OPD6-anon

One Piece D6

Nov 23rd, 2017 (edited)
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  1. One Piece: The D6 RPG - v0.5
  2.  
  3. One piece. If you're reading this you know of it, so let's get into the swing of things. This is meant to show off what the character creation, basic mechanics and basic combat, so don't expect this to be fully playable.
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  6. 0. Basic Mechanics
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  8.  
  9. -0.1 Rolling
  10. OP: D6 RPG uses, surprisingly, D6s in its rolls. Whenever characters take any action where the result is uncertain, players roll the appropriate number of six-sided dice in accordance to stats and other factors. Each dice that comes up 3, 4, 5 or 6 count as one success, whereas dice that come up 2 or 1 do not add to the count. Successes add up and that is your total success, which will then be compared to Urgency.
  11.  
  12. -0.2 Urgency
  13. Urgency is meant to represent how difficult any action should be and how many successes are needed to break even. For example, breaking down a door could count as Urgency 3, so a player rolling 3 or more success would accomplish this feat, while having less than 3 would not. The difference between Urgency and Success determines how well, or how badly, you did:
  14. - If Urgency beats your total Success by at least 3: Critical Fail (No, and it gets worse...)
  15. - If Urgency beats your total Success by 2 or 1: Fail (No)
  16. - If your total Success equals Urgency: Partial Hit (Yes, though not as smoothly...)
  17. - If your total Success beats Urgency by 1 or 2: Hit (Yes)
  18. - If your total Success beats Urgency by at least 3: Critical Hit (Yes, and it gets better...)
  19. The GM decides the Urgency level. Urgency table with examples will be provided later
  20.  
  21. -0.3 Romance Points
  22. Romance Points (RP) are used for building up your character. Experience points would be too cumbersome to keep track of and deciding how much would be needed to level up would be an even bigger headache. So, Romance Points are used to represent your character growth as they see the world, beat enemies and grow as a person. It is here to emulate that discovery feeling One Piece is known for, where the world is ever changing and your next adventure is just over the horizon.
  23. These points are gained in character creation and through play. The ones earned during creation should all be spent, so players will start the game at 0. During play, RP can be cashed in at anytime, as long as it fits within the narrative and the GM allows it. For example, it would be a hard sell spending RP to learn Haki in East Blue, but not that ludicrous to learn it as characters near the New World or if they find a master willing to teach them.
  24. As Romance Points are meant to work as experience, they are awarded solely by the GM. Increasing your bounty, defeating enemies, toppling a king, being invited to the shichibukai, striking an alliance with important figures, discovering ancient treasures, all these things and more can award RP. The amount awarded will also not always be the same, for example getting your first bounty could net 2 points, while particularly good roleplay could grant 1 point. Defeating a Shichibukai could award from 3 to 6 points maybe even more, depending how tough an encounter was and how interesting its resolution.
  25.  
  26. -0.4 Advantage and Disadvantage
  27. The same action can be taken in different scenarios, by different characters. While picking a lock could be an Urgency 4, it would be easier when attempted by thieves rather than doctors. Whenever the GM declares a character is in an advantageous position when rolling the dice, dices that come up as 2 will also count as successes. If the character has a big advantage, another dice may be added to the pool.
  28. On the other hand, climbing a rope would be Urgency 2, but doing so in the rain is harder. Rolling in disadvantage means only 5 and 6 count as success on the dice. Rolling in big disadvantage would mean taking away a dice from the pool.
  29. Advantages and disadvantages cancel each other out. When advantages stack up, their turn into progressively bigger advantages, adding more and more dice to the pool. Same with disadvantages, taking away dice from the pool.
  30.  
  31. -0.5 Pushing a roll
  32. Need one more success? Want to bump up your hit to a critical hit? Well, today is your lucky day lad! Wherever you roll, you can temporarily burn one Will point to reroll any dice that came out as failure. Burning more Will allows for more rerolls. Will refills when a scene ends or the character has a rest. Shorter rests may not fill up the total Will burned.
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  35. 1. Character Creation
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  37.  
