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Post by Lockdown on Dec 4, 2016 2:36:14 GMT
orig01.deviantart.net/a1e8/f/2013/033/9/e/pokepiece_col_by_suzuran-d5tna21.jpg So, unfortunately 151 Piece has met its end. However I feel that as a concept, it has a lot of potential for a game. However, in order to reach that potential, not only does it need a lot of polish, but it needs some serious world-building and mechanical work done to make the setting really shine. So here are my thoughts on the setting and how to handle different aspects of it. Devil Fruits:First and probably biggest problem, is that of Devil Fruits. What do they do, how do they work, what kind of mechanical limitations should there be on them? My first thought is that a Devil Fruit should be a big investment. Class-level big, given that even a relatively weak Devil Fruit like the Gum-Gum can become something truly terrifying if used inventively. To that end I propose that there need to be three Classes crafted to reflect the different basic types of devil fruits, with the particulars of each adjusted on the fly by the GM. This gives us a solid base to work with and makes the process very modular Paramecia type fruits for example, should have a stat booster reflecting the changes the user's body has undergone as part of the base feature, with features building on that to give ranged attacks, specialized defenses, movements and abilities tied into their changed physiology. These are the most varied and most difficult to handle, I would personally advise against giving one of these to a PC, rather keep them in reserve as special power boosts for NPC enemies. Logia are perhaps the easiest to handle, using the various elementalists as the base, and again giving their users abilities, stat boosts most commonly associated with their type, and an elemental weakness when assuming their elemental form. Naturally certain fruits from the anime/manga such as the laser fruit, would need to be discarded or thoroughly modified to fit the mechanics of the game. And finally the most divisive and headache-inducing of the fruits, at least in this setting, the Zoans. Given the prevalence of pokemon, it's better to assume that rather than standard animals, Zoan fruits would confer pokemon forms and hybrid forms. At least one feature would probably be required for investment for shifting into a hybrid form; but the real headache here will be stat conversion and evolution. What I'm tempted to do is keep Zoan forms locked to twice the trainer's level for the pokemon form's moves and possible evolutionary stage, while HP is calculated at full for their mon level, with anything in excess of their actual base HP in human form being temporary HP. For their hybrid form they have to average out their stats, but that also means they have access to abilities that they wouldn't have in their full pokemon forms, such as trainer actions that require manual dexterity (such as throwing a pokeball or using most items). The other aspect to take into account is that these forms are the most likely to suffer especially from the water paralysis of Devil Fruit users. To that end I propose that instead of full paralysis when submerged in sea water or large bodies of moving water, they are instead afflicted with a -4 Combat Stages to their speed, as well as a -2 CS to their Attack and Special Attack. This would also negate any damage reduction they would get from their forms as well. Legendary Zoans should of course be the kind of items that quests within the game are built around, things that people are willing to kill for, and not something that a player starts with, unless they are willing to subject their zoan form to the Baby Template.
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Post by Lockdown on Dec 4, 2016 2:47:45 GMT
Next is the other big headache in this setting; that being the different races and the potential powers they can impart onto the PCs. A short list of non-humans in this world includes:
Fishmen/Merfolk: Defaulting to Maelstrom as one of their required classes, other than that the description is mostly going to be fluff. More powerful fishmen (IE not the PCs) may have increases size categories, all the way up to Huge.
Giants: Definitely not a PC race, just very large humans.
Mink: Again, just a refluff (Electro will be ignored for the purposes of balance)
Dwarves: Probably just leave them out entirely since they're only present on the one island in canon One Piece.
Skypieans/Shandians/Birkans: Another refluff, probably giving them Windrunner as a prerequisite class similar to the Fishmen. Any PCs that try to take this race would have to have their wings "clipped" in order to keep things balanced.
LongLeg/LongArm/Snakeneck Tribes: Honestly these individuals would generally just have a Reach 1 attributed to them, other than that no mechanical difference from normal humans. Again likely not going to be PC accessible.
