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 Rumble System [BETA]

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PostSubject: Rumble System [BETA]   Rumble System [BETA] EmptySun Sep 11, 2016 12:00 pm

Rumble System [BETA] H6oAMMo

Rumble System [BETA] Giphy

Rumble System

This system works as the bridge between Role Playing Capabilities and the actual various systems which are the mediums for your attacks and capabilities. The Rumble System is basically a template you can use to track the damage and affects dealt to your character through the course of your fight, rather it be buffs/debuffs, damage caused from your opponent or self-inflicted injuries. However, before we get to the template, here are some charts which delve into your character's capabilities.

*In order to advance more than two tiers into any category, a bear minimum of 100 Points must be placed in the area of choice. For example, to gain Tier 2+ Speed categories, you'd need 100 Points. For Tier 4 Speed categories, you'd need 200 points and finally for Tier 5 speed, you'd need at least 300 points. The same applies for Hitpoints, Defense and Attack etc. type categories. Generally, Rumble Points can be spread anywhere, as such, this is to maintain balance among the Stats.


Rumble Points

Depending on how many points you place into a stat category, it gain's you a variety of Rumble Points to distribute in customizing your character's attacking style, as well as defences and speed capabilities. Choose wisely because once these rumble points are placed into various areas, it's completely unchangeable. Let's start with Attack!

Attack

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For every 100 points you allocate into any stat, you gain 3 Rumble points. These Rumble can be distributed in various areas, allowing you to know exactly the capabilities your character will possess in Combat and in standard RP. Here are the various categories you can use to your advantage:

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Strength: This literally has to do with the physical capabilities of your character and not with your character's attacking strength. The potential damage caused to NPC or PC is determined by the Rank of the Technique being used, link to that here. It's also due to note, these strength tiers are the base of your capabilities.

Techniques allow you to break past these limits and do some amazing things. However, these things must correspond with the technique being used. For example, you might be able to punch a dent in a steel fixture with your barehands but with a technique, you'd be able to shatter it into pieces.

Also, your natural strength may permit you to say, lift a cannonball and toss it with your barehands but it has nothing to do with your aim or the potential of the thrown cannonball hitting it's mark.


  • Zeta - Zero, you have the normal strength of an average human being. Think Usopp before he joined the Strawhat pirates.
  • I - With this tier of strength unlocked, your physical capabilities rival that of a normal human being whose pushed passed their limits and gain superior human strength. Think Cipher Pol agents or newly trained marines.
  • II - With this tier of strength unlocked, moving 200lbs becomes light work, stopping rubble from falling from buildings is possible and even breaking through wood with your bare hands is quite easy. Think Sanji, Zoro and Luffy pre-time skip.
  • III - With this tier of strength unlocked, your strength is now measured in Doriki, a system used by the CP9. You've gained the strength of a polished Cipher Pol, agent you're now a superhuman. Doriki level for this Tier is 4000.  
  • IV - With this tier of strength unlocked, your strength is now over 9000 Doriki, you've gained the strength of the likes of Ugo the Monk, Tom The Ship Builder, and Jack the Terrible from the One Piece Series. Among this Tier, think Luffy Time Skip, your natural physical prowess is to lift objects twenty times your body weight.
  • V - With this tier of strength unlocked, your strength is now untraceable by Doriki, you've gained the strength of the likes of Garp and Whitebeard at the peak of his youth. Among this Tier, think Yonkou's like Kaido and Black Beard Crew Member San Juan Wolf, your natural physical prowess is to lift objects twenty times your body weight.



Rumble System [BETA] 07e39c822b89dfe81a486128e645802aa413915b_hq

Accuracy: Looking to be the best shooter or sniper, well, this customization is for you! Join the ranks of the best shooters from the series, Usopp, Yasopp, Van Augur and Daddy Masterson!


