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Red Fish and Green Prince
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- Feb 20, 2018
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Factions
When you create your character, you are given the choice of a variety of possible factions. Though all characters progress the same way regardless of faction, certain factions offer a unique style of roleplay. Consider carefully which best suits you before deciding on which faction your character will belong to.
Pirate - Pirates are those individuals who have chosen to ignore the laws set in place by the world government. Large and by, pirate crews have little qualm about stealing, or even killing. Though pirates may range in morality from remorselessly evil to outstandingly good, they all share one thing in common: they owe no loyalty to any nation, and act as they please with no regard for the World Government's rules.
Marine - Marines represent the group that is devoted to serving the world government. They are the fighting force that keep the rampaging pirates of the ocean in check. Though a marine is sworn to uphold Justice, they have been known to be either cruelly uncaring of mitigating circumstances or even outright corrupt. The marine motto is typically "Absolute Justice", though individual marines may subscribe to other philosophies of justice. All marines are subject to and must follow the orders of their superiors or face punishment in the form of demotion, discharge, or even jail. Finally, every marine, regardless of rank, is subject to the commands of the World Government's rulers.
Bounty Hunter - While adhering to the World Government's law, these individuals have chosen not to represent the marine force. In reality, this group comprises all non-lawbreaking, non-Marine individuals, sometimes even those not interested in bounty hunting. Bounty hunters may be of any morality. Though they have no superiors, bounty hunters must abide by the law (at least in the government's eyes). Bounty Hunters will be required to register as a bounty hunter in order to claim the full bounty amount, anyone not registered will receive a cut.
Reputation
Each of the three factions has a different reward for increase of reputation.
Bounty: Measured in Beli. Minor threat pirates typically start with a bounty of 1M Beli. As they grow in strength and word of their deed spreads, this number grows. A higher bounty usually strikes fear or awe into others who are aware of it. All the same, it is not an indicator of strength, only of notoriety and threat represented to the World Government. The downside to a high bounty, however, is that stronger marines and bounty hunters will, naturally, come after the pirate.
Pirate Bounty Ranks Pirates are given bounties based upon their threat level to the WG.
- No Threat- 0
You are a pirate, and therefore attract marine attention, but they won't go out of their way to track you. Nor do they consider you much of a threat against them.
- Minor Threat- 1-999,999
Your Bounty does nothing more than give you bragging rights in the right circles. Recognition is a freak occurrence you undoubtedly must bring upon yourself. Being caught would mean nothing more than couple of months in the local lock up, or a maybe even a fine. With good behavior, you may even see your record expunged...
- Medium Threat- 1,000,000-19,999,999
You won't receive recognition because of anything you have done, but those with their ear to the ground will be able to recognize you; whether it be informants, bounty hunters or just other pirates on your bounty level who keep an eye on fellow pirates. Any other recognition would most likely be of your own work, but whenever you do commit a crime or draw marine attention, you would need to hide your identity for it not to be traced back to your bounty legacy. Punishment for being apprehend will very on how dangerous your are perceived on capture, you may live out a sentence in a simple Jail Cell, or you may be carted off to Impel Down for a life sentence.
- High Threat- 20,000,000-99,999,999
At this point, your recognition precedes you. If there is a special feature or mark that would set you apart from other men, the general population will be on the lookout for it, maybe even mistaking look-a-likes for you. If you are out in the open on a more westernized Islands, or one with a marine base be prepared to be reported. The marines are more than prepared to use excessive force to hunt you, even going as far as to mobilise ships to chase you out to sea. At this level, all bounty hunters within the region of wherever you were last spotted (e.g., all the Bounty Hunters within the blue or route on the Grand Line of your last sighting) have right to instantly recognize you should they see you.
