Professions
Jul 6, 2016 19:16:17 GMT -5
Post by Captain Kupo on Jul 6, 2016 19:16:17 GMT -5
Characters are more than just stats, moreso than anything else characters in the world of One Piece are identified by their Professions and skillsets.
Unless they buy the Jack Of All Trades ability, characters may only ever have TWO professions.
Professions rank from Level 1 to Level 5, with each rank costing its level number in Profession Points. For example, Level 1 of Martial Artist costs 1 PP, while Level 2 costs 2 additional PP. You must buy every level of a profession in order, you cannot skip levels.
Each profession grants the character the ability to make related Techniques up to and equal to the highest level of that profession. For example, a Level 2 Martial Artist could make Level 1 and Level 2 techniques related to their preferred form of fisticuffs.
There are 12 main Professions you can choose from in the world of SotGA, plus one wild card:
COMBAT PROFESSIONS
There are four Combat Professions. These professions specialize in specific forms of combat, and generally have the most direct access to a variety of combat techniques involving their preferred styles. Combat professions are also the only professions that tend to allow access to Supernatural techniques by themselves - fighting techniques that go beyond the realm of our world, such as swordsmen throwing cutting wind blades, or kicks that burn with literal fire.
Martial Artist - A combatant who fights primarily unarmed, either with their bare hands or with some form of natural weapon like a Fishman may have. Martial Artists must pick a general fighting style to focus on, but these can be homemade and very broad.
Martial Artists may also make strange or supernatural techniques based on their fighting style at rank 3 and up.
Swordsman - Sword optional. This is the appropriate Profession for a warrior who specializes in the use of a certain general style of melee weapon, such as swords, axes, or anchors - one general type of weapon or fighting style per Profession.
Like with Martial Artists, Swordmasters may make strange or supernatural techniques based on their weapon style at level 3 and up.
Sniper - A master of ranged weaponry, be they bows and arrows, guns, cannons, or slingshots. As most ranged weapons in One Piece require similar skills such as gauging wind, distance, and so on, a Sniper does not need to stick to a single weapon style (though many do).
A Sniper may make strange or supernatural techniques involving ranged weapons at rank 4 and up.
Assassin - The all-purpose stealth combat class. While following similar rules as Swordmaster, an assassin is instead a master of a variety of skills and weapons involving stealth, such as hidden weapons and poisons. Assassins benefit greatly from having another combat-focused Profession.
Assassins may make strange and supernatural techniques involving their deadly and stealthy tactics at level 4 and up.
SUPPORT PROFESSIONS
There are four Support Professions - these are the skillsets of people who make sure the figureheads of their crew can keep in the fight, get to the fight, and survive until the next fight. While none of these professions directly lend themselves to combat, all of them can find ways to weaponize their skillsets using their techniques. The only downside is that these professions tend not to have access to supernatural combat techniques by themselves. However, they can easily find ways to make up for that shortcoming.
Shipwright - A carpenter of the high seas, skilled at crafting wood, metal, and more! A shipwright may make special techniques usable by ships or vehicles, or techniques involving their carpentry tools. They may make miraculous or logic-defying ship techniques at rank 4 and up, but may not make supernatural techniques otherwise. Ship techniques normally do not cost extra, but the ships themselves certainly do.
Inventor - A gadgeteer and genius with science and technology. An inventor may make techniques involving gizmos, gadgets, or specialty items, with insane mad science technology becoming available at level 4 and up! Cyborg augmentations are also the purview of inventors, and those looking to become living weapons should start here. Keep your wallet handy though, gadgets and item based techniques carry a cost in Beli as well as Fortune.
Chef - Perfecto! A chef on the high seas has the ability to make food and drink for their crew, keeping them healthy and granting them other abilities if the right spices are used. They may also make techniques involving kitchen utensils and related tools of their trade. Normally, chef techniques are limited to effects food could actually do.
Doctor - Medicine and healing arts are incredibly valuable in the dangerous seafaring lifestyle, and the Doctor is right for the job. Doctors may make techniques involving healing, creating medicines, or using medical arts for other purposes. Normally, doctors cannot make supernatural healing techniques.
SKILL PROFESSIONS
Skill professions make up the best leaders and most important skillsets to lead from the rear in a crew. They support morale, resources, and most importantly intel and navigation, things no successful crew will be without. However, most masters of Skill Professions are very grounded in reality, and cannot normally make supernatural techniques. Most cannot even make traditional combat techniques at all, but creative players can find a way.
