Post by Captain Kuddlez on May 12, 2016 20:40:44 GMT
Rules:
-You can choose up to three occupations, or the same one repeatedly so that after level 23 you get access to more than one branch.
-You can give up one of the three occupation slots to choose a second class. Do mind that having two classes makes both slightly inferior, so you would be at a disadvantage against a "pure" class.
-While occupations are great and all, try not to go overboard on what you can or can´t do, or going rule lawyering. Ask the staff if you can or can´t do something at your current level, and remember: What you see here is basically an example of what you could do at each level. You may or may not do some things that are not mentioned here, but just to be sure, try to ask a member of the staff first.
-Yes, you can mix up different occupation benefits to achieve better results, such as combining Tailor and Spy to make yourself new clothes at every turn and keep your pursuers wondering where are you.
Occupations (Referring to the role of the member in the crew):
- - - - - - - - -Spy- - - - - - - - - -
A person who secretly collects and reports information on the activities, movements, and plans of an enemy or competitor.
Level 1: You were always good at eavesdropping at your parents or friend's discussions, and also at getting info from them whenever you could do so. You're new in the art of disguise, and like to scare people by jumping at their back when they're not looking.
Level 15: You've gotten better at spying, up to the point that you can now hide in totally dark places and avoid being seen, and walk without making much noise. Your disguises are still not that good, but you may trick one or two strangers.
Level 23: Once your basic skills have been honed, you specialize in a sub-occupation.
- - - -Agent- - - -
A person who acts on behalf of another, in particular.
Level 23: Your interest for disguises increases, and even if they aren´t entirely convincing, you can still trick someone who´s been living under a rock their whole life.
Level 30: You could disguise yourself as someone and people who don´t know that person may or may not believe it. If they do know the person, they could be fooled as well, but your voice will most likely be different to theirs.
Level 40: While you aren´t going to fool someone into believing you are a high ranking officer, you could disguise yourself as a member of any faction and go mostly unnoticed, although you may still cause suspicion.
Level 50: Your voice was trained so that you can now imitate other people´s voices, and your disguises allow you to fool others into thinking you are a member of that faction with a rank or two above the starting one.
Level 60: You are now able to disguise yourself as a high ranking member (three ranks below the max at most) and can rival a psychologist´s intellect with your lies and stories. You become able of hearing some of the words of up to two distant conversations, and are able to read lips so that if you concentrate enough you could listen to the whole conversation.
Level 70: You stop concentrating on improving your disguises to improve your charisma, being able to befriend and put people to your side as long as they aren´t psychologists (they would need to be 20 levels or more below you to be unable to recognize your attempts to fool them). You could fool a small group of people chasing you around to chase the next person behind you with your intellect and acting skills. You can now listen to up to three conversations, hearing phrases and sentences with ease.
Level 80: Your charisma increases, especially with people of the contrary gender.
Level 90: You could disguise yourself as someone you just saw for a few seconds and nail most of the details, but someone who personally knows the person will easily know it´s not them after a few seconds.
Level 100: You are a legend of the disguise. You may disguise yourself as someone two ranks below the max rank of a faction and fool almost anyone, even the own person you´re disguised as, which could even start to question their own identity for some minutes. However, it will not work against psychologists who are 20 levels below yours or higher.
Level 110: You could fool someone into stop attacking you as long as they didn´t see you directly getting your cover blown. You could fool groups of people into following you, passing as a group leader (a Pirate Captain, a Revolutionary General, etc) Still doesn´t work against psychologists 20 levels below you or higher.
Level 120: You can fool people into believing you are the second in command of a hierarchy (basically, a rank below the leader).
Level 130: So long as you´ve heard someone´s voice, you can copy it perfectly and without any limit, from Pica´s high pitch voice to a low pitched grunt like Kaido´s voice or even deeper.
Level 140: You could go around a corner and come out wearing something completely different. You could fool enormous groups and entire factions to follow you.
Level 150: You have no limit around disguises. You could just appear in a conference of a faction leader and turn their followers against them by fooling them into believing you are the leader. As long as you´ve seen someone speaking and behaving normally, you could imitate them perfectly as if you had been born as them, even their verbal tics and usual mannerisms and habits.
- - - -Street Rat- - - -
A homeless kid who lives on the streets. A rat is highly intelligent, agile, and lives off of what other throw away. Street rats are generally on their own and feel at home anywhere in a given city. The alleys, buildings, dumpsters are their domain.
Level 23: You can move a little faster while crouching, being able to run between covers a bit more nimbly. You can hear conversations 10 meters away from you. You are slightly better than normal people at hiding, but you still have a lot to learn.
Level 30: You can run without making too much noise, but if someone is particularly alert they will still detect you. You can hear conversations up to 15 meters away from you. You are good running in the middle of a crowd, as well as reading lips to decipher parts of a conversation.
Level 40: You can now run without making noise, allowing you to infiltrate at high speed without being heard. Your senses are so well developed you could push your ear against a thin wall or door and hear the conversations from the inside with some effort. You could hide in a large crowd while keeping a low profile, but if people look for you intensely enough they may find you in half an hour or so. You can read lips to perfect detail.
Level 50: You could jump from a moderate height without making any noise at all. You could even hear the breathing at the other side of a thin wall or door, thus revealing the number of people inside. Were you to hide in somewhere at plain sight but where you don´t really stand out from the rest of the scenery, you could stay hidden easily. If someone was pursuing you, they would take an hour or so to find you.
Level 60: You could even crash against a wall without making a single noise.
Level 70: Your normal attacks make no noise if possible (does not apply to unmodified firearms or other noisy weaponry, only applies to logical things such as a sword or a punch) except for the one at the receiving side, who WILL hear it (and feel it if it connects) You could hear breathing, movement and voices at the other side of thin walls or doors so that you can figure out their approximate age and weight afterwards.
Level 80: The only sound produced while you move is that of air flowing, and that is only if you move so fast that air flows around you quick enough to be heard. You could hear someone´s heartbeat 5 meters away, and determine just by that sound if it suffers from any disease should you be a medic as well.
Level 90: You don´t produce any sound while moving if you don´t want to, as if you didn´t even exist in the first place.
Level 100: You could disappear in the middle of a conversation, while the other party is looking away.
Level 110: If someone bumped into you while in a dark place, they would mistake you for an item or piece of furniture and move on without noticing you.
Level 120: You could be hidden for days on end without being detected.
Level 130: People actively looking for you would take at least three weeks to detect you.
Level 140: If you were in a dark place, you would be straight up invisible. People would only notice an unsettling feeling, as if someone was watching them from the shadows. You could hide for an entire month without moving from that spot until someone detected you.
Level 150: You could go up to someone, do a double flip in front of them in the middle of the day and they wouldn´t even notice you were there. You are utterly impossible to find when you don´t want to get detected, period.
- - - -Codifier- - - -
Person who love knowledge of all sorts and will go to great lengths to uncover rare or hidden bits of information. Common activities for them include searching for rare books, hacking to retrieve protected data, and tracking down people who know desired facts.
Level 23: You start to get interested in info and how you could collect it, as well as those codes you used as a child to communicate in code with your friends. Anyone with a brain could read them after some minutes trying to understand the symbols or patterns, but that´s about how much you´ll make them scratch their heads in confusion. Some minutes.
Level 30: You can now get information from a low ranked member of a faction and old ladies taking a walk in the park.
Level 40: You can transcribe info to codified info quicker, as well as use more complex codes that would take a few hours to get deciphered.
Level 50: You could get info from a high ranking officer of a certain faction, encrypt it and sell it to the same person who gave it to you, and he would take quite a while to find out. Of course, prepare for consequences afterwards.
Level 60: You could transcribe intercepted, encrypted communications and messages back to standard English to get ahead of someone´s plan and contribute to it or foil it. Your codes are impossible to be deciphered by someone 20 levels below you or lower. You are skilled in the conventional codes
Level 70: It´s almost impossible to lie in your presence without you realizing. You could even openly show your codified info to the public, since there´s no way to decipher it unless another codifier is present. You almost master conventional codes.
Level 80: You master the code of the messages you intercept, being able to rewrite them at will to confuse the receiving end or manipulate both sides. A codifier barely ten levels below you or lower would find it nigh-impossible to decipher a code of yours.
Level 90: You create your own linguistic code, being impossible to decipher by codifiers 20 levels below yours or more.
Level 100: Any info that falls in your hands is stored info, thus earning nicknames such as "Sage" for everything you are able to learn and know. You could rewrite something written in conventional codes with your eyes closed and the non-dominant hand, as long as you know its contents.
Level 110: You become able to make a new way of codifying something, for example you could start speaking in Morse code or Wingdings characters, or maybe turning written info into paintings, etc. Even codifiers of your same level would have trouble understanding those.
Level 120: You are a blackmail artist and a master of deceit. You learn that a code is any single way in which you can express yourself, so you take things one step further and make a very extravagant way of communicating, which will be nigh-impossible to decipher unless the person already knows of the code.
Level 130: Your codes are so well done, no one will be able to decipher them unless they are superior in level to you and are codifiers to boot. You are so accustomed to codifying things, you do so almost without realizing.
Level 140: You are almost one with the info, your head becoming a figurative database. You could improvise a way of coding info with little resource and your creativity.
Level 150: Ohara on legs, you´re usually called. You already know that guy from the East Blue likes to smoke or that this guy from the Marines loves to eat squid in between missions. You could communicate by totally unsuspected ways, such as by breathing intervals. There is no one but himself able to translate and decipher his codes.
- - - -Medic- - - -
A doctor in the medicinal profession who study ways to cure ailments, treat injuries, and heal people.
Level 1: You've been interested in the medical fields for some time now, but all you can do is disinfect wounds and make very inexpert and half-assed bandages.
Level 12: You are skilled enough as to give first aid to the wounded, disinfect them and do standard bandages. You learn to use the needle to close wounds, but you're bad at this and won't be able to do it under the stress of a fight. You can recognize some of the most common diseases and symptoms (flu, fevers, etc).
- - - -Surgeon- - - -
In medicine, a surgeon is a doctor who performs operations. Surgeons may be physicians, podiatrists, dentists, or veterinarians.
Level 23: You can now stitch small wounds, but you are inexpert at doing so and cannot do so under pressure or in a fight. You learn where every nerve is at. You could fix a dislocated articulation with a sudden, painful movement that would leave the articulation numbed for a post, after which it can be used normally again.
Level 30: You could stitch a wound in a single post, but it would take the whole post to finish without a chance to defend or attack. You know where veins and arteries are located so you can aim at them to make your enemies bleed.
Level 40: You could stitch small body pieces back to the person, such as fingers or an ear. You have good skill and marksmanship when using piercing objects. You could stitch small wounds and attack or defend in the same turn due to your speed.
Level 50: You could now implant hands or feet, which are more complicated in nature. You recognize weak points where your opponent may be hurt (a recent wound, inner organ disease, etc) and could use that knowledge to strike those points for extra damage.
Level 60: You could stitch an ear or finger and attack in the same turn. You could fight back against an Assassin 20 levels below you and have a chance to win just using a normal needle. You become able to implant entire arms and feet, but never under pressure.
Level 70: You become able to implant non-vital organs (anything but the brain, the heart and the lungs) but never under pressure. You could use needles to disable an opponent´s limb once per combat, for a post before the limb goes back to normal. You would instantly know if your opponent has any broken bones by looking at them.
Level 80: You can stitch a limb in the middle of a fight. You could implant yourself an ear or finger amidst one as well, if you were able to take the pain. You could disable a single limb of your opponent for two posts with your needles, once per fight.
Level 90: You could beat an assassin 15 levels below you using a scalpel or needle. You could implant a hand or feet in the middle of a fight and attack in the same turn, if you could bear the pain.
Level 100: You could implant non-vital organs to a wounded person and attack or defend in the middle of a fight at the same time. You can disable two limbs for three posts once per fight using needles.
Level 110: You can transplant vital organs, but never under pressure. You could implant a limb to yourself amidst a fight as long as you could bear the pain. You could fight off and have a chance of beating an Assassin 10 levels under you with surgery equipment.
Level 120: You´ll know even the slightest of things that are bothering or hurting your opponent, from a little pebble in their shoes to terminal stage lung cancer. Basically, any and all health issues and their physical state will be like an open book to you. You could disable three limbs for four turns using needles once per fight.
Level 130: You could know where someone is moving next just by analyzing their muscle´s movements, same thing with the way they contract their muscles when attacking, as it would let you know where are they aiming before they even wind up their attack. You could beat an Assassin 5 levels below you with some difficulty just using medical equipment.
Level 140: You could implant a non-vital organ to yourself in the middle of a fight as long as you can bear the pain (that means, as long as you´re Whitebeard-ish in terms of pain resilience.) You could numb four limbs for 5 posts once per fight by using needles.
Level 150: You could implant a vital organ to yourself as long as you can bear the pain (good luck with that) in the middle of a fight. You would be able to read enemy movements just by noticing the small changes in their muscles; if someone twitched their shoulder´s muscles, you would instantly know they are aiming for a direct punch to the face and react accordingly.
- - - -Pharmacist- - - -
Pharmacists, also known as chemists (Commonwealth English) or druggists (North American and, archaically, Commonwealth English), are healthcare professionals who practice in pharmacy, the field of health sciences focusing on safe and effective medication use.
Level 23: You become able to make a list of the most common diseases and prepare basic remedies against them.
Level 30: You start investigating about rare diseases while being able to prepare decent remedies to common ones in a few days.
Level 40: You would be able to detect instantly a rare disease and make a temporary remedy for them if you had the materials. You could heal common diseases in a day. At this point, you could make almost useless, but funny drugs such as one that would change your skin pigmentation.
Level 50: You can recognize rare diseases instantly as if you were reading a book on them. You can cure these diseases in three days, while common ones would take you some hours. You become able to make antidotes for lesser poisons while not in combat.
Level 60: You could recognize lethal diseases, and could cure the patient with an extremely painful method (your cures for lethal diseases cause this much pain, sadly) You could cure rare diseases in hours and common ones in minutes. You become able to create lesser poisons.
Level 70: You know every single disease in the world, and in case of seeing a new one you would instantly know what it does and try a remedy with a high chance of success. You start to make steroids, substances that despite having secondary effects of the bad kind are able to boost the consumer´s stats past their body´s limits. Each steroid is different in nature, so you´ll still have to craft them and ask for them at the Ask zone.
Level 80: You can cure a lethal disease in some hours. Your antidotes may stop moderate poisons dead in their tracks. Your poisons are now moderate in power. You can make better steroids.
Level 90: You could revive someone whose heart has stopped beating less than a minute ago, as long as they don´t have wounds they can´t recover from. Your steroids are getting pretty good.
Level 100: Diseases? You can´t even remember those, you cure them too effortlessly. Your steroids are quite better.
Level 110: You could make an antidote that cured any sort of strong poison, a "cure-all" for poisons that aren´t at Kinjite level.
Level 120: You start making some serious poisons, enough to kill an elephant with just a soaked needle.
Level 130: How did you turn that cute little puppy into this huge, roided Cerberus? Effectively, your steroids may reinforce a single stat exaggeratedly, or all of them quite strongly. Also, they stop having secondary effects if they don´t surpass the physical limits of the user.
Level 140: You could make medicine in any sort of way, such as effervescent, compressed, pills, gas, a drink... You could make a medicine to revive someone who died two hours ago at most.
Level 150: Your steroids are capable of performing true miracles. There isn´t anything you can´t cure. Your poisons rival that of the sea wasp.
- - - -Psychologist- - - -
A psychologist is a professional who evaluates and studies behavior and mental processes (see also psychology).
Level 23: You are sensitive to other´s mental state and are able to give good advice on what they should do.
Level 30: You can start helping people go through slight mental disorders.
Level 40: At this point, you can cure people of common, slight mental disorders.
Level 50: You can finally start curing common but mild mental disorders, even though you will need a safe place and the patient´s collaboration.
Level 60: You start curing these diseases in less time and making your sessions more productive. You can, over time, cure more serious mental disorders.
Level 70: You just need a comfy chair for your treatments to work. You have almost no problems curing your patients, as you still need to go through a dozen sessions or so yet it ends up bringing excellent results.
Level 80: In a couple of days you can treat most psychological disorders with little trouble.
Level 90: You could read the expression of most people around you, in a shallow yet slightly useful way, as you would know the basic premise of what they´re thinking. You take a day to cure most mental illnesses, but you still need a safe place and some time.
Level 100: You can read body language pretty well, allowing you to know what others are about to do in a few seconds with a slight error margin. You can treat patients even in non-favorable environments with a bit of extra work.
Level 110: You can read body language even better, turning the error margin to decimals. You could even manipulate some of their actions if you are clever enough.
Level 120: You could read your opponent´s movements without even using haki with a time limit of 3 seconds from the moment you start analyzing them (that means seeing into their movements three seconds from then). Not only that, but with enough cleverness and choosing well your words, you could direct your opponent to the exact place you need them to be.
Level 130: In a fluid conversation you may end up knowing someone better than they know themselves. You can convince people to do minor things with the use of logic.
Level 140: You could do amazing things just relying on the placebo effect, such as telling someone sick with a mildly rare disease that they are cured and after a few minutes, they would actually be cured! The mind is impressive, isn´t it? You would also know some things from someone´s past just by gazing into their eyes.
Level 150: You could cure a cancer by the method mentioned above. You become a master hypnotist and are able to confuse people into believing what you say almost blindly.
Musician:
A musician (or instrumentalist) is a person who plays a musical instrument or is musically talented. Anyone who composes and performs music may also be referred to as a musician.
Level 1: You begin using an instrument with a little roughness, which will be the one you'll be best at.
Level 12: Your skills at music are much better, being able to perform with rhythm and harmony easy enough songs and instrumentals.
- - - -Soloist:- - - -
A musician who is highly skilled playing music on his own, or performing solos with others.
Level 23: You can reach vivace with your main instrument, managing to push paper sheets with the sonic waves.
Level 30: You could play your instrument with such power, it would seem as if you were using an amp. Your affinity and tempo would allow you to attack twice per turn, although the second attack would be like a flick compared to the first one.
Level 40: Your affinity with your instrument would allow you to send cutting waves (cord instruments), compressed air bullets (wind instruments) or shock-waves (percussion instruments) However, you would barely be able to damage anything with this as you are not experienced enough.
Level 50: Your songs are once again increasing in volume, pretty much sounding like they were connected to a speaker. Your second attack will still have low power, but it will be more of a real attack than the last one.
Level 60: You almost get to 250 beats per minute in your songs, an almost impossible tempo which still gives you some trouble. Your cutting waves could cut through fabric, your piercing bullets could pierce wood layers, and your shock waves could break porcelain.
Level 70: You could be heard perfectly in the entirety of a wide house and the surroundings. Your second attack is now half as powerful as the first one.
Level 80: You never make a mistake below 230 bpm, and it´s almost a miracle if you do before reaching 250. Your cutting waves cut skin (if left unstopped), your piercing bullets pierce through iron layers, and your shock waves could break wood.
Level 90: You could be heard in the entirety of an industrial ship without any amps or speakers. Your second attack is now 65% as strong as the first.
Level 100: 300 bpm. Cutting waves can cut iron, piercing bullets can pierce steel and shock waves can pierce metals (except the harder ones.
Level 110: Anyone could hear you in an entire, full church. Your second attack is now 80% as strong as the first.
Level 120: 350 bpm, with hands that are almost a blur when they move to play their instrument. Your waves cut, pierce and break the former elements with ease, being able to continue their trajectory after a single target has been dealt with and only stopping after the second.
Level 130: A full stadium could hear you perfectly. The ones closer to you would notice pain in their eardrums from the excess of decibelios. Your second attack is now 90% as strong as the first, portraying almost no difference between them.
Level 140: 400 bpm. Your cutting waves could cut feldspar, your piercing bullets could go through concrete and your shock waves could destroy lightly elastic objects and materials. All of this quite easily, and could be taken further with effort.
Level 150: 500 bpm. You could make a concert with millions of people as spectators and everyone would be able to hear your music. People with sensible ears would be deafened by 2 minutes when near you as you sing. Both attacks are now exactly as powerful.
- - - -Concertmaster:- - - -
A concert master is the leader person or musician in orchestra or musical performance.
Level 23: You could use up to three different instruments, and play songs that would lift morale up for your partners. You can start playing masterful compositions, but you would never be able to reach the finale correctly.
Level 30: By noticing the rhythm in everything, from the trees to the people, you become able to tell when their "tempo" is changing and thus, avoid a single attack with little grace once per fight.
Level 40: You can play five instruments and be really skilled in three of them. You could raise mental stats like initiative or creativity for 24 hours (during this time, the grade needed for an invention, finding, etc. according to the stat raised, is lowered by 0.5 so that it becomes easier to invent, search for an item, etc).
Level 50: You´re almost sure by now, everything has it´s own tempo, from flowers to sabers clashing. You are able to dodge some lightly dexterous hits once per fight. Your hearing is so well developed, you could hear a screeching violin among 5 good ones when the 5 are playing all at once.
Level 60: Plays 10 instrument, skilled at 5 of them. Your songs could now increase someone´s reflexes and reaction time (2x multiplier to reflexes for three posts)
Level 70: You could hear a whisper at 20 meters. You would be able to dodge a skillful attack easily if you saw it coming once per fight.
Level 80: Plays 15 instruments, skilled at 7, is a master of 3. Given some time, you could increase physical stats like Strength or Endurance, though it can only be one of them for 3 posts. (2x the selected stat)
Level 90: You could hear someone´s heartbeat 2 meters away from them. You could dodge a really skillful attack once a fight.
Level 100: Plays 20 instruments, skilled at 10, master of 5, besides being considered a genius on their first instrument. You could increase up to 3 stats of someone during 3 posts, or a single one during 5 (2x multiplier)
Level 110: You could hear a hamster breathing without getting too close. You can now dodge two weak attacks per fight or a single skilled one.
Level 120: Plays 25 instruments, skilled at 15, and a master of 7. If you took your time, you could make a composition that increased someone´s stats (all of them) multiplying them by 2, while multiplying Reflexes by 3 and lowering 1.5 on the grade required to get things done for the listeners. While the first 2 last for 5 posts, the grade one lasts for 3 IC-lly weeks, which are translated into a month in real life.
