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Traits
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Topic Started: Feb 20 2018, 06:50 PM (1,598 Views)
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RedLunar
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Feb 20 2018, 06:50 PM
Post #1
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Red Fish and Green Prince
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Traits
These help build special characteristics to define your character. They cannot be deleted once they have been taken. Each player character starts with 3 of these to spend as they please at character creation. A character earns an additional Trait for every 30 DP that they earn. These additional traits may be allocated in a modification topic for the character.
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RedLunar
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Feb 20 2018, 06:51 PM
Post #2
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Red Fish and Green Prince
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| Stat Traits |
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What are Stat Traits and How do They Work? These are traits that affect stats. A Stat trait changes a characters stats, by adding onto their base. The progress of these traits stops once the bonus reaches 75 points unless the character has taken the Eternal Trait for the stat they wish to increase another 75 bonus points. (You must take the eternal boost for each 75 bonus points)
If a character has a stat trait and wishes to obtain a higher stat trait (for the same stat) at a future point, they need only pay the difference between the two traits, rather than the full price. Stat traits, within a single statistic, do not stack but rather overlap.
When applying a Stat Trait to it's relevant statistic, place the original statistic plus the value gained from the trait in parenthesis next to the total statistic, and an asterisk before the stat.
Example: *Strength - 30 (24+6) Speed - 15 Stamina - 8 Accuracy - 9
In this case, the character has 1 trait Strength Booster. They have 24 total points in strength, which means 6 additional points. Their total is thus 30. This means that points gained from the talent won't be calculated in determining further gains.
Additionally, if a character possesses a permanent stat boost to a certain stat (such as a Race or other such trait) you would apply the static boost before the booster trait. So this person has the 1 trait accuracy boost and a 4 point permanent accuracy boost. *Accuracy: 30 (20+4+6)
Here, the 1 trait Accuracy Booster is applied after the permanent stat boost, and so divides 24 by 4 to get a +6 buff.
Stat Booster Traits
Strength Booster (1/2/3/4 traits) – Increases the character’s strength stat by 1 point for every 4/3/2 points put into strength. At four traits, this increases the character’s strength by 2 for every 3 points in strength. (Bonus caps at 75 extra points without Eternal)
Nocode Trait [b]Strength Booster (1/2/3/4 traits)[/b] – Increases the character’s strength stat by 1 point for every 4/3/2 points put into strength. At four traits, this increases the character’s strength by 2 for every 3 points in strength. (Bonus caps at 75 extra points without Eternal)
Speed Booster (1/2/3/4 traits) – Increases the character’s speed stat by 1 point for every 4/3/2 points put into speed. At four traits, this increases the character’s speed by 2 for every 3 points in speed. (Bonus caps at 75 extra points without Eternal)
Nocode Trait [b]Speed Booster (1/2/3/4 traits) [/b]– Increases the character’s speed stat by 1 point for every 4/3/2 points put into speed. At four traits, this increases the character’s speed by 2 for every 3 points in speed. (Bonus caps at 75 extra points without Eternal)
Stamina Booster (1/2/3/4 traits) – Increases the character’s stamina stat by 1 point for every 4/3/2 points put into stamina. At four traits, this increases the character’s stamina by 2 for every 3 points in stamina. (Bonus caps at 75 extra points without Eternal)
Nocode Trait [b]Stamina Booster (1/2/3/4 traits)[/b] – Increases the character’s stamina stat by 1 point for every 4/3/2 points put into stamina. At four traits, this increases the character’s stamina by 2 for every 3 points in stamina. (Bonus caps at 75 extra points without Eternal)
Accuracy Booster (1/2/3/4 traits) – Increases the character’s accuracy stat by 1 point for every 4/3/2 points put into accuracy. At four traits, this increases the character’s accuracy by 2 for every 3 points in accuracy. (Bonus caps at 75 extra points without Eternal)
Nocode Trait [b]Accuracy Booster (1/2/3/4 traits) [/b]– Increases the character’s accuracy stat by 1 point for every 4/3/2 points put into accuracy. At four traits, this increases the character’s accuracy by 2 for every 3 points in accuracy. (Bonus caps at 75 extra points without Eternal)
Cap Increasers
Eternal Booster [Str/Spd/Stm/Acc] (x Traits) - This trait can be taken multiple times for each of the four branches of stat boosting trait and increases the stat cap for stat boosters by 75 each time it is taken. This trait must be taken individually for each stat.
Nocode Trait [b]Eternal Booster [Str/Spd/Stm/Acc] (x Traits)[/b] - This trait can be taken multiple times for each of the four branches of stat boosting trait and increases the stat cap for stat boosters by 75 each time it is taken. This trait must be taken individually for each stat.
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RedLunar
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Feb 20 2018, 06:51 PM
Post #3
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Red Fish and Green Prince
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| Technique Traits |
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These are traits that affect your TP or techniques.
General Technique Traits
Signature Technique (1 Trait)This trait grants the character one special technique that is 12 ranks higher than their maximum.
Nocode Trait [b]Signature Technique (1 Trait)[/b]This trait grants the character one special technique that is 12 ranks higher than their maximum.
Technical Prowess (1/2/3 Traits) – This trait grants the character an additional 5/10/20 max ranks for their techniques.
Nocode Trait [b]Technical Prowess (1/2/3 Traits)[/b] – This trait grants the character an additional 5/10/20 max ranks for their techniques.
Technical Mentality (X Traits): This trait increases a character's technical score multiplier from x2 to x(2 + X).
Nocode Trait [b]Technical Mentality (X Traits):[/b] This trait increases a character's technical score multiplier from x2 to x(2 + X).
Combo Breaker-r-r (1 Trait) – This trait allows the character to create a ‘Finisher’ technique for their offensive technique trees, ending the tree as the highest rank technique. These finisher techniques use TP independently from the tree itself but have 15% increased stopping power behind the technique. All Finisher techniques share a 1 post global cooldown. *The technique receives a boost to stopping power as if the character's offensive stat was 15% higher.
Example For a character with max rank 100 TechA – Rank 10 TechB, Branching from Tech A – Rank 100 (Costs 100 TP for TechA and TechB together) Finisher – Rank 120 (costs 120 TP)
Nocode Trait [b]Combo Breaker-r-r (1 Trait) [/b]– This trait allows the character to create a ‘Finisher’ technique for their offensive technique trees, ending the tree as the highest rank technique. These finisher techniques use TP independently from the tree itself but have 15% increased stopping power behind the technique. All Finisher techniques share a 1 post global cooldown. *The technique receives a boost to stopping power as if the character's offensive stat was 15% higher.
Combat Mastery Traits
These traits reflect a level of mastery and specialization in certain types of offensive techniques. Only one of the below Combat Mastery traits can be taken per character!
Fisticuffs (1/2/3 Trait) – Characters with this trait are masters of hand to hand combat, allowing them to increase the power of offensive hand to hand techniques by 2%/5%/10%.
Nocode Trait [b]Fisticuffs (1/2/3 Trait) [/b]– Characters with this trait are masters of hand to hand combat, allowing them to increase the power of offensive hand to hand techniques by 2%/5%/10%.
Master of Arms – Insert Weapon (1/2/3 Traits) - Characters with this trait are masters with their chosen weapon, allowing them to increase the power of offensive techniques involving their weapon by 2%/5%/10%. *This does not work in conjunction with unexplainable, magical, or particularly unusual abilities associated with a specific weapon.
Nocode Trait [b]Master of Arms – Insert Weapon (1/2/3 Traits)[/b] - Characters with this trait are masters with their chosen weapon, allowing them to increase the power of offensive techniques involving their weapon by 2%/5%/10%. *This does not work in conjunction with unexplainable, magical, or particularly unusual abilities associated with a specific weapon.
Devil Fruit Whisperer (1/2/3 Traits) - Characters with this trait are masters of their Devil Fruit powers allowing them to increase the strength of offensive devil fruit techniques by 2%/5%/10%.
Nocode Trait [b]Devil Fruit Whisperer (1/2/3 Traits) [/b]- Characters with this trait are masters of their Devil Fruit powers allowing them to increase the strength of offensive devil fruit techniques by 2%/5%/10%.
Naturalist - Insert Natural Weapon (1/2/3 traits) – Characters with this trait are masters of their natural weapon, allowing them to increase the strength of offensive techniques involving their natural weapon by 2%/5%/10%. *This only affects one natural weapon if the character has multiple.
Nocode Trait [b]Naturalist - Insert Natural Weapon (1/2/3 traits)[/b] – Characters with this trait are masters of their natural weapon, allowing them to increase the strength of offensive techniques involving their natural weapon by 2%/5%/10%. *This only affects one natural weapon if the character has multiple.
