RACE On Joyboy all races seen in the anime/manga in One Piece are applicable. Below are the Races prominently seen in the Blues and information pertaining to their natural abilities. The Blue you decided upon greatly impacts the way your race has been treated, and is still being treated. Some prospering from their location whilst others suffering greatly.
The information supplied does not confine your character to a certain timeline, background, point of view, lifestyle, etc.
The only absolutes you must apply to your character are the universal or Blue specific “Shared Traits” which count as free Character Traits. Exclusive Traits are optional, specific to the Blue they are listed in, and must fit the background of the character applying for them.
You can take what you want from the rest of information and apply it to your character as you wish. It exist as a suggestion/idea towards of what's ordinary within a Blue.
Height Chart The following are the height caps of the races and their sub-species.
HUMAN Humans are the most common race on the planet. Many of the other races have disdain for the average human since they are recognized as the founders of the World Government and the cause of many of the worlds problems.
Shared Trait: N/A SOUTH Exclusive Trait: [b]Name:[/b] Brutish [b]Effect:[/b] +4,500 Strength & Power Doriki
Sub-species: Since the beginning, humans from this Blue have been known to have strange physical characteristics that include two devil like horns protruding from their heads and/or large bodies that resemble vegetables like onions. That earned them the name Devil-Humans and Onion-Humans. Cannon examples being Magellan, Hannyabal, and Gecko Moria.
Lifestyle & Experience: Humans have adapted to the harsh and violent climate established by Yagyu-Moto's reign. Due to how the power structure was demolished both during and after his reign, it created a void of control and many clans, bands, and tribes of humans desired to seize control and evolve from oppressed to the oppressor. Humans, like many other races in this Blue, have made tight cliques who they call their allies and don't associate much outside of them, at least not seriously.WEST Exclusive Trait: [b]Name:[/b] Book Smart [b]Effect:[/b] Free level 1 non-combat oriented Job Trait.
Sub-species: Due to Plague rains, the amount of Horn-Head Humans have seemed to increase. In some cases this unusual shaped head or horns come with a boost in destructive power if the person learns to make the most of their unique physiology. Canon examples of horns or horned humans being: Merry, Strawberry, Don Chinjao, and Caesar Clown. [b]Type:[/b] Special Trait [b]Name:[/b] Horn Head [b]Effect:[/b] The character's horns receive a 1.5x Endurance & Durability increase.
Lifestyle & Experience: Since the industrial boom that's created countless commercial, manufacturing, and entertainment business, the people have either become polluted with greed and corruption or live a life that's physically, emotionally, or mentally detached from the eternal rush hour. People try to be independent and only look out for themselves and the few they can afford as they work to make ends meet on the payroll of successful entrepreneurs, tycoons, and corporations. The dream of breaking through and getting a piece of their own pie with their own genius/talent or escaping the hell is the only thing that keeps them alive. In other cases humans have accepted the financial slavery that came with the industrial boom they're so proud they created. They either accept this happily and work their lives away without much complaining or supplement the pain of reality with fantasy or pleasure seeking. EAST Exclusive Traits: Only one. [b]Name:[/b] Crafty [b]Effect:[/b] 1 free Lvl. 1 Crafting Job Trait.
[b]Name:[/b]Disciple [b]Effect:[/b] Can begin with Fishman Karate or Jujutsu Job Trait at the lowest Level.
Sub-species: Humans with animalistic features are native to the East Blue. They are known as Beast Humans, but aren't any more stronger than their cousins. Examples are Marisa and Shoujou from the Saruyama Alliance and Hamburg from the Foxy Pirates.
Lifestyle & Experience: The humans of the East are a neighborly, mild paced, and content people. Not too much occurs in the East, because of its lax tempo so the people are naturally curious when it comes to gossip or news from other islands. However, within their tight-nit hospitable communities, they have their own share of secrets that they keep under wraps. They love nature and investing in their crafts. Many hold animosity towards the sea and all that come from it due their history with Seakings and this distaste even extends to Fishmen at times since they spread martial teachings which are forbidden. Since many East Blue humans aren't well versed in fighting, they rely heavily on the World Government and trust and respect their operatives more than in other Blues. NORTH Exclusive Traits [b]Name:[/b] Strong Heart
[b]Effect:[/b] +4,500 Spirit & Willpower Doriki Sub-species: Humans of enormous proportions that are regarded as giants among common men. They are called Large-Humans.
