it grows. We'll use Sanji as an example.
Trait Name: Heat Generation Type: Job Trait|Skill+ Description: Sanji generates heat the degree he can use it to scorch his enemies with his kicking attacks. This is done by spinning extremely fast, so fast that the friction itself turns his foot a hot sizzling red. The hotter his passion burns, the more intense his flames. Levels:
Lvl. 1 - Basic Proficiency: N/A
Lvl. 2 - Skilled Proficiency: N/A
Lvl. 3 - Technical Proficiency: Requires spinning ignition. Skills can cause burn damage in addition to the impact damage from the kicks.
Lvl. 4 - Expert Proficiency: Sanji no longer needs to spin to generate this heat, but can use his own burning passion to spontaneously ignite light his foot on fire. These flames are hot enough to set a person on fire if they come into contact.
Zoro Santoryu [b]Trait Name:[/b]Santoryu [b]Type:[/b] Job Trait|Proficiency [b]Description:[/b] A fierce three sword weapon style where the user wields two swords in each hand and one in their mouth. It's Skill+ Traits will gradually open the way for the character to be able to fight from afar, cut down and through large structures like ships and buildings, and even cut through extremely durable materials like steel or even diamond. [b]Skill+ Traits:[/b] Flying Slash|Long Sword|Hard Sword
[b]Trait Name:[/b] Flying Slash [b]Type:[/b] Job Trait|Skill+ [b]Description:[/b] A swordsman technique where they extend the edge of their weapon over a distance to create a ranged cutting attack. [b]Level:[/b][ul][li][b]Lvl. 1 - Basic Proficiency:[/b] Close Range[/li] [li][b]Lvl. 2 - Skilled Proficiency:[/b] Short Range[/li] [li][b]Lvl. 3 - Technical Proficiency:[/b] Mid Range[/li] [li][b]Lvl. 4 - Expert Proficiency:[/b] Long Range[/li] [li][b]Lvl. 5 - Heroic Proficiency:[/b] Far Range[/li][/ul] [b]Requirement:[/b] C+ Strength & Power and C Avg. Speed & Agility or the inverse.
[b]Trait Name:[/b] Long Sword [b]Type:[/b] Job Trait|Skill+ [b]Description:[/b] A swordsman technique where they cut into or through Structures and Ships well beyond the length of their weapon.The trick is in the speed of the cut. Their proficiency and how fast they execute the technique reflects directly to the length of the cut. [b]Levels:[/b] [ul][li][b]Lvl. 1 - Basic Proficiency:[/b] Cutting through rowboats, sheds, tree trunk, Very Small Ships.[/li] [li][b]Lvl. 2 - Skilled Proficiency:[/b] Cutting through a boulder and D-Rank Size structures.[/li] [li][b]Lvl. 3 - Technical Proficiency:[/b] Cutting through a train car, C_Rank Size structure, or Small ship. i.e. Zoro one Sea Train to Enies Lobby[/li] [li][b]Lvl. 4 - Expert Proficiency:[/b] Cutting through a galleon, B-Rank structure, or Medium Ship. i.e. Zoro cutting ship post-time skip Saboady[/li] [li][b]Lvl. 5 - Heroic Proficiency:[/b] Cutting through A-Rank Size Structures like Law cutting Fujitora's meteor or Law cutting the mountain on Punk Hazard.[/li][/ul] [b]Requirement:[/b] C+ Speed & Agility
[b]Trait Name:[/b] Hard Sword [b]Type:[/b] Job Trait|Skill+ [b]Description:[/b] A swordsman technique where they cut an object that is harder or more durable than their own sword. Cutting steel with iron. The secret lies in their faith in their blade and themselves. [b]Levels:[/b] [ul][li][b]Lvl. 1 - Basic Proficiency:[/b] N/A[/li] [li][b]Lvl. 2 - Skilled Proficiency:[/b] N/A[/li] [li][b]Lvl. 3 - Technical Proficiency:[/b] Skills made from this Trait are considered 1.5x more effective exclusively towards Material Destruction.[/li] [li][b]Lvl. 4 - Expert Proficiency:[/b] Skills made from this Trait are considered 2x more effective exclusively towards Material Destruction.[/li] [li][b]Lvl. 5 - Heroic Proficiency:[/b] Skills made from this Trait are considered 3x more effective exclusively towards Material Destruction.[/li][/ul] [b]Requirements:[/b] C+ Spirit & Willpower | C Strength & Power Jinbei Fishman Karate [b]Trait Name:[/b] Karate [b]Type:[/b] Job Trait|Proficiency [b]Description:[/b] A proper karate form that exercises efficient, direct, and even flexible movement. This form is the root of many Fishman Karate styles. It's special abilities allow the character to impact the water inside of things that they strike, allowing internal attacks. Eventually the user will be able to guide waves of water as they move through their karate strikes. At its apex the user will be able to strike people from a distance using the water vapor in the air as a medium for their water based ability. [b]Skill+ Traits:[/b] Water Affinity
