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 Combat Guide

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Name : The Administrator
Epithet : The Admin
Age : 9001
Race : Artificial Intelligence
Faction : Administration
Crew : Administrators
Ship : The Administering
Crew Position : Administrator
Devil Fruit : Admin Admin no Mi
Haoshoku : 9
Busoshoku | Kenbunshoku : 9
Attack (ATK) : 9001
Defense (DEF) : 9001
Reflex (RX) : 9001
Willpower (WP) : 9001
Level : 9001
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Posts : 184

PostSubject: Combat Guide   Sun Jun 26, 2016 2:34 am

The combat mechanics of Revival Dawn mainly function in tandem with five different character stats.
These stats are then aided by the Haki mechanics and your created techniques.
This guide will help you better comprehend the fighting system, which is somewhat based on the mechanics of the One Piece universe, only tweaked for a roleplaying environment.

The system’s deep intricacy may seem overwhelming at first, so take your time with learning it. Many of these mechanics are meant to be applied later on once you’ve leveled your character up a fair bit.


There are 5 main stats that you will mainly be concerned with during your role-playing.

Attack (ATK): This stat determines your damage multiplier. Whether it be ranged or melee, devil fruit or no, any of your damage capacity is altered through this stat.
Defense (DEF): This stat determines your ability to negate damage. Roleplaying wise, it can also represent your ability to deflect damage or absorb damage, depending on what sort of character you're making.
Reflex (RX): This stat determines your ability to land and dodge hits, aided with dice rolls for some flexibility.
Willpower (WP): This stat represents your ability to survive deadly situations, and also your ability to use Haki.

Hitpoints (HP): Each character has a base hit point value of 100. But, a character's true HP is 100+50% of their willpower. HP cannot be altered directly by a player. Changing your willpower value is the only way to affect HP.

There is no cap on these stats per-say, however, unbalanced stats (i.e. focusing on one stat while ignoring others) may lead to very narrow variations in your fighting style.

The starting stats for all characters will be a total of 200, split between the main four stats (i.e. AT, DF, RX, WP).

The combat system only needs to be followed thoroughly when fighting Quest Bosses and mini-bosses, important NPCs (including player NPCs) and other players. When fighting grunts and NPCs which are much lower level than yourself, you do not need to roll a die. Simple stat comparisons to see how you stack against each other will suffice.
Also, when two players are agreed on the outcome of a PvP fight for the sake of their plot, they do not need to roll dice for their hit checks. However, they must still play their characters reasonably within what their stats should be capable of.


When you create your character, you will specialize them in a certain fighting style. Or at the very least, you will give them some special attacks. These are the sort of special abilities you see in many shōnen manga and anime. When you reach certain levels, you will gain new techniques. The following section will help you understand and maintain your techniques.

There are 5 different types of techniques, and each type deals a certain amount of base damage to an opponent's HP. In each RP post, you are only able to make a limited number of these special attacks.

Unnamed Technique (UT): [Base Damage = 5] Unnamed techniques are just normal attacks which can involve a devil fruit's basic abilities, and normal strikes (like punches, slashes, bullets and even flying slashes). However, their damage is minimal. Named techniques, on the other hand, deal more noticeable damage.
The following rules are exclusive to UTs:
- Unlike the techniques that will follow, the maximum number of UTs you can use each post is dictated by how many NPC Quest Bosses and/or Players you'll be facing in that post. (For future reference, this will simply be shortened to "opponents". But "opponents" do not include grunts and considerably weaker NPCs, against whom you're not bound by technique limitations and reflex checks.) You may deal damage worth of 1 UT to every opponent you are facing every post.
- This above rule does not suggest that you can only "punch/kick/slash" someone once per post. It simply means that no matter how many times you "punch/kick/slash" someone with UTs in one post, the damage will still only cumulate to a single UT's worth. So, if your UT damage is 5, you may deal only 5 damage with UTs to each opponent you are facing within a single post.

