|
Post by IODINE on Jan 26, 2012 23:18:58 GMT -5
FLEET SYSTEM
The duty of the Marines is to maintain a law and order throughout the world and impose the will and might of the World Government. They are therefore considered the key strategic development force in the World Government and are expected to obey its orders at will. Sometimes these orders are questionable, however they are expected to carry them out regardless of opinion.
Though many marines operate independently, individuals can be promoted to Vice Admirals upon raising enough funds to purchase a Caravel Class Ship.
All marines 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, which is obtained upon the foundation of your fleet.
- - -
Vice Admiral - To acquire a lead vessel, a Marine first must become a Vice-Admiral. A Vice-Admiral ranked marine is a natural born leader who commands his unit and marines across the open blue. Searching for wrong-doers and taking care of the basic needs of an average marine vessel. Vice-Admirals will be picked by their quality and activity, making sure we only have the best and brightest competing against each other. Acquiring a lead vessel means a division is capable of traveling across the sea's as well as entering the Grand Line, without a true lead vessel the fleet will not follow.
- AURA OF COMMAND!
Level: 1/2/3/4 Attribute:Profession Description: When crew members are in battle with their Vice Admiral, 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
REAR ADMIRAL - The Rear Admiral is second command in the fleet, able to make decisions for the entire squadron of the fleet. They take responsibility for everything the Vice-Admiral is unable to take care of. They often due the book work, form battle plans ans command lesser units for the Vice-Admiral and ranked Admirals. The Rear Admiral also is one of the strongest members of the Divisions Unit, being able to defend nearly all the lesser members beneath him without too much stress. This is the unit member who gets down and dirty to complete the Vice-Admirals tasks.
- LESSER AURA OF COMMAND!
Level: 1/2/3/4 Attribute:Profession Description: As the second in command, the Vice Admiral 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
Gunners - Due to their choice of weaponry, Gunners excel 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, Gunners 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
Construction Mechanic - A Construction Mechanic is a carpenter who works specifically on ships. They are responsible for the building and the repair of the Fleet’s vessel. Most groups consider them to be essential needed them for repair and general maintenance.
- 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. Construction Mechanics 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
Quartermaster - 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. This quartermaster also has a knowledge of the edibles and what to and not to eat on a voyage. Quartermasters 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, Quartermasters on fleets 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
Infantry - The Infantry members repair 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, Infantry marines 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
Field Researcher - Can identify treasure quickly, ascertaining its wealth at a glance. A trained Field Researcher 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: Field Researchers are masters of artifacts, in whatever form they take. 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
Medical Officer - Medical Officers 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. Medical Officers are usually required to heal wounds from battles, or prepare medicine for sick members.
- TRIAGE!
Level: 1/2/3/4 Attribute:Profession Description: Medical Officers 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
[/blockquote]
|
|
ZZZ
New Member
[M:0:0:]
Posts: 27
|
Post by ZZZ on Apr 6, 2012 23:02:18 GMT -5
CHAIN OF COMMAND FLEET ADMIRAL In the world of One Piece, Fleet Admiral is the highest marine rank, and is the appointed commander of the entire organization. It is just above Admiral but below the World Government Commander-in-Chief and the Gorousei. This rank is given to only one man at a time by the World Government. This man is able to call in Buster-Calls, among other important traits that only the leader of the Marines could do. They are regarded easily on tier with the Yonkou and other impressive ranked pirates. Currently this position is unavailable.
ADMIRAL Admiral is a title of a signified senior command rank in the Marines. Admirals, also known generally as flag officers, were typically responsible for a high level military command at battle group or fleet level, and for administrative and political duties relating to Marine operations. An Admiral is senior to a Vice Admiral and junior to the Fleet Admiral. The Admirals are crowned the World Government's "Greatest Powers", and are the strongest individual fighters within the World Government and the Marines. The three admirals are feared. Currently this position is unavailable.