Ocean-Blue Belt (1/2/3 Traits) – Characters with this traits are masters of Fishman Karate, allowing them to increase the strength of offensive Fishman Karate techniques by 2%/5%/10%.
Nocode Trait [b]Ocean-Blue Belt (1/2/3 Traits) [/b]– Characters with this traits are masters of Fishman Karate, allowing them to increase the strength of offensive Fishman Karate techniques by 2%/5%/10%.
Mystic (2 Traits) – Characters with this trait have a vast knowledge of how weapons with magical/unexplainable abilities function. This allows them to gain the base power of their magical/unexplainable gear as a free max rank technique. *Only works on Dangerous rank or Ultimate rank gear.
Nocode Trait [b]Mystic (2 Traits) [/b]– Characters with this trait have a vast knowledge of how weapons with magical/unexplainable abilities function. This allows them to gain the base power of their magical/unexplainable gear as a free max rank technique. *Only works on Dangerous rank or Ultimate rank gear.
Mimicry Traits
These traits allow you to copy the techniques of others, though keep in mind that they have restrictions.
Mimicry (1 Trait) A trait which allows character’s to mimic techniques that they see performed in topic. These techniques are equal to the tech rank when used or the Mime’s max tech rank, whichever is the lower. Techniques must be of the offensive, defensive or supportive variety to be mimicked*. To mimic weapon based techniques, the Mime needs a medium which the technique is performed from to mimic it. Examples: Using a blade to mimic a sword technique. Using something that fires projectiles to mimic a gun technique. Devil fruit powers can be mimicked in form to an extent so long as the Mime has powers of their own which are able to perform similar feats. Stat Altering (buff or debuff) techniques cannot be copied. *Absolute Offense, Absolute Defense, Massive Effect, techniques requiring prerequisite traits, and zoan forms cannot be copied.
Nocode [b]Mimicry (1 Trait)[/b] A trait which allows character’s to mimic techniques that they see performed in topic. These techniques are equal to the tech rank when used or the Mime’s max tech rank, whichever is the lower. Techniques must be of the offensive, defensive or supportive variety to be mimicked*. To mimic weapon based techniques, the Mime needs a medium which the technique is performed from to mimic it. Examples: Using a blade to mimic a sword technique. Using something that fires projectiles to mimic a gun technique. Devil fruit powers can be mimicked in form to an extent so long as the Mime has powers of their own which are able to perform similar feats. Stat Altering (buff or debuff) techniques cannot be copied. [color=#ee4a2d]*Absolute Offense, Absolute Defense, Massive Effect, techniques requiring prerequisite traits, and zoan forms cannot be copied.[/color]
Mime's Mind (1 Trait) Must have Mimicry Trait! A trait which allows the character to have a secondary set of Technique Points which are used when copying techniques, this technique pool is equal to your fortune x1. At the end of a topic, the mime may pick 1 technique they mimicked and performed to learn permanently. These techniques are locked in at the rank they are learned. *Adding traits to this past the first increases the modifier by 1.
Nocode [b]Mime's Mind (1 Trait)[/b] Must have Mimicry Trait! A trait which allows the character to have a secondary set of Technique Points which are used when copying techniques, this technique pool is equal to your fortune x1. At the end of a topic, the mime may pick 1 technique they mimicked and performed to learn permanently. These techniques are locked in at the rank they are learned. [color=#ee4a2d]*Adding traits to this past the first increases the modifier by 1.[/color]
Mastermime (2 Traits)Must have Mime’s Mind trait! A trait which allows the character to create variant techniques from any technique learned within the Mime’s Mind tech pool.
Nocode [b]Mastermime (2 Traits)[/b]Must have Mime’s Mind trait! A trait which allows the character to create variant techniques from any technique learned within the Mime’s Mind tech pool.
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RedLunar
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Feb 20 2018, 06:51 PM
Post #4
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Red Fish and Green Prince
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| Saving Traits |
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You may chose to save traits for a number of reasons, either indecision, saving for a more expensive trait, or simply letting your trait count build up between character modifications. Saved traits are noted through the use of these banking traits.
Fated (X Traits) - When the character earns a trait point, they gain 1.5 trait points instead of the traditional 1. This bonus is not applied when first taking the trait, but only for subsequent dp gains. Fated acts as a banking system. These traits are usable whenever the taker sees fit. X does not have to be a whole number, and due to the nature of fated can be X or X.5 traits.
*Devil Fruit users or those with Devil Fruit weapons may not take this trait. Additional traits earned by this trait are lost upon character harvest.
Nocode [b]Fated (X Traits)[/b] - When the character earns a trait point, they gain 1.5 trait points instead of the traditional 1. This bonus is not applied when first taking the trait, but only for subsequent dp gains. Fated acts as a banking system. These traits are usable whenever the taker sees fit. X does not have to be a whole number, and due to the nature of fated can be X or X.5 traits.
Patience (X Traits) - This trait can only be used to save traits, and does not have the same advantages as the "Fated" trait.
Nocode [b]Patience (X Traits)[/b] - This trait can only be used to save traits, and does not have the same advantages as the "Fated" trait.
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RedLunar
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Feb 20 2018, 06:52 PM
Post #5
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Red Fish and Green Prince
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| Devil Fruit Traits |
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Some characters may wish to obtain their devil fruits as they adventure, seeking out a particular one or eating the first they chance upon. Others, however, may have a character in mind that is best complimented by a particular devil fruit power, or simply desire to start with a fruit. To that end, the following traits are available.
Specific Devil Fruit (2-7 Traits*) - The player may choose a specific devil fruit, either canon or custom, for his character. Certain fruits are deemed too powerful for "starting fruits" and will not be allowed regardless of class (myth/ancient type zoans, paramecia with irresistible effects, etc). In the end, the moderator staff has the final say on what passes. *6th Tier fruits cost 2 traits. 5th Tier devil fruits cost 3 traits; 4th tier devil fruits cost 4 traits, 3rd tier cost 5, 2nd tier cost 6, and 1st tier cost 7.
Nocode [b]Specific Devil Fruit (2-7 Traits*)[/b] - The player may choose a specific devil fruit, either canon or custom, for his character. Certain fruits are deemed too powerful for "starting fruits" and will not be allowed regardless of class (myth/ancient type zoans, paramecia with irresistible effects, etc). In the end, the moderator staff has the final say on what passes.
Random Devil Fruit (2 Traits) - A character may take this trait to be granted a random Devil fruit. This fruit can be declined if taking at character creation. Random Devil fruit that are taken after creation must be kept. This trait cannot be taken more than once per account and if the devil fruit is declined there is a 1 month wait period for another roll. *Not every Devil Fruit is on the RDF list. **If you already have your T1 and T2 slots taken up, YOU CANNOT GET A T2 Random Fruit!
Nocode [b]Random Devil Fruit (2 Traits)[/b] - A character may take this trait to be granted a random Devil fruit. This fruit can be declined if taking at character creation. Random Devil fruit that are taken after creation must be kept. This trait cannot be taken more than once per account and if the devil fruit is declined there is a 1 month wait period for another roll.
Devil Fruit Weapon (X Traits) - By paying 3 traits for a Normal Zoan, 4 traits for an Ancient Zoan or 5-7 traits for a Mythic Zoan, a person is able to achieve a weapon of Goushikiheiki rank with a Devil Fruit inside it, but only after buying the weapon with Beli. The weapon can be upgraded again to Kyouretsuheiki Rank through the means of an additional Beli upgrade, and again to Kyouki with another. When this trait is taken the Devil Fruit weapon must then be filled in using the following template, and it grants the user two additional free techniques at their maximum rank; one Hybrid Technique that counts as a Zoan User's Free Hybrid Technique and a single Signature Technique that is unique to the animal inside the Weapon. There is no Full Form for this weapon, only Weapon Form and Hybrid-Animal Form.
Nocode [b]Devil Fruit Weapon (X Traits)[/b] - By paying 3 traits for a Normal Zoan, 4 traits for an Ancient Zoan or 5-7 traits for a Mythic Zoan, a person is able to achieve a weapon of Goushikiheiki rank with a Devil Fruit inside it, but only after buying the weapon with Beli. The weapon can be upgraded again to Kyouretsuheiki Rank through the means of an additional Beli upgrade, and again to Kyouki with another. When this trait is taken the Devil Fruit weapon must then be filled in using the following template, and it grants the user two additional free techniques at their maximum rank; one Hybrid Technique that counts as a Zoan User's Free Hybrid Technique and a single Signature Technique that is unique to the animal inside the Weapon. There is no Full Form for this weapon, only Weapon Form and Hybrid-Animal Form.
