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 |
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:
- Fishman (2+ Traits) - Fishmen gain the benefits of the Mighty Strength trait, and may breath underwater. Their movements in water are not hampered as greatly as normal humans, and they may swim at great speeds. They also gain attributes or natural weapons based on their species. The number of traits needed depends on the species.*
* If you are making a fishman, it's wise to consult a moderator to find out the number of traits needed for your particular type. - Merfolk (1 Trait) - In place of legs these characters have a tail which splits down the middle while they are standing on land (For this RP's purposes, this is the case at any age, not just 30+). They may breathe underwater and gain the Great Speed trait whilst submerged, and their movements underwater are completely unhindered. Spending too long out of water can fatigue them somewhat. In addition, merfolk can talk to most types of fish, but not seakings.
- Fishman (2+ Traits) - Fishmen gain the benefits of the Mighty Strength trait, and may breath underwater. Their movements in water are not hampered as greatly as normal humans, and they may swim at great speeds. They also gain attributes or natural weapons based on their species. The number of traits needed depends on the species.*
- Cyborgs:
- Cyborgs are humans who have had part of their living tissue replaced with mechanical parts with the goal of enhancing their overall power. These modifications can alter their physical size, increase their defenses, grant them special means of transportation, powerful senses, and even turn them into living weapons. A cyborg's overall strength is determined by the level of technology used and the amount of money invested into their upgrades.
Cybernetic upgrades are made by either converting a body part, adding an additional body part, improving an existing body part or adding weapons/features. The strength of the materials used, type and number of parts, maximum upgrade strength, and available weapons varies by technology level. Damage done to the inorganic components of a Cyborg must be repaired and will not heal naturally. Those who cannot perform the repairs themselves must see a trained mechanic between battles.
Cyborg Fuel
The fuel types can be rare or abundant depending on what fuel powers your cyborg parts. The more complicated and abundant fuel your cybernetic you use the higher the rank they should be. You need to reach a certain cyborg upgrade to be able to use a specific fuel type.
Dangerous (Requires Advanced Cyborg) – Water, Compost, Coal, Oil
Ultimate (Requires new world Cyborg) – Air/Wind and Solar
Not allowed – Blood, Perpetual Motion, Nuclear, Sea water.
Cyborgs Can also Consume Fuel, acting as a technique enriching resource. Similar to Franky's cola system, using a fuel empowered technique will use up a charge, or slot, of fuel. A single charge of fuel increases a technique rank by 4, with the advanced and new world cyborgs able to stack these charges. Below is a mini table to show the scaling.
Fuel Replenishing
When replenishing fuels, it varies from the fuel source selected. If the fuel is base on containers(cola bottles, gas container, battery pack), it would replenish 50% of the user’s base fortune per turn. If the fuel can be found anywhere(solar, water, air, etc.), it would replenish 20% of the user’s base fortune per turn. When replenishing fuel, you cannot do anything but replenish your fuel.
Techniques that use fuel either exist as an individual empowered technique or branch from a standard cyborg technique. They require approval like any other technique before use, though the fuel charge acts as an artificial boost to technique ranks. In cases where the fuel empowered technique branches from a standard cyborg technique, they follow normal branch rules (similar technique but stronger/faster/better).Cyborg Tier Fuel Slots Max Charge Stacks Max Rank Increase Basic Cyborg (1 Trait) 3 1 4 Advanced Cyborg (3 Traits) 9 2 8 New World Cyborg (5 Traits) 15 3 12
Cyborg Prices
Basic Cyborg (1 Trait) - This is the most basic level of cyborg, and the most commonly encountered type in the blues. A Basic Cyborg begins with up to 300,000 Beli worth of modifications. Their bodies are made out of Iron and do not vary from their original size. They may have one concealed weapon per arm or leg, and one basic system per other appendage. Note that these weapons or systems are very basic.
