Skills:
There are some slight modifications to the available skills in One Piece 5e. Arcana has been changed to Artifact Knowledge and three new skills have been added Navigation (Intelligence), Culture (Intelligence), and Endurance (Constitution).
Culture (Intelligence):
Culture represents a character's understanding of various societies, traditions, and practices across the seas. A character proficient in Culture might understand local festivals, laws, or the significance of different symbols, all of which can be critical for diplomacy or gaining favor in unfamiliar lands.
Artifact Knowledge (Intelligence):
Artifact Knowledge is the study of ancient relics, powerful treasures, and the historical significance of lost technologies. This skill represents a character's ability to recognize and understand the origins, uses, and importance of artifacts found across the world.
Navigation (Intelligence):
While Survival is frequently used to find your way on land and track creatures. Navigation is used to know the sea. It is the knowledge of Sea Charts, ocean patterns, and weather phenomenon. It is mainly used when traveling between islands or regions, but can also be used in situations like avoiding dangerous reefers.
Endurance (Constitution):
Endurance is a measure of fortitude and the ability to well, endure. Many things that normally would have been a Con Save in the past (besides technique saves etc) are part of Endurance. Trying to outdrink some rowdy pirates? Hang onto an object for an extended period of time? Endurance is also used to maintain concentration on techniques when you take damage.
This makes the skills available as follows:
Acrobatics (DEX)
Animal Handling (WIS)
Artifact Knowledge (INT)
Athletics (STR)
Culture (INT)
Deception (CHA)
Endurance (CON)
History (INT)
Insight (WIS)
Intimidation (CHA)
Investigation (INT)
Medicine (WIS)
Nature (INT)
Navigation (INT)
Perception (WIS)
Performance (CHA)
Persuasion (CHA)
Sleight of Hand (DEX)
Stealth (DEX)
Survival (WIS)
Tools:
Many tool kits have been added or reworked for this system a more detailed explanation on each of their uses can be found in the Equipment section, but proficiency with a Tool is a requirement to use its associated tool kit.
Here is a full list of available Tool Proficiencies along with their associated stats when making a check with them:
Armorsmith's Tools (STR or INT)
Alchemist’s Tools (WIS or INT)
Botanist's Tools (DEX or INT)
Cartographer's Tools (WIS or INT)
Chef's Tools (WIS or DEX)
Disguise Tools(Disguise Kit) (DEX or CHA)
Angler's Tools (STR or DEX)
Lock Picking Tools(Lock Picking Kit) (DEX)
Medical Tool(Medicine Kit)(WIS or INT)
Poisoner's Tools (WIS or INT)
Carpenter's Tools(Ship Wrights) (STR or INT)
Weaver's Tools (DEX or INT)
Weaponsmith's Tools (STR or INT)
Vehicles:
One main vehicle type stands out in the world of One Piece, ships, but there are a few others as well.
A full list of available Vehicle Proficiencies:
Ships
Submersibles
Wavers
Ground Vehicles
Airships
Mounted Weapons
Initiative:
Initiative now scales off of Wisdom as you are able to quickly judge a situation and react before others. In addition to your Wisdom Modifier all players add half their Proficiency Bonus (rounded up) to initiative checks unless they have a feature, feat, or technique that states otherwise.
Death Saves:
Death Saving throws remain largely unchanged except for one notable point. Failures on a Death Save are not removed until the effected creatures finishes a Long Rest, they roll a natural 20 on a Death Save, or they are removed by other means (feats, features, techniques).
Short Rests
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit & Energy dice at the end of a short rest, up to half the character’s maximum number of Hit and/or Energy Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. For each Energy Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points and/or Energy points equal to the total. The player can decide to spend an additional Hit or Energy Die after each roll. A character regains some spent Hit and Energy Dice upon finishing a long or full rest, as explained below.
