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BIG GUCCI EDO
Captain

Friendly Friend

PostPosted: Sun Dec 17, 2017 8:36 am


______________________𝕆𝕔𝕔𝕦𝕑𝕒π•₯π•šπ• π•Ÿ π•Šπ•ͺ𝕀π•₯π•–π•ž
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Based on what we've seen in the series, most pirates on the seas all have some form of occupation. Either by fixing their ship, playing an instrument, building weapons or armor. Each man has an occupation they are familiar with.

Here in Strongworld we allow being to have occupational skills completely separate from their combative types and abilities. Meaning a pirate, with the gum gum fruit, can still be a doctor and swordsmen no problem. The choice of occupation is almost completely up to the RPC.

However their are advanced techniques and skill trees where are only available when the RPC reaches a certain EXP marker.

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  • Shipwright; A broad term for a person whom is skilled in either construction or carpentry, and are usually responsible for maintaining a ship

      • Those who select Shipwright get a boost of, +25 Strength, +25 Intelligence


  • Blacksmith; Those who've devoted their time in order to master the process of creating weapons and armor. Smithing is an honored age old profession which takes decades to master.

      • Those who select Blacksmith get a boost of, +25 Dexterity, +25 Intelligence.


  • Doctor; Perhaps one of the most practiced of the professions Doctor are responsible for the health and well being of most crew members on a ship. Doctors can either focus their skills on medicine, or begin practicing creating deadly concoctions.

      • Those who select Doctor get a boost of, +25 Accuracy, +25 Intelligence.


  • Musician; Generally responsible for the moral of the ship, it is a musicians duty to play. Musicians generally go on ahead to master their instruments. Making them a beacon for like minded people to rally around.

      • Those who select Musician get a boost of, +25 Spirit, +25 Intelligence.


  • Merchant; Those who've dedicated their lives in the pursuit of money. Merchants are masters of haggling and can smell a discount a mile away. Trading often goes better for them as well. Usually getting more for their buck and pricing what they sell as well.

      • Those who select Musicians get a boost of, +25 Dexterity, +25 Intelligence.


  • Navigator; Those whom sail for a living, wither it be cargo goods, or good ole piracy these sailors know the seas like the back of their hand and get paid generously for their services.

      • Those who select Navigators get a boost of, +25 Dexterity, +25 Intelligence.


  • Scientist; Those with an in depth knowledge of technology and are practitioners of manipulating it.

      • Those who select Scientist get a boost of, +25 Accuracy, +25 Intelligence.


    (For obvious reasons assasin/swordsmen/brawler types aren't on this list. Occupations are supposed to be kept completely separate from combat.)

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    Once an RPC reaches [100 Intelligence points] they can then reach the first tier of Occupational Advancement.


      • [Tier 1 Intelligence] RPC's gain the ability to create [intermediate level customs] based around the users choice of Occupation. Wither it be making custom poisons, custom cyborg parts, custom weapons, custom canons or cannonballs, all boostable up to +50. Once an RPC reaches 100 intelligence they gain the ability to customize their craft.


    Once an RPC reaches [200 Intelligence points] they can then reach the second tier of Occupational Advancement.


      • [Tier 2 Advancement] RPC's gain the ability to create [Advanced level customs], limited to the highest abilities one can achieve at this level, users can create up to, Dial Integrated Weapons: Skypiean Only, Buffable Items, Armor, Weapons up to +75. The user is now skilled enough to create custom ship parts, as well as smith a Wazamono grade sword.


    Once an RPC reaches [300 Intelligence points] they can then reach the third tier of Occupational Advancement.

      • At [Tier 3 Advancement] RPC's have achieved genius level of skill with their craft. They are limited to a Maximum of Laser Weapons, Robots, Engine based Ships, Advanced World Systems, Advanced Healing Potions, generally anything that the One Piece world would allow you to create without over stepping boundaries. Users are now skilled enough to smith Ryo Wazamono grade swords as well.


  • PostPosted: Wed Apr 25, 2018 11:03 pm


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    A list of starter techniques, generally within the 1- 100 stat range which the guild had deemed fair and provided for you, so long as you meet the intelligence requirement for each individual technique you may use each technique. No updating, No learning, completely free of charge.

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    Technique Name: Field Medic: Petty Poison
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration 3 posts
    Technique Range: X
    Technique Description Entry into the darker forms of medicine, the user is now aware of how to construct a concoction which is in fact poisonous for the body. Not exactly lethal, but the effects of the poison are dizziness and relative uncomfort. The victim is afflicted with a [-10 Accuracy] debuff for 3 posts while their body fights off the toxins.

    Technique Name: Field Medic: Bandage
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of medical skills, the user has read enough medical text in order to create a field band aid in order to aid in a healing process. Within battle the user is out of commission for [1 full post], when outside of combat the user is considered busy for [10] role play minutes. After the completion of this task, the user will gain or distribute [+10 Stamina] to himself or the victim.

    Technique Name:Scrounge: Herbs
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of medical skills, the user has read enough medical text in order to scour the location in search of herbs to aid in a healing process. Within battle the user is out of commission for [1 full post], when outside of combat the user is considered busy for [10] role play minutes. After the completion of this task, the user will gain or distribute [+10 Stamina] to himself or the victim.

    Technique Name: Field Medic: Tourniquet
    Technique Tags: [Intelligence Stat: 25]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of medical skills, the user has read enough medical text in order to create a field band aid which is capable of mending broken bones and other type of nasty open wounds, in order to aid in a healing process. Within battle the user is out of commission for [1 full post], when outside of combat the user is considered busy for [10] role play minutes. After the completion of this task, the user will gain or distribute [+25 Stamina] to himself or the victim.


