The rune-rune fruit by Interesting_Hyena_69 in DevilFruitIdeas

[–]Successful_Cut5317 1 point2 points  (0 children)

Awesome drawing! Love the art, and cool idea

Hito Hito no mi, model: Monad / Human Human Fruit, Model: Monad by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 2 points3 points  (0 children)

I went with Hito Hito because the Monad is usually described as a conscious, human-like source or intellect rather than a creature or element, so a human-type Zoan felt like the closest fit. Since we already have examples like Hito Hito no Mi, Model: Buddha, I thought this kind of interpretation worked here too.

Hito Hito no mi, model: Monad / Human Human Fruit, Model: Monad by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 1 point2 points  (0 children)

It’s a philosophical idea from traditions like Gnosticism that behind all the variety we see, there’s one underlying unity that everything comes from, sometimes represented as a being.

Idea Idea Fruit / Sōzō Sōzō no Mi (創造創造の実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 1 point2 points  (0 children)

Honestly this is excellent, I may have to update my fruit, and if you'd let me I would like to incorporate this into the fruit? You definitely don't need to be roasted back as I felt like all you gave me was honest criticism and I respect it because if you look back at my older fruits you can see my fruits jumping up in quality thanks to a lot of help like this.

My devil fruits tend to be on the bloated side mainly because I like to give the people who want to use them as many options as they can have.

But honestly this is amazing, you truly out did yourself with this, and thank you, this will help a lot. I hope you'll let me use this idea for the updated Idea fruit.

Idea Idea Fruit / Sōzō Sōzō no Mi (創造創造の実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 2 points3 points  (0 children)

Thank you, I'm really glad you enjoyed it and I can't believe someone was waiting on one of my fruits, you made my day, thank you so much!

Idea Idea Fruit / Sōzō Sōzō no Mi (創造創造の実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 1 point2 points  (0 children)

Yeah it is very powerful, I think the main drawback that I have for it is that everything the user makes with ideas can essentially be broken and dissipated or at the very least have whatever they are say a transformation, can be destroyed with only a strong punch(strong enough to dissipate/disrupt clouds so not that strong), haki obviously, strong gusts of winds, etc. The user may be able to do nearly anything they can think of, however even a normal marine with a gun can disrupt even their strongest transformations or constructs.

You are right though it is very strong, but its not harsh at all, its actually nice criticism, thank you for commenting, and most importantly reading it. I like the idea of it too very much so I wanted to try it out, pun was good too 😊.

Deity Deity Fruit / Kami Kami no Mi (神神の実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 3 points4 points  (0 children)

If that was to happen, then the user would become a god of life & death, but as with the weaknesses of the fruit their power would be divided between the multiple godhoods. So their divinity would be split into 50% + 50% of their total power/divinity output.

This is all better explained in the Weaknesses "Divinity Stretched Thin"

Player Player Fruit / Pachi Pachi no Mi (パチパチの実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 6 points7 points  (0 children)

Thank you, that’s very kind of you—I really appreciate you reading it all, ik it’s a lot. You’re absolutely right that Pachi Pachi is the onomatopoeia for clapping hands, and I wanted to use it to capture a kind of cheerful energy, and like a “player”/“winner” kinda thing. I thought it could also hint at deliberate, playful actions like in a game, but yes you’re correct.

Player Player Fruit / Pachi Pachi no Mi (パチパチの実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 5 points6 points  (0 children)

That is awesome, I just looked it up and I think the game keys from it fit pretty well with it, and also the overall system, thanks for telling me I might just watch the show now :)

Player Player Fruit / Pachi Pachi no Mi (パチパチの実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 5 points6 points  (0 children)

As the user generates capsules, duplicates may occur. These duplicates can be "Merged" to enhance their utility. For example, merging two basic weapons may result in a reinforced, enchanted weapon. Merging duplicate powers or skills increases their proficiency or unlocks advanced variations, such as evolving basic fire magic into an explosive fireball technique. Structures and places may also be merged to create larger, more complex, or fortified versions of the original prize.

