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The Complete One Piece

Gomu Gomu no WRITER REQUEST!


Forward
Yes, I realize there's a One Piece Classless system out there at http://badkarmagames.com, but it's been
requested that we do a One Piece system for the Bleach d20 Classless variety, and who are we to say no,
especially since we're running out of ideas...

I KID, I KID! We're fine on ideas, this is just something that was requested from our audience, and I decided to
take them up on it. I've honestly read One Piece from the beginning, so I know a bit about the series, though I've
never seen filler anime and anime movies because I've only read the Manga, so don't sue me if this is
incomplete according to the anime.

Also, the Revolutionary Army is not covered in this document as there is almost nothing known about them.
Introduction
Synopsis (From Wikipedia)
One Piece is a Japanese manga series written and illustrated by Eiichiro Oda. It has been serialized in
Shueisha's Weekly Shōnen Jump magazine since July 19, 1997, with the chapters collected into seventy-eight
tankōbon volumes to date. One Piece follows the adventures of Monkey D. Luffy, a young man whose body
gains the properties of rubber after unintentionally eating a Devil Fruit. With his diverse crew of pirates, named
the Straw Hat Pirates, Luffy explores the ocean in search of the world's ultimate treasure known as "One Piece"
in order to become the next Pirate King.

The manga has been adapted into an original video animation (OVA) produced by Production I.G in 1998, and
an anime series produced by Toei Animation, which began broadcasting in Japan in 1999 and has aired 707
episodes to date. Additionally, Toei has developed thirteen animated feature films, two OVAs, and five television
specials. Several companies have developed various types of merchandising such as a trading card game, and
a large number of video games. The manga series was licensed for an English language release in North
America by Viz Media, in the United Kingdom by Gollancz Manga, and in Australia by Madman Entertainment.
The anime series was licensed by 4Kids Entertainment for an English-language release in North America, before
the license was dropped and subsequently acquired by Funimation in 2007.

One Piece has received widespread critical acclaim, primarily for its art, characterization and humor. Several
volumes of the manga have broken publishing records, including highest initial print run of any book in Japan.
The series has over 380 million volumes in circulation worldwide, making it the best-selling manga series in
history.

Setting
The world of One Piece is populated by humans and numerous other races, including mermen and mermaids,
"fishmen" (a race of fish/human hybrid), and giants. It is covered by two vast oceans, which are divided by a
massive mountain range called the Red Line. The Grand Line, a sea that runs perpendicular to the Red Line,
further divides them into four seas: North Blue, East Blue, West Blue and South Blue. Surrounding the Grand
Line are two regions called Calm Belts, similar to the Horse latitudes, which experience almost no wind and
ocean currents and are breeding ground for the huge sea creatures called neptunians (or "sea kings"). Because
of this, the calm belts are very effective barriers for those trying to enter the Grand Line. While marine ships,
using sea-prism stone to mask their presence, can simply pass through, most have to use the canal system of
Reverse Mountain, a mountain at the first intersection of the Grand Line and the Red Line. Sea water from each
of the four seas runs up that mountain and merges at the top to flow down a fifth canal and into the first half of
the Grand Line.[5] The second half of the Grand Line, beyond the second intersection with the Red Line, is also
known as the New World.

The currents and weather on the Grand Line's open sea are extremely unpredictable, whereas in the vicinity of
islands the climate is stable. The magnetic fields within the Grand Line cause normal compasses to not work
there, making it even harder to navigate; a special compass called a Log Pose must be used. The Log Pose
works by locking on to one island's magnetic field and then locking on to another island's magnetic field. The
time for it to set depends on the island. This process can be bypassed by obtaining an Eternal Pose , a Log
Pose variation that is permanently set to a specific island and never changes.

The world of One Piece includes anachronisms, such as the Transponder Snails, snail-like animals that can be
attached to electric equipment and function as rotary phones,[13] fax machines, surveillance cameras,[14] and
similar devices. Dials, the shells of certain sky-dwelling animals, can be used to store kinetic energy, wind,
sound, images, heat, and the like and have various applications.
A Devil Fruit is a type of fruit which when eaten, confers a power on the consumer. There are three categories of
Devil Fruits; Zoan fruits allow the user to fully and partially transform into a specific animal; as well as real-life
animals, some Zoan fruits allow the user to transform into mythical creatures. Logia fruits give control over and
allow the user "to change their living body structure into the powers of nature". Paramecia is a category for fruits
that give the user superhuman abilities. They are said to be incarnations of the sea devil himself, and as a result,
Devil Fruit users cannot swim in sea water, as "they are hated by the sea". Sea-prism stone also has this effect.
When even partially submerged in sea water, they lose all of their strength and coordination, although some
abilities remain, such as Luffy still being able to stretch after being totally submerged. "Moving" water, such as
rain or waves, does not have this effect. When a Devil Fruit user dies, the powers will be reincarnated into a new
Devil Fruit. Devil Fruit powers can be in a stage called "Awakened", where the user can turn anything around
them, besides their own bodies, into what their Devil Fruit power is.

Haki is a latent ability every living being in the world of One Piece possesses, though it is quiescent in most.
There are three varieties of Haki: Color of Observation allows to sense the presence of other beings and predict
their movement. Color of Armament allows one to envelop body parts and even inanimate forms with a force
akin to an invisible armor that possesses defensive and offensive properties, also allowing one to inflict harm
upon Devil Fruit users. The rare Color of the Conquering King enables one to intimidate or render beings of
weak determination unconscious. Haki is shown that when it's used too much, it will stop working for certain
periods of time.

Protagonist Chartacters
The Straw Hat Pirates
The protagonists of the One Piece series are all members of the Straw Hat Pirates, a crew of nine pirates
captained by Monkey D. Luffy. The crew's number increases throughout the series, as Luffy recruits new
members. Once Usopp joins the Straw Hat Pirates, they gain their own ship, the "Going Merry", which is later
destroyed and replaced by a larger and more powerful vessel, the "Thousand Sunny" created by their shipwright
Franky.

Monkey D. Luffy
Monkey D. Luffy is the primary protagonist of the One Piece series. At the age of seven, he admires and tries to
join the pirates of the "Red Haired" Shanks. Ridiculed and rejected, he inadvertently eats their treasure, the
Paramecia-type Gum-Gum Fruit, which gives his body the properties of rubber. His reckless efforts ultimately
lead him into grave peril and cause Shanks to lose an arm while rescuing him. After that, Luffy gives up on
joining Shanks. Instead he resolves to start a crew of his own and become King of the Pirates. Displeased by
Shanks thus spoiling his grandson, Garp takes Luffy to be raised by Curly Dadan and her mountain bandits, who
he strong-arms into taking him in. During Luffy's time there, he becomes sworn brother with Garp's other ward
Ace, and local runaway noble Sabo. Ten years later, and still wearing Shanks' treasured head covering, Luffy
forms and captains his own pirate crew called The Straw Hat Pirates and sets sail for the Grand Line and quickly
gains infamy as "Straw Hat" Luffy. Eventually, after his strength proves insufficient to save Ace from execution,
he spends two years on a secluded island, learning the use of the three colors of Haki from Silvers Rayleigh,
before heading to the New World. Luffy is voiced by Mayumi Tanaka. In the 4Kids Entertainment English
adaptation, he is voiced by Bella Hudson. In the Funimation Entertainment English adaptation, his voice is
supplied by Colleen Clinkenbeard.

Roronoa Zoro
Roronoa Zoro is a swordsman who uses up to three swords simultaneously, holding one in each hand and a
third in his mouth. To fulfill a promise to Kuina, his deceased childhood rival, he aims to replace "Hawk Eyes"
Mihawk as the world's greatest swordsman. Traveling the seas in search of Mihawk and making a living as a
bounty hunter, he becomes infamously known as "Pirate Hunter" Zoro. Eventually, he comes into conflict with
Helmeppo. To keep harm from innocent civilians, Zoro allows himself to be temporarily incarcerated, while
Helmeppo plots to have him killed. Zoro is saved from execution by Luffy in exchange for becoming his first
crewman. At that point, Zoro makes it clear that he would turn on his captain if he ever stepped between him and
his dream. However, Zoro grows fond of his crew and after several defeats in their defense, his priorities change
and he convinces Mihawk to take him for a student. In the anime television series, his voice actor is Kazuya
Nakai. In the 4Kids English adaptation, his name is spelled Roronoa Zolo, and he is voiced by Marc Diraison. In
the Funimation English adaptation, his voice is supplied by Christopher R. Sabat.
Nami
Adopted and raised by Navy seaman turned tangerine farmer Bellemere, Nami and the older Nojiko, have to
witness their mother being murdered by the infamous Arlong, whose pirate gang occupies their island and
extracts tribute from the population. Striking a deal with him, Nami, still a child but already an accomplished
cartographer who dreams of drawing a complete map of the world, joins the pirates, hoping to eventually buy
freedom for her village. Growing up as a pirate-hating pirate, drawing maps for Arlong and stealing treasure from
other pirates, Nami becomes an excellent burglar, pickpocket and navigator with an exceptional ability to
forecast weather. After Arlong betrays her, and he and his gang are defeated by the Straw Hat Pirates, Nami
joins the latter in pursuit of her dream and acquires infamy herself as "Cat Burglar" Nami. Throughout the series,
her weapon of choice is a three-sectioned bō staff, later versions of which allow her to produce various weather
phenomena. She is voiced by Akemi Okamura. In the 4Kids English adaptation, her voice actress is Kerry
Williams. In the Funimation English adaptation, her voice is supplied by Luci Christian.

Usopp
During his early childhood, Usopp is abandoned by his father, Yasopp, who leaves to join the Red-Haired
Pirates. Then, as Banchina), his mother, falls ill, Usopp starts telling tall tales, expressing his hope that his father
would return and take them out to sea. Even after his mother dies, Usopp does not blame his father for leaving,
but strives to become a great pirate himself, despite his cowardly disposition. He is a gifted inventor, painter and
sculptor. In combat, he primarily relies on slingshots to fire various kinds of ammunition with great precision.
Eventually, he achieves notoriety under his alter-ego "Sniper King the King of Snipers", a hero sniper wearing a
golden mask and cape. In the anime series, his voice actor is Kappei Yamaguchi. Jason Griffith and Sonny Strait
provide his voice in the 4Kids and Funimation English adaptations, respectively.

In a 2007 Oricon poll, Usopp was voted the 10th most wanted character to receive a spin-off amongst all
respondents, and the 5th most popular amongst males. In a review of Funimation Entertainment's second DVD
release for Mania Entertainment, Bryce Coulter notes that Usopp "brings lots of comic relief to the series", but
also comments that he "can be downright annoying at times."

Sanji
While serving as an apprentice cook on a passenger ship, nine-year-old Sanji stands up to a boarding party of
pirates led by the infamous "Red Foot" Zeff. During the encounter, Sanji is swept into the sea by a massive
wave, but Zeff jumps after him because of their common dream of finding the All Blue, a legendary sea,
containing every kind of fish in the world. While castaway together, the pirate saves Sanji's life yet again by
giving him their entire food, surviving himself by eating his own leg. After their eventual rescue, Sanji stays with
Zeff for several years and helps him build a floating restaurant, the Baratie. Zeff in turn makes him a first rate
cook and teaches him his kick-based fighting style. Mirroring Zeff, Sanji will never refuse a starving person a
meal, and in fighting only uses his legs, so as to protect the hands he needs to cook. He also develops an
unusual weakness for women, and makes a principle of never harming one, even if it means his death.
Eventually he becomes infamous under the name of "Black Leg" Sanji, and while training for a period of two
years in Emporio Ivankov's Kamabakka Queendom, develops the Sky Walk, a variant of the Six Powers
technique Moonwalk, which allows him to essentially run through air. In the Japanese anime television series, he
is voiced by Hiroaki Hirata. In the 4Kids English adaptation, he is voiced by David Moo. In the Funimation
English adaptation, his voice is supplied by Eric Vale.

Tony Tony Chopper


Tony Tony "Cotton Candy Lover" Chopper is a doctor and a blue-nosed reindeer. The power of the Zoan-type
Human-Human Fruit provides him with the ability to transform into a human or human-reindeer hybrid. A self-
developed drug he calls Rumble Ball enables Chopper to perform even more transformations. When
complimented, Chopper acts really happy while either telling the person who complimented him to stop trying to
make him happy, or that Chopper is not very happy. His voice actress is Ikue Ōtani. In the 4Kids and Funimation
English adaptations, his voice is supplied by Lisa Ortiz and Brina Palencia, respectively.

When creating Chopper, Oda wanted a mascot who is both cute and fearless. An IGN review of the manga
praised Chopper's character as one of the best in the series and said that he was able to be both touching and
funny. With Chopper's back story, Oda wanted to illustrate that one need not be blood-related to be considered
family.
Nico Robin
Growing up in Ohara, home of the world's oldest and largest library, Nico Robin becomes an archaeologist at the
age of eight. At some point she gains the power of the Paramecia-type Flower-Flower Fruit, which allows her to
have temporary copies of parts of her body, including her eyes and ears, spring up on surfaces near her. Behind
the backs of her teachers, she acquires from them the outlawed knowledge of how to translate the ancient
stones called Poneglyph, which are scattered around the world, and comes to share their goal of finding the
illusive Rio Poneglyph, which is said to tell the world's lost history. However, the World Government finds out
about these efforts and sends a battlefleet to stop them. Only Robin escapes the devastating attack that claims
the lives of the island's entire population, including that of her mother. Called "Devil Child", traumatized and with
a bounty on her head, Robin lives a life on the run, unable to trust anyone. To survive, she cooperates with
various pirates and other outlaws, until eventually joining forces with Sir Crocodile, leading Baroque Works with
him, under the codename "Ms. All-Sunday". After Baroque Works falls apart and without anywhere else to go,
she tags along with the Straw Hat Pirates and grows so fond of them that she gives herself up to the
Government in order to save them. Only after they find out about her motives and declare open war on her
powerful nemesis to get her back, does she come to realize that she has finally found people who will never sell
her out, and becomes a part of the crew. In the anime television series, Robin's voice actress is Yuriko
Yamaguchi. In the 4Kids English adaptation, her Baroque Works codename was changed to Miss Sunday and
she is voiced by Veronica Taylor. In the Funimation English adaptation, her voice is supplied by Stephanie
Young.

Franky
The son of pirate parents who abandon him at age ten, Cutty Flam, nicknamed Franky, is taken in as an
apprentice by a shipwright who secretly holds the plans for a devastating ancient weapon. Franky's recklessness
eventually provides an opportunity to World Government agents seeking these plans. Attempting to rescue his
master, Franky suffers severe injuries and only survives by rebuilding parts of his body using pieces of scrap
metal, turning himself into a cola-powered cyborg with super-human strength. After gaining notoriety as "Cyborg"
Franky and to fulfill his dream of sailing a ship he built around the world, he constructs the Thousand Sunny, a
brigantine-rigged sloop-of-war, for the Straw Hat Pirates and joins the crew. In the anime television series, his
voice actor is Kazuki Yao. Patrick Seitz provides his voice in the Funimation English adaptation.

Brook
Already a pirate before the time of Roger, "Humming" Brook first enters the Grand Line as vice-captain of the
music-themed Rumbar Pirates. Leaving their pet, the infant whale Laboon, behind at Reverse Mountain, they
promise to return after sailing around the world. Instead, they are annihilated, with one exception. The power of
the Paramecia-type Revive-Revive Fruit allows "Dead Bones" Brook to rise again and live a second life as a
skeleton. Fifty years later, Brook's goal is still to fulfill his late crew's promise and to that end joins the Straw Hat
Pirates. Brook is an excellent musician, who says that he can play any instrument, although he is usually seen
playing the violin. He can even influence people with his music to the point of making them fall asleep. While
separated from the other Straw Hats, and incognito as "Soul King" Brook, he gains world fame, filling concert
halls with fans. He is also a skilled fencer, who uses a shikomizue (a Japanese cane sword) in battle. His
reduced weight allows him to jump extraordinarily high and to run across water. And eventually, he learns how to
use his devil fruit ability to leave his skeleton body and explore his surroundings as a disembodied soul. He is
voiced by Chō. Ian Sinclair provides his voice in the Funimation English adaptation. The idea of a skeleton
musician was first conceived by Oda in 2000, about the time of Laboon's introduction and more than half a
decade before the first appearance of Brook.
Changes to the System for a Purely One Piece Game
Reiatsu is now named Haki, as all beings with power have their Haki awakened. There will be feats for Haki in
later chapters. All Reiatsu Feats are now Haki Feats and serve the same purpose in Haki calculation.

Flight is nearly impossible in the One Piece world, and require special feats to gain it (Or Devil Fruit Powers as
seen later).

Standing on Air requires special training as well, and can't be maintained indefinitely.

Phasing through objects is also nearly impossible, and require a Devil Fruit power specifically for phasing
through objects to be able to use.

The Spellcaster feat is available, but all races in the One Piece universe have little time for the study of Magic,
and as such gain new Spell Levels every 3 levels instead of every 2 when they take the Spellcaster feat in a
purely One Piece game. If you are running a cross-over style game ignore this rule.

The Martial Study feat is in full effect and One Piece humans are more proficient with Martial Study than normal.
Treat anyone in a purely One Piece game as 5 levels higher for the purposes of gaining styles and treat their
Spellscore as 4 points higher than normal for the Martial Study feat.

Sensing Reiatsu requires the Kenboushaku Haki feat and cannot be done in any other way. This is known as
Mantra among the Skypedians, and is the same feat.

Flash Stepping is reserved for those with special techniques or devil fruit powers.

If you are a Pirate (You take the Pirate Fanservice feat, or go against the government at GM Fiat), you gain a
bounty on your head equal to the following formula (Level x Charisma Modifier + GM Fiat) x (1,000,000 Beli) (So
someone that was level 21 with a 5 Charisma Modifier and no GM Fiat would have a Bounty of 105,000,000 Beli.
Or roughly enough money to give someone a Wealth of 57)

There is no stat caps in the Complete One Piece for normal humans... In fact it should be removed from any
game you're playing.

Humans are the norm in a One Piece game, the races presented here are rather rare.

Money in the One Piece world is known as Beli


Racial Feats
The following races are part of the One Piece universe

Centaur
CENTAUR [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat.
Benefit: You are a centaur, a tauric creature that is
half man half some other creature that has more than
2 legs and is considered an animal or vermin by
human standards. When you choose this feat, choose
a four or more legged creature as your bottom half that
is large or medium sized as per the d20 SRD. You gain
any natural weapons or extraordinary abilities of that
creature that don't include bite attacks. They increase
in damage [BW] for every 5 ranks of Unarmed Strike
you have above 1. If the creature has a poison, you
gain that poison attack as your own bite attack dealing
1d6 damage +1d6 damage per 5 ranks of Unarmed
Strike you have above 1. The DC of the poison is
increased to (15 + Character Level + Constitution
Modifier). You also gain an unarmed strike progression
that deals 1d8 damage + 1d8 damage per 5 ranks of
unarmed strike you have above 1. Lastly, you are large
in size (Taking the penalties and bonuses as such) this
doesn't change your attack damages.

IMPOSING FIGURE [CENTAUR, HAKI]


Prerequisites: Centaur, Level 1 only
Benefit: You gain an additional size category. You
must choose a different animal than your original that is of Huge or Large size and replace their powers as per
the Centuar Feat. Your natural attacks deal damage one size category larger as does your Unarmed Strike.

MAD RUSH [CENTAUR, SOUL]


Prerequisites: Centaur, 20+ Strength
Benefit: If you didn't have it already, you gain the Trample ability as per the Trample Hollow Growth Power. If
you already had a Trample attack, it deals damage one size category larger than normal.

GAINED WEAPONRY [CENTAUR, HAKI]


Prerequisites: Centaur, Strength 22+
Benefit: In addition to having an Unarmed Strike, you have a Weapon Attack progression. This weapon can be
of any non-racial melee weapon you wish it to be that doesn't have reach. The weapon deals the same damage
as your unarmed strike does, but increases in power with your Weapon Attack Ranks instead.
Special: If you take Gained Weaponry and Ranged Weaponry, you gain both a weapon and a ranged attack.

RANGED WEAPONRY [CENTAUR, HAKI]


Prerequisites: Centaur, Wisdom 22+
Benefit: Instead of having an Unarmed Strike, you have a Ranged Shot progression. This weapon can be of any
non-racial Ranged weapon you wish it to be that deals less than 2d10 damage. The weapon deals it's damage
as it's [BW] damage and increases with your Ranged Shot instead of normal.
Special: If you take Gained Weaponry and Ranged Weaponry, you gain both a weapon and a ranged attack.

NATURAL BOON [CENTAUR, SOUL]


Prerequisites: Centaur
Benefit: You gain +2 Natural Armor
Special: You may take this multiple times. It's effects stack
ZOAN SPECIALTY [CENTAUR, SOUL]
Prerequisites: Centaur, Must have eaten the Zoan Devil Fruit of your lower half's animal type
Benefit: When designing special attacks for your Zoan Fruit, as long as it's the same animal type as your lower
half, you may increase all numerical benefits by +2. Bonuses to stats gain a +2 bonus, duration increases by 2
increments (Minutes, Rounds, Hours, etc), Save DC's gain a +2 Bonus, damage increases by 2 dice, etc.
Special: You may take this multiple times, It's effects stack

SATYR [CENTAUR, HAKI]


Prerequisites: Centaur, Level 1 only, Exclusive Chimera or Harpy
Benefit: Instead of a four legged animal or vermin, you gain the traits of a 2 legged one. You do not increase in
size category, but still retain the benefits of the Centaur feat, though your unarmed strikes deal 1d6 damage
instead of 1d8. When you gain this feat, you gain the benefits of gaining a size category without the drawbacks
(except reach and increased damage). Also, if your animal form has a Bite attack, you gain it for your own
dealing 1d6 damage +1d6 damage per 5 ranks in Unarmed Strike you have above 1.
Special: You may even have 2 legs of a multi-legged creature, such as two Deer legs, or two Elephant legs,
though you would need Imposing Figure to gain Elephant legs.

CHIMERA [CENTAUR, HAKI]


Prerequisites: Centaur, Level 1 Only, Exclusive Satyr or Harpy
Benefit: You gain more than one animal half. You may have as many animals as part of you as your Wisdom
Modifier. You gain all the special attacks of those creatures including bite attacks. You gain a Breath Weapon
that deals 2d6[BW] and increases by 2d6 damage per 5 ranks in your highest attack skill above 1 in either a 30ft
Cone or a 60ft Line (Chosen when this feat is taken). This breath weapon must be of one of the 9 Energy Types
(Cold, Fire, Electricity, Acid, Sonic, Force, Negative Energy, Water or Psychic). (1d4+1 rounds recharge timer).
You gain 20 Resistance to your Breath Weapon's energy type.

HARPY [CENTAUR, HAKI]


Prerequisites: Centaur, Level 1 Only, Exclusive Satyr or Chimera
Benefit: Instead of being a Tauric creature, you are avian in nature, gaining wings and bird legs. This has two
benefits. One you gain the ability to fly at twice your land speed with average maneuverability, and the other is
that you can grip weapons with your feet and use them as prehensile limbs. With your wings you have 2 Wing
Buffet attacks that deal 1d8 damage +1d8 damage per 5 ranks of Unarmed Strike you have above 1. You gain a
+4 bonus to Dexterity, +2 Strength and +2 Constitution.

SUPERIOR ANIMAL FORM [CENTAUR, SOUL]


Prerequisites: Centaur, 5th level+
Benefit: You gain the racial ability increases of your lower half's animal form (To gain the adjustment, subtract 10
from even statistics, and 11 from odd statistics) to Physical Statistics in addition to your increased size. Ignore
Racial statistic penalties.
Special: If you are a harpy, you gain +4 to all Physical Statistics without looking at the SRD. If you are a
Chimera, you gain the best ability bonuses from the creatures you emulate.

