- DadminAdmin
Name : The Administrator
Epithet : The Admin
Age : 9999
Species : Artificial Intelligence
Faction : Administration
Crew : Administrators
Ship : The Administering
Crew Role : Administrator
Devil Fruit : Admin-Admin Fruit
Haki Level : 99
Hitpoints (HP) : 9999
Attack (ATK) : 9999
Defense (DEF) : 9999
Reflex (RX) : 9999
Willpower (WP) : 9999
Level : 9999
Prestige : 9999
Experience Points : 999999
Bounty : ∞
Income Bonus : ∞
Shop Discount : ∞
Berries : ∞
Posts : 261
04. Combat Guide

Combat Guide
The combat mechanics of Revival Dawn mainly function in tandem with five different character stats.
These stats are then aided by the Haki mechanics and your created techniques.
This guide will help you better comprehend the fighting system, which is somewhat based on the mechanics of the One Piece universe, only tweaked for a roleplaying environment.
The system’s deep intricacy may seem overwhelming at first, so take your time with learning it. Many of these mechanics are meant to be applied later on once you’ve leveled your character up a fair bit.
These stats are then aided by the Haki mechanics and your created techniques.
This guide will help you better comprehend the fighting system, which is somewhat based on the mechanics of the One Piece universe, only tweaked for a roleplaying environment.
The system’s deep intricacy may seem overwhelming at first, so take your time with learning it. Many of these mechanics are meant to be applied later on once you’ve leveled your character up a fair bit.
Stats
There are 5 main stats that you will mainly be concerned with during your role-playing.
Statistic | Description |
---|---|
Attack (ATK) | This stat determines your damage multiplier. Whether it be ranged or melee, devil fruit or no, any of your damage capacity is altered through this stat. |
Defense (DEF) | This stat determines your ability to negate damage. Roleplaying wise, it can also represent your ability to deflect damage or absorb damage, depending on what sort of character you're making. |
Reflex (RX) | This stat determines your ability to land and dodge hits. This is further aided (or impeded) by dice rolls for some unpredictability. |
Willpower (WP) | This stat represents your ability to survive deadly situations, and also your ability to use Haki. |
Hitpoints (HP) | Each character has a base hit point value of 100. But, a character's true HP value is determined by their current WP (willpower). HP cannot be altered directly by a player. Changing your WP value is the only way to affect HP. |
Based on the tier of your character, WP grants different percentages of bonus to your HP:
Tier | Total HP |
---|---|
1-3 | 100 + 0.50*WP |
4 | 100 + 0.70*WP |
5 | 100 + 0.85*WP |
6 | 100 + WP |
There is no cap on these stats per-say, however, unbalanced stats (i.e. focusing on one stat while ignoring others) may lead to very narrow variations in your fighting style. As such, your lowest stat may not be less than 25% of your highest stat.
The starting stats for all characters will be a total of 200, split between the main four stats (i.e. ATK, DEF, RX, WP).
The combat system only needs to be followed thoroughly when fighting Quest Bosses and mini-bosses, important NPCs (including Crew Companions) and other players. When fighting grunts and NPCs which are much lower level than yourself, you do not need to roll a die. Simple stat comparisons to see how you stack against each other will suffice.
Also, when two players are agreed on the outcome of a casual PvP fight for the sake of their plot, they do not need to roll dice for their hit checks. However, they must still play their characters reasonably within what their stats should make them capable of.
Techniques (Fighting Styles)
When you create your character, you will specialize them in a certain fighting style. Or at the very least, you will give them some special attacks. These are the sort of special abilities you see in many shōnen manga and anime. When you reach certain levels, you will gain new techniques. The following section will help you understand and maintain your techniques.
TECHNIQUE CLASSES
There are 5 different CLASSES of techniques, and each class has a certain amount of base effect on an opponent. In each RP post, you are only able to make a limited number of these special attacks.
Technique Class | Description |
---|---|
Unnamed Technique (UT) | Unnamed techniques are just normal attacks which can involve a devil fruit's basic abilities, and normal strikes (like punches, slashes, bullets and even flying slashes). |
Light Technique (LT) | Light techniques are lighter attacks (similar to Luffy's Gomu Gomu no Pistol), which can be used often and deal low damage. |
Medium Technique (MT) | Medium techniques are slightly stronger attacks (similar to Luffy's Jet Bazooka), which have fairly short cooldowns and can be used in combos with LTs. |
Heavy Technique (HT) | Heavy techniques, as the name suggests, are solid hitters that deal massive amounts of damage to singular opponents (similar to Luffy's Red Hawk). These techniques usually have long cooldowns. |
AoE Technique (AoE) | Area of Effect techniques are the big brother of HTs, for they deal equal amounts of damage, but to every opponent you are engaged in combat with. These abilities have very long cooldowns, and usually are best saved for sticky situations or golden opportunities. AoEs cannot be used in the same post with any other named techniques. |
Note: Each one of the "non-AoE" named techniques can be used similar to an AoE (i.e., it can affect multiple targets). However, for these techniques, the effects of the technique must be split up between the targets.
Note: You do not need to use techniques to fight grunts and cannon fodder (not even UTs).
TECHNIQUE COMBOS (Max. Techs per Post)
Each post, you have four different choices as to how you may choose to maximize the use of your named techniques. As for UTs, you may use one UT to every opponent you’re facing per post no matter which combo you are using.
For each of the following, you are free to use a fewer number of techniques than are listed.
Technique Combination Options (COMBO)
3 LTs or
1 MT, 2 LTs or
1 HT, 1 LT or
1 AoE
You may also use 1 UT per round for every opponent you are facing no matter which combo you use.
TECHNIQUE TYPES
Each class of techniques is further diversified by 5 different types of techniques. The following are the types of techniques that you can have.
FLAT
This type of technique purely and immediately deals damage and does not have any other special traits. The following are the base amounts of damage Flats deal.
Class | Base Damage per Hit | Cooldown |
---|---|---|
UT | 5 | N/A |
LT | 10 | 2 |
MT | 20 | 4 |
HT | 50 | 6 |
AoE | 50 to all targets | 8 |
Note: UTs can only be Flats. (Some perks may provide exceptions to this rule.)
DOT (Damage over Time)
This type of technique deals damage over the course of a certain period of time (burning, poisoning, etc). DoTs will deal the following amounts of base damage for 5 rounds.
Class | Base Damage per Round | Duration | Cooldown |
---|---|---|---|
LT | 3 | 5 | 2 |
MT | 6 | 4 | |
HT | 15 | 6 | |
AoE | 15 to all targets | 8 |
STAT MORPH
This type of technique does not deal any damage, but instead inflicts or provides a stat buff/debuff. The following percentages of total buffs/debuffs can be applied by Stat Morphs.
