Santruffy
Santruffy History Long ago, in a universe where war and whimsy intertwined, a catastrophic celestial event fused three distinct forces into one. From the relentless conquerors of Viltrum, the Santruffy inherited unparalleled strength and an instinct for battle. From the boundless spirit of Monkey D. Luffy, they gained an insatiable thirst for adventure and an unbreakable will. And from Sans, they absorbed a cryptic, almost supernatural ability—to bend reality with a mere thought, and to see the timelines that others could not. The Santruffy race is a paradox: feared across galaxies for their raw power, yet known for their free-spirited, easygoing nature. Unlike the Viltrumites, they do not seek domination—instead, they seek the thrill of battle and the joy of discovery. Their bodies are nearly indestructible, their minds sharp with the wit of Sans, and their hearts beat with the rebellious determination of Luffy. Legends speak of a lone Santruffy warrior who once laughed in the face of annihilation and punched a hole through fate itself. Others whisper of a hidden realm where the Santruffy gather, sharing stories of battles won, lost, and skipped because they were too busy taking a nap. No kingdom, no ruler, just an eternal journey through the stars. That is the way of the Santruffy.
SanTruffy Physical Description SanTruffy they appear to look like normal humans on the surface with no way to differentiate themselves from a human at first glance. they look like Viltrumitesand they come in many different skin colors, height, and weight. Aside from their inhuman abilities and culture SanTruffy are no different then the inhabitants of earth.
Society There is no such thing as a weak SanTruffy; even when their powers just kick in SanTruffy have always been the apex predator. SanTruffy are born without powers at first but naturally get them later in life, even the latest of bloomers get their powers by 16. If any SanTruffy were to be below expectations in power then they’d be dead either executed by one of their own race or killed off by a government a creature that fears what they could become. SanTruffy are considered a serious threat to any nearby planet or race and rightfully so.
SanTruffy Traits Ability Score Increase. Your Constitution score increases by 2. While your Strength score increases by 1. Age. SanTruffy mature at the age of 18 but age slower when they become old. This means that SanTruffy live up to thousands of years. Alignment. Due to an almost cult-like mentality amongst the people SanTruffy are mostly chaotic neutral. However, it’s been shown that some SanTruffy are willing to change and as such could be different alignments. Size. SanTruffy are slightly larger than humans on average. Your size is Medium. Speed. Your base walking speed is 30 feet. SanTruffy Toughness. Your hit point The maximum level increases by 1, and it continues to increase by 1 each time you level up. SanTruffy Powers. Because of your SanTruffy blood, you gain the following: • You can hold your breath for up to two weeks. • You have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. • You gain immunity to fall damage. • Your unarmed strikes deal 1d4 bludgeoning damage. Your body gets rubber properties, being able to stretch up to 12 meters, being immune to electricity, falls and impacts. Main attacks Get at level 1. and This is Luffy's signature attack; he stretches his arm back then throws a devastating punch to an enemy within 30ft, knocking them back 5ft.(punch damage + Strength Modifier + 1d8) Gomu Gomu no Bazzoka Get at level 3. you get to stretches both of your arms far back for 5ft. and then hurls them forward for 15ft. striking his opponent with both instantaneously with a double open palm strike with both hands for(double punch damage+Strength Modifer + 1d10), knocks back 10ft. Dodge At level 4 by spending 1 turn You can take the Dodge action as a bonus action focusing entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated or if your speed drops to 0. Karma Control At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level(rounded down) + your Inteligence modifier to them. SPECIAL ATTACK at 6 level, you have developed ways to fight against your worst enemies, you can only use this atack when you are with 20 hit points left or less, you will spend your action and bonus action to make your Special Attack, using all your energy, you will do 10 attacks + 5 psychic damage to obliterate the target. But only 3 of these attacks can be Ulta blaster attacks. You regain use of this attack after a long rest. Attack Ulta's Gaster Blaster (Prerequisite: Level 7) As an attack for every Sans point you spend, you can cause 1 floating skull to appear in a location of your choice within 80ft feet and shoot out a laser in a 5ft wide by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each gaster blaster has a AC of 1d10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced Gravity Manipulation (Prerequisite: Level 5) As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn.If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis. Gear Second Get at level 4. This technique involves you speeding up the blood flow in all or selected body parts, in order to provide them with more oxygen and nutrients. This makes him much faster and more powerful. You gain +3 on your strength modifier and +2 on attack damage that adds to all your attacks. Also, you get +3 to your AC. Your speed increases 40ft. You get another +15 bonus when attacking, and whenever you hit an attack with one gear second technique you can do another attack with another different technique then it works until you miss the attack.
moves:
Gomu Gomu no Jet Pistol:
you deliver a Gomu Gomu no Pistol so fast that the fist's movement is invisible, and it truly seems like he shoots his opponent. The max distance is 30 feet. When the opponent is out of range, roll with disadvantage, when the opponent is mid-range roll like normal, and when the opponent is short-range advantage. You do 1d10 + 2x punch damage + your strength mod.