    Technique Name: Field Medic: Natural Stitching
    Technique Tags: [Intelligence Stat: 50]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of medical skills, the user has read enough medical text in order to scour the area in search of anything the user can utilize in place of needle and thread. in order to stitch up, and close open wounds. Within battle the user is out of commission for [1 full post], when outside of combat the user is considered busy for [10] role play minutes. After the completion of this task, the user will gain or distribute [+50 Stamina] to himself or the victim.


    Technique Name: Amateur Chemist: Flint and Steel bomb
    Technique Tags: [Intelligence Stat: 75]
    Technique Duration1 post
    Technique Range: 10 feet
    Technique Description Being one of the most basic of chemistry skills, the user has read enough medical text in order to create a grenade of sorts using flint and steel that they've found in the environment while not every powerful these bombs can come in handy when in a jam. Exploding at [75 Dexterity] these bombs leave a black smoldering area 10 feet around the impact zone. While in combat it take [1 full post] in order to create and throw [1] bomb at a time.




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    Technique Name: Construction: Raft
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of crafting skills, the user has read enough text in order to construct a small raft. Within battle the user is out of commission for [1 full post], when outside of combat the user is considered busy for [10] role play minutes. This allows user to grab misc. supplies from the environment around them but are limited to what they can physically carry.

    Technique Name:Scrounge: Supplies
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of crafting skills, the user has read enough text in order to scour the location in search of supplies to aid them in a building process. Within battle the user is out of commission for [1 full post], when outside of combat the user is considered busy for [10] role play minutes. This allows user to grab misc. supplies from the environment around them but are limited to what they can physically carry.

    Technique Name: Hammer Slam
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post
    Technique Range: 10
    Technique Description Becoming adept with a Hammer the user can smash his work tool in the ground and can cause a small 10 foot shockwave which can knock unsuspecting foes off balance.

    Technique Name: Build: 10 foot structure
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post
    Technique Range: 10 feet
    Technique Description Becoming adept craftsmen, the user can dedicate [1 full post] to building a 10 foot structure out of whatever material their [Intelligence Tiers] allow them to work with. For every [Post] dedicated toward making the structure taller, it will grown another [10 feet] maxing out at 100 feet or the RPC max Intelligence stat

    Technique Name: Workmen's Ware
    Technique Tags: [Intelligence Stat: 25]
    Technique Duration2 posts
    Technique Range: X
    Technique Description Becoming an adept craftsmen, your body has adapted to the harsh workload you've done. Granting the user [+25 Endurance] for 2 post.

    Technique Name: Reinforce
    Technique Tags: [Intelligence Stat: 50]
    Technique Duration2 post/ 10 minutes
    Technique Range: X
    Technique Description Becoming an adept craftsmen, the user has gain the ability to reinforce structures aboard a ship. Giving the vessel a boost of +50 Durability for [5 posts] before the repairs need to be maintained again.

    This technique can also be used on Items that the RPC has created in order to strengthen their STR or DEF stats by +50, but it will wear off after [2 posts]



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    Technique Name:Scrounge: Materials
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of smithing skills, the user has read enough workshop text in order to scour the location in search of ores to aid them in the smithing process. The user is considered busy for [10] role play minutes. This allows user to mine misc. ores from the environment around them but are limited to what they can physically carry.

    Technique Name:Smiting: Lesser Item
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Being one of the most basic of smithing skills, the user has read enough workshop text in order to develop a [+10 item]. The user is considered busy for [10] role play minutes. The user is able to create a weapon with the stats of their choosing, excluding spirit.

    Technique Name: Sharpen
    Technique Tags: [Intelligence Stat: 25]
    Technique Duration2 post/ 10 minutes
    Technique Range: X
    Technique Description Becoming an adept blacksmith you know the perfect angle in which to sharpen a blade. You gain a boost of either + 25 STR or DEX for 2 posts.

    Technique Name: Reinforce
    Technique Tags: [Intelligence Stat: 50]
    Technique Duration2 post
    Technique Range: X
    Technique Description Becoming an adept blacksmith you know the perfect angle in which to sharpen a blade, as well as how to hammer armor. You gain a boost of either +50 STR, DEX or DEF for 2 posts.


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    Technique Name: Scout
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: 10 Feet
    Technique Description Becoming an adept sailor your head is always on a swivel you can call upon a boost of +10 react when sensing impending danger out to sea.]

    Technique Name: Sea Legs
    Technique Tags: [Intelligence Stat: 10]
    Technique Duration2 post/ 10 minutes
    Technique Range: X
    Technique Description Becoming an adept sailor you gain a boost of +10 SPD when preforming tasks during a sailing event.

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    Technique Name: Haggler
    Technique Tags: [Inteligence Stat: 10]
    Technique Duration1 post/ 10 minutes
    Technique Range: X
    Technique Description Becoming an adept merchant you can bargain your way to a .5% boost of beli to item you are selling.

    Technique Name: Word on the Street
    Technique Tags: [Inteligence Stat: 10]
    Technique Duration2 post/ 10 minutes
    Technique Range: X
    Technique Description Becoming an adept merchant you can hang around the marketplace and get the lowdown on the best deals, pretty much ensuring you a .5% discount on all items you duy, however you are considered busy for [24 hours].

    BIG GUCCI EDO
    Captain

    Friendly Friend

    Reply
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