Appendages - 150,000 Beli/per
Torso - 300,000 Beli
Advanced Cyborg (3 Traits) - This is a high-tech cyborg, rarely encountered anywhere but the Grand Line. A character must be within the Grand Line to access this kind of technology. Advanced Cyborgs begin with up to 1.2 M Beli worth of modifications. They are made of steel and may be constructed of materials up to titanium in strength, and may have additional body parts added. Their size may vary from their original form at a cost. Each arm may conceal two weapons and each leg may conceal one. Additionally, they may externally mount cybernetics/weapons at this stage. Cyborgs of this type may have multiple special systems, though moderators may enforce a limit eventually. Advanced Cyborgs may also purchase additional fuel charges up to a limit of 5. Upgrades from Basic Cyborg modifications are maintained and do not count against Advanced maximums.
Appendages - 450 K Beli/per
Additional Body Parts – 600 K Beli/per
Torso - 900 K Beli
Titanium upgrade at 60% of the sum of cybernetic body parts.
Additional Weapon Slots - 200K Beli/per
Additional Fuel Charges - 1M Beli/per
New World Cyborg (5 Traits) - These cyborgs represent the very pinnacle of scientific achievement in the world of cybernetics, being by right more machine than human. A character must be in either the Grand Line or New World to access this kind of technology. They can be made of materials up to titanium in strength but may have built-in armor made from custom-materials. Alongside this, these cyborgs are given up to 2.1 M Beli worth of modifications. New World Cyborgs pay 30% to upgrade weaker materials. These Cyborgs are able to create body systems that provide personal flight, fire energy projectiles and more.
Appendages - 450 K Beli/per
Additional Body Parts – 600 K Beli/per
Torso - 900 K Beli
Additional Armour - 300 K beli/per limb + material cost
Additional Weapon Slots - 200 K Beli/per
Additional Fuel Charges - 1M Beli/per
Laser techs start at rank 44. Rank 44 lasers travel extremely quickly, however they have a smaller blast radius. The base technique's range is long and has a [Short] blast radius as well.
Flight techniques start at rank 28. At this rank, it’s more of a Cybernetic-fueled Geppou. However, at rank 44 it is possible to fly for a constant AE cost.
Other advanced systems may be implemented into their bodies as well, so do not feel constricted to just these three systems. These will be funded by technique points.
The special thing about all of these systems is that they are able to be input into the cyborg’s internal systems. An Inventor with access to R44 techniques can still build a laser, however they must buy a holder for the laser that will cost them money.
Note: Some other important things to remember about cyborgs.- Cyborg fuel boosts do not stack with the Mastery trait
- Cyborgs still bleed. A conversion to cyborg does not mean elimination of all biological matter - cyborgs still require all their vital organs to survive and the technology to switch them out for mechanical stand-ins does not exist.
- Cyborgs still age. They grow old and die in the same time scales as non-cyborgs, only their external mechanical appearance may hide this.
There is no artificial intelligence nor artificial life on OPNW that player characters can create or meddle with. - The setting is Steam Punk, meaning highly advanced technology or sci-fi concepts such as nano machines etc do not exist and cannot be created or meddled with by player characters.
- Cyborg fuel boosts do not stack with the Mastery trait
- Dwarves:
- Dwarf (2 Traits) Character must be in the Grand Line - Dwarves are extremely small humanoids with fluffy tails. Dwarves gain the benefits of the Mighty Strength trait and have a mastery benefit on all their movement techniques of +4 ranks. Their small sizes makes them harder to hit but they also take more damage when hit. They tend to be extremely gullible.
'A "movement technique" is something that focuses solely on moving around in some way, not including dodges. A technique where you get a running start for a kick isn't one because what's important is not the run, but the kick itself.'
- Minkmen:
- Minkman (2 Traits) Character must be in the Grand Line - Minks are humanoids with mammal animal features. Minks gain access to Sulong form and the technique effect Electro. They also gain attributes or natural weapons based on their species.
- General Race Traits:
- Funky Body (1 Trait) - Limited to one per character. Whether gained by birth, training, modification by themselves or another person, prolonged exposure to something, or plain dumb luck, this character has a body that is less than typical. They have a single biological or physical difference to their bodies, canon examples including Kuramarimo's ability to rapidly grow and detach static afros and Don Chinjao's abnormally hard and pointy skull.