Class | Buff/Debuff Percentage | Duration | Cooldown |
---|---|---|---|
LT | 25% | 2 | 6 |
MT | 50% | 3 | 9 |
HT | 75% | 4 | 12 |
AoE | 75% to all targets | 4 | 14 |
Notes: Stat morphs are applied to the current stat value of a character, [not their original stat value. Meaning that if a character with 400 Reflex (RX) is afflicted with a 75% RX debuff, their RX would be reduced to 100. If they are hit with a 25% RX debuff while in this state, they will not be reduced to 0 RX. Instead, their RX will be reduced to 75.
The above percentages can either be buffs or debuffs (but not both) and can be spread between stats as you see fit (e.g. +25% RX, +50% ATK).
Buffing Stat Morphs do not require dice rolls and can be used to target you or a single ally. They are considered successful every time. Debuffing Stat Morphs do require successful rolls though.
FLAT HYBRID
This type of technique is a combination of a Stat Morph and a Flat. It immediately deals damage one class lower than its actual class, and it provides buffs/debuffs significantly lower than Stat Morphs.
Class | Base Damage | Buff/Debuff Percentage | Duration | Cooldown |
---|---|---|---|---|
LT | 5 | 10% | 2 | 6 |
MT | 10 | 20% | 3 | 9 |
HT | 20 | 30% | 4 | 12 |
AoE | 20 to all targets | 30% to all targets | 4 | 14 |
DOT HYBRID
This type of technique is a combination of a Stat Morph and a DoT. It deals damage over the duration of the stat morph, and it provides buffs/debuffs significantly lower than Stat Morphs.
Class | Base Damage | Buff/Debuff Percentage | Duration | Cooldown |
---|---|---|---|---|
LT | 3 | 10% | 2 | 6 |
MT | 8 | 20% | 3 | 9 |
HT | 10 | 30% | 4 | 12 |
AoE | 10 to all targets | 30% to all targets | 4 | 14 |
HEAL
This type of technique is used to recover from damage in combat. They can be used freely on either yourself or your ally. Heals are special in that they are guaranteed to hit. However, heals still require a dice roll. Heals will heal flat values of HP immediately upon use based on the following formula:
[(HF) * (d20) * (0.1*RX)]
The following are the Heal Factor (HF) values for Heals:
Class | Heal Factor (HF) | Cooldown |
---|---|---|
UT Walking, Talking First Aid Kit or Untouchable* required. | 0.05 | 3 |
LT | 0.10 | 4 |
MT | 0.20 | 6 |
HT | 0.30 | 8 |
AoE | 0.30 to multiple targets | 10 |
Additionally, Heals can be used to cancel active DoTs on your target. However, for each DoT you interrupt, the heal factor is reduced by 0.15. So, an HT Heal would be able to cancel a maximum of two DoTs. Heals do not need to be specially designed to remove DoTs, they can be used one way or the other freely.
Untouchable*: Logia UT Heals only can be only be used on yourself. For the ability to heal others with UTs, you still need the Walking, Talking First Aid Kit perk.
HOT (Heal over Time)
This type of technique is used to recover from damage in combat. They can be used freely on either yourself or your ally. HoTs are special in that they are guaranteed to “hit”. However, HoTs still require a dice roll. HoTs will heal HP every round for 5 rounds based on the following formula:
[(Heal factor) * (d20 roll value * 10% of your reflex)]
The following are the heal factor values for HoTs:
Class | Heal Factor | Cooldown |
---|---|---|
LT | 0.05 | 4 |
MT | 0.10 | 6 |
HT | 0.20 | 8 |
AoE | 0.20 to multiple targets | 10 |
Note: HoTs can be cancelled if the target being healed over time receives a critical hit, or a grazed or successful HT or AoE.
CANCELLER
This type of technique is used to explicitly negate damage from successful damage-dealing techniques. A Canceller prevents any damage inflicted by an enemy in the same round as when you use this technique. The negated damage is calculated based on the following formula:
[DEF% * Base Cancelled DMG]
Alternatively, Cancellers can be used to remove stat debuffs affecting a target. The maximum stat morph value negated is calculated based on the following formula:
[DEF% * Base Cancelled Stat Debuff]
Class | Base Cancelled DMG | Base Cancelled Stat Debuff | Cooldown |
---|---|---|---|
LT | 10 | 25% | 2 |
MT | 20 | 50% | 4 |
HT | 50 | 75% | 6 |
AoE | 50 from multiple targets | 75% from multiple targets | 8 |
Note: DEF% (Defense Ratio) is calculated using the following formula: (User DEF / Attacker ATK).
Note: You may split the damage cancelling or debuff cancelling between multiple targets similarly to how you may split Flat damage.
Note: A canceller does not require a die to be rolled.
Note: Example of cancelling Stat Morph - If an opponent inflicts a 75% RX debuff on you, and you use an MT Canceller with a 1.3 DEF%, you can remove 65% (1.3 * 50%) out of the 75% RX debuff. Upon using the canceller, your opponent's RX debuff would be reduced from 75% to 10%.
Counting Duration and Cooldown
Duration | Duration represents the number of rounds a technique's effects will last. Duration count begins starting from the round that you use your technique. A "round" is a complete cycle of all posters in a combat engagement. For example, if you use a technique with a duration of 1, its effects last starting from when you use it until the beginning of your next post. |
---|---|
Cooldown | Cooldown represents the number of rounds before a technique can be re-used. Cooldown count begins starting from the round that you use your technique. A "round" is a complete cycle of all posters in a combat engagement. For example, if you use a technique with a cooldown of 2, it may be re-used in your post after your next post. |
TECHNIQUE FLAVOUR
When engaging in combat RP, your technique descriptions in the RP itself do not necessarily have to reflect the flavour description you provided in your fighting style.
For example, if your HT Flat called "Ship Slicer" happens to be defined as a slash in your fighting style, it does not have to play out that way in RP. While mechanically, you will have used "Ship Slicer" and its effects would be dictated based on your fighting style, RP-wise, this attack could be depicted in any number of ways. See the list below for just a few examples of what you could describe your attacks as instead.
Technique Type | Alternate Description Example |
---|---|
Successful Flat | Debris falling on your opponent. |
Successful Flat | An NPC or companion attacking your opponent instead of you. |
Successful DoT | Your opponent bleeding or otherwise suffering damage from previous injuries. |
Successful Heal | An NPC or companion healing you/ally instead of yourself. |
Failed Stat Morph | Skip RPing it out entirely. |
And many more... |
Additionally, when fighting NPC bosses, you can combine multiple successfully landed techniques in a post into a single successful technique. You may also apply the suggestions above to describe your NPC boss' techniques.
