One Piece - Old World Tides

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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

    Fuura
    Fuura
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    Post by Fuura 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
    Fuura
    Fuura
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    Post by Fuura 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 ---

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    Last edited by Fuura on Tue May 29, 2012 9:18 am; edited 2 times in total
    Fuura
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    Post by Fuura 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.


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    Last edited by Fuura on Fri Apr 13, 2012 7:51 am; edited 1 time in total
    Fuura
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    Post by Fuura 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.


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    Last edited by Fuura on Sat Jul 07, 2012 9:14 am; edited 3 times in total
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    Post by Fuura 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 ---

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    Last edited by Fuura on Sun Apr 15, 2012 12:05 am; edited 4 times in total
    Fuura
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    Post by Fuura 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.


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    Last edited by Fuura on Sun Apr 15, 2012 12:06 am; edited 2 times in total
    Fuura
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    Post by Fuura 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.

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

    Geography:

    Physics:

    Biology:

    Chemistry:


    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:

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