Old World Tides - RP from Pirates with Pirates for Pirates.

It's that time of the year!

Mon Dec 24, 2012 11:55 am by Fuura

Yes it is.

For some it's snowy goodness, for some it's sunny festivities.
Christmas is happening just now and i sincerely hope, no expect, everyone to have a smahing time with family, relatives and …

Grand Opening on the Horizon

Thu May 24, 2012 7:32 am by Fuura

I know there have been a couple people already, who have been watching and have gotten very excited, and today, i am excited to say this:

Everything of importance is done and registrations are open. …

All done with rulemaking

Sat Mar 17, 2012 11:29 pm by Fuura

Yes, all done. With the main rules, as in the rulebook, application rules and creations rules.
The inventory and some minor topics stil need some work. But the main rule construct is all ready.

Rest …


    Jobs & Skills

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    Fuura
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    Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:29 am

    Jobs & Skills

    You can find all seven jobs and their professional skills here.

    Quicklinks
    Navigator
    Doctor
    Cook
    Smith
    Carpenter
    Musician
    Scholar


    Short key on skills
    Many skills have a cost requirement and bonus like this:
    Bonus: 1 / 2 / 4
    Cost: 50 / 100 / 400
    This does not mean, this skill grants a 1 point bonus in it's first stage and another 2 points on his second stage, etc. It means, the skill grants 1 bonus if it's on stage 1, and it's bonus value rises to 2 if it's advanced to stage 2, rises to 4 if advanced to stage 3, naturally.
    Similiar handling goes for the cost. to obtain the skill on stage 1, just 50 EXP are needed and to advance it, an additional 50 or 300 respectively have to be spend. Of course, if the funds allow it, it's also possible to buy a skill on higher stages off the bat, by paying the respective stage cost, in this case, one could obtain the skill on stage two immediately on initial purchase by paying 100 EXP instead of the 50 for stage 1.


    Last edited by Fuura on Fri Mar 30, 2012 8:28 am; edited 2 times in total
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    Fuura
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    Re: Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:35 am

    Navigator

    The Navigator is important to every ship. While many people can handle a ship to not sink, only a trained navigator can interpret maps, the weather, currents and other marine indicators, which in turn hlps a ship's crew to get where they want to fast and easy.
    A navigator's knowledge reaches from reading and drawing maps, interpreting weather, animal behaviour and the currents of the sea, up to analyzing grand line islands and creating eternalports as well as lockports.


    --- Skills ---

    Level 0:
    Read & Create Maps

    Job: Navigator - 0
    Bonus: 1
    Cost: 50

    Description: Allows a navigator to read maps of islands and the sea, as well as make his own.

    Level 1:
    Navigate

    Job: Navigator - 1
    Bonus: 1
    Cost: 50

    Description: A navigator is capable of using gathered information from maps and reading the surroundings to calculate and set course to a desired destination.


    Interpreting weather

    Job: Navigator – 1 (M)
    Bonus: 2 / 4 / 10
    Cost: 100 / 400 / 2500

    Description: Reading the weather and being able to tell important changes in wind and such, is one of the most vital skills out on the sea. It isn't meant to make long-term forecasts though, mostly uses knowledge and instincts to discover possible threats and dangers shortly before they appear - which will also work on the Grand Line.
    It has 3 levels:
    - Dark clouds mean storm, raised barometric pressure brings good weather and other basic things are known to the navigator.
    - Foretelling storms and other abnormalties is possible just by feeling a change in wind behaviour, sun intensity etc.
    - Attuned to even the erratic weather on the Grand Line. Messengers like barometric pressure, changes in wind and currents, as well as much more is recepted almost subconciously. (Need to have experienced Grand Line weather)


    Tie knots

    Job: Navigator - 1
    Bonus: 2
    Cost: 100

    Description: Basic knowledge about knots off all kinds. Useful for e.G. tieing a ship safely to port, securing something with rope, tieing up enemies and making loops and lassos.

    Level 2:
    - none -

    Level 3:
    - none -

    Level 4:
    Wind knots

    Job: Navigator - 4 (M)
    Bonus: 4
    Cost: 400

    Description: A special knot-making technique employing a navigator's knowledge of weather, wind and knots to tie special knots that, when they snap open, create small gusts of wind. The more knots are untied at once, the stronger the resulting wind.


    Create Lockport

    Job: Navigator - 4 (M)
    Bonus: 4 / 7
    Cost:350 / 700

    Description: Allows to create a lockport from glass, a compass needle and the valueable and rare magnetstone. It's the mostn ecessary tool to advance from any blue into the Grand Line, as a normal compass cannot handle the individual magnetic currents on the Line.
    A skilled Navigator and portcrafter can manipulate these materials in another special way, so they become an eternalport that will always point at a specific island regardless where they are - the Navigator must have been on the desired island, however.

    Level 5:
    - none -


    Last edited by Fuura on Tue May 29, 2012 9:18 am; edited 2 times in total
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    Re: Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:38 am

    Doctor

    A doctor naturally is in charge of keeping an eye on people's health and vitality. Only he has the knowledge to cure diseases and treat wounds properly. So, having a Doctor on board does not only make things more comfortabel but directly increases the crewmember's survival chances when they are sick or wounded. With a doctor's knowledge about chemicals and plants, they are predestined to support their comrades with medicine, antidotes and other auxiliaries.


    --- Skills ---

    Level 0:
    Treat wounds

    Job: Doctor - 0
    Bonus: 1
    Cost: 50

    Description: The knowledge and capability to treat more casual and common wounds by applying bandages or stitching up wounds. Every Doc should be able to handle those, to be of any use.


    Herbalism

    Job: Doctor - 0
    Bonus: 1
    Cost: 50

    Description: Most basic medication consists of mixed herbs. So any reasonable doctor should at least know the basics to create effective medicine and be able to generally tell helpful form harmful herbs.
    Subjob: Cooks can use this skill to select the finest herbs and refine their menues to perfection with them.