The important point here is to keep the mechanics and RP layer separated to some degree. The mechanics will still govern the outcome of combat, but, they do not necessarily have to strictly control the flavour.
TECHNIQUE RANGES & CANON REFERENCES
In order to accommodate a wide variety of fighting styles and maintain even fighting odds for players, ranges of techniques are purely cosmetic. Due to the flexible nature of technique flavours (as described in the above section), players are able to engage opponents at virtually any range. That being said, some application of anime common sense is still expected when writing your fights. And, the scope of damage dealt should be reasoned and rationed based on your level. Below is a rough guide of what level canon One Piece characters would be on Revival Dawn:
Level | Canon Comparison |
---|---|
1 | Fullbody (Start of One Piece) |
10 | Alvida (Start of One Piece) |
20 | Buggy (Start of One Piece) |
30 | Arlong (Start of One Piece) |
40 | Monkey D. Luffy (At Alabasta) |
50 | Rob Lucci (At Enies Lobby) |
60 | Pacifista (At Sabaody Archipelago) |
70 | Hordy Jones (With Doping) |
80 | Monkey D. Luffy (At Fishman Island) |
90 | Cracker |
95 | Donquixote Doflamingo |
100 | Jack |
100+2 | Charlotte Katakuri |
100+5 Devil's Advocate | Silvers Rayleigh |
100+10 Strolling Death | Kaido |
Please do not take the above list as Gospel. It is meant to serve more as a very general guide of what your character might be capable of.
HOW MANY TECHNIQUES CAN I GET?
At level 1, your character will start with 11 named techniques: 2 AoEs, 3 HTs, 2 MTs and 4 LTs.
Paramecia and zoan devil fruit users do not get additional techniques or a supplementary fighting style. If they would like non-devil fruit techniques, they must still conform to the below technique limits.
Logia users get one additional MT, however, that MT must be a Heal or an HoT.
Here are the number of techniques you have at given levels. (The numbers of techniques shown for the level milestones are the total number of techniques you should have at that level.)
Level | AoEs | HTs | MTs | LTs |
---|---|---|---|---|
1 | 2 | 3 | 2 | 4 |
20 | 3 | 3 | 4 | 6 |
40 | 3 | 4 | 5 | 7 |
60 | 3 | 4 | 6 | 10 |
80 | 4 | 5 | 6 | 10 |
100 | 5 | 6 | 7 | 12 |
You can also unlock new techniques upon reaching certain prestige milestones as indicated below.
Prestige | AoEs | HTs | MTs | LTs |
---|---|---|---|---|
2 | 5 | 6 | 7 | 13 |
4 | 5 | 6 | 7 | 14 |
6 | 5 | 6 | 8 | 14 |
8 | 5 | 7 | 8 | 14 |
10 | 6 | 7 | 8 | 14 |
TOGGLED AND PASSIVE ABILITIES
When creating your fighting style, you may choose to give yourself some passive abilities (passives) and toggled abilities (toggles). These are especially fitting for zoan devil fruit users, who have different transformations.
PASSIVES
Passives are purely flavour which describe some inherent abilities granted to you by your fighting style or devil fruit. These cannot have any mechanical effects on combat, but are only there to embellish your RP.
While there is no particular limit to how many passive abilities you may have, you must be reasonable and create only as many as should befit your fighting style or devil fruit.
Note: You are free to RP out any successful hits (or missed hits) as having been a result of Passives or Toggles if it seems reasonable. The system is designed to offer you creative freedom during RP while still binding you to a fair combat process.
TOGGLES
Unlike Passives, Toggles do provide some mechanical effect to your character. Toggled abilities are unlike techniques in that they can be switched on or off.
Toggled abilities (Toggles) cannot be damage dealing, but they can grant you (or your allies) buffs. These buffs MUST BE BALANCED by equal percentage debuffs (the debuffs must affect you). For example, a leopard zoan might transform into its hybrid form to give himself +10% ATK, but he must then give himself a -10% DEF or RX debuff. The buffs and debuffs can be split up between various stats as you like, as long as the + and - percent values are equal.
You may only have up to 2 toggles. These toggles may not alter your stats by more than +/- 20%. |
Ancient Zoan users can have up to 3 toggles, with the third toggle's max limit for stat-alterations increased to +/- 25%. |
Mythical Zoan users can also have up to 3 toggles, and all three toggles' max limits for stat-alterations are increased to +/- 25%. |
Cooldown: Only one stat-altering toggle can be active at a time. And you may only switch between or deactivate toggles every three rounds. If you activate a Toggle in Round 1, you cannot change it until Round 4. |
Priority: If you are eligible to use a toggle in your current round, you can do so before you calculate the effects of your opponent's techniques on you. |
ELEMENTAL RESISTANCES
Due to the flexible nature of RP flavour in Revival Dawn's combat system and a lack of fixed damage element type, there are no mechanical elemental resistances. Any time an attack roll misses, you are free to RP it out as your elemental resistance having nullified the damage. However, if the attack roll succeeds, you must receive that damage mechanically. RP-wise, the source of the damage doesn't necessarily have to be the opponent's attack. It can be RP'd out however you choose.
Logia users do not have immunity from any mechanical attacks. They can, however, show themselves as invulnerable in RP unless they are knocked out in the mechanical fight.
AWAKENINGS AND MASTERIES
When you reach level 100, you will unlock a few bonus abilities to represent you having awakened your devil fruit or you having mastered your fighting style. The following benefits are unlocked upon the awakening/mastery of a fighting style:
Update the flavour for your techniques and fighting style to reflect your awakening/mastery. |
Two additional Toggles. |
Awakening/Mastery Special Activation: Once per thread, all damage you deal or cancel can be increased by 25% for 2 rounds (3 rounds for Devil Fruit users). Additionally, the effects of all heals, buffs, and debuffs are increased by 5% for this duration. |
Logia users: One bonus MT Heal. |
Zoan users: One bonus MT Stat Morph. |
Paramecia users: One bonus MT DoT. |
Early Access: You may unlock your awakening/mastery between level 80 and level 100 if you have defeated a +4 difficulty boss (solo only) at any point with a quality score of S or higher.
Dadmin, Gray, NPC, Acacia, Francis, Brood, Butch and appreciated this post
- DadminAdmin
Name : The Administrator
Epithet : The Admin
Age : 9999
Species : Artificial Intelligence
Faction : Administration
Crew : Administrators
Ship : The Administering
Crew Role : Administrator
Devil Fruit : Admin-Admin Fruit
Haki Level : 99
Hitpoints (HP) : 9999
Attack (ATK) : 9999
Defense (DEF) : 9999
Reflex (RX) : 9999
Willpower (WP) : 9999
Level : 9999
Prestige : 9999
Experience Points : 999999
Bounty : ∞
Income Bonus : ∞
Shop Discount : ∞
Berries : ∞
Posts : 261
04. Combat Guide - Continued

Combat Guide
Continued
Continued
Rounds vs Turns
There is a distinction made between "Rounds" and "Turns" in this combat system.
