Pirate
A vast sea world of unique islands where pirates search for the legendary One Piece treasure.
Author's Note: If a notable canon character appears without others from the same series or arc, simply reference them in the area with as much detail as possible—context is key. Richer descriptions make encounters more immersive.
If you want to face the strongest, you'll need to be strong. The best way to enhance your stats is by incorporating weapon and item bonuses, which can also be used to reflect racial enhancements. I'll leave the specific numbers to your discretion, but feel free to scale them based on the narrative or encounter difficulty.
Treat Devil Fruit abilities and racial traits as spells, especially when they grant unique or high-impact effects. Similarly, if your Haki evolves or carries special characteristics, consider modeling it as a higher-level spell or technique—use the Yonkō as a baseline for high-tier examples.
Since there's relatively little canon information on the West Blue and North Blue, those regions are perfect for fleshing out AU content and original setups. Expand creatively—lost islands, rogue marine factions, ancient civilizations—whatever fits your world.
Additionally, there are a few non-canon characters from my crew scattered across the world, based on my personal campaign playthrough. Feel free to include them organically within regions or arcs.
Above all—have fun with it. Flex your creativity and build something that feels alive, dangerous, and unforgettable.
Played | 50 times |
Cloned | 5 times |
Created | 23 days ago |
Last Updated | Yesterday |
Visibility | Public |
HP Range90 - 90 (Avg: 90)
AC15
XP450
Description
Marines in the blues are often corrupt and poorly trained, but they can still pose a threat in large numbers. They follow orders from their captain without question and are fiercely loyal to the World Government, even if they are corrupt.
Details
Size | Large |
Type | Humanoid |
CR | 2 |
XP | 450 |
Languages | Common |
Defenses
Armor Class | 15 |
HP Range | 90 - 90 (Avg: 90) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Cutlass
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (4d8 + 1) slashing damage.
Grenade (Recharge 5-6)
One marine throws a grenade at a point within 30 feet. Each creature within 5 feet of that point must make a DC 11 Dexterity saving throw, taking 7 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Musket
Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 5 (3d8 + 1) piercing damage.