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RedLunar
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Feb 20 2018, 06:52 PM
Post #6
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Red Fish and Green Prince
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| Haki Traits |
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The Haki Traits can be taken at any time, but they will only activate once the character has entered the Grand Line. Haki is split into 3 Colors. The one major limitation on Haki is that you may only have one character on your account with the Color of Conquering as it is a rare form of Haki.
Color of Armaments
Free Armaments Haki Techniques "Strong Armor" - Rank [50% of Maximum Rank] Type: Defensive Range: Self Stats: N/A Description: This technique allows the user to harden their body using their armaments haki, raising their durability for the duration of an incoming attack to mitigate damage. The durability of the user's armor scales with this technique's rank, its durability matching a solid devil fruit construct created by a technique of equal rank. This technique may be used to mitigate damage on five attacks before going on a three post cooldown for the user to recover from over use of their armor. Furthermore, if their armor is broken by an enemy attack overpowering its durability completely, this technique goes on cooldown immediately.
"Titanic Armor" - Rank [Maximum Rank] Type: Defensive Range: Self Stats: N/A Description: This technique allows the user to harden their body using their armaments haki, raising their durability for the duration of an incoming attack to mitigate damage. The durability of the user's armor scales with this technique's rank, its durability matching a solid devil fruit construct created by a technique of equal rank. This technique may be used to mitigate damage on three attacks before going on a five post cooldown for the user to recover from over use of their armor. Furthermore, if their armor is broken by an enemy attack overpowering its durability completely, this technique goes on cooldown immediately.
"Titanic Offense" - Rank [50% of Maximum Rank] Type: Support Range: Self Stats: + Tech Rank to Offense Stat Description: This technique allows the user to manifest their armaments Haki in such a potent manner that it adds to the force of attacks imbued with it, increasing the attacks relevant attack stat (whether strength, speed, or fortune) by the rank of this technique. However, this increase reflects only a heightening in the stopping power of the attack and does not increase the range or speed of the attack. Furthermore, the attack must be an attack capable of being imbued with armaments Haki. This technique may be used to augment five attacks before going on a three post cooldown.
Haki: Weak Armaments (3 Traits): Characters with merely a weak Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Nocode [b]Haki: Weak Armaments (3 Traits):[/b] Characters with merely a weak Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Haki: Strong Armaments (4 Traits): Characters with a strong Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their strong armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor."
Nocode [b]Haki: Strong Armaments (4 Traits):[/b] Characters with a strong Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their strong armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor."
Haki: Titanic Armaments - Offensive Specialist (5 Traits): Characters with a titanic Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their titanic armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor." Offensive specialists also gain another ability. Through the potent manifestation of their armaments haki, the user may unleash their attacks with even more devastating force, using the free technique "Titanic Offense."
Nocode [b]Haki: Titanic Armaments - Offensive Specialist (5 Traits):[/b] Characters with a titanic Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their titanic armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor." Offensive specialists also gain another ability. Through the potent manifestation of their armaments haki, the user may unleash their attacks with even more devastating force, using the free technique "Titanic Offense."
Haki: Titanic Armaments - Defensive Specialist (5 Traits): Characters with a titanic Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their titanic armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor." Defensive specialist can augment their durability even further than normal users of armaments, using the free technique "Titanic Armor."
Nocode [b]Haki: Titanic Armaments - Defensive Specialist (5 Traits):[/b] Characters with a titanic Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their titanic armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor." Defensive specialist can augment their durability even further than normal users of armaments, using the free technique "Titanic Armor."
Haki: Titanic Armaments - Master of Armaments (9 Traits): Characters with a titanic Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their titanic armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor." Masters of armaments can augment their durability even further than normal users, using the free technique "Titanic Armor." Masters of armaments also gain another ability. Through the potent manifestation of their armaments haki, the user may unleash their attacks with even more devastating force, using the free technique "Titanic Offense."
Nocode [b]Haki: Titanic Armaments - Master of Armaments (9 Traits):[/b] Characters with a titanic Color of Armaments can pierce through the powers of devil fruits to touch the real bodies of their users. This power works through physical contact and may be imbued to weapons or objects the user holds, or even temporarily into thrown objects or fired ammo for ranged attacks. When in contact with such, a devil fruit users' powers, and in the case of Logias, apparent invincibilities, do not manifest within the area of contact. This manifestation returns when the holder of this trait or the item imbued with Haki loses contact with the devil fruit user.
Additionally, through the use of their titanic armaments, they may manifest this power in a defensive manor, augmenting the user's durability through the use of the free technique, "Strong Armor." Masters of armaments can augment their durability even further than normal users, using the free technique "Titanic Armor." Masters of armaments also gain another ability. Through the potent manifestation of their armaments haki, the user may unleash their attacks with even more devastating force, using the free technique "Titanic Offense."
Color of Observations
Free Observations Haki Techniques "Rookie's Observation" - Rank [50% of Maximum Rank] Type: Supportive Range: Rank in Meters Radius Stats: N/A Description: This technique allows the user to sense the aura of every living creature within the vicinity, letting them use it to detect where said living creatures are, however the ability isn't perfect and they have trouble picking a particular presence out in a crowd, unless they were especially strong.
"King's Observation - Sensory Specialism" - Rank [Maximum Rank] Type: Support Range: Rank in Meters Radius Stats: + Tech Rank to Accuracy Stat Description: This technique pushes the users ability to sense their surroundings to their utmost limit, allowing them to clearly discern the area around them in vivid detail, even without being able to physically see that far ahead. Usig this ability, they can zero in on any target within their area of influence, and lock onto them even if there are obstructions that would otherwise block them from view. This ability allows for pin point accuracy and to clearly differentiate between different auras, allowing them to always focus on their true target if they have them. Using this ability is very taxing and has a three post cooldown after each use.
"King's Observation - Precognition Specialism" - Rank [Max Rank] Type: Support Range: Rank in Meters Radius, Caps at 50 Meters Stats: Target's Accuracy is Reduced by Technique Rank Description: This technique pushes the users ability to sense hostile intent to their utmost limits, allowing them to reportedly 'see into the future' in order to truly discern the nature of an attack that is headed their way. This gives them more time to react to an attack aimed at them, which is translated into an accuracy debuff. As this is a specialism ability, it goes beyond the realm of their normal ability and thus requires a great deal of focus. As it is quite taxing, they are only able to predict up to three distinct attacks in this way, before it goes into a five post cooldown.
Haki: Rookie's Observation (3 Traits): Characters with this level of observation is able to broadly sense the life force of all those that surround them, allowing them to notice the presence of beings within an area as well as having a general grasp of their current mood. It may be a little tricky to accurately pin point a singular presence amidst a crowd of people, but in a true isolated scenario with the opponent, you'll be able to track their whereabouts so long as they remain in your area of influence. This trait grants you the free technique 'Rookie's Observation'.
Nocode [b]Haki: Rookie's Observation (3 Traits):[/b] Characters with this level of observation is able to broadly sense the life force of all those that surround them, allowing them to notice the presence of beings within an area as well as having a general grasp of their current mood. It may be a little tricky to accurately pin point a singular presence amidst a crowd of people, but in a true isolated scenario with the opponent, you'll be able to track their whereabouts so long as they remain in your area of influence. This trait grants you the free technique 'Rookie's Observation'.
Haki: Warrior's Observation (4 Traits): Characters with this level of observation is able pin point the malicious intent of a target, allowing them to predict their next attack and giving them more time to react to it. In addition, as their ability to sense others have been amplified, now they are able to accurately sense anyone they choose to focus on, even if their signature is muddled amidst a large crowd of people. This trait grants you the free technique 'Warrior's Observation', which is an improvement to replace the former technique that allows for evasive manoeuvres to be made against an attacker, as well as heightening the users ability to sense others.
Nocode [b]Haki: Warrior's Observation (4 Traits):[/b] Characters with this level of observation is able pin point the malicious intent of a target, allowing them to predict their next attack and giving them more time to react to it. In addition, as their ability to sense others have been amplified, now they are able to accurately sense anyone they choose to focus on, even if their signature is muddled amidst a large crowd of people. This trait grants you the free technique 'Warrior's Observation', which is an improvement to replace the former technique that allows for evasive manoeuvres to be made against an attacker, as well as heightening the users ability to sense others.
Haki: King's Observation - Sensory Specialist (5 Traits): Characters with this level of observation have gone above and beyond to hone their innate ability into a specific field. In addition to being able to predict the malicious intent of others and sense other lifeforms, the character is able to push the latter ability to its absolute limits, allowing them to accurately discern their surroundings in detail and target anything within their sphere of influence, garnering an incredible boost to their focus, which is translated as a boost to accuracy. This trait grants the user access to the free technique 'King's Observation - Sensory Specialism'. This is an additional free technique and does not replace Warrior's Observation.