  38. -1.1 Concept and Dream
  39. Characters in One Piece are pretty wild. To that effect, a good concept helps solidifies who you want your character to be and will be a guiding thread that helps you not to lose your way. A concept summarizes who your character is, what they do and how they behave. Concepts should have between 3 to 5 words. Luffy's would look like "Free spirit charismatic rubberman idiot". And Zoro's concept could be "Proud and loyal alcoholic swordsman".
  40. Characters in One Piece are also moved by dreams. Your character should have an ideal or objective it strives to. These can be anything, as long as it is not readily available. Eating a hotdog is not a very interesting dream, for example. Anytime a character makes progress towards their dream, players should be rewarded with RP.
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  43.  
  44. -1.2 Races
  45. The world is a huge place and it is not exclusive to humans. Many a races populate the world of One Piece, some more humanlike and some less so. The character's race will determine their starting RP pool, bonuses and quirks.
  46.  
  47. A) Human - the most prevalent race in One Piece, humans come in various shapes, sizes and colors. It is the default race, with no bonuses nor quirks.
  48. - Starts with 12 Romance Points
  49. - Can have one Trait free of charge, though it should cost no more than 2 RP
  50.  
  51. B) Longleg/Longarm - humans with double the size of said members. Longarms have two elbows on each arm, while Longlegs do not have two knees, just larger legs.
  52. - Starts with 10 Romance Points
  53. - Trait: [Long Reach] - Can have advantage on melee rolls that use their longer members while enganging outside of melee range
  54. - Quirk: [Rivalry] - the two tribes have a long history of conflict and have a difficult time finding common ground. Disadvantage when dealing with the opposite tribe, especially with the hostile ones.
  55.  
  56. C) Skypean/Shandian/Skypeople: living up in the clouds, these humans have developed wings, though they are not functional.
  57. - Starts with 10 Romance Points
  58. - Trait: [Dial Tech] Has advantage when using dials and can start the game with one dial free of charge
  59. - Quirk: [Religious] - the Skypeans have a strong sense of religion, focused on a figure they call God. This God though is not mystical, just one among them who was chosen for this position. This means that there good and bad Gods, but most importantly is that their word is law and sky people have disadvantage trying to resist their orders
  60. -OR-
  61. - Quirk: [Rivalry] - when the Shadian's home was sent above the clouds a long and bloody war was started for it. This hatred runs deep, so Shandians are compelled to fight and even kill any Skypean they see. This may also grant disadvantage when trying to interact peacefully with Skypeans
  62. -OR-
  63. -Quirk: [Foreigner] - most skypeople spend their lives without ever coming down to the surface, so when they do there's a bit of culture shock, such as people not saying heso back to you. Disadvantage in social situations where you're expected to follow a social condut or norm.
  64.  
  65. D) Fishman: half man and half fish. Most of them are from Fishmen Island, which sits at the bottom of the ocean and it is said a single fishman is stronger than 10 humans.
  66. - Starts with 8 Romance Points
  67. - The player has to decide which species of fish (or sea creature) the character is. The character then becomes a [Species]-Fishman. They may gain one trait free of charge that pertains to the species selected. (Example: an Octopus-Fishman may gain the trait of [Spilling ink])
  68. - Can breathe underwater
  69. - Quirk: [Prejudice] - fishmen were wildly used as slaves by the elite, and so a deep prejudice against them is still present. Fishman are not welcome in some places by humans and some fishman have decided to throw this hate back to the humans.
  70.  
  71. E) Giant: big and strong, giants live for a long time in One Piece. Most of them come from Elbaf, an island in the New World, though they can come from other backgrounds.
  72. - Starts with 7 Romance Points and increase their Body stat by one
  73. - Trait: [Try bringing me down] - Enemy has disadvantage when trying to knock them prone
  74. - Quirk: [Enormous] - simply put, the world was not made to scale for giants. They have a hard time fitting inside buildings and boats not built specifically for them. They have disadvantage on stealth rolls
  75.  
  76. F) Dwarf - much smaller than your average dwarf, these ones can fit in the palm of your hand. Living in secret on the island of Green Bit, they are surprisingly quick and stealthy.