Long Rests
A long rest is a longer period of downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, using a Technique, or similar adventuring activity- the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains half of their Maximum hit and energy points. The character also regains half of their spent Hit and Energy Dice. For example, if a character has eight hit & energy Dice, he or she can regain four spent Hit and energy Dice upon finishing a long rest. This does not Heal Conditions that may last into the Long Rest. Characters cannot gain the benefit of a long rest if they are diseased. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Full Rests
A full rest is a period of extended downtime, at least 24 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 8-12 hours. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, using a technique, or similar adventuring activity- the characters must begin the rest again to gain any benefit from it. At the end of a full rest, a character regains their Maximum hit and energy points. The character also regains all of their spent Hit and Energy Dice. This Heals Conditions that may last into the full Rest, such as the Diseased condition. A character can’t benefit from more than one full rest in a 96-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Natural Weapons:
Some races have developed natural weapons to improve their combat capabilities. All natural weapons count as unarmed strikes. If your unarmed strike die is larger than your natural weapon’s damage die, you may use it for your natural weapons instead.
Concentration:
Some Techniques require you to maintain concentration in order to keep their effect active. If you lose concentration, those Techniques end. You can maintain up to two different Techniques at once. If a Techniques must be maintained with concentration, that fact appears in its Duration entry and the Techniques specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Techniques that are maintained cost half (Round down) of the energy spend to cast the Techniques. The cost to maintain concentration must be paid at the beginning of each of your turns or the Techniques ends immediately. Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
• Casting a third Technique that requires concentration. You lose concentration on a Technique if you cast a third Techniques that requires concentration. You can’t concentrate on more than 2 Techniques at once.
• Whenever you take damage while you are concentrating on a Technique, you must make a Constitution (Endurance) check to maintain your concentration. The DC equals 12 + The combined Ranks of the Technique being concentrated on (Basic: 1, Blue Ocean: 2, Paradise: 3, Ocean Floor: 4, New World: 5) or half of the damage taken, whichever is higher. If you take damage from multiple sources during the same round, such as multiple motes of fire, you make a separate energy control check for each source of damage.
• Being incapacitated or killed. You lose concentration on a Technique if you are incapacitated or if you die. The GM might also decide that certain environmental phenomena, such as turbulence on a ship or train or rocky terrain while on a horse, require you to succeed on a DC 20 Endurance check to maintain concentration on a Technique. Sometimes you would cast a Technique that requires Concentration while outside of direct combat or conflict on a mission or during a roleplay session. GM’s are urged to not track a player’s time while using the Techniques, instead only charging them for the initial cost of the Techniques for the duration. Concentration as a mechanic is designed to restrict extremely powerful Techniques from remaining in play during combat by having a “tax” imposed for such a powerful effect. When using Techniques outside of such situations, they instead create unique and powerful roleplay opportunities.
Character Slots: You start with one character slot. A 2nd can be purchased for 20AP, a third for 30AP, and a fourth for 40AP.
Ability Score Improvement: Upon reaching your ASI Improvements, you gain 1 ASI Point and a single feat.
Crews:
It costs becoming a Captain through DT to create a crew & 5 Downtime (DT) points to join a crew. (Crew Instructions are on the West March Server)
Look forward to Crew Path (A specialized role that gives you a passive towards travel, it will be added to the DT training options post start)
Haki:
(Information regarding how to acquire and level up your Haki can be found in the Haki section.)
WILL OF D
Will of D is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaws. By using the Will of D, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a power that has been laid on you.
GAINING THE WILL OF D
All players begin any mission they undertake with a Will of D. They can also give you the Will of D for a variety of reasons. Typically, GMs award it when you play out your Ambitions, Drive, Goals or Fears and otherwise portray your character in a compelling way. Alternatively, you gain a Will of D when you roll a Natural 20 on an ability or skill Check (that are not a part of a class or race feature) or Saving throw. A player can have up to 3 Will of D at any given time and they reset at the end of a mission.
USING THE WILL OF D
If you have the Will of D, you can expend it for the following:
• Advantage or +5 on an attack roll.
• Advantage or +5 on a saving throw.
• Advantage or +5 on an ability or skill check.
• To slightly alter the scene to your benefit.
• Gain an immediate Reaction, even with an ability or technique that is an action.
• Gain immediate insight or clue into the current situation or mystery.
• Automatically succeed a Death saving throw.
Additionally, if you have a Will of D, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game by transferring your Will of D to them, for them to use.
Curse of Hatred
Sometimes, the Will of D is snuffed out by tragedy and darkness. However, from the ashes of the Will of D, a different flame arises. The Flames of Hatred.
Using the Curse of Hatred
If you have Curse of Hatred, you can expend it for the following:
Grant the enemy disadvantage or -5 on an attack roll.
