Azure Snow The Owner
Position : Marine Captain Berries : 135,000 Posts : 1075
Skill Sheet Skill 1: Heaven's Nodachi Skill 2: Gun Blade Style Skill 3:
| Subject: Soul Color Information Fri Oct 20, 2017 11:05 pm | |
| Low Tier [30%]: - Spoiler:
RED: Cook; You have a knack for the culinary arts which brings even the harshest of Critics to tears, your food is a Divine Gift granted from the Heaven that is your kitchen upon these unworthy mortals, go forth oh Lord of the Culinary arts and watch these fools weep in their stew.
All Food made by a Cook has an extra +5 Stat bonus[For your Passives] when you’re creating your skill set based off of the Culinary arts, these bonuses can be but are not limited to; A Bonus to HP or a small boost to Stamina- You may use other Stats, However, these are the ones you are mainly going to be dealing with.
YELLOW: Navigator; You’re the compass in the Endless sea, the Voyager who can read the Wind, the Sky, the Tides and the Stars to always know your way to Land, and Home. It’s clear to you when the Weather will change even in the strange seas of the Grand Line, although this place is also where you grow fuzzy without the use of a Log Pose, still you’re confident in your ability to at least find some kind of island, even if you don’t know exactly where you’ll end up. As the Navigator you are absolutely vital to any Crew on any ship, no matter what kind of flag you fly, The Captain may decide where to go, but you determine the course of your Adventures and how they will go.
Navigator’s are always innately aware of where a specific direction lies, living compasses who are also gifted with an innate sixth sense about the weather which can help you and your crew avoid disaster. In any of the Blues you can find any island you wish, and request a reroll of any of the Traveling Dice, you can take either result. Furthermore even without a Log Pose you will be able to find your way to land, though the Island you end up on will be randomly determined.
BLUE: Thief; Hey sticky fingers, you just hit the jackpot, you’re the guy who knows where the treasure is, the one who makes sure everybody gets their slice of the pie, you can pick the lock of all these chumps safes, you can traverse these traps like a ghost and even double back just as casually if you felt like it. You let the other guys handle the rough stuff, you secure the loot and bring it back….It’s Payday boys, and you just got them their bonus.
At the end of each Task, you and the members involved gain a 25% bonus on the treasure you gained, including that of the Treasure Roll, everyone’s gotta eat after all.
GREEN: Doctor; Damn it Jim, you’re not only a Pirate/Marine, but a Doctor. These boys of yours tend to get themselves into a hell of a lot of trouble, broken bones need setting, burns need soothing, gashes and cuts need treating and diseases need curing, and you’re the guy that has the know-how and the natural talent and genius to make them right as rain, you’ve got a gift and that gift is the gift of keeping these idiots of yours out of Davy Jones’s locker!
The Doctor gains a 10% bonus on all Healing Skills, and can use them at 1/4th of the cost.
PURPLE: Musician; "Yo-hohoho, Yo-ho-ho-hoooo…" You hear that? That’s the musician, singing their heart out upon the seas, raising the spirits of your hungry and distressed crew, putting the fight back into them when there’s none left to be found. You’re waging a war on misery friend, you’ve got the moxie, the charisma, the style and most importantly the talent needed to make Marines stop and try and get your autograph before slapping the shackles on you! The Show must go on friend, just remember.. "After all is said and done, You'll end up a skeleton, So spread your tale from dawn 'til dusk upon these foamy seas!"
As the Musician you can grant bonuses to other Roles outside of Combat and in Combat you can Inspire others to make a greater effort, adding a +10 onto a stat of your choosing. You’re not exactly needed for a well balanced crew, but they’ll definitely be happier that you’re there!
ORANGE: Gunner; You’re the Powder Monkey, the guy who aims the cannons and makes sure you’ve got the right kind of explosive to get the job done, pyrotechnics and blowing up the other bastards are what you do and how you keep your boys from sinking to the bottom of the sea...Mainly by sinking the other guy first. Boom baby.