Nocode [b]Haki: King's Observation - Sensory Specialist (5 Traits):[/b] Characters with this level of observation have gone above and beyond to hone their innate ability into a specific field. In addition to being able to predict the malicious intent of others and sense other lifeforms, the character is able to push the latter ability to its absolute limits, allowing them to accurately discern their surroundings in detail and target anything within their sphere of influence, garnering an incredible boost to their focus, which is translated as a boost to accuracy. This trait grants the user access to the free technique 'King's Observation - Sensory Specialism'. This is an additional free technique and does not replace Warrior's Observation.
Haki: King's Observation - Precognition Specialist (5 Traits): Character's with this level of observation have gone above and beyond to hone their innate ability into a specific field. In addition to being able to predict the malicious intent of others and sense other lifeforms, the character is able to push the former ability to its absolute limits, allowing them to delve into the realms of precognition and truly foresee an incoming attack aimed at them. This gives them more freedom of movement in the form of more precise reactions and speed. This trait grants the character access to the free technique 'King's Observation - Precognition Specialism'. This is an additional free technique and does not replace Warrior's Observation.
Nocode [b]Haki: King's Observation - Precognition Specialist (5 Traits):[/b] Character's with this level of observation have gone above and beyond to hone their innate ability into a specific field. In addition to being able to predict the malicious intent of others and sense other lifeforms, the character is able to push the former ability to its absolute limits, allowing them to delve into the realms of precognition and truly foresee an incoming attack aimed at them. This gives them more freedom of movement in the form of more precise reactions and speed. This trait grants the character access to the free technique 'King's Observation - Precognition Specialism'. This is an additional free technique and does not replace Warrior's Observation.
Haki: King's Observation - Master of Observation (9 Traits): Characters with this level of observation have truly mastered their ability to the utmost pinnacle of their potential, granting them skilful access to the ability of sensing other life forms in an area as well as accurately deciphering malicious intent and being able to use that to predict the path of an enemies attack.
Having this trait allows the user to gain access to both free specialism techniques, as it marks them as a true master of their Color of Observation.
Nocode [b]Haki: King's Observation - Master of Observation (9 Traits):[/b] Characters with this level of observation have truly mastered their ability to the utmost pinnacle of their potential, granting them skillful access to the ability of sensing other life forms in an area as well as accurately deciphering malicious intent and being able to use that to predict the path of an enemies attack.
Having this trait allows the user to gain access to both free specialism techniques, as it marks them as a true master of their Color of Observation.
Color of Conquering
Haki: Conquering King (6 Traits): Twice per thread, the user is given the grace of commanding one, simple act which all other sentient beings of less than half the users fortune must obey (An instant knockout). If it is between half and 3/4 of the users fortune they are affected heavily by exhaustion, however they don't have to follow the order (51% to 55% is a danger zone where you are stunned temporarily). If it is 3/4 to a whole or more of the user's fortune then it will have little to no effect. The range of Conquering King is 75 meters within the area of the users order. *This Trait can only be taken on one character per account.
Nocode [b]Haki: Conquering King (6 Traits):[/b] Twice per thread, the user is given the grace of commanding one, simple act which all other sentient beings of less than half the users fortune must obey (An instant knockout). If it is between half and 3/4 of the users fortune they are affected heavily by exhaustion, however they don't have to follow the order (51% to 55% is a danger zone where you are stunned temporarily). If it is 3/4 to a whole or more of the user's fortune then it will have little to no effect. The range of Conquering King is 75 meters within the area of the users order.
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SolaDeNox
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Jun 26 2018, 11:41 PM
Post #7
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The face of Majin
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| Racial Traits |
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This section is comprised of all the traits that are relevant to a characters race or species. A character can only choose a race at creation, unless it is stated otherwise. While mixed race mingling is still a concept, do note that in terms of trait benefits, the character may only utilize the benefits of one of these races.
Fishman (2 Traits) - Fishmen are an odd race, part human, part sea creature. All fishmen possess the ability breath underwater, and their movements in water are not hampered as greatly as normal humans, allowing them to swim at great speeds. They also gain one form of natural weapon, based on their species. Additionally, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on their species of sea creature.
Nocode [b]Fishman (2 Traits)[/b] - Fishmen are an odd race, part human, part sea creature. All fishmen possess the ability breath underwater, and their movements in water are not hampered as greatly as normal humans, allowing them to swim at great speeds. They also gain one form of natural weapon, based on their species. Additionally, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on their species of sea creature.
Reverse Fishman (2 Traits) - Reverse Fishman are half Fishman and half human, that look nothing like their brothers. They are fishmen but yet they look 100% human, in general complexion and size. However, some of their fishmen heritage may be seen such as gills, or teeth. Like other fishmen, they may breath underwater, and their movements in water are higher than the average human but not as great as normal fishmen. They gain one form of natural weapon, based on their species. Additionally, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on their species of sea creature.
Nocode [b]Reverse Fishman (2 Traits)[/b] - Reverse Fishman are half Fishman and half human, that look nothing like their brothers. They are fishmen but yet they look 100% human, in general complexion and size. However, some of their fishmen heritage may be seen such as gills, or teeth. Like other fishmen, they may breath underwater, and their movements in water are higher than the average human but not as great as normal fishmen. They gain one form of natural weapon, based on their species. Additionally, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on their species of sea creature.
Hybrid Fishman (3 Traits) - Being a fishman of two different species, hybrid fishmen can end up looking like one of the species or a mixture of both, usually sharing a few features from each of their parent species. Like normal fishmen, they can breath underwater, and their movements in water are not hampered as greatly as normal humans. This allows them to swim at great speeds. They gain two forms of natural weapons, one from each species, due to their hybrid nature. Additionally, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on one of their species of sea creature.
Nocode [b]Hybrid Fishman (3 Traits)[/b] - Being a fishman of two different species, hybrid fishmen can end up looking like one of the species or a mixture of both, usually sharing a few features from each of their parent species. Like normal fishmen, they can breath underwater, and their movements in water are not hampered as greatly as normal humans. This allows them to swim at great speeds. They gain two forms of natural weapons, one from each species, due to their hybrid nature. Additionally, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on one of their species of sea creature.
Merfolk (2 Traits) - In place of legs these characters have a tail which splits down the middle while they are standing on land (For this RP's purposes, this is the case at any age, not just 30+). They may breath underwater and gain +30 speed while submerged, and their movements underwater are completely unhindered.
Nocode [b]Merfolk (2 Traits)[/b] - In place of legs these characters have a tail which splits down the middle while they are standing on land (For this RP's purposes, this is the case at any age, not just 30+). They may breath underwater and gain +30 speed while submerged, and their movements underwater are completely unhindered.
Hybrid Mermaid (3 Traits) - Being only half Merfolk they may differ in appearance from normal Merfolk. They can breath underwater and have incredible stamina, gaining 1 point for every 5 points put into it. This boost is calculated last. In place of legs these characters have a tail which splits down the middle while they are standing on land. They may breath underwater and gain +30 speed while submerged, and their movements underwater are completely unhindered. They gain one form of natural weapon, based on their species.
Nocode [b]Hybrid Mermaid (3 Traits)[/b] - Being only half Merfolk they may differ in appearance from normal Merfolk. They can breath underwater and have incredible stamina, gaining 1 point for every 5 points put into it. This boost is calculated last. In place of legs these characters have a tail which splits down the middle while they are standing on land. They may breath underwater and gain +30 speed while submerged, and their movements underwater are completely unhindered. They gain one form of natural weapon, based on their species.
Moon Race: Skypiean (2 Traits) - They train their hair to grow like the antenna of an insect from a young age, using sticks in their hair to support the end. Their wing style is very different from Bilkans, styled closer to the Shandorians wings. Their wings tend to have shorter feathers that are slightly less in number than a Shandorians, often these feathers are thicker and more rounded. They are so close that at times the wings appear to be identical. Akin to the other races of the moon. Skypieans receive a 25% discount off of all dials and can purchase dials at creation. They receive one free elemental or miscellaneous dial, this can not be harvested.
Nocode [b]Moon Race: Skypiean (2 Traits)[/b] - They train their hair to grow like the antenna of an insect from a young age, using sticks in their hair to support the end. Their wing style is very different from Bilkans, styled closer to the Shandorians wings. Their wings tend to have shorter feathers that are slightly less in number than a Shandorians, often these feathers are thicker and more rounded. They are so close that at times the wings appear to be identical. Akin to the other races of the moon. Skypieans receive a 25% discount off of all dials and can purchase dials at creation. They receive one free elemental or miscellaneous dial, this can not be harvested.