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:
Weapon Specialist
General Trait Access: As a martial profession, Weapon Specialist Primary has access to certain General Traits as if they were Professional Traits, and may spend Professional Traits on them. You can find a list of all General Traits available to this profession on the professions page.- 'Tis But A Scratch! (1 Trait) - Weapon specialists are often used to fighting against other weapon specialists in close combat. Thus their chances of being injured by such weapons increase drastically compared to others. These particular characters are used to fighting so much under those conditions that they can actually ignore the effects of pain much better than their sissy counterparts and fight on.
- Critical Hit (1 Trait) – Through training in how to hit vital points in the body, the character can use up to a quarter of their Technique Points in techniques which hit vital points in the body. Striking vital points allows characters to do damage and cause a stat debuff related to the area struck.
Marksman
General Trait Access: As a martial profession, Marksman Primary has access to certain General Traits as if they were Professional Traits, and may spend Professional Traits on them. You can find a list of all General Traits available to this profession on the Professions page.- Top Gun (1 Trait) - These marksmen are top of the line when it comes to being able to draw their weapon and fire. These characters are also always reloading their gun reflexively faster than those around them notice thus they never have to actually deal with taking the time to reload at a critical moment in battle.
- Critical Hit (1 Trait) – Through expert skills in aiming and sniping as well as learning how to hit vital points in the body, the character can use up to a quarter of their Technique Points in techniques which hit vital points in the body. Striking vital points allows characters to do damage and cause a stat debuff related to the area struck.
Martial Artist
General Trait Access: As a martial profession, Martial Artist Primary has access to certain General Traits as if they were Professional Traits, and may spend Professional Traits on them. You can find a list of all General Traits available to this profession on the Professions page.- Critical Hit (1 Trait) – Through training in pressure points and learning how to hit vital points in the body, the character can use up to a quarter of their Technique Points in techniques which hit vital points in the body. Striking vital points allows characters to do damage and cause a stat debuff related to the area struck.
- Hardened Fighter (1 Trait) – Through excessive training in breaking planks, punching rocks, and all those durability-building exercises, the character’s arms, up to their elbows, and their legs, up to their knees, have gained flesh that is as hard as iron, making them much more resistant to physical damage.
- Living Stone (1 Trait) Requires Hardened Fighter
Through excessive training of their bodies they have gained a great deal of natural durability, these character's entire bodies can stand up to frightening amounts of abuse. As a result, they have gained flesh that is as hard as iron, making them much more resistant to physical damage. - Bizarrely Durable (1 Trait) Requires Living Stone and 200 SD
Durability sometimes reaches the point where it goes so far past the point of excessiveness that it becomes truly bizarre. Passing the rare state of partial permanent hardening and the unusual state of completely permanent hardening, these characters have surpassed what could be considered reasonable for any human being in terms of natural staying power. As such, their natural armor is treated the same as that of zoans and fishmen and can be upgraded with a standalone technique. - Anti-Weapon Specialist (1 Trait) – Through training and experience in fighting armed opponents when unarmed, the character gains special Technique Points, of the amount of half their fortune, for techniques which are aimed to disarm, disable or block the use of a weapon.
Advanced Martial Traits
These are traits that all of the Martial Professions have access to, though they may also have other prerequisites that must be met.- ____ Mastery (1 Trait) - The character has attained mastery in one specific weapon or form of attack that they have Martial Proficiency (can make techniques greater than rank 14) with. All techniques using this weapon or form of attack are always treated as being four ranks higher for purposes of calculating their technique rank benchmark, though their actual rank is not changed. This benefit ceases to apply for techniques higher than rank 28.
- Advanced ____ Mastery (2 Traits) - Requires 100 SD earned. This replaces ____ Mastery if the character already possesses the trait].