Grant the enemy disadvantage or -5 on a saving throw.
Grant the enemy disadvantage or -5 on an ability check.
Grant the enemy vulnerability to your damage.
Mark an enemy. For the next minute, you gain a bonus to attack and damage rolls against that single enemy equal to half your proficiency modifier. Furthermore, all your DCs against that enemy increase by 1/3 your proficiency modifier.
Interaction Rules for Multiple Characters:
In our story and the West March journey, some players might have more than one character. It's important to note that interacting between your own characters is strongly discouraged and not permitted. Even having multiple characters within a single alliance, which might be possible later in the game, is not encouraged. Instead, we suggest that you let these characters lead separate lives within different factions.
Flanking/Height Advantage Rules:
In this system, flanking grants a +5 bonus to attack rolls; while attacking a target from an elevated position at least 10 feet above them grants advantage on the attack roll. The height advantage applies only when the attacker is elevated due to terrain, structures, or similar factors, and does not include natural height differences between characters. These rules are designed to preserve the uniqueness of class features that grant similar benefits and to encourage strategic positioning in combat. (edited)
Modified Techniques Rule
To maintain balance and encourage growth, there is a limit to the number of modified techniques a character can learn, which is determined by their rank. At the foundational Blues Rank, characters are allowed to learn up to 2 modified techniques. As they progress through the ranks, their capacity for learning modified techniques increases. This system ensures that characters develop their skills progressively and maintain an edge as they venture into more challenging territories.
Blues Rank: Maximum of 4 modified techniques
Paradise Rank: +1 modified technique (maximum of 5)
Ocean Floor Rank: +2 modified technique (maximum of 7)
New World Rank: +2 modified technique (maximum of 9)
Laugh Tale Rank: +3 modified technique (maximum of 12)
Each rank advancement from Blues Rank grants access to an additional modified technique, starting with Paradise Rank. (edited)
Downtime Activities
Techniques cannot be used in Downtime Activities.
Environmental Seastone Effects
Entering an area fortified with Seastone causes Devil Fruit users to become Fatigued. This condition imposes disadvantage on all attack rolls, saving throws, and ability checks.
Dangerous Areas: Seastone-laden floors or walls trigger an environmental suppression. Devil Fruit users who come into contact with Seastone-laden objects (e.g., floors, walls, bars) must make a Constitution saving throw (DC 20) each round. On a failed save, they become Suppressed for that round.
Seastone Resistance Mechanics
Characters with high mastery of Armament Haki (Lvl 2) can resist the Suppression effects for short periods. The character may make a Constitution saving throw (DC 20) at the start of their turn. On a successful save, they temporarily shrug off the Suppressed condition for 1 round. Afterward, they must re-roll at the start of their next turn to maintain this resistance. (edited)
Crew Roles
You may have two roles at once but that will be all. To acquire a third roll you must remove all feats associated with the previous role you are removing and Ping a member of content letting them know that you have removed a role so you don't exceed the cap.
Racial, Class, and Sub-class features
you are not permitted to acquire or create feats that grant class abilities or racial traits from any class or race that you have not officially chosen or multi-classed into. This rule applies regardless of previous character progression and ensures a balanced and coherent system for all players.
Obtaining NPC faction gear
If the faction has not been introduced to the entire server i.e. a grand event unfortunately you wont be able to obtain said gear, this includes but not limited to Germa cloning technology, Raid suits, Secret Science Group Advanced Attire and df replicating abilities. This is not a comprehensive or full list as we are unaware of every thing each of these factions can do. Lastly Dont be discouraged as flavor is free, and Events hold GRAND rewards!
Weapon Scaling
Weapons scale their damage based on the size of the creature using them. Each size difference increases or decreases the weapon's damage dice by one die step. Larger creatures deal more damage with appropriately sized weapons, while smaller creatures deal less. This scaling applies from Tiny to Colossal. (Colossal + does not receive any bonuses)
Upgrades to Weapon do not receive this scaling so 2d6 Elemental is 2d6.
SIZE CATAGORY INTERACTIONS WITH WEAPONS
When you would increase or decrease your weapon size your weapon damage die increases or decreases accordingly.
