This is the OOC thread for the Marines One Piece d20 game. I will edit this post with important data, so check up on it now and again.
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
EDIT: I will begin reconstruction of my character's mechanics shortly, but I had a question -- can I hold off on the feat selection until I know what devil fruit I've got? I'd like to see what feats there are in that 'tree' -- I'm not sure if we're doing the "DM/Player create the list" thing or not, but regardless of that, if I get the Snot Snot fruit I might not invest too heavily in it instead of, say, anything else.
Regardless of that, I'll be editing this post with my character's background momentarily.
Also, was there a decision on whether I could make my snake into my specialist weapon?
EDIT2:
Spoiler
Egariian Amira was born some twenty two years ago on Amazon Lily. Her mother, a pirate, took the young Amira sailing starting at age four, teaching the girl how to sail properly in addition to the looser points of piracy. When Egariian was sixteen, her mother and the crew overtook a freighter full of strange wares from the New World. Amira took a small locked chest as her piece of the bounty, intrigued by the workings of the the lock. It was as the freighter was set on fire that the Marines appeared. The battle was one sided.
Her mother dead, Egariian knew there wasn't any way to stay on board without being arrested or killed by the Marines. Diving into the ocean and taking the box with her, Amira made her way to the Marine vessel. When they hoisted her on deck, Amira lied and stated she had been on board the freighter, that she grabbed the only thing she owned and made her way to safety. Years of learning how to lie paid off, and Egariian was allowed to stay on board.
She worked on the ship while they moved back towards their port of origin, proving herself a capable chore girl. Grappling with the death of her mother and the inability to grieve without exposing her lie, Amira slowly grew to accept the elder Egariian's death was necessary -- a byproduct of her life of crime. The chest in the shared room she had been put in was the only reminder of her past life Amira really had. It became an object as much of grief as it was of promise -- her mother had been rewarded with death. Was that what was within the box as well?
When they finally came in to port, Amira made mention that she'd be applying to the Marines immediately, and moved off to a corner of the docks to fiddle with the box. To her surprise, her mother's snake slithered out of the water and up one of the wooden supports of the docks. Amira had never been paired with a snake due to her constant existence on board a ship, but had bonded with the serpent of her mother. Hucksable, he was named. With a swift headbutt, he broke the top of the chest for Amira, revealing a fruit unlike anything she'd ever seen.
It looked delicious. Too delicious. Too enticing. It could easily be the death she deserved for having aided in being a pirate. Perhaps it was, perhaps it wasn't. There was only way one to find out.
Taking the fruit, she took a bite.
It was the foulest thing she'd ever consumed. Trying to spit the stuff out, no longer as prepared for death now that it was on its way, Amira lost consciousness. When she woke, she found herself changed. Her will was steeled -- she knew what she had to do. Fate hadn't taken her out. Something she'd done, or agreed to -- that must have made up for the piracy! Amira took Hucksable and decided to actually apply to the Marines. She'd dodged a major bullet -- now it was time to repay the debt to Fate.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Sure, you can hold off on your build until you get your fruit, which shall be NOW! I present Devil Fruit. Do not look at yours until after you have chosen a Class/Career/Race combo.
We will be doing the DM and player creates the feats and such.
Lucretia:
Spoiler
Paramecia: Your fruit allows you to manipulate water. You still can't touch the stuff, but you can manipulate it. Get started on possible feats you'd want to take.
SuperMuldoon:
Spoiler
Zoan: Your fruit allows you to take on characteristics of a Praying Mantis. Have fun with your feats.
If you wanted a Devil Fruit and I didn't give you one, let me know
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
For the record, as it was over in the old thread, Kuja / Marine / Specialist.
My backstory sort of got longer, I can prune it if you'd like.
So I can have a max of two devil fruit feats, and I get one for free, right?
Also, because I edited it in above, I'll reask here -- can my snake be my specialist weapon?
EDIT: Oh my god I'm a water bender!
EDIT2: So let's see...
Spoiler
MANIPULATE WATER [MISC] Benefit: As a standard action, the Water-Water user can move one five foot cube of water per character level, up to ten five foot cubes at level ten. This movement is not fast enough to cause damage. The Water-Water user must be within fifteen feet to be able to manipulate the water.
WATER JET [DAMAGE] Prerequisite: Manipulate Water Benefit: As a standard action, the Water-Water user can take a five foot cube of water currently being manipulated by Manipulate Water and use it to attack an opponent. This requires a Ranged Attack, using Charisma in lieu of Dexterity. For every five foot cube used, the attack deals 1d3, to a maximum of 10d3. The target can make a Reflex save with a DC equal to the Ranged Attack roll. Failure gives the target the Drenched debuff. Water Jet has a range increment of 15 feet, and a maximum range of 60 feet.
NON-NEWTONIAN FLUID [BUFF] Prerequisite: Manipulate Water Benefit: As a standard action, the Water-Water user can take a five foot cube of water currently being manipulated by Manipulate Water and use it to bolster the defenses of a target. One applied, and as long as the target remains within 15 feet of the Water-Water user, the target receives a bonus to Defense and Damage Reduction depending on the level of the Water-Water user -- from levels 1-5, a +1; from levels 6-10, +2; from levels 11-15, +3; from levels 16-20, +4.
WATER MASTERY [MISC] Prerequisite: Non-Newtonian Fluid or Water Jet Benefit: The Water-Water user has learned how to better apply her powers, increasing the range of Manipulate water to 30 feet, the range of Non-Newtonian Fluid to 30 feet, and the range of Water Jet to a range increment of 30 feet.
That's what I've come up with so far. Thoughts?
