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Traits
Topic Started: Feb 20 2018, 06:50 PM (1,597 Views)
RedLunar
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Red Fish and Green Prince
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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Profession Traits

A character can have two profession traits at a time unless they have a race or other outside source which allows them to take more than two professions. Nupon and Cyclops begin with the a trait of their racial profession (Blacksmith or Builder for Nupon at the 1 and 2 trait versions, Blacksmith for Cyclops at the 1 trait version)



Marksman

Novice Marksman (1 Traits) – As beginning combatant who specializes in long range weaponry, such as rifles, bow and arrows, and other long distance weaponry, these characters are able to create 'Sniping' techniques. These techniques require the use of a ranged firing weapon, but increase the range of theses techniques by 25%. Additionally, 'Sniping' techniques which involve attacking at max range possible can be 8 ranks higher than the character's maximum.
*Can work with DF that fire bullets/arrows.
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Professional Marksman (2 Traits) – As a combatant who has highly skilled in the art of fighting with long range weaponry, this character is able to create a stance technique which increases the accuracy stat by 65% of the tech rank rather than 50%. Additionally, their 'Sniping' techniques gain 8 ranks for free.
Nocode Trait


Miracle Marksman (4 Traits) – As a sniper in all senses of the word, characters with this degree of marksmanship are considered the best of the best when it comes to long distance techniques. This trait allows the marksman to add 10% of their accuracy on to range of their 'Sniping' technique in meters. Additionally, they are able to add 20% of their accuracy state to the stopping power of their 'Sniping' techniques.
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Blacksmith

Apprentice Blacksmith (1 trait) – Born to forge, characters with this trait are able to tinker and work on just about any type of gear imaginable. This allows them to work without the need to pay for full price for the gear they create for themselves and others. 25% off weaponry and armor (excluding Seastone).
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Forge-fueled Blacksmith (2 traits) – With greater skill when striking the iron, characters with this trait gain an even greater discount increasing to a 50% discount off all weaponry and armor (excluding seastone). Additionally, characters with this trait are able to make in topic gear repairs so long as they aren’t interrupted for 2 posts. This ability can only be used on the same piece of gear once per topic.
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Forge-Fuhrer Blacksmith (4 Traits) – Considered the best of the best at their craft, characters with this trait are able to reforge weaponry and armor on the fly during a topic through the use of Forge-Fashioned techniques. The durability and dangerous/ultimate abilities attached to the reforged weapon do not change but its sharpness can. Additionally, these characters are some of the few able to properly work with seastone, granting them a 10% discount on seastone perks.
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Navigator

Newbie Navigator (1 Traits) – Learning the ways of the tides, skies, and weather, characters with this trait are able to forecast the weather around the island they are on as well as out at sea. This allows them the option to skip Out at Sea topics when traveling from island to island thanks to clear sailing.
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Advanced Navigator (2 Traits) – Charts, maps, skies, waves, and weather, characters with this trait are able to predict and cause a major weather system based on the island they are on, within the topic they are in once per topic (at their own risk). These weather systems are based of a single technique which can be 20 ranks higher than the user’s maximum (gaining 20 ranks in this technique for free). Additionally, the log pose post count for this character’s crew are reduced by 20% rounded down.
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Meteorology Major Navigator (4 Traits) – Everything weather becomes these characters' area of study on top of being able to navigate the high seas. Characters with this trait are able to create Weather-Egg techniques using weather eggs they develop in with studies. These weather egg come in Hot, Cold, and Static varieties, each requiring their own base technique. With enough prep time (1 post or more), these characters can create their own localized weather effects at will through the use of these eggs.
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Builder