Light Technique (LT): [Base Damage = 10] Light techniques are lighter attacks (similar to Luffy's Gomu Gomu no Pistol), which can be used often and have low damage.
Medium Technique (MT): [Base Damage = 20] Medium techniques are slightly stronger attacks (similar to Luffy's Jet Bazooka), which have fairly low cooldowns and can be used in combos with LTs.
Heavy Technique (HT): [Base Damage = 50] Heavy techniques, as the name suggests, are solid hitters that deal massive amounts of damage to singular opponents (similar to Luffy's Red Hawk). These techniques usually have high cooldowns.
Area of Effect Technique (AoE): [Base Damage = 50] Area of Effect techniques are the big brother of HTs, for they deal equal amounts of damage, but to every opponent within a certain radius. These abilities have very long cooldowns, and usually are best saved for sticky situations or golden opportunities. AoEs cannot be used in the same post with any other named techniques.


Each post, you have four different choices as to how you may choose to maximize the use of your named techniques. As for UTs, as mentioned before, you may deal damage from up to one UT to every opponent you’re facing per post no matter which combo you are using..

For each of the following, you are free to use a fewer number of techniques than are listed.

Technique Combination Options (COMBO)
3 LTs or
1 MT, 2 LTs or
1 HT, 1 LT or
1 AoE
You may also use 1 UT per post against each opponent you are facing no matter which combo you use.


There are two different types of levels where techniques are concerned: The character level and the technique level.
The character level is self-explanatory; it is the level your character is currently at.
The technique level is the level you needed to reach to obtain that named technique. (See next title for more information on when you get new techniques)

The maximum range of a technique is how far it can be launched at an opponent before losing its effect.
The maximum radius of a technique determines how big of an area of effect it has.
Note: All of these range and radii values discussed below are measured in meters.

Base Maximum Range: The base maximum range of a named (LT, MT, HT and AoE) technique is determined by the technique level. It is simply 10 times your technique level. So, a level 40 technique would have a base maximum range of 400m.

Range Multiplier and True Maximum Range: Once you reach tier 2 (level 20), your techniques’ ranges will be calculated differently when roleplaying. Their base maximum ranges will work as mentioned above, however, in practice, this base maximum range will be multiplied by 10% of your character level to get your true maximum range.
For example, your level 20 technique had a maximum range of 200m, but you are now level 40. Then, your technique’s range will now be 200m times 10% of 40, which is 200x4 = 800m.

Maximum Radius: The maximum radius of an AoE technique is 25% of the true maximum range (including range multiplier). The maximum radius of any other named technique is 10% of the true maximum range.
UT Range: The range of UTs is simply 10 times the character level. As such, UTs cannot get an additional range multiplier bonus.

NOTE: When attacking with ranged non-AoE techniques, (for example a flying slash), your attack is stopped in its tracks after hitting any opponent with DEF at least 80% of your ATK. (You will read about damage distribution for non-AoE attacks below.)


When creating your fighting style, you may choose to give yourself some passive and toggled abilities. This is especially true for zoan type devil fruit users, who have different transformations.

While there is no limit to how many abilities you may have, you must be reasonable and create only as many as should befit your fighting style/devil fruit. For zoan devil fruits, which generally have the most amount of passive abilities, 4 to 6 passives are usually enough.

These abilities cannot be damage dealing, but they can grant you buffs. These buffs MUST BE BALANCED by equal debuffs. For example, a leopard zoan might transform into its hybrid form to give himself +10% attack, but he must then give himself a -10% defense or reflex debuff.

Any elemental resistances that a devil fruit has must also be represented in these passive abilities. There is no such thing as complete immunity to a certain element on Revival Dawn. Even a lightning logia character may be damaged by an electric attack if the attacker’s attack stat is high enough. (Similar to how Magma burned fire. It doesn’t make sense because they’re both forms of heat and can have equally varying temperatures. But, we see it as Akainu simply being stronger than Ace.)
As such, this elemental resistance can be represented similarly to the following example: [The user of the Goro Goro no Mi is immune to any forms of lightning UTs and naturally occurring lightning. Against named techniques, so long as the attacker’s attack stat is below 50% that of the Goro Goro eater’s defense, the attacks will have no effect.]
The “50%” threshold can be negotiable depending on how versatile your fighting style is without that particular resistance.


