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    Purchasing Guidelines

    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
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    Join date : 2018-08-24
    Location : Tokyo

    Purchasing Guidelines  Empty Purchasing Guidelines

    Post by Sen Tue Aug 28, 2018 12:52 am

    Purchase Guidelines

    The following is a comprehensive guide to provide an idea on what materials are available for purchase. Needless to say, the higher ranked materials will be harder on your character's wallet as well, but more durable and harder to break. When your character reaches a certain level, their gear should go up as well unless one wants to break the weapon by simply using it.

    When upgrading a weapon, your old weapon sells for the full price at the time of purchase should you choose to sell it.

    General Materials (available anywhere)

    • Starter Tier - Tier 4

    The cheapest of all material classes, commonly seen as starter character weaponry. Quality however is at it's lowest. It would need a rank 14 tech devoted to breaking iron to break this material. Materials sometimes have different properties but are fairly similar in composition. Rank 14 techniques and above can bypass the defensive properties of armour types of this material either by transferring blunt force through or blades finding joints etc.


    • Wood: A very light material but also very flammable. For rp purposes it has about the same durability as iron though.
    • Iron: The most common material. Can take heat well and doesn't burn up. It's magnetic like most metals are for rp purposes.
    • Leather: A soft material made off animal skin. Commonly seen in weapons such a whips or armour.
    • Lead: A very heavy metal.
    • Copper: A metal similar to Iron though slightly lighter but less durable.
    • Brass: A very similar metal to Copper.
    • Bronze: An alloy of Copper and Brass.
    • Aluminium: A very light but rather weak metal. it also has a higher chance to rust than other metals.
    • Seaking Leather: A version of leather made of Seaking hide. While it also has minor Seaking scaring potential, the effect is very diminished compared to Seaking bone. However the thick leather works as a good material for heat resistant clothing or armour or leather weaponry such as whips. It'll still burn up if one decides to sit in a fire though.



    • Mid Tier - Tier 3


    A balanced tier of materials that provides quality for a reasonable price. The durability of these materials is also much better. It would require a rank 28 tech devoted to breaking steel to break this material. Rank 28 techniques and above can bypass the defensive properties of armour types of this material either by transferring blunt force through or blades finding joints etc.


    • Steel: The metal most commonly found in katana's, machinery and various other things. Being a step-up from iron, it retains the same properties however.
    • Composite Steel: A type of steel alloy. With a higher carbon percentage in the mix, the weapon becomes less affected to magnetism but ends up losing some durability. It is not completely non-magnetic however.
    • Seaking Bones: This material utilises the bones of the fearsome Seakings that roam in the calm belt. These bones are as tough as steel but come with the ability to scare off minor Seakings. Some fish don't want to end up like the bone you're weaving around.
    • Red Sand Glass: A very durable type of glass. It has a red shine to it like the red sand used to make it. This material is a very excellent conductor for heat, allowing burning attacks. *See next post for further details
    • Supreme Salt: The most powerful salt in the world. often sculpted into the right shape, this salt holds the power of the salty sea and is able to weaken Devil Fruit techniques by 4 ranks so long as they remain in contact.


    Grand Line Exclusive


    • High Tier - Tier 2


    Some of the finest materials are also more rare thus they can only be obtained while in the Grand Line. This tier of materials can end up being quite expensive due to it's rarity but it also has a much better quality. It would require a rank 44 tech devoted to breaking Titanium to break this material. Rank 44 techniques and above can bypass the defensive properties of armour types of this material either by transferring blunt force through or blades finding joints etc.


    • Titanium: Many great quality weapons are made of this metal. It can last for nearly a lifetime with proper care. nothing really special about it other than it's outstanding quality.
    • Wapometal: A flexible metal that has "memory foam" like properties. It is required in the construction of transforming or shapeshifiting equipment. Extensions/Range increases require techniques and are capped at Medium range. Can be hardened to Tier 4 quality for extra cost.
    • Diamond: Diamond or Crystal is generally a more brittle material than metal but is also lighter and completely non-magnetic. Various properties such as conductance or rust don't affect this material.
    • Adam Wood: A very rare and expensive type of wood that is outstanding even when compared to some metals. Being wood, it's lighter but nearly as durable as high tier metals. It is still possible to burn it though it won't be as easy to light up as regular wood at all.