A round is a complete cycle of all posters in a combat engagement. For example, if you use a technique with a duration of 1, its effects last starting from when you use it until the beginning of your next post.
A turn is a single player's post within a round. For example, if there are three players posting in the same combat engagement, each time a player posts a CMP (see Combat Mini-Posts), counts as one turn. And when all three players have posted, that completes one round.
All technique cooldowns and durations are tracked in rounds, not turns.
Stat Checks and Dice Rolls
REFLEX CHECKS
REFLEX RATIO (RX%)
When engaging an opponent in combat, you must first calculate your Reflex Ratio (RX%). This ratio is the attacker’s reflex stat (RX) divided by the defender’s RX. Each engagement between two fighters should have two RX%s; one for each fighter. As far as RX%s are concerned, when you use any technique (yes, even a defensive one) on an opponent, you are the attacker and your opponent is the defender.
ROLLING THE DICE
Each use of a technique must have a “Reflex Check” die roll affiliated with it. When you use a technique in your post, you must clarify the technique name and the type of technique (HT/LT/UT etc.) you are using.
The following images will give you a rough idea of how RX check rolls work. Exact instructions for various scenarios (such as NPC Quest Bosses, Crew Companions, and PvP fights) are given below the images.



HOW DO QUEST BOSSES AND CREW COMPANIONS FIGHT BACK?
Your Crew Companions and Quests Bosses will be controlled by you during your posts. However, you must ensure that you remain within their character boundaries and not force them to go out of character for your own convenience/safety.
QUEST BOSSES: For every post you are involved in combat with a Quest Boss, you must do a separate post for your rolls first. This “Combat Mini-Post (CMP)” is so you can find out the gist of how that particular exchange of techniques between you and the boss will play out, and thus you can RP out the techniques and the consequences accordingly in the following post. In the CMP, you will be required to roll for any and all attacks made by you, your Crew Companions, and the Quest Boss you are engaging.
Quest Boss stats: A quest boss' stat total is determined by their difficulty score. If your stat point total (including equipment and bonuses) is 500 and you're fighting a +1 boss, the boss' stat point total should be 600.
Quest Boss techniques:
Tier 1 Quest Bosses (Level 1-19) must use 3 LTs every round of posts.
Every third round of posts, the quest boss must use 1 MT + 2 LTs instead.
And every sixth round of posts, the quest boss must use 1 HT + 1 LT instead (no MT combo in this round).
Tier 2 and above Quest Bosses must use 1 MT + 2 LTs every round of posts.
Every third round of posts, the quest boss must use 1 HT + 1 LT instead.
And every sixth round of posts, the quest boss must use 1 AoE instead (no HT combo in this round).
Additionally, the quest boss must also use 1 UT for each opponent they are facing in every attack. If they are facing three opponents, they must use 3 UTs every time they attack.
These techniques can be made up on the spot and are not required to have tracked cooldowns. And despite being called “named techniques”, the bosses’ techniques don’t have to be named as long as the technique class of the boss is made clear the moment it is used during the RP post.
In the Combat Mini-Post (CMP - see section below), all you must do is list out the attack classes that will be made in the following post and roll RX checks for them. The CMP is considered an OOC post, so you must not include any IC content in this post.
Then, in your proper RP post that follows, you will not only know whether your own techniques landed, but you will also know if your boss’ retaliating techniques succeeded. Then you can RP out the execution and results of those techniques accordingly in this post.
COMBAT MINI-POST (CMP) FORMAT
All CMPs should be formatted and executed as follows:

Note: CMPs do not count towards your quest’s minimum required post count.
After rolling, you must fill out the Combat Trackers (see template below) to show the result of the round and add them to your CMP.
COMBAT TRACKER TEMPLATE
- Code:
[spoiler=COMBAT TRACKERS][spoiler=PLAYER STATS]
(List the current values for your stats below, accounting for stat morphs and damage.)
[b]Level:[/b]
[b]Total Base Stats (incl. equipment):[/b]
[b]HP:[/b]
[b]ATK:[/b]
[b]DEF:[/b]
[b]RX:[/b]
[b]WP:[/b]
[/spoiler][spoiler=PLAYER RATIOS]
(For each one of your opponents, list your current RX% and DMG% against them.)
[color=red][b][u]vs. {opponent name}[/u][/b][/color]
[b]RX%:[/b]
[b]DMG%:[/b]
[hr]
[/spoiler][spoiler=USED 0 TECHNIQUES | 0 TOGGLES | 0 HAKI]
(List all techniques (including UTs), toggles, and types of haki used/activated this turn and their effects.)
[b]TECHNIQUES[/b]
{technique name} | {class} | {hit/miss} | {type} | {damage/effects} | {target}
[hr]
[b]TOGGLES[/b]
{toggle name} | {toggle effect}
[hr]
[b]HAKI[/b]
{haki type} | {haki effect}
[/spoiler][spoiler=0 TECHNIQUES ACTIVE | 0 TOGGLES | 0 HAKI ACTIVE]
(List all techniques that have currently active effects and indicate the remaining duration. Also, indicate what effects they are dealing: e.g. DoT value, Stat Morph value.)
[b]TECHNIQUES[/b]
{active technique name} | {damage/effects} | {target} | {duration left}
[hr]
[b]TOGGLES[/b]
{active toggle name} | {toggle effect}
[hr]
[b]HAKI[/b]
{active haki type} | {haki effect} | {haki duration left}
[/spoiler][spoiler=0 TECHNIQUES COOLING DOWN | 0 HAKI COOLING DOWN]
(List all techniques and haki that are currently on cooldown and note the number of rounds before you can use them again.)
[b]TECHNIQUES[/b]
{technique name} | {cooldown left}
[hr]
[b]HAKI[/b]
{haki type} | {cooldown left}
[/spoiler][spoiler=CREW COMPANION STATS]
(List the current values of your Crew Companions for the stats below, accounting for stat morphs and damage.)
[color=blue][b][u]{Companion name}[/u][/b][/color]
[b]Level:[/b]
[b]HP:[/b]
[b]ATK:[/b]
[b]DEF:[/b]
[b]RX:[/b]
[b]WP:[/b]
[hr][color=blue][b][u]{Companion name}[/u][/b][/color]
[b]Level:[/b]
[b]HP:[/b]
[b]ATK:[/b]
[b]DEF:[/b]
[b]RX:[/b]
[b]WP:[/b]
[hr]
[/spoiler][spoiler=CREW COMPANION RATIOS]
(For each one of your Crew Companions, list their current RX% and DMG% against their opponents.)