    Level 1:
    Create Medicine

    Job: Doctor - 1 (M)
    Bonus: 3 / 5 / 8 / 11 / 15
    Cost: 300 / 750 / 1600 / 3300 / 6000

    Description: Even the best doctor cannot work without the help of medicines or other helpful tools, which makes the capability to create most of them a much needed skill. The more about the involved chemistry and biology one learns, the more effective medicines they can create. For extra special kinds of medicine for complex effect, one needs a recipe regardless.
    - Beginners in medicine making are usually suitably educated to create effective healing teas, bathing solutions and the likes.
    - With some training, medicine for almost all regular purposes can be created, even in powder form for making pills or mixing with water.
    - Effects of poisonous substances may be used in creating medicine with enough research and knowledge.
    - More experience makes for better medicine-making still, enhancing possible effects in their strenght.
    - A master of the art can create almost any medicine they can think of. Their mixtures are usually considered true miracle cures.


    Anatomy

    Job: Doctor - 1
    Bonus: 3
    Cost: 300

    Description: When treating more serious wounds, the doctor should have some idea about which part belongs where in the patient. Anatomy deals with the distribution of the various bones and pieces that a human body is made of. It also contains minor notes about some common animals, if their bones or other parts are of some medical use.

    Subjob: A Cook can use this knowledge to seperate the finest and worst parts of an animal to use in their dishes.
    A Carpenter can use the knowledge gained about human physiology to possibly create protheses for limbs and machines shaped after limbs or general human design.


    Poisons

    Job: Doctor - 1
    Bonus: 2 / 4
    Cost: 100 / 400 / 1000

    Description: Not only medicine is a Doctor's work, but also poisons by simply reversing the applications of their knowledge. While a beginner in the reverse medicine arts of poison will mostly be able to make numbing or burning, maybe befogging solutions and powders, a more skilled troublemaker can stir up highly dangerous and even deadly tinctures, assumed they have the materials to.
    A true and perfect master of poisons can even create some, that could disable things like a fruit-users powers for a short period of time.

    Level 2:
    Make anesthetics

    Job: Doctor - 2 (M)
    Bonus: 2 / 4
    Cost: 100 / 400

    Description: Many of a doctor's treatments, especially invasive procedures, usually create more pain for the patient in the beginning, before their healing effect kicks in. To counterbalance this downside of "large scale medicine" a good doctor should be able to lessen a patients pain or even put them to painless artificial sleep for a time.
    While in the beginning, an anesthesist may only numb a limited area of a body, like a limb that will be operated on, but with increasing experience, they can dose their anesthetics so well, a complete numbness without loss of concieousness or negative effect for the organism is just as possible as a coma that lasts for a good while. Both of which might have more uses outside of the operation room.

    Level 3:
    Surgery

    Job: Doctor - 3 (M)
    Bonus: 10
    Cost: 2500

    Description: With some trained fine motor skills and medical knowledge about composition of human bodies, a doctor can use surgery to fix major wounds like damaged organs, badly damaged bones and other such.
    To undertake critical surgery like at someone's heart, a high skill in medicine and treatment is needed, as well as supportive medicine to help the injury heal up instead of the patient dieing from the procedure. (Req.: Create Medicine Stage 4)

    Level 4:
    - none -

    Level 5:
    - none -


    Last edited by Fuura on Fri Apr 13, 2012 7:51 am; edited 1 time in total
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    Re: Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:38 am

    Cook

    To keep a crew fit and healthy, the right food is almost imperative. It's a cook's business to acertain the correct nourishment of his mates, as good food can help recover one's stamina and vigor.
    While a cook can't do much more then prepare different grades and kinds of food, that's not to underestimate in it's importance.


    --- Skills ---

    Level 0:
    Cooking

    Job: Cook - 0
    Bonus: 1 / 2 / 4 / 6 (M) / 8 (M)
    Cost: 50 / 100 / 400 / 900 (M) / 1600 (M)

    Description: Cooking meals defines any cook. But not everyone can be a master of the kitchen from the getgo. That requires years of dedicated training and learning about the right ingredients and how to use them, as well as different techniques to cook raw ingredients.
    The more trained a cook, the better his food. A beginner might just match Mom's homemade, while a true expert probably deserves a full five stars for his creations.

    Level 1:
    Judging ingredients

    Job: Cook - 1
    Bonus: 2
    Cost: 100

    Description:There isn't always a market or basaar at hand when one needs ingredients, so a good cook should know what natural product -plants, animals- are useable to prepare meals with and which aren't.

    Level 2:
    Pâtissierie

    Job: Cook - 2 (M)
    Bonus: 2
    Cost: 100

    Description:What would a cook be without being able to create sweets and sweet desserts? All kinds of warm and cold sweet dishes like ice, puff pastry and leavened dough are handiwork of a good pâtissiere.


    Saucierie

    Job: Cook - 2 (M)
    Bonus: 1
    Cost: 100

    Description: Most good dinners need something to countermeasure dryness of for example meat or rice. A cook learned in the arts of good saucierie can stir up the best suaces and fonds to finetune almost any dish. Also it's necessary for some dishes like roulades or goulash.


    Gardemangerie

    Job: Cook - 2 (M)
    Bonus: 2
    Cost: 100

    Description: As there are meals best enjoyed warm, there's also the ones that work better when cold. Handling fish, mussels, crustaceans and poultry to create pastry and terrines.


    Grill

    Job: Cook - 2
    Bonus: 2
    Cost: 100

    Description: While the grill might be a hobby to many, a cook takes grilled good to new heights. Meat or fish, poultry, vegetables. The cook has a wonderful recipe for almost any ingredient, other then just roasting it on the coal.


    Fingerfood

    Job: Cook - 2 (M)
    Bonus: 2
    Cost: 150

    Description: Preparing full dishes is one thing, but being able to create contents of a good dish in small portions, just right to eat in one bite, for snacks and rations is an art in itself.


    Barbecue

    Job: Cook - 2 (M)
    Bonus: 2
    Cost: 200

    Description:Barbecue is often mistaken with regular grill, but a cook knows the difference by heart. Usually barbecue incorporates big chunks of meat being smoked by a fire rather then being roasted by the heat of coal. As such, it's a more difficult and refined way of preparing meat with it's very own taste and dishes.

    Level 3:
    Connaisseur

    Job: Cook - 3 (M)
    Bonus: 4
    Cost: 300

    Description: While it may seem simple, it's a high art for itself. A cook doesn't only serve food, but also drinks usually. The more refinde tastes usually have to be accompanied by a good wine or other light alcoholic beverage. To always serve the correct one for his menu, cooks should be an educated connaisseur.