  77. - Starts with 8 Romance Points
  78. - Trait: [So small!] Can freely enter stealth thanks to their small size
  79. - Quirk: [Gullible] - dwarfs are easily fooled by the words of humans and will believe most things they are told, until proof of otherwise is presented. When rolling to fool or lie to these characters, the enemy may roll in advantage or even huge advantage
  80.  
  81. G) Mink - half human and half mammal, Minks live on the back of a giant elephant who wanders the waters of the New World.
  82. - Starts with 7 Romance Points
  83. - Starts with [Electro] move, which can imbue melee attacks with electricity. Grants one success to attack rolls. Costs 1 PP to activate
  84. - Players have to decide which species of mammal the mink is. The character then can gain one trait that relates to the species (Example: bunny minks can jump higher, canine minks have a great sense of smell)
  85. - Quirk: [Cut off] - very rarely does a mink leave their home and adventurers are few and far between, so they know little of the sea that surrounds the world. They have disadvantage on knowledge rolls about the outside world and get excited over most things
  86.  
  87. H) Merfolk – like fishmen, they are half man and half fish, only this time it’s top human and bottom fish. They also live at Fishmen Island. The mermaids are well known for their beauty, so they fetch a high price in slaver’s markets.
  88. - Starts with 8 Romance Points
  89. - Can breathe underwater and have advantage with swimming rolls
  90. - The player has to decide which species of fish (or sea creature) the other half is. The character then becomes a [Species]-Mermen/Mermaid. They may gain one trait free of charge that pertains to the species selected. (Example: a blowfish-mermen may gain the trait [Poison Touch])
  91. - Quirk: [Sought After] – mermaids fetch over 70.000.000 Bellies at slave auctions, so they must always be aware of potential kidnappings
  92. - Quirk: [Stuck on Dry Land] – Merfolk cannot move by their own volition while on land, so they must use other means of locomotion. Only female mermaids over 30 can split their tails into a pair of legs.
  93.  
  94. I) Snakeneck – with long and slender necks, their appearance is very snake-like. Not much is know about them at this point, however the few examples that have been shown seen very dexterous.
  95. - Starts with 10 Romance Points
  96. - Trait: [Slithering Bodies] - can run without breaking stealth
  97. - Quirk: [Glaring weak point] - their longer necks are easily exploited by the enemy. Disadvantage when enemies attack their neck
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  100.  
  101. -1.3 Stats
  102. There are six stats that govern play
  103. - Body: represents endurance, physical fitness, strength
  104. - Agility: represents coordination, dexterity, precision
  105. - Brains: how smart your character is, how well they can apply their knowledge
  106. - Charisma: the character's social skills, how well they can inspire and lead others
  107. - Will: how unbending the character is in front of a challenge. Can be temporarily burnt to push a roll
  108. - Specialty: the character's role/job. The exact specialty should be denoted in brackets. Ex: Specialty [Cook]
  109.  
  110. Stats can go from 0 to 10, except for specialty. The number represents how many D6s can be rolled. When rolling your specialty, it grants advantage on the appropriate stat roll (Ex: the cook wants to learn a new recipe, they must roll Brains in advantage). All stats begin at zero and are increased by buying with stat points. Beginner characters should start with a pool of 24 points, though the GM may increase or decrease this pool should they wish for their campaign.
  111. To increase a stat, refer to this table
  112. - 1 point cost: 0 -> 1 -> 2
  113. - 2 points cost: 2 -> 3 -> 4 -> 5
  114. - 3 points cost: 5 -> 6 -> 7 -> 8
  115. - 4 points cost: 8 -> 9 - > 10
  116. The only exception is Specialty, where if you spend 8 points in it (the equivalent of bumping a stat to 5), it will become Specialty*, meaning when specialty is applicable you can roll one extra die and push one roll per scene without the need to burn Will.
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  119.  
  120.  