[color=red][b][u]{Companion name} vs. {opponent name}[/u][/b][/color]
[b]RX%:[/b]
[b]DMG%:[/b]
[hr]
[/spoiler][spoiler=CREW COMPANION TECHNIQUES USED]
(List the class, type, damage/effects, and target of techniques used by your Crew NPCs.)
[color=blue][b][u]{Companion name}[/u][/b][/color]
{class} | {hit/miss} | {type} | {damage/effects} | {target}
[hr][color=blue][b][u]{Companion name}[/u][/b][/color]
{class} | {hit/miss} | {type} | {damage/effects} | {target}
[hr]
[/spoiler][spoiler=OPPONENT STATS]
(For each one of your opponents, list the current values for the stats below, accounting for stat morphs and damage.)
[color=red][b][u]{Opponent name}[/u][/b][/color]
[b]Level:[/b]
[b]Total Base Stats:[/b]
[b]HP:[/b]
[b]ATK:[/b]
[b]DEF:[/b]
[b]RX:[/b]
[b]WP:[/b]
[hr]
[/spoiler][spoiler=OPPONENT RATIOS]
(For each one of your opponents, list their current RX% and DMG% against you and your Crew Companions.)
[color=red][b][u]{Opponent name} vs. {your name/companion name}[/u][/b][/color]
[b]RX%:[/b]
[b]DMG%:[/b]
[hr]
[/spoiler][spoiler=OPPONENT TECHNIQUES USED]
(List the class, damage, and target of techniques used by each one of your opponents if you or your Crew Companions are the direct targets.)
[color=red][b][u]{Opponent name}[/u][/b][/color]
{class} | {hit/miss} | {damage/effect} | {target}
{class} | {hit/miss} | {damage/effect} | {target}
{class} | {hit/miss} | {damage/effect} | {target}
{class} | {hit/miss} | {damage/effect} | {target}
[hr]
[/spoiler][/spoiler]
TEAMING UP AGAINST A BOSS
Multiple players may team up against a single boss. In the first round of combat, at least one player must have the boss use a full combo against them. In each subsequent round, the boss will use their full combo against the player that dealt them the most damage in the previous round. The boss will use a 2 LT combo against every remaining player engaging them, and 1 UT against each Crew Companion (see Player Crew Companions section below) engaging them. Note that Bosses will also use 1 UT against each player engaging them in that player’s post.
TAUNTING NPC BOSSES
If your WP is at least 50% as much as the boss you are teaming up against, you may taunt the boss into using their full combo against you instead of the player who dealt the most damage in the previous round.
CREW COMPANIONS
Your Crew Companions can use one MT and one UT per post. Again, these MTs must be Flats and can be made up on the spot. Your Crew Companions cannot use any more than one UT per post, even if they’re engaging multiple opponents.
You can have up to two healer Crew Companions, but only one of them can be used in each individual boss fight. This Companion can use a Heal MT instead of a Flat MT every three rounds.
Additionally, you may only have up to two Crew Companions attacking the same opponent at any given time.
PLAYER VS. PLAYER (PvP)
When combat initiates between players, each player must try to avoid godmodding during this engagement. For combat between players, there is no need for CMPs as with NPC Quest Boss engagements. Instead, each RP post must have an additional OOC spoiler tag at the end declaring the order and targets of techniques being used similar to how it would be done in a CMP. And then in that very same RP post, you will also roll for all of the techniques being used in that post by you and your Crew Companions.
Through this method, the player opponent will have the opportunity to react appropriately to your techniques in their following post; and godmodding will have been avoided since you would not know if your techniques landed until after you have posted.
REFLEX RATIO - DIE ROLL CHART
Once you have calculated your RX% and rolled the dice for your techniques, check the table below to see if your attacks succeeded.
ATKR vs DFDR | Die roll value needed for successful hit (D20) | ||||
---|---|---|---|---|---|
RX% | AoE | HT | MT | LT | UT |
221+% | 1+ | 1+ | 1+ | 1+ | 1+ |
211-220% | 2+ | 1+ | 1+ | 1+ | 1+ |
201-210% | 3+ | 1+ | 1+ | 1+ | 1+ |
191-200% | 4+ | 2+ | 1+ | 1+ | 1+ |
181-190% | 5+ | 3+ | 1+ | 1+ | 1+ |
171-180% | 6+ | 4+ | 2+ | 1+ | 1+ |
161-170% | 7+ | 5+ | 3+ | 1+ | 1+ |
151-160% | 8+ | 6+ | 4+ | 2+ | 1+ |
141-150% | 9+ | 7+ | 5+ | 3+ | 1+ |
131-140% | 10+ | 8+ | 6+ | 4+ | 2+ |
121-130% | 11+ | 9+ | 7+ | 5+ | 3+ |
111-120% | 12+ | 10+ | 8+ | 6+ | 4+ |
101-110% | 13+ | 11+ | 9+ | 7+ | 5+ |
91-100% | 14+ | 12+ | 10+ | 8+ | 6+ |
81-90% | 15+ | 13+ | 11+ | 9+ | 7+ |
71-80% | 16+ | 14+ | 12+ | 10+ | 8+ |
61-70% | 17+ | 15+ | 13+ | 11+ | 9+ |
51-60% | 18+ | 16+ | 14+ | 12+ | 10+ |
41-50% | 19+ | 17+ | 15+ | 13+ | 11+ |
31-40% | 20 | 18+ | 16+ | 14+ | 12+ |
21-30% | - | 19+ | 17+ | 15+ | 13+ |
11-20% | - | 20 | 18+ | 16+ | 14+ |
1-10% | - | - | - | - | 20 |
Example Scenario: Say your Reflex is 70 while your opponent’s reflex is 50. This means your RX% is 70/50 = 140% and your opponent’s RX% is 50/70 = 71%. (If the RX% has decimal places, it is always rounded down to the nearest natural number.)
Now, if you were to attack your opponent with an HT and an LT during your turn, you would roll two dice. To find out if you succeeded, you would check the minimum die roll required for successful hits. In this case, for a successful HT, you would need a die roll of at least 8. Anything 8 and above will grant you a successful hit. For the LT, your minimum die roll required would be 4.
If your opponent was to use the same classes of attacks against you, they would require a minimum die roll of 14 for a successful HT, and at least a 10 for a successful LT.
INTERVENING OR INTERRUPTING TECHNIQUES AND COMBOS (PvE)
When fighting an NPC boss, your combo effects should be calculated either before or after your boss' combo effects depending on whether your RX% is higher or lower before the combo is applied. If your RX% is higher than the boss', your combo effects will be calculated and applied first. If your RX% is lower, your combo effects will be calculated after the boss' combo effects are calculated and applied.