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
I'm not seeing any listed limit to the number of fruit feats you could have, you could have all 8 be Fruit feats according to the rules. The rules do list a maximum of 10, but I'll probably waive that.
Curse you for seeing through my non-existent attempt to hide you being a Water-bender. Been watching too much Avatar lately.
No, you may not have a snake be your Speciliast weapon, for multiple reasons. First, dear god think about trying to implement that. Second, the feat specifically lists that your weapon may be crafted from the following items: wood, leather, bone, iron, cloth, and dyes. Third, some other third thing .
Backstory looks good, though I'd probably suggest spoilering it for length and so the other don't necessarily know it (assuming they don't peak at it).
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Spoiler'd. And that's fine, just means I've got to come up with a specialist weapon, too.
I've made a little list of potential feats, spoilered above. Thoughts?
EDIT: Server backup is about to start, which is aggravating. I'll hammer out the specifics of the mechanics now, although it'll be after 4:30 EST that I'll be able to post it here. I'll also spoiler that one.
EDIT2: The first 'draft' of the character sheet.
Spoiler
Egariian Amira
Female
22 Years Old
6 foot 8 inches
Whatever those figures allow in terms of weight
Lawful Evil
FEATS
Level 1 Free Craft Specialist Weapon, Specialist Weapon Attack, Optimism, Limited Busoshoku Haki, Manipulate Water
Level 1 Water Whip, Devil Fruit User, Water Mastery, Chore Girl, Seaman
Level 2 Water Shield
Level 3 Ensign, State Change
STR 6
CON 12
DEX 13
INT 8
WIS 14
CHA 18
HP: 16
DR: 3
Primary Skills:
Ranged Attack 7
Fortitude Save 7
Reflex Save 7
Will Save 8
Secondary Skills:
Bluff 10
Diplomacy 12
Gather Information 12
Intimidate 12
Sailing 9
Sense Motive 7
Manipulate Water [Misc]
Benefit: As a standard action, the Water-Water user can move five gallons of water per character level. This movement is not fast enough to cause damage. The Water-Water user must be within fifteen feet to be able to manipulate the water. Complex manipulations require a Dexterity check to succeed. The Water-Water user may not manipulate more water at any point in time than 5 gallons per cahracter level. Special: This feat may be taken three times, taking it a second time reduces it to a Move action to use and taking it a third time reduces it to a Swift action to use.
Added some things, removed the cap, and changed the amount, do you know how much water a five foot cube is?
Water Whip [Damage]
Prerequisite: Manipulate Water Benefit: As a standard action, the Water-Water user can take five gallons of water per character level (maximum fifty gallons) currently being manipulated by Manipulate Water and use it to attack an opponent. This requires a Ranged Attack, the Water-Water user is considered proficient in this type of attack, though that does not necessarily mean that they have this as a primary skill. For every five gallons, the attack deals 1d4, to a maximum of 10d4. The target can make a Reflex save with a DC equal to the Ranged Attack roll. Failure gives the target the Drenched debuff and reduces the damage by half. Water Jet has a range increment of 15 feet, and a maximum range of 60 feet.
Changes: Still uses Dexterity, made reflex halve damage. Cleared up some things about it's use.
Water Shield [Buff]
Prerequisite: Manipulate Water Benefit: As a standard action, the Water-Water user can take five gallons of water currently being manipulated by Manipulate Water and use it to bolster the defenses of a target. Once applied, and as long as the target remains within 15 feet of the Water-Water user, the target receives a bonus to Defense and Damage Reduction depending on the level of the Water-Water user -- from levels 1-5, a +1; from levels 6-10, +2; from levels 11-15, +3; from levels 16-20, +4. The Water-Water user must use five gallons of water for each point in the shield. This requires Concentration on the Water-Water user's part to mantain. Special: This feat may be taken more than once. Each time it is taken the Water-Water user may manipulate water into an additional shield. The Water-Water user also gains a +2 bonus to her Concentration checks to mantain this ability for each additional time this feat is taken.
Water Mastery [Misc]
Prerequisite: Two Water-Water feats. Benefit: The Water-Water user has learned how to better apply her powers, doubling the range of all of her abilities.
Improved Water Use [Misc]
Prerequisite: Manipulate Water Benefit: The Water-Water user may manipulate ten more gallons of water Special: This feat may be taken more than once, each additional time it is taken increases the maximum amount of water the Water-Water user may manipulate by ten more gallons.
Enduring the Cold [Misc]
Benefit: The Water-Water user gains Cold Resistance +3. Plus one for each additional Water-Water feat they have. Special: This feat may be taken more than once. Each additional time this feat is taken, the Water-Water user gains 3 more Cold Resistance, not including the bonus for additional Water-Water feats.
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Last edited by Techwarrior : 08-08-2012 at 03:38 AM.
Manipulating water wouldn't require dexterity as much as force of will, I argue. That's why I chose Charisma over Dexterity -- being fiddly with your fingers isn't going to make a hydrokinetic motion any more precise, whereas having a strong will (what Charisma is explicitly in this system) would.
Also, as written, failing your reflex save lets you take half damage. So it's actually better to fail the save?
Making Manipulate Water use gallons instead of X by X makes it difficult to figure out things like manipulating waves at later levels. That could be a feat. Never mind.
I would also ask that Improved Water Use be better. A static +x gallons isn't very useful compared to +1 gallon / level or something. Technically +10 is better than 1/level until you get to level 10, but I'd still prefer the former to the latter.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
I'm basing my saying that it's Dexterity on Avatar: The Last Airbender. There's a scene where Katara is teaching Aang waterbending, and he shows her up by being better at the stances, and coordinating his body to flow through said stances. How about I let you choose whichever is better. That would make it read: This attack uses either your Dexterity or your Charisma, whichever is better.