[b]Trait Name:[/b] Water Affinity [b]Type:[/b] Job Trait|Skill+ [b]Description:[/b] Character has a unique relationship with water to the point they can do things like impact the water in living bodies or even send waves of water as attacks. [b]Levels:[/b] [ul][li][b]Lvl. 1 - Basic Proficiency:[/b] N/A[/li] [li][b]Lvl. 2 - Skilled Proficiency:[/b] The character can strike a person and disturb the water within their body to deal additional damage.[/li] [li][b]Lvl. 3 - Technical Proficiency:[/b] At this point the character can use small to moderate bodies of water as their medium and send water projectiles like darts, bullets, drills, or waves.[/li] [li][b]Lvl. 4 - Expert Proficiency:[/b] The character's relationship with water has progressed to the point they can use the vapor itself to deliver non-visible karate blows from a distance. [/li] [li][b]Lvl. 5 - Heroic Proficiency:[/b] N/A[/li][/ul] [b]Requirements:[/b] 2 water related Traits, i.e. Swim Speed and Waterbreathing Nami Art of Weather [b]Trait Name:[/b] Clima-Tact Proficiency [b]Type:[/b] Job Trait|Proficiency [b]Description:[/b] The character wields their very own Clima-Tact courageously as a weapon. The character can create various forms of weather such as mirages, cold fronts, hot fronts, rain, all the way up to amazing things like lighting, strong winds and all kinds of horrendous storms. [b]Skill+ Traits:[/b] Weather Manipulation
[b]Trait Name:[/b] Weather Manipulation [b]Type:[/b] Job Trait|Skill+ [b]Description:[/b] By merging the Clima-Tact instrument with their knowledge of weather systems, the character can wield weather as their own power. [b]Levels:[/b] [ul][li][b]Lvl. 1 - Basic Proficiency:[/b] N/A[/li] [li][b]Lvl. 2 - Skilled Proficiency:[/b] Simple and mostly close range Skills that only involve Heat Balls, Cool Balls, and Thunder Balls. With this the user can only amount to creating weather in their close immediate area and doing parlor tricks like make an illusion.[/li] [li][b]Lvl. 3 - Technical Proficiency:[/b] At this point the character can create bigger weather systems that can could occupy an average size room. Their control over things has increased to a point where they can create a cloud that makes rain or even lightning that persist for several post[/li] [li][b]Lvl. 4 - Expert Proficiency:[/b] At this point the user can change the weather of a local area and bring in mighty storms that are under their control. They know how to make multiple types of harsh weather conditions, strong wind, snow, hail, heavy rain, etc to harass their enemies.[/li] [li][b]Lvl. 5 - Heroic Proficiency:[/b] -[/li][/ul] [b]Requirement:[/b] Meteorology Job Trait
BASICS TIERS Tiers represent the degree of knowledge and mastery one has over their ability to use it to its fullest extent. The Level of Proficiency Job Traits are what determine one's capability to use the five Tiers of Skills.
Basic Proficiency: You have a basic understanding of the techniques or concepts behind this particular power. Strawhats East Blue.
Skilled Proficiency: The amount of insight from experience you've gained is allowing you to lay down the foundation for techniques that have yet to come. It's evident you've stepped into the realm of superhuman. Baroque Works-Skypiea Strawhats
Technical Proficiency: The basic framework for your fighting style has been established and exercised to the point that it is beginning to blossom into something incredible in it's own right. Enies Lobby-Sabaoady Strawhats
Expert Proficiency: You have a clear understanding of your abilities and the theory behind them. You care now beginning to fully exploit them to bring out your full potential. Fishman Island-Dressrosa Strawhats
Heroic Proficiency: You've mastered your powers and know how to use them to achieve whatever it is you envision due to your familiarity of and growth with them. Wholecake-Wano Strawhats
STAT ALLOWANCES Stat allowances are increases that can be assigned to a character's Attributes in 10% portions to increase their output. By sacrificing a 20% ration, a player can increase the Range or Destruction Range of their Skill by 1 stage. Stat Allowances come from two sources.
SKILL STATS Skill Stats of are default Stat Allowances assigned to a Skill, that decide how strong a Skill inherently is. The Skill's Tier is what mostly decides a Skill's base stats, but Skills making use of Skill+ Traits also serve as an explanation as to why a Skill should be stronger, so mechanically have more Skill Stats allotted to it. Base Stats shouldn't be treated as a given based off of Tier alone, a Skill earns them through its deliberate purpose. A dash and slash attack (Speed and Strength allowances) vs a single strong slash (just strength allowances).