The character has attained supreme mastery in one specific weapon or form of attack that they have Martial Proficiency (can make techniques greater than rank 14) with. All techniques using this weapon or form of attack are always treated as being four ranks higher for purposes of calculating their technique rank benchmark, though their actual rank is not changed. - Advanced ____ Class Mastery (1 Traits) - Requires ____ Mastery or Advanced ____ Mastery
The character has expanded their mastery from a single weapon or form of attack to encompass a broader selection. They now receive the benefit of their ____ Mastery or Advanced ____ Mastery to a second type of Weapon or form of attack. Additionally, they gain special technique points which may be used to create attacks that use both weapons or forms of attack at once, in the amount of 25% of their fortune. - Stance Mastery (1 Trait) - Requires a Martial Profession Primary
The character has mastered the use their stance techniques. All stances the character are always treated as being four ranks higher for purposes of calculating their technique rank benchmark and numerical benefit, though their actual rank is not changed. - Advanced Stance Mastery (1 trait) - Requires Stance Mastery and 100 SD earned
Through intense practice, the character has perfected their stance to a much greater degree. The character's stance techniques now only require a penalty to other stats equal to 50% of the total buff (fractional values rounded up for the penalty). - Grandmaster ____ (2 Traits) - Requires any "Advanced Mastery" traits and 200 SD earned.
This character has achieved a legendary skill with his weapon/weapon class/form of attack. They are masters of their art beyond question, and are able to perform supernatural feats using their skill alone. Grandmaster ____'s mastery techniques allow them to cut/hit fluid and insubstantial substances, such as air, fire, water, or even light.
Note on Grandmaster - This is a possible way to allow characters to be able to hit logias and other intangibles without having to invest in Haki. This trait only allows you to hit these substances and does not allow you to "grab clouds," "punch out the lights," or anything else like that. The benefit is only granted to their techniques using mastery (*). At Rank 28 and beyond, Grand Master users gain the passive ability to strike a Logia user's real body with their mastery techniques.- 'Tis But A Scratch! (1 Trait) - Weapon specialists are often used to fighting against other weapon specialists in close combat. Thus their chances of being injured by such weapons increase drastically compared to others. These particular characters are used to fighting so much under those conditions that they can actually ignore the effects of pain much better than their sissy counterparts and fight on.
- Production Professional Traits:
Smith
General Trait Access: As a production profession, Smith Primary has access to certain General Traits as if they were Professional Traits, and may spend Professional Traits on them. You can find a list of all General Traits available to this profession on the Professions page.- Weak Point Sighted (1 Trait) – With all their experience in forging things, these characters are able to pinpoint the weaknesses in objects and can easily figure out how to do the most damage to weapons, ships, buildings and other large constructions.
- Natural Armour (1 Trait) – Through all the time spent in the forge, working on weapons, the character’s arms, up to their elbows, and their legs, up to their knees, have gained flesh that is literally as tough as iron, making them much more resistant to physical damage.
- Forge Furnace (1 Trait) – After spending that much time welding weapons and having to put up with the extreme temperatures of the furnace, the character gains immunity to heat-based attacks similar to having an iron body. Any heat-based attack that wouldn’t damage iron won’t harm them.
- Forging Master (1 Trait) – All the experience the character has gained in making weapons allows them to produce them more cheaply. These smiths get a 20% discount for any weapons and armor they make for their own personal use.
Carpenter
General Trait Access: As a production profession, Carpenter Primary has access to certain General Traits as if they were Professional Traits, and may spend Professional Traits on them. You can find a list of all General Traits available to this profession on the Professions page.- Tough as Nails (1 Trait) – Through all the manual labour that they have done, the character’s arms, up to their elbows, and their legs, up to their knees, have gained flesh that is literally as tough as iron, making them much more resistant to physical damage.
- Weak Point Sighted (1 Trait) – With all their experience in building things and taking them apart, these characters are able to pinpoint the weaknesses in architecture and can easily figure out how to do the most damage to weapons, ships, buildings and other large constructions.
- Uncivil Engineering (1 Trait) – Characters with this trait are undisputed masters of rapidly fabricating objects. They can Special Technique Points equal to half their Fortune for this specific purpose.
- Siege Warfare (1 Trait) – Carpenters after years of dedication to their craft have become masters of designing impressive war machines. They can create such beasts of war as catapults, battering rams, and various other tools of war quickly in the middle of a fight even. They gain Special Technique Points equal to half their Fortune for this purpose.
- Haggler of the Sea (1 Trait) – There are financially crafty people out there and these carpenters are at the top of the game when it comes to the ship market. These carpenters are capable of negotiating the cost of 4 ranks off of any ship technique they may make for their ships. (Ship Techniques will be special technologies that a ship utilizes that can be quantified as a technique; a sudden boost in speed, a weapon such as the Gaon cannon.)