Level 130: You could hear almost anything at up to 50 meters away from you. You could dodge two attacks per fight, or a very skilled one, if you can see it coming.
Level 140: You can now naturally play any instrument decently. You are skilled in the 25 instruments you played before, and a master of 15 of them. Also, you are a genius at your 3 initial instruments. If you took enough time to do so, you could put abstract concepts such as intelligence in your songs, decreasing the grade needed to get inventions by 0.5 forever to the listeners.
Level 150: You could use almost anything as an instrument, as long as it produces a similar sound. You could give the first listener of your grand composition permanent multipliers in every single physical stat and from there on, a single permanent stat multiplier until you made another masterpiece.
Note: Remember that you can still dodge attacks as everyone else, these advantages just make it so that you can dodge something entirely if it is in your possibilities.
Second Note: Compositions are like techniques, they need to be asked for and developed. Also, their effects only work once per thread, and the permanent ones only work on the first listener, and can´t be used on the own performer.
- - - -Robotic Engineer- - - -
A robotics engineer is a behind-the-scenes designer, who is responsible for creating robots and robotic systems that are able to perform duties that humans are either unable or prefer not to complete.
Level 1: You like to tinker around with wires and metals. You're able to make objects with simple functions (recording video, audio, taking pictures, writing machines, etc) Minimum size: An adult bunny.
Level 12: You become able to create robots with at least two functions, as well as implant small cyborg parts to humans (like fingers or ears), that may even have the same functions as the robots. Minimum size: a mouse.
- - - -Cyborg Engineer- - - -
A cyborg engineer does surgery procedures on living beings, enhancing their bodies and in some cases repairing or replacing damaged body parts with robotics and technology.
Level 23: You learn how to implant things in already existing cyborg parts. You would need a surgeon to implant them into human parts. You could put a pistol´s mechanism inside an arm and make it work (shooting from the palm of the hand, for example.)
Level 30: You could make smaller weapons, like pistol fingers, although the weapons will lose some kick in the process. You could make strange things like double articulations in your pieces.
Level 40: You can replicate and implant digestive organs, from the mouth to the rear. The organs will be totally normal, unless for an augmented resistance (less prone to puking after a heavy punch right to the stomach or similar, etc). You can replicate complex weapons like machine guns, but only reduce them to at most arm size.
Level 50: You can make weapons of up to a grenade launcher and make them fold upon themselves, so that they would take little space but be on the outside when using them. Their pieces get new uses such as transformable fingers or extra articulations.
Level 60: You can emulate respiratory organs and improve muscles, making them better than a normal human´s muscles. You would be able to make small weaponry without it losing much power.
Level 70: You can make miniature rocket launchers with the same power, and improve human functions.
Level 80: You can emulate vascular organs and improve other organs, or make entirely different ones such as wings.
Level 90: You can make cyborg parts that augment threefold a normal human part´s stats, but it´s experimental technology and more than two of these in a single body would consume too much energy too quickly to be useful.
Level 100: By making a slightly bigger part, the energy consumption would go down by a lot and almost no power would be lost from it.
Level 110: You can make replicas of high power magnetic weapons without losing power while adapting them to a much smaller size. The folded weapons have no recoil whatsoever now.
Level 120: You can make organs and muscles with hundreds of micro-functions, and can start working on nano-tech. You could make a weapon that disintegrates into a wave of gray dust, which is in fact the weapon separated in a wave of nanobots.
Level 130: You can replicate plasma weapons, making them lose some power, but making them mobile enough to have a plasma rifle inside your arm easily enough.
Level 140: You could make an entire cyborg body from scratch and with the help of a surgeon, transplant a head to it, bringing us one step closer to meta-humanity.
Level 150: You can adapt almost anything to a cyborg body, obviously this is based on your other occupations but anything is possible with enough creativity.
- - - -Blaster- - - -
Is person who specializes in crafting and disarming of explosives. They are known to work in demolition fields, or skilled users in the art of "kayakujutsu" (火薬術, Literally meaning: Gunpowder Techniques), either in openly or from distance.
Level 23: You start making small explosives of little potential. They could at most blow up a door handle. Their mechanism is simple enough to be defused easily.
Level 30: You could make an explosive that would leave a decent hole in a 5 cm thick wooden door, with simple mechanisms such as a time bomb.
Level 40: You could make slightly more powerful explosives (enough to blast most of the aforementioned door) and even reduce their size a bit without them becoming any less powerful. You start including a bit more intricate mechanisms such as pressure detectors.
Level 50: Your explosives become more refined, being able to take down a small building with a few of them if you know exactly where to put them. You don´t feel at risk manipulating explosives, but the "blue cable, red cable" pressure is a bit too much for you right now.
Level 60: A single explosive could achieve the effect described above on its own. You can add new triggers such as heat sensors or movement sensors to the explosives. Your ability defusing bombs increases lightly.
Level 70: A medium-sized building is nothing for you. A fist-sized bomb of yours could take it down easily at this point. Your explosives are professional at this point, including mechanisms such as password panels and decoy deactivation mechanisms that delay the defusing of the bomb by a wide margin.
Level 80: You begin to look into the art of finesse with explosions, being able to make specialized explosives that are meant for a certain way of using them, for example, an explosive specifically made to blow up a column and leave the surroundings mostly intact. This way you save lots of materials and money while still bringing the building down.
Level 90: You could take down a small fortress within a few minutes of placing some strategically located explosives. You become quite better at defusing bombs.
Level 100: You have enough talent and materials to destroy an entire town if you believe it´s getting in your way.
Level 110: You could make a bomb that would only explode after separating into small pieces which then explode outwards only. If you were very close to the bomb at the time, you would not get harmed by the explosion at all.
Level 120: In mere seconds you are able to know the weak points of any structure. A fist-sized bomb of yours could blow up an entire fortress.
Level 130: Your explosives are almost reaching nuclear level. You are such a master of explosions that you could travel between islands by taking advantage of their power.
Level 140: You could erase a minor island from the maps with a nuclear strike.
Level 150: Your prowess with explosions is such that a finger-sized bomb could blow up an entire fortress without killing any of the inhabitants should you wish for them to survive.
- - - -Mechanic- - - -
A person who repairs and maintains machinery
Level 23: You can make small vehicles such as a motorcycle or a motorized carriage, and also fix small damage (very small) that they receive.
Level 30: You can now make a small car or a big bike. You can also fix slightly complex stuff such as cracks on the surface.
Level 40: You become able to make small armored vehicles and give the metals they use strange upgrades, such as making them slightly more resistant to fire or explosions.
Level 50: Complex vehicles would be easy for you to make. You can now detect damage on a vehicle by touching, smelling and observing it. You could build simple enough defense or attack mechanisms into your vehicles such as smoke screens, armored steel shields or simple-action, low-caliber guns.
Level 60: You become capable of making big vehicles with secret compartments and hidden weapons. You could fix any damage to the motor and similar parts. You could make speeding mechanisms such as jet propulsion or turbo acceleration. You could make amphibious vehicles, but with a short distance of movement through water.
Level 70: You can make the armor of the vehicle so hard bullets will merely ricochet off it, and make motors so potent that they could move around with many tons and the same fuel consumption. You could add flamethrowers or cannons to your vehicles.
Level 80: You can use other ways of managing propulsion. Also, you could make fully amphibious vehicles or even low-autonomy flying vehicles such as a motorcycle with wings and propellers to move around in the air for a bit before falling down.
Level 90: You could make vehicles that could take tons of damage without flinching, carry mildly heavier weapons, or make parts that take advantage of air currents to fly a bit.
Level 100: Your vehicles become so tough, they have extreme fusion temperatures and are totally resistant to corrosion, so they could even take a one-post lava immersion without breaking down (although taking some mild damage to non-core parts) or travel the ocean floor with it.
Level 110: You could make enormous tanks or speedy vehicles that could travel on any medium. Also, your vehicles will move faster than their size and weight would allow them normally.
Level 120: You become able to make the vehicle almost impervious to explosions, unless they are exaggeratedly powerful (a Buster Call or a nuke, etc)
Level 130: You could make the land version of a dreadnought. With a simple gaze at the vehicle, you would know what´s wrong with it regarding damage. You could sense little things failing in the vehicle that could turn into a catastrophe if left unchecked; due to that, even normally impossible-to-repair damage turns into a scratch on the surface for you. At this point you can send a vehicle into space.
Level 140: You could make a rolling (or flying!) Marineford if you had the materials and the time. Almost nothing is unable to be repaired by your hands in a vehicle or machine. You could make a little space station, or make a vehicle of yours travel around the world while receiving almost no damage doing so.
Level 150: You can repair anything in a machine or vehicle. Your land vehicles could be so big that they would count as an island themselves, your flying ones could make their own eclipse and the space ones would be the size of a small city. Your name will be accompanied with "legendary vehicles" on most people´s conversations around the topic.
- - - -Blacksmith- - - -
A blacksmith is a metal smith who creates objects from wrought iron or steel by forging the metal, using tools to hammer, bend, and cut (cf. whitesmith). They tend use their craftsmanship make weapons, metal plating, armor, and ect.
(Note: By weapons, I also mean objects, armors and such at the first two levels of the occupation)
Level 1: You can make slight modifications or repairs to iron-grade weapons.
Level 12: You can repair or modify, and even create weapons of steel-grade or lower.
- - - -Gunsmith- - - -
A person who makes, sells, and repairs small to large firearms.
Level 23: You are not the type to make delicate layers of steel. Your job demands lots of materials, so that you can make things like cannons.
Level 30: You begin to make weapons with a 2/3 chance to work after being submerged, and the same chance to make the bullets go straight underwater instead of losing most of their inertia.
Level 40: You could make something as small as a pistol with the firepower of an early shotgun.
Level 50: You could make great armored walls and chambers, and other types of constructs using large amounts of metal.
Level 60: You manage to make small motors that could serve for machine-gun crafting, jackhammers, etc.
Level 70: You could make a fist-sized revolver with the firepower of a standard rifle, meaning that your guns do not lose almost any power with size reduction.
Level 80: You are so creative, you could make formerly unthinkable things, such as a cudgel that shoots shrapnel upon a solid hit.
Level 90: One of your handguns could make a 40 cm hole in a concrete wall. You start working on explosion motors and making them better than before since they do wonders with your guns.
Level 100: Little known fact: These are the guys that make the Marine´s Buster Call cannons.
Level 110: You could make a small ship cannon that could take down an entire building in one shot. Your guns do a lot of damage for their size.
Level 120: Your cannons are so powerful you could travel from island to island by shooting a vehicle on a specialized cannon with you inside the vehicle.
Level 130: Your guns scratch perfection by now, having great precision and power.
Level 140: There´s almost nothing your guns can´t pierce, and they have zero recoil.
Level 150: Your guns could pierce through the Red Line, be it a bullet-size hole or a Buster Call cannon hit.
- - - -Weapon Maker- - - -
A weapon maker or weapon smith is person who specializes in creating wider spectrum range of melee weapons.
Level 23: You´re skilled in making common weapons made of bronze, iron or steel. These are totally normal weapons.
Level 30: You could make slightly better weapons, such as ones with a somewhat sharper edge or lighter to carry and swing.
Level 40: You´re able to install a dial in your weapons. For example, you could install a Flame Dial to cover your swords in flames during as many turns as you´ve charged it before.
Level 50: Your weapons will be quite resistant, being able of, for example, have a Thunder Dial installed and channel the electricity without the user being damaged by it, or resist a nature´s force (resist corrosion, fire, rust, etc) although only mildly.
Level 60: You can make weapons with simple mechanisms, such as a small cannon or a pulley rail. You can install a second dial in the weapon, using a button to switch between the two.
Level 70: You start to use better materials, like titanium. Your weapons become much lighter and are a visual artwork.
Level 80: You could make complex mechanisms such as hammers that turn into axes or something similar.
Level 90: Thanks to combining carbon with titanium your newfound steel allows you to make quartz-hard weapons as tough as titanium itself.
Level 100: You could make your own alloys, that could reach the toughness of emerald and the resistance of carbon fiber.
Level 110: You could make something as complex as a set of armor that could turn itself into a set of swords or different weapons. You could insert up to 5 dials in a single creation.
Level 120: Your alloys make ruby a standard for weapon toughness.
Level 130: Your crafts are diamond-hard and could feature quite the intricate mechanism, such as a boomerang harpoon integrated into a sword or similar.
Level 140: Weapons that could only be destroyed by O Wazamono or higher grade weapons, yet as light as an aluminium bar are some of your crafts.
Level 150: Your crafts are nearing the toughness of graphene, and can only be surpassed by Saijo O Wazamono grade weapons. You can put extreme mechanisms into them, such as a repeater crossbow with a big supply of bolts or 10 dials at once.
- - - -Scientist- - - -
A person who is studying or has expert knowledge of one or more of the natural or physical sciences.
Level 1: You learn the basic skills of the job, being able to experiment without any real results being seen.
Level 12: You learn how to make basic chemical weapons such as tear gas grenades or smoke grenades, but you've got no idea of how to make what lies ahead of that. You start being able to study weapons (cannons and whatnot) so that you can in the future make your own, fearsome weapons with these as the very base.
- - - -Alchemist- - - -
A person who works closely with chemicals, learning how mix them for certain results, utilizing them to achieve feats, and even more skilled alchemist is capable of transmuting properties of the chemicals to create something new.
Level 23: You could make very weak explosives (just enough to blow up a door´s handle, if you´re lucky) or advanced utilities such as a chemiluminescent lamp.
Level 30: You can recite the periodic table from the heart, including every detail of every element. You could start making slightly better reactions, such as explosives with an effective radius of a meter.
Level 40: With a good catalyst, you could make an explosive with an effective radius of 3 meters which would be heard at 10 square meters around the center of the explosion, or utilities with about the same kind of necessary skill.
Level 50: You could make laughing gas, tear gas or mildly toxic oxides with relative ease.
Level 60: You can make poisons based on bio-accumulation of heavy metals such as lead poisoning. Your explosions would devastate an entire cubic meter and have a full radius of 5 meters.
Level 70: You could make your own catalysts or make a sublimation under normal circumstances, although it would take you 4 turns per square meter of material-to-sublimate to do so. The sublimation will stay that way until a trigger is activated (i.e. hitting it or cutting it), in which case it will cause a violent explosion and spread the substance around.
Level 80: You could make your own amine-acids. Your explosives reach the 10 cubic meter radius.
Level 90: You master alkaline metals, being able to make chemical batteries and similar inventions. Your explosives reach the 13 cubic meter radius.
Level 100: You could, with enough preparation, manipulate entropy slightly. You could make highly toxic gases such as sulfur gas or nitrogen oxides. You start actively working with halogens.
Level 110: You begin to study entropy as a force, making implosions or dark zones of 5 meters of radius. You could even alter temperature or weather around 50 cubic meters, but you would probably need the help of a Physicist for that last bit.
Level 120: You begin to study anti-matter, being able to use it in your weapons as long as a Physicist helps you make the container.
Level 130: You begin to study Dark Matter. This matter doesn´t react to anything under normal conditions, but with enough tinkering... You start making your own elements and influencing the periodic table with your newfound elements, making them carry the properties of your choosing (every single one must be obtained from roleplaying as a reward from this point onwards)
Level 140: Your entropy bombs are supreme, being able to implode in a 30 meter radius dragging anything in there towards the center like a mini black hole. You could try and mix Dark Matter elements with normal elements, creating dreamy compounds.
Level 150: You could destroy an entire city with just a single entropy bomb, or change its weather permanently. With the necessary equipment, you could make an atmosphere in the moon.
- - - -Experimental Physicist- - - -
A experimental physicist is a scientist who studies and is trained in physics, which is the study of nature, especially how matter and energy behave.
Level 23: You have advanced knowledge of experimental and theoretic physics. Your first experiments are around combustion.
Level 30: You start using pneumatic and hydraulic motors, as well as using gases and liquids for your experiments (for example, a steam-based gun)
Level 40: You discover electricity and can use it as a power source. You could build solar panels or small dynamos to charge batteries.
Level 50: You could build small, basic A.I.s or other electronic components.
Level 60: You master electricity and thus, magnetism. You could make strange inventions such as lightning guns.
Level 70: Your A.I.s are so well done, they start to feature learning capacity.
Level 80: You start to study nuclear energies. You could make nearly limitless nuclear batteries and mid-power laser guns (such as pistols or rifles) which besides of piercing the opponent can cause up to second degree burns.
Level 90: You could adapt powerful weapons into little spaces, losing just a bit of power. If you made the weapon just a bit bigger it would gain lots of power.
Level 100: You could make almost human-like A.I.s and make laser weapons that left 3rd degree burns and melt metals away.
Level 110: You understand quantum physics perfectly and could make inventions based on it. You could make X-ray based weapons, degenerating your opponent´s organic tissues.
Level 120: You could make, with the help of a Gunsmith, an entire nuclear plant to power an entire island almost indefinitely. You start working on plasma guns, without any relevant advance. Your A.I.s could pass for humans any time.
Level 130: You begin making plasma guns at least the size of a big Gatling gun. You could make a rocket launcher the size of a finger and lose no power.
Level 140: You begin making smaller plasma guns (assault rifle size minimum) and mass destruction weapons. These can be based on gravity, nuclear energy or electromagnetism, and could act in a 100 meter effective radius.
Level 150: Your mass destruction weapons could destroy an island. Your A.I. leave most humans in shame.
- - - -Bio-Engineer- - - -
Also called biomedical engineering. the application of engineering principles and techniques to problems in medicine and biology, as the design and production of artificial limbs and organs or in some scientist cases, other artificial creations.
Level 23: Your experiments allow you to replace amputated human parts for functional replacements, only human for now.
Level 30: You could implant human organs in a human host and make them functional, such as an eye in the back of the head or hand fingers replacing toes, etc.
Level 40: You could alter human genome very lightly, allowing you to install primate organs in humans. You could also change genome very slightly as to change the color of the iris or sclera.
Level 50: You start to make advanced experiments, being able to alter muscular growth genome to make bigger or smaller parts. This could be useful for, as an example, make human-size body parts from animals that are normally much bigger or smaller, such as bunnies, chickens, elephants or rhinos. You could adapt rodent genome to make it compatible with humans and thus implant said parts. A mice´s claws could come in handy.
Level 60: You can adapt reptile and feline genome to human genome and be able to transplant said species´ body parts into humans. You could start making hybrids of humans and animals (sort of like Absalom), although for now you would need a subject and can´t make them from scratch. They would only be mildly intelligent and would come off as dumb mostly.
Level 70: Your hybrids start to display better intelligence at the cost of power, or could be powerful with about the same intelligence as before. You adapt the genome from birds and canines to the human genome, thus being able to implant their body parts into humans.
Level 80: You adapt amphibious genome to the human one, and your hybrids have human intelligence without any cost in power, although lacking the essential capacity to reason, being mere pawns.
Level 90: You can adapt fish genome to the human one, and your hybrids have now the ability to reason properly by themselves (if you want them to). You are manipulating genome so easily, you could alter it so that a certain animal or human was born with unusual organs, such as wings.
Level 100: Your hybrids are almost perfect. You can alter human organs and cure them if the disease is not in the later stages. You could add fins or similar organs to the human genetic code.
Level 110: You adapt the genome of sea invertebrates, such as jellyfish or echinoderms to the human one. You could make it so that a human ages twice as fast, or as slow, and similar modifications.
Level 120: You could program human genome to develop as you wish it to, of course within its limits. You begin to adapt the genome of land invertebrates, mollusks and crustaceans to the human genome.
Level 130: You could add protozoan cells to a human, making them enter a symbiosis. You could alter human genome, making someone´s death come the day you wanted it to (assuming they didn´t die from non-natural causes) or stop aging completely.
Level 140: You could eliminate cancer by altering genome, as well as making someone age 10 years in a single one. You can implant any mammal´s body parts to a human.
Level 150: You could make something as advanced as a human-protozoo hybrid, having to make them from a few cultivated cells and bio-engineering. Your hybrids are boosted in every single stat, and retain an intelligence above human standards.
- - - -Carpenter- - - -
A person who makes and repairs wooden objects and structures.
Level 1: You're able to make small objects made of wood, as well as polish natural wood (straight from the trees) to make it refined wood, which can be sold for a small price.
Level 12: You've become good enough at your occupation as to repair wooden objects or modify them a bit, although you're far from making real masterpieces.
- - - -Shipwright- - - -
A Shipwright is a carpenter who works specifically on ships. They are responsible for the building and the repair of the ship. Most pirates need them for repair and general maintenance of their ships. Other ships often have them as well.
Level 23: You could make a simple boat, and fix something at the level of a loose wooden plank.
Level 30: You could make something slightly above a boat, and repair more complex things such as cracks or the steering wheel.
Level 40: You´re now able to make schooner-like ships. You could give woods strange properties, such as being resistant, if only slightly, to fire or blasts.
Level 50: You´re able to build medium size ships such as a frigate. You could detect damage in the ship by touching, smelling and observing its wood. You could make simple systems such as a mounted harpoon gun or catapult, or even mildly strong barriers that rise to protect the ship.
Level 60: You could make big ships such as a galleon with secret compartments where you can store weapons or small secret rooms. You could fix any common damage, such as a split-in-half mast. You could make a system based on hydraulic propulsion, such as a small hydraulic motor that took advantage of the water´s movements to make the ship go faster.
Level 70: You could make the ship´s wood almost impervious to some kinds of damage, for example, making bullets ricochet off it. You can make knots on a rope strong enough to hold tons of weight.
Level 80: You could make use of several ways to propel the ship, and make amphibious vehicles such as a wooden motorcycle that could travel on water and land both, even though you would need a bit of help from a mechanic.
Level 90: You could make a ship resistant to atmospheric pressure (so that it can resist flying at high heights) and also build in wooden wings that can come out of the ship when approaching a strong current to try and fly using it. Imperative to get to the sky islands on ship... well, almost.
Level 100: The wood you use is completely fireproof, and your ship could submerge down to Fishman Island without coating and survive with minimum damage thanks to being almost entirely pressure resistant.
Level 110: You could make enormous ships (dreadnought size) and even something as complicated as a wooden dome to submerge to Fishman Island without coating AND with a crew that was able to breathe inside as well.
Level 120: Any explosion short of a nuke won´t damage your ship.
Level 130: Not only are your ships much better, but with a simple look you can instantly feel any damage on your ship, regardless of how small it is.
