In the World of One Piece, everyone that wants to make a name for themselves or make an impact on the world is affiliated with an Official Role. A character role refers to the spectrum of justice the individual resides on. Regardless of the wish and desires a character holds, the world will see them in this light. In this Role-Play, there are Three Starting Factions that the Role-Player can choose from:
Pirate: A Pirate refers to a character that raises a Jolly Roger. This faction is reputed to be the most chaotic faction of them all considering the will and behavior of pirates differ upon aspirations. Below are the Pirate Ranks and Generic Titles.
Rank
Title
Bounty
1
Cabin Boy
0+
2
Rookie Pirate
1,000,000+
3
Upstart Pirate
10,000,000+
4
Famous Pirate
50,000,000+
5
Grand Line Rookie ( Grants +2 Points to the Intimidation and Persuasion Attributes )
100,000,000+
6
Grand Line Veteran
400,000,000+
7
New World Pirate
600,000,000+
8
New World Pirate+
800,000,000+
9
Emperor Candidate ( Grants +4 Points to the Intimidation and Persuasion Attributes )
1,000,000,000+
10
Emperor Candidate+ ( Grants +6 Points to the Intimidation and Persuasion Attributes )
3,000,000,000+
Marine: A Marine refers to a character that enlists in the World Government’s Sea Military. This faction is reputed for upholding the morals and principles of the world as they fight for justice. Below are the Marine Ranks and Generic Titles.
Rank
Title
Fame
1
Seaman
0+
2
Petty Officer
1,000,000+
3
Lieutenant
10,000,000+
4
Commander
50,000,000+
5
Captain ( Can Claim Personal Militia Bonus Trait Regardless of Restrictions )
100,000,000+
6
Captain+
400,000,000+
7
Commodore
600,000,000+
8
Commodore+ ( Can Claim Personal Militia Prestige Bonus Trait Regardless of Restrictions )
800,000,000+
9
Admiral Candidate
1,000,000,000+
10
Admiral Candidate+
3,000,000,000+
Revolutionary: A Revolutionary refers to a character that enlists in the Revolutionary Army which is a political movement dedicated to challenging the World Government, hence why this faction is reputed for being terrorist. Below are the Revolutionary Ranks and Generic Titles.
Rank
Title
Bounty
1
Foot Soldier
0+
2
Rebel
1,000,000+
3
Insurgant
10,000,000+
4
Anarchist
50,000,000+
5
Officer ( Can Claim Personal Militia Bonus Trait Regardless of Restrictions )
100,000,000+
6
Squadron Lieutenant
400,000,000+
7
Squadron Commander
600,000,000+
8
General ( Can Claim Personal Militia Prestige Bonus Trait Regardless of Restrictions )
InfluenceOn While one’s general strength, speed, and even wealth may be similar to one another, it is their Influence that allows one to truly stand out. Influence is a unique resource that one cannot control as easily as others such as Gold or Land. Influence is gained ( or lost) through direct RP interactions with either NPC or RPers and varies largely upon one’s actions and how they are carried out. Other factors such as one’s history, Feats and other effects may alter how much your Influence grows or is reduced. Influence is gauged on 3 different levels, explained in greater detail lower. These levels are House, Regional and Realm Influence, each growing in terms of impact and importance. House Influence brings acclaim to your name, allowing you more influence within it. You begin to become able to declare War and have your House's support as well as become the new Head of House should your forces and Influence raise higher than theirs.
Regional Influence is how each region views you. This can vary across the different Kingdoms based on your actions and events. Wars and troops as well as land adds to this amount. Because it depends on your actions and relationships with those in each region, this is where most of one's Influence gains/losses will come from.
Realm Influence is how well known and influential you are within the entire Seven Kingdoms. The more your name is respected (or feared), the more things you can accomplish. Be powerful enough across the realm and even a claim at the Iron Throne can be entertained. This can be effected should one's regional Influence drop too low.
House Influence (Internal to Your House & Family Affairs)
Gaining Influence//Losing Influence
1. Performing Exceptional Service – Successfully leading troops or managing House affairs earns favor.// Unsuccessfully leading troops or managing House affairs earns favor.
2. Gaining a Lord’s Personal Favor – Direct loyalty from the House Head increases standing.//Directly disobeying House Head.
3. Securing a higher Family Rank(?)– Besting rival kin in disputes secures more control//Losing again kin in House disputes.
4. Securing a Political Marriage – Marrying well raises your station within the House.//Marrying lowborns or bastards
5. Overseeing a Prosperous Holding – Managing land for House or similar resources effectively boosts reputation//Losing House territory in battles.
6. Commanding House Troops Successfully – Victory in battles for your House’s land//Defeat in battles for your House's land
7. Exposing a Rival’s House's Treachery – Uncovering plots against the House increases trust in you.//Having plans against your House discovered.
8. Acting as Regent – Successfully ruling in another’s absence cements your authority.//Failing to rule correctly in another's absence.
9. Forcing a Weak Heir to Yield – If an heir is unfit, taking over strengthens your claim.//Having your claim stripped from you.
