A One Piece RP. Unleash your freeform roleplaying potential!


    Traits and Advancements

    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Traits and Advancements Empty Traits and Advancements

    Post by Sen Mon Aug 27, 2018 3:05 am

    Traits

    Traits are sets of characteristics that help define a character. Some are strong, some weak, some are of a different race, some have special talents in areas, some possess Devil Fruits. Every character on OPNW has a set of Traits that help them give them bonuses in various areas.

    All characters begin with 3 General Traits and 1 Professional Trait. General Traits may be spent on Professional Traits but not vice versa. At every 50 SD earned (not counting the starting 32), characters gain an additional General Trait until the character reaches 200 SD earned. After that, the character will earn one General Trait every 75 SD earned until they reach 500 SD. After that they will not gain anymore traits by earning SD.

    A character earns their second Professional Trait at 50 SD earned and then gains an additional Professional Trait every 100 SD afterwards until they have 350 SD earned. After that, the last Professional Trait they earn is at 500 SD. So all in all, a character is capped at 11 General Traits and 6 Professional Traits. A character may, however, get a 12th General Trait via Advancement (see below).
    SD Earned Total # Gen Traits Total # Prof Traits
    0 3 1
    50 4 2
    100 5 2
    150 6 3
    200 7 3
    250 7 4
    275 8 4
    350 9 5
    425 10 5
    500 11 6
    When filling out the template, please make sure you copy-and-paste the descriptions from this topic into the traits section, rather than just the name of the trait.

    Stat Traits

    These traits simply affect the stats of the character, giving them bonuses. The bonuses are not applied after the base stat reaches 150. In taking one of these stats, the bonus is applied retroactively, not on a "from then on" basis. Also, should you wish to upgrade to a higher level trait at any point, the extra bonus is also recalculated, rather than having it only apply to SD gained thereafter.

    If you take one of the stat traits, you should represent it in your profile like so:

    Strength: 24 (20 + 4)
    Statistic: Total (Base Stat + Bonus)

    The available stat traits are:


    • Mighty Strength (1 Trait) - For every 4 points put into strength (up to a maximum of 150), the score increases by an additional 1.
    • Super Strength (2 Traits) - For every 3 points put into strength (up to a maximum of 150), the score increases by an additional 1.
    • Monster Strength (3 Traits) - For every 2 points put into strength (up to a maximum of 150), the score increases by an additional 1.

    • Great Speed (1 Trait) - For every 4 points put into speed (up to a maximum of 150), the score increases by an additional 1.
    • Sonic Speed (2 Traits) - For every 3 points put into speed(up to a maximum of 150), the score increases by an additional 1.
    • Ludicrous Speed (3 Traits) - For every 2 points put into speed (up to a maximum of 150), the score increases by an additional 1.

    • Bear Stamina (1 Trait) - For every 4 points put into stamina (up to a maximum of 150), the score increases by an additional 1.
    • Mammoth Stamina (2 Traits) - For every 3 points put into stamina (up to a maximum of 150), the score increases by an additional 1.
    • Giant Stamina (3 Traits) - For every 2 points put into stamina (up to a maximum of 150), the score increases by an additional 1.

    • Keen Accuracy (1 Trait) - For every 4 points put into Accuracy (up to a maximum of 150), the score increases by an additional 1.
    • Superb Accuracy (2 Traits) - For every 3 points put into Accuracy (up to a maximum of 150), the score increases by an additional 1.
    • Flawless Accuracy (3 Traits) - For every 2 points put into Accuracy (up to a maximum of 150), the score increases by an additional 1.



    Technique Traits

    These will affect your techniques in some way, either enhancing a specific one, or improving your overall ability. Natural maximum rank refers to the maximum rank as calculated based on your fortune only, ignoring the effects of other traits.