- Intense Threat- 100,000,000-249,999,999
You are a talking point among regions you journeyed through. You are popular enough to be recognized by people who have never seen you face to face irrespective of how enthusiastic they are with bounties. Fellow pirates will treat your name with respect and even reverence. Bounty Hunter, will make their living hunting you down specifically because of the big pay out. Marines? Oh boy... If they can get wind of where you're likely to be they will set up traps and reinforcements waiting for you. You no longer have a right to a comfortable docking experience on any island with a large civilization. It's at this level that Shichibukai and Admirals are expected to be aware of you and will actively engage with you and put you and your crew into "early retirement" if you happen to bump into them. Should you be caught, there is no escape: You will be cashed into Impel Down as soon as possible;
- Unbelievable Threat - 250,000,000 - 499,999,999
No one should be moronic enough to have not heard your name, even if they can't picture you. (But hey, it could still happen) You should no longer be risking docking in the public eye. Your Name, Alias, Crew and even your Jolly Roger are common knowledge. The Marines are tracking your movements, waiting for you to reach a pinnacle island on your journey a specific squadron of forces from the world government will be sent in to personally see you vanquished, be it Shichibukai, Cipher Pol or even an Admiral. Smarter Pirates stay well away if not in your league, dumber ones will hunt you down to make a name for themselves. In fact, if words gets out that you plan to meet another pirate within this threat, whether it be for war, peace or alliance the Marines will take as much counter measures as possible to stop you. Should you some how manage to be captured alive then you will either face the deepest, darkest depths of Impel Down or simply be put to execution anyway. At this point there is no turning back. Either you continue and eventually claim the seas as your own... or the seas will claim you.
Inconceivable Threat - 500,000,000+ This is the threat level where you will often find Vice-Admirals and above coming after you, their missions specifically to hunt you down, be it to capture you and take you to Impel Down, or to kill you on the spot should you give them a hard time. This is also the threat level where one may also find themselves being invited to join the Shichibukai, of course this could only happen should a spot open, and depending on your crimes you may even find such Shichibukai being sent after you instead.
Note: There are times when characters are too impatient to gain a bounty. Well they can choose to up their bounty if they wish. Members can choose to increase their Bounty using their own Beli by paying the amount they want it to increase. This should be done by doing a modification thread stating their changing their reputation by paying Beli or doing it at the character creation stating the bounty increase in their source. However, doing this will prevent you from getting the Beli you spent to increase your bounty. You cannot scoop the Beli you paid but you can scoop your bounty reputation. This can be done for Bounty Hunters.
Rank: As a marine performs deeds of skill, diligence, and fortitude, they may earn the notice of their superiors. Over time, a well-known marine may advance in rank. A higher rank means a higher number of subordinates, as well as more freedom to act independently. It also, however, makes the marine more subject to blame for the failures of subordinates. The ranks are as follows:
Marine Ranks Marines gain rank through deeds and accomplishments.
Commissioned Marine Officers
Fleet Admiral (元帥, Gensui)- Head of the Marines. Most likely of amazing power, or maybe just a strategic master? Who knows. Must have stats of total: *Staff-Appointed Position* *Can Learn Seven Rokushiki Techniques, Including Rokugan*
Admiral (大将, Taishō)- Generals of the marines; only three positions. These people are going head on against Unbelievable threats. Must have stats of total: *Staff-Appointed Position* *Must have one trait of Armaments Haki and one trait of Observation Haki* *Can Learn Five Rokushiki Techniques, none of which can be Rokugan*
Vice Admiral (中将, Chūjō)- I applaud your perseverance you've now made it to Vice Admiral, it's time to get to relax, but don't relax too much. Vice Admirals accompany the Admiral in battle with their own ships. Should your division or character ever be called in for support you may borrow a standard issue Battleship to complete the task. (Let's be honest, if they're calling you in, you're gonna need it!) Intense Threats are all you. Must have stats of total: 800 (Must have completed at least 7 Island SLs as a Rear Admiral and must have reached Grand Line [Halfway] or higher) (Must have One trait of Armaments Haki OR One trait of Observation Haki) (May Learn Three Rokushiki Techniques, none of which may be Rokugan)
