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 Character Skill Professions

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Carnage
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PostSubject: Character Skill Professions   Character Skill Professions EmptyWed Dec 16, 2015 4:20 pm


Skill Professions








To liven up the RPG, and as well make it last, characters can have skill professions or life skills which would be farmer, black smith, or merchant. Character skill professions aren't necessarily a supplement for combat, but it can aid you during combat. Certain secondary skills can imbue strength, or other statistic categories that pertain to your character's physical abilities. The normal skill professions are



  • Smith
  • Doctor
  • Merchant
  • Farmer
  • Chef
  • Archaeologist





Rules And Guidelines

  • You can only create accessories related to your skill profession.
  • You may create accessories for other role-players, once they add it in their time-log  and pay/trade you with the equivalent amount, your slot is once again free to make another accessory.
  • You cannot create more than 7 accessories for yourself.
  • You must have an empty slot to make an accessory for someone else.
  • You must mention the repair cost and selling cost in the accessory submission.
  • For each biography, skill profession can be switched maximum of three times.
  • On switch, all the accessories in your use and possession created during the use of that skill profession are automatically dropped.
  • Accessories traded before the switch are not dropped since they are now in possession of someone else and occupy their slot.
  • When submitting a unique custom accessory only related to your skill profession, please add a note at the end about your skill profession.
  • Custom Weapons is not related to skill professions, you may create any type of weapon suitable to your fighting style. As far as upgrading those weapons goes, you'll have to leave it up to a character smith, or see an in-shop smith.



Dual Skill


One skill per character rule can be overwritten by buying a Dual Skill Slot (DSS). The DSS can be bought by spending 1000 experience points on a character and making him earn another skill profession. The second/supplementary skill profession follows the guidelines below:


  1. You obviously cannot have the same skill over again.
  2. Your character starts off at level 1 of the secondary skill profession.
  3. You get 3 extra accessory slots, making a total of 10. Which can be used by either supplementary or primary skill profession.
  4. If you drop your character, you will lose the 1000 experience points to spend in order to obtain the second skill profession.
    Scooping can still be done following the normal rules.


Last edited by Carnage on Sun Jan 17, 2016 3:31 pm; edited 3 times in total
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PostSubject: Re: Character Skill Professions   Character Skill Professions EmptySun Dec 20, 2015 12:52 pm

[Doctor]


A Doctor, is a person who practices human biological medicine. A doctor is usually a necessity for any type of travel. Doctors are relatively essential members of any crew, whether it be for pirates, clans, villages, towns, or dojos. One who is skilled in medicine and health care is necessary in order for the individuals to survive the harshness of the world. Doctors are usually required to heal wounds from battles, or prepare medicine for sick people, even animals.

[BLOOD DONOR] - LEVEL 1
Requirement: None
Description: The basic skill level of the Doctor profession, it reflects your passion for choosing to be a Doctor. This is a default level which does not require any expenditure of XP points. A Blood Donor meets the requirement of a basic needs and can barely support 6 people at a time, whether it be at war, on a ship, dojo; where ever.


  • Is Responsible of Maintaining Health of people in need and Themselves.
  • Can Restore 2 DMG Points that was Inflicted On Themselves, friend, or an acquaintance. (This Perk is Applicable Only Outside of Battle.)
  • Allows Character to Build Basic Medical Related Accessories, and Recreate Similar Items.
  • Characters are Capable of Creating Medicines and Drugs that temporarily Boosts the Four Natural Body Attributes  by 2 (STR, SPD, STA, ACC)
  • Using Accessory Slots, the Character can Create Potent Poisons that Cause -2 PHY, at the Beginning of Every Owner's Turn, that lasts until healed by concurring Level Doctor or Hospital Treatment or Special Ability. (Deduction in Attribute must be Specified when Poison is Submitted).


[NURSE] - LEVEL 2
Requirement: 50 XP Points
Description: The second skill level of the Doctor profession, it is the skill level in which you are allowed to assist with minor injuries, such as scratches and cuts, and you don't need hospital support to cure them. A person with this skill level can also support 10 people within the vicinity if they need it. 50 XP points are required to obtain this level.