Baby Builder (1 Traits) – Nails, screws, hammers, glues, everything used to create masterpieces of structural arts, characters with this trait are able to build ships and bases at a much more efficient rate than the norm. This allows them to cut the cost of building ships and bases by a flat 25%.
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Hammer-Hardened Builder (2 Traits) – More talent and precision behind each swing of the hammer, characters with this trait are able to build ships and bases at even greater efficiency than trainees of the art. This allows them to cut the cost of building ships and bases by a flat 50%. Additionally, they are able to perform patchwork on any ship or base so long as they are not interrupted for 2 posts, this can only be used on the same ship or base once per topic.
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Heaven’s Hammer Builder (4 Traits) – The best of the best when it comes to building structures, characters with this trait are able to create woodworks using special 'Woodshop' techniques. These techniques allow the user to build nearly anything from bridges, to stairs, to towers out of scraps of material they find laying around. Additionally, these characters can apply their 50% discount to coating their ship at Sabaody Archipelago.
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Helmsman

Paddle-Boat Enthusiast Helmsman (1 Traits) – With your great knowledge of the sea as well as the vessel that ferries you across it, any and all journeys are made more comfortable with your presence. Taking this trait gives any ship you command a bonus 25% to it's Manoeuvrability and Velocity, as well as granting them the ability to dock on any Island undetected unless obviously spotted.
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Norse Raiders Helmsman (2 Traits) – As a seasoned wanderer of the sea with a wealth of experience under your belt, your skill at the helm means that any ship under your direct command is granted a 50% boost to it's Manoeuvrability and Velocity, as well as granting you access to the free Helmsman technique 'Full Speed Ahead!'

Full Speed Ahead! - Free Max Rank
Type: Helmsman
Stats: + Rank to Velocity Ship Stat
Description: A technique which has the helmsman take full advantage of the tides and the winds, granting their vessel a temporary swell of speed to help them spear forth in any given direction. 5 post duration. Usable twice per thread.
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Fleet Masters Helmsman (4 Traits) – Your skill at the helm is considered legendary, and any vessel that is fortunate enough to be graced by your masterful coordination would surely see the light of the next day despite any turbulent disasters that foolishly think it may send you to the briny deep. Like a sixth sense, you are able to pick out odd distortions in the currents, allowing you to better manoeuvre your vessel away from danger, as well as to dock and moor your vessel like it was second nature, without obvious detection and with the greatest level of stealth.

Taking this trait grants any vessel under your command a hearty 100% boost to it's Manoeuvrability and Velocity, as well as giving you access to the free Helmsman technique 'Master of my Fate'.

Master of my Fate - Free Max Rank
Type: Helmsman
Stats: + Rank to Manoeuvrability Ship Stat
Description: A technique which puts the full skill of the helmsman to use, allowing them to better precisely move their ship around in even the harshest of waters. This technique gives the user the chance to predict and avoid any sea hazards or enemy ships that may try and get in their way, giving them more time to try and outmanoeuvre them. 5 post duration. Usable twice per thread.
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Doctor

Dorky Doctor (1 Trait) – Around to care for the sick and needy, characters with this trait have dipped their fingers into the art of medicine. These characters are able to performs medical acts on the battlefield by creating special 'Doctoring-Surgical Patch' techniques. These techniques allow doctors to treat wounds over time so long as they are uninterrupted. Starting at rank 150, these doctors can even reattach limbs so long as no more than 3 posts have passed since the severing. Reattachment takes 3 posts and the limb is unusable for the rest of topic.
Nocode Trait


Diligent Doctor (2 Trait) – Deeper in the art of medicine, these characters are able to create their own medications at will. These medications are created through special 'Doctoring-Pharmacy' techniques. The medications can range from slight healing over time salves, to stat boosting pills or even debuffing medications due to side effects. It takes 1 posts to create any medication and the effects always last 3 posts. *Stat buffing/debuffing medications follow stacking rules*
Nocode Trait


Dangerfield Doctor (4 Trait) – Masters of the medical arts and anything that falls under that, characters with this trait are able to perform medical marvels at whim, allowing them to create a single 'Absolute Medicine' technique. This technique is usable once per thread and takes 1 post to prep before the doctor is able to completely nullify any damage a target has taken within a single thread. Additionally, after using their Absolute Medicine technique, the doctor cannot create any medication or perform any medical acts for 5 posts.
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Musician