Techniques do not just have to be damage dealing techniques. Your named techniques can give status effects too! And you can also make them into support techniques rather than attacks (for example, granting you the power of flight like Geppou, or healing your own or an ally’s HP).

Due to the unique nature of our combat system, status effects can only be applied in the form of stat buffs and debuffs. There are no direct DoT (damage over time) mechanics available in our combat system. Nor are there outright “conditions” which can be applied to characters such as “stunned”, “dazed”, “crippled”, etc. All of these must be translated into stat debuffs and then balanced out.

All stat buffs and debuffs must be applied in percentages. And all buffs and debuffs MUST BE BALANCED out. For example, if your technique gives you a 25% buff to a certain stat, it must give you a 25% debuff to another stat. The buffs and debuffs can be split between different stats also.

If you choose to apply a debuff to an opponent, you must either give yourself an equivalent debuff, or give your opponent an equivalent buff.

It is also recommended that you reasonably justify why that particular buff/debuff is given to that particular stat.

The above balancing rule exists because we do not have a type of technique dedicated simply to giving buffs and debuffs. Therefore, not all players will have the same number of stat-altering techniques with similar values. So, in the interest of making it fair for all players, this buff/debuff balancing rule is non-negotiable.

Note: HP cannot be affected directly by buffs or debuffs (Non-damage-dealing heal techniques excluded). To apply a debuff to a character’s HP, you must apply a debuff to their WP. This will then be translated into their current HP.


When you start your character, you can have up to 5 named techniques: 1 AoE, 1 HT, 1 MT and 2 LTs.
If devil fruit users wish to have techniques other than just their devil fruit techniques, they will have to compromise a few of their devil fruit techniques.

Here is when you will gain new techniques as you level up:
Level 5: 1 MT, 1 LT
Level 10: 1 HT
Level 20: 1 AoE, 1 MT, 1 LT
Level 40: 1 HT, 1 MT, 1 LT
Level 60: 1 MT, 2 LTs
Level 80: 1 AoE, 1 HT
Level 100: 1 AoE, 1 HT, 1 MT, 2 LTs

Recommended Cooldowns
LT: 2-4 posts
MT: 5-8 posts
HT: 8-14 posts
AoE: 15-21 posts

Note: Cooldowns must be scaled based on the duration and value of your technique’s buffs and debuffs (if it has any), and the versatility of your technique (if it’s a support technique). For example, a stat debuffing MT with a duration of 3 posts should have a cooldown of 8 posts instead of 5 posts.
Note that the cooldown of a technique does not start until after the duration has ended.



When engaging an opponent in combat, you must first calculate your Reflex Ratio (RX%). This ratio is the attacker’s reflex stat (RX) divided by the defender’s RX. Each engagement between two fighters should have two RX%s; one for each fighter. As far as RX%s are concerned, when you use any technique (yes, even a defensive one) on an opponent, you are the attacker and your opponent is the defender.

Each use of a technique must have a “Reflex Check” die roll affiliated with it. When you use a technique in your post, you must clarify the technique name and the type of technique (HT/LT/UT etc.) you are using.

The following images will give you a rough idea of how RX check rolls work. Exact instructions for various scenarios (such as NPC Quest Bosses, player NPCs, and PvP fights) are given below the images.

NPCs and Quests Bosses will be controlled by you during your posts. However, you must ensure that you remain within their character boundaries and not force them to go out of character for your own convenience/safety.

QUEST BOSSES: For every post you are involved in combat with a Quest Boss, you must do a separate post for your rolls first. This “Combat Mini-Post (CMP)” is so you can find out the gist of how that particular exchange of techniques between you and the boss will turn out, and thus you can RP out the techniques and the consequences accordingly in the following post. In the CMP, you will be required to roll for any and all attacks made by you, your own NPCs, and the Quest Boss you are engaging.

Quest Boss stats: A Quest Boss’ stats would be the same as a player’s stats at that level. Except a Quest Boss does not get any stat bonuses like starting bonuses or equipment bonuses. Also, a Quest Boss’ lowest stat can generally not be less than 50% of the Quest Boss’ highest stat. (Unless an exception is made by a Mod/Admin.)