You may choose to apply your techniques' effects in whatever order you prefer.
INTERVENING OR INTERRUPTING TECHNIQUES AND COMBOS (PvP)
During combat, even if you roll a successful hit, your opponent will have the chance to “intervene” using a technique if their RX% is at least 81%. For example, if you used 3 LTs in quick succession in your turn, and then in the following turn, your opponent also used 3 LTS of their own, they can apply each one of their LTs’ effects after each one of yours. If the opponent’s RX% is at least 121%, they can apply each technique’s effects before each of your technique’s effects are applied (one-to-one order must be maintained).
If the opponent’s RX% is less than 81%, their techniques’ effects will not take effect until they’ve accounted for all the effects dealt by your combo. Also, the opponent may only intervene with a technique of the same class or a lower damage-dealing class than the one they are intervening. (An MT may not be interrupted by HT or AoE; an LT may not be interrupted by MT, HT or AoE, etc.)
MISSED HITS
If you miss a hit completely, the missed technique's cooldown is halved. For example, a missed LT with a 2 round cooldown will have a 1 round cooldown. A missed MT with a 4 round cooldown will instead have a 2 round cooldown.
The cooldown reduction only applies to an AoE if the AoE misses all of its targets (see the next title to understand why this is the case).
The cooldown reduction does not apply to buffing Stat Morphs and Hybrids since those are guaranteed hits.
AOE REFLEX CHECK ROLLS
When attacking multiple opponents with a single named technique, you only roll once for that technique. You then compare that same die roll with your RX% for each opponent individually.
CRITICAL AND GRAZING HITS
When you roll a die, your die roll will determine if you landed a solid hit, a grazing hit, or a successful hit.
Solid hit: Solid hits are simply successful hits that deal normal damage.
Grazing hit: If you roll one value less than what you are required to roll for a successful hit, your attack is considered a "grazing hit". Grazing hits deal 0.5x damage, or cut the stat morphs and heal effects in half (round down).
Critical hit: If your RX% is at least 51% against an opponent and you roll a 20, that attack will be a critical hit. Critical hits deal 1.5x damage. Critical hits only apply to damage dealt or cancelled. They do not boost heals or stat morphs.
Note: When the calculated damage is a decimal number, it is rounded down to the nearest natural number.
ESCAPING AND CHASING AN ESCAPING OPPONENT
Starting from the very first post you engage an opponent, and then once every other round, you may attempt to run away from the opponent you are fighting against by rolling a separate RX check (this RX check is always rolled last in Dice Roll No.1 of the Combat Mini-Post). If you succeed, the opponent may then attempt to chase you by rolling an RX check (this RX check is also rolled last).
The die roll required to make an escape is based on your RX%. The required roll value is the same as a die roll value required for a successful MT.
In a post where you attempt an escape, you may not use any combos that use HTs or AoEs.
If you roll a successful escape against a quest NPC, you may then proceed to RP your character as having escaped them fully. However, if you roll a successful escape against a player or an Important NPC, the opponent will then have the chance to give chase in the following post. They can do this by rolling an RX check. If the chase roll's value is higher than the (escape roll value - 3), the opponent will successfully be able to chase you and you will need to attempt escape again.
While an escape or a chase is being attempted, neither the escapee nor the pursuer can use HTs or AoEs.
Once you have successfully escaped an opponent, they cannot engage you in combat mechanically unless you re-engage them with an attack.
If you successfully escape an NPC boss and that boss is not engaged by another opponent, you must reset your cooldowns, techniques, and HP (the boss' HP must be reset also) before attempting to fight the boss again. The fight would—mechanically—begin anew.
RESCUING A PLAYER
Once every other round, you may attempt to rescue an ally from an opponent they are fighting against by rolling a separate RX check (this RX check is always rolled last in Dice Roll No.1 of the Combat Mini-Post).
The die roll required to rescue someone is based on your RX%. The required roll value is the same as a die roll value required for a successful HT.
In a post where you rescue someone, you may not use any combos that use HTs or AoEs.
If you roll a successful rescue, the rescued player may then RP as having escaped them fully. However, if you roll a successful escape against a player or an Important NPC, the opponent will then have the chance to give chase to the escaped player in the following post. They can do this by rolling an RX check. If the chase roll's value is higher than the (rescue roll value - 3), the opponent will successfully be able to chase you and you will need to attempt rescue again.
TANK A HIT (Sacrifice yourself!)
You may tank an opponent's successful attacks against a player ally to have them damage you instead. In this scenario, you must create an OOC post immediately after the opponent’s attack die roll post. In this OOC post, you will roll a single die and specify which combo it is meant to tank.
This die roll’s success will be determined based on your RX%. If you roll a successful LT with this die roll, you will be able to take the damage from all or some of the techniques in this combo (any damage you choose not to tank will be dealt to the original target). The damage dealt by the tanked hits will be determined by the opponent’s DMG% (see Damage Multiplier section below) against your DEF.
You may then follow this OOC post with a short RP post that interrupts the normal posting order (this does not count towards the total post count) to RP out your tanked hit. You may not use any techniques in this short RP post. After this post, the normal posting order will resume.
ATTACK vs DEFENSE CHECKS
DAMAGE MULTIPLIERS (DMG%)
As mentioned above, each technique class has a certain base damage. The values are as follows:
UT: 5
LT: 10
MT: 20
HT: 50
AoE: 50 (to each opponent caught within AoE)
When you land a successful hit on your opponent, your attack stat is matched with their defense stat. To determine the actual damage dealt, you must calculate your damage multiplier first.
The Damage Multiplier (DMG%) is simply the percentage value of the attacker’s attack stat (ATK) divided by the defender’s defense stat (DEF).
For example, if you had 150 ATK and were attacking an opponent with 200 DEF, your DMG% would be (150/200) = 75%.
This DMG% would then be multiplied to the base damage of each class of technique to find out the true damage.
So, in this example, you would deal only 75% of the base damage to your opponent with any of the techniques you use. If you were to land a solid HT, it would deal (0.75*50) = 37 damage to your opponent.
Note: When the damage multiplier percentage is a decimal number, it is rounded down to the nearest natural number.
DAMAGE DISTRIBUTION
As you may have noticed earlier, AoEs appear to be the only techniques which can do damage to multiple opponents at the same time. That is not actually the case. AoEs are the only techniques which do full damage to multiple opponents at once.
When hitting multiple opponents at once with a single LT, MT or HT, the damage dealt to each opponent is calculated separately using the following formula.
[The damage that technique would do to that opponent if he/she were the sole target] divided by [The total number of opponents being targeted by that technique]
UTs do not need to go through this calculation because you may deal damage equal to 1 UT to every opponent you are facing per post.