Minute Musician (1 Traits) – Trained in the various arts of music be it using an instrument or just their voice as their instrument, characters with this trait have the ability to create ‘Performance – Fanfare’ techniques which allow them to buff all characters within an AoE based on half their technique rank so long as they can hear the music being played/sung. Fanfares have a global cooldown of 2 posts.
*Fanfare techniques affect all characters in range who can hear the performance, including enemies
**Other techniques cannot be used while Performances are being done.
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Major Musician (2 Traits) – Their music has some fan following at this point and a large number of people enjoy their musical talents. Characters with this trait are skilled enough to increase the effectiveness of their tones bumping the buff power of their ‘Performance – Fanfare’ to 66% of their technique rank for all hearing the music. Additionally, their beginning stardom causes this character to gain an additional 25% bounty in topics were they’d gain bounties.
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Maestro Musician (4 Traits) – The pinnacle of musical talent, their music and name are spread like wildfire across the world due to their sheer ability alone. Characters with this trait are able to create ‘Performance – Finale’ Techniques. Finale techniques allow the character to create a powerful song once per thread which increases the Damage Output of their allies’ techniques by 33% for 4 posts.
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Chef

Bronze Chef (1 Traits) – Knives, spatulas, the heat of a grill, the smell of freshly cooked food, characters with this trait are highly skilled in all culinary arts. These chefs have the makings to become 5 Sea Star class chefs with a little more practice. This allows them to create food on the fly with things within arms reach so long as they have a form of cooking tool on them using special ‘Cooking - Refreshing’ techniques. These cooking techniques are able to restore the stamina of those who eat the meals by 10% of their max increasing by 1% per 10 ranks. Causes half fullness.
*Once a character is full, they cannot eat again for 4 posts.
Nocode Trait


Iron Chef (2 Traits) – Stepping into the lime light of culinary masters, characters with this trait are extremely skilled in the cooking arts. This trait allows them to always have a T3 knife on them at all times somewhere. Additionally, it allows their ‘Cooking’ techniques to be 10 ranks higher than normal, and they are able to smell out poisons within foods and ingredients allowing them to avoid natural and hidden substances.
Nocode Trait


Calorie Conquering Chef (4 Traits) – Believing in the challenges cooking provides as the greatest the world can offer; Characters with this trait are able to create ‘Cooking – Wonder’ Techniques. These techniques are able to increases the stats of anyone who eats them by 120% of the tech rank for 2 posts. The same character can only be buffed once every 4 posts by any Cooking – Wonder technique. Causes max fullness.
*Once a character is full, they cannot eat again for 4 posts.
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Thief

Burgling Thief (1 Trait) – Street rats, the scum of the earth!… er… good sneakers!? Characters with this trait are able to pick simple door locks with relative ease three times per topic. (Though it wouldn’t work on more complicated locks like those on handcuffs or cell doors.) Additionally, they gain 30% more beli from completing storylines.
Nocode Trait


Thriving Thief (2 Trait) – Greater talents of thievery, potentially even having a band of merry men around for the sake of it, characters with this trait are able to dig underground information about the islands they visit with relative ease. This information can allow them to know of other big names on the island. Additionally, if they steal an item of value, their increased beli gain jumps to 50% from 30%.
Nocode Trait


Transcendent Thief (4 Trait) – The stickiest fingers in the land, the greatest pocket picker to ever pick a pocket, characters with this trait are of the best of the best when it comes to the art of theft allowing them to create ‘Theft – Ability’ techniques. Theft – Ability techniques allow the user to steal raw stats from their opponent’s equal to 33% of their technique rank for 3 posts. Only one stat can be stolen at a time.
*Stat Example: +25 strength to self, -25 strength to target.
**Buffs may stack, debuffs cannot stack
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Dancer