Rear Admiral (少将, Shōshō)- You've reached Rear Admiral? Very impressive but there's still a ways to go. A Rear Admiral will command the remaining ships that haven't been lead into battle yet but these remaining ships are weak. As such you can request the support of up to 2 rank Ni Marine ships from a nearby island base when in a confrontation with pirates. At this rank or higher you are given scope to travel to and from the Grand Line to any blue of your choice without risking reverse mountain. Weak intense threats shouldn't be all that much of a problem and you are expected to answer the call whenever a HQ requests reinforcements in your blue or at key points of the Grandline. Must have stats of total: 500 (Must have completed at least 6 Island SLs as a Commodore) (May Learn One Rokushiki Technique, excluding Rokugan)
Commodore (准将, Junshō)- You raise above all who are under the Admiral ranks. You even have someone who caters to you and does all your paper work. This is where the real fun begins, as High Threat Pirates become your area. Because of the level of injustice you're promoted to deal with at this rank or higher you can request the help of any local NPC or PC marine of lower rank to hand over authority or man-power to you and your cause without question. You are expected to answer the call whenever a HQ requests reinforcements in your blue. Must have stats of total: 300 (Must have completed at least 4 Island SLs as a Captain)
Captain (大佐, Taisa)- Blood, sweat and tears got you to where you are now. Captains not only can command ships, they can choose to place base on an island with underlings, you're the boss now! At this rank or higher you can request the support of up to 2 rank Ichi Marine ships from a nearby island base when in a confrontation with pirates. You also have the option to gain a Standard Marine Rank Nii Ship. Must have stats of total: 200
Commander (中佐, Chūsa)- A Commander is technically the Captain's second in command who helps with the battle strategies, but they can still run their own ships, with larger crews than Lieutenants. At this rank or higher, marines and division captains can venture the seas as roaming reinforcements like all other factions. A medium threat pirate would be a bit pushing it for them. Must have stats of total: 150
Lieutenant-Commander (少佐 Shōsa) Lieutenants' have proven themselves to becoming stronger and smarter allowing them to be promoted. They are more likely to combat against Minor threats than anything else. Being trusted to chase criminals to another island before returning to their post. Must have stats of total: 100
Lieutenant (大尉, Taii) Lieutenants are the Commander's side arm. At this rank you can run your own division. You are granted a rank ichi ship, with which you may chase criminals into Out At Sea but no further before being expected to return to your post. This is the rank where combat against Minor threat level pirates starts to look rather likely. Must have stats of total: 75
Lieutenant Junior Grade (中尉, Chūi) This is the Lieutenant's helping hand. If the Lieutenant is busy then it's up to the Junior Grade to take care them and follow orders. Something of an older brother to the lower ranks. Must have stats of total: 50
Ensign (少尉, Shōi)- You've come far, but now you'll be helping and taking care of the Commodore you're assigned to. Most of the Ensign ranked marines are likely to be at the cusp of learning to be great fighters. Available at registration
Infantry and Sailor Division
Chief Warrant Officer (准尉, Jun'i)- Your the most important of this bunch now but there are much higher authorities than you. If going into battle, you can let the others go before you, but you're pretty much a pawn. Other than that, sit down and work, work, and work. Available at registration
Chief Petty Officer (軍曹, Gunsō)- You've gained some importance. Now the Petty Officers answer to you, but you're still no one important. Available at registration
Petty Officer (伍長, Gochō)- Being a Petty Officer is just a small upgrade from a Seaman. You'll be sent into battle more often and have a bit more respect. Available at registration
Seaman (一等兵, Ittōhei)- Ready to take action? Being a Seaman will grant you the privilege to put your life on the line and battle dangerous people for the sake of justice! Available at registration
Seaman Recruit (三等兵, Santōhei)- Aha! Getting a little bit more respect from your peers huh? Don't get too cocky you're just a Seaman Recruit; you'll still be helping around the place but with more important things. Available at registration
Chore Boy (雑用, Zatsuyō)- Congrats, you're a marine! Grab that mop and get to work! Build up a sense of dignity and initiative through demands and being bullied! Suck in those tears! Available at registration
Skill: Bounty Hunters make their living by capturing outlaws and turning them in to the government. Because of this, bounty hunters have a "skill" rating among pirates based on the average size of their collected bounties. As this number rises, pirates become more aware of the bounty hunter and the danger they present. The downside to having a high skill rating, however, is that pirates will be able to avoid the bounty hunter more easily, as their presence becomes more widely known. Skill is represented by the following ranks:
Bounty Hunter Ranks Bounty Hunters gain reputation based on skill.
