Races
Below are all the races you could choose from in the guild. With each description is a list of added bonuses the races acquire
Humans
The basic race of the guild. Though they may start out with nothing their potential is virtually unlimited.
P E R K S:
✯ +5 to any 4 stats every 100,000 Exp milestone. Can not pick the same stat to increase.
✯ Increases odds of Obtain Conquerors' Haki by 5%. (Non-Germa & Non-Cyborg)
✯ +5 to any 4 stats every 100,000 Exp milestone. Can not pick the same stat to increase.
✯ Increases odds of Obtain Conquerors' Haki by 5%. (Non-Germa & Non-Cyborg)
Kuja
A warrior race of women that hail from the island of Amazon Lily. They take pride in their beauty as much as their fighting and are masters of learning Haki. Don't let their looks fool you, because letting your guard down just because of their pretty faces will leave you dead in an instant.
Requirements:
✯ MUST BE FEMALE
P E R K:
✯ +5 to 2 stats every 100,000 Exp milestone
✯ +5 spirit every 100,000 Exp Milestone
✯ Able to travel to Amazon Lily freely
✯ The ability to obtain all Passive Haki Techniques 30 points earlier. Can be stacked with A.D addition perk.
Sky People:
Sky people are broken into 3 different races. Pick one!
- Skypieans are the people who come from Skypiea and live on Angel Island and other islands in the sky. The Skypieans are mostly a non-aggressive race who live peacefully on the Sky Islands. These people are very noticeable due to their wings that grow out of their back. Being a creative variation of sky people, Skypieans gain +5 to intelligence every 100,000 Exp Milestone.
-Birkans are the people who come from Skypiea but come from the destroyed Birkan. These Skypieans are mostly shown to be great warriors or aggressive people who travel the lands or reside in new homes beside their destroyed origins. These people are very noticeable due to their wings that grow out of their back but unlike other Skypieans, theirs face downwards. Due to their sheer brutality and combat prowess, Birkans gain +5 to Strength every 100,000 Exp Milestone
-Shandians are a race similar to the Skypieans. They are a more tribal people than the Skypieans or the Birkan. They have strong beliefs in honoring passed ancestors and put strong value in Vearth. Due to their heritage, culture and upbringing based around their history and lore, the Shandian race is an extremely determined group, giving them a +5 to Spirit every 100,000 Exp Milestone.
P E R K S:
✯ The user can start with any 2 of the following Dials: Axe, breath, ball, flame, flavor, or heat.
✯ Ability to Create Dial-Based Customs
✯ Able to install dials in Weapons/Inventions for free. Does not require creation class to do so.
✯ +5 to any 2 stats of the users choice every 100,000 exp milestone. Can not pick the same stat to increase.
Fish-men
Your basic Merman race. Various types exist so depending on which type you are, you can alter how your character works. But all merman get the same bonuses.
P E R K S:
✯ +15 Strength or Accuracy every 100,000 Exp Milestone
✯ +15 to any 1 stat of the user's choice every 100,000 Exp milestone.
✯ +10% Speed to their base while swimming
✯ Ability to Create Fishman Karate Customs
✯ All get one "special trait" attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval.
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
✯ +15 Strength or Accuracy every 100,000 Exp Milestone
✯ +15 to any 1 stat of the user's choice every 100,000 Exp milestone.
✯ +10% Speed to their base while swimming
✯ Ability to Create Fishman Karate Customs
✯ All get one "special trait" attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval.
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
Half Fish-men
A half breed between Humans and Fish-men. Although they appear to be human at first glance, have very district features such as fins and even horns or shark like teeth, possibly even horns based on their type of fish ancestry.
P E R K S:
✯ +10 Strength or Accuracy every 100,000 Exp Milestone
✯ +10 to any 2 stats of the users choice every 100,000 Exp milestone.
✯ +5% speed increase from base while swimming
✯ Ability to Create Fishman Karate Customs
✯ All get one "special trait" attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval.
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
✯ +10 Strength or Accuracy every 100,000 Exp Milestone
✯ +10 to any 2 stats of the users choice every 100,000 Exp milestone.
✯ +5% speed increase from base while swimming
✯ Ability to Create Fishman Karate Customs
✯ All get one "special trait" attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval.
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
Merfolk
Their upper half is generally that of a human while their lower half is that of a fish. Though sometimes that is not the case.
