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The Complete One Piece
The Complete One Piece
I KID, I KID! We're fine on ideas, this is just something that was requested from our audience, and I decided to
take them up on it. I've honestly read One Piece from the beginning, so I know a bit about the series, though I've
never seen filler anime and anime movies because I've only read the Manga, so don't sue me if this is
incomplete according to the anime.
Also, the Revolutionary Army is not covered in this document as there is almost nothing known about them.
Introduction
Synopsis (From Wikipedia)
One Piece is a Japanese manga series written and illustrated by Eiichiro Oda. It has been serialized in
Shueisha's Weekly Shōnen Jump magazine since July 19, 1997, with the chapters collected into seventy-eight
tankōbon volumes to date. One Piece follows the adventures of Monkey D. Luffy, a young man whose body
gains the properties of rubber after unintentionally eating a Devil Fruit. With his diverse crew of pirates, named
the Straw Hat Pirates, Luffy explores the ocean in search of the world's ultimate treasure known as "One Piece"
in order to become the next Pirate King.
The manga has been adapted into an original video animation (OVA) produced by Production I.G in 1998, and
an anime series produced by Toei Animation, which began broadcasting in Japan in 1999 and has aired 707
episodes to date. Additionally, Toei has developed thirteen animated feature films, two OVAs, and five television
specials. Several companies have developed various types of merchandising such as a trading card game, and
a large number of video games. The manga series was licensed for an English language release in North
America by Viz Media, in the United Kingdom by Gollancz Manga, and in Australia by Madman Entertainment.
The anime series was licensed by 4Kids Entertainment for an English-language release in North America, before
the license was dropped and subsequently acquired by Funimation in 2007.
One Piece has received widespread critical acclaim, primarily for its art, characterization and humor. Several
volumes of the manga have broken publishing records, including highest initial print run of any book in Japan.
The series has over 380 million volumes in circulation worldwide, making it the best-selling manga series in
history.
Setting
The world of One Piece is populated by humans and numerous other races, including mermen and mermaids,
"fishmen" (a race of fish/human hybrid), and giants. It is covered by two vast oceans, which are divided by a
massive mountain range called the Red Line. The Grand Line, a sea that runs perpendicular to the Red Line,
further divides them into four seas: North Blue, East Blue, West Blue and South Blue. Surrounding the Grand
Line are two regions called Calm Belts, similar to the Horse latitudes, which experience almost no wind and
ocean currents and are breeding ground for the huge sea creatures called neptunians (or "sea kings"). Because
of this, the calm belts are very effective barriers for those trying to enter the Grand Line. While marine ships,
using sea-prism stone to mask their presence, can simply pass through, most have to use the canal system of
Reverse Mountain, a mountain at the first intersection of the Grand Line and the Red Line. Sea water from each
of the four seas runs up that mountain and merges at the top to flow down a fifth canal and into the first half of
the Grand Line.[5] The second half of the Grand Line, beyond the second intersection with the Red Line, is also
known as the New World.
The currents and weather on the Grand Line's open sea are extremely unpredictable, whereas in the vicinity of
islands the climate is stable. The magnetic fields within the Grand Line cause normal compasses to not work
there, making it even harder to navigate; a special compass called a Log Pose must be used. The Log Pose
works by locking on to one island's magnetic field and then locking on to another island's magnetic field. The
time for it to set depends on the island. This process can be bypassed by obtaining an Eternal Pose , a Log
Pose variation that is permanently set to a specific island and never changes.
The world of One Piece includes anachronisms, such as the Transponder Snails, snail-like animals that can be
attached to electric equipment and function as rotary phones,[13] fax machines, surveillance cameras,[14] and
similar devices. Dials, the shells of certain sky-dwelling animals, can be used to store kinetic energy, wind,
sound, images, heat, and the like and have various applications.
A Devil Fruit is a type of fruit which when eaten, confers a power on the consumer. There are three categories of
Devil Fruits; Zoan fruits allow the user to fully and partially transform into a specific animal; as well as real-life
animals, some Zoan fruits allow the user to transform into mythical creatures. Logia fruits give control over and
allow the user "to change their living body structure into the powers of nature". Paramecia is a category for fruits
that give the user superhuman abilities. They are said to be incarnations of the sea devil himself, and as a result,
Devil Fruit users cannot swim in sea water, as "they are hated by the sea". Sea-prism stone also has this effect.
When even partially submerged in sea water, they lose all of their strength and coordination, although some
abilities remain, such as Luffy still being able to stretch after being totally submerged. "Moving" water, such as
rain or waves, does not have this effect. When a Devil Fruit user dies, the powers will be reincarnated into a new
Devil Fruit. Devil Fruit powers can be in a stage called "Awakened", where the user can turn anything around
them, besides their own bodies, into what their Devil Fruit power is.
Haki is a latent ability every living being in the world of One Piece possesses, though it is quiescent in most.
There are three varieties of Haki: Color of Observation allows to sense the presence of other beings and predict
their movement. Color of Armament allows one to envelop body parts and even inanimate forms with a force
akin to an invisible armor that possesses defensive and offensive properties, also allowing one to inflict harm
upon Devil Fruit users. The rare Color of the Conquering King enables one to intimidate or render beings of
weak determination unconscious. Haki is shown that when it's used too much, it will stop working for certain
periods of time.
Protagonist Chartacters
The Straw Hat Pirates
The protagonists of the One Piece series are all members of the Straw Hat Pirates, a crew of nine pirates
captained by Monkey D. Luffy. The crew's number increases throughout the series, as Luffy recruits new
members. Once Usopp joins the Straw Hat Pirates, they gain their own ship, the "Going Merry", which is later
destroyed and replaced by a larger and more powerful vessel, the "Thousand Sunny" created by their shipwright
Franky.
Monkey D. Luffy
Monkey D. Luffy is the primary protagonist of the One Piece series. At the age of seven, he admires and tries to
join the pirates of the "Red Haired" Shanks. Ridiculed and rejected, he inadvertently eats their treasure, the
Paramecia-type Gum-Gum Fruit, which gives his body the properties of rubber. His reckless efforts ultimately
lead him into grave peril and cause Shanks to lose an arm while rescuing him. After that, Luffy gives up on
joining Shanks. Instead he resolves to start a crew of his own and become King of the Pirates. Displeased by
Shanks thus spoiling his grandson, Garp takes Luffy to be raised by Curly Dadan and her mountain bandits, who
he strong-arms into taking him in. During Luffy's time there, he becomes sworn brother with Garp's other ward
Ace, and local runaway noble Sabo. Ten years later, and still wearing Shanks' treasured head covering, Luffy
forms and captains his own pirate crew called The Straw Hat Pirates and sets sail for the Grand Line and quickly
gains infamy as "Straw Hat" Luffy. Eventually, after his strength proves insufficient to save Ace from execution,
he spends two years on a secluded island, learning the use of the three colors of Haki from Silvers Rayleigh,
before heading to the New World. Luffy is voiced by Mayumi Tanaka. In the 4Kids Entertainment English
adaptation, he is voiced by Bella Hudson. In the Funimation Entertainment English adaptation, his voice is
supplied by Colleen Clinkenbeard.
Roronoa Zoro
Roronoa Zoro is a swordsman who uses up to three swords simultaneously, holding one in each hand and a
third in his mouth. To fulfill a promise to Kuina, his deceased childhood rival, he aims to replace "Hawk Eyes"
Mihawk as the world's greatest swordsman. Traveling the seas in search of Mihawk and making a living as a
bounty hunter, he becomes infamously known as "Pirate Hunter" Zoro. Eventually, he comes into conflict with
Helmeppo. To keep harm from innocent civilians, Zoro allows himself to be temporarily incarcerated, while
Helmeppo plots to have him killed. Zoro is saved from execution by Luffy in exchange for becoming his first
crewman. At that point, Zoro makes it clear that he would turn on his captain if he ever stepped between him and
his dream. However, Zoro grows fond of his crew and after several defeats in their defense, his priorities change
and he convinces Mihawk to take him for a student. In the anime television series, his voice actor is Kazuya
Nakai. In the 4Kids English adaptation, his name is spelled Roronoa Zolo, and he is voiced by Marc Diraison. In
the Funimation English adaptation, his voice is supplied by Christopher R. Sabat.
Nami
Adopted and raised by Navy seaman turned tangerine farmer Bellemere, Nami and the older Nojiko, have to
witness their mother being murdered by the infamous Arlong, whose pirate gang occupies their island and
extracts tribute from the population. Striking a deal with him, Nami, still a child but already an accomplished
cartographer who dreams of drawing a complete map of the world, joins the pirates, hoping to eventually buy
freedom for her village. Growing up as a pirate-hating pirate, drawing maps for Arlong and stealing treasure from
other pirates, Nami becomes an excellent burglar, pickpocket and navigator with an exceptional ability to
forecast weather. After Arlong betrays her, and he and his gang are defeated by the Straw Hat Pirates, Nami
joins the latter in pursuit of her dream and acquires infamy herself as "Cat Burglar" Nami. Throughout the series,
her weapon of choice is a three-sectioned bō staff, later versions of which allow her to produce various weather
phenomena. She is voiced by Akemi Okamura. In the 4Kids English adaptation, her voice actress is Kerry
Williams. In the Funimation English adaptation, her voice is supplied by Luci Christian.
Usopp
During his early childhood, Usopp is abandoned by his father, Yasopp, who leaves to join the Red-Haired
Pirates. Then, as Banchina), his mother, falls ill, Usopp starts telling tall tales, expressing his hope that his father
would return and take them out to sea. Even after his mother dies, Usopp does not blame his father for leaving,
but strives to become a great pirate himself, despite his cowardly disposition. He is a gifted inventor, painter and
sculptor. In combat, he primarily relies on slingshots to fire various kinds of ammunition with great precision.
Eventually, he achieves notoriety under his alter-ego "Sniper King the King of Snipers", a hero sniper wearing a
golden mask and cape. In the anime series, his voice actor is Kappei Yamaguchi. Jason Griffith and Sonny Strait
provide his voice in the 4Kids and Funimation English adaptations, respectively.
In a 2007 Oricon poll, Usopp was voted the 10th most wanted character to receive a spin-off amongst all
respondents, and the 5th most popular amongst males. In a review of Funimation Entertainment's second DVD
release for Mania Entertainment, Bryce Coulter notes that Usopp "brings lots of comic relief to the series", but
also comments that he "can be downright annoying at times."