  • Is Responsible of Maintaining Health of their team and Themselves
  • Can Restore 3 DMG Points that was Inflicted On Themselves, friends, or acquaintance. (This Perk is Applicable Only Outside of Battle.)
  • Can Only Heal Minor Wounds,Includes Cuts, Bruises, Broken Bones, Teared Muscles, Concussions, etc
  • Excludes Minor and Major Organ Wounds
  • Allows Character to Build Basic Medical Related Accessories, and Recreate Similar Items.
  • Characters are Capable of Creating Medicines and Drugs that temporarily Boosts the Four Natural Body Attributes by 5 (STR, SPD, STA, ACC)
  • Using Accessory Slots, the Character can Create Potent Poisons that Cause -3 PHY, at the Beginning of Every Owner's Turn, that lasts until healed by concurring Level Doctor or Hospital Treatment or Special Ability. (Deduction in Attribute must be Specified when Poison is Submitted).



[PHYSICIAN] - LEVEL 3
Requirement: 100 XP Points
Description: First advanced level of the Doctor profession, it is the skill level when you are good enough to cure minor-moderate injuries, support 15 people and buy correct medical supplies. You are required to spend 100 XP Points.

  • Is Responsible of Maintaining Health of the Themselves. friends and acquaintances.
  • Can Restore 4 DMG Points that was Inflicted On Themselves or a friend. (This Perk is Applicable Only Outside of Battle.)
  • Can Only Heal Minor Wounds Includes Cuts, Bruises, Broken Bones, Teared Muscles, Concussions, etc
  • Excludes Minor and Major Organ Wounds
  • Allows Character to Build Basic Medical Related Accessories, and Recreate Similar Items.
  • Characters are Capable of Creating Medicines and Drugs that Temporarily Boost the Four Natural Body Attributes by 6 (STR, SPD, STA, ACC)
  • Using Accessory Slots, the Character can Create Potent Poisons that Cause -4 PHY, at the Beginning of Every Owner's Turn, that lasts until healed by concurring Level Doctor or Hospital Treatment or Special Ability. (Deduction in Attribute must be Specified when Poison is Submitted).


    [HEALER] - LEVEL 4
    Requirement: 200 XP Points
    Description: Healer is the second most advanced level of Doctor, with such skills one can heal moderate injuries and some of the serious ones without any hospital support. A person with this level can easily support 20 people at a time and use the medical supplies efficiently. A Healer is also efficient enough to distinguish natural herbs to make medicines. It requires 200 XP points.

    • Is Responsible of Maintaining Health of Friends, Antiquates and Themselves.
    • Can Restore 5 DMG Points that was Inflicted On Themselves or friends. (This Perk is Applicable Only Outside of Battle.)
    • Can Only Heal Minor Organ Wounds and Below. Excludes Major Organ Wounds
    • Allows Character to Build Basic Medical Related Accessories, and Recreate Similar Items.
    • Characters are Capable of Creating Medicines and Drugs that Temporarily Boost the Four Natural Body Attributes by 7 (STR, SPD, STA, ACC)
    • Using Accessory Slots, the Character can Create Potent Poisons that Cause -5 PHY, at the Beginning of Every Owner's Turn, that lasts until healed by concurring Level Doctor or Hospital Treatment or Special Ability. (Deduction in Attribute must be Specified when Poison is Submitted).



    [SAVIOR] - LEVEL 5
    Requirement: 300 XP Points
    Description: The highest skill rank one can have in the Doctor profession, he/she can operate serious injuries with the help of a Nurse leveled Doctor by his/her side. This skill level Doctor can prepare first aid kits. He/she is also able to match up to hospital ranked Doctors, and can make personal medicines and pills. At this level one can use medicine in the art of fighting. It requires 300 XP points.

  • Is Responsible of Maintaining Health of the friends, acquaintances and themselves
  • Can Restore 6 DMG Points that was Inflicted On Themselves or Crew Member. (This Perk is Applicable Only Outside of Battle.)
  • Can Heal Any Wound
  • Allows Character to Build Basic Medical Related Accessories, and Recreate Similar Items.
  • Characters are Capable of Creating Medicines and Drugs that temporarily Boost the Four Natural Body Attributes by 10 (STR, SPD, STA, ACC)
  • Using Accessory Slots, the Character can Create Potent Poisons that Cause -5 PHY, at the Beginning of Every Owner's Turn, that lasts until healed by concurring Level Doctor or Hospital Treatment or Special Ability. (Deduction in Attribute must be Specified when Poison is Submitted).