GREATER BREATH [CENTAUR, HAKI]


Prerequisites: Centaur, Chimera
Benefit: Your breath weapon deals d8's of damage instead of d6's (So it would be 2d8[BW])
Special: You may take this twice more. The second time your breath weapon deals d10's and the final time it
deals d12's.

ENERGY BULWARK [CENTAUR, HAKI]


Prerequisites: Centaur, Chimera
Benefit: Your Energy Resistance increases by 10 that you gained from Chimera.
Special: You may take this ability multiple times, it's effects stack
INSTRUMENTATION [CENTAUR, SOUL]
Prerequisites: Centaur, Satyr
Benefit: You gain the ability to charm people with the sound of your instrument (You gain one as part of this
feat), or put them to sleep or make them fear you. When you begin playing, all creatures that do not have the
Centaur feat must make a Charisma based Will Save or be either Charmed (1 round/Level), Put to Sleep or
Shaken (2d6 rounds). No one with more levels than you can be effected by your song. You choose what effect
you use. A successful save against one of your effects means that the person is immune to that effect for 24
hours. This does not stop you from using the other effects on them, but each save grants the immunity.

SCREECH [CENTAUR, SOUL]


Prerequisites: Centaur, Harpy
Benefit: You gain a Screech that can disorient enemies within a 60 foot cone. Each being within the cone must
make a Charisma based Will Save or become Confused for 2d4 rounds. Each round you must roll a % dice. On
a roll of 1-25, they do nothing, 26-75 they attack the nearest creature regardless of allegiance, 76-90 the
creature uses a per day ability they have, and on a 91-100, the act normally. You cannot screech again for 1d4+1
rounds.

OVERLAND SPEED [CENTAUR, SOUL]


Prerequisites: Centaur, Harpy
Benefit: You gain an overland fly speed of (Your Land Speed x Level) miles per hour.
Special: You may take this multiple times. Each time increase your effective level by 3.

DARKVISION [CENTAUR, SOUL]


Prerequisites: Centaur
Benefit: You gain Darkvision out to 60ft
Special: You may take this ability multiple times. Each time increase your Darkvision by 30ft.

WINGED TERROR [CENTAUR, SOUL]


Prerequisites: Centaur, Harpy
Benefit: You gain the ability to make your Wing Buffet attacks at a distance of 60 feet. You may make them in
shorter distances or even in melee as normal if you choose, but your maximum range is 60ft.

HARPY CLAWS [CENTAUR, SOUL]


Prerequisites: Centaur, Harpy
Benefit: You gain a pair of wicked claws on your feet that deal 1d6 damage + 1d6 damage per 5 ranks of
Unarmed Strike you have above 1.

SATYR HEADBUTT [CENTAUR, SOUL]


Prerequisites: Centaur, Satyr
Benefit: You gain a Headbutt attack that deals 1d8 damage +1d8 damage per 5 ranks in Unarmed Strike you
have above 1. You grow a set of horns to reflect this headbutt.
Tontatta
TONTATTA [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: You are a Tontatta, a race of tiny dwarf-like
creatures that live on the far off island of Dressrosa. You
are tiny in size gaining all the benefits, but none of the
penalties and a +4 to Strength and Dexterity on top of it.
You gain the ability to use any one of the three attack
types. They deal 1d6 damage + 1d6 damage per 5 ranks
in that attack skill above 1 you possess. If you choose
ranged, it instead deals 1d8[BW] and improving as you
gain Ranged Shot ranks. You take a -4 penalty to Sense
Motive checks to detect lies.

TONTATTA WINGS [TONTATTA, SOUL]


Prerequisites: Tontatta
Benefit: You gain a set of insect-like wings and may fly
at twice your land speed with perfect maneuverability.

IMPROVED TONTATTA WINGS [TONTATTA, SOUL]


Prerequisites: Tontatta, Tontatta Wings
Ability: You gain an overland fly speed equal to your
(Land Speed x Level) MPH.
Special: You may take this feat multiple times. Each time
increase your virtual level for this feat by 3.

INSECT-LIKE TRAITS [TONTATTA, SOUL]


Prerequisites: Tontatta
Benefit: You have the traits of insects, gaining a +10 bonus on mind effecting saving throws and a further +4 to
Strength, +2 Dexterity and +4 Constitution. You lift like a Medium creature instead of a Tiny one.

SWARM-FIGHTING [TONTATTA, SOUL]


Prerequisites: Tontatta
Benefit: You may enter the squares of creatures at least 2 size categories larger than you without provoking
attacks of opportunity. By making an opposed grapple check versus your opponent you may climb onto them
and hold on. All attacks made against you take a -4 penalty, and if an opponent misses your Defense by 10 or
more, they might strike the creature you've climbed onto. They make a second attack roll and compare it against
the defense of the being you climbed. If it hits, the climbed on creature takes the damage.

SUPERIOR METALWORKING [TONTATTA, SOUL]


Prerequisites: Tontatta, Craft (Structural or Mechanical) 5+ Ranks
Benefit: You gain a +6 bonus to any craft check involving metalworking or metal parts. You may also lower the
time to craft any metal item by half. This counts towards creating Cyborg Implants, Metal Inventions and Ships
made mostly of Metal.

SUPERIOR GARDENING [TONTATTA, SOUL]


Prerequisites: Tontatta, Knowledge (Earth and Life Science) 5+ Ranks
Benefit: You gain a +6 bonus to any Knowledge skill check involving botany, and halve the time it takes to grow
any plant.

TONTATTA SWARMING [TONTATTA, SOUL]


Prerequisites: Tontatta, Swarm-Fighting
Ability: You may climb or enter the square of a creature one size category larger than you or larger instead of 2
size categories.
Fishman
FISHMAN [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: You are a Fishman, a species of Half-
Fish/Half-humans that live under the sea. You
may breath water as well as air, and your
lifiting and carrying capacity is 10 times that of
a normal human. Choose a type of fish/aquatic
creature. You gain natural attacks based on
that creature. If your creature type has no
natural attacks, you gain either a bite attack or
a pair of claws. If your aquatic creature type
has multiple limbs, you gain those limbs as
normal. No matter what, the attack deals 1d6
damage + 1d6 damage per 5 ranks of
unarmed strike you have above 1.

FISHMAN COMMUNICATION [FISHMAN,


SOUL]
Prerequisites: Fishman
Benefit: You gain the ability to communicate
with any species of aquatic life. You speak to
them as if you were speaking with a normal
human, and they speak back. This doesn't
confer any special intelligence on the creature,
and they answer to the best of their ability.

HEAVY HANDED [FISHMAN, SOUL]


Prerequisites: Fishman
Benefit: Your natural weapon deals damage
one size category higher than normal, also,
you gain an unarmed strike that deals 1d6
damage + 1d6 damage per 5 ranks in unarmed strike you have above 1.

FISH POWER [FISHMAN, SOUL]


Prerequisites: Fishman, 5th + Level
Benefit: You gain an ability based on your fish species. Consult your GM and various encyclopedia to determine
the ability you gain.
Special: You gain this multiple times. Each time gain a new ability.

WATER TRANSPORT [FISHMAN, SOUL]


Prerequisites: Fishman, 4th+ Level
Benefit: You may ride waves and jets of water to transport yourself, and may create such a thing. When riding a
wave, your speed immediately becomes the speed of an average wave, which is approximately 30mph. You
cannot use this feat in battle unless you use the Withdraw action. When using the withdraw action using this feat,
you gain a speed of 265ft/ Round. When creating a wave, you decide whether it's Walking, Hard Marching or
Running. You can even create a wave on dry land, provided you are not in a desert. If the wave is walking, it's
speed is normal (30mph or 265ft/Round), If you're Hard Marching double that speed, and if you're running,
Quadruple the base speed. You can change direction if riding a Walking wave as if you were just walking along.
With a Hard Marching wave, you have to spend double the distance to turn, and you cannot turn with a Running
Wave, and must move in a straight line.
INCITE FISH RAGE [FISHMAN, SOUL]
Prerequisites: Fishman, Fishman Communication
Benefit: You may incite any aquatic creature into a Rage, as the feat. If the creature doesn't wish to go into this
rage, they may resist with a DC (15 + Your Level + Your Charisma Modifier) Will Save. You may effect as many
targets as your Level. As a note, Fishman and Merfolk are Aquatic creatures for this feat. You may use this feat
once per day.
Special: you may take this multiple times. Each time gain a new use per day.

FEEDING FRENZY [FISHMAN, SOUL]


Prerequisites: Fishman, Fishman Communication, Incite Fish Rage, Fortitude 5+ Ranks
Benefit: You may enter a Frenzied State similar to a Rage and a Whirling Frenzy. While in a Feeding Frenzy,
you gain +3 to all Physical Statistics, a +2 to Will Saves and an extra attack at your highest base attack bonus
per round. You are exhausted at the end of a Feeding Frenzy which lasts for 3 + New Constitution Modifier in
rounds. You may enter a Feeding Frenzy as many times as you may incite a Fish Rage.
Giant
GIANT [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: You are a giant, a being of massive
proportions. You are large in size to begin with
gaining all the benefits and penalties as normal.
You have an Unarmed Strike that deals 1d8
damage + 1d8 damage per five ranks of
unarmed strike you have.

TOWERING FORM [GIANT, SOUL]


Prerequisites: Giant, Level 1 Only
Benefit: You gain 1 size category. Do not
recalculate Unarmed Strike damage.
Special: You may take this multiple times. It's
effect stacks until Titanic.

EXPLOSIVE STRENGTH [GIANT, SOUL]


Prerequisites: Giant
Benefit: You deal more damage to objects.
When dealing damage to objects with an
unarmed strike or weapon attack, deal twice
your Strength Modifier ignoring hardness in
addition to the normal damage you would deal.

INCREDIBLE LIFT [GIANT, SOUL]


Prerequisites: Giant
Benefit: You can overexert yourself once per
day per point of Constitution Modifier. Doing so doubles your Lifting and Carrying capacity for 3 + Strength
Modifier rounds after which time you are fatigued.
Special: You may take this multiple times. Each time adds one multiplier to your Lift and Carry when you use
this feat.

INCREDIBLE RESILIENCE [GIANT, SOUL]


Prerequisites: Giant
Benefit: You gain 3 points of Damage Mitigation
Special: You may take this multiple times. It's effects stack.

HOLY CARP IT'S A GIANT! [GIANT, SOUL]


Prerequisites: Giant, Incredible Resilience
Benefit: Your Damage Reduction and Damage Mitigation cannot be negated by abilities that overcome damage
reduction/mitigation. You can negate this feat by using the Bankai ability Negate Defenses if it's taken twice.

OVERSIZED WEAPONRY [GIANT, SOUL]


Prerequisites: Giant
Benefit: You gain a set of weapons built for your size. These deal 1d6 damage + 1d6 damage for every 5 ranks
in Weapon Attack you have above 1. For each time you have taken Towering Form, increase the dice size of
these weapons by 1 to a maximum damage cap of 2d8[BW]. Should the weapon be lost, destroyed or stolen you
can gain a new weapon by making a DC (15 + Size Categories above Medium) Wealth check and taking 1d6
days of time.

OVERSIZED ARMOR [GIANT, SOUL]


Prerequisites: Giant
Benefit: You gain a suit of armor geared towards one of your size. It can be any type of armor you wish, but the
armor grants an additional +2 Armor Bonus per size category you are above medium. Should the armor be lost,
destroyed or stolen, you can gain a new suit of armor by making a DC (15 + Category of Armor (1 for light, 3 for
Medium and 5 for Heavy) + Size Categories above Medium) wealth check and taking 2d6 days.
Mink Tribe
MINK [RACIAL, REIATSU]
Prerequisites: Exclusive any other Racial Feat
Benefit: You are of the Mink Tribe, members of a mammalian anthropomorphic warrior race. Firstly choose a
mammal that is huge or smaller from http://www.d20pfsrd.com/bestiary/monster-listings/animals You are an
anthropomorphic version of that mammal gaining their racial bonuses (And only their bonuses) to your statistics
as racial bonuses. As an adult you are of Medium Size regardless of your choice. To determine their racial
bonuses, subtract 10 from their ability scores, and then, if they're large, subtract 8 from strength, add 2 to
Dexterity and subtract 4 from Constitution to determine bonuses.. If they're small, add 4 to their Strength, add 2
to their Constitution and subtract 2 from their Dexterity to determine bonuses. You gain an unarmed strike attack
that deals 1d6[BW] damage and +1d6 damage per 5 ranks in unarmed strike you have above 1. You also gain
any natural weapons that the creature has. They deal their listed damage as their [BW] damage (Adjusted for
Size) and improve as you gain ranks in Unarmed Strike. Lastly you gain the special attack Electro. Electro is a
Melee Special attack with the following attributes (+xd6 Damage, +x
Enhancement Bonus, Electricity Damage) and costs 170 Haki to use.
You also gain any Special Qualities or Extraordinary abilities of the
mammalian race you are a member of. Lastly you age like a normal
human instead of the animal you are related to unless your animal ages
at a slower rate, then take the slower rate. (IE An Anthropomorphic
elephant ages so slowly that you can live over 150 years and still be in
your prime). Your Level 1 Statistic Maximum is 24.

ELECTRO CHANNELING [MINK, REIATSU]


Prerequisites: Mink
Benefit: You can now channel Electro into Melee Weapons that you
wield. When channeled in this fashion, the charge lasts for 1d10+Level
Rounds before dissipating.

WARRIOR BORN [MINK, SOUL]


Prerequisites: Mink
Benefit: Any weapon you wield deals their [BW] damage and then deals
an additional [BW] damage per 5 ranks of Weapon Attack or Ranged
Shot you have above 1.

DOUBLE JUMP [MINK, SOUL]


Prerequisites: Mink, A Mink species famous for leaping prowess such
as a Kangaroo or Rabbit
Benefit: You may make additional jump checks while in mid-air. This can
only be done once per 5 levels per leap however, but you can use this
technique to change directions, gain extra height or speed yourself up.

SUPER LEAPING [MINK, SOUL]


Prerequisites: Mink, Double Jump
Benefit: You may, by expending one action dice, make a leap at ten
times the normal height that your roll would indicate. (So if you were
going to leap upwards 10 feet with a DC 40 Check, you would instead
leap 100 feet if you expended an action dice for this feat.) This is an
expansion of the Action Dice Rules.
Special: You may make a double jump during this leap, it still counts as
part of this feat for height.
HEIGHTENED SENSES [MINK, SOUL]
Prerequisites: Mink, Search or Spot 6+ Ranks, Listen 6+ Ranks
Benefit: Your Low-Light Vision doubles, and you gain Darkvision 60ft if you didn't already have it. If you did have
it, you gain +30ft to your Darkvision. In addition, the range of your Scent increases by 15 feet, and you can
pinpoint beings within that aura, effectively giving you Blindsight 45ft barring any jarring scents.

REGAL BEARING [MINK, SOUL]


Prerequisites: Mink, 18+ Charisma
Benefit: You gain a +1 bonus/2 levels on all Charisma Based Checks and a +1/Level bonus on all Constitution
Based Checks.

INTENSE CAMOUFLAGE [MINK, SOUL]


Prerequisites: Mink, Hide and Move Silently 8+ Ranks
Benefit: You become invisible to Kenbunshoku Haki, and cannot be sensed by it until you reveal yourself. Once
you reveal yourself visibly, you are no longer under the protection of this feat until you are hidden once again.

ANCIENT MINK [MINK, REIATSU]


Prerequisites: Mink, Level 1 Only
Benefits: You are of a mammalian race that is ancient and more powerful than
your normal Mink such as a Mammoth or Saber-toothed Tiger. As such, double the
benefits of the racial bonus you gained to statistics, and your Unarmed Strike and
Natural Weapons deal 1 size category larger damage.

TALENTED HUNTER [MINK, SOUL]


Prerequisites: Mink
Benefit: You gain a Special Attack built with +4 points
Special: You may take this feat multiple times. Each time either gain a new special
attack built with +4 points, or increase one of your existing Special Attacks by 6
points.

WARRIOR'S WEAPON [MINK, SOUL]


Prerequisites: Mink, Warrior Born
Benefit: You can attune yourself to a weapon, making it more powerful than other
weapons that are wielded by your species. When you attune yourself to a weapon,
which takes 24 hours of uninterrupted concentration, your weapon gains a pool of
points equal to half your level to put into Enhancement bonuses for the weapon
you've attuned to. You may add Weapon Properties to your attuned weapon, but
must have a +1 Enhancement Bonus to attack and defense first to do so. Also you
cannot add Epic Enhancements to your weapon before Epic Levels, but may save
your points for later. Once chosen, it takes 1 hour of practice to rewrite the
enhancement bonuses. Also if you lose your weapon or if it's destroyed or stolen,
you may attune yourself to another weapon by repeating the steps in this feat. You
may only have one attuned weapon at any one time. Should you attune yourself to
another weapon, any other attuned weapons become unattuned and lose any
bonuses they had.
Feats for the One Piece Character
KENBUNSHOKU HAKI [HAKI, SOUL]
Prerequisites: Reflex Save 4+ Ranks
Benefit: You gain the ability to sense the presence of others as per the Sense Motive Skill's Sense Reiatsu
ability. You may also see auras determining who is stronger than others based on their Haki and their relative
strength compared to you using the following table:

Relative to you Rating


10 or more levels less Fledgling
5 – 9 Levels Less Weak
1 – 4 Levels Less Unimpressive
Same Level Equal
1 – 4 Levels More Impressive
5 – 9 Levels More Strong
10 or more levels more Overpowering

KENBUNSHOKU HAKI DEFENSE [HAKI, SOUL]


Prerequisites: Reflex Save 5+ Ranks, Kenbunshoku Haki
Benefit: You gain the ability to read an opponent's Haki, and determine their movements a moment before they
know it. You gain an Insight bonus to your Defense and Reflex saves equal to your Intelligence Modifier + Level.
At any time, an opponent can take a -4 penalty to attack rolls to make a Random attack. You lose your Insight
bonus to Defense if an opponent does this.

IMPROVED KENBUNSHOKU HAKI DEFENSE [HAKI, SOUL]


Prerequisites: Kenbunshoku Haki, Kenbunshoku Haki Defense, Reflex Save 10+ Ranks
Benefit: You gain Evasion while you are using Kenbunshoku Haki Defense. This works like classic evasion, not
Flash Step Evasion.

BUSOSHOKU HAKI [HAKI, SOUL]


Prerequisites: Fortitude 4+ Ranks
Benefit: You gain the ability to negate the immunity to damage Logia Devil Fruit Users enjoy for a period of time.
Doing this costs 10 Haki per limb so charged (Your torso counts as 3 limbs and your head counts as one. So to
charge your entire body would cost 80 Haki). Once charged, you deal damage normally to Logia Devil Fruit
users.

BUSOSHOKU HAKI DEFENSE [HAKI, SOUL]


Prerequisites: Busoshoku Haki, Fortitude 5+ Ranks
Benefit: You gain the ability to temporarily shore your defenses and increase your ability to absorb damage. For
every 10 Haki you pay, you gain 1 Damage Mitigation that cannot be overcome for 3 + Charisma Modifier
rounds.

BUSOSHOKU IMPROVED HAKI DEFENSE [HAKI, SOUL]


Prerequisites: Busoshoku Haki, Busoshoku Haki Defense, Fortitude 10+ Ranks
Benefit: You gain the Mettle special Quality while your Defenses are charged. For every 10 Haki you spent
charging, you also gain +1 to your Fortitude and Will Saves for the same amount of time.

BUSOSHOKU HAKI OFFENSE [HAKI, SOUL]


Prerequisites: Busoshoku Haki, Fortitude 5+ Ranks
Benefit: You gain the ability to temporarily increase your stopping power and increase your damage. For every
10 Haki you pay, you deal 1d4 additional damage with one limb. You may spend additional haki to charge other
limbs, and for more damage (So if you spent 100 Haki, you could charge all 4 limbs and your head with 5d4
extra damage). You may also charge weapons you wield with this ability at a cost of 20 Haki per weapon. (So if
you were using say 3 weapons, you could charge all 3 of them and deal 4d4 extra damage by spending 100
Haki).
BUSOSHOKU IMPROVED HAKI OFFENSE [HAKI, SOUL]
Prerequisites: Busoshoku Haki, Busoshoku Haki Offense, Fortitude 10+ Ranks
Benefit: When charging Busoshoku Haki Offense, you now deal an additional 1d6 damage per 10 Haki spent,
and charging additional limbs costs 5 Haki per additional limb instead of 10 Haki (So for that same 100 Haki as
spent before, you could charge your four limbs and your head and deal 7d6 extra damage.)

BUSOSHOKU HAKI NULLIFICATION [HAKI, SOUL]


Prerequisites: Busoshoku Haki, Busoshoku Haki Defense, Fortitude 7+ Ranks
Benefit: You can attempt to negate someone's Busohoku Haki Offense or Defense by spending increments of
20 Haki. For each 20 Haki you spend, you negate 10 Haki of theirs to their Defense or Offense.

HAOSHOKU HAKI [HAKI, SOUL]


Prerequisites: Will Save 7+ Ranks
Benefit: You may target one character within medium range, forcing them to make a Charisma Based Will Save.
Should they fail, they are rendered unconscious till awoken. If not awoken in 1d12 rounds, they have a 10%
chance of waking each round thereafter.

HAOSHOKU IMPROVED HAKI [HAKI, SOUL]


Prerequisites: Haoshoku Haki, Will Save 13+ Ranks
Benefit: You may now use your Haoshoku Haki as a burst effect equal to 10ft/level. All enemies within the burst
must make the Charisma Based Will Save or go unconscious as listed above.

LOGIA DEVIL FRUIT USER [HAKI, SOUL]


Prerequisites: Must eat a Logia Type Devil Fruit, Exclusive of Paramecia Devil Fruit User or Zoan Devil Fruit
User
Benefit: You gain immunity to all weapon and unarmed damage that isn't enhanced by Haki. Enhanced by Haki
means that the attacker has spent Haki to enhance their damage roll or has used the feat Busoshoku Haki. You
also gain a basic mastery over one type of matter or energy defined by you as if you had the Elemental Control
Zanpakutou Ability taken the maximum times you could have it (1/3 your level). Lastly, you gain a Special Attack
with the condition that it MUST be of your element with a +4 point bonus. Lastly you gain the ability to transform
yourself into your matter or energy form. In this form you gain all the properties of that form (Including damage
type if it's a damaging form.)

LOGIA SPECIAL ATTACK [HAKI, SOUL]


Prerequisites: Logia Devil Fruit User
Benefit: You gain an additional Special Attack that must be of your element. When building this attack you gain
+4 points
Special: You may take this feat multiple times. Each time gain an additional Special Attack or increase an
already gained Special Attack by 6 points.

PARAMECIA DEVIL FRUIT USER


Prerequisites: Must eat a Paramecia-type Devil Fruit, Exclusive Logia Devil Fruit User or Zoan Devil Fruit User
Benefit: You gain a number of special abilities based on one aspect of matter or concept of your own design.
This cannot be an energy type, but must be a concept or aspect of matter such as Bone or Weapons, etc. Firstly
you gain basic abilities based on your concept as defined by your GM (So if you're concept were say Rubber,
you might gain an Immunity to Electricity and a resistance to Ballistic and Bludgeoning Damage) and a Special
Attack based on your Concept or Aspect with 4 additional points.