    • Unbreakable Tier - Tier 1


    This tier is the most expensive tier of materials but also the most durable and special one. Owning it can cost an arm and a leg but these are materials that will last for ages, maybe even hundreds of years with proper care. The are unbreakable by strength standards but can still be damaged by other sources (Rust, Heat...)


    • Legendary Material: The very best material in the world. Experts in the field are able to infuse various effects in it such as better heat conductance, power conductance, lighter weight and many more. They can't alter the nature of the material however. (For instance make it like rubber)
    • Seastone: The essence of the sea in a solid form. A very expensive material but it is able to completely negate any Devil Fruit abilities it comes in contact with and drain the energy of a Devil Fruit user. It cannot negate produced matter however for example Wax from the Wax fruit does not disappear when it comes in contact with this material. *See next post for further details.
    • Veganium: Most likely the most expensive material in the entire world. While it's similar to Legendary Material in durability, it has the unique property of being able to house a Devil Fruit ability. Funkfreed the Elephant Sword or Lassoo the Gun Dog should come to mind when this is mentioned.



    Custom Materials, Inventions, and Poisons

    Limiting members to this list would be defeating the purpose of the rp so your imagination is really the limit. Characters may utilize custom materials; if said material is acceptable in the rp setting, Moderators will properly tier and price it accordingly. It can even have certain effects like Red Sand Glass or Seaking Bones. As a rule of thumb, alloys of existing materials should be acceptable so if one desires a sword as strong as Seastone, with the effects of Supreme Salt and Red Sand combined into one nifty item, it should be possible.

    While non-Smiths may purchase custom materials, Smiths have notable advantages in this field. As such, non-Smiths incur a 30% mark-up on the pricing of custom materials.

    Purchasable Professional Items

    Many of you are probably aware of the limitations placed on special items depending on your profession. For example, not having access to all sorts of complex technologies as a non-inventor, when all you really want is a neat chainsaw-blade for your Weapons Specialist and nothing more. It is not in our interests to unduly restrict anyone; with certain limitations in place, it is possible to obtain special items even without the requisite profession (gadgets as a non-inventor, poisons as a non-doctor).

    Gadgets and poisons are quantified by our pricers in terms of relative technique rank (a measure of potency and complexity). In the Blues, the relative technique rank for special items (once again, assuming you do not possess the requisite profession) is 8. In the Grand Line; 14. And finally, in the New World; 28.

    For example; I could, as a Weapons Specialist, buy a rank 10 poison* to coat my sword with if I was in the Grand Line. Alternatively, I could even purchase a sword that shoots rank 14 flames from within the blade.

    *It is prudent to note, however, that the ability to Buff and Debuff can never be granted through an item purchased in this manner and anything typically given only with primary can not be purchased.

    Clarifications of Existing Materials and Items

    Red Sand Glass

    An easily confused material available in the Blues, the biggest issue here was the lack of clarification on what the material was truly capable of.

    Red Sand Glass is a material that holds heat better than other materials. It's a fairly simple concept, if not too easy to take to mean that is is a magical fire sword often found in video games, manga, and anime. It does not allow you to summon fire from it at rank 28 for no reason, however what it does do is remain on fire for longer periods of time. It also would be able to lay in the sun for awhile, absorb the heat and burn foes.

    Seastone

    Seastone is an issue many people face on the site. It's confusing due to how wildly its effects vary on a case by case basis in the manga and many wonder if it completely shuts down df users and/or causes a stat debuff.

    The truth is that on the site we simply allow seastone to turn off a devil fruit's powers. Applying hard numbers to the effects just complicates things and it varies way to wildly in the manga to say "you're suppose to be this amount of worn out".

