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 Doriki System

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Joy Boy
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Joy Boy


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Join date : 2023-07-14

Doriki System Empty
PostSubject: Doriki System   Doriki System EmptyWed Jul 19, 2023 5:21 pm


 


In the thrilling world of One Piece Roleplay, characters' abilities are skillfully gauged using the Attribute System, which encompasses four main Attributes: Strength, Speed, Durability, and Perception. As characters gain Doriki, a unique form of experience, their Attributes undergo natural growth, but there exists an eventual cap determined by their chosen priorities.

Each character has the privilege of prioritizing two Attributes, designating one as their Primary and another as their Secondary focus. The remaining two Attributes are graciously considered non-prioritized. Players are encouraged to explicitly outline their character's priorities within the dedicated Character Updates section.

The Primary attribute holds the tremendous potential to ascend to the highest Tier on the forum, while the growth of the Secondary attribute is thoughtfully constrained, capped at Tier 5. The non-prioritized Attributes are bound to stop progressing once they reach Tier 4. As characters accumulate Doriki through their adventures, they will effortlessly ascend through the Tiers, reflecting their development.

The exciting possibilities don't end there! Characters can leverage special items, seek out rare devil fruits, and achieve elevated ranks to ascend their Secondary and Non-Prioritized attributes by one category. However, beyond these means, the attributes and prioritization remain within their designated categories, awaiting further empowering enhancements.

Primary




  1. 0-14,999 Doriki
  2. 15,000-24,999 Doriki
  3. 25,000-49,999 Doriki
  4. 50,000-99,999 Doriki
  5. 100,000-299,999 Doriki
  6. 300,000-849,999 Doriki
  7. 850,000+ Doriki



Secondary




  1. 0-24,999 Doriki
  2. 25,000-99,999 Doriki
  3. 100,000-299,999 Doriki
  4. 300,000-649,999 Doriki
  5. 650,000+ Doriki



Non-Prioritized




  1. 0-49,999 Doriki
  2. 50,000-149,999 Doriki
  3. 150,000-349,999 Doriki
  4. 350,000+ Doriki



Prioritization

The concept of Attribute prioritization goes beyond determining the natural growth of your character. It also plays a crucial role in shaping the capabilities of your character's skills. Characters who prioritize Strength won't possess the same speed in their skills as those who prioritize Speed, just as a Speed-focused character won't have the same level of physical strength as one who prioritizes Strength.

In this dynamic system, your chosen Attributes profoundly impact the efficiency, style, and potential of your character's skills, making each character unique in their own way. Whether your character excels in raw power, lightning-fast reflexes, exceptional endurance, or heightened perception, their Attribute priorities will shape their skillset and overall approach to challenges in the world of our One Piece roleplay.


  • Strength - Your skills are naturally deal more damage and your area of effect (AOE) Skills including the damage you cause to the environment as collateral is enhanced.
  • Speed - Still dependent on the nature of the Skill.
    • Primary - Skills can move at +1 or +2 Tiers above the Tier of the Skill.
    • Secondary - Skills can move at +1 Tiers above the Tier of the Skill or equal to.
    • Non-Prioritized - Skills can move at Speeds equal to the Tier of the Skill or 1 lower.


  • Perception - Perception grants one more range with their direct solo target skills and supplementary utility skills.
  • Durability - No direct bonus, but user's Natural Defense is higher than those who don't prioritize Durability.


Attribute Charts

Strength Chart



The Strength Chart serves as a comprehensive tier system, offering canon-based comparisons to gauge a character's innate and passive strength. It specifically measures their physical abilities without relying on Skill usage, representing their natural strength levels when performing physical feats and actions rather than engaging in combat.

Ascending the Strength Chart is achievable through various means, such as Skill Usage, Doriki Growth, and acquiring Devil Fruits, among others. However, it is essential to understand that the gaps between tiers do not imply direct equivalence or specific numerical values. Instead, they are intended to provide examples of the feats one can accomplish at each level of strength.

In terms of the power of basic strikes and non-Skill attacks, their strength is equivalent to the user's Strength minus two, with a minimum damage output of one. For instance, an individual with Tier 7 Strength would deal Tier 5 Damage with their basic attacks. This rule applies solely to physical attacks like punches, kicks, and melee weapon strikes.

When it comes to Skills, their power is calculated based on the user's Strength plus half the Tier of the Skill they employ. For instance, a character with Tier 7 Strength using a Tier 1 Skill would enhance the Skill's power output to Tier 4. (7 + 1) / 2 = 4. In cases where the calculation results in a decimal, the number is rounded up to the nearest whole number.

  1. Pre Time-Skip Luffy
  2. Rob Lucci
  3. Post Time-Skip Zoro
  4. Post-Skip Luffy
  5. Big Mom
  6. Garp
  7. Beast-Form Kaido




Durability Chart



Durability is how resistant your character is to damage. Durability can be gained through various means like Skill use and wearing Armor.

In relation to Skills, Durability wouldn't really effect them much. While one can make Skills that enhance Durability, usage of Defensive Skills are just more optimal since they block raw Tiers of damage above their own Tier.