As a Gunner you gain the ability to shoot bullets towards oncoming projectiles that are coming your way [so long as they are physical projectiles] once per thread. This effectively allows you to cancel projectile based techniques sent towards you as a free shield. [This does mean you can use a bullet to stop a boulder from falling on you, or a bullet to ricochet off one bullet to bounce around any others fired at you for that one turn.]
VIOLET: Archaeologist; Dust off your hat and grab your whip Dr. Jones you’ve got some work to do. As the Archaeologist you’re the one in the know when it comes to Civilizations, Tribes, Ruins, Unidentified Treasure, Ancient Weaponry and lost languages! Oh sure, some people’ll scoff at the idea of having a scholar aboard their ship, but once you start stopping them from throwing away potentially priceless artifacts anyone who insults you…? Might end up getting stabbed by the Thief.
The Archaeologist can almost instantly recognize a Tribe and know the right customs to follow and more importantly, how to not offend said customs, furthermore they can read hieroglyphics and other lost languages, they can also determine from stories what kind of traps these people used. Finally, at the end of Tasks you can reroll and replace one roll that landed on an Amount of Berries once, in hopes of getting something better, but you must keep the second roll.
BROWN: Shipwright; For you, building things is as natural as breathing. When people need something crafted from strong, quality wood, they come to you. You build them the best seafaring vehicles they can afford, and make sure their ship can help them return regardless of what they might encounter on the dangerous open waters. Everybody knows your talents are invaluable for getting them the boats they need, whenever they might need it.
You’re a natural at crafting and maintaining boats. Repairs to a boat are made three times as quickly and efficiently. Say you were repairing the ship for 10 HP - You would then be repairing it for 30 HP.
BLACK: Gangster; Control, Power, and anything else you have to do to get what you want in this world; These are the things that you focus on usually and it works for you. You look at a select few as family and they look to you in the same way, they will always have your back when the going gets tough.
You gain two NPC Allies that follow you around and do simple tasks as well as fight for you. They are Equal to a Level 3 Character and have their stats spread across as even as can be. They are able to be killed But you have the ability to always have two allies with you at all times and so you will be able to recruit in the Immediate thread after your ally dies.
PINK: Negotiator; The art of persuasion and words in general encompasses who you are. You are the type of person who makes friends and allies quickly and don't often have many enemies unless they are enemies of your allies. When You are in a tight spot your steady flow of wordplay gets you out of trouble.
You are able to sweet talk NPC's. This allows 25% off in any shop Except the Black market.
Mid Tier [30%]: - Spoiler:
AQUA: Swordsman; The Master of the Blade, the one who goes toe to toe with whatever needs cutting down to size, the one with nerves of steel and hands ready to wield naked steel. You’re the best there is at what you do, and what you do isn’t very nice. They better have some thick skin or you’ll do more to them then make julienne fries.
As the Swordsman you’ll get a +10 bonus to damage on sword based attacks, and can use them at 3/4th’s of the cost.
CHOCOLATE: Animal Tamer; You are a friendly soul that loves the wildlife a lot more than the human realm. Being this way has opened you up to countless possibilities involving the Wild including having Animal companions that are always around you.
You are allowed 1 Extra Companion that must be an Animal at Level 0.
CORAL: Alchemist; Mixing, Creating, Exploding! You have done it all and very well! You naturally have a knack for Experimentation and Potions that puts you on an entirely different level from even the Normal Alchemists.
You are able to create Potions from what you have around you. Two times in a thread you are able to roll the Normal Dice; If you roll a 1 or 2 you create a Healing Potion which will heal +10 HP on use. 3 or 4 creates a Will Potion which will boost Will Power +10 and will last for the Thread. If you roll 5 or 6 you create an Explosive Potion which can inflict +10 Damage if it hits[Go off your Strength and their Endurance to see if it does Damage.] These Potions must be used in the thread you roll them in or else they will Disappear; On a side note you are able to use them on other players or NPC.
DEEP VIOLET: Sniper; Your sight has been beyond Incredible for all of your life! Its so good that you are able to take a lucky shot from across long distances all the while calculating wind speed, Pressure, and other variables involving your shot.
Once per thread you are able to make a 600 Meter Shot if you have a Sniper Rifle as a Weapon.
