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[Archived: 2020-06-30] Combat Guide Empty [Archived: 2020-06-30] Combat Guide

This post has assessment comments.Tue Jun 30, 2020 11:46 am

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.

There are 5 main stats that you will mainly be concerned with during your role-playing.

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, aided with dice rolls for some flexibility.
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:
Tiers 1-3: Total HP = 100 + 0.50*WP
Tier 4: Total HP = 100 + 0.70*WP
Tier 5: Total HP = 100 + 0.85*WP
Tier 6: Total HP = 100 + 1.00*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.

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 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.

There are 5 different classes of techniques, and each class deals a certain amount of base damage to an opponent's HP. In each RP post, you are only able to make a limited number of these special attacks.

Unnamed Technique (UT): [Base Damage = 5] 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). However, their damage is minimal. Named techniques, on the other hand, deal more noticeable damage.
The following rules are exclusive to UTs:
- Unlike the techniques that will follow, the maximum number of UTs you can use each post is dictated by how many NPC Quest Bosses and/or Players and/or Crew Companions you'll be facing in that post. (For future reference, this will simply be shortened to "opponents". But "opponents" do not include grunts and considerably weaker NPCs, against whom you're not bound by technique limitations and reflex checks.) Every time you post, you may inflict 1 UT to every opponent you are facing.
- This above rule does not suggest that you can only "punch/kick/slash" someone once per post. It simply means that no matter how many times you "punch/kick/slash" someone with UTs in one post, the damage will still only cumulate to a single UT's worth. So, if your UT damage is 5, you may deal only 5 damage to each opponent you are facing with UTs within a single post.

Light Technique (LT): Light techniques are lighter attacks (similar to Luffy's Gomu Gomu no Pistol), which can be used often and have 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.
Area of Effect Technique (AoE): Area of Effect techniques are the big brother of HTs, for they deal equal amounts of damage, but to every opponent within a certain radius. 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.

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.


Each post, you have four different choices as to how you may choose to maximize the use of your named techniques. As for UTs, as mentioned before, you may deal damage from up to 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 post against each opponent you are facing no matter which combo you use.


Each technique has a range for the sake of providing players with the scope of their attack. These ranges are more relevant for RP purposes, and do not in fact apply to combat mechanics directly. Also note that these ranges are not strict and during RP, they can be played around with.
There are two different types of levels where techniques are concerned: The character level and the technique level.
The character level is self-explanatory; it is the level your character is currently at.
The technique level is the level you needed to reach to obtain that named technique. (See next title for more information on when you get new techniques)

The maximum range of a technique is how far it can be launched at an opponent before losing its effect.
The maximum radius of a technique determines how big of an area of effect it has.
Note: All of these range and radii values discussed below are measured in meters.

Base Maximum Range: The base maximum range of a named (LT, MT, HT and AoE) technique is determined by the technique level. It is simply 10 times your technique level. So, a level 40 technique would have a base maximum range of 400m.

Range Multiplier and True Maximum Range: Once you reach tier 2 (level 20), your techniques’ ranges will be calculated differently when roleplaying. Their base maximum ranges will work as mentioned above, however, in practice, this base maximum range will be multiplied by 10% of your character level to get your true maximum range.
For example, your level 20 technique had a base maximum range of 200m, but you are now level 40. Then, your technique’s true maximum range will now be 200m times 10% of 40, which is 200x4 = 800m.

Maximum Radius: The maximum radius of an AoE technique is 25% of the true maximum range (including range multiplier). The maximum radius of any other named technique is 10% of the true maximum range.
UT Range: The range of UTs is simply 10m times the character level. As such, UTs cannot get an additional range multiplier bonus.


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 Flat techniques deal.
UT - 5 base damage. (UTs can only be of the Flat type.)
LT - 10 base damage.
MT - 20 base damage.
HT - 50 base damage.
AoE - 50 base damage to multiple targets.

