Lo and behold, another One Piece RP. Given the history of RPs that bore the same name and concept, I would like to attempt and give running such a story, a shot. To avoid the same fate, I've decided to initially limit the number of characters that I would be accepting. Hopefully, I get a few dedicated and true OP fans to start with and later on, we can expand our player base.
Currently, the plot I'm planning to go with is that of a new crew lead by an NPC I shall be playing. A general story will exist in the background, but will be altered accordingly depending on the decisions we make as a crew. This shall be an open-world and sandbox-type RP set in an alternate universe from the original series. As much as possible, I would want this to be player driven and I would only interfere when absolutely necessary. I will not be using any intricate stat or ability system; I shall simply set limits and everything else would rely on our abilities to RP our characters properly.
I am more than open to the suggestions and ideas of everyone else part of this project. This thread is mainly for the discussion of what you'd want to see in the RP and any inquiries you have about it. Estimated date for the start of this RP is indefinite, but if we get enough players and undergo the needed discussions, we can start as soon as possible.
Anyway, I guess that's it. Feel free to speak up and ask away. Hope to see at least a few who're interested!
Seventeen years ago, the world changed. One man of implacable zeal and indomitable will, the Pirate King, met his end after sharing with the world the existence of his greatest treasure. Lust, greed, and pride brought a slew of pirates, invoking the wrath of the World Government and the Marines, starting something more akin to a war in this new age of piracy.
Some seas fared better than others: the Grand Line saw a boom of commerce as adventurers and pirates alike arrived, but with so many bloody accidents, costly miscalculations, and gruesome battles, the death toll seemed to rise much more. The East Blue remained mostly tranquil, as it had often been, as did the West. The North boomed loudly, but in the South, there was trouble. Though it was the largest of the seas by population, it did not have the peace of the East, the technology of the North, or the history of the West. Without the staying power of tranquility, craft, or tradition, the South saw the largest boom in piracy from the Blue Seas. Some tales traded of chaos at Reverse Mountain where too many ships tried to enter simultaneously in the dawn light, rushing as if One Piece was just on the other side. Worse yet, the increased piracy left less of the able bodied to defend cities, making it all to easy for failed pirates to return to their seas with many undefended islands to plunder. Some failed pirates turned to other avenues of crime, abusing the fact that the Marines and law enforcement were spread thin.
Countries fell, only to be replaced with new regimes, just to fall once again. Marines, fatigued from the constant struggle, fell to corruption and greed to ease their burden. The seas have quieted in parts, but under the surface lies a thick layer of blight, and thundering skies approach. The seas have never been stranger.
Introduction
The ship rocked violently, the crew shouted and screamed, and the scent of fire and smoke permeated the lower decks. Below the din, Fiachra read. Peter died on the pages, and Fiachra wondered if he too would die here. Taken before his time, mourned by those he left behind, by his mother and father, his childhood sweetheart Gianna, his squire Lamont—Peter's death indeed was a thing to be lamented.
The sounds of death subsided, and Fiachra was left alone with the dust of his cell and the chains that bound him within it. The motes swirled in the air, and in it he saw images of a young girl. In a marketplace, she pilfered apples and bread; under the cover of a sprawling forest, a large beast chased her, but still she smiled; in a desert necropolis she was held in chains, indignation and rebellion clear in her eyes; on a skyship she stared wistfully toward the horizon. Her death, Fiachra thought, would be a tragedy.
“Who keeps treasure in a prison?”
A voice, full of irritation, drew him from his visions. The door to his cell rattled.
“And why is it locked?”
“Uh... most prisons have locked doors, Jet.”
The people on the other side banged and beat at the door in frustration. Eventually, Fiachra heard an exasperated sigh, and a louder thudding noise broke the handle of the door. It swung open and Fiachra saw the people responsible for the noise on the deck: a tall man with a half-smoked cigarette and a girl with indignant eyes.
The man put a hand on the back of his head and looked away, knowing the sort of baggage they had just come across. Jet lacked understanding.
“So... do you know where... the treasure is?” she asked Fiachra. She was positive he didn't. He was in chains, he was emaciated and scarred, and he looked like death. The room smelled of moth-eaten tomes, stale air, and a man who hadn't bathed in weeks.
The man put a hand on her shoulder and leaned down, whispering something into her ear.