Moon Race: Shandorian (2 Traits) - They dress like native American Indians and their skin is often decorated with tattoos that cover large areas of their bodies. Their wings are similar to that of the Skypieans, however they tend to have several more feathers, which are longer and have a more defined shape than the Skypieans'. Akin to the other races of the moon. Shandorians receive a 25% discount off of all dials and can purchase dials at creation. They receive one free elemental or miscellaneous dial, this can not be harvested.
Nocode [b]Moon Race: Shandorian (2 Traits)[/b] - They dress like native American Indians and their skin is often decorated with tattoos that cover large areas of their bodies. Their wings are similar to that of the Skypieans, however they tend to have several more feathers, which are longer and have a more defined shape than the Skypieans'. Akin to the other races of the moon. Shandorians receive a 25% discount off of all dials and can purchase dials at creation. They receive one free elemental or miscellaneous dial, this can not be harvested.
Moon Race: Bilkan (2 Traits) - Like Skypiean and Shandorian, they are endowed with wings on their backs. What differentiates them from the other two races is that their wings face downward. Akin to the other races of the moon. One odd aspect of their race is that many of them possess goat-like facial features such as floppy ears and horns. Bilkans receive a 25% discount off of all dials and can purchase dials at creation. They recieve one free elemental or miscellaneous dial, this can not be harvested.
Nocode [b]Moon Race: Bilkan (2 Traits)[/b] - Like Skypiean and Shandorian, they are endowed with wings on their backs. What differentiates them from the other two races is that their wings face downward. Akin to the other races of the moon. One odd aspect of their race is that many of them possess goat-like facial features such as floppy ears and horns. Bilkans receive a 25% discount off of all dials and can purchase dials at creation. They recieve one free elemental or miscellaneous dial, this can not be harvested.
Mink (2 Traits) - Similar to the fishman/merfolk race but rather on land instead of sea creatures, the race are half beasts and half human. Due to their beast half, they are slightly stronger than human. Females tend to look more like humans, while males tend to look more bestial. Because of the animal features, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on what their animal half is. Furthermore, they gain a natural weapon based on their beast half.
Nocode [b]Mink (2 Traits)[/b] - Similar to the fishman/merfolk race but rather on land instead of sea creatures, the race are half beasts and half human. Due to their beast half, they are slightly stronger than human. Females tend to look more like humans, while males tend to look more bestial. Because of the animal features, they gain 1 point in a single stat for every 5 points put into it. This boost is calculated last, and which stat it affects must be determined at creation based on what their animal half is. Furthermore, they gain a natural weapon based on their beast half.
Base Electro Technique Electro- Rank X(first 4 ranks free) Type: Range: Stats: N/A Description: Utilized by members of the Mink Tribe. Users of Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapons or objects.
Dwarf (2 Traits) - The Dwarves are a race of amazingly small individuals, about 6 inches in height normally with little brush-like tails and the potential to grow up to about a foot and a half tall which among the dwarves is a considerable outlier. Despite their small size they are actually rather strong and fast little people gaining 1 point in strength and speed for every 5 points put into each of them. They however are fragile and lose 1 point of stamina for every 5 points they put into it. These bonuses and penalties are calculated last.
Nocode [b]Dwarf (2 Traits)[/b] - The Dwarves are a race of amazingly small individuals, about 6 inches in height normally with little brush-like tails and the potential to grow up to about a foot and a half tall which among the dwarves is a considerable outlier. Despite their small size they are actually rather strong and fast little people gaining 1 point in strength and speed for every 5 points put into each of them. They however are fragile and lose 1 point of stamina for every 5 points they put into it. These bonuses and penalties are calculated last.
Long Ear Tribe (1 Trait) - As their name suggest, all members of the long ear tribe, sometimes called "elves," possess a set of long pointed ears. These long ears help enhance their sense of balance and hearing. As such, the gain 1 point in accuracy and speed for every 10 points put into each respective stat. This boost is calculated last.
Nocode [b]Long Ear Tribe (1 Trait)[/b] - As their name suggest, all members of the long ear tribe, sometimes called "elves," possess a set of long pointed ears. These long ears help enhance their sense of balance and hearing. As such, the gain 1 point in accuracy and speed for every 10 points put into each respective stat. This boost is calculated last.
Longarm Tribe (1 Trait) - As their name suggests, all members of the Longarm Tribe have two elbow joints on each arm, which results in them having abnormally long arms. Because of their incredibly long arms, the longarm tribe receives a passive boost of 15 to their strength and for every 10 points they receive in strength they get a boost of 1.
Nocode [b]Longarm Tribe (1 Trait)[/b] - As their name suggests, all members of the Longarm Tribe have two elbow joints on each arm, which results in them having abnormally long arms. Because of their incredibly long arms, the longarm tribe receives a passive boost of 15 to their strength and for every 10 points they receive in strength they get a boost of 1.
Longleg Tribe (1 Trait) - As their name suggests, they are a race of very long-legged individuals and because of this they are very tall and outsize the average human greatly. Much like the Snakeneck Tribe, Longlegs are often very proud of their legs and will wear clothing and jewelry to show them off or tattoo them to make their precious legs distinct. Because of their incredibly long legs they receive a passive boost of 15 to their speed and for every 10 points they receive in speed they get a boost of 1.
Nocode [b]Longleg Tribe (1 Trait)[/b] - As their name suggests, they are a race of very long-legged individuals and because of this they are very tall and outsize the average human greatly. Much like the Snakeneck Tribe, Longlegs are often very proud of their legs and will wear clothing and jewelry to show them off or tattoo them to make their precious legs distinct. Because of their incredibly long legs they receive a passive boost of 15 to their speed and for every 10 points they receive in speed they get a boost of 1.
Snakeneck Tribe (1 Trait) - Members of the Snakeneck Tribe have necks that are longer than a normal human's, making them much taller than most humans. All snakenecks that have been shown have had very slender bodies that make them more closely resemble snakes. Members of the tribe decorate their necks with rings or tattoos similar to what the Longleg Tribe members have on their legs. Snakeneck Tribe members receive a passive boost of 15 points in accuracy thanks to their height giving them quite the vantage point and for every 10 points they receive in accuracy they get a boost of 1.
Nocode [b]Snakeneck Tribe (1 Trait)[/b] - Members of the Snakeneck Tribe have necks that are longer than a normal human's, making them much taller than most humans. All snakenecks that have been shown have had very slender bodies that make them more closely resemble snakes. Members of the tribe decorate their necks with rings or tattoos similar to what the Longleg Tribe members have on their legs. Snakeneck Tribe members receive a passive boost of 15 points in accuracy thanks to their height giving them quite the vantage point and for every 10 points they receive in accuracy they get a boost of 1.
Giants (4 Traits) - Over the last few centuries a truly odd occurrence seems to have been taking place in the world's giant population. Rather contrary to their name, they've actually been getting shorter as the generations come in. While a far cry from their previous heights most giants born outside their home country and even a fair few within only ever reach between a short 20 feet and a tall 30. They normally appear to be regular humans scaled up but some also are known to have more exaggerated features. Naturally physically gifted, they start with a flat boost of 10 points in strength and stamina along with for every 5 points their strength and/or stamina gains, they get a bonus of 1 point. These bonuses are calculated last This however is counteracted by their lower than average accuracy as they seem not to notice smaller details a tinier race might. On top of this, their speed also leaves a bit to be desired as they have to be a lot more careful about running into things or stepping on stuff they shouldn't. Because of this their speed and accuracy lose 1 point for every 10 points put into them. These penalties are calculated last.
Nocode [b]Giants(4 Traits)[/b]- Over the last few centuries a truly odd occurrence seems to have been taking place in the world's giant population. Rather contrary to their name, they've actually been getting shorter as the generations come in. While a far cry from their previous heights most giants born outside their home country and even a fair few within only ever reach between a short 20 feet and a tall 30. They normally appear to be regular humans scaled up but some also are known to have more exaggerated features. Naturally physically gifted, they start with a flat boost of 10 points in strength and stamina along with for every 5 points their strength and/or stamina gains, they get a bonus of 1 point. These bonuses are calculated last This however is counteracted by their lower than average accuracy as they seem not to notice smaller details a tinier race might. On top of this, their speed also leaves a bit to be desired as they have to be a lot more careful about running into things or stepping on stuff they shouldn't. Because of this their speed and accuracy lose 1 point for every 10 points put into them. These penalties are calculated last.
