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Creating A Character [MUST READ]

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Panda King Tai-tai Grim
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PostPosted: Mon Jan 02, 2017 1:44 pm
Creating a Profile

Making a character profile is essential in this guild, as it is referenced to constantly and serves as a record of the characters one member is using, et cetera. Below is information necessary for profile creation which is your Alliance, Occupation, and Race.
All new characters start with 20,000 Beli, a Lone Man Boat, a Compass, and a tier 1 weapon of their choice to start with that has no unique effects. Firearms will use the base damage value provided for tier 1 weapons.

    Choosing an Alliance

      There are four major alliances in this guild; Marine, Pirate, Loner, & Mercenary. Here is a simple break down of each allegiance;

      Marines--

        Description: The Marines are a large military force whose duty is to uphold/enforce the law and to follow orders handed down from their superiors in the World Government. Each Marine may have their own goals and ambitions, but an underlying trait in most Marines is a belief in justice. Marines have a ranking system and go up in rank as certain requirements are met. If one defects from the Marines or World Government, they lose all rights to the alliance related perks given by Marines.

        Perks: Perks for Marines vary based on rank. Their perks are as follow, early access to Seastone items/weaponry and Devil Fruit weaponry. Marines also obtain a weekly paycheck for their activity and service. Every week, a Marine can update for a certain amount of beli outlined by their rank.


      Pirates--

        Description: Pirates are the lawbreakers of the guild and as such are firm believers in doing whatever you want. They usually come together to form crews. These crews are held together by a strong bond normally made by a sense of friendship or a common goal. All pirates are given bounties as they grow stronger and commit crimes. All pirates start with a bounty of 0, however once they commit a crime, their bounty will go up and they will solidify their life as a pirate.

        Perks: RPC's that willingly participates in a crime or felony will be branded as a pirate and given a bounty. Pirates gain their mouney and bounty from Raiding, Destroying, and Conquering Territory. They also have ranks similar to Marines and serve to represent your status in the Pirate community. These ranks, as you climb through them, offer perks to help make your life as a Pirate easier. These rankings are Rookie, Super Rookie, Supernova, Shichibukai, and Yonkou. The higher your ranking, the higher your standing is in the pirate world and the more respect is shown to you..


      Loners--

        Description: Loners are a neutral party that generally serve either themselves. A loner is classified as a civilian in the World Government's eyes, thus they cannot be pursued. If they commit a crime, they gain a bounty and become a Pirate. A Loner has the ability to join any faction they wish at any point in time, although the faction change should be role-played to some degree. One can join a pirate crew, but is considered a Loner until they commit an offense. Likewise, one can join a group of Marines, but is still considered a Loner until they speak with a Marine Official and ask about joining. Make an update showing this happening and your faction will be changed accordingly.

        Perks: While there are no perks to being a Loner, it has its uses. This faction is best for those that prefer not to choose a side until developing their character. Furthermore, if you prefer not to be hunted by the other factions, this is the ideal faction to choose, as Loners are neutral. If a Loner goes through the right channels, they may become a Shichibukai.


      Mercenaries --

        Description: Mercenary are individuals who hunt pirates to make a living. They go through their broker to gain money for bringing in pirates. Mercenary's are not good or bad people. They just do the job so they can get paid. If you wish to join a new faction, it must be role-played to some degree, following the same guidelines seen under the loner section.

        Perks: Mercenaries can attain the status of Shichibukai by meeting the requirements. The biggest perk of being a mercenary, by far, is the money gained from bringing in pirates. This sum is equal to 1/200th of the pirate's total bounty at time of capture. Mercenaries shouldn't, however, attack those with no bounty, pirate or not, or they risk being branded a criminal and given the status of a pirate. Mercenaries may not raid or destroy areas without incurring a bounty and becoming a Pirate themselves. Mercenaries are not exactly good either as what they do is not actually considered legal considering they are not giving the pirates to the Marines so they can have more money. Therefor Mercenaries can also be taken in by Marines. Pirartes are not the only ones Mercenaries go after for cash. The broker even pays for Marines to be taken out. The beli gained from that encounter is 1/2 of the Marines experience. The broker will only pay off a bounty for encounters with a marine. When a target has been captured, you must take them to Macron Village in North Blue to receive the beli for the capture. No other crime. You're in it for the money, nothing else.