Quest Boss techniques: Quest Bosses must use 1 MT + 2 LT per post. These techniques can be made up on the spot and are not required to have tracked cooldowns. Additionally, they may also use 1 UT against each opponent they are facing. Tier 1 bosses (Level 1-19) may only use 2 LTs per post, and 1 UT against each opponent they are facing. And despite being called “named techniques”, even the MTs and LTs don’t have to be named as long as the technique type of the boss is made clear the moment it is used during the RP post.

In the CMP, all you must do is list out the attack types that will be made in the following post and roll RX checks for them. The CMP is considered an OOC post, so you must not include any IC content in this post.
Then, in your proper RP post that follows, you will not only know whether your own techniques landed, but you will also know if your boss’ retaliating techniques succeeded. Then you can RP out the execution and results of those techniques accordingly in this post.

All CMPs should be formatted and executed as follows:

Note: CMPs do not count towards your quest’s minimum required post count.

All RP posts must then keep track of the status of each character involved in combat as follows:

Testing the waters: For the first two posts when the boss combat engagement begins, the player can choose to have the boss “test out the waters” by using fewer techniques than 1 MT + 2 LT + UTs. However, if the player starts the engagement by using their own complete combo or a surprise attack, then the boss must use their full combo in response.

Teaming up against a boss: Multiple players may team up against a single boss. However, if any player engaging that boss has an RX% less than 131% against that boss, that player must have the boss use a 1 MT + 2 LT + UTs combo in their CMP. Essentially, the boss will have a turn to attack during the post of each player engaging them in combat. If all of the player characters engaging the boss have an RX% more than 130% of the boss, at least one player must have the boss use a full combo in their CMP.

PLAYER NPC crewmates: Your NPC crewmates can use one LT and one UT per post. Again, these LTs can be made up on the spot, but they cannot deal stat buffs/debuffs or heal HP. If they are using support techniques, please avoid Deus Ex Machina (Google it if you don’t know what that means). Unlike your own character and Quest Bosses, your NPCs cannot use any more than one UT per post, even if they’re engaging multiple opponents.
Additionally, you may have only two NPCs attacking the same opponent at any given time. You may roleplay more than two of your NPCs engaging this opponent, but only two of them may actually deal damage to that opponent in a single post.

When combat initiates between players, each player must try to avoid godmodding during this engagement. For combat between players, there is no need for CMPs as with NPC Quest Boss engagements. Instead, each RP post must have an additional OOC spoiler tag at the end declaring the order and targets of techniques being used similar to how it would be done in a CMP. And then in that very same RP post, you will also roll for all of the techniques being used in that post by you and your NPCs.

Through this method, the player opponent will have the opportunity to react appropriately to your techniques in their following post; and godmodding will have been avoided, since you would not know if your techniques landed until after you have posted.

Once you have calculated your RX% and rolled the dice for your techniques, check the table below to see if your attacks succeeded.

Example Scenario: Say your Reflex is 70 while your opponent’s reflex is 50. This means your RX% is 70/50 = 140% and your opponent’s RX% is 50/70 = 71%. (If the RX% has decimal places, it is always rounded down to the nearest natural number.) Now, if you were to attack your opponent with an HT and an LT during your turn, you would roll two dice. To find out if you succeeded, you would check the minimum die roll required for successful hits. In this case, for a successful HT, you would need a die roll of at least 8. Anything 8 and above will grant you a successful hit. For the LT, your minimum die roll required would be 4.
If your opponent was to use the same types of attacks against you, they would require a minimum die roll of 14 for a successful HT, and at least a 10 for a successful LT.

Even if you roll a successful hit, your opponent will have the chance to “intervene” using a technique if their RX% is at least 81%. For example, if you used 3 LTs in quick succession in your turn, and then in the following turn, your opponent also used 3 LTS of their own, they can apply each one of their LTs’ effects after each one of yours. If the opponent’s RX% is at least 121%, they can apply each technique’s effects before each of your technique’s effects are applied (one-to-one order must be maintained).