Yea, I figured Waves would be a feat later. Besides, throwing a 5 ft cube of water at someone would deal way more than 1d4 damage.
How about +1 gallon/3 levels for Improved Water use, minimum 2?
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Dex or Cha, whichever is better will make me happy.
5 cubic feet of water is a gigantic volume, yes, but I was thinking back to Disintegrate removing cubes per level and was drawing on it as inspiration. I hadn't even considered using an actual volume of water. The lack of an XD face makes me rely on mere letters. But I'm glad you're okay with the idea of moving waves later on.
1 gallon per three levels is significantly worse than what you've got already! I'd need to be level 30 before it reached the proposed, static amount. Why not 1 gallon per level? I'm not sure I see the overpoweredness in that, although at the same time, it's not likely I'll be taking the feat at all.
What's the concentration check against for water shield, regular DC 10?
I'm also interested in being able to 'filter' filthy water, moving water without moving the sediments. Would that be possible?
And of course some way of walking on water by changing the density. Devil fruit users can come in contact with water, it should be noted, but I believe it's sea water that harms them. What we see in the Alabasta arc, if memory serves, is a weakening of the devil fruit abilities as the water gets deeper.
I should probably think up a better damaging ability at some point, too.... hmmm....
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
I think you misunderstood me. Manipulate Water is still one gallon per level. It's Improved Water Use that I'm proposing that for, and you missed the crucial minimum 2 portion. It would work something like this: You can manipulate 2 additional gallons of water. This improves at level 9 to 3 additional gallons of water, and increases by one gallon every three levels thereafter.
Concentration only needs to be checked when something threatens your concentration, and the DC is based off of that. That's all described in the Concentration skill.
Walking on Water and Water Filtering sound workable, as do Waves, though the last will need some serious prereq's. Come up with some mechanics for it and I'll take a look at it.
I'd appreciate it if everyone can get their character sheets in ASAP. I have an idea for how to start this show.
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
No, I got that. The static amount was "you can manipulate 10 more gallons of water per time you take this feat." Now it's "You can manipulate 2 more gallons until level 9, then it's 3 more gallons, and 1 more per every 3 levels," right? That's a significant decrease. Unless you're saying it's modifying Manipulate Water, and increasing it to, for instance, 3 gallons / level instead of 1 / level (presuming both were taken at level 1)? If so, that makes loads more sense and is significantly better than the static.
And just making sure on the Concentration. Some abilities in D&D require concentration checks per round, like implosion if memory serves. Wasn't sure what you were wanting.
Yeah, moving waves would be like a Have 10 Water-Water Feats or something. An interesting application of Manipulate Water is drowning someone. I'm trying to think of how to make a feat that'll legitimately allow such a thing, although there's no reason (other than balance?) that I wouldn't be able to do it from the get-go, so long as someone was within 15 feet of me and didn't try to hit me in the face or whatever. And you can't tear water off of your face, so it'd be a pretty scary maneuver.
As the game progresses I'll probably get the mechanics sounded out. At least, when we're approaching a level. I believe I've got enough for the time being.
I don't know if anyone else is awake at the moment. You've been stuck with me for a while!
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Sure, you can hold off on your build until you get your fruit, which shall be NOW! I present Devil Fruit. Do not look at yours until after you have chosen a Class/Career/Race combo.
We will be doing the DM and player creates the feats and such.
Lucretia:
Spoiler
Paramecia: Your fruit allows you to manipulate water. You still can't touch the stuff, but you can manipulate it. Get started on possible feats you'd want to take.
SuperMuldoon:
Spoiler
Zoan: Your fruit allows you to take on characteristics of a Praying Mantis. Have fun with your feats.
If you wanted a Devil Fruit and I didn't give you one, let me know
I wanted a devil fruit for my human rogue chef.
Back story:
Spoiler
Twist, as he went by, was a street urchin and a pick pocket as a youth. He believed the only things worth doing was what was necessary to survive. One day he had stole a strange looking fruit from a wealthy looking stranger at the market place and ate it. It tasted absolutely horrid, but it held back starvation for a little while. However, after finishing the fruit Twist began to notice strange changes.
Unfortunately he did not have much time to explore his powers as it seems someone had seen Twist take the fruit and got the marines involved. Twist was arrested and taken to a marine captain. The captain informed the thief that the fruit he stole was a devil fruit worth 100,000,000 beri and it granted him a power for eating it. The captain, however, claimed to feel merciful to Twist and offered him a choice. Twist could become a marine and the captain's subordinate or spend the rest of his life in level 1 of Impel Down.
So Twist did the necessary thing and became a marine, starting out as a chore boy. He found it to incredibly hard work, but still better than getting promoted to seamen or petty officer as he didn't want to involved in marine politics or "justice". Looking for a way out of being a chore boy Twist wormed into kitchen duty. He convinced the head chef who than convinced the captain and was allowed to be a cook. Twist found he was good at it and skilled with the knives. It was hard work at times, but easier than being a chore boy, plus he found he could sometimes talk people into doing his work for him.
Twist still believes in only doing what is necessary to survive, but it has extended to the survival of those that he has befriended since joining the marines. When he does fight he fights dirty, wielding one or two knives, and has no problem doing so as surviving is and shall always be all that is important.
Flaws: Manipulative. Twist tries to avoid doing his own work when he can and will not hesitate to manipulate others in anyway to meet this end.
Rationalist. As said Twist believes in only working towards survival. He sees honor and chasing ones dreams as frivolous.