Sanji
While serving as an apprentice cook on a passenger ship, nine-year-old Sanji stands up to a boarding party of
pirates led by the infamous "Red Foot" Zeff. During the encounter, Sanji is swept into the sea by a massive
wave, but Zeff jumps after him because of their common dream of finding the All Blue, a legendary sea,
containing every kind of fish in the world. While castaway together, the pirate saves Sanji's life yet again by
giving him their entire food, surviving himself by eating his own leg. After their eventual rescue, Sanji stays with
Zeff for several years and helps him build a floating restaurant, the Baratie. Zeff in turn makes him a first rate
cook and teaches him his kick-based fighting style. Mirroring Zeff, Sanji will never refuse a starving person a
meal, and in fighting only uses his legs, so as to protect the hands he needs to cook. He also develops an
unusual weakness for women, and makes a principle of never harming one, even if it means his death.
Eventually he becomes infamous under the name of "Black Leg" Sanji, and while training for a period of two
years in Emporio Ivankov's Kamabakka Queendom, develops the Sky Walk, a variant of the Six Powers
technique Moonwalk, which allows him to essentially run through air. In the Japanese anime television series, he
is voiced by Hiroaki Hirata. In the 4Kids English adaptation, he is voiced by David Moo. In the Funimation
English adaptation, his voice is supplied by Eric Vale.
When creating Chopper, Oda wanted a mascot who is both cute and fearless. An IGN review of the manga
praised Chopper's character as one of the best in the series and said that he was able to be both touching and
funny. With Chopper's back story, Oda wanted to illustrate that one need not be blood-related to be considered
family.
Nico Robin
Growing up in Ohara, home of the world's oldest and largest library, Nico Robin becomes an archaeologist at the
age of eight. At some point she gains the power of the Paramecia-type Flower-Flower Fruit, which allows her to
have temporary copies of parts of her body, including her eyes and ears, spring up on surfaces near her. Behind
the backs of her teachers, she acquires from them the outlawed knowledge of how to translate the ancient
stones called Poneglyph, which are scattered around the world, and comes to share their goal of finding the
illusive Rio Poneglyph, which is said to tell the world's lost history. However, the World Government finds out
about these efforts and sends a battlefleet to stop them. Only Robin escapes the devastating attack that claims
the lives of the island's entire population, including that of her mother. Called "Devil Child", traumatized and with
a bounty on her head, Robin lives a life on the run, unable to trust anyone. To survive, she cooperates with
various pirates and other outlaws, until eventually joining forces with Sir Crocodile, leading Baroque Works with
him, under the codename "Ms. All-Sunday". After Baroque Works falls apart and without anywhere else to go,
she tags along with the Straw Hat Pirates and grows so fond of them that she gives herself up to the
Government in order to save them. Only after they find out about her motives and declare open war on her
powerful nemesis to get her back, does she come to realize that she has finally found people who will never sell
her out, and becomes a part of the crew. In the anime television series, Robin's voice actress is Yuriko
Yamaguchi. In the 4Kids English adaptation, her Baroque Works codename was changed to Miss Sunday and
she is voiced by Veronica Taylor. In the Funimation English adaptation, her voice is supplied by Stephanie
Young.
Franky
The son of pirate parents who abandon him at age ten, Cutty Flam, nicknamed Franky, is taken in as an
apprentice by a shipwright who secretly holds the plans for a devastating ancient weapon. Franky's recklessness
eventually provides an opportunity to World Government agents seeking these plans. Attempting to rescue his
master, Franky suffers severe injuries and only survives by rebuilding parts of his body using pieces of scrap
metal, turning himself into a cola-powered cyborg with super-human strength. After gaining notoriety as "Cyborg"
Franky and to fulfill his dream of sailing a ship he built around the world, he constructs the Thousand Sunny, a
brigantine-rigged sloop-of-war, for the Straw Hat Pirates and joins the crew. In the anime television series, his
voice actor is Kazuki Yao. Patrick Seitz provides his voice in the Funimation English adaptation.
Brook
Already a pirate before the time of Roger, "Humming" Brook first enters the Grand Line as vice-captain of the
music-themed Rumbar Pirates. Leaving their pet, the infant whale Laboon, behind at Reverse Mountain, they
promise to return after sailing around the world. Instead, they are annihilated, with one exception. The power of
the Paramecia-type Revive-Revive Fruit allows "Dead Bones" Brook to rise again and live a second life as a
skeleton. Fifty years later, Brook's goal is still to fulfill his late crew's promise and to that end joins the Straw Hat
Pirates. Brook is an excellent musician, who says that he can play any instrument, although he is usually seen
playing the violin. He can even influence people with his music to the point of making them fall asleep. While
separated from the other Straw Hats, and incognito as "Soul King" Brook, he gains world fame, filling concert
halls with fans. He is also a skilled fencer, who uses a shikomizue (a Japanese cane sword) in battle. His
reduced weight allows him to jump extraordinarily high and to run across water. And eventually, he learns how to
use his devil fruit ability to leave his skeleton body and explore his surroundings as a disembodied soul. He is
voiced by Chō. Ian Sinclair provides his voice in the Funimation English adaptation. The idea of a skeleton
musician was first conceived by Oda in 2000, about the time of Laboon's introduction and more than half a
decade before the first appearance of Brook.
Changes to the System for a Purely One Piece Game
Reiatsu is now named Haki, as all beings with power have their Haki awakened. There will be feats for Haki in
later chapters. All Reiatsu Feats are now Haki Feats and serve the same purpose in Haki calculation.
Flight is nearly impossible in the One Piece world, and require special feats to gain it (Or Devil Fruit Powers as
seen later).
Standing on Air requires special training as well, and can't be maintained indefinitely.
Phasing through objects is also nearly impossible, and require a Devil Fruit power specifically for phasing
through objects to be able to use.
The Spellcaster feat is available, but all races in the One Piece universe have little time for the study of Magic,
and as such gain new Spell Levels every 3 levels instead of every 2 when they take the Spellcaster feat in a
purely One Piece game. If you are running a cross-over style game ignore this rule.
The Martial Study feat is in full effect and One Piece humans are more proficient with Martial Study than normal.
Treat anyone in a purely One Piece game as 5 levels higher for the purposes of gaining styles and treat their
Spellscore as 4 points higher than normal for the Martial Study feat.
Sensing Reiatsu requires the Kenboushaku Haki feat and cannot be done in any other way. This is known as
Mantra among the Skypedians, and is the same feat.
Flash Stepping is reserved for those with special techniques or devil fruit powers.
If you are a Pirate (You take the Pirate Fanservice feat, or go against the government at GM Fiat), you gain a
bounty on your head equal to the following formula (Level x Charisma Modifier + GM Fiat) x (1,000,000 Beli) (So
someone that was level 21 with a 5 Charisma Modifier and no GM Fiat would have a Bounty of 105,000,000 Beli.
Or roughly enough money to give someone a Wealth of 57)
There is no stat caps in the Complete One Piece for normal humans... In fact it should be removed from any
game you're playing.
Humans are the norm in a One Piece game, the races presented here are rather rare.
Centaur
CENTAUR [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat.
Benefit: You are a centaur, a tauric creature that is
half man half some other creature that has more than
2 legs and is considered an animal or vermin by
human standards. When you choose this feat, choose
a four or more legged creature as your bottom half that
is large or medium sized as per the d20 SRD. You gain
any natural weapons or extraordinary abilities of that
creature that don't include bite attacks. They increase
in damage [BW] for every 5 ranks of Unarmed Strike
you have above 1. If the creature has a poison, you
gain that poison attack as your own bite attack dealing
1d6 damage +1d6 damage per 5 ranks of Unarmed
Strike you have above 1. The DC of the poison is
increased to (15 + Character Level + Constitution
Modifier). You also gain an unarmed strike progression
that deals 1d8 damage + 1d8 damage per 5 ranks of
unarmed strike you have above 1. Lastly, you are large
in size (Taking the penalties and bonuses as such) this
doesn't change your attack damages.
Prerequisites:
Feats: Fishman, Fishman Communications, Incite Fish Rage
Skills: Fortitude 7+ Ranks
Special: Must have incited at least 4 fish to rage at once.
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Fishman, Combat Martial Arts, Improved Combat Martial Arts, Heavy Handed
Skills: Unarmed Strike 6+ Ranks, Ranged Shot 6+ Ranks, Defense 6+ Ranks
Special: Must have defeated a character 1 or more levels higher than you in unarmed combat.
1 - UCHIMIZU [PRESTIGE]
You gain the ability to fire a single bullet of water from your finger using the vapor in the air as the source. The
bullet deals 2d8[BW] Ballistic damage + 2d8 Ballistic Damage per 5 ranks of Ranged Shot you have above 1,
has a range of 120 feet and deals triple damage on a critical hit. Underwater, the bullet is much more powerful,
and it's base weapon becomes 3d6. You may fire as many bullets per round as you have iterative attacks in a
round (So if you had 4 attacks per round, you could fire 4 Bullets).
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Fishman, Fishman Communication, Incite Fish Rage, Feeding Frenzy
Skills: Fortitude 8+ Ranks
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Logia Devil Fruit User, Logia Special Attack
Skills: Fortitude 9+ Ranks, Unarmed Strike 9+ Ranks
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Paramecia Devil Fruit User, Paramecia Special Attack
Skills: Fortitude 9+ Ranks, Concentration 9+ Ranks
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Zoan Devil Fruit User, Zoan Special Attack
Skills: Fortitude 9+ Ranks, Knowledge (Earth and Life Sciences) 9+ Ranks
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Cyber Creator or Shipwright or Inventor
Skills: Craft (Mechanical, Electronic and Structural) 12+ Ranks
Special: Must have been part of the creation of a Ship, Cyborg Implant or Invention with a 50+ DC
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Pirate, Skill Focus (Intimidation or Diplomacy)
Skills: Intimidate or Diplomacy 8+ Ranks, Any Attack Skill 8+ Ranks
Special: Must be part of a pirate crew (Must be a named crew)
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Marine, Skill Focus (Intimidate), Any 1 Haki Feat (Kenbunshoku, Busoshoku or Haoshoku)
Skills: Intimidate 8+ Ranks
Special: Must have gone through command training (2 week brew time) and pass a DC 20 Knowledge (Civics)
Check. You may retry this check once per week for one month if you fail the first time.
2 – Bonus Feat
4 – Bonus Feat
5 – VICE-ADMIRAL [PRESTIGE]
You gain a bonus to your Leadership Score equal to your Wisdom Modifier. You gain a third Cohort that is 1 level
lower than your second cohort. Lastly when you gain other bonuses to your Leadership Score than your mental
modifiers, you gain twice the bonus and when you gain a penalty to your Leadership Score you gain half the
penalty (minimum 0)
Rokushiki Master
Summary: Rokushiki is the martial art used by world government agents and high level marines. Learning these
techniques can take an entire life time, so most users choose a single ability to make their trademark attack.
Rokushiki mainly focuses on either making the human body tougher or faster to execute normally inhuman feats.