[SURGEON] – MASTERY LEVEL ★
Requirement: Prize Earned or 1,000 XP Points
Description: The Surgeon of Life and Death, this unseen level of discipline and skill transcends even the considered best Doctors of all time; with expertise beyond Saviors, one that has reached this level is often spoken as some myth capable of genetically altering anything. A person who has reached this level of mastery has the means to develop medical skills that escape the biology laws of nature. It requires 1,000 XP Points or Prize Earned.

  • Surgeons earn THREE Chimera Experimentation Slots, which grant them the ability to permanently alter their own physiology, or the physiology of other living things.
  • Surgeons earn the ability to Genetically Splice DNA between varying Species, granting them access to Bestial Arts.
  • Can Only Mix their own DNA and One Other Animal's. Mixing DNA consumes One Slot from the Chimera Experimentation Slots.
  • Surgeons are also capable of settling for Chimera Experimentation, such as replacing limbs with an Animal's.
    Each sections of the body replaced via this method counts as one Chimera Experimentation Slot (Arms, Legs, and Body.)
  • Attachments counts as one Chimera Experimentation Slot (Such as Attaching a Tail or Pair of Wings)
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PostSubject: Re: Character Skill Professions   Character Skill Professions EmptySun Dec 20, 2015 1:27 pm

[SMITH]


A Smith is a person who creates objects from wrought iron, steel or other metals by forging the metal; that is, by using tools to hammer, bend, and cut. Smiths produce objects such as gates, grilles, railings, light fixtures, furniture, sculpture, tools, agricultural implements, decorative and religious items, cooking utensils, and weapons. The word "smith" derives from an old word, "smite" (to hit). Thus, a smith is a person who hits the metal. Smithing requires multiple process to achieve the final product, they include; forging, drawing, bending, upsetting, punching, welding and finishing.

[MINER] - LEVEL 1
Requirement: Default
Description: The first and default rank of the Smith profession. A Miner skill level Smith can benefit many people  depending how they use the skills. This allows one to make small stuff for ship repairs, for example melting and making of nails. A Miner is also able to make small knives and darts. No XP points required.

  • Is Responsible for Weaponry and Armor
    Can Craft Copper-Stone Rank Weaponry and Armor for Themselves as well as Others using their Accessory Slots (Respectively)
  • Allows Character to Build Basic Smith Related Accessories, and Repair Similar Items.
  • Able to Craft Two (2) Novice Class Ore which can be used to enhance Weaponry and Armors.
  • From Forging, the Character Develops a Natural Strength Boost which is +3 PHY in STR.
    The Boost is Only Applicable if Smith is the Main Profession


[ARMORER] - LEVEL 2
Requirement: 150 XP Points
Description: The advanced level of the Smith profession, Armorer. Armorer skills allows one to make basic swords for themselves, or others, and make skilled weapons such as daggers and two handed-swords. This leveled smith is also able to help carpenters and supply things for repair purposes. He/she can also melt and mold metals to make metal plates (repair items). They can mold metals to make a good supply of canon balls for the ships, and armies. Other things include; steel nets, spears etc. At this point in this profession one can really benefit the swordsman fighting profession. 150 XP points required to obtain these skills.

  • Is Responsible for Weaponry and Armor.
  • Can Craft Iron-Meito Rank Weaponry and Armor for Themselves as well as Others using their Accessory Slots (Respectively)
  • Allows Character to Build Basic Smith Related Accessories, and Repair Similar Items.
  • Able to Upgrade the Two (2) Novice Class Ore's quality to Adept Ore
  • From Forging, the Character Develops a Natural Strength Boost which is +4 PHY in STR.
  • The Boost is Only Applicable if Smith is the Main Profession


[FORGE MASTER] - LEVEL 3
Requirement: 300 XP Points
Description: The Forge Master is the highest and most advanced level of the Smith profession. At such skills one gets all the benefits of Armorer with the addition of making advanced war weapons. One can obtain Supreme  leveled weapons, and using his/her skills he is able to support carpenters, build cannons and cannon balls, highly deadly weapons (cursed), and armor defenses. If the skill is properly used it can benefit an entire armor, ect. Requires 300 XP points.

  • Is Responsible for Weaponry and Armor
  • Can Craft Supreme Rank Weaponry and Armor for Themselves as well as Others using their Accessory Slots (Respectively)
  • Allows Character to Build Basic Smith Related Accessories, and Repair Similar Items.
  • Able to Craft One (1) Master Ore which can be used to enhance Weaponry and Armors.
  • From Forging, the Character Develops a Natural Strength Boost which is +5 PHY in STR.
  • The Boost is Only Applicable if Smith is the Main Profession
  • Character is Capable of Forging a Curse upon Custom Weapon, Armor, or Accessory of their Creation.
  • RPer has to submit their own Ores & Curse.