Requirements:
✯ For female mermaids only: Must be at least 30 years old for their fins to split into two, to form a pair of legs. Only available for "mermaid" I.E with fish tails.
P E R K S:
✯ +15 to two stats of the users choice every 100,000 Exp milestone.
✯ +30% speed to their base while swimming.
✯ Ability to Create Merman Combat Customs
✯ All Merfolk start with one Coral Bubble Maker (An item that creates bubbles that allows them to move on land much easier)
✯ All get one "special trait attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval.
A N T I - P E R K
✯ 10% decrease to speed while on land. If use of Coral bubble for movement while on land, 10% decrease becomes 5%, unless the specific character has grown legs with the requirements section. If the user has acquired legs through the specific requirements for the race, race speed Anti-Perk no longer applies.
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
Addendum: If you obtain a power that permits you transformation, such as a zoan power that gives you land creature capabilities or an ability to fly, then the anti-perk becomes void while under those circumstances
✯ For female mermaids only: Must be at least 30 years old for their fins to split into two, to form a pair of legs. Only available for "mermaid" I.E with fish tails.
P E R K S:
✯ +15 to two stats of the users choice every 100,000 Exp milestone.
✯ +30% speed to their base while swimming.
✯ Ability to Create Merman Combat Customs
✯ All Merfolk start with one Coral Bubble Maker (An item that creates bubbles that allows them to move on land much easier)
✯ All get one "special trait attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval.
A N T I - P E R K
✯ 10% decrease to speed while on land. If use of Coral bubble for movement while on land, 10% decrease becomes 5%, unless the specific character has grown legs with the requirements section. If the user has acquired legs through the specific requirements for the race, race speed Anti-Perk no longer applies.
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
Addendum: If you obtain a power that permits you transformation, such as a zoan power that gives you land creature capabilities or an ability to fly, then the anti-perk becomes void while under those circumstances
Half-Giant Merfolk
Their upper half is that of a human while the lower half is that of their type of fish, while they hold a similar size comparable to a giant they are not a true 1 to 1 scale of them.
Requirements:
✯ For female mermaids only: Must be at least 30 years old for their fins to split into two, to form a pair of legs. Only available for "mermaid" I.E with fish tails.
P E R K S:
✯ +15 to strength every 100,000 Exp milestone.
✯ +15 to any one stat of the users choice every 100,000 Exp milestone. Cannot apply to Strength.
✯ 20% increase to base speed while swimming.
✯ Ability to Create Merman Combat Customs
✯ All Merfolk start with one Coral Bubble Maker (An item that creates bubbles that allows them to move on land much easier)
✯ All get one "special trait attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval
A N T I - P E R K
✯ 15% decrease to speed while on land. If use of Coral bubble for movement while on land, 15% decrease becomes 10%, unless the specific character has grown legs with the requirements section.
✯ Can not be any shorter than 20 ft or any taller than 40 ft for giant classified size
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
Addendum: If you obtain a power that permits you transformation, such as a zoan power that gives you land creature capabilities or an ability to fly, then the anti-perk becomes void while under those circumstances
Wotan
A Hybrid between a Giant and Fishman. Much like their Giant Mer-folk counterparts, they are comparable in size to that of giants but not a 1 to 1 scale of them.
P E R K S:
✯ +15 to strength and defense every 100,000 Exp milestone.
✯ 5% increase to base speed while swimming.
✯ Ability to Create Fishman Karate Customs
✯ All get one "special trait attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval
A N T I - P E R K
✯ 5% decrease to speed while on land
✯ Can not be any shorter than 20 ft or any taller than 40 ft for giant classified size
"A special trait would be along the lines of poison secretion for poisonous fish for octopus, electrical generation for an eel, even light creation via an angler. Basic functions like, re-growing teeth and water breathing are things that come with the fish man and merfolk type races, excluding half fish man who do not possess the water breathing effect. Physical traits such as horns, spikes, etc do not count as a trait"
Addendum: If you obtain a power that permits you transformation, such as a zoan power that gives you land creature capabilities or an ability to fly, then the anti-perk becomes void while under those circumstances
Half Giant
A hybrid between Human and Giant. They are granted massive strength, though fraction of the full giants race. They tend to be much larger than normal humans.
P E R K S:
✯ +15 to strength and defense every 100,000 Exp milestone.