HITPOINTS (HP)
Each character (grunts and non-essential NPCS not included) has a base HP of 100. This HP is then affected by WP. 50% of a character’s WP is added to the base HP to determine a character’s true HP. Note that this does not change the character’s WP.
So, if a character’s WP was 200, their HP would be 100+(0.50*200)= 200.
When a player’s HP runs out, they are “knocked out”. In a “knocked out” state, players can actually continue to move and talk in RP, however, they cannot use any mechanical techniques (not even UTs). Nor can they use their passive abilities which, in any way, affect their stats. The effects of any active techniques are also discontinued. They will also suffer a 25% reflex debuff.
While in the knocked-out state, players recover 10% of their HP every round and do not take any damage. Once they’re back to 50% of their HP, they will be removed from the knocked-out state. Players can attempt escapes while knocked out. However, they must account for the reflex debuff when determining the required escape roll.
Rather than recovering 10% HP every round while knocked out, players can suffer a 75% reflex debuff and recover 25% of their HP every round instead.
While a player is knocked out, any opponents that they had engaged will also recover the same percentage of HP as the player. If the opponents were engaged by multiple players and the other players are still conscious, only the opponent that knocked out the player will recover their HP.
The boss must continue to use their usual combos on the player while the player is knocked out. The combos will not do any damage to HP, but, instead, will be used as death rolls (see Death Mechanics).
Every time a player is knocked out, they must choose one of their lowest-tiered equipment to break. In this broken state, the equipment will not provide its stat bonuses until it is repaired at the Shop of Dreams.
A player can also recover HP simply by “resting”. This means that if they do not use any non-healing techniques (not even UTs), they will recover 5% of their HP during that round.
A player’s HP can be healed at any time using healing techniques. And a player will not lose HP while in a knocked-out state.
If you apply a willpower debuff to an opponent, their HP will also be affected. If your opponent had 200 willpower (i.e. 150 HP), and you give them a 25% willpower debuff, their willpower will be 150 during that duration, and their max HP will be 100+(0.25*150) = 137. If their HP was already reduced to 50% of 150 before the debuff, their HP during the debuff will instead be 50% of 137. And by the time the debuff ends, if their HP is reduced further to 30% of 137, after the debuff, their HP will be 30% of 150 instead.
DEATH AND KILLING!
ATTACK vs WILLPOWER CHECKS
When a quest NPC boss runs out of HP, it is up to the player's discretion whether that Quest Boss is knocked out or killed.
If a companion runs out of HP, they will die immediately and permanently.
But, when a player or an important NPC runs out of HP, they are simply "knocked out".
Death Resistance
While knocked out, opponents attacking you will not damage your Hitpoints. Their attacks will instead damage your Death Resistance. As the name suggests, your Death Resistance is a value that represents how resistant you are to death after being knocked out.
Your Death Resistance is calculated at the beginning of any encounter. Its value starts equal to half of your total HP (including equipment WP bonuses but not including temporary perk buffs).
Note: A character's Death Resistance cannot increase during the combat encounter.
Characters can damage Death Resistance by using generic technique combos. For players and important NPCs, these combos do not use techniques from their fighting style. Instead, they use nameless Flats. These flats will not have cooldowns and can be used on any target while the target is knocked out. The following combos can be chosen from when attacking:
AoE+UT
HT+LT+UT
MT+LT+LT+UT
LT+LT+LT+UT
Note: NPC Bosses will continue to use their usual Flat combo patterns.
The DMG% for damaging Death Resistance is calculated by dividing the attacker's ATK by the defender's WP instead of their DEF. The combo's success is still determined using the usual RX% check.
Once a character's Death Resistance reaches zero, the next combo that lands on them while they are knocked out will kill them permanently.
ARRESTING AND KIDNAPPING PLAYERS
When a character is "knocked out", a player can attempt to arrest or kidnap that character. The character making the arrest must not be engaged in combat with other players or crew companions. To make an arrest, the arrester must roll an RX check. If they roll a solid HT, the arrest will succeed.
Once the arrested character exits their knock out state, they have 3 posts to attempt an escape. But, during these 3 posts, they will suffer a -50% reflex debuff and a -50% attack debuff. (This debuff does not stack with sea prism stone debuffs.) They will not be able to use any weapons or techniques which involve them using their devil fruit powers or bondaged limbs (so long as the appropriate items are used RP-wise to justify this restriction).
During these 3 posts, the arrested character can roll an "escape combat" RX check. (See the escape mechanics mentioned above for required roll values.) If they succeed, they can escape arrest. If they were arrested by a player character, however, the player character can roll a chasing RX check in the following post. This "struggling" process can be repeated every post for these 3 posts. But, after these 3 posts, the arrested character must mechanically submit to the instructions of the character making the arrest.
During the struggling process, neither the arrested player nor the player making the arrest will recover HP. And so, the arrested player can instead choose to fight back in the 3 posts of the struggling process. If they manage to knock out their opponent, they will be freed from arrest. But, if they fail to defeat or escape the opponent within these 3 posts, they will “officially” be arrested (or kidnapped).
Once a player is officially arrested, the arrester or kidnapper must then complete an ARC quest to “transport the prisoner.”
If the person making the arrest is a bounty hunter or marine, they will transport the prisoner to either Impel Down or an owned or allied turf. However, if the person is being kidnapped, they must be transported to a self-owned or ally-owned turf of the kidnapper. If a kidnapper doesn’t have turf to stash the prisoner in, they must haul around the prisoner with them in every quest they do. And in each one of these quests, an ally of the prisoner can intercept and attempt to rescue the prisoner.
During each thread of this arc, an ally of the arrested character may attempt to rescue their friend (the ally must provide a legible RP reason for being aware of the arrest and justify their motivation to rescue said prisoner).
If this ally engages the arrester in combat, the arrested/kidnapped person will enter a “struggling process” with any characters that may be standing guard and be able to escape using the abovementioned mechanics.
If rescue fails in all three threads of this arc, the arrested character will become jailed and will not be able to participate in further quests outside of the jail territory/island. Once the character is jailed, the rescuer must conquer the turf of the jail territory using turf mechanics to rescue the arrested character.
If the arrested character was imprisoned in Impel Down, the rescuer must instead complete a +4 difficulty arc to rescue the prisoner.
Haki
Haki plays a major role in the combat of One Piece after the time skip, and that has been maintained here. The major determining stat for Haki is Willpower. The amount of willpower you have will determine your ability to use Haki.