Inventor
General Trait Access: As a production profession, Inventor Primary has access to certain General Traits as if they were Professional Traits, and may spend Professional Traits on them. You can find a list of all General Traits available to this profession on the Professions page.- Brilliant Mind (1 Trait) – Creative and with an incredible knack for making all sorts of strange gadgets, these inventors gain special Technique Points which can only be used on creation techniques for weapons and gadgets, of the amount of half their fortune.
- Lamp Oil, Rope (1 Trait) – Certain minds have a better handle on breaking things down than building them up. These inventors specialize in demolitions, and gain special technique points equal to a half of their fortune that may be spent on creation techniques for bombs and munitions.
*Note: Lamp Oil, Rope that does not enable the Primary Bonus of explosive-creation, and is thus unusable for Inventor secondaries. - Skill in Upgrades (1 Trait) – These fellows are amazing at what they do, such that they can do it for a much lower cost. All technological upgrades that they make to weapons get a 20% discount. This discount applies only to the inventor themselves, and not weapons made for others.
- Cybertronic Genius (1 Trait) – These inventors have studied their cybernetics especially well, and pay 20% less to upgrade their own Cyborg parts.
- Weak Point Sighted (1 Trait) – With all their experience in forging things, these characters are able to pinpoint the weaknesses in objects and can easily figure out how to do the most damage to weapons, ships, buildings and other large constructions.
- Support Professional Traits:
Chef- Food of Warriors (1 Trait) – Years and years of experience in preparing the finest of meals, using all the right ingredients has led to these chefs being able to create foods which will make those who eat it stronger, faster, and better. They gain special Technique Points that can only be used on this food, of the amount of half their fortune.
*Note: Food of Warriors does not grant the Primary Bonus of food buff-creation, and is therefore unusable by Chef secondaries. - Cooking Fighter (1 Trait) – Experts in the use of various kitchen utensils, a chef may become proficient enough in the use of their cookware as weapons in battle. A chef with this trait gains martial proficiency with one form of cookware, as well as special technique points equal to one quarter of their fortune that can be used on martial techniques involving the chosen utensil.
- That Extra Special Ingredient (1 Trait) – This is a chef who has traveled around the world searching for only the finest of ingredients to add their their foods. These ingredients are capable of giving profound supernatural effects to the consumer (for example, jalapenos that bestow fire breath).
- Training of the Kitchen (1 Trait) – After spending so long in front of the open fires in the kitchen, the character gains immunity to heat-based attacks similar to having an iron body. Any heat-based attack that wouldn’t damage iron won’t harm them.
- Combat Cuisine (1 Trait) - Learning to adapt his food for rapid service on the battlefield, the Chef is able to increase the beneficial effects gained by those who eat it, albeit temporarily. A chef may use any cooking technique during combat, as if it were a Doctor's medicine, doubling the total value of the stat bonus for the duration. All other chef buffs on the target are over-written while this is active, but resume when it expires.
Entertainer- Dazzling Performer [Entertainment of choice] (1 Trait)[/b] – These entertainers are so skilled in their chosen field that they can use their performance skills to actually bring about changes in others. These entertainers gain special Technique Points that can only be used on their performance support techniques, of the amount of half their Fortune.
*Note: Dazzling Performer does not grant the Primary bonus of Entertainer buffs, and is therefore unusable by Entertainer secondaries. - Crowd Control (1 Trait) – Due to the nature of their skills, their performances will affect basically anyone who can see and hear them. Buff techniques used by these entertainers will have the same maximum effect as if they were affecting a group of targets one crowd tier smaller than the size of the crowd the technique was intended to effect.
- Prop Performance (1 Trait) – An entertainer with this trait has learned how to integrate one of their performing props into their fighting style. They gain the ability to make martial techniques involving one item above rank 14. Additionally, they may perform freeform attacks with this item while performing at no additional expense of action economy.
- Performance Assistant (1 Trait) – Plenty of good entertainers need someone to help them carry out their routine. The character gains a special Performance Assistant NPC which is under their control.