[BLACKSMITH] – MASTERY LEVEL ★
Requirement: Prize Earned or 1,000 XP Points
Description: The Blacksmith of the Forge, this unseen level of discipline and skill transcends even the considered best Smiths of all time; with expertise beyond Forge Masters, one that has reached this level is often spoken as some myth capable of bypassing standard Curse Restrictions. A person who has reached this level of mastery has the means to develop weaponry far better than even the Master Ore's previous limits. It requires 1,000 XP Points or Prize Earned.

  • Is Responsible for Weaponry and Armor
  • Can Craft Devil Rank Weaponry and Armor for Themselves as well as Others using their Accessory Slots (Respectively)
  • Allows Character to Build Basic Smith Related Accessories, and Repair Similar Items.
  • Able to Craft One (1) Master Ore which can be used to enhance Weaponry and Armors.
  • Master Ores are capable of Increasing Damage on Accessories as well increasing the Resistance of DP Related Armor by One (3) DMG Point.
  • Character is Capable of Forging a Curse upon Custom Weapon, Armor, or Accessory of their Creation.
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PostSubject: Re: Character Skill Professions   Character Skill Professions EmptyThu Dec 24, 2015 9:55 am

[Merchant]



A Merchant is a businessperson who trades in commodities produced by others, in order to earn a profit. Merchants can be one of two types:
A wholesale Merchant operates in the chain between producer and retail merchant. Some wholesale Merchants only organize the movement of goods rather than move the goods themselves.
A retail Merchant or retailer, sells commodities to consumers (including businesses). A shop owner is a retail Merchant.

A Merchant class characterizes many pre-modern societies. Its status can range from high (the members even eventually achieving titles such as that of Merchant Prince or Nabob) to low, as in Chinese culture, owing to the presumed distastefulness of profiting from "mere" trade rather than from labor or the labor of others as in agriculture and craftsmanship.



[FRUIT TRADER] - LEVEL 1
Requirement: Default
Description: A default Merchant skill, Fruit trader. A Merchant with this skill is intelligent enough to do good negotiations and bargains, it is a very beneficial skill profession for big clans, or businesses. Merchants are skilled at selling, trading, and/or buying. It requires no XP expenditure.

  • Allows Character to Acquire Basic Merchant Related Accessories, and Repair Similar Items.
  • Merchant Related Accessories Consist of Accessories from the Professions:  Smith, Archaeologist, Entertainer,Fisherman, Tailor, Farmer and Thief.
  • Merchants are only capable of acquiring accessories from Two (2) Minor Professions and their level can't exceed Level One (1)
    Merchants must adhere to a monthly cap, being capable of buying 100 EXP per month.
  • Merchant begins with an initial bonus of 10,000 Gold.
  • Developing an Eye for Detail, the Character Develops a Natural Accuracy Boost which is +3 in ACC.
    The Boost is Only Applicable if Merchant is the Main Profession.



[WHOLESALER] - LEVEL 2
Requirement: 150 XP Points
Description: An advanced skill level of the Merchant profession where one gets extremely well in trading goods for a themselves or a group. Very skilled in bargaining and getting extra perks at the low price, and a gold digger. 150 XP points required.


  • Allows Character to Acquire Basic Merchant Related Accessories, and Repair Similar Items.
  • Merchant Related Accessories Consist of Accessories from the Professions: Smith, Archaeologist, Entertainer, Fisherman, Tailor, Farmer and Thief.
  • Merchants are Only Capable of Acquiring Accessories from an Additional Two (2) Minor Professions and their Level Can't Exceed Level One (1). The Previous Two (2) Professions Upgrade to Level Two (2) Now.
  • Merchant has the ability to conduct trade, only with the RP Bank, via Gold to acquire EXP.
  • Purchasing EXP will cost 750 Gold per 1 EXP Point and the price is absolute or non-negotiable.
  • Merchant begins with an initial bonus of 50,000 Gold.
  • Developing an Eye for Detail, the Character Develops a Natural Accuracy Boost which is +5 in ACC.
  • The Boost is Only Applicable if Merchant is the Main Profession.
    Merchants can Now Sell to RPers, however the Transaction is that.



