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GOD OF PIRATES

HISTORY

Davy Jones, also called David Jones is asked if he really existed, since the eighteenth century, according to legend popular with sailors, was a man of March or, for some people, one god who tormented sailors to death , drew storms to unprepared ships, it confused captains and pilots to make them miss the route of their ships and hit rocks , reefs , sand banks or enter dangerous sea currents, in addition to engaging sailors in missions so dangerous that the number of survivors was minimal . It is believed that it could also extend the life of the dead or half-dead through a pact. Perhaps for that reason, in equatorial lands Davy Jones is equivalent to the Devil .

DAVY JONES SONS

Appearance: Their appearances vary a lot, Davy Jones' offspring are required TO USE AN EYE COVER.


Personality: They do almost everything for money, they are often treacherous as pirates. They spend most of their time at sea.

SKILLS

Passive Powers

Ghost Water

 

Level 1-20: Any and all water, when touched or manipulated by Davy Jones' children, becomes ghost water. It has a slimy appearance and shines as in some descriptions of ectoplasm.

 

Level 21-40: Becoming stronger, Davy Jones' son now makes his ghost water stronger next to him. Thus, only Davy Jones' children will be able to manipulate his water, in addition to being able to modify the water of other gods.

 

Level 41-60: Now, your water will live up to its name, being able to reach the intangibles without great difficulties.

 

Level 61-80: Finally, your water will be able to reach the spiritual plane, so even the souls of your enemies will not escape your water attacks.

 

 

Piracy

Level 1-20: At this level, Davy Jones' son acts like a good pirate, but still in apprenticeship, so during his missions he is able to steal only 10 drachmas, receiving 60 drachmas and not 50.

 

Level 21-40: Now their pirate abilities have improved and they are able to steal 15 drachmas during their missions, receiving a total of 65 drachmas.

Level 41-60: Becoming more skilled, they are able to steal 20 drachmas per mission, receiving 70 drachmas in all.

 

Level 61-80: They are able to steal 25 drachmas per mission, and can take home 75 drachmas in all.

 

Level 81-100 Your stealing abilities go beyond normal, stealing an additional 30 drachmas per mission.

 

Ghostly Vision

Level 1-20: Their vision is much better than that of an ordinary human, so they are able to clearly see things up to 100 meters away. In addition, your pirate intuition joins your vision, making you able to see in the dark as well.

 

Level 21-40: Now, your vision is able to allow you to see the spiritual plane, seeing spirits and other souls that exist in it.

 

Level 41-60: Finally, not even the souls of beings that become invisible will escape your gaze, so Davy Jones' offspring can see everyone.

 

 

Pirate Curse

 

Level 1-10: Davy Jones' children inherit their father's curse, making it impossible for them to rest in peace once and for all. Therefore, whenever he dies, his soul has left his body and he must roam the camps in search of something that will allow him to return. If not, it will be back in two weeks.

 

Level 11-25: After so long, the curse is no longer as effective, so the offspring will return in a week or until they find something that will bring them back.

 

Level 26-50: Now Davy's children will only have 4 days of horror in their ghost form, coming back to life soon after. During that time, they are not immune to blackouts.


Level 51-100: At this level, as soon as he dies, the offspring's soul will be immune to any attack for 2 of his turns, being able to teleport away from the one who killed him, so he cannot be erased before the 2 turns. The return time from death remains 4 days.


Note: Once per Event.

Amphibian


Level 1-10: Davy Jones' offspring will be able to swim faster than anyone who tries the same, as well as being able to breathe underwater indefinitely. Their speed under water is 400km / h. It can also enter the water and leave without getting wet, unless you want to. When wet, your stamina and strength increase. They are able to destroy steel with their hands and resist attacks that would destroy iron.

 

Level 11-25: The swim speed increases to 800km / h, if they are on the ground, but wet, they reach a speed of up to 400km / h. They begin to destroy titanium with their hands and resist attacks that would destroy steel.


Level 26-35: Now, they swim up to 1200km / h and on wet ground, they can reach 800km / h. They begin to destroy diamonds with their hands and resist attacks that would destroy titanium.