 
PostPosted: Mon Jan 02, 2017 9:55 pm
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    When creating a character, each roleplayer will begin by choosing a Perk. A Perk is something that will amplify their capabilities in some way. A single character may only have One [ 01 ] Perk on creation. Next, a character is given Traits. Without having a specific Trait, a character may not create certain techniques. All characters begin with the Starter Trait "Primary Weapon." Afterward, all characters may choose a second and third trait from the "Normal Traits" section. Even further, some races also give you Free Traits. Free Traits are not counted towards the the limit of two Normal Traits, but can only be obtained through other means. To reiterate, you do not choose to have Free Traits, they are automatically given when their requirement is met.

    When in battle, you must note within your posts when anything is increased or decreased by a Perk or Trait. The values of each change is also needed. When choosing perks and traits, remember to take your stats into consideration. The basic explanation for stats [ here ].



Perks
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      Combat

      [ Berserker ] :: At 75/50/25% Health Points, your Damage is increased by 20/30/40%.

      [ Perseverance ] :: At 75/50/25% Health Points, the damage you take is decreased by 20/30/40%.

      [ Escape Artist ] :: Only when dodging or evading, your Speed is temporarily increased by 20% for that instance.

      [ Life Line ] :: When an attack would drop you to zero Hit Points, you instead find a new breath of life, recovering 10% of both your Health and Stamina for one last stand.

      [ Master ] :: All techniques done with a specific type of weapon or ability (weapon type, fruit, invention, etc.) above Tier 1 has its Stamina cost reduced by one Tier (Tier 4 cost becomes Tier 3. Tier 3 cost becomes Tier 2 and so on).

      [ Specialist ] :: All techniques done with one specific type of weapon/ability (weapon type, fruit, invention, etc.) below Tier 5 has its effectiveness [modifier] and range increased by one Tier (Tier 1 modifiers become Tier 2. Tier 2 modifiers become Tier 3 and so on).

      [ Tenacious ] :: Gain resistance against most harmful effects that isn't raw damage, cut the value of Debuffs and DoT techniques used against you by one post.

      [ Sneak Attack ] :: All attacks done while "Hidden" deal an additional 50% damage (multiply final damage by 1.50). You are considered "Hidden" either when your target can not see you or your attacks.



      Non-Combat

      [ Looter ] :: Faction Rewards from battle are changed to Three [ 3 ] items from the opponent's inventory or 75% of their beli.

      [ Merchant ] :: You may do five money-making activities per day, instead of one.



      Statistical Gains

      [ Hawk Eyes ] :: The Range of techniques increased by increments of [ 10 ] per tier (Tier 1 an extra 10ft. Tier 2 an extra 20ft. And so on) while Travel Distance is considered one Tier higher (excluding Tier 5).

      [ Tank ] :: Health grows at a rate of +4 per point put into Vitality, instead of +2

      [ Energetic ] :: Energy grows at a rate of +2 per point put into Stamina, instead of +1

      [ Iron Will ]
      :: Spirit grows at a rate of +3, instead of +2.




Traits
━━━━━━━━━━━━━━━

      Starter Trait

      [ Primary Weapon ] :: May create techniques for a specific weapon type (swords, hammers, guns, bows, these hands, etc.).


      Normal Traits

      [ Assassin ] :: May create and use techniques base on the use of stealth and trickery.

      [ Blacksmith ] :: May create and use schematics for custom items based around weapons and armor.

      [ Chef ] :: May create and use recipes for custom items based around food and drinks.

      [ Navigator ] :: As long as you have been to an island before, you may travel there without any wait times. Time spent traveling through the Grand Line is cut in half. Furthermore, you may create and use techniques based on the use of Clima Tacts. Choosing this gives you a Clima Tact to start off with.