Reach also increases or decreases by 5ft per size change to a minimum of 5ft
Dice step up Chart
1D4 - 1D6 - 1D8 - 1D10 - 1D12 - 2D6 - 2D8 - 2D10 - 2D12 - 3D8 - 3D10 - 3D12 - 4D10 - 4D12
(All weapons are Medium Size at Base)
Reach for larger Creatures
Aura Limitation Rule
A creature can only be affected by the same aura once per turn, regardless of how many times it enters or remains within the aura's area of effect. A creature is affected by the aura only when it enters the area for the first time on a turn or starts its turn there. This rule prevents stacking benefits or penalties from identical auras on the same turn.
Sea Stone
Sea stone suppression represents the inherent weakness of Devil Fruit users to sea stone and sea water, a foundational rule of the One Piece system. As such, immunity to sea stone suppression cannot be bypassed through feats, stances, abilities, or external enhancements. The following rules clarify this limitation:
No Immunity to Suppression
No feat, stance, or special ability can grant immunity to sea stone suppression. Any Devil Fruit user in contact with sea stone, or restrained by sea stone-based tools, immediately loses access to their Devil Fruit abilities and their effective power is suppressed, per the suppressed Condition and weapon upgrade.
Yokai Exception
Yokai are the only Devil Fruit users immune to the Devil's Curse, allowing them to interact with sea water without losing their abilities. However, even Yokai remain vulnerable to sea stone. When in contact with sea stone, Yokai experience the same suppression of their Devil Fruit abilities as any other user.
Self Source
If you are the source of the suppression then you are exempt from the suppressed condition proc
Strength and Haki Adjustments
While under sea stone suppression, a character’s ability to access Armament or Observation Haki remains unaffected unless explicitly restricted by specific equipment mechanics. However, Haki-enhanced physical abilities may still be weakened due to the inherent suppression.
Critical Limits
The critical limit for attack rolls is 16, unless a subclass ability states otherwise. Any reduction to the critical range beyond this limit (e.g., reducing it to 15, 14, or lower) is considered excess and does not further extend your critical range. If an ability eliminates critical range entirely, the excess is removed starting from the highest critical number.
Overcoming AC for Critical Hits
Critical hits require precision and power. Even if your critical range is extended (e.g., 19 or lower), you must first overcome the target's AC to confirm the critical hit. If your attack roll does not meet or exceed the AC, the attack does not land, and the critical is negated. A natural 20 is the only automatic success for landing an attack. If you cannot score a critical hit on a 20 due to specific restrictions, it is not considered an automatic critical.
Critical Hits: Maximize, Then Roll
When a critical hit is confirmed, the damage is calculated as follows:
Roll your damage dice as normal.
Add the maximum possible value of the damage dice as a bonus.
For example, if you score a critical hit with a weapon that deals 1d6 damage and has a +4 modifier, the total damage would be:
1d6 + 4 (rolled normally) + 6 (maximum of the damage die).
Additional Damage for Extended Critical Ranges
If your critical range exceeds the limit of 16 (e.g., 15, 14, 13, etc.), you gain additional damage dice when scoring a critical hit. For each number beyond 16 in your critical range, add one extra damage die to the critical damage calculation.
EX.
If your critical range is extended to 15 and you roll a critical hit, you gain one additional damage die.
If your critical range is extended to 14, you gain two additional damage dice, and so on.
This rule incentivizes powerful builds that extend critical ranges, ensuring your precision is rewarded with explosive damage.
FREE ACTIONS
You are only able to make 3 free actions a turn.
FOOD BUFFS
Eating another meal will remove the effects of the previous unless stated otherwise.
(You may benefit from effects of 3 potions and 1 meal at the same time)
POTION BUFFS
Drinking another Potion (past the limit of 3) will remove the effects of the previous unless stated otherwise.
(You may benefit from effects of 3 potions and 1 meal at the same time) (edited)
UDR AND DR CAP
THE UDR AND DR CAP IS NOW 20 OF EACH TYPE PER LEVEL.
EX.
LVL 4 (80DR)
LVL 8 (160 DR)
LVL 12 is (240DR)
LVL 16 is (320DR)
LVL 20 is (400DR)
Fire Affinity: Burn
The target suffers lingering flames, taking damage over time and suffering from impaired actions due to the heat.
Fire can also cause Scorched, leaving severe marks that weaken the target’s resilience.