10. Defeating a Notable Challenger in Combat – Proving strength solidifies your influence.//Losing to a Notable Challenger/Rival.
Losing Influence:
11. Failing a Key Task Given by the House Head – Disappointment leads to reduced trust.
12. Publicly Defying the House’s Will – Open defiance weakens your standing.
13. Siding with a Disgraced Family Member – Backing a fallen sibling or cousin damages your own reputation.
14. Mismanaging Resources – Losing wealth or land weakens your authority
15. Losing in a Duel to an Inferior Opponent – A humiliating defeat damages your honor.
16. Losing House Soldiers Due to Poor Command – Mismanagement in battle leads to doubts.
17. Being Caught Spying on Your Own House – Betrayal destroys credibility.
18. Failing to Protect a Heir or Key Member – Being responsible for their downfall weakens your position.
19. Being Disinherited – Losing your claim or birthright devastates your standing
20. Being Exiled from the House – The ultimate disgrace, severing all ties and power.
Regional Influence (How Your Name Holds Weight in a Specific Kingdom/Area)
Gaining Influence:
1. Defending a Village or Small Holding – Protecting locals builds goodwill.
2. Swearing Fealty to a Lord Paramount – Aligning with regional power increases authority
3. Winning a Local Tourney – Proving skill in combat earns prestige.
4. Gaining a Lord’s Favor – Securing loyalty from a key noble expands your reach.
5. Expanding Trade or Resources – Boosting regional prosperity raises your standing.
6. Defeating a Notorious Bandit Group – Clearing threats earns gratitude from the populace.
7. Successfully Mediating a Noble Dispute – Resolving conflicts between vassals increases respect.
8. Holding a Celebrated Feast or Event – Strengthening social ties enhances reputation.
9. Winning a Skirmish Against an Enemy House – Even minor victories add to influence.
10. Seizing a Valuable Holding – Taking control of key land enhances status.
Losing Influence:
11. Failing to Pay Debts to a Lord or Merchant – Financial ruin diminishes credibility.
12. Insulting a Major Regional Power – Alienating nobility weakens influence.
13. Botching a Diplomatic Mission – Failing to negotiate peace or alliances hurts reputation.
14. Siding With a Lord Who Falls From Grace – Supporting a disgraced noble damages your standing.
15. Suffering a Minor Military Defeat – Losing a skirmish questions your leadership.
16. Failing to Defend a Village or Holding – Incompetence in protection weakens support.
17. Breaking a Marriage Pact – Betrayal in alliances leads to political backlash.
18. Losing a Key Fortress or Town – Surrendering strategic land diminishes power.
19. Betraying a Lord Paramount – Open disloyalty brands you as untrustworthy.
20. Being Declared a Traitor to the Region – Excommunication from the regional hierarchy strips influence
Realm Influence (Your Impact Across the Seven Kingdoms as a Whole)
Gaining Influence:
1. Earning the Favor of a Great House – Aligning with major players strengthens your reach.
2. Gaining the King’s Favor – Being recognized at court amplifies your power.
3. Becoming a Kingsguard, Maester, or Small Council Member – Holding a prestigious role raises status.
4. Winning a Tourney at King’s Landing – Defeating renowned knights solidifies fame.
5. Gaining a Valyrian Steel Weapon – Owning legendary arms increases legacy.
6. Leading a Victorious Army in a Great War – Commanding in large-scale conflicts secures renown.
7. Successfully Claiming a Disputed Title – Proving legitimacy to a noble claim raises influence.
8. Backing the Right Side in a Civil War – Choosing the victorious side elevates your position.
9. Marrying into a Great House – A royal or powerful union cements status.
10. Becoming the Ruler of a Major Kingdom – Seizing a crown elevates your Realm Influence immensely.
Losing Influence:
11. Angering the Faith or Smallfolk Masses – Religious discontent causes backlash.
12. Breaking an Oath to the Crown – Reneging on royal vows weakens trust.
13. Failing to Deliver Troops in a Major War – Neglecting obligations diminishes credibility.
14. Losing a Major Battle in a Realm-Wide Conflict – Defeat stains your reputation.
15. Supporting a Failed Usurper or Rebellion – Backing the wrong side leads to disgrace.
16. Being Imprisoned by the Crown – Loss of freedom erodes influence.
17. Being Declared an Enemy of the Realm – A bounty on your head spells disaster.
18. Having Your House’s Name Stripped of Titles – Losing all formal recognition devastates influence.
19. Being Sentenced to the Wall or Death – A complete loss of power and status.
20. Being Wiped From History – Complete erasure from records, your legacy forever lost.
Increasing Rank
Condition
Reward
Defeat an Opponent of Two Lower Ranks Than You.
0% of their Bounty is Added to Your Bounty.
Defeat an Opponent of Lower Rank Than You.
10% of their Bounty is Added to Your Bounty.
Defeat an Opponent of Equal Rank to You.
30% of their Bounty is Added to Your Bounty.
Defeat an Opponent of Higher Rank Than You.
Become the Corresponding Rank + Half Your Original Bounty