Lifestyle & Experience: The humans of the North as said to be the most regal and sophisticated, but also some of the most inhumane. This perhaps due to their strong sense of identity and spirit. Many clashes of ideals lead to bloodshed, but because of the political atmosphere many deeds are done in the dark without a clear culprit. People where social masks when they interact and are self-serving or only loyal to their family/house.
On the other end of the spectrum are the less civilized humans who live outside of the realm of being noble and just. They seem to be like wild beast who refuse to be chained by government with the way they act and thrash about the ocean. However, there's more unity, logic, and compassion to them than meets the eye.
Last Edit: Jun 26, 2020 21:55:46 GMT -8 by World Boss
FISHMAN/MERFOLK Fish-Men are humanoids that possess features of aquatic water-breathing creatures. Each fish-man has traits corresponding to a single type of fish or cephalopod, granting such varied powers as squirting ink, possessing more than two arms or legs, growing unlimited sets of teeth, camouflage, and much more depending on the individual fish-man. All fish-men possess both lungs and gills, allowing them to move both on land and in the sea.
Merfolk are people with the upper bodies of humans and the tails of fish. Males are called mermen while females are mermaids. Along with fish-men, they are capable of living both on land and in the sea. Shared Traits:[b]Name:[/b] Water Breathing [b]Effect:[/b] Can breathe underwater indefinitely.
[b]Name:[/b] Swift Swim I [b]Effect:[/b] Fishmen receive a 1.5x Doriki increase to Speed & Agility while fully submerged in water.
[b]Name:[/b] Swift Swim II [b]Effect:[/b] Merfolk receive a 2x Doriki increase to Speed & Agility while fully submerged in water.
[b]Name:[/b] Land Legs [b]Effect:[/b] Upon reaching age 30, female Merfolk can harmlessly split their tails and use them as legs for walking on the land.
SOUTH Shared Trait:[b]Name:[/b] Disfigured I [b]Effect:[/b] Due to the Rain Plague, this Fishman has been born with a horrible defect that renders them lame or somehow weaker than others. -2,000 Doriki in an Attribute of the player's choice.
Exclusive Trait:[b]Name:[/b] Disfigured II [b]Effect:[/b] As a side effect of the Rain Plague, Fishmen have not only become disfigured, but have also found their one or more of their senses to be more sensitive. Free sensory based Character Trait.
[b]Name:[/b] Against the Odds [b]Effect:[/b] A Fishman/Merfolk who has the heart to defy the odds and risen to prominence. +4,500 Spirit & Willpower Doriki. Sub-species: N/A
Lifestyle & Experience: Due to the Plague Rains many Fish-man/Merfolk have developed grotesque defects. Because of their ailment they were sold “cures” however the effects never last or never work. What they did do was weaken the Fishman community even further by leaving them stricken with mental instability, crippling addictions to pharmaceuticals, or with destroyed brains as vegetables. Those born without this condition feel an overwhelming burden and crumble from the weight of their own expectations or live their whole life carrying this weight and use it as their strength to ascend. So in totality, Fish-Man/Merfolk live in one of three ways. Slaves to their own demons, impoverished and oppressed by the ruling class, or above the conditions they were born into, commonly as masters of their own dojos or high profile criminals. WEST Exclusive Trait:[b]Name:[/b] Broken Spirit [b]Effect:[/b] Because of the condition of living and how they've been reduced to not even 2nd class citizens, Fishmen receive -2,000 Doriki in Spirit & Willpower.
[b]Name:[/b] Plagued [b]Effect:[/b] Like their female counterparts, Male Merfolk can turn their tails into legs upon reaching age 30, due to Plague Rains. Must take Broken Spirit.
[b]Name:[/b] Against the Odds [b]Effect:[/b] A Fishman/Merfolk who has the heart to defy the odds and rise to prominence. +4,500 Spirit & Willpower Doriki. Must take Broken Spirit.
Sub-species: N/A
Lifestyle & Experience: All Fish-Man/Merfolk upon birth or coming to the West must report to the World Government Employment Office within a week of arriving. They are processed and tattooed with a code on their body to signify their presence in the West is documented. Being undocumented warrants receiving a special Alive only Bounty as long as they remain within the West. Being documented awards a Fishman with a work-permit, without one finding a job is close to impossible since majority of jobs that pay a decent wage are concentrated to the industrialized islands. That said, the entire legally recognized fishman population has been herded to one of three islands. Las Camp, Bella Noche, and Marche Island. This system of things has streamlined the fishman experience into them simply being a workforce that holds the economy the West Blue generates on their shoulders. Their place in society is in servitude.