Ditzy Dancer (1 Trait) – A trainee of the ways of all things dance be it tap, foxtrot or anything in between, these performers are able to miraculously draw the attention of others through their elegant motions. This trait allows the character to create 'Debuff – Dance' techniques. These techniques allow the user to debuff a single stat by half the dancer’s technique rank so long as they continue dancing. (These debuffs are AoE). The same dance has 2 posts cooldown once the dancing stops.
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Exotic Dancer (2 Traits) – Adept in the art of working the floor and your body, these performers are able to produce dances that rip the attention away from the battle field and on to themselves allowing them to debuff their mass audiences. This trait boosts all 'Debuff-Dance' techniques, allowing them to debuff for 75% of the tech rank so long as they continue to dance. Additionally, the dancer is able to increase their Debuff-Dance techniques’ rank by 5 for free.
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Decisive Dancer (4 Traits) – Dancers who have learned to incorporate the debilitating dances into more than just debuffs. Characters with this trait are able to create 'Offense-Dance' techniques. Offense-Dance techniques allow the user to opt to use speed for the stopping power of the technique rather than strength. They are also able to perform these techniques while using their 'Debuff-Dance' techniques but it reduces the Debuff Dance’s debuff by half. Additionally, Offensve-Dance Techniques gain 10 free ranks, even if that would put them above the character's normal max technique rank.
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Scientist

Science-Fair Winning Scientist (1 Trait) – Chemicals, machines, variables, other scientific nonsense, characters with this trait are very scientifically savvy which grants them a 30% discount on cybernetics as well as any weapon that use science to function. This trait is also required to assist a character to become an Automata.
*All Scientist discounts do not stack with blacksmith/CEO discounts.
Nocode Trait


Award Winning Scientist (2 Traits) – More buttons, more beakers, more freaky monsters like Frankenstein, characters with this trait are considered some of the greatest scientific minds within the open world, this allows their discount on cybernetics and any scientific weapon to increase from 30% to 50%. Additionally, they are now able to add biomods to other characters.
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World Renowned Scientist (4 Traits) – Minds so great that most people believe their scientific feats are nothing more than magic, characters with this trait are able to repair cybernetic parts on the fly with 1 post of uninterrupted work. Additionally, they are able to create ‘Great Science!’ Techniques which allow them to modify their scientific weapons at will letting them to alter the equipment's function for up to 4 posts. All Great Science techniques have a 2 post global cooldown.
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Merchant

Merchant (1 Trait) - This character has become proficient enough with its social and bargaining skills to be able to sell wares on its own. Able to gain 10% more Beli than usual per SL thanks to their continuous income, they are also able to sell their wares to NPCs and other characters and gain profit from them. A Merchant also has the right to join an Economical Alliance or an Entreprise.
Spoiler: click to toggle


Expert Merchant (2 Traits) - This character has become so good with its social and bargaining skills that they are now able to sell even more wares on its own and gain more profit as a result. Able to gain 30% more Beli than usual per SL thanks to their continuous income, they are also able to sell their wares to NPCs and other characters whilst also being able to create Economical Alliances with other Merchants, allowing for profit shares and, of course, oh-so-alluring corruption, and join Enterprises. Expert Merchants also now possess a global 10% discount on all their purchases excluding non-discounted items (Den Den Mushis, Dials, Log Poses and Vivre Cards) but are also now permitted to access to these non-discounted items from all around the world, meaning that they are not forced to be in a specific place to buy any of these (ex: An Expert Merchant has no need to be in the Grand Line to be able to buy a Log Pose anymore).
Spoiler: click to toggle


Corporate CEO (3 Traits) - This character is so skilled with its social and bargaining skills that it is now able to not only trade even more wares on its own than one could possibly imagine, but also possess their very own corporation. Able to gain 50% more Beli than usual per SL thanks to their incredible continuous income, they are also able to sell their wares to NPCs and other characters and have the right to create Economical Alliances with other Merchants which allows for both profit shares and corruption, and create Enterprises. Corporate CEOs also now possess a global 25% discount on all their purchases excluding non-discounted items (Den Den Mushis, Dials, Log Poses and Vivre Cards) but are also now permitted to access to these non-discounted items from all around the world, meaning that they are not forced to be in a specific place to buy any of these (ex: A Corporate CEO has no need to be in the Grand Line to be able to buy a Log Pose anymore), and will be able, depending on their reputation, to have a better relationship with the Marines and the World Government alike.
Spoiler: click to toggle