Prerequisites:
Feats: Kami-E, Rankyaku, Shigan, Soru, Improved Warrior Style (Unarmed Strike), Greater Warrior Style
(Unarmed Strike)
Skills: Unarmed Strike 13+ Ranks
Special: 18+ Dexterity
5. ROKUOGAN [PRESTIGE]
The user places both his/her fists right in front of the target and launches a devastating shock wave which
causes massive internal injuries. To perform this technique requires a full round action and the target must be
within melee range. It deals 10d6 sonic damage and the target has a 50% chance of being paralyzed for one
turn. The target can
attempt a fortitude save
vs a DC of 15 + the
master’s character level
+ Strength Modier to
take half damage and
avoid the paralyzing
effect. After performing
this technique, the user
cannot attack on their
next turn. They can
perform movement and
non-attack actions
normally.
Admiral
You've become an admiral in the Marines, gaining great power and authority.
Prerequisites:
Feats: Marine, Vice-Admiral, Any 2 Rokushiki Feats, At least 2 Haki Feats (Kenbunshoku, Busoshoku or
Haoshoku)
Skills: Any Attack Skill 13+ Ranks, Knowledge (Civics) 13+ Ranks
Special: Must be put up for promotion by an already existing admiral, then must do one of three things
• Must defeat an already existing admiral in one on one combat (Not to the death)
• Must gain the support of 3 other Admirals
• or Must go through Admiral's Training (Which takes one month and a DC 35 Knowledge (Civics) check
at the end which may be repeated for up to 10 months each week if failed)
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Pirate, Any 2 Haki Feats (Kenbunshoku, Busoshoku or Haoshoku), Grand Pirate
Skills: Any Attack Skill 13+ Ranks, Any Defense Skill 13+ Ranks, Intimidate or Diplomacy 13+ Ranks
Special: Must be the captain of a Ship with a crew (Meaning you can't be alone when you begin this Prestige
Path, and must have a crew under you. If you're part of a player character crew, you have to be the Captain)
Prerequisites:
Feats: Home Base
Skills: Any Attack Skill 18+ Ranks, Any Defense Skill 18+ Ranks, Intimidate or Diplomacy 18+ Ranks
Special: Must have at least 20 Ships in your Fleet, Charisma 20+
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Pirate, Any Devil Fruit User feat (Logia, Paramecia or Zoan)
Skills: Any Attack Skill 15+ Ranks
Special: There can only be seven Shichibukai at any one time. To qualify for this prestige path you must do one
of the following things
• Force the resignation of an already existing Shichibukai
• Kill an already existing Shichibukai
• Cause the Arrest of an already existing Shichibukai
You must then prove your worth to the world navy somehow (Up to the GM.)
2 – Bonus Feat
4 – Bonus Feat
2 - Bonus Feat
4 - Bonus Feat
1 - STEAMROLLER [PRESTIGE]
You gain the Hollow Growth Power: Trample as a bonus feat. In addition, your opponent cannot leap out of the
way if your size is above Huge.
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Giant, Oversized Weaponry, Oversized Armor, Towering Form till Titanic
Skills: Weapon Attack 12+ Ranks
Special: 52+ Strength
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Tontatta, Superior Gardening
Skills: Knowledge (Earth and Life Sciences) 10+ Ranks
2 - Bonus Feat
4 - Bonus Feat
2 - Bonus Feat
4 - Bonus Feat
Prerequisties:
Feats: Tontatta
Skills: Handle Animal 10+ Ranks
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Centaur, Leadership, Mounted Combat, Ride By Attack
Skills: Any Attack Skill 9+ Ranks, Ride 9+ Ranks
Special: Must have a Cohort with the Mounted Combat feat
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Centaur, Harpy, Screech
Skills: Swim 7+ Ranks, Concentration 7+ Ranks
2 - Bonus Feat
4 - Bonus Feat
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Centaur, Satyr, Instrumentation
Skills: Perform (Applicable to your Instrument) 8+ Ranks
Special: Must have used each function of Instrumentation successfully
Prerequisites:
Feats: Tontatta, Blooded, Improved Grapple
Skills: Unarmed Strike 10+ Ranks, Defense 10+ Ranks
Special: Must have defeated an opponent two size categories larger than yourself in hand to hand combat.
4 – Bonus Feat
Prerequisites:
Feats: Fishman, Fishman Communication
Skills: Unarmed Strike 4+ Ranks, Diplomacy 4+ Ranks
Special: May only begin this Prestige Path at level 1
2 - Bonus Feat
4 - Bonus Feat
5 - ULTRAMARINE [PRESTIGE]
You gain the unstoppable technique, Ultramarine. Ultramarine is a
full-round action to use, and does several things at once. Firstly it's a
line attack that is equal to 40ft per level in length. The line is 15 feet
wide. Secondly the line deals 1d6 water damage per level (Charisma
Reflex for Half). Thirdly if they fail the Reflex save you are
automatically bull rushed to the edge of the line, taking 1d6 additional
damage per 20 feet sent hurtling. Once fired, you cannot use this
feat again for 1d4+1 rounds.
Garp's Brawlers
You're a student of the legendary Garp, or are a student of one of his students. You specialize in punching the
hell out of people.
Prerequisites:
Feats: Hand Cannons, A Race with an Unarmed Progression
Skills: Unarmed Strike or Ranged Shot 14+ Ranks
Special: 22+ Strength
2 - Bonus Feat
4 - Bonus Feat
Prerequisties:
Feats: Combat Armsman, Improved Combat Armsman, Advanced Combat Armsman
Skills: Unarmed Strike 12+ Ranks
Special: You may take this prestige path multiple times. Each time creating a new sword style.
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Combat Martial Arts, Improved Combat Martial Arts, Advanced Combat Martial Arts
Skills: Unarmed Strike 12+ Ranks
Special: You may take this prestige path multiple times. Each time for a different Fighting Style
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Combat Bowman, Improved Combat Bowman, Advanced Combat Bowman
Skills: Ranged Shot 12+ Ranks
Special: You may take this prestige path multiple times for multiple Sniper Styles
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Predict Weather
Skills: Knowledge (Physical Sciences) 10+ Ranks
Special: Must either invent a Weather Control Device (DC 40-53) or have one built for you. (See Inventions)
2 - Bonus Feat
4 - Bonus Feat
5 - WEATHER MASTERY
[PRESTIGE]
You've mastered the art of Weather
Control. You gain a final Special
Attack with a +8 point bonus that
must be of the Fire, Cold, Sonic,
Electricity or Water element. In
addition you can create a huge storm,
a moderate hurricane or a small
tornado. Moderate Hurricanes are
twice the size of a small hurricane,
and a small tornado has the
dimensions of a small hurricane. A
huge storm's lightning bolts can be
directed in a 1,000ft area and deal
damage to everyone within a 50ft
burst and deal 11d10 Electricity and
11d10 Sonic Damage.
Inuarashi Musketeer Squad
The Inuarashi Musketeer Squad is the main diurnal combat force of the Mokomo Dukedom that serves under
Duke Inuarashi. It is the daytime counterpart of the Guardians who serve Nekomamushi. Among them are three
minks known as the "Three Inuarashi Musketeers" led by Sicilian.
Prerequisites:
Feats: Mink, Warrior Born
Skills: Weapon Attack 8+ Ranks, Reflex 8+ Ranks
Special: Must be accepted into the Inuarashi Musketeer Squad by one of their leaders.
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Mink, Improved Natural Weapon (Any from your type)
Skills: Unarmed Strike 8+ Ranks, Defense 8+ Ranks
Special: Must be accepted by Lord Nekomamushi into the Guardians.
2 - Bonus Feat
4 - Bonus Feat
Dials
Axe Dial
The Axe Dial which cannot be found in Skypiea, delivers a thin blast of air in the shape of an X and is capable of
slicing through a man and his iron shield in one blow. The fifty Goat-like Enforcers, known as the Militia, each
have one and their commander, Yama, has a belt of them. Like the Impact Dial, its main use is in Sky Warfare
but in some situations, it may be appropriate for other uses.
• Charging: This dial intakes air. If placed in a windy place, the Axe Dial will charge with air in a time
dependent on the wind involved. If placed in a breezy place, it will fully charge in 1 hour. If placed in a
windstorm, it will charge in 10 minutes. If placed in a hurricane it will charge in one minute and if placed
in a tornado, it will charge in one round. You can partially charge an Axe Dial.
• Usage: Once fully charged, it can fire off the said X-Shaped air-currents dealing 2d8 damage +2d8
damage per charge expended. A fully charged Axe Dial has 100 Charges, but cannot fire off more than
10 charges at once without exploding. If the Axe Dial explodes, it deals the remaining charges (And any
charges that were going to be fired) in d8's of damage to the wielder and all creatures within 5ft per
charge remaining, no save
• Action Dice Charge: You can fully charge an Axe Dial in 1 round by expending an Action Dice
regardless of windiness. Also, you can empower the damage by expending 2 Action Dice.
Ball Dial
The Ball Dial releases a puff of clouds that forms into a ball shape upon being released, which can be used for
sitting or standing on, or be applied with explosives and other features, as proven by Satori of the Forest.
• Charging: This dial takes in clouds and fog. It can be charged by placing it in a cloudy or foggy area. In
an area of fog, it'll charge in 1 minute. If placed into pure clouds, it'll charge in 1 round.
• Usage: By using this dial you create a platform of cloud that can hold 100lbs per charge used (Maximum
10 charges). A fully charged Ball Dial has 100 Charges. By expending an extra charge when creating a
cloud, you can cause it to become an explosive that deals 2d8[BW] damage per extra charge expended
in a 20 foot area (Maximum 10 charges.) A Ball Dial does not explode if more than maximum charges
are attempted to be used, they just don't work.
• Action Dice Charge: You can fully charge a Ball Dial in 1 round by expending an action dice in a foggy
or cloudy area.
• Canon: Normally this cannot be used at ground level, and can only be used in a cloud island. I've put in
rules to allow them to be used anywhere there is fog or clouds as a nod to the possibility.
Breath Dial
The Breath Dial is capable of storing air-currents. These Dials are usually used to propel wavers through water
and on ships if there is no wind for sailing. These Dials can also be attached to the sides of a snowboard or
"skates" as alternative methods of travel, as demonstrated by the Shandia.
Like many Dials, there are other creative uses for the Breath Dials. Unlike Jet Dials, Breath Dials carry smells
and aromas as well. They are handy for storing gasses, such as poisons, bad scents, and flammable
substances.
• Charging: This dial intakes air. If placed in a windy place, the Breath Dial will charge with air in a time
dependent on the wind involved. If placed in a breezy place, it will fully charge in 1 hour. If placed in a
windstorm, it will charge in 10 minutes. If placed in a hurricane it will charge in one minute and if placed
in a tornado, it will charge in one round. You can partially charge an Breath Dial.