All hope is not lost however, for where there are servants there are wild-men who've yet to be tamed. Deep under the sea in an ancient capital that now lies in ruins are those who avoid the laws of the West. They practice their culture's Martial Art and have seemed to have bred a new culture that despises humans for the problems they've caused and those who integrate with them. EAST Exclusive Trait: N/A
Sub-species: They appear to be normal Fishmen who've been cursed by the Rain Plague, however their eyes are milky white have the tendency to glow like orbs when they are submerged in water. They are regarded as Deep Ones. [b]Name:[/b] Deep Ones [b]Effect:[/b] Their unique eyes allow them to see perfectly clear in the dark as if it were day. However, their eyes are sensitive to light, so being out of the light filter of the ocean or in daylight can blind them and/or put heavy strain on their eyes.
Lifestyle & Experience: There are many types of lifestyles Fishman choose to lead in the East. The typical life like that of a human, the life of a renegade that many of the Deep Ones are forced to take-up due to persecution, or the life of a Noble, a right the remaining minority races won't attain for many more years. Both the Deep Ones and those who rank amongst Nobility have a strong understanding and skill with Fishman Karate, allowing for them to regarded as the strongest Race within the Blue where learning martial arts is forbidden. This, along with their shared heritage has made them mortal enemies of sorts as the Nobles wish the Deep Ones would stop sullying the name of Fishmen by committing crimes and the Deep Ones look at the Noble Fishmen as sellouts who've turned their backs on their people instead of using their powers to help them. NORTH Exclusive Traits: N/A
Sub-species: N/A
Lifestyle & Experience: Fish-man/Merfolk have never been seen within this Blue, because of the intensity of racism against them in this Blue. They are seen as Monsters/Admonitions due to the collective culture of other present Races and oftentimes hunted for sport or captured to be studied if they are found.
Last Edit: Jun 26, 2020 21:57:20 GMT -8 by World Boss
MINKMEN Shared Trait: [b]Name:[/b] Animalistic [b]Effect:[/b] Based on the animal base, the player may add 4,500 to any Attribute.
Minks are humanoids with animal features. Similar to fishmen and merfolk, each individual takes after an animal, mammals specifically. As such, fur, which they also refer to as "mink", covers most of their bodies and is considered their pride and joy. SOUTH Exclusive Trait: [b]Name:[/b] Electro [b]Effect:[/b] Users of Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapons. This technique grants extra damage to attacks, giving the opponents electric burns and paralysis.
[b]Name:[/b] Trophy [b]Effect:[/b] When a Minkman is captured and turned in for their bounty in the South Blue, the payout is increased by 1.5x.
Sub-species: N/A
Lifestyle & Experiences: After the departure of Moto, Minks have had a massive impact on the food chain of this Blue. Their strange racial ability Electro makes even the youngest of their tribe, formidable opponents. In a place where everyone is looking to prove themselves powerful and worthy of recognition, this makes Minkmen the perfect target to showcase ones power and assert dominance. Coupled with the inflated payouts on their heads, this has forced Minkmen to take a survival of the fittest approach to their life, because they are also hunted for their bodies. With power being synonymous with beauty in the South, hunting Minkmen for trophies and accessories is common practice.
Shaved or scalped for their fur, having their ears clipped, horns or tusk chopped, etc, Minks who've failed at remaining unsullied are regarded as weak and less than. This is true especially in the eyes of other Minks. How they've been treated over the years has shattered their community and left them unable to trust their own kind. They exist as mostly as lone wolves, with their only hope at attaining peace being through holding respectable ranks in organizations like the underworld, as retainers to nobles, samurai, etc.
Many Minkmen regard the South Blue as a hell where they are treated worse than actual animals. For this reason they illegally migrate to other Blues in hope of finding refuge. WEST Exclusive Trait: [b]Name:[/b] Nurse [b]Effect:[/b] Reduce someone's recovery time by 1 tier.
[b]Name:[/b] Merchant [b]Effect:[/b] Receive 1.5x Beli when they sell something to a PC ICly.