DoT (Damage over Time): This type of technique deals damage over the course of a certain period of time. Such techniques will deal the following amounts of base damage for 5 turns:
LT - 3 base damage.
MT - 6 base damage.
HT - 15 base damage.
AoE - 15 base damage to multiple targets.
DoTs have the same cooldowns as Flats. DoTs can be ICly represented however you choose (i.e. burning, poisoning, freezing, etc.).

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 with by stat morphs***:
LT - 25% (Max Duration: 2 turns)
MT - 50% (Max Duration: 3 turns)
HT - 75% (Max Duration: 4 turns)
AoE - 75% to multiple targets (Max Duration: 4 turns)
The above percentage can be split into buffs or debuffs and can be spread between stats as you see fit.
Stat Morph buffs to yourself or your allies do not require successful rolls. Stat Morph debuffs on opponents do require successful rolls though.

Flat/DoT Hybrid: This type of technique is a combination of a Stat Morph and one of the two damage-dealing techniques (Flat or DoT). It deals damage one class lower than its actual class, and it provides buffs/debuffs significantly lower than Stat Morphs. The following percentages of total buffs/debuffs:
LT - 10% (Deals UT Damage - DoTs: 1 base damage per turn)
MT - 20% (Deals LT Damage)
HT - 30% (Deals MT Damage)
AoE - 30% (Deals MT Damage) to multiple targets
Hybrid techniques must be defined as “flat” damage dealing techniques or DoTs. Flat damage dealing hybrids will immediately deal their designated damage, while DoTs will deal their damage over the course of 5 turns. The max duration of the stat buffs/debuffs for hybrids is the same as the non-damage dealing stat morphs.

Heal: (Cooldown is increased by 2 posts) This type of technique is used to recover from damage in combat. Heals are special in that they are guaranteed to “hit”. However, heals still require a dice roll. Heals will heal flat values of HP based on the following formula:
[(Heal factor) * (d20 roll value * 10% of your reflex)]
The following are the heal factor values for healing techniques:
LT - 0.10
MT - 0.20
HT - 0.30
AoE - 0.3 to multiple targets
Therefore, if you have 100 reflex and you use an LT heal with a dice roll of 15, you will heal (0.1) * (15 * 10) = +15 HP.
Additionally, heals can remove DoTs inflicted on a user from techniques up to one class above their own (e.g. An MT healing technique can cure a DoT dealt by an HT). However, if a heal is removing a DoT, you must reduce the heal factor by 0.15 for each DoT that is removed (heal factor cannot go below 0).
HT heals may remove up to two DoTs, while AoEs can remove up to two DoTs per target.
Heals do not need to be specially designed to remove DoTs, they can be used one way or the other RP-wise depending on the situation.

***: Note that 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. Please use stat morphs and hybrids with this in mind.


At level 1, your character will start with 6 named techniques: 1 AoE, 1 HT, 1 MT and 3 LTs.
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.

Here are the levels at which you gain techniques:
Level 1: 1 AoE, 1 HT, 1 MT, 3 LTs
Level 5: 1 HT, 1 MT, 1 LT
Level 10: 1 AoE, 1 HT
Level 20: 1 AoE, 2 MTs, 2 LTs
Level 40: 1 HT, 1 MT, 1 LT
Level 60: 1 MT, 3 LTs
Level 80: 1 AoE, 1 HT
Level 100: 1 AoE, 1 HT, 1 MT, 2 LTs

Each technique has a set amount of cooldown. This cooldown represents the number of times your character must post before you may use that technique again.
LT: 1
MT: 3
HT: 5
AoE: 7

Note: Techniques with buffs/debuffs must increase their cooldowns by the length of the duration. For example, since MT Stat Morphs have a buff duration of 3 posts, their cooldowns must be 6 posts.
The cooldowns for Flats and DoTs begin in your next post after using the technique. The cooldowns for Stat Morphs and Hybrids do not start until after the buff/debuff durations have ended.
Also, note that healing techniques have a cooldown 2 posts higher than the cooldowns listed above.