Basic: +0-20% Stat Allowance
Skilled: +10-30% Stat Allowances
Technical: +20-40% Stat Allowances
Expert: +30-50% Stat Allowances
Heroic: +40-60% Stat Allowances
Additional 10% allowances can be awarded to Skills in cases where reductions are applied. e.g. Luffy's Gear 3rd attacks could procure a Speed & Agility reduction in exchange for more Strength & Power.
EXERTION Exertion measures how much effort/Stamina one puts into a Skill when they use it. This can be used to make a Skill stronger or weaker when you use it by it gaining more or less 10% Stat Allowances. There are five levels of Exertion.
Small: +10% Stat Allowance
Moderate: +20% Stat Allowances
Big: +30% Stat Allowances
Super: +40% Stat Allowances
Extreme: +50% Stat Allowances
STAMINA Stamina is the fuel for Skills. Tier and Exertion are what determine the Stamina cost of when using a Skill.
Basic: 15 Stamina
Skilled: 25 Stamina
Technical: 50 Stamina
Expert: 75 Stamina
Heroic: 125 Stamina
Small: x2 Stamina
Moderate: x3 Stamina
Big: x4 Stamina
Super: x5 Stamina
Extreme: x6 Stamina
UPKEEP Skills that have a Duration longer than instant are paid for once when they are activated, then every following post. However, the costs paid after activation are only 50% of the activation cost.
USE When you use a Skill all we ask is that you include the following in a spoiler at the end of your post.
Skill Name
Exertion
Stat Allowances (good & bad)
Stamina Cost
The writing of a Skill's use during roleplay should be descriptive enough that these are all that is necessary. Failure to supply a viable amount of details can call for voiding or revision.
TEMPLATE INFO SKILL TEMPLATE [b]Name:[/b] (Self Explanatory) [b]Tier:[/b] (What Level is this Skill?) [b]Range:[/b] (Self, Close, Mid, etc) [b]Description:[/b] (Explain how the Skill works, looks, what it does, etc.) [b]Destruction Range:[/b] (Small, Fair, Huge, etc) [b]Duration:[/b] (Instant or Upkeep) [b]Base Stats:[/b] (10%+s and/or -s) [b]Key Traits:[/b] (Name the Trait Proficiency and Skill+ Traits supporting this Skill.) RANGE Range is used to determine the reach of a Skill. This includes the travel of a character if the Skill includes such a thing. Range is broken down into general terms and used loosely instead of using specific meterage.
Self: Only effects the user.
Close: Contact, immediate, intimate range. 0-3m
Short: 0-10m
Mid: 0-25m
Long: 0-50m
Far: 0-100m
Extreme: 0-100m+ User should specify. Cannot sacrifice stat allowances into this bracket.
DESTRUCTION RANGE This represents the destructive effect your Skill has on the environment. What structures it can bust down or alter with your powers. Think of it as if you were to set off a bomb or suddenly freeze a body of water.
Small: Busting a small sized hole you can fit through into a wall or a whole shack. Roughly 3m.
Fair: An amount of destruction comparable to destroying a small home or shack. Roughly 10m of destruction. E-Rank Size Structures.
Medium: Destroying a restaurant or inn. 15-25m of destruction. D-Rank Size Structures.
Big: Comparable to demolishing a ship the size of the Going Merry or Kaya's Mansion. Ace's Entei. 35-50m. C-Rank Size Structures.
Huge: Large scale destruction that'd easily cause local panic. Sabo destroying Corrida Coliseum's Arena. Roughly 75~100m.
Giant: Wiping out a whole city block. Fujitora's Meteor 150-250m. B-Rank Size Structures.
Humongous: Multiblock. Law chopping up a mountain on Punk Hazard. 250m-1km A-Rank Size Structures. Cannot sacrifice stat allowances into this bracket.
Titanic: Aokiji freezing the tsunamis Whitebeard summoned. S-Rank Size Structures. Small Islands. Lvl. 2 Turf. Cannot sacrifice stat allowances into this bracket.
Catastrophic: Aokiji or Akainu's effect on Punk Hazard. Lvl. 3 Turf. Medium Islands. Cannot sacrifice stat allowances into this bracket.
Godly: Whitebeard's tsunami summoning technique on Marineford. Lvl. 4 Turf. Large Islands. Cannot sacrifice stat allowances into this bracket.
MISC LEARNING SKILLS To begin with every character gets 3 Skills by default. The rest must be learned, earned, or trained. One can also learn Skills through Word-count Training or with Time on the TIME BOARD.