[KING OF ALL TRADES] - LEVEL 3
Requirement: 300 XP Points
Description: The most advanced skill level of the Merchant profession which exceeds the skill of a Merchant to his/her highest limits. The Merchant's skill of negotiation is beyond perception and with such a keen mind he or she can draw any customer into the deal. 300 XP points required.


  • Allows Character to Acquire Basic Merchant Related Accessories, and Repair Similar Items.
  • Merchant Related Accessories Consist of Accessories from the  Professions: Smith, Archaeologist, Entertainer, Fisherman, Farmer and Thief.
  • Merchants are Only Capable of Acquiring Accessories from One (1) More Additional Minor Professions and its Level Can't Exceed Level Two (2). The Previous Two Professions from Level Three (3)
  • Merchant has the ability to conduct trade, only with the RP Bank, via Gold to acquire EXP.
  • Purchasing EXP will cost 500 Gold per 1 EXP Point and the price is absolute or non-negotiable.
  • Merchants are capable of buying 300 EXP per month from the RP Bank.
  • Merchant begins with an initial bonus of 100,000 Gold.
  • Developing an Eye for Detail, the Character Develops a Natural Accuracy Boost which is +6 in ACC.
  • The Boost is Only Applicable if Merchant is the Main Profession.



[TYCOON] – MASTERY LEVEL ★
Requirement: Prize Earned
Description: Tycoon, this unseen level of discipline and versatility transcends pass the common possessions of mere merchants. With expertise beyond ordinary Kings of Trade, one that has reached this level is capable of acquiring and utilizing merchandise that they were incapable of handling beforehand; truly becoming the Jack of All Trades. It requires Prize Earned.

  • Allows Character to Acquire Merchant Related Accessories, and Repair Similar Items.
  • Merchant Related Accessories Can be Acquired from All Professions
  • Merchants are Capable of Acquiring  Archaeologist Based Relics, Master Ores, Zeroth Accessories, Doctor Poisons, Battle Cuisine, and Wrath Candy Books (And Be Able to Read) and farmer tools.
  • All Accessory Levels, regardless of the profession, is maxed out. This does not include Mastery Level.
  • Merchant has the ability to conduct trade, only with the RP Bank, via Gold to acquire EXP.
  • Purchasing EXP will cost 250 Gold per 1 EXP Point and the price is absolute or non-negotiable.
  • Merchants must adhere to a monthly cap, being capable of buying 500 EXP per month.
  • Merchant Mastery Level begins with an initial bonus of 500,000 Gold.
  • Merchant Mastery allows Tycoons to make Bids for Prize Pool Positions.
  • Can Sell Prize Pool Items back to the RP Bank for Gold Payouts
  • Merchants are Capable of Conducting Trade with Non Trade-able items.


Last edited by Carnage on Sun Jan 17, 2016 2:41 pm; edited 1 time in total
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PostSubject: Re: Character Skill Professions   Character Skill Professions EmptyThu Dec 24, 2015 10:22 am

[Farmer]


A farmer(also called an agriculturer) is a person engaged in agriculture, raising living organisms for food or raw materials. The term usually applies to people who do some combination of raising field crops, orchards, vineyards, poultry, or other livestock. A farmer might own the farmed land or might work as a labourer on land owned by others, but in advanced economies, a farmer is usually a farm owner, while employees of the farm are known as farm workers, or farmhands. However, in the not so distant past a farmer was a person who promotes or improves the growth of (a plant, crop, etc.) by labor and attention, land or crops or raises animals (as livestock or fish).



]Harvester] - LEVEL 1
Requirement: Default 
Description: Harvest is the process of gathering ripe crops from the fields. Reaping is the cutting of grain or pulse for harvest, typically using a scythe, sickle, or reaper. It requires no XP.

  • Allows a character to earn +4 STAM
  • Allows Character to Acquire Basic Farmer Related Accessories, and Repair Similar Items.
  • Can gather wheat, corn, barely and Lumber (from carpenter rpcs or npcs)
  • Takes 3 days to grow crops.


]Herbalist] - LEVEL 3
Requirement: 50 XP
Description: Not only can you harvest basic things, but now you can find herbs almost any where and sell them for whatever you want. Mostly doctors, and merchants will want these from you. It requires 50 XP.

  • Allows a character to earn +2 ACC
  • Allows Character to Acquire Basic Farmer Related Accessories, and Repair Similar Items.
  • Can gather wheat, corn, barely, Lumber, Herbs, Eggs, Cow Meat, milking cows. (from carpenter rpcs or npcs)
  • Takes one day to grow crops.