Level 140: You could make an island-size ship should you have enough time and materials. You could repair almost any sort of damage to a ship.
Level 150: You could repair any sort of damage to the ship easily. Your ships are legendary, some being even bigger than a big island.
- - - -Artisan- - - -
A person in a skilled trade, especially one that involves making things by hand.
Level 23: You could make common wooden weapons: Bows, staves, spears... nothing unusual about them.
Level 30: You can now make the wooden weapons tougher so they don´t just break at every 10 hits or so.
Level 40: You become able to add a dial to your weapons. It doesn´t mean your wood can take the fire of a fire dial and survive much.
Level 50: Now, your weapons resist dial elements, being able to be coated on fire and survive, for example.
Level 60: You can add strange mechanisms to your weapons, or a second dial. The mechanisms can be something like sprouting spikes upon hitting someone.
Level 70: Your weapons are almost as tough as metal, increasing a 0.5 in Mohs´ scale.
Level 80: You could make such intricate mechanisms as a transforming weapon (a staff that becomes a bow, etc).
Level 90: You become able to make the wood of your weapon feature strange qualities, such as elasticity. You could install 3 dials on your weapons, and they are as tough as steel.
Level 100: Your wood is, in total, a point in Mohs´ scale above the hardest wood. Some people would consider your weapons above those made of iron or steel because of their strange properties.
Level 110: You could make a wooden dial-like disc that, once installed in a weapon, would act as a stronger dial without a limit on how many turns it can be used. I.e.: A fire dial-like disc that could make your weapon coated in a permanent fire curtain and shoot small fire balls.
Level 120: You make another disc or improve the last one. That way, you could have your weapon covered in two elements at once or make your weapon able to, for example, create big fire curtains and shoot long-range fire slashes. Your weapons are 1.5 Mohs above the hardest wood.
Level 130: 2 Mohs above. You could improve one of the discs (or the only one thus far), or make another one; this would range from, for example, a weapon that can shoot fire beams indefinitely, to a fire/lightning/wind coated weapon.
Level 140: 2.5 Mohs above. You could improve one of the discs or the only one, or make yet another one, ranging from shooting fire slashes at any given time to having a fire/lightning/wind/ coated weapon with a never ending impact disc installed.
Level 150: 3 Mohs above. Same case as above. You could give your weapons extreme properties, such as making them as flexible as rubber.
- - - -Cook- - - -
A Cook is a person who prepares food for passengers or crewmates on ships, or for customers in restaurants. All Pirates become hungry eventually, and so many of them require a cook to fill their stomachs. Marine bases and Marine ships need them to feed the soldiers and keep them healthy. Commercial ships or cruise ships require them to feed the passengers
Level 1: You've always been interested on cooking, therefore you are able to cook common, easy dishes, but nothing too complex. Let's say you could cook some fried eggs and such.
Level 12: After a while cooking, you can prepare more complex food (steaks and such) and you rarely ever cook something bad.
- - - -Chef- - - -
A professional cook, typically the chief cook in a restaurant or food establishment.
Level 23: Your food now grants its eaters a small P.U. (+1x in a single stat) for a post.
Level 30: Your time on the kitchen makes you slightly more resistant to fire and heat. Your ingredients and meals start becoming a bit more complex. Your food´s P.U.s now give +2x to the chosen stat.
Level 40: Your food´s P.U. now lasts for two posts and augments two stats, by +3x
Level 50: Your resistance to fire and heat increases mildly. P.U.: +4x
Level 60: With a simple look to any ingredient related to common plants and animals, you will know the effect they´ll have on your meals and their flavor. Your P.U.s now last for three posts, augments three stats, by +5x.
Level 70: Your eyes become resistant to gas effects such as tear gas from so much cutting onions. Your P.U.s now last for four posts, augments three stats, by +6x
Level 80: You could use poisonous or strange effect-ridden plants and animals as ingredients without making the meal poisonous (unless you want to play a joke on someone you maybe hate a bit) You could be in contact with a fireplace´s flames for a full minute without being affected at all. P.U.: +7x.
Level 90: Your P.U.s last for five posts, augment four stats, by +8x. Your food could be used as medicine and it would do pretty much the same job if the sickness isn´t too rare or lethal. Your hands are really quick from all that veggie chopping.
Level 100: You handle knives a little worse than an Assassin regardless of class (if you ARE an assassin, then you handle them almost twice as fine) Your P.U.s last for five post, augment five stats, by 9x. Your skill in the kitchen is thought to be one of the finest in the world.
Level 110: You could pretty much mix any sort of ingredients in a meal and still make your clients cry out of bliss when they taste it. Your meals can be devoid of P.U.s to give someone a strange power for three posts. For example, you could make a meal rich in iron that would make someone´s skin become as tough as iron for that time, or an ultra-spicy meal that would make its eater blow fire out their mouth after eating it. P.U.: 10x
Level 120: Common fire is no longer able to affect you at all. Your P.U.s last for six post, augment five stats, by 11x.
Level 130: Few could surpass you in the culinary arts. You could fill a dying old man with the energy of a 7 year old with just one meal. One of your dishes could keep someone full for days on end without feeling hungry, given how many nutrients the dishes carry and all the enzymes there that help preserve and make the most of them. P.U.: 12x
Level 140: Your dishes could calm the fiercest of beasts, or stop a war (since everyone would be hellbent on trying those godly dishes). Your power ups last for seven posts, augment six stats, by 13x.
Level 150: You could beat an Assassin your same level with knives, without being one yourself. If you were one, you would be unparalleled in a knife fight (and even so, in most fights as well given your level). Your power ups last for eight posts, augment all stats, by 14x.
- - - -Field Cook- - - -
A field cook is person who is capable of cooking delicious foods using the environments around them, and can even make dishes in heat of most stressful situations like battle.
Level 23: You could make a simple dish in two turns, although you would be defenseless in the first one and only able to defend yourself in the second, in the middle of a fight.
Level 30: You´re certainly not the best cook out there, but with your dishes people can get a 1x boost in all stats.
Level 40: As you´ve analyzed the quickest ways to kill certain animals (can be any moderate size animal that exists in real life), you could kill them in a single hit and then use them as ingredients on the spot.
Level 50: Thanks to animal hunting, you could give some troubles to an assassin or swordsman 40 levels below you just using knives. You´re able to make meals in a single turn, without attacking, but being able to defend yourself. Still not the best cook, but hey, you do cook quick.
Level 60: Your dishes give their eaters a 2x boost in all stats for 2 turns. You could kill in a single hit any sort of animal that exists in real life but is genetically improved in the world of One Piece (a giant gorilla, etc).
Level 70: You could attack and defend while making a meal in a single turn. You could give an assassin or swordsman 35 levels below you a run for their money using only knives.
Level 80: Your meals boost all stats by 3x for 3 turns. You start to easily recognize poisonous animals and other things that you should not include in your dishes. Unless...
Level 90: You could make 2 dishes in a turn while only being able to defend yourself. You could take on an assassin or swordsman 30 levels below yourself while only using kitchen equipment.
Level 100: You know what effect and flavor would have almost anything you can see in your dishes, using this on your favor. You could cook 2 dishes in a post and have spare time to attack and defend in the same post.
Level 110: You could beat an assassin or swordsman 25 levels below you only using kitchen equipment.
Level 120: You could cook 3 dishes in a turn and still have time to defend yourself. Your dishes augment every stat by 4x and the effects last for 4 posts.
Level 130: You could beat an assassin or swordsman 20 levels below you only using kitchen equipment.
Level 140: You could make 3 dishes in a turn while still having time to attack and defend yourself. Your dishes augment every stat by 5x and the effects last for 5 posts.
Level 150: No, you still aren´t the best cook out there, stop asking damn it. However, you are the fastest of them. You could beat an assassin or swordsman 15 levels below you using only kitchen equipment. Your dishes augment every stat by 6x and the effects last for 6 posts.
- - - -Buffoon- - - -
A person who amuses others by tricks, jokes, odd gestures and postures, etc.
Level 1: You're able to tell some entertaining stories or do easy juggling maneuvers, but it's honestly boring and people won't pay you much attention.
Level 12: You learn how to please the crowds, keeping their attention for a short while. Also, you begin learning about knife throwing, although your skill and accuracy isn't the best. At all.
- - - -Harlequin- - - -
A stock comic who is performer and is usually represented in diamond-patterned multi-colored, tights, wearing a black mask.
Level 23: You could make simple juggling and you get an extra +1x Marksmanship when using small blades (0-10 cm). You could make simple tricks with cards, but some clever people may still catch your trick. The public´s pressure isn´t something you can handle for now.
Level 30: You get a better trick repertoire and your hands´ skill increases in every sense, adding a +1 Dexterity passive bonus. You can prepare a simple scene in 15 minutes to improve your shows and earn more tips.
Level 40: You can manage to put some make up, which despite being a bit badly done can attract more public. You become able of making objects appear from nowhere, but only those the size of a coin or less.
Level 50: You become unable to fail when throwing a knife at a fixed target, and you become able to pull off some bigger shows such as illusory tricks and disguises. Your public is not as cruel as before and cheers you on mostly.
Level 60: Your Reflex stat gets a +1 passive bonus. You could make a living out of your shows, knowing many mildly difficult tricks and being mostly unable to fail at performing them. You could trick people into looking at one point of your body while you do your trick elsewhere, but it won´t work on people above your level or Observation Haki rank C or higher users.
Level 70: You could make up a scenario in 5 minutes, even using trash as part of the appeal. It´s impossible for you to fail a trick, although sometimes the public´s pressure could do you in.
Level 80: +2 total points as bonuses in Dexterity, Reflexes and Marksmanship. You could speak while performing so that people focus on one point of your body while you do your trick elsewhere, only being detected by people 15 levels above you and Observation Haki rank B users.
Level 90: You could make things practically disappear or appear out of nowhere as long as they´re near you, but you´ll need to prepare for it previously and have certain external conditions for it to work. Your body is able to lift lots of weight for your more daring tricks or your Strongman show (+2x Strength passive bonus). You could instantly discover lesser Harlequin´s tricks and point them out if you want to shame them.
Level 100: You could walk the loose rope with some focus. You discover hypnosis tricks, but they are dangerous and could work on yourself (only affects level 70 or below, and only affects higher levels if they want to be affected).
Level 110: You could put your public in a daze with one of your weirder tricks, yet this would make your show go on for longer and a witty public may realize what you´re doing. Only works on people 20 levels below you unless the affected ones are dumb enough.
Level 120: You could juggle anything that you can lift with one hand, and would never fail throwing a blade at a moving target in a 100 meter radius.
Level 130: You could shame a lesser Harlequin by seeing his trick only once, copying it and making it leagues better. You get a +2 speed bonus thanks to the celerity your hands are able to achieve, although the rest of your body doesn´t stay behind.
Level 140: You could make illusions or hypnotize someone during 3 posts
Level 150: Your shows would earn you millions of berri. You could now make a unique trick that only you will be able to do, being utterly impossible for other harlequins to copy or for anyone to guess how you do it. You can´t fail throwing a blade at a 200 meter radius.
- - - -Storyteller- - - -
A person who writes, tells, or reads stories to others. They are usually ones who went great lengths learning variety of folklores, rumors, and even create legends about other people which soon get spread around.
Level 23: Eh... you could entertain little kids by putting funny voices.
Level 30: You start making short stories that a younger audience could easily remember.
Level 40: You´re good at making up stories and putting different voices, why not take it further? You begin making up lies for people to do you favors, etc.
Level 50: You make both little kids and adults have fun listening to your voices. You could imitate other people´s voice fairly well.
Level 60: You could gather a large group of people around a fireplace or something similar to tell them a story. However, your stories are now larger and seek a moral meaning or life lesson.
Level 70: You could make almost any non-Storyteller/Spy/Psychologist believe your lies.
Level 80: You could move a big group of people for a while before settling down to hear your story, thus becoming able to evacuate or lure civilians at your will.
Level 90: At this point, your stories are worthy of an acknowledged novelist.
Level 100: You could make people think you are someone of the opposite gender just with your voice (and the correct disguise if they can see you)
Level 110: Your stories are probably being compiled and written as a book in some far away kingdom by now.
Level 120: You could mount up a TV Drama with your lies just for fun or lie your way out of jail (unless the people you´re lying to have great detecting capabilities).
Level 130: You could make an entire town follow you. And the townsfolk too.
Level 140: You could imitate a female opera songstress or a 200 pound Texan guy, complete with mannerisms and verbal tics.
Level 150: You could do the unthinkable with your tongue. Such as push-ups. You could also tell people something completely unbelievable, and they would totally buy into it for some seconds, such as "gravity is about to reverse for a couple seconds". Only a level 70 or higher Psychologist would notice you´re lying.
- - - -Navigator- - - -
A person who directs the route or course of a ship, aircraft, or other form of transportation, especially by using instruments and maps. They are often helmsman on ships, and ones who maintain control of ship or responsible for traveling through dangerous areas safely.
Level 1: You've always wanted to steer your own ship and drive it across the four seas and beyond, but you are barely able to navigate small ships properly in tranquil waters, and any threatening climate or wave is able to flip your ship with ease.
Level 12: You become skilled on sailing around the Blues, reading maps and navigating through slightly rough waters. Still, you are inexperienced and any sudden change in the climate can threaten your ship.
- - - -Mapmaker- - - -
A person engaged in cartography also known as cartographer, or the production of maps. They are ones responsible for mapping out the seas, islands, and any other location for others use to travel or in some cases for their own personal enjoyment
Level 23: You´re able to read island maps as long as they´re perfectly drawn and you already know the island a bit, including treasure maps. You can make your own maps, but they are so poorly drawn that only you and very expert navigators or artists could understand them.
Level 30: You could understand maps that were drawn a bit rushed, and your own maps can be read by navigators your own level or higher. You start getting better at measuring distance by sight, but your perception is still a bit off. You could navigate perfectly under good conditions on any sea except for the Grand Line.
Level 40: Your maps are good enough for newbies in the occupation to read them, although they aren´t entirely accurate as of yet. You could calculate the distance from a point to another as long as they are not too far away from you. This is also very useful when in naval fights. You have a surgeon´s precision when it comes to drawing using tools for extra accuracy. You could navigate the Grand Line, but if the weather goes wrong at any moment, you could have a bad time.
Level 50: A common person could read your maps, but not understand them fully. They are almost works of art, and look similar to those you once bought. You would know your position in any map as long as you have a reference point. Your perception is increased, as you become able to measure longer distances, using this both to represent them in your maps or to know the position of an enemy ship in the near future considering its speed and trajectory.
Level 60: Your maps are works of art. You could draw a sketch in a few minutes of a certain island just by looking at it once, but only you or someone your own level would understand them. You could measure quite accurately the distance of anything in sight in a 1 km radius. You master the art of taking advantage of distances between you and your opponent´s ships in a naval fight.
Level 70: You could make a decent map in a few seconds with just a paper sheet and a pencil. You can also copy other maps perfectly. You could measure any distance in a 2 km radius, but you would need a visual aid to increase your range of sight. You could draw an island´s back side by observing the front and figuring out the shape of the other half. You could even draw some bits that you can´t see just by applying logic.
Level 80: You would know most of the island´s landscapes and shape just by knowing the type of biome it features, although this is only mildly accurate. You can´t get lost at sea with a map on you. Measuring distance is not a problem as long as you have something to augment your sight range. You are a good enough navigator to pull off stunts such as keeping an exact distance from an enemy ship while navigating around it in circles or force it to follow whatever direction you wish it to, having perfect control of the ship at all times. Your ship could pass through any space a centimeter wider than itself as long as you focus enough to do so.
Level 90: All the island´s maps and the most important route maps are impossible to forget by now, pretty much turning you into a living map. It´s impossible for you to get lost in known terrain and you could make mental maps in unknown ones, although you could still get a bit confused doing this at times. You could make mildly precise predictions of a number of ship´s actions in naval combat.
Level 100: You now know most of the Blues´ islands and routes, and the most important ones of the Grand Line. Your eyes could analyze instantly a small, medium or somewhat big island, making an almost perfect mental map of it in seconds. You could dodge cannonballs and attacks to your ship that haven´t been shot yet.
Level 110: You learn every single island and route map that is even barely important, being able to instantly tell what´s the best route to get from a certain island to another one. You could move in unknown territory as if you already knew everything about it. Your complex ship moves almost defy nature´s laws and as long as you keep your hands on the steering wheel and your sight on the action, it is almost guaranteed you won´t take any damage at all in a naval fight.
Level 120: You memorize the smallest, least important islands and routes. Your maps could make anyone able to guide themselves in an island they don´t know. You could move around any island or sea as if you were home. You could know an entire fleet´s actions over the next 5 minutes with pinpoint accuracy before they happen.
Level 130: You know every single known island. Your maps are almost perfect, so good that someone would get to know most of an island just by looking at them over a couple seconds. The second you step in an island, you feel like you´ve lived there your whole life and are able to get anywhere in it easily. Your ship almost defies physics when maneuvering.
Level 140: You would now discover hidden islands just by figuring out their position when analyzing a route´s patterns. Independently of size, your ship would be impossible to be damaged under your command.
Level 150: You could discover previously "make-believe" islands that were supposed to be the product of a drunk guy´s imagination or similar. You could battle against a hundred dreadnoughts while commanding a wood table and win before the fight begins.
- - - -Meteorologist- - - -
An expert in or student of meteorology; a weather forecaster
Level 23: You understand the Blues´ weather pretty nicely. You can react against previously warned weather changes and predict when they will happen with a wide error margin.
Level 30: You start to comprehend the Grand Line´s weather, but you are still unable to predict it. However, you could react quickly to sudden weather changes and stay on the right route. You´re skilled in taking advantage of wind currents to increase your ship´s speed as long as the weather is stable.
Level 40: You sometimes just know that the weather´s going to change soon, but it still isn´t a prediction. As long as the weather isn´t too chaotic, you could make use of a powerful gust of wind to propel your ship and increase its speed.
Level 50: You could predict changes in the weather of the Grand Line, being able to choose an alternative route before it happens. Your travelling time between islands gets halved and you begin to take advantage of weak sea currents.
Level 60: You could predict weather changes and minor natural disasters some hours before. Just by looking at an island, you can get an idea of its weather. You could make use of wind currents that would normally split the mast in half, as well as navigate over big waves and stronger sea currents.
Level 70: You can predict weather changes and natural disasters with one look at the sky a day before. If you knew an island´s usual weather, you can predict any changes in it indefinitely. If your ship could take it, you could take advantage of extremely strong winds, whirlpools and storms to navigate much faster.
Level 80: You can predict any changes and disasters two days before. Your sailing speed triplicates compared to when you were a rookie at navigating.
Level 90: As long as your ship can take it, you could ride a tornado to launch you forwards without aiming away from your target, further lowering your sailing time in certain occasions. You don´t even need to look at the sky to predict three days worth of changes and disasters. You move at four times your former, level 1 speed.
Level 100: Paradise no longer holds any secrets to you, but the New World´s weather changes is so chaotic that you still can´t predict it correctly.
Level 110: Alright, the New World is already getting on your nerves with so much stupid change without any reason whatsoever, but you can react to them with some spare time at least.
Level 120: You can predict weather changes in the New World by looking at the sky, having two hours´ worth of information about further changes every time you do this.
Level 130: You can predict any sort of weather change regardless of what it is, and even see a good side about them sometimes.
Level 140: You are a master of the New World´s weather, being able to know when it will rain spaghetti or when a strange wind will boost you forwards while at the same time halting your opponent´s ship completely, while facing the same direction. Yeah, don´t ask. The New World´s already a lost cause and you know it. However, with your predictions, you can once per thread announce something is about to happen, that is at least loosely related to weather, and it would happen three posts later. Remember that mods will be watching what sort of weather change you bring about, and if it´s too overpowered or similarly unfair it will be voided.
Level 150: You could pull off either two of your crazy predictions, or one huge, quasi-overpowered prediction. That one could be something as a lightning rain that lasted for the entire thread and hit targets at random except for you and same-level navigators around, a giant meteor coming down on the island, or similar stuff. The wait time can be reduced to a post or augmented up to five if you specified it.
- - - -Tailor- - - -
A person whose occupation is making fitted clothes such as suits, pants, and jackets to fit individual customers or themselves
Level 1: You are interested in tailoring, but you're unable to do anything else than very simple sewings, such as cross-stitch, buttonhole stitch and chain-stitch sewings.
Level 12: You become able to make pants and shirts with an over-average amount of material needed, which could be wool or cotton. You could even make a pair of jeans in a few hours if you put your heart into it.
- - - -Designer- - - -
A person who plans the form, look, or workings of something before its being made or built, typically by drawing it in detail.
Level 23: You start making slightly more elaborate designs in your clothes, although you are still lacking skill. You begin using other materials such as leather.
Level 30: By looking up to other great designers, you begin to improve in your own designs. You could add very basic qualities to your clothing, such as being unable to lose its color or to smell like anything, etc.
Level 40: You begin following your own style of fashion, making clothes that could be in a fashion show. Your clothes begin to showcase somewhat basic qualities, such as slightly but constantly cooling or heating its wearer.
Level 50: You discover that you can use metals as common materials for your clothes, although for now this is only applicable to iron and steel (the clothes are as light as ever). Your clothes keep getting more intricate and beautiful.
Level 60: You could make a living out of your own brand of clothes, although you still have to reach the legends of fashion in terms of skill. Your clothes become somewhat tougher than normal and you could add some property to them, such as becoming completely impermeable.
Level 70: You could make clothes out of harder, tougher metals such as titanium.
Level 80: Your clothes are now between those of the greatest out there. You could make your clothes become sharp at the wearer´s will, or maybe have them turn into a weapon.
Level 90: Who needs armor with these clothes?! Just your common, silk clothes could stop a full swing from a steel sword without flinching, and are so light that the wearer could think at times they are naked while wearing them. No need to talk about the metal ones then, right?
Level 100: You´re making entire fashion design companies collapse, since all the rage right now is your brand. Your clothes could feature a freezing aura, cover you in lightning, burn without damaging you...
Level 110: At this point, any clothing you make will be tough as a diamond and light as a feather.
Level 120: You got tired from doing the same thing all your life, so now you became able to make Seastone clothing and give them the same properties as your other clothes.