Rookie - The starting point for all Bounty Hunters. Forget quivering in their boots, pirates laugh when they hear these Bounty Hunters names. In fact even No threat Pirates don't fear you much. Although you're pretty much the same level. Starting Rank - No Bounty requirement
Median - Good job, you've caught a few pirates. You're still no master or anything. You may get some recognition, but people won't beg you to take jobs or anything, although they might ask. Minor or low Medium threat pirates are where you should stay though. Must have captured total Bounty of: 5,000,000 Beri OR Have total stats equalling: 50
Professional - You've been hunting pirates for awhile, you're nothing special, but you've done enough to earn yourself a living. Medium Threat is about average for you. Must have Capture total Bounty of: 30,000,000 Beri OR Have total stats equalling: 120
Veteran - These guys have been bounty hunters for quite sometimes, and they're names are relatively well known. I mean sure, they aren't the most famous, but they get good jobs. And High Threats aren't beyond their abilities. Must have captured total Bounty of: 100,000,000 Beri OR Have total stats equaling: 300
Renowned - These are the popular guys. Most people know of them and aren't sure whether to praise them or be afraid. Knowing how fickle Bounty Hunters can be, these people can sometimes be met with fear. They can basically take on any jobs they feel, and are offered jobs often. Intense Threats is where these guys feel comfortable. Must have captured total Bounty of: 250,000,000 Beri
Eminent - The top of the top, the premier Bounty Hunter. These guys have taken out people you couldn't even dream of taking out. Pirates hear these names and piss their pants, and they are world known. People at this level who can maintain a steady career could quite possibly become GoBan. Unbelievable Threats all the way! Must have captured total Bounty of: 500,000,000 Beri
Note: Bounty Hunters are able to ask a member of the staff to NPC in a thread where the bounty hunter hunts a bounty. Not all staff is available to NPC.
Other Factions Besides Pirates Becoming Marines
Any other affiliation aside from Pirates and Revolutionary could join the marines. Although doing so would require some RP on how you become a marine. Furthermore when becoming a marine, the highest rank one can be is a Lieutenant. Those got transferred to Marines due to this should at least have 2 RP thread before they can rise in rank.
Marine Privileges
World Government Transfer Marines and World Government agents do not need to post an OaS thread when it's something concerning the WG. So if they have a purpose larger than entertainment and strengthening of their character.
WG Bulletin Board A sort of Daily, Weekly or Monthly mission that is regularly posted. This mission is made highly public to all Marines and incites competition and effectiveness. All marines and agents may participate in this sub-event that gives marines something to do connected to the WG hierarchy, and gives them a chance for strength boosts.
Territorial Intrusion Marines that have bases and divisions stationed in an island have a sort of "ownership" over that island. This means that any thread in that island has a chance of having said marine just bursting in. This of course has to happen in a logical IC manner, but it can happen nonetheless. Cannot have a base or be stationed in Reverse Mountain.
Maritime Cavalry In times of crisis, Marines and WG agents may request for reinforcements. These reinforcements cannot be suddenly exactly matched to fit the enemy, but instead can be whatever's at hand. Meaning the two islands to the left, the two islands to the right, the two islands forwards and the two islands backwards can all send whatever reinforcements they have. High Ranking NPCs that should be in the New World, can't just suddenly appear in the first island on a route. The distance factors in on how long it takes the reinforcements to arrive.
Deserved goodies Upon reaching the rank of Commodore, one is given a free pair of seastone handcuffs. Cannot be harvested.
Communicators All marines are given a mini den den mushi to keep in contact with their division or higher ups. Cannot be harvested.
Getting Captured
A Bounty Hunter’s job is to catch Pirates and criminals, yet there are chances they will aim for PC characters than NPC. Here are some guidelines when these kinds of interactions occur.
- The rules regarding character death is still implemented here. You can only kill if you have their permission or have been cornered.
- Killing your target would result in a lower reward.