If the opponent’s RX% is less than 81%, their techniques’ effects will not take effect until they’ve accounted for all the effects dealt by your combo. Also, the opponent may only intervene with a technique of the same type or a lower damage-dealing type than the one they are intervening. (An MT may not be interrupted by HT or AoE; an LT may not be interrupted by MT, HT or AoE, etc.)

You are not required to roll RX checks if your technique is merely a support or defensive technique which doesn't affect an opponent directly in any way. However, you must still obey the above order of intervention to determine when your support/defensive technique’s effects will be applied.

Intervening works the same way for Quest Bosses, except you may actually RP out the Quest Bosses reacting with their techniques in between yours if their RX% allows them to do so.

If you miss a hit completely, the missed technique's cooldown is halved. This does not apply to AoEs for the following reason.

When attacking multiple opponents with a single named technique, you only roll once for that technique. You then compare that same die roll with your RX% for each opponent individually.

For AoE techniques, an opponent can only escape your AoE if their RX% is 151% or higher. Otherwise, even if your RX check is a miss, you still do a guaranteed base damage of 15. If your AoE gives stat debuffs to opponents, the effects will be reduced to 25% of the full effect upon a missed RX check. However, your own character will still suffer the full penalty of debuffs.

When you roll a die, your die roll will determine if you landed a solid hit, a grazing hit, or a successful hit.
Solid hit: Solid hits are simply successful hits that deal normal damage.
Grazing hit: If you roll one value less than what you are required to roll for a successful hit, your attack is considered a grazing hit. Grazing hits deal 0.5x damage.
Critical hit: If your RX% is at least 51% against an opponent and you roll a 20, that attack will be a critical hit. Critical hits deal 1.5x damage.

Note: When the calculated damage is a decimal number, it is rounded down to the nearest natural number.

Starting from the very first post you engage an opponent, and then once every three posts, you may attempt to run away from the opponent you are fighting against by rolling a separate RX check (this RX check is always rolled last). If you succeed, the opponent may then attempt to chase you by rolling an RX check (this RX check is also rolled last).

The die roll required to make an escape is based on your RX%. The required roll values are the same as a die roll values required for a successful MT.

If you roll a successful escape a quest NPC, you may then proceed to RPing your character has having escaped them fully. However, if you roll a successful escape against a player or an Important NPC, the opponent will then have the chance to give chase in the following post. They can do this by rolling an RX check. If the difference between your escape roll value and their chase roll value is less than or equal to 3 and more than or equal to -3, they will have successfully "chased" your character. You will then need to attempt escape again after three posts.

Utilizing the kenbunshoku haki mechanics (which are explained in detail in the next section), a player has the opportunity to make a stealth or surprise attack against an opponent. To do so, the player must either be attacking the opponent from outside of the opponent’s “kenbunshoku” detection range, or the player must have their own kenbunshoku haki activated to hide their presence.

This surprise attack must either be an MT+LT+UT combo or an LT+LT+LT+UT combo. The surprise attack will be a guaranteed hit, but an RX check must still be rolled to allow it the chance to be a critical hit.

Once this surprise attack lands, the opponent can react to it in the following post (in the same post for Quest Bosses but after the attacks’ effects are applied) and the “stealth” will be considered compromised.

While the presence of a player is hidden, their opponent cannot detect them (unless the player is very obviously visible and hostile or has at least 151% willpower of the hiding player) nor engage them in combat until the hiding player makes their first attack.


As mentioned above, each technique type has a certain base damage. The values are as follows:
UT: 5
LT: 10
MT: 20
HT: 50
AoE: 50 (to each opponent caught within AoE)

When you land a successful hit on your opponent, your attack stat is matched with their defense stat. To determine the actual damage dealt, you must calculate your damage multiplier first.

The Damage Multiplier (DMG%) is simply the percentage value of the attacker’s attack stat (ATK) divided by the defender’s defense stat (DEF).
For example, if you had 150 ATK and were attacking an opponent with 200 DEF, your DMG% would be (150/200) = 75%.
This DMG% would then be multiplied to the base damage of each type of technique to find out the true damage.
So, in this example, you would deal only 75% of the base damage to your opponent with any of the techniques you use. If you were to land a solid HT, it would deal (0.75*50) = 37 damage to your opponent.

