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Post by IODINE on Jan 26, 2012 21:51:20 GMT -5
CREW SYSTEM
In the eyes of the World Government, a pirate crew is defined as “ is anyone, who raises a Jolly Roger.” Whether they commit an act of piracy or not, the sole act of raising a Jolly Roger is grounds enough for arrest by the marines. As such, small crews of pirates can be formed quite easily provided enough funds can be raised for the purchase of a boat. Though technically any vessel with a jolly roger could be considered a ‘pirate ship’, for a group to even be considered a true pirate crew, they must be in possession of a small caravel class ship.
Though crews can be composed of a random group of people who simply want to float about in the ocean, highly functional crews have specific roles filled by capable individuals in various vital tasks. Outlined below are the specific rewards that crew members can reap by having someone perform a specific role actively on a pirate crew.
Basic crews are required to have at least a Caravel class ship, which can be upgraded later.
Captain and First mate rank are achieved upon foundation of a crew. All pirates may choose ONE of the 8 professions below upon creation. The first level of your chosen profession is free, the others are purchased with Infamy. You may only have One profession, with the exception of Captain and/or First Mate. ----
Captain - Leader - A Captain rank pirate is a natural born leader who commands his crew and team mates across the sea's. Searching for treasure and taking care of the basic needs of an average pirate ship. Captains will be picked by their quality and activity, making sure we only have the best and brightest competing against each other. Acquiring a ship means a crew is capable of traveling across the sea's as well as entering the Grand Line, without a true vessel a single pirate will sink on his raft. Captains will be able to name their ships and crew. This becomes your role upon making a crew, meaning you don't start out with it.
- AURA OF COMMAND!
Level: 1/2/3/4 Attribute:Profession Description: When crew members are in battle with their captain, they are inspired to fight harder and better than if they were alone. Going into a conflict with a captain, crew members will gain a small boost to their abilities, increasing combat effectiveness by (2/5/7/10)% (Ex. A gunner with a level 4 captain who's range is 50 meters, will now be able to hit 55 meters away. A sword slash attack that would travel 10 meters will now go 11, and someone who can run 20 meters per second can now cover 22.) Cost: Free/30/50/90
First Mate - The man directly under the Captain in rank, this is the second in command aboard the ship or when the Captain is away. If the captain was to die, this official would easily step up to claim the ship and the crew under their name. The first-mate is the partner of all the crew, and helps in making the toughest decisions the captain has. Rarely leaving the side of the Captain, or the Ship keeping their eyes on both at all times. Making sure everyone else, including the Captain is doing their job and properly heading toward their goal be it trivial or material. This becomes your role upon becoming first-mate, meaning you don't start out as it.
- LESSER AURA OF COMMAND!
Level: 1/2/3/4 Attribute:Profession Description: As the second in command, the first mate acts as captain when the leader cannot perform their duties. As a result, First Mates can inspire those who go into battle with them as well, however, with less vigor than the actual captain. First mates can evoke a (1/2/3/5)% increase to those under their command. This bonus will never stack with the Captain’s buff. If the First Mate is promoted to captain at a later date, this skill automatically transforms into it’s upgraded form. Cost: Free/30/50/90
Navigator - A navigator is the member of the crew who is the most knowledgeable about the world as it is crucial for the determination of course and direction when traveling. A good navigator has a skilled understanding of tools such as maps, compasses and sea charts that are able to not only travel through the sea but use the sea to their advantage in whatever direction they are headed. While not necessary, many navigators have the knowledge of cartography, giving them the ability not just to read maps but to create their own maps of their journey, taking the knowledge that they pick up and using it to create guides for others from crewmates to other people in other parts of the world to know and understand what they are entering when in a certain area.
- NAVIGATE!
Level: 1/2/3/4 Attribute:Profession Description: Allows the pirate crew to navigate between oceans without paying a fee as long as the navigator participates in the travel thread. Each level allows the free passage of the entire crew between Blues/Red Line/Grand Line/New World Cost: Free/30/50/90
Cannoneer - Due to their choice of weaponry, Cannoneers excel best at long-range combat. They most commonly use and maintain guns like pistols and rifles, but can also be skilled with weapons of artillery such as cannons and mortars.
- BALLISTICS!