Thief - More than just a criminal, a thief is a professional. Thieves, like assassins, may make techniques involving stealth and acrobatics, but are not just limited to offense and defense and can make techniques for all manner of criminal activity, from picking locks to picking pockets. The best thieves can disarm opponents of their pants in the middle of a fight!
Unfortunately, this comes at a downside - thieves take the longest to access supernatural techniques, only at Level 5. However, most of the best thief skills rely on non-supernatural trickery and good old-fashioned smoke and mirrors, so this isn't the biggest disadvantages.
Musician - Without a musician, a ship's morale is always in danger. A musician can lift the spirits of their allies and grant beneficial effects through their music or words. They can also make techniques involving their instruments, even in combat. This profession is also appropriate to other forms of entertainers, such as dancers.
At level 4 and up they may make strange or supernatural techniques involving their music or other forms of entertainment such as dance or song.
Navigator - A necessity on any crew wishing to survive long enough to succeed, a Navigator is the only person capable of understanding Log Poses and navigating the bizarre weather of the Grand Line. In addition, they may make techniques involving the weather (within reason) or survival in the wilderness, as well as general tactical skill. They cannot make supernatural techniques with this profession alone, however.
Historian - A master of knowledge, both learning from the past and using it towards the future. They are the only people who can understand lost or rare knowledge, and can use their knowledge in combat. Historians may make techniques that allow them to use their knowledge to grant tactical advantages, or grant beneficial advice to allies. Unfortunately, they may not make supernatural techniques unless they take another profession that can.
The Wild Card
The 13th profession is the Generalist, and doesn't fall under the same rules as the others...
Generalist - The Generalist is the wild card of the high seas, as sometimes being a jack of all trades is just as useful as being a master of one. While a Generalist may make techniques of any other profession, the Generalist profession only has two Levels, effectively capping them at Level 2 techniques and not allowing them to purchase Profession-specific skills or abilities. They can, however, effectively fill the needs of any role in a crew, or multiple roles at once!
They are also incapable of making supernatural techniques of any kind, even if they have another Profession that normally can do so, unless they purchase a Skill or Ability that allows its own form of supernatural techniques (such as Devil Fruits or Haki).
Unless they buy the Jack Of All Trades ability, characters may only ever have TWO professions.
Professions rank from Level 1 to Level 5, with each rank costing its level number in Profession Points. For example, Level 1 of Martial Artist costs 1 PP, while Level 2 costs 2 additional PP. You must buy every level of a profession in order, you cannot skip levels.
Each profession grants the character the ability to make related Techniques up to and equal to the highest level of that profession. For example, a Level 2 Martial Artist could make Level 1 and Level 2 techniques related to their preferred form of fisticuffs.
There are 12 main Professions you can choose from in the world of SotGA, plus one wild card:
COMBAT PROFESSIONS
There are four Combat Professions. These professions specialize in specific forms of combat, and generally have the most direct access to a variety of combat techniques involving their preferred styles. Combat professions are also the only professions that tend to allow access to Supernatural techniques by themselves - fighting techniques that go beyond the realm of our world, such as swordsmen throwing cutting wind blades, or kicks that burn with literal fire.
Martial Artist - A combatant who fights primarily unarmed, either with their bare hands or with some form of natural weapon like a Fishman may have. Martial Artists must pick a general fighting style to focus on, but these can be homemade and very broad.
Martial Artists may also make strange or supernatural techniques based on their fighting style at rank 3 and up.
Swordsman - Sword optional. This is the appropriate Profession for a warrior who specializes in the use of a certain general style of melee weapon, such as swords, axes, or anchors - one general type of weapon or fighting style per Profession.
Like with Martial Artists, Swordmasters may make strange or supernatural techniques based on their weapon style at level 3 and up.
Sniper - A master of ranged weaponry, be they bows and arrows, guns, cannons, or slingshots. As most ranged weapons in One Piece require similar skills such as gauging wind, distance, and so on, a Sniper does not need to stick to a single weapon style (though many do).
A Sniper may make strange or supernatural techniques involving ranged weapons at rank 4 and up.
Assassin - The all-purpose stealth combat class. While following similar rules as Swordmaster, an assassin is instead a master of a variety of skills and weapons involving stealth, such as hidden weapons and poisons. Assassins benefit greatly from having another combat-focused Profession.