As you may have noticed earlier, AoEs appear to be the only techniques which can do damage to multiple opponents at the same time. That is not actually the case. AoEs are the only techniques which do full damage to multiple opponents at once.

When hitting multiple opponents at once with a single LT, MT or HT, the damage dealt to each opponent is calculated separately using the following formula.
[The damage that technique would do to that opponent if he/she were the sole target] divided by [The total number of opponents being targeted by that technique]

UTs do not need to go through this calculation because you may deal damage equal to 1 UT to every opponent you are facing per post.


Each character (grunts and non-essential NPCS not included) has a base HP of 100. This HP is then affected by WP. 50% of a character’s WP is added to the base HP to determine a character’s true HP. Note that this does not change the character’s WP.
So, if a character’s WP was 200, their HP would be 100+(0.50*200)= 200.

When a player’s HP runs out, they are “knocked out”. In a “knocked out” state, players can actually continue to move and talk, however, they cannot use any techniques (not even UTs). Nor can they use their passive abilities which, in any way, affect their stats. In this state, they will suffer a 50% reflex debuff. While “knocked out”, players recover 10% of their HP per round of posts. Once they’re back to 50% of their HP, they will be removed from the “knocked out” state.

In a “knocked out” state, players can also choose to either skip their posts or control their NPCs if they have some. They can also write dream or flashback posts, or even interesting narration posts in their turns. If they choose to roleplay their knock out state by actually becoming unconscious, they will suffer a 100% reflex debuff, but will instead recover 25% of their HP per round of posts. While a player is knocked out, the character who knocked the player out will also recover 10% HP per post regardless of whether they are engaged in combat (but for only as long as the player remains knocked out).

Every time a player is knocked out, they must choose one of their equipment to break. In this broken state, the equipment will not provide its stat bonuses until is repaired at the Shop of Dreams.

A player can also recover HP simply by “resting”. This means that if they do not use any damage-dealing techniques (not even UTs), they will recover 5% of their HP during that turn.

A player’s HP can be healed at any time using healing techniques. And a player will not lose HP while in a knocked out state.

If you apply a willpower debuff to an opponent, their HP will also be affected. If your opponent had 200 willpower (i.e. 150 HP), and you give them a 25% willpower debuff, their willpower will be 150 during that duration and their max HP will be 100+(0.25*150) = 137. If their HP was already reduced to 50% of 150 before the debuff, their HP during the debuff will instead be 50% of 137. And by the time the debuff ends, if their HP is reduced further to 30% of 137, after the debuff, their HP will be 30% of 150 instead.


When a quest NPC boss runs out of HP, it is up to the player's discretion whether that Quest Boss is knocked out or killed. But, when a player or an important NPC (including player NPC crewmates) runs out of HP, they are simply “knocked out”. If you then try to kill the player or important NPC, you must go through an attack vs willpower check.

If your own character is "knocked out" in a quest, you must have the Quest Boss attempt to kill you using the system below unless it goes severely against that Quest Boss’ personality (they’re bad guys for a reason, so most should try to kill you, especially in higher difficulty quests).

The following system only applies to player characters and Important NPCs while they’re “knocked out”.

The percentages that follow represent the attacker's ATK divided by the defender's WP:
<101% = No amount of hits will kill an opponent.
101%-150% = Only two critical HTs can kill an opponent. (These hits are stackable. So, if one critical HT is landed in one knock out, and then another critical HT is landed in a second knock out in the same thread, that character will die.)
151%-200% = Only two critical HTs or MTs can kill an opponent.
201%-300% = Three consecutive solid HTs in a row, or a single critical HT or MT can kill an opponent.
301%-500% = Three consecutive solid HT or MT, or a single critical HT, MT, or LT can kill an opponent.
>500% = Two consecutive solid HT or MT, or any type of single critical hit can kill an opponent.


When a character is "knocked out", a player can attempt to arrest or kidnap that character. The character making the arrest must not be engaged in combat with other players or player NPCs. To make an arrest, the arrester must roll an RX check. If they roll a solid HT, the arrest will succeed.