  121. -1.4 Quirks and Traits
  122. In the One Piece manga and anime, characters ooze personality. No character is like another, so for this effect we have quirks and traits. Quirks are habits, disabilities or disadvantages your character carries. They may be greedy, pathological liars, have a sweet tooth, narcolepsy, the list goes on! But why would I want to add quirks to my character you may ask? Why, because quirks can give you more RP to spend during character creation! The more outrageous your quirk is, the more RP it can give you, with the cap being at 3 RP max per quirk and 5 RP total. The following list presents some example and how much you can gain from them:
  123.  
  124. - [Greedy]: you love that money and will go to great lengths to have it all for yourself. (Gain 1 RP)
  125. - [Narcolepsy]: you just fall asleep at the darnest of times, with no warning of it coming. In any scene that does not involve combat, roll a d6 and you must fall asleep if it lands on 1 or 2 (Gain 3 RP)
  126. - [Lost]: the damn walls keep moving around you, it's not your fault! You have trouble whenever you need to follow a map or find your way by yourself. (Gain 2 RP)
  127. - [Sole survivor]: tragedy struck and you found yourself all alone. You find it difficult to trust new people and the past may be just around the corner. (Gain 2 RP)
  128. - [Pervert]: there is something about the human body you just can't get enough! You have to hit on any member of the preferred sex when you encounter them for the first time and you are easily persuaded by them. (Gain 1 RP)
  129.  
  130. Traits on the other hand will cost you RP and can provide knowledge, abilities and so forth. Think of them like character tags, when they come up the effect occurs, with no need to roll dice. Traits with better benefits will have a higher price attached to them and maybe even drawbacks, with no cap for their cost. The following list can be used as an example:
  131.  
  132. - [Weather Forecast]: you have a knack for sensing changes to the weather. Sudden weather changes will never catch you off guard (Costs 2 RP)
  133. - [Swimmer]: you learned to brave the seas with just your body, should the need arrise. (Costs 1 RP)
  134. - [World Economy Subscription]: you keep with current news daily, therefore you have a general knowledge of the state of the world and any new developments.
  135. - [Loose Canon]: you make your own rules, but you get the job done. Your Marine superiors will let some things slide, as long as you show results. (Costs 2 RP)
  136. - [Forbidden Knowledge]: you can read the Poneglyph and uncover the true history of this world. Beware your enemies though. (Costs 5 RP)
  137.  
  138. The GM has the right to veto or change the cost of any trait. Though it is recommended that traits be reworked rather than outright banned, after all, One Piece is known for its crazier ideas.
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  141.  
  142. -1.5 Fighting Styles / Devil Fruits
  143. Despite all the adventure and drama, One Piece is at its core a battle shounen, so characters are expected to fight at one point or another. To that effect, players should choose how their character fights and even if they have a devil fruit that supplements their style or is the basis for it. Fighting styles cost no RP during character creation, while Devil Fruits do.
  144. Fighting styles are meant to have their own stats, which are rolled together with the base stats. That way, character can hit higher Urgency requirements and execute more challenging feats. This section will then be divided in two, the first for characters who will not have Devil Fruits at char gen, followed by the Devil Fruit creation process.
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  147.  
  148. -1.5.1 Fighting Styles
  149. Swordsmanship, snipping, weather manipulation, ninjutsu, fishmen karate. These are only a few examples of what is seen in the manga. In the One Piece-verse, anything can be become a weapon, if you put your mind into it. The first step to building your style is choosing in which category it falls into:
  150. - Hand-to-hand styles. Ex: Black Leg, Rokushiki, Fishman Karate
  151. - Blade Styles. Ex: Santoryu, Fencing style, Kitsunebe-Ryu
  152. - Ranged Styles. Ex: Usopp's Arsenal, Armored Me, Kuja Archery
  153. - Item Styles. Ex: Man-Demon Tactics, Rope Action, Dial Combat
  154. - Special Styles. Ex: Weather Sorcery, Colors Trap, 1-2-Jango
  155. Once the category is chosen, the player should describe the style. How it looks, what it does, any history behind it, why the character fights that way and so on.