- If the member surrendered to be captured, this should give them immunity of being killed in regards to the rule of character death. This should protect said member so that the one apprehending shouldn’t do a ‘Take no prisoners’ claim and kill the character. This is the only time when a character cannot die.
What To Do If Captured
So what can you do if a Marine/World Government Agent/Bounty Hunter captured your PC? Well here are the things will happen if you are captured.
- Once captured, you are automatically sent to Loguetown (East Blue), United States of Teriyaki (North Blue), Karaoke Island (West Blue), or Saint Reia (South Blue) if you have lower than 100,000,000 bounty. If it’s over, you go to Impel Down.
- You could pay off your bounty to be set free. (Medium Threat or Lower)
- You could RP your bounty off to be set free. (Meduim Threat or Lower)
Spoiler: click to toggle You need to do a thread within the prison doing community work. The rewards you will get will be deducted with your current bounty, Blues Penalty still applies. Meaning if you are supposed to gain  500,000 reward, it will be subtracted to your current bounty. In short you won’t be getting any reward until you removed your bounty.
- You could break free but you need another member/s to set you free and a moderator to RP this thread.
- If you are set free with getting your bounty off, you have the option to join the marines. You cannot be a CP agent and you need to start off at Ensign Rank and need 3 marine threads to rank up each rank.
- Once you paid your debt to society, you can start in any island of your choice.
- Impel Down - Dependant on the crimes that you have committed, you would naturally be sent to a designated floor within Impel Down, and in order to leave the prison on their terms, you must fulfil a posting quota of you serving your sentence. This posting requirement is 50 posts x [Floor Level], so for example, if you are a level 5 prisoner, your post requirement to leave would be 250.
- Level 6 of Impel Down - This is the only floor where if you are designated here, you are here for life, meaning the only way to leave this place is through the art of escape...or your own demise.
Edited by Zaine, Jun 23 2018, 12:00 AM.
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Red Fish and Green Prince
- Posts:
- 722
- Group:
- Global Moderators
- Member
- #2
- Joined:
- Feb 20, 2018
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Cipher Pol
So, you want to become a mighty weapon for the World Government by becoming a Cipher Pol member, huh? Well, here’s all the information you’ll need to know about Cipher Pol's and how to become a member!
Description
The various Cipher Pol cells are stationed throughout the world and investigate for the World Government. They supplement the Intelligence Branch of the World Government's Marine forces, but seem to operate more as an counter-insurgency agency that also has more general law enforcement duties. If they encounter pirates, they may apprehend them, however aren't required to, but as an agency, Cipher Pol seems to focus more on political threats to the World Government than more generic criminals.
There are 9 Cipher Pol’s in all, being known to the higher ups within the World Government. Cipher Pol 9 does all the dirty work behind the scenes for the World Government. The higher the number, the more powerful the Cipher Pol is. Cipher Pols 1-4 being about equivalent strength. Cipher Pol units usually consist of 2 – 7 members, meaning there has to be at least a Chief and a regular member. Cipher Pol units may have a short code name that stays constant even when numbers change. (Eg: CP1-STAIN becomes CP6-STAIN)
Requirements
There are, just like marines or pirates, no requirements to join Cipher Pol, simply make a character and submit it for approval.
Note: You can only join a Cipher Pol if there is a position available and you are accepted. Also, you can only join up to CP5 before you enter the Grand Line. Further, to achieve the ranks of CP7 and higher, a character must have a total stats of more than 150, and have completed at least 7 Separate Island SLs with the character as a CP Agent. CP9 is staff-appointed.
Ship and Log Pose
The chief of a CP division is entitled to get, for the entire CP division, a free Ni rank ship and a free Eternal Log Pose to Enies Lobby. However, should the CP division break up/defect from CP, they will lose the ship. As long as a Chief remains in the CP, that Chief can still own and use the ship.
Ranks
The head of a Cipher Pol is the Chief. They run and call all the shots within the division. Some Chief's have been known to only work behind the scenes, not working out in the field. However, this doesn’t mean that a Chief cannot work out in the field.
Under the Chief the members are listed in various call signs that range from alphabetical such as alpha, beta, foxtrot, and omega to more personalized codenames such as Kitty, Sweets, Nail, Winter, and Zombie.