Gomu Gomu no spear: you jumps up and delivers a stomp doing 2d8 at level 4 and 4d8 at level 13 + 5 + your strength mod Busoshoku Haki Armor class and damage increases by 2 and you ignore all resistances and immunities of your attacks for 10 minutos. You can use this ability a number of times equal to your strength mod
Kenbunshoku Haki Your enemy has disadvantage on all attacks against you and gain advantage on all dexterity saving throws for 3 turns you can use this once every short rest
At level 15, you may gain proficiency in one type of the halo you already know. Upgraded haki abilities are stated below.
Haoshoku haki: You have 2 choices when upgrading Haoshoku haki. Whichever choice, your regular Haoshoku haki's range is extended to 60ft.
Foresight Haoshoku: When using this ability you may take no damage for 2 rounds which increases to 5 at level 15 and 6 at level 20. You have 1 use before a long rest is needed and at level 12 it increases to 3 uses. Takes 1 action to activate. After 1 use you get to tired and can't attack for 3 rounds (which increases by 1 round after every other use) as you fall asleep. (You can still use regular Haoshoku halo as well as this)
Strength Assessing Haoshoku: Twice a long rest, you can find out the health, stats, and abilities of a living creature within your Haoshoku haki range. At level 15 it increases 4 times a long rest.
Busoshoku: Again, you have 2 choices with Busoshoku haki.
Increased Defensive Haki: Armor class and attack damage are increased by 4. You can ignore all resistances and immunities of your attacks for 5 rounds. You can use this a number of times equal to your strength mod plus 2 before a long rest Gear 3rd you get at level 8 you now get to corks your mouth with your thumb, bites into your thumb joint and blows very hard into it, which inflates his arm. He is then able to transfer the air through his entire body. You gain +4 on attack rolls and 1d12 damage add to all your attacks, which increases to +6 and 2d12 at level 13. Your speed is 15ft. It takes 1 turn to inflate and turn to release the air. When you release the air, your size becomes the same as a child for the same amount of turns you were inflated. Max turns is 5 and at level 10 it increases to 7 rounds. Ability Score Improvement Six Abilities provide a quick description of every creature’s physical and mental characteristics at levels 8,12,16,19
Extra Attack Beginning at 8th level, you can attack two times, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 15th level in this class.
Ability Score Increase Six Abilities provide a quick description of every creature’s physical and mental characteristics: at levels 8,12,16,19:
Gomu Gomu no Stamp Gatling Get at level 13, you can use your stretching ability to bring your legs forward repeatedly in a blurry, rapid barrage of strong kicks that creates the illusion of him having multiple legs. (Kick damage + Strength Modifier + 1d8 x 5 times, must roll to hit each time) Gear 4th (snake man) Snakeman
you get at level 14 Unlike his other two Gear Fourth forms, you does not significantly expand, with his forearms, legs, and upper torso being only slightly enlarged and the rest of his body retaining its normal proportions. The spread of Haki is slightly more limited, as it does not appear to extend onto your shoulders and upper body. However, your hair becomes flame-shaped like his Haki and sticks up. Instead of steam, this form produces a gaseous substance appearing as a mix of steam and fire and like its other counterparts also seems to be draped over his shoulders like a scarf while in this form. His fists also flex differently, with the first knuckles being extended, similar to leopard fist In this form, your gains a significant increase in speed and ability to use "Python" to make his punches into semi-homing attacks. You can stay in this form for 2 minutes, you get a +25 bonus for attack and damage of your abilities.
moves: Gomu Gomu no Great Serpent Cannon
you compress your fist and releases it, using Python to change the direction of his punch according to the actions of his opponent. His arm speeds up the more it stretches. He can hit anyone within 35 feet of him. doing 1d12 +3 and your strength mod.
Gomu Gomu no Nest of Black Snakes
you arche backward and compresses both arms before unleashing a rapid-fire strike hitting 7 times you have to roll to hit 3 times, moving your arms up and down to give the impression of multiple arms. Doing 3d6 +3 and your strength mod. Gomu Gomu no Kingu Kobura
Luffy compresses his arm, and as he releases it, instead of directly targeting his opponent, he first has his arms loop around himself once before sending his enlarged fist flying at his opponent. Doing 4d4 +3 and your strength mod. Gear 4th (Bound Man) Boundman your proportions become warped and his body becomes much larger in size, with his arms, upper torso, and legs coated in Busoshoku Haki. As a side-effect, he is incapable of standing still on the ground and instead constantly bounds on the spot. All your attacks do a +12. You are in this form for 2 minutos. After you turn back you can't move for 3 turns.