Ship Guidelines
First off let us begin with the classes of ships.
Ship Class List
The Price You Pay For Your Boat
These would be the basic prices, any modifications or alterations to the ship would just make the price go up or down. Ships DO NOT come with an engine or cannon and the materials used to build the ship are added to the total cost, interiors are all free of charge.
Engines Can Become Costy
Engine prices can go up depending on the rarity of the fuel, the complexity of it's mechanisms, or the technology used to make the engine.
A Ship’s Maximum Capacity for Engines
Arsenal! Bombs Away
Custom/Hi Tech cannons would have a different pricing scheme but can refer to this list for a base estimate of the price.
A Ship’s Maximum Capacity for Cannons
A ship's grade determines it's overall capabilities, material quality and the complexity of the techniques that it can utilize. It is a factor determined by a crew's combined SD-level, which grants access to a larger variety of equipment, allows for more elaborate sub-systems and the ability to use advanced ship techniques with the Carpenter profession, including specialized weapons and different upgrades.
For a more elaborate breakdown of the crew requirements needed to reach a specific Ship Grade, see the Ship Technique section below.
Ship Material & Other Upgrades
Basic Wood – Free
Your normal everyday wood, buoyant and light, perfect for building ships.These can be utilized regardless of ship grade.
Common Metal – 50K
Iron, steel and the likes they are a notch above wood in terms of durability but can be heavier. These can be utilized regardless of ship grade.
Super Wood/Adam Wood – 500K - requires at least Grade I and is for use in the Grand Line only
Super Wood are a type of lumber which is very durable and resilient making it on par with metal but still retains the lightness and buoyancy that wood provides. Super Wood can easily endure a direct hit from several types of cannonballs before showing signs of breakage on the surface.
Titanium – 800K - requires at least Grade I and is for use in the Grand Line only
Titanium is one the toughest metal around and when used to build a ship, it is just like a moving fortress. Although it provides ample defense, the weight of the Titanium is very cumbersome and may need an additional engine (in accordance to class required size) to make your ship run at its normal speed. Titanium can easily endure a direct hit from even the largest of cannons before cracking and breaking.
Alloy/Hybrid Metal – 1M - requires at least Grade II and is for use in the Grand Line only
Alloys are any kind of metal that are made from two or more metal types, giving it a combination of characteristics that can range from being extremely durable to being as light and buoyant as wood. These materials are required for a ship to be turned into a Submersible Vessel, such as a submarine and as a result can only be purchased with the Carpenter profession.
Living Ship – 5M - requires at least Grade I
Living Ships encompass all forms of vessels that use an organic component to propel themselves forward. It's strange and unique nature can give the vessel a combination of different characteristics, but cut the amount of available crew members by half. These ships possess a will of their own and therefore the Beast Handler trait is required for these to be purchasable. These materials can also be used to turn the ship into a Submersible Vessel, which can be purchased by a player with the Carpenter profession.
Den-Den Communications System - 500K - requires at least Grade I
Black Den-Den Communications System - 1M - requires at least Grade II and is for use in the Grand Line only
Extra Mast with Sails – 500K
Experimental Engines and Cannons - requires at least Grade III and is for use in the Grand Line only
Also known as Jumbo Engines and Cannons, these are experimental assets that require the ship to trade away all of it's large components to make room for a single Jumbo Engine, or Jumbo Cannon. Due to their nature as unsanctioned equipment, their potential is unrivaled by those of their smaller counterparts.
It’s important to note that the Whale Class ships will be allowed to have both variants but will still need to trade in their large engines and cannons, respectively. However, a Carpenter’s presence allows a Whale Class ship to ignore the above rulings and utilise a Jumbo Engine, or a Jumbo Cannon without the need to trade-in their large equipment.
Likewise, Orca Class ships can be upgraded by a player with the Carpenter profession to mount both a Jumbo Engine and Jumbo Cannon onto the vessel, while a Dolphin Class ship will be allowed to get one of two variants, despite the overall size difference.