Business Efficianado (7 Traits) - (Only Available to CEO's As Second Profession) - As an owner of a grand business, taking this trait allows the CEO of the company to take a step in a new direction towards their customers, instead of generalizing their discounts on materials towards one profession (Blacksmith) to another (Shipwright) they instead receive both 50%'s off of Blacksmith and Shipwright to stack on top of their CEO bonuses. All in all this is a final discount of 62% on weapons, and ships.
Nocode Trait

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RedLunar
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Red Fish and Green Prince
Profession Exclusive Traits

These traits require a profession to take, often with additional requirements.



Guaranteed Warranty (1 Trait + Corporate CEO + Head of your Entreprise) - When in the world of big business, there often comes a time where you need to sell your product with big warranties involved as the cost to damage ratio on a weapon can often times be questionable at best. Those who invest in the weaponry made by the owner's company offer a great rate of 5% repair rates on all weaponry created. Instead of paying the original 10% of the pricing of your weapon you just lay down a 5% stake and the weapon will be repaired within the day.
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Biological Expert (1 Trait + Science-Fair Winning Scientist + Advanced Expert Doctor) - Through the use of research and experimentation, the Scientist has learned how to get the most out of their work without using as much of their resources, thus allowing it to use Bio-mods that are 4 ranks higher than its max tech rank. Additionally, the Scientist is now also able to have a 50% Discount on the purchase of Pop Greens.
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Wunderkind (1 Trait + Science-Fair Winning Scientist + Marine Faction + Level 2 Fame or more) - A Wunderkind is an individual that is considered by both the Marines and the World Government to possess a sufficient amount of intelligence to become one of the brightest people in the world. As such, they provide the Wunderkind with a certain amount of Beli to make sure this specific individual can make its projects reality. When a Wunderkind finishes an SL, the individual is automatically granted a 50% bonus to their Beli gains.

* This Trait will be refunded immediately and have its effects retired from the character should the latter decide to leave the Marines. Additionally, the Wunderkind cannot become a Merchant, seeing as the Marines forfeit their right for self-profit the moment they agree to be funded.
Nocode Trait

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Social Traits

Some characters are born with natural talents at social interaction. While there are those who inspire friendship and demand respect from other sentient beings, some simply possess a strong, natural affinity for communicating with animals. For these people, the following traits exist.
Please Note: a character may only have one (1) 75% NPC of any type, all other NPCs must be 50%. NPCs cannot be upgraded or downgraded. I.E. 50% to 75%, so commit to what you have!



Born Leader (1/3 Trait)Characters with this trait are extremely charismatic, charismatic enough to earn them their own henchman follower. This follower starts with 24 stats and then gains X% amount of DP the owner gains. (X various depending on trait number.) [1 Trait X= 50%, 3 Traits X = 75%] In addition, these NPCs start with traits depending on the level of NPC. [50% = 2 Starting Traits, 75% = 3 Starting Traits]
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Beast/Monster Handler (1,3 Trait)Characters with this trait have a natural way with animals enough to earn them their own animal follower. This follower starts with 24 stats and then gains X% amount of DP the owner gains. (X various depending on trait number.) [1 Trait X= 50%, 3 Traits X = 75%] In addition, these NPCs start with traits depending on the level of NPC. [50% = 2 Starting Traits, 75% = 3 Starting Traits]
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Crew Leader (X Traits)- This trait is available only to those characters who are recognized as a leader, for Pirates this is when a character reaches the level of Minor Threat. For Marines, the character must be of Commander rank. For Bounty Hunters they must be recognized to be of Median level. And for Revolutionaries they must be of Protester level. By taking this trait, the possessor is granted (X*15) points worth of crew members, these crew members can be any mixture of races, with the exception of Cyborg, so long as they do not exceed the point maximum for their crew. These NPCs start with 20DP of stats to be distributed however one likes, and gain another 20DP worth of stats for each rank up the possessor has above the base level required. Also, at certain levels of rank, the possessor of this trait is granted one sub commander that possesses double the stats of a singular one of their regular crew NPCs. For Marines this rank is Commodore, for Pirates it is High Threat, for Bounty Hunters this is Renowned, and for Revolutionaries this is Belligerent.