Level 130: Your clothes could give a 5x stat boost in three stats to its wearer besides the other effects.
Level 140: Your clothes could stretch like rubber, transform into other things or even levitate.
Level 150: Grandma would be proud. Your clothes are utterly indestructible and are pretty much the most expensive in the world.
- - - -Fashioner- - - -
A person who fashions, forms, or gives shape to anything.
Level 23: The sewing machine is not your thing. You start making handmade clothes, but you still fail sometimes and your speed is only a bit superior to others.
Level 30: You could fix some damage in someone´s clothes as long as you don´t move, being unable to attack or defend while doing it. You could make scarfs, shirts and pants in approximately two hours, and you could return them to strings without wasting materials in some minutes.
Level 40: You could make little clothes such as socks or gloves in a few seconds, and fix clothes´ damage without stopping a fight, being able to defend or attack while doing so.
Level 50: You could tighten up your opponent´s clothes in a split second to make them feel uncomfortable during a fight, or do funny things such as sewing their sleeves together, as long as they don´t move much during the process.
Level 60: You manipulate strings and threads quite skillfully, being able to make strange forms and shapes in split seconds, such as a spider´s web shape. They´re still just strings, though, don´t expect too much from them.
Level 70: You could destroy someone´s clothes in a split second without them realizing, if your level is higher than theirs, or if your Speed power up is higher than their Reflexes power up is. You could make simple clothes in a few minutes or even reinforce yours without this being a bother at all.
Level 80: You could fight a steel sword or similar weapons with your needle. You could make this needle of yours go through steel and also do strange things such as turning your opponent´s shirt into a strait jacket. Your strings are as tough as iron.
Level 90: You could unravel someone´s clothes and make new ones for them in what they take to sigh. You could attack with your strings, making sharp or blunt threads with them.
Level 100: You´re pretty much a clothing machine gun, being able to make them almost instantly. Your clothes are as sturdy as steel if you want them to, and you have enough skill to maim someone´s arm or leg off using a string of yours with enough accuracy and just the right angle.
Level 110: Your clothes seem to be alive, making effects such as tentacle-like scarves or flowing capes even if there is no wind around. Also, they take on any toughness up to Ruby-tough depending of what level of toughness you want them to portray while making them.
Level 120: You could make clothes even with a small wooden splinter, or even your own nails, with about the same quality.
Level 130: You could make clothes out of thin air, without any materials whatsoever. By patting someone in their shoulder you could make their clothes tighten up considerably, stitch both sleeves together, stitch both of their pants´ legs together and even tie their shoelaces together without visible effort.
Level 140: You could stitch a sword to a piece of armor. Some say your needle is a Saijo O Wazamono when used by you, even though it (probably) is just a mere iron needle you found somewhere. Your strings are definitely alive. If they weren´t, how could they repair on their own, or stitch themselves to your opponent´s skin upon contact?
Level 150: You could make a fleet, an island and a kingdom fully made of strings in a day or so. You could manipulate people´s actions by touching their spine over their skin (or not?), as if they had eaten the Ito Ito no Mi. Your needle would only fall down when fighting against one of the best swordsman in the world and only in he used a Saijo O Wazamono or similar grade weapon.
- - - - - - -Thief- - - - - - - -
A person who steals another person's property, especially by stealth and without using force or violence.
Level 1: You begin to notice certain bulges and sounds in people´s pockets and could even try to steal the items inside them, but you will most likely fail trying. Don´t give up!
Level 12: You are able to tell rich people from poor people with an acceptable margin of error and become a bit better at stealing, to the point where you actually succeed once every good while.
- - - - -White Glove Thief- - - - -
A thief who is more focused on small time and scale robberies, stealing from homes, small shops, and ships.
Level 23: You become able to pick normal house door locks in a few minutes (3 posts or so)
Level 30: After many an alarm that jumped when you picked a lock, you begin to grow interested by them. Despite knowing how their circuitry works, you still can´t deactivate even common ones without the password.
Level 40: Normal locks take only a minute (a post) to pick, but special ones are a whole different deal. You begin to notice the trails you leave after each robbery, but you´re not that good at getting rid of them.
Level 50: Alarms aren´t that much of a big deal anymore, you cut this wire here and this thing up there and done, it´s silent. Surveillance Den Den Mushi are the next step, since they have no wires and store every single image internally. You get better at covering your trails and leave things mostly where they were after each robbery. Except for what was stolen, of course.
Level 60: Normal locks are kid´s play for you, in less than a post you can pick one of those and keep the action going uninterrupted. The moderately difficult ones still take you a post to pick, and now you begin dabbling in the art of safe lock picking, including their models and methods. You still have a long way to go.
Level 70: SDDM are no trouble for you anymore, as you´ve figured out their behavior and patterns and can avoid them almost effortlessly. Movement sensors are going to be a pain in the rear for a while, though, but at least those cameras are showing empty corridors, right? You begin making wax keys of the doors you pick to make a real key out of it later in case you may be breaking into the same door again. Or selling that key...
Level 80: Safe locks begin to open before you, although it takes you a good while to crank them open (5 posts at least). The most sophisticated locks and safes are the worst part of the deal for you, and you begin to implement better tools such as stethoscopes for the safes and special lockpicks.
Level 90: Leaving no trail stops to be a problem when you discover rubber jewels to leave behind in the place of the real ones. You probably got the hang of sneaking through ventilation ducts and other previously unknown flaws in buildings, although there is the risk of getting stuck in those. Which isn´t comfy at all.
Level 100: Normal safes are child´s play by now, you crank them open in less than a post. The same happens with non-biometric safes and movement sensors. You could detect flaws in security of a building or lock just by visiting the place once and, with the appropriate tools, leave almost no signs of your presence when you steal.
Level 110: Modern safes are easy now that you´ve learned to falsify the owner´s fingerprints, and you´ve learn to avoid laser alarms by bringing some mirrors with you.
Level 120: You´re so used to covering your trails that no one would know you were there even without using rubber replacements, unless they search for your fingerprints if you go gloveless.
Level 130: Any lock or safe that doesn´t require retinal scan or special fingerprints are no problem for you and you could crank them open and keep the action going without stopping there. Triple-code reinforced chambers and other sorts of highly advanced locks are merely a few posts for you to pick (1-3 posts).
Level 140: Nothing short of highly advanced biometrical locks are a matter of seconds for you to pick open, and all the others (heat sensors, noise sensors, etc) are no real threat to you if you watch your step and know where to move. You begin passively making wax keys and other backups of anything you break into without even noticing, by pure force of habit.
Level 150: Fingerprints? Pff. You´re beyond that. If it wasn´t for the lack of the object, no one would know you were there in the first place. No biometric system or highly advanced camera is a threat to you, and you could basically get anywhere provided you didn´t get caught when trying.
- - - - -Falsifier- - - - -
A thief after much bigger scores moving from houses to big leagues of priceless items and treasures. Remaining under the radar to not get caught you see stealing as more of art work creating imitations of no value while stealing items of value.
Level 23: You begin to dabble in the falsification of paintings, although your copies are blatantly false and you must keep the original within sight to be able to falsify it.
Level 30: Now that you have some skills at painting, you also begin to get your hands wet... in clay. Clay sculptures still require you to have the original one nearby and look kinda off compared to it, but you could actually sell this and make people fall for it. At times.
Level 40: Your paintings begin to look somewhat similar to the real thing, and even though you must still be looking at the original one you don´t take as many looks as before. Your sculptures begin to be made of rock and other tougher materials, but you still need the original and they still look somewhat off.
Level 50: Normal art is alright, but you have begun to take interest in the more obscure ones (as far as falsifying goes), such as literature. You do notice that copying books isn´t as easy as it seems and begin to do your research on the different types of ink, paper and handwriting used in older books.
Level 60: You begin making fairly similar paintings and sculptures compared to the original, and even though experts in the field will be able to tell the original from your copies, normal people would buy it most of the time. You take almost no looks at the originals while recreating them, but you still need them nearby.
Level 70: Now that you´re able to create ancient paper types and ink types, you begin recreating books by hand. Although imitating handwriting is still a big deal for you, and you would almost always fail at doing so, at least the paper and ink look convincing. You could make types of paper and ink that were in use during the time Straw Hat Luffy was alive, 200 years ago, but anything older than that becomes putrid in a few hours after making it, making a sale of very ancient scripts a difficult ordeal for you.
Level 80: Your falsifications improve in quality and experts have a bad time telling your works from the original, you have mastered most styles of painting and begin using rarer and exotic materials on your sculptures. You no longer need the original in front of you, but you need to have observed it for hours on end trying to memorize it.
Level 90: Paper and ink hold no secrets to you, but handwriting still does, and that could give you away in front of an expert. However, you notice the impact that knowing someone else´s handwriting would have, and begin practicing for hours on end how to copy someone´s signature.
Level 100: Your falsifications could be considered artworks per se; having only observed them for a couple hours you could recreate it the same way the author envisioned once, in the same time they did. You could make up to a millennial false book and have people believe it´s real.
Level 110: You could falsify almost any signature (provided you´ve seen it many times before) or document (provided you have it in front of you during the whole process).
Level 120: Your sculptures are so good, the author themselves would doubt its originality, and you only need a few minutes watching a piece of art to make a quasi-perfect replica.
Level 130: Your paintings are exquisite, no one would doubt their originality even if they tried, not even the author. And you only need having seen the original one a couple of times to make your replica.
Level 140: No one would see a difference between the original document/signature and your false one even if they tried really hard.
Level 150: You could falsify a Poneglyph and only an equal-level archaeologist would note something is off. No one doubts of your falsifications, even though you only spend 2 posts watching the originals before creating a perfect replica.
- - - - - -Burglar- - - - - -
A person who have only one goal: earning money, so they find rich people and make deals/contracts with them while robbing from them in secret, or their targets.
Level 23: You follow the basic criminal rules, and become slightly faster in small crowds and more dexterous when picking pockets, although you still get caught a lot.
Level 30: You begin to plan out your escape routes much better, and noticing the best places for people to be mugged in.
Level 40: You become better in simple stealing and picking pockets (you still can and probably will get caught at times) and you begin dabbling in simple street tricks, such as the three glasses and a ball trick and other similar scams.
Level 50: You begin moving faster among larger crowds and packed streets, to the point where you don´t seem restricted by all the people present, but your arms and hands keep having trouble keeping up with so much movement.
Level 60: You´re able to blend in the crowd quickly after a failed stealing attempt, and if the victim doesn´t look for you instantaneously or too insistently they could find you in a few minutes, provided you haven´t just left your hiding spot by then.
Level 70: You could steal from someone´s pocket as the two of you walk beside each other, but you still find it very difficult to steal while deliberately stumbling into someone or when their pockets have a zipper or they have their hands in them.
Level 80: You could walk in a very packed street as if it was empty, and you have a lesser chance of being caught when stealing.
Level 90: You could act as if you were a common bystander even when being actively seeked out; if you act suspiciously, you´d get caught in 5 posts, but if you move and behave like an actual bystander it would take a few hours to find you.
Level 100: Being in the middle of a huge crowd would pose no problem to your movement, only to your arms, including your capability to steal. Your scams are done with amazing expertise, and only someone with very high reflexes would notice the trick, so you´ve probably heard of circuses looking for your talents. You could steal from someone while bumping on their shoulders, but if the other person is stronger than you you´ll end up in the floor with their wallet in your hand, and that´s not a pretty sight to consider.
Level 110: You could open someone´s zipped up pocket, steal their contents and close them again, but you would need a fair amount of time near them.
Level 120: No crowd poses an impediment to your walking speed or other capabilities, they even help you out by making you blend in with them.
Level 130: After a failed attempt at robbing someone you could stand at more than 7 feet from the victim as a bystander and they wouldn´t recognize you, although if they reported the incident the Marines or local police would end up finding you within an hour.
Level 140: Your scams are on a whole other level, you could make the ball go in the scammed person´s pocket and no one would notice.
Level 150: You´ve reached the absolute. You could steal the watch of someone you just asked what time it was to and when they´d notice, you´d be lost in the crowd stealing five wallets along the way.
- - - - - - - Historian - - - - - - -
A historian is a person who researches, studies, and writes about the past, and is regarded as an authority on it. Historians are concerned with the continuous, methodical narrative and research of past events as relating to the human race; as well as the study of all history in time
Level 1: You would know most of your island´s known culture and history and some of the most important and widely known facts about universal history as well.
Level 12: You begin learning about certain obscure facts of your island and you already know about pretty much all of your island´s general culture and history, or at least the ones released to the public.
- - - - -Chronologist- - - - -
A person skilled in chronology, the science that deals with the determination of dates and the sequence of events.
Level 23: Your knowledge is no longer based on your island of birth and you now know a good deal of the universal history as well as some details of islands in your sea, and the most prominent things of any well-known island.
Level 30: You begin to dabble in ancient scripts and dead languages, although your comprehension of those is limited to pretty much "hi", "goodbye", the basic colors, numbers up to 20, and such; very basic words.
Level 40: With some sort of guide or dictionary at your side you could translate a well-kept ancient script in a few posts and with a decent margin of error in interpretation.
Level 50: You know about many islands´ folklore and legends, and your knowledge of ancient global history are pretty good, as you begin to discover even some quite obscure facts such as the amount of damage the previous Pirate King suffered before the War of Marineford even took place. Your ability to decipher ancient scripts continues to get better.
Level 60: You could translate damaged or incomplete texts, although not entirely or too accurately. By using translation manuals, you could translate short scripts under 2 posts when not under pressure due to fights, etc.
Level 70: Your work is no longer limited by disconnected facts and thousands of dates; instead, you can interpret and decipher global history as a whole even when some parts are missing, which leads to greater understanding. If you were able to do so before (due to a Mastery) then you become able to write good-quality chronicles.
Level 80: You are an authentic sage of History. Anything you might not know about is in one of the dozens of history manuals you usually employ, and your mastery of language and writing has become immense as well. You begin to understand Poneglyphs in a VERY basic manner (basically due to comparing some of the symbols with other languages) but you still can´t make any sense of them.
Level 90: You could translate very quickly any sort of ancient language without using a manual as long as they are legible enough.
Level 100: If you decided to become a professional chronist, you would probably be praised as a genius without rival. You begin to understand loosely some words here and there on Poneglyphs, but making sense of them is still headache-inducing.
Level 110: You´re able to translate any language without guides and even those that were previously unknown simply by comparing them to others you´ve studied before. Due to this, your skill with Poneglyphs augments, and now you begin making little sense of some loose phrases and words.
Level 120: You become able to see quite clearly the meaning of illegible text; where others see a spot full of ink, you see the shape of a certain rune below the spot. Thus, you become able to translate illegible text just as easily. You are now able to read Poneglyphs, although your translations are still incomplete and rough.
Level 130: Deciphering Poneglyphs is headache-inducing, but now something actually feasible for you. You still wouldn´t have the ability to translate them as easily as other languages.
Level 140: Your scripts and guides would be considered analogous to sacred books for other historians, and you become able to read Poneglyphs more easily even when the Poneglyph is damaged or badly conserved.
Level 150: There´s no town, city or island you haven´t heard about of or know something about, and you could read a Poneglyph as easily as your native language. Your scripts are authentic masterpieces of historiography.
- - - - - Tomb Raider - - - - -
A tomb raider is a type of grave robber or thief who steals from the dead in their burial places : from corpses they steal jewellery (rings etc) or teeth for their gold fillings. Or sometimes, they steel valuable cultural artefacts like art works or weapons buried alongside the dead.
Level 23: You probably love dungeons, almost as much as a tabletop roleplayer of olde. But not dragons, though, those are dangerous. You could guide yourself through a simple ruin without getting lost, but you would have to be careful lest you find out about a trap a second too late.
Level 30: You begin to discover just how complex can dungeons be, and you become able to have a slight sense of orientation inside a dungeon or ruin. However, a single *click* going off when you step on an odd platform could be your end.
Level 40: You´ve just discovered the wonders of paper, allowing you to draw fairly accurate maps of the routes you take to have a much better way to return to the entrance of a dungeon than just your memory. If you thread carefully and slowly, you could even detect very simple traps in the floor and walls.
Level 50: Closed, humid and long forgotten spaces are almost like home to you now, except for the fact that the previous landlord intended on making any other visitor´s life a living hell with so many traps. Your ability to orientate yourself in dungeons, your ability to draw maps and your trap-detecting capabilities are improved (you could navigate decently under dim light, draw the maps as you move and detect mediocre traps laying around).
Level 60: Maybe traps aren´t your only problem here. What if the previous owner of the dungeon decided to make secret passageways and doors to hide their treasure even better? You become able to detect the simplest of these hidden mechanisms, such as the typical hidden mechanism in a bookshelf. You begin thinking about making your own traps, but have little luck so far.
Level 70: If someone in your family were to ask your current location, the answer would most likely be "running in front of a huge boulder". All of the previously acquired skills increase (You´re able to detect moderately complex traps, mediocre hidden mechanisms, draw accurate maps while moving and navigate under very low-light conditions; you can make your own simple traps by now, such as the "death pit" (a thin layer of something covering a wide hole with spikes below), a bear trap or a mouse trap.)
Level 80: You become able to use your intuition to detect hidden chambers or other secrets in a dungeon, but you could still be wrong and waste time. You begin making your own mediocre traps (dart traps, boulder traps, and other traps that use buttons and other triggers to activate remotely or directly)
Level 90: If you´re well prepared, you could fully explore any famous ruins within a couple hours. By now, your ability to navigate, draw very accurate maps, detect highly advanced traps and advanced mechanisms, and construct complex traps are all quite high.
Level 100: You know every well-known ruin as if it was your own home, and could move almost freely within them, avoiding the traps almost by instinct and using secret corridors and doors at every chance. However, the unknown ruins are still a mystery to you, and should you encounter one, you should take caution in every step.
Level 110: The New World holds many secrets, and more so its ruins. You could find traps so technologically advanced it puts the scientists of the government to shame, or treasures that were once thought were lost forever. As a novice in these sorts of ruins, you better move carefully; still, you have a head-start in these kinds of ruins when compared to other non-historians.
Level 120: You´re pretty much a human compass by now. You´re getting the hang of the New World Ruins by now, even though you still can´t let your guard down while inside them. The complexity and quality of your traps is equal to the simplest ones found in the New World Ruins.
Level 130: You are like a ghost in a ruin, knowing every single hallway, chambers and mechanisms inside them. Still, some of the toughest ruins still resist you, being authentic challenges that could take you days to finish.
Level 140: In a couple hours you´ve already seen almost all of almost any ruin, as your eyes are trained to detect switches and traps at every corner. You give the impression of being able to see through walls, as you could make entire maps while only having seen a few rooms of a ruin. Your traps are so complex only an expert 20 levels below you would be able to detect them.
Level 150: There is no ruin, tomb, dungeon or cave able to resist you. Every single one of them is known to you, and even if it´s not you would be able to read them like open books. Something becomes clear by this point: If someone tried to hide something, you can find it.
- - - - - Anthropologist - - - - -
Anthropologists are people that practice anthropology, which is the study of humanity. Basically they want to figure out what makes humans human. An anthropologist might be interested in everything from the traditions of a tribe on a remote island to the culture of an urban community and everything in between.
Level 23: Men write history, but what happens when they´re gone? They become a bunch of bones. But even those bones can tell you a story, you know that, deep inside. However, for now, they are as silent as you´d think, and you probably look like some sicko looking at skeletons.
Level 30: You still don´t know much about your field, or not enough to get much info out of a skeleton, but you gain the unique ability to detect small, deadly wounds in corpses, probably the causes of death that could have gone unnoticed to a common doctor or surgeon.
Level 40: Yup, you still need to do your research on corpses. However, you are able to determine the exact cause of death in a corpse as long as the wounds are visible enough (or they died of natural causes, internal visible wounds, etc). You would probably earn a good salary working in an autopsy room.
Level 50: So much death you´ve seen, you´re probably started to think about weird stuff. Maybe you´ve began to notice how easy it would be to cut someone´s aorta and have them bleed to death... In any case, you begin to notice certain weak points that could or could not be actually very important in a fight.
Level 60: You begin to notice much more complex causes of death, such as inner hemorrhages and other difficult to notice details. Still, if there is no trail to notice, you wouldn´t find out the causes of death, and the actual methods employed could still escape your grasp at times.
Level 70: You begin to detect simple poisons in both living and dead people, and could begin to find out what were the last moments of the victim before they died of unnatural causes.
Level 80: Your eyes are so accustomed to skeletons that you begin to faintly notice people´s skeletons inside their bodies, and could notice old, badly healed wounds and other details that even doctors could miss. Your speed in the analysis of a dead body becomes amazing, at times not even needing to run tests to determine the causes (in the most simple of cases).
Level 90: You begin to see details on a corpse that anyone else wouldn´t notice: a small rupture or the skin becoming putrid in an unnatural way would give you an idea of much more complex deaths. Your tests are able to reveal what the person was doing minutes before their deaths.
Level 100: No conserved body is currently able to escape your expertise at the time of determining the causes of their deaths and what they were doing some time before. Your ability to identify crucial weak points and old wounds in the living becomes heightened.
Level 110: Only catching a glimpse of a corpse allows you to determine their actions up to an hour and a half before they died, even if their death left no trails. You could even analyse corpses which are lacking a single, essential part (such as the head or a limb).
Level 120: You´ve been living with the ability to "see" people´s insides for a while now. At this point, you could even begin to notice all of their systems in layers: dermal, muscular, skeletal, circulatory... So many weak points and so little time to tap into them all. You could even use intuition to locate the slightest of fractures in someone´s bones.
Level 130: Having a look at a pile of corpses would allow you to know what they did hours before their deaths individually, which saves you much more time but is stressful and headache-inducing.
Level 140: When looking at someone, you are able to determine their entire medical record, no matter if they are living or dead, and could use that information to further exploit known weak points.
Level 150: At this point, you could grab a grain of sand at the beach and determine that it is a corroded fragment of the skull of a man named William Brent that lived 493 years ago and that was murdered by his mother-in-law with a poisoned needle, as she pricked the middle toe of his right foot in a cold winter day while his wife, Geovanna Brent, who had become pregnant 3 months ago, was cooking a big feast with turkey as the main dish to celebrate the birth of their first son, Charles Brent. So many names and events are sure exhausting to find out all at once, but the point is that there is no detail that escapes your knowledge of corpses.
