One Piece RP - Race to the Grand Line
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One Piece RP - Race to the Grand Line

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Layman Iconoclast
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Layman Iconoclast


Posts : 10667
Join date : 2008-07-01
Age : 32
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PostSubject: Playable Races   Playable Races Icon_minitimeTue Jun 07, 2011 3:13 am

Human: A species with no real specialties or weaknesses. Their only notable strength is in their numbers; it's hard to make the species extinct because they are everywhere. However, there is one notable advantage to being human. A Human is more likely to develop Haki at an earlier level, such as Luffy, Shanks, Whitebeard, and oh yes, half of the characters in one piece with Haki.
 
Advantages: -5AP discount for all Haki purchases.
 
Disadvantages: None.
 
Fishman: A hybrid of a species of aquatic life and a human, they have varying traits and appearances. Fishmen hale from Fishman island and are largely regarded as 'outsiders' in the modern world. It is because of this that fishmen have started to, majority, hate humans and have issues trusting them; it is because o this that they have a charisma/leadership issue. They are, however, great fighters in the ocean and are one of the two species that can breath underwater. They are also one of the two species that can use fishman karate starting out.
 
Advantages: Breathing underwater, automatic knowledge of fishman karate, 10% stat boost in speed and perception in the ocean.
 
 
Disadvantages: Must start out with a maximum of 5% in leadership/charisma and a minimum of 15% in strength; 4% decrease in perception and speed in land.
 
Merfolk: Similar to fish men but with definitely separate fish and human parts, the lower half of their bodies are akin to the tails of fish whereas the upper halves of their bodies are distinctly human. Unlike the fishmen the merfolk haven't been as discriminated against, in fact most people dream about meeting them; they don't get the weaknesses of fishmen because of this. However, they are known as the fastest swimmers in the ocean, but are very slow in the land. Merfolk a,000 nd Fishmen both live in Fishmen island.
 
Advantages: 20% increase in speed underwater, breathing underwater, automatic knowledge of Merman Combat.
 
Disadvantages: Must start with 15% charisma/leadership, -8% speed on land.
 
Cyborg: Humans that have been modified with mechanical parts, becomes
Cyborgs have access to many internal weapons and tools from their mechanical bodies, but require a certain substance as fuel, such as cola, with out their fuel they cannot use any of their cyborg weapons. Cyborgs are never born that way, they are always organic at one point (otherwise they'd be robots). Once a person becomes a cyborg, officially, then every advantage and disadvantage of that race is taken away. However, what's a cyborg without his armor or weapons? Or his/her fuel?
 
Advantages: Weapons can be bought to attach themselves to cyborg's body, 20% decrease to all weapon purchases (except dials), and a 10% increase in endurance.
 
Disadvantages: Cyborgs lose half of current endurance if fuel ever runs out, 20% increase to all AP purchases, unable to use cyborg techniques when fuel runs out.
 
Giants: Giants come from the island of Elbaf, and easily reach 200 feet in height in later stages. They weigh tons the farther they level up and eventually reach near godly height. Giants are gifted with monstrous strength, and a better body for a beating. However, being so tall and powerful comes with an obvious price. Giants are never as agile as another person, because they are clumsy, and start out trying to make out the world through their giant eyes. Not many people see giants as a high species either, some fear them and others just ignore them. By far, a giant's worst enemy is a small ship where he can barely fit in.
 
Advantages: +30% strength, +15% endurance, able to reach outstanding heights and weigh many tons (character must start as 15 feet maximum and around 900 pounds. Character will grow into a real giant in RP).
 
Disadvantages: Character will always have half of intended agility (so putting 100% on the agility on a giant will actually be 50%), character starts with 0% perception, and character turns to 0% agility when in a smaller vessel then the giant (cuz it's hard to move). Finally, the Giants start with 0% charisma/leadership.
 
Half Giants: People easily exceeding twelve feet in height. Half giants (and full giants for that matter) come from this island of Elbaf. Genuinely the size advantage makes the half giant easily more physically capable than a normal sized human but they tend to genuinely be clumsier and slower despite this
 
Advantages: Half giants get a 15% bonus to strength, and the ability to reach much higher heights then humans (Maximum of eighteen feet starting out and they stay that way) and weight (maximum of one ton).
 
Disadvantages Start with 5% perception, Start with 5% leadership/charisma, -10% agility overall.
 
Wotans: Wotans are a mix of fishmen and giants. They are huge, and can reach heights as tall as 80 feet. Wotans are roughly half the size of giants, taking away about 20 feet. They are strong, but mostly durable to damage. They can become very heavy and are very agile underwater. Wotans also have the unique ability of having sea water trapped in their skin giving them the ability to attack logias without the need of haki. However, this also comes at a price. Wotans can never learn Haki, because of their special mix of genes (or whatever). Wotans aren't as fast as an average human, or as agile, or even as perceptive because of their awkward height and fishman gene combination.
 
Advantages: +30 endurance, +10 strength, +15 agility in sea water, size gain over time (must start with around 15 feet and weigh 800 pounds maximum) and the ability to hit logias without the use of haki.
 