The first thing to decide is how many of these races do you actually want to include, if any? After that comes mechanical benefits, and drawbacks to allow choosing these races to be balanced against other more "bog standard" humans.
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Post by Lockdown on Dec 4, 2016 2:53:46 GMT
Next we come to the big core of the whole setting, what everything rides on, literally. Ships, their mechanics and how to upgrade them. Because in this world not only are ships integral to getting around, but you're going to want to pimp out your ride. While the basic vehicle upgrades offered in DPDoM is a good start, it's still not really giving you a lot to work with in terms of actual sea-worthy vessels; or appropriate upgrades to make them truely worthy of toting around the next Pirate King (or maybe the next Yonko if you want to be a villain. Evil campaigns are fine too after all).
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Post by Lockdown on Dec 4, 2016 3:47:52 GMT
And lastly, we have the crew itself to consider. For a setting like this, you're practically required to have a substantial number of crew on a ship in order to fill out vital roles, though pokemon can help take the strain off somewhat. However even then you're looking at several potential key roles that will need to be filled. For that I recommend creating specialized NPCs that also act as a guard for the ship while the PCs are on land doing their thing. This can also open up extra plot hooks for clever GMs if something happens or the NPC finds something "interesting" while out gathering their required materials for whatever role they fufill.
On top of that there are the actual world factions to consider. Who are your Yonko (or their equivalents), Who are the power players in the Marines, how much power do the Marines have in the starting area and going outwards from there; how many pirate crews are potentially waiting for your players at the next island? All of that needs to be, if not pre-planned, then at least tracked as the players progress; they're all a good potential source of recurring enemies and even potential allies-to-be should circumstances offer the chance.
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Post by onidrill on Dec 4, 2016 7:45:24 GMT
I don't think Devil Fruits should be a mechanic unto themselves. For Logia fruit, we've already got 20+ elementalist classes that can cover any conceivable abilities that might be provided by them. Zoan fruit, especially as purposed from before, are busted and probably shouldn't be available to players, since that's a ton of book keeping and balancing them against both players who lack them and standard Pokemon is a mess.
Some of the proposed homebrew seems alright for the Logia and Paramecia fruit, but I don't think there's any fixing the Zoan.
Races should probably also just be a flavor option, if they're a thing at all.
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Post by Lockdown on Dec 14, 2016 16:50:06 GMT
Okay, after some consultation, I think we're starting to get somewhere. First off is ships.
Ship Upgrades and stats
A Ship is a pokemon with one primary stat. Hitpoints.
From there, you can apply plating to give it a defense value, special systems to increase it's special defense value, like sprinkler systems or cleanse tags. Rudder and steering system, sails, apply to speed. Weapons give it attack or special attack and also grant moves. A ship with no weapons has a ram attack that does damage based on it's speed. But it takes just as much damage, against it's defense stat.
Upgrades
Quarters & Relaxation
Basic Quarters; Players recover the amount that they would from resting per day provided they don't get involved in combat as per the rules listed in the Core Book. Fancy Quarters; As Basic Quarters, but also functions as though under the effects of the medic skill that speeds recovery time, Cost: X/Story Unlock. Takes 1 Upgrade slot. Opulent Quarters; As Fancy Quarters, plus individuals resting here also heal up to three extra injuries (this includes pokemon). Takes 2 upgrade slots.
Basic Bathing facility/hatchery - Gives Eggs the benefit of an Egg Warmer. Hatched mon are at a -5 level penalty. Can hold up to three eggs. takes 1 upgrade slots. Advanced Bathing Facility - Gives eggs the Benefit of Heater as well as Egg Warmer. Hatched mon are at a -3 level penalty. Can hold up to six eggs. Takes up 2 upgrade slots. Sauna/mini-Hotsprings - Gives eggs all previous benefits, mon hatched have a +1 to stat of the trainer's choice. Hatched mon are at no level penalty. Holds up to twelve eggs. Takes up 3 upgrade slots.