Level 36-50: At this level the offspring can swim up to 1600km / h and wet reaches 1200km / h. They begin to destroy adamantium with their hands and resist attacks that would destroy diamond.


Level 51-99: Swimming speed increases to 2000km / h and running speed to 1600km / h. They begin to destroy vibranium with their hands and resist attacks that would destroy adamantium.


Level 100-150: Swimming speed increases to 2400km / h and running speed to 2000km / h. They begin to destroy divine iron with their hands and resist attacks that would destroy vibranium.

Pirate Senses

 

Level 1-10: When in contact with the water, your ears start to reverberate more the sound, thus capturing more sound. In this way, the offspring hears minimal sounds up to 200 meters away. Your nose also becomes more powerful, being able to smell smells up to 100 meters away from you and track them to their source.


Level 11-25: They are now able to have their hearing and smell improved without coming into contact with water.

 

Level 26-35: Your hearing becomes even more refined and you can hear even the slightest movements within 1 km. Your sense of smell improves up to 500 meters.

Expertise with Alfanjes


Level 1-20: Even though he is new to the camp, the pirate has a high skill that lets him know the basic use of a cutlass, unlike other campers. To make your cutlery easier to handle, Davy Jones' son surrounds him with water, increasing its resistance and facilitating its handling.


Level 21-40: Now the Pirate's son can make more difficult movements with the adaptation of the weight and short distance from the cutlass, even if they are still initial. Now your cutlass has the strength of adamantium and the hardness of a diamond.


Level 41-60: Now they are already masters in handling your cutlass. Now their oranges become unbreakable and whenever they are thrown they will return the pirate's hand, but leave water on the target, reducing their maximum speed by 25% and transferring that speed to Davy Jones' offspring.

Life source

Level 1-20: Davy Jones' son will be able to lessen some of his pains, regardless of whether he is inside or outside. In addition, it recovers deep cuts and perforations after the pirate's contact with the water. It can be used to heal allies, as well as rejuvenate yourself and allies for up to a maximum of 20 years.


Level 21-40: Now you can alleviate colds, allergies and diseases, being able to get rid of any toxic agent in your body, getting rid of diseases. The same goes for healing targeted at allies.


Level 41-60: You will be able to restore your energy, in addition to broken bones, dismemberments and wounds of great condition itself. It radiates a bluish beam around the body, being able to heal from spells and curses. The same goes for allies.


Level 61-80: Can resurrect allies once per event or saga.

X marks the spot

 

Level 1-10: Initially, this ability causes an x ​​to appear below the enemy of Davy Jones' offspring, marking it even if it is on the other side of the planet. Thus, the offspring will always know where their enemy is.


Level 11-25: Now, in addition to knowing where the enemy is, he will also be weakened, becoming more susceptible to any and all damage. The extra damage taken is about 50% of the normal damage.

 

Level 26-35: The damage goes from only 50% to 100%, doubling the initial damage.


Level 36-50: The mark can also be applied to an ally, increasing that ally's damage and up to 50%. In addition, the position of the ally always becomes known.


Level 51-99: The ally's damage is now doubled.


Note: Only one enemy and one ally at a time.

The marine compass

 

Level 1-20: Since his birth, the pirate receives a small compass that points to the north, just like any other compass, but it is indestructible and can become a cutlass.


Level 21: Now, the compass becomes special, pointing to where (or what) Davy Jones's son most desires.



Active Powers

The 7 Seas

 

Level 1-20: Davy Jones' offspring, since their first day of life, are already able to control water with average capacities, producing it by simply joining hydrogen and oxygen molecules of any material whatsoever. Its strokes are capable of breaking titanium and are able to reduce and increase the temperature of the water. (You can cool the water down to -50 ° C and heat it up to 200 ° C).

Note: This does not allow them to control other materials only to remove their hydrogen and oxygen molecules to make H2O.

Level 21-40: They are now able to control water on a large scale. In addition, they are capable of generating and changing the water temperature anywhere, even within the enemy's body, even if this is not instantaneous and it is necessary to know the enemy's location. Their attacks are already capable of breaking diamond. (You can cool the water down to -150 ° C and heat it up to 400 ° C).