There are three kinds of haki, as in the manga and anime:
Haki Type | Description |
---|---|
Busoshoku (Colour of Armament) | The ability to enhance one's attacks or defense through creating an "armor-like" layer over you. This effect can also be applied to both melee and ranged weapons. This haki also grants you the ability to touch the otherwise intangible logia devil-fruit users, making them solid to your attacks (RP-specific). |
Kenbunshoku (Colour of Observation) | The ability to detect someone's presence, and even enhance one's reflexes by predicting the next move of the opponent. |
Haoshoku (Colour of the Conqueror) | The ability to intimidate living (and even non-living) beings, overpowering their minds with a simple glare. |
Each kind of haki has a total of 10 levels. Starting from 1, counting up to 10.
The level of haki determines how many posts the stat bonuses of haki can be maintained for in an RP.
Level 0 represents the complete inability to use a particular type of haki.
The level of haki increases at every 50 increments of willpower. Here are the willpower requirements for leveling up your haki:
Level | Willpower Requirement |
---|---|
1 | 100 |
2 | 150 |
3 | 200 |
4 | 250 |
5 | 300 |
6 | 350 |
7 | 400 |
8 | 450 |
9 | 500 |
10 | 550 |
Each haki type has active, passive, and toggle bonuses. The active bonuses have limited durations and cooldowns as follows:
DURATION AND COOLDOWN
Levels | Duration | Cooldown |
---|---|---|
1-3 | 2 | 10 |
4-5 | 3 | |
6-8 | 4 | |
9-10 | 5 |
Note: Haki toggle bonuses can be turned on and off once every round.
BUSOSHOKU (Colour of Armament)
Haki Level | Bonus Type | Bonus Description |
---|---|---|
1 | Active | 10% of your WP to ATK or DEF. |
4 | Active | 15% of your WP to ATK or DEF. |
6 | Active | 20% of your WP to ATK or DEF. |
9 | Active | 25% of your WP to ATK or DEF. |
Note: The bonus distribution can be split up between ATK or DEF, but, the selected values cannot be switched while Busoshoku is already active.
KENBUNSHOKU (Colour of Observation)
Haki Level | Bonus Type | Bonus Description |
---|---|---|
1 | Active | 10% of your WP to RX. |
4 | Active | 15% of your WP to RX. |
6 | Active | 20% of your WP to RX. |
9 | Active | 25% of your WP to RX. |
HAOSHOKU (Colour of the Conqueror)
Haki Level | Bonus Type | Bonus Description |
---|---|---|
1 | Active | Insta K.O. anyone with less than 10% of your WP (allies affected). |
4 | Active | Insta K.O. anyone with less than 20% of your WP (allies no longer affected). -10% RX debuff to anyone with less than 50% of your WP. |
6 | Active | Insta K.O. anyone with less than 30% of your WP. -10% RX debuff to anyone with less than 75% of your WP. |
9 | Active | Insta K.O. anyone with less than 40% of your WP. -10% RX debuff to anyone with less than 100% of your WP. |
9 | Toggle | Insta K.O. anyone with less than 20% of your WP. Deal constant cosmetic damage to surroundings (similar to Shanks on Whitebeard's ship). |
Note: You must be mechanically engaged in combat with an enemy for them to be affected by your Haoshoku activated abilities.
Note: Using Haoshoku successfully will knock out player characters, crew companions, quest bosses, and important NPCs for 2 rounds, while non-important characters can be knocked out for as long as the player chooses.
Note: All haki WP comparisons are done with the base WP. Buffs and debuffs to WP do not alter Haki calculations.
Note: Unlike Busoshoku and Kenbunshoku, the only way to obtain Haoshoku Haki is by rolling it in the starting bonuses, or achieving it through a challenge. Otherwise, your Haoshoku level will remain 0 regardless of your willpower.
HAKI SPECIALIZATION
Once you have reached level 8 Haki, you can choose to specialize in Busoshoku or Kenbunshoku. (For Haoshoku specialization unlock requirements, see the challenges below.) The benefits for specializing in a type of haki are listed below. You can roleplay specializations as similar to some strong haki abilities shown in canon (Haoshoku's offensive ability, Coating your entire body in Busoshoku, strong empathy through Kenbunshoku).
Haki Type | Extra Bonus |
---|---|
Busoshoku | Can do 90% damage and stat alterations to opponents with Haoshoku Ascendancy (active). An additional 10% of your WP can be applied to ATK or DEF. |
Kenbunshoku | Can deal critical hits to opponents with Kenbunshoku Ascendancy (active). An additional 10% of your WP can be applied to RX. |
Haoshoku | 10% of your WP can be applied to ATK. The WP requirement threshold for affecting opponents is increased by 10% in your favour. |
CHALLENGES
After specializing in either Busoshoku or Kenbunshoku, you can defeat a boss of a certain difficulty solo to unlock other specializations.
Challenge | Reward |
---|---|
+4 without escaping or dropping below 25% HP. | Unlock both Busoshoku and Kenbunshoku specializations. |
+5 without escaping or dropping below 10% HP. | Unlock Haoshoku specialization. |
HAKI ASCENDANCY
Once you have reached Haki Level 10 and specialized in a certain haki type, you can then acquire "Ascendancy" in that haki type by further completing the unlock requirements below. This will allow you to roleplay haki wielded by the most elite of characters in canon (Haoshoku's invulnerability, Busoshoku's ability to completely penetrate Haoshoku, Kenbunshoku's Future Sight).
Haki Type | Bonuses | Unlock Requirements |
---|---|---|
Busoshoku | You can do full damage and stat alterations to opponents with Haoshoku Ascendancy (passive). An additional 10% of your WP can be applied to ATK or DEF. | Base ATK+DEF: 1300 Prestige: 2 |
Kenbunshoku | Immunity to critical hits from anyone who does not have Kenbunshoku Ascendancy (passive). An additional 10% of your WP can be applied to RX. | Base RX: 650 Prestige: 2 |
Haoshoku | All damage and stat alterations are reduced to 25% (passive). An additional 10% of your WP can be applied to ATK. The WP requirement threshold for affecting opponents is increased by 10% in your favour. | Base WP: 550 Prestige: 6 Strolling Death |
Ship Combat
The ship combat is currently simplistic, in that it follows a similar stat system to characters.
Ships have 3 different stats.
Statistic | Description |
---|---|
Cannons (CN) | Represents the offensive capabilities of the ship. (Equivalent to the Attack Character stat) |
Hull (HU) | Represents the defensive capabilities of the ship. (Equivalent to the Defense Character stat) |
Sails (SL) | Represents the reflexive capabilities of the ship. (Equivalent to the Reflex Character stat) |
The ship stat comparisons during combat work the same way as with characters. However, all ships' HP is 250, and once it runs out, the ship is "destroyed" or "incapacitated".
Ships can use one named technique per post. However, these techniques must alternate between MTs and LTs. These techniques can be made up on the spot, but they cannot apply stat buffs/debuffs or heal HP. Ships can also use one UT against each opponent every round. For any support techniques, please avoid Deus Ex Machina.
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