]Master Farmer] - LEVEL 3
Requirement: 100 XP
Description: A master farmer, you can gather and cultivate anything. What would take 3 days to grow, you can grow in one hour(s) (real time)

  • Allows a character to earn +6 STA
  • Allows Character to Acquire Basic Farmer Related Accessories, and Repair Similar Items.
  • Can gather anything herb, and farm related.
  • Can grow anything in one hour
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PostSubject: Re: Character Skill Professions   Character Skill Professions EmptySun Jan 17, 2016 3:05 pm

[ARCHAEOLOGIST]


An Archaeologist is a particular type of historian who ventures out into the field to find ancient ruins and study them first-hand. They are interested in the cultures of lost civilizations. Archaeologists work to uncover things lost beneath the earth over time, and are eager to make new discoveries about the past. Archaeologists serve a most invaluable role of piecing together the development of countries, people, and cultures.

]BOOK WORM] - LEVEL 1
Requirement: Default
Description: A default Archaeologist skill, Book Worm. An archaeologist with this skill is intelligent enough to read basic scripts and treasure maps, they have keen interest in books of history and a good knowledge of the past times. Their skill adds to their total intelligence and helps them perceive things clearly than any other profession. It requires no XP expenditure.

  • Characters are Capable of Locating Relics.
  • Archaeologist are Capable of Locating and Taming Ancient Beasts of the World. At this Level, they are Granted a D-Rank Ancient Pet Submission.
  • Ancient Pets consist of Water Based Sea-Kings, Land and Air Based Extinct Animals
  • Is Responsible for Compiling Research for their clan, or military affiliation.
    Able to Read basic treasure Maps and Old Scripts.


]HISTORIAN] - LEVEL 2
Requirement: 150 XP Points
Description: An advanced skill of Archaeologist, Historian. An Archaeologist with this skill is extremely talented with multiple languages, and is able to read and decode treasure maps and old scripts. Due to the threat he or she poses to the World Government, he or she earns an auto threat/rank/bounty. Their skill adds to their total intelligence and helps them perceive things clearly than any other profession. 150 XP points required.


  • Characters are Capable of Locating Relics.
  • Archaeologist are Capable of Locating and Taming Ancient Beasts of the World. At this Level, they are Granted a B-Rank Ancient Pet Submission.
  • Ancient Pets consist of Water Based Sea-Kings, Land and Air Based Extinct Animals
    Is Responsible for Compiling Research for the clan, or military faction.
    Able to Read basic treasure Maps and Ancient Scripts.


[CHRONICLER] - LEVEL 3
Requirement: 300 XP Points
Description: The most advanced skill of Archaeologist, Chronicler. The intelligence of such person is beyond perception, he or she is able to clearly read and understand even the ancient language prescribed on the devil's stone. With such a fluent hold over language he or she is somewhat able to communicate with small sea kings or ancient creatures. 300 XP points required.


  • Characters are Capable of Locating Relics.
  • Archaeologist are Capable of Locating and Taming Ancient Beasts of the World. At this Level, they are Granted a Z-Rank Ancient Pet Submission.
  • Ancient Pets consist of Water Based Sea-Kings, Land and Air Based Extinct Animals
  • Is Responsible for Compiling Research for the Clan, or military faction.
    Able to Read basic treasure Maps, Ancient Scripts, the devil's stones.
    Character gain a 20% boost to all INF gains.



[TIME KEEPER] – MASTERY LEVEL ★
Requirement: Prize Earned or 1,000 XP Points
Description: Time Keeper, this unseen level of discipline and knowledge transcends pass the common knowledge of the public; even the scholars. With expertise beyond ordinary Historians, one that has reached this level is capable of spewing information capable of destroying the fabric of balance and/or shush away the very force known as chaos. It requires 1,000 XP Points or Prize Earned.

  • Characters are Capable of Locating Relics.
  • Time Keepers can now create One Custom Relic, which needs to be submitted in the Special Custom Thread.
  • Archaeologist are Capable of Locating and Taming Ancient Beasts of the World. At this Level, they are Granted a Z-Rank Ancient Pet Submission.
  • Ancient Pets consist of Water Based Sea-Kings, Land and Air Based Extinct Animals
  • Ancient Pets Upgrade into Special Class: Overall SP becomes 180 SP, 60 to each Stat. The Damage Capacity becomes 9 DMG.


