TRAVEL, SHIPS, AND CAPTAINS
May 9, 2018 4:39:37 GMT -5
Post by Admin on May 9, 2018 4:39:37 GMT -5
TRAVEL
Our world is a vast one, stretching across all assortments of places and waters. However, nobody will be able to get anywhere if there are no means of traveling to those places. This is where the Travel systems and guidelines come into play. Now, let this page begin explaining to you how your character can start journeying across the cobalt blue seas, wavering their flag in the sky.
Blues Travel: The other mechanics below apply only to the Grand Line and not to the Blues. All characters start with a free no need to register basic dinghy, sailboat, or raft or in Marine, Revolutionary, and World Gov Agent cases, they can have free lifts around to the Blues, however, this changes in the New World and they require a ship. A character's starter vessel can be easily beaten and battered and is only usable in the Blues to sail from island to island, only able to carry up to three regular sized individuals. For much larger individuals, they get a free sailboat to accompany their size. An actually registered ship is needed for a character to sail onward into the Grand Line or to another Blue. There are no time limitations in the Blues and Travel Threads are not needed there, however, they are required for Blue to Blue travel. A bare minimum of 500 words is needed for characters to travel from one Blue to another Blue. Each character must reach the wordcount bare minimum, however, if a Navigator is present on the ship, everyone's minimum wordcount is cut in half.
Note: In the Blues, you may have multiple threads on more than a single island but you cannot in the Grand Line for the sake of a difficulty spike.
Every character will need to own a ship or be aboard a ship in order to get to other islands, even if the ship is a raft, it's still none the less a ship. A ship can get really expensive, going up into the millions. Yet, beginner ships are usually fairly affordable to purchase. To be able to sail a ship to islands in the Paradise portion of the Grand Line, a character must have the Navigator Profession Talent. For a character to be able to sail to islands in the New World portion of the Grand Line, they must have a Navigator Super Talent.
On an island in the Grand Line, a character is required to be there for a bare minimum of three days out of character and three days in character for their Log Pose or Eternal Log Pose to lock onto the next island in their route. A minimum of three threads of any kind must have been completed on an island before being able to leave. Socials and Battles need at the very least of a thousand words for it to count.
A dangerous event is an exception to the above rules. A character can leave an island early if their character's life is on the line. Marines present on an island does not mean your character's life is on the line. Only if your character is being pursued by someone who wants your character dead is when you can bypass the rules above.
Traveling to a new island takes a single day out of character. In character, the time spent traveling to a new island may vary but it is usually best to keep it very vague. A thread Social spent traveling to an island is always much appreciated though it is not necessary. Travels require a bare minimum of 250 words from each individual which only applies for the Grand Line Travel Threads.
A ship or otherwise known as a vessel is a type of transport construct made for a variety of purposes, though one main purpose is to carry beings across the water. Ships come in many different shapes and sizes. What defines how big a ship can be, how durable it can be, or how fast it can be, is its Rank. Yes, similar to characters, ships also have their own Rank. A ship's materials are what make the price of the ship though for the most part. One of a ship's materials can be a single Rank above their set Rank, however, no more than that. Here is a chart below on how much materials all cost that alter a ship's durability.
Each Grade has health equivalent to a character of its Rank. So, as an example, a Grade D Wood ship can only withstand 16 Rookie damage attacks before being fully destroyed. While, on the other hand, a Grade B Wood, for example, can withstand 64 Journeyman damage before being fully destroyed and sunk.
A ship's speed is dependant on its sails' quality and built-in mechanics. Here is a chart of the different sails a ship can have that decide how fast a ship or vessel is and all of their prices. This chart follows the same basic premise as the wood. The higher grade sails make your ship faster by a character Rank they are equal to.
Then, the last deciding factor of a ship, we move on to the sizes that a ship can be. A vessel may need to be very large in size to accommodate the larger crews or groups. So, let us now get into the sizes and occupancy space that will decide how big your ship is for your group.
Cannons and cannonballs are bought either through the Black Market or through other Markets for twice the price. Due to piracy rising, the price for them has recently been very high in order to prevent any more pirates on the seas.
If a ship is damaged, it cannot heal normally, so, many groups and crews will need a shipwright to repair their ships. A shipwright can repair a ship back to good condition by writing 250 words explaining how they repaired the vessel.
A ship's materials may be able to be bought for a cheaper price if it is available on the Black Market. Even special ships can be sometimes bought on the Black Market. However, Marines and World Government agents cannot purchase anything from the Black Market.
For a character to lead an official crew, group, or etc, a character must have a Leader Profession Talent first and foremost. Here is the Talent below if you are interested in becoming a group leader.
However, even with the above Profession Talent, there is a limit to how many Leaders there can be amongst the site. In order to restrict too many characters becoming a Leader/Captain, there can only exist one for every four active members there currently are. If a Leader/Captain and Group/Crew has already been made but the number of active members decreases, that will not do anything to the already established Group/Crew. If you need help knowing if there is a slot open for a Leader/Captain at the moment, check down below. Consult an Admin or Moderator if you would like to apply to be a Leader/Captain.
