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1Occupation and Crafting Empty Occupation and Crafting on Thu Dec 07, 2017 1:21 am

Admin

Admin

Admin
occupations
Occupations refer to the duties a person has as a member of a crew. Certain Occupations come with certain bonuses, but just because you aren't a Swordsmen doesn't mean you can't use a sword. You just don't reap the benefits and wouldn't be as knowledgable. However, if you aren't a Doctor, don't expect to be sewing people up. Everyone can have two Occupations, the first comes free, the second must be bought in the Shop. The combination of occupations can be either One Combat and One Non-Combat, Two Combats, Or Two Non-combats.

Navigator:
Ever since a child you've shown the sensitivity to notice even the slightest change in the humidity in the air. When it comes to your studies, geography, navigation, and oceanography always fascinated you with immense passion. It's now translated into the ability to guide vessels across the most treacherous of seas. Your decisions make or break a voyage at sea! Non-Combat.

  • Navigators are required to travel from Island to Island/Forum to Forum via Ship.
  • Navigators are the only Occupation that can utilize the Art of Weather fighting style.


Doctor:
Fevers, diseases and alignments are among the few things that you can cure with the right tools and medicine. Your moral ethics will guide your career in this field, whether it's curing rare diseases, patching up your nakama after a long conflict, pushing the boundaries of science with Frankenstein type creations, or creating potent drugs that bolster the abilities others. With the tools present, you can sew and patch up the wounds of your allies. Non-Combat.

Scientist:
If doctors push the boundaries of science, the scientist sees beyond the boundary and imagines the unimaginable. Whether it be over technology far ahead of the current times through robotics, bending the laws of physics, or concocting the wickedest poisons, for modern man/woman of science, there's no one who sees the world as uniquely as persons with this occupation. Non-Combat.

Blacksmith:
Blacksmith's are metalsmith who create objects from wrought iron or steel by forging the metal, using tools to hammer, bend, and cut. They are able to give their creations 'character' and more talented smiths can smelt the rarest of ores into most dangerous inventions of the times. Swords, bullets, maces, armor and even guns once it's able to be forged through a smithery, anything within their realm can be made with the right skill and imagination. With the tools present, you can repair broken equipment. Non-Combat.

Shipwright:
Shipbuilders are the heart of the seas in this time. Without the right vessel, crews can find themselves capsized and stranded at sea for days, even an eternity, especially when it comes to the Grand Line. Frigates, Warships, Caravels, depending on your skills even submarines and Devil Fruit compatible vessels are possible but it all depends on if your cut out for the meticulous nature of each make. Beyond being able to build ships, Shipwrights get discounts when buying ships. Non-Combat.

Chef:
Culinary treats and balanced meals are needed for survival at sea, especially long voyages where land might not be seen for weeks, even months. Chef's are skilled at preparing dishes that keep their crew energised and healthy to fight or adventure in their optimal state. Non-Combat.

Archaeologist:
The secrets of the World lie in the hands of these persons. Whether it be the History of The Strawhats Realm, or lost artifacts especially the rarest of kind in the Poneglyphs, finding lost history and items lie in the hands of the Archaeologist. Speaking and reading lost languages are also a part of their forte. Non-Combat.

  • Archaelogist NPCs can be deployed to Islands by their Owner if accompanied by a Navigator and proper means of travel. With a post signifying their presence on the Island, they will automatically return to their Owner in a week's worth of irl time. In a topic following their return, they can ICly give their Owner a synopsis of what would be public information on this Island.


Dial Specialist:
Dial Specialist are peculiar individuals who have a knack for tinkering with Dials. Dials being the shells that are remains of ancient extinct shellfish. These empty seashells carry the mysterious powers of these shellfish allowing the seashells to store and release various substances like flames, water, even clouds that can be walked upon. Non-Combat.

  • All Dial purchases receive a 10% discount.
  • For every 5 Doriki they've earned, they can embed a Dial into a piece of Equipment. This binding can only be undone with a moderator's approval.


Custom: Nothing stated peaking your interest, create your own custom occupation. Using at least fifty words, describe an occupation that your looking to pursue! Maybe you want to be musician, artist, hypnotist or beast tamer! It's a large world, don't waste it on our limitations! Just remember to mention if it is Combat or Non-Combat, then apply for Perks. This should all be done on your Character Page in Development.

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2Occupation and Crafting Empty Re: Occupation and Crafting on Fri Mar 02, 2018 11:53 am

The Janitor

Deva
Deva

The Janitor
Crafting
In the World Of One Piece and on Strawhats, Crafting is the system through which players can use their specific trades to create inventions. As for what can be created, that's completely in the hands of the creator!