Galley and consumable related upgrades
Basic Galley: Allows for food prperation onboard rather than eating rations. Provides three free snacks per day, the effects only last for that day. Takes 1 upgrade slot. Fancy Galley: Improved equipment and storage allows for more efficient preparation of food. Food and snack costs reduced by 25%, can process otherwise inedible sources for food. Takes 2 Upgrade slots. State-of-the-Art Galley: Best of everything, including the kitchen sink! A miniature distillery allows for the creation of beverages that function as a combination berry+snack item. 1 round of free hearty meals for the crew per day, effects last for that day only. Takes 3 upgrade slots.
Basic Garden: allows for the growth of dwarf berry and apricorn trees on the ship. Yield rolls maximize at 1 berry per day without mulch. Soil quality is 0; maximum number of plants: 3. Takes 1 upgrade slot. Advanced Berry Garden: Soil quality improves, allowing for full yield rolls. Gives access to the first level of "How Berries??" Manual effect, no AP binding required. Maximum number of plants: 5. Takes 2 upgrade slots. State-of-the-Art Garden: Soil quality improves to +1, gives access to second level of "How Berries??" Manual effect, no AP binding required. Maximum number of plants: 7. Takes 3 upgrade slots.
Medical Bays
Basic Medical Bay: Generates (Medical Skill roll) x 100 medical scrap per long rest. Takes 1 upgrade slot. Advanced Medical Bay: Installed Herb growers (3) in the med bay, access to rank 1 effect of Traditional Medicine Reference without AP bind. Takes 2 upgrade slots. State of the Art Medical Bay: PCs and their mon gain +2 to saves while on board the ship. Bonus lasts one day after disembarking. Total Herbal Growers increases to 5. Takes 3 upgrade slots.
Steering & Propulsion
Basic Rudder; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 45%, Subject to Wind. Basic Propeller; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 45 Degrees, Not Subject to Wind.
Advanced Rudder; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 90 Degrees, Subject to Wind. Takes 1 upgrade slot. Advanced Prop; Ship Moves at Swim Speed 6, Spending 1 Movement to Turn 90 Degrees, Not Subject to Wind. Takes 1 upgrade slot.
Intricate Rudder; Ship Moves at Swim Speed 8, Does Not Spend Movement To Turn. Subject to Wind. Takes 2 upgrade slots. Intricate Prop; Ship Moves at Swim Speed 10, Spending 1 Movement to Turn 90 Degrees, Not Subject to Wind. Takes 2 upgrade slots.
Sails; Favorable Winds start out at +2 Swim, Unfavorable is -2. The move Tailwind adds +5 to the ship's movement. Engine: Required to power prop, upgraded along with the prop.
Weapons, Ammo and Magazines
Basic Cannons - +0 DB to attacks, range increment of 2. Takes 1 upgrade slot. Advanced Cannons - +2DB to attacks, range increment of 3. Takes 2 Upgrade slots. State-of-the-art cannons - +6 DB to attacks, range increment of 5. Takes 3 Upgrade slots.
A range increment for ship combat being about 300 meters.
Basic Shot - DB 5 AC 4 Heavy Shot - DB 7 AC 6, reduce range by 1 increment Chain shot - inflicts paralysis on the target ship. AC 3 DB 3 - costs 200 to make Napalm shot - inflicts burn on wooden ships, AC 3 BD 3 - costs 300 Thunder shot - Inflicts damage to characters in contact with the deck of a steel ship, AC 4 DB 3(5 against characters) Blast 5 - costs 350 Grape Shot - inflicts AoE damage on characters, less damage to the ship itself. Blast 3, AC 4 DB3(5 against characters) - costs 450 Grapnel Launch - If it connects, use a move action to bring the two ships together. Ship combat is halted and the party is engaged with the crew of the enemy ship. AC 10 - costs 1000 (Reusable)
Basic Magazine - Can hold up to 10 specialized shells. Takes 1 upgrade slot. Advanced Magazine - can hold 15 specialized shells. Takes 2 upgrade slots. State-of-the-art Magazine - Holds 30 specialized shells, has a lab allowing for construction of new shells. Takes 3 upgrade slots.