Special Techniques
Rokushiki All Cipher Pol members study the Rokushiki techniques. The techniques within Rokushiki are: - Kami-e - Geppou - Rankyaku - Shigan - Soru - Tekkai - Rokuougan
The first six are studied by all Cipher Pol members, although not all master them. To join the 9th Cipher Pol you must master the first six techniques on the list. Cipher Pol 9 is restricted to only select people who have earned special requirements (Staff-Appointed Position). To learn the last technique, Rokuougan, you must fully master all the six previous techniques. (And you have to be CP6 or higher to learn Rokuougan.)
In order to learn these techniques, you'll have to have the required amount of Stat points.
----------------- Shigan - Accuracy and Speed with a natural stat of 30+ in each Geppou - A natural Fortune stat of 50 Tekkai - A natural Stamina stat of 38+ Kami-e - A natural Fortune stat of 30+ Soru - A natural Speed stat of 35+ Rankyaku - Strength and Speed with a natural stat of 35+ in each Rokuougan - 3 Rokushiki Specialist traits and a natural fortune stat of 72+. -----------------
The base technique rank for each would be: ----------------- Shigan - 20 Geppou - 25 Tekkai - 25 Kami-e - 15 Soru - 15 Rankyaku - 20 Rokuougan - 36 -----------------
Kami-e
“ ... But there's no art to being hit... — Blueno, CP9 “
Kami-e (紙絵, Paper Drawing) - Rank 15 Type: Rokushiki - Defensive Range: N/A Stats: -15 acc Description: A technique in which the user makes their body go limp in order to avoid any attacks, and float like a piece of paper. The user cannot attack or move when using this. 2 post duration and 1 post cooldown before being able to reenter Kami-E.
Geppou
“ ... one can also kick the air to float... — Blueno, CP9 “
Geppou (月歩, Moon Step) - Rank 25 Type: Rokushiki - Supportive Range: Height of jump = Tech Rank x .25 in meters, Max Altitude = Tech Rank in meters. Stats: Description: A technique in which the user actually jumps off the air itself, allowing them to stay in the air for much longer than usual. CP members can use this technique to cross great distances without ever touching the ground, or set themselves up for swift, aerial attacks.
Rankyaku
“ It is possible to be fast enough to cause slicing winds... — Kalifa, CP9 “
Rankyaku (嵐脚, Storm Leg) - Rank 20 Type: Rokushiki - Offensive Range: Use Speed rather than strength Stats: Description: A projectile technique in which the user kicks out at very high speed sending out a sharp "air blade" that can slice what it comes in contact with. Rankyaku uses speed to factor its damaging power rather than strength.
Shigan
“ A bullet isn't needed to pierce the human body. — Kaku, CP9 “
Shigan (指銃, Finger Gun) - Rank 20 Type: Rokushiki - Pseudo Absolute Offensive Range: Melee Stats: +Half Tech Rank in Strength Description: A powerfully focused attack utilizing the fingers. Trusts one’s finger towards a target to cause large amounts of damage to anything it strikes leaving a hole similar to a bullet wound.
Soru
“ With leg strength explosive enough to seemingly cause one's body to "disappear"... — Blueno, CP9 “
Soru (剃, Shave) - Rank 15 Type: Rokushiki - Supportive Range: Half Tech Rank in meters Stats: +Half Tech Rank to Speed Description: A technique based off kicking off the ground a minimum of 10 times in a split second. Performing this technique allows the character to move at an extremely rapid pace. Unlike many boosting techniques, Soru does not have a cooldown but has a lower buff.
Tekkai
“ We've trained our bodies such that we can turn them into 'Iron Carapaces' if we so choose... — Blueno, CP9 “
Tekkai (鉄塊, Iron Mass) - Rank 25 Type: Rokushiki - Pseudo Absolute Defense Range: Self Stats: Description: Hardening their own muscles to point where they are able to nullify incoming damage to a certain extent. However as a drawback, the user is unable to move or attack while in this stance. Damage Nullification is equal to 10% + 1% every 5 (including the base 25) ranks capping at rank 200. 1 post cooldown after taking a hit.