Blues Travel: The other mechanics below apply only to the Grand Line and not to the Blues. All characters start with a free no need to register basic dinghy, sailboat, or raft or in Marine, Revolutionary, and World Gov Agent cases, they can have free lifts around to the Blues, however, this changes in the New World and they require a ship. A character's starter vessel can be easily beaten and battered and is only usable in the Blues to sail from island to island, only able to carry up to three regular sized individuals. For much larger individuals, they get a free sailboat to accompany their size. An actually registered ship is needed for a character to sail onward into the Grand Line or to another Blue. There are no time limitations in the Blues and Travel Threads are not needed there, however, they are required for Blue to Blue travel. A bare minimum of 500 words is needed for characters to travel from one Blue to another Blue. Each character must reach the wordcount bare minimum, however, if a Navigator is present on the ship, everyone's minimum wordcount is cut in half.
Note: In the Blues, you may have multiple threads on more than a single island but you cannot in the Grand Line for the sake of a difficulty spike.
Every character will need to own a ship or be aboard a ship in order to get to other islands, even if the ship is a raft, it's still none the less a ship. A ship can get really expensive, going up into the millions. Yet, beginner ships are usually fairly affordable to purchase. To be able to sail a ship to islands in the Paradise portion of the Grand Line, a character must have the Navigator Profession Talent. For a character to be able to sail to islands in the New World portion of the Grand Line, they must have a Navigator Super Talent.
On an island in the Grand Line, a character is required to be there for a bare minimum of three days out of character and three days in character for their Log Pose or Eternal Log Pose to lock onto the next island in their route. A minimum of three threads of any kind must have been completed on an island before being able to leave. Socials and Battles need at the very least of a thousand words for it to count.
A dangerous event is an exception to the above rules. A character can leave an island early if their character's life is on the line. Marines present on an island does not mean your character's life is on the line. Only if your character is being pursued by someone who wants your character dead is when you can bypass the rules above.
Traveling to a new island takes a single day out of character. In character, the time spent traveling to a new island may vary but it is usually best to keep it very vague. A thread Social spent traveling to an island is always much appreciated though it is not necessary. Travels require a bare minimum of 250 words from each individual which only applies for the Grand Line Travel Threads.
SHIPS
A ship or otherwise known as a vessel is a type of transport construct made for a variety of purposes, though one main purpose is to carry beings across the water. Ships come in many different shapes and sizes. What defines how big a ship can be, how durable it can be, or how fast it can be, is its Rank. Yes, similar to characters, ships also have their own Rank. A ship's materials are what make the price of the ship though for the most part. One of a ship's materials can be a single Rank above their set Rank, however, no more than that. Here is a chart below on how much materials all cost that alter a ship's durability.
- Grade D Wood: 100k
- Grade C Wood: 200k
- Grade B Wood: 300k
- Grade A Wood: 400k
- Grade S Wood: 500k
Each Grade has health equivalent to a character of its Rank. So, as an example, a Grade D Wood ship can only withstand 16 Rookie damage attacks before being fully destroyed. While, on the other hand, a Grade B Wood, for example, can withstand 64 Journeyman damage before being fully destroyed and sunk.
A ship's speed is dependant on its sails' quality and built-in mechanics. Here is a chart of the different sails a ship can have that decide how fast a ship or vessel is and all of their prices. This chart follows the same basic premise as the wood. The higher grade sails make your ship faster by a character Rank they are equal to.
- Grade D Sails: 50k
- Grade C Sails: 100k
- Grade B Sails: 150k
- Grade A Sails: 200k
- Grade S Sails: 250k
Then, the last deciding factor of a ship, we move on to the sizes that a ship can be. A vessel may need to be very large in size to accommodate the larger crews or groups. So, let us now get into the sizes and occupancy space that will decide how big your ship is for your group.
- 25 Meters Long for 10: Normal Price
- 50 Meters Long for 20: Double The Price
- 75 Meters Long for 30: Triple The Price
- 100 Meters Long for 40: Quadruple The Price
- 125 Meters Long for 50: Five Times The Price
Cannons and cannonballs are bought either through the Black Market or through other Markets for twice the price. Due to piracy rising, the price for them has recently been very high in order to prevent any more pirates on the seas.
A ship's materials may be able to be bought for a cheaper price if it is available on the Black Market. Even special ships can be sometimes bought on the Black Market. However, Marines and World Government agents cannot purchase anything from the Black Market.
[center][b]SHIP[/b][/center]
[b]Name:[/b]Name of Ship
[b]Materials:[/b] List Materials Used
[b]Ship Size:[/b]
Ship Size
[b]Ship Stats:[/b] Health and Speed
[b]Description:[/b] Describe what type of Ship it is you are purchasing and what it looks like, as well as the rooms it has and etc. Do your best explaining how its layout is and keep size in mind when doing so.
CAPTAINS
For a character to lead an official crew, group, or etc, a character must have a Leader Profession Talent first and foremost. Here is the Talent below if you are interested in becoming a group leader.
[center][b]PROFESSION TALENT[/b][/center]
[b]Name:[/b] Leader
[b]Description:[/b] A Profession Talent mandatory for a character to be able to lead an official crew, group, or etc. Marines and Revolutionaries are exempt from this Profession Talent being needed to lead a group since they get the ability to command as they are promoted.
However, even with the above Profession Talent, there is a limit to how many Leaders there can be amongst the site. In order to restrict too many characters becoming a Leader/Captain, there can only exist one for every four active members there currently are. If a Leader/Captain and Group/Crew has already been made but the number of active members decreases, that will not do anything to the already established Group/Crew. If you need help knowing if there is a slot open for a Leader/Captain at the moment, check down below. Consult an Admin or Moderator if you would like to apply to be a Leader/Captain.
- Captain Bon Bon Kaiser (Inactive)
- Captain Percival D. Morgan (Inactive)
- Open Slot
- Open Slot