  156. All styles share the same stats, the difference being which stat will be specialized, meaning you can push one roll for free per scene on that stat. These are the stats, with corresponding style in parentheses:
  157. - Melee: attacks that use body parts or make contact (Hand-to-hand)
  158. - Finesse: attacks that cut or are precision based (Blade Style)
  159. - Ranged: attacks from far away or using guns (Ranged Style)
  160. - Device: attacks based on the usage of items, like dials, or other weapons, like clubs (Item Style)
  161. - Special: attacks based on other ways of damage, be it environmental, psychological, debuffs, etc. (Special Style)
  162. Style stats begin at 0 and go up to 5. The numbers represent how many more dice can be rolled alongside the main stats roll. For example, if the player wants their character to punch someone, they will roll both body and melee stats. During character creation, no stat may go over 3. Each character has a pool of 12 points to spend. The cost is incremental. To raise from 0 to 1 costs 1 point, from 1 to 2 cost 2 points, and so on.
  163. Players may gain one trait for free that pertains to their fighting style, such as [Swordsman Training] or maybe [Instructed in Fishman Karate]. Players also gain one move for free, but it should cost between 2 or 3 RP.
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  166.  
  167. -1.5.2 Devil Fruits
  168. Undoubtedly the hallmark of the series, Devil Fruits (or Akuma no Mi for you weebs) can grant those who eat them incredible powers, though there are two caveats: the user will no longer be able to swim and they taste awful.
  169. Once a character eats a Devil Fruit, they automatically gain the following quirk:
  170. -[Cursed by the Sea]: you will no longer be able to swim. Should you enter any body of water that is deeper than your knees, you will freeze and no longer be able to move, drowning if no one comes to your aid. Should you be in contact with Seastone, you will no longer be able to access any of your powers or abilities and any physical roll shall be in disadvantage until you break contact with Seastone.
  171. As explained before, Devil Fruits will cost RP during character creation. Ideally, they should go from 8 to 12 RP, though this cap can be extended. The RP cost does not reflect power, but rarity, a fruit that costs 10 RP will not auto win against a fruit that costs 8, it just means that the first fruit is from a rarer kind. As a rule of thumb, Zoan and most Paramecia are on the more common spectrum of rarity, moving on to ancient zoan and other paramecia, logia and finally mythical zoan, which is said to be as rare as the logia, if not rarer still.
  172. Besides the weakness to seawater and Seastone, every fruit has at least one other fruit that acts as natural counter. For example, Mr.3's wax could neutralize Magellan's poison and Luffy's rubber body was imune to Enel's lighting. As stated by Oda, there can also be fruits very similiar to another one, but that are fundamentally different, like the Kilo Kilo no Mi and Ton Ton no Mi.
  173. Each fruit grants its user at least one trait, depending on it's classification. The Devil Fruit classification, description and traits is as follows:
  174.  
  175. -Zoan: grants the user an animal form, be it mammal, insect, bird, reptilian and so forth. Besides humans, it has been shown that other animals and even objects can eat zoan devil fruits and acquire their powers. Most zoan will gain a boost to their endurance, so players may increase their character's Body stat by 1 while transformed. Gain the following trait:
  176. - [Change Form]: the user can alternate at will between human, animal and hybrid form. Depending on the selected animal, the user may increase or decrease their size. While in animal or hybrid form, the user may gain benefits that relate to their animal. User may gain control of a tail, have claws, superior sense of smell, etc. This benefit shall be described inside the change form trait.
  177. * Mechanically, Ancient Zoans work almost the same, except for a higher RP cost than your average Zoan and, while transformed, instead of increasing their Body stat by 1, Ancient Zoan users may increase it by 2.
  178. * Mythical Zoans are said to be the rarest of Devil Fruits so their RP is among the highest, and besides the [Change Form] trait, the user can gain either [Become (Element)] trait from the Logia powerset -or- [Control/Emit (Something)] from the Paramecia powerset
  179.  
  180. - Paramecia: any fruit that grants an ability not classified as Zoan or Logia. The user's body may turn into rubber, they may be able to manipulate strings, create a substance, emit some kind of power, the list goes on. Paramecia users may choose one of the two following Traits:
  181. - [Become (Something) Human] - the user can change their body into something else or their bodies are directly affected by something. Examples in the series include rubber, mochi, blades, needles, turning into someone else, chopping yourself up, being able to eat anything, etc. Users gain one trait that relates to their devil fruit (Rubber can give you imunity to lighting damage, blades cannot be cut as easily) and shall be explained alongside its powers in the [Become (Something) Human] trait.