    A Note on Armor

    Armor has confused many people into believing it to be a incredibly powerful thing that cancels all damage unless you break it with a Technique. This is a great exaggeration, though easy to make considering the lack of explanation normally regarding the armor system. Although the defensive capabilities of armor are not hard stated or standardized armor simply potentially somewhat weakens the damage you would receive in a minor way and prevents stuff like getting cut in half. The better your armor though be it thicker or higher class the better it'll work to defend you and improve your defenses against attacks but yes you can get still pretty beaten up inside your tin can suit.


    Dials

    Dials are seashells that carry special properties, with most being able to take in, store, and release various substances and forces. The use of these forces can vary from domestic to combat oriented, though the majority of them are able to complete tasks that would otherwise seem impossible. Dials have effects that can be used in freeform and consume action economy, as well as be used in techniques. These techniques require the normal costs to be paid (for instance- fire dial techniques still need to pay 14 ranks for the elemental damage effect), but allow the creation of these techniques regardless of professions and sometimes at a lower rank than usual.

    Dial NameFreeform EffectsFreeform AEPowerTechniques Allowed
    FlavorStores and slowly releases odors, aromas, and gasses. Flammable gases make a stove-top effect, but dissipate too quickly to create explosive force.00Techniques involving use of odors and gasses
    ToneRecords and plays back all manner of sounds.00Techniques involving recording/playing recordings
    (Entertainer buffs not carried over)
    VisionCan store and display images, similar to a camera.00Techniques involving taking/showing picture
    LampCan store and display images, similar to a camera.00Techniques accompanied by soft glow of light
    WaterStores and releases liquids in increments of 3,000 gallons at a fire-hose like rate.10Allows use of techniques that involve large quantities of liquids when other sources aren't available.
    AxeCreates a short-range cutting shockwave.110Allows creation of cutting shockwaves with increased power and range, regardless of profession.
    FlashCreates a short-distance burst of light that causes sensory overload of sight.20Allows creation of Sensory overload [sight] techs with increased duration and range, regardless of profession.
    BreathTakes in and expels powerful gusts of wind used to propel skates, boards, ect. at user's own speed.

    Alternatively, expels air with Rank 14 displacement effect.
    For simple propulsion: 0
    For displacement: 1
    For simple propulsion: 0
    For displacement 0
    Allows creation of techs up to Rank 28 that shoot powered blasts of air or expel explosive gas, as well as propel themselves in brief bursts. Explosive gas use requires inventor primary.
    JetTakes in and expels powerful gusts of wind used to propel skates, boards, ect. at user's own speed (0 AE).

    Alternatively, expels air with Rank 28 displacement effect.
    For simple propulsion: 0
    For displacement: 2
    For simple propulsion: 0
    For displacement: 0
    Allows creation of techs with no rank cap that shoot powered blasts of air or expel explosive gas, as well as propel themselves in brief bursts. Explosive gas use requires inventor primary.
    HeatActs as a specific type block (Heat)

    Alternatively, adds element of heat to weapon.
    Block: 2
    Elemental Coating: 2
    (Halves after first turn)
    Block 0
    Elemental Coating: 0
    (Halves after first turn)
    Allows creation of techs with elemental damage effect at Rank 14, regardless of professions.
    FlameActs as a specific type block (Fire)

    Alternatively, adds element of fire to weapon, or acts as a short range "burn blade"
    Block: 2
    Elemental Coating: 2
    (Halves after first turn)
    Block 0
    Elemental Coating: 0
    (Halves after first turn)
    Allows creation of techs with elemental damage effect at Rank 14, regardless of professions. These techniques have a maximum range of short in both length and AoE.
    ImpactActs as a specific type block (Blunt)

    After an attack has been blocked, the dial can release the stored energy, applying the reversal effect
    Block: 2
    Delayed Reversal: 2
    Block 0
    Delayed Reversal: 0
    Allows creation of defense-bypass melee-ranged attacks, regardless of profession.

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