Note, the right combination of occupations or the right occupation will be needed to create Inventions of a more complex nature (see more in next section).  By default, you can gain a minimum 10 Crafting Points from any threads where actions are made towards discovering or innovating an invention. This is not limited to buying items from a shop, it could be researching blueprints, stealing books, grave digging libraries and tombs, the choice is yours. The grander the action, the higher the turn out rate. Also, minimal efforts such as one liners or cheap setups will not be rewarded.

How does Crafting Work?
The basis of Crafting is, get Crafting Points (CP), spend CP to create Inventions you've registered, accumulate Crafting Experience (CEXP) to rise through the Crafting Ranks, then make more complex Inventions as your Crafting Rank increases.

Crafting Points
CP is the currency of the Crafting world. It is gained, to be spent. CP is awarded from crafting centric Voyages and Gran Voyages that make use of one's Non-Combat Occupation. May this be using one's occupational knowledge to solve a problem or even making use of one of their Inventions, these Voyages and Gran Voyages do not have to be about Crafting itself.

CP can also be gained in threads that aren't Voyages or Gran Voyages where actions associated with crafting, gaining knowledge, etc are taken. Examples are researching, drawing blueprints, shopping for materials, so on and so forth. Throw away lines to try to get a small sum of CP in your topics will not successfully get you CP. A serious effort must be made to gain CP in a topic that is not a Voyage or Gran Voyage.

CP is stored on the side of your profile, along with CEXP, to be edited by Staff.

Crafting Experience
CEXP is awarded for every CP spent to create an Invention. The more experience you garner, represents your notoriety and skill level when it comes to your Occupation. You'll have two scores essentially, your Craft Points (CP) which fluctuate as they are spent and gained. Then your Crafting Experience, which only rises as you spend CP.

Inventions
Inventions are created by you, the member *here* in the Invention Area. Inventions have a few base criteria, but more can be added if the member wishes or a Staff member requests it. For Inventions that are Equipment, the Inventor should use the Equipment Template.

Invention Name:
Invention Class: (A, B or C etc.)
Invention Description: (Please be precise on dimensions, size, colour and shapes. This section is strictly for the appearance of the invention. This does not focus on the effect of invention.)
Invention Capabilities: (Explain what the Invention does. Be specific and cover all the details you can. Range, duration, Speed, Power, etc.)

Code:
[b]Invention Name:[/b]
[b]Invention Class:[/b] (A, B or C etc.)
[b]Invention Description:[/b] (Please be precise on dimensions, size, colour and shapes. This section is strictly for the appearance of the invention. This does not focus on the effect of invention.)
[b]Invention Capabilities:[/b] (Explain what the Invention does. Be specific and cover all the details you can. Range, duration, Speed, Power, etc.)

Class
Class works to separate basic Inventions from more complex Inventions. Generally speaking, the higher the Class of an Invention the more uses, effects, and or potency it will have. Classes range from D to A, D being most basic and A being most complex. If you aren't sure what Class your Invention is, the Staff member who grades your Invention will assist you in assigning one.

  • D Class Inventions Cost 10 CP. Award 25 CEXP.
  • C Class Inventions Cost 15 CP. Awards the user 75 CEXP.
  • B Class Inventions Cost 50 CP. Awards the user 125 CEXP.
  • A Class Inventions Cost 100 CP. Awards the user 500 CEXP.


For Shipwrights, they operate on their own cost and reward system due to the complexity of the Occupation.

  • Class D Shipwright can craft a Freedom vessel for 30 CP. Awards 75 CEXP.
  • Class C Shipwright can craft a Caravel vessel for 60 CP. Awards 150 CEXP.
  • Class B Shipwright can craft a Brig vessel for 300 CP. Awards 500 CEXP. Shipwright can also craft a Brigantine vessel for 180 CP. Awards 350 CEXP.
  • Class A Shipwright can craft a Brigantine vessel for 800 CP. Awards 1,000 CEXP.
  • When one gains the ability to upgrade the Capacity Slot of vessels, it cost 10 CP each slot. Awards 25 CEXP per Capacity Slot added.
  • When one gains the ability to make a Vessel a Submarine, it cost 50 CP to do this regardless of what type of Ship it is. Awards 125 CEXP.
  • When one gains the ability to upgrade the Artillery Points of vessels, it cost 20 CP per slot. This awards 75 CEXP per Slot added.