PARAMECIA SPECIAL ATTACK [HAKI, SOUL]


Prerequisites: Paramecia Devil Fruit User
Benefit: You gain an additional Special Attack that must be in line with your Concept or aspect of matter. When
building this special attack you gain +4 points.
Special: You may take this feat multiple times. Each time gain an additional Special Attack or increase an
already gained special attack by 6 points.
ZOAN DEVIL FRUIT USER [HAKI, SOUL]
Prerequisites: Must have eaten a Zoan Devil Fruit, Exclusive Paramecia Devil Fruit User or Logia Devil Fruit
User
Benefit: Choose an Animal or Mythological animalistic creature. You gain the following Shikai Picks on your
body with that form as a base.
• Animal Form (Possibly Improved Animal Form multiple times if you want a larger or smaller animal)
• Improved Animalistic Strength
• Improved Animalistic Dexterity
• Improved Animalistic Constitution
• Were-Form
When choosing an Animal, you may even choose mythological ones, but mythological and Ancient Zoan are rare
and should be evaluated by your GM. You gain special abilities based on your Animal Form (You gain all non
form changing Extraordinary qualities of the Animal Form you chose.) You also gain the ability to make a Melee
based Special Attack based on your chosen animal with +4 points

ADVANCED ZOAN [HAKI, SOUL]


Prerequisites: Zoan Devil Fruit User
Benefit: You may take any Primal Type ability as a personal ability. You cannot have any one Primal Type ability
more than 1/3 your level. You may not take the Primal line with this feat.
Special: You may take this multiple times. Each time gain a new Primal Type ability.

PRIMAL ZOAN [HAKI, SOUL]


Prerequisites: Zoan Devil Fruit User, Advanced Zoan
Benefit: You gain the Primal Form, Primal Regeneration, Primal Skin or Primal Armor Shikai abilities added to
your list. The first time you take this feat you must choose Primal Form.
Special: You may take this ability multiple times, but you cannot have any one of these abilities more times than
1/3 your level.

ZOAN SPECIAL ATTACK [HAKI, SOUL]


Prerequisites: Zoan Devil Fruit User
Benefit: You gain an additional Special Attack based on your Animal built with +4 points
Special: You may take this multiple times. Each time gain an additional Special Attack or increase one of your
existing Special Attacks by 6 points.

NEW DEVIL FRUIT POWER [HAKI, SOUL]


Prerequisites: Any Devil Fruit User feat
Benefit: You gain a non-special attack power for your Animal, Concept, Matter-Type or Energy-Type. This can
be anything you can think of within your limitations except the ability to swim in Salt Water, which is forbidden to
you. You also cannot be immune to the effects of Seastone. GM's have final approval of any power.
Special: You may take this multiple times to gain an additional Aspect each time.

IMPROVED WARRIOR STYLE [GENERAL, COMBAT]


Prerequisites: (Combat Martial Arts, Combat Armsman or Combat Bowman), Weapon Skill Focus (Any)
Benefit: You gain a special ability based on the Combat feat you took.
• Combat Martial Arts: You gain the ability to stand on air by swiftly kicking with your feet (Geppo). Every
Round you use this feat, you must make a DC 20 Jump Check as a free action to remain airborne.
Should you not make the check, or fail the check you immediately fall.
• Combat Armsman: You gain the ability to wield as many weapons as you logically could (3 for a normal
human). You can never make more than 2 extra attacks from weapons in a round. You do not take
further penalty from wielding more than 2 weapons.
• Combat Bowman: You gain the ability to bend a projectile that is fired at you, or you fire from a weapon
you control. You gain the Deflect Arrows feat as a bonus feat, but may deflect any projectile including
seige weapons if you succeed in deflecting. Also, you gain the ability to make up to 90 degrees of
change to your projectile's trajectory when firing a weapon.
Special: You may take this feat multiple times. Once per each Combat Related feat.
GREATER WARRIOR STYLE [GENERAL, COMBAT]
Prerequisites: Improved Warrior Style
Benefit: You gain another ability based on what Combat Related feat you took originally.
• Combat Martial Arts: You gain the Tekken technique. With this technique you may grant yourself an
amount of Damage Mitigation equal to your Constitution Score. This lasts for 3 + Constitution Modifier
rounds and you are fatigued after it ends. Using this feat is a swift action, and costs 100 Haki.
• Combat Armsman: You gain the ability to ignore a certain amount of hardness/damage
reduction(mitigation). You may invest 100 Haki into your weapons. If you do, you ignore your Strength
Score of Hardness, Damage Reduction and Damage Mitigation for 3 + Strength Modifier rounds.
• Combat Bowman: You gain the ability to make “Long Shots” A Long Shot goes past maximum range of
your weapon with reduced penalties by using physics and mathematics. To perform a Long Shot, you
must take a Full-Round action to aim, then on your next turn, you fire. You may fire a projectile up to
your (level x maximum range) using this manner of fire. You do not take range penalties when using this
ability. You may only make one Long Shot per turn. You must be able to see your target, or know where
the target is to use this ability. Cover doesn't grant bonuses to Defense when you use this ability short of
total cover.
Special: You may take this multiple times. Once per ability.

ALTERNATE TRIBESMAN [CHARACTER, SOUL]


Prerequisites: Exclusive any Racial Feat
Benefit: You gain an ability based on what tribe you hail from. Only humans may take this feat. Once you take
this feat, you gain an unarmed strike attack that deals 1d6 damage + 1d6 damage per 5 ranks in Unarmed Strike
you have above 1. If you also gain a natural attack, it deals this damage, or the listed damage, whichever is
higher.
• Normal Human: You're a Normal Human without any special deviations.
• Longarm Tribe: You have two elbow joints and long arms. You have an extra 5' of reach for your size
and can reach behind you with ease, denying an opponent their +2 bonus to attack rolls for you being
flanked.
• Longleg Tribe: You have extremely long legs. You have an extra 5' of reach for your size with your legs,
and your legs have extraordinary power. Not only to you have a +20ft land speed, your kicks deal
damage one size category larger than normal.
• Skypedian Tribe: You gain proficiency in all Dials and may use them more proficiently than others.
When using a Dial in combat, you gain a +4 bonus to all combat related d20 rolls involving Dials.
• Snakeneck Tribe: You have an extremely long neck and snake-like teeth granting you a Bite attack that
deals 1d8 damage + 1d8 Damage per 5 ranks above 1 you have in Unarmed Strike. You have an extra
5' of reach with your bite attack. In addition, you may squeeze through a space 1/10 th your size.

SHIPWRIGHT [GENERAL, ITEM]


Prerequisites: Craft (Structural and Mechanical) 7+ Ranks
Benefit: You may build ships as per the Shipwright rules presented below.

CYBER CREATOR [GENERAL, ITEM]


Prerequisites: Craft (Mechanical and Electronic) 7+ Ranks
Benefit: You may build Cyborg Implants as per the Cyborg Implant rules below.

INVENTOR [GENERAL, ITEM]


Prerequisites: Craft (Mechanical, Structural and Electronic) 7+ Ranks
Benefit: You may build Inventions as per the Inventing rules below.

PIRATE [FANSERVICE, SOUL]


Prerequisites: Exclusive Marine
Benefit: You're a pirate. You receive a +2 bonus on Diplomacy checks with other Pirates and a +2 on
Intimidation checks on anyone else. Your receive a -4 penalty on Diplomacy checks made with Marines
MARINE [FANSERVICE, SOUL]
Prerequisites: Exclusive Pirate
Benefit: You're a marine in the world navy. You receive a +4 bonus on Intimidation Checks, a free Baby Den
Den Mushi and free room and board within the World Navy headquarters at Marineford or wherever your
stationed.. You receive a -4 penalty on all charisma based checks when dealing with Pirates.

MOVE LIKE LIGHTNING [FLASH STEP, COMBAT]


Prerequisites: Dexterity 18+, Lightning Step, Main Attack Skill 10+ Ranks
Benefit: If you take two movement actions in a turn, you gain 50% concealment for 1 round.

LIGHTNING STEP [FLASH STEP, HAKI]


Prerequisite: Haki 200+
Benefit: You may use the Flash Step skill as normal, and may pay 20 Haki as a free action to make your Flash
Step check into a swift action. You gain a bonus to Flash Step checks equal to your Intelligence Modifier.

SORU [FLASH STEP, ROKUSHIKI]


Prerequisite: Lightning Step, Move Like Lightning, Run
Benefit: Instead of rolling defense against an incoming attack, the user can instead perform a swift action and
use Soru. This allows the user to instantly move to a location within half their movement range and avoid the
attack. If this move is performed, the user can only execute a single move or attack action their next turn instead
of the normal two. This move is so fast; to other characters it appears as if the soru user has teleported.

SHIGAN [ROKUSHIKI, COMBAT]


Prerequisites: 16+ Dexterity, Unarmed Strike 8+ Ranks
Benefit: Shigan is a close-quarter combat technique, in which the user stabs their finger into the target at a very
high speed, leaving a wound similar to a bullet wound. This special unarmed strike attack is a standard action
which deals your unarmed strike damage and causes 3d6 bleed. This attack overcomes Damage Reduction and
Damage Mitigation.

RANKYAKU [ROKUSHIKI, COMBAT]


Prerequisite: 16+ Strength or 16+ Dexterity, Unarmed Strike 8+ Ranks
Benefit: As a standard action you send out a sharp compressed air blade with a kick which can slice objects and
greatly damage a human body. The air blade can move 20 + (STR mod times 5) feet in distance and deals
2d6[BW] sonic damage to anyone who doesn’t defend successfully against your unarmed strike roll. The
damage increases by 2d6 per 5 ranks of unarmed strike you have above 1. The blade is 5 feet wide and moves
in a straight line. You can increase the blade length at a ratio of 5 feet per 1d6 damage reduction to a maximum
width of 25 feet.
Special: You can take this feat two more times, either increasing the range by 10, the width of the projectile by
5ft, or increasing the damage by +1d6.

KAMI-E [ROKUSHIKI, COMBAT]


Prerequisite: 16+ Dexterity, Dodge
Benefit: This is a Stance. Entering a Stance is a Swift Action, and exiting one is a free action. You remain in a
stance as long as you wish. The user’s body becomes agile, flexible, and limp like paper. In this stance the user
gains a dodge bonus to defense equal to the user's Wisdom Modifier. The user cannot perform any move or
attack actions while in this stance.

HAND CANNONS [GENERAL, COMBAT]


Prerequisite: 18+ Strength, Unarmed Strike or Ranged Shot 10+ Ranks
Benefit: While in this stance, which is a swift action to enter, and a free action to leave, the user cannot move
and must remain planted in one spot. The user may use their unarmed strike or ranged shot skill to throw
cannon balls at the same strength as an actual cannon. They can throw one standard cannon ball as a standard
action at the same range and damage as a normal ball would fire from a standard cannon. Alternatively, the user
may fire a special cannon ball as a full round action. The balls must be in or brought within the user’s reach in
order for him/her to throw them.
IMPROVED HAND CANNONS [GENERAL, COMBAT]
Prerequisites: Hand Cannons, 22+ Strength, Unarmed Strike or Ranged Shot 13+ Ranks
Benefit: While in the Hand Cannons Stance, you may thrown one standard cannon ball per round per iterative
attack you have in that round (So if you had 3 attacks, you may throw 3 cannon balls.) You may throw one less
Special Cannon Ball than you can standard cannon balls while in the stance.

ADMIRAL'S FLEET [HAKI, SOUL]


Prerequisites: Admiral's Ship, Any Attack Skill 18+ Ranks, Knowledge (Civics) 18+ Ranks
Benefit: You gain a fleet of ships made up of up to your Charisma Modifier x 100 Crew members split among
any number of ships that can support that many crew. Build your fleet as per the Admiral's Ship ship building
guide.
Special: You may take this multiple times. Each time increase the crew you have by an additional 100.

MOUNTED COMBAT [GENERAL, COMBAT]


Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to
negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially,
the Ride check result becomes the mount’s Defense if it’s higher than the mount’s regular Defense Roll.)

RIDE-BY ATTACK [GENERAL, COMBAT]


Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard
charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t
exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the
opponent that you attack.

SPIRITED CHARGE [GENERAL, COMBAT]


Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple
damage with a lance).

TRAMPLE [GENERAL, COMBAT]


Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you.
Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on
attack rolls against prone targets.

PREDICT WEATHER [GENERAL, SPECIAL]


Prerequisites: Knowledge (Physical Sciences) 7+ Ranks
Benefit: You can make a Knowledge (Physical Sciences) check with a DC of 20. Should you succeed, you can
tell what the weather will be in the next day. For every 5 you succeed by you gain an additional day's worth of
information.

EXPANDED STYLE [HAKI, SOUL]


Prerequisites: Perfected Sword Style, Perfected Fighting Style, Perfected Sniper Style or Weather Mastery
Benefit: You gain an additional Special Attack for your style (Or one of your styles if you have multiple) with a +8
point bonus.
Special: You may take this feat multiple times. Each time gaining an additional Special Attack with a +8 point
bonus to one of your styles or increase an already existing special attack for your style by 8 points.
Klabautermann Feats (Ship Feats)
GHOSTLY REPAIRS [KLABAUTERMANN, SOUL]
Prerequisites: Only taken by a Ship (See Below)
Benefit: Knowing that your crew lacks a shipwright, the Klabautermann stealthily repairs your ship when your
crew is asleep or otherwise distracted. The repairs aren’t perfect but they are better than nothing. Your ship
regenerates +2 HP per hour. This feat may be purchased more than once and increases the regeneration by +2
each time. These spotty repairs may end up ruining the ship if a true shipwright doesn’t repair it eventually. If you
see the Klabautermann working, it’s already too late.

SPIRITUAL AGRESSION [KLABAUTERMANN, SOUL]


Prerequisites: Only taken by a Ship (See Below)
Prerequisite: Must have been in a ship-to-ship battle once
Benefit: Having experienced ship-to-ship combat, the Klabautermann spirit of your ship has grown angry and
aggressive. All of your cannons deal +1[BW] damage on successful attacks. This feat may be purchased more
than once and increases the damage by +1[BW] each time.

MUSICAL PHANTOM [KLABAUTERMANN, SOUL]


Prerequisites: Only taken by a Ship (See Below)
Benefit: Happy to have the crew aboard, the ship’s spirit plays music throughout the night improving the crew’s
dreams and giving them a restful night’s sleep. When your crew goes to bed on the ship, roll 1d4. If the result is
a 4, they naturally heal at twice the normal rate. If they are at full health, they wake up in half the normal time
and are fully rested.

SPEEDY SPECTER [KLABAUTERMANN, SOUL]


Prerequisite: Only taken by a Ship (See Below), Ship Level 5
Benefit: Now that your ship has travelled so long and far, it’s gotten used to it and finds it fun and exciting.
Anxious to go on a new adventure, the Klabautermann increases the top speed of your ship by an additional +1
Knot. This feat may be taken two more times.

GRATEFUL GOODBYE [KLABAUTERMANN, SOUL]


Prerequisite: Only taken by a Ship (See Below), Ship Level 5
Benefit: When the ship’s life has come to an end, the Klabautermann manifests in front of the crew who are
present and says its goodbyes. When the crew transfers to a new ship, the new ship starts with 20% of the
previous ship’s total experience. This may be taken more than once, each time increasing the transfer by 10%.

LAST CHANCE REPAIRS [KLABAUTERMANN, SOUL]


Prerequisite: Only taken by a Ship (See Below), Ship Level 5
Benefit: If your ship ever becomes so damaged that it cannot sail and you are not in a safe area, the
Klabautermann repair the ship temporarily. This repair job will barely keep the ship together until the crew makes
it to a safe island. Once its mission is complete and it knows the crew will be safe, the ship will break in half and
begin to sink.

INEXPLICABLE RESCUE [KLABAUTERMANN, SOUL]


Prerequisite: Only taken by a Ship (See Below), Ship Level 10
Benefit: The ship’s spirit has become so attached to its crew that it can sense when they are in danger. The
Klabautermann takes the helm sails the ship to rescue the crew from certain doom if it's able to.
Prestige Paths
The following Prestige Paths supplement all others

Bearer of the Animalistic Rage


You've learned how to harness the inner rage of the aquatic animals around you, granting them greater power.

Prerequisites:
Feats: Fishman, Fishman Communications, Incite Fish Rage
Skills: Fortitude 7+ Ranks
Special: Must have incited at least 4 fish to rage at once.

1 - GREATER FISH RAGE [PRESTIGE]


Your Incited fish rage becomes a Greater Rage as the Feat.

2 - Bonus Feat

3 - TIRELESS FISH RAGE [PRESTIGE]


The targets of your Incite Fish Rage (And it's betters) are no longer fatigued after it's duration ends.

4 - Bonus Feat

5 - MIGHTY FISH RAGE [PRESTIGE]


Your incited fish rage becomes a Mighty Rage as the Feat.
Fishman Martial Artist
You've mastered the art of Fishman Karate

Prerequisites:
Feats: Fishman, Combat Martial Arts, Improved Combat Martial Arts, Heavy Handed
Skills: Unarmed Strike 6+ Ranks, Ranged Shot 6+ Ranks, Defense 6+ Ranks
Special: Must have defeated a character 1 or more levels higher than you in unarmed combat.

1 - UCHIMIZU [PRESTIGE]
You gain the ability to fire a single bullet of water from your finger using the vapor in the air as the source. The
bullet deals 2d8[BW] Ballistic damage + 2d8 Ballistic Damage per 5 ranks of Ranged Shot you have above 1,
has a range of 120 feet and deals triple damage on a critical hit. Underwater, the bullet is much more powerful,
and it's base weapon becomes 3d6. You may fire as many bullets per round as you have iterative attacks in a
round (So if you had 4 attacks per round, you could fire 4 Bullets).

2 - Bonus Feat

3 - KARAKUSAGAWARA SEIKEN [PRESTIGE]


You gain the ability to fire off a shockwave which acts much like Uchimizu, except that it deals it's damage in a
5ft + 5ft/Level Cone, and all within the cone must make a Strength Based Fortitude Save or go flying to the edge
of the Shockwave. Using this is a Full-Round action that does not provoke an attack of opportunity.

4 - Bonus Feat

5 - WANTO GIRI [PRESTIGE]


Despite it's deceptive name, this isn't actually an Arm Blade Slash. It's a method of empowering your natural
attacks so they deal damage one size category higher than normal. Using this takes a standard action, and the
empowerment lasts for 3 + Strength Modifier rounds. You may use this feat once per day per 4 levels you have.
Feeding Frenzy Master
You've learned to channel your inner rage to devastating effect.

Prerequisites:
Feats: Fishman, Fishman Communication, Incite Fish Rage, Feeding Frenzy
Skills: Fortitude 8+ Ranks

1 – GREATER FEEDING FRENZY [PRESTIGE]


You're feeding frenzy bonuses improve. You now gain +6 to all physical statistics, and a +3 to Will Saves when
you enter a Feeding Frenzy. You still only make one additional attack, and you still are fatigued at the end of the
Feeding Frenzy.

2 – Bonus Feat

3 – TIRELESS FEEDING FRENZY [PRESTIGE]


You are no longer fatigued at the end of a Feeding Frenzy

4 – Bonus Feat

5 – MIGHTY FEEDING FRENZY [PRESTIGE]


Your Feeding Frenzy improves again. You now gain +9 to all Physical Statistics, and a +4 to Will Saves when
you enter a Feeding Frenzy. You may make a second additional attack at your highest base attack bonus.
Logia Demon
You have mastered your Logia Devil Fruit better than most, and have gotten more powerful for it.

Prerequisites:
Feats: Logia Devil Fruit User, Logia Special Attack
Skills: Fortitude 9+ Ranks, Unarmed Strike 9+ Ranks

1 – DEVIL FRUIT ATTACK MASTERY [PRESTIGE]


You gain +2 points to each of your special attacks per feat in this tree.

2 – Bonus Feat

3 – ENHANCED ELEMENTAL MASTERY [PRESTIGE]


You gain the ability to reduce the multiplier of any critical hit by 1 (To a minimum of 1.5x damage). Also, you
reduce Sneak Attack damage by half on yourself.

4 – Bonus Feat

5 – SUPERIOR ELEMENTAL MASTERY [PRESTIGE]


You truly are a master of your element. If your Element type has a corresponding (or Semi Corresponding Type)
Shikai type, you may begin taking those on yourself as if your body were a Shikai. You gain 1 type (your
corresponding type), and gain 5 picks when you gain this feat, and 1 pick at every odd level thereafter. You may
have any Shikai Ability on your body a number of times equal to one-half your level instead of one third. Some
examples are listed below.
• Fire, Heat or Lava – Fire Type
• Ice or Cold – Ice Type
• Water – Water Type
• Wind – Wind Type
• Earth, Acid, Oil or Lava – Earth Type
• Electricity – Lightning Type
If your GM can associate a type with your Logia fruit, you can use this feat. If you cannot associate a type with
this feat, you gain an Ultimate Attack instead as the feat. Even if you can associate a type with your element, you
may take the Ultimate Attack instead.
Paramecia Devil Fruit Master
You've dedicated a great deal of time to improving your unusual powers with your Paramecia Devil Fruit

Prerequisites:
Feats: Paramecia Devil Fruit User, Paramecia Special Attack
Skills: Fortitude 9+ Ranks, Concentration 9+ Ranks

1 – POWER OF THE SECOND [PRESTIGE]


You gain a first tier transformation that powers up your abilities. To gain this ability you must make a
transformation as per the Changeling Transformation feat, but in the Transformation you must purchase a
Special Attack. Your Transformation must have a drawback of some sort. Each level you gain of this prestige
path grants you an additional +2 points to this transformation.

2 – Bonus Feat

3 – POWER OF THE THIRD [PRESTIGE]


You gain a second tier transformation that powers up your abilities further. To gain this ability you must make a
transformation as per the Changeling Transformation feat, but in the Transformation you must purchase a
Special Attack. Your Transformation must have a drawback of some sort. Each level you've gained of this
prestige path and each level you further gain in this prestige path grants you an additional +2 points to this
transformation.

4 – Bonus Feat

5 – POWER OF THE FOURTH [PRESTIGE]


You gain a third tier transformation that powers up your abilities. To gain this ability you must make a
transformation as per the Changeling Transformation feat, but in the Transformation you must purchase an
Ultimate Attack (10 points). Your Transformation must have a drawback of some sort. Each 3 levels you gain
after this point grants you an additional +2 points to this transformation.
Zoan Devil Fruit Master
You've taken the animalistic to the extreme, gaining powers far beyond those of your peers.

Prerequisites:
Feats: Zoan Devil Fruit User, Zoan Special Attack
Skills: Fortitude 9+ Ranks, Knowledge (Earth and Life Sciences) 9+ Ranks

1 – CONTROL SPECIES [PRESTIGE]


You gain the ability to control the same species of animal (Or Mythological Animal) That you transform into.
Doing so provokes a Charisma Based Will Save from the animal in question. If they fail, they are charmed for 1
day per your level.

2 – Bonus Feat

3 – ANIMALISTIC FURY [PRESTIGE]


You may, once per day per 3 levels, enter an Animalistic Fury. Doing so grants you a +8 Bonus to Strength and
Constitution a +4 bonus to Will Saves, but you suffer a -2 penalty to Defense. The Animalistic Fury lasts for 3 +
New Constitution Modifier and you are fatigued after an Animalistic Fury ends.

4 – Bonus Feat

5 – PROVOKE RAGE [PRESTIGE]


Like a Fishman with Fish, you may provoke animals of your species into a Mighty Rage as per the Mighty Fish
Rage feat. You may use this feat once per day per 4 levels, and may, at your option, instead of effecting one
creature per level, effect all creatures of your type in a 60 foot burst.
Master Creator
You've mastered the art of creating Ships, Cyborg Implants and/or Inventions. You've gotten so good, you can
even make high end devices yourself without much help.