Rokuougan
“ Let me show you... the most powerful attack available to those with full mastery of Rokushiki. — Rob Lucci, CP9 “
Rokushiki Ougi: Rokuougan (六式奥義 六王銃, Six Powers Ultimate Attack: Six King Gun) - Rank 36 Type: Rokushiki - Absolute Offensive Power/Range: Melee (Full power/Execution), Aftershock (1/4th power/Fortune x .08) Stats: Tech Rank x 2 to Fortune Description: A devastating shockwave released by bringing both hands together in front of a target at melee range. This shockwave targets internal organs and has the ability to penetrate defenses such as armor and altered bodies. Additionally the aftershock travels a distance if it misses or after it connects with a target. The stopping power of this technique is fortune. Once used Rokuougan cannot be used again for 3 posts and is on an independent cooldown from other Absolute Offense techniques. Variants of this technique cannot be made.
Cipher Pol 9
Staff-Appointed
Officially, their exists 8 Cipher Pol divisions scattered around the world, each of which being tasked with gathering intelligence, acting as secret police in the name of the World Government, and using their near inexhaustible pull to influence the political tides in varying Countries and Kingdoms. There exists, however, a separate division who's very nature is masked to the known public. This unofficial group is kept in the shadows and acts as the 'sword' of the World Government, taking care of the unsavoury duties that others would not want to partake in.
While the first 8 Cipher Pol divisions are tasked with intelligence gathering and acting as a sort of secret police, the first and foremost goal of Cipher Pol 9 is to assassinate anyone who gets in the way of the World Government, be it pirates who disturb the balance, or conspirators who aim to disrupt the stability of the world with knowledge that the WG do not wish to be made public.
As a member of CP 9, your talents in the art of assassination are recognized as world class, and in order to better aid you in your never ending task of keeping the world stabilised, you are granted a few perks to aid you in your quest. All members of CP 9 are given a free pair of Seastone Handcuffs which are non-harvestable.
They are also given a free Rokushiki Specialist Trait upon joining the division. Finally, as long as you remain a member of CP 9, all Rokushiki Specialist Traits you wish to purchase will have a permanent discount of 1 trait.
Aside from the quantifiable perks that you will receive, all members of CP 9 are given the authority to arrest or execute any individual who they believe are going against the World Government and it's agenda, so long as it's reasonable. Naturally, killing people in this way will be of no consequence to you, aside from maybe giving you a guilty conscience -- but if that's the case, then you shouldn't have become an assassin, eh?
Rokushiki Specialism
Below are the effects that are brought about by having a specialism of a certain Rokushiki.
Each Cipher Pol member can take whatever Specialist Trait they wish to. Once the Specialist Trait is taken it cannot be removed for any reason however. Also as an added note, the first Specialist Trait taken by a Cipher Pol member only costs 1 trait. All specialist traits from there on cost 2. As a second added note about specialist traits, when a Cipher Pol member reaches Cipher Pol 7, they are granted one free Specialist Trait after completing two training topics. *This trait cannot be harvest and is lost at character deletion.*
For Marines taking these Traits, each costs 2 Traits no matter what. The first Trait costing only one Trait is a Cipher Pol member exclusive and does not apply to regular Marines learning these Masteries.