Basic: 500 Words | 3 Days
Skilled: 750 Words | 5 Days
Technical: 1,000 Words | 1 Week
Expert: 2,000 Words | 2 Weeks
Heroic: 2,500 Words | 1 Month
[b]Name:[/b] [Prof. Trait Name] | Training [b]Type:[/b] Job Trait | Function [b]Description:[/b] Character spends time training to learn new Skills [b]Levels:[/b][ul][li][b]Lvl. 1:[/b] Basic Skill[/li][li][b]Lvl. 2:[/b] Skilled Skill[/li][li][b]Lvl. 3:[/b] Technical Skill[/li][li][b]Lvl. 4:[/b] Expert Skill[/li][li][b]Lvl. 5:[/b] Heroic Skill[/li][/ul] [b]Materials:[/b] N/A [b]Word/Time:[/b] [ul][li][b]Lvl. 1:[/b] 3 Days| 500 Words[/li][li][b]Lvl. 2:[/b] 5 Days| 750 Words[/li][li][b]Lvl. 3:[/b] 1 Week| 1,000 Words[/li][li][b]Lvl. 4:[/b] 2 Weeks | 2,000 Words[/li][li][b]Lvl. 5:[/b] 1 Month| 2,500 Words[/li][/ul] [b]Special:[/b] This Trait is learned by training a Basic Skill with word-count. From then on, it levels up after training 3 Skills via word count. It cannot exceed the Level of the parent Proficiency Trait. TRAINING-UP Skills trained with Word-count can be 1 Tier higher than your Skill Training Trait. These Skills can also be used by the character, this being the only way to use a Skill with a Tier above your Proficiency Trait. e.g. Skilled Proficiency Swordsman with Lvl. 2 Training Trait can use Word-count to learn Technical Skills. They can also be used.
Wordcount cost is increased by 50%.
TUTOR There are BNPCs in the world that have their own Skills, Proficiency, and Skill+ Traits they can teach PCs out in the world at places like Dojos. When learning Skills from a tutor, NPC or PC, the pupil receives a 25% word-count reduction.MODES Modes are transformations characters undergo to give themselves enhancements and abilities they don't naturally have. They have a great pay-off, but also have a great continuous cost for the edge they give for a period of time. Luffy's Gear 2nd and Gear 4th
TIER A Mode can only be produced from a Skilled, Expert, or Master Proficiency Trait. Tiers will measure how potent and well composed a Mode is. Expert and Master Tier Modes allow for two Key Traits to be implemented into it instead of one.
SKILL+ TRAIT At their root, Modes are just extreme flexing of a Skill+ Trait or two to allow the character to temporarily push beyond limits. Diable Jambe -> Heat Generation. Gear 3rd->Bone Inflation. These Traits are the basis the abilities a Mode produces and its benefits.
BENEFITS The benefits of Modes come in the form of flat bonuses that are typically static/fixed. X number of Advantages, Skills receive+1 level destruction range, even all new abilities such as Gear 4th's flight. The potency and volume of these things are gauged by the Tier, nature, and balance of the Mode. If you want a lot of Benefits, you shouldn't shy away from Drawbacks.
DRAWBACKS Aside from heavy Stamina usage, some Modes will come with a drawback. Drawbacks can be activation conditions, such as Luffy having to bite into his arm to inflate it, Minks needing the moon, etc or as side-effects such as Luffy shrinking after Gear 3rd. Drawbacks aren't necessary, but including Drawbacks, especially unique ones, will oftentimes open the way for more Benefits. Sometime Drawbacks can be requested of you if your Mode lacks balancing from having too many Benefits as well. Drawbacks can be overcame via training.
The duration of side-effect Drawbacks will be equal to how long you used you Mode.
TRAINING Modes must always be trained via Word-count. The Mode should be registered and approved prior to the Mode being trained for.
Technical: 2,500 Words.
Expert: 5,000 Words
Heroic: 7,500 Words
If your Mode has its very own Drawbacks, completing an equal sized Training session can be done to erase these Drawbacks, however this can only be done after the Mode has been used ICly at least 3 times.
USAGE Modes must be activated with at least a Big Exertion. Super, or even Extreme can be used if the player wishes. The Modes receives the appropriate stat allowances from the level of Exertion they used. Counting activation as the 1st post, Modes must have their Stamina upkeep paid for every other post. So activation post is the 1st payment, the next post is free, then the 3rd post requires Stamina upkeep equal to 50% of the activation cost.
SKILLS Each Mode comes with 3 exclusive Mode Skills by default. They equal Tier to the Mode.
MODE TEMPLATE [b]Name:[/b] [b]Tier:[/b] [b]Skill+ Trait(s):[/b] [b]Description:[/b] (Describe how the Mode works, looks, what it does, etc.) [b]Benefits:[/b] [b]Drawbacks:[/b]
Last Edit: Jul 23, 2020 0:02:52 GMT -8 by World Boss