-You can choose up to three occupations, or the same one repeatedly so that after level 23 you get access to more than one branch.
-You can give up one of the three occupation slots to choose a second class. Do mind that having two classes makes both slightly inferior, so you would be at a disadvantage against a "pure" class.
-While occupations are great and all, try not to go overboard on what you can or can´t do, or going rule lawyering. Ask the staff if you can or can´t do something at your current level, and remember: What you see here is basically an example of what you could do at each level. You may or may not do some things that are not mentioned here, but just to be sure, try to ask a member of the staff first.
-Yes, you can mix up different occupation benefits to achieve better results, such as combining Tailor and Spy to make yourself new clothes at every turn and keep your pursuers wondering where are you.
Occupations (Referring to the role of the member in the crew):
- - - - - - - - -Spy- - - - - - - - - -
A person who secretly collects and reports information on the activities, movements, and plans of an enemy or competitor.
Level 1: You were always good at eavesdropping at your parents or friend's discussions, and also at getting info from them whenever you could do so. You're new in the art of disguise, and like to scare people by jumping at their back when they're not looking.
Level 15: You've gotten better at spying, up to the point that you can now hide in totally dark places and avoid being seen, and walk without making much noise. Your disguises are still not that good, but you may trick one or two strangers.
Level 23: Once your basic skills have been honed, you specialize in a sub-occupation.
- - - -Agent- - - -
A person who acts on behalf of another, in particular.
Level 23: Your interest for disguises increases, and even if they aren´t entirely convincing, you can still trick someone who´s been living under a rock their whole life.
Level 30: You could disguise yourself as someone and people who don´t know that person may or may not believe it. If they do know the person, they could be fooled as well, but your voice will most likely be different to theirs.
Level 40: While you aren´t going to fool someone into believing you are a high ranking officer, you could disguise yourself as a member of any faction and go mostly unnoticed, although you may still cause suspicion.
Level 50: Your voice was trained so that you can now imitate other people´s voices, and your disguises allow you to fool others into thinking you are a member of that faction with a rank or two above the starting one.
Level 60: You are now able to disguise yourself as a high ranking member (three ranks below the max at most) and can rival a psychologist´s intellect with your lies and stories. You become able of hearing some of the words of up to two distant conversations, and are able to read lips so that if you concentrate enough you could listen to the whole conversation.
Level 70: You stop concentrating on improving your disguises to improve your charisma, being able to befriend and put people to your side as long as they aren´t psychologists (they would need to be 20 levels or more below you to be unable to recognize your attempts to fool them). You could fool a small group of people chasing you around to chase the next person behind you with your intellect and acting skills. You can now listen to up to three conversations, hearing phrases and sentences with ease.
Level 80: Your charisma increases, especially with people of the contrary gender.
Level 90: You could disguise yourself as someone you just saw for a few seconds and nail most of the details, but someone who personally knows the person will easily know it´s not them after a few seconds.
Level 100: You are a legend of the disguise. You may disguise yourself as someone two ranks below the max rank of a faction and fool almost anyone, even the own person you´re disguised as, which could even start to question their own identity for some minutes. However, it will not work against psychologists who are 20 levels below yours or higher.
Level 110: You could fool someone into stop attacking you as long as they didn´t see you directly getting your cover blown. You could fool groups of people into following you, passing as a group leader (a Pirate Captain, a Revolutionary General, etc) Still doesn´t work against psychologists 20 levels below you or higher.
Level 120: You can fool people into believing you are the second in command of a hierarchy (basically, a rank below the leader).
Level 130: So long as you´ve heard someone´s voice, you can copy it perfectly and without any limit, from Pica´s high pitch voice to a low pitched grunt like Kaido´s voice or even deeper.
Level 140: You could go around a corner and come out wearing something completely different. You could fool enormous groups and entire factions to follow you.
Level 150: You have no limit around disguises. You could just appear in a conference of a faction leader and turn their followers against them by fooling them into believing you are the leader. As long as you´ve seen someone speaking and behaving normally, you could imitate them perfectly as if you had been born as them, even their verbal tics and usual mannerisms and habits.
- - - -Street Rat- - - -
A homeless kid who lives on the streets. A rat is highly intelligent, agile, and lives off of what other throw away. Street rats are generally on their own and feel at home anywhere in a given city. The alleys, buildings, dumpsters are their domain.
Level 23: You can move a little faster while crouching, being able to run between covers a bit more nimbly. You can hear conversations 10 meters away from you. You are slightly better than normal people at hiding, but you still have a lot to learn.
Level 30: You can run without making too much noise, but if someone is particularly alert they will still detect you. You can hear conversations up to 15 meters away from you. You are good running in the middle of a crowd, as well as reading lips to decipher parts of a conversation.
Level 40: You can now run without making noise, allowing you to infiltrate at high speed without being heard. Your senses are so well developed you could push your ear against a thin wall or door and hear the conversations from the inside with some effort. You could hide in a large crowd while keeping a low profile, but if people look for you intensely enough they may find you in half an hour or so. You can read lips to perfect detail.
Level 50: You could jump from a moderate height without making any noise at all. You could even hear the breathing at the other side of a thin wall or door, thus revealing the number of people inside. Were you to hide in somewhere at plain sight but where you don´t really stand out from the rest of the scenery, you could stay hidden easily. If someone was pursuing you, they would take an hour or so to find you.
Level 60: You could even crash against a wall without making a single noise.
Level 70: Your normal attacks make no noise if possible (does not apply to unmodified firearms or other noisy weaponry, only applies to logical things such as a sword or a punch) except for the one at the receiving side, who WILL hear it (and feel it if it connects) You could hear breathing, movement and voices at the other side of thin walls or doors so that you can figure out their approximate age and weight afterwards.
Level 80: The only sound produced while you move is that of air flowing, and that is only if you move so fast that air flows around you quick enough to be heard. You could hear someone´s heartbeat 5 meters away, and determine just by that sound if it suffers from any disease should you be a medic as well.
Level 90: You don´t produce any sound while moving if you don´t want to, as if you didn´t even exist in the first place.
Level 100: You could disappear in the middle of a conversation, while the other party is looking away.
Level 110: If someone bumped into you while in a dark place, they would mistake you for an item or piece of furniture and move on without noticing you.
Level 120: You could be hidden for days on end without being detected.
Level 130: People actively looking for you would take at least three weeks to detect you.
Level 140: If you were in a dark place, you would be straight up invisible. People would only notice an unsettling feeling, as if someone was watching them from the shadows. You could hide for an entire month without moving from that spot until someone detected you.
Level 150: You could go up to someone, do a double flip in front of them in the middle of the day and they wouldn´t even notice you were there. You are utterly impossible to find when you don´t want to get detected, period.
- - - -Codifier- - - -
Person who love knowledge of all sorts and will go to great lengths to uncover rare or hidden bits of information. Common activities for them include searching for rare books, hacking to retrieve protected data, and tracking down people who know desired facts.
Level 23: You start to get interested in info and how you could collect it, as well as those codes you used as a child to communicate in code with your friends. Anyone with a brain could read them after some minutes trying to understand the symbols or patterns, but that´s about how much you´ll make them scratch their heads in confusion. Some minutes.
Level 30: You can now get information from a low ranked member of a faction and old ladies taking a walk in the park.
Level 40: You can transcribe info to codified info quicker, as well as use more complex codes that would take a few hours to get deciphered.
Level 50: You could get info from a high ranking officer of a certain faction, encrypt it and sell it to the same person who gave it to you, and he would take quite a while to find out. Of course, prepare for consequences afterwards.
Level 60: You could transcribe intercepted, encrypted communications and messages back to standard English to get ahead of someone´s plan and contribute to it or foil it. Your codes are impossible to be deciphered by someone 20 levels below you or lower. You are skilled in the conventional codes
Level 70: It´s almost impossible to lie in your presence without you realizing. You could even openly show your codified info to the public, since there´s no way to decipher it unless another codifier is present. You almost master conventional codes.
Level 80: You master the code of the messages you intercept, being able to rewrite them at will to confuse the receiving end or manipulate both sides. A codifier barely ten levels below you or lower would find it nigh-impossible to decipher a code of yours.
Level 90: You create your own linguistic code, being impossible to decipher by codifiers 20 levels below yours or more.
Level 100: Any info that falls in your hands is stored info, thus earning nicknames such as "Sage" for everything you are able to learn and know. You could rewrite something written in conventional codes with your eyes closed and the non-dominant hand, as long as you know its contents.
Level 110: You become able to make a new way of codifying something, for example you could start speaking in Morse code or Wingdings characters, or maybe turning written info into paintings, etc. Even codifiers of your same level would have trouble understanding those.
Level 120: You are a blackmail artist and a master of deceit. You learn that a code is any single way in which you can express yourself, so you take things one step further and make a very extravagant way of communicating, which will be nigh-impossible to decipher unless the person already knows of the code.
Level 130: Your codes are so well done, no one will be able to decipher them unless they are superior in level to you and are codifiers to boot. You are so accustomed to codifying things, you do so almost without realizing.
Level 140: You are almost one with the info, your head becoming a figurative database. You could improvise a way of coding info with little resource and your creativity.
Level 150: Ohara on legs, you´re usually called. You already know that guy from the East Blue likes to smoke or that this guy from the Marines loves to eat squid in between missions. You could communicate by totally unsuspected ways, such as by breathing intervals. There is no one but himself able to translate and decipher his codes.
- - - -Medic- - - -
A doctor in the medicinal profession who study ways to cure ailments, treat injuries, and heal people.
Level 1: You've been interested in the medical fields for some time now, but all you can do is disinfect wounds and make very inexpert and half-assed bandages.
Level 12: You are skilled enough as to give first aid to the wounded, disinfect them and do standard bandages. You learn to use the needle to close wounds, but you're bad at this and won't be able to do it under the stress of a fight. You can recognize some of the most common diseases and symptoms (flu, fevers, etc).
- - - -Surgeon- - - -
In medicine, a surgeon is a doctor who performs operations. Surgeons may be physicians, podiatrists, dentists, or veterinarians.
Level 23: You can now stitch small wounds, but you are inexpert at doing so and cannot do so under pressure or in a fight. You learn where every nerve is at. You could fix a dislocated articulation with a sudden, painful movement that would leave the articulation numbed for a post, after which it can be used normally again.
Level 30: You could stitch a wound in a single post, but it would take the whole post to finish without a chance to defend or attack. You know where veins and arteries are located so you can aim at them to make your enemies bleed.
Level 40: You could stitch small body pieces back to the person, such as fingers or an ear. You have good skill and marksmanship when using piercing objects. You could stitch small wounds and attack or defend in the same turn due to your speed.
Level 50: You could now implant hands or feet, which are more complicated in nature. You recognize weak points where your opponent may be hurt (a recent wound, inner organ disease, etc) and could use that knowledge to strike those points for extra damage.
Level 60: You could stitch an ear or finger and attack in the same turn. You could fight back against an Assassin 20 levels below you and have a chance to win just using a normal needle. You become able to implant entire arms and feet, but never under pressure.
Level 70: You become able to implant non-vital organs (anything but the brain, the heart and the lungs) but never under pressure. You could use needles to disable an opponent´s limb once per combat, for a post before the limb goes back to normal. You would instantly know if your opponent has any broken bones by looking at them.
Level 80: You can stitch a limb in the middle of a fight. You could implant yourself an ear or finger amidst one as well, if you were able to take the pain. You could disable a single limb of your opponent for two posts with your needles, once per fight.
Level 90: You could beat an assassin 15 levels below you using a scalpel or needle. You could implant a hand or feet in the middle of a fight and attack in the same turn, if you could bear the pain.
Level 100: You could implant non-vital organs to a wounded person and attack or defend in the middle of a fight at the same time. You can disable two limbs for three posts once per fight using needles.
Level 110: You can transplant vital organs, but never under pressure. You could implant a limb to yourself amidst a fight as long as you could bear the pain. You could fight off and have a chance of beating an Assassin 10 levels under you with surgery equipment.
Level 120: You´ll know even the slightest of things that are bothering or hurting your opponent, from a little pebble in their shoes to terminal stage lung cancer. Basically, any and all health issues and their physical state will be like an open book to you. You could disable three limbs for four turns using needles once per fight.
Level 130: You could know where someone is moving next just by analyzing their muscle´s movements, same thing with the way they contract their muscles when attacking, as it would let you know where are they aiming before they even wind up their attack. You could beat an Assassin 5 levels below you with some difficulty just using medical equipment.
Level 140: You could implant a non-vital organ to yourself in the middle of a fight as long as you can bear the pain (that means, as long as you´re Whitebeard-ish in terms of pain resilience.) You could numb four limbs for 5 posts once per fight by using needles.
Level 150: You could implant a vital organ to yourself as long as you can bear the pain (good luck with that) in the middle of a fight. You would be able to read enemy movements just by noticing the small changes in their muscles; if someone twitched their shoulder´s muscles, you would instantly know they are aiming for a direct punch to the face and react accordingly.
- - - -Pharmacist- - - -
Pharmacists, also known as chemists (Commonwealth English) or druggists (North American and, archaically, Commonwealth English), are healthcare professionals who practice in pharmacy, the field of health sciences focusing on safe and effective medication use.
Level 23: You become able to make a list of the most common diseases and prepare basic remedies against them.
Level 30: You start investigating about rare diseases while being able to prepare decent remedies to common ones in a few days.
Level 40: You would be able to detect instantly a rare disease and make a temporary remedy for them if you had the materials. You could heal common diseases in a day. At this point, you could make almost useless, but funny drugs such as one that would change your skin pigmentation.
Level 50: You can recognize rare diseases instantly as if you were reading a book on them. You can cure these diseases in three days, while common ones would take you some hours. You become able to make antidotes for lesser poisons while not in combat.
Level 60: You could recognize lethal diseases, and could cure the patient with an extremely painful method (your cures for lethal diseases cause this much pain, sadly) You could cure rare diseases in hours and common ones in minutes. You become able to create lesser poisons.
Level 70: You know every single disease in the world, and in case of seeing a new one you would instantly know what it does and try a remedy with a high chance of success. You start to make steroids, substances that despite having secondary effects of the bad kind are able to boost the consumer´s stats past their body´s limits. Each steroid is different in nature, so you´ll still have to craft them and ask for them at the Ask zone.
Level 80: You can cure a lethal disease in some hours. Your antidotes may stop moderate poisons dead in their tracks. Your poisons are now moderate in power. You can make better steroids.
Level 90: You could revive someone whose heart has stopped beating less than a minute ago, as long as they don´t have wounds they can´t recover from. Your steroids are getting pretty good.
Level 100: Diseases? You can´t even remember those, you cure them too effortlessly. Your steroids are quite better.
Level 110: You could make an antidote that cured any sort of strong poison, a "cure-all" for poisons that aren´t at Kinjite level.
Level 120: You start making some serious poisons, enough to kill an elephant with just a soaked needle.
Level 130: How did you turn that cute little puppy into this huge, roided Cerberus? Effectively, your steroids may reinforce a single stat exaggeratedly, or all of them quite strongly. Also, they stop having secondary effects if they don´t surpass the physical limits of the user.
Level 140: You could make medicine in any sort of way, such as effervescent, compressed, pills, gas, a drink... You could make a medicine to revive someone who died two hours ago at most.
Level 150: Your steroids are capable of performing true miracles. There isn´t anything you can´t cure. Your poisons rival that of the sea wasp.
- - - -Psychologist- - - -
A psychologist is a professional who evaluates and studies behavior and mental processes (see also psychology).
Level 23: You are sensitive to other´s mental state and are able to give good advice on what they should do.
Level 30: You can start helping people go through slight mental disorders.
Level 40: At this point, you can cure people of common, slight mental disorders.
Level 50: You can finally start curing common but mild mental disorders, even though you will need a safe place and the patient´s collaboration.
Level 60: You start curing these diseases in less time and making your sessions more productive. You can, over time, cure more serious mental disorders.
Level 70: You just need a comfy chair for your treatments to work. You have almost no problems curing your patients, as you still need to go through a dozen sessions or so yet it ends up bringing excellent results.
Level 80: In a couple of days you can treat most psychological disorders with little trouble.
Level 90: You could read the expression of most people around you, in a shallow yet slightly useful way, as you would know the basic premise of what they´re thinking. You take a day to cure most mental illnesses, but you still need a safe place and some time.
Level 100: You can read body language pretty well, allowing you to know what others are about to do in a few seconds with a slight error margin. You can treat patients even in non-favorable environments with a bit of extra work.
Level 110: You can read body language even better, turning the error margin to decimals. You could even manipulate some of their actions if you are clever enough.
Level 120: You could read your opponent´s movements without even using haki with a time limit of 3 seconds from the moment you start analyzing them (that means seeing into their movements three seconds from then). Not only that, but with enough cleverness and choosing well your words, you could direct your opponent to the exact place you need them to be.
Level 130: In a fluid conversation you may end up knowing someone better than they know themselves. You can convince people to do minor things with the use of logic.
Level 140: You could do amazing things just relying on the placebo effect, such as telling someone sick with a mildly rare disease that they are cured and after a few minutes, they would actually be cured! The mind is impressive, isn´t it? You would also know some things from someone´s past just by gazing into their eyes.
Level 150: You could cure a cancer by the method mentioned above. You become a master hypnotist and are able to confuse people into believing what you say almost blindly.
Musician:
A musician (or instrumentalist) is a person who plays a musical instrument or is musically talented. Anyone who composes and performs music may also be referred to as a musician.
Level 1: You begin using an instrument with a little roughness, which will be the one you'll be best at.
Level 12: Your skills at music are much better, being able to perform with rhythm and harmony easy enough songs and instrumentals.
- - - -Soloist:- - - -
A musician who is highly skilled playing music on his own, or performing solos with others.
Level 23: You can reach vivace with your main instrument, managing to push paper sheets with the sonic waves.
Level 30: You could play your instrument with such power, it would seem as if you were using an amp. Your affinity and tempo would allow you to attack twice per turn, although the second attack would be like a flick compared to the first one.
Level 40: Your affinity with your instrument would allow you to send cutting waves (cord instruments), compressed air bullets (wind instruments) or shock-waves (percussion instruments) However, you would barely be able to damage anything with this as you are not experienced enough.
Level 50: Your songs are once again increasing in volume, pretty much sounding like they were connected to a speaker. Your second attack will still have low power, but it will be more of a real attack than the last one.
Level 60: You almost get to 250 beats per minute in your songs, an almost impossible tempo which still gives you some trouble. Your cutting waves could cut through fabric, your piercing bullets could pierce wood layers, and your shock waves could break porcelain.
Level 70: You could be heard perfectly in the entirety of a wide house and the surroundings. Your second attack is now half as powerful as the first one.
Level 80: You never make a mistake below 230 bpm, and it´s almost a miracle if you do before reaching 250. Your cutting waves cut skin (if left unstopped), your piercing bullets pierce through iron layers, and your shock waves could break wood.
Level 90: You could be heard in the entirety of an industrial ship without any amps or speakers. Your second attack is now 65% as strong as the first.
Level 100: 300 bpm. Cutting waves can cut iron, piercing bullets can pierce steel and shock waves can pierce metals (except the harder ones.
Level 110: Anyone could hear you in an entire, full church. Your second attack is now 80% as strong as the first.
Level 120: 350 bpm, with hands that are almost a blur when they move to play their instrument. Your waves cut, pierce and break the former elements with ease, being able to continue their trajectory after a single target has been dealt with and only stopping after the second.
Level 130: A full stadium could hear you perfectly. The ones closer to you would notice pain in their eardrums from the excess of decibelios. Your second attack is now 90% as strong as the first, portraying almost no difference between them.
Level 140: 400 bpm. Your cutting waves could cut feldspar, your piercing bullets could go through concrete and your shock waves could destroy lightly elastic objects and materials. All of this quite easily, and could be taken further with effort.
Level 150: 500 bpm. You could make a concert with millions of people as spectators and everyone would be able to hear your music. People with sensible ears would be deafened by 2 minutes when near you as you sing. Both attacks are now exactly as powerful.
- - - -Concertmaster:- - - -
A concert master is the leader person or musician in orchestra or musical performance.
Level 23: You could use up to three different instruments, and play songs that would lift morale up for your partners. You can start playing masterful compositions, but you would never be able to reach the finale correctly.
Level 30: By noticing the rhythm in everything, from the trees to the people, you become able to tell when their "tempo" is changing and thus, avoid a single attack with little grace once per fight.
Level 40: You can play five instruments and be really skilled in three of them. You could raise mental stats like initiative or creativity for 24 hours (during this time, the grade needed for an invention, finding, etc. according to the stat raised, is lowered by 0.5 so that it becomes easier to invent, search for an item, etc).
Level 50: You´re almost sure by now, everything has it´s own tempo, from flowers to sabers clashing. You are able to dodge some lightly dexterous hits once per fight. Your hearing is so well developed, you could hear a screeching violin among 5 good ones when the 5 are playing all at once.
Level 60: Plays 10 instrument, skilled at 5 of them. Your songs could now increase someone´s reflexes and reaction time (2x multiplier to reflexes for three posts)
Level 70: You could hear a whisper at 20 meters. You would be able to dodge a skillful attack easily if you saw it coming once per fight.
Level 80: Plays 15 instruments, skilled at 7, is a master of 3. Given some time, you could increase physical stats like Strength or Endurance, though it can only be one of them for 3 posts. (2x the selected stat)
Level 90: You could hear someone´s heartbeat 2 meters away from them. You could dodge a really skillful attack once a fight.
Level 100: Plays 20 instruments, skilled at 10, master of 5, besides being considered a genius on their first instrument. You could increase up to 3 stats of someone during 3 posts, or a single one during 5 (2x multiplier)
Level 110: You could hear a hamster breathing without getting too close. You can now dodge two weak attacks per fight or a single skilled one.
Level 120: Plays 25 instruments, skilled at 15, and a master of 7. If you took your time, you could make a composition that increased someone´s stats (all of them) multiplying them by 2, while multiplying Reflexes by 3 and lowering 1.5 on the grade required to get things done for the listeners. While the first 2 last for 5 posts, the grade one lasts for 3 IC-lly weeks, which are translated into a month in real life.
Level 130: You could hear almost anything at up to 50 meters away from you. You could dodge two attacks per fight, or a very skilled one, if you can see it coming.