Extra Engines and Cannons - requires the Carpenter profession
Carpenters are able to use their expertise to fit more cannons, or extra engines onto a vessel. These can be purchased at the cannons, or engine regular base price. Size is the determining factor for these upgrades, rather than the ship's grade.
Submersible Vessel - requires the Carpenter profession
Through extensive research and their own mechanical ingenuity, the Carpenter is capable of equipping a specific vessel with the ability to travel underwater. Depending on the ship's design and overall system, these can come in a variety of forms, such as specialized resin, bubble coating or an additional layer of metal.
Tuna Class – 200K
Dolphin Class – 500K
Orca Class – 1M
Whale Class – 2M
Sea King Bone Hulling - requires at least Grade I and is for use in the Grand Line only
Compared to Pure Seastone Hulling this type of hulling give a weaker 'pulse' and can only scare away small to medium sized sea kings anything bigger that 20 feet long sea kings can easily brush off the hull’s protection. This upgrade is required for Calm Belt travel
Sea King Bones send out a 'pulse' that scales with the amount of bones in an object so a hull made of the bone would provide a much larger pulse to scare Sea Kings away than the 'pulse' made by a weapon the size a human can hold. As such, Sea King Bone Hulling provides significant protection from seakings but not enough to completely ward them off during travel.
Tuna Class – 800K
Dolphin Class – 1M
Orca Class – 2M
Whale Class – 5M
Pure Seastone Hulling - requires at least Grade II and is for use in the Grand Line only
This type of hulling grants a ship complete protection from seakings. This upgrade is required for Calm Belt travel.
Tuna Class – 1M
Dolphin Class – 2M
Orca Class – 3M
Whale Class – 5M
Ship Maintenance
Ship Maintenance Crew - 500k
These are statless NPCs which people can hire in bulk. These can fill an entire ship, should the amount of total Fame Mooks not be enough, but are only available to ship classes beyond the Dolphin Class.
The Ship Maintenance Crew is composed of your everyday sailors. They can pull the anchors, wrap the sails if the storm is coming, clean the deck and do the usual mook work on board. These hired helpers also doubles as crew members who look after the engine and makes sure the entire ship is in tip-top shape. They oil the machine, check for broken parts that need repairing and fire cannons if need be.
Outside of that, crewmen have no fighting capabilities whatsoever and die like flies, but are immediately replenished after each and every SL.
General Outline of Ship Techniques
Ship Techniques utilize the Carpenter's expertise in the field of naval combat and the vessel's complex structure in order to gain the upper hand in a fight, or while traversing the most dangerous of waters. These techniques are divided into base effects which can further utilize other General and Elite Effect in order to improve certain aspects of a vessel, such as it's many cannons or it's maneuverability. Higher-ranked Ship Techniques are more effective and allow for more elaborate systems as a result, but are restricted by the base size of the ship in question.
Please note that Ship Techniques can only be purchased by characters with the Carpenter profession, however similar upgrades can be purchased for non-combat purposes depending on the ship's grade. In addition, Ship Techniques follow the standard AE table in terms of combat, but utilize their own table for Focus which is primarily dependent on the ship's grade and general build. Exceeding AE will similarly result in negative penalties for the ship, such as overheating, permanent damage or a complete shutdown of the engine, cannons, sails and hull.
Ship Grade
Below are some effects that can be used in tandem with a vessel, alongside a brief glossary for the terms used and their meaning. Be advised the list is a work in progress and more examples can be added under moderator discretion.
Ship Technique Effects
First off let us begin with the classes of ships.
Ship Class List
- Goldfish Class – These are your everyday rowboats, emergency rafts and heavyweight canoes. These ships go upwards to the 10 ton range and come with a few stock barrels, a single sail, or maybe even a set of paddles. They do not possess any form of engine, or even a single cannon for that matter. They are relatively small in size and can only house about 2 to 3 people. The Goldfish Class is restricted for use in the Four Blues only.