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PostSubject: Re: Character Skill Professions   Character Skill Professions EmptyFri Jan 22, 2016 11:06 am

[Chef]


Chefs are people who cook for passengers, and clansmen, or cook for customers in restaurants. All people can be hungry, so many of them need a Chef to cook food to fill their stomachs. Marine bases and Marine ships, and army bases need them to feed the soldiers to keep them healthy.

For any character, particularly those traveling out to, the ability to feed themselves is a necessary aspect for survival. While it can be easy to get food, there are many problems presented: how to eat it, the edibility of certain artifacts (including the meat and plants on the mainland and the sea food in the ocean), means of preparation and, for the longer voyages, means of storage and rationing to allow the entire crew to survive between destinations. The purpose of a Chef in a team 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 cook also has a knowledge of the edibles and what to and not to eat on a voyage. 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. In fact, to a skilled cook, even the most rudimentary of ingredients can become the most wondrous and nutritious of meals. Finally, a cook is also the key behind the maintenance and stockpiling of food from the voyage and maintaining rations. While they are able to get their supplies from multiple sources, they are in charge of keeping watch on how much of what they have and making sure the crew gets enough both to allow for health and to make sure enough food is held through the journey.

[BROCCOLI] - LEVEL 1
Requirement: Default
Description: The default level of the Chef profession, the skills are basic and a person is able to cook, barely meeting demands of 10 people. Require cooking for each and every day, and is unable to store food.

  • Cannot prepare portable meals and require no XP points.
  • Usually Responsible for Keeping Nutrition in Check for the Entire Crew.
  • Can Distinguish Taste and Choose Great Ingredients for Cooking.
  • With the Chef's Prowess in Ingredients, they are able to Prepare and Cook Basic Level Recipes from the Battle Cuisine Recipe Book
    There are Four (4) Categories of Meals in Battle Cuisine: Main Dish, Side Dish, Appetizers, and Soups.
  • At this level, ONLY Three (3) Meals Can be Chosen For Battle.
  • Soups and Appetizers are Unable to be Used At the Same Time.
  • There Cannot be a Repeat of Categories: I.E: Two Main Dish Meals.
  • Allows Character to Create Original Recipes Regarding Meals as Accessories.


[APPETIZER] - LEVEL 2
Requirement: 50 XP Points
Description: The second level of the Chef profession, through practice one earns experience in cooking and is able to take over the kitchen. Can cook food which tastes delicious and lasts two days. Cooking required after two days. Cannot prepare portable meals, and the person is able to distinguish well between ingredients. Requires 50 XP points.

  • Usually Responsible for Keeping Nutrition in Check for the Entire Crew.
  • Chef is able to share Battle Cuisine with friends, clansmen and the military Only.
  • At this level, Crew Mates Can Only Get Basic Level Main Dish and Side Dish.
  • Can Distinguish Taste and Choose Great Ingredients for Cooking.
  • With the Chef's Prowess in Ingredients, they are able to Prepare and Cook Gourmet Level Recipes from the Battle Cuisine Recipe Book.
  • There are Four (4) Categories of Meals in Battle Cuisine: Main Dish, Side Dish, Appetizers, and Soups.
  • At this level, ONLY Three (3) Meals Can be Chosen For Battle.
  • Soups and Appetizers are Unable to be Used At the Same Time.
  • There Cannot be a Repeat of Categories: I.E: Two Main Dish Meals.
  • Allows Character to Create Original Recipes Regarding Meals as Accessories.


[[CURY MASTER] - LEVEL 3
Requirement: 100 XP Points
Description: The first advanced level of Chef profession, a person with decent cooking skills, good sense of taste of ingredients, able to choose the best products and make meals that last for three days without any further cooking. Cooking Required after three days. Still is not efficient enough to prepare portable meals, and this level requires 100 XP points.

  • Usually Responsible for Keeping Nutrition in Check for the Entire Crew.
  • Chef is able to share Battle Cuisine with Crew Mates Only. At this level, friends, military, and clansmen Can Only Get Basic Level Main Dish and Side Dish.
  • Can Distinguish Taste and Choose Great Ingredients for Cooking.
  • With the Chef's Prowess in Ingredients, they are able to Prepare and Cook Delicacy Level Recipes from the Battle Cuisine Recipe Book
  • There are Four (4) Categories of Meals in Battle Cuisine: Main Dish, Side Dish, Appetizers, and Soups.