Level 140: You can now naturally play any instrument decently. You are skilled in the 25 instruments you played before, and a master of 15 of them. Also, you are a genius at your 3 initial instruments. If you took enough time to do so, you could put abstract concepts such as intelligence in your songs, decreasing the grade needed to get inventions by 0.5 forever to the listeners.
Level 150: You could use almost anything as an instrument, as long as it produces a similar sound. You could give the first listener of your grand composition permanent multipliers in every single physical stat and from there on, a single permanent stat multiplier until you made another masterpiece.
Note: Remember that you can still dodge attacks as everyone else, these advantages just make it so that you can dodge something entirely if it is in your possibilities.
Second Note: Compositions are like techniques, they need to be asked for and developed. Also, their effects only work once per thread, and the permanent ones only work on the first listener, and can´t be used on the own performer.
- - - -Robotic Engineer- - - -
A robotics engineer is a behind-the-scenes designer, who is responsible for creating robots and robotic systems that are able to perform duties that humans are either unable or prefer not to complete.
Level 1: You like to tinker around with wires and metals. You're able to make objects with simple functions (recording video, audio, taking pictures, writing machines, etc) Minimum size: An adult bunny.
Level 12: You become able to create robots with at least two functions, as well as implant small cyborg parts to humans (like fingers or ears), that may even have the same functions as the robots. Minimum size: a mouse.
- - - -Cyborg Engineer- - - -
A cyborg engineer does surgery procedures on living beings, enhancing their bodies and in some cases repairing or replacing damaged body parts with robotics and technology.
Level 23: You learn how to implant things in already existing cyborg parts. You would need a surgeon to implant them into human parts. You could put a pistol´s mechanism inside an arm and make it work (shooting from the palm of the hand, for example.)
Level 30: You could make smaller weapons, like pistol fingers, although the weapons will lose some kick in the process. You could make strange things like double articulations in your pieces.
Level 40: You can replicate and implant digestive organs, from the mouth to the rear. The organs will be totally normal, unless for an augmented resistance (less prone to puking after a heavy punch right to the stomach or similar, etc). You can replicate complex weapons like machine guns, but only reduce them to at most arm size.
Level 50: You can make weapons of up to a grenade launcher and make them fold upon themselves, so that they would take little space but be on the outside when using them. Their pieces get new uses such as transformable fingers or extra articulations.
Level 60: You can emulate respiratory organs and improve muscles, making them better than a normal human´s muscles. You would be able to make small weaponry without it losing much power.
Level 70: You can make miniature rocket launchers with the same power, and improve human functions.
Level 80: You can emulate vascular organs and improve other organs, or make entirely different ones such as wings.
Level 90: You can make cyborg parts that augment threefold a normal human part´s stats, but it´s experimental technology and more than two of these in a single body would consume too much energy too quickly to be useful.
Level 100: By making a slightly bigger part, the energy consumption would go down by a lot and almost no power would be lost from it.
Level 110: You can make replicas of high power magnetic weapons without losing power while adapting them to a much smaller size. The folded weapons have no recoil whatsoever now.
Level 120: You can make organs and muscles with hundreds of micro-functions, and can start working on nano-tech. You could make a weapon that disintegrates into a wave of gray dust, which is in fact the weapon separated in a wave of nanobots.
Level 130: You can replicate plasma weapons, making them lose some power, but making them mobile enough to have a plasma rifle inside your arm easily enough.
Level 140: You could make an entire cyborg body from scratch and with the help of a surgeon, transplant a head to it, bringing us one step closer to meta-humanity.
Level 150: You can adapt almost anything to a cyborg body, obviously this is based on your other occupations but anything is possible with enough creativity.
- - - -Blaster- - - -
Is person who specializes in crafting and disarming of explosives. They are known to work in demolition fields, or skilled users in the art of "kayakujutsu" (火薬術, Literally meaning: Gunpowder Techniques), either in openly or from distance.
Level 23: You start making small explosives of little potential. They could at most blow up a door handle. Their mechanism is simple enough to be defused easily.
Level 30: You could make an explosive that would leave a decent hole in a 5 cm thick wooden door, with simple mechanisms such as a time bomb.
Level 40: You could make slightly more powerful explosives (enough to blast most of the aforementioned door) and even reduce their size a bit without them becoming any less powerful. You start including a bit more intricate mechanisms such as pressure detectors.
Level 50: Your explosives become more refined, being able to take down a small building with a few of them if you know exactly where to put them. You don´t feel at risk manipulating explosives, but the "blue cable, red cable" pressure is a bit too much for you right now.
Level 60: A single explosive could achieve the effect described above on its own. You can add new triggers such as heat sensors or movement sensors to the explosives. Your ability defusing bombs increases lightly.
Level 70: A medium-sized building is nothing for you. A fist-sized bomb of yours could take it down easily at this point. Your explosives are professional at this point, including mechanisms such as password panels and decoy deactivation mechanisms that delay the defusing of the bomb by a wide margin.
Level 80: You begin to look into the art of finesse with explosions, being able to make specialized explosives that are meant for a certain way of using them, for example, an explosive specifically made to blow up a column and leave the surroundings mostly intact. This way you save lots of materials and money while still bringing the building down.
Level 90: You could take down a small fortress within a few minutes of placing some strategically located explosives. You become quite better at defusing bombs.
Level 100: You have enough talent and materials to destroy an entire town if you believe it´s getting in your way.
Level 110: You could make a bomb that would only explode after separating into small pieces which then explode outwards only. If you were very close to the bomb at the time, you would not get harmed by the explosion at all.
Level 120: In mere seconds you are able to know the weak points of any structure. A fist-sized bomb of yours could blow up an entire fortress.
Level 130: Your explosives are almost reaching nuclear level. You are such a master of explosions that you could travel between islands by taking advantage of their power.
Level 140: You could erase a minor island from the maps with a nuclear strike.
Level 150: Your prowess with explosions is such that a finger-sized bomb could blow up an entire fortress without killing any of the inhabitants should you wish for them to survive.
- - - -Mechanic- - - -
A person who repairs and maintains machinery
Level 23: You can make small vehicles such as a motorcycle or a motorized carriage, and also fix small damage (very small) that they receive.
Level 30: You can now make a small car or a big bike. You can also fix slightly complex stuff such as cracks on the surface.
Level 40: You become able to make small armored vehicles and give the metals they use strange upgrades, such as making them slightly more resistant to fire or explosions.
Level 50: Complex vehicles would be easy for you to make. You can now detect damage on a vehicle by touching, smelling and observing it. You could build simple enough defense or attack mechanisms into your vehicles such as smoke screens, armored steel shields or simple-action, low-caliber guns.
Level 60: You become capable of making big vehicles with secret compartments and hidden weapons. You could fix any damage to the motor and similar parts. You could make speeding mechanisms such as jet propulsion or turbo acceleration. You could make amphibious vehicles, but with a short distance of movement through water.
Level 70: You can make the armor of the vehicle so hard bullets will merely ricochet off it, and make motors so potent that they could move around with many tons and the same fuel consumption. You could add flamethrowers or cannons to your vehicles.
Level 80: You can use other ways of managing propulsion. Also, you could make fully amphibious vehicles or even low-autonomy flying vehicles such as a motorcycle with wings and propellers to move around in the air for a bit before falling down.
Level 90: You could make vehicles that could take tons of damage without flinching, carry mildly heavier weapons, or make parts that take advantage of air currents to fly a bit.
Level 100: Your vehicles become so tough, they have extreme fusion temperatures and are totally resistant to corrosion, so they could even take a one-post lava immersion without breaking down (although taking some mild damage to non-core parts) or travel the ocean floor with it.
Level 110: You could make enormous tanks or speedy vehicles that could travel on any medium. Also, your vehicles will move faster than their size and weight would allow them normally.
Level 120: You become able to make the vehicle almost impervious to explosions, unless they are exaggeratedly powerful (a Buster Call or a nuke, etc)
Level 130: You could make the land version of a dreadnought. With a simple gaze at the vehicle, you would know what´s wrong with it regarding damage. You could sense little things failing in the vehicle that could turn into a catastrophe if left unchecked; due to that, even normally impossible-to-repair damage turns into a scratch on the surface for you. At this point you can send a vehicle into space.
Level 140: You could make a rolling (or flying!) Marineford if you had the materials and the time. Almost nothing is unable to be repaired by your hands in a vehicle or machine. You could make a little space station, or make a vehicle of yours travel around the world while receiving almost no damage doing so.
Level 150: You can repair anything in a machine or vehicle. Your land vehicles could be so big that they would count as an island themselves, your flying ones could make their own eclipse and the space ones would be the size of a small city. Your name will be accompanied with "legendary vehicles" on most people´s conversations around the topic.
- - - -Blacksmith- - - -
A blacksmith is a metal smith who creates objects from wrought iron or steel by forging the metal, using tools to hammer, bend, and cut (cf. whitesmith). They tend use their craftsmanship make weapons, metal plating, armor, and ect.
(Note: By weapons, I also mean objects, armors and such at the first two levels of the occupation)
Level 1: You can make slight modifications or repairs to iron-grade weapons.
Level 12: You can repair or modify, and even create weapons of steel-grade or lower.
- - - -Gunsmith- - - -
A person who makes, sells, and repairs small to large firearms.
Level 23: You are not the type to make delicate layers of steel. Your job demands lots of materials, so that you can make things like cannons.
Level 30: You begin to make weapons with a 2/3 chance to work after being submerged, and the same chance to make the bullets go straight underwater instead of losing most of their inertia.
Level 40: You could make something as small as a pistol with the firepower of an early shotgun.
Level 50: You could make great armored walls and chambers, and other types of constructs using large amounts of metal.
Level 60: You manage to make small motors that could serve for machine-gun crafting, jackhammers, etc.
Level 70: You could make a fist-sized revolver with the firepower of a standard rifle, meaning that your guns do not lose almost any power with size reduction.
Level 80: You are so creative, you could make formerly unthinkable things, such as a cudgel that shoots shrapnel upon a solid hit.
Level 90: One of your handguns could make a 40 cm hole in a concrete wall. You start working on explosion motors and making them better than before since they do wonders with your guns.
Level 100: Little known fact: These are the guys that make the Marine´s Buster Call cannons.
Level 110: You could make a small ship cannon that could take down an entire building in one shot. Your guns do a lot of damage for their size.
Level 120: Your cannons are so powerful you could travel from island to island by shooting a vehicle on a specialized cannon with you inside the vehicle.
Level 130: Your guns scratch perfection by now, having great precision and power.
Level 140: There´s almost nothing your guns can´t pierce, and they have zero recoil.
Level 150: Your guns could pierce through the Red Line, be it a bullet-size hole or a Buster Call cannon hit.
- - - -Weapon Maker- - - -
A weapon maker or weapon smith is person who specializes in creating wider spectrum range of melee weapons.
Level 23: You´re skilled in making common weapons made of bronze, iron or steel. These are totally normal weapons.
Level 30: You could make slightly better weapons, such as ones with a somewhat sharper edge or lighter to carry and swing.
Level 40: You´re able to install a dial in your weapons. For example, you could install a Flame Dial to cover your swords in flames during as many turns as you´ve charged it before.
Level 50: Your weapons will be quite resistant, being able of, for example, have a Thunder Dial installed and channel the electricity without the user being damaged by it, or resist a nature´s force (resist corrosion, fire, rust, etc) although only mildly.
Level 60: You can make weapons with simple mechanisms, such as a small cannon or a pulley rail. You can install a second dial in the weapon, using a button to switch between the two.
Level 70: You start to use better materials, like titanium. Your weapons become much lighter and are a visual artwork.
Level 80: You could make complex mechanisms such as hammers that turn into axes or something similar.
Level 90: Thanks to combining carbon with titanium your newfound steel allows you to make quartz-hard weapons as tough as titanium itself.
Level 100: You could make your own alloys, that could reach the toughness of emerald and the resistance of carbon fiber.
Level 110: You could make something as complex as a set of armor that could turn itself into a set of swords or different weapons. You could insert up to 5 dials in a single creation.
Level 120: Your alloys make ruby a standard for weapon toughness.
Level 130: Your crafts are diamond-hard and could feature quite the intricate mechanism, such as a boomerang harpoon integrated into a sword or similar.
Level 140: Weapons that could only be destroyed by O Wazamono or higher grade weapons, yet as light as an aluminium bar are some of your crafts.
Level 150: Your crafts are nearing the toughness of graphene, and can only be surpassed by Saijo O Wazamono grade weapons. You can put extreme mechanisms into them, such as a repeater crossbow with a big supply of bolts or 10 dials at once.
- - - -Scientist- - - -
A person who is studying or has expert knowledge of one or more of the natural or physical sciences.
Level 1: You learn the basic skills of the job, being able to experiment without any real results being seen.
Level 12: You learn how to make basic chemical weapons such as tear gas grenades or smoke grenades, but you've got no idea of how to make what lies ahead of that. You start being able to study weapons (cannons and whatnot) so that you can in the future make your own, fearsome weapons with these as the very base.
- - - -Alchemist- - - -
A person who works closely with chemicals, learning how mix them for certain results, utilizing them to achieve feats, and even more skilled alchemist is capable of transmuting properties of the chemicals to create something new.
Level 23: You could make very weak explosives (just enough to blow up a door´s handle, if you´re lucky) or advanced utilities such as a chemiluminescent lamp.
Level 30: You can recite the periodic table from the heart, including every detail of every element. You could start making slightly better reactions, such as explosives with an effective radius of a meter.
Level 40: With a good catalyst, you could make an explosive with an effective radius of 3 meters which would be heard at 10 square meters around the center of the explosion, or utilities with about the same kind of necessary skill.
Level 50: You could make laughing gas, tear gas or mildly toxic oxides with relative ease.
Level 60: You can make poisons based on bio-accumulation of heavy metals such as lead poisoning. Your explosions would devastate an entire cubic meter and have a full radius of 5 meters.
Level 70: You could make your own catalysts or make a sublimation under normal circumstances, although it would take you 4 turns per square meter of material-to-sublimate to do so. The sublimation will stay that way until a trigger is activated (i.e. hitting it or cutting it), in which case it will cause a violent explosion and spread the substance around.
Level 80: You could make your own amine-acids. Your explosives reach the 10 cubic meter radius.
Level 90: You master alkaline metals, being able to make chemical batteries and similar inventions. Your explosives reach the 13 cubic meter radius.
Level 100: You could, with enough preparation, manipulate entropy slightly. You could make highly toxic gases such as sulfur gas or nitrogen oxides. You start actively working with halogens.
Level 110: You begin to study entropy as a force, making implosions or dark zones of 5 meters of radius. You could even alter temperature or weather around 50 cubic meters, but you would probably need the help of a Physicist for that last bit.
Level 120: You begin to study anti-matter, being able to use it in your weapons as long as a Physicist helps you make the container.
Level 130: You begin to study Dark Matter. This matter doesn´t react to anything under normal conditions, but with enough tinkering... You start making your own elements and influencing the periodic table with your newfound elements, making them carry the properties of your choosing (every single one must be obtained from roleplaying as a reward from this point onwards)
Level 140: Your entropy bombs are supreme, being able to implode in a 30 meter radius dragging anything in there towards the center like a mini black hole. You could try and mix Dark Matter elements with normal elements, creating dreamy compounds.
Level 150: You could destroy an entire city with just a single entropy bomb, or change its weather permanently. With the necessary equipment, you could make an atmosphere in the moon.
- - - -Experimental Physicist- - - -
A experimental physicist is a scientist who studies and is trained in physics, which is the study of nature, especially how matter and energy behave.
Level 23: You have advanced knowledge of experimental and theoretic physics. Your first experiments are around combustion.
Level 30: You start using pneumatic and hydraulic motors, as well as using gases and liquids for your experiments (for example, a steam-based gun)
Level 40: You discover electricity and can use it as a power source. You could build solar panels or small dynamos to charge batteries.
Level 50: You could build small, basic A.I.s or other electronic components.
Level 60: You master electricity and thus, magnetism. You could make strange inventions such as lightning guns.
Level 70: Your A.I.s are so well done, they start to feature learning capacity.
Level 80: You start to study nuclear energies. You could make nearly limitless nuclear batteries and mid-power laser guns (such as pistols or rifles) which besides of piercing the opponent can cause up to second degree burns.
Level 90: You could adapt powerful weapons into little spaces, losing just a bit of power. If you made the weapon just a bit bigger it would gain lots of power.
Level 100: You could make almost human-like A.I.s and make laser weapons that left 3rd degree burns and melt metals away.
Level 110: You understand quantum physics perfectly and could make inventions based on it. You could make X-ray based weapons, degenerating your opponent´s organic tissues.
Level 120: You could make, with the help of a Gunsmith, an entire nuclear plant to power an entire island almost indefinitely. You start working on plasma guns, without any relevant advance. Your A.I.s could pass for humans any time.
Level 130: You begin making plasma guns at least the size of a big Gatling gun. You could make a rocket launcher the size of a finger and lose no power.
Level 140: You begin making smaller plasma guns (assault rifle size minimum) and mass destruction weapons. These can be based on gravity, nuclear energy or electromagnetism, and could act in a 100 meter effective radius.
Level 150: Your mass destruction weapons could destroy an island. Your A.I. leave most humans in shame.
- - - -Bio-Engineer- - - -
Also called biomedical engineering. the application of engineering principles and techniques to problems in medicine and biology, as the design and production of artificial limbs and organs or in some scientist cases, other artificial creations.
Level 23: Your experiments allow you to replace amputated human parts for functional replacements, only human for now.
Level 30: You could implant human organs in a human host and make them functional, such as an eye in the back of the head or hand fingers replacing toes, etc.
Level 40: You could alter human genome very lightly, allowing you to install primate organs in humans. You could also change genome very slightly as to change the color of the iris or sclera.
Level 50: You start to make advanced experiments, being able to alter muscular growth genome to make bigger or smaller parts. This could be useful for, as an example, make human-size body parts from animals that are normally much bigger or smaller, such as bunnies, chickens, elephants or rhinos. You could adapt rodent genome to make it compatible with humans and thus implant said parts. A mice´s claws could come in handy.
Level 60: You can adapt reptile and feline genome to human genome and be able to transplant said species´ body parts into humans. You could start making hybrids of humans and animals (sort of like Absalom), although for now you would need a subject and can´t make them from scratch. They would only be mildly intelligent and would come off as dumb mostly.
Level 70: Your hybrids start to display better intelligence at the cost of power, or could be powerful with about the same intelligence as before. You adapt the genome from birds and canines to the human genome, thus being able to implant their body parts into humans.
Level 80: You adapt amphibious genome to the human one, and your hybrids have human intelligence without any cost in power, although lacking the essential capacity to reason, being mere pawns.
Level 90: You can adapt fish genome to the human one, and your hybrids have now the ability to reason properly by themselves (if you want them to). You are manipulating genome so easily, you could alter it so that a certain animal or human was born with unusual organs, such as wings.
Level 100: Your hybrids are almost perfect. You can alter human organs and cure them if the disease is not in the later stages. You could add fins or similar organs to the human genetic code.
Level 110: You adapt the genome of sea invertebrates, such as jellyfish or echinoderms to the human one. You could make it so that a human ages twice as fast, or as slow, and similar modifications.
Level 120: You could program human genome to develop as you wish it to, of course within its limits. You begin to adapt the genome of land invertebrates, mollusks and crustaceans to the human genome.
Level 130: You could add protozoan cells to a human, making them enter a symbiosis. You could alter human genome, making someone´s death come the day you wanted it to (assuming they didn´t die from non-natural causes) or stop aging completely.
Level 140: You could eliminate cancer by altering genome, as well as making someone age 10 years in a single one. You can implant any mammal´s body parts to a human.
Level 150: You could make something as advanced as a human-protozoo hybrid, having to make them from a few cultivated cells and bio-engineering. Your hybrids are boosted in every single stat, and retain an intelligence above human standards.
- - - -Carpenter- - - -
A person who makes and repairs wooden objects and structures.
Level 1: You're able to make small objects made of wood, as well as polish natural wood (straight from the trees) to make it refined wood, which can be sold for a small price.
Level 12: You've become good enough at your occupation as to repair wooden objects or modify them a bit, although you're far from making real masterpieces.
- - - -Shipwright- - - -
A Shipwright is a carpenter who works specifically on ships. They are responsible for the building and the repair of the ship. Most pirates need them for repair and general maintenance of their ships. Other ships often have them as well.
Level 23: You could make a simple boat, and fix something at the level of a loose wooden plank.
Level 30: You could make something slightly above a boat, and repair more complex things such as cracks or the steering wheel.
Level 40: You´re now able to make schooner-like ships. You could give woods strange properties, such as being resistant, if only slightly, to fire or blasts.
Level 50: You´re able to build medium size ships such as a frigate. You could detect damage in the ship by touching, smelling and observing its wood. You could make simple systems such as a mounted harpoon gun or catapult, or even mildly strong barriers that rise to protect the ship.
Level 60: You could make big ships such as a galleon with secret compartments where you can store weapons or small secret rooms. You could fix any common damage, such as a split-in-half mast. You could make a system based on hydraulic propulsion, such as a small hydraulic motor that took advantage of the water´s movements to make the ship go faster.
Level 70: You could make the ship´s wood almost impervious to some kinds of damage, for example, making bullets ricochet off it. You can make knots on a rope strong enough to hold tons of weight.
Level 80: You could make use of several ways to propel the ship, and make amphibious vehicles such as a wooden motorcycle that could travel on water and land both, even though you would need a bit of help from a mechanic.
Level 90: You could make a ship resistant to atmospheric pressure (so that it can resist flying at high heights) and also build in wooden wings that can come out of the ship when approaching a strong current to try and fly using it. Imperative to get to the sky islands on ship... well, almost.
Level 100: The wood you use is completely fireproof, and your ship could submerge down to Fishman Island without coating and survive with minimum damage thanks to being almost entirely pressure resistant.
Level 110: You could make enormous ships (dreadnought size) and even something as complicated as a wooden dome to submerge to Fishman Island without coating AND with a crew that was able to breathe inside as well.
Level 120: Any explosion short of a nuke won´t damage your ship.
Level 130: Not only are your ships much better, but with a simple look you can instantly feel any damage on your ship, regardless of how small it is.