- Salmon Class – These are relatively small ships that come with one or two rooms at best. These ships usually have a single, small sail and enough room to fit in a small engine for some extra mobility. Their overall tonnage is somewhere around the 100 mark at maximum capacity, making them rather unassuming even with the right equipment at hand. They can fit 5 to 6 people without many issues.
- Tuna Class – These are average sized ships that come with several rooms and can fit a handful of crew members. They usually have a large, singular sail and their overall tonnage is somewhere around 200 at maximum capacity. This allows one big cannon to be mounted inside them, alongside several medium-sized ones. About 25 human-sized individuals can be placed on board these ships and still leave room for food as well as miscellaneous equipment.
- Dolphin Class – The Dolphin Class are larger than average ships that can come with two lower decks, enough space to store large quantities of food and intricate navigational equipment. They are most often used as luxury cruisers or merchant vessels, due to their overall weight and efficient design. Generally, these ships can have a little over 2000 in tonnage and feature rooms able to accommodate one large engine with a few smaller reserve ones. Some more elaborate examples of these ships can include upwards to three masts with several sails. These vessels can easily accomodate total of 200 regular crew members and a few guests.
- Orca Class – This ship class is where people start to add luxuries into their vessel's design and general structure. These are used as flagships for the Marine, towering over the most common pirate ships, in hopes that few will attempt to rival their imposing and threatening nature. Their largest examples include 5000 ton vessels, able to utilise a Jumbo engine, or the Jumbo cannon in tandem with a selection of smaller variants. These vessels can house a total of 300 human-sized individuals, alongside it's large equipment
- Whale Class – These are some of the most formidable ships known to roam the seas, the type the Marine parks off their bases to scare people off and the largest ships a player can own. Whale Classes come with several decks worth of storage room, enough to house upwards to 15000 tons of equipment. These are simply put, impressive ships with the means to wield a Jumbo engine and a Jumbo cannon without the need for additional upgrades. It has a standard amount of three to four masts with numerous sails attached. They possess enough room to allow an average of 700 crew members on board.
The Price You Pay For Your Boat
These would be the basic prices, any modifications or alterations to the ship would just make the price go up or down. Ships DO NOT come with an engine or cannon and the materials used to build the ship are added to the total cost, interiors are all free of charge.
- Goldfish Class - Free
Salmon Class – 500,000
Tuna Class – 1M
Dolphin Class – 2M
Orca Class – 3M
Whale Class – 5M
Engines Can Become Costy
Engine prices can go up depending on the rarity of the fuel, the complexity of it's mechanisms, or the technology used to make the engine.
- Small Engine – 200,000
Medium Engine – 500,000
Large Engine – 1M
Jumbo Engine – 2M
A Ship’s Maximum Capacity for Engines
Ship Size | # of Large Engines | # of Medium Engines | # of Small Engines | Jumbo Engine (optional) |
Salmon Class | 0 | 0 | 1 | No |
Tuna Class | 0 | 1 | 2 | No |
Dolphin Class | 1 | 2 | 4 | No |
Orca Class | 2 | 2 | 4 | Yes |
Whale Class | 2 | 4 | 5 | Yes |
- With Carpenter Profession:
- Profession At Work
Ship Size # of Large Engines # of Medium Engines # of Small Engines Jumbo Engine (optional) Salmon Class 0 1 2 No Tuna Class 1 2 4 No Dolphin Class 2 2 4 Yes Orca Class 2 4 4 Yes Whale Class 3 5 5 Yes
Arsenal! Bombs Away
Custom/Hi Tech cannons would have a different pricing scheme but can refer to this list for a base estimate of the price.