Prerequisites:
Feats: Cyber Creator or Shipwright or Inventor
Skills: Craft (Mechanical, Electronic and Structural) 12+ Ranks
Special: Must have been part of the creation of a Ship, Cyborg Implant or Invention with a 50+ DC

1 – INVENTOR'S EYE [PRESTIGE]


You gain the ability to see an eye for deals. You gain a +5 bonus on checks to make Ships, Create Cyborg Parts
and Invent items. Also, the Wealth DC of anything you create is reduced by your level minimum 1.

2 – Bonus Feat

3 – SHIPWRIGHT'S EAR [PRESTIGE]


You can tell when your invention is going wrong. You gain a +5 bonus on checks to make Ships, Create Cyborg
Parts and Invent Items that stacks with Inventor's Eye. Also, when you fail a Craft Check to create something,
you gain a second roll to succeed without ruining your materials. If you fail the second time you ruin your
materials.

4 – Bonus Feat

5 – CYBORG'S ADVICE [PRESTIGE]


You can tell others how to more efficiently do their jobs. You gain a +5 bonus on checks to make Ships, Create
Cyborg Parts and Invent Items that stacks with Shipwright's Ear. Also, you gain a +3 bonus to any Aid Another
check that is made to aid one of your creations instead of +2.
Elite Pirate
You're a pirate among pirates. Whether it's because you intimidate everyone you meet into submission or are
just the nicest person in the world.

Prerequisites:
Feats: Pirate, Skill Focus (Intimidation or Diplomacy)
Skills: Intimidate or Diplomacy 8+ Ranks, Any Attack Skill 8+ Ranks
Special: Must be part of a pirate crew (Must be a named crew)

1 – IMPROVED PIRATE [PRESTIGE]


Your bonuses from Pirate on Diplomacy and Intimidate checks increase by +4 each.

2 – Bonus Feat

3 – PIRATE'S OATH [PRESTIGE]


You may take an oath to do something once per day. Once you set an Oath it cannot be changed. You can't
have more than one Pirate's Oath at the same time. While under the effects of an Oath, you gain a bonus on all
d20 rolls in the pursuit of that oath equal to your Charisma Modifier. You gain a Bonus on all damage rolls in
pursuit of that goal equal to twice that amount. If you willingly go directly against your oath (EX: You vow to
defeat someone, but then run in cowardice), you receive the old bonuses as penalties for 24 hours and may not
make another Oath for one week.

4 – Bonus Feat

5 – GRAND PIRATE [PRESTIGE]


You are a paragon of priatitude. Your bonuses from Pirate on Diplomacy and Intimidate checks increase by
another +4. Also when you swear an Oath, you may choose to double the bonuses, but the oath only lasts for 1
hour per level instead of indefinitely.
Marine Officer
You're a Marine Officer, trained to lead men and war with pirates.

Prerequisites:
Feats: Marine, Skill Focus (Intimidate), Any 1 Haki Feat (Kenbunshoku, Busoshoku or Haoshoku)
Skills: Intimidate 8+ Ranks
Special: Must have gone through command training (2 week brew time) and pass a DC 20 Knowledge (Civics)
Check. You may retry this check once per week for one month if you fail the first time.

1 – COMMAND OF MARINES [PRESTIGE]


You gain the Leadership feat as a bonus feat. In addition, you may add your Intelligence Modifier as a bonus to
your Leadership score. In addition, you may have a second Cohort that is 1 level lower than your first cohort.

2 – Bonus Feat

3 – MARINE TACTICS [PRESTIGE]


When working with other Marines, you gain a +4 bonus on Aid another checks instead of a +2. You cannot be
disarmed or tripped when within 20 feet of another allied Marine. You cannot be bull rushed or over run while
within 10 feet of another allied marine. While adjacent to another allied Marine you gain a +4 bonus to Reflex
saves and defense checks

4 – Bonus Feat

5 – VICE-ADMIRAL [PRESTIGE]
You gain a bonus to your Leadership Score equal to your Wisdom Modifier. You gain a third Cohort that is 1 level
lower than your second cohort. Lastly when you gain other bonuses to your Leadership Score than your mental
modifiers, you gain twice the bonus and when you gain a penalty to your Leadership Score you gain half the
penalty (minimum 0)
Rokushiki Master
Summary: Rokushiki is the martial art used by world government agents and high level marines. Learning these
techniques can take an entire life time, so most users choose a single ability to make their trademark attack.
Rokushiki mainly focuses on either making the human body tougher or faster to execute normally inhuman feats.

Prerequisites:
Feats: Kami-E, Rankyaku, Shigan, Soru, Improved Warrior Style (Unarmed Strike), Greater Warrior Style
(Unarmed Strike)
Skills: Unarmed Strike 13+ Ranks
Special: 18+ Dexterity

1. KAMI-E BUSHIN [PRESTIGE]


The Rokushiki Master can now attack and move while in their Kami-E stance. Additionally, it increases their land
movement speed by 10 while in the stance.

2. OREN SHIGAN [PRESTIGE]


As a full round action the Rokushiki Master can roll a 1d6+1 and perform that number of Shigan attacks on a
single target within melee range. If at least 3 attacks land on the target, they begin to hemorrhage instead of
bleeding. Hemorrhaging increases the DC to heal the Bleed Damage by +10.

3. INFINITE GEPPO [PRESTIGE]


Once purchased the Rokushiki Master can use Geppo (Improved Warrior Style (Unarmed Strike)) indefinitely by
reducing the DC of the Jump Check by 5. Additionally, you may now make 2 Jump Checks in the round to keep
in the air. Lastly, if you fail a check, or don't make them in a round, you land, you don't fall.

4. RODAN RANKYAKU [PRESTIGE]


Purchasing this feat greatly increases the effectiveness of the rankyaku feat. Boost the damage of your rankyaku
attacks by 1d6[BW], range by 20 feet, and the width of the projectiles by 10ft. Your rankyaku blades are now
strong enough to slice through steel.

5. ROKUOGAN [PRESTIGE]
The user places both his/her fists right in front of the target and launches a devastating shock wave which
causes massive internal injuries. To perform this technique requires a full round action and the target must be
within melee range. It deals 10d6 sonic damage and the target has a 50% chance of being paralyzed for one
turn. The target can
attempt a fortitude save
vs a DC of 15 + the
master’s character level
+ Strength Modier to
take half damage and
avoid the paralyzing
effect. After performing
this technique, the user
cannot attack on their
next turn. They can
perform movement and
non-attack actions
normally.
Admiral
You've become an admiral in the Marines, gaining great power and authority.

Prerequisites:
Feats: Marine, Vice-Admiral, Any 2 Rokushiki Feats, At least 2 Haki Feats (Kenbunshoku, Busoshoku or
Haoshoku)
Skills: Any Attack Skill 13+ Ranks, Knowledge (Civics) 13+ Ranks
Special: Must be put up for promotion by an already existing admiral, then must do one of three things
• Must defeat an already existing admiral in one on one combat (Not to the death)
• Must gain the support of 3 other Admirals
• or Must go through Admiral's Training (Which takes one month and a DC 35 Knowledge (Civics) check
at the end which may be repeated for up to 10 months each week if failed)

1 – DEVIL FRUIT ACQUISITION [PRESTIGE]


You are offered a Devil Fruit at this level if you didn't already ingest one. If you didn't have it before, you gain one
of the main three Devil Fruit User feats (Logia, Zoan or Paramecia). With Logia being the dominant choice. If you
already had a Devil Fruit, you receive training in it's use by the other admirals, which grants you 3 additional
Devil Fruit User feats that have your devil fruit type as a prerequisite. These can be the same feat taken three
times or 3 different feats, or any combination thereof.

2 – Bonus Feat

3 – EXTRA DEVIL TRAINING [PRESTIGE]


Your Devil Fruit abilities improve. You gain a +2 bonus on all numerical bonuses granted by your Devil Fruit
special abilities. This applies to any d20 Roll, Damage Rolls, Bonuses to Statistics or Skills, etc. Every 10 levels
after this the bonus increases by an additional +2. Also you gain an additional Devil Fruit User feat that has your
type of Devil Fruit as a Prerequisite.

4 – Bonus Feat

5 – ADMIRAL'S SHIP [PRESTIGE]


You gain the use of a ship for your own devices, providing you take orders from the top. This ship is built up to a
DC 100 and a Wealth DC of up to 125. The ship is completed in 10d6 days from when you gain this feat, and
you can design it even if you don't have the Shipwright feat. Since the Military has access to better weapons and
materials than a standard Shipwright, all Craft Point costs are reduced 10% for this ship's construction. Once
crafted, you must hire a Shipwright if you want to improve it, unless you yourself have the Shipwright feat. You
must name this
ship, and it gains a
Klabautermann of
it's own provided
you take care of it.
Pirate Fleet Captain
Pirate fleet captains are those that have amassed so much power that they are a navy all to themselves. Not yet
Yonko (That comes later), Pirate fleet captains are forces to be reckoned with.

Prerequisites:
Feats: Pirate, Any 2 Haki Feats (Kenbunshoku, Busoshoku or Haoshoku), Grand Pirate
Skills: Any Attack Skill 13+ Ranks, Any Defense Skill 13+ Ranks, Intimidate or Diplomacy 13+ Ranks
Special: Must be the captain of a Ship with a crew (Meaning you can't be alone when you begin this Prestige
Path, and must have a crew under you. If you're part of a player character crew, you have to be the Captain)

1 – BEGINNINGS OF THE FLEET [PRESTIGE]


When you gain this feat, you may construct a second ship with a Craft DC of up to 100 and a Wealth DC of up to
125. When you've finished building this ship, your First Officer takes over as Commander of the ship after you've
named it. For each feat in this tree, you build another ship as per these rules to add to your fleet. Also, up to
once per week, but no more than twice per month, a Pirate who has heard of you (Has made a successful
Reputation Check to identify you), will offer to join your Pirate Fleet. You cannot control more ships than you
have Charisma Score + Any ships gained through this tree. Once you have met that quota, you won't gain any
more applicants till you gain a permanent increase in your Charisma score.

2 – Bonus Feat and Bonus Ship

3 – HARSH DICTATOR/BENEVOLENT LEADER [PRESTIGE]


You're either so feared or so loved (choose now) by your fleet that you are offered a Devil Fruit if you didn't have
one already eaten. If you have already eaten one, you gain 3 non prestige feats related to your Devil Fruit User
category. Also you gain the Leadership feat if you didn't have it before as a bonus feat and your Leadership
Score increases by your Wisdom Modifier and you gain twice the benefit of having a Special Power.

4 – Bonus Feat and Bonus Ship

5 – HOME BASE [PRESTIGE]


You gain a personal island that you control with your Fleet. Your island people either love you or are scared of
you, but either way you gain bonus wealth each month equal to the number of occupants of the island multiplied
by 0.0005 (So an Island of 5,000 people will grant you +2 Wealth per month). Also you gain 2 additional Devil
Fruit feats based on your Devil Fruit User type.
Yonko
The Yonko are the four most notorious and most powerful pirate captains in the world (according to the World
Government), but are neither allies nor enemies of one another, preferring to remain autonomous under most
circumstances. These four individually reside within the second half of the Grand Line (known as the "New
World"), exerting impressive influence and control over dozens of other pirate crews and self-governing islands.

Prerequisites:
Feats: Home Base
Skills: Any Attack Skill 18+ Ranks, Any Defense Skill 18+ Ranks, Intimidate or Diplomacy 18+ Ranks
Special: Must have at least 20 Ships in your Fleet, Charisma 20+

1 – ISLAND CHAIN [PRESTIGE]


You may now control and collect tribute from a number of Islands equal to your Charisma Modifier. From each
island after the first you only gain ½ the Tribute/Taxes from the islanders as you are spending money to maintain
each island. (Example: You control 5 Islands, each with 5,000 people on them. You would gain a +6 bonus to
your Wealth Score every month as 2 + 1 + 1 + 1 + 1 = 6)

2 – Bonus Feat

3 – SPIES, SPIES EVERYWHERE! [PRESTIGE]


You've got your hands into just about every pot in the seas. Once per month you may make a DC 39 Wealth
Check. Should you succeed, for the next month, you know of all major happenings in the seas, and within the
World Government. Also, once per week, you may make a DC 39 Wealth Check to gain more detailed insights
into one of such rumors.

4 – Bonus Feat

5 – OVERWHELMING POWER [PRESTIGE]


You immediately gain a special Special Attack for your Devil Fruit User type. This attack, unlike others is built
using twice your normal amount of points. All numerical limitations of Special Attacks are multiplied by 2 for this
(Twice your level of damage etc). It takes a full-round action to fire this special attack.
Shichibukai
The Shichibukai, the full title being Oka Shichibukai (literally meaning "Royal Seven Warlords of the Sea"), are
seven powerful and notorious pirates who have allied themselves with the World Government.

Prerequisites:
Feats: Pirate, Any Devil Fruit User feat (Logia, Paramecia or Zoan)
Skills: Any Attack Skill 15+ Ranks
Special: There can only be seven Shichibukai at any one time. To qualify for this prestige path you must do one
of the following things
• Force the resignation of an already existing Shichibukai
• Kill an already existing Shichibukai
• Cause the Arrest of an already existing Shichibukai
You must then prove your worth to the world navy somehow (Up to the GM.)

1 – RECIND OF BOUNTY, SHICHIBUKAI PRIVILEGES [PRESTIGE]


Your former bounty is expunged, and your former crimes forgiven. You now may turn in other pirates for bounty,
plundering their ships and their booty as long as you tithe at least 20% to the Navy. The world government will
ignore many crimes you commit as long as you follow orders when they are given. Should you abuse this
privilege, you will be expelled from the Shichibukai (GM Disgression).

2 – Bonus Feat

3 – SUPERIOR TRAINING [PRESTIGE]


You gain the ability to gain additional training in the form of entreating the government for aide. You receive 2
Bonus Devil Fruit feats as bonus feats as long as they match your type.

4 – Bonus Feat

5 – WAR OF THE SEVEN [PRESTIGE]


To facilitate your operations,
your ship is retrofitted with
5,000 Craft Points of more
parts and options. In addition,
you are given, if you want
them, cybernetic upgrades up
to 5,000 Craft Points worth.
Lastly, if you wish, you may
have up to 5,000 Craft Points
of Inventions.
Elemental Giant
Prerequisites:
Feats: Giant
Skills: Unarmed Strike 6+ Ranks, Concnetration 6+ Ranks
Special: Must ingest a mixture of Seastone and Saltwater that has been powdered.

1 - ELEMENTAL SUBTYPE [PRESTIGE]


You gain an elemental subtype taking one quarter damage from your element, and taking one and a half times
as much from it's opposing type. You may choose from the following list (Acid, Cold, Electricity, Fire, Negative
Energy, Sonic, Psychic, Water) The relations are as follows (Acid/Electricity, Cold/Fire, Sonic/Water, Negative
Energy/Psychic).

2 - Bonus Feat

3 - SEASTONE GRIP [PRESTIGE]


You gain the ability to weaken Devil Fruit users by grappling them. Whenever you grapple a Devil Fruit User
(Provided you can), they lose any immunities they had and take a penalties to all d20 rolls equal to your Wisdom
Modifier as long as those d20 rolls involve their Devil Fruit usage. If you grapple a non-devil fruit user, this ability
has no effect.

4 - Bonus Feat

5 - ELEMENTAL BLOWS [PRESTIGE]


Your unarmed strikes are infused with the elemental power of your element. Your unamred strikes deal the
damage of your element or bludgeoning damage whichever is more beneficial to you. In addition, you deal 2d6
additional elemental damage with your Unarmed Strikes. Your elemental powers are so great that you can even
channel this through weapons you might wield conveying the extra damage to them as well. This extra elemental
damage increases by 2d6 per 5 ranks in Concentration you have above 1.
Giant Steamroller
Prerequisites:
Feats: Giant, Towering Form, Incredible Resilience, Holy Carp It's a Giant!
Skills: Unarmed Strike 8+ Ranks, Defense 8+ Ranks, Fortitude 8+ Ranks
Special: Must have made at least 1 successful Overrun attempt

1 - STEAMROLLER [PRESTIGE]
You gain the Hollow Growth Power: Trample as a bonus feat. In addition, your opponent cannot leap out of the
way if your size is above Huge.

2 - Bonus Feat

3 - CRASHIN' THRASHIN' GIANT [PRESTIGE]


You may now use Steamroller on objects that are your size category or smaller, dealing double damage and
ignoring Hardness equal to your Strength Modifier. Even if the object is larger than you, you still ignore the
hardness (equal to your Strength Modifier), but you don't deal Double Damage.

4 - Bonus Feat

5 - I'M UNSTOPPABLE! [PRESTIGE]


You gain Damage Mitigation equal to your Constitution Score.
The Colossi
You're so big, normal weapons no longer work on you.

Prerequisites:
Feats: Giant, Oversized Weaponry, Oversized Armor, Towering Form till Titanic
Skills: Weapon Attack 12+ Ranks
Special: 52+ Strength

1 - COLOSSUS ZONES [PRESTIGE]


You are immune to damage by normal means. There are certain soft spots on your body however that remain
vulnerable to damage. To damage you, the enemy must make a called shot to those zones taking a -10 penalty
to their attack roll for their size and your movement. Cannons can still harm you, but only deal half damage
unless they take the -10 penalty to hit your weak zones. Each Colossus has 1d10 zones where they can be hit.
Seige Weapons and area effects still harm you regardless.

2 - Bonus Feat

3 - SUPREME WEAPONRY [PRESTIGE]


Your weapon is considered a Seige weapon. This means it ignores the hardness of objects, buildings and ships.
In addition, you may make an area attack with your weapon by targeting a square that is 2 size categories
smaller than you are (a 6x6 area), and all within that area must make a Strength Based Reflex Save for half
damage.

4 - Bonus Feat

5 - SUPREME ARMOR [PRESTIGE]


Your armor is so powerful it can shrug off even the mightiest attacks. You gain Damage Mitigation equal to the
Defense Value of your Oversized Armor against Seige Weapons and Area Effects. In addition, you gain
Moderate Fortification with your armor, this fortification applies half it's value (25% maximum) to Called Shots in
addition to it's normal function.
Tontatta Cultivator
You've learned how to cultivate more than just plants

Prerequisites:
Feats: Tontatta, Superior Gardening
Skills: Knowledge (Earth and Life Sciences) 10+ Ranks

1 - CULTIVATE PLANT-LIKE CREATURE [PRESTIGE]


You may create plant-like creatures. They are built a a Hollow with Plant Traits of up to your level or as a
Saibamen of up to your level. The DC to create a Plant-Like creature is (15 + Target's HD) and requires the
same as a Wealth Check to see if you have the cultivation to do so. It takes 4 days to cultivate (even with the
reduction with Superior Gardening). You may have as many plant-like creatures as your Intelligence Modifier. A
Plant-Like creature can level up on it's own.

2 - Bonus Feat

3 - IMPROVED CULTIVATION [PRESTIGE]


You've learned to save money or time on Cultivating Plant-Like creatures. By increasing the Wealth Check, you
can reduce the time needed to cultivate a plant-like creature by 1 hour per wealth increase. By increasing the
time needed by 1 hour, you can decrease the Wealth DC by 1.

4 - Bonus Feat

5 - PERFECT CULTIVATION [PRESTIGE]


By spending 1 day in work and by making a DC (15 + New Target HD) you may level up your plant-like creature
by one level. You may only do this once per Plant-Like creature. If you wish, the Perfectly Cultivated Plant-Like
creature can immediantely become your Cohort if you have the Leadership feat. This is a special function, and
the cohort cannot level till you do, but their level is always one above yours.
Tontatta Engineer
Prerequisites:
Feats: Tontatta, Superior Metalworking, (Inventor or Shipwright or Cyber Creator)
Skills: Craft (Structural or Mechanical or Electrical) 10+ Ranks

1 - THRIFTY CRAFTER [PRESTIGE]


You've become a thrifty little dwarf, using older parts, scrimping and saving, and making things from scratch. As
such you reduce the Craft Points required for any Invention, Ship or Cyborg Part by 10%.

2 - Bonus Feat

3 - PERFECT METALWORKING [PRESTIGE]


Instead of gaining a +6 bonus to Metalworking checks, you now gain a +10. And instead of halving the time, you
reduce it by three-quarters. This counts towards creating Cyborg Implants, Metal Inventions and Ships made
mostly of Metal.

4 - Bonus Feat

5 - PERFECT CRAFTER [PRESTIGE]


You've mastered the art of using reused parts in your creations. You reduce any Craft Points used in an
Invention, Cyborg Implant or Ship by 20%. In addition, you may, if you have the Leadership Feat, gain a Robot
as a Cohort. This robot is built using 10,000 Craft Points or less.
Tontatta Bug Wrangler
You've made a special bond with a special bug.

Prerequisties:
Feats: Tontatta
Skills: Handle Animal 10+ Ranks

1 - BUG MOUNT [PRESTIGE]


Upon reaching this level, a Bug Wrangler gains the service of an unusually intelligent, strong, and loyal Beetle to
serve her in her crusade against evil.
You may summon your mount at will from wherever it is, and it arrives in one round. The mount is the same
creature each time it is summoned, though the Bug Wrangler may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously.
The mount also appears wearing or carrying any gear it had when it was last dismissed.
Should the Bug Wrangler’s mount die, it immediately disappears, leaving behind any equipment it was carrying.
The Bug Wrangler may not summon another mount for thirty days or until she gains a level, whichever comes
first, even if the mount is somehow returned from the dead. During this thirty-day period, the bug wrangler takes
a -1 penalty on attack and weapon damage rolls.
The bug begins as with Giant Bombardier Beetle stats from the d20 SRD, but is small in size instead of medium
without any adjustment of statistics. As you level up it gains bonuses to Strength, Intelligence and Natural Armor.
For every three levels you gain, increase it's Strength by 4, it's Intelligence by 2, and it's Natural Armor by 1. It
begins with the following feats: Flash Step Evasion, Improved Flash Step Evasion, Improved Speed and
Blooded. Every 2 levels you gain, you may grant your Mount an additional feat that it meets the prerequisites for.
It counts as a Tontatta for feats and abilities, but cannot qualify for the feats Superior Metalworking and Superior
Gardening and cannot take this prestige path.

2 - Bonus Feat

3 - TEND MOUNT [PRESTIGE]


A Bug Wrangler of this level may use their connection to their mount to tend to the mount's wounds. This
becomes a pool of healing equal to the (Bug Wrangler's Level x their Charisma Modifier) x 5. This healing may
be spread among multiple uses, and can only be used to heal their mount.

4 - Bonus Feat

5 - WRANGLE BUGS [PRESTIGE]


Your Bug Mount gains the ability to control bugs of their species. This happens automatically in the case of
controlling bugs,
and can be used
to garner quite the
little army! A
single Bug Mount
may only control
up to it's owner's
Intelligence
Modifier in Bugs at
one time. This
doesn't stop
multiple Bug
Wranglers from
working together.
Centaur Mounted Warrior
You gain the ability to have your cohort ride your back and fight while you do other things.

Prerequisites:
Feats: Centaur, Leadership, Mounted Combat, Ride By Attack
Skills: Any Attack Skill 9+ Ranks, Ride 9+ Ranks
Special: Must have a Cohort with the Mounted Combat feat

1 – CENTAUR TACTICS [PRESTIGE]


You may use Mounted Combat and Ride-By Attack with your own weapons and Defense. In addition, your
Cohort may now ride your back and attack on your initiative instead of it's. You effectively become one being as
long as your Cohort is riding you, though you follow all the rules for being a mount in combat.

2 – Bonus Feat

3 – IMPROVED SPIRITED CHARGE [PRESTIGE]


Special Prerequisite: Spirited Charge
You now deal triple damage on a charge using Spirited Charge, and quadruple with a Lance. On a critical hit,
multiply your total damage by your Critical Multiplier instead of normal.

