
Level: 51
HP: 10,300
Attack: 140
Silver Caestus (1-3 range): 30 (190) [760]
Defense: 108
Agility: 135 (140)
Skill: 135 (145)
Speed: 135
Movement: 7
10.4/8/5/5/5
Items:
Straw Hat: A large straw hat. Reminds Luffy of his crew. So long as he keeps to the path of a pirate, he will have +10 Skill while wearing this.
Red Shirt: +5 Agility. A simple red shirt with a yellow cloth belt. Provides no defense, but allows for free and agile movement.
Silver Caestus: A pair of ancient battle gloves, worn like modern boxing gloves, made with leather strips and filled with Silver plates. Base 30 Martial damage.
Ring of Khajiiti: An ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring’s powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring, he became the most successful burglar in Elsweyr’s history. Improves Agility and Speed by +20 and the wearer may become invisible.
Den Den Mushi: A telepathic snail that is commonly used for communication. Equipped with a dial and receiver, this creature essentially functions as a cellphone. This allows two Den Den Mushi to communicate over an infinite distance freely; however, the signals sent by them can be intercepted or interfered with. Other than that, they are extremely reliable.
Abilities:
Devil Fruit (II): Luffy Innate Ability. Grants this character a rubber-like body, allowing for stretching and retracting. This will give this character 3-range on all Martial-type attacks. Unlocks Gear abilities and Haki abilities. 6 exp
Armament Haki: Once per battle, this character can take a turn to harden themselves. This character’s Martial attacks will deal 1.5x damage and this unit will have 1.5x defense. This will last for the next 3 turns. 4 exp
Conqueror’s Haki: Luffy Signature Ability. Once a battle, this character can (as their action) exert their willpower over units as sheer force. If the unit is an equal or lower level than Luffy, this will not miss. If they are a higher level, it has a 40% chance of hitting. This wave of willpower will extend out 3 spaces. If a unit is adjacent to this character, they will be knocked unconscious for a full complete turn (this unit’s phase + enemy phase = 1 complete turn). If a unit is 2 spaces away, they will be Stunned for 2 turns. If a unit is 3 spaces away, they will become Dizzy for 3 turns. 6 exp
Gear Second: Luffy Signature Ability. Once per battle, as a subaction, Luffy may activate this ability, and it will last 3 turns (including the turn of activation). While activated, this ability will increase Luffy’s speed by 40, and boost his total damage by 25%. Activatable Gomu Gomu attacks used while this is activated instead have their total damage boosted by 50%. 5 exp
Gear Third: Luffy Signature ability. Luffy may spend a turn to inflate his hand to a massive size. While his hand is inflated, Luffy has -1 movement. On the following turn, Luffy may attack with a massive hit box (2×2). This attack will only hit once, but it will deal 3x the typical Martial attack dmg. For one full turn after using this attack, Luffy’s attack will be halved, and he will take double damage from all attacks. 4 exp
Gomu Gomu no Bazooka: 3 times per battle, Luffy may attack with both hands simultaneously, dealing 1.5x dmg of a normal Martial attack. After landing the attack, Luffy may choose to push the unit away 1 space. If the attack is used at 1 range, Luffy may push the unit away 2 spaces. If Gear Second is activated while using this ability, the push effect is doubled. 4 exp
Gomu Gomu no Gatling: Once per battle, Luffy may attack with a flurry of punches. He will attack 5 times with his Martial attack, dealing half damage with each strike. If Gear Second is activated while using this ability, he will attack 10 times instead. 5 exp
Gomu Gomu no Red Hawk: While in Gear Second, Luffy may activate this attack. He may only attack once with this attack, but doing so will add both Fire and Explosion element dmg to his Martial attack. This attack will have a 50% chance to inflict the Burn status on the target. Amazingly, this elemental augmentation does not interfere with Weaponized Body or Proficiency. 5 exp
Gomu Gomu no Whip: +1 range when activating this ability. All enemies along path to targeted enemy take 0.25x of the total damage dealt to the target. 4 exp
Observation Haki: This character can use a subaction to survey their surroundings. This can be used to detect things that are usually hidden. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. This also allows this character to ignore vision-based evasion boosts, such as smokescreens. Cost 1 exp
Arm Breaking Blow: If attacking a unit from 1 range that has a Martial-type or melee attack, this character can disable a character’s arm. This has a 50% chance to activate. This will prevent that unit from counterattacking with that arm. 4 exp
Body Slam: -15 Skill. This character can pick up an opponent and slam them into the ground. If this attack lands, it cannot be defended against or countered. Only works on similar size class. 3 exp
Bulk Up: This character can take a turn to boost their Attack and Defense. If the character is struck while boosting, it will fail. This will boost both Attack and Defense by 25% per turn, maxing out at 2x Attack and Defense. 4 exp
Competitive: This character is highly competitive. For every ally on this character’s team that is a higher level than it on the map, this character will boost its base attack stat by 5 (100 max). 2 exp
Defiant: If this character is hit by an Attack-type that they are weak to, they will receive a +15 Skill boost and deal 2x damage with their next attack. 2 exp
Dual Strike: This unit may strike consecutively with weapons in both hands. -5 skill and -5 speed. 5 exp or Ascended
Heroic Aura: This character strikes fear into evil characters. This will lower the Attack of affected characters by 50% for 3 turns. Stronger villains may be affected for a shorter time, if at all. 3 exp
Heroic Entrance: If this character has allies within 10 spaces, and they have not taken an action in combat yet, their first attack does 3x dmg. Does not work on activatable abilities. 3 exp
Influence: This character’s influence score gained/applied to units of the same type (humans to humans, reptiles to reptiles, etc.) are multiplied by 1.5x. 2 exp
Inspiration: Ally units within 2 spaces of this unit will receive a +10 boost to Skill and Speed, as well as a 25% boost to their total Attack damage. 4 exp
Proficiency: If this unit uses a single Attack-type, they will double their damage with that Damage-type. 6 exp
Ready Defense: Instead of attacking, this unit may bolster their defenses in preparation for an attack. This will boost their Defense by 50% until their next turn. 2 exp
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit receives a +20 boost to their Agility and Skill. 3 exp
Strong Throw: -15 Skill. This character can pick a unit up and hurl them with all of their might. If this attack lands, it cannot be defended against. The character may then throw the unit 1 space away. The thrown unit will take all Terrain statuses immediately. 2 exp
Weaponized Body (III): If this unit uses only Martial-type attacks, they will boost their damage output by 3x. 8 exp
Proficiency:
5 Martial: 20
2 Influence: 5
Immune to electricity and bullets. Resists Martial and Strike. Weak to Psychic and Pierce. Extreme weakness to Blade.
Caps:
HP: Normal
Attack: 130
Defense: 100
Agility: 130
Skill: 130
Speed: 130