Cold Affinity: Chilled or Frozen
The target is slowed and weakened by the icy cold, with Frozen rendering them immobilized under ice.
Lightning Affinity: Shocked , Electrocuted
The target is struck with electrical energy, disrupting their reactions and coordination.
Poison Affinity: Poisoned , Envenomed
The target is afflicted with toxins, weakening their body and causing ongoing damage.
Acid Affinity: Corroded or Melted
The target’s defenses degrade as armor and flesh are dissolved, leaving them vulnerable to attacks.
Necrotic Affinity: Decayed or Rotted
The target’s vitality is drained, with flesh wasting away and their overall health deteriorating.
Radiant Affinity: Dazzled or Burned
The target is overwhelmed by intense light, impairing their vision and focus.
Radiant can also cause Scorched, leaving severe marks that weaken the target’s resilience.
Psychic Affinity: Confused, Berserk, Charmed, Concussed, Fear, Slowed
The target’s mind is scrambled, impairing decision-making and leaving them vulnerable to mental attacks.
Thunder Affinity: Deafened
The target’s hearing is disrupted, disorienting them and hindering their perception.
Wind Affinity: Bleeding, Lacerated
The target suffers deep, slicing wounds as wind energy tears through their body.
Earth Affinity: Bruised, Staggered, Dazed, Stunned
The target suffers heavy, blunt damage, leaving them battered and slowed.
Weight Categories
Light (0-10 lbs): Small items like basic weapons, tools, and personal belongings.
Medium (10-50 lbs): Heavier weapons, gear, and moderate-sized cargo.
Heavy (50-200 lbs): Large equipment, treasure chests, or heavy crates.
Very Heavy (200+ lbs): Extremely large objects, ship parts, or boulders.
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Carrying Capacity Rules
Base Carrying Capacity:
A character can carry weight in pounds equal to 15 x Strength score.
Example: A character with 14 Strength can carry up to 210 lbs.
Encumbrance Penalties:
Light Load (0-50% capacity): No penalty.
Medium Load (51-100% capacity): -10 ft speed, disadvantage on Stealth checks.
Heavy Load (101-150% capacity): -20 ft speed, disadvantage on Stealth, Acrobatics, and Athletics checks.
Overburdened (151%+ capacity): Cannot move or perform agile actions.
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Special Rules for Devil Fruit Users
Zoan Users:
Hybrid or animal form increases carrying capacity by 50%.
Advantage on lifting or moving checks.
Logia & Paramecia Users:
No changes unless specific abilities affect lifting.
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Group & Ship Weight Limits
Group Capacity: Total weight is the sum of all individual capacities.
Ship Capacity:
Small Ship (Sloop): 5,000 lbs capacity.
Medium Ship (Frigate): 10,000 lbs capacity.
Large Ship (Galleon): 20,000 lbs capacity.
Exceeding cargo limits halves the ship's speed and imposes disadvantage on Maneuvering checks.
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Equipment Weights
Weapons:
Light weapons: 1-5 lbs
Heavy weapons: 6-20 lbs
Armor:
Light armor: 5-10 lbs
Medium armor: 11-25 lbs
Heavy armor: 26-50 lbs
General Goods:
Backpack: 5 lbs
Rope (50 feet): 10 lbs
Treasure Chest (full): 100 lbs
Power Scaling
The ranking system determines what your character is ready for at each level:
Blues: Levels 1 to 4
Paradise: Levels 5 to 9
Ocean Floor: Levels 10 to 12
New World: Levels 13 to 16
Laugh Tale: Levels 17 to 20
Every mission will have a level cap determined by the GM upon mission posting.
You will not earn the title for the region until the first time you get there, e.g., Paradiser, Ocean Dweller, New Worlder, and Laugh Tale.
Core mechanics such as critical and items like Raw Metals may change in the future.
Even though the level cap is high, there are advantages to staying at a lower level and really working out your character, such as:
Gaining more experience with your abilities.
Mastering specific skills and techniques.
Building stronger relationships with other characters.
Exploring the world at a manageable pace.
Damage Reduction (DR):
Damage Reduction is a form of damage mitigation that applies to specific types of damage, such as physical damage from slashing, piercing, or bludgeoning attacks. DR reduces the amount of damage taken from those particular sources. For example, a character with DR 5/slashing would reduce the damage taken from slashing attacks by 5 points, but DR might not apply to other types of damage like bludgeoning or piercing.