  182. -OR-
  183. - [Control/Emit (Something)] - the user becomes able to control or emit a substance, power, object, etc. Examples include strings, wax, poison, slowing beams, candy, memories, shadows, doors, etc. The user's body does not change, although whatever it is created/controlled comes from it, or the user should make contact with the target for it to take effect. What the user can do and how their powers act shall be explained within this trait.
  184.  
  185. - Logia: rarer than average, the Logias are feared for their versatility, potential and most importantly, intangibility. Users who consume a Logia fruit can turn their bodies into elements of nature and control said element like a extension of their own body. Besides Haki, every Logia has a natural counter to it, which is the only way to hit these wayward foes. Characters who have eaten a Logia gain the following two traits:
  186. - [Become (Element)] - the user retains their physical form but can change at will to their elements to avoid damage. Enemies who attack them may also suffer damage or get trapped into the user. At first, the intangibility must be counciously turned on, but once trained enough it becomes automatic.
  187. - [Control (Element)] - users can control their respective elements in a multitude of ways, be it for attacks or maneuverability.
  188.  
  189. Every Devil Fruit user can start the game with one move free of charge, but its cost should not exceed 2 RP. Devil Fruit also have Stats, much like fighting styles, that are rolled together with the core stats whenever the user rolls for attacks with them, the difference being there is no specialized stat:
  190. - Melee: attacks that use body parts or make contact (Ex; Gomu Gomu no Pistol)
  191. - Finesse: attacks are precision based (Ex; Room)
  192. - Ranged: attacks from far away (Ex; Hiken)
  193. - Manipulation: attacks based on the manipulation of elements, their own body or the substance they produce(Ex; Doru Doru Arts)
  194. - Special: attacks based on other ways of damage, be it environmental, psychological, debuffs, etc. (Ex; Mero Mero Mellow)
  195. These also start at 0 and cap out at 5, while following the costs for the fighting style stats. However, players begin the game with 10 points to distribute among the stats.
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  198.  
  199. -1.6 Equips
  200. It is pressumed that upon character creation the most your character has are the clothes on their back. To buy weapons, ships, ammo, armor and so forth you can spend RP.
  201.  
  202. -1.6.1 Weapons
  203. Generic weapons will cost 2 or 3 RP, such as nameless swords, pistols, cannons and so forth. They add no bonuses. Special, customized or named weapons will cost 4 RP and upwards. These ones can increasse your dice pool when atempting an action, may be necessary to execute certain moves or even have special propierties about them.
  204. For example, Smoker's Jitte has a Seastone tip, so he can negate DF users when making contact. A weapon like this would cost the player 8 RP. Ussop's Kabuto has a set of dials installed in them, so he can have access to moves that support dials while using it and its cost would be around 5 RP. Wado Ichimonji is a named sword of great renown, so it adds 1 dice to the pool when rolling finesse and costs 7 RP. Objects that have been infused with Devil Fruits powers go in this section, costing as much as the item itself would cost plus the appropriate Devil Fruit cost.
  205.  
  206. -1.6.2 Ships
  207. Normal ships with no bonus to navigation can have a cost of 2 to 8 RP, according to size. Whereas ship that grant bonus dice while sailing or have special facilities built into them will have a cost of 7 RP onwards, depending on size. On the equip section, the boat should list how many people fit into it and any special properties it might have.
  208. Luffy's dingy boat costs 2 RP, fits 1 person and has no bonus. The Going Merry has a cost of 6 RP, fits a crew of 8, has cannons, a kitchen, separate quarters and no bonus to navigation. The Thounsand Sunny costs 14 RP, houses around 15 people, has cannons, an aquarium, kitchen, gym, separate quarters, the [Gaon Cannon] trait and is made from Addam Wood, therefore it has a bonus of 2 successes when resisting damage.
  209.  