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.

While there is no limit to how many passive abilities you may have, you must be reasonable and create only as many as should befit your fighting style/devil fruit.

Toggled abilities (Toggles) cannot be damage dealing, but they can grant you buffs. These buffs MUST BE BALANCED by equal debuffs. 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 reflex debuff.

You may only have up to 2 toggles that alter your stats, and 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 toggles every three posts.

Priority: If you are eligible to use a toggle in your current post, you can do so before you calculate the effects of your opponent's techniques on you.


Any elemental resistances that a devil fruit has must also be represented in these passive abilities. There is no such thing as complete immunity to a certain element on Revival Dawn. Even a lightning logia character may be damaged by an electric attack if the attacker’s attack stat is high enough. (Similar to how Magma burned fire. It doesn’t make sense because they’re both forms of heat and can have equally varying temperatures. But, we see it as Akainu simply being stronger than Ace.)
As such, this elemental resistance can be represented similarly to the following example: [The user of the Goro Goro no Mi is immune to any forms of lightning UTs and naturally occurring lightning. Against named techniques, so long as the attacker’s attack stat is below 50% that of the Goro Goro eater’s defense, the attacks will have no effect.]

Logia users do have immunity from physical attacks that are not imbued with busoshoku haki (see Haki section below). Elemental attacks that can anime-logically be seen as counters to a logia user's element will, however, still be able to hit them without the use of haki.


When you reach level 80 (tier 5), 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 toggled abilities.
- Once per thread, the effects of all techniques can be increased by 25% for 2 turns (3 turns for Devil Fruit users).
- The technique range and radius multipliers are increased from 10% of your character level to 25%.
- Logia users: One bonus Level 60 MT Heal.
- Zoan users: One bonus Level 60 MT Stat Morph.
- Paramecia users: One bonus Level 60 MT DoT.

Early Access: You may unlock your awakening/mastery between level 60 and level 80 if you have defeated a +3 difficulty boss (dealt highest damage) at any point with a quality score of A or higher in that quest.

Stat Checks and Dice Rolls


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.

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.
[Archived: 2020-06-30] Combat Guide Newpos10
[Archived: 2020-06-30] Combat Guide Reflex15
[Archived: 2020-06-30] Combat Guide Dicero12

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 turn 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’ stats would be the same as a player’s stats at that level. Except a Quest Boss does not get any stat bonuses like starting bonuses or equipment bonuses. Also, a Quest Boss’ lowest stat can generally not be less than 50% of the Quest Boss’ highest stat. (Unless an exception is made by a Mod/Admin.)

Quest Boss techniques:

Tier 1 Quest Bosses (Level 1-19) must use 2 LTs every round of posts.
Every fifth round of posts, the quest boss must use 1 HT instead.

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 instead.
And every sixth round of posts, the quest boss must use 1 AoE instead (no HT in this round).

Additionally, every quest boss must also use 1 UT against each opponent they are facing.

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.

All CMPs should be formatted and executed as follows:
[Archived: 2020-06-30] Combat Guide Minipo11
Note: CMPs do not count towards your quest’s minimum required post count.

All RP posts must then keep track of the status of each character involved in combat as follows:
[Archived: 2020-06-30] Combat Guide Rppost10
EDIT: The trackers for RP Posts have been updated. Please add and fill out the following combat trackers template to each RP post once you engage in combat.



(List the current values for your stats below, accounting for stat morphs and damage.)


[/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]

[/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.)

{technique name} | {class} | {hit/miss} | {type} | {damage/effects} | {target}
{toggle name} | {toggle effect}
{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.)

{active technique name} | {damage/effects} | {duration left}
{active toggle name} | {toggle effect}
{active haki type} | {haki effect} | {haki duration left}

(List all techniques and haki that are currently on cooldown and note the number of turns before you can use them again.)