Diadvantages Can never learn haki, -20% on speed, -20% agility, -10% perception.
 
Longarm Tribesmen: Humans with two elbows on each arm, giving them an arm that is one and a half times longer than a normal human one (sometimes more). Longarm Tribesmen come from Kenzan island. In rare occasions a long arm tribesman can have arms that touch the ground.
 
Advantages: +10% to skills, unnaturally long reach (can expand as much as 12 feet from one tip of the finger to the other tip of the finger)
 
Disadvantages: starts with a maximum of 5% in speed, and -5% in overall agility.
 
 
Longleg Tribesmen: Humans with very long legs, giving them legs that are one and a half times as long as a normal human leg(many times they are twice as long as the torso of the body). Longleg tribesmen come from an unknown island, but they are the tallest 'humans' without cross genetics.
 
Advantages: +10% to speed, unnaturally long strides and kicking distance.
 
Disadvantages: Start with a maximum of 5% in skills, and -5% in overall agility.
 
 
Skypeans: Humans with small wings on their back, incapable of flight. Skypeans come from sky islands, typically skypea. Skypeans can start with more dials, as dials are part of their culture, but blue-sea items are rather rare. Skypeans have adapted to the white-seas and the lack of oxygen.
 
Advantages: +5% to all stats in white seas and islands there, +10% to all stats in the white white seas and the islands there, three free weak dials OR one free strong dial and a weak dial (not reject or jet), and a 25% discount on all dials. (Note: Strong dials can be an Impact dial, Jet dial, extc. but not a reject dial).
 
Disadvantages: -2 to all stats in the blue sea and islands there, and 15% increase in prices for all non-dials.
 
Harpies: Skypeans that are evolved, and dangerous. These species of skypeans are technically the 'superiors' in the sense of fighting, arguably, and have adapted their tiny wings into those that can fly. They take on characteristics of birds, sometimes, and even develop natural weaponry (claws). They are, however, very weak in the water and somewhat on land.
 
Advantages: Flying equivalent to endurance/10 rounding down (so a person with 20 endurance will fly for 2 posts, after reaching 100% the person can fly as long as they want, and they can fly as high as their strength, so a person with 20% strength can fly 20 feet in the air, 100 strength the person can fly as high as they want), natural claws equivalent to an average blade, and either 2 weak dials or 1 strong dial.
 
Disadvantages: -10% in strength, -10% speed, starts with 5% in endurance, loses 15% agility when in water.
 
Molemen: Molemen are the opposites of harpies, and live out their lives majority underground. Molemen are known for using their own special fighting style utilizing the earth itself as a weapon, much like fishman karate with water. Molemen can dig underground and are known to be pretty tough. However, they hate the water, and it's very unlikely that their stubby feet can defeat anyone in a foot race.
 
Advantages: +10% strength and endurance when on land or underground, ability to dig (amount of posts digging is equal to endurance/10 rounding down, distance deep is strength/2).
 
Disadvantages: - 20% speed underground, -15% endurance and strength when underwater, can be detected by others easily while underground until agility reaches 70%.
 
Fishman Hybrids: Fishman hybrids are men who are instead of half-fish half-man, are 3/4 man and 1/4 fish. Essentially, they are like normal humans. They occassionally have birthmarks relating to fishmen, but for the most part appear human and function human. Unlike fishmen, half-breeds don't start with fishman karate, though they can still learn it.
 
Advantages: They can breathe underwater.
 
Disadvantages: N/A
 
Dwarves: Probably the race with the least members in the world, the dwarves are a bunch of small people that barely surpass a human's foot in terms of height. Unlike most races, dwarves have tails. Most of them live in the New World, at the island of Green Bit. While they are small in size, they can be quite powerful in combat. They are fighting with a battling style that is called Tontatta Combat, a reference to their home city. Their fighting style is based on their natural speed and they may also attack with their tail.
 
Advantages: +20% Speed, automatic knowledge of Tontatta Combat.
 
Disadvantages: Minimum of 15% speed at the start, Maximum of 5% strength at the start, -10% charisma/leadership.

Animals: Animals are all over one piece. They inhabit islands, and can mean anything from a small fish to a very large whale with giant equivalent heights. Animals follow the same principles as the other races in that they have a stat system, can get fruits, and can even get jobs. Depending on the animal they get different special abilities, although a maximum of five. The downside to being an animal, though, is their lack of overall knowledge. On the other plus side, though, they can sometimes talk thanks to the miracle of free SIQ (this free SIQ doesn't count as the limitations of SIQ per person). An animal has to have existed in one piece at one point, or exists in the real world. No mythical beasts like dragons though, or sea kings. There is a limit to what we can allow.
 
Advantages: 5 special abilities relating to the animal (Such as Giant Size, winter fur, breathing underwater, extc), ability to speak human (this costs the person 1 ability spot out of the 5).
 
Disadvantages: 1 weakness, -10% practical knowledge, -10% tactical knowledge
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Karasu(the crow)

Karasu(the crow)


Posts : 2095
Join date : 2011-05-15
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PostSubject: Re: Playable Races   Playable Races Icon_minitimeThu May 01, 2014 3:29 pm

New race added, "Animals."
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