- Small Cannon – 100K
2 feet long and 1/2 feet in diameter. This cannon is usually mounted on a swiveling stand, or platform which allows for a very wide arc of movement. Due to it's rather insignificant weight and firepower, there is no base limit for the amount of small cannons a ship may have, though their number should at least be reasonable. - Medium Cannon – 200K
4 feet long and 1 foot in diameter. These are the standard issue cannons found on most battle-proven ships. Able to fire in precise, wide arcs and with enough stopping power to make their smaller counterparts seem irrelevant by comparison, these cannons are considered the seafaring man's weapon of choice. - Large Cannon – 300K
6 to 8 feet long and 2 1/2 feet in diameter. This cannon can fire a cannon ball with enough force to deal some significant damage. However due to their weight, these cannons are limited to a handful depending on the ship's general size and tonnage. - Jumbo Cannon – 500K
20 feet long and 4 feet in diameter. These are the most massive cannons available, to the point where their weight and general size sacrifices the need for smaller, more portable cannons entirely. These cannons are internally mounted and have little to no arc of movements, but their devastating firepower makes up for it in spades.
A Ship’s Maximum Capacity for Cannons
Ship Size | # of Large Cannons | # of Medium Cannons | Jumbo Cannon (optional) |
Salmon Class | 0 | 2 | No |
Tuna Class | 1 | 10 | No |
Dolphin Class | 2 | 20 | No |
Orca Class | 3 | 20 | Yes |
Whale Class | 4 | 40 | Yes |
- With Carpenter Profession:
- Profession At Work
Ship Size # of Large Cannons # of Medium Cannons Jumbo Cannon (optional) Salmon Class 0 4 No Tuna Class 2 20 No Dolphin Class 3 20 Yes Orca Class 4 40 Yes Whale Class 5 50 Yes
A ship's grade determines it's overall capabilities, material quality and the complexity of the techniques that it can utilize. It is a factor determined by a crew's combined SD-level, which grants access to a larger variety of equipment, allows for more elaborate sub-systems and the ability to use advanced ship techniques with the Carpenter profession, including specialized weapons and different upgrades.
For a more elaborate breakdown of the crew requirements needed to reach a specific Ship Grade, see the Ship Technique section below.
Ship Material & Other Upgrades
Basic Wood – Free
Your normal everyday wood, buoyant and light, perfect for building ships.These can be utilized regardless of ship grade.
Common Metal – 50K
Iron, steel and the likes they are a notch above wood in terms of durability but can be heavier. These can be utilized regardless of ship grade.
Super Wood/Adam Wood – 500K - requires at least Grade I and is for use in the Grand Line only
Super Wood are a type of lumber which is very durable and resilient making it on par with metal but still retains the lightness and buoyancy that wood provides. Super Wood can easily endure a direct hit from several types of cannonballs before showing signs of breakage on the surface.
Titanium – 800K - requires at least Grade I and is for use in the Grand Line only
Titanium is one the toughest metal around and when used to build a ship, it is just like a moving fortress. Although it provides ample defense, the weight of the Titanium is very cumbersome and may need an additional engine (in accordance to class required size) to make your ship run at its normal speed. Titanium can easily endure a direct hit from even the largest of cannons before cracking and breaking.
Alloy/Hybrid Metal – 1M - requires at least Grade II and is for use in the Grand Line only
Alloys are any kind of metal that are made from two or more metal types, giving it a combination of characteristics that can range from being extremely durable to being as light and buoyant as wood. These materials are required for a ship to be turned into a Submersible Vessel, such as a submarine and as a result can only be purchased with the Carpenter profession.
Living Ship – 5M - requires at least Grade I
Living Ships encompass all forms of vessels that use an organic component to propel themselves forward. It's strange and unique nature can give the vessel a combination of different characteristics, but cut the amount of available crew members by half. These ships possess a will of their own and therefore the Beast Handler trait is required for these to be purchasable. These materials can also be used to turn the ship into a Submersible Vessel, which can be purchased by a player with the Carpenter profession.
Den-Den Communications System - 500K - requires at least Grade I
Black Den-Den Communications System - 1M - requires at least Grade II and is for use in the Grand Line only
Extra Mast with Sails – 500K
Experimental Engines and Cannons - requires at least Grade III and is for use in the Grand Line only
Also known as Jumbo Engines and Cannons, these are experimental assets that require the ship to trade away all of it's large components to make room for a single Jumbo Engine, or Jumbo Cannon. Due to their nature as unsanctioned equipment, their potential is unrivaled by those of their smaller counterparts.