Narcolepsy. As a starving street urchin Twist got into the habit of sleeping as much as he could, whenever he had a chance, to save his energy. It is a habit he has not seemed to drop despite the inconvenience.
__________________
Avatar made by Omega.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Last edited by Lizard Lord : 08-08-2012 at 05:29 AM.
Alrighty, I'm gonna go with a Human/Swordsman/Doctor. I haven't looked at my DF yet, I swear! Now for a quick backstory...
Gideon Marsh
Spoiler
Gideon was born to a family with a long history of work in the medical profession. They had served their town and surrounding regions for generations, healing the sick and providing medicine for all, and had gotten somewhat famous for doing so. Gideon had shown exceptional promise in continuing this tradition and had been groomed for such as well.
When Gideon came of age, he began assisting his parents full time in their clinic, and preformed admirably. He became somewhat of a local celebrity, the dashing young doctor, saving lives across the region. This fame, however, led to the major turning point in his life.
One day, a haggard looking man burst into the clinic out of breath. "My sister is dying! There was an accident and she can't be moved, please, your skill is famous in these parts, please come with me and help her! Save her life!"
Gideon nodded and gathered his things, following the man back to where his injured sister was. After a long walk, they arrived at what amounted to a shack along the road. Gideon picked up his pace and ran inside, already searching his bag for necessary tools. However, the young lady laying there wasn't dying or even sick. She was holding a pistol leveled straight at him. "Ah the famous Dr. Marsh. Your reputation precedes you. I'm Lacey Yahya. Captain of the Yahya Pirates. We are heading for the Grand Line, and we want the best doctor around to get us through, so you're it!"
Gideon protested, but Lacey casually mentioned that if he did, they would go back to their clinic and burn it down, making sure his parents were inside. Then the goon that led him here clubbed him and everything went black.
He awoke later to the rocking of the ship, the ship that would be his home for the next few months while the Yahya Pirates made their way to Reverse Mountain. They raided and pillaged, and Gideon healed them whenever they were injured. They were originally going to force him, but being a doctor he couldn't refuse to treat anyone who was injured - even his captors. Eventually they made it to Reverse Mountain, only waiting for them was 4 Marine battleships. The Yahya Pirates fought hard to make it through, but the Marines were just too tough. The crew was taken prisoner, Gideon included.
Luckily, before he was led below decks with the rest of the pirates, one Marine spoke up, and Gideon smiled for the first time since he was kidnapped. This Marine was once a patient of his - and he recognized him! Quickly explaining to the Marine Captain the situation, and pulling out the list of missing people, Gideon was quickly released. As a show of gratitude, he immediately went around to heal any wounded Marines - and captured Pirates. Lacey was wounded as well, and Gideon patched her up. She had a stone cold look in her eye as Gideon finished and walked away. He hasn't seen her since.
The Marines brought Gideon back to his home, but he felt indebted to them for saving him and joined up after getting a few things. At the local Marine HQ, Gideon trained with the sword, as his quick hands, sharp instincts and knowledge of anatomy made him a natural. After only one year he was receiving praise from his commanders, and seemed to be on the fast track to his own command. He was well liked, and his fellow marines threw him a one year anniversary party to celebrate. They sat him down with a big meal in front of him, waiting for him to dig in. Gideon stabbed at some food and put the fork into his mouth.
The food was the most foul, disgusting thing he had ever eaten. He managed to swallow but his face betrayed how he felt. Everyone was shocked, and tried their portions, which tasted fine. Gideon was confused, and thought there was some kind of prank going on, when the head chef came rushing out, asking if anyone had eaten anything yet. Gideon nodded, and the chef blanched. He explained the new chef had been looking for ingredients to put into the food, and grabbed a box of fruit and just prepared it without knowing that one of the fruits was a Devil Fruit! No wonder the food tasted so bad...
Well, he was now blessed with a new and strange power, what that meant for his career would soon be seen. He started training the next day, to find out exactly what his new abilities could do...
Phew! Yeah a little long, but I get carried away easily
Character being a swordsman/doctor might draw a lot of comparison to Trafalgar Law, but I didn't really plan to base it off him or anything.
Now to check out my fruit, and hope it fits with my character!
EDIT: Okay, Mantis-man, I can work with that! Having those scythe-arms are almost natural swords (even though in nature they are only used for grabbing), and being an insect grants me extra limbs. Going two-sword style and then using zoan power with those scythe-arms can make me a 4-sword fighter Though, being a brawler would have worked too, with the whole Praying Mantis style martial arts
__________________
Thog fan 4 life
Consul avatar by Darth Raynn!
Last edited by SuperMuldoon : 08-08-2012 at 11:15 AM.
The reason that it's overpowered to just add 1/level on top of what you have lies in the balance to the finer manipulations are based off of you only being 1/level. It'd be akin to giving a dnd Caster a feat that lets him cast ALL of his spells twice.
Drowning someone, using Manipulate Water, would require a Dex check, with an unknown DC left up to me. I'd rule that the DC for attempting to drown someone was the targets Defense roll +5, and then you'd have to keep that water manipulated while they drown. Only one level's worth of water would need to be used for it though. The Feat would make it be a Ranged Attack instead of a Dex check, a Ranged Attack that you're considered proficient with.
Waves are a bit farther in the future, so let's work on that then.
LizardLord
Spoiler
Backstory looks good. Have a fruit!
Paramecia: Your fruit allows you to control, make, and manipulate shadows. Have fun with your feat list.
SuperMuldoon
Spoiler
Backstory looks good. Get started on your fruit feat list.