How Durability works is by lessening the degree of damage, in rare instances they will outright block something. With the way things are, a Tier 1 Skill can be used to cause fatal damage if administered correctly, but with Durability you can lessen these attack's potential damage. Our degrees of damage are Fatal, Severe, Major, Moderate, then Minor.
  • Fatal is something that can kill/ko you in one hit without having to be precise. Perhaps a fire ball that just instantly eats away at you and kills you as soon as it engulfs you or a full on body slam that literally crushes your character and destroys their vital organs. Akainu killing Ace would be an example of this. Melting and other forms of damage that instantly vaporize or eat matter also fall under this bracket.
  • Severe is along the lines of putting someone in a dire state where they are at risk of dying/ko in due time or just a substantial amount of damage. An example is a severed limb, damaged vitals like when Akainu scorched Whitebeard's organs, 4th degree burns (scorched to the bone), or something more straight forward like just having a large amount of bone breaks inflicted from one strike.
  • Major damage isn't as bad as the two above it obviously, but it's still nothing to shrug at and can put you in a state where your life is on the line or you'll lose a significant amount of blood. Deep cuts like when Mihawk cut Zoro in their first encounter fall here, bone breaks, 3rd degree burns, and force that can cause concussions or loss of consciousness.
  • Moderate encompasses things like fractures, 2nd degree burns, small breaks (knuckles, fingers, toes), fair sized cuts that don't mean you can't operate any longer, but are still relevant and take a toll on you.
  • Minor wounds are things you can brush off. Knicks and scratches, bruises, 1st degree burns. Sure they hurt, but they're not gonna really slow you down much or make you stop fighting.


  1. Normal Human Durability
  2. Reduces the severity of Minor and below wounds by one stage. Externally as durable as Iron.
  3. Reduces the severity of Moderate and below wounds by one stage. Externally as durable as Steel.
  4. Reduces the severity of Major and below wounds by one stage. Externally as durable as Steel.
  5. Reduces the severity of Major wounds by one stage. Reduces the severity of Moderate and below wounds by two stages. Externally as durable as Titanium.
  6. Reduces the severity of Severe and below wounds by one stage. Reduces the severity of Major and below wounds by two stages. Externally as durable as Titanium
  7. Reduces the severity of Fatal and below wounds by two stages. Externally as durable as Seastone and Diamond.


Additionally, every two Tiers of Durability you gain gives you a single Tier of natural defense that is regarded as a Defensive Skill.

At 2 Tiers of Durability your natural defenses are passively regarded as a Tier 1 Defensive Skill. At 4 Tiers of Durability, it would be a Tier 2 Defensive Skill, etc, etc. Should this natural defense get broken, the natural defense goes on a cooldown of 3 post. During this cooldown your Durability still works to reduce the severity of damage, but you have no natural defense that blocks raw Tiers of damage. An example is Bobby has 7 Tiers of Durability, so he has a natural defense equal to a Tier 3 Skill. He gets hit by a Tier 4 Skill, so while the damage of that Tier 4 Skill is negated, his natural defense is broken and he's vulnerable to damage again, though it will be reduced accordingly to the listing above.

Natural Defenses refresh every 3 post damage is not taken. Even if it is a strike your Natural Defense will soak up and fully negate, the attack will restart your Natural Defense's refresh timer.

Speed Chart



The Speed System is a tier-based measurement used to assess an individual's speed, including the speed of their techniques and all speed-related aspects. This unique system relies on numerical values, allowing characters to climb the Speed Chart through various means such as Skill Usage, EP Growth, and the influence of Devil Fruits. Moreover, fruits like the Light and Lightning Logia, while incredibly fast, do not move at the literal speed of light or lightning in this system.

It's crucial to note that achieving max speed is not instantaneous, and characters cannot safely accelerate to their maximum velocity without employing specific skills intended for speed. The Speed Chart represents general speeds and does not reflect instantaneous acceleration to top speed.

The Speed Chart provides an ordered list of speeds, categorized from slower to faster. Their speeds are calibrated based on the chart below.

In terms of combat, physical-based Skills operate at the user's own Speed level. For physical-based non-skills or basics, the movement is one Tier lower on the Speed Chart.
  1. 15 m/s
  2. 25 m/s
  3. 35 m/s
  4. 45 m/s
  5. 55 m/s
  6. 65 m/s
  7. 75 m/s


*Unless stated otherwise.

Perception



Perception deals with your senses and the environment around you. While it directly enables you to have heightened senses, through smell, hearing, taste, and touch, it has a more direct effect on the eyes.  Perception's focus is to give the user the ability to track movements.  Any movements that occur on a Speed Tier higher than someone's Perception simply appear as a blur to that character. So if you have 2 Perception and your opponent kicks at Tier 3 Speeds, that kick will be a blur. This does not mean you can't react to it still, but your eyes will not be able to clearly make out the movement.

The degree of the blur is always the same regardless of how many tiers above you in Speed the movement is. That is until we get to movements that occur at a Speed 3 Tiers above your Perception. From there, all movements aren't perceivable as far as vision goes, basically resulting in the movements just being invisible. With Perception not growing naturally with one's Speed, that means one most gauge how fast they want their character's to move and can't always blast off at maximum speed. Should you  move faster than your own Perception, you experience a tunnel vision effect. There are 7 Tiers of Perception.





Last edited by Joy Boy on Wed Jul 19, 2023 5:49 pm; edited 1 time in total
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