• Usage: If charged in an area where a scent is prevalent, the smell will be recorded into the Breath Dial
for later usage. If placed into an area where a poisonous substance is, it will absorb the poisonous
substance to be used again as long as it wasn't charged when placed there. It will also do the same for
flammable substances. Using scent costs 1 charge, anything else costs 10 charges. A Breath Dial has
10 charges maximum.
• Action Dice Charge: You can fully charge a Breath Dial in one round by expending one Action Dice.
Flame Dial
The Flame Dial absorbs and releases fire; it is not to be confused with Heat Dials.[6] Shura's giant bird, Fuza,
has one in its mouth, which enables it to breathe fire. Flame Dials can also be used in sky warfare as they can
be hidden under gloves or bandages in-which the user can release a stream of fire from their hands to incinerate
their opponents.
• Charging: Placed in areas of flame, the Flame Dial will charge based on the strength of the flames. If
placed above a candle, it will charge in an hour. An average campfire will charge one in 10 minutes and
if placed into a burning inferno (Such as a house fire or forest fire) it will charge in one round.
• Usage: Expending a charge of Flame from the flame dial will expand a line from the dial out to 60 feet
(5ft wide). The line deals 2d8 damage +2d8 damage per additional charge expended (Maximum 10
charges). Like an axe dial, a Flame Dial will explode if you use more than 10 charges at once, dealing
the remaining charges (plus any you were attempting to using) in d8's to everyone within 5ft per charge
remaining (Including you).
• Action Dice Charge: You can charge a Flame Dial in one round by expending 1 action dice as long as
there is open flame around. Also, you can maximize the damage dice by expending 2 Action Dice.
Flash Dials
The Flash Dial is one of the three known types of Dials that store and release light. The Flash Dial lets out an
extremely bright amount of light for a very brief period, effectively causing temporary blindness if used against a
person. It is likely first seen in Braham's Flash Guns. Usopp also used one in his fight against Luffy.
• Charging: Leaving a flash dial in direct sunlight or in artificial sunlight you can charge a Flash Dial in
one minute.
• Usage: By using a Flash Dial you force everyone within a 100ft radius to make an intelligence based
Fortitude Save or be blinded for 2d6 rounds. You expend 1 charge to do this. If you can expend 10
charges, you can make the rounds into minutes. A Flash Dial contains 10 charges at full.
• Action Dice Charge: By expending 2 Action Dice when you use a Flash Dial, anyone blinded by the
usage is blinded for hours instead of minutes. You have to use this with the 10 charge variant.
Flavor Dial
The Flavor Dial can store smells and aromas, along with other types of gas, such as explosive and flammable
ones. While the Breath Dial can also store such things, the Flavor Dial is the most effective Dial for this and does
not release the scents and gasses in a short burst like the Breath Dial.
• Charging: As Breath Dial.
• Usage: As Breath Dial except a Flavor Dial has 100 charges, not 10.
• Action Dice Charge: As Breath Dial.
Heat Dial
The Heat Dial stores and releases heat energy. It is commonly used to power up ovens and other heating
devices for citizens of sky islands. It appears to be able to let out heat in different amounts. Shura is seen using
one, putting it into his Heat Javelin to make it red-hot.
• Charging: You can charge the heat dial in areas of heat above 90 degrees (F). Charging takes one hour
– 1 minute per 10 degrees above 90 the heat is (So if the dial were placed in say a 1,000 degree fire, it
would charge in one round.)
• Usage: This is mainly used to heat things. A Heat dial has 100 charges, For each charge expended, it
raises the temperature of an item by 100 degrees. This can be used to cook food, heat rooms (1 charge
will heat an average sized room for one hour) or heat weapons to deal extra fire damage. A weapon so
heated requires 10 charges, and will deal an extra 2d8 fire damage per [BW] achieved by the user.
• Action Dice Charge: By expending 1 Action Dice, you can charge a Heat Dial in one round regardless
of temp. By expending 2 Action Dice, you can increase the dice size of the Fire Damage by 2 (to 2d12
damage per [BW]).
Impact Dial
The Impact Dial may be hit by anything blunt or incapable of slicing (although it was shown absorbing axe and
sword strikes in the Non-Canon G8 arc) and will absorb the kinetic energy. Once the apex of the Dial is pressed,
the stored energy is released, usually causing internal injuries to a living body, while not leaving any visible
external damage. This blunt force is enough to wound even Luffy, who is usually immune to blunt forces. The
Impact Dial can also absorb the impact of explosions.
The Impact Dial, while not as dangerous as the Reject Dial, can still hurt the user through the backlash caused
when such a large amount of energy is released, as shown with the most frequent user, Usopp, and Nami as
well during her fight against Kotori. However, many Sky Warriors have been shown to be highly resistant to this
recoil. It's unknown if there is a limit to the energy it can absorb, but so far these Dials have been able to absorb
all the impact energy used against them.
• Charging: This is a special case. Impact Dials charge by taking bludgeoning or ballistic damage. Having
an Impact Dial in a prominent position makes you immune to those two damage types as the dial
absorbs all the damage on a 10 points of damage per charge ratio.
• Usage: You can use an Impact Dial in many different ways. If you use it against an another target, you
deal 2d10 bludgeoning damage to the target and you take 1d4 bludgeoning damage overcoming your
immunity per charge used to a maximum of 20 charges. Using extra charges don't cause the device to
explode, it just simply doesn't work. You can also use an Impact dial to grant yourself a fly speed of 90
feet with clumsy maneuverability by spending one charge per round. There is no maximum charges for
an Impact Dial.
• Action Dice Charge: By expending 2 action dice, you can make yourself immune to the recoil for an
entire encounter.
Jet Dial
The Jet Dial is a more powerful version of the Breath Dial, which blows out a burst of air at great speed. This
allows them to be used for faster propelling purposes. They were once used in wavers when they were common,
but were replaced by Breath Dials when they became extinct. Nami's Waver has a Jet Dial, making it faster than
a normal one. Enel's warship, the Ark Maxim, has a backup propulsion system powered by two hundred Jet
Dials.
They can also be used in battle: Gedatsu wears a Jet Dial on each of his arms to increase both the speed and
power of his punches. The punch is fast enough to cause his fist to seemingly disappear, and strong enough to
injure Chopper while in his Guard Point. However, Gedatsu dislikes using this technique due to the Jet Dial's
friction tearing up his clothing.
• Charging: As Breath Dial
• Usage: The Jet Dial has two non invention uses. Firstly, it can blow out air very swiftly, if a pair is
attached to your shoes, they can make you fly at a speed of 90ft per round with good maneuverability for
1 charge per round. You control when you fly, how you fly, and when you land. Secondly, if attached to
your elbows, it can make your punches faster and stronger, making your punching gain +1 to attack per
charge spent and/or +1[BW] per 3 charges spent. Spending for one automatically spends for the other
(So if you spend 3 charges, you'd have +3 to hit and +1[BW] damage). A normal Jet Dial has 100
Charges to spend with. Spending them to fly or increase unarmed power is a free action that must be
done on your turn.
• Action Dice Charge: As Breath Dial, plus you can double the benefits to your punching for an
encounter by expending 2 Action Dice.
Lamp Dial
The Lamp Dial is similar to the Flash Dial, capable of storing and releasing light. However, unlike the Flash Dial,
the Lamp Dials are most-commonly used for domestic purposes and not for battle, because, as the names
suggest, they release the light over time instead of all at once. It was first seen during Pagaya and Conis'
explanation of the various dials.
• Charging: As Flash Dial
• Usage: They are generally used as household lamps, and use up 1 charge every hour of continuous
usage
• Action Dice Charge: By expending an Action Dice when activating a Lamp Dial, it won't expend any
charges for one day. This is generally a non combat dial.
Eisen Dial
The Eisen Dial is extremely rare, and possess an incredible power that is useful for both attack and defense. It
emits a stream of "iron cloud" that can form into different shapes, like a cloud, but is as hard as iron. It can
lengthen and/or widen without limits and can even form thick defensive walls. Ohm possesses an Eisen Dial,
inside the pommel of his sword. "Eisen" is the German word for iron.
• Charging: As Axe Dial, but it takes twice as long due to the hardness of the clouds it creates.
• Usage: The Eisen dial can be used in a variety of ways for offense and defense. It can create walls that
are up to five feet on a side per charge expended. The walls have a hardness of 10 and 12 hit points per
inch of thickness. If you ready an action you can create one of these walls to intercept an attack. For
offense you can cause the clouds to fire out in a line, cone or blast. For cones and blasts, the area is 5ft
per charge expended in area. For lines it's a 5ft wide line with 10 feet of length per charge expended.
You may also form weapons from an Eisen Dial, they deal damage as a weapon of their type that
increases in damage per 5 ranks of Weapon Attack you have above 1.
• Action Dice Charge: For 1 Action Dice, you may either double the hit points of a wall, or double the size
of an area.
Milky Dial
The Milky Dial can store clouds. This can be used to create pathways in the air out of clouds, upon which
devices capable of moving upon clouds can travel. Gedatsu also installed Milky Dials in the soles of his shoes
allowing him to fly, protecting him from harm in his Ordeal of Swamp.
• Charging: As Ball Dial
• Usage: The Milky Dial creates clouds at such a fast rate, that you can literally fly when attached to your
shoes. When activated, 1 charge, you may fly for 120ft per round with perfect maneuverability. One
charge per round must be spent to maintain this effect. A Milky Dial has a maximum of 100 charges.
Additionally, you may create pathways of solid cloud, allowing devices that can transverse clouds to
travel. This is done by expending charges in a 1 charge to 50ft total area ratio.
• Action Dice Charge: By expending 1 action dice, you can fly for one minute or gain a 200ft total area
without expending charges.
Reject Dial
The Reject Dial is a fiercer version of the Impact Dial. It is extremely rare to find, and also extremely dangerous
to both the target and the user. The Reject Dial takes in energy, just like the Impact Dial, but releases ten times
as much energy as it had absorbed. The backlash effect is capable of blowing the bodies of both the user and
opponent to pieces, especially with repeated usage. The Shandia, Wiper, is currently in possession of one, and
frequently used it throughout the Skypiea Arc, despite the pleas from others for him to stop using it. Wiper used
the Dial along with the Seastone on his skates in a failed attempt to kill Enel.
Many Shandorian and Birkan warriors are almost entirely immune to the painful recoil of the impact force
released from an Impact Dial. However, not many can take a hit from a Reject Dial: under most circumstances,
the impact would badly injure, or even kill, an ordinary person, even a soldier. During Enel's Survival Game,
Shura was knocked out after Wiper used the Reject Dial on him. Even though he was one of Enel's priests, this
Dial proved enough to knock out, and even almost kill, Shura. The Reject Dial even almost killed Enel once (he
survived by using his Devil Fruit powers to defibrillate his heart). For this reason, Reject Dials are generally
frowned upon by allies of a user, as it may very well annihilate the user along with the victim.