Navigation, storage, and Misc.
Basic Navigator Station - gives +1 die to rolls for navigation (Survival or General Ed). Has one log pose. Takes 1 upgrade slot. Chart Room - gives flat +3 to navigation rolls. Has basic info on local islands available through a Gen Edu roll. Two log poses. Takes 2 upgrade slots. SotA Communications Suite - Includes wiretap for Marine and Undwerwold broadcasts, has up-to-date bounty board, three log poses, +6 to Navigation roll, info on local islands and influential figures available with Gen Ed roll. Takes 3 upgrade slots.
Basic Hold - empty space for storage of random stuff. Advanced Hold - specialized containers for specialty items (tanks, chests, jars, etc). Takes 1 upgrade slot. SotA Hold - reinforced walls, specialized cubbies for different types of treasure/cargo. Comes equipped with holding cells, capable of holding three priosners; comes with sea-stone cuffs. Takes 2 upgrade slots.
Tank-Dial - upgrade that allows pokemon to be stored in a form of suspended animation within a large dial, the controls and monitor added to it give the ability for an individual person to pick out their specific pokemon. Counts as an Advanced Upgrade for the purposes of ship leveling. Does not consume an upgrade slot.
Ship materials:
Wood, base HP of 10, Defense of 5, Sp. Defense of 6, weak against Fire attacks. Base Price modifier x 1.
Steel - Base HP of 16, Defense of 12, Sp Defense of 8, weak against electric attacks (can be countered by upgrading to insulated decks). Base price modifier x 1.5.
Adam Wood - Base HP of 20, Defense of 14, Sp Defense of 16, no elemental weaknesses. Base price modifier x 3.
Size Categories and leveling
Sloop - level 5 - costs 10,000 - has 9 Upgrade Slots
Cutter - level 10 - costs 20,000 - has 15 Upgrade slots
Caravelle level 15 - costs 25,000 - has 21 Upgrade slots
Schooner - level 20 - costs 30,000 - has 24 upgrade slots
Corvette - level 25 - costs 35,000 - has 27 upgrade slots
--- (anything larger than this is relegated to NPC factions only)
Barque - level 30
Frigate - level 35
Ship of the Line - level 40+
Each size category gains +5 to their level. However upgrades to a ship also provide levels, meaning that a smaller but heavily upgraded ship can kick in the teeth of a much larger but very basic ship.
Basic upgrades give +1 level, Advanced upgrades give +3 levels, and Intricate upgrades give +5 levels. The level bonuses don't stack.
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Post by Lockdown on Dec 19, 2016 17:28:18 GMT
Right, getting back on this horse, I've received some input on how to handle Devil Fruits that seems to make sense and keeps things balanced within the setting. First off, there are two separate types of Devil Fruits; Fruits and Berries. Berries only affect pokemon, while Fruits only affect humans. For the most part Devil Fruits will be simply refluffing the classes of the character that ate the fruit within a theme; with elementalists (with the exception of Maelstroms) being Logia types. Supernatural classes are also good options for Devil Fruit refluffing, while Aura Guardian can stand as a Haki user parallel. For Devil Berries, the effects differ by class. - Paramecia would add moves, types or passives based on a theme.
- Zoan would allow the Pokemon to have a hybrid and full form of another Pokemon. (Maybe not modifying their movepool but changing their type/stats?)
- Logia would force their type to a specific one and give them an ability like Pixelate/Galvanize. Turning other typed moves into their type. It should give some sort of unique resistance as well.
Generally a mon will refuse to eat a Devil Fruit. If they're forced to do so, they lose a point of loyalty, and are Badly Poisoned. if a human for some idiotic reason eats a Devil Berry, they are Paralyzed and Badly Poisoned.