    Level 4:
    Flambée

    Job: Cook - 4 (M)
    Bonus: 5
    Cost: 400

    Description:Precise use of very hot flames can give many meals the perfect finish with a well-baked crust or smokey flavour. This is done by using flammabe alcohol and burning certain dishes with it in the preperation process. To not burn the food or himself too much, the cook needs to be well-trained in this art and it's thereby one of the last things a cooking apprentice is teached.
    The handling of precise burning could also potentially be useful in other circumstances.

    Level 5:
    - none -


    Last edited by Fuura on Sat Jul 07, 2012 9:14 am; edited 3 times in total
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    Fuura
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    Re: Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:38 am

    Smith

    A master of all kinds of weapon, be it making or possibly using as well, is the smith. Trained in the art of handling sturdy materials to form dangerous tools of battle, they create weapons on request, to any specification. But not only are new weapons born on a smith's workbench, but they can also rejuvenate old and worn-out ones. Additionally, they are no strangers to general heavy-duty creations like machines and traps of all kinds.
    Well-skilled smiths create weapons of highest quality that beat any mass production they might pit against, the best creations may even be so well-crafted that they become legends.
    A good degree of smiths are also, by nature of making the weapons, masters in using many of them, or at least aspire to learn handling of as many weapons as they can.


    --- Skills ---

    Level 0:
    Repair

    Job: Smith - 0
    Bonus: 1
    Cost: 50

    Description:Before creating from scratch comes the refreshing of what is already there. Repearing a damaged weapon, like sharpening a blade or rejoining an undone hilt is required much more often then new weapons - as it is also usually faster. Repearing only works for damaged weapons though, if it's completely broken, it's either thrash or needs to be reforged completely, a simple patchy repair won't do.

    Level 1:
    Create Hand-to-Hand weapons

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic hand-to-hand weapons from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Daggers

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic daggers from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Swords

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic Swords from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Katana

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic Katana from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Axes

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic axes from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Chains & Strings

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic chain & string weapons from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Blunt weapons

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic blunt weapons from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Poles

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic pole weapons from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Twohanders

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic twohanders from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Bows

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic bows from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Firearms

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic firearms from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Throwing

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic thrown weapons from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Upgrade Unconventional Arms

    Job: Smith - 1 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to improve common items used as weapons to be more efficient. First, improvements are minor, but with some practice in out of the box thinking a smith can make many common items rather deadly.
    Due to the nature of unconventional arms being abused items of daily use, they cannot be created from scratch like regular weapons, but are always based on some item.


    Create Clothing

    Job: Smith - 1
    Bonus: 1 / 3 / 4 (M)
    Cost: 50 / 300 / 400 (M)

    Description:Contains the knowledge about making reasonable clothing from various materials like cloth, wool, strings as well as wood and many minerals for armor.
    - Regular clothing from common cloth material is the roundabout capability of a smith who trains in clothmaking.
    - With some experience and the right materials, most costly clothings like extravagant dresses and noble suits can be made. Also, lightly armored pieces by employing thick leather.
    - Using sturdy materials like steel, iron or other such, a smith of high experience in clothing may create protective gear in many shapes and forms.

    Level 2:
    Create explosives

    Job: Smith - 2 (M)
    Bonus: 2 / 3
    Cost: 100 / 300

    Description: With some knowledge about chemistry, a smith can make dangerous combustibles like black powder and gun cotton. The more they train in that field, the more devastative their explosives become. Experienced blastmasters can conjure for example TNT and plastic explosives.


    Mechanic Traps

    Job: Smith - 2
    Bonus: 1 / 3
    Cost: 100 / 300

    Description: Being able to understand easy mechanics can be a helpful skill when trying to set up surprises and ambushes involving traps triggered by some action performed by some person. Useful for trapping animals and foes alike, a standart procedure are tripwires, nets, pits and such. Smithes used to creating ingenious mechanic reactions can rig up more complex and possibly more dangerous traps as well, and are faster at devising a trap spontaneously.


    Process bones and teeth

    Job: Smith - 2
    Bonus: 3
    Cost: 300

    Description: Tapping into more unusual topics, a smith can learn to use bones, horns and teeth of animals (and technically humans, too) instead of his comfortable materials to create weapons that are much lighter then common ones, while the material can be sharpened just as much and is sturdy enough to withstand a good amount of stress.
    It's said the bones of certain mystic animals have incredible traits, but to actually harness these, one must have archieved the skill to create incomparable, masterly weapons.

    Level 3:
    Create rounds

    Job: Smith - 3 (M)
    Bonus: 3
    Cost: 300

    Description: With some knowledge about explosives -gunpoweder in particular- a smith can create cartridges for firearms that join the propellant and actual bullet in one single, easy to use round and thus cut realoading time compared to "common" loading methods with black powder and a lead bullet.

    Level 4:
    Create legendary weapons

    Job: Smith - 4 / 5 (M)
    Bonus: 4 / 8 / 14 / 20
    Cost: 400 / 1600 / 4900 / 10000

    Description:After years of experience and training, a smith is so skilled, their weapons are unrivaled, almost art. So sharp, so strong, so swift and so durable they might just be called "Artist's Weapon", "Master's Weapon", "King's Weapon" or even "Dragon's Weapon" becaus of their legendary traits.
    - Artist's Weapons
    - Master's Weapons
    - King's Weapons (Smith - 5)
    - Dragon's weapons (Smith - 5; eversharp and indestructible)

    Level 5:
    Seastone processing

    Job: Smith - 5 (M)
    Bonus: 5
    Cost: 750

    Description: Seastone. Every fruit-user's weakspot, also strongest and most durable material in the world and the embodyment of the ocean itself. Rare and expensive to boot.
    Posessing something created from seastone is most people's dream, just for it's value and traits. But to process seastone, one needs true mastery of all the smithing techniques and lots of experience in many different materials. While it may just be possible to incorporate a piece of stone into a gauntlet or blunt weapon -assuming one obtains a perfectly fitting piece- it is absolutely necessary to know the secrets of seastone processing, to even cut a stone into the correct form. Let alone applying more difficult and complex techniques.


    Last edited by Fuura on Sun Apr 15, 2012 12:05 am; edited 4 times in total
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    Fuura
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    Re: Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:38 am

    Carpenter

    The Carpenter, and for a seafaring crew even more relevant: the shipcarpenter, is the specialist for all kinds of constructions that are more structures then machines, as well as general tinkering. They create ship interiour, tools and naturally ships as well as repair them. In their functions they partially cover the same professions as the Smith, which makes them good partners to work with usually, while also not making it ultimately necessary to have both jobs present.
    Besides wooden contructions, a Carpenter can also expand his field to metal and contruct useful tools and gadgets, much like a smith does. A well-seasoned carpenter can invent ships from scratch, even completely new ship types, if they wish to and have the necessary materials at hand.