Aswang (3 Traits) - Aswang for the most part have a similar appearance to regular humans other than the fact they are usually pale in skin tone and have sharp teeth which function as natural weapons. Aswang are able to consume blood as nutrients which allows them to increase their own stats by 1 point per every 10 points in each stat for 3 posts with a 2 post cooldown. Additionally, if the Aswang is fed for 2 posts straight without being interrupted, they become overdosed on feeding causing the boost to double.
Nocode [b]Aswang (3 Traits)[/b] - Aswang for the most part have a similar appearance to regular humans other than the fact they are usually pale in skin tone and have sharp teeth which function as natural weapons. Aswang are able to consume blood as nutrients which allows them to increase their own stats by 1 point per every 10 points in each stat for 3 posts with a 2 post cooldown. Additionally, if the Aswang is fed for 2 posts straight without being interrupted, they become overdosed on feeding causing the boost to double.
Cyclops (2 Traits) - Cyclops are a race of people that look very much human, however they have the notable feature of only having a single eye. Cyclops have an innate superhuman strength giving them an increase of 1 point for every 5 spent in strength. However, they have rather poor abilities of depth perception leaving them with a decrease of 1 for every 5 points in accuracy. These bonuses and penalties are calculated last. As a race known for its blacksmithing even the youngest cyclops seem to have a natural proficiency for it awarding them the "apprentice blacksmith" trait.
Nocode [b]Cyclops (2 Traits)[/b] - Cyclops are a race of people that look very much human, however they have the notable feature of only having a single eye. Cyclops have an innate superhuman strength giving them an increase of 1 point for every 5 spent in strength. However, they have rather poor abilities of depth perception leaving them with a decrease of 1 for every 5 points in accuracy. These bonuses and penalties are calculated last. As a race known for its blacksmithing even the youngest cyclops seem to have a natural proficiency for it awarding them the "apprentice blacksmith" trait.
Spartoi (3 Traits) - The Spartoi are a race of dragon-like reptilians that hail from the New World. They are humanoid but with wing, scales, and a lizard-like appearance. Due to their scales acting as natural armor their scales are counted as a natural weapon. Furthermore, they are naturally hardier than most other races, gaining 1 point in stamina for every 5 put in. This bonus is calculated last. Finally, because of their wings, they possess the ability to fly given a running start.
Nocode [b]Spartoi (3 Traits)[/b] - The Spartoi are a race of dragon-like reptilians that hail from the New World. They are humanoid but with wing, scales, and a lizard-like appearance. Due to their scales acting as natural armor their scales are counted as a natural weapon. Furthermore, they are naturally hardier than most other races, gaining 1 point in stamina for every 5 put in. This bonus is calculated last. Finally, because of their wings, they possess the ability to fly given a running start.
Oni (2 Traits) - Oni are rumoured to be the descendants of a single specimen from the demons of Helengard and a human. However, there's no real way to back up or prove these rumours that wouldn't infringe on the rights currently held by Oni. For as long as people remember, they have been interspersed occasionally amongst the population only notable for their unusual horns, sharp teeth, unusual eyes, skin colours, and various other aesthetic changes from the average human. Aside from these differences, Oni are also more prone to developing abstract techniques, able to use techniques 20 ranks below what anyone else would naturally be capable of. For example, a normally rank 50 technique would be available to them at rank 30.
Nocode [b]Oni (2 Traits) -[/b] Oni are rumoured to be the descendants of a single specimen from the demons of Helengard and a human. However, there's no real way to back up or prove these rumours that wouldn't infringe on the rights currently held by Oni. For as long as people remember, they have been interspersed occasionally amongst the population only notable for their unusual horns, sharp teeth, unusual eyes, skin colours, and various other aesthetic changes from the average human. Aside from these differences, Oni are also more prone to developing abstract techniques, able to use techniques 20 ranks below what anyone else would naturally be capable of. For example, a normally rank 50 technique would be available to them at rank 30.
Ziefer (2 Traits) - Ziefer are humanoid beings that have resemblances to insects be it with antennae, exoskeleton, or other various features based on the insect they resemble. They are a naturally hardy people, giving them an extra 1 point in stamina for every 5 points put in. This boost is calculated last. Additionally, all Ziefer have a natural weapon. They have been in direct feud with the Shpin for centuries.
Nocode [b]Ziefer (2 Traits) -[/b] Ziefer are humanoid beings that have resemblances to insects be it with antennae, exoskeleton, or other various features based on the insect they resemble. They are a naturally hardy people, giving them an extra 1 point in stamina for every 5 points put in. This boost is calculated last. Additionally, all Ziefer have a natural weapon. They have been in direct feud with the Shpin for centuries.
Shpin (2 Traits) - The Shpin are a group of humanoid arachnids in direct feud with their insect counterparts, the Ziefer. Whereas the Ziefer boast physical prowess, the Shpin prefer to act more strategically and as such have learned the art of the deal rather well, accustomed to amounting funds they earn an increase of 25% in berries per thread. Along with this, they all have an arachnid based natural weapon.
Nocode [b]Shpin (2 Traits) -[/b] The Shpin are a group of humanoid arachnids in direct feud with their insect counterparts, the Ziefer. Whereas the Ziefer boast physical prowess, the Shpin prefer to act more strategically and as such have learned the art of the deal rather well, accustomed to amounting funds they earn an increase of 25% in berries per thread. Along with this, they all have an arachnid based natural weapon.
Harpy (1 Trait) - Harpies are winged humans who over time developed wings on their arms ranging from being full bird wings to having a large amount of feathers sprouting from below them. Full harpies have full bird wings while half-harpies have more human-like arms and hands with the feathers. Half Harpies-Half Skypeians result in the wings being on their backs. All harpies are capable of flight.
Nocode [b]Harpy (1 Trait) -[/b] Harpies are winged humans who over time developed wings on their arms ranging from being full bird wings to having a large amount of feathers sprouting from below them. Full harpies have full bird wings while half-harpies have more human-like arms and hands with the feathers. Half Harpies-Half Skypeians result in the wings being on their backs. All harpies are capable of flight.
Plant Tribe (3 Traits) -The Plant Tribe are a race of humanoids with plant-like features, which usually end up being taller and more lithe than most other races. They tend to take traits from plants such as trees and flowers, though occasionally there are Plant Tribe members who take on a mushroom appearance, such as the Toads from the Mushroom Kingdom. They gain the form of one natural plant-based weapon, and in addition they are capable of absorbing nutrients from the ground through techniques, in order to lightly heal themselves depending on their Rank. In addition, they have a natural weakness to fire.
Nocode [b]Plant Tribe (3 Traits) -[/b]The Plant Tribe are a race of humanoids with plant-like features, which usually end up being taller and more lithe than most other races. They tend to take traits from plants such as trees and flowers, though occasionally there are Plant Tribe members who take on a mushroom appearance, such as the Toads from the Mushroom Kingdom. They gain the form of one natural plant-based weapon, and in addition they are capable of absorbing nutrients from the ground through techniques, in order to lightly heal themselves depending on their Rank. In addition, they have a natural weakness to fire.
Nupon (2 Traits) – A distant cousin to the Mink tribe, Nupon are fluffy beings with small hands and very short legs but large rabbit-like ears which can function as hands with four fingers on them. Nupon are master craftsmen by nature loving to tinker and work with their ear hands. This grants them the first two Blacksmith or Builder traits. However, due to their stubby feet they are unable to move overly swiftly only being able to take up to the Ludicrous speed trait.
Nocode [b]Nupon (2 Traits)[/b] – A distant cousin to the Mink tribe, Nupon are fluffy beings with small hands and very short legs but large rabbit-like ears which can function as hands with four fingers on them. Nupon are master craftsmen by nature loving to tinker and work with their ear hands. This grants them the first two Blacksmith or Builder traits. However, due to their stubby feet they are unable to move overly swiftly only being able to take up to the Ludicrous speed trait.
Ma-Jinn (4 traits + Willingly be altered by the Kenjin Kenjin no mi user**) – Beings born from regular humans*, thanks to the alchemic energy of the Kenjin Kenjin mo ni, who have gained greater natural talent through the process. These characters gain an additional 1 point for every 10 points in each stat. Additionally, any other kenjin based alteration comes much easier and is one of the only ways to allow the fruit to buff others. However, due to the willing alterations, all biomods or cybernetic modifications will be overwritten immediately upon the change and no longer obtainable due to their unnatural composition.
*Only can be taken on Humans. **Must have done at least 3 full topics with Kenjin Kenjin no mi user or own the fruit.