“Nicolai, are you an idiot? That's a person. People can't be—”
“He's right,” Fiachra said, knowing what Nicolai had just told her. “It is me.” Jet stared at him incredulously.
“Well,” Nicolai said, “Let's get him out of here. We'll figure the rest out on a ship that isn't about to sink.”
And so marked the beginning of their adventure.
Premise
The Dawn Seeker, a noble ship of ignoble purpose, is manned by Captain Jet, her first mate, Nicolai, and their navigator, Fiachra. Aboard the Seeker, they plan to travel across the seas, having adventures, searching for treasure in both ancient tombs and modern coffers, and robbing people blind. These three are pirates. They are quite nice people, yes, but they pillage and murder and cause all sorts of havoc. You, too, are a pirate aboard the ship. How you found your way into the hearts of these three and joined up with them is your story to tell—my story to tell is what happens next.
An action/adventure roleplay with selfishness and material wealth as core motivations is the name of the game. Y'all just coast around through the ocean, looking for wealth, attractive members of whichever sex strikes your fancy, and nifty artifacts or whatever. It doesn't really matter what you want, the point is that you can have it—by taking it illegally.
Where does the Action come in?
There will be some combat-related aspects to this. Available to you are martial proficiencies, various types of abilities, unique weapons, and strange artifacts that grant mysterious powers — for example, devil fruits that grant its user powers that defy reality. You can have one of these mystical fruits if you so choose, because seeing things, wanting them, and then taking them is, again, the name of the game.
Where does the Adventure come in?
This is an adventure roleplay because you will be exploring various locales, from islands to forests to mountains to cities to deserts to tundras to whatever els; the sky is the limit. Sometimes you will go where I will you, and other times there will be choices for where the ship heads—no matter what, there will be various things to do in each place. The crew works together for big heists, but also allows for lots of personal whatever-the-fuckery to do what you so please.
Character Sheet (Send me your characters sheets to me via PM; we'll discuss origin story and abilities there; if you'd like, probably you hobbies too.)
[Appearance]
Name: Age: Gender: Origin Story: How did you come to meet the crew of the Dawn Seeker? Why did you come along with them? Why did they let you? Include what you want to get out of the pirate life in this section--are you looking for something in particular, or do you just particularly enjoy murder and theft?
Skills/Abilities: What are you good at? Swordsmanship, knitting, hambone,...? What makes you unique? No hard cap on skills, but be reasonable. Equipment: Things from a sword, a knitting needle, or some item with a unique property or something. Feel free to be imaginative, but again, be reasonable.
@passerby Definitely, but maybe wait around for a bit. I'm gonna redo a few things and it would be more of a hassle for you if you made one now. Sorry, man.
Alright then, after a bit of contemplating and discussions with an anonymous colleague - a man named Sheepslug - I realized that what I suggested earlier was somewhat selfish on my part since it involves simply wasting all the effort everyone has done so far. Yeah, totally not fair; I know, right?
Anyway, the conclusions that were reached as far as alterations in the RP goes, these are what we'll go with.
1. How magic will interact with technology. 2. The way magic is used by your characters will change. It'll be extremely simple as compared to what we have now. 3. Magic is somewhat common knowledge, it's just under heavy scrutiny and debate and MOST PEOPLE do not like what it entails in terms of individuals who can control reality in some form. This provides that element of natural fear that comes with knowing there are people who can bend reality at will, even if it's just spouting fire.
I'll discuss the specifics in my next IC post. For now, I need to read up on your posts and know who else plans on staying. As of now, no real change to character sheets is needed.
Hope to get some feedback on this. Thanks guys!
EDIT: By the way, I need a roll call on the current participants of the RP? Who's still around? These are the only ones I'm gonna update.
@Lord of Evil I'm actually thinking of scraping the ideas of classification.
@Nanashi Ninanai Still thinking about that. For now, these changes are just tentative so nothing sure. Who knows, we might just continue from where we left. I'll update everyone as soon as I can.
@banjoanjo@Lord of Evil I changed the statement to "Although no longer reviled, magic users nowadays are still not fully accepted by society." Although no longer hidden from the world, I think that'll provide some variety on how people feel about magic since that's very open to interpretation. Despite being an integral part of certain communities, the presence of skeptics will always be there. The presence of groups that are against or hate magic wouldn't be unlikely.
Also altered the guild composition of Freiburgs to not only magic-based guilds but also those of other profession. Hopefully that does the trick.