Level: 1/2/3/4 Attribute:Profession Description: Masters of all gunpowder based and heavy projectile weaponry, Cannoneers can repair damaged projectile launchers without paying for it and also will receive a 10/20/30/40% discount constructing of overview gunpoweder weapons and projectile launchers, provided they write a 400 word post describing their efforts. Cost: Free/30/50/90
Shipwright - Possibly the most important position in the crew aside from the Captain. The shipwright holds the responsibility of managing the ship, and making sure there is nothing wrong with it. If there is something wrong with the ship, you can count on the shipwright to fix it and make it even better than before. They are usually people who understand the mechanics of construction, and have a considerable amount of knowledge pertaining to ship building.
- CARPENTRY!
Level: 1/2/3/4 Attribute:Profession Description: Having this skill allows the user to repair damage to the boat without paying for the work. Shipwrights can also buy upgrades for their boats and even construct larger boats for a discounted cost provided they put in the work. Building a new boat requires the shipwright to perform a mission thread where they craft the vessel. However, they will receive a 10/20/30/40% discount for their efforts. Constructing other add ons to their boat can also be gotten at the same rate depending on level by simply writing a post (400 words) on building and installation. Cost: Free/30/50/90
Cook - The purpose of a chef in the crew is to maintain edibles and crew survival between points. A good cook knows about the basics of all food taken on board the ship and the means to prepare it into something that can allow the crew to have something to eat. Cooks also have a key knowledge of the nutritional value of what to eat, allowing for the maintenance of good health of the crew and preventing common sea problems such as scurvy, making them responsible for maintaining the health of the crew, seconding only to the doctor.
- BON APPETIT!
Level: 1/2/3/4 Attribute:Profession Description: Thanks to having a skilled cook on board, your crew is always fed higher quality food than those without one. Thanks to this boost in morale and nutrition, cooks on crews can reduce the post count of any crew activity they are involved in (such as traveling or crafting) by 10/25/40/50%. This reduction will not stack with any other bonuses. Cost: Free/30/50/90
WEAPON MASTER - The crew blacksmith, this person repairs all other weapons with ease, from knives to war axes to nets to chain whips, these capable artisans are capable of fixing and even upgrading the tools of the crew, even when afloat.
- WEAPON SMITH!
Level: 1/2/3/4 Attribute:Profession Description: Masters of all conventional weaponry, Weapon masters can repair damaged weapons without fee, and will receive a 10/20/30/40% discount constructing of overview melee weapons and throwing class projectiles, provided they write a 400 word post describing their efforts. Cost: Free/30/50/90
Entertainer - An entertainer is not necessarily needed for a successful journey of a pirate or of others both on land and sea. However, one is usually brought along for one purpose: keeping up the spirits and the romantic hope of a crew alive and lively. Due to the length of a journey, travelers, particularly pirates, become bored and frustrated easily, living with the monotony of their job and trying to keep their sanity when not working and when they have yet to arrive at the next destination. An entertainer eases this monotony by lifting the mood of the crew.
- HASTE!
Level: 1/2/3/4 Attribute:Profession Description: By inspiring their crew to work to their full potential, Entertainers can reduce the post count of any crew activity such as traveling or crafting by 10/25/40/50%. This reduction will not stack with any other bonuses. Cost: Free/30/50/90
Archaeologist - Can identify treasure quickly, ascertaining its wealth at a glance. A trained archaeologist can also spot forgeries and is usually the most well versed member of the crew in terms of folklore, legends, and general history.
- IDENTIFY!
Level: 1/2/3/4 Attribute:Profession Description: Can identify treasures. Level 1 allows for the identification of weapons modified with dials and other upgrades. Level 2 allows the identification of Tier III devil fruits. Level 3 allows the identification of tier II devil fruits. Level 4 allows the identification of tier 1 Devil Fruits. Cost: Free/30/50/90
Doctor - Doctors are relatively essential members of any crew, whether it be Pirate, Marine or any crew in between. One who is skilled in medicine and health care is necessary in order for the crew to survive to harshness of the sea. Doctors are usually required to heal wounds from battles, or prepare medicine for sick members.
- TRIAGE!
Level: 1/2/3/4 Attribute:Profession Description: Crew doctors can heal the sick and injured, meaning crew members wont have to find a hospital when you are hurt and require medical care. At level 1, you can treat and heal minor injuries including minor cuts, bruises, and dislocations out of combat. Level 2 allows for the treatment of broken bones and deep, yet superficial cuts. Level 3 grants the ability to treat and heal major injuries, including deep cuts, multiple broken bones, and head trauma. Level 4 allows the doctor to treat nearly any type of injury in a non combative setting, keeping those on the brink of death alive and on the road to recovery. Cost: Free/30/50/90
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