It’s important to note that the Whale Class ships will be allowed to have both variants but will still need to trade in their large engines and cannons, respectively. However, a Carpenter’s presence allows a Whale Class ship to ignore the above rulings and utilise a Jumbo Engine, or a Jumbo Cannon without the need to trade-in their large equipment.
Likewise, Orca Class ships can be upgraded by a player with the Carpenter profession to mount both a Jumbo Engine and Jumbo Cannon onto the vessel, while a Dolphin Class ship will be allowed to get one of two variants, despite the overall size difference.
Extra Engines and Cannons - requires the Carpenter profession
Carpenters are able to use their expertise to fit more cannons, or extra engines onto a vessel. These can be purchased at the cannons, or engine regular base price. Size is the determining factor for these upgrades, rather than the ship's grade.
Submersible Vessel - requires the Carpenter profession
Through extensive research and their own mechanical ingenuity, the Carpenter is capable of equipping a specific vessel with the ability to travel underwater. Depending on the ship's design and overall system, these can come in a variety of forms, such as specialized resin, bubble coating or an additional layer of metal.
Tuna Class – 200K
Dolphin Class – 500K
Orca Class – 1M
Whale Class – 2M
Sea King Bone Hulling - requires at least Grade I and is for use in the Grand Line only
Compared to Pure Seastone Hulling this type of hulling give a weaker 'pulse' and can only scare away small to medium sized sea kings anything bigger that 20 feet long sea kings can easily brush off the hull’s protection. This upgrade is required for Calm Belt travel
Sea King Bones send out a 'pulse' that scales with the amount of bones in an object so a hull made of the bone would provide a much larger pulse to scare Sea Kings away than the 'pulse' made by a weapon the size a human can hold. As such, Sea King Bone Hulling provides significant protection from seakings but not enough to completely ward them off during travel.
Tuna Class – 800K
Dolphin Class – 1M
Orca Class – 2M
Whale Class – 5M
Pure Seastone Hulling - requires at least Grade II and is for use in the Grand Line only
This type of hulling grants a ship complete protection from seakings. This upgrade is required for Calm Belt travel.
Tuna Class – 1M
Dolphin Class – 2M
Orca Class – 3M
Whale Class – 5M
Ship Maintenance
Ship Maintenance Crew - 500k
These are statless NPCs which people can hire in bulk. These can fill an entire ship, should the amount of total Fame Mooks not be enough, but are only available to ship classes beyond the Dolphin Class.
The Ship Maintenance Crew is composed of your everyday sailors. They can pull the anchors, wrap the sails if the storm is coming, clean the deck and do the usual mook work on board. These hired helpers also doubles as crew members who look after the engine and makes sure the entire ship is in tip-top shape. They oil the machine, check for broken parts that need repairing and fire cannons if need be.
Outside of that, crewmen have no fighting capabilities whatsoever and die like flies, but are immediately replenished after each and every SL.
General Outline of Ship Techniques
Ship Techniques utilize the Carpenter's expertise in the field of naval combat and the vessel's complex structure in order to gain the upper hand in a fight, or while traversing the most dangerous of waters. These techniques are divided into base effects which can further utilize other General and Elite Effect in order to improve certain aspects of a vessel, such as it's many cannons or it's maneuverability. Higher-ranked Ship Techniques are more effective and allow for more elaborate systems as a result, but are restricted by the base size of the ship in question.
Please note that Ship Techniques can only be purchased by characters with the Carpenter profession, however similar upgrades can be purchased for non-combat purposes depending on the ship's grade. In addition, Ship Techniques follow the standard AE table in terms of combat, but utilize their own table for Focus which is primarily dependent on the ship's grade and general build. Exceeding AE will similarly result in negative penalties for the ship, such as overheating, permanent damage or a complete shutdown of the engine, cannons, sails and hull.