• Charging: As Impact Dial
• Usage: As Impact Dial, except it deals 2d12 damage per charge expended and you take 1d10 damage
in recoil per charge. You cannot fly with a Reject Dial
• Action Dice Charge: As Impact Dial, you can expend an action dice to avoid recoil, but with a reject
dial, it's only for one round.
Tone Dial
The Tone Dial, sometimes known as a TD in the Blue Sea, is able to record and replay sounds spoken into it,
akin to an audio recorder. It was first shown to Luffy and Usopp by Pagaya and Conis, when they explained the
various functions of Dials.
The most prominent use of a Tone Dial in the series comes from Brook, who bought one from a merchant on the
Blue Seas, and used it to record the last song played by the Rumbar Pirates for their good friend, Laboon; he
stores the Dial inside his skull.
During Brook's career as a world-famous rock star, he sold many Tone Dials with his music recorded on them.
Given how many he sold, stated by his manager to be in the millions, they seem to be the most common of the
Dials to make it down to the Blue Seas. Oda explained in an SBS that during the timeskip, Tone Dials became
mainstream in the Blue Sea. They are sold in pairs and have been modified so they can be inserted into
headphones and on special turntables so that people can enjoy music portably. The modern uses for Tone Dials
were shown in the anime prior to the SBS.
• Charging: Tone Dials are charged when they are immersed with sound. When exposed to sound, it
gains one charge per round of exposure. The sound must be purposefully recorded (You press a button
on the dial to record). You can also charge a Tone Dial as a Breath Dial to preserve the sounds
recorded.
• Usage: Playback of sounds can be done by expending one charge. Up to 20 tracks can be placed on
one Tone Dial, and each track costs 1 charge. A normal Tone Dial can hold 100 Charges.
• Action Dice Charge: You may expend one action dice to play an entire Tone Dial for free (Up to 20
charges)
Vision Dial
The Vision Dial is used for capturing images and playing them back. The Vision Dial is comparable to a modern-
day camera. It is useful for scouting and recording evidence.
• Charging: A Vision Dial is charged as a Breath Dial
• Usage: By expending one charge, you may capture a minute of image for playback later. You may
continue to expend charges to gain more images (Up to the maximum held charges of 100.) To playback
5 charges worth of imagery (or less), you must expend a charge.
• Action Dice Charge: You may expend one action dice to record or playback up to 30 minutes of footage
for free.
Water Dial
The Water Dial is used for storing and releasing water. It was spoken of as being capable of extinguishing the
large fire left after Enel's judgment, but was not seen in use.
• Charging: Exposure to water can charge a Water Dial in one hour. If it's put into a stream or lake it
charges in one minute. If placed in the ocean or sea, it charges in one round.
• Usage: You gain three options with a water dial. Firstly, by expending one charge, you gain one gallon of
drinkable water. You may expend more charges to gain greater volumes of water (Up to the maximum of
the 100 charges a Water Dial holds). The second usage you may perform a bullrush against an
opponent without actually charging them using your Intelligence Modifier instead of your Strength
Modifier +4 per charge expended in the effort. Lastly, you may attempt to attack someone with water,
dealing 2d8 water damage + 2d8 water damage per charge expended (Max 10 charges).
• Action Dice Charge: You may expend one Action Dice to gain 50 gallons of water for free, or to gain a
+20 Bullrush bonus for free, or to increase the Damage by 1 category to 2d10 damage.
Thunder Dial
The Thunder Dial is used for storing and releasing electricity. It is used in the Ark Maxim's engines. It is only
named in the Unlimited Cruise games.
• Charging: Any source of electricity can be used to charge a Thunder Dial. A natural lightning bolt
charges the Thunder Dial fully in one round
• Usage: A Thunder Dial can be used to power a device, granting that device 1 hour of usage per charge
expended. Also, you may attack with a Thunder Dial dealing 2d8 electricity damage + 2d8 electricity
damage per charge spent in a 5 foot blast per charge spent (Maximum 10 charges)
• Action Dice Charge: You may expend One Action Dice to empower the damage of your attack, or grant
1 day's worth of charge to the device being powered.
Other Dials
It's not hard to imagine other dials than what was show in the series. A Chilly Dial for example, might be used to
cool food, freeze objects or attack people with cones of cold. It would work like the opposite of the Flame Dial.
When designing a Dial, it should have a Charge mechanism, meaning it should take in some sort of matter or
energy, a Usage (or two or three) and an Action Dice Charge, which allows you to expend action dice to power
up the device.
Generally as a rule, installing dials onto objects should have a craft check equal to the craft check to create the
base object without the Wealth check unless you don't have the dial on hand.
Weapons
Dials can be installed into weapons, making them more powerful and versatile. Weapons that are known to have
such installations include:
Transportation
Breath Dials and Jet Dials can be installed into vehicles for transportation purposes. Known vehicles include:
• Ark Maxim: equipped with 200 Jet Dials as backup propulsion in case his electrical powers fail.
• Dial Boat: boats of varying sizes, equipped with a Breath Dial on the back, enabling them travel the
Milky Road.
• Karasumaru: a particular small Dial Boat with a crow figurehead.
• Waver: small boats that function like water scooters, equipped with a Breath Dial to traverse over Sea
Clouds.
• Shiro Mokuba I: a particular Waver equipped with a Jet Dial, and later modified into a white-horse
shape.
• Jet Board: compact waver in the form of skiboards equipped with a Breath Dial to traverse the Sea
Clouds.
• Jet Ski: compact waver in the form of skis equipped with a Breath Dial to traverse the Sea Clouds.
Partially charged or uncharged Dials are sold for considerably less, subtract 1 from the DC for every 5 charges
not present (So an Ancient, Colossal, Uncharged Dial would cost a DC 26 check (10 + 8 + 8)).
Larger Dials
Large, Huge, Gargantuan and Colossal Dials exist, and not only do they increase the price of the Dial, but they
also make it so you can hold more in the dial as well. For each size increase, double the number of charges held
• Large: 200 Charges
• Huge: 400 Charges
• Gargantuan: 800 Charges
• Colossal: 1,600 Charges
The larger the dial, the more cumbersome it is. As a rule, a character 2 sizes lower than the size of the Dial can
use it in combat (So a Medium Creature could use a Huge Dial) or as an accessory, but to use one 2 sizes larger
than your size, it must be held as a backpack and possibly have attachments on it to use (Such as a flame proof
hose for a Flame Dial). One size category larger and it must be held in both hands. If you are the same size
category as the dial (Normal ones are meant for medium characters), you may use them in one hand.
They have the ability to communicate with each other telepathically through radio waves. The people of the One
Piece world take advantage of this ability by attaching buttons and receivers to them. Den Den Mushi thus take
the place of telephones and other similar machines in the world of One Piece. They are classified as type "B"
creatures, being "Small Friendly".
A Den Den Mushi makes a ring-ring-ring (purupurupuru in Japanese) sound, to inform people on the receiving
end that someone is calling, in a similar way to old fashioned telephones. When a person calls or speaks
through a Den Den Mushi, the Den Den Mushi will mouth the person's speech and display the person's emotions
as well as take on distinctive physical traits of the person on the other end.[2] For example, when someone
screams, the snail will scream as well. Den Den Mushi are usually active when someone answers the phone, but
once they are hung up, they go to sleep.
Despite acting like machines, they are actually animals. Since being raised by humans gives them access to
plenty of food, Den Den Mushi do not mind being used and tamed. The snails appear to be amphibious, as
Fukaboshi was seen using one underwater. However, they do not work in extreme cold. They also do not work
when the animals themselves are sick. When an S.O.S. signal is sent out, rather than ringing normally as in a
regular phone call, the Den Den Mushi cries loudly. When a Den Den Mushi returns to the wild and their
receivers are removed, they become a regular snail.
Other Technology
Vivre Card
A Vivre Card is made from part of a person’s fingernail which is then made into paper. It is completely waterproof
and fireproof, but can be torn and given to a cared person that one would be separated from.
The torn pieces will point to and move towards each other no matter where they are in the world, allowing one to
always be able to tell in which direction the other person is.
True to the name "paper of life", Vivre Cards also display the life force of their owner. If the life of the person who
gave the Vivre Card is vanishing, the card will begin to burn. It will grow back to its original size if the person
recovers.
Purchase DC: 10
Navigation Tools
Log Pose
A Log Pose is a compass-like navigational device; a necessity for traveling the Grand Line. It is a wrist watch
with a glass orb sitting on top, and a needle floating inside the middle of that orb suspended from the top by a
thin piece of metal or wire.
Normal compasses do not work in the Grand Line due to the special magnetic waves created from each island.
The Log Pose functions by recording the magnetic wave of an island in the Grand Line, and points to the next
island for the user to travel to. How long it takes to lock onto the magnetic waves varies from island to island.
Once on an island for the required amount of time, the recording of the magnetic wave resets to accommodate
the new island. The standard Log Pose is unsafe to use in the New World.
A variation of the Log Pose is the Eternal Pose, which always points to a specified island.
Purchase DC: 25
New World Log Pose
The standard Log Pose is not good enough for the New World, due to the fact that some islands change, or
completely hide, their magnetic fields at random, which may leave a crew stranded if they rely on a single Log
Pose. To navigate safely through the New World, crews need to have a Log Pose with three needles. Each
needle represents a different island, and the stability of the needle reflects the stability of the island's magnetic
field.
Purchase DC: 30
Eternal Pose
An Eternal Pose is a special type of compass used in the Grand Line.
It is an hourglass-like device with only one orb in the middle of the device, and a needle floating inside of the orb.
Like a Log Pose, it records the special magnetic waves of a certain island within the Grand Line, allowing the
user to know which way to go to arrive at their destination. Unlike a Log Pose, which resets its recordings on
new islands, an Eternal Pose always points to the same island, no matter how long it stays elsewhere. These
are used heavily by those who have a home port on a specific island of the Grand Line, as well as by the
Marines. The Marines in particular seem to have several of these on stock and ship commanders may request
one for reaching a specific island, as well as getting them for missions.
They appear to be available for purchase, though come at a high cost.
Purchase DC: 35
Turtle Pose
A Turtle Pose is a special type of compass found only in the seventh movie.
It consists of a baby sea turtle in a small pool of water. These are used to navigate to Mecha Island which is
located in the Grand Line. The reason Log Poses are not used to navigate to Mecha Island is because it is
actually a giant sea turtle that lacks a magnetic field.
Purchase DC: N/A
The Shipwright
Crafting a ship is a complex manner. The first step to building a ship is gaining the Shipwright feat. It's then a
matter of choosing the Superstructure, components and size of your ship. Yes, it seems simple, but it's not.