    --- Skills ---

    Level 0:
    Perform repairs

    Job: Carpenter - 0
    Bonus: 1 / 2 / 4
    Cost: 50 / 100 / 400

    Description:Things break when they are used a lot. As long as they are made from wood, a carpanter can fix them. And that's what they do. The more practice in fixing things they have, the bigger things and fixes are possibly for them.
    - Regular, small damage to wooden items of daily use, furniture and the easily accessible parts of a ship (e.G. the deck or railing)
    - big breaks in wood and leaks can be fixed
    - pretty much any damage a ship can sustain may be fixed if the ship is still able to at least float; a proper dock might be needed for major repairs

    Level 1:
    Build Furniture

    Job: Carpenter - 1
    Bonus: 2 / 3 / 4
    Cost: 100 / 300 / 400

    Description: Creating furniture and items of use out of wood is a carpenters gusto. The more skilled he or she is, the more luxurious and expensive furniture they can make, if they want to.


    Build music intrument

    Job: Carpenter - 1
    Bonus: 1 / 3
    Cost: 50 / 300

    Description: As many musical instruments are based on wooden bodys for perfect sound, this may become a talented carpenter's extra income to make instruments for musicians, not limited to wooden ones, as soon as they aquire the skill and knowledge to also use metals for their constructions.


    Tie knots

    Job: Carpenter - 1
    Bonus: 2
    Cost: 100

    Description: Basic knowledge about knots off all kinds. Useful for e.G. tieing a ship safely to port, securing something with rope, tieing up enemies and making loops and lassos.

    Level 2:
    Create Bows

    Job: Carpenter - 2 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic bows from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Create Firearms

    Job: Carpenter - 2 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to create basic firearms from scratch. Starter pieces are of low quality, with some training they are somewhat above commonly sold weapons.


    Upgrade Unconventional Arms

    Job: Carpenter - 2 (M)
    Bonus: 1 / 3
    Cost: 50 / 300

    Description:The knowledge and training required to improve common items used as weapons to be more efficient. First, improvements are minor, but with some practice in out of the box thinking a carpenter can make many common items rather deadly.
    Due to the nature of unconventional arms being abused items of daily use, they cannot be created from scratch like regular weapons, but are always based on some item.


    Glazing

    Job: Carpenter - 2
    Bonus: 2
    Cost: 100

    Description:While just melting glass and hardening it in a mould isn't that hard, only one trained in the art of glazing can make realy use of the redhot molten substance and form it for many uses, as mixing up a special composition of glass is a craft in itself. This allows to make windows, glasses, magnifiers and scopes, as well as uise glass for many other things.


    Ropery

    Job: Carpenter - 2
    Bonus: 2
    Cost: 100

    Description: Making simple ropes is no hard feat. But making good professional ropes is another field in itself to learn for a carpenter. Being teached in ropery endows one with the knowledge to create even advanced ropes like steel rope or "souled" rope (with a 'solid' core tied into it). Generally, selfmade ropes by a skilled maker are considered superiour to regular marketed ones.


    Mechanic Traps

    Job: Carpenter - 2
    Bonus: 1 / 3
    Cost: 100 / 300

    Description: Being able to understand easy mechanics can be a helpful skill when trying to set up surprises and ambushes involving traps triggered by some action performed by some person. Useful for trapping animals and foes alike, a standart procedure are tripwires, nets, pits and such. Carpenters used to creating ingenious mechanic reactions can rig up more complex and possibly more dangerous traps as well, and are faster at devising a trap spontaneously.


    Process bones and teeth

    Job: Carpenter - 2
    Bonus: 3
    Cost: 300

    Description: Tapping into more unusual topics, a carpenter can learn to use bones, horns and teeth of animals (and technically humans, too) instead of his comfortable materials to create things that are much lighter then common ones, while the material can be processed just as much and is sturdy enough to withstand a good amount of stress.
    It's said the bones of certain mystic animals have incredible traits, but to actually harness these, one must have archieved the skill to create incomparable, masterly items.

    Level 3:
    Build Ships

    Job: Carpenter - 3 (M)
    Bonus: 5 / 7 / 10
    Cost: 750 / 1400 / 2500

    Description:A carpenter's masterpieces are, naturally, big builds like ships and other constructions (such as houses, vehicles and machines). How complex these things can be, depends on how good the carpenter is.
    - Beginners in ship-building can conjur ships like big rowboats and two- to three-man sailers.
    - Skilled carpenters focus on Cutters and bigger ships with up to 3 masts and a full crew.
    - Anything that has more then 3 masts usually comes from the hand of a master shipcrafter, all the Briggs and Frigates, Galeons, full rig ships etc.


    Create rounds

    Job: Carpenter - 3 (M)
    Bonus: 3
    Cost: 300

    Description: With some knowledge about explosives -gunpoweder in particular- a carpenter can create cartridges for firearms that join the propellant and actual bullet in one single, easy to use round and thus cut realoading time compared to "common" loading methods with black powder and a lead bullet.


    Level 4:
    High Speed Building

    Job: Carpenter - 4
    Bonus: 8
    Cost: 900

    Description:Anything that is not a big construction can be improvised on the spot, assuming the carpenter has materials and tools at hand. Be it ladders, doors, walls, whatever. It only takes a brief moment to create.


    Machinery

    Job: Carpenter - 4 (M)
    Bonus: 6
    Cost: 900

    Description: With some understanding of levers, force and such, carpenters may use their genius knowledge to not only make furniture and objects, but also machines of many a kind. Naturally these have to be powered in most cases, which can be done by one way or the other, with engines of any sort being the golden solution if the carpenter has the knowledge about these.


    Hydro technic

    Job: Carpenter - 4 (M)
    Bonus: 4
    Cost: 200
    Requires: Machinery

    Description: With knowledge about fluid mechanics and the sceience behind water, a carpenter can create many things. from pipe and pumping systems to generators powered by water flow, all is possible.


