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Bounty DM Flowchart

Bounty DM Flowchart — Step-by-Step (At-table, ready to use)


Flowchart (step-by-step)

  1. Event occurs (player action).
    → Q1: Was the action PUBLICLY KNOWN?

    • No → No immediate bounty change. Mark the event in your notes for later (hidden/delayed update if discovered). END.

    • Yes → go to Q2.

  2. Q2: Was it VIOLENT?

    • No (non-violent but notable: smuggling, flag-burning, libel, theft of Govt property)
      → Base addition: +5,000 → +15,000 depending on scale.
      → apply Publicity Modifier (Step 5). Then END.

    • Yes → go to Q3.

  3. Q3: Who/what was targeted?

    • Marine / Government asset → go to Step 4A.

    • Civilians / Town / Merchants → go to Step 4B.

    • Rival pirate / Famous figure / Warlord/Item of legend → go to Step 4C.

4A. If Marine / Govt target — choose rank and base add:

  • Sailor / Ensign / Petty officer: +5,000 → +12,000

  • Marine Captain: +15,000 → +30,000

  • Commander / Commodore: +30,000 → +75,000

  • Vice Admiral: +100,000 → +250,000 (or use percentage scaling if existing bounty high)

  • Admiral / Major plot figure: +300,000 → +1,000,000+ (treat as a legendary spike)
    After selecting base, apply Ship/Destruction and Publicity modifiers (Steps 5–6). END.

4B. If Civilians / Town / Merchants — use cruelty & scale:

  • Minor brawl, no deaths: +5,000 → +10,000

  • Significant damage / several injured: +15,000 → +50,000

  • Mass casualties / destroying an island facility: +50,000 → +200,000
    Apply Publicity modifier. END.

4C. If Rival Pirate / Famous Figure / Treasure/Artifact:

  • Low-rank pirate defeat: +10,000 → +25,000

  • Famous pirate captain: +30,000 → +100,000

  • Killing/stealing from a Warlord / Yonko asset / legendary item: +100,000 → +500,000+
    Apply Publicity modifier. END.

  1. Ship / Symbolic / Special modifiers (additive):

    • Sunk a small merchant ship: +10,000

    • Sunk a warship / destroyed a Marine ship: +50,000

    • Burned national symbol / freed prisoners / mass rescue that embarrasses WG: +10,000 → +50,000 (can be negative if heroic—WG might raise bounty regardless)

    • Devil Fruit or unusual menace (e.g., mass teleportation, atomic-level damage): add +20k → +100k depending on scale.

  2. Publicity Modifier — multiply the addition

    • No witnesses / secrecy: × 0.5 (delayed update or no update)

    • Local witnesses (island taverns, harbor): × 1.0

    • Regional press / multiple islands: × 1.5

    • National / World Economy Newspapers / viral / live witnesses: × 2.0 (posters printed widely; immediate attention)

    Example calculation method: Final addition = (Base addition + Ship/Special adds) × Publicity modifier.

  3. High-bounty scaling (if CURRENT BOUNTY ≥ 100,000):

    • Instead of flat additions, use percentage increases to keep numbers meaningful:

      • Moderate event: +10% of current bounty

      • Major event: +25% of current bounty

      • Cataclysmic / Admiral-level event: +50% or more

    • (You may still add a small flat amount if it helps narrative.)

  4. Apply World Government discretion / propaganda (optional):

    • WG may inflate or deflate numbers for political reasons. Option: roll 1d6: on 6 → increase by an extra 10–30% (WG exaggerates), on 1 → no change; otherwise proceed.

  5. Publish & Trigger checks (after bounty updated):

    • Posters printed: At ≥5,000 print local posters; ≥15,000 regionally; ≥30,000 widely. Hand players physical posters or show a prop.

    • Bounty hunters begin active pursuit at ≥30,000 (30k).

    • Professional / guild hunters show up ≥50,000–100,000.

    • Vice Admirals / CP surveillance gets interested ≥100,000.

    • Admirals / national fleets may mobilize ≥300,000–500,000.

    • Mark any special consequences (trade bans, merchant refusals, NPC fear).

  6. Record & Roleplay

  • Give players the poster/rumor. Use it for roleplay: recognition, fear, opportunists, alliances. Log long-term consequences (reputation, shops closed, new quests).


Quick Example (walkthrough)

  • Current bounty: 10,000 Berries.

  • Action: The crew defeats a Marine Captain and sinks a small warship; many witnesses; region-wide newspapers pick it up.

    1. Base for Captain defeat: 20,000 (choose within 15k–30k).

    2. Ship destruction add: +50,000.

    3. Sum additions = 20,000 + 50,000 = 70,000.

    4. Publicity modifier (regional → ×1.5): 70,000 × 1.5 = 105,000.

    5. New bounty = 10,000 + 105,000 = 115,000.

    6. Because new bounty ≥ 100,000, expect Vice Admiral / CP interest and wide poster distribution.

(Arithmetic check: 20,000 + 50,000 = 70,000; 70,000×1.5 = 105,000; 10,000 + 105,000 = 115,000 — correct.)


At-table Quick Cheat (one-line rules)

  • No witnesses → no update.

  • Minor act: +5k–15k.

  • Defeat sailor/petty → +5k–12k; Captain → +15k–30k; Commander → +30k–75k; Vice Admiral → +100k+.

  • Sunk warship → +50k; sunk flagship → +100k+.

  • Publicity: local ×1, regional ×1.5, global ×2.

  • ≥30k → bounty hunters show up. ≥100k → Vice Admirals / CP interest. ≥300k → Admirals / national response.


DM Tips

  • Keep some updates secret (players find out through posters, rumors). It’s more dramatic.

  • Use posters as props — handouts are great for player reaction and roleplay.

  • Scale to your table: If you prefer canonical One Piece millions, multiply all numbers by 1,000 (e.g., 30k → 30,000,000).

  • Balance fun vs. consequence: High bounties should open stories (rivalries, hunts), not just lock players out of travel.