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167. CUOTAS DE MERCADO DE LOS INGRESOS DEL SERVICIO DE DIFUSIÓN DE LA SEÑAL

In document ÍNDICE CARTA DEL PRESIDENTE EL SECTOR EN (página 133-139)

Pirates are the current age’s adventurers. The ultimate dream of any true pirate is to reach the Grand Line, travel all the way through it, and one day find One Piece which is located at the very end. However, some pirates are in it only for the reputation, riches, and power. Pirate crews are generally very close-knit groups of friends, many of which join the crew along the way through the Grand Line. Just pirates alone would never make it through such a journey so they must find all kinds of people to join them and make a fully diverse crew. The pirate’s main job is to keep the crew on the correct path towards One Piece, both literally and mentally. Pirates are generally strong combatants and are good leaders.

**Important Note!** - If you play a pirate but are a part of a marine crew, you’ll need to work out how to role-play appropriately.

Secondary Skills: Appraise, Balance, Bluff, Climb, Diplomacy, Gather Information, Intimidate, Jump, Sense Motive, Sailing, Spot

PEACE MAIN PIRATE [ STAT BONUS ]

Prerequisite: Pirate, Good/Neutral, cannot be a Morganeer Pirate

Benefit: The pirate gains a permanent +1 CHA bonus. If the pirate is the captain of their ship, a peace main pirate’s ship gains a 20% experience bonus. This effect doesn’t stack. Peace Main pirates must follow their instincts which normally lead them into both adventure and trouble. If they are told an area is forbidden, it’s pretty much a guarantee that’s where they’ll go next. MORGANEER PIRATE [ STAT BONUS ]

Prerequisite: Pirate, Intimidate 4 Ranks, Evil/Neutral, cannot be a Peace Main Pirate

Benefit: The pirate gains a permanent +2 intimidate bonus and if they are the captain of their crew, their crew each gains a +5% experience bonus when fighting with the pirate. This effect doesn’t stack. Morganeer pirates cannot resist the chance of obtaining power and money. If the opportunity to take advantage of people presents itself, they’ll find it almost impossible to resist.

EXTRA BOOTY [ MISC ]

Prerequisite: Pirate, Search 6 Ranks

Benefit: The pirate is about 10% more likely to find rare and expensive items during their adventures from chests and other containers they find.

Special: This feat may be taken more than once, increasing the chances by an additional 10%.

SACRIFICE MINION [ MISC ] Prerequisite: Bribe, Intimidate 10 Ranks

Benefit: You may sacrifice the life of one of your crewmembers in order to regain 10 HP instantly. You roll your intimidate versus the victim’s willpower to force them into protecting you. The victim’s HP is reduced to 0 and may recover if treated by a doctor. Special: This feat may be taken multiple times, each time increases the HP gain by 10.

LIKE MINDS [ SKILL BONUS ] Prerequisite: Unrecognizable, CHA 16

Benefit: You gain a +2 bonus to any positive social skill rolls when talking to other Good/Neutral characters. This may include bluff, diplomacy, gather information, listen, and anything else that involves a normal or constructive discussion.

YOHOHOHOHO [ SKILL BONUS ] Prerequisite: Pirate

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Benefit: A true pirate is able to laugh off dangerous and mind affecting situations. You gain a permanent +1 to willpower saves.

Special: This feat may be taken once again, increasing the bonus by an additional +1.

SWASHBUCKLER [ MISC ] Prerequisite: Pirate, Swordsman

Benefit: Grants the swordsman proficiency with buckler-type shields. The swordsman must have at least one free hand or must explain how they intend to wield it properly. Bucklers generally grant the wielder a small defense bonus and could contain some stat/skill bonuses based on the quality.

VIKING [ SKILL BONUS ] Prerequisite: Pirate, Warrior

Benefit: A Viking gains a +2 damage bonus when wielding axes or hammers.

UNRECOGNIZABLE [ MISC ]

Prerequisite: Peace Main Pirate, CHA 14

Benefit: Peace main pirates often don’t look the part of a wanted criminal. This makes it easy for normal people to just assume the pirate is a harmless traveler. Unless the pirate does something to arouse suspicion, normal populations won’t recognize them from their bounty posters.