This NPC may perform in concert with the entertainer, increasing the benefit of any current performance by two ranks.
Doctor- Skilled Use of Medicines (1 Trait) – Because of their expertise, these doctors have become extremely adept at producing their own medicines to aid others. They gain special Technique Points which can only be used on medicines that aid or buff, of the amount of half their fortune.
- Medical Malpractice (1 Trait) – Part of knowing what is required to keep somebody healthy is knowing what will cause others to become unhealthy. Doctors who put this knowledge to practical use may make especially potent poisons. They gain special Technique Points which can only be used on toxins that harm or debuff, of the amount of half their fortune.
- Anatomical Strike (1 Trait) – By using their extensive knowledge of the human anatomy, these doctors can aim specifically for areas that will cause very serious, even fatal wounds. The character can use up to a quarter of their Technique Points in techniques which hit vital points in the body. Striking vital points allows characters to do damage and cause a stat debuff related to the area struck.
- Mad Scientist (1 Trait) – The epitome of madness. Cackling and gleeful hand-rubbing is a favorite pastime of this character, and every time they finish an experiment, there are obligatory flashes of lightning. The mad scientist has the ability to make one major biological modification to themselves or any NPCs they control.
Assassin
General Trait Access: As a primary support profession, Assassin has access to certain General Traits as if they were Professional Traits, and may spend Professional Traits on them. You can find a list of all General Traits available to this profession on the Professions page.- Quickstrike (1 Trait) – Because of their training in making stealth attacks and hitting vital organs, the character can use up to a quarter of their Technique Points in techniques which hit vital points in the body. Striking vital points allows characters to do damage and cause a stat debuff related to the area struck.
- Poison Killer (1 Trait) – With some basic training in the use of poisons to kill or debuff their targets, these assassins gain special Technique Points that can only be used on poisons, of the amount of half their fortune.
*Note: Poison Killer does not grant the Assassin primary bonus of poisons, and thus may not be used by Assassin secondaries. - Art of Stealth (1 Trait) - After a lifetime of learning how to survey an area's or targets' weak points, this assassin has a particularly effective set of skills for the purposes of stealth. All stealth techniques are treated as if they are four ranks higher for purposes of effectiveness.
- Anti-Stealth (1 Trait) - Having become masters of stealth themselves, these thieves/assassins are capable of knowing when their opponents are using the very same tactics they specialise in. The detection techniques of these characters are treated as if they are four ranks higher for purposes of effectiveness.
- From the Shadows (1 Trait) - Unlike others who have merely adopted the dark, the thief/assassin was born in it, molded by it. The thief/assassin gains special technique points equal to half their fortune that can be used to create Camouflage techniques, or any technique hides or otherwise obscures the presence of the character.
*Note: From the Shadows does not grant the Assassin primary bonus of stealth, and thus may not be used by Assassin secondaries.
- Food of Warriors (1 Trait) – Years and years of experience in preparing the finest of meals, using all the right ingredients has led to these chefs being able to create foods which will make those who eat it stronger, faster, and better. They gain special Technique Points that can only be used on this food, of the amount of half their fortune.
- Other Professional Traits:
Thief- Pickpocket (1 Trait) – As a thief, the character is skilled at obtaining money by less-than-acceptable means. Thus, they will always earn 20% more Beli in their Storylines.
- Escape Artist (1 Trait) – Being a wily little bugger, the thief is a master of escaping from tight spots and difficult situations. Any debuff to the thief's speed is halved in duration, and they can easily escape most forms of restraint, such as being grappled, shackled, tied, etc.
- Sleight of Hand (1 Trait) - "Always watch the hands" is the rule when dealing with a professional thief such as this. These thieves are so good at stealing that they gain special TP equal to half their fortune for techniques that involve stealing the items and weaponry off their target even during combat.
- Art of Stealth (1 Trait) - After a lifetime of learning how to survey an area's or targets' weak points, this thief has a particularly effective set of skills for the purposes of stealth. All stealth techniques are treated as if they are four ranks higher for purposes of effectiveness.