{technique name} | {cooldown left}
{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]
[hr][color=blue][b][u]{Companion name}[/u][/b][/color]

[/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]

(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}

[/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]

[/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]

[/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}


For the first two turns when the boss combat engagement begins, the player can choose to have the boss “test out the waters” by using fewer techniques than their normal combos. However, if the player starts the engagement by using their own complete combo or a surprise attack, then the boss must use their full combo in response.

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.

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.

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 turns.

Additionally, you may only have up to two Crew Companions attacking the same opponent at any given time.

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.

Once you have calculated your RX% and rolled the dice for your techniques, check the table below to see if your attacks succeeded.
[Archived: 2020-06-30] Combat Guide Reflex14

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.

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.)

If you miss a hit completely, the missed technique's cooldown is halved. If the halved number is a decimal number, it must be rounded up. For example, a missed LT with a 1 turn cooldown will still have a 1 turn cooldown. A missed MT with a 3 turn cooldown will instead have a 2 turn 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.

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.

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 do not apply to stat morphs or heals.

Note: When the calculated damage is a decimal number, it is rounded down to the nearest natural number.

Starting from the very first post you engage an opponent, and then once every other turn, 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 escape an NPC boss successfully and that boss is not engaged by another opponent, you may reset your cooldowns, techniques, and HP (the boss' HP must be reset also) and attempt to fight the boss a second time. The fight would—mechanically—begin anew.

Once every other turn, 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.

Utilizing the kenbunshoku haki mechanics (which are explained in detail in the next section), a player has the opportunity to make a stealth or surprise attack against an opponent. To do so, the player must either be attacking the opponent from outside of the opponent’s “kenbunshoku” detection range, or the player must have their own kenbunshoku haki activated to hide their presence.

This surprise attack must either be an MT+LT+UT combo or an LT+LT+LT+UT combo. The surprise attack will have a higher chance of hitting than normal attacks. Your techniques will be successful with up to two dice roll values lower than what would normally be required for a successful hit. For example, if your LT needs a die roll value of 10 to be successful normally, the surprise LT will instead require a minimum die roll value of 8.

Once this surprise attack lands, the opponent can react to it in the following post (in the same post for Quest Bosses but after the attacks’ effects are applied) and the “stealth” will be considered compromised.

While the presence of a player is hidden, their opponent cannot detect them (unless the player is very obviously visible and hostile or has at least 151% willpower of the hiding player) nor engage them in combat until the hiding player makes their first attack.


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.

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.


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, however, they cannot use any techniques (not even UTs). Nor can they use their passive abilities which, in any way, affect their stats. In this state, they will suffer a 50% reflex debuff. While “knocked out”, players recover 10% of their HP per round of posts. Once they’re back to 50% of their HP, they will be removed from the “knocked out” state.

In a “knocked out” state, players can also choose to either skip their posts or control their Crew Companions (or other NPCs) if they have some. They can also write dream or flashback posts, or even interesting narration posts in their turns. If they choose to roleplay their knock out state by actually becoming unconscious, they will suffer a 100% reflex debuff, but will instead recover 25% of their HP per round of posts. While a player is knocked out, the character who knocked the player out will also recover 10% HP per post regardless of whether they are engaged in combat (but for only as long as the player remains knocked out).

While a player is in a knocked out state, the boss that knocked them out will also recover the same percentage of HP as the player.

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 turn.

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.


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. But, when a player or an important NPC (including Crew Companions) runs out of HP, they are simply “knocked out”. If you then try to kill the player or important NPC, you must go through an attack vs willpower check.

If your own character is "knocked out" in a quest, you must have the Quest Boss attempt to kill you using the system below. If it goes against the boss' personality to kill you, then you must have other factors (bleeding out, grunts, etc.) try to kill you RP-wise, while mechanically, it would appear as if the boss is attempting to kill you.

The following system only applies to player characters and Important NPCs while they’re “knocked out”.