A Devil Fruit is about three to four times the size of a normal fruit. A Devil Berry is twice the size of a standard berry, and both have the same swirled patterns to them
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Post by Lockdown on Dec 20, 2016 18:13:00 GMT
Factions and their membership (actual knowledge of each faction will require a general education check, as will specific knowledge on the individual people)
Peace Main Yonko: Red, Drake Morganeer Yonko: Lusamine, Lysander
Shichibukai: Gendo Giovanni Sabrina Hunter J Phantom Damon Argus Steel Silver
Marine Fleet Admiral Agatha
Marine Admirals Ghestis Blue Malva
Vice Admirals: listed as encountered
World Nobles: Listed as encountered
Revolutionary Army: Steven Stone - Leader Aaron N Wes Jessie/James
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Post by madandy on Dec 22, 2016 17:35:07 GMT
With regards to NPC and Pokemon crew members, it would be a good idea to define the various roles they could/would need to fill on board ship before figuring out how to work them.
This is the list I've thought of so far (to be edited if and when more are pointed out.
Necessary roles:
Captain Helmsman Navigator Gunner Shipwright Medic Lookout Cook
Not-strictly-necessary-but-very-good-to-have-around roles*:
First Mate Musician Combat Specialist** Sniper Comms Officer Sea/Air Scout*** General Duties (AKA Able-Bodied Seaman or ABS)****
This is just a rough list, so feel free to shout at me if I've done something wrong or dumb.
*i.e. a PC filling the role would be just as viable as one filling a necessary role and should not be discouraged from doing so, but if there isn't one, it wouldn't be absolutely necessary to have an NPC fill the role.
**Since most characters have a degree of skill in combat or, at least, their pokemon do.
***Includes duties like Lifeguard, Food collection and anything that requires Swimming or Flight.
**** For things that require doing but no special expertise, such as handling the sails and rigging - can be done by anyone physcially capable, but it can be ueful to have a few people around to handle them so the rest of the crew can focus on their own roles.
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Post by Lockdown on Dec 23, 2016 20:45:02 GMT
Okay, this is the last bit of stuff I needed to lock down. I will be opening up the recruitment thread after this. Den Den Mushi HP: 6 Attack: 6 Defense: 13 Sp Attack: 3 Sp Def: 13 Speed: 1 Base Ability: Dry Skin Advanced Ability 1: Suction Cups Advanced Ability 2: Shell Shield High Ability: Telepathy Capabilities: Naturewalk Swamp, Underdog, Glow, Stealth, Wallclimber and Router, Overland 4, swim 3, jump 1/1, power 1. Router: ROUTER Router Pokemon can send and receive information over wireless networks, such as radio. They can use this to communicate with one another, or to interface with many computer devices and networks, provided they re able to receive a signal.
Router Pokemon can communicate with one another wirelessly over extended distances, but can only transmit human communciations over a local network unless provide with specific transceivers. Move list 1 Water Sport Water Status 1 Mud Sport Ground Status 1 Harden Normal Status 1 Flash Normal Statis 5 Helping Hand Normal Status 9 Taunt Dark Status 13 Safeguard Normal Status 17 Kinesis Psychic Status 21 Purify Poison Status 25 Curse Ghost Status 29 Gastro Acid Poison Status 33 Pain Split Normal Status 37 Recover Normal Status 41 Soak Water Status 45 Toxic Poison Status 49 Memento Dark Status Purify - Scene - Target & self. Heals target's status conditions. If successful, restores 50% of health to user. Does not remove Injuries. Tutor moves: Baton Pass(N) TM Moves Toxic, Hail, Taunt, Light Screen, Protect, Rain Dance, Safeguard, Double Team, Reflect, Rest, Attract, Quash, Psyche Up, Swagger, Sleep Talk, Substitute, Confide. Transceivers are Den Den Mushi-specific held items that exist as a broad category, functioning like Eviolite in that the type of transceiver they become (camera, video, long/short-distance communication) is determined upon construction. Should a Den Den Mushi be holding a Transceiver, they are rendered combat incapable, as any attacks stand a good chance of destroying the transceiver.
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