- Anti-Stealth (1 Trait) - Having become masters of stealth themselves, these thieves/assassins are capable of knowing when their opponents are using the very same tactics they specialise in. The detection techniques of these characters are treated as if they are four ranks higher for purposes of effectiveness.
- From the Shadows (1 Trait) - Unlike others who have merely adopted the dark, the thief/assassin was born in it, molded by it. The thief/assassin gains special technique points equal to half their fortune that can be used to create Camouflage techniques, or any technique hides or otherwise obscures the presence of the character.
*Note: From the Shadows does not grant the Thief primary bonus of stealth, and thus may not be used by Thief secondaries. - Treasure Hunter (1 Trait) – With their knack for discovering hidden items that don’t necessarily belong to them, these thieves are very skilled in looking for treasures. Thus, in their SLs, they will always get an extra little item. It could be something quirky, or it could be something rare.
Merchant- Tough Bargainer (1 Trait) – Ever the successful businessman, merchants know how to extract money from people and to keep as much as they can from leaving their pocket. Thus, they will always earn 20% more Beli in their Storylines.
- Civilian Lawyer (1 Trait) – These silver tongued devils have managed to work their ability to talk people into making the best financial deals for themselves into a practical ability. They are able to more easily influence those around them with their words.
- Rare Find (1 Trait) – A keen merchant always has his eyes and ears open for an exceptional deal. At the end of every SL, the character will be offered a rare and valuable item determined at random (weapons, armour, devices, dials, materials, etc.) This item will have double their normal discount applied if it is purchased.
- Pickpocket (1 Trait) – As a thief, the character is skilled at obtaining money by less-than-acceptable means. Thus, they will always earn 20% more Beli in their Storylines.
- Multiple Discipline Traits:
- These are special professional traits that are reserved for characters who have certain combinations of professions and traits. Only characters who meet the listed prerequisites may take one of these Multiple Discipline Traits.
- Hammer of Rage (1 Trait) - Requires Weak-Point Sighted and at least Super Strength
Knowing how to make things also means knowing how to break them. Some smiths come to revel in this destructive aspect of their trade even more than usual, becoming masters in breaking down anything with a form. The character is able to freeform breaking objects of up to iron hardness, and can break harder substances as if they were one tier lower in terms of technique rank. - Powerful Speaker (1 Trait) - Requires Entertainer as primary profession and either the Born Leader or Civilian Lawyer traits.
This entertainer is particularly skilled at inspiring the masses. These entertainers are capable of, with a simple phrase, increasing the fighting abilities of their allies. These buffs last much shorter than normal but only need to be said once for it to come into effect, as opposed to a sustained 'performance'. They utilize Personal Buff measurements (see Techniques page) in terms of buff potency and have a duration rank/4 posts. This impromptu buff takes up a Personal Buff slot. - Ansatsuken (1 Trait) - Requires Assassin, any Martial profession, and Critical Hit or Quick Strike
The character has become so adept at striking vital areas and pressure points that they may do so passively in the course of their normal attacks. Any time the character lands a blow on an enemy, they may apply the one of their critical hit/quick strike technique debuffs. This debuff is half as strong as normal, but otherwise functions exactly like a normal critical hit/quick strike debuff, in terms of stacking and duration. - Baking Bad (1 Trait) - Requires Primary Chef and Secondary Inventor or Doctor
Experienced both in the ways of science and the cook, the character has taken their skills to the next level by combining them. They may now make chef techniques that can be used in combat to apply debuffs to their enemies simply by contacting them and work the same as Poison debuffs. They may also make kitchen-related gadgets. - Master of Misdirection (1 Trait) - Requires Assassin and Thief
Those who practice stealth to depths far greater than most, becoming far more proficient than even others of their trade. These characters may treat any environment as Natural Camouflage, and the Silent effect becomes a General Effect. - Battle Suits (1 Trait) – Requires Primary Carpenter, Secondary Inventor and Siege Warfare
Having mastered the usage of siege weapons, the Carpenter has now moved on to greater and much more impressive tools. With this trait, the user is able to create and utilise temporary Battle Suits which further enhance the user's combat potential in a variety of different ways.
- Hammer of Rage (1 Trait) - Requires Weak-Point Sighted and at least Super Strength
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)