Assassins may make strange and supernatural techniques involving their deadly and stealthy tactics at level 4 and up.
SUPPORT PROFESSIONS
There are four Support Professions - these are the skillsets of people who make sure the figureheads of their crew can keep in the fight, get to the fight, and survive until the next fight. While none of these professions directly lend themselves to combat, all of them can find ways to weaponize their skillsets using their techniques. The only downside is that these professions tend not to have access to supernatural combat techniques by themselves. However, they can easily find ways to make up for that shortcoming.
Shipwright - A carpenter of the high seas, skilled at crafting wood, metal, and more! A shipwright may make special techniques usable by ships or vehicles, or techniques involving their carpentry tools. They may make miraculous or logic-defying ship techniques at rank 4 and up, but may not make supernatural techniques otherwise. Ship techniques normally do not cost extra, but the ships themselves certainly do.
Inventor - A gadgeteer and genius with science and technology. An inventor may make techniques involving gizmos, gadgets, or specialty items, with insane mad science technology becoming available at level 4 and up! Cyborg augmentations are also the purview of inventors, and those looking to become living weapons should start here. Keep your wallet handy though, gadgets and item based techniques carry a cost in Beli as well as Fortune.
Chef - Perfecto! A chef on the high seas has the ability to make food and drink for their crew, keeping them healthy and granting them other abilities if the right spices are used. They may also make techniques involving kitchen utensils and related tools of their trade. Normally, chef techniques are limited to effects food could actually do.
Doctor - Medicine and healing arts are incredibly valuable in the dangerous seafaring lifestyle, and the Doctor is right for the job. Doctors may make techniques involving healing, creating medicines, or using medical arts for other purposes. Normally, doctors cannot make supernatural healing techniques.
SKILL PROFESSIONS
Skill professions make up the best leaders and most important skillsets to lead from the rear in a crew. They support morale, resources, and most importantly intel and navigation, things no successful crew will be without. However, most masters of Skill Professions are very grounded in reality, and cannot normally make supernatural techniques. Most cannot even make traditional combat techniques at all, but creative players can find a way.
Thief - More than just a criminal, a thief is a professional. Thieves, like assassins, may make techniques involving stealth and acrobatics, but are not just limited to offense and defense and can make techniques for all manner of criminal activity, from picking locks to picking pockets. The best thieves can disarm opponents of their pants in the middle of a fight!
Unfortunately, this comes at a downside - thieves take the longest to access supernatural techniques, only at Level 5. However, most of the best thief skills rely on non-supernatural trickery and good old-fashioned smoke and mirrors, so this isn't the biggest disadvantages.
Musician - Without a musician, a ship's morale is always in danger. A musician can lift the spirits of their allies and grant beneficial effects through their music or words. They can also make techniques involving their instruments, even in combat. This profession is also appropriate to other forms of entertainers, such as dancers.
At level 4 and up they may make strange or supernatural techniques involving their music or other forms of entertainment such as dance or song.
Navigator - A necessity on any crew wishing to survive long enough to succeed, a Navigator is the only person capable of understanding Log Poses and navigating the bizarre weather of the Grand Line. In addition, they may make techniques involving the weather (within reason) or survival in the wilderness, as well as general tactical skill. They cannot make supernatural techniques with this profession alone, however.
Historian - A master of knowledge, both learning from the past and using it towards the future. They are the only people who can understand lost or rare knowledge, and can use their knowledge in combat. Historians may make techniques that allow them to use their knowledge to grant tactical advantages, or grant beneficial advice to allies. Unfortunately, they may not make supernatural techniques unless they take another profession that can.
The Wild Card
The 13th profession is the Generalist, and doesn't fall under the same rules as the others...
Generalist - The Generalist is the wild card of the high seas, as sometimes being a jack of all trades is just as useful as being a master of one. While a Generalist may make techniques of any other profession, the Generalist profession only has two Levels, effectively capping them at Level 2 techniques and not allowing them to purchase Profession-specific skills or abilities. They can, however, effectively fill the needs of any role in a crew, or multiple roles at once!
They are also incapable of making supernatural techniques of any kind, even if they have another Profession that normally can do so, unless they purchase a Skill or Ability that allows its own form of supernatural techniques (such as Devil Fruits or Haki).