      [ Doctor ] :: May create and use schematics and/or recipes for custom items based around healing and poisons.

      [ Electro ] :: May create and use techniques based on Electro. You must be a Minkman to have this trait.

      [ Entertainer ] :: May create and use custom techniques based on the use of musical instruments and sound. (Sound based attacks are 'visible' and can be evaded just like any other attack.)

      [ Fishman Karate ] :: May create and use techniques based on Fishman Karate. You must be of the Seafolk race to have this trait.

      [ Inventor ] :: May create and use schematics for custom items based around accessories, gadgets, and robots. May also create and use schematics for custom items based around usable vehicles.

      [ Life Return ] :: May create and use custom techniques based on the use of Life Return.

      [ Rokushiki ] :: May create and use custom techniques based on the use of Rokushiki.

      [ Secondary Weapon ] :: May create techniques for a second weapon type (swords, hammers, guns, bows, etc.). This must be different than the type selected for "Primary Weapon."



      Free Traits

      [ Animal ] :: You may create and use techniques based on the non-human part of your race. This trait is automatically given to Minkmen, Merfolk, and Fishmen.

      [ Cybernetics ] :: You may create and use techniques based on the creation and use of cyborg attachments. This trait is automatically given to characters with the Cyborg Subrace.

      [ Devil Fruit ] :: You may create and use techniques based on the Devil Fruit you have consumed. This trait is automatically given to characters who eat a Devil Fruit.

      [ Undead ] :: You may create and use techniques based on a Zombie's inability to feel pain. This traits is automatically given to characters with the Zombie Subrace.

 

Panda King Tai-tai Grim
Vice Captain

4,175 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200

Panda King Tai-tai Grim
Vice Captain

4,175 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Mon Jan 02, 2017 9:56 pm
Aναıłαвłe Rα¢eš
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    Description: Fishmen are a species that dominate the seas. Appearance-wise, they are more "fish-like" than merfolk, looking like a cross between a man and a fish of the ocean such as a whale shark, manta ray, or sawshark; however, they still have legs (in fact, Decken has four). They also have gills between their shoulders and necks, sometimes covered by their clothing, as well as most having webbed hands. Depending on species, they may have multiple limbs (mainly extra arms). Their counterpart is Merfolk, both of the same category of sea creature. In most cases, Merfolk are more humanoid and some come with tails.

    Perks: Fishmen gain the "Animal" Free Trait.






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    Description: Human beings are the dominant race in the world as they outnumber most other races and are usually among the most technologically advanced and organized of the races.

    Perks: Humans being a naturally gifted race gain technique slots at a much rapid pace. They gain an extra technique slot every [ 300 ] Stats.






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    Description: Kuja are a tribe of warrior females that originate from Amazon Lily. They are built tougher than the average human female and value strength over everything. For some reason, all offspring conceived by Kuja are female. Must be a Female to be a member of this race. A Kuja cannot be a man first and change into a woman.

    Perks: Kuja are skilled in the art of Haki, specifically Busoshoku. They're able to learn Basic at [ 215 ] total stats, Intermediate at [ 450 ] total stats, and Advanced at [ 900 ] total stats.






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    Description: As their name suggests, all members of the Longarm Tribe seen so far have two elbow joints on each arm, which results in them having abnormally long arms. Furthermore, all members seen so far wear Chinese style clothing, with a kanji in the front. The kanji varies from person to person. Other than that, they have the same appearance as normal humans.

    Perks: Due to the extra joint in their arms, Longarm Tribesmen can compress their extra joint up to their shoulders before releasing a devastating blow capable of destroying concrete and rock while the friction created from the punch can cause minor burns and light flammable objects. The power of all punching-based techniques are increased by 10%,






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    Description: As their name suggests, they are a race of very long-legged individuals and because of this they are very tall and outsize the average human greatly (although they are nowhere near as tall as giants). In contrast to the Longarm Tride, however, they do not possess two kneecaps, but instead have legs that are between double and triple the length of a human's leg.