Everything costs Craft Points, uses a Wealth DC and has a Craft DC to work on.
Any number of shipwrights can help build a ship, all contributing Aid another checks to the effort, each adding +2
per success. (So in the example above, if 25 people aided the main Shipwright with aid another checks, the DC
would be 50 instead of 100 for the Shipwright in charge.)
Others may aid you in paying for this cost just like the the craft DC using the Aid Another action to add +2 to the
main Shipwright's check. In this instance they don't all need the Shipwright feat to aid.
Superstructure
The superstructure of the ship is what it's mostly made out of. What's holding it together. Ships are made of
Wood or Metals. The rarer the metal or wood, the more costly the craft point cost is.
Wapometal
Wapometal is a special kind of metal discovered by Wapol when he was turning garbage into toys during his
mini-story, manufactured via his Baku Baku no Mi powers. It was this metal that turned him from a homeless
bum into a very wealthy CEO of a toy company. His wapometal toys were so successful, the World Nobles
granted him a new kingdom as a reward.
Franky used wapometal for his Iron Pirate Franky Shogun. It is a shape-memory alloy that can be restored to its
preconfigured shapes, being used to create merger modes in the components of the Iron Pirate Franky Shogun.
Components
The components of the ship are what it's made of. Below are a bevy of things that need to be picked. You must
have the following to make a ship run
• Masts: Where the sails go
• Gunport: If there is a gun port, you must take that into account
• Living quarters: Where the crew and guests sleep
• Kitchen: Where Food is made and possibly served
• Cargo hold: Where everything else is stored
• Crow’s nest: Be on the look out
• Keel: The longitudinal structure along the centerline at the bottom of a vessel's hull, on which the rest of
the hull is built
• Rudder: What steers the ship
• Sails: What powers the ship mainly
• Deck: What the crew stands on.
• Armor: What the ship can handle in a fight, What it's Main Hull is made out of.
Table: Masts
A mast holds your sails, and has 100 hit points base with a hardness of 10. This is per mast. Generally a ship
can have one Mast per size category it is (Starting with 1 at Small)
Type of Mast Craft Points Special
Hollow Mast 100 -20 HP
Solid Wooden Mast 200 None
Hollow Metal Mast 400 -10 HP
Solid Metal Mast 600 +20 HP
Wapometal Mast 1000 +20 HP, FH: 5
Table: Guns
Guns deal damage to your opponent's ship. Depending on the type of gun, it deals different types of damage.
Craft Point Costs are per cannon installed on the ship (So 10 Beam Cannons would require 1,000 Craft Points).
You can mix and match what guns you have on your ship. This damage goes up by your gunner's ranks in
Ranged Shot (1[BW] per 5 ranks above 1.)
Type Damage Craft Points Rate of Fire Range Ammo Reload Time Special
Scrap 2d6 [BW] 50 Single 90 ft Small, metal objects Standard action -2 Ranged Shot
Standard 4d6[BW] 60 Single 600 ft cannon ball Standard action
Large 5d6 [BW] 70 Single 900 ft cannon ball Standard action
Fat 10d6 [BW] 80 Single 300 ft large cannon ball Full round action
Sniper 3d6 [BW] 50 Single 3,000 ft small cannon ball Standard action
Repeater 3d6 [BW] 75 Single, S 600 ft small cannon ball 3 shots per full round
action
Chain 2d6 [BW] 80 Single 300 ft 2 small cannon balls Full round action -5 to attack Masts
Scatter 6d6 [BW] 80 Single 180 ft 5 small cannon balls Full round action
Grenade 6d6 [BW] 70 Single 300 ft 1 grenade Full round action
Bar 2d6 [BW] 50 Single 600 ft 1 giant metal bar Full round action
Flame 5d6 [BW] 60 Single 90 ft 1 barrel of oil Full round action Cone
fire
Water 1d6 [BW] 60 Single 180 ft Pumps sea water Full round action Line
water
Stink None 50 Single 90 ft Barrel of rotten biological Full round action
material.
Turret 5d6 [BW] 80 Single, S, A 1,500 ft 3 cannon balls 3 shots per full round
action
Beam 10d6[BW] 200 Single 1 mile Special 4 rounds Line, 10ft wide
Table: Keel
As the substance that the entire ship is based on, you pay for the materials that are being used. Generally
almost as expensive as the hull of the ship itself, if a keel is broken (see HP section), the ship sinks and is
unusable.
Type Craft Points Hit Points Hardness Special
Pine 500 50 6 +5 HP per Size Category above Small
Elm 1000 60 7 +10 HP per Size Category above Small
Oak 2000 80 9 +15 HP per Size Category above Small
Mahogany 3000 110 8 +20 HP per Size Category above Small
Iron 2000 180 10 +10 HP per Size Category above Small
Brass 3000 150 12 +15 HP per Size Category above Small
Steel 4000 210 15 +20 HP per Size Category above Small
Aluminum 3500 130 13 +15 HP per Size Category above Small
Wapometal 5000 250 20 Fast Healing 10, +25 HP per Size Category above Small
Table: Rudder
Rudders are what steers ships. Without them, a ship could only go straight. A Rudder also effects a Ship's
Defense Bonus, granting them maneuverability. The cost of a Rudder is per rudder. Most ships have 1 or 2, but
colossal ships require up to 6 to fully steer.
Type Craft Points Hit Points Hardness Defense Bonus Special
Pine 20 20 6 (+2)
Elm 40 30 7 (+4)
Oak 60 50 9 (+8)
Mahogany 80 40 8 (+6)
Iron 40 50 10 (+4)
Steel 60 60 15 (+8)
Brass 80 40 12 (+6)
Aluminum 65 45 13 (+10)
Wapometal 100 100 20 (+15) Fast Healing 5
Table: Armor
Many ships have plates of armor strapped or bolted to the sides. This is basically what makes up the Hull of the
ship, and provides armor to the ship. The Craft Point Cost is for the entire ship being covered in Armor. If you
want weak spots, feel free to cut the cost by up to 90%, but each shot has a % chance of ignoring your Armor
Value equal to what you took off. Once the HP of the Armor is breached, the ship is considered to have lost the
armor protection.
Type Craft Points Hit Points Hardness Armor Bonus Special
Pine 200 50 6 (+2)
Elm 400 70 7 (+4)
Oak 600 90 9 (+8)
Mahogany 800 70 8 (+6)
Iron 400 110 10 (+4)
Steel 600 120 15 (+8)
Brass 800 130 12 (+6)
Aluminum 650 135 13 (+10)
Wapometal 1000 200 20 (+15) Fast Healing 10
Table: Engine
The engine of the ship is what makes it go. It can be as simple as Wind Power to as complicated as a Nuclear
Drive (Not that anything in One Piece seems to have that, but we're putting it in here.). You may have more than
one type of Engine... Ya know, just in case.
Type of Engine Maximum Speed Refeuling Craft Points
Sails Varies by wind force None 100
Oars 2 knots Manpower, 4 hour shifts 200
Paddle Wheels 10 knots Requires an Engine 400
Steam Engine 15 knots 1000 gallons of Water every day 800
Diesel Engine 25 knots 1000 gallons of Diesel Fuel every day 1600
Breath Dial 8 knots As Breath Dial 500
Jet Dial 16 knots As Breath Dial 700
Nuclear Engine 30 knots 1lbs of Nuclear Material every week 3200
Custom Fuel Engine 25 knots 1000 of Custom Fuel every day 2000
So, to build the best ship in the world. One with the following parts...
• Wapometal Superstructure: 1,100 Craft Points
• Wapometal Masts x10: 10,000 Craft Points
• Beam Guns x50: 10,000 Craft Points
• Luxury Apartment x2: 200 Craft Points
• Poor Quality Rooms x 20: 200 Craft Points
• Luxury Kitchen x1: 200 Craft Points
• Good Quality Kitchen x5: 500 Craft Points
• Colossal Cargo Hold: 12,000 Craft Points
• Good Quality Crow's Nest x10: 1,600 Craft Points
• Wapometal Keel: 5,000 Craft Points
• Wapometal Rudder x6: 600 Craft Points
• Wapometal Armor: 1000 Craft Points
• Nuclear Engine: 3,200 Craft Points
...would be a staggering 40,600 Craft Points. It would have a Craft DC of 406 and a Wealth DC of 431. It would
take 406 days to build, but it would be a near unstoppable force on the seas. It would take an average shipwright
a crew of almost 195 men to build this ship. (Which would take off 19 days from the time, reducing it from 406 to
378 days. Still over a year of work)
Custom equipment
You can have custom equipment on your ship, but that is generally between you and your GM. As a general rule,
the GM gets the final say on Craft Points and effects. Some examples are listed below.
Table: Custom Equipment
Equipment Craft Points Effect
Coup de Vent: Ship Variant 1000 You may choose to do a small or large burst. A small burst will use an eighth of your maximum
fuel and propel the ship, slightly airborne, for two miles. A large burst uses half your maximum
fuel and propels the ship high into the air and up to 5 miles before landing. While the ship is
airborne it moves at 60 knots. It takes 24 seconds to charge a burst. This maneuver is also
possible submerged underwater, but at half the speed and a quarter the distance.
Coating (Seastone) 1000 This coating allows your ship to pass through sea king infested water without detection. It’s
heavy though, which reduces your ship’s top speed by -2 knots.
Caoting (Gelatin) 2000 (May be This coating wraps your ship in a bubble and allows it to sail under the water’s surface on sea
applied and currents instead of wind. The coating just lays on the ship’s surfaces while above water, but
taken off) before diving it needs to be inflated with air. This surrounds the ship in an air-filled bubble,
reserving oxygen for the crew to use while under the surface. It’s completely resistant to water
pressure and one or two holes in the bubble won’t damage it, the holes will reform back into a
solid bubble. Too many holes, however, have a chance at ripping the bubble completely.
Mini Ships Varies, 100 per These are miniature ships that may be launched from your ship. They cannot be installed on a
ship to install small ship (Must be medium or higher) and you may only install 1 on a Medium Ship, 2 on a
once built Large Ship, 4 on a Huge Ship, 8 on a Gargantuan Ship and 16 on a Colossal Ship unless each
ship has the miniaturization Custom Equipment. Each ship must be built separately as listed
above and here.
Miniaturization 500 This can activate (taking one minute to complete activation) and shrink your ship one size
category by folding the ship together. Useful mostly for Mini Ships. This allows 1 Mini-ship to be
installed on a Small vessal.
Ship Spirits
A Klabautermann or Ship Spirit is said to be a water spirit (or fairy) that dwells on ships and is basically an
incarnation of a ship that has been well cared for. It is a merry and diligent creature that is said to warn sailors
when a ship's in danger and help in bigger ways sometimes. They are normally considered to be only a legend
among seafarers.