BRIBE [ MISC ]

Prerequisite: Morganeer Pirate, Diplomacy 6 Ranks Benefit: A Morganeer pirate may bribe government workers, including marines, in order to get information or avoid capture. The amount varies based on the strength and personality of the person being bribed. LUCKY BREAK [ MISC ]

Prerequisite: Pirate, Character Level 2+

Benefit: The pirate has a chance of landing a lucky break when they are in trouble. Once per play session the pirate may flip a coin or some other form of a 50% chance roll. If successful, they gain a large advantage in a tricky situation. This feat cannot be used when calculating loot, its only purpose is to rescue the pirate and their nakama when they are in a major pinch.

HURRICANE [ DAMAGE ]

Prerequisite: Pirate, Any Attack Skill 12+ Ranks

Benefit: This feat may be activated once an hour as a full round action. All attacks during the next 5 rounds are dealt in a cone at the attack’s normal distance. For example, a punch could strike multiple targets in front of the pirate but only up to the distance of a normal punch. Long range attacks gain a much larger advantage from this feat than short range. Each target in the cone has a chance to avoid the attack normally. This feat does not discriminate between friend and foe.

Special: This feat may be taken once more, increasing the range of any attack during its duration by an additional 33%.

ENSLAVEMENT [ MISC ]

Prerequisite: Sacrifice Minion, Intimidate 15 Ranks Benefit: The pirate may intimidate a person(s) to work for them as slaves. Slaves cannot fight and are generally very weak; however they can build and do other physical chores. They must be supervised at all times or they may try to escape.

PIRATE ALLIANCE [ MISC ] Prerequisite: Like Minds

Benefit: You may initiate a pirate alliance with another peace main pirate. This alliance allows you to call upon your ally and vice versa in times of crisis. When called, you must assist your ally if possible or your reputation and ally will be lost.

SEA LEGS [ SKILL BONUS ] Prerequisite: Pirate, Balance 4 Ranks

Benefit: A pirate is never thrown off balance by waves. Even when fighting on a ship during a thunderstorm, they don’t take any penalty to balance, jump, tumble, climb, or attack rolls.

Normal: Normally characters take a slight to severe penalty to these types of rolls when working in rough weather, especially aboard a ship at sea.

DAVY BACK HOST [ MISC ]

Prerequisite: Pirate, Diplomacy 10 Ranks

Benefit: The pirate is now able to host Davy Back fights. They must come up with 3 challenges and conform to the rules of the game, even if it means losing nakama in the process. As the host, you may bend the rules a bit to your advantage… maybe your referee is a bit distracted or perhaps you’ve rigged some

mechanisms to your advantage? See the Davy Back Fight section for more details.

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Scientist

Scientists are rare to find on a ship these days, but it’s not unheard of. Scientists are all about experiments and creating new and interesting technologies. With vast amounts of intelligence, they observe and study the world around them. Scientists are great at enhancing weapon capabilities, adding new features to ships and creating usually new and exciting items. The reason scientists are rare to find at sea is that they need a lab in which to work. With delicate experiments, it would be impossible to perform them on rough seas. Sea water is also a constant problem due to the rust and damage it can cause to mechanical instruments. To have a scientist onboard means to customize the ship to suit their needs, however the trouble may well be worth it. Scientists may be able to solve otherwise impossible problems for the crew or the residents of foreign islands.

Secondary Skills: Appraise, Bluff, Gather Information, Invent, Knowledge (Any 2), Research MINION [ MISC ]

Prerequisite: Scientist, INT 16

Benefit: Scientists are typically weak melee fighters and therefore create minions to fight for them instead. These minions are of the scientists own design but are often robot, cyborg, or zombie-like. Once this feat is purchased you can pay 1d6 multiplied by 10k in beli to create your minion. You may choose the class of your minion out of the following choices: Warrior, Rogue, Swordsman, Brawler. You must provide them a weapon if you wish for them to use one. See the Minion section for more information. Each time you create a minion, the previous minion immediately decomposes.

Special: Each time you create a minion roll a d20. If you get a 20, the minion should be treated as if it has a devil fruit ability. The ability should be assigned randomly via the DM.

KAIROSEKI MASTERY [ CRAFTING ] Prerequisite: Scientist, Invent 10 Ranks

Benefit: You have mastered the crafting of sea-stone items and weaponry. As long as you have access to raw sea stone and some basic tools/machinery, you can craft almost anything out of the unique and malleable stone. Nets, jewelry, handcuffs, ship plating, armor, weapons, the possibilities are endless. You use roughly twice the weight of the end product in sea stone during the crafting process.

Special: This feat may be taken once more, reducing the amount of raw materials needed by half.

DEVIL FRUIT RESEARCH [ MISC ]

Prerequisite: Scientist, WIS 16, must have seen a devil fruit before in-person.