TheRedPrince
Spoiler
Either one is good, though we don't have a scientist at all. Make whatever you'll have fun with. Also, did you want a fruit?
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Except that, unlike casters, I can use my fruit as many times a day as I want. And I thought we had determined it was dex or cha? And also, Manipulate Water gives me 5 gallons / level.
The final ability I'm going to format at the moment is Extract Water, the purification ability. However, it could also be used as a weapon -- see below.
EXTRACT WATER [DAMAGE] Prerequisites: Water Mastery Benefit: The Water-Water user can use her powers to separate water from solutions, purifying drinking water, removing poisons, even drying mud. While useful on its own, the Water-Water user can turn this ability on anyone within range of Manipulate Water, making a Ranged Attack against the opponent's fortitude save. The Water-Water user is considered proficient with this ability. If the Fortitude Save is not greater than the Ranged Attack, the opponent loses 1 Constitution point. No water is produced, as it is lodged in the various tissues. If the Fortitude Save is greater than the Ranged Attack, no damage is done, although the target still feels uneasy. This has no mechanical effect.
One constitution point means this isn't going to be taking anyone down on their own, but it definitely will weaken them as the fight goes on.
And in a nonspoilered note, hiya everyone! I'm thinking this will be quite exciting. I do have a question though -- should our characters die, will we be allowed to bring in new ones? Character death is exceedingly rare in the One Piece world, but I'm wagering that won't be the case here -- if we do something stupid, like try to go swimming in Sea King waters after eating a devil fruit, for instance, our characters should probably bite the dust.
So yeah. What's the word on character death?
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Oh. I feel really bad now. Yea, that'd be 10 gallons, plus an additional 5 gallons at level 9, and 5 more every 3 levels thereafter. Sorry, I kept thinking of 5 gallons as 1 unit, then accidentally said 1 gallon instead of 5.
Improved Water Use [Misc]
Prerequisites: Manipulate Water Benefit: You can manipulate 5 more gallons per 3 character levels you have. However, no matter what your level, this feat always grants at least 10 additional gallons. Special: You may take this feat multiple times, the effect stacks.
Extract Water definitely would not be a Ranged Attack roll. Your pulling it away from the opponent through sheer force of will. How about it being a Will save opposed by their Fortitude save? This is how I'd alter it.
Extract Water [Misc/Damage]
Prerequisites: Manipulate Water, 1 other Water-Water feat, Will Save 6 Benefit: The Water-Water user can use her powers to separate water from solutions, purifying drinking water, removing poisons, even drying mud. This use of the ability does not count as an action, and is done at the same time the Water-Water user Manipulates Water.
Alternatively, as a full-round action the Water-Water user can turn this ability on anyone within range of Manipulate Water, forcing water out of the opponent's own body. The Water-Water user makes a Will save to represent the amount of mental force they bring to bear. This is opposed by a Fortitude save by the opponent to resist the effect. If the Water-Water user succeeds, the target is rendered fatigued, and suffers 1 point of Constitution damage for every 4 points the Water-Water user beat the target's save by. If the target succeeds at the save, they can feel the water stirring within them, this is unsettling, but has no mechanical effect. Successful use of this ability produces a small amount of water, treat it is 1 gallon.
The Water-Water user may not manipulate any other water during the same turn that they use this ability to extract water from an opponent. Some creatures may be immune to this effect.
In regard to character death. Should your character die, I'll contact you via PM and we'll work out your next character in secret, then I'll work out how to introduce you, possibly even RP'ing them for a very small time if we think it's necessary, then hand you the character when I deem it appropriate. I won't go out of my way to kill off characters, but neither will I go out of my way to not kill you if your being dumb.
Character sheets?
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Last edited by Techwarrior : 08-08-2012 at 09:18 PM.
I'm totally okay with it being a Will save. Originally I had it as a sort of roll modified by charisma equivalent to like a medusa's petrify or whatever, y'know, half level plus cha modifier, but that's not really seen in this system so I went with what I figured was acceptable. Making it save v. save is awesome.
As for people who're immune to it, almost everything has water in it. I don't think I could use it against robots, sure, but if it's alive it's gonna have water in it. And there's still no =/ face, no matter how hard I wish there was one.
That's cool, I just figured I'd investigate the options to see whether there were any or not. Sometimes GMs will want new players to replace the player whose character died, so I wanted to see what your approach was. That sounds super reasonable.
EDIT: Also, my character sheet is up above. I need to change one feat, I think, but other than that I'm good to go.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
A Logia Fire type would be one example of a totally immune character, as would a Logia Oil. Robots, depending on how they work. Also, you have to take Devil Fruit User as a regular feat.
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Last edited by Techwarrior : 08-08-2012 at 09:43 PM.
So long as the logia user in question was in their logia form, although it's very unlikely they wouldn't simply shift in at the first feeling of discomfort. But if you throw loads of logia at us early on -- or ever, actually, they're supposed to be really rare -- then we've got bigger issues like massive confusion.
But yes, all logia types should be immune to it, since they can become an element.
EDIT:
Quote:
Originally Posted by Spekari
Just want to specify here- we do NOT need to spend one our feats from character creation to aquire a Devil Fruit, is this correct?
Quote:
Originally Posted by Techwarrior
Yes, though you might want to save a feat or two for Fruit feats.
You said otherwise.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
That was just something that came to mind immediately. It's not that I'll be trying to make things immune just to break your feat, I just want it to be down in print when I say that it doesn't work on something.
Just to clarify, the Devil Fruit User feat does need to be bought with a Feat slot if you are taking it at character creation. As described in the feat Devil Fruit User.
