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    Professions & Positions

    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Professions & Positions Empty Professions & Positions

    Post by Sen Mon Aug 27, 2018 2:33 am

    Professions

    Professions are not so much the occupation of the character, but a descriptive term used to describe a set of skills that a character may have, such as medical knowledge and skills, proficiency with ranged weapons, stealth abilities, etc. and are not necessarily the same as the Positions which will be visited later, although they often overlap.

    There can be both combat-orientated and non-combat-orientated occupations. However, the professions here have been designed so that even non-combat occupations can grant some degree of combat advantage. Not having a combat profession typically limits your character to rank 14 for combat techniques (this is described as a lack of Martial Proficiency). It is prudent to note that several non-martial professions as primary offer a limited scope of Martial Proficiency (Smith, Carpenter, Assassin).

    Each profession will carry its own basic benefits, but there will also be a number of traits that can only be taken by a character of a certain profession, which can further improve their skills in the chosen profession and give greater advantages.

    Every character may have both a primary and a secondary profession. Only the primary will give the basic benefit of the profession (the part in italics), although both the traits assigned to primary and secondary professions will be available for the character to take if they wish. Choosing a profession does not in any way mean that you need to take the traits associated with it.

    Professions List

    This is a list of available professions you might want to take up. The following part in italics highlights the basic benefit that this profession will grant you if it is your primary profession. The professions are divided into four different types: Martial, Support, Production, and Other.

    The Martial Professions


    • Weapon Specialist: A much more general fighter-type profession, a Weapon Specialist is someone who has to a large or small degree devoted his/her life to the mastery of a single weapon or weapon type, such as Swords, Axes or Whips. This profession applies generally to melee weapons. Characters with this profession have access to certain additional traits and may create "Stance" techniques.

    • Martial Artist: A Martial Artist is someone who specializes in hand-to-hand combat, completely or very close to unarmed. They usually have good insight in the aspects of weight, balance and movement of the body. Characters with this profession have access to certain additional traits and may create "Stance" techniques.

    • Marksman: The profession of Marksman provides sound experience and insight in calculating range, distance and wind elements and their impact on the path of a projectile. It is a general trait that applies to guns, slingshots, cannons, rifles and the like. People without this profession will have little to no luck in firing cannonballs where they are supposed to go under normal battle conditions. Characters with this profession have access to certain additional traits and their range techniques will have the effect costs of the tier below with short range being free.


    The general traits which these primary professions will have access to as professional traits are: Rokushiki Savant/Master (WS/MA) and Life Return (WS/MA). Additionally, any martial profession primary may choose 1 stat to be their "prime stat" and may spend Professional traits on the stat trait corresponding to this. Those who have a martial profession as a secondary profession will have access to the normal list of traits available to their profession. Additionally, they will be allowed to make martial techniques corresponding to their profession above rank 14.

    The Production Professions


    • Smith: A Smith is a man or woman who makes weapons and tools out of metal. Generally swords, since they fetch the best price, but it is in no way limited to this. Making cannons and parts for inventors is also part of their business, and they also get good knowledge within metallurgy which allows them to make custom materials or mix new ones together. A smith is proficient in any melee weapon they make, and have no maximum rank limit for martial techniques involving these weapons. They have access to certain additional traits as well.

      *Note: Smith profession is required to purchase custom materials not found commonly, or mix two materials together such as a weapon with a seastone tip, without incurring a substantial price mark-up.

    • Carpenter: A Carpenter is someone who makes a living crafting things such as ships, submarines, buildings and other physical structures with expertise and materials not privy to non-carpenters. Carpenters are the only ones capable of creating ships with techniques. A carpenter is proficient in the use of the tools of their trade as weapons, and have no maximum rank limit for martial techniques involving these tools. Furthermore, carpenters are able to use techniques that enable the rapid construction of basic, temporary structures such as walls, bridges and ladders. Carpenters have access to certain additional traits.

      *Note: Carpenters are the only ones capable of ignoring the general rules for ship making and can even purchase materials for ships not found in the chart for ship making. They are also the only ones who can create ships beyond what is typically found, including submarines.

    • Inventor: An Inventor is a man or woman with knowledge in how various mechanical devices work. They have good insight in how blueprints work, and can upgrade weapons, build gadgets and battle engines if they have enough materials. Inventors gain the ability to create explosives that they may use in battle and the AoE of their explosive techniques will have the effect costs of the tier below with short AoE being free. Inventors have access to certain additional traits.

    The general traits which these primary professions will have access to as professional traits are: Strength and Stamina Stat Traits (BS/Carp), and Cyborg and Advanced Cyborg (Inventor)*.

    *It is prudent to note that the additional two traits to arrive at the cumulative cost of New World Cyborg are not accessible as professional traits, and must utilize general trait expenditure.

    Those who have a production profession as a secondary profession will have access to the normal list of traits available to their profession which do not require the primary benefit in order to work.