VICE-ADMIRAL To acquire a lead vessel, a Marine first must become a Vice-Admiral. A Vice-Admiral ranked marine is a natural born leader who commands his unit and marines across the open blue. Searching for wrong-doers and taking care of the basic needs of an average marine vessel. Vice-Admirals will be picked by their quality and activity, making sure we only have the best and brightest competing against each other. Acquiring a lead vessel means a division is capable of traveling across the sea's as well as entering the Grand Line, without a true lead vessel the fleet will not follow.
REAR ADMIRAL The Rear Admiral is second command in the fleet, able to make decisions for the entire squadron of the fleet. They take responsibility for everything the Vice-Admiral is unable to take care of. They often due the book work, form battle plans ans command lesser units for the Vice-Admiral and ranked Admirals. The Rear Admiral also is one of the strongest members of the Divisions Unit, being able to defend nearly all the lesser members beneath him without too much stress. This is the unit member who gets down and dirty to complete the Vice-Admirals tasks.
COMMODORE A Commodore while liken to a Captain, most of his responsibilities pertaining to the same as a Captain, are viewed quite highly as having far more experience and capabilities. Their words and validations hold more ground within the marines than most. This is also the place where a marine shows whether or not they have what it takes to become an Admiral. They are almost up there, to become a Rear Admiral and proving their loyalty to the marines.
CAPTAIN A Marine Captain is a rank senior to that of a Commander. Captains are the main vessel's leader, being in between the Admiral's and the actual crew and unit of the vessel. They often remain on the vessel and the unit compared to the Read-Admiral who is often beside or near the Vice-Admiral. Captains are able to call in Buster-Calls with permission of their supervisors as well as control a single ship within the fleet. They are the highest ranked official a standard marine can reach. These men and women are often friends with each and every member of the unit and know everyone by name and rank as they should. They are the voice of the Admirals and report directly to him.
COMMANDER The figure directly under the Captain in rank, this is the second in command aboard the lesser vessels or when the Captain is away. If the captain was to die, this official would easily step up to claim the flanked vessel and the unit under their name. They often have numerous qualities that benefits the ship and the captain. Be it appearance, or simple die-hard strength and determination. The Commander is the partner of all the units, and helps in making the toughest decisions during combat. Making sure everyone else, including the Captain is doing their job and properly heading toward their goal be it trivial or material. Using them as negotiators is often done by Captains, instead of blasting one another with canon-balls. Nothing would run on a Vessel without the Commander keeping tabs on everyone.
LIEUTENANT The Lieutenants are the second strongest fighters within a unit, known to wield those loud pistols and seastone weapons. Often carrying family heirlooms and other prize possessions the Lieutenant uses on a daily basis. They are one's on the vessel that are skilled fighters and seasoned marines. The Lieutenant are also capable of using the cannons with top finesse, knowing where to put everything together and fire the massive behemoths into an opponents boat. Along side with other members of the unit, the Lieutenant often is the lead on ground force missions, usually leaving the ship before a commander would.
ENSIGN The Ensign of the crew is always there during a fight, usually right beside the Lieutenants and other leading forces on the ground. They have the knowledge of how the unit runs efficiently and quickly, often have been in the Marines for a good portion of their life. They carry many responsibilities within the division and vessels as well as in battle. Ensigns are the lowest rank of commissioned officers, however are able to bear the symbol of justice on the back of their uniform, a proud feat of any marine. The Ensign follow under the command of the Lieutenants and Commanders aboard a vessel and generally can complete any task given to the, just give them the tools and time to do it. They are loyal and true members of the unit.
WARRANT OFFICER The Warrant Officer is the first of the non-commissioned units. They follow under the command of the superior officers without a complaint. They are also unit members with unique qualities and traits that are found on a vessel. They often act as Navigators, Cooks, Gunners, and Swordsmen on a ship. Being highly trained senior members of the Marine units. They are often treated like grunts by the commanding units, however they often have the first word among the non-commissioned officers and marines found on a vessel. Warrant Officers are often the common fighters on ground, and know how to defend the vessel while its under attack.
PETTY OFFICER This is basically the 'beginning' period in the marine ladder where they are just starting up the military rung. They are quite close to becoming officers, and virtually are, however, they are lowest in the chain of power and still do mostly chore jobs. They are allowed slightly more freedom with their clothing and now have their own weapons.
[/size][/justify]
|
|