ONIGAKINO (yes I'm calling it that)

"Rules"/Explanation

So essentially, this is gonna be a "Marakanon and the boys vomit out endless ideas for crayonkino into a rentry" document.

The plan is that based on various criteria that we can decide on, we would roll for whatever Enhancements the characters within the enemy Beast Pirates get, with different difficulties . I'll outline the "archetype" of powers that each major character could get, as well as names + description for the power-ups in question so that they are recognizable much like a CYOA option. Each of the Enhancements will be divided into Difficulty Levels, based on how much the Enhancement will increase their power. The Difficulties will be laid out below, feel free to criticize my placements relating to the Enhancements presented and their power level, but just remember these Enhancements are meant to contend with a team of builds with some of the greatest powers in the multiverse at their disposal.

IMPORTANT NOTES: These Tiers will exponentially scale with the "Narrative Difficulty" of the opponent receiving the enhancement in order to keep the power hierarchy relatively stable. For example, a Tier 2 or even Tier 3 Enhancement for , say Scratchman Apoo will not even come close to a Tier 1 for King The Wildfire or Queen The Plague. The descriptions will still generally apply, but know that the scale of Enhancements will increase dramatically up the hierarchy of The Beast Pirates . Also, The Beast Pirates very much lack the mastery and training boosts given by Tournament Foundations. This means unless an incredibly long and impractical amount of time is taken to get to fighting them, they will not even close to the relative amount of mastery the Tournament team will have over their abilities. Unless you give them the time they need to master them, even the most absurdly reality-breaking Tier-3 Enhancements can be maneuvered around with superior Battle IQ and especially meta-knowledge of their weaknesses.

Also, the higher tier the Enhancements, the better the Bounties.

Tier 1: Lieutenant

These Enhancements will serve to boost their capabilities at least a couple times over, synergizing with any abilities they already possess to make even weaker enemies a potent force worth having your guard up around. That being said, these are still relatively weak sauce Enhancements and pound-for-pound will not even come close to stacking up to Tournament-given abilities or Foundations in terms of overall benefits, even for the strongest of opponents. Use your abilities wisely and you'll be more than fine.

Tier 2: Elite

These Enhancements are an exponential boost, more than likely enough to tip the scales where even weaker enemies can reliably go against even powerful Tournament-given abilities without being entirely rolled over. These Enhancements will make the enemy a threat regardless of your preparedness, and will demand a level of respect from groups of Tournament-goers. This tier is most likely where the most pitched 1v1s (and potential Balance Breakers), as a Tournament-goer will likely have to give their all to truly take down a more powerful member of The Beast Pirates with one of these.

Tier 3: Raid Boss

These Enhancements give a boost so great that even weaker enemies will have abilities on-par with or even slightly superior to the strongest of Fusion Abilities within the Tournament, with stronger enemies gaining boosts so cataclysmic that they may very well eclipse them entirely in power. Any enemy with this tier of Enhancement is to be taken on with multiple Tournament-goers bare minimum while exercising extreme caution. These powers also put basically any enemy on a timer, as Tier 3 Enhancements will more than likely bless them with exponential power growth that oustrips even Monstrous prodigies from the Tournament.

Fortunately for the Tournament-goers, Tier 3 Enhancements are just fundamentally beyond what the One Piece world could ever handle, even with the Tournament Bounties increasing that threshold oh-so generously for the Beast Pirates. So, as they begin to reach around the peak of what Imu or Nika could theoretically do (lets just say Large Planetary in vs battles terms), their powers/bodies/spirits or whatever is applicable will begin to rapidly become unstable in whatever way is applicable and described for their Enhancement. While this can be incredibly dangerous and it is not recommended whatsoever to try to use a win condition, it's bound to open up far more weaknesses in the previously inscrutable defenses of an enemy with a Tier 3 Enhancement.

Though imagine what would happen if someone could use the full power of a Tier 3 Enhancement...like a certain intergalactic planet-destroying emperor. Though lets not get too ahead of ourselves

Onigashima Map

General Outside

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Onigashima is a MASSIVE fortress island filled with many compartments, but before looking at the inside, lets look at the main outside map first. Onigashima is surrounded by a massive mountain range that makes it nigh impenetrable by sea unless you go down the purposefully funnelled route swarmed by the Beast Pirates. Along with the mountain range, Onigashima is perpetually surrounded by sea storms that will capsize all but the hardiest of ships designed for it as well as frying any would-be flying infiltrators with lightning. A natural fortress if there was any. The Horns, Eyes, Nose, and Roof of the enormous skull that the Beast Pirates are based in make for excellent vantage points to see any intruders coming from the front or around, especially as a vast majority of the Beast Pirates have at least some mastery in the Color of Observation, along with potentially enhanced senses from SMILE fruits. The main obstacles to be found in from the Outside are the Torii Gates(seen at the bottom), and the Main Entrance(seen in the middle), The Left Brain Entrance: The Sacred Tree, Right Brain Entrance: The Pleasure Hall(not presented in this basic map). These will each be described with what and who ca be found there (these are subject to change with potential Enhancements)