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
You had said differently in the recruitment thread. I'll go make the edit, but I shall do so with a frown. A FROWN! That should be read in a melodramatic tone. I'm not actually angry, just being silly.
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
]The Devil Fruit User feat will give you 1 feat from your Fruit list. All others will have to be selected as feats gained by levels. This is essentially the same as normal, except without allowing you to gain free Feats, and giving back to people that take the Devil Fruit User feat at level 1.
That's what I said. There wasn't anything saying you were exempt from taking it at as a feat at character creation, just that it would net you 1 feat from your Fruit list for free if you did. Here's what the book has to say.
Quote:
Originally Posted by One Piece D20 Rulebook
If you are level one, you must spend one feat point from character creation to eat a devil fruit. Otherwise, you gain this feat for free via role-playing and finding a fruit during your adventures.
You are not finding it during your role-playing and adventures. So, that would default it to you have to take it as a feat. The level one clause is probably the source of the confusion.
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Except that you also answered this question with this answer:
Quote:
Originally Posted by Spekari
Just want to specify here- we do NOT need to spend one our feats from character creation to aquire a Devil Fruit, is this correct?
Quote:
Originally Posted by Techwarrior
Yes, though you might want to save a feat or two for Fruit feats.
I've edited my sheet, because I'm fine with spending a feat as per the rules, but it appears to go against the quotations above.
EDIT:
Spoiler
One last potential feat! STATE CHANGE [DEBUFF/MISC]
Prerequisites: Water Mastery Benefits: As the Water-Water user learns how to control water to a great degree, she can also begin to manipulate the water beyond its liquid state. An enemy with the Drenched debuff can be targeted by State Change. If the State Change: Ice is used, the target can make an unarmed attack to break free of the ice, DC 5 + 1 per gallon of water used in the attack that caused the Drenched debuff. If the State Change: Steam is used, the target takes 1d4 damage per gallon of water used in the attack that caused the Drenched debuff, and the target can make a fortitude save for half damage, DC 5 + 1 per two gallons of water used in the attack that caused the Drenched debuff. Outside of combat, State Change can be used to create patches of ice on the surface of water, allowing the Water-Water user to effectively 'walk' across the surface of water. Using this as an attack is a standard action, and has a range equal to the range of Manipulate Water.
Also, I still need to propose a specialist weapon.
A parasol, so Wood, Cloth and Leather would be the materials. It would be a dart gun, effectively. 1d4, x2, 20 foot range increment, 3 darts to the reload. Very standard. For the special attack, perhaps a perfume attack that acts like a pepper round? Blind for 5 rounds unless they wash their eyes out? Added benefit of making Amira always smell good?
__________________
The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Funny story, my original idea for this character's personality was somewhat inspired by Shikamaru from Naruto.
Anyways, I am not great at balance, but lets try making these feats.
Spoiler
Solid Weapon Benefit: Twist can shape and solidify shadows, making him able to use them as weapons. As a swift action Twist can create a weapon of his choice that only twist can wield. If it is a range weapon, the ammo is also created by shadows. The weapon has a +1 enhancement bonus per four of Twist's character levels.
Shadow Illusion [Misc.] Benefit: As a standard Twist can shape and color shadows to create a still and silent illusion. Special: This feat can be taken two more times. The second time Twist can program the illusion to perform a single simple repetitive task. The third time the feat is taken the illusion may be programed to perform a complex set of tasks.
Shadow Cloak [Stance] [Stat Bonus] Prerequisite: Shadow Illusion Benefit: Twist can shape the shadows around him and cloak himself. While in this stance Twist adds his character level to his hide checks and attacks against him have a 25% miss chance. Special: If this character has 13 ranks in hide this feat can be taken a second time changing the miss chance to 50% and changes the bonus to hide checks to twice his character level.
Shadow Walk [Misc.] Prerequisite: Shadow Cloak Benefit: Twist can travel through the barrier between shadows. As a standard action, if Twist is standing in a shadow he can teleport himself to another shadow within line of sight.
Shadow Minion [Misc.] Prerequisites: Shadow Illusion taken three times. Shadow Weapons Benefit: Twist can make someones shadow come to life under Twist's control. The shadow minion is considered to have the same race, class, career, equipment, and favored skills as the creature that owned the shadow, but its level is half Twists character level (rounded up). Its abilities and feats are as close to that of the original creature as possible, per standard character creation, while at the above mentioned level. Devil Fruit feats cannot be replicated unless they change the general shape of the users shadow, such as a Zoan users forms. Any left over feat slots are left blank.
How was that? I am kind of hoping Shadow Minion isn't too complicated/wordy.
__________________
Avatar made by Omega.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Last edited by Lizard Lord : 08-09-2012 at 06:03 AM.
Alright, got my backstory finished. Character sheet's mostly done, it's just that I left some feat slots open for Devil Fruit stuff, so I'd prefer to hold off on putting up my character sheet until I get my fruit and select a few feats from it. (speaking of which, there wasn't a Devil Fruit listed for me- playing a very, *ahem* aggressive Human Brawler/Navigator in case you forgot or I didn't say)
Spoiler
Magnus, lived most of his early life on a small island in the South Blue. Growing up, he was fascinated with maps and sailing, and studied them almost to the point of obsession.
One day, he boarded a fishing ship, hoping to learn more about navigation and the ocean currents. Out at sea, far from his home island, he caught a terrible feeling of dread. Not even a minute after this had happened, a storm sunk their ship and left him drifting on a piece of flotsam.
Magnus drifted for several days on a broken part of the ship, eventually washing up on a densely forested island. Though stranded, Magnus did not wait to be rescued- he instead
Magnus did not dawdle, waiting around for rescue- instead, he quickly went to work on crafting a raft with which he could escape this island. Not all went as planned, however, as the island was home to many vicious beasts that did not appreciate his trespassing.