Sub-species: N/A
Lifestyle & Experience: All Minkmen upon birth or coming to the West must report to the World Government Employment Office within a week of arriving. They are processed and tattooed with a code on their body to signify their presence in the West is documented. Being undocumented warrants receiving a special Alive only Bounty as long as they remain within the West. Being documented awards a Minkman with a work-permit. Without one finding a job is nigh-impossible since majority of jobs that pay a livable wage are concentrated to the industrialized islands. Within the West Mink-women can find jobs primarily as a nurse, maid, or servant of some kind. Chamber maids, nannies, nursemaids, even wet nurses due to rumors surrounding the inherent strength of a Minkman's genetics.
Under the authority and supervision of aristocrats and their cabinet, male Minks are offered jobs as sailors, spare hands, or merchants on merchant ships dispatched by their benefactors. They also have opportunities as physical laborers like Fishmen. Speaking of which, though it is slight, because Minks are afforded diverse jobs with their permits, there exist a rift and tension between them and Fishmen. This is because Fishmen men and women alike are restricted to jobs that strictly involve physical labor like warehouse and factory workers.
The entire legally recognized West Blue Minkman population has been herded to two of the following islands. Las Camp and Kanamori Island. Minks can legally be purchased or rented through the World Government Employment office. EAST Exclusive Trait: [b]Name:[/b] Electro [b]Effect:[/b] Users of Electro can channel electricity through parts of their bodies in order to shock anything they touch. This power can also be channeled through weapons. This technique grants extra damage to attacks, giving the opponents electric burns and paralysis. Sub-species: N/A Lifestyle & Experience: News of deeds in the South Blue have traveled to the people of the East and the few natives Minks are victimized and maltreated for it. Suddenly, they are confined and then forced to work for an indefinite term while they fate is officiated by the Nobles of the East. Due to the conditions and harshness of their servitude the ability of Electro is rare to find among them. And those with it have been bought off and persuaded into joining the guard forces of the Nobles that oppress their people. NORTH Exclusive Trait: N/A
Sub-species: N/A Lifestyle & Experience: Despite having never been seen within this Blue they would not get harsh treatment. Due to that they(PC) will either be seen as a sort of mystical or magical creature if anything. As such, they're only be treated poorly if they commit bad acts. There are still cases where you could be hunted or captured as a pet or trophy of course.
Last Edit: Jun 26, 2020 21:58:48 GMT -8 by World Boss
MINOR RACES Due to their lack of foothold in more than two Blues, members of these races are seen as minor.WINGED The Winged are the three races of winged extraterrestrial humanoids who originated on the Moon but later came to the world below after the Moon's resources dried up and it was there that the three races would go separate ways. They heavily resemble humans, with their sole unique feature being a pair of small wings on their back.
SUB-SPECIES
Shandorian: The Shandorian people originate from Jaya Island and have downward pointing wings. The culturally mirror people indigenous to the Americas.
Skypiean: The Skypiean people originate from Skypiea. They have upward facing wings.
Birkan: The Birkan people originate from Birka, they have downward facing wings.
Exclusive Trait:[b]Name:[/b] Birkan [b]Levels:[/b] 1-5 [b]Effect:[/b] As they age the wings of a Birkan grow over time. Finally after reaching age 35 their wings have grown to the point they can sustain flight. For every Level of this Trait they can fly for 1 post. SOUTH Exclusive Traits: N/A
Shandorians: Shandorians entered the South Blue from Jaya Island soon after Yagyu Moto conquered it. They rose to prestige in the South Blue following the exploits of Wing King Moona of the Cress Isles. It wasn't until he spread their Dial technology throughout the Blue and helped organize it with Yagyu-Moto in the past, that they began to garner more respect and better living. By multiplying their fortune with smart moves in the Underworld, the Shandorians solidified themselves in the South. With this foundation of trust and power, the Shandorian people remained extremely well-off even while other races including Humans succumbed to the horrendous environment.
Not just other Shandorians, but the common person who lives within one of Shandorian territories live in a place where the people are educated, organized into respectable societies, and are carefully patrolled by the Samurai who police the South. The Shandorians are said to be the South Blues closest hope to salvation.
WEST Exclusive Traits: N/A
Skypiean: Skypieans safely came to the West once God Kasia conquered Skypiea and joined the World Government. Though there is no regulated means to return, God Kaisa encouraged Skypieans that wanted to live lives in the Blue Sea to go and do so. In year 775 he created a passage to the West Blue. As a recognized race, they had protection and with the exploits of Birkan scientist cleansing the Rain Plague they were respected. With this freedom many Skypieans would leave to pursue a new and exciting life in the West. Shandorians As for Shandorians, in year 773 they would migrate from the South Blue into the West on a sector of dead islands in the Iron Sea. Why they were sent or if they're exiled, explorers, etc, remains unknown, but all who try to visit the Hopper Isles have been met with hostility and the World Government has turned a blind eye. DWARVES Dwarves are extremely small humanoids, some species being small enough to fit in the palm of an average-sized human's hand. Their most notable features are their large and fluffy tails. Dwarves possess tremendous strength for their size, being capable of damaging buildings with attacks, and they are also blindingly fast.