    • Signature Technique (1 Trait) - This trait makes one particular technique special, a trademark move of the character. This signature technique is always of the natural maximum rank that the character is allowed, but does not cost any Technique Points. In addition, these techniques are allowed to have weaker variations, though these variations must follow the same path set by the main technique, and cannot be used to branch to techniques that do not branch into the main technique.
    • Technically Adept [1 Trait] - Increases total technique points by 40% of your fortune score.
    • Technical Mastery [1 Trait] - Increases total technique points by 100% of your fortune score, but does not stack with Technically Adept (this benefit overrides the previous benefit). Requires Technically Adept and 100 SD earned.


    NPC Traits

    These traits allow you to control an NPC who has no stats of their own making them an accessory fighter. They are a fair bit weaker, but can still be invaluable at times.


    • Born Leader (1 Trait) - Characters with this trait are gifted with the ability to command respect and admiration from others. Sentient NPCs are easier to sway over to the side of those with this trait. They may gain information, calm down the angry, and sometimes even placate hostile adversaries. Additionally, those normally friendly to strangers find themselves easily enamoured with the character. The user also gains one NPC henchman, who behaves as a crew NPC and is controlled by the player of the main character. They are exceedingly loyal to their ‘master’.
    • Beast Handler (1 Trait) - Characters with this trait have a natural affinity for getting along with animals. Wild animals tend to behave either neutrally or friendly towards the character, unless they are very strongly aggressive. These animals, with proper approach and care, may be made to be merely distrustful and may sometimes refrain from attacking. The user also gains one NPC pet, who may possess humanlike intelligence, behaves as a crew NPC and is controlled by the player of the main character.
    • Squad Leader (2 Traits) Requires NPC trait
      Characters with this trait are especially gifted with the ability to command respect and admiration from others. In combat, their fame mooks act a single group and are able to be used in techniques just like a trait NPC would. When using difference creatures/species for mooks, the number of mooks should be equivalent to human mooks in strength.


    Any character who wishes to have a Devil Fruit Weapon (or a Veganium weapon that has eaten a Zoan Devil Fruit) must have the Beast Handler trait.

    A character may take more than one NPC trait, but they may only have one NPC in the Storyline at a given time. This means that if they start the Storyline with their Beat Handler NPC, they can not interact with their Born Leader NPC at any time during that Storyline. In the case of Devil Fruit Weapons, the actual weapon itself may still be used if another NPC is being used for the Storyline, but it may not use any of its Zoan Transformation techniques. In other words, it's treated just like an ordinary weapon of the same Tier.

    Racial Traits

    These affect the character’s race, granting them benefits when compared to normal humans.
    Fishmen and Merfolk:
    Cyborgs:


    Dwarves:
    Minkmen:

    General Race Traits:

    Devil Fruit Traits


    • Specific Devil Fruit (X traits) - The player may choose a specific Devil Fruit, either canon or custom, for their character. These fruits are limited based on moderator discretion but can be of any of the three types.

      You are able claim a Devil Fruit using the Specific Devil Fruit trait at any time you have the necessary SD. The number of traits spent depends on the tier of the Devil Fruit.
    • Random Devil Fruit (X Traits)
      By selecting the option of receiving a Random Devil Fruit (RDF) the character automatically use up two of their general traits towards the random devil fruit they receive Upon rolling A Tier 3 Or Tier 2 Fruit however the Cost becomes 3 traits.

      Note: RDF is based on pure luck. Tier levels/cost of devil fruits are ignored and will only consume 2 or 3 traits in this one instance only.

    • Super Sense (1 trait) - Requires any Zoan Devil Fruit
      This character has achieved mastery over their heightened senses, gaining a single sense on par with Observation Haki. They gain special Technique Points that can only be used on this sense, of the amount of a quarter of their fortune.


    Saving Traits

    Because some high tier Devil Fruit and other traits may cost more points than a character begins with, a player may opt to save some number of starting traits. A player who wishes to save one or more may choose the following trait at character creation and/or as they progress.