    The Support Professions


    • Chef: A Chef, Cook, Bartender or any other distinct related profession gives kitchen skills and knowledge about food, flavoring, ingredients, drink, and nutrients. They are masters at making the most out of whatever ingredients are available, and know how to create a balanced diet for the crew that will keep everyone in fighting trim. Chefs can also create foods which strengthen those who eat it, granting buffs to their allies.

    • Entertainer: An entertainer makes his/her living through putting on shows. This profession is always specialized towards a specific type, and includes Dancer, Musician, Juggler and many more. Knowledge granted is job-specific. Entertainers can use their performance skills, be they song, dance or anything else, to influence others and use them as various buffs.

    • Doctor: A Doctor, on a ship or otherwise, gains large medical knowledge. Suturing and cleaning wounds, making bandages out of various materials and preparing drugs, is all part of a Doctor's job. Doctors are the only ones capable of healing serious injuries on the crew. Doctors have the ability to create drugs and toxins that can buff allies or debuff enemies.

    • Assassin: The Assassin profession gives stealth skills, the ability to move silently through areas without being detected. It also gives general poison knowledge. An Assassin generally has little actual combat experience, since their victims don't fight back, and as such don't fare that well in a true fight. Assassins are able to create poisons that debuff, and have access to stealth techniques. Additionally they will be proficient in small weapons such as daggers or blow darts.


    The general traits which these primary professions will have access to as professional traits are: Signature Technique (All), Technically Adept (All), Technical Mastery (All).

    Those who have a support profession as a secondary profession will still have access to any professional traits which do not require the primary benefit in order to work. Other than that, the benefits will be largely IC-only, for purposes of defining what the character knows and can do in RP.

    The Other Professions


    • Thief: The Thief is a job closely related to the assassin. They both provide stealth capabilities, though a Thief gains lockpicking skills instead of poison knowledge, can generally know their way around the ways of barter and trade, and pickpocketing. Thieves don't have it hard to find 'underground info' in most cities, either. Thieves will gain an extra 10% in Beli rewards in all Storylines they complete (for themselves). They also have access to stealth techniques.

    • Merchant: Merchants are fairly charismatic people who are skilled in both bargaining and selling things to others. Their expertise means that they are very knowledgeable of the economy, and deal with all manner of merchandise. Additionally, they they tend to be well-connected in trading circles. Merchants can get a 15% discount on any purchases they make, no matter what the item, for themselves. Additionally, a merchant may purchase any item that is available to be purchased, regardless of the normal requirements.


    For characters with Merchant as their primary profession, additional fees will be levied for items that would normally be unavailable. Such items will have their price increased by 15% of the original price for every purchase barrier the merchant is bypassing. For instance, an item that requires both an inventor and being in the grand line would cost a merchant in the blues 30% more. That same merchant would acquire the same item for only 15% more if he were in the grand line.

    Custom Professions

    Of course, if none of these professions are to your liking, you can always create your own custom profession, and the moderators will let you know if it’s suitable. Keep in mind that you can’t just grab any old occupation and expect it to be a profession for the character. There has to be a suitable level of skill required that makes it special. A receptionist is not something that requires some sort of skill that the average person does not have. Remember there also has to be a basic benefit for your custom profession.

    When it comes to profession-specific traits, you are also welcome to make up your own custom traits, or take existing profession-specific traits if you think it is appropriate. Moderators will help you figure out what is appropriate and what is not.


    Last edited by Akainu on Mon Aug 27, 2018 3:07 am; edited 2 times in total
    Sen
    Sen
    The Black Reaper
    The Black Reaper


    Posts : 329
    Points : 511
    Join date : 2018-08-24
    Location : Tokyo

    Professions & Positions Empty Positions

    Post by Sen Mon Aug 27, 2018 2:38 am

    Positions

    Positions differ from Professions in that they are simply the position a character holds in a crew. You don’t need any particular skills to hold the position, but it might help if you have the appropriate ones. You could be hopeless at directions and still be the navigator on a ship, but preferably, you would have the navigator profession. Characters can hold as many positions as they want on a ship, and you can have as many of any position as you like. It’s entirely up to your crew. Below is a list of possible positions you might want to have on your crew, although any other labels you come up with are fine.



    • Captain – The one who runs the crew, and gives the orders.
    • First Mate – The right-hand man, often acting as a middle-man between the captain; the natural successor should the captain ever be unable to fulfill his duties.
    • Quartermaster – Similar to the first mate, they represent the general crew’s side of things, whilst the first mate typically represents the captain’s side of things.
    • Gunner – The one responsible for operating the artillery on board the ship; could do this job by himself, or as the leader of a small group of people.
    • Surgeon – Chief Medical Officer on a ship, who tends to all the various injuries and maladies that the adventurers come across.
    • Chef – Responsible mostly for the food on board, both in supplies and actual cooking
    • Shipwright – Responsible for maintaining the ship and its condition; he would take care of any repairs that are necessary, and upgrades to the vessel
    • Entertainers – Some crews like to designate people as the entertainer, to keep spirits high and to give the men something to be amused by while at sea.
    • Crewman – Pretty much everyone else who doesn’t have an assigned position. These are the people who make up the crew.

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