Klabautermann grant special abilities to the ships they inhabit, though they can be driven off.
Level/Exp Total: This is the level of the Klabautermann, and how much experience it needs to level.
Feats: This is how many feats from the list above that the spirit has.
Speed Bonus: Add this to your engine's speed to see how fast you go with a spirit on board.
Insight Good/Insight Poor: Choose one from the following list (Attack, Defense and Reflex). You gain the Good
bonus for the chosen ability, and the poor bonus for the other two.
Fast Healing: This fast healing doesn't happen in combat, and only happens when the crew is asleep or in port.
It represents a Klabautermann's tendency to repair a ship they love. The fast healing is per hour not per round.
Ship Experience: A ship gains experience through good care and through ship battles.
When a crew takes care of their ship, they gain 5 experience per week that goes towards the ship. Each time
they go in to have it serviced, they gain 5 more experience for that service.
In Ship to Ship battles, each time a ship defeats another, the winning ship gains 5 x the other Klabautermann's
level. If the other ship doesn't have one of these sprites, treat the ship's level as 5.
Ships and Epic Levels: A Ship cannot reach level 21 till the captain of that ship does. Continue all bonuses as
normal except feats which accrue slower and continue to increase the experience total each level as well.
Upgrading a Ship
At some point, you're going to want to upgrade your ship. You can do this by adding together the craft points of
what you want the ship to be total, and subtracting how many craft points you spent already. That determines the
upgrade cost. You then do the work, and finally, you get the upgrade you want.
Cyborg Implants
Any race can be fitted with Cyborg implants. These implants are better than normal, as they play a more integral
role in the character's life. Most aren't replacements (Though there's nothing stopping a character from having a
replacement leg or arm from the setting American Genesis). The following parts and other stuff are powered by
fuel. Fuel can be anything from water to soda to nuclear material. Just remember you have to be able to acquire
fuel or your cyborg implants won't work. You don't need the Shipwright Feat to build cyborgs. You need the
Cyber Creator Feat.
Table: Boosters
Type Craft Points Internal/External Explanation
Physical Stat Boost 100 per +2 to a Stat Internal Grants a bonus to a particular physical statistic.
Jump Boosters 100 per +4 to Jump/Tumble Internal Grants a bonus to Jump and Tumble Checks
Flight Rockets 500 Both: While the main Grants a Fly Speed equal to your Land Speed in
systems are inside, the combat and a Speed equal to your Swim Modifier x10
boosters are outside. MPH out of combat, Can be used underwater.
Targeting Booster 500 per +1 to attack Internal Grants a bonus to all Attack Skills
Reaction Program 500 per +1 to a Defense Internal Grants a bonus to Reflex or Defense (Must Choose per
implant)
Mental Block 500 per +1 to Will Internal Grants a bonus to Will Saves
Blood Replacement 500 per +1 to Fortitude Internal Grants a bonus to Fortitude Saves
Reactive Strength 3000 Internal Grants +2 to Strength per 3 rounds of combat.
Enhancement Program Disappears at end of combat
Lifting Boosters 500 per multiplier Internal Multiplies your Lift and Carry capacity (Minimum x2)
Balancing Gyro 100 per +4 to Balance Internal Grants a bonus to Balance Checks
Skill Enhancer 100 per +4 to a Skill Internal Boosts any Physical stat based skill by a set amount.
Boosting Special Attack 20 per point of SA (Max Internal Boosts you in a unique way, costs Haki to use instead of
Spellscore +4) Fuel.
Table: Weapons
A bit self explanatory, a Weapon is anything that deals hit point damage.
Type Craft Points Explanation
Beam Weapons 30/d6 damage + 30/10ft Line Attack that deals massive damage
of Line
Ballistic Weapons 50 per dice of damage Implants a ballistic weapon (Including Cannons) into your body. Must supply ammo
Fist Rocket 2000 Deal your unarmed strike damage up to 200 ft away
Retractable Melee Weapons 1000 per dice of damage Retractable weapon
of the weapon
Elemental Weapon (Cone) 30/d6 of damage + 30/5 Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
ft of Cone Cone
Elemental Weapon (Line) 30/d6 damage + 30/10ft Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
of Line Line
Elemental Weapon (Burst) 30/d6 damage + 30/5ft Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
of Burst + 10/100 ft Burst within the bought range
range
Elemental Weapon (Blast) 30/d6 damage + 30/5ft Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
of Blast Blast
Offensive Special Attack 20 per point of SA (Max Creates a unique offensive special attack that costs Haki to use instead of Fuel.
Spellscore +4)
Table: Tools
Tools generally grant a +2 bonus to associated checks. When creating a tool, make sure to specify what checks
are going to be amplified. Common Tools are tools that are available anywhere. Uncommon Tools are available
only in select locations, and Rare Tools are probably not available except in unique circumstances. Masterwork
Tools add +2 to your relative check bonus. Unique Tools are stuff like Franky's Nipple Lights, or some sort of
tractor beam that tugs a ship along. GM's have the final say on whether a tool is a tool or a Booster.
Type Craft Points Explanation
Common Tool 500 Implants a Common Tool
Uncommon Tool 1000 Implants an Uncommon Tool
Rare Tool 2000 Implants a Rare Tool
Masterwork Tool +2000 Craft Points Upgrades a lower tool to Masterwork Quality
Unique Tool (such as lights) 2000 + Varies Implants a tool that serves a unique function
Table: Armor
Generally Sub-dermal, This type of armor generally protects you from damage, granting bonus Armor Bonuses
to Defense, Bonuses to Reflex Saves (As you tank the damage), and Damage Mitigation. Armor also has Hit
Points. If your armor's hit points reach zero, it doesn't provide any protection till fixed. Armor also has hardness
of it's own which reduces damage only to it. Each piece has it's own craft point cost (Armor, Reflex, DM)
Type Armor Bonus Reflex Bonus Damage Mitigation Hardness/Hit Points Special
Metal (Iron) 20 per +1 100 per +1 50 per +1 [10/100] -5ft land speed
Metal (Steel) 30 per +1 75 per +1 40 per +1 [15/150] None
Metal (Wapometal) 50 per +1 100 per +1 25 per +1 [20/200] Armor has FH 10
Upgrading an Implant
At some point, you're going to want to upgrade your implants. You can do this by adding together the craft points
of what you want the implants to be total, and subtracting how many craft points you spent already. That
determines the upgrade cost. You then do the work, and finally, you get the upgrade you want.
Pop Greens
Pop Green are the seeds of hostile plants found in the forest of "Greenstone" on Boin Archipelago. They can
grow from seeds to full-sized plants in moments.
Heracles used these seeds as bullets, weapons, and tools. According to him, they have various uses, and he
taught Usopp how they work.
Pop Greens are seeds with instant growth capabilities, being able to sprout into full grown plants in a matter of
moments. Presumably native to the Greenstone forest in the Boin Archipelago, they have been effectively
weaponized by Heracles (who is shown simply throwing them) and Usopp (who fires them using Kuro Kabuto).
How they are triggered is currently unknown, but different seeds are known to act on different stimuli.
Some grow upon impact, others grow in the presence of an oncoming target, while others are capable of
growing in mid-air. These seeds also have varying ranges and effects, even those not normally attributed to
plants, such as one capable of piercing opponents, another being able to explode, while another is shown to
release a shock wave. Each type of seed also has a different color scheme, which the user can use to tell what
each one is capable of.
Midori Boshi: Devil: Shooting a Pop Green, Usopp creates a large Venus Flytrap which attacks his enemies. In
addition to being able to eat enemies with its large mouth, it can ensnare those nearby with its vines. This was
first seen used against Demaro Black, Turco, Chocolat and Mounblutain for harassing the real Nami. In the Viz
Manga and FUNimation simulcast subs, this is called Green Star: Devil.
• Usage: Upon firing the Pop Green, it explodes in a 40 ft radius at up to long range (400ft + 40ft/level).
Upon explosion, venus fly traps pop out and attack all enemies of the shooter within the radius +10 ft. It
uses your Unarmed Strike Bonus and deals 2d6[BW] damage (Improving with our Unarmed Strike
Ranks) per round to anyone that doesn't make a Reflex Save. Leaving the area is near impossible, and
requires a DC (10 + Your Ranged Shot Ranks) balance check to leave. Those that make the reflex save
stave off the damage for one round. The Flytraps last for 1 minute per level before disappearing.
Midori Boshi: Sargasso: Usopp fires a Pop Green at his target, which then explodes into an array of resilient
seaweed, strong enough to delay an avalanche of rock and earth. This was first used in order to protect the
Thousand Sunny from an avalanche of rock and earth. The name is similar to the Sargasso Sea, a region of the
North Atlantic Ocean where ships often become tangled in weeds. In the FUNimation simulcast subs, this is
called Green Star: Sargasso.
• Usage: Upon firing the Pop Green, it explodes at up to long range (400 ft + 40ft/level). It forms a net that
attaches to a surface and holds up to 1,000lbs per level of objects or people. This negates falling
damage if used to catch a falling person.
Midori Boshi: Rafflesia: Usopp fires a Pop Green at his enemy, not aiming for them specifically but a place
near them. The pop green reveals a rather large Rafflesia flower. The flower then excretes a foul smelling odor,
disabling the enemy's senses with its stench. This was first used against Hody Jones and his men. In the
FUNimation simulcast subs, this is called Green Star: Rafflesia.
• Usage: Upon firing the Pop Green it explodes into a very smelly flower. Anyone within 100 feet that
smells the scent because Nauseous unless they succeed a Intelligence based Fortitude Save. Those
with the Scent Quality take a -10 penalty to their Fortitude Save.
Midori Boshi: Take Jave-rin: Usopp shoots a Pop Green and stalks of bamboo shoots up from the ground,
stabbing and impaling anyone it crosses paths with. The name is a pun and portmanteau of "javelin" and "rin”. It
was first used against some of the New Fishman Pirates. This is called Green Star: Bamboo Javelin in the
FUNimation sub.
• Usage: Upon firing the Pop Green it explodes in a 20ft burst. Everyone within the burst must make an
Intelligence Based Reflex Save or take 5d6[BW] slashing damage (Improving with your Ranged Shot
Ranks). Half Damage on a successful save.
Midori Boshi: Dokuro Bakuhatsu So: Usopp shoots a Pop Green that explodes upon impact. It releases a
large red explosion in the shape of a skull. It was first used to get Daruma out of the ground by literally blowing
him out of the tunnel system he dug. This is called Green Star: Skull Bombgrass in the FUNimation sub.
• Usage: Upon firing the Pop Green within long range, the green explodes on impact dealing 10d6 Force
and 10d6 Fire damage to all targets within 20 feet. Intelligence Based Reflex Save for half damage.