The percentages that follow represent the attacker's ATK divided by the defender's WP:
<101% = No amount of hits will kill an opponent.
101%-150% = Only two critical HTs can kill an opponent. (These hits are stackable. So, if one critical HT is landed in one knock out, and then another critical HT is landed in a second knock out in the same thread, that character will die.)
151%-200% = Only two critical HTs or MTs can kill an opponent.
201%-300% = Three consecutive solid HTs in a row, or a single critical HT or MT can kill an opponent.
301%-500% = Two consecutive solid HT or MT, or a single critical HT, MT, or LT can kill an opponent.
>500% = One consecutive solid HT or MT, or any type of single critical hit can kill an opponent.


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 an 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 the 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 a turf to stash the prisoner in, they must haul around the prisoner with them in every quest they do. And in each one of this 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 mechanics mentioned above.  

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.


As long as a Devil Fruit user is in direct contact with an equipment/object made of sea stone, they will suffer from a -50% reflex and -50% attack debuff and will not be able to use any abilities involving their devil fruit. As long as this devil fruit user isn’t handcuffed with sea stone, they can attempt to fight their way out of the sea stone’s grasp once per post. (An opponent can only be handcuffed with sea stone after being knocked out.)

To utilize your equipment’s sea stone debuffs, you must create this effect using an equipment MT. See the Shop of Dreams for details on this.

To attempt escape from sea stone contact, you must first calculate your new DMG% against the sea stone user. You must then roll an RX check. (This RX check is rolled in Dice Roll No.1 after all of the other RX checks needed for your character in your post have been accounted for.)

This RX check die roll value must then be compared in the RX% - Die roll chart, except instead of comparing your RX%, you will be comparing your DMG%. If you roll a value equivalent to what is required for a successful MT, you will be able to escape from the effects of the Sea Stone, putting the opponent’s sea stone debuff technique into cooldown immediately.


Haki plays a major role in the combat of One Piece after the timeskip, 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:
Haoshoku: The ability to intimidate living (and even non-living) beings, overpowering their minds with a simple glare.
Busoshoku: 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.
Kenbunshoku: The ability to detect someone's presence, and even enhance one's reflexes by predicting the next move of the opponent.

Each kind of haki has a total of 10 levels. Starting from 0, counting up to 9.
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 0: Less than 100 willpower
Level 1: 100
Level 2: 150
Level 3: 200
Level 4: 250
Level 5: 300
Level 6: 350
Level 7: 400
Level 8: 450
Level 9: 500

Each haki has active and passive bonuses. The active bonuses have limited durations and cooldowns as follows:
Levels 1-3: 2 turns
Levels 4-5: 3 turns
Levels 6-8: 4 turns
Level 9: 5 turns

Levels 1-9: 4 turns

The passive bonuses can be maintained at the user’s discretion.

BUSOSHOKU (Color of Arms)
Active Bonus (Level 1): Ability to hit logia users or paramecia users immune to a particular type of attack. Bonus to either attack or defense equivalent to 10% of your base WP. This can be split up between ATK and DEF upon activation.
Active Bonus (Level 6): Bonus to attack or defense equivalent to 15% of your base WP. This can be split up between ATK and DEF upon activation.
Active Bonus (Level 9): Bonus to attack or defense equivalent to 20% of your base WP. This can be split up between ATK and DEF upon activation.
Passive Bonus (Level 4): Ability to hit logia users. (Or paramecia users immune to a particular type of attack).
The bonus distribution to attack or defense or both can only be selected upon activation, and cannot be switched while the ability is already active.

KENBUNSHOKU (Color of Observation)
Active Bonuses: Bonus to RX equivalent to 10% of your base WP. Ability to mask one's own presence. (While kenbunshoku haki is active, you may mask your presence from anyone that doesn't have WP more than 150% your own.)
Passive Bonus (Level 2): Ability to passively detect a presence within 50m.
Passive Bonus (Level 4): Ability to passively detect a presence within 200m.
Passive Bonus (Level 5): Ability to passively detect a presence within 500m.
Passive Bonus (Level 9): Ability to passively detect a presence within 1km.