    Steampowered

    Job: Carpenter - 4 (M)
    Bonus: 4
    Cost: 200
    Requires: Machinery, Hydro technic

    Description: In combination of water science and engineering, steam engines are born. Carpenters may use them for many things, like powering their more advanced devices, ships or even create weapons. The possibilities are almost endless for a creative mind.

    Level 5:
    Coating

    Job: Carpenter - 5 (M)
    Bonus: 5
    Cost: 750

    Description:A special rare technique that only the most reknown and skilled shipbuilders know how to perform. A ship is covered with a special protective barrier by coating, that enables it to dive underwater without the crew drowning or water flowing into the ship. Even for ships that were not equipped with special submarine technology. Coating creates an air bubble on deck that will supply air for the crew for a couple of days - the bubble size as well as a possible crew size both being proportional to ship size. Fruit users do not experience any oftheir usual symptoms in water while on a coated ship.
    The substance required to coat a ship is very rare and expensive, as it is only found on very very few islands and extraced from bubbles created by certain giant trees.


    Seastone processing

    Job: Carpenter - 5 (M)
    Bonus: 5
    Cost: 750

    Description: Seastone. Every fruit-user's weakspot, also strongest and most durable material in the world and the embodyment of the ocean itself. Rare and expensive to boot.
    Posessing something created from seastone is most people's dream, just for it's value and traits. But to process seastone, one needs true mastery of all the smithing techniques and lots of experience in many different materials. While it may just be possible to incorporate a piece of stone into a gauntlet or blunt weapon -assuming one obtains a perfectly fitting piece- it is absolutely necessary to know the secrets of seastone processing, to even cut a stone into the correct form. Let alone applying more difficult and complex techniques.


    Last edited by Fuura on Sun Apr 15, 2012 12:06 am; edited 2 times in total
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    Fuura
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    Re: Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:38 am

    Musician

    Musicians are always welcome additions to a crew. For they are skilled in playing many musical instruments and everything goes better with music. Be it simple countermeasure to boredom during travel, an evening with a keg of rum or morale boost in dire situations, a musician always has a fitting tune at hand.
    Inconspicious effective lullabys as well as mimicking sounds and other things make them an often overlooked asset in confrontations.

    --- Skills ---

    Level 0:
    Reading & writing musical notes

    Job: Musician - 0
    Bonus: 2
    Cost: 100

    Description: Being able to play existing music, as well as creating and being able to repeat their own is the basis for every musician. The tool for this is knowing how to read notes and how to write them down correctly.


    Musical scale

    Job: Musician - 0
    Bonus: 2
    Cost: 100

    Description: Notes on paper is one thing, notes as sound another. Recognizing tones by pitch and knowing how the various notes should sound across the different octaves is heart and soul of making music.

    Level 1:
    Play instument

    Job: Musician - 1
    Bonus: 1 + 1 + 1 + 1 etc.
    Cost: 250 + 250 + 250 + 250 etc.

    Description: Allows the musician to learn how to play on an instrument of his choice. For each instrument one wishes to learn, the cost is 250 EXP and a Bonus of 1 is granted. Instruments of similiar or even the same handling must not be learned twice.


    Drama

    Job: Musician - 1 (M)
    Bonus: 3
    Cost: 300

    Description: Good musicians doesn't just play music, they are actually more like artists. They know their music from heart and also know how to act - in many ways. Be it in person, marionettes, storytelling or any other form.
    Practicing this also improves their routine at writing songs to their music.

    Level 2:
    Emotional Symphony

    Job: Musician - 2 / 3 / 5 (M)
    Bonus: 2 / 3 / 5
    Cost: 200 / 300 / 750

    Description:A really good performance is able to easily tough peoples hearts, in one way or the other. Music can make the listener feel angry, sorry, sad, happy and many other directions.
    Which is an effect one could possibly even abuse for more then just their audience: Hitting the right tone with the right opponent might just be able to amplify their emotions enough to have some effect on their actions. As the musician keeps on improving his skill, so does the potency of their musical mood:
    - Existing strong emotions can be supported and amplified
    - Strong emotions can be calmed and lessened
    - Audience can be affected positively as well as negatively from a neutral mood

    Level 3:
    Build music intrument

    Job: Musician - 3
    Bonus: 1 / 3
    Cost: 50 / 300

    Description: Musicians may only be considered as the ones playing the instruments normally, but with their knowledge about how the instruments work, they can actually put together their own instruments with some handicrafting talent.
    The better the musician gets, the better the quality of his instruments can be - which in turn have even better sound.


    Moviemusic

    Job: Musician - 3 (M)
    Bonus: 4
    Cost: 400

    Description: Experienced Musicians are so trained in composing and playing music with a purpose, that they are able to induce imagination and thoughts into people who are willing to listen. This effect can be so strong, that they can visualize the intended image or scenery very precise. Of course that is still slightly susceptible to personal interpretation and will most likely only work on willing subjects.

    Level 4:
    - none -

    Level 5:
    Resonance disaster

    Job: Musician - 5 (M)
    Bonus: 5
    Cost: 2500

    Description: Almost everything has it's own frequency. Just like musical sounds do. A musical master can tune in to the perfect tone that connects with something's frequency and disturb it - which usually results in the target being torn apart from it's own vibrations. This takes a brief moment and becomes increasingly harder with soft or mixed materials. It doesn't work very well on organisms such as humans and animals.


    Last edited by Fuura on Wed May 16, 2012 2:52 am; edited 1 time in total
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    Fuura
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    Age : 31

    Re: Jobs & Skills

    Post by Fuura on Sat Mar 03, 2012 8:38 am

    Scholar

    Scholars are a rare sight on the seas. Because generally authors, physicists, mathematicians, psychologists, archeologistst, geologists, biologists and many more mostly theoretical, lab- or office-dwelling professions are called Scholars in shorthand. And as such, they normally have little reason to sail out. And if they do, it's mostly for some kind of field study or expedition.
    Regardless, if a crew does have a Scholar in their ranks, his or her knowledge will prove helpful in many situations. Also, scholarly practice can support most other professions with that little bit of extra trivia and improve their crafts because of extended knowledge about materials, theorys and other things.

    Advice: A Scholar can learn many knowledge-based skills that have your character know more then his comrades do, which can be interesting or boring, depending on situation and characters involved. It also holds great potential for, deliberately or not, powergaming. So try to use them with caution. Knowledge about certain things such as weather, places and similiar are no free pass to shaping things to your or your crew's advantage. Excessive abuse will be punished, if necessary. If you are unsure what is okay and what is not, consult your captain; or staff in higher instance.