Through a combination of luck and perseverance, he managed to build up strength and a very aggressive fighting style. He was honorless among these animals; he did anything and everything to gain the edge in a quarrel, eventually learning to love and savor the thrill of fighting.
The days crawled by as he built his raft until it was done. Immediately, he set out, and drifted in search of some kind of civilization. Once more, time slowed to a crawl as he drifted, hoping to run across an island or a ship- anything to stay alive.
Several days later, luck befell him, and he happened upon a ship- a ship of pirates, to be exact. At this point, Magnus was glad to have something to fight- however, strangely, nobody was aboard the ship. He took control of it and made use of the maps and navigational devices to find his way to an island.
Along the way, he ate a strange looking fruit that he found lying about in the ship's kitchen and nearly passed out from how disgusting it was. He figured that it was rotten and decided not to eat anything else he found on the ship.
He also thought about some things on his journey. Mainly fighting. The thrill he got when fighting strong opponents was simply too good to live without from now on. He also didn't want to end up being forgotten when he died. Thus, he resolved to make a reputation for himself as the strongest man alive- whether or not he would be known as a hero or a villain mattered not to him.
As a start to this dream, he decided to join the Marines- after all, pirates are fairly strong and Marines are specifically tasked with taking out pirates.
Tl;dr Magnus got stranded on an island, got strong by fighting for his life while trying to build a raft, found an abandoned pirate ship, and ate a Devil Fruit before joining the Marines for the express purpose of trying to pick fights.
Hm, so I did, my apologies. Giving it out for free is something I'm not too keen on though.
Lucretia:
Spoiler
On the specialist weapon, it looks good so far.
Quote:
Originally Posted by Lucretia
A parasol, so Wood, Cloth and Leather would be the materials. It would be a dart gun, effectively. 1d4, x2, 20 foot range increment, 3 darts to the reload. Very standard. For the special attack, perhaps a perfume attack that acts like a pepper round? Blind for 5 rounds unless they wash their eyes out? Added benefit of making Amira always smell good?
Special Attack:
Binding Perfume: Fort Save DC 10+ 1/2 Invent ranks.
The Specialist makes a Ranged attack with a maximum range of 10 ft. If the Perfume hits (wow, never said that precise clause before ), the target must succeed at a Fortitude save or be blinded for 1d4 rounds. As a full-round action, the target may try to clean out their eyes, getting a new save at a +6 bonus. How's that look.
Let's change the water stuff to 1 gallon per level, and alter them all accordingly, my head starts to spin whenever I try and calculate numbers what with the 5 gallons that it is now.
Comprehensive(?) List of Rewritten Feats:
Spoiler
Manipulate Water [Misc]
Benefit: As a standard action, the Water-Water user can move 1 gallon of water per character level. This movement is not fast enough to cause damage. The Water-Water user must be within fifteen feet to be able to manipulate the water. Complex manipulations require a Dexterity check to succeed. The Water-Water user may not manipulate more water at any point in time than 1 gallon per cahracter level. Special: This feat may be taken three times, taking it a second time reduces it to a Move action to use and taking it a third time reduces it to a Swift action to use.
Water Whip [Damage]
Prerequisite: Manipulate Water Benefit: As a standard action, the Water-Water user can take one gallon of water per character level (maximum ten gallons) currently being manipulated by Manipulate Water and use it to attack an opponent. This requires a Ranged Attack, the Water-Water user is considered proficient in this type of attack, though that does not necessarily mean that they have this as a primary skill. For every gallon, the attack deals 1d4 damage, to a maximum of 10d4. The target can make a Reflex save with a DC equal to the Ranged Attack roll. Failure gives the target the Drenched debuff and reduces the damage by half. Water Jet has a range increment of 15 feet, and a maximum range of 60 feet.
Water Shield [Buff]
Prerequisite: Manipulate Water Benefit: As a standard action, the Water-Water user can take one gallon of water currently being manipulated by Manipulate Water and use it to bolster the defenses of a target. Once applied, and as long as the target remains within 15 feet of the Water-Water user, the target receives a bonus to Defense and Damage Reduction depending on the level of the Water-Water user -- from levels 1-5, a +1; from levels 6-10, +2; from levels 11-15, +3; from levels 16-20, +4. The Water-Water user must use one gallon of water for each point in the shield. This requires Concentration on the Water-Water user's part to mantain. Special: This feat may be taken more than once. Each time it is taken the Water-Water user may manipulate water into an additional shield. The Water-Water user also gains a +2 bonus to her Concentration checks to mantain this ability for each additional time this feat is taken.
Water Mastery [Misc]
Prerequisite: Two Water-Water feats. Benefit: The Water-Water user has learned how to better apply her powers, doubling the range of all of her Water-Water abilities.
Improved Water Use [Misc]
Prerequisite: Manipulate Water Benefit: The Water-Water user may manipulate one more gallon of water, plus one gallon per 3 levels. Special: This feat may be taken more than once, the effect stacks
Enduring the Cold [Misc]
Benefit: The Water-Water user gains Cold Resistance +5. Plus one for each additional Water-Water feat they have. Special: This feat may be taken more than once. Each additional time this feat is taken, the Water-Water user gains 4 more Cold Resistance, not including the bonus for additional Water-Water feats.
Extract Water [Misc/Damage]
Prerequisites: Manipulate Water, 1 other Water-Water feat, Will Save 6 Benefit: The Water-Water user can use her powers to separate water from solutions, purifying drinking water, removing poisons, even drying mud. This use of the ability does not count as an action, and is done at the same time the Water-Water user Manipulates Water.