  • Zeta - Zero, your aim is god awful. Literally, you couldn't get a balled up piece of paper into a trash can if it was two meters away. Basic hand-eye corridination of regular average joe. Sniping or shooting is not for you, maybe the god's be with you if you throw anything!  
  • I - With this tier of accuracy unlocked, think shooting games from festivals or arcades. You'll be able to at least coordinate, point, aim and shoot anything within five meters of you. It's at the level where it'll ensure most of your range techniques from this distance hit their mark.
  • II - With this tier of accuracy unlocked, Usopp The Great prior time-skip. Anything within fifteen-meters of you is as good as shot with these skills. You also have now a certain level of hand-eye coordination that far surpasses the average human. With great power comes great responsibility, think Daddy Masterson.  
  • III - With this tier of accuracy unlocked, think Yasopp before Shanks grew rose to Yonkou status. Anything within thirty-five meters of you is as good as shot with these skills. You also have now a superior level of hand-eye coordination that far surpasses the average human. Aside from accuracy, your hand is definitely steady when shooting now, they're no jitters, hitting your mark has become like ritual to you.
  • IV -  With this tier of accuracy unlocked, think Usopp after the time skip. Anything within hundred meters of you is as good as shot with these skills. Doesn't mean you can see hundred meters away normally but with some equipment or skills, you can firmly hit your scope. You also have now a genius level of hand-eye coordination that far surpasses the average human. You're a well oiled sniping machine.  
  • V -  With this tier of accuracy unlocked, you're literally able to snipe an ant from island away. Anything within two-hundred meters of you is as good as shot with these skills. Doesn't mean you can see two-hundred meters away normally but with some equipment or skills, you can firmly hit your scope. You also have now a genius level of hand-eye coordination that far surpasses the average human. Think Yasopp and Van Augur to name a few.


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Capacity: This category deals with how much skill you have with your respective Devil Fruit abilities. It's the final customization available under attack and it's geared more towards those who want prowess with their Devil Fruit abilities, unlike the other categories, this one only has four tiers.


  • Zeta - Zero, your skill with you Devil Fruit, whether paramecia, Logia or otherwise is basic. Think Luffy after he first ate his Gomu Gomu No Mi or Sabo after his first couple moments with the Mera Mera No Mi, it's like getting on the bike for the first time, it's messy and you have no control.
  • I - Your skill with your Devil Fruit is Luffy prior to Gear Second, Buggy The Clown or even the Borque Works agents if you're looking to scale your capabilities. Your techniques will let your break past this basic understand of your fruit and attempt to pretty risky stuff. Don't even think about complex techniques like Gear Second or Magellan Red Poison.
  • II - You've gained quite skill with your Devil Fruit and can achieve out of the ordinary capabilities such as Gear Second, Gear Third and even more complex modes such as Enel's God Mode. However, these capabilities put a great strain on your body and are last resorts in combat, so keep that in mind. Nonetheless, your prowess with your ability is worthy of Supernova Status, even New World Status. For Logia's, tangibility is able to be achieved at this level. Those with out Haki will have a tough time against you. For Zoan user's, this is where your hybrid forms and full-transformations can be achieve, think Marco or Chopper(Pre-Time-Skip).
  • III - You've gained immense skill with your Devil Fruit and you can achieve extra-ordinary capabilities such as Gear Fourth and Doku Doku No Mi Red Poison mode for short spans at a time through the use of techniques. This level of capability matches that of Kuma with his Paw Paw Fruit and Enel with final god mode. You also gain the ability to go intangible unconsciously without will or effort for Logias. Zoans gain instant transformations from form to form.
  • IV - Awakening. This gives you full control over your Devil Fruit abilities. Think Chopper After the Time Skip at the basic capabilities of this Tier. Your control rival's that of Shichibukai from the series such as Don Flamingo, characters such as Magellan with his Red Poison Mode and Black Beard with his skill with the Yami Yami No Mi. Go wild! You also gain the ability to go intangible unconsciously without will or effort for Logias. Zoans gain instant transformations from form to form.



Defense
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Cognizance: This category has much more to deal with what you see more than what you can do. It's all about perception and how well you're able to pick up blur's of motion. When combine with aspects within the Speed Stat, you'll be able to naturally perceive the movements of Pika Pika, Sound Sound and Goro Goro like movements. I stress combination with speed because, you might be able to see a movement, doesn't mean you can dodge it if you're speed isn't up to scratch. Every rank costs one Rumble point, except for Tier III, which costs two Rumble Points to acquire within the defense category. 