MISTY ROSE: Brawler; The life of a Brawler as been tough on your body and spirit; however, you seem to come out on top a lot of the time which means your intense training has been paying off! Being the way you are your body has gained the Endurance of the fighters before you and has earned the Power that was strived for.
When you are Below 10 HP you gain +10 Endurance.
ORCHID: Cannon Bearer; The smells of Black powder have always inspired you on your travels and ever since you were a young soul you have enjoyed the explosions from a distance. Every time you handle a cannon someone ends up dead; Some say its a curse, others think its a gift.
When you fire cannons from a ship you roll a normal dice. If your Dice lands on 1,2, or 3 the cannon does 50% extra Damage if it hits. If it rolls for 4,5, or 6 then its the normal damage. This is the same for any cannon- anywhere.
SANDY BROWN: Geologist; Ever since you were a child, you loved playing with rocks. Their various colors and attributes fascinated you, and you learned how to tell them apart well. Now, you’re something of an expert in the ground beneath your feet, able to use it to protect yourself while also able to exploit enemies who use it.
You have an inherent knowledge of rocks, able to identify any variety at a glance. You also know their weak points; attacks made directly against something made of rock or natural minerals gain +10 Strength. Your own techniques that are rock-based can take 10 more damage before failing.
SLATE GREY: Defender; The suffering of the weak was never something you could take in stride. You have always been ready to protect them, even at the cost of yourself, and pride yourself on your ability to defend others. This protective habit has, over time, made you an incredible guardian, gaining power and determination when protecting people or things.
When you take an attack meant for somebody else, you take only -20 damage from that attack. When actively working to defend somebody or something against an opponent, you gain +5 to all stats.
STEEL BLUE: Metalsmith; Before you took to the high seas, you were very knowledgeable about metal. You may have been the father of a metalworker or armorsmith, or you might have been a worker yourself. You can’t make weapons or armor, but you know how metal works, and how to either fix or break it.
Your techniques gain +10 damage if used against some kind of metal. When Repairing Metal on a ship it heals 50% More Ship HP. When the Ship is mostly Metal the Repair of the Ship Triples.
WHEAT: Botanist; From a young age, you’ve always had a connection with plants. Some say you have a green thumb, but it goes even beyond that. Your abilities with growing, nurturing, identifying, and even utilizing plants are of the top level. Your affinity with the greenery of the natural world should not be underestimated.
Able to identify most plants at a glance, as well as determine if something natural is poisonous or otherwise dangerous or not. Plant-based techniques gain a +10 to Strength- Techniques involving natural poisons gain +3 ongoing Poison Damage That will last for 3 Posts on top of the normal ongoing Damage.
High Tier [20%]: - Spoiler:
FOREST: Ranger; For you, the woods have always been home. Maybe you think the forest beasts are better than humans; perhaps you dislike civilization; maybe you just find the tranquility and nature of forests calming. Regardless, the forests call to you, and you excel within their borders.
You have a natural talent for navigating woodlands and hunting game. You can never be lost in a wooded area, and you will never want for food in said areas. Attacks against wild animals deal +10 damage.
LIME: Chemist; Sometimes, the best weapons are compounds few understand. You know this more than most, as somebody with a penchant for experimenting with and identifying strange materials. The science of how it works comes naturally to you, allowing you to not only identify compounds, but also use them to stunning effect.
You can identify poisons and strange materials with minimal examination. All your techniques involving scientific compounds gain either +10 damage or + 1 post duration, chosen when the technique is created.
SCARLET: Martial Artist; The Way of the warrior has always called your name. No matter where you go the martial art ways seem to follow you. You have studied in the ways of hand to hand and even built up a resistance to pain.
You are able to avoid feeling pain at will, however, you will still take the appropriate damage. When using Martial arts skills you gain +10 strength.
LAVENDER: Medium; As long as you can remember, you’ve had a unique connection to the world beyond. The dead talk to you occasionally, and you can call upon them in order to impart otherworldly power and knowledge into you. For you, the afterlife is just a place like any other.