    --- Basic Skills ---

    Reading & Writing

    Job: Scholar - 0
    Bonus: 0
    Cost: 0

    Description: The ability to read and write texts. Usually thaught in school and considered part of one's living standart. As the World Gouvernment established uniform language, everyone can read and understand everyone's writing.


    Basic Math

    Job: Scholar - 0
    Bonus: 0
    Cost: 0

    Description: Elementary school grade math: Addition, subtraction, multiplying and division. Being able to perform these operations is basis for almost everything else.


    Both of these skills can be learned by your character for free at creation, if you want them. Otherwise, a character has to aquire them via training to read, write and do math over time, they cannot be learned trough simple character updates like any other skill, unless ingame effort to learn them has been made for a while by the respective character.
    If a character does not have these he or she cannot read & write or do math. Having them or not having them is depending on the character. For some they are a must, while for others it could be fitting and interesting to not have either, or just one of them.
    Not having either does not limit a character's learning ability, however. They can still go with "learning by doing" and/or from someone else. Navigators can still interpret sea-charts although they are unable to read the names of villages, ports and currents.


    --- Skills ---

    Scholar skills are handled different from other jobs, as they are rather special and less direct-practical then other skills. Scholars don't have Boni and Levels, all of their skills are level 0 and have 0 bonus. Instead, they usually require some other (scholar) skill, creating distinctive trees and branches that scholars can follow. In light of this special condition, the skills aren't grouped in levels but in specializations.

    Social Sciences:
    History

    Job: Scholar
    Cost: 50

    Description: Almost no scholar gets past not studying the world's history to some degree. Many quickly turn to more interesting fields, but if they don't, the knowledge might be helpful in more then one way.


    Rhetoric

    Job: Scholar
    Cost: 100

    Description: Even basic things such as talking can turn into a science of it's own. If it does, this is called rhetoric. How to talk in front of an audience, how to argument in a way that convinces someone of my standpoint? And most importantly: How do i warp truth to my benefit? Questions to which rhetoric knowledge holds answers, among other things.
    Musicians have extra benefit from this knowledge for their drama and lyrics.


    Cultural science

    Job: Scholar
    Cost: 50 / 300 / 700

    Description: Although there are not many varying languages left in this world, that are actively spoken, the certainly are many different cultures. Sometimes as small as one island, sometimes as expansive as a whole region. KNowing about different cultures helps mostly with finding your way around unkown places and getting on the better side of the locals, as well as generally recognizing various civilizations by their cultures.
    - In the beginning, the knowledge reaches out to only the blue where one uses or used to live and it's possible cultures
    - More educated cultural scientists usually know the cultures of all the known blues in the regular world, as well as some from near the entrance of the grandline
    - Cultures at home in the new world are unknown to everyone who does not live in the new world, and scholars of the most knowledge.

    ----------

    Literature

    Job: Scholar
    Cost: 50
    Prerequisites: History

    Description: Important witnesses about the history of the world are always the books and texts written in it by great personalities. Knowing these does not only serve the scholar to have a fitting philosophical quote for every situation, but also deepens their historical knowledge and understanding by a fair bit.
    Musicians have extra benefit from this knowledge for their drama and lyrics.


    Musical theory and acoustic

    Job: Scholar
    Cost: 200
    Prerequisites: Rhetoric

    Description: Many musicians make their songs and music without even knowing the theoretic science behind it. Scholars proficient in this theory however, have not only an extended knowledge about sound waves and their physics but also know very detailed about resonance, harmony and rythm as well as can put this to use, creating even more glamorous music.


    Law

    Job: Scholar
    Cost: 150
    Prerequisites: Cultural science

    Description: The laws and rules set up by the world gouvernment are maybe not enforced on every island due to lack of a marine base, but they are still very strict and complicated. Studying them is almost a necessity for everyone who aims to not break any of them - or sneak through their holes.


    Economics

    Job: Scholar
    Cost: 150
    Prerequisites: Cultural science

    Description: The theory of supply and demand, market trends and product target groups. It's that easy to describe the roundabout basics of economics. In detail, it is much more complicated then that though. So studying economics is just to a true scholar's tastes. It also helps with bargaining and striking deals, sometimes.

    ----------

    Philosophy

    Job: Scholar
    Cost: 250
    Prerequisites: Literature

    Description: Although one of the more difficult proficiencies, philosophy is also propably one of the more intellectually entertaining ones. How much practical use this yields is a wonderful argument, but that already shows, that argumenting is one of the most favourite things real scholars do.


    Politics

    Job: Scholar
    Cost: 250
    Prerequisites: Law + Economics

    Description: Knowledge about current woprld politics does not only serve the purpose of being able to communicate appropriately with members of certain social classes. Someone who knows all about an islands current king and/or it's political situation finds it much easier to hit the right buttons with local people. As well as possibly finding acess to less legal activities and opportunities.

    ----------

    Psychology

    Job: Scholar (M)
    Cost: 500
    Prerequisites: Philosophy

    Description: The science around psychology is one of the most complicated scientific fields to date and still wide areas of it are undiscovered. Yet, it is very useful to those that take the time and effort to become knowledgeable. Some uses are: seeing trough most lies, manipulating and directing people subtly or roughly foresee their actions. Regardless, psychology is a very theoretical science and doesn't work precisely on every mind.


    Archeology

    Job: Scholar (M)
    Cost: 500 / 2000
    Prerequisites: Politics

    Description: Archeology is history on the current time and day. Knowing historybooks is one thing and archeology is another. Knowing how to interpret subtle remains of times long past, as well as drawing useful information from them is what seperates a historian from an archeologist.
    With enough practice in their field and lots of study, the scholar might just be able to read hieroglyphics found in ancient sites, even the poneglyphs.

    Geography:
    Geography

    Job: Scholar
    Cost: 100 / 400 / 900 / 1600 / 2500

    Description: Geographic knowledge usually means knowledge about the world as it is. Islands, continents, blues as well as regional flora and fauna. Sometimes also famous history events.
    - Knowledge about one's home island and neighbouring islands
    - Rough knowledge about all islands in one's home blue
    - Full knowledge about one's home blue, basic knowledge about the other blues
    - Full knowledge about all blues and the first islands of the Grand Line
    - Decent knowledge about the first half of the grand line

    Players with this skill may aquire knowledge about locations -within their skills reach- trough means like island descriptions, their captains of staff before arriving at the place itself. It is not a free pass to know everything, regardless.