  210. -1.6.3 Dials
  211. Shellfish remains from the White Sea, their main purpose is to store something then release for later use. This includes sound, light, fire, air, kinectic energy, etc. They can be used as basis for combat or to supplement weapons. Most dials cost 4 RP, while rarer dials, like the Eisen and Reject Dial, have a higher cost (6-8 RP). Should a dial break it becomes unusable.
  212.  
  213. -1.6.4 Armor
  214. Uncommon in One Piece, if the players wants to buy an armor, they will have a cost of 6 RP and reduce the success of enemies' physical attacks by two.
  215.  
  216. More items examples to be added.
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  219.  
  220. -1.7 Special Moves
  221. To buy moves, you gotta spend RP. The purpose for this is twofold: players can create new moves using RP gained through play and spend the RP gained in character creation.
  222. First of all, every move is a roll of two stats: one from the main stats and one from the Style/DF stats. Different combinations of stats allow for different moves to be executed, so think of moves as being your character applying his various skills in surprising ways. Just because your character is a Melee fighter with a high Body stats does not mean he cannot have a move that uses Special and Charisma, this is One Piece, go wild. However, specialty rules still apply, so rolling a move that uses finesse for a swordsman means the character can still push that roll without needing to burn will.
  223. To use moves, you have to spend Power Points (how you calculate them is still to be defined, for now add Body and Will, divide the result by two, rounding up). Power Points are regained each time a scene ends, with amount chosen by the GM. The amount of RP spent should equal the amount of PP needed to use a move, though this can be finetuned by players and GM.
  224. Moves alter the dicepool, be it yours or the enemy. They can add add or or remove dices, while more powerful moves can add or remove successes. The more RP spent, the more versatile or powerful a move is. Some moves may also inflict certain conditions on the enemy or have special properties.
  225. To build a move, use the following pattern:
  226. -[Move´s Name]: description of what it does, how it looks, if it uses Devil Fruit or weapons, so on. Main Stat + Style/DF Stat + how many dices are added -or- how many successes are added. (RP cost/ PP cost)
  227. -Some moves can have a trigger atributed to them, so as to decrease the chances of an enemy scoring a hit on you. Your character may have a parrying move they can activate when an enemy tries to roll finesse against them, so as to decrease the enemy's dice pool.
  228. -Other moves could even set up an Urgency that other characters should beat or fall prey to their effects.
  229. Here are some example moves to get you going:
  230. -[Gomu Gomu no Fusen]: the user of the Gomu Gomu no Mi inflates their torso so it resembles a ballon to redirect ranged attacks, slow their descent or soften the landing. Agility + Manipulation + 1d6. (1 RP/1 PP)
  231. -[Santouryu - Tatsumaki]: using your three swords, you spin them around with such force that you create a mini-tornado that slashes and blows away your target. Body + Finesse + 1 success. (3 RP/2 PP)
  232. -[Sky Walk]: kicking the ground so hard that you fly, this move can allow you to reach new heights, cover large distances, escape being surrounded or just plain look cool. (3 RP/2 PP)
  233. -[Usopp Spell]: the user tries to destabilize an enemy by describing painful tortures, such as razorblades stuck to your gums. Affects every character in hearing range. Charisma + Special + 1d6. (1 RP/1 PP)
  234. -[Rokushiki - Tekkai]: by hardening your muscles, your skin can become tough as steel. Can be activated when the user is attacked by physical means. Decreases enemy's success by 2 (3 RP/3 PP)
  235. -[Ice Time]: manipulating your freezing powers thanks to the Hie Hie no Mi, you can freeze enemies. Set up an Urgency (Brains + Manipulation + 3 sucesses) and enemies have to beat this Urgency rolling Body + Will. If the player doesn't beat said Urgency, they get frozen for how many turns the Urgency beats Success (8 RP/ 8 PP)
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  238.  
  239. -1.8 Character Progression
  240. As explained before, players will start the game at 0 RP, gaining more as the story progresses. Defeating strong enemies, discovering treasure, meeting certain objectives, moving towards your Dream, these are some examples of what can grant you points.