    Perks: A Longleg's legs are extremely powerful and can lead to explosive attacks. They hit hard and fast, their legs often comparable to that of a steel whip. Their legs are able to break through concrete and other comparable matter with relative ease while they're swift kicks are able to strike someone thrice though it appears as a single strike—it only applies actual damage a single time. The speed of all kicking-based techniques are increased by 10%.



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    Description: Minks are humanoids with mostly animal features and with most of their body covered in fur. Similar to fishmen, each individual takes after a specific animal. Females tend to look more like humans, while males tend to look more bestial. In some ways, they resemble Zoan Devil Fruit users' hybrid forms. All minks are natural born fighters from a young age, and maintain their strength in old age along with the ability to use Electro. Minkmen doesn't have to come in just the furred variety as they can be any of the animal kingdom. Etc; avians, reptiles, etc

    Perks: Minkmen gain the "Animal" Free Trait.




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    Description: Outlining the race of the sky, Skyfolk are split between Birkan, Shandian, and Skypeian, with their differences only being body and wing shape. Birkan are usually larger, with more robust dimensions and larger wings. Shandian's are of darker coloration, more toned, with slimmer wings. Skypeian are of smaller size with smaller wings.

    Perks: Skyfolk are similar to Kuja in that they are in tune with Haki and its nature. A Skyfolk is able to learn Basic at [ 215 ] total stats, Intermediate at [ 450 ] total stats, and Advanced at [ 900 ] total stats.
 
PostPosted: Mon Jan 02, 2017 9:58 pm
Sυв Rα¢eš
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    Description: After the Straw Hat crew put an end to Gekko Moriah's plot of stealing shadows and implanting them into bodies to animate them, Dr. Hogback devised a way to reanimate the zombies without the use of a devil fruit but instead using a strange type of plant with reanimation properties, thus allowing for Thriller Bark to be an area run by zombies. Don't worry, your brains are safe. They're able to consume devil fruits.

    Perks: Zombies, being considered undead, do not feel pain. They're able to reattach/detach limbs on the fly, with no blacklash but their most prominent perk is that they're immune to anything that does not forcefully keep them from moving. A dislocated joint wouldn't stop them. Poison would not slow them; the body is already dead.

      Note: Zombie may be combined with any race except for other Sub-Races. Furthermore, they cannot obtain Spirit, thus they can never use Haki at any point in time.




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    Description: Anti-Devil beings are glaringly, obviously and super/unnaturally superior over their born races because their capabilities are pushed to the superhuman level; making them immensely stronger, faster, durable and smarter than normal members of their species can be achieved by any method of training. However, because of this advanced structure in their bodies, Anti-Devils are incapable of consuming devil fruits as if their body rejects the change. This is a special ‘Attachment’ race which is to be chosen while picking another race. It signifies a superior being within a species, and labels them as an Anti-Devil.

    Perks: Anti-Devils get to choose a focus of any single stat or pair of stats of their choice (excluding spirit) upon conception and when they use their Final Form, get a +10 boost to that stat (Or +5 to the two) and an additional +10 (Or +5) per [ 60 ] TSP ( Total Stat Points ). They can use all Haki at half the regular Spirit cost in combat.

      Note: Anti-Devil may be combined with any base race listed above except for other Sub-Races.




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    Description: This group is made up of individuals from different races with one underlying factor in common. They've all started the process of replacing their mortal form with enhancements. These mechanical enhancements can include cybernetic replacements for missing organs or body parts, metal skin for extra protection, and weapons installed somewhere in the body. Cyborgs are unable to get fruits.

    Perks: See Cybernetic System.


    Note: Cyborgs may be combined with any base race listed above except for other Sub-Races.
 

Panda King Tai-tai Grim
Vice Captain

4,175 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200

Panda King Tai-tai Grim
Vice Captain

4,175 Points
  • Dressed Up 200
  • Signature Look 250
  • Hygienic 200
PostPosted: Tue Jan 03, 2017 10:11 am
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Pʀᴏғɪʟᴇs [ Cʜᴀʀᴀᴄᴛᴇʀ Cʀᴇᴀᴛɪᴏɴ ]

 
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