Once the arrested character exits their knock out state, they have 3 posts to attempt an escape. But, during these 3 posts, they will suffer a -50% reflex debuff and a -50% attack debuff. (This debuff does not stack with sea prism stone debuffs.) They will not be able to use any weapons or techniques which involve them using their devil fruit powers or bondaged limbs (so long as the appropriate items are used RP-wise to justify this restriction).

During these 3 posts, the arrested character can roll an "escape combat" RX check. (See the escape mechanics mentioned above for required roll values.) If they succeed, they can escape an arrest. If they were arrested by a player character, however, the player character can roll a chasing RX check in the following post. This "struggling" process can be repeated every post for these 3 posts. But, after these 3 posts, the arrested character must mechanically submit to the instructions of the character making the arrest.

During the struggling process, neither the arrested player nor the player making the arrest will recover HP. And so, the arrested player can instead choose to fight back in the 3 posts of the struggling process. If they manage to knock out their opponent, they will be freed from the arrest. But, if they fail to defeat or escape the opponent within these 3 posts, they will “officially” be arrested (or kidnapped).

Once a player is officially arrested, the arrester or kidnapper must then complete an ARC quest to “transport the prisoner”.

If the person making the arrest is a bounty hunter or marine, they will transport the prisoner to either Impel Down or an owned or allied turf. However, if the person is being kidnapped, they must be transported to a self-owned or ally-owned turf of the kidnapper. If a kidnapper doesn’t have a turf to stash the prisoner in, they must haul around the prisoner with them in every quest they do. And in each one of this quests, an ally of the prisoner can intercept and attempt to rescue the prisoner.

During each thread of this arc, an ally of the arrested character may attempt to rescue their friend (the ally must provide a legible RP reason for being aware of the arrest and justify their motivation to rescue said prisoner).

If this ally engages the arrester in combat, the arrested/kidnapped person will enter a “struggling process” with any characters that may be standing guard and be able to escape using the mechanics mentioned above.

If rescue fails in all three threads of this arc, the arrested character will become jailed and will not be able to participate in further quests outside of the jail territory/island. Once the character is jailed, the rescuer must conquer the turf of the jail territory using turf mechanics to rescue the arrested character.

If the arrested character was imprisoned in Impel Down, the rescuer must instead complete a +4 difficulty arc to rescue the prisoner.


As long as a Devil Fruit user is in direct contact with an equipment/object made of sea stone, they will suffer from a -50% reflex and -50% attack debuff and will not be able to use any abilities involving their devil fruit. As long as this devil fruit user isn’t handcuffed with sea stone, they can attempt to fight their way out of the sea stone’s grasp once per post. (An opponent can only be handcuffed with sea stone after being knocked out.)

To utilize your equipment’s sea stone debuffs, you must create this effect using an equipment MT. See the Shop of Dreams for details on this.

To attempt escape from sea stone contact, you must first calculate your new DMG% against the sea stone user. You must then roll an RX check. (This RX check is rolled in Dices Roll #1 after all of the other RX checks needed for your character in your post have been accounted for.)

This RX check die roll value must then be compared in the RX% - Die roll chart, except instead of comparing your RX%, you will be comparing your DMG%. If you roll a value equivalent to what is required for a successful MT, you will be able to escape from the effects of the Sea Stone, putting the opponent’s sea stone debuff technique into cooldown immediately.


Haki plays a major role in the combat of One Piece after the timeskip, and that has been maintained here. The major determining stat for Haki is Willpower. The amount of willpower you have will determine your ability to use Haki.

There are three kinds of haki, as in the manga and anime:
Haoshoku: The ability to intimidate living (and even non-living) beings, overpowering their minds with a simple glare.
Busoshoku: The ability to enhance one's attacks or defense through creating an "armor-like" layer over you. This effect can also be applied to both melee and ranged weapons. This haki also grants you the ability to touch the otherwise intangible logia devil-fruit users, making them solid to your attacks.
Kenbunshoku: The ability to detect someone's presence, and even enhance one's reflexes by predicting the next move of the opponent.