Your unnatural connection with the spirit world gives you certain abilities. You can talk to the recently (less than an hour) deceased, and you can call upon the power of somebody that perished at your hand to gain a +7 In Will Power, Endurance, and HP For 4 Posts.
WHITE SMOKE: Outlaw; You’ve always had a problem with authority, and loved causing trouble and breaking the rules. As an adult, this blew into full on lawbreaking, but your long record means you’re very talented at evading trouble if you don’t want it. Break the law as much as you want, but be smart about it; witnesses mean more evidence, after all.
You have a talent for evading the law and escaping justice. Unless a person has previously seen you committing a crime, they will not recognize you as a wanted criminal. Additionally, NPC Law Enforcement won’t be able to catch you if you do not want to be caught.
TEAL: Swimmer; The water calls to you like you’re a fish. Swimming is one of your greatest joys in life, and you even seem to gain some extra courage and power when you’re in it. Your love and affinity for water is so strong that even a Devil Fruit’s curse of the sea can’t stop you completely.
You’re like a fish in water. You can swim perfectly fine in all but the stormiest of seas, and you gain +10 Strength in water. If you are a Devil Fruit user, this negates your weakness slightly; you are able to swim at ⅛ usual speed in water, although your Devil Fruit ability is still neutralized.
MAGENTA: Pyromaniac; Fire is your best friend. You love watching it roar, consuming others in order to burn ever more brightly. Playing with fire is one of your favorite pastimes. You enjoy fire so much, in fact, that you’ve become an expert in its usage, whether it’s to keep yourself warm or roast enemies. You can even put them out, although you might not want to.
You can light or extinguish a mundane fire pretty much anywhere with the materials you have on hand, and your techniques involving fire gain +10 damage if they hit.
IVORY: Spy; You have always been able to see both sides of the story and with this gift you were given the choice to pick who you wanted your allies to be. Your sneaky and sly nature grants you the easy ability to be this way without the enemy knowing who or what you are.
Three times per thread you are able to shift what you are wearing to blend in, get away, or simply just to look stylish.
MINT: Improviser; You’re a creative mind with a flexible approach to problems, allowing you to do a lot of things you might not know a lot about. For you, it’s all about flexibility and being creative, figuring out approaches to problems that might not come easily to others. Whether you’re trying to fix a weapon, repair a ship, or heal a friend, you can get things done...Just not quite as well as a specialist.
Given a free post and adequate materials, an Improviser can fix a broken weapon to regain half it’s durability, heal a ship for 10%, or get rid of any damage over time effects on an ally. Each of these abilities has a 5 post cooldown.
GOLDENROD: Racer; "Run.. RUN! FASTER!.. FASTER!" Your quick reflexes and natural speed make you the perfect vessel for a racer. Where ever you may go you will always want to go faster, gain more adrenaline and fight your fears where ever they may be.
When running away from fears you gain +15 Speed. When you are first charging an opponent you gain +10 Speed for 2 posts from the Charge.
Jewel Tier[10%] - Spoiler:
AMETHYST: Jeweler; Jewels are the most Fascinating and most valuable to you. You are very special because you are the only one who is able to cut and place a perfect Gem within an attachment, Weapon, or armor to better express the power of that particular item.
You are the only one out of all the other Soul Colors who is able to Cut and Place 'Enchanted Gems' Which are Very rare. These Gems grant the piece of equipment a certain amount of Extra Stats that the character can then use if that item is equipped. Once per task you are able to roll a Normal dice. If you roll a 5 you gain a T1 Enchanted Gem.
EMERALD: Guild Master; You are a natural born leader with the ability to lead great groups of people. a major advantage to your color of soul is your motivation to lift others to their highest potential.
+50% EXP When completing a task for you and your allies. [Non Stackable.]
ONYX: Tinker; Watches, Clocks, anything that ticks! Its like a heart beat to you and you want to mess with it until its perfect. A Tinker Soul is a soul who enjoys the small things in life.
You have a great Advantage against Cyborgs [+10 Strength, +10 Endurance When against them] And you also can Repair Cyborg Attachments if you roll a 5 or 6 on the normal Dice. [3 Times per thread you are able to roll.]