A N T I - P E R K:
✯ 5% decrease to speed at all times
✯ Can not be any shorter than 20 ft or any taller than 40 ft
Giants
The strongest, and slowest race within the world. Giants hail from the island of Elbaf, and are proud warriors of might, courage, and strength.
P E R K S:
✯ +25 to strength and defense every 100,000 Exp milestone.
A N T I - P E R K:
✯ 10% decreases to speed at all times
✯ Can not be any shorter than 40 ft or any taller than 70 ft for giant classified size
Long Arm Tribe
A race of beings that have two elbow joints rather than one, giving them an extended reach with their arms as well as additional power behind their punches.
P E R K S:
✯ +10 to Strength OR Accuracy every 100,000 Exp milestone.
✯ +10 to Accuracy every 100,000 Exp milestone.
✯ Ability to Create Punching Customs with an additional 10% increase to "Damage"
Long Leg Tribe
A race of beings that have legs, twice as long as their body length. This gives them incredible leg speed and kicking power.
P E R K S:
✯ +10 to Strength OR Defense every 100,000 Exp milestone.
✯ +10 to Speed every 100,000 Exp milestone.
✯ Ability to Create Kicking Customs with an additional 10% increase to "Damage"
Mink Tribe
Mink are a race of beings that have evolved from animals into a humanoid hybrids of animals. Women Mink Tribe tend to be more human like in appearance while Male Mink Tribe tend to be more beastly in appearance. Each Mink is unique due to their animal characteristics they are based from.
Requirements:
✯ Fur covered Mammals only, with exception. Exceptions are subject to disapproval by GM. All exceptions must be approved by the GM.
P E R K S:
✯ +15 to 2 stats every 100,000 Exp milestone.
✯ Able to learn and utilize the "Mink: Sulong" form
✯ Gain the "Electro" ability which permits them to generate limited electrical energy and discharge it for a short period of time. While using Electro, damage dealt via normal calculations increases by 15%. Techniques utilizing this ability in ways, other than a simple damage increase, must be made into custom techniques.
✯ All get two "special trait" attributed to their specific race. Send all trait info to GM Kenasai for discussion/approval
"A special trait would fall along the lines of an extremely sensitive and acute nose, the ability to see during the pitch black nights or being very nimble and acrobatic"
Ex-Tenryubito
A celestial dragon who has turned down their world noble status for one reason or another.
P E R K S:
✯ Start with 500,000,000 Beli
✯ Get Instant Access to the Black Market
✯ +5 to four stats every milestone
A N T I - P E R K S:
✯ Milestones for Ex-Tens are at 150,000 Exp, rather than the normal 100,000 Exp.
Dwarf
A miniature race of beings that have fluffy animal looking tails. They are exceptional at growing plants to monstrous sizes, far beyond their normal capability. They also, are powerful and fast, to the point that average people cant see them while they move. Though due to their small size they lack any sort of natural defense.
P E R K S:
✯ +15 to Strength and Speed every 100,000 Exp milestone
✯ Dwarves require 3/4 their speed in the opponent's accuracy in order to be able to visually track them/keep them in sight while in movement rather than the standard ratio of [2 speed - 1 accuracy]
A N T I - P E R K S:
✯ 10% decrease to their defense at all times, buffs included
✯ Can not be any shorter than 5 inches or any taller than a foot
✯ At no point can they become Cyborgs
Additions
These are Optional Additions you can add on to your race
A.D Addition
An addition to any race the user chooses. A.D stands for "Anti-Devil", which makes these people unable to consume devil fruits. Any class affixed with an A.D addition becomes an A.D type, for example "A.D Half Giant".
P E R K S:
✯ Starts out with double their normal initial stat points
✯ The ability to obtain all Starter Haki Techniques 60 points earlier
Optional Perk, Only Chose One
✯ Gain one additional +5 Race Growth stat of your choice. Can not pick a stat that is already chosen for race growth. (Does not count towards total growth, Max. at +300)
✯ Class Growth remains at 100,000 exp for 3 class characters, rather than 200,000 exp.
✯ Any negative race stat bonuses become nullified
ANTI - P E R K S:
✯ At no point can an AD addition EVER Obtain a devil fruit from Serene Eden.
✯ At no point can an AD addition EVER become a cyborg, or have a Cyber Prosthetic.