Level 140: You could make an island-size ship should you have enough time and materials. You could repair almost any sort of damage to a ship.
Level 150: You could repair any sort of damage to the ship easily. Your ships are legendary, some being even bigger than a big island.
- - - -Artisan- - - -
A person in a skilled trade, especially one that involves making things by hand.
Level 23: You could make common wooden weapons: Bows, staves, spears... nothing unusual about them.
Level 30: You can now make the wooden weapons tougher so they don´t just break at every 10 hits or so.
Level 40: You become able to add a dial to your weapons. It doesn´t mean your wood can take the fire of a fire dial and survive much.
Level 50: Now, your weapons resist dial elements, being able to be coated on fire and survive, for example.
Level 60: You can add strange mechanisms to your weapons, or a second dial. The mechanisms can be something like sprouting spikes upon hitting someone.
Level 70: Your weapons are almost as tough as metal, increasing a 0.5 in Mohs´ scale.
Level 80: You could make such intricate mechanisms as a transforming weapon (a staff that becomes a bow, etc).
Level 90: You become able to make the wood of your weapon feature strange qualities, such as elasticity. You could install 3 dials on your weapons, and they are as tough as steel.
Level 100: Your wood is, in total, a point in Mohs´ scale above the hardest wood. Some people would consider your weapons above those made of iron or steel because of their strange properties.
Level 110: You could make a wooden dial-like disc that, once installed in a weapon, would act as a stronger dial without a limit on how many turns it can be used. I.e.: A fire dial-like disc that could make your weapon coated in a permanent fire curtain and shoot small fire balls.
Level 120: You make another disc or improve the last one. That way, you could have your weapon covered in two elements at once or make your weapon able to, for example, create big fire curtains and shoot long-range fire slashes. Your weapons are 1.5 Mohs above the hardest wood.
Level 130: 2 Mohs above. You could improve one of the discs (or the only one thus far), or make another one; this would range from, for example, a weapon that can shoot fire beams indefinitely, to a fire/lightning/wind coated weapon.
Level 140: 2.5 Mohs above. You could improve one of the discs or the only one, or make yet another one, ranging from shooting fire slashes at any given time to having a fire/lightning/wind/ coated weapon with a never ending impact disc installed.
Level 150: 3 Mohs above. Same case as above. You could give your weapons extreme properties, such as making them as flexible as rubber.
- - - -Cook- - - -
A Cook is a person who prepares food for passengers or crewmates on ships, or for customers in restaurants. All Pirates become hungry eventually, and so many of them require a cook to fill their stomachs. Marine bases and Marine ships need them to feed the soldiers and keep them healthy. Commercial ships or cruise ships require them to feed the passengers
Level 1: You've always been interested on cooking, therefore you are able to cook common, easy dishes, but nothing too complex. Let's say you could cook some fried eggs and such.
Level 12: After a while cooking, you can prepare more complex food (steaks and such) and you rarely ever cook something bad.
- - - -Chef- - - -
A professional cook, typically the chief cook in a restaurant or food establishment.
Level 23: Your food now grants its eaters a small P.U. (+1x in a single stat) for a post.
Level 30: Your time on the kitchen makes you slightly more resistant to fire and heat. Your ingredients and meals start becoming a bit more complex. Your food´s P.U.s now give +2x to the chosen stat.
Level 40: Your food´s P.U. now lasts for two posts and augments two stats, by +3x
Level 50: Your resistance to fire and heat increases mildly. P.U.: +4x
Level 60: With a simple look to any ingredient related to common plants and animals, you will know the effect they´ll have on your meals and their flavor. Your P.U.s now last for three posts, augments three stats, by +5x.
Level 70: Your eyes become resistant to gas effects such as tear gas from so much cutting onions. Your P.U.s now last for four posts, augments three stats, by +6x
Level 80: You could use poisonous or strange effect-ridden plants and animals as ingredients without making the meal poisonous (unless you want to play a joke on someone you maybe hate a bit) You could be in contact with a fireplace´s flames for a full minute without being affected at all. P.U.: +7x.
Level 90: Your P.U.s last for five posts, augment four stats, by +8x. Your food could be used as medicine and it would do pretty much the same job if the sickness isn´t too rare or lethal. Your hands are really quick from all that veggie chopping.
Level 100: You handle knives a little worse than an Assassin regardless of class (if you ARE an assassin, then you handle them almost twice as fine) Your P.U.s last for five post, augment five stats, by 9x. Your skill in the kitchen is thought to be one of the finest in the world.
Level 110: You could pretty much mix any sort of ingredients in a meal and still make your clients cry out of bliss when they taste it. Your meals can be devoid of P.U.s to give someone a strange power for three posts. For example, you could make a meal rich in iron that would make someone´s skin become as tough as iron for that time, or an ultra-spicy meal that would make its eater blow fire out their mouth after eating it. P.U.: 10x
Level 120: Common fire is no longer able to affect you at all. Your P.U.s last for six post, augment five stats, by 11x.
Level 130: Few could surpass you in the culinary arts. You could fill a dying old man with the energy of a 7 year old with just one meal. One of your dishes could keep someone full for days on end without feeling hungry, given how many nutrients the dishes carry and all the enzymes there that help preserve and make the most of them. P.U.: 12x
Level 140: Your dishes could calm the fiercest of beasts, or stop a war (since everyone would be hellbent on trying those godly dishes). Your power ups last for seven posts, augment six stats, by 13x.
Level 150: You could beat an Assassin your same level with knives, without being one yourself. If you were one, you would be unparalleled in a knife fight (and even so, in most fights as well given your level). Your power ups last for eight posts, augment all stats, by 14x.
- - - -Field Cook- - - -
A field cook is person who is capable of cooking delicious foods using the environments around them, and can even make dishes in heat of most stressful situations like battle.
Level 23: You could make a simple dish in two turns, although you would be defenseless in the first one and only able to defend yourself in the second, in the middle of a fight.
Level 30: You´re certainly not the best cook out there, but with your dishes people can get a 1x boost in all stats.
Level 40: As you´ve analyzed the quickest ways to kill certain animals (can be any moderate size animal that exists in real life), you could kill them in a single hit and then use them as ingredients on the spot.
Level 50: Thanks to animal hunting, you could give some troubles to an assassin or swordsman 40 levels below you just using knives. You´re able to make meals in a single turn, without attacking, but being able to defend yourself. Still not the best cook, but hey, you do cook quick.
Level 60: Your dishes give their eaters a 2x boost in all stats for 2 turns. You could kill in a single hit any sort of animal that exists in real life but is genetically improved in the world of One Piece (a giant gorilla, etc).
Level 70: You could attack and defend while making a meal in a single turn. You could give an assassin or swordsman 35 levels below you a run for their money using only knives.
Level 80: Your meals boost all stats by 3x for 3 turns. You start to easily recognize poisonous animals and other things that you should not include in your dishes. Unless...
Level 90: You could make 2 dishes in a turn while only being able to defend yourself. You could take on an assassin or swordsman 30 levels below yourself while only using kitchen equipment.
Level 100: You know what effect and flavor would have almost anything you can see in your dishes, using this on your favor. You could cook 2 dishes in a post and have spare time to attack and defend in the same post.
Level 110: You could beat an assassin or swordsman 25 levels below you only using kitchen equipment.
Level 120: You could cook 3 dishes in a turn and still have time to defend yourself. Your dishes augment every stat by 4x and the effects last for 4 posts.
Level 130: You could beat an assassin or swordsman 20 levels below you only using kitchen equipment.
Level 140: You could make 3 dishes in a turn while still having time to attack and defend yourself. Your dishes augment every stat by 5x and the effects last for 5 posts.
Level 150: No, you still aren´t the best cook out there, stop asking damn it. However, you are the fastest of them. You could beat an assassin or swordsman 15 levels below you using only kitchen equipment. Your dishes augment every stat by 6x and the effects last for 6 posts.
- - - -Buffoon- - - -
A person who amuses others by tricks, jokes, odd gestures and postures, etc.
Level 1: You're able to tell some entertaining stories or do easy juggling maneuvers, but it's honestly boring and people won't pay you much attention.
Level 12: You learn how to please the crowds, keeping their attention for a short while. Also, you begin learning about knife throwing, although your skill and accuracy isn't the best. At all.
- - - -Harlequin- - - -
A stock comic who is performer and is usually represented in diamond-patterned multi-colored, tights, wearing a black mask.
Level 23: You could make simple juggling and you get an extra +1x Marksmanship when using small blades (0-10 cm). You could make simple tricks with cards, but some clever people may still catch your trick. The public´s pressure isn´t something you can handle for now.
Level 30: You get a better trick repertoire and your hands´ skill increases in every sense, adding a +1 Dexterity passive bonus. You can prepare a simple scene in 15 minutes to improve your shows and earn more tips.
Level 40: You can manage to put some make up, which despite being a bit badly done can attract more public. You become able of making objects appear from nowhere, but only those the size of a coin or less.
Level 50: You become unable to fail when throwing a knife at a fixed target, and you become able to pull off some bigger shows such as illusory tricks and disguises. Your public is not as cruel as before and cheers you on mostly.
Level 60: Your Reflex stat gets a +1 passive bonus. You could make a living out of your shows, knowing many mildly difficult tricks and being mostly unable to fail at performing them. You could trick people into looking at one point of your body while you do your trick elsewhere, but it won´t work on people above your level or Observation Haki rank C or higher users.
Level 70: You could make up a scenario in 5 minutes, even using trash as part of the appeal. It´s impossible for you to fail a trick, although sometimes the public´s pressure could do you in.
Level 80: +2 total points as bonuses in Dexterity, Reflexes and Marksmanship. You could speak while performing so that people focus on one point of your body while you do your trick elsewhere, only being detected by people 15 levels above you and Observation Haki rank B users.
Level 90: You could make things practically disappear or appear out of nowhere as long as they´re near you, but you´ll need to prepare for it previously and have certain external conditions for it to work. Your body is able to lift lots of weight for your more daring tricks or your Strongman show (+2x Strength passive bonus). You could instantly discover lesser Harlequin´s tricks and point them out if you want to shame them.
Level 100: You could walk the loose rope with some focus. You discover hypnosis tricks, but they are dangerous and could work on yourself (only affects level 70 or below, and only affects higher levels if they want to be affected).
Level 110: You could put your public in a daze with one of your weirder tricks, yet this would make your show go on for longer and a witty public may realize what you´re doing. Only works on people 20 levels below you unless the affected ones are dumb enough.
Level 120: You could juggle anything that you can lift with one hand, and would never fail throwing a blade at a moving target in a 100 meter radius.
Level 130: You could shame a lesser Harlequin by seeing his trick only once, copying it and making it leagues better. You get a +2 speed bonus thanks to the celerity your hands are able to achieve, although the rest of your body doesn´t stay behind.
Level 140: You could make illusions or hypnotize someone during 3 posts
Level 150: Your shows would earn you millions of berri. You could now make a unique trick that only you will be able to do, being utterly impossible for other harlequins to copy or for anyone to guess how you do it. You can´t fail throwing a blade at a 200 meter radius.
- - - -Storyteller- - - -
A person who writes, tells, or reads stories to others. They are usually ones who went great lengths learning variety of folklores, rumors, and even create legends about other people which soon get spread around.
Level 23: Eh... you could entertain little kids by putting funny voices.
Level 30: You start making short stories that a younger audience could easily remember.
Level 40: You´re good at making up stories and putting different voices, why not take it further? You begin making up lies for people to do you favors, etc.
Level 50: You make both little kids and adults have fun listening to your voices. You could imitate other people´s voice fairly well.
Level 60: You could gather a large group of people around a fireplace or something similar to tell them a story. However, your stories are now larger and seek a moral meaning or life lesson.
Level 70: You could make almost any non-Storyteller/Spy/Psychologist believe your lies.
Level 80: You could move a big group of people for a while before settling down to hear your story, thus becoming able to evacuate or lure civilians at your will.
Level 90: At this point, your stories are worthy of an acknowledged novelist.
Level 100: You could make people think you are someone of the opposite gender just with your voice (and the correct disguise if they can see you)
Level 110: Your stories are probably being compiled and written as a book in some far away kingdom by now.
Level 120: You could mount up a TV Drama with your lies just for fun or lie your way out of jail (unless the people you´re lying to have great detecting capabilities).
Level 130: You could make an entire town follow you. And the townsfolk too.
Level 140: You could imitate a female opera songstress or a 200 pound Texan guy, complete with mannerisms and verbal tics.
Level 150: You could do the unthinkable with your tongue. Such as push-ups. You could also tell people something completely unbelievable, and they would totally buy into it for some seconds, such as "gravity is about to reverse for a couple seconds". Only a level 70 or higher Psychologist would notice you´re lying.
- - - -Navigator- - - -
A person who directs the route or course of a ship, aircraft, or other form of transportation, especially by using instruments and maps. They are often helmsman on ships, and ones who maintain control of ship or responsible for traveling through dangerous areas safely.
Level 1: You've always wanted to steer your own ship and drive it across the four seas and beyond, but you are barely able to navigate small ships properly in tranquil waters, and any threatening climate or wave is able to flip your ship with ease.
Level 12: You become skilled on sailing around the Blues, reading maps and navigating through slightly rough waters. Still, you are inexperienced and any sudden change in the climate can threaten your ship.
- - - -Mapmaker- - - -
A person engaged in cartography also known as cartographer, or the production of maps. They are ones responsible for mapping out the seas, islands, and any other location for others use to travel or in some cases for their own personal enjoyment
Level 23: You´re able to read island maps as long as they´re perfectly drawn and you already know the island a bit, including treasure maps. You can make your own maps, but they are so poorly drawn that only you and very expert navigators or artists could understand them.
Level 30: You could understand maps that were drawn a bit rushed, and your own maps can be read by navigators your own level or higher. You start getting better at measuring distance by sight, but your perception is still a bit off. You could navigate perfectly under good conditions on any sea except for the Grand Line.
Level 40: Your maps are good enough for newbies in the occupation to read them, although they aren´t entirely accurate as of yet. You could calculate the distance from a point to another as long as they are not too far away from you. This is also very useful when in naval fights. You have a surgeon´s precision when it comes to drawing using tools for extra accuracy. You could navigate the Grand Line, but if the weather goes wrong at any moment, you could have a bad time.
Level 50: A common person could read your maps, but not understand them fully. They are almost works of art, and look similar to those you once bought. You would know your position in any map as long as you have a reference point. Your perception is increased, as you become able to measure longer distances, using this both to represent them in your maps or to know the position of an enemy ship in the near future considering its speed and trajectory.
Level 60: Your maps are works of art. You could draw a sketch in a few minutes of a certain island just by looking at it once, but only you or someone your own level would understand them. You could measure quite accurately the distance of anything in sight in a 1 km radius. You master the art of taking advantage of distances between you and your opponent´s ships in a naval fight.
Level 70: You could make a decent map in a few seconds with just a paper sheet and a pencil. You can also copy other maps perfectly. You could measure any distance in a 2 km radius, but you would need a visual aid to increase your range of sight. You could draw an island´s back side by observing the front and figuring out the shape of the other half. You could even draw some bits that you can´t see just by applying logic.
Level 80: You would know most of the island´s landscapes and shape just by knowing the type of biome it features, although this is only mildly accurate. You can´t get lost at sea with a map on you. Measuring distance is not a problem as long as you have something to augment your sight range. You are a good enough navigator to pull off stunts such as keeping an exact distance from an enemy ship while navigating around it in circles or force it to follow whatever direction you wish it to, having perfect control of the ship at all times. Your ship could pass through any space a centimeter wider than itself as long as you focus enough to do so.
Level 90: All the island´s maps and the most important route maps are impossible to forget by now, pretty much turning you into a living map. It´s impossible for you to get lost in known terrain and you could make mental maps in unknown ones, although you could still get a bit confused doing this at times. You could make mildly precise predictions of a number of ship´s actions in naval combat.
Level 100: You now know most of the Blues´ islands and routes, and the most important ones of the Grand Line. Your eyes could analyze instantly a small, medium or somewhat big island, making an almost perfect mental map of it in seconds. You could dodge cannonballs and attacks to your ship that haven´t been shot yet.
Level 110: You learn every single island and route map that is even barely important, being able to instantly tell what´s the best route to get from a certain island to another one. You could move in unknown territory as if you already knew everything about it. Your complex ship moves almost defy nature´s laws and as long as you keep your hands on the steering wheel and your sight on the action, it is almost guaranteed you won´t take any damage at all in a naval fight.
Level 120: You memorize the smallest, least important islands and routes. Your maps could make anyone able to guide themselves in an island they don´t know. You could move around any island or sea as if you were home. You could know an entire fleet´s actions over the next 5 minutes with pinpoint accuracy before they happen.
Level 130: You know every single known island. Your maps are almost perfect, so good that someone would get to know most of an island just by looking at them over a couple seconds. The second you step in an island, you feel like you´ve lived there your whole life and are able to get anywhere in it easily. Your ship almost defies physics when maneuvering.
Level 140: You would now discover hidden islands just by figuring out their position when analyzing a route´s patterns. Independently of size, your ship would be impossible to be damaged under your command.
Level 150: You could discover previously "make-believe" islands that were supposed to be the product of a drunk guy´s imagination or similar. You could battle against a hundred dreadnoughts while commanding a wood table and win before the fight begins.
- - - -Meteorologist- - - -
An expert in or student of meteorology; a weather forecaster
Level 23: You understand the Blues´ weather pretty nicely. You can react against previously warned weather changes and predict when they will happen with a wide error margin.
Level 30: You start to comprehend the Grand Line´s weather, but you are still unable to predict it. However, you could react quickly to sudden weather changes and stay on the right route. You´re skilled in taking advantage of wind currents to increase your ship´s speed as long as the weather is stable.
Level 40: You sometimes just know that the weather´s going to change soon, but it still isn´t a prediction. As long as the weather isn´t too chaotic, you could make use of a powerful gust of wind to propel your ship and increase its speed.
Level 50: You could predict changes in the weather of the Grand Line, being able to choose an alternative route before it happens. Your travelling time between islands gets halved and you begin to take advantage of weak sea currents.
Level 60: You could predict weather changes and minor natural disasters some hours before. Just by looking at an island, you can get an idea of its weather. You could make use of wind currents that would normally split the mast in half, as well as navigate over big waves and stronger sea currents.
Level 70: You can predict weather changes and natural disasters with one look at the sky a day before. If you knew an island´s usual weather, you can predict any changes in it indefinitely. If your ship could take it, you could take advantage of extremely strong winds, whirlpools and storms to navigate much faster.
Level 80: You can predict any changes and disasters two days before. Your sailing speed triplicates compared to when you were a rookie at navigating.
Level 90: As long as your ship can take it, you could ride a tornado to launch you forwards without aiming away from your target, further lowering your sailing time in certain occasions. You don´t even need to look at the sky to predict three days worth of changes and disasters. You move at four times your former, level 1 speed.
Level 100: Paradise no longer holds any secrets to you, but the New World´s weather changes is so chaotic that you still can´t predict it correctly.
Level 110: Alright, the New World is already getting on your nerves with so much stupid change without any reason whatsoever, but you can react to them with some spare time at least.
Level 120: You can predict weather changes in the New World by looking at the sky, having two hours´ worth of information about further changes every time you do this.
Level 130: You can predict any sort of weather change regardless of what it is, and even see a good side about them sometimes.
Level 140: You are a master of the New World´s weather, being able to know when it will rain spaghetti or when a strange wind will boost you forwards while at the same time halting your opponent´s ship completely, while facing the same direction. Yeah, don´t ask. The New World´s already a lost cause and you know it. However, with your predictions, you can once per thread announce something is about to happen, that is at least loosely related to weather, and it would happen three posts later. Remember that mods will be watching what sort of weather change you bring about, and if it´s too overpowered or similarly unfair it will be voided.
Level 150: You could pull off either two of your crazy predictions, or one huge, quasi-overpowered prediction. That one could be something as a lightning rain that lasted for the entire thread and hit targets at random except for you and same-level navigators around, a giant meteor coming down on the island, or similar stuff. The wait time can be reduced to a post or augmented up to five if you specified it.
- - - -Tailor- - - -
A person whose occupation is making fitted clothes such as suits, pants, and jackets to fit individual customers or themselves
Level 1: You are interested in tailoring, but you're unable to do anything else than very simple sewings, such as cross-stitch, buttonhole stitch and chain-stitch sewings.
Level 12: You become able to make pants and shirts with an over-average amount of material needed, which could be wool or cotton. You could even make a pair of jeans in a few hours if you put your heart into it.
- - - -Designer- - - -
A person who plans the form, look, or workings of something before its being made or built, typically by drawing it in detail.
Level 23: You start making slightly more elaborate designs in your clothes, although you are still lacking skill. You begin using other materials such as leather.
Level 30: By looking up to other great designers, you begin to improve in your own designs. You could add very basic qualities to your clothing, such as being unable to lose its color or to smell like anything, etc.
Level 40: You begin following your own style of fashion, making clothes that could be in a fashion show. Your clothes begin to showcase somewhat basic qualities, such as slightly but constantly cooling or heating its wearer.
Level 50: You discover that you can use metals as common materials for your clothes, although for now this is only applicable to iron and steel (the clothes are as light as ever). Your clothes keep getting more intricate and beautiful.
Level 60: You could make a living out of your own brand of clothes, although you still have to reach the legends of fashion in terms of skill. Your clothes become somewhat tougher than normal and you could add some property to them, such as becoming completely impermeable.
Level 70: You could make clothes out of harder, tougher metals such as titanium.
Level 80: Your clothes are now between those of the greatest out there. You could make your clothes become sharp at the wearer´s will, or maybe have them turn into a weapon.
Level 90: Who needs armor with these clothes?! Just your common, silk clothes could stop a full swing from a steel sword without flinching, and are so light that the wearer could think at times they are naked while wearing them. No need to talk about the metal ones then, right?
Level 100: You´re making entire fashion design companies collapse, since all the rage right now is your brand. Your clothes could feature a freezing aura, cover you in lightning, burn without damaging you...
Level 110: At this point, any clothing you make will be tough as a diamond and light as a feather.
Level 120: You got tired from doing the same thing all your life, so now you became able to make Seastone clothing and give them the same properties as your other clothes.
Level 130: Your clothes could give a 5x stat boost in three stats to its wearer besides the other effects.