    • Fate of the Strong (# Traits) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. In the meantime, you get a temporary boost of (# of traits in fated, multiplied by 3) to your strength stat.
    • Fate of the Mighty (# Traits) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. In the meantime, you get a temporary boost of (# of traits in fated, multiplied by 3) to your stamina stat.
    • Fate of the Swift (# Traits) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. In the meantime, you get a temporary boost of (# of traits in fated, multiplied by 3) to your speed stat.
    • Fate of the Cunning (# Traits) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. In the meantime, you get a temporary boost of (# of traits in fated, multiplied by 3) to your accuracy stat.
    • Fate of the Emperor (# Traits) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. In the meantime, you get a temporary boost of (# of traits in fated) to your fortune score.
    • Fate of the Whimsical (# Traits) - By placing traits in Fated, you lock them until the next time you earn a trait. You may put as many traits as you have into fated. Unlike the other Fate traits, these place-holder traits may be cashed-in and replaced with other traits without having to reach the next trait mark.


    Only one of the above paths can be chosen. It is not possible to spread out multiple trait points amongst different paths. These benefits persist only until the character uses all their traits. Once a fated path is chosen, it must be followed until the traits are spent. If a character spends his traits and chooses "fated" again when they earn another, they may choose a new path if they wish. In addition, Fated Traits cannot be spent until the character either scoops or gains a new trait. An exception are spending traits for a Devil Fruit or Legacy Trait.

    Legacy Traits


    • Awakened Haki (4 Traits) Requires 100 SD and must be located in the Grand Line.
      - The character has awakened their dormant ambition and is able to utilise this mysterious force in combat. They may specialise in one of the two basic colors (The Color of Armaments or The Color of Observation) or a Dormant Specialization. For their specialist color, the character's Haki maximum rank is 1/2 Fortune. For any other color, the maximum rank is 1/4 Fortune. They are also capped at rank 44 for their Specialist color techniques, and rank 28 for any other colors.

    • Disciplined Haki (2 Traits) Requires Awakened Haki and 150 SD earned
      - The character has trained and disciplined their ambition, allowing them to unlock their true potential. They are no longer limited by Rank caps, and their non-specialist maximum rank is 1/3 Fortune.

    • Conquering King Haki (1 Trait) Requires Disciplined Haki and Dormant Specialization
      - Those who chose to have a Dormant Specialization are able to take Conquerering King's Haki at 200 SD earned. This will allow them to overpower weaker enemies and combat their foes with sheer force of will. They will specialize in the Color of the Conqueror.

    • Strong Spirit (1 Trait) - The character gains an amount of special technique points equal to 1/2 of their fortune that may only be used on Haki techniques of the colour they are specialized in.

    • Transcendent Haki (1 Trait) Requires Disciplined Haki and Strong Spirit.
      The character has become exceptionally proficient in both their specialist and non-specialist haki. Their non-specialist haki no longer has a maximum rank.

    • Life Return (3 Traits) - "At the sea for a thousand years, and at the mountains for a thousand years, breathing the wind and drinking pure water, he passed the training of a Sennin. Enduring it all, he gained the Life Return." - Character must be in the Grand Line to obtain this trait.

      The character has the ability to use the mystic ability known as Life Return. They gain control over their bodily functions through their thoughts. Growing and controlling their hair, changing their body fat, body muscles and at higher levels even their bloodflow, these characters are truly masters of their own body and have access to special buffs.

    • Guru (1 Trait) - This character gains special technique points equal to 1/2 of their fortune, which can only be used on Life Return techniques.

    • Rokushiki Master (1 trait) - Character must be a Martial Artist or Weapon Specialist and be in the Grand Line to obtain this trait.
      The character has completely mastered Rokushiki. Through vigorous training of pushing their body to the utmost limit, they are now able to make their own custom variations on any Rokushiki Technique. Additionally they gain access to the most powerful Rokushiki technique of all, Rokuogan.