Level 41-60: Your control is now perfect, being able to perform practically impossible feats with water. Its blows break adamantium and its temperature change becomes even better. (You can cool the water down to -200 ° C and heat it up to 500 ° C.)


Level 61-80: Finally, your control reaches a global scale, being able to control water from anywhere in the world and destroy vibranium and your temperature control becomes perfect. (You can cool the water down to -273.15 ° C and heat it up to 700 ° C.)

Not even the ice will stop me

 

In order to navigate any and all without any worries, Davy Jones and his offspring were able to manipulate the ice.


Level 1-10: Davy Jones' offspring, since their first day of life, are able to control ice with average capacities, producing it by simply freezing water and other liquids. Its ice possessed steel resistance.


Level 11-25: They are now able to control ice on a large scale. In addition, they are capable of generating ice and freezing anywhere, even within the enemy's body, even if this is not instantaneous and it is necessary to know the enemy's location. Its ice possessed titanium resistance.


Level 26-35: Your control is now perfect, being able to perform practically impossible feats with ice. Its ice possessed diamond resistance.


Level 36-50: Finally, your control reaches a global scale, being able to control the ice from anywhere in the world. Its ice possessed adamantium resistance.

Ghostly Mist


Level 1-20: Following their abilities linked to the other side, Davy Jones' offspring are able to summon a mystical mist, coming from any of the spiritual planes, that will affect their allies only if he wants to. Among the effects of the fog is the ability to bring the planes closer together, creating a susceptible area for the spiritual. Their targets will be unable to see, due to the thickness and density of the fog, and will be bewildered, since they will be tormented by the souls who crossed the boundary. Initially, the fog will reach a radius of 10 meters.


Level 21-40: The mist now reaches a radius of 25 meters.


Level 41-60: The mist has already reached a radius of 40 meters.


Level 61-80: The area affected by the fog now has a radius of 60 meters


Level 81-100: Now the radius will be 80 meters


Level 101-120: At the peak of this skill, the radius becomes 150 meters

High seas


Level 1-30: Being more powerful in the water, the offspring are able, once per event, to bring the sea to its current location, thus receiving all the buffs that would be provided. Initially, the skill will reach a radius of 100 meters.


Level 31-60: Davy Jones' children are now able to use this ability twice per saga / event, and reach a maximum radius of 500 meters.


Level 61-90: The water is enough to reach a radius of 1 kilometer.


Level 91-120: Offspring are already able to use this ability three times per event.


Level 121-150: At its peak, the 'sea' covers an area of ​​5 kilometers.

Free the Kraken

 

Level 1-30: Among the best known and most feared beasts that inhabit the sea, is the Kraken, a gigantic beast, whose appearance varies greatly in the various ways in which his story is told. Davy Jones' offspring are capable of summoning this powerful beast, who will fight alongside you even in non-aquatic environments, creating a kind of portal with water for you, or adapting to fight outside of it. After invoked, Kraken remains in the fight for two rounds.


Level 31-60: Kraken goes on to fight for three rounds.


Level 61-90: The colossal being will now fight for four rounds.


Level 91-120: At the height of his rescue, the monster will fight alongside you for five rounds.

Maestro of the Cannons


Level 1-30: Davy Jones' sons are able to order their ship's cannons to fire at their enemies. According to the campers' order, the cannon can shoot up to 3 huge iron and lead spheres per event. Those who do not deviate from them can easily die, since this sphere is capable of destroying even diamonds. The sphere comes out at even 300m / s.


Level 31-60: The number of spheres increases to up to 5 spheres and now, they can destroy even adamantium. The speed of the spheres increases to 600m / s.


Level 61-90: Up to 7 spheres. They destroy vibranium. Whoever is under the passive mark “OX marks the spot” is immobilized and unable to deflect the sphere. Finally, its speed is 1000m / s.

Ghost of the Seas


Level 1-10: The offspring of Davy Jones is capable of taking the form of a ghost of the seas, a form that brings him several advantages. In this form, he becomes invisible to those who are more than 50 meters from himself, in addition, his speed will be added to 50% of normal (every 100, plus 50), so the pirate will be much faster. After all, the camper does not become intangible and is unable to attack or use other active ones while in this form.