*This trait may be taken up to 4 times.
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Point Values for Races


Mentor of ... (1 Trait) Requires a Disciple. Cannot be taken by more than one PC per account or by NPCs. - A Mentor is an individual that has enough skill and knowledge to be able to share said knowledge to another individual that is usually referred to as a Disciple. Said knowledge can imply anything: it can be combat knowledge, cooking recipes, blacksmithing blueprints, etc. Should a Mentor participate in a SL alongside its Disciple, it will receive 25% more DP than usual. Note: This Trait is immediately refunded once the Mentor's Total DP is surpassed by the Total DP of its Disciple. A Mentor can also not have more than one Disciple, and cannot accept the same Disciple once again once it decides to move on from training.
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Disciple of ... (1 Trait) Requires a Mentor. Cannot be taken by more than one PC per account or by NPCs. - A Disciple is an individual that searches for more knowledge on a specific subject, and as such requires the help of a Mentor to help it acquire more knowledge on a certain matter. Said knowledge can imply anything: it can be combat knowledge, cooking recipes, blacksmithing blueprints, etc. Should a Disciple participate in a SL alongside its Mentor, it will receive 50% more DP than usual. Note: This Trait is immediately refunded once the Mentor's Total DP is surpassed by the Total DP of its Disciple. Should a Disciple decide to leave its Mentor, it will be unable to consider the same person as its Mentor ever again.
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Saving Traits

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.
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Patience (X Traits) - This trait can only be used to save traits, and does not have the same advantages as the "Fated" trait.
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Additional Traits

This section is for traits which do not fit neatly into specific categories.



Life Return (2 traits) Requires the completion of one training SL + 51 Stamina or over - Time spent training and understanding the functions of one's body has allowed an individual to fully manipulate their fate and muscles, allowing it to fully manipulate their bodies with only but their focused mind and will. Life Return allows a character to use Transfer Techniques, which allows a character to transfer stat points from one stat to another. These shifts are straining on the body, however, and can only last for a brief period of time. Life Return also allows the creation and use of Techniques that fully allow hair manipulation (growth, full control, etc), allowing one to use their hair as a weapon or as appendages.
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Sobriety Yin/Yang [Insert Trigger] (2 Trait) - Characters with this trait have major combat and personality based orientations when sober or affected by an outside trigger such as alcohol or drugs. These character’s combat skills are greatly hindered when not under the effects of a specific trigger to drown out their emotions, mental state or otherwise. This causes their stats to constantly either be debuffed or buffed depending on whether or not they are sober. While Sober from their trigger, their stats are all lowered by 1 point per 5 points in a stat. However, while in their high/drunk state, their stats are increased by a 1 point per 5 points in a stat. In addition to this, techniques are treated as being 33% weaker when sober yet 33% stronger while in a 'high/drunk' state. These triggers MUST be purchased to be used in topics also you must use your purchased triggers to enter your high/drunk state. Additionally when a trigger wears off the user is locked into their sober state for 2 posts. Also if forcefully detoxed, the character will suffer double backlash for 2 posts before being able to take more of their trigger.

Each grade of trigger affects the user for a longer period of time: Proficient = 2 posts, Strong = 3 posts, Dangerous = 4 posts, Ultimate = 5 posts. (Additional posts can be purchased for an extra 15 perk points starting at ultimate rank. (Any personality based changes can happen without full power triggers since those are just flavor based alterations). *Cannot stack with similar boosts*

*Trigger Cost = 20 points * respective rank per 5 doses
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