Midori Boshi: Humandrake: Usopp shoots a Pop Green on the ground that only triggers to attack opponents
once they step on it, with its living roots it leaps off to the opponent causing them to get off balance. It is first
used against Daruma to lure him in the "Trampolia". This is a pun to "human" and "mandrake".
• Usage: Upon firing the Pop Green, it imbeds itself into the ground. When an opponent steps on the
green, they must make an Intelligence Based Reflex Save or be knocked prone.
Midori Boshi: Trampolia: Usopp shoots a Pop Green on the ground that launches anyone who gets close to it
up into the air. It is shaped like a big flower with a bubble at the center. It was first used in conjunction with
"Humandrake" against Daruma. In the Viz Manga, this is called Green Star: Trampolia.
• Usage: Upon firing the Pop Green, the flower sprouts a trampoline-like surface that launches anyone
that falls on it into the air based on their weight. Small and Medium creatures are launched 50 feet into
the air, Large creatures are launched 100 feet. Huge and Gargantuan creatures are launched 200 ft and
Colossal creatures are launched 400 ft. If used in conjunction with the Humandrake Pop Green, if the
target falls prone onto the Trampolia, they are automatically launched triple the distance.
Midori Boshi: Impact Wolf: Usopp shoots a Pop Green into the air which then sprouts into grass that takes the
shape of a wolf. The bulb where it came from that shaped like a wolf's nose can release a stunningly powerful
shockwave that is three meters in diameter, which can shock an opponent. It is first used in coordination with the
combination of "Humandrake" and "Trampolia" for an accurate hit against Daruma.
• Usage: Upon firing the Pop Green up to medium range (100ft + 10ft/level), it explodes in a 30ft burst
dealing 10d6 force damage to everyone in the burst, and launches them to the edge of the burst.
Intelligence Based Reflex Save for half damage, no save for the launching.
Midori Boshi: Boaty Banana: Usopp shoots a Pop Green on to the water that turns into a banana shaped like a
boat. It was first used in Punk Hazard Island to cross the lake. The boat is shown to be quite durable,
withstanding the boiling water of a lake found on Punk Hazard. The name is possibly a pun on "Banana boat".
• Usage: Upon firing the Pop Green into water, it pops into a boat that can hold up to 5 people. Treat this
boat as a small ship with no accouterments.
Midori Boshi: Uchiwa So: Usopp shoots a Pop Green which sprouts tall grass that looks like uchiwa fans on
one end of it. An "uchiwa" is a non-bending hand-held fan primarily used for cooling oneself in hot weather. It
was first seen in Punk Hazard Island to use as oars in conjunction with the "Boaty Banana" to cross the lake.
• Usage: Upon firing the Pop Green they explode into a set of fans that can be used as Oars, or to fan
yourself. They have no other use. If used as a weapon, they deal 1d8[BW] Damage improving with your
Weapon Attack Ranks.
Midori Boshi: Platanus Shuriken: Usopp fires a Pop Green that sprouts into several star shaped plants that
cut at the opponent. This was first used against Trebol.
• Usage: Upon firing the Pop Green it explodes into 1d6 stars that keep moving towards the opponent
and attack them. It can be used against one person, or into a 60ft cone. If used against one person, it
deals 8d6[BW] slashing damage (Improving with your Ranged Shot Ranks). If used as a Cone, it deals
4d6[BW] slashing damage (Improving with your Ranged Shot Ranks), and incurs an Intelligence Based
Reflex Save for half damage.
Inventions
This is the section that covers everything that the other sections haven't. This grants you the ability to invent
fantastical devices that belay the imagination. They can be powerful robots or dial infused staffs. From tanks to
trailblazing items, Inventions cover them. You don't need the Shipwright feat to build inventions. You need the
Inventor feat.
Base Components
The first part of the invention process is the base components. They are split into 6 categories. Common,
Uncommon, Rare, Unique, Dials and Pop Greens
Table: Components
Type Craft Points
Common 1000
Uncommon 1400
Rare 2000
Unique 3000
Dials Dial's Wealth DC x10
Pop Greens 3000
Fuel Source
The fuel that goes into an invention has many implications. Does it run on air? Gasoline? Nuclear material?
Perhaps it runs on Cola or something other fantastical.
Function
The next step in the process of invention is the function of the invention. Is it a weapon, armor, vehicle,robot,
something unique? What does your invention do? Make sure to count every function that your invention has in
this calculation. If you're invention is a vehicle with a weapon mount, it costs 1,300 Craft Points for example.
Table: Function
Function Craft Points
Weapon 100 per dice of damage. If it has [BW] damage, then 300 per dice of [BW]
Armor 200 per point of Armor Bonus
Vehicle 500
Robot (LvL1) 200 per Size Category above Tiny (Tiny and below is 100 points) + 100 per
Lvl above 1
Unique Function 300 x GM Fiat Modifier (Less than Powerful x1, Semi-Powerful x2,
Powerful x4, Very Powerful x8, Insane x16)
Putting it all together
Once you have the cost of your invention, you merely put together the cost, and build the item. Below is a
sample item below
With several people working on this, it takes little time to make as evidenced by the series.
Upgrading an
Invention
At some point, you're
going to want to upgrade
your invention. You can
do this by adding together
the craft points of what
you want the new
invention to be total, and
subtracting how many
craft points you spent
already. That determines
the upgrade cost. You
then do the work, and
finally, you get the
upgrade you want.
Forming your Crew
Before you create your characters, your group should discuss and plan out which type of crew they'll want to be.
A crew can consist any of combination of races and prestige paths, although you’ll need to role-play
appropriately. Whether you are planning to play as pirates, marines, or some other type of crew, you’re going to
need to decide a few things as a team first. This is just a quick check list to make sure you’re ready to begin your
adventure.
1. First, you need to have a captain. If you’re playing as marines, the highest level player or maybe even a
NPC will be in charge. As far as pirates go, it usually comes down to whoever is the strongest or who
has the most charisma. Whoever the captain is, they need to pick a first mate. The first mate is usually
the second strongest character on the ship but could also be someone intelligent who would be able to
take over during a crisis. Regardless, the captain’s orders are iron clad. Decisions that the captain
makes for the crew are completely up to them and cannot be overturned without an act of mutiny.
2. Next, you need to come up with a name for your group. If you’re pirates, then the crew is usually called
“The _________ Pirates” where the blank is filled in with some type of trait, typically of the captain or
crew as a whole. Some examples are “The Straw-Hat Pirates” which is based on Luffy’s trademark hat
or “The Whitebeard Pirates” who just use the captain’s name. If you’re marines, then the name of your
crew should be something like “______ Platoon” or “________ Company”. Something that would be
acceptable in a military organization to let your crew stand out.
3. You’ll also need a ship. You may begin your journey without one, but most games should give player’s
access to a starter boat to begin their adventure, even if it is just a crude raft or row boat. You won’t be a
true crew until you have your first ship though, which you’ll need to name before it can accrue any
experience of its own.
4. Lastly, once you have a ship, you’ll need to design your own unique symbol. Pirate crews must use a
face (typically a skull) at the center of their design and marines must use a seagull. Other than that,
you’re encouraged to be creative and make a cool design to represent your crew. Most symbols focus
on some unique attribute of the ship’s captain.
Starvation and Thirst (And Scurvy ya sea dogs!)
Hunger
When you don't eat, you can't keep fighting. As all the races in the One Piece supplement are living races, they
must eat or face dire consequences. Normally, to keep healthy you must eat about every 8 hours. To stay alive,
you must eat once per day.
While you can stay alive while not eating, you take penalties for doing so. After not eating for two days, you
become fatigued. You remain that way till you either eat again and take 4 hours to rest or till you go one week
without food, at which time you become exhausted.
Once you become exhausted without eating, you remain that way until you either eat something and get 4 hours
of rest, at which time you become fatigued till you can get 8 more hours of rest, or till you don't eat for another
week. At that point, you take 1 Constitution Damage that cannot be recovered till you eat something. Every day
you go without eating after taking a Constitution Damage you take 1 additional Constitution Damage. Once you
eat something, you instantly heal the constitution damage and are exhausted till you meet the prerequisites of
getting rid of said exhaustion. You cannot spend Action Dice to rid yourself of either the Fatigued or Exhausted
condition that results from starvation.
Thirst
Thirst happens much faster. It begins after a day of missed water, you become fatigued. After the second day
you become exhausted, and then on the third day you lose one Constitution, and then one constitution every 12
hours till you get some water. It must be fresh water, as salt water doesn't satisfy thirst.
Scurvy
As for basic diseases on the high seas, the one you really have to look out for is Scurvy (Thought I was joking
didn't you). Scurvy comes with a lack of Vitamin C, and can strike a crew at any time. Once scurvy sets in, you
either get Vitamin C, or you shrivel up and die.
Scurvy is a disease with special conditions to beat. The DC to defeat Scurvy once you have Vitamin C in your
system is only a 13, but without Vitamin C, it's a 33. You must make 2 successful saves once you have been
given Scurvy to stave it off, and with a steady supply of Vitamin C, you won't contract it.
Good sources of Vitamin are Oranges and Limes, Limes were kept on historical ships in England, which is why
the English are known as Limeies in unfriendly company. They ate Limes to keep off Scurvy, and it worked.
Epic Level Content
The following content is available to characters of 21 st or higher level
Epic Feats
EPIC DEVIL FRUIT POWER [EPIC, HAKI]
Prerequisites: Any Devil Fruit User, At least 3 Devil Fruit Special Attacks
Benefit: You immediately gain a special Special Attack for your Devil Fruit User type. This attack, unlike others is
built using twice your normal amount of points. All numerical limitations of Special Attacks are multiplied by 2 for
this (Twice your level of damage etc). It takes a full-round action to fire this special attack.
Special: You may take this feat multiple times. Each time select a new Epic Devil Fruit Power or increase one
you already possess by 12 points.
Oda Eiichiro: The Writer and Illustrator of the One Piece Manga
Draxredd: This is the guy that created the Classless Bleach d20 system
Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or created by
someone else. Feel free to use it as you see fit, as long as I get credit for it.
Talonhawke: For the request to write this book. Hopefully this does what you want it to do.
BadKarmaGames: Several Feats, The Rokushiki Master Prestige Path and the Building your Crew Section
The Complete One Piece gives you all the rules to making a One Piece game in the Bleach d20 Classless
system. Covering everything currently available (with some moderate exceptions).
The Complete One Piece is meant to be used with the Bleach d20 Classless system.
LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach and One Piece anime
and Manga including mentions of the Soul Society, Shinigami, Luffy, Usopp, etc, are used with fair use
from Tite Kubo, Oda Eiichiro, Shoen Jump Comics and anyone else I am forgetting to give credit to.