Level 11-25: Now Jones' son will be able to disappear from the sight of those who are more than 35 meters from him. Your speed will now be twice that of the average speed and those who enter the 35 meter radius will be only one third (1/3) of your average speed.


Level 26-35: At this level the offspring will be able to become invisible to those who are 25 meters from themselves, and everyone who is able to see him will only have one fifth (1/5) of his standard speed. They are now able to attack while in this form.


Level 36-50: They are able to disappear from the sight of those who are more than 10 meters from you. Their speed triples and they are able to use active skills while in this form.


Note: Those who see invisible beings do not see Davy's children outside the radius determined by each level. Only those who see souls.

 

 

Leap of Tentacles


Level 1-20: Davy's son jumps, creating a 25 meter radius circle on the ground around him, with him at the center. From the moment he jumps, until the moment he touches the ground again, the entire ground around him becomes damp, regardless of what it is, then everyone in the circle is taken against, including clones. For each living being that is there, a huge tentacle belonging to the kraken will emerge, then these will try to reach everyone.


Level 21-40: The circle becomes up to 50 meters in radius, while the tentacles become two per person. Tentacle attacks can destroy even vibranium.


Level 41-60: There is an increase of 25 meters in the circle radius, which is 75 meters. In addition, three tentacles appear per person and their blows are so fast that it is practically impossible to dodge.


Level 61-80: Now the radius is 100 meters and the blows from the tentacles even destroy divine iron.

Ghostly Advance


Level 1-10: The Pirate advances quickly, leaving his soul, which is untargetable regardless of the attack, backwards for 5 seconds, then pulling it back to his body. Those who are hit by the soul are incapacitated for at least one scene, so they are liable to take any attack. The advance is up to 4 meters.


Level 11-25: Advance now becomes faster, taking only 3 seconds for your soul to return to your body, and the advance is now up to 7 meters. People affected are incapacitated by two scenes.


Level 26-35: In just 2 seconds the soul returns to its body, reaching everyone in the direction of the advance, being that it becomes 10 meters.


Level 36-50: Your soul returns to your body in 1 second, in addition to the advance being up to 15 meters.


Level 51-99: Now the affected are disabled for up to 4 rounds, depending on their level. Those who have 10 levels unless Davy Jones' offspring stay for 2 rounds. Those who have 30 levels unless the offspring stay for 3 rounds. And those with 45 less levels stay for 4 rounds.

The Flying Dutchman


Level 1-20: Davy Jones' son can summon one of the greatest legends of piracy, the Flying Dutchman. The wooden ship has huge sails and is capable of reaching 600 km / h, and its crew is composed entirely of souls and zombies. His appearance is ghostly and those who observe him will experience chills so intense that they can prevent them from having a good reason. Those in your vicinity will also experience such chills.


Level 21-40: The speed that the sails are able to propel the ship increases, reaching up to 1200km / h. In addition, the Dutchman is able to fly freely at his very high speeds.


Level 41-60: Now the ship reaches up to 1800km / h, and it can also become totally intangible with its owner, as long as he is in or near the ship.


Level 61-80: It reaches even the highest speed of 2400km / h and the soul of all those who die within 500 meters of the ship become eternal slaves, being sucked into it and prevented from leaving by the power of Davy Jones' son.


Level 81-100: Your speed is upgraded to 3000km / h, with the ability “Maestro dos Cannons” becoming stronger when the ship is in the field, once your cannons start to hit the souls of enemies.


Level 101-120: Maximum speed increased to 3600km / h. Now when the Dutchman is close to Davy Jones's son, he receives about 3 times his potential, becoming stronger for up to 3 rounds.


Level 121-140: Maximum speed increased to 4200km / h


Level 141-160: Maximum speed increased to 4800km / h


Level 161-180: Maximum speed increased to 5400km / h


Level 181-200: Maximum speed increased to 6000km / h


Level 201-220: Maximum speed increased to 7000km / h. Now when the Dutchman is close to Davy Jones' son, he receives about 5 times his potential, becoming stronger for up to 3 rounds.

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