Each kind of haki has a total of 10 levels. Starting from 0, counting up to 9.
The level of haki determines how many posts the stat bonuses of haki can be maintained for in an RP.
Level 0 represents the complete inability to use a particular type of haki.
The level of haki increases at every 50 increments of willpower. Here are the willpower requirements for leveling up your haki:
Level 0: Less than 100 willpower
Level 1: 100
Level 2: 150
Level 3: 200
Level 4: 250
Level 5: 300
Level 6: 350
Level 7: 400
Level 8: 450
Level 9: 500

Each level increases the stat bonus duration of a particular haki by 1 post. For example, a level 1 user can maintain a haki's active bonuses for 1 post before entering a cooldown. While a level 9 user can maintain it for 9 posts.
The cooldown is always 10 posts regardless of the level.
The passive bonuses can be maintained at the user’s discretion.

Active Bonus (Level 1): Ability to hit logia users or paramecia users immune to a particular type of attack. Bonus to either attack or defense equivalent to 10% of your willpower. Or 5% bonus to both attack and defense.
Active Bonus (Level 6): Bonus to attack or defense equivalent to 15% of your willpower. Or 10% to and 5% to the other.
Active Bonus (Level 9): Bonus to attack or defense equivalent to 20% of your willpower. Or 10% to attack and 10% to defense.
Passive Bonus (Level 4): Ability to hit logia users. (Or paramecia users immune to a particular type of attack).
The bonus distribution to attack or defense or both can only be selected upon activation, and cannot be switched while the ability is already active.

Active Bonuses: Bonus to reflex equivalent to 10% of your willpower. Ability to mask one's own presence. (While kenbunshoku haki is active, you may mask your presence from anyone that doesn't have at least 151% of your willpower.)
Passive Bonus (Level 3): Ability to passively detect a presence within 50m.
Passive Bonus (Level 5): Ability to passively detect a presence within 200m.
Passive Bonus (Level 9): Ability to passively detect a presence within 1km.

Active Bonus (Level 1): Anyone within a 100m radius with willpower less than 25% of the user will be knocked. Anyone with willpower less than 50% of the user will suffer a 10% reflex penalty for the duration. (Even allies will be affected.)
Active Bonus (Level 6): Anyone within a 250m radius with willpower less than 25% of the user will be knocked. Anyone with willpower less than 75% of the user will suffer a 10% reflex penalty for the duration. (Only selected groups or individuals will be affected.)
Active Bonus (Level 9): Anyone within a 1km radius with willpower less than 25% of the user will be knocked out. Anyone with willpower less than 90% of the user will suffer a 10% reflex penalty for the duration. (Only selected groups or individuals will be affected.) This ability also deals bonus UT damage to objects and opponents within the user's surroundings (250m radius) every post, if the user chooses. The DMG% of this UT is calculated using WP/DEF.
Passive Bonus (Level 9): Passively knock out any select groups or individuals within 100m with willpower less than 10% of the user. This passive can also do cosmetic damage to objects within the user's surroundings (25m radius), if the user chooses.

Note: Unlike Busoshoku and Kenbunshoku, the only way to obtain Haoshoku Haki is by rolling it in the starting bonuses, or achieving it through an event. Otherwise, your Haoshoku will remain 0 regardless of your willpower.
Note: Using Haoshoku successfully will knock out player characters, player NPCs and important NPCs for 2 posts, while other NPCs will be knocked out for 5-10 posts, depending on their significance in the plot and their undefined willpower.


The ship combat is fairly simplistic, in that it follows a similar stat system to characters.
Ships have 3 different stats.

Hull: Represents the defensive capabilities of the ship. (Equivalent to the Defense Character stat)
Sails: Represents the reflexive capabilities of the ship. (Equivalent to the Reflex Character stat)
Cannons: Represents the offensive capabilities of the ship. (Equivalent to the Attack Character stat)

The ship stat comparisons during combat work the same way as with characters. However, all ships' HP is 250, and once it runs out, the ship is "destroyed" or "incapacitated".

Ships can use one named technique per post. However, these techniques must alternate between MTs and LTs. These techniques can be made up on the spot, but they cannot apply stat buffs/debuffs or heal HP. Ships can also use one UT against each opponent every post. For any support techniques, please avoid Deus Ex Machina.

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