  • At this level, ONLY Three (3) Meals Can be Chosen For Battle.
  • Soups and Appetizers are Unable to be Used At the Same Time.
  • There Cannot be a Repeat of Categories: I.E: Two Main Dish Meals.
  • Allows Character to Create Original Recipes Regarding Meals as Accessories.


[HOT PEPPER] - LEVEL 4
Requirement: 200 XP Points
Description: The fourth and hot level of Chef profession, a person with extremely well and decent cooking skills. He is able to prepare and can cook meals that last four days without any further cooking. He is able to choose the perfect ingredients and can even use meat from hunted monsters. Requires 200 XP points.
Usually



  • Responsible for Keeping Nutrition in Check for everyone they affiliate themselves with.
  • Chef is able to share Battle Cuisine with Teamates only. At this level, Crew Mates Can Only Get Gourmet Level Main Dish and Side Dish.
  • Can Distinguish Taste and Choose Great Ingredients for Cooking.
  • With the Chef's Prowess in Ingredients, they are able to Prepare and Cook Delicacy Level Recipes from the Battle Cuisine Recipe Book
  • There are Four (4) Categories of Meals in Battle Cuisine: Main Dish, Side Dish, Appetizers, and Soups.
  • At this level, ONLY Four (4) Meals Can be Chosen For Battle.
  • Soups and Appetizers are Unable to be Used At the Same Time.
  • There Can be a Repeat of Categories: I.E: Two Main Dish Meals. However, the Level Recipe Cannot Repeat. I.E: Two Delicacy Main Dish Meals.
  • Allows Character to Create Original Recipes Regarding Meals as Accessories.



[LOVE COOK - LEVEL 5
Requirement: 300 XP Points
Description: The last and sexiest of Chef profession, a love cook. A person deeply in love with cooking and has obtained a skill level vast enough to support twenty people anywhere. He is able to prepare lunchboxes for ten people on board and is efficient enough to pick vegetables from wild. Requires 300 XP points to attain the skills.




  • Usually Responsible for Keeping Nutrition in Check for the Entire Crew.
  • Chef is able to share Battle Cuisine with Crew Mates Only. At this level, Crew Mates Can Only Get Gourmet Level Main Dish and Side Dish and Appetizer or Soup.
  • Can Distinguish Taste and Choose Great Ingredients for Cooking.
  • With the Chef's Prowess in Ingredients, they are able to Prepare and Cook Delicacy Level Recipes from the Battle Cuisine Recipe Book
  • There are Four (4) Categories of Meals in Battle Cuisine: Main Dish, Side Dish, Appetizers, and Soups.
  • At this level, ONLY Five (5) Meals Can be Chosen For Battle. Soups and Appetizers are Unable to be Used At the Same Time.
  • There Can be a Repeat of Categories: I.E: Two Main Dish Meals. However, the Level Recipe Cannot Repeat. I.E: Two Delicacy Main Dish Meals.
  • Allows Character to Create Original Recipes Regarding Meals as Accessories.




[GOURMET GOD] - MASTERY LEVEL ★
Requirement: Prize Earned or 1000 XP Points
Description: The Paragon of Cuisine, this unseen level of discipline and skill transcends even the considered best Chefs of all time; with expertise beyond Love Cooks, one that has reached this level is often spoken as some myth capable of enhancing any meal to divine levels. A person who has reached this level of mastery has the means to prepare meals that escape the biology laws of nature. It requires 1,000 XP Points or Prize Earned.





  • Usually Responsible for Keeping Nutrition in Check for the Entire Crew.
  • Chef is able to share Battle Cuisine with Crew Mates Only.
  • At this level, Crew Mates Can Only Get Gourmet Level Main Dish and Side Dish and Appetizer or Soup.
  • Can Distinguish Taste and Choose Great Ingredients for Cooking.
  • With the Chef's Prowess in Ingredients, they are able to Prepare and Cook Delicacy Level Recipes from the Battle Cuisine Recipe Book
  • There are Five (5) Categories of Meals in Battle Cuisine: Main Dish, Side Dish, Appetizers, Soups, and Spices.
  • At this level, ONLY Six (6) Meals Can be Chosen For Battle.
  • Soups and Appetizers are Unable to be Used At the Same Time.
  • There Can be a Repeat of Categories: I.E: Two Main Dish Meals.
  • However, the Level Recipe Cannot Repeat. I.E: Two Delicacy Main Dish Meals.
  • Allows Character to Create Original Recipes Regarding Meals as Accessories.
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