Specialist Traits Specialist Traits Rokushiki ~ Tekkai Specialist (2 Trait)Characters with this trait are considered specialists of Tekkai. This specialization allows them to move at half speed while utilizing tekkai as well as adding 5% to the damage nullification. Additionally, the base Tekkai technique becomes completely free. Rokushiki ~ Soru Specialist (2 Trait)Characters with this trait are considered specialists of Soru. This specialization allows them to dash at double distance as well as move silently. Variants of this can also be created now, as well as base Soru technique to become completely free. Rokushiki ~ Kami-E Specialist (2 Trait)Characters with this trait are considered specialists of Kami-E. This specialization allows them to attack while in their paper like state as well as granting them access to a second free technique Kami-E Slime. Additionally, the base Kami-E technique becomes completely free. Kami-e Slime Kami-e Slime – Rank 30 Type: Defensive Range: N/A Stats: -Tech rank x1.5 to incoming accuracy Causing the user’s body to move similar to that of liquid-like slime. This causes incoming attacks to have serious trouble connecting for 3 posts while having a 2 post cooldown. Rokushiki ~ Rankyaku Specialist (2 Trait)Characters with this trait are considered specialists of Rankyaku. This specialization allows them to perform Rankyaku with body parts other than their legs as variant techniques as well as allowing these variants to be 6 ranks higher than their max. Additionally, the base Rankyaku becomes completely free. Rokushiki ~ Geppou Specialist (2 Trait)Characters with this trait are considered specialists of Geppou. This specialization allows them to move at double height as well as allows the user to create variant techniques such as using other body parts or even using geppou underwater.. Additionally, the base Geppou technique becomes completely free. Rokushiki ~ Shigan Specialist (2 Trait)Characters with this trait are considered specialists of Shigan. This specialization allows them to create variants utilizing things other than their fingers as well as allowing these variants to be 6 ranks higher than max. Additionally, the base Shigan technique becomes completely free.
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Red Fish and Green Prince
- Posts:
- 722
- Group:
- Global Moderators
- Member
- #2
- Joined:
- Feb 20, 2018
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Revolutionaries
Tired of the government's nonsense and finally deciding to strike back? So, you want to be a revolutionary then? Well, it's not that simple and it takes a long time to get to the top. The reputation of a Revolutionary is gained based on their status. In order to gain status you must RP revolutionary acts against an Island, and have someone NPC against you fairly as you go about trying to change the civilians ideas.
Each Island SL MUST be on a different island. You can Rp on one island as much as you want, but you can't have multiple SLs on the same island count for your revolutionary status. Get out there and work, lazy. After you complete this role-play you post in the Meta-hub and a mod with check it and approve of your revolutionary actions. Have fun you rebels.
Revolutionary Ranks Disgruntled Citizen - So, you hate the government huh? Finally decided to take that plunge and become a revolutionary? Well here is where you begin. You're relatively unknown and just seem like the typical complainer. No one has any interest in your ideas minus the few who follow you. Try a bit harder. Starting Rank- Available at Registration
Protester - Way to go, you're no longer nameless fodder. Now you have a name. At this stage you're against the Government, but they don't see you as a grand threat. You're like a roach screaming, holding your signs. They'll stomp you if you're on there floor, but they won't search for you. Must have done at least 3 Island SL's relating to Revolutionary acts. OR Have a bounty between :beli: 1- :beli: 999,999
Insurgent - You've begun a mini-revolution. You have gained quite a lot of renown, and have potentially laid down the thoughts of breaking from the government. They acknowledge your actions, but think it's just a temporary thing. You won't get much done in their eyes, but they won't hesitate to kill you. Must have done at least 5 Island SL's as a Protester relating to Revolutionary acts. OR Have a bounty between :beli: 1,000,000- :beli: 19,999,999
Belligerent - You've gained enough prominence to be known in the few islands you visit, and have started the movements towards liberation. The government is highly bothered by your actions, and orders marines and BH's to take you out when spotted. You have the potential to lead an island into a potential civil war. Must have done at least 5 Island SL's as an Insurgent relating to Revolutionary acts. OR Have a bounty of :beli: 20,000,000 and up.
Visionary - You're one of the big guys now. You are known widely by the Government, and have quite possibly taken over a few countries from them. Your thoughts of what the government should be doing instead are so amazing, many people follow just from hearing them. Marines are always knocking at your back door. Be careful at this point. You'll never be overlooked. Must have done at least 6 Island SL's as a Belligerent relating to Revolutionary acts. AND Have a bounty of at least :beli: 100,000,000
Anarchist - Beware. There's no way you're getting out alive without taking over. Every island you go to has the potential to fall from the government, they won't sit by and let this happen. Known as one of the most wanted men in the world, hiding is almost a known existent term when it comes to your reputation. Every disgruntled citizen will know of your name, and be proud to take your orders. Must have done at least 6 Island SL's as a Visionary relating to Revolutionary acts. AND Have a bounty of at least :beli: 200,000,000
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