General Inside

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As expected, Onigashima is a complicated web of a fortress and Japanese-style Architecture , and the exact intricacies of such will not be explored in full (and can very much change in a particularly destructive battle, but general important locations will be laid out, such as the Performance Floor (seen in the large open front of the first image, and in the Lonney-tunes cloud within the second image), Right Brain Tower (seen to the right of the second image), Left Brain Tower (Seen to the left of the second image, Floor 1: The Meeting Room/Performance Balcony, Floor 2: Kaido's Domain/Treasure Repository, Floor 3: The Spider's Web, Floor 4: The Neko Cafe, Floor 5: The Guest Floor, Floor 6: Rooftop Access (seen and numbered to the left, as well as the back of the second image). There is also Basement Floors 1-3 and The Armory**.

Alt Tag Throughout all these various places you will find the top members of the Beast Pirates along with their subordinates, making every inch of this fearsome skull incredibly dangerous and impossible to escape unscathed. These will each be described along with who and what can be found there (these are subject to change with potential Enhancements.) Asides from that, each of these pieces of architecture are massive in size, with even the "smallest" being several square kilometers/miles of winding corridors filled to the brim with Beast Pirates of all sorts. This allows for massive and destructive battles to take place anywhere without significantly changing the landscape unless you use some serious firepower. Do be careful not to get lost, as most of the Beast Pirates possess a suite of enhanced Zoan senses along with basic Color of Observation. If you can't find your way, they will find you instead.

Threats & Enhancements

These will be the main threats on the island, each having their own brand of subordinates and a Theme in order to get relevant potential Enhancements to themselves, Enhancements to their subordinates, or something else entirely. Each Main Threat will have at least one Automatic Enhancement from one of the main Isekai worlds featured in this document: https://rentry.org/v9ioyuz8. Asides from that, Each threat will get a general description of their abilities as well as potential Enhancement ideas. Obviously it is encouraged to discuss further ideas asides from the ones featured in this document.

The Infantry: Waiters, Pleasures & Gifters

Enhancement Theme: None

Alt Tag The Infantry are both the least and most dangerous part about fighting the Beast Pirates, Totaled at 20,000+ strong (5,000 Pleasures, 500 Gifters, and 15,000 Waiters). Each and every one of these fine specimens are hardened pirates from the New World, and have a rudimentary mastery of both the Color of Observation and Armament. Although individually they are relatively weak, they are just strong enough to serve at least as a minor annoyance to even the strongest to ever walk the earth and at least drain their stamina just a little bit until they fight someone higher up than themselves. Most dangerous of all, with enough over-arching subordinate-focused Enhancements The Infantrie's total power will quickly spiral out of control, turning these "Fodder" into an unstoppable army of killing machines
Alt Tag The Pleasures have eaten faulty SMILE fruits, and thus are entirely unable to express any emotion asides from joy. While this may seem like a downside at first glance, but its actually a cruel advantage. Pleasures serve as excellent "berserker" type infantry units, "joyfully" throwing themselves into battle without hesitation or regard for their life in order to inflict the maximum amount of damage possible. Pleasures also tend to have fairly stronger Haki then their sometimes-frowning counterparts, as it turns out having to constantly bear the mental strain of their unfortunate permanent condition helps sure up gaps in willpower real quick. Most frighteningly of all, a faulty SMILE fruit may very well have some....adverse effects when haphazardly mixed with other multiversal Enhancements.
Alt Tag The Gifters have successfully won the 1/10 lottery and now have the powers contained within a SMILE fruit. Although their permanent mutations mostly look ridiculous, each and every one of them packs a significant punch that can take even the hardiest of combatants by surprise. Combined with natural armaments from all across the animal kingdom, and you get a tough fighting force thats pound-for-pound incredibly threatening. Some of the Tobbi Roppo that will be mentioned later usually have an enterauge of Gifters that follow their Theme as well. Be warned, each of the differing kinds of Gifters in their direct command are likely to benefit from their Enhancements as well.

The Officers: Headliners

Alt Tag The Headliners are the most powerful of all the Gifters within The Beast Pirates. All of them have entirely mastered basic Observation and Armament Haki in tandem with their SMILE fruits, making them powerful enough to annihilate scores of fodder and stall powerful enemies for a significant period with their enhanced durability. Though they may seem uninmportant, the Headliners are key figures within the command structure of the Beast Pirates, serving as the bridge between The Infantry and the Elite. Their tactical acumen and ability to stay calm within the heat of battle serve as vital beacons of strength & morale for the rest of the vast majority of the Beast Pirates. The Headliners will also gain a greater boost than their "fodder" counterparts when overarching subordinate-focused enhancements are concerned, allowing them to go from "slightly stronger fodder" to "minibosses" all by themselves.

The Outliers: Scratchmen Apoo & Basil Hawkins

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Pub: 15 Apr 2026 19:34 UTC

Edit: 17 Apr 2026 01:26 UTC

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