  • Zeta- If a bullet came flying directly towards you, you couldn't perceive it. Unless you have Kenbunshoku Haki that is but that's a whole another system. Everything coming towards you at immense speeds appears to be a blur.
  • I - Your eyes gain the capability to pick up speeds the average human couldn't perceive. If Kenbunshoku was the scope, Cognizance at this level would be a radar that tracks motion. Regular speeds of human beings appear slow to you, being able to make out their every motion down to the detail of how far they step. Bullets are now visible to you, punches with quick tension also become visible.
  • II- Your eyes gain the capability to perceive fast movements such Soru or Luffy's Gear Second type movements. Techniques such as Kuro's Stealth Foot can be perceived by the human eye now but again, the ability to react to them depends on the person natural speed or speed techniques.
  • III - Your eyes gain the capability to percieve movements as fast as the Pika Pika No Mi, it's the pinnacle of Cognizance. Bullets move like house flies in front of your eyes and motions become that much more easier to perceived. Combined with Speed and Kenbunshoku, getting anything past you will be a quite difficult task.


Rumble System [BETA] Giphy

Willpower: This deals with your character's ability to take a punch... or well, a few punches. Depending on your character's ability to take a beating, it'll be difference between breakage of bones keeping you awake or making you pass out. It's also the pinnacle category when it comes to the Rumble System and Combat in general. It's also to be noted that any countdown initiated can be nullified or restarted in terms of your character's consciousness. However, any breaks, fractures, cuts or ruptures will remain in effect even if said countdown is nullified or reset.

The higher your tier, the less time it takes to nullify or reset the counter, pretty much shaking off the grogginess from the attack taken. Healing techniques can reset timers on unconsciousness at any Tier, with B Rank Tiered healing allowing the negation of the timer's current position. Meaning, healing of this caliber can completely restore willpower and no count will be placed on the character in question. Example, if I've been suffering with shaking consciousness for 5/20 Posts, a healing technique can negate this, removing the count.  Whereas, lower tier healing would reset to zero.

Willpower Charts:

Consecutive Willpower Charts:

As you noticed, A Rank and higher character's recover willpower within one post. Therefore, consecutive hits can cause unconsciousness at any Tier of character if their Willpower is inferior. As you noticed, these recovery times are lower than the unconscious times, meaning it's easy to regain consciousness and even harder to loose it. However, it's due to note, durability means nothing in the face of fatal blows. If you're in an RP situation where you character is fatally injured, like jugular being severed, loosing too much blood or even your head, even durability won't save you there.


  • Zeta: Any damage you take can potentially render you unconscious. Especially if the Rank of the technique used on you out scales your current lettered Tier by more than two. For example, an F rank character takes damage from a C Rank Technique, this can lead to your character passing out.
  • I: Much like Usopp, you can take quite the beating before being rendered immobile. If the Rank of the technique used on you out scales your current lettered Tier by more than two you'll be able to stay conscious for awhile, ten posts to be exact. For example, an F rank character takes damage from a C Rank Technique, this can lead to the beginning of your character's count-down before being rendered motionless.
  • II: Much like Arlong or Don Krieg, you can take quite the beating before being rendered immobile. If the Rank of the technique used on you out scales your current lettered Tier by more than two you'll be able to stay conscious for awhile, fifteen posts to be exact. For example, an F rank character takes damage from a C Rank Technique, this can lead to the beginning of your character's count-down before being rendered motionless.
  • III: Much like Luffy, Kidd and many of the top tier Kingpin's in the OP universe, you're will to succeed is quite superior to that of the average man. If the Rank of the technique used on you out scales your current lettered Tier by more than three you'll be able to stay conscious for awhile, fifteen posts to be exact. For example, an F rank character takes damage from a B Rank Technique, this can lead to the beginning of your character's count-down before being rendered motionless.
  • IV: Much like Kaido and Whitebeard, you're a glutton for punishment and you're seen as almost immortal. If the Rank of the technique used on you out scales your current lettered Tier by more than three you'll be able to stay conscious for awhile, twenty posts to be exact. For example, an F rank character takes damage from a B Rank Technique, this can lead to the beginning of your character's count-down before being rendered motionless.


Which brings us to this last thing in under this catergory, which is bleeding but this has it's own section, which you can find below.