Benefit: You now have enough knowledge to try and predict the outcome of eating any given devil fruit, even if it’s not listed in any books. This process isn’t guaranteed to work, but it’s much better than just randomly eating the fruit and hoping for the best. You have a 50% chance to gain enough knowledge to tell roughly what the fruit’s abilities are. However you also have a 50% chance to be completely wrong. The DM should perform this roll secretly and provide the necessary details.

Special: You may take this feat two more times. Each time increases your success rate by an additional 25% CYBORG SURGERY [ MISC ]

Prerequisite: Cyborg Repairman, Invent 10 Ranks Benefit: You may now perform surgery on all races using cyborg implants to help sustain their life. Treating someone with a cyborg implant to save their life doesn’t change their race to a cyborg unless the implants take over more than 50% of their internal organ functions. To perform the surgery you need to have the cyborg parts available. You then roll your invent skill as if it was a doctor’s heal skill and begin to replace the damaged tissue with mechanical parts. The implants don’t provide any special enhancements, but they are permanent unless a skilled doctor removes them later on.

RESEARCH ASSISTANT [ SKILL BONUS ] Prerequisite: Scientist, Research 6 Ranks

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Benefit: The scientist can now assist others with their research, regardless of the subject. Whoever they are assisting gains a +5 research bonus on their skill roll. MECHANICAL EFFICIENCY [ CRAFTING ] Prerequisite: Scientist, Invent 8 Ranks

Benefit: The scientist may now roll their invent skill to try and improve the efficiency of a ship’s engine system. If successful, the engine will use roughly 25% less fuel than normal. Roll the invent skill vs a DC of 15 to see if you are successful.

Special: This feat may be taken once more, increasing the efficiency of any engine you successfully modify by an additional 25%. However, the DC of a successful modification increases to 20. This bonus 25% doesn’t apply to ships you have already modified, but you may attempt to modify them again to receive the bonus. GRAND LINE PHENOMENON [ SKILL BONUS ] Prerequisite: Scientist, Research 8 Ranks

Benefit: When researching strange phenomenon in the Grand Line, the scientist receives a research bonus of +3. Phenomenons include any strange visual/physical distortions which do not include weather patterns. Some examples include oddly colored clouds/mist, sudden change in gravity, and other distortions.

DISCERN DEVIL FRUIT [ MISC ]

Prerequisite: Devil Fruit Research, Research 8 Ranks Benefit: You can now easily identify if someone is using a devil fruit ability. While a normal person may see an ability as a trick, natural/cyborg ability, or supernatural phenomenon, you can spot a fruit’s powers like its second nature. You gain a +3 to spot checks when trying to determine whether someone is using a fruit’s ability. If successful, you also have a 25% chance of figuring out the nature of the devil fruit based on the ability you spot.

CREATE POWERED SUIT [ CRAFTING ] Prerequisite: Scientist, Invent 8 Ranks

Benefit: You now have the skills to create your own power suits which can only be operated by you. The suits can be made of any material as long as you have access to it and the machines necessary to process the materials. The suit may contain a variety of powers similar to cyborg implant abilities. Work with your DM to determine the amount of materials needed, time required, difficulty of the DC roll, and the final result of your crafting attempt.

POWERED SUIT MASTERY [ SKILL BONUS ] Prerequisite: Create Powered Suit, Invent 10 Ranks Benefit: You now received a +2 defense bonus while in a powered suit. You may also choose one cyborg implant ability and apply it to one of your suits for free when this feat is purchased.

CHEMICAL GRENADE [ DEBUFF ] Prerequisite: Scientist

Benefit: As a full-round action you can now accurately throw a chemical grenade up to 100ft with an effect radius of 10ft. The effect of the grenade depends on the chemicals and materials used to make it. Work with your DM to create crafting recipes and the DC required to complete them. The effects are generally debuffs, but it’s possible they may deal damage as well.

WORKING CONDITIONS [ SKILL BONUS ] Prerequisite: Scientist

Benefit: When working alone in a room, you gain a +2 skill bonus to your invent skill rolls. If anyone enters the room you must wait at least an hour before this bonus can apply again.

CYBORG REPAIRMAN [ SKILL BONUS ] Prerequisite: Scientist, Invent 6 Ranks

Benefit: You may now heal cyborgs using your invent skill as if it was the engineering skill. You also gain a +2 bonus to your invent rolls while doing so.

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In document ÍNDICE CARTA DEL PRESIDENTE EL SECTOR EN (página 133-139)