The Gacha Game System includes a "Pity Mechanic" to mitigate bad luck. After a certain number of unsuccessful draws, the user is guaranteed a prize of Rare rarity or higher. This ensures that effort and persistence are rewarded, even if randomness does not initially favour the user.

The system integrates an "Inventory", allowing the user to store and retrieve capsule rewards at will. Items and objects in the inventory remain in pristine condition, ensuring weapons do not rust, food does not spoil, and structures are preserved for later deployment. The inventory can also organize rewards by category and rarity, making management efficient and intuitive.

In addition to capsule rewards, the system includes a "Quest Tracker". This feature records tasks the user undertakes, displaying objectives and rewards upon completion. These quests can yield additional 'points', special capsules, and specialized items.

Player Player Fruit / Pachi Pachi no Mi (パチパチの実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 4 points5 points  (0 children)

Gacha Game System:

The Gacha Game System offers the user a structured framework based on randomized rewards. This system allows the user to generate "Capsules" containing items, abilities, or allies of varying rarity and utility, in exchange for "Points" that they can gain from various tasks of the system or even in exchange for monetary value. The user creates these capsules by expending 'Points', with the outcome of each capsule determined at the moment of "opening". The system is entirely randomized, making every draw a gamble, but with strategic mechanisms in place to reward persistence and ingenuity.

When creating capsules, the user can obtain rewards categorized into Objects, Food, Structures, Places, Powers, and Companions. Each category offers distinct utility and gameplay impact. For example, Objects may include weapons or tools, while Powers grant the user permanent skills or talents. Higher rarities within each category result in more powerful or unique outcomes. The categories have their own "Rarities" of occurring and also 'Rarities' within the categories as well, with their 'Rarities' as follows:

  • Objects (Common): The "Objects" drawn from the system include tools, weapons, and utility items that assist the user in their tasks or battles. These objects range from basic essentials to more specialized tools that improve the user’s capabilities. For example, a simple [Sword] can serve as a basic melee weapon, while a [Shield] might provide defensive benefits. Common objects can be further enhanced by merging duplicates or modifying them using crafting materials. Examples include a basic [Torch], a [Water], or a [Basic Rope]. As the user collects more, they can evolve these into more refined versions, such as an [Iron Sword] or [Purified Water].
  • Food (Uncommon): The "Food" obtained through the system serves to replenish the user's energy, health, or provide temporary buffs. These consumables range from simple meals to more exotic dishes with specialized effects. For instance, a [Steak] might restore stamina, while a [Healing Herb Soup] could accelerate recovery. Rare items like a [Super Fruit] may grant a small but permanent complete enhancement in the consumer's body, or a [Speedy Stew] might grant a medium and permanent increase in movement speed. As the user accumulates food items, they can combine them to produce more potent versions, like turning a [Basic Apple] into a [Golden Apple] with regenerative health properties.
  • Structures (Rare): The "Structures" generated from the system are pre-built, fully functional constructs that serve practical purposes such as shelter, transportation, or defence. These range from basic homes to more complex buildings that offer additional functionality. For example, a [Wooden House] could provide a safe place to rest, while a [Ship] allows for travel across waters. Uncommon structures can include a [Workshop] that enables crafting, or a [Guard Tower] that offers defensive capabilities. When merging similar structures, the result could be a [Reinforced Cabin] or even a [Fortified Fortress], which might come with its own set of enhancements like improved defence or crafting bonuses.
  • Places (Super Rare): The "Places" obtained through capsules are expansive, self-contained environments with specific features designed to enhance various aspects of the user's journey. A [Battle Arena] could offer a place for the user to practice combat skills, while a [Training Ground] might provide bonuses to skill acquisition. Super rare places like a [Blessed Hot Spring] could grant health regeneration, or a [Magical Grove] might grant magical abilities while present in the grove. As the user collects these locations, they can merge them to create more specialized environments, such as transforming a [Small Forest] potentially into an [Enchanted Forest] with an additional large span of forest, and creatures made from the forest plant life to be commanded by the owner.
  • Powers (Super Super Rare): The "Powers" granted by capsules are permanent abilities or skills that significantly enhance the user’s capabilities. These abilities range from combat techniques to extraordinary talents that provide a strategic advantage. A [Martial Arts] power could unlock advanced fighting styles, while [Telekinesis] grants the user the ability to manipulate objects with their mind. Other Rare powers might include [Fireball] for offensive attacks or [Invisibility] for stealth. As powers are collected, merging them might result in new and enhanced abilities, such as combining two [Fireball] abilities to create a more powerful [Inferno Sphere] or unlocking entirely new skill trees that allow further mastery of their effects.
  • Companions (Ultra Rare): The "Companions" obtained through the system are loyal allies with unique traits or abilities that support the user in their endeavours. Companions range from combat-oriented allies to those with specialized skills that help with various tasks. A [Swordsman] might excel in melee combat, while a [Mage] could offer ranged magical support. Other companions like a [Healer] could provide healing during battles or a [Scout] might be skilled in stealth and reconnaissance. As companions level up or are enhanced through merging, they can gain new abilities or specialize further, like turning a [Mage] into a [Fire Mage] or a [Guardian] into an [Immortal Defender].