  241. In the character sheet, players should note how many RP they have accumulated and how many they can spend. For example, as the game begins character RP should look something like RP: 0/12. When they gain 3 RP, it will change to 3/15. If they spend those 3 RP, it will change again to 0/15.
  242. With RP you may:
  243. - Increase stats: to do this, you would double the cost needed at char gen. If you were to raise your character's body stat from 4 to 5, instead of costing 2 points, it would cost 4 RP. To increase a Style or DF stat would also cost you double.
  244. - Create new moves: the same rules explained earlier remain. More powerful moves cost more RP.
  245. - Upgrade your ship: if the crew has a shipwright or they pay one, the ship can be upgraded. More cannons, facilities, coating, the only exception is size.
  246. - Buy new equipment: the GM may veto any equips that should not be avaible at certain points in the story. If the characters are on East Blue they should not have access to Dials, for example.
  247. - Create buffs: Gears, Asura, Diable Jamble, etc. These can be brought with RP and will cost 10 RP or more, depending on how powerful they may be. Can grant access to stronger moves and temporaly increase stats. Will cost PP to activate them. Are listed under moves on the sheet. Should the player wish, Awakening Devil Fruits counts as a buff, though at the time not much is known about the process. Example: [Gear 3rd] User can increase their body parts to giant proportions thanks to the elasticity of the Gomu Gomu no Mi. Increases Body and Melee stats by 1 and 2 respectively while activated. Lasts for three turns. User becomes tiny for a short duration after use.
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  251. 2. Combat
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  253.  
  254. -2.1 HP and DT
  255. Before we get into combat proper we need to calculate two new Stats: HP and DT. Hit Points (HP) determine how big a beating your character can take before they fall unconscious. Damage Threshold (DT) works pretty much like your Armor Class, if your Total Success can't beat DT you won't deal damage.
  256. - HP = (2 x Body) + (Total RP/3)-> rounded down EX: HP = (4x2) + (20/3) -> HP = 8 + 6 -> HP = 14
  257. - DT = (Body + Agility)/4 + (Total RP/10)-> rounded down EX: DT = (4+4)/4 + (18/10) -> DT = 8/4 + 1 -> DT = 3
  258. -Characters with Fighting Styles can take their specialized stat divided by 2, rounded down, and add it to their DT.
  259.  
  260. -2.2 Turn and Round
  261. During combat, characters will act according to their Agility stat, higher goes first. Should there be a tie, roll a d6 to settle it. When a character takes an action, that is their Turn. Once every character has had a Turn, that ends the Round and characters can then have another Turn.
  262.  
  263. -2.3 Actions
  264. During their Turn characters can take two actions, whatever they may be. These can be:
  265. - Change Range: characters can move on their Turn, changing their relative position to an enemy. Characters can act on Long range, Mid range and Close range. Some attacks can only be done at Close range, while others are most effective at Long range. A character may only change once range per Turn, that is they can't go from Long range to Close range on a single turn, unless they have a Trait or Move that says otherwise.
  266. - Attack: characters can take the Attack option on their Turn, rolling their stats against an Enemy's DT. EX: Luffy wants to punch Wapol. Since a punch is a physical melee attack, Luffy will roll his Body plus Melee stats (4+3). After rolling 7d6, Luffy scored 6 Total Success, which is then compared to Wapol's DT (3). Luffy beats Wapol's DT by 3, so Luffy scores a hit and deals 3 damage to Wapol's HP.
  267. - Use a Special Move: characters can spend their PP to use their Special Moves, rolling in accordance to what is described on their Move explanation. The Total Success rolled will also be compared to an opponent's DT much like when making an Attack. Some Moves may however require an opponent to make a dice roll of their own in order to avoid certain effects or attacks.
  268. - Set up a Trigger: a player may set up a condition that their character will act upon should it happen before their next Turn. For example, Usopp is waiting on his enemy to be distracted by Luffy for him to change to a Long range. Should Luffy accomplish this, Usopp will Change Range immediately. Some Special Moves can also have Triggers attributed to them, so if a Trigger is met the player may activate their character's Special Move.
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  271. 3. Pre-Gens
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  275. 4. FAQ
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