Alternatively, as a full-round action the Water-Water user can turn this ability on anyone within range of Manipulate Water, forcing water out of the opponent's own body. The Water-Water user makes a Will save to represent the amount of mental force they bring to bear. This is opposed by a Fortitude save by the opponent to resist the effect. If the Water-Water user succeeds, the target is rendered fatigued, and suffers 1 point of Constitution damage for every 4 points the Water-Water user beat the target's save by. If the target succeeds at the save, they can feel the water stirring within them, this is unsettling, but has no mechanical effect. Successful use of this ability produces 1 gallon of water per point of Constitution damage dealt, which is already considered manipulated by the Water-Water user.
The Water-Water user may not manipulate any other water during the same turn that they use this ability to extract water from an opponent. Some creatures may be immune to this effect.
I'm totally having a braindead moment at the moment, so I'll get back to you on State Change.
LizardLord
Spoiler
Feats: Shadow Weapon [Misc]
Benefit:Twist can shape and solidify shadows, making him able to use them as weapons. As a swift action Twist can create a weapon of his choice that only Twist can wield. The weapon must be one that Twist is proficient in. If it is a range weapon, the ammo is also created by shadows. The weapon has a +1 enhancement bonus per four character levels.
Shadow Illusion and Shadow Minion
Spoiler
Shadow Illusion [Misc.]
Benefit: As a standard action Twist can shape and color shadows to create an illusion with only visual components. The illusion may perform any actions Twist wishes, though it is insubstantial. Changing the illusion's orders is a Swift action. This lasts as long as he concentrates on it, and it may not move more than 10 ft per character level away from Twist, although he must have line of sight to the illusion.
Improved Shadow Illusion [Misc]
Prerequisites: Shadow Illusion, Concentration 2 Benefit: As Shadow Illusion, except the illusion can have auditory components. Twist gains a +4 bonus to any concentration checks he makes to mantain the illusion.
Greater Shadow Illusion [Misc]
Prerequisites: Shadow Illusion, Concentration 5 Benefit: As Improved Shadow Illusion, except the illusion can have tactile, gustatory, and olfactory components. The Illusion may now perform physical tasks, though Twist must still focus on the illusion to change its orders (a Swift action).
Quickened Shadow Illusion [Misc]
Prerequisites: Shadow Illusion Benefit: You may activate Shadow Illusion as a Move or Swift action.
Shadow Minion [Misc.]
Prerequisites: Greater Shadow Illusion Benefit: Twist can make someones shadow come to life under Twist's control. The shadow minion is considered to have the same race, class, career, equipment, stats, feats, and favored skills, and feats as the creature that owned the shadow, but its level is either half Twists character level (rounded up), or the targets level, whichever is lower. Devil Fruit feats cannot be replicated, nor can feats the illusion no longer meets the prerequisites for (such as from a lower skill level). These are omitted. This shadow acts on Twist's initiative, and comes into existence 5 ft behind the target. This lasts as long as he concentrates on it, and it may not move more than 10 ft per character level away from Twist, although he must have line of sight to the illusion.
Extra Shadow Illusion [Misc]
Prerequisites: Shadow Illusion Benefit: You can mantain 1 additional Shadow Illusion Special: This feat may be taken multiple times, the effect stacks.
Shadow Cloak and Shadow Walk
Spoiler
Shadow Cloak [Stance] [Stat Bonus]
Prerequisite: 1 Shadow-Shadow feat.
Benefit: Twist can shape shadows around him for defence. While in this stance Twist adds half his character level (minimum 2) to his hide checks and attacks against him have a 10% miss chance per 2 character levels, maximum 30%. These bonuses are halved in areas of bright light or complete darkness.
Improved Shadow Cloak [Stance] [Stat Bonus]
Prerequisites: Shadow Cloak, Hide 11 Benefit: Shadow cloak stance now gives a bonus to hide checks equal to character level. The miss chance improves to 10% per 2 character levels, maximum 60%. These bonuses are halved in areas of bright light or complete darkness.
Additionally, while in Shadow Cloak stance, you gain
+1 Dodge bonus to AC
+2 to any concentration checks for Shadow-Shadow feats.
+1 to hit and damage with any Shadow Weapon
Possibly a small bonus to other later feats we create.
Shadow Step [Misc.]
Prerequisite: Shadow Cloak Benefit: While in Shadow Cloak stance, Twist can travel through the barrier between shadows. As a move action, if Twist is standing in a shadow he can teleport himself to another shadow within 30 feet that is within line of sight. Special: This feat may be taken additional times, each time this is taken, Twist can teleport himself 20 additional feet.
Spekari
Spoiler
Backstory looks good. Have a fruit.
Paramecia: Pyrokinesis.
Pretty self-explanatory. The idea of a firey angry brawler just sounds hilarious to me. Don't get too cliche about it though. Have fun with your feat list.
Welcome aboard the Parallax everyone. As soon as I get character sheets from everyone, I'll post the IC thread.
__________________
Avatar courtesy of Thormag.
Quote:
Originally Posted by Jeff the Green
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Last edited by Techwarrior : 08-09-2012 at 10:52 PM.
I just noticed this now but making Concentration a requirement means I need to take the Talented feat, since that is the only way I can get any ranks in Concentration. I may later try to get Selective Amnesia in order to make Concentration a favored skill. If I don't I would need to be level 10 before getting Greater Shadow Illusion.
__________________
Avatar made by Omega.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Last edited by Lizard Lord : 08-12-2012 at 02:40 AM.