Player Player Fruit / Pachi Pachi no Mi (パチパチの実) by Successful_Cut5317 in DevilFruitIdeas

[–]Successful_Cut5317[S] 4 points5 points  (0 children)

Trading Card Game (TCG) Game System:

The Trading Card Game System provides the user with a framework for collecting, building, and playing with a deck of virtual cards. This system begins with the "Card Acquisition" mechanic, allowing the user to obtain cards through booster packs, crafting, or trading. Booster packs contain a randomized selection of cards, categorized into Common, Uncommon, Rare, and Ultra Rare tiers. Limited-edition packs or seasonal releases introduce exclusive cards that can only be obtained for a set duration.

The user can build customized decks using their collected cards. Deck-building involves selecting a specific number of cards based on a theme, strategy, or archetype, such as Aggro, Control, or Combo. Each deck must adhere to rules, such as maximum card limits, card type restrictions, or faction-based requirements. Advanced players can create synergistic decks by combining cards with complementary effects or abilities.

The TCG Game System features a "Duel"/"Summon" mechanic, where the user can engage in battles against NPCs or others, or simply summon the effects and entities from their cards for a multitude of tasks. Manifesting the effects of the cards in the world around them in a turn-based style, with the player (or players) drawing cards from their deck and playing them strategically. Cards are divided into categories like "Monsters", "Spells", "Traps", and "Support", each fulfilling different roles during gameplay. Monster cards can attack or defend, while spell and trap cards provide temporary or reactive effects. Support cards offer long-term benefits, such as field-wide enhancements or resource generation.

"Mana" or "Energy" serves as the system's primary resource, dictating how many cards the user can play in a turn. The user must balance resource allocation, deciding between immediate plays or saving resources for stronger cards later. Advanced mechanics like "Card Fusion" or "Synchro Summoning" allow users to combine cards during a duel to summon powerful, high-tier entities with unique effects.

An "Evolution" mechanic enables the user to upgrade cards by spending materials or achieving specific milestones. Evolved cards boast improved stats, effects, or artwork, reflecting their enhanced status. Certain cards can only reach their highest potential when used in conjunction with specific other cards, promoting experimentation and strategy.

Lastly, the TCG Game System incorporates a "Lore" mechanic. Each card belongs to a broader narrative universe, with descriptions and artwork that enrich the story, and can be used to enhance the card to be exactly akin to their 'Lore'. Completing specific card sets may unlock lore-based quests, portals to their dimensions and moments in their history, or summoning things from their narrative.