    • Rokushiki Savant (1 trait) - Character must have the Rokushiki Master trait
      The character has a natural talent for Rokushiki techniques and as such, gains Special Technique Points equal to half their fortune to spend on their Rokushiki techniques.
    • Horticultural Warfare (3 trait) - Character must have visited the Boin Archipelago
      The character has become accustomed to using pop green seeds and as such is now able to utilise these seeds to bloom various flowers nearly instantly. The character can use these plants to make anything varying from a plant net to a large man-eating flower.
    • Weathermancy (3 trait) - Character must have visited the Sky Islands
      After the learning of skills of weather manipulation and creation, the character may - through the use of tools and gadgets - actively perform feats such as summoning lightning bolts, hail, rain, etc. They require an weapon/item to serve as a conduit for such techniques.


    Professional Traits

    Every profession, whether it is primary or secondary, gives the character the option of giving a few additional traits to choose from. These will be grouped under the respective professions they belong to. Note that discount traits do not stack with other discount traits, nor do they stack with the basic profession bonus. The same applies for bonus Beli traits.

    General

    • Jack of All Trades (1 Trait) – The character is able to master multiple skills, and has become adept at a number of things. This character gains two additional secondary professions.
    • John of All Trades (2 Traits) – The character is able to master multiple skills, and has become adept at a number of things. This character gains three additional secondary professions. This replaces Jack of All Trades if the character already possesses the trait.
    • In-Training (X Traits) – This is the equivalent of Fated for the character’s Professional Skills, but no paths exist for this. General traits may not be spent to purchase In-Training.


    Martial Professional Traits:
    Production Professional Traits:
    Support Professional Traits:
    Other Professional Traits:
    Multiple Discipline Traits:


    Last edited by Dante on Mon Nov 05, 2018 12:28 pm; edited 9 times in total (Reason for editing : removing a stray [spoiler tag] 11/1/2018)
    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Traits and Advancements Empty Re: Traits and Advancements

    Post by Sen Mon Aug 27, 2018 3:40 am

    Advancements

    Because SD becomes less valuable the more you have (higher SD:SP ratio, slower Trati progression, etc.), many members may feel their characters aren't improving anymore when earning SD. Advancements are a method of "sideways growth" or, in other words, making your character more powerful without increasing your SD earned. Each of these Advancements cost a certain amount of Advancement Points, and characters can convert 50 SD into 1 Advancement Point. However, characters cannot convert AP back into SD. Even if the character scoops and gets rid of an Advancement, they will have to use their AP on another Advancement.

    After converting SD into AP, the character is now treated as having less SD earned. That means a character with 300 SD Earned that takes one Advancement Point will now only have 250 SD Earned, which will effect various things such as their SP total, Subsidized Notoriety, and their number of Traits. Therefore, if a character would lose a trait via SD to AP conversion (such as going from 300 SD Earned to 250), they must have a Fated Trait to get rid of. If the character has a Technique that will now be beyond their capabilities (Fortune is now too low to preform the technique), then they simply will not be able to use it.

    The types of Advancements and their cost are listed below:
    Character Advancements
    Type CostBenefits
    Technique 1 AP Permanently increase tech point multiplier by .5
    Trait 2 AP Trait cap raised by 1
    Prime Professional 1 AP May increase secondary profession to primary.
    Multiskilled Professional 1 AP May take two additional secondary professions.
    NPC 1 AP May have an additional trait NPC active in their topics.
    Haki 2 AP May take an additional Haki Color Specialization.
    * - Advancement requires scoop. In addition, the character must have a Logia or Paramecia Devil Fruit prior to taking the advancement

    All Advancements except Haki may be taken multiple times. This means a character can take two Technique Advancements to increase their technique point multiplier by 1 or a Trait Advancement twice to get two additional General Traits. In addition, as long as a character keeps their King's Haki, they must have AP spent on the respective Advancement, even if they scoop into another character with the same ability. They must also spend the necessary amount of Traits to keep the ability.

      Current date/time is Thu Nov 21, 2024 5:51 pm