Nocode [b]Ma-Jinn (4 traits + Willingly be altered by the Kenjin Kenjin no mi user**)[/b] – Beings born from regular humans*, thanks to the alchemic energy of the Kenjin Kenjin mo ni, who have gained greater natural talent through the process. These characters gain an additional 1 point for every 10 points in each stat. Additionally, any other kenjin based alteration comes much easier and is one of the only ways to allow the fruit to buff others. However, due to the willing alterations, all biomods or cybernetic modifications will be overwritten immediately upon the change and no longer obtainable due to their unnatural composition.
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RedLunar
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Jul 2 2018, 09:35 PM
Post #8
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Red Fish and Green Prince
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| Race Exclusive Traits |
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These traits require specific race traits to acquire, though they may also have additional requirements.
Additional Natural Weapon (1/ 2 / 3 Traits)- [Must be of a race that gets natural weapons already to qualify for this trait] This trait allows the character to have an additional Natural weapon, this trait can be taken multiple times to give more natural weapons.
Nocode [b]Additional Natural Weapon (1 / 2 / 3 Traits)[/b]- [Must be of a race that gets natural weapons already to qualify for this trait] This trait allows the character to have an additional Natural weapon, this trait can be taken multiple times to give more natural weapons.
Miracle Milk (1 Trait) - The character is rather productive and their milk is much healthier then normal milk, allowing the easing of pain, and if bottled and sold bring in a decent income, Allows the creation of milk based healing techniques as well as increases Stamina by +5 for four posts when ingested this boost is non-stackable with itself, as well as gives a 15% Beli bonus (milk must be mentioned being sold in the SL).
Nocode [b]Miracle Milk (1 Trait)[/b] - The character is rather productive and their milk is much healthier then normal milk, allowing the easing of pain, and if bottled and sold bring in a decent income, Allows the creation of milk based healing techniques as well as increases Stamina by +5 for four posts when ingested [b]this boost is non-stackable with itself[/b], as well as gives a 15% Beli bonus (milk must be mentioned being sold in the SL).
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RedLunar
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Jul 2 2018, 09:35 PM
Post #9
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Red Fish and Green Prince
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| Cyborg Traits |
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Cyborgs are beings who have had part of their living tissue replaced with mechanical parts with the goal of enhancing their overall power. Cyborg traits each have different costs and effects. Damage done to the inorganic components of a cyborg must be repaired and will not heal naturally. Those who cannot perform the repairs themselves must see a trained mechanic between battles. In return for their enhanced powers, they must constantly consume some sort of fuel; the nature of this fuel varies from cyborg to cyborg, please input what is the fuel and how much time does it take for it to finish. Finally, normal cybernetic limbs have "weak points," which are points at which the underlying organic matter may still be damaged. Cybernetic upgrades are subject to cost (in beli) and scientist/mechanic availability and skill.
Additional Rules for Cyborgs Cyborg + Devil Fruit users and possible SeastonesWhen a Devil Fruit user has cybernetic parts then they are not affected by the seastone weakness on that part. Also if a cyborg has a Zoan or Logia and other possible Paramecia Devil Fruit, they cannot transform their cybernetic parts into their Devil Fruit form. Cyborg Techniques and FuelCyborg characters can use their techniques in a different manner by exhausting their fuel to perform a more effective technique. A cyborg character can have techniques that have effects that are 5 ranks higher than they normally can. The cyborg techniques are assumed 5 ranks higher so they don’t need to put the TP on it but instead have their effects 5 ranks higher. This mean the techniques are 5 rank higher when determining material breaking, or gain +5 bonus in stats boost etc. They must however mark these techniques at the character creation and these techniques consume fuel when using them. Cyborg FuelThe fuel types can be rare or abundant depending on what fuel powers your cyborg parts. The more complicated and abundant fuel your cybernetic you use the higher the rank they should be. You need to reach a certain cyborg upgrade to be able to use a specific fuel type. - Dangerous – Water/Sea water
- Ultimate – Air/Wind and Solar
- Not allowed – Blood, Perpetual Motion, Nuclear.
A cyborg fuel capacity is determined by their base fortune x2. Whenever the cyborg uses a cyborg technique they subtract the value of the technique rank to their base fortune x2. Once the cyborg’s fuel is depleted, they lose the bonus they get from the cyborg parts, cannot use techniques base on those parts and cannot use any weaponry that requires activation (shooting gun, activating hidden blades etc.) Fuel ReplenishingWhen replenishing fuels, it varies from the fuel source selected. If the fuel is base on containers(cola bottles, gas container, battery pack), it would replenish 50% of the user’s base fortune per turn. If the fuel can be found anywhere(solar, water, air, etc.), it would replenish 20% of the user’s base fortune per turn. When replenishing fuel, you cannot do anything but replenish your fuel. Cyborg PartsStarting Cyborg parts are made of T4 materials, but may be upgraded.
Arms (1 Trait) - Each arm may conceal one weapon, either a gun or extendable melee weapon of some sort. Cybernetic arms increase strength by +5. Weak points: Shoulders, Elbows, Wrists.
Nocode [b]Arms (1 Trait)[/b] - Each arm may conceal one weapon, either a gun or extendable melee weapon of some sort. Cybernetic arms increase strength by +5. Weak points: Shoulders, Elbows, Wrists.
Legs (1 Trait) - Mechanical legs grant a +5 bonus to speed and allow the user to jump much higher and further than usual. Additionally, it is possible to run for great stretches without becoming exhausted. Small bladed retractable weapons may be concealed in the foot. Weak points: Ankles, Knees, Hips.
Nocode [b]Legs (1 Trait)[/b] - Mechanical legs grant a +5 bonus to speed and allow the user to jump much higher and further than usual. Additionally, it is possible to run for great stretches without becoming exhausted. Small bladed retractable weapons may be concealed in the foot. Weak points: Ankles, Knees, Hips.
Torso (1 Trait) - This cybernetic enhancement is primarily protective. It prevents most of the major organs from being damaged, while at the same time providing overall enhanced endurance and durability. Additionally, the torso may contain a small compartment where additional fuel, ammunition, equipment, or other items may be stored. A Cybernetic torso increase stamina by +5. Weak points: Spine, between Ribs.
Nocode [b]Torso (1 Trait)[/b] - This cybernetic enhancement is primarily protective. It prevents most of the major organs from being damaged, while at the same time providing overall enhanced endurance and durability. Additionally, the torso may contain a small compartment where additional fuel, ammunition, equipment, or other items may be stored. A Cybernetic torso increase stamina by +5. Weak points: Spine, between Ribs.
Head (1 Trait) - A cybernetic head's primary functions are protecting the brain and enhancing the senses. Beyond this, those with Cybernetic heads may hear sounds much too quiet or distant for normal humans, and may see further and in lower light than normally possible. A Cybernetic head increase accuracy by +5. Weak Points: Eyes, Mouth, Neck.
Nocode [b]Head (1 Trait)[/b] - A cybernetic head's primary functions are protecting the brain and enhancing the senses. Beyond this, those with Cybernetic heads may hear sounds much too quiet or distant for normal humans, and may see further and in lower light than normally possible. A Cybernetic head increase accuracy by +5. Weak Points: Eyes, Mouth, Neck.
Perfect (1 Trait) - At the cost of one additional trait, any single cybernetic upgrade can be made "perfect". Perfect cybernetics have their weak points removed and cost less to upgrade. Perfect traits give a 50% discount on any upgrade on the cyborg parts that have been given a perfect trait. This includes weapons upgrade, additional weapons and functions.
*This does not apply to the Cyborg Bonus
Nocode [b]Perfect (1 Trait)[/b] - At the cost of one additional trait, any single cybernetic upgrade can be made "perfect". Perfect cybernetics have their weak points removed and cost less to upgrade. Perfect traits give a 50% discount on any upgrade on the cyborg parts that have been given a perfect trait. This includes weapons upgrade, additional weapons and functions.
Automata (2 Traits) Requires all Perfect Cyborg Traits + Scientist Trait - Automatas are a race of people that were once defined by organic flesh, though have later decided to transfer their consciousness into a robotic body. Thus, this has given them the possibility to become completely unable to be killed naturally, ageless and unbounded by the limits of flesh. They were ultimately created by Velvet G. Falcone after the World Government, having learned of the ultimate success of the transfer of her consciousness into a robot, decided to make her "Transfer" program open-source and able to be bought on computer chips.
Automatas are given the possibility to augment themselves by the use of advanced technology and intense programming thanks to a 50% Discount to all of their cybernetic upgrades. Additionally, Traits spent on their Perfect Cybernetics will be refunded and the character will be given the freedom to choose between two options: either four of them are spent on a maxed Stat-Altering Trait and the rest are kept so they can be spent on anything the player wants, or they are kept for higher-grade material for their bodies. If the second option is taken, the Automata will be given the choice to spend 4 of their refunded traits on a Strong-graded material for their bodies or all of them on a Dangerous-graded material.