Ship Grade
Grade | Min. Crew SD | Max Technique Rank | Total Focus |
Grade I | 150 | 8 | 2 |
Grade II | 300 | 14 | 3 |
Grade III | 450 | 28 | 4 |
Grade IV | 600 | 44 | 5 |
Ship Technique Effects
Effect | Cost | Min.Rank |
Firepower | 8 (Gen) | - |
Specialized Firepower | 8 (Gen) | 14 |
Repairs | 8 (Gen) | 14 |
Engine Boost | 8 (Gen) | 14 |
Flight Boost | 44 | - |
Coating | 10 (Gen) | 20 |
Submerging | 8pt | 28 |
Klabautermann | 14 (Gen) | 28 |
- Ship Technique Encyclopedia:
- Firepower - These techniques make use of an increased rate of cannonfire, in order to overwhelm it's target with a near endless barrage of gunpowder and lead. At higher ranks these techniques will allow the ship to focus down a certain part of a target's structure, or even human-sized individual from afar. It is the base effect required for all techniques with standard cannons.
General Effect, Cost : 8
Specialized Firepower - These techniques make use of specialized contraptions in order to fire a wide variety of uniquely-shaped cannonballs, random junk and even missile-shaped projectiles. It is the base effect required for all techniques with custom cannons.
General Effect, Cost : 8, Min. Rank: 14
Repairs - These techniques focus on maintenance and performing emergency repairs on a ship. More effective at higher ranks, allowing for critical damage to be briefly negated and sustained damage to be lessened as repairs are made.
General Effect, Cost : 8, Rank: 14
Engine Boost - Techniques that focus on overriding the engine's base limitations. It allows the vessel to gain speed in rapid succession and with higher ranks, more obscure or supernatural feats can be accomplished. Examples include boosting the ship in a variety of directions, allowing it move at odd angles, or bypassing certain obstacles entirely.
Cost : 8, Rank: 14
Flight Boost - A specific variant of the Engine Boost Effect that grants the ship a temporary boost in speed and velocity, enough to give the impression of flight. The ship suffers by losing it's mobility and cannot be properly navigated while in mid-air. Standard duration allows the vessel to remain in the air for one turn.
Cost : 44
Coating - These techniques apply a militaristic and very scientific approach to their ship's capabilities. As such they allow the vessel to add to itself through the use of an additional, defensive layer or a supportive coating that can be used in a variety of ways. These follow the Material Tier Effects list and different, defensive effects can be purchased at an additional cost.
General Effect, Cost: 10, Min. Rank: 20
Submerging - A specific variant of the Coating Effect, that utilizes the newly added layer which by design, or through otherwise acquired means allows the ship to move underwater for a brief period of time. Standard duration allows these vessels to remain underneath the water's surface for one turn, but it's duration may be extended for an additional cost.
Cost: 8pt, Min. Rank: 28
Klabautermann - The pinnacle of Ship Techniques, these empowered techniques utilize the legendary entity known as the Klabautermann in order to perform miracle-esque feats. The ghost of the Klabautermann and by extension that of the ship, wishes to aid it's masters in combat in a variety of ways. This allows the ship to temporarily steer itself into a favorable position, make a dramatic entrance or otherwise surprise and overwhelm the enemy with it's very presence.
Cost: 14, Min. Rank: 28
- Example - Ship Techniques:
Panic!
(Rank 32)
Type: Supportive
Range: Self
Power: 16The user orders the ship into a state of emergency, launching all belongings into the air, leaving behind a disorienting mess of garbage before submerging underwater for safety purposes. The vessel remains underneath the water's surface for two rounds before resurfacing. [Submerging - 16, Disorient - 8 (General)] Burning Trash Barrage
(Rank 34)
Type: Offensive
Range: Self
Power: 30The user orders the ship to fire all cannons at once, launching all manner of flaming debris, garbage and scrap metal at the target in rapid succession. [Specialized Firepower - 8 (General), Gatling - 8 (General), Elemental Damage - 14 (General), Extra Secondary General Effect -4]
Last edited by Dante on Fri Sep 14, 2018 5:51 pm; edited 1 time in total (Reason for editing : Updated pricing)