RUBY: Bomb Maker; Explosions, Heavy Bombs dropping, and destruction.. These three things get you going in the morning when its all gloomy and raining outside. Having the soul you have its excellent when it comes to destruction and chaos.
You are able to make bombs out of anything around you! you are able to do this 5 times per thread. You roll the Normal dice each time you want to do it for results! rolling 1 and 2 means you are unsuccessful on making a bomb. 3 and 4 means you have made a D Class Bomb and you will go off your stats when using it. Rolling a 5 and 6 means you successfully make a Class C bomb and you will go off your stats when using it. D Class Bombs have a 5 meter explosion radius, C Class bombs have a 10 Meter Explosion radius.
TOPAZ: Miner; Dirt, Rock, Jewels, GOLD! Crystals and everything of the like fascinates you down to the core! You know exactly how to deal with minerals.
When up against Rock, or earth based elements such as Mud, Dirt, Jewels, Ect. You gain a +10 Strength as well as an extra +5 Damage if your attack lands on the target.
SAPPHIRE: Weather keeper; You are able to tell the weather just by a slight feeling. A soul like yours could be a wonderful navigator! However, The most interesting thing about this Soul is the resistance to the Elements.
Able to Resist 10 Damage from Lightning, Water, Light, or Darkness Element based attacks. You are able to tell whats happening with the weather at will.
AMBER: Candy Maker; Creation of something sweet, savory, and magnificent.. Your soul has quite the sweet tooth and enjoys sharing with all those around them.
Is able to use specialty made candy to raise their own or others HP and Stamina. You are able to roll the Normal dice 5 times per thread; 1,2, or 3 you make a Health Candy bar which will restore +5 HP and adds +3 to speed for 2 posts[Non Stackable]. If you roll a 4,5, or 6 you make a Stamina Taffy ball which restores +5 Stamina and adds +2 Reflex for 2 posts[Non Stackable].
DIAMOND: Berserker; Charging hard into battle, Never giving up, and swinging until the last breath. The heart and soul of a Berserker is weighed by getting as many kills as possible even when they are near death.
Is able to take quite a lot of damage without flinching. They gain a +5 in all stats when they hit 0 HP and go on an absolute rampage [They are passed out doing it], killing allies, enemies and anyone else in the way until they reach Death. The only way to stop them is to secure their limbs with chains, rope, or whatever you have to bind them!
SILVER: Inventor; Research- Finding out what works and what doesn't, and Finally, creating things that are actually useful! The Inventor Soul is a curious one indeed.
+25% EXP from Tasks[Stackable onto other Task Bonuses]
GOLD: Banker; Investing? Storing? Borrowing? There are many things a Soul like you can do. You are the type who is good with Berries and other valuables and makes sure to keep things hidden from sight or underground somewhere where only you know where it is.
+50% Berry Rewards from Tasks. When you die all the Items, Equipment, and Berries all are hidden from others and your next character may find all of it.
Legendary Tier[10%] - Spoiler:
SERENE OCEAN: Sea Explorer; The open sea, the salt upon your face, the sounds of seagulls.. These things excite your soul. You were given the Natural gift of the Sea and with it, the ability to navigate in it on a ship, down deep in the water or simply just swimming on your own.
You have been granted the strange ability to breath underwater, to swim in treacherous seas [Minus the New World] and to navigate to where you need to go without having to make a Travel thread or roll any dice [Besides Reverse Mountain] .
MAJESTIC SKY: Traveling Nomad; The Ancients told of a Soul that travels place to place and has been gifted with the ability to fly at will as far up as they are willing to go. These Nomads have no home, No family, almost nothing to their names- But this ability expresses how free they truly are.
You have been given the Ability of Flight at will, As far up as you wish to go.. Too far up could mean the end for you, however. -10 Speed while on the ground, +5 Speed while in flight.
SILVER STAR: Spiritual Seer; You have been gifted with the abilities of foresight and your soul has been said to be one of the brightest of them all. Your intense will and quick thought will get you out of tight situations and will even ward against Haki at times.