*Aspects such as countering are all up to RP ability and no arbitrary number or scale can represent this. This also goes for dodging techniques which will be addressed in the speed section, nothing it auto-dodge or hit-here. Even higher levels of Kenbunshoku that allow the avoid of fatal hits must be properly explained via RP and if can't be, it'll be seen as god-modding or manip(manipulation) which is heavily frowned upon here. If not properly explained, any god-modding will count as a free hit for your opponent. Attacks that aren't explained properly can simply be countered or avoided, these attacks will be counted as void.


Speed

Rumble System [BETA] DHKWcs

The stat that everyone loves in role playing, speed. This focuses on your character's ability to defy the physics of gravity and at times reason due to the rate at which they are moving. On Jewel Seas, speed gauges your character's ability to physically traverse distance, maneuver through obstacles and add force or impact to strikes.

Rumble System [BETA] Giphy

Velocity: This deals with your character's ability to literally traverse various distances in one burst or initial thrust/lunge in any direction. What's important to note about velocity is that you can't actually by default move 100M in one post while running, it's all about the prelude, or gaining velocity to reach the speed to move across these distances. I'm keeping velocity as arbitrary as possible using One Piece examples.


  • Zeta: You're as fast as an average human who trains himself daily.
  • I: You've begun training on the route to become a Super Human. This is the point of speed between Soru and semi-advance motion.
  • II: Coby after the Time-Skip. Soru level movements have been achieved. However, to maintain said speeds, the use of technique's must be used.
  • III: This tier is a cut above Soru, it matches speeds of Advance Soru users, think Luffy's Gear Second or Lucci from the Cipher Pol 9.  However, to maintain said speeds, the use of technique's must be used.
  • IV:  This tier is complete mastery of advanced movement, think Rayleigh versus Kizaru. However, to maintain said speeds, the use of technique's must be used.
  • V: This tier rivals that of the Pika Pika No Mi, you're literally able to mirror the speed of light and sound. However, to maintain said speeds, the use of technique's must be used.


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Acceleration: This category deals with your ability to quickly reach the peak speeds depicted in Velocity. Unlike Velocity it has only three tiers and starts from I.

  • I: Can achieve max speed within two posts of continuous movement.
  • II: Can achieve max speed within one post of continuous movement. (300 words min.)
  • III: Can achieve max speed within two hundred words of continuous movement.
  • IV: Can achieve max speed within one hundred words of continuous movement.


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Manoeuvrability: This is your ability to shift out of harms way or avoid attacks via the speed stat. In this category, it focus on your characters ability to dodge via already being in motion and it can be used closely with Kenbunshoku Haki to avoid attacks. The basic progression of this category can be trained to tier two but to complete this category you must have access to Kenbunshoku Haki of any capacity. This category also deals with how quickly you can combine techniques with each other in a series of chain attacks. Chain techniques only work for techniques at or below A rank. 


  • Zeta: You have skill of changing direction during quick momentums, you'll have to come to an immediate stop to change course.
  • I: You've gained the ability change your direction during acceleration up to two meters after the initial motion is initiated.
  • II: You've gained the ability to change your direction during acceleration up to five meters after the initial motion, it also gains you the ability to simply shift your body away from attacks are slower than your stat comparison, once the threshold is more than a 50 point difference.
  • III: Kenbunshoku Haki is needed. You've gained the ability to change your direction during acceleration up to ten meters after the initial motion, it also gains you the ability to simply shift your body away from attacks are slower than your stat comparison, once the threshold is more than a 30 point difference. Access to chain attacks, when claiming one hit, you can count it as two techniques worth of damage have been inflicted. Techniques must of the same tier.
  • IV: Kenbunshoku Haki is needed. You've gained the ability to change your direction during acceleration up to fifteen meters after the initial motion, at least three times(or more via speed techniques), it also gains you the ability to simply shift your body away from attacks are slower than your stat comparison, once the threshold is more than a 25 point difference.Access to chain attacks, when claiming one hit, you can count it as two techniques worth of damage have been inflicted. Techniques must of the same tier or one tier higher.
  • V:Kenbunshoku Haki(P1) is needed. You've gained the ability to change your direction during acceleration up to fifteen meters after the initial motion, at least four times(or more via speed techniques), it also gains you the ability to simply shift your body away from attacks are slower than your stat comparison, once the threshold is more than a 20 point difference.Access to chain attacks, when claiming one hit, you can count it as two techniques worth of damage has been inflicted. Techniques must of the same tier or two tier's higher.