Crafting Ranks
Crafting Ranks are what separate master craftsman from the novices. You need a higher skill level and more knowledge to make more advanced creations. Put into terms of this system, the more CEXP you have, the higher you Crafting Rank. The higher your Crafting Rank, the higher Class Inventions you can make.

  • Beginner Inventor: From registration of character, this is what you are in any profession. The most basic of the basic. You can craft D Class Inventions at this level. 0-249 CEXP.

  • Craftsman Inventor: You've made a few inventions of the most basic class, and this is your way of life. You can craft C Class Inventions at this level. 250-1,000 CEXP.

  • Master Inventor: You're a professional. No fancy words can describe it. You've created endless amounts of basic to intermediate inventions at this point but what really sets you apart is your attention to detail. You can also create combinational items, merging two or more occupations to create game changing inventions. You can craft B Class Inventions at this level. 1,000-4,999 CEXP.

  • Vegapunk Inventor: You'll have to pour a large amount of work into your craft to reach this level. Once you do, no one can deny that you are one of the greatest in your field. The Inventions you create at this level are monumental and can change the course of the future. You can craft A Class Inventions at this level. 5,000+ CEXP.


Breakdown
The following goes more in depth in describing what Inventions you can except to see at what Classes and your capabilities at the corresponding Ranks.

Class D - Basic Crafts: These can be anything you can imagine taking minimal effort to produce. Their quick and convenient but not held to the highest regard of mastery.
Spoiler:


  • Doctor - Any type of healing performed performed outside of a Voyage can address damage up to a Moderate severity. You can make simple medicines that ward off pain and also stitch up the wounded. By dedicating a Crafting Voyage's worth of work to a wound, you can treat up to Major inflictions.
  • Scientist - At this level scientist can create simple tools like, but not limited to Telescopes, Den Den Mushi, and Compasses. They can also make solutions that can sedate someone over time.
  • Blacksmith - Simple Common Grade Weapons.
  • Shipwright - At this level one can make a Freedom vessel, which cost 30 CP. With scraps at your disposal you can also perform feats in thread like building wooden bridges by freehand.
  • Chef - Simple dishes that can perk your allies up and help their performance.


Class C - Intermediate Crafts: These crafts are truly one of a kind. It takes a lot more than just having the right materials, it's all about the instructions, and the level execution. It's said that at this level, a piece of the creators 'soul' imprints on the item and gives them character.
Spoiler:


  • Doctor - Any type of healing performed performed outside of a Voyage can address damage up to a Major severity. You can make simple medicines that ward off pain for a longer duration. You can also make drugs that have various effects. By dedicating a Crafting Voyage's worth of work to a wound, you can treat up to Severe inflictions.
  • Scientist - Here, Scientist can begin to create robotics with simple A.I. They can make simple explosives like grenades. They can craft poisons that can cause Major internal damage.
  • Blacksmith - More complex weapons that are of Skillful Grade and automatic firearms.
  • Shipwright - At this level one can make a Caravel vessel, which cost 60 CP. With scraps at your disposal you can also perform feats in thread like building wooden bridges by freehand. Lastly you can upgrade a Ship's capacity by a maximum of 3.
  • Chef - Dishes with depth that can offer your allies and even more potent boost or even some delicious food that can cause harm to enemies.

Class B - Advanced Crafts: You've reached a level of mastery that not many in your field will ever match. The crafts of the previous works have nothing on this class.
Spoiler:


  • Doctor - Any type of healing performed performed outside of a Voyage can address damage up to a Severe severity. You can make medicines that ward off pain for a longer duration. You can also make drugs that have various effects. By dedicating a Crafting Voyage's worth of work to a wound, you can treat up to Fatal inflictions.
  • Scientist - Though the A.I. still isn't perfect, you can create fully automated Pacifista or turn people into Cyborgs. Explosives with remote detonation devices are on the table. And your poisons can cause long lasting Severe damage to one's organs. You can also make amazing gadgets that have many supplementary uses, like jet packs, night vision goggles, Log Poses,  etc.
  • Blacksmith - Can craft Great Grade weapons, custom artillery like giant cannons that fire unique creations. One can also embellish a piece of equipment they have created with a soul, by doubling the CP requirement for crafting. This soul gives the equipment a presence and personality. While it can't speak to you in words after constant use the owner would be able to understand the personality and nature of the equipment.
  • Shipwright - At this level one can make a Brig vessels, which cost 300 CP. They can also make a Brigantine, which cost 180 CP. Lastly you can make a Submarine vessel which cost 50CP on top of the base cost of the type of vessel the Submarine is (Freedom, Caravel, etc). With scraps at your disposal you can also perform feats in thread like building wooden bridges by freehand. Lastly you can upgrade a Ship's Capacity by a maximum of 5 by spending 10 CP for each additional slot.
  • Chef - Here we have dishes with depth that can empower one's allies before combat or severely weaken one's foes.