✯ Starts out with double their normal initial stat points
✯ The ability to obtain all Starter Haki Techniques 60 points earlier
Optional Perk, Only Chose One
✯ Gain one additional +5 Race Growth stat of your choice. Can not pick a stat that is already chosen for race growth. (Does not count towards total growth, Max. at +300)
✯ Class Growth remains at 100,000 exp for 3 class characters, rather than 200,000 exp.
✯ Any negative race stat bonuses become nullified
ANTI - P E R K S:
✯ At no point can an AD addition EVER Obtain a devil fruit from Serene Eden.
✯ At no point can an AD addition EVER become a cyborg, or have a Cyber Prosthetic.
GERMA
A Genetically Altered subcategory that were experimented on before birth, shortly after birth, or were artificially created through forbidden illegal scientific methods and measures.
P E R K S:
✯ Ex.Skel: Any damage done to your character is decreased by 5% overall.
✯ Augmented: Any damage the user deals is increased by 5%.
✯ Elementalist: The user gains the ability to generate a minor amount of a specific element from within their body that manifests on their person, such as fire or electricity. The element can not be natural propelled or used at range, but can be utilized as such if using items. Additional damage is dealt with said elements, adding 10% more damage. I.E 10% of 500 is 50, so total damage is 550. In order to use this feature, the user must create custom techniques to utilize this perk. Elemental types are subject to disapproval and must be approved by the GM.
ANTI - P E R K S:
✯ At no point can characters created from this gain mechanical prosthetics.
✯ If Eating a Devil Fruit, Cannot Learn Awakening/Gears/Point Forms/Any Logia Forms
✯ If user is of the Mink Tribe, they lose access to the "Mink: Sulong" form
✯ Ex.Skel: Any damage done to your character is decreased by 5% overall.
✯ Augmented: Any damage the user deals is increased by 5%.
✯ Elementalist: The user gains the ability to generate a minor amount of a specific element from within their body that manifests on their person, such as fire or electricity. The element can not be natural propelled or used at range, but can be utilized as such if using items. Additional damage is dealt with said elements, adding 10% more damage. I.E 10% of 500 is 50, so total damage is 550. In order to use this feature, the user must create custom techniques to utilize this perk. Elemental types are subject to disapproval and must be approved by the GM.
ANTI - P E R K S:
✯ At no point can characters created from this gain mechanical prosthetics.
✯ If Eating a Devil Fruit, Cannot Learn Awakening/Gears/Point Forms/Any Logia Forms
✯ If user is of the Mink Tribe, they lose access to the "Mink: Sulong" form
Cyborg
Cybernetically Enhanced Race, designed to outperform their lesser counterparts.
P E R K S:
✯ Ability to Install Inventions inside the user's body. Cyborgs can have 7 inventions at any given point at once, these inventions can be swapped out at any Laboratory. As opposed to many other inventions, Cyborg inventions can actually change the function of the body, greatly increasing their use.
✯ Full Body Armor, that lessens all incoming damage, this armor starts under "Bronze" conditions (10% Damage Reduction), but can be upgraded at any Laboratory. Thus, making it harder to break their inventions.
✯ Gain +100 to one stat of their choosing (except Speed/Spirit), based on Cybernetic Modification.
ANTI - P E R K S:
✯ Due to The Cyborg themselves being the attacker utilizing Inventions, not every invention would use Intelligence for damage, up to mod discretion
✯ Inventions inside the body can still be broken, or made unusable, until repaired.
✯ Cannot at Any Point, Become AD, GERMA or get a Devil Fruit.
✯ In addition, the max uses one can have for both observation and armament are 2 lower at any given level.
✯ Ability to Install Inventions inside the user's body. Cyborgs can have 7 inventions at any given point at once, these inventions can be swapped out at any Laboratory. As opposed to many other inventions, Cyborg inventions can actually change the function of the body, greatly increasing their use.
✯ Full Body Armor, that lessens all incoming damage, this armor starts under "Bronze" conditions (10% Damage Reduction), but can be upgraded at any Laboratory. Thus, making it harder to break their inventions.
✯ Gain +100 to one stat of their choosing (except Speed/Spirit), based on Cybernetic Modification.
ANTI - P E R K S:
✯ Due to The Cyborg themselves being the attacker utilizing Inventions, not every invention would use Intelligence for damage, up to mod discretion
✯ Inventions inside the body can still be broken, or made unusable, until repaired.
✯ Cannot at Any Point, Become AD, GERMA or get a Devil Fruit.
✯ In addition, the max uses one can have for both observation and armament are 2 lower at any given level.