4 – Bonus Feat

5 – IMPROVED TRAMPLE [PRESTIGE]


Special Prerequisite: Trample (The feat)
You now may make a full attack when you attempt a Trample attack in combat.
The Screeching Harpy
You've learned some tricks with your screech

Prerequisites:
Feats: Centaur, Harpy, Screech
Skills: Swim 7+ Ranks, Concentration 7+ Ranks

1 - LINGERING POWERFUL SCREECH [PRESTIGE]


The confusion effect of your screech lasts for 1d4 extra rounds. In addition, your Screech now deals 2d6[BW]
Sonic Damage that improves by 2d6 per 5 ranks of Concentration you have above 1. The Sonic Damage is dealt
in a 60ft Cone.

2 - Bonus Feat

3 - DEAFENING SCREECH [PRESTIGE]


Anyone that is within the Cone of your Screech and receives Sonic Damage must make a Constitution based
Fortitude save or be Deafened for 2d4 rounds in addition to the possible confusion effect.

4 - Bonus Feat

5 - TEMPEST SCREECH [PRESTIGE]


You may attempt to push all creatures within your screech's cone to the edge of that cone. Anyone within your
screech's cone that takes Sonic Damage from it must make a Constitution Based fortitude save or be knocked
prone and forced to the edge of your cone (The far edge, not the side edges.) They then take 2d6 bludgeoning
damage per 10 feet travelled. Should they make the save, they take half damage and are merely pushed to the
edge of the cone without becoming prone.
Chimera Breathlord
Prerequisites:
Feats: Centaur, Chimera, Greater Breath, Energy Bulwark
Skills: Any Attack Skill 10+ Ranks
Special: Constitution 20+

1 - LARGER BREATH [PRESTIGE]


Your breath weapon now covers twice the distance it did before (Either a 60ft Cone or 120ft line, whichever you
chose). Also increase it's damage by 2d6.

2 - Bonus Feat

3 - MAXIMUM BREATH [PRESTIGE]


You may choose to maximize the damage that your breath weapon deals by increasing your charge time by 2
rounds. Maximizing your breath weapon grants you maximum damage possible with your breath weapon (So if
you rolled 8d8, you would deal 64 damage if this were maximized.) Resistances apply as normal however.

4 - Bonus Feat

5 - ETERNAL BREATH [PRESTIGE]


By increasing your Breath Weapon's charge time by 1 round, you can have your breath weapon deal half the
damage dealt in the previous round in the next one. For every round you increase the charge time the damage is
dealt that many rounds. The maximum number of rounds you can make a Breath Weapon eternal is equal to
your Constitution Modifier.
Satyr Maestro
You've learned other songs than the three you were granted.

Prerequisites:
Feats: Centaur, Satyr, Instrumentation
Skills: Perform (Applicable to your Instrument) 8+ Ranks
Special: Must have used each function of Instrumentation successfully

1 - CALMING BALLAD [PRESTIGE]


As a standard action you may activate this ability by playing your instrument. This ability calms agitated
creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from
fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can
defend themselves) or do anything destructive. Any
aggressive action against or damage dealt to a calmed
creature immediately breaks the ability for all calmed
creatures. You must make a Perform Check when using this
ballad, that sets the Difficulty of the DC.
This ability automatically suppresses (but does not dispel)
any morale bonuses granted by other abilities, as well as
negating the rage or whirling frenzy ability of a creature. It
also suppresses any fear effects and removes the confused
condition from all targets. While the ability lasts, a
suppressed ability has no effect. When this ability ends, the
original ability takes hold of the creature again, provided that
its duration has not expired in the meantime.

2 - Bonus Feat and +2 Charisma

3 - DISCODANT SONG [PRESTIGE]


As a standard action you may activate this ability by playing
your instrument. All creatures within 30 feet of you must
make a will save versus your Perform Check or turn on each
other in a bloody frenzy. Creatures effected by this have a
50% chance of attacking the nearest creature to them on
their turn regardless of allegiance. Creatures effected by the
Discordant Song use any means at their disposal to attack
other creatures including using daily abilities if they so
desire.

4 - Bonus Feat and +2 Charisma

5 - HERO'S DIRGE [PRESTIGE]


As a standard action you may activate this ability by playing
your instrument. You grant all allies within 200 feet of you a
morale bonus on attack rolls, saves and all other skill checks
equal to your Charisma Modifier (Minimum +3) The targets
are entitled to a Charisma Based will save to resist this
effect, but it is harmless. The Hero's Dirge lasts for 10
minutes per level. While under the effect of Hero's Dirge, all
targets also gain Fast Healing equal to your Charisma
Modifier. You cannot be under the effects of multiple Hero's
Dirges.
Tontatta Hero of the Dressrosa Uprising
You were one of the brave Tontatta that fought to free the princess Mansherry. Using your Tontatta Combat skills,
you braved hazards that make others quake.

Prerequisites:
Feats: Tontatta, Blooded, Improved Grapple
Skills: Unarmed Strike 10+ Ranks, Defense 10+ Ranks
Special: Must have defeated an opponent two size categories larger than yourself in hand to hand combat.

1 – TONTATTA SWING [PRESTIGE]


You've gained the ability to grapple any creature regardless of size, but only for the purposes of swinging them in
a circle and throwing them. To perform this maneuver, you must be able to lift the target off the ground (Lift off
Ground weight is twice your Heavy Load Maximum). You make a grapple check as normal, with a +4 bonus per
size category the creature is above you. Should you succeed in the grapple, you immediately use a full round
action to spin the target at high speeds and launch them in a direction of your choice up to 10 feet per point of
Strength Modifier you have. The target then must make a Strength based Reflex save or fall prone at the end of
the movement. They also take 2d6 damage per 10 feet thrown.

2 – Bonus Feat and +2 Strength

3 – TONTATTA ROCKET [PRESTIGE]


Using your own strength you can break down barriers and deal massive damage to opponents. Make a Jump
check. Everyone within a line starting where you launched, and ending where you land takes your Unarmed
Strike damage as if you Critically Hit. This attack ignores hardness, and Damage Reduction.

4 – Bonus Feat

5 – SHIPPO HAMMER [PRESTIGE]


The ultimate attack of Tontatta combat, the Shippo Hammer uses momentum and guile to lodge your opponent
in the ground and knock them out in one blow. Make a Hide check opposed by your opponent's spot check.
Should you succeed, your opponent is flat footed for this attack. You then make an attack roll that deals critical
damage +10d6 sneak attack damage (as long as the Hide check succeeded, regardless if the opponent can be
sneak attacked or not). The damage dealt before Damage Reduction/Mitigation is the DC of the Fortitude Save
to resist the next effect. If the target fails the save, they are embedded in the ground and unconscious. If they
make the save, they are merely one or the other, at your choice. Either way they become helpless at the end of
Shippo Hammer should you actually hit them. You can only use the Shippo Hammer once per day per 3 levels
you have. This feat takes a Standard Action to use.
Merfolk
Instead of being a Fishman, you're a Merfolk, their pretty cousins

Prerequisites:
Feats: Fishman, Fishman Communication
Skills: Unarmed Strike 4+ Ranks, Diplomacy 4+ Ranks
Special: May only begin this Prestige Path at level 1

1 - MERFOLK APPEARANCE [PRESTIGE]


You don't look like the average Fishman, The apperance of your upper body is more human, and your lower
body is that of a fish. If you're female, this translates to a +4 bonus to Charisma, and a +2 bonus to Dexterity. If
you are male, this translates to a +4 bonus to Dexterity and a +2 bonus to Charisma. Males sometimes have fish
like features on their upper bodies, but it's not neccessary. You gain a Tail Slap attack that deals 1d6 damage +
1d6 damage per 5 ranks of Unarmed Strike you have above 1. Lastly you gain a Swim Speed equal to three
times your Land Speed, and an overwater Swim Speed equal to your Swim Modifier miles per hour. Your land
speed is reduced by half. You regain your land speed when you become 30 years of age or older.

2 - Bonus Feat

3 - MERFOLK COMBAT [PRESTIGE]


You gain the first inklings of Merfolk Combat. You gain an Unarmed Strike that deals 1d8 damage + 1d8 damage
per 5 ranks of Unamred Strike you have above 1. Also, you gain a hardening of your skin, gaining Damage
Mitigation equal to your Constitution Modifier. This increases to your Constitution Score at level 12.

4 - Bonus Feat

5 - ULTRAMARINE [PRESTIGE]
You gain the unstoppable technique, Ultramarine. Ultramarine is a
full-round action to use, and does several things at once. Firstly it's a
line attack that is equal to 40ft per level in length. The line is 15 feet
wide. Secondly the line deals 1d6 water damage per level (Charisma
Reflex for Half). Thirdly if they fail the Reflex save you are
automatically bull rushed to the edge of the line, taking 1d6 additional
damage per 20 feet sent hurtling. Once fired, you cannot use this
feat again for 1d4+1 rounds.
Garp's Brawlers
You're a student of the legendary Garp, or are a student of one of his students. You specialize in punching the
hell out of people.

Prerequisites:
Feats: Hand Cannons, A Race with an Unarmed Progression
Skills: Unarmed Strike or Ranged Shot 14+ Ranks
Special: 22+ Strength

1 - BRAWLING IS YOUR FRIEND [PRESTIGE]


Your Unarmed Strike damage increases by 1 size category. In addition you gain a modicum of damage
mitigation equal to twice your Constitution Modifier. When you increase your Attack Rolls or Damage rolls with
Haki, you spend 2 less Haki than normal. This does not extend to Haki Feat costs.

2 - Bonus Feat

3 - SUPERIOR HAND CANNONS [PRESTIGE]


You may throw any object you can lift in your Heavy Load. The range increment of this attack is 100ft. It deals
damage based on it's size, and your Unarmed Strike or Ranged Shot Ranks (Whichever is higher). This is a
Standard action to use.

Table: Size Categories


Size Damage
Fine 1d6[BW]
Diminutive 2d6[BW]
Tiny 3d6[BW]
Small 4d6[BW]
Medium 5d6[BW]
Large 6d6[BW]
Huge 8d6[BW]
Gargantuan 10d6[BW]
Colossal 12d6[BW]
Titanic 14d6[BW]

4 - Bonus Feat

5 - HYPER STRENGTH [PRESTIGE]


Your Unarmed Strike damage
increases by 1 size category. In
addition, you gain an increased
damage mitigation increasing your
already existing one to your your
Constitution Score. Lastly, you pay
half the Haki to increase your Lifting
and Carrying capacity. Also, your
Unarmed Strikes ignore Hardness
and Damage Reduction/Mitigation of
your level or lower.
Powered Swordsman
You've developed your very own sword style, and it's powerful!

Prerequisties:
Feats: Combat Armsman, Improved Combat Armsman, Advanced Combat Armsman
Skills: Unarmed Strike 12+ Ranks
Special: You may take this prestige path multiple times. Each time creating a new sword style.

1 - SWORD STYLE [PRESTIGE]


You begin defining your style. First give your style a name and a theme. You then gain one Special Attack based
on that theme with +2 points. Also, when you use your style, you gain a bonus on all combat related d20 rolls
equal to your Wisdom Modifier. Activating your Style is a move action. Ending it is a free action.

2 - Bonus Feat

3 - IMPROVED SWORD STYLE


[PRESTIGE]
You gain a second special attack
with +4 points. Also you can no
longer be disarmed unless your
opponent is more than 4 levels
above you. Also you gain the
benefits of the Flash Step Evasion
feat while you have your sword/s
drawn.

4 - Bonus Feat

5 - PERFECTED SWORD STYLE


[PRESTIGE]
You've perfected your Sword Style.
You gain a final Special Attack with
+8 points. Also you gain the
benefits of Improved Flash Step
Evasion while you have your
swords drawn. Also, while your
swords are drawn, you cannot be
killed in one shot. Should someone
do enough damage to take you
from full health to half your
maximum hit points in the
negatives by damage, you are left
with 1 hit point and are fatigued
instead. Lastly, you may design a
Combat Style (See The Complete
Martial Artist) based on your Sword
Style.
Powered Fighter
You've got an unarmed combat style that is second to none!

Prerequisites:
Feats: Combat Martial Arts, Improved Combat Martial Arts, Advanced Combat Martial Arts
Skills: Unarmed Strike 12+ Ranks
Special: You may take this prestige path multiple times. Each time for a different Fighting Style

1 - FIGHTING STYLE [PRESTIGE]


You begin defining your style. First give your style a name and a theme. You then gain one Special Attack based
on that theme with +2 points. Secondly, you gain the ability to empower your attacks once per day per 3 levels.
Empowerment deals one and a half times the damage than normal if it hits. You may not empower and maximize
your attacks at the same time.

2 - Bonus Feat

3 - IMPROVED FIGHTING STYLE [PRESTIGE]


Your fighitng style has improved. You gain a second special attack with +4 points. Secondly you gain the ability
to maximize your attacks once per day per 3 levels. Maximizing your attack deals maximum possible non-critical
damage to the target if it hits. You may not empower and maximize your attacks at the same time.

4 - Bonus Feat

5 - PERFECTED FIGHTING STYLE [PRESTIGE]


You've perfected your Fighting Style. You gain a final Special Attack with +8 points. Secondly, you gain the ability
to ignore your level's worth of Damage Reduction/Mitigation. Lastly, you may design a Combat Style (See The
Complete Martial Artist) based on your Fighting Style.
Powered Sniper
You've got a particular set of skills...

Prerequisites:
Feats: Combat Bowman, Improved Combat Bowman, Advanced Combat Bowman
Skills: Ranged Shot 12+ Ranks
Special: You may take this prestige path multiple times for multiple Sniper Styles

1 - SNIPER STYLE [PRESTIGE]


You begin defining your style. First give your style a name and a theme. You then gain one Special Attack based
on that theme with +2 points. Secondly, your normal range for all ranged weapons doubles. Lastly, you may
make Sneak Attacks (And other feats that have this restriction) within 120 feet instead of within 30 feet.

2 - Bonus Feat

3 - IMPROVED FIGHTING STYLE [PRESTIGE]


Your sniper style has improved. You gain a second special attack with +4 points. Secondly, You take less of a
penalty when shooting at long range. When firing at ranges beyond your ranged weapon's normal range, you
take a -1 penalty per range incriment instead of -2. Thirdly, when firing from behind cover, you don't take
penalties to your Ranged Shot skill.

4 - Bonus Feat

5 - PERFECTED FIGHTING STYLE [PRESTIGE]


You've perfected your sniper style. You gain a final Special Attack with +8 points. Secondly, you may make a
called shot with 4 less of a penalty to the shot. Thirdly, All ranged weapons you wield have the effects of Ranged
Mastery applied to them. If you happen to have Ranged Mastery with that particular weapon, the effect stacks.
Lastly, you may
design a Combat
Style (See The
Complete Martial
Artist) based on
your Fighting
Style.
Weather Witch
Though it's not magic, a lot of people see your style of fighting as magic. All it boils down to is applied chemistry.

Prerequisites:
Feats: Predict Weather
Skills: Knowledge (Physical Sciences) 10+ Ranks
Special: Must either invent a Weather Control Device (DC 40-53) or have one built for you. (See Inventions)

1 - WEATHER BASICS [PRESTIGE]


You've just started learning the arts of climate control. You gain a Special Attack that must have an elemental
nature from Fire, Cold or Electricity with +2 points. In addition, you may cause small storms. The storms cover a
very small area, but you can direct the thunderbolts that result as an attack that deals 5d10 Electricity and 5d10
Sonic damage in a 30 foot area within 100 feet of you. You've also learned to do non-combat trickery with your
weather control. Feel free to make stuff up, but none of it can have a combat application.

2 - Bonus Feat

3 - WEATHER INTERMEDIARY [PRESTIGE]


You've learned some interesting tricks. You gain a second Special Attack that must have an elemental nature
from Fire, Cold, Sonic or Electricity with a +4 point bonus. In addition you may create a moderate storm or small
hurricane. A small hurricane has a base of 20 feet and is 80 feet high with a top diameter of 80 feet. A Moderate
Storm's lightning bolts can be directed
in a 500ft area and deal damage to
everyone within a 30 foot burst and
deal 8d10 Electricity and 8d10 Sonic
damage.

4 - Bonus Feat

5 - WEATHER MASTERY
[PRESTIGE]
You've mastered the art of Weather
Control. You gain a final Special
Attack with a +8 point bonus that
must be of the Fire, Cold, Sonic,
Electricity or Water element. In
addition you can create a huge storm,
a moderate hurricane or a small
tornado. Moderate Hurricanes are
twice the size of a small hurricane,
and a small tornado has the
dimensions of a small hurricane. A
huge storm's lightning bolts can be
directed in a 1,000ft area and deal
damage to everyone within a 50ft
burst and deal 11d10 Electricity and
11d10 Sonic Damage.
Inuarashi Musketeer Squad
The Inuarashi Musketeer Squad is the main diurnal combat force of the Mokomo Dukedom that serves under
Duke Inuarashi. It is the daytime counterpart of the Guardians who serve Nekomamushi. Among them are three
minks known as the "Three Inuarashi Musketeers" led by Sicilian.

Prerequisites:
Feats: Mink, Warrior Born
Skills: Weapon Attack 8+ Ranks, Reflex 8+ Ranks
Special: Must be accepted into the Inuarashi Musketeer Squad by one of their leaders.

1 - MINK PLUS: DIURNAL [PRESTIGE]


The racial bonuses you gained from the feat "Mink" are doubled, and your Electro Special Attack deals d8's of
damage instead of d6's.

2 - Bonus Feat

3 - IMPROVED WARRIOR BORN [PRESTIGE]


Any weapon you wield, deals damage one size category higher than normal.

4 - Bonus Feat

5 - MUSKETEER BORN [PRESTIGE]


Your land speed increases by 10 feet. Also you gain a bonus to all Attack Rolls, Saving Throws and Defense
equal to your Intelligence Modifier. Lastly, you gain a bonus equal to your Charisma to your Damage Rolls.
Nocturnal Guardians
The Guardians are the nocturnal combat force of the Mokomo Dukedom, serving under Master Nekomamushi
and are the night-time counterpart of the Inuarashi Musketeer Squad, who serve under Duke Inuarashi.

Prerequisites:
Feats: Mink, Improved Natural Weapon (Any from your type)
Skills: Unarmed Strike 8+ Ranks, Defense 8+ Ranks
Special: Must be accepted by Lord Nekomamushi into the Guardians.

1 - MINK PLUS: NOCTURNAL [PRESTIGE]


The racial bonuses you gained from the feat "Mink" are doubled, and your Electro Special Attack deals d8's of
damage instead of d6's.

2 - Bonus Feat

3 - MASSIVE ATTACK [PRESTIGE]


You gain a bonus on all damage rolls equal to your level.

4 - Bonus Feat

5 - GUARDIAN OF THE WHALE FOREST [PRESTIGE]


While you are inside the Whale Forest, you gain a bonus on all combat related rolls equal to your Haki divided by
500 (Minimum 1/Maximum 10). While you are outside the Whale Forest, but still on Zou, you gain three quarters
of that bonus (Minimum 1/Maximum 7), and if you are anywhere but on Zou you gain half the first bonus
(Minimum 1/Maximum 5).
Items
Unlike the items in The Essential Dragonaball, the items listed here have a one shot Action Dice effect, not
action dice costs. Alot of Dials have Invention usages. See Inventions below.

Dials
Axe Dial
The Axe Dial which cannot be found in Skypiea, delivers a thin blast of air in the shape of an X and is capable of
slicing through a man and his iron shield in one blow. The fifty Goat-like Enforcers, known as the Militia, each
have one and their commander, Yama, has a belt of them. Like the Impact Dial, its main use is in Sky Warfare
but in some situations, it may be appropriate for other uses.
• Charging: This dial intakes air. If placed in a windy place, the Axe Dial will charge with air in a time
dependent on the wind involved. If placed in a breezy place, it will fully charge in 1 hour. If placed in a
windstorm, it will charge in 10 minutes. If placed in a hurricane it will charge in one minute and if placed
in a tornado, it will charge in one round. You can partially charge an Axe Dial.
• Usage: Once fully charged, it can fire off the said X-Shaped air-currents dealing 2d8 damage +2d8
damage per charge expended. A fully charged Axe Dial has 100 Charges, but cannot fire off more than
10 charges at once without exploding. If the Axe Dial explodes, it deals the remaining charges (And any
charges that were going to be fired) in d8's of damage to the wielder and all creatures within 5ft per
charge remaining, no save
• Action Dice Charge: You can fully charge an Axe Dial in 1 round by expending an Action Dice
regardless of windiness. Also, you can empower the damage by expending 2 Action Dice.

Ball Dial
The Ball Dial releases a puff of clouds that forms into a ball shape upon being released, which can be used for
sitting or standing on, or be applied with explosives and other features, as proven by Satori of the Forest.
• Charging: This dial takes in clouds and fog. It can be charged by placing it in a cloudy or foggy area. In
an area of fog, it'll charge in 1 minute. If placed into pure clouds, it'll charge in 1 round.
• Usage: By using this dial you create a platform of cloud that can hold 100lbs per charge used (Maximum
10 charges). A fully charged Ball Dial has 100 Charges. By expending an extra charge when creating a
cloud, you can cause it to become an explosive that deals 2d8[BW] damage per extra charge expended
in a 20 foot area (Maximum 10 charges.) A Ball Dial does not explode if more than maximum charges
are attempted to be used, they just don't work.
• Action Dice Charge: You can fully charge a Ball Dial in 1 round by expending an action dice in a foggy
or cloudy area.
• Canon: Normally this cannot be used at ground level, and can only be used in a cloud island. I've put in
rules to allow them to be used anywhere there is fog or clouds as a nod to the possibility.

Breath Dial
The Breath Dial is capable of storing air-currents. These Dials are usually used to propel wavers through water
and on ships if there is no wind for sailing. These Dials can also be attached to the sides of a snowboard or
"skates" as alternative methods of travel, as demonstrated by the Shandia.
Like many Dials, there are other creative uses for the Breath Dials. Unlike Jet Dials, Breath Dials carry smells
and aromas as well. They are handy for storing gasses, such as poisons, bad scents, and flammable
substances.
• Charging: This dial intakes air. If placed in a windy place, the Breath Dial will charge with air in a time
dependent on the wind involved. If placed in a breezy place, it will fully charge in 1 hour. If placed in a
windstorm, it will charge in 10 minutes. If placed in a hurricane it will charge in one minute and if placed
in a tornado, it will charge in one round. You can partially charge an Breath Dial.
• Usage: If charged in an area where a scent is prevalent, the smell will be recorded into the Breath Dial
for later usage. If placed into an area where a poisonous substance is, it will absorb the poisonous
substance to be used again as long as it wasn't charged when placed there. It will also do the same for
flammable substances. Using scent costs 1 charge, anything else costs 10 charges. A Breath Dial has
10 charges maximum.
• Action Dice Charge: You can fully charge a Breath Dial in one round by expending one Action Dice.
Flame Dial
The Flame Dial absorbs and releases fire; it is not to be confused with Heat Dials.[6] Shura's giant bird, Fuza,
has one in its mouth, which enables it to breathe fire. Flame Dials can also be used in sky warfare as they can
be hidden under gloves or bandages in-which the user can release a stream of fire from their hands to incinerate
their opponents.
• Charging: Placed in areas of flame, the Flame Dial will charge based on the strength of the flames. If
placed above a candle, it will charge in an hour. An average campfire will charge one in 10 minutes and
if placed into a burning inferno (Such as a house fire or forest fire) it will charge in one round.
• Usage: Expending a charge of Flame from the flame dial will expand a line from the dial out to 60 feet
(5ft wide). The line deals 2d8 damage +2d8 damage per additional charge expended (Maximum 10
charges). Like an axe dial, a Flame Dial will explode if you use more than 10 charges at once, dealing
the remaining charges (plus any you were attempting to using) in d8's to everyone within 5ft per charge
remaining (Including you).
• Action Dice Charge: You can charge a Flame Dial in one round by expending 1 action dice as long as
there is open flame around. Also, you can maximize the damage dice by expending 2 Action Dice.