Class A - Over Technology or Renaissance Crafts: These crafts are World Changing. It's almost like having magic in the palm of your hand in some ways, these crafts let you stand out from the herd.
Spoiler:

  • Doctor - Any type of healing performed outside of a Voyage can address damage up to a Severe severity. Your medicines can purge the most potent of toxins. You can also make drugs that have various beneficial effects. By dedicating a Crafting Voyage's worth of work to a wound, you can treat up to Fatal inflictions.
  • Scientist - Can create fully automated Pacifista or turn people into Cyborgs. Explosives with remote detonation devices are on the table. These explosives can wipe out large areas if you build them with the power to. And your poisons can cause long lasting Severe damage to one's organs or just Fatal damage right away. The gadgets you can make are astounding. Plasma based weapons are on the table as well as creating artificial Devil Fruits.
  • Blacksmith - You've finally reached your peak. Here you can craft world renown blades in the form of Saijo Wazamono. Crafting blades embedded with their own unique nature still cost double the CP.
  • Shipwright - At this level one can make a Full Rigged vessel, which cost 900 CP.  With scraps at your disposal you can also perform feats in thread like building wooden bridges by freehand. You can upgrade a Ship's Capacity by a maximum of 10 by spending 10 CP for each additional slot. To close you can increase a Ship's maximum amount of Artillery Points by 25 Points.
  • Chef - Your dishes are soul cleansing. You can almost guarantee victory to anyone eating a meal made by you prior to a battle, because the benefits are so potent. On the other side of things, you can cause crippling damage to someone who eats your food and practically retire them for a day due to the havoc your dishes wreck on their body like a poison would.

Co-op Crafting
Co-op Crafting is the act of creating an Invention with another being, may they be an NPC* or PC. An example of Co-op Invention is a laser gun. While a Scientist can very much create a power source for something to fire off lasers, a Blacksmith would be needed for the vessel of this weapon. The following are guidelines for Co-op Inventions and Crafting them.
  • Depending on the concept of the invention, the highest or lowest Inventor Class can come into play when creating CO-OP Inventions. For example, A Master Class Cook and A Craftsman Class Scientist can come together to create an B/C Class Invention, all dependent on the input in the creation process. Whereas, with two different Classed Cooks, the higher tier takes precedence due to on hand expertise. Think about Sanji and the Cooks remaking Big Mom's cake, meaning the higher classed product is guaranteed.

  • Only one PC have to register the initial invention in their inventions section, but the overall approved invention must be stored by both parties after the Staffing Process.

  • When a NPC is involved in any part of the process, all inventions being made operate under 1.5 Multiplier effect. Meaning, if you're working to create an invention of D Rank that costs 10 CP, it'll cost 15 CP to make.

  • However, the more PC's involved in creating an Invention, a one time 10% discount is applied to the Classed Invention being made. Meaning, if two Vegapunk Scientist are working on an A Class Invention, it'd cost 50 CP less. Same goes for one Master Class and one Craftsman Class Scientist etc.

  • A Voyage related to the Invention that includes all participants of Co-op Crafting must be completed and graded for the invention to be considered created.


*For information on NPCs and Crafting, see the NPC system.



Last edited by The Janitor on Sat Jun 09, 2018 11:41 am; edited 1 time in total

3Occupation and Crafting Empty Re: Occupation and Crafting on Mon Mar 19, 2018 2:45 pm

The Janitor

Deva
Deva

The Janitor
Crafting Template


Code:

[b]Invention Name:[/b]
[b]Invention Class:[/b] (A, B or C etc.)
[b]Invention Description:[/b] (Please be precise on dimensions, size, colour and shapes. This section is strictly for the appearance of the invention. This does not focus on the effect of invention.)
[b]Crafting Points:[/b] (This deals with how many Crafting Points went into the initial craft. This section can also be used to upgrade your Craft. Just pay the difference between the Letter Tiers.)
[b]Invention Capabilities:[/b] (For basic makes like swords, this wouldn't be necessary unless creating Meito's. This would be the area where Metio effects should be listed in list type format preferably. Clothes, Medicines, Consumables such as food should all have a) Duration, b) Serving Size (use once, use twice e.g. Cookies one consumption, Fried King Fishes would be served twice.) and c) Side Effects (optional). Lower graded drugs wouldn't have side effects however, but higher graded, (Above Class C) should. Any other information you believe is relevant should be stated here.


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