Rumble System [BETA] 3142910132_1_6_CjGr6R96

Hitpoints

These are the points needed to survive in the world of the living. Literally. Without any Hitpoints, your character is deemed dead or incapacitated. Hit Points are lost via Weather Conditions, Diseases and Poisons. Generally, regardless of race, Hit Points degrade at two points for poisons and five points for disease, every two posts. However, with higher customization, these rates can be reduced. It is also due to note, Hit Points reset every thread, regardless of arcs and tasks. However, diseases and poisons can continue into others once they aren't cured.

Rumble System [BETA] 16%2B-%2B1

Immune System: This is your ability to resist diseases and poisons which can be inflicted from techniques more so of the Magic or Devil Fruit variety. Poisons from weapons also count as merits under this system. Poisons can be cured by antidotes of the same Tier that inflicted the aliment, unless it's a S Rank poison or the Doku Doku Devil Fruit, in which special antidotes are needed to negate the poison.


  • Zeta: Zero Immunity. The immunity of a regular human who barely exercises or trains.
  • I: Above Average, the immunity of a human who trains actively. Reduces diseases and poisons by one point.
  • III: Superhuman Immunity. You've achieved the level of those who are graded in Douriki. Reduces diseases and poisons by 50% (points are always rounded down not up.)
  • IV: Superhuman Immunity. You've achieved the level of those who are graded in Douriki over 9000. Reduces diseases and poisons by 75% (points are always rounded down not up.) (Having access to the Phoenix Fruit starts you naturally at this Tier.)
  • V: Legendary Immunity. You've achieved the level of those who are considered almost demigods. Reduces diseases and poisons lower than S rank to no effect. Anything higher will suffer reduced point reduction by 80%.
  • VI: Demi-God Immunity: You've achieved the level of those who are considered that of Demigods. Immunity of this tier grants immunity to diseases and poisons lower than SS. Anything higher will suffer reduced point reduction by 80%.
  • VII: God Body: You've achieved the level of those who are considered that of the gods. Immunity of this tier grants immunity to diseases and poisons lower than X. Anything higher are incurable by means of antidote or healing usually unless surgery is done with the Ope Ope No Mi for example. 


Rumble System [BETA] Tumblr_n3g42bO4Ph1s74qeso4_500
Adaptability: This is the ability for your character to be able to survive in various climates. With no points in this area, your body is like that of a regular human and any drastic changes can cause you to pick up sicknesses.

  • Zeta: No resistances to quick changes in climate. Travel Sickness will be in effect if you move from Winter Island to Summers islands or vice versa. Minus two hit points every three posts.
  • I: Above average resistance to changes in climate. Travel Sickness will be in effect if you move from Winter Island to Summers islands or vice versa. Minus two hit points every five posts.
  • II: Super Human resistance to changes in climate. You can walk around in Summer and Winter Islands bareback with little no consequences unless the Climate Setting states otherwise. Minus one hit point every three posts.
  • III: Super Human resistance to changes in climate. You can walk around in Summer and Winter Islands bareback with little no consequences unless the Climate Setting states otherwise. Minus one hit point every five posts.


Finally, Fatigue, this category deals with how long your character can go without eating, being dehydrated and lack of sleep. This is arbitrary and is usually determined as weird character quirks, DF Quirks or extra-bonuses we give out during events. It's very useful in arcs, especially those which your characters Hit Point Resetting is somehow disabled or hindered. It can't be customized but it can be obtained.


  • I- Gained through character applications/events. Characters can go up to a week without eating, sleeping or drinking.
  • II - Obtained through events and special giveaways. Characters can go up to one month without eating, sleeping or drinking.
  • III - Obtained through events and special giveaways. Characters can go up to two months without eating, sleeping or drinking.


Code:

Patches:September 27th, 2016: Customisation now has weight restrictions. Meaning, you must have at least 100 in a certain area to advance past a certain point.
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