SUB-SPECIES
Tontatta: Tontatta are the smallest species of Dwarves. They get no taller than 1ft, have large fluffy tails and pointy noses.
Northern Dwarf/Imp: A variety of Dwarf that has just begun to surface due to the effects of the Rain Plague. These Dwarves grow to 3ft as miniature humans and still have their discerning feature which is their tail. They have the manicure of being imps because some of their tails are pointed triangles like an imps would be. Saldeath is an example.
Shared Trait: [b]Name:[/b] Dwarven Strength [b]Effect:[/b] +4,500 Doriki to any Attribute(s) the user wishes. SOUTH Exclusive Trait: [b]Name:[/b] Trio [b]Effect:[/b] The player is able to assume control over 3 separate Dwarves as if they were 1 character (each must have an application). Speculated to be a curse of the Rain Plague, Dwarves keep giving birth to odd pairs of triplets. Nothing is out of the ordinary for these triplets except the fact that they can't tolerate being away from each other. Being more than 5m away from one of their siblings causes them to develop headaches and when finally 10m away they go into a blanked out state where they can do nothing but release a continuous high-pitched screech.
[b]Name:[/b] Hive [b]Effect:[/b] Should one of the siblings in a Trio die, they can be replaced with another Dwarf. Tontatta:The Dwarves of the South Blue are protected by Hands as if they were endangered species. Even with this high profile security, Dwarves are hardly ever seen in the South Blue. They are known to have a few islands where their communities are hosted, but that's the most people know as the Dwarves are a guarded species. Despite the mystery and protection that shrouds them, the Dwarves are merciless thieves that hardly ever get caught, but even when they do, one ought to be ready to deal with backlash from Hands. In other Blues they would be regarded as fairies or other mythical creatures said to be that size.
NORTH Northern Dwarf/Imp: The Dwarves from the North Blue have a different experience. With their taller appearance than their southern counterpart, they aren't subject to being bullied as much as the typical Dwarf, nor are they as universally gullible as a most Dwarves. While other races aren't too confident in a Dwarf leading them, Dwarves commonly can be found as a consultant or advisor to many high ranking officials such as Nobles.
Tontatta: Native to Rubeck Island, the Tonttata of the North have were enslaved by the previous king of Rubeck, but have since been liberated and become regular and accepted part of the community. LONG-LIMB TRIBE Consisting of four different tribes, Long-Limbs are made up of the Long-Arms, Long-Legs, Snake-Necks, and Three-Eyed Tribes.
SUB-SPECIES & TRAITS [b]Name:[/b] Long-Arms [b]Effect:[/b] Longarms heavily resemble humans, but possess two joints in their arms that make them significantly longer and stronger. Arm attacks that incorporate the advantage having two joints can give them have a 1.5x Strength & Power Doriki boost.
[b]Name:[/b] Long-Legs [b]Effect:[/b] Longlegs, like longarms, heavily resemble humans but possess extremely tall legs that make up most of their height. Their length of their legs increases their Speed & Agility by 6,000 Doriki.
[b]Name:[/b] Snake-Neck [b]Effect:[/b] The Snakeneck Tribe is a tribe of people that possess extremely long necks. They can poise their neck to where it appears to be a normal length, but also stretch it to a distance that's equal to half their natural height. Snakenecks are generally slim and tend possess collars or tattoos on their necks.
[b]Name:[/b] Three-Eyed [b]Effect:[/b] The Three-Eye Tribe is a tribe of people that are almost identical to humans, but possess a third eye on their forehead. Their third eye increases their Perception by 6,000 Doriki.
[b]Name:[/b] Long-Limb [b]Effect:[/b] Unlike the others, these tribe members have traits from Long-Arms and Long-Legs.
SOUTH Long-Legs
WEST Long-Arms
Long-Leg
NORTH Snake-Neck
EAST Three-Eyed
Last Edit: Jun 26, 2020 22:00:53 GMT -8 by World Boss