The name of their Stamina stat will also be replaced by "Energy", which will see its consumption increase as a result when using Cyborg Techniques. Also, unlike their Cyborg counterparts, Automatas can only consume Zoan-Type Devil Fruits. Although they still possess an actual Soul like most normal living beings, their bodies are, however, considered objects and will thus be able to be modified by the Zoan Devil Fruit's powers, seeing as they could be considered as Devil Fruit Weapons. *Becoming an Automata causes you to lose your previous racial traits, having replaced your body completely.
Nocode [b]Automata (2 Traits)[/b] [u][i]Requires all Perfect Cyborg Traits + Scientist Trait[/i][/u] - Automatas are a race of people that were once defined by organic flesh, though have later decided to transfer their consciousness into a robotic body. Thus, this has given them the possibility to become completely unable to be killed naturally, ageless and unbounded by the limits of flesh. They were ultimately created by [url=http://w11.zetaboards.com/OnePieceNewWorld/topic/11679580/1/]Velvet G. Falcone[/url] after the World Government, having learned of the ultimate success of the transfer of her consciousness into a robot, decided to make her "Transfer" program open-source and able to be bought on computer chips.
Automatas are given the possibility to augment themselves by the use of advanced technology and intense programming thanks to a 50% Discount to all of their cybernetic upgrades. Additionally, Traits spent on their Perfect Cybernetics will be refunded and the character will be given the freedom to choose between two options: either four of them are spent on a maxed Stat-Altering Trait and the rest are kept so they can be spent on anything the player wants, or they are kept for higher-grade material for their bodies. If the second option is taken, the Automata will be given the choice to spend 4 of their refunded traits on a Strong-graded material for their bodies or all of them on a Dangerous-graded material.
The name of their Stamina stat will also be replaced by "Energy", which will see its consumption increase as a result when using Cyborg Techniques. Also, unlike their Cyborg counterparts, Automatas can only consume Zoan-Type Devil Fruits. Although they still possess an actual Soul like most normal living beings, their bodies are, however, considered objects and will thus be able to be modified by the Zoan Devil Fruit's powers, seeing as they could be considered as Devil Fruit Weapons.
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RedLunar
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Jul 2 2018, 09:36 PM
Post #10
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Red Fish and Green Prince
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| Witch Racial Traits |
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Because yes, there was enough it needed its own post.
Witch/Warlock (2-5 traits) – A race of beings who are able to tap into the world around them on a more supernatural scale. These beings are given a familiar at birth which assists them for the rest of their lives. Witches/Warlocks are able to perform supernatural feats similar to that of Devil Fruit with the assistance of their familiar partner. These familiars grant various types of powers to their companion but may have only a single power within their body.
Nocode [b]Witch/Warlock (2-5 traits)[/b] – A race of beings who are able to tap into the world around them on a more supernatural scale. These beings are given a familiar at birth which assists them for the rest of their lives. Witches/Warlocks are able to perform supernatural feats similar to that of Devil Fruit with the assistance of their familiar partner. These familiars grant various types of powers to their companion but may have only a single power within their body.
The familiar is treated as a 50% NPC of the character who has taken the witch trait, who may not take tech mentality, race, fated, professions, devil fruit or haki traits. Additionally the NPC's DP must be distributed as evenly as possible between all four stats. All techniques performed by witch’s come from the familiar’s technique pool rather than their own. This effectively grants the witch two TP pools one for their spells and another for their physical techniques. If the familiar is rendered unconscious or is too far away from the witch/warlock they will be unable to perform any of their spells. The max distance a familiar may be from their partner without losing their link is 15 meters.
A Familiar's magic is based on their theme at creation over all. Examples of this will be listed in the below Witch/Warlock FAQ.
*The number of traits needed is based on the familiar’s base magic.
**If witch is taken on an NPC, the familiar will scale with the NPC's DP rather than the Player Character's.
Additional Witch Traits
My Fluffy Friend’s Fluffy Friend (3-7 Traits) – Grants the witch/warlock a second 50% familiar. The second familiar will be priced slightly higher based on its base magic.
Nocode [b]My Fluffy Friend’s Fluffy Friend (3-7 Traits) [/b]– Grants the witch/warlock a second 50% familiar. The second familiar will be priced slightly higher based on its base magic.
Familiar Traits
More [Insert Magic Type] MP (1 Trait) – This trait increases the familiar's technical score multiplier from x2 to x(2 + X). (Can be taken 3 times without Mega Magic Pool)
Nocode [b]More [Insert Magic Type] MP (1 Trait)[/b] – This trait increases the familiar's technical score multiplier from x2 to x(2 + X). (Can be taken 3 times without Mega Magic Pool)
[Insert Magic Type] Level Up! (1 traits) – Allows a familiar to create techniques 10 ranks higher than their maximum. (Can be taken twice)
Nocode [b][Insert Magic Type] Level Up! (1 traits) [/b]– Allows a familiar to create techniques 10 ranks higher than their maximum. (Can be taken twice)
[Insert Magic Type] Level Max (2 traits) – Prerequisite 2 Level UP! Traits – This traits causes the 20 ranks passed max the familiar's technique gain to become free.
Nocode [b][Insert Magic Type] Level Max (2 traits)[/b] – Prerequisite 2 Level UP! Traits – This traits causes the 20 ranks passed max the familiar's technique gain to become free.
Role Change [Insert Magic Type] User!(2-5 traits) – Prerequisite [Insert Magic Type] Level Max trait – Allows a familiar to create a technique which allows them to change secondary form allowing them to use a different form of magic. The price varies depending on magic power and effects. (Can be taken once!)
Nocode [b]Role Change [Insert Magic Type] User!(2-5 traits)[/b] – Prerequisite [Insert Magic Type] Level Max trait – Allows a familiar to create a technique which allows them to change secondary form allowing them to use a different form of magic. The price varies depending on magic power and effects. (Can be taken once!)
Mega Magic Pool (3 Traits) – Prerequisite Role Change [Insert Magic Type] User! - The familiar gains a second TP pool for their secondary type of magic. Additionally uncaps the amount of times the familiar can take More [Insert Magic Type] MP on either TP pool.
Witch/Warlock FAQ Witch/Warlock FAQ
Q – What are familiar’s like? Can I have a familiar that is 10 feet tall that I can ride?
A – No. Familiars are strictly between 2-3 feet in height, weighing at most 20 lbs. The shape of the familiar can be nearly anything.
Q – Can my familiar have elemental based powers?
A – This is a complicated question, in short, yes. However depending on how your familiar uses the element within their theme. This will play a part in how expensive the racial trait will be for the cost of your base familiar. An example of this: If your familiar is a baby dragon who can breath flames in different shapes but lacks control after productions, this would cost you 4 traits. However if your familiar is a floating candle monster who can control flames at will after production, this would cost you 5 traits.
Q – What is a familiar’s theme? Can I have a bee as a theme and it have honey based spells? What about a dog familiar that can create beams of light?
A – A familiar’s theme typically goes along with its look and style. The bee familiar creating honey based spells as it primary magic would work. However, the dog creating beams of light would not work. However if you used a dog to help create bones, this would work as a theme going along with the dog look.
Q – Why does my familiar need a theme though? Why can’t we just do whatever we want freeform?
A – To give the race of sense of balance in more than a single way. Over the history of the site, Witch/Warlock traits have had various different issues and were almost completely removed from our systems. This is the final product staff came up with to help bring them into a balanced light. Not over power to the ends of the earth and not so weak they aren’t worth using.
Q – My familiar gains DP just like the owner does, does this mean my familiar can fight on its own?
A – Unfortunately, familiar’s DP gain and stat gain is strictly used for the creation of their techniques. This means they cannot fight on their own. They live to aid their companion in combat. Additionally, a familiar’s DP must be spread evenly (or as evenly as possible) between all fours stats. To sum it up if you familiar has 100 points to spend, they would have 25 in each stat.
Q – Are there any banned themes or just banned specific magic types?
A – There are a couple banned magic types: Water control, Instant Death, Resurrection, Black Holes, Mind control of any form.
Q – Is the familiar a 50% NPC of the character that takes it? If I make a witch NPC, does the familiar's DP scale with the NPC's DP or the DP of the character that NPC belongs to?
A – The familiar is essentially an extension of the witch's power, so it would scale with the NPC that takes the trait rather than the Player Character if you were to make a witch NPC. In short, it would get 50% of your NPC's DP.
Q – My question isn’t a part of this list? Why not?
A – Because this list is ever growing, submit your question directly to an admin in the form of a Q and we will add it here in a timely manner if the question is helpful enough.
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