    ----------


    Meteorology

    Job: Scholar
    Cost: 100 / 300 / 750
    Prerequisites: Geography

    Description: Meteorology works different from how a navigator reads weather on sea. This science only works in the regular blues, where the weather follows normal, predicatble patterns. The much more erratic Grand Line weather can only be read by a skilled navigator. The advantage of meteorology over a navigator is, that with the right set of data, a scholar can provide long-term predictions for weather while Navigators are mostly limited in their timeframe.
    - Bycollecting basic data like pressure and wind speed for example, a scholar can predict the local weather trend for the coming day or so
    - With enough information, predictions for the area spanning up to 5 days can be made
    - Being accurate for at least a week, scholars can give predictions for not only the local weather but most islands in the vincinity.

    Subjob: Navigators may combine this ability with their ability to read weather and become supervious to weather escapades surprising them out on the sea by drastically reducing data collection and analyzing time.



    Geology

    Job: Scholar
    Cost: 200
    Prerequisites: Geography

    Description: Using knowledge in geology enables a scholar to identify various kinds of stones, earth and minerals, among other things. Knowing about special ores being present and properties of minerals can possibly be made into some advantage.
    Smiths and Carpenters profit form this skill by being able to pick their materials better as well as being able to find them in the wilds.

    ----------


    Astronomy

    Job: Scholar
    Cost: 200 / 500 (M) / 750 (M)
    Prerequisites: Meteorology

    Description: Science of the sky teaches a scholar about the stars and other orbital bodies. Which makes it possible to identify constellations, help with orientation and telling the time. None of this works reliably on the Grand Line though, as it's sky lights are too erratic.
    - Knowledge about constellations that can be seen from one's home island and surrounding area, as well as how to orient by sun and moon in these parts
    - Extends the abilities to all of one's home blue
    - Possible to identify constellations on any of the blues, as well as navigate by orbital bodies on all of them

    Physics:
    Basic physics

    Job: Scholar
    Cost: 200

    Description: Contains the very basic rules of physics. Why apples fall from their tree and much more. Like the common formulae around speed, energy and mass.
    Can be useful to help estimate the trajectory of one's projectile, for example.

    ----------

    Mechanics

    Job: Scholar
    Cost: 200
    Prerequisites: Basic physics

    Description: Mechanic handles terms like time, distance, velocity, force and movement of bodies in a space.
    Mechanics also presents the foundation to most other physic sciences and is necessary to construct mechanisms and machinery.


    Optics

    Job: Scholar
    Cost: 250
    Prerequisites: Basic physics

    Description: Optics is all about light, wave-spectrums and reflection/absorption of both. It's very useful for creating items such as lenses for telescopes and glasses, as well as more creative things like illumination systems for ship interieur and overcoming the visual refraction of light on reflective surfaces like water (e.G. realizing and accounting for the optical deviation of an underwater item's position)

    ----------

    Structural engineering

    Job: Scholar
    Cost: 400
    Prerequisites: Mechanics

    Description: Teaches fundamental knowledge about static and structuran engineering. It's the science responsible for structures like buildings and ships to be able to hold their own weight instead of collapsing under it. A skilled structural engineer is also capable of possibly finding a structures stress points and takign advantage of that knowledge (e.G. destroying a pillar to make a structure collapse)


    Kinetics

    Job: Scholar
    Cost: 400
    Prerequisites: Mechanics

    Description: Extended knowledge about forces in mass and the effects on other masses, energy transfer between two bodies of mass and similiar. Necessary to build more complex mechanisms and machines, as well as useful in strenghtening a ship's hull against attacks.


    Acoustics

    Job: Scholar
    Cost: 400
    Prerequisites: Optics

    Description: Acoustic is science about sound waves in all shapes and forms, as well as it's spread and travel trough different kinds of mass. Practice in this science may help an individual a little with their directional hearing as well as their musical talents.

    ----------

    Aerodynamics

    Job: Scholar
    Cost: 500 / 700
    Prerequisites: Kinetics

    Description: Resistance of objects traveling at speed, drag as well as reducing it and such. Practical uses are for example: enhanced ammunition for firearms that travel faster and further, ships that are more aerodynamic towards air and water and thereby faster, and also opens the doors wide for potentially designing flying aparatuses and many other inventions.
    - Extends the field to fluids in general (air physically being a fluid too), enabling fluid-specific inventions such as weapons meant to be used under water, improved ship steering rudders and more.


    Thermodynamics

    Job: Scholar
    Cost: 500
    Prerequisites: Mechanics

    Description: This scientific field concerns itself with all kinds of temperature-related traits of material and events. Like, expanding materials trough heat, shrinking them with coldness and how to harness these properties for machines, inventions and tools.

    ----------

    Electrodynamics

    Job: Scholar (M)
    Cost: 750
    Prerequisites: Aerodynamics + Thermodynamics

    Description: The principles about electrydynamic's physical aspect. Electric currents, how they work, how to create and terminate currents, how to route and use them. Basically, mastering electricity brings forth futuristic machines and weapons, when smiths and carpenters are involved.

    Biology:
    Basic biology

    Job: Scholar
    Cost: 100

    Description: In short, biology is science about everything that's alive or used to be alive, all that is organic - and thereby also about anorganic things to a degree. Teaches mostly basic knowledge, specific parts are handled in later stages of study.

    ----------

    Biological chemistry

    Job: Scholar
    Cost: 200
    Prerequisites: Basic biology

    Description: Biological chemistry deepens the biologic field towards living organisms and the processes that happen on their inside. With this knowledge, scholars bridge the gap between chemistry, medicine and biology - so it might be useful to a doctor who specializes in healing illnesses rather then treating wounds.


    Anatomy

    Job: Scholar
    Cost: 200
    Prerequisites: Basic biology

    Description: Anatomy roughly describes the composition of animals, inclusing humaniod races. Which organ goes where, which bones fulfill which purpose. This helps finding possible problems in the blueprint of a patient, when treating their illnesses and wounds, as well as it gives a scholar the knowledge about how to stitch his comrades together correctly.