Three Times per thread you are able to roll the Normal Dice. If you roll a 1,2, or 3 you see an attack coming and may get out of the way of it. If you roll a 4 or 5 you gain +10 Will power. If you roll a 6 you gain +10 HP for 3 posts[Stackable with multiple rolls].
PINK MOON: Charm Master; The Spirit of Love, Lust, and all things Sexual. Those who have this Soul Color are masters when it comes to the art of Charming and often gain whatever they want when it comes to the opposite sex.
Is able to Charm any NPC at will in order to have their way with them. You are Naturally Beautiful or handsome by Birthright. You are able to charm up to 3 NPC of your Rank or below to fight for you, work with you, or the like. These NPC do not stay with you after the thread is over.
GOLDEN HEART[Regal Gold]: Ancient Will; Those who Possess this Color of Soul have the Will of D. It is an ancient and powerful Gift bestowed upon those who could change the world for Better.. or for worse. These Individuals seem to have the spirit to rally those around them together to fight for or with them. The Will goes back to the Void Era where a war to change the world was waged.
When Battling against World Nobles or Celestial Dragons you gain +10 In all Stats. Those who fight with you as Allies gain a +3 in all stats. When hit with the King's Haki you will not pass out, but the other effects will still effect you.
PRISMATIC SPECTRUM: Lucky Gambler; The luck of the gods are always with you! you have always radiated luck from all your pores and seem to bath in it all day everyday. Others who have the Same sort of Soul have a bad Gambling Problem which often works out in their favor.
Five Times per thread you are able to roll the Normal Dice. 1 and 2 you are able to convince an NPC of something. 3 and 4 you are able to Avoid an attack that is launched at you and take no damage[twice per thread only] . 5 and 6 you find something in a task and will get an extra Rewards dice at the end [Once Per Task]. What you are doing has to correspond to the dice roll for it to work. For Example, if you are trying to avoid an attack and roll a 1 or a 6 nothing will happen- You wont Be convincing or gaining anything extra in a task.
CURSED ABYSS: Cursed Warrior; Your soul is under an Ancient and Powerful curse which forces you to roam the world in search of Devil fruit eaters. Once you find Devil Fruit eaters you are drawn to follow them and sometimes even kill them in order to take the fruit from the nearest tree. While up against the Devil fruit eaters you gain the powers of a Cursed Warrior and the defense of a powerful OX.
When up against Those who have eaten a Devil fruit you gain +10 Strength and +10 Endurance. You are Cursed to wonder the world in search of powerful devil fruits and when you finally eat one you gain a +10 Strength and +10 Endurance against those who do not have Devil fruits... However, Against other Devil fruit eaters you take a -10 Strength and -10 Endurance.
HEAVEN'S SNOW: Demon Slayer; A sense of honor, Respect, and an intense feeling of always being drawn to the darkness overcomes you; so much so that some of your own features have shifted to a Demon like state. This is because you have the Soul of a Demon Slayer and like those before you, your Soul has absorbed the demons of those you have defeated in past lives. Being like this is frightening to others but its a way of life for you-
When up against Demons, Dark Users, Unholy Creatures, Or anything or anyone else who dwells in the Darkness element you gain +15 Strength against them.
PRIMAL CRIMSON: Gaia's Shaman; The Call to nature is a permanent thing for a soul like yourself. The Spirits, Animals, And other beings from other worlds are able to communicate with you, This Includes Sea Kings and Sea Life. However, Because of this Great gift you have trouble speaking in large groups and often keep to yourself around your own race.
Able to Speak to Animals, Spirits, Ethereal and Astral Beings, As well as Sea Life- Including Sea Kings. You are able to translate perfectly and know exactly what they mean.
VIRIDIAN TWILIGHT: Expert Magician; When you were born the magic flew around the room and in the air the spirits whispered Words of wisdom, Strength, and power around you. You have been blessed with a very special ability that even you don't know how it works.
You are immune to being bound, Trapped, Caged, Jailed, Imprisoned.. Ect. When ever you are in a bind you may free yourself at will and even place someone within 3 meters from you in your place. The only exception is if you have eaten a Devilfruit and have been bound by Sea stone Cuffs, or are in a Sea stone imprisonment.
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