Flash Dials
The Flash Dial is one of the three known types of Dials that store and release light. The Flash Dial lets out an
extremely bright amount of light for a very brief period, effectively causing temporary blindness if used against a
person. It is likely first seen in Braham's Flash Guns. Usopp also used one in his fight against Luffy.
• Charging: Leaving a flash dial in direct sunlight or in artificial sunlight you can charge a Flash Dial in
one minute.
• Usage: By using a Flash Dial you force everyone within a 100ft radius to make an intelligence based
Fortitude Save or be blinded for 2d6 rounds. You expend 1 charge to do this. If you can expend 10
charges, you can make the rounds into minutes. A Flash Dial contains 10 charges at full.
• Action Dice Charge: By expending 2 Action Dice when you use a Flash Dial, anyone blinded by the
usage is blinded for hours instead of minutes. You have to use this with the 10 charge variant.

Flavor Dial
The Flavor Dial can store smells and aromas, along with other types of gas, such as explosive and flammable
ones. While the Breath Dial can also store such things, the Flavor Dial is the most effective Dial for this and does
not release the scents and gasses in a short burst like the Breath Dial.
• Charging: As Breath Dial.
• Usage: As Breath Dial except a Flavor Dial has 100 charges, not 10.
• Action Dice Charge: As Breath Dial.

Heat Dial
The Heat Dial stores and releases heat energy. It is commonly used to power up ovens and other heating
devices for citizens of sky islands. It appears to be able to let out heat in different amounts. Shura is seen using
one, putting it into his Heat Javelin to make it red-hot.
• Charging: You can charge the heat dial in areas of heat above 90 degrees (F). Charging takes one hour
– 1 minute per 10 degrees above 90 the heat is (So if the dial were placed in say a 1,000 degree fire, it
would charge in one round.)
• Usage: This is mainly used to heat things. A Heat dial has 100 charges, For each charge expended, it
raises the temperature of an item by 100 degrees. This can be used to cook food, heat rooms (1 charge
will heat an average sized room for one hour) or heat weapons to deal extra fire damage. A weapon so
heated requires 10 charges, and will deal an extra 2d8 fire damage per [BW] achieved by the user.
• Action Dice Charge: By expending 1 Action Dice, you can charge a Heat Dial in one round regardless
of temp. By expending 2 Action Dice, you can increase the dice size of the Fire Damage by 2 (to 2d12
damage per [BW]).
Impact Dial
The Impact Dial may be hit by anything blunt or incapable of slicing (although it was shown absorbing axe and
sword strikes in the Non-Canon G8 arc) and will absorb the kinetic energy. Once the apex of the Dial is pressed,
the stored energy is released, usually causing internal injuries to a living body, while not leaving any visible
external damage. This blunt force is enough to wound even Luffy, who is usually immune to blunt forces. The
Impact Dial can also absorb the impact of explosions.
The Impact Dial, while not as dangerous as the Reject Dial, can still hurt the user through the backlash caused
when such a large amount of energy is released, as shown with the most frequent user, Usopp, and Nami as
well during her fight against Kotori. However, many Sky Warriors have been shown to be highly resistant to this
recoil. It's unknown if there is a limit to the energy it can absorb, but so far these Dials have been able to absorb
all the impact energy used against them.
• Charging: This is a special case. Impact Dials charge by taking bludgeoning or ballistic damage. Having
an Impact Dial in a prominent position makes you immune to those two damage types as the dial
absorbs all the damage on a 10 points of damage per charge ratio.
• Usage: You can use an Impact Dial in many different ways. If you use it against an another target, you
deal 2d10 bludgeoning damage to the target and you take 1d4 bludgeoning damage overcoming your
immunity per charge used to a maximum of 20 charges. Using extra charges don't cause the device to
explode, it just simply doesn't work. You can also use an Impact dial to grant yourself a fly speed of 90
feet with clumsy maneuverability by spending one charge per round. There is no maximum charges for
an Impact Dial.
• Action Dice Charge: By expending 2 action dice, you can make yourself immune to the recoil for an
entire encounter.

Jet Dial
The Jet Dial is a more powerful version of the Breath Dial, which blows out a burst of air at great speed. This
allows them to be used for faster propelling purposes. They were once used in wavers when they were common,
but were replaced by Breath Dials when they became extinct. Nami's Waver has a Jet Dial, making it faster than
a normal one. Enel's warship, the Ark Maxim, has a backup propulsion system powered by two hundred Jet
Dials.
They can also be used in battle: Gedatsu wears a Jet Dial on each of his arms to increase both the speed and
power of his punches. The punch is fast enough to cause his fist to seemingly disappear, and strong enough to
injure Chopper while in his Guard Point. However, Gedatsu dislikes using this technique due to the Jet Dial's
friction tearing up his clothing.
• Charging: As Breath Dial
• Usage: The Jet Dial has two non invention uses. Firstly, it can blow out air very swiftly, if a pair is
attached to your shoes, they can make you fly at a speed of 90ft per round with good maneuverability for
1 charge per round. You control when you fly, how you fly, and when you land. Secondly, if attached to
your elbows, it can make your punches faster and stronger, making your punching gain +1 to attack per
charge spent and/or +1[BW] per 3 charges spent. Spending for one automatically spends for the other
(So if you spend 3 charges, you'd have +3 to hit and +1[BW] damage). A normal Jet Dial has 100
Charges to spend with. Spending them to fly or increase unarmed power is a free action that must be
done on your turn.
• Action Dice Charge: As Breath Dial, plus you can double the benefits to your punching for an
encounter by expending 2 Action Dice.

Lamp Dial
The Lamp Dial is similar to the Flash Dial, capable of storing and releasing light. However, unlike the Flash Dial,
the Lamp Dials are most-commonly used for domestic purposes and not for battle, because, as the names
suggest, they release the light over time instead of all at once. It was first seen during Pagaya and Conis'
explanation of the various dials.
• Charging: As Flash Dial
• Usage: They are generally used as household lamps, and use up 1 charge every hour of continuous
usage
• Action Dice Charge: By expending an Action Dice when activating a Lamp Dial, it won't expend any
charges for one day. This is generally a non combat dial.
Eisen Dial
The Eisen Dial is extremely rare, and possess an incredible power that is useful for both attack and defense. It
emits a stream of "iron cloud" that can form into different shapes, like a cloud, but is as hard as iron. It can
lengthen and/or widen without limits and can even form thick defensive walls. Ohm possesses an Eisen Dial,
inside the pommel of his sword. "Eisen" is the German word for iron.
• Charging: As Axe Dial, but it takes twice as long due to the hardness of the clouds it creates.
• Usage: The Eisen dial can be used in a variety of ways for offense and defense. It can create walls that
are up to five feet on a side per charge expended. The walls have a hardness of 10 and 12 hit points per
inch of thickness. If you ready an action you can create one of these walls to intercept an attack. For
offense you can cause the clouds to fire out in a line, cone or blast. For cones and blasts, the area is 5ft
per charge expended in area. For lines it's a 5ft wide line with 10 feet of length per charge expended.
You may also form weapons from an Eisen Dial, they deal damage as a weapon of their type that
increases in damage per 5 ranks of Weapon Attack you have above 1.
• Action Dice Charge: For 1 Action Dice, you may either double the hit points of a wall, or double the size
of an area.

Milky Dial
The Milky Dial can store clouds. This can be used to create pathways in the air out of clouds, upon which
devices capable of moving upon clouds can travel. Gedatsu also installed Milky Dials in the soles of his shoes
allowing him to fly, protecting him from harm in his Ordeal of Swamp.
• Charging: As Ball Dial
• Usage: The Milky Dial creates clouds at such a fast rate, that you can literally fly when attached to your
shoes. When activated, 1 charge, you may fly for 120ft per round with perfect maneuverability. One
charge per round must be spent to maintain this effect. A Milky Dial has a maximum of 100 charges.
Additionally, you may create pathways of solid cloud, allowing devices that can transverse clouds to
travel. This is done by expending charges in a 1 charge to 50ft total area ratio.
• Action Dice Charge: By expending 1 action dice, you can fly for one minute or gain a 200ft total area
without expending charges.

Reject Dial
The Reject Dial is a fiercer version of the Impact Dial. It is extremely rare to find, and also extremely dangerous
to both the target and the user. The Reject Dial takes in energy, just like the Impact Dial, but releases ten times
as much energy as it had absorbed. The backlash effect is capable of blowing the bodies of both the user and
opponent to pieces, especially with repeated usage. The Shandia, Wiper, is currently in possession of one, and
frequently used it throughout the Skypiea Arc, despite the pleas from others for him to stop using it. Wiper used
the Dial along with the Seastone on his skates in a failed attempt to kill Enel.
Many Shandorian and Birkan warriors are almost entirely immune to the painful recoil of the impact force
released from an Impact Dial. However, not many can take a hit from a Reject Dial: under most circumstances,
the impact would badly injure, or even kill, an ordinary person, even a soldier. During Enel's Survival Game,
Shura was knocked out after Wiper used the Reject Dial on him. Even though he was one of Enel's priests, this
Dial proved enough to knock out, and even almost kill, Shura. The Reject Dial even almost killed Enel once (he
survived by using his Devil Fruit powers to defibrillate his heart). For this reason, Reject Dials are generally
frowned upon by allies of a user, as it may very well annihilate the user along with the victim.
• Charging: As Impact Dial
• Usage: As Impact Dial, except it deals 2d12 damage per charge expended and you take 1d10 damage
in recoil per charge. You cannot fly with a Reject Dial
• Action Dice Charge: As Impact Dial, you can expend an action dice to avoid recoil, but with a reject
dial, it's only for one round.
Tone Dial
The Tone Dial, sometimes known as a TD in the Blue Sea, is able to record and replay sounds spoken into it,
akin to an audio recorder. It was first shown to Luffy and Usopp by Pagaya and Conis, when they explained the
various functions of Dials.
The most prominent use of a Tone Dial in the series comes from Brook, who bought one from a merchant on the
Blue Seas, and used it to record the last song played by the Rumbar Pirates for their good friend, Laboon; he
stores the Dial inside his skull.
During Brook's career as a world-famous rock star, he sold many Tone Dials with his music recorded on them.
Given how many he sold, stated by his manager to be in the millions, they seem to be the most common of the
Dials to make it down to the Blue Seas. Oda explained in an SBS that during the timeskip, Tone Dials became
mainstream in the Blue Sea. They are sold in pairs and have been modified so they can be inserted into
headphones and on special turntables so that people can enjoy music portably. The modern uses for Tone Dials
were shown in the anime prior to the SBS.
• Charging: Tone Dials are charged when they are immersed with sound. When exposed to sound, it
gains one charge per round of exposure. The sound must be purposefully recorded (You press a button
on the dial to record). You can also charge a Tone Dial as a Breath Dial to preserve the sounds
recorded.
• Usage: Playback of sounds can be done by expending one charge. Up to 20 tracks can be placed on
one Tone Dial, and each track costs 1 charge. A normal Tone Dial can hold 100 Charges.
• Action Dice Charge: You may expend one action dice to play an entire Tone Dial for free (Up to 20
charges)

Vision Dial
The Vision Dial is used for capturing images and playing them back. The Vision Dial is comparable to a modern-
day camera. It is useful for scouting and recording evidence.
• Charging: A Vision Dial is charged as a Breath Dial
• Usage: By expending one charge, you may capture a minute of image for playback later. You may
continue to expend charges to gain more images (Up to the maximum held charges of 100.) To playback
5 charges worth of imagery (or less), you must expend a charge.
• Action Dice Charge: You may expend one action dice to record or playback up to 30 minutes of footage
for free.

Water Dial
The Water Dial is used for storing and releasing water. It was spoken of as being capable of extinguishing the
large fire left after Enel's judgment, but was not seen in use.
• Charging: Exposure to water can charge a Water Dial in one hour. If it's put into a stream or lake it
charges in one minute. If placed in the ocean or sea, it charges in one round.
• Usage: You gain three options with a water dial. Firstly, by expending one charge, you gain one gallon of
drinkable water. You may expend more charges to gain greater volumes of water (Up to the maximum of
the 100 charges a Water Dial holds). The second usage you may perform a bullrush against an
opponent without actually charging them using your Intelligence Modifier instead of your Strength
Modifier +4 per charge expended in the effort. Lastly, you may attempt to attack someone with water,
dealing 2d8 water damage + 2d8 water damage per charge expended (Max 10 charges).
• Action Dice Charge: You may expend one Action Dice to gain 50 gallons of water for free, or to gain a
+20 Bullrush bonus for free, or to increase the Damage by 1 category to 2d10 damage.

Thunder Dial
The Thunder Dial is used for storing and releasing electricity. It is used in the Ark Maxim's engines. It is only
named in the Unlimited Cruise games.
• Charging: Any source of electricity can be used to charge a Thunder Dial. A natural lightning bolt
charges the Thunder Dial fully in one round
• Usage: A Thunder Dial can be used to power a device, granting that device 1 hour of usage per charge
expended. Also, you may attack with a Thunder Dial dealing 2d8 electricity damage + 2d8 electricity
damage per charge spent in a 5 foot blast per charge spent (Maximum 10 charges)
• Action Dice Charge: You may expend One Action Dice to empower the damage of your attack, or grant
1 day's worth of charge to the device being powered.
Other Dials
It's not hard to imagine other dials than what was show in the series. A Chilly Dial for example, might be used to
cool food, freeze objects or attack people with cones of cold. It would work like the opposite of the Flame Dial.
When designing a Dial, it should have a Charge mechanism, meaning it should take in some sort of matter or
energy, a Usage (or two or three) and an Action Dice Charge, which allows you to expend action dice to power
up the device.

Inventing with Dials


There are many applications that are available to installing dials into other things. Weapons with dials can be
enhanced by elemental natures, or by Jet Dial speed, or anything else that strikes your fancy as long as your
GM approves. You can use dials on your body to gain supernatural-like effects (Such as shooting flames from
your hands with a Flame Dial, or blowing cones of cold with a Chilly Dial). The applications are generally up to
you and your GM.

Generally as a rule, installing dials onto objects should have a craft check equal to the craft check to create the
base object without the Wealth check unless you don't have the dial on hand.

Examples of Dial-Based Technology

Weapons
Dials can be installed into weapons, making them more powerful and versatile. Weapons that are known to have
such installations include:

• Burn Bazooka: a bazooka loaded with a Breath Dial.


• Burn Blade: a blade of flames created from a Breath Dial.
• Eisen Whip: a katana blade made of Iron Cloud with an Eisen Dial installed.
• Flash Gun: a dual-barreled flintlock that creates a blinding flash from Flash Dial.
• Heat Javelin: a javelin with a Heat Dial installed.
• Kabuto: a long slingshot with a Breath Dial elastic.
• Milky Arrow: arrows with Milky Dial arrowheads.
• Perfect Clima-Tact: a three-sectioned-staff with various dials installed.
• Ten-Fold Axe: a sash with ten axe dials sewn onto it.

Transportation
Breath Dials and Jet Dials can be installed into vehicles for transportation purposes. Known vehicles include:

• Ark Maxim: equipped with 200 Jet Dials as backup propulsion in case his electrical powers fail.
• Dial Boat: boats of varying sizes, equipped with a Breath Dial on the back, enabling them travel the
Milky Road.
• Karasumaru: a particular small Dial Boat with a crow figurehead.
• Waver: small boats that function like water scooters, equipped with a Breath Dial to traverse over Sea
Clouds.
• Shiro Mokuba I: a particular Waver equipped with a Jet Dial, and later modified into a white-horse
shape.
• Jet Board: compact waver in the form of skiboards equipped with a Breath Dial to traverse the Sea
Clouds.
• Jet Ski: compact waver in the form of skis equipped with a Breath Dial to traverse the Sea Clouds.

Using Dials in Combat


To even use a dial in combat, unless your a Skypedian, requires the Exotic Weapon Proficiency feat with Dials. If
you do not have the Exotic Weapon Proficiency feat with Dials, you take a -4 penalty to any attack roll you make
with a Dial, and it costs an additional charge to use.
Purchasing a Dial
Most dials are sold fully charged, and fetch a good price on the market. Fully charged Dials are sold at a DC 30
+ Rarity (+0 for common, +2 for Uncommon, +4 for Rare and +8 for Nearly Extinct or Ancient ones) + Size (+0
for normal sized Dials, +2 for large ones, +4 for Huge ones, +6 for Gargantuan ones and +8 for colossal ones.)

Partially charged or uncharged Dials are sold for considerably less, subtract 1 from the DC for every 5 charges
not present (So an Ancient, Colossal, Uncharged Dial would cost a DC 26 check (10 + 8 + 8)).

Larger Dials
Large, Huge, Gargantuan and Colossal Dials exist, and not only do they increase the price of the Dial, but they
also make it so you can hold more in the dial as well. For each size increase, double the number of charges held
• Large: 200 Charges
• Huge: 400 Charges
• Gargantuan: 800 Charges
• Colossal: 1,600 Charges
The larger the dial, the more cumbersome it is. As a rule, a character 2 sizes lower than the size of the Dial can
use it in combat (So a Medium Creature could use a Huge Dial) or as an accessory, but to use one 2 sizes larger
than your size, it must be held as a backpack and possibly have attachments on it to use (Such as a flame proof
hose for a Flame Dial). One size category larger and it must be held in both hands. If you are the same size
category as the dial (Normal ones are meant for medium characters), you may use them in one hand.

Den Den Mushi


The Den Den Mushi are snails that are used for communication or visual aid. They are usually seen with phones
or fax machines attached to their shells.

They have the ability to communicate with each other telepathically through radio waves. The people of the One
Piece world take advantage of this ability by attaching buttons and receivers to them. Den Den Mushi thus take
the place of telephones and other similar machines in the world of One Piece. They are classified as type "B"
creatures, being "Small Friendly".

A Den Den Mushi makes a ring-ring-ring (purupurupuru in Japanese) sound, to inform people on the receiving
end that someone is calling, in a similar way to old fashioned telephones. When a person calls or speaks
through a Den Den Mushi, the Den Den Mushi will mouth the person's speech and display the person's emotions
as well as take on distinctive physical traits of the person on the other end.[2] For example, when someone
screams, the snail will scream as well. Den Den Mushi are usually active when someone answers the phone, but
once they are hung up, they go to sleep.

Despite acting like machines, they are actually animals. Since being raised by humans gives them access to
plenty of food, Den Den Mushi do not mind being used and tamed. The snails appear to be amphibious, as
Fukaboshi was seen using one underwater. However, they do not work in extreme cold. They also do not work
when the animals themselves are sick. When an S.O.S. signal is sent out, rather than ringing normally as in a
regular phone call, the Den Den Mushi cries loudly. When a Den Den Mushi returns to the wild and their
receivers are removed, they become a regular snail.

Types of Den Den Mushi


The Den Den Mushi appear in many varieties, depending on who owns them and who is talking. They are
sometimes designed to resemble their user. Marine Den Den Mushi typically have the Marine symbol painted on
their face or on their shell. Despite their varied appearances, there appear to be general categories by which
Den Den Mushi are classified.
Regular Den Den Mushi
The most common type of Den Den Mushi commonly seen. They are too big to be conveniently carried around,
but their signal range is much further than that of a baby. They can also serve as fax machines if the right
accessory is attached. They are capable of making long distance calls, and many are large enough to make a
worldwide signal. The Marines are shown to often favour these over Babies in field communications due to the
range, carrying them around with the help of a shoulder strap.

Baby Den Den Mushi


A Baby Den Den Mushi is a fairly small and portable Den Den Mushi, enough to fit in one's palm. It's good for
keeping in contact with fellow comrades in the same area, but incapable of inter-island calls. They can also be
used as speakers, in which to broadcast the user's voice throughout the area.

Black Den Den Mushi


The Black Den Den Mushi, Black Transponder Snail in the English versions, is a type of Den Den Mushi used
commonly by the Marines, as listening devices or "wiretaps", to intercept calls between pirates or other
miscreants. They are actually a different type of species compared to other types of Den Den Mushi. They do not
grow as they age and remain a small portable size for the rest of their lives. They enjoy eavesdropping, and
dislike communicating with others. Their abilities to intercept can be blocked by their counterpart, the White Den
Den Mushi

Golden Den Den Mushi


The Golden Den Den Mushi, Golden Transponder Snail in the Viz Manga, is a special kind of Den Den Mushi
which is only held by the Marine Admirals. It is used to summon the Buster Call attack. The Den Den Mushi is
immobile and its entire body appears to be made out of gold.
It is a very rare type of Den Den Mushi. After the button on its back is pressed, it sends a message straight to the
Silver Den Den Mushi, which is the signal for the Marines to start the Buster Call.
So far in the series, it has only been shown to be used twice: once by Spandine on the Island of Ohara, and
again, twenty years later, by Spandam with false permission from Admiral Aokiji. While Spandine's use of it was
intentional, Spandam's was not; he used the Golden Den Den Mushi by accident because he thought it was a
Baby Den Den Mushi, which he was also carrying, and wrongfully pulled out the Golden Den Den Mushi and
activated it without looking to see which Den Den Mushi of the two he had actually grabbed.

Silver Den Den Mushi


The Silver Den Den Mushi is a special type of Den Den Mushi, used as an alarm to alert the Marines through the
Golden Den Den Mushi's Buster Call request. It is depicted as an elderly snail that is bearded and old-looking. It
has a shell that appears to be made of solid silver and similar in design to the Golden Den Den Mushi. Unlike
regular Den Den Mushi, when this one receives a Buster Call signal from a Golden Den Den Mushi, it gives off a
loud vibrating sound that alerts any and every Marine nearby.

Surveillance Den Den Mushi


The Surveillance Den Den Mushi is a type of Den Den Mushi that acts as a video camera. They come in two
sizes. The small Surveillance Den Den Mushi are mounted in specific locations around a building with an
antenna connected to the shell. They are all connected to a larger Surveillance Den Den Mushi that is able to
pick up the signals. These large ones are connected to a machine which produces video feeds to a set of
monitors. In the event that the smaller one spots an intruder, it will send a signal to the larger one, which will
cause its red eyes to begin flashing in an alternating manner, and make a buzzing noise to alert the security
guards watching the monitors.

Visual Den Den Mushi


The Visual Den Den Mushi is similar to the Surveillance Den Den Mushi, and it broadcasts what the Den Den
Mushi sees to a bigger video screen. The smaller Den Den Mushi (which seems to be larger than the
Surveillance variation) are used as the cameras, while the larger ones are linked to the screens to receive the
signals. These visual versions seem to be able to broadcast their frequencies between two relatively close
islands.
Self-Propelled Visual Den Den Mushi
Shiki has a variant of the Visual Den Den Mushi called the Self-Propelled Visual Den Den Mushi. As the name
implies they are able to move and look around. They also appear to be close to the same size as the larger
variant of the Visual Den Den Mushi and have attachments that allow them to project what they can see to a
monitor.

White Den Den Mushi


The White Den Den Mushi can be attached to other Den Den Mushi. They send out psychic waves that prevent
calls from being intercepted; in a way, they are the opposite of the black Den Den Mushi. They are rare and one
was first seen used by Monkey D. Dragon to communicate with Emporio Ivankov.

Camera Den Den Mushi


This Den Den Mushi is able to take photos, creating flashes of light with its eyes in order to perform flash
photography. This species was first seen being used by Koala in the underground trading port in Dressrosa.