Universal Damage Reduction (UDR):
Universal Damage Reduction is a broader form of protection that applies to all types of damage, whether from slashing, bludgeoning, piercing, or other physical sources. Nothing bypasses Universal DR unless it specifically states that it does, making it a more versatile and powerful form of damage mitigation compared to regular DR.
In summary, DR applies only to certain damage types, while UDR applies to all damage types and cannot be bypassed unless explicitly stated.
Force Damage and its Effects on Defenses
In the system, force damage represents a concentrated manifestation of raw power, capable of piercing through most forms of defense. This unique damage type is designed to overcome both temporary hit points and standard forms of Damage Reduction (DR). However, it does not bypass Universal Damage Reduction (Universal DR), which remains the highest form of defense.
Interactions with Temporary Hit Points:
Overcoming Temporary Hit Points: When force damage is dealt to a target, it bypasses any temporary hit points the target might have. This means that the damage is applied directly to the target's actual hit points, ignoring any buffer that temporary hit points might provide. This makes force damage particularly effective against opponents relying on temporary defenses.
Interactions with Normal Damage Reduction:
Bypassing Normal DR: Force damage completely ignores normal Damage Reduction (DR). Whether the DR is based on physical resilience, elemental affinity, or other standard forms of protection, force damage cuts through these defenses, dealing its full damage directly to the target's hit points.
Interactions with Universal Damage Reduction:
Respecting Universal DR: Despite its potency, force damage does not bypass Universal Damage Reduction. Universal DR represents the pinnacle of defense, an impenetrable barrier that even the most potent attacks must contend with. When force damage is applied to a target with Universal DR, the DR is calculated as normal, reducing the damage accordingly.
Occasionally, a character's journey traverses multiple classes, and this is where multiclassing plays a vital role. These prerequisites outline the minimum statistics required for multiclassing into or back into any class within the system. Please be aware that the path of the Haki Master includes a specific feat requirement, designed to prevent early or unearned access to this class.
Meeting the level requirement is just the beginning; you must submit your character for evaluation. Your character sheet should reflect the dedicated effort you've invested in adhering to these guidelines. Remember, multiclassing is a optional rule and not an automatic entitlement.
Class Requirements:
Brawler: 16 STR or DEX, 14 CON
Craftsman: 16 INT, 14 CON
Doctor: 16 INT or WIS, 14 in the other
Haki Master: 16 INT or WIS, 14 CON or CHA, 15 STR or DEX, Armament or Observation Attunement, depending on your chosen subclass
Leader: 16 CHA, 14 INT
Marksman: 16 DEX, 14 WIS or CHA
Thief: 16 DEX, 14 INT or CHA
Weapon Wielder: 16 STR or DEX, 14 CON
Monster: 16 STR, 14 CON
Scholar: 16 INT, 14 DEX
Maestro: 16 CHA, 14 CON
Rage Bearer: 16 CON, 14 STR
Primalist: 16 WIS, 14 STR
(Note: There are no Proficiencies Gained from Multiclassing and techniques known total is added together. Max Technique rank known is also decided by class level. For example a level 2 Maestro/Level 3 Primalist would only have access to blues techniques.)
There are powerful artifacts, Devil Fruits, and other supernatural forces that grant extraordinary abilities. The system uses 3 Soul Slots, and each one can be filled with an item, power, or ability that grants the creature a significant advantage.
Attunement Rules:
Maximum Slots: Every creature can attune to a maximum of 3 Soul Slots unless otherwise stated.
Soul Slot Types: These slots represent powerful abilities or items. Examples include Devil Fruits, Devil Fruit Weapons, Powerful Artifacts, or Cursed weapons.
Attunement: Characters can attune to a Soul Slot in various ways, during a long rest, spending time with the object, Eating a Devil Fruit or training the power (POI). not everything attunes right away but in certain instances such as eating a devil fruit, your character instantly attunes the abilities of the fruit to their soul.
Slot Restrictions: A creature cannot attune to the same type of item (e.g., two Devil Fruits or two artifacts) unless otherwise stated.
Soul Slot Benefits: When attuned, a creature gains the abilities or benefits of the item/power in that slot. The more powerful the item or power, the more taxing it may be to manage. (E.g costs more than one slot)