HAOSHOKU (Color of the Supreme King)
Active Bonus (Level 1): Anyone within a 100m radius with willpower less than 25% of the user will be knocked out. Anyone with WP less than 50% of the user will suffer a 10% RX penalty for the duration. (Even allies will be affected.)
Active Bonus (Level 4): Anyone within a 250m radius with willpower less than 25% of the user will be knocked out. Anyone with WP less than 50% of the user will suffer a 10% RX penalty for the duration. (Only selected groups or individuals will be affected.)
Active Bonus (Level 6): Anyone within a 500m radius with willpower less than 25% of the user will be knocked out. Anyone with WP less than 75% of the user will suffer a 10% RX penalty for the duration. (Only selected groups or individuals will be affected.)
Active Bonus (Level 9): Anyone within a 1km radius with willpower less than 35% of the user will be knocked out. Anyone with WP less than 90% of the user will suffer a 10% RX penalty for the duration. (Only selected groups or individuals will be affected.) This ability also deals bonus UT damage to objects and opponents within the user's surroundings (250m radius) every post, if the user chooses. The DMG% of this UT is calculated using WP/DEF.
Passive Bonus (Level 9): Passively knock out any select groups or individuals within 100m with willpower less than 10% of the user. This passive can also do cosmetic damage to objects within the user's surroundings (25m radius), if the user chooses.

Note: Unlike Busoshoku and Kenbunshoku, the only way to obtain Haoshoku Haki is by rolling it in the starting bonuses, or achieving it through an event. Otherwise, your Haoshoku will remain 0 regardless of your willpower.
Note: Using Haoshoku successfully will knock out player characters, crew companions, quest bosses, and important NPCs for 2 turns, while non-important characters can be knocked out for as long as the player chooses.


Once you have reached level 6 Haki, you can choose to specialize in Busoshoku, Kenbunshoku, or Haoshoku (or all three if you complete a certain challenge). The benefits for specializing in a type of haki are listed below.

Busoshoku: An additional 10% of your base WP can be applied to ATK and/or DEF when Busoshoku is activated (e.g. Level 6 Busoshoku will give stat boosts equivalent to 25% of your willpower instead of 15%).
RP-wise, you may reflect your Busoshoku specialization as a stronger form of the original (e.g. the type that Rayleigh and Luffy use to remove the exploding slave collars).
Kenbunshoku: An additional 10% of your base WP can be applied to RX when Kenbunshoku is activated (e.g. Kenbunshoku will give stat boosts equivalent to 20% of your willpower instead of 10%).
RP-wise, you may reflect your Kenbunshoku specialization as a stronger form of the original (e.g. Future sight of Katakuri or the antagonists of Skypiea.)
Haoshoku: The WP requirement threshold for the users who are affected by your Haoshoku is increased in your favour by 10% (e.g. With Level 6 Haoshoku you can knock out anyone with WP less than 35% of your own, and inflict RX penalties to anyone with WP 85% of your own).
RP-wise, you may reflect your Haoshoku specialization as a stronger form of the original (e.g. Shanks' Haoshoku compared to Luffy’s at Fishman Island.)

If you defeat a boss of a certain difficulty, you can unlock additional haki specializations.
+2 or higher: Unlock a haki specialization at Level 5 Haki instead of Level 6 (only applies if you haven’t already reached level 6 Haki yet).
+3 or higher: Unlock a second specialization at Level 7 Haki.
+4: Unlock a third specialization at Level 9 Haki.
Note: You must have dealt the highest damage to these bosses for them to count as your kills.

Ship Combat

The ship combat is fairly simplistic, in that it follows a similar stat system to characters.
Ships have 3 different stats.

Hull: Represents the defensive capabilities of the ship. (Equivalent to the Defense Character stat)
Sails: Represents the reflexive capabilities of the ship. (Equivalent to the Reflex Character stat)
Cannons: Represents the offensive capabilities of the ship. (Equivalent to the Attack 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 post. For any support techniques, please avoid Deus Ex Machina.

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