Purchasing a Den Den Mushi


With the exception of the Gold and Silver Den Den Mushi, the other Den Den Mushi are available for the
following DC's

Den Den Mushi Purchase DC


Den Den Mushi 15
Baby Den Den Mushi 20
Black Den Den Mushi 30
Gold Den Den Mushi N/A
Silver Den Den Mushi N/A
Surveillance Den Den Mushi 22
Visual Den Den Mushi 14
Self-Propelled Visual Den Den Mushi 19
White Den Den Mushi 30
Camera Den Den Mushi 13

Other Technology
Vivre Card
A Vivre Card is made from part of a person’s fingernail which is then made into paper. It is completely waterproof
and fireproof, but can be torn and given to a cared person that one would be separated from.
The torn pieces will point to and move towards each other no matter where they are in the world, allowing one to
always be able to tell in which direction the other person is.
True to the name "paper of life", Vivre Cards also display the life force of their owner. If the life of the person who
gave the Vivre Card is vanishing, the card will begin to burn. It will grow back to its original size if the person
recovers.
Purchase DC: 10

Navigation Tools
Log Pose
A Log Pose is a compass-like navigational device; a necessity for traveling the Grand Line. It is a wrist watch
with a glass orb sitting on top, and a needle floating inside the middle of that orb suspended from the top by a
thin piece of metal or wire.
Normal compasses do not work in the Grand Line due to the special magnetic waves created from each island.
The Log Pose functions by recording the magnetic wave of an island in the Grand Line, and points to the next
island for the user to travel to. How long it takes to lock onto the magnetic waves varies from island to island.
Once on an island for the required amount of time, the recording of the magnetic wave resets to accommodate
the new island. The standard Log Pose is unsafe to use in the New World.
A variation of the Log Pose is the Eternal Pose, which always points to a specified island.
Purchase DC: 25
New World Log Pose
The standard Log Pose is not good enough for the New World, due to the fact that some islands change, or
completely hide, their magnetic fields at random, which may leave a crew stranded if they rely on a single Log
Pose. To navigate safely through the New World, crews need to have a Log Pose with three needles. Each
needle represents a different island, and the stability of the needle reflects the stability of the island's magnetic
field.
Purchase DC: 30

Eternal Pose
An Eternal Pose is a special type of compass used in the Grand Line.
It is an hourglass-like device with only one orb in the middle of the device, and a needle floating inside of the orb.
Like a Log Pose, it records the special magnetic waves of a certain island within the Grand Line, allowing the
user to know which way to go to arrive at their destination. Unlike a Log Pose, which resets its recordings on
new islands, an Eternal Pose always points to the same island, no matter how long it stays elsewhere. These
are used heavily by those who have a home port on a specific island of the Grand Line, as well as by the
Marines. The Marines in particular seem to have several of these on stock and ship commanders may request
one for reaching a specific island, as well as getting them for missions.
They appear to be available for purchase, though come at a high cost.
Purchase DC: 35

Turtle Pose
A Turtle Pose is a special type of compass found only in the seventh movie.
It consists of a baby sea turtle in a small pool of water. These are used to navigate to Mecha Island which is
located in the Grand Line. The reason Log Poses are not used to navigate to Mecha Island is because it is
actually a giant sea turtle that lacks a magnetic field.
Purchase DC: N/A
The Shipwright
Crafting a ship is a complex manner. The first step to building a ship is gaining the Shipwright feat. It's then a
matter of choosing the Superstructure, components and size of your ship. Yes, it seems simple, but it's not.
Everything costs Craft Points, uses a Wealth DC and has a Craft DC to work on.

Craft Points and Craft DC


At the end of the day, you have to put forth effort to make a ship. That effort is measured in Craft Points. For
every 100 Craft Points appropriated by your ship's build, your ship has a +1 Craft DC. For example: If your ship
has 10,000 craft points, the DC is 100. Only an truly masterful Shipwright would be able to build it, or several
dozen all contributing to the effort under a Master Shipwright who makes the check.

Any number of shipwrights can help build a ship, all contributing Aid another checks to the effort, each adding +2
per success. (So in the example above, if 25 people aided the main Shipwright with aid another checks, the DC
would be 50 instead of 100 for the Shipwright in charge.)

Craft Points and Wealth DC


A ship also costs money to build. And wealth DC's are generally about equal to Craft DC's. In this case, the
Wealth DC of any ship is equal to it's Craft DC plus 5 per size of the ship (+0 for small ships (1-10 crew), +5 for
medium ships (11-50 crew), +10 for large ships (51-100 Crew), +15 for Huge ships (101-150 crew), +20 for
Gargantuan Ships (151-300 crew) and +25 for Colossal Ships (301+ Crew))

Others may aid you in paying for this cost just like the the craft DC using the Aid Another action to add +2 to the
main Shipwright's check. In this instance they don't all need the Shipwright feat to aid.

Time and Craft DC's


It takes time to make a ship, as such for each point of Craft DC, the ship takes 1 day to build. For every 10 men
contributing to the effort, reduce the time by 10 days (Minimum 10 days)

Superstructure
The superstructure of the ship is what it's mostly made out of. What's holding it together. Ships are made of
Wood or Metals. The rarer the metal or wood, the more costly the craft point cost is.

Table: Types of Wood


Type of Wood Craft Points Special
Pine 100 None
Elm 200 Speed +25%
Oak 400 +100 Cargo Hold HP
Mahogany 300 +2 Armor Hardness

Table: Types of Metal


Type of Metal Craft Points Special
Iron 300 +4 Hardness
Steel 500 +6 Hardness
Aluminum 900 -2 Hardness, Speed +20%
Brass 700 +2 Hardness
Wapometal 1100 Fast Healing 10

Wapometal
Wapometal is a special kind of metal discovered by Wapol when he was turning garbage into toys during his
mini-story, manufactured via his Baku Baku no Mi powers. It was this metal that turned him from a homeless
bum into a very wealthy CEO of a toy company. His wapometal toys were so successful, the World Nobles
granted him a new kingdom as a reward.
Franky used wapometal for his Iron Pirate Franky Shogun. It is a shape-memory alloy that can be restored to its
preconfigured shapes, being used to create merger modes in the components of the Iron Pirate Franky Shogun.
Components
The components of the ship are what it's made of. Below are a bevy of things that need to be picked. You must
have the following to make a ship run
• Masts: Where the sails go
• Gunport: If there is a gun port, you must take that into account
• Living quarters: Where the crew and guests sleep
• Kitchen: Where Food is made and possibly served
• Cargo hold: Where everything else is stored
• Crow’s nest: Be on the look out
• Keel: The longitudinal structure along the centerline at the bottom of a vessel's hull, on which the rest of
the hull is built
• Rudder: What steers the ship
• Sails: What powers the ship mainly
• Deck: What the crew stands on.
• Armor: What the ship can handle in a fight, What it's Main Hull is made out of.

Table: Masts
A mast holds your sails, and has 100 hit points base with a hardness of 10. This is per mast. Generally a ship
can have one Mast per size category it is (Starting with 1 at Small)
Type of Mast Craft Points Special
Hollow Mast 100 -20 HP
Solid Wooden Mast 200 None
Hollow Metal Mast 400 -10 HP
Solid Metal Mast 600 +20 HP
Wapometal Mast 1000 +20 HP, FH: 5

Table: Guns
Guns deal damage to your opponent's ship. Depending on the type of gun, it deals different types of damage.
Craft Point Costs are per cannon installed on the ship (So 10 Beam Cannons would require 1,000 Craft Points).
You can mix and match what guns you have on your ship. This damage goes up by your gunner's ranks in
Ranged Shot (1[BW] per 5 ranks above 1.)
Type Damage Craft Points Rate of Fire Range Ammo Reload Time Special
Scrap 2d6 [BW] 50 Single 90 ft Small, metal objects Standard action -2 Ranged Shot
Standard 4d6[BW] 60 Single 600 ft cannon ball Standard action
Large 5d6 [BW] 70 Single 900 ft cannon ball Standard action
Fat 10d6 [BW] 80 Single 300 ft large cannon ball Full round action
Sniper 3d6 [BW] 50 Single 3,000 ft small cannon ball Standard action
Repeater 3d6 [BW] 75 Single, S 600 ft small cannon ball 3 shots per full round
action
Chain 2d6 [BW] 80 Single 300 ft 2 small cannon balls Full round action -5 to attack Masts
Scatter 6d6 [BW] 80 Single 180 ft 5 small cannon balls Full round action
Grenade 6d6 [BW] 70 Single 300 ft 1 grenade Full round action
Bar 2d6 [BW] 50 Single 600 ft 1 giant metal bar Full round action
Flame 5d6 [BW] 60 Single 90 ft 1 barrel of oil Full round action Cone
fire
Water 1d6 [BW] 60 Single 180 ft Pumps sea water Full round action Line
water
Stink None 50 Single 90 ft Barrel of rotten biological Full round action
material.
Turret 5d6 [BW] 80 Single, S, A 1,500 ft 3 cannon balls 3 shots per full round
action
Beam 10d6[BW] 200 Single 1 mile Special 4 rounds Line, 10ft wide

Table: Living Quarters


This is the quality of your living quarters. The craft points cost is per living quarter room on your ship. You can
mix and match what rooms you have.
Quality Example Craft Points
Poor Several Hammocks in a room 10
Moderate Simple bed and desk 30
Good Apartment with one room 50
Upscale Apartment with two rooms 70
Luxury Apartment with several rooms 100
Table: Kitchen
This is where food is prepared. The Craft Point cost is per kitchen on the ship, and you can mix and match types.
Also kitchens automatically come with a place to eat the food, you don't pay extra for dining rooms.
Quality Example Craft Points
Poor Simple kitchen, Eat in 50
Moderate Simple kitchen, Dining room 70
Good Quality Kitchen, Dining Room 100
Upscale Quality Kitchen, Dining Hall 140
Luxury World Class Kitchen, Grand 200
Dining Hall

Table: Cargo Hold


This generally denotes the size of your vessal, and sets part of the Wealth DC. Unfortunately it also has a craft
point cost, so it imparts onto the Craft DC as well. The Base AC is modified by Rudders and Armor
Size Craft Point Cost Crew Gun Ports Cargo (Tons) Base AC
Small 1000 (1-10) 2 5 10
Medium 2000 (11-50) 6 10 8
Large 4000 (51-100) 12 20 6
Huge 6000 (101-150) 20 40 4
Gargantuan 9000 (151-300) 30 80 2
Colossal 12000 (300+) 50 160 0

Table: Crow's Nest


Usually the highest mast in the ship will have the crow's nest, but multiple crow's nests are possible. This is per
Crow's Nest. You may mix and match.
Quality Craft Points Special
Poor 40 None
Moderate 80 Binoculars Included
Good 160 Binoculars and Sniper Mount

Table: Keel
As the substance that the entire ship is based on, you pay for the materials that are being used. Generally
almost as expensive as the hull of the ship itself, if a keel is broken (see HP section), the ship sinks and is
unusable.
Type Craft Points Hit Points Hardness Special
Pine 500 50 6 +5 HP per Size Category above Small
Elm 1000 60 7 +10 HP per Size Category above Small
Oak 2000 80 9 +15 HP per Size Category above Small
Mahogany 3000 110 8 +20 HP per Size Category above Small
Iron 2000 180 10 +10 HP per Size Category above Small
Brass 3000 150 12 +15 HP per Size Category above Small
Steel 4000 210 15 +20 HP per Size Category above Small
Aluminum 3500 130 13 +15 HP per Size Category above Small
Wapometal 5000 250 20 Fast Healing 10, +25 HP per Size Category above Small

Table: Rudder
Rudders are what steers ships. Without them, a ship could only go straight. A Rudder also effects a Ship's
Defense Bonus, granting them maneuverability. The cost of a Rudder is per rudder. Most ships have 1 or 2, but
colossal ships require up to 6 to fully steer.
Type Craft Points Hit Points Hardness Defense Bonus Special
Pine 20 20 6 (+2)
Elm 40 30 7 (+4)
Oak 60 50 9 (+8)
Mahogany 80 40 8 (+6)
Iron 40 50 10 (+4)
Steel 60 60 15 (+8)
Brass 80 40 12 (+6)
Aluminum 65 45 13 (+10)
Wapometal 100 100 20 (+15) Fast Healing 5
Table: Armor
Many ships have plates of armor strapped or bolted to the sides. This is basically what makes up the Hull of the
ship, and provides armor to the ship. The Craft Point Cost is for the entire ship being covered in Armor. If you
want weak spots, feel free to cut the cost by up to 90%, but each shot has a % chance of ignoring your Armor
Value equal to what you took off. Once the HP of the Armor is breached, the ship is considered to have lost the
armor protection.
Type Craft Points Hit Points Hardness Armor Bonus Special
Pine 200 50 6 (+2)
Elm 400 70 7 (+4)
Oak 600 90 9 (+8)
Mahogany 800 70 8 (+6)
Iron 400 110 10 (+4)
Steel 600 120 15 (+8)
Brass 800 130 12 (+6)
Aluminum 650 135 13 (+10)
Wapometal 1000 200 20 (+15) Fast Healing 10

Table: Engine
The engine of the ship is what makes it go. It can be as simple as Wind Power to as complicated as a Nuclear
Drive (Not that anything in One Piece seems to have that, but we're putting it in here.). You may have more than
one type of Engine... Ya know, just in case.
Type of Engine Maximum Speed Refeuling Craft Points
Sails Varies by wind force None 100
Oars 2 knots Manpower, 4 hour shifts 200
Paddle Wheels 10 knots Requires an Engine 400
Steam Engine 15 knots 1000 gallons of Water every day 800
Diesel Engine 25 knots 1000 gallons of Diesel Fuel every day 1600
Breath Dial 8 knots As Breath Dial 500
Jet Dial 16 knots As Breath Dial 700
Nuclear Engine 30 knots 1lbs of Nuclear Material every week 3200
Custom Fuel Engine 25 knots 1000 of Custom Fuel every day 2000

So, to build the best ship in the world. One with the following parts...
• Wapometal Superstructure: 1,100 Craft Points
• Wapometal Masts x10: 10,000 Craft Points
• Beam Guns x50: 10,000 Craft Points
• Luxury Apartment x2: 200 Craft Points
• Poor Quality Rooms x 20: 200 Craft Points
• Luxury Kitchen x1: 200 Craft Points
• Good Quality Kitchen x5: 500 Craft Points
• Colossal Cargo Hold: 12,000 Craft Points
• Good Quality Crow's Nest x10: 1,600 Craft Points
• Wapometal Keel: 5,000 Craft Points
• Wapometal Rudder x6: 600 Craft Points
• Wapometal Armor: 1000 Craft Points
• Nuclear Engine: 3,200 Craft Points
...would be a staggering 40,600 Craft Points. It would have a Craft DC of 406 and a Wealth DC of 431. It would
take 406 days to build, but it would be a near unstoppable force on the seas. It would take an average shipwright
a crew of almost 195 men to build this ship. (Which would take off 19 days from the time, reducing it from 406 to
378 days. Still over a year of work)

Custom equipment
You can have custom equipment on your ship, but that is generally between you and your GM. As a general rule,
the GM gets the final say on Craft Points and effects. Some examples are listed below.
Table: Custom Equipment
Equipment Craft Points Effect
Coup de Vent: Ship Variant 1000 You may choose to do a small or large burst. A small burst will use an eighth of your maximum
fuel and propel the ship, slightly airborne, for two miles. A large burst uses half your maximum
fuel and propels the ship high into the air and up to 5 miles before landing. While the ship is
airborne it moves at 60 knots. It takes 24 seconds to charge a burst. This maneuver is also
possible submerged underwater, but at half the speed and a quarter the distance.
Coating (Seastone) 1000 This coating allows your ship to pass through sea king infested water without detection. It’s
heavy though, which reduces your ship’s top speed by -2 knots.
Caoting (Gelatin) 2000 (May be This coating wraps your ship in a bubble and allows it to sail under the water’s surface on sea
applied and currents instead of wind. The coating just lays on the ship’s surfaces while above water, but
taken off) before diving it needs to be inflated with air. This surrounds the ship in an air-filled bubble,
reserving oxygen for the crew to use while under the surface. It’s completely resistant to water
pressure and one or two holes in the bubble won’t damage it, the holes will reform back into a
solid bubble. Too many holes, however, have a chance at ripping the bubble completely.
Mini Ships Varies, 100 per These are miniature ships that may be launched from your ship. They cannot be installed on a
ship to install small ship (Must be medium or higher) and you may only install 1 on a Medium Ship, 2 on a
once built Large Ship, 4 on a Huge Ship, 8 on a Gargantuan Ship and 16 on a Colossal Ship unless each
ship has the miniaturization Custom Equipment. Each ship must be built separately as listed
above and here.
Miniaturization 500 This can activate (taking one minute to complete activation) and shrink your ship one size
category by folding the ship together. Useful mostly for Mini Ships. This allows 1 Mini-ship to be
installed on a Small vessal.

Ship Spirits
A Klabautermann or Ship Spirit is said to be a water spirit (or fairy) that dwells on ships and is basically an
incarnation of a ship that has been well cared for. It is a merry and diligent creature that is said to warn sailors
when a ship's in danger and help in bigger ways sometimes. They are normally considered to be only a legend
among seafarers.

Klabautermann grant special abilities to the ships they inhabit, though they can be driven off.

Table: Klabautermann Levels


Level Feats Speed Bonus Insight Good Insight Poor Fast Healing Experience Total
1 1 (+0 Knots) [+2] [+0] 0 0
2 2 (+0 Knots) [+3] [+0] 0 10
3 3 (+1 Knots) [+3] [+1] 0 20
4 4 (+1 Knots) [+4] [+1] 1 40
5 5 (+1 Knots) [+4] [+1] 1 60
6 6 (+2 Knots) [+5] [+2] 1 90
7 7 (+2 Knots) [+5] [+2] 1 120
8 8 (+2 Knots) [+6] [+2] 2 150
9 9 (+3 Knots) [+6] [+3] 2 190
10 10 (+3 Knots) [+7] [+3] 2 230
11 11 (+3 Knots) [+7] [+3] 2 270
12 12 (+4 Knots) [+8] [+4] 3 320
13 13 (+4 Knots) [+8] [+4] 3 370
14 14 (+4 Knots) [+9] [+4] 3 420
15 15 (+5 Knots) [+9] [+5] 3 480
16 16 (+5 Knots) [+10] [+5] 4 540
17 17 (+5 Knots) [+10] [+5] 4 600
18 18 (+6 Knots) [+11] [+6] 4 670
19 19 (+6 Knots) [+11] [+6] 4 740
20 20 (+6 Knots) [+12] [+6] 5 810

Level/Exp Total: This is the level of the Klabautermann, and how much experience it needs to level.

Feats: This is how many feats from the list above that the spirit has.

Speed Bonus: Add this to your engine's speed to see how fast you go with a spirit on board.

Insight Good/Insight Poor: Choose one from the following list (Attack, Defense and Reflex). You gain the Good
bonus for the chosen ability, and the poor bonus for the other two.

Fast Healing: This fast healing doesn't happen in combat, and only happens when the crew is asleep or in port.
It represents a Klabautermann's tendency to repair a ship they love. The fast healing is per hour not per round.
Ship Experience: A ship gains experience through good care and through ship battles.

When a crew takes care of their ship, they gain 5 experience per week that goes towards the ship. Each time
they go in to have it serviced, they gain 5 more experience for that service.
In Ship to Ship battles, each time a ship defeats another, the winning ship gains 5 x the other Klabautermann's
level. If the other ship doesn't have one of these sprites, treat the ship's level as 5.

Ships and Epic Levels: A Ship cannot reach level 21 till the captain of that ship does. Continue all bonuses as
normal except feats which accrue slower and continue to increase the experience total each level as well.

Table: Epic Ship


Level Feats Speed Bonus Insight Good Insight Poor Fast Healing Experience Total
21 20 [+7 Knots] [+12] [+7] 5 890
22 21 [+7 Knots] [+13] [+7] 5 970
23 21 [+7 Knots] [+13] [+7] 5 1050
24 22 [+8 Knots] [+14] [+8] 6 1140
25 22 [+8 Knots] [+14] [+8] 6 1230
26 23 [+8 Knots] [+15] [+8] 6 1320
27 23 [+9 Knots] [+15] [+9] 6 1420
28 24 [+9 Knots] [+16] [+9] 7 1520
29 24 [+9 Knots] [+16] [+9] 7 1620
30 25 [+10 Knots] [+17] [+10] 7 1730

Upgrading a Ship
At some point, you're going to want to upgrade your ship. You can do this by adding together the craft points of
what you want the ship to be total, and subtracting how many craft points you spent already. That determines the
upgrade cost. You then do the work, and finally, you get the upgrade you want.
Cyborg Implants
Any race can be fitted with Cyborg implants. These implants are better than normal, as they play a more integral
role in the character's life. Most aren't replacements (Though there's nothing stopping a character from having a
replacement leg or arm from the setting American Genesis). The following parts and other stuff are powered by
fuel. Fuel can be anything from water to soda to nuclear material. Just remember you have to be able to acquire
fuel or your cyborg implants won't work. You don't need the Shipwright Feat to build cyborgs. You need the
Cyber Creator Feat.

Creating a Cyborg Implant


When you create a Cyborg Implant, it's much like creating a Ship. Each has a Craft Point cost, a Craft DC and a
Wealth DC. The Craft Point costs are considerably lower, but the translation to Craft and Wealth DC's remains
the same, though Size doesn't come in as a factor. Cyborg Implants are always sized for you, regardless of your
size.

Cyborg implants come in four varieties:


• Boosters: These boost the abilities of the cyborg such as Strength Augmenters, Jump Boosters, etc
• Weapons: These are weapons such as the Radical Beam and Coup de Vent
• Tools: These are tools that might be implanted such as the Franky Nipple Lights
• Armor: This is physical armor that may or may not be sub-dermal.

Table: Boosters
Type Craft Points Internal/External Explanation
Physical Stat Boost 100 per +2 to a Stat Internal Grants a bonus to a particular physical statistic.
Jump Boosters 100 per +4 to Jump/Tumble Internal Grants a bonus to Jump and Tumble Checks
Flight Rockets 500 Both: While the main Grants a Fly Speed equal to your Land Speed in
systems are inside, the combat and a Speed equal to your Swim Modifier x10
boosters are outside. MPH out of combat, Can be used underwater.
Targeting Booster 500 per +1 to attack Internal Grants a bonus to all Attack Skills
Reaction Program 500 per +1 to a Defense Internal Grants a bonus to Reflex or Defense (Must Choose per
implant)
Mental Block 500 per +1 to Will Internal Grants a bonus to Will Saves
Blood Replacement 500 per +1 to Fortitude Internal Grants a bonus to Fortitude Saves
Reactive Strength 3000 Internal Grants +2 to Strength per 3 rounds of combat.
Enhancement Program Disappears at end of combat
Lifting Boosters 500 per multiplier Internal Multiplies your Lift and Carry capacity (Minimum x2)
Balancing Gyro 100 per +4 to Balance Internal Grants a bonus to Balance Checks
Skill Enhancer 100 per +4 to a Skill Internal Boosts any Physical stat based skill by a set amount.
Boosting Special Attack 20 per point of SA (Max Internal Boosts you in a unique way, costs Haki to use instead of
Spellscore +4) Fuel.