    ----------

    Sport science

    Job: Scholar
    Cost: 350
    Prerequisites: Anatomy + Biological chemistry

    Description: Although this is almsot a doctor's speciality, scholars may learn about the human body and what kind of activity is good for it. From supporting bone durability to accelerating muscle buildup, they know what's good for the healthy body.


    Food science

    Job: Scholar
    Cost: 350
    Prerequisites: Anatomy + Biological chemistry

    Description: Supplemental to any healthy individual is the right mixture of vitamins, minerals, dietary fibers and other nutrients. Which of them and how many one needs, figuring that out is a food scientist's job. With that, it is definately an useful addition to any cook's knowledge.

    ----------

    Botany

    Job: Scholar
    Cost: 500
    Prerequisites: Food science

    Description: Basically, what food science is to an animal is botany to a plant. Hpw to raise plants properly as well as treating their different pests and problems. Naturally it also means to know most plants, their favourite habitats and possible abilities.


    Marine biology

    Job: Scholar
    Cost: 500
    Prerequisites: Food science + Biological chemistry

    Description: Specializing in marine animals of all kinds, marine biology is a wide sub-field to general biology. The relative knowledge ranges from knowing the different fish species with all their characteristics, over sea kings and up to fishmen and mermaids. This may be necessary for a doctor to correctly treat a patient of the fishman variant, but also potentially for cooks, since fish is a readily available food source on the seas.


    Neurology

    Job: Scholar
    Cost: 500
    Prerequisites: Biological chemistry

    Description: Knowledge about the structure and workings of nervous systems is generally considered neurology. It's useful on it's own, to hit just the right spots to create or ease pain for example. But it's also crucial for chirurgy for example, so the operating doctor does not leave more damage then before a surgery. Mapping of the neural system also brings the usually critically acclaimed acupuncture to unexpected levels of efficiency.

    ----------

    Devilsfruitology

    Job: Scholar (M)
    Cost: 2000
    Prerequisites: Anatomy + Neurology + Botany + Biological chemistry

    Description: As daring as it sounds, as daring this science is. Only with knowledge in many scientific fields, a scholar can consider himself a devilsfruitologist. Through long studies of botany in general, as well as devils fruits, the human and a fruits effect on humans, a fruitologist has learned to see trough the abilities of a fruituser far quicker and easier then normal observers, as well as deploy effective counter-strategies. They can also tell what kind of power an uneaten fruit most likely holds by analyzing it.

    Chemistry:
    Basic chemistry

    Job: Scholar
    Cost: 100

    Description: Chemistry is all about the composition and conversion of matter as well as the pertaining laws. The basics mostly contain: Atoms, elements, reactions, salts, acids and bases. This usually suffices for simple analytics and smaller reactions.

    ----------

    Matter analysis

    Job: Scholar
    Cost: 250
    Prerequisites: Basic chemistry

    Description: Knowing the elements is one thing, being able to tell which chemical elements are contained in some matter another. This is why analysis is for. Determining the salinity of something, or what metals a compond is made of are some common uses in chemistry.


    Organic chemistry

    Job: Scholar
    Cost: 250
    Prerequisites: Basic chemistry

    Description: Basically, organic chemistry is all about carbon. But carbon is found in many thing and is the basis of even more things, so this field is pretty wide. All creatures are based on carbon, for example. With carbon being almost the most versatile element, there are endless possibilities to study for any scholar.


    Anorganic chemistry

    Job: Scholar
    Cost: 250
    Prerequisites: Basic chemistry

    Description: Opposite to organic chemistry is the anorganic chemistry. It deals with everything not based on carbon. Which is minerals, metals, acids, bases and salts. This is knowledge that allows a chemist to create many different materials with very specific properties - which is always useful in handycraft of high quality.

    ----------

    Acids & bases

    Job: Scholar (M)
    Cost: 500
    Prerequisites: Anorganic chemistry

    Description: Acids and bases are usually liquid chemical compounds that can react with other elements in many ways and with each other - in most cases creating water and salts in the process. The most important property of both groups is, they are able to influence the pH-value of matter in both the positive and negative direction.
    Normal humans know them for their common trait of being more or less corrosive. Which also depicts it's propably most obvious use: creation of corrosive effects for many uses.


    Metallurgy

    Job: Scholar
    Cost: 500
    Prerequisites: Anorganic chemistry

    Description: Studies in the field of metallurgy teach a scholar knowledge about all kinds of metals. From theoretic knowledge like melting point of most common metals to it's hardness or possible alloys, a metallurgist knows it. And can use that knowledge to make handling metals easier for crafting jobs while also possibly bettering their results.


    Under "Applied science" are skills that have direct practical use, resulting form knowledge gained in a theoretical field without being founded science in itself. Only a dedicated Scholar can learn to use them.

    Applied Science:
    Biological clock

    Job: Scholar
    Cost: 100

    Description: While scholars are known to forget any-and everything when immersed in a book or set of theories, they can train themselves into the perfect feeling for the time. If they do, they are able to always define the correct time, as well as exactly tell how much time has passed.


    Hypnosis

    Job: Scholar
    Cost: 300 / 750
    Prerequisites: Psychology

    Description: Hypnosis is a very crittically viewed practice in psychology. Some say it works, some say it doesn't. Generally it's meant to put a person to artificial sleep. If the victim agrees to the effects of this skill it's bound to work, for any practicioner. Highly educated and skilled psychologists can actually put almsot anyone to sleep with this technique.


    Create explosives

    Job: Scholar
    Cost: 100 / 300
    Prerequisites: Organic chemistry

    Description: Includes the principles of mixing the correct chemicals to produce volatile substances that can explode with high power. Beginners' explosives are dangerous, but off-the-shelf quality. Blastmasters with experience and knopwledge, however, create mixtures that create violent reactions at the tiniest impact.


    Build measuring tools

    Job: Scholar
    Cost: 300
    Prerequisites: 2 skills from the corresponding branch

    Description: Employing knowledge about a field of science, a scholar can build tools to help with working and researching in that field, which can be of great use for his own needs as well as crafting expertises like smith and carpenter.


    Manipulate locks

    Job: Scholar
    Cost: 300 / 600
    Prerequisites: Mechanic

    Description: Knowledge about how locks are made naturally makes it easier to manipulate them in more then one way. Obviously, lockpicking is one use, but e.G. locking up is also one of the possibilities. Skilled lock-manipulators can bend almost any mechanical lock of any difficulty to their will.

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    Re: Jobs & Skills

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