Level 140: Your clothes could stretch like rubber, transform into other things or even levitate.
Level 150: Grandma would be proud. Your clothes are utterly indestructible and are pretty much the most expensive in the world.
- - - -Fashioner- - - -
A person who fashions, forms, or gives shape to anything.
Level 23: The sewing machine is not your thing. You start making handmade clothes, but you still fail sometimes and your speed is only a bit superior to others.
Level 30: You could fix some damage in someone´s clothes as long as you don´t move, being unable to attack or defend while doing it. You could make scarfs, shirts and pants in approximately two hours, and you could return them to strings without wasting materials in some minutes.
Level 40: You could make little clothes such as socks or gloves in a few seconds, and fix clothes´ damage without stopping a fight, being able to defend or attack while doing so.
Level 50: You could tighten up your opponent´s clothes in a split second to make them feel uncomfortable during a fight, or do funny things such as sewing their sleeves together, as long as they don´t move much during the process.
Level 60: You manipulate strings and threads quite skillfully, being able to make strange forms and shapes in split seconds, such as a spider´s web shape. They´re still just strings, though, don´t expect too much from them.
Level 70: You could destroy someone´s clothes in a split second without them realizing, if your level is higher than theirs, or if your Speed power up is higher than their Reflexes power up is. You could make simple clothes in a few minutes or even reinforce yours without this being a bother at all.
Level 80: You could fight a steel sword or similar weapons with your needle. You could make this needle of yours go through steel and also do strange things such as turning your opponent´s shirt into a strait jacket. Your strings are as tough as iron.
Level 90: You could unravel someone´s clothes and make new ones for them in what they take to sigh. You could attack with your strings, making sharp or blunt threads with them.
Level 100: You´re pretty much a clothing machine gun, being able to make them almost instantly. Your clothes are as sturdy as steel if you want them to, and you have enough skill to maim someone´s arm or leg off using a string of yours with enough accuracy and just the right angle.
Level 110: Your clothes seem to be alive, making effects such as tentacle-like scarves or flowing capes even if there is no wind around. Also, they take on any toughness up to Ruby-tough depending of what level of toughness you want them to portray while making them.
Level 120: You could make clothes even with a small wooden splinter, or even your own nails, with about the same quality.
Level 130: You could make clothes out of thin air, without any materials whatsoever. By patting someone in their shoulder you could make their clothes tighten up considerably, stitch both sleeves together, stitch both of their pants´ legs together and even tie their shoelaces together without visible effort.
Level 140: You could stitch a sword to a piece of armor. Some say your needle is a Saijo O Wazamono when used by you, even though it (probably) is just a mere iron needle you found somewhere. Your strings are definitely alive. If they weren´t, how could they repair on their own, or stitch themselves to your opponent´s skin upon contact?
Level 150: You could make a fleet, an island and a kingdom fully made of strings in a day or so. You could manipulate people´s actions by touching their spine over their skin (or not?), as if they had eaten the Ito Ito no Mi. Your needle would only fall down when fighting against one of the best swordsman in the world and only in he used a Saijo O Wazamono or similar grade weapon.
- - - - - - -Thief- - - - - - - -
A person who steals another person's property, especially by stealth and without using force or violence.
Level 1: You begin to notice certain bulges and sounds in people´s pockets and could even try to steal the items inside them, but you will most likely fail trying. Don´t give up!
Level 12: You are able to tell rich people from poor people with an acceptable margin of error and become a bit better at stealing, to the point where you actually succeed once every good while.
- - - - -White Glove Thief- - - - -
A thief who is more focused on small time and scale robberies, stealing from homes, small shops, and ships.
Level 23: You become able to pick normal house door locks in a few minutes (3 posts or so)
Level 30: After many an alarm that jumped when you picked a lock, you begin to grow interested by them. Despite knowing how their circuitry works, you still can´t deactivate even common ones without the password.
Level 40: Normal locks take only a minute (a post) to pick, but special ones are a whole different deal. You begin to notice the trails you leave after each robbery, but you´re not that good at getting rid of them.
Level 50: Alarms aren´t that much of a big deal anymore, you cut this wire here and this thing up there and done, it´s silent. Surveillance Den Den Mushi are the next step, since they have no wires and store every single image internally. You get better at covering your trails and leave things mostly where they were after each robbery. Except for what was stolen, of course.
Level 60: Normal locks are kid´s play for you, in less than a post you can pick one of those and keep the action going uninterrupted. The moderately difficult ones still take you a post to pick, and now you begin dabbling in the art of safe lock picking, including their models and methods. You still have a long way to go.
Level 70: SDDM are no trouble for you anymore, as you´ve figured out their behavior and patterns and can avoid them almost effortlessly. Movement sensors are going to be a pain in the rear for a while, though, but at least those cameras are showing empty corridors, right? You begin making wax keys of the doors you pick to make a real key out of it later in case you may be breaking into the same door again. Or selling that key...
Level 80: Safe locks begin to open before you, although it takes you a good while to crank them open (5 posts at least). The most sophisticated locks and safes are the worst part of the deal for you, and you begin to implement better tools such as stethoscopes for the safes and special lockpicks.
Level 90: Leaving no trail stops to be a problem when you discover rubber jewels to leave behind in the place of the real ones. You probably got the hang of sneaking through ventilation ducts and other previously unknown flaws in buildings, although there is the risk of getting stuck in those. Which isn´t comfy at all.
Level 100: Normal safes are child´s play by now, you crank them open in less than a post. The same happens with non-biometric safes and movement sensors. You could detect flaws in security of a building or lock just by visiting the place once and, with the appropriate tools, leave almost no signs of your presence when you steal.
Level 110: Modern safes are easy now that you´ve learned to falsify the owner´s fingerprints, and you´ve learn to avoid laser alarms by bringing some mirrors with you.
Level 120: You´re so used to covering your trails that no one would know you were there even without using rubber replacements, unless they search for your fingerprints if you go gloveless.
Level 130: Any lock or safe that doesn´t require retinal scan or special fingerprints are no problem for you and you could crank them open and keep the action going without stopping there. Triple-code reinforced chambers and other sorts of highly advanced locks are merely a few posts for you to pick (1-3 posts).
Level 140: Nothing short of highly advanced biometrical locks are a matter of seconds for you to pick open, and all the others (heat sensors, noise sensors, etc) are no real threat to you if you watch your step and know where to move. You begin passively making wax keys and other backups of anything you break into without even noticing, by pure force of habit.
Level 150: Fingerprints? Pff. You´re beyond that. If it wasn´t for the lack of the object, no one would know you were there in the first place. No biometric system or highly advanced camera is a threat to you, and you could basically get anywhere provided you didn´t get caught when trying.
- - - - -Falsifier- - - - -
A thief after much bigger scores moving from houses to big leagues of priceless items and treasures. Remaining under the radar to not get caught you see stealing as more of art work creating imitations of no value while stealing items of value.
Level 23: You begin to dabble in the falsification of paintings, although your copies are blatantly false and you must keep the original within sight to be able to falsify it.
Level 30: Now that you have some skills at painting, you also begin to get your hands wet... in clay. Clay sculptures still require you to have the original one nearby and look kinda off compared to it, but you could actually sell this and make people fall for it. At times.
Level 40: Your paintings begin to look somewhat similar to the real thing, and even though you must still be looking at the original one you don´t take as many looks as before. Your sculptures begin to be made of rock and other tougher materials, but you still need the original and they still look somewhat off.
Level 50: Normal art is alright, but you have begun to take interest in the more obscure ones (as far as falsifying goes), such as literature. You do notice that copying books isn´t as easy as it seems and begin to do your research on the different types of ink, paper and handwriting used in older books.
Level 60: You begin making fairly similar paintings and sculptures compared to the original, and even though experts in the field will be able to tell the original from your copies, normal people would buy it most of the time. You take almost no looks at the originals while recreating them, but you still need them nearby.
Level 70: Now that you´re able to create ancient paper types and ink types, you begin recreating books by hand. Although imitating handwriting is still a big deal for you, and you would almost always fail at doing so, at least the paper and ink look convincing. You could make types of paper and ink that were in use during the time Straw Hat Luffy was alive, 200 years ago, but anything older than that becomes putrid in a few hours after making it, making a sale of very ancient scripts a difficult ordeal for you.
Level 80: Your falsifications improve in quality and experts have a bad time telling your works from the original, you have mastered most styles of painting and begin using rarer and exotic materials on your sculptures. You no longer need the original in front of you, but you need to have observed it for hours on end trying to memorize it.
Level 90: Paper and ink hold no secrets to you, but handwriting still does, and that could give you away in front of an expert. However, you notice the impact that knowing someone else´s handwriting would have, and begin practicing for hours on end how to copy someone´s signature.
Level 100: Your falsifications could be considered artworks per se; having only observed them for a couple hours you could recreate it the same way the author envisioned once, in the same time they did. You could make up to a millennial false book and have people believe it´s real.
Level 110: You could falsify almost any signature (provided you´ve seen it many times before) or document (provided you have it in front of you during the whole process).
Level 120: Your sculptures are so good, the author themselves would doubt its originality, and you only need a few minutes watching a piece of art to make a quasi-perfect replica.
Level 130: Your paintings are exquisite, no one would doubt their originality even if they tried, not even the author. And you only need having seen the original one a couple of times to make your replica.
Level 140: No one would see a difference between the original document/signature and your false one even if they tried really hard.
Level 150: You could falsify a Poneglyph and only an equal-level archaeologist would note something is off. No one doubts of your falsifications, even though you only spend 2 posts watching the originals before creating a perfect replica.
- - - - - -Burglar- - - - - -
A person who have only one goal: earning money, so they find rich people and make deals/contracts with them while robbing from them in secret, or their targets.
Level 23: You follow the basic criminal rules, and become slightly faster in small crowds and more dexterous when picking pockets, although you still get caught a lot.
Level 30: You begin to plan out your escape routes much better, and noticing the best places for people to be mugged in.
Level 40: You become better in simple stealing and picking pockets (you still can and probably will get caught at times) and you begin dabbling in simple street tricks, such as the three glasses and a ball trick and other similar scams.
Level 50: You begin moving faster among larger crowds and packed streets, to the point where you don´t seem restricted by all the people present, but your arms and hands keep having trouble keeping up with so much movement.
Level 60: You´re able to blend in the crowd quickly after a failed stealing attempt, and if the victim doesn´t look for you instantaneously or too insistently they could find you in a few minutes, provided you haven´t just left your hiding spot by then.
Level 70: You could steal from someone´s pocket as the two of you walk beside each other, but you still find it very difficult to steal while deliberately stumbling into someone or when their pockets have a zipper or they have their hands in them.
Level 80: You could walk in a very packed street as if it was empty, and you have a lesser chance of being caught when stealing.
Level 90: You could act as if you were a common bystander even when being actively seeked out; if you act suspiciously, you´d get caught in 5 posts, but if you move and behave like an actual bystander it would take a few hours to find you.
Level 100: Being in the middle of a huge crowd would pose no problem to your movement, only to your arms, including your capability to steal. Your scams are done with amazing expertise, and only someone with very high reflexes would notice the trick, so you´ve probably heard of circuses looking for your talents. You could steal from someone while bumping on their shoulders, but if the other person is stronger than you you´ll end up in the floor with their wallet in your hand, and that´s not a pretty sight to consider.
Level 110: You could open someone´s zipped up pocket, steal their contents and close them again, but you would need a fair amount of time near them.
Level 120: No crowd poses an impediment to your walking speed or other capabilities, they even help you out by making you blend in with them.
Level 130: After a failed attempt at robbing someone you could stand at more than 7 feet from the victim as a bystander and they wouldn´t recognize you, although if they reported the incident the Marines or local police would end up finding you within an hour.
Level 140: Your scams are on a whole other level, you could make the ball go in the scammed person´s pocket and no one would notice.
Level 150: You´ve reached the absolute. You could steal the watch of someone you just asked what time it was to and when they´d notice, you´d be lost in the crowd stealing five wallets along the way.
- - - - - - - Historian - - - - - - -
A historian is a person who researches, studies, and writes about the past, and is regarded as an authority on it. Historians are concerned with the continuous, methodical narrative and research of past events as relating to the human race; as well as the study of all history in time
Level 1: You would know most of your island´s known culture and history and some of the most important and widely known facts about universal history as well.
Level 12: You begin learning about certain obscure facts of your island and you already know about pretty much all of your island´s general culture and history, or at least the ones released to the public.
- - - - -Chronologist- - - - -
A person skilled in chronology, the science that deals with the determination of dates and the sequence of events.
Level 23: Your knowledge is no longer based on your island of birth and you now know a good deal of the universal history as well as some details of islands in your sea, and the most prominent things of any well-known island.
Level 30: You begin to dabble in ancient scripts and dead languages, although your comprehension of those is limited to pretty much "hi", "goodbye", the basic colors, numbers up to 20, and such; very basic words.
Level 40: With some sort of guide or dictionary at your side you could translate a well-kept ancient script in a few posts and with a decent margin of error in interpretation.
Level 50: You know about many islands´ folklore and legends, and your knowledge of ancient global history are pretty good, as you begin to discover even some quite obscure facts such as the amount of damage the previous Pirate King suffered before the War of Marineford even took place. Your ability to decipher ancient scripts continues to get better.
Level 60: You could translate damaged or incomplete texts, although not entirely or too accurately. By using translation manuals, you could translate short scripts under 2 posts when not under pressure due to fights, etc.
Level 70: Your work is no longer limited by disconnected facts and thousands of dates; instead, you can interpret and decipher global history as a whole even when some parts are missing, which leads to greater understanding. If you were able to do so before (due to a Mastery) then you become able to write good-quality chronicles.
Level 80: You are an authentic sage of History. Anything you might not know about is in one of the dozens of history manuals you usually employ, and your mastery of language and writing has become immense as well. You begin to understand Poneglyphs in a VERY basic manner (basically due to comparing some of the symbols with other languages) but you still can´t make any sense of them.
Level 90: You could translate very quickly any sort of ancient language without using a manual as long as they are legible enough.
Level 100: If you decided to become a professional chronist, you would probably be praised as a genius without rival. You begin to understand loosely some words here and there on Poneglyphs, but making sense of them is still headache-inducing.
Level 110: You´re able to translate any language without guides and even those that were previously unknown simply by comparing them to others you´ve studied before. Due to this, your skill with Poneglyphs augments, and now you begin making little sense of some loose phrases and words.
Level 120: You become able to see quite clearly the meaning of illegible text; where others see a spot full of ink, you see the shape of a certain rune below the spot. Thus, you become able to translate illegible text just as easily. You are now able to read Poneglyphs, although your translations are still incomplete and rough.
Level 130: Deciphering Poneglyphs is headache-inducing, but now something actually feasible for you. You still wouldn´t have the ability to translate them as easily as other languages.
Level 140: Your scripts and guides would be considered analogous to sacred books for other historians, and you become able to read Poneglyphs more easily even when the Poneglyph is damaged or badly conserved.
Level 150: There´s no town, city or island you haven´t heard about of or know something about, and you could read a Poneglyph as easily as your native language. Your scripts are authentic masterpieces of historiography.
- - - - - Tomb Raider - - - - -
A tomb raider is a type of grave robber or thief who steals from the dead in their burial places : from corpses they steal jewellery (rings etc) or teeth for their gold fillings. Or sometimes, they steel valuable cultural artefacts like art works or weapons buried alongside the dead.
Level 23: You probably love dungeons, almost as much as a tabletop roleplayer of olde. But not dragons, though, those are dangerous. You could guide yourself through a simple ruin without getting lost, but you would have to be careful lest you find out about a trap a second too late.
Level 30: You begin to discover just how complex can dungeons be, and you become able to have a slight sense of orientation inside a dungeon or ruin. However, a single *click* going off when you step on an odd platform could be your end.
Level 40: You´ve just discovered the wonders of paper, allowing you to draw fairly accurate maps of the routes you take to have a much better way to return to the entrance of a dungeon than just your memory. If you thread carefully and slowly, you could even detect very simple traps in the floor and walls.
Level 50: Closed, humid and long forgotten spaces are almost like home to you now, except for the fact that the previous landlord intended on making any other visitor´s life a living hell with so many traps. Your ability to orientate yourself in dungeons, your ability to draw maps and your trap-detecting capabilities are improved (you could navigate decently under dim light, draw the maps as you move and detect mediocre traps laying around).
Level 60: Maybe traps aren´t your only problem here. What if the previous owner of the dungeon decided to make secret passageways and doors to hide their treasure even better? You become able to detect the simplest of these hidden mechanisms, such as the typical hidden mechanism in a bookshelf. You begin thinking about making your own traps, but have little luck so far.
Level 70: If someone in your family were to ask your current location, the answer would most likely be "running in front of a huge boulder". All of the previously acquired skills increase (You´re able to detect moderately complex traps, mediocre hidden mechanisms, draw accurate maps while moving and navigate under very low-light conditions; you can make your own simple traps by now, such as the "death pit" (a thin layer of something covering a wide hole with spikes below), a bear trap or a mouse trap.)
Level 80: You become able to use your intuition to detect hidden chambers or other secrets in a dungeon, but you could still be wrong and waste time. You begin making your own mediocre traps (dart traps, boulder traps, and other traps that use buttons and other triggers to activate remotely or directly)
Level 90: If you´re well prepared, you could fully explore any famous ruins within a couple hours. By now, your ability to navigate, draw very accurate maps, detect highly advanced traps and advanced mechanisms, and construct complex traps are all quite high.
Level 100: You know every well-known ruin as if it was your own home, and could move almost freely within them, avoiding the traps almost by instinct and using secret corridors and doors at every chance. However, the unknown ruins are still a mystery to you, and should you encounter one, you should take caution in every step.
Level 110: The New World holds many secrets, and more so its ruins. You could find traps so technologically advanced it puts the scientists of the government to shame, or treasures that were once thought were lost forever. As a novice in these sorts of ruins, you better move carefully; still, you have a head-start in these kinds of ruins when compared to other non-historians.
Level 120: You´re pretty much a human compass by now. You´re getting the hang of the New World Ruins by now, even though you still can´t let your guard down while inside them. The complexity and quality of your traps is equal to the simplest ones found in the New World Ruins.
Level 130: You are like a ghost in a ruin, knowing every single hallway, chambers and mechanisms inside them. Still, some of the toughest ruins still resist you, being authentic challenges that could take you days to finish.
Level 140: In a couple hours you´ve already seen almost all of almost any ruin, as your eyes are trained to detect switches and traps at every corner. You give the impression of being able to see through walls, as you could make entire maps while only having seen a few rooms of a ruin. Your traps are so complex only an expert 20 levels below you would be able to detect them.
Level 150: There is no ruin, tomb, dungeon or cave able to resist you. Every single one of them is known to you, and even if it´s not you would be able to read them like open books. Something becomes clear by this point: If someone tried to hide something, you can find it.
- - - - - Anthropologist - - - - -
Anthropologists are people that practice anthropology, which is the study of humanity. Basically they want to figure out what makes humans human. An anthropologist might be interested in everything from the traditions of a tribe on a remote island to the culture of an urban community and everything in between.
Level 23: Men write history, but what happens when they´re gone? They become a bunch of bones. But even those bones can tell you a story, you know that, deep inside. However, for now, they are as silent as you´d think, and you probably look like some sicko looking at skeletons.
Level 30: You still don´t know much about your field, or not enough to get much info out of a skeleton, but you gain the unique ability to detect small, deadly wounds in corpses, probably the causes of death that could have gone unnoticed to a common doctor or surgeon.
Level 40: Yup, you still need to do your research on corpses. However, you are able to determine the exact cause of death in a corpse as long as the wounds are visible enough (or they died of natural causes, internal visible wounds, etc). You would probably earn a good salary working in an autopsy room.
Level 50: So much death you´ve seen, you´re probably started to think about weird stuff. Maybe you´ve began to notice how easy it would be to cut someone´s aorta and have them bleed to death... In any case, you begin to notice certain weak points that could or could not be actually very important in a fight.
Level 60: You begin to notice much more complex causes of death, such as inner hemorrhages and other difficult to notice details. Still, if there is no trail to notice, you wouldn´t find out the causes of death, and the actual methods employed could still escape your grasp at times.
Level 70: You begin to detect simple poisons in both living and dead people, and could begin to find out what were the last moments of the victim before they died of unnatural causes.
Level 80: Your eyes are so accustomed to skeletons that you begin to faintly notice people´s skeletons inside their bodies, and could notice old, badly healed wounds and other details that even doctors could miss. Your speed in the analysis of a dead body becomes amazing, at times not even needing to run tests to determine the causes (in the most simple of cases).
Level 90: You begin to see details on a corpse that anyone else wouldn´t notice: a small rupture or the skin becoming putrid in an unnatural way would give you an idea of much more complex deaths. Your tests are able to reveal what the person was doing minutes before their deaths.
Level 100: No conserved body is currently able to escape your expertise at the time of determining the causes of their deaths and what they were doing some time before. Your ability to identify crucial weak points and old wounds in the living becomes heightened.
Level 110: Only catching a glimpse of a corpse allows you to determine their actions up to an hour and a half before they died, even if their death left no trails. You could even analyse corpses which are lacking a single, essential part (such as the head or a limb).
Level 120: You´ve been living with the ability to "see" people´s insides for a while now. At this point, you could even begin to notice all of their systems in layers: dermal, muscular, skeletal, circulatory... So many weak points and so little time to tap into them all. You could even use intuition to locate the slightest of fractures in someone´s bones.
Level 130: Having a look at a pile of corpses would allow you to know what they did hours before their deaths individually, which saves you much more time but is stressful and headache-inducing.
Level 140: When looking at someone, you are able to determine their entire medical record, no matter if they are living or dead, and could use that information to further exploit known weak points.
Level 150: At this point, you could grab a grain of sand at the beach and determine that it is a corroded fragment of the skull of a man named William Brent that lived 493 years ago and that was murdered by his mother-in-law with a poisoned needle, as she pricked the middle toe of his right foot in a cold winter day while his wife, Geovanna Brent, who had become pregnant 3 months ago, was cooking a big feast with turkey as the main dish to celebrate the birth of their first son, Charles Brent. So many names and events are sure exhausting to find out all at once, but the point is that there is no detail that escapes your knowledge of corpses.