Table: Weapons
A bit self explanatory, a Weapon is anything that deals hit point damage.
Type Craft Points Explanation
Beam Weapons 30/d6 damage + 30/10ft Line Attack that deals massive damage
of Line
Ballistic Weapons 50 per dice of damage Implants a ballistic weapon (Including Cannons) into your body. Must supply ammo
Fist Rocket 2000 Deal your unarmed strike damage up to 200 ft away
Retractable Melee Weapons 1000 per dice of damage Retractable weapon
of the weapon
Elemental Weapon (Cone) 30/d6 of damage + 30/5 Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
ft of Cone Cone
Elemental Weapon (Line) 30/d6 damage + 30/10ft Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
of Line Line
Elemental Weapon (Burst) 30/d6 damage + 30/5ft Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
of Burst + 10/100 ft Burst within the bought range
range
Elemental Weapon (Blast) 30/d6 damage + 30/5ft Deals elemental damage (From one of the 9 Categories of Elemental Damage) in a
of Blast Blast
Offensive Special Attack 20 per point of SA (Max Creates a unique offensive special attack that costs Haki to use instead of Fuel.
Spellscore +4)
Table: Tools
Tools generally grant a +2 bonus to associated checks. When creating a tool, make sure to specify what checks
are going to be amplified. Common Tools are tools that are available anywhere. Uncommon Tools are available
only in select locations, and Rare Tools are probably not available except in unique circumstances. Masterwork
Tools add +2 to your relative check bonus. Unique Tools are stuff like Franky's Nipple Lights, or some sort of
tractor beam that tugs a ship along. GM's have the final say on whether a tool is a tool or a Booster.
Type Craft Points Explanation
Common Tool 500 Implants a Common Tool
Uncommon Tool 1000 Implants an Uncommon Tool
Rare Tool 2000 Implants a Rare Tool
Masterwork Tool +2000 Craft Points Upgrades a lower tool to Masterwork Quality
Unique Tool (such as lights) 2000 + Varies Implants a tool that serves a unique function

Table: Armor
Generally Sub-dermal, This type of armor generally protects you from damage, granting bonus Armor Bonuses
to Defense, Bonuses to Reflex Saves (As you tank the damage), and Damage Mitigation. Armor also has Hit
Points. If your armor's hit points reach zero, it doesn't provide any protection till fixed. Armor also has hardness
of it's own which reduces damage only to it. Each piece has it's own craft point cost (Armor, Reflex, DM)
Type Armor Bonus Reflex Bonus Damage Mitigation Hardness/Hit Points Special
Metal (Iron) 20 per +1 100 per +1 50 per +1 [10/100] -5ft land speed
Metal (Steel) 30 per +1 75 per +1 40 per +1 [15/150] None
Metal (Wapometal) 50 per +1 100 per +1 25 per +1 [20/200] Armor has FH 10

Upgrading an Implant
At some point, you're going to want to upgrade your implants. You can do this by adding together the craft points
of what you want the implants to be total, and subtracting how many craft points you spent already. That
determines the upgrade cost. You then do the work, and finally, you get the upgrade you want.
Pop Greens
Pop Green are the seeds of hostile plants found in the forest of "Greenstone" on Boin Archipelago. They can
grow from seeds to full-sized plants in moments.

Heracles used these seeds as bullets, weapons, and tools. According to him, they have various uses, and he
taught Usopp how they work.

Pop Greens are seeds with instant growth capabilities, being able to sprout into full grown plants in a matter of
moments. Presumably native to the Greenstone forest in the Boin Archipelago, they have been effectively
weaponized by Heracles (who is shown simply throwing them) and Usopp (who fires them using Kuro Kabuto).
How they are triggered is currently unknown, but different seeds are known to act on different stimuli.

Some grow upon impact, others grow in the presence of an oncoming target, while others are capable of
growing in mid-air. These seeds also have varying ranges and effects, even those not normally attributed to
plants, such as one capable of piercing opponents, another being able to explode, while another is shown to
release a shock wave. Each type of seed also has a different color scheme, which the user can use to tell what
each one is capable of.

Midori Boshi: Devil: Shooting a Pop Green, Usopp creates a large Venus Flytrap which attacks his enemies. In
addition to being able to eat enemies with its large mouth, it can ensnare those nearby with its vines. This was
first seen used against Demaro Black, Turco, Chocolat and Mounblutain for harassing the real Nami. In the Viz
Manga and FUNimation simulcast subs, this is called Green Star: Devil.
• Usage: Upon firing the Pop Green, it explodes in a 40 ft radius at up to long range (400ft + 40ft/level).
Upon explosion, venus fly traps pop out and attack all enemies of the shooter within the radius +10 ft. It
uses your Unarmed Strike Bonus and deals 2d6[BW] damage (Improving with our Unarmed Strike
Ranks) per round to anyone that doesn't make a Reflex Save. Leaving the area is near impossible, and
requires a DC (10 + Your Ranged Shot Ranks) balance check to leave. Those that make the reflex save
stave off the damage for one round. The Flytraps last for 1 minute per level before disappearing.

Midori Boshi: Sargasso: Usopp fires a Pop Green at his target, which then explodes into an array of resilient
seaweed, strong enough to delay an avalanche of rock and earth. This was first used in order to protect the
Thousand Sunny from an avalanche of rock and earth. The name is similar to the Sargasso Sea, a region of the
North Atlantic Ocean where ships often become tangled in weeds. In the FUNimation simulcast subs, this is
called Green Star: Sargasso.
• Usage: Upon firing the Pop Green, it explodes at up to long range (400 ft + 40ft/level). It forms a net that
attaches to a surface and holds up to 1,000lbs per level of objects or people. This negates falling
damage if used to catch a falling person.

Midori Boshi: Rafflesia: Usopp fires a Pop Green at his enemy, not aiming for them specifically but a place
near them. The pop green reveals a rather large Rafflesia flower. The flower then excretes a foul smelling odor,
disabling the enemy's senses with its stench. This was first used against Hody Jones and his men. In the
FUNimation simulcast subs, this is called Green Star: Rafflesia.
• Usage: Upon firing the Pop Green it explodes into a very smelly flower. Anyone within 100 feet that
smells the scent because Nauseous unless they succeed a Intelligence based Fortitude Save. Those
with the Scent Quality take a -10 penalty to their Fortitude Save.

Midori Boshi: Take Jave-rin: Usopp shoots a Pop Green and stalks of bamboo shoots up from the ground,
stabbing and impaling anyone it crosses paths with. The name is a pun and portmanteau of "javelin" and "rin”. It
was first used against some of the New Fishman Pirates. This is called Green Star: Bamboo Javelin in the
FUNimation sub.
• Usage: Upon firing the Pop Green it explodes in a 20ft burst. Everyone within the burst must make an
Intelligence Based Reflex Save or take 5d6[BW] slashing damage (Improving with your Ranged Shot
Ranks). Half Damage on a successful save.
Midori Boshi: Dokuro Bakuhatsu So: Usopp shoots a Pop Green that explodes upon impact. It releases a
large red explosion in the shape of a skull. It was first used to get Daruma out of the ground by literally blowing
him out of the tunnel system he dug. This is called Green Star: Skull Bombgrass in the FUNimation sub.
• Usage: Upon firing the Pop Green within long range, the green explodes on impact dealing 10d6 Force
and 10d6 Fire damage to all targets within 20 feet. Intelligence Based Reflex Save for half damage.

Midori Boshi: Humandrake: Usopp shoots a Pop Green on the ground that only triggers to attack opponents
once they step on it, with its living roots it leaps off to the opponent causing them to get off balance. It is first
used against Daruma to lure him in the "Trampolia". This is a pun to "human" and "mandrake".
• Usage: Upon firing the Pop Green, it imbeds itself into the ground. When an opponent steps on the
green, they must make an Intelligence Based Reflex Save or be knocked prone.

Midori Boshi: Trampolia: Usopp shoots a Pop Green on the ground that launches anyone who gets close to it
up into the air. It is shaped like a big flower with a bubble at the center. It was first used in conjunction with
"Humandrake" against Daruma. In the Viz Manga, this is called Green Star: Trampolia.
• Usage: Upon firing the Pop Green, the flower sprouts a trampoline-like surface that launches anyone
that falls on it into the air based on their weight. Small and Medium creatures are launched 50 feet into
the air, Large creatures are launched 100 feet. Huge and Gargantuan creatures are launched 200 ft and
Colossal creatures are launched 400 ft. If used in conjunction with the Humandrake Pop Green, if the
target falls prone onto the Trampolia, they are automatically launched triple the distance.

Midori Boshi: Impact Wolf: Usopp shoots a Pop Green into the air which then sprouts into grass that takes the
shape of a wolf. The bulb where it came from that shaped like a wolf's nose can release a stunningly powerful
shockwave that is three meters in diameter, which can shock an opponent. It is first used in coordination with the
combination of "Humandrake" and "Trampolia" for an accurate hit against Daruma.
• Usage: Upon firing the Pop Green up to medium range (100ft + 10ft/level), it explodes in a 30ft burst
dealing 10d6 force damage to everyone in the burst, and launches them to the edge of the burst.
Intelligence Based Reflex Save for half damage, no save for the launching.

Midori Boshi: Boaty Banana: Usopp shoots a Pop Green on to the water that turns into a banana shaped like a
boat. It was first used in Punk Hazard Island to cross the lake. The boat is shown to be quite durable,
withstanding the boiling water of a lake found on Punk Hazard. The name is possibly a pun on "Banana boat".
• Usage: Upon firing the Pop Green into water, it pops into a boat that can hold up to 5 people. Treat this
boat as a small ship with no accouterments.

Midori Boshi: Uchiwa So: Usopp shoots a Pop Green which sprouts tall grass that looks like uchiwa fans on
one end of it. An "uchiwa" is a non-bending hand-held fan primarily used for cooling oneself in hot weather. It
was first seen in Punk Hazard Island to use as oars in conjunction with the "Boaty Banana" to cross the lake.
• Usage: Upon firing the Pop Green they explode into a set of fans that can be used as Oars, or to fan
yourself. They have no other use. If used as a weapon, they deal 1d8[BW] Damage improving with your
Weapon Attack Ranks.

Midori Boshi: Platanus Shuriken: Usopp fires a Pop Green that sprouts into several star shaped plants that
cut at the opponent. This was first used against Trebol.
• Usage: Upon firing the Pop Green it explodes into 1d6 stars that keep moving towards the opponent
and attack them. It can be used against one person, or into a 60ft cone. If used against one person, it
deals 8d6[BW] slashing damage (Improving with your Ranged Shot Ranks). If used as a Cone, it deals
4d6[BW] slashing damage (Improving with your Ranged Shot Ranks), and incurs an Intelligence Based
Reflex Save for half damage.
Inventions
This is the section that covers everything that the other sections haven't. This grants you the ability to invent
fantastical devices that belay the imagination. They can be powerful robots or dial infused staffs. From tanks to
trailblazing items, Inventions cover them. You don't need the Shipwright feat to build inventions. You need the
Inventor feat.

Starting the Invention Process


To begin the process, you must accept that inventions use Craft Points just like Ships and Cyborgs do. They
work the same way. When you craft an object, you must add up all Craft Points that apply to get it's total like the
other categories.

Base Components
The first part of the invention process is the base components. They are split into 6 categories. Common,
Uncommon, Rare, Unique, Dials and Pop Greens

Table: Components
Type Craft Points
Common 1000
Uncommon 1400
Rare 2000
Unique 3000
Dials Dial's Wealth DC x10
Pop Greens 3000

Fuel Source
The fuel that goes into an invention has many implications. Does it run on air? Gasoline? Nuclear material?
Perhaps it runs on Cola or something other fantastical.

Table: Fuel Source


Type Craft Points
Wind 200
Water Pressure 400
Steam 800
Gasoline (Diesel) 1600
Gasoline (Non-Diesel) 2000
Nuclear Material 3200
Unique Fuel Source 300 x Rarity Value (Common x1, Uncommon x2, Rare x4, Unique x8)

Function
The next step in the process of invention is the function of the invention. Is it a weapon, armor, vehicle,robot,
something unique? What does your invention do? Make sure to count every function that your invention has in
this calculation. If you're invention is a vehicle with a weapon mount, it costs 1,300 Craft Points for example.

Table: Function
Function Craft Points
Weapon 100 per dice of damage. If it has [BW] damage, then 300 per dice of [BW]
Armor 200 per point of Armor Bonus
Vehicle 500
Robot (LvL1) 200 per Size Category above Tiny (Tiny and below is 100 points) + 100 per
Lvl above 1
Unique Function 300 x GM Fiat Modifier (Less than Powerful x1, Semi-Powerful x2,
Powerful x4, Very Powerful x8, Insane x16)
Putting it all together
Once you have the cost of your invention, you merely put together the cost, and build the item. Below is a
sample item below

The Sorcery Clima-tact


Components: Dials: Various: 2,000 CP
Fuel Source: Unique: Electricity: 300 x2 for Rarity = 600 CP
Function: Weapon: 300 for 1d6[BW] damage
Function: Unique Function: Weather Control (Very Powerful): 2,400 CP
Total: 5,300 CP
Craft DC: 53
Wealth DC: 53
Time: 53 Days

With several people working on this, it takes little time to make as evidenced by the series.

Sample Robot: KV-73: Level 1


Components: Uncommon: Metals, Wires and Other materials: 1,400
Fuel Source: Nuclear Material: 3,200
Function: Robot: 400 (Medium Size)
Function: Weapon: Beam Canon: 10d6 Force Damage: 1,000
Function: Battle Axe Weapon: 2d6[BW] damage: 600
Total: 6,600
Craft DC: 66
Wealth DC: 66
Time: 66 Days

With a team of scientists


on this project, it shouldn't
take very long at all to
build.

Upgrading an
Invention
At some point, you're
going to want to upgrade
your invention. You can
do this by adding together
the craft points of what
you want the new
invention to be total, and
subtracting how many
craft points you spent
already. That determines
the upgrade cost. You
then do the work, and
finally, you get the
upgrade you want.
Forming your Crew
Before you create your characters, your group should discuss and plan out which type of crew they'll want to be.
A crew can consist any of combination of races and prestige paths, although you’ll need to role-play
appropriately. Whether you are planning to play as pirates, marines, or some other type of crew, you’re going to
need to decide a few things as a team first. This is just a quick check list to make sure you’re ready to begin your
adventure.

1. First, you need to have a captain. If you’re playing as marines, the highest level player or maybe even a
NPC will be in charge. As far as pirates go, it usually comes down to whoever is the strongest or who
has the most charisma. Whoever the captain is, they need to pick a first mate. The first mate is usually
the second strongest character on the ship but could also be someone intelligent who would be able to
take over during a crisis. Regardless, the captain’s orders are iron clad. Decisions that the captain
makes for the crew are completely up to them and cannot be overturned without an act of mutiny.

2. Next, you need to come up with a name for your group. If you’re pirates, then the crew is usually called
“The _________ Pirates” where the blank is filled in with some type of trait, typically of the captain or
crew as a whole. Some examples are “The Straw-Hat Pirates” which is based on Luffy’s trademark hat
or “The Whitebeard Pirates” who just use the captain’s name. If you’re marines, then the name of your
crew should be something like “______ Platoon” or “________ Company”. Something that would be
acceptable in a military organization to let your crew stand out.

3. You’ll also need a ship. You may begin your journey without one, but most games should give player’s
access to a starter boat to begin their adventure, even if it is just a crude raft or row boat. You won’t be a
true crew until you have your first ship though, which you’ll need to name before it can accrue any
experience of its own.

4. Lastly, once you have a ship, you’ll need to design your own unique symbol. Pirate crews must use a
face (typically a skull) at the center of their design and marines must use a seagull. Other than that,
you’re encouraged to be creative and make a cool design to represent your crew. Most symbols focus
on some unique attribute of the ship’s captain.
Starvation and Thirst (And Scurvy ya sea dogs!)
Hunger
When you don't eat, you can't keep fighting. As all the races in the One Piece supplement are living races, they
must eat or face dire consequences. Normally, to keep healthy you must eat about every 8 hours. To stay alive,
you must eat once per day.

While you can stay alive while not eating, you take penalties for doing so. After not eating for two days, you
become fatigued. You remain that way till you either eat again and take 4 hours to rest or till you go one week
without food, at which time you become exhausted.

Once you become exhausted without eating, you remain that way until you either eat something and get 4 hours
of rest, at which time you become fatigued till you can get 8 more hours of rest, or till you don't eat for another
week. At that point, you take 1 Constitution Damage that cannot be recovered till you eat something. Every day
you go without eating after taking a Constitution Damage you take 1 additional Constitution Damage. Once you
eat something, you instantly heal the constitution damage and are exhausted till you meet the prerequisites of
getting rid of said exhaustion. You cannot spend Action Dice to rid yourself of either the Fatigued or Exhausted
condition that results from starvation.

Thirst
Thirst happens much faster. It begins after a day of missed water, you become fatigued. After the second day
you become exhausted, and then on the third day you lose one Constitution, and then one constitution every 12
hours till you get some water. It must be fresh water, as salt water doesn't satisfy thirst.

Scurvy
As for basic diseases on the high seas, the one you really have to look out for is Scurvy (Thought I was joking
didn't you). Scurvy comes with a lack of Vitamin C, and can strike a crew at any time. Once scurvy sets in, you
either get Vitamin C, or you shrivel up and die.

Scurvy is a disease with special conditions to beat. The DC to defeat Scurvy once you have Vitamin C in your
system is only a 13, but without Vitamin C, it's a 33. You must make 2 successful saves once you have been
given Scurvy to stave it off, and with a steady supply of Vitamin C, you won't contract it.

Good sources of Vitamin are Oranges and Limes, Limes were kept on historical ships in England, which is why
the English are known as Limeies in unfriendly company. They ate Limes to keep off Scurvy, and it worked.
Epic Level Content
The following content is available to characters of 21 st or higher level

Epic Feats
EPIC DEVIL FRUIT POWER [EPIC, HAKI]
Prerequisites: Any Devil Fruit User, At least 3 Devil Fruit Special Attacks
Benefit: You immediately gain a special Special Attack for your Devil Fruit User type. This attack, unlike others is
built using twice your normal amount of points. All numerical limitations of Special Attacks are multiplied by 2 for
this (Twice your level of damage etc). It takes a full-round action to fire this special attack.
Special: You may take this feat multiple times. Each time select a new Epic Devil Fruit Power or increase one
you already possess by 12 points.

EPIC INVENTING [EPIC, TECHNOLOGY]


Prerequisites: Inventor, Craft (Electronic, Structural and Mechanical) 24+ Ranks
Benefit: Reduce the Craft Point cost of your Inventions by 20%

EPIC SHIPWRIGHT [EPIC, TECHNOLOGY]


Prerequisites: Shipwright, Craft (Structural and Mechanical) 24+ Ranks
Benefit: Reduce the Craft Point cost of your Created Ships by 20%

EPIC CYBERNETICS [EPIC, TECHNOLOGY]


Prerequisites: Cyber Creator, Craft (Electronic and Mechanical) 24+ Ranks
Benefit: Reduce the Craft Point cost of your Cybernetic Implants by 20%

EPIC WARRIOR STYLE [EPIC, COMBAT]


Prerequisites: Greater Warrior Style, Any One Attack Skill 24+ Ranks
Benefit: You gain a benefit based on your Combat Style
• Unarmed Strike: You gain the ability to fly using the Swim Skill as per the Bleach d20 Classless skill
section. When you make a Rokushiki or Powered Fighter styled attack, you deal +2[BW] damage.
• Weapon Attack: You now ignore your level's worth of Damage Reduction/Mitigation at all times. Any
weapon you wield gains +1[BW] damage at all times.
• Ranged Shot: Your ability to bend a bullet improves to be up to 180 degrees worth of turns. Also, you
ignore up to your level's worth of Energy Resistances.
Special: You may take this multiple times. Once per combat style.

EPIC SWORD STYLE [EPIC, COMBAT]


Prerequisites: Perfected Sword Style, Weapon Attack 24+ Ranks
Benefit: You gain an additional Special Attack for your Sword Style (Or one of your Sword Styles if you have
multiple) with a 12 point bonus. In addition, While you are using your style, you gain Damage Mitigation equal to
your Wisdom Score.
Special: You may take this multiple times. Each time gain a new Special Attack with a +12 point bonus to one of
your Sword Styles or increase an already existing special attack for your style by 12 points..

EPIC FIGHTING STYLE [EPIC, COMBAT]


Prerequisites: Perfected Fighting Style, Unarmed Strike 24+ Ranks
Benefit: You gain an additional Special Attack for your Fighting Style (Or one of your Fighting Styles if you have
multiple) with a 12 point bonus. In addition, When using one of your Fighting Styles, you may make one
additional attack at your highest base attack bonus.
Special: You may take this multiple times. Each time gain a new Special Attack with a +12 point bonus to one of
your Fighting Styles or increase an already existing special attack for your style by 12 points..
EPIC SNIPER STYLE [EPIC, COMBAT]
Prerequisites: Perfected Sniper Style, Ranged Shot 24+ Ranks
Benefit: You gain an additional Special Attack for your Sniper Style (Or one of your Sniper Styles if you have
multiple) with a 12 point bonus. In addition, You may take a penalty to your attack rolls to gain 1/3 that penalty as
additional [BW] on your damage roll. You cannot sacrifice more attack bonus than your Base Attack Bonus. (So if
you had a 24 BaB, and sacrificed 21 points of it as a penalty, you would gain 7[BW] on your next attack)
Special: You may take this multiple times. Each time gain a new Special Attack with a +12 point bonus to one of
your Sniper Styles or increase an already existing special attack for your style by 12 points..

EPIC WEATHER MASTERY [EPIC, COMBAT]


Prerequisites: Weather Mastery, Knowledge (Physical Sciences) 24+ Ranks
Benefit: You gain an additional Special Attack for your Weather Mastery with a 12 point bonus that must be of
the Fire, Cold, Sonic, Electricity or Water element. In addition, You may call down a colossal storm, medium
sized tornado, or a large hurricane. A Large Hurricane is twice as large as a Moderate Hurricane, and a Medium
Sized Tornado is twice as large as a Small Tornado. Calling lightning from a Colossal Storm can happen
anywhere within line of sight for 14d10 Electricity Damage and 14d10 Sonic Damage in a 100ft area.
Special: You may take this multiple times. Each time gain a new Special Attack with a +12 point bonus to your
Weather Mastery or increase an already existing special attack for your style by 12 points.

EPIC WEAPONS MASTERY [EPIC, COMBAT]


Prerequisites: Combat Armsman, Improved Warrior's Style (Weapon Attack), Greater Warrior's Style (Weapon
Attack), Epic Warrior's Style (Weapon Attack)
Benefit: You may make one additional attack without further penalty if you are wielding more than 3 weapons.
Penalties for Two Weapon Fighting still apply.
Special: You may take this feat multiple times. Each time gain an additional extra attack at no additional penalty
(Maximum 8 extra attacks)
Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga (Because in the end this is still a Bleach d20 Classless
supplement)

Oda Eiichiro: The Writer and Illustrator of the One Piece Manga

Draxredd: This is the guy that created the Classless Bleach d20 system

Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or created by
someone else. Feel free to use it as you see fit, as long as I get credit for it.

Talonhawke: For the request to write this book. Hopefully this does what you want it to do.

Jusditz and Jeroitz: Helping me balance this thing.

BadKarmaGames: Several Feats, The Rokushiki Master Prestige Path and the Building your Crew Section

Google: For having wonderful images to borrow.

The Hypertext D20 SRD (Open Gaming Licence)

Peter Kisner for the classless d20 inspiration


The Complete One Piece
Gomu Gomu no WRITER REQUEST!

The Complete One Piece gives you all the rules to making a One Piece game in the Bleach d20 Classless
system. Covering everything currently available (with some moderate exceptions).

• 4 New One Piece inspired Races


• 44 New One Piece inspired Feats
• 31 New One Piece inspired Prestige Paths
• Rules for Shipbuilding in the One Piece Universe
• Rules for Cyborg Implants in the One Piece Universe
• Rules for Inventing new Devices In the One Piece Universe
• 10 new One Piece inspired Epic Feats

The Complete One Piece is meant to be used with the Bleach d20 Classless system.

LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach and One Piece anime
and Manga including mentions of the Soul Society, Shinigami, Luffy, Usopp, etc, are used with fair use
from Tite Kubo, Oda Eiichiro, Shoen Jump Comics and anyone else I am forgetting to give credit to.

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