Upon the successful completion of a Marine mission, you gain Honor, which works towards your Rank within the Marines. Each successful mission grants you a base 50 points towards your Honor, however, if your DM deems your actions within the mission as respectable and noteworthy towards the Marines and by proxy, the World Government, you may be allotted the chance to roll a number of die depending on the tier of the mission (d4 for Blues, d6 for Paradise, d8 for Ocean, d10 for New World, d12 for Laughtale) and multiply the number of dice by 10, adding those points to your honor as well.
In the case of PVP, upon capturing a Player (depending on their Bounty), you gain the benefit of taking their Bounty divided by 1,000 and adding it to your Honor score. This is only when dealing with a character of the Pirate faction.
Infantry/Sailor Division
Seaman Apprentice
Welcome to the Marines, recruit. Making your way up and out of basic training, you're finally ready to start proving yourself to your superiors. What kind of Justice leads you?
Benefits: Ability to join Marine Units (With Permission) as well as Marine Missions.
Seaman First Class
Requires: 150 Honor
Benefits: You receive a care-package of 3 Bandages and 3 Cola.
Petty Officer
From a Seaman to a Petty Officer, you've proven yourself through your resilience and loyalty. One step higher in the ladder, you gain your choice of wearing civilian wear, or World Government issued uniform.
Requires: 400 Honor
Benefits: A Marine Uniform which can be any Light Armor or a Weathered Captain's Coat (your choice upon receiving the armor). Additionally, you can pay an extra 3,000 Berri when buying or crafting armor to make it function as a Marine Uniform.
Chief Petty Officer
Requires: 600 Honor
Benefits: You receive a bonus of 25,000 Berry.
Master Chief Petty Officer
Requires: 900 Honor
Benefits: You receive a bonus of 50,000 Berry as well as a care package of 3 Greater Bandages and 3 Greater Colas.
Warrant Officer
As a warrant officer, you gain a bit more freedom on where you are relocated at any given time. Your promotion lands you at the highest position amongst the infantry.
Requires: 1,500 Honor
Benefits: One free travel per week, not requiring TP, You can Influence a Marine base Tier 1. You can with permission from the Officer's can Keep identified Devil Fruits.
Commissioned Marine Officers
Ensign
You've reached Ensign, the rank of a real official within the Marines and another step towards greatness. You receive a "Justice Cape", a gift from your higher ups representing your loyalty in upholding justice within the world. A new determination fills you, allowing you to strive to new heights. At this rank and above you are allowed to keep the Devil Fruit you identify using the Commodore's services.
Requires 2,000 Honor, Level 5
Benefits: You gain a Justice Cape, a symbol of your own personal ideals of justice. This Justice Cape counts as an attachment to your armor, and can be moved to any armor of you don. While wearing your Justice Cape, you gain a +1 bonus to your AC and Saving Throws, and you can perform the "Track" downtime activity for free once per in-game week, additionally you can influence a Marine Base's to tier 2.
Lieutenant
Requires: 3,000 Honor
Benefits: You gain the Six Power Basic feat. This does not count against the amount of Feats you can learn through training, additionally you can influence a Marine Base to its highest tier within the blues.
Major
Requires: 3,750 Honor
Benefits: While wielding this weapon, over the course of a long rest, you can add an additional applicable Tier 3 or lower upgrade of your choice to that weapon/armor. You can change this upgrade throughout the course of a long rest to any other applicable Tier 3 or lower upgrade.
Commander
Requires: 4,500 Honor
Benefits: You can add any one Tier 2 property of your choice to your Justice Cape. Additionally, you are granted a Tier 2 Battleship blueprint from the Marines.
Captain
A Captain is expected to address trouble wherever it arises, even in the Four Blues.
Requires: 5,000 Honor, Level 10
Benefits: You can select one of your ships, which is automatically lined with Sea Prism stone, allowing you to bypass the Travel check needed when entering or leaving the Four Blues from the Grand Line. You gain the "6 Powers Master" feat.
Commodore
Requires: 5,750 Honor
Benefits: Undertake a special test to become a Commodore. The specifics of the perks related to this title are not publicly disclosed. Additionally you are able to influence any Marine Base not in the New-World.
Rear Admiral
Requires: 7,500+ Honor, Level 15, One Level of Armament Haki, One Level of Observation Haki
Benefits: Rear Admirals possess the authority to grant amnesty to pirates who renounce their life of piracy and join the Marines. Additionally, Marines at the rank of Rear Admiral or higher participate in the Marine Council's votes regarding the approval or removal of Warlords.
Vice Admiral (6)
Requires: 8,750+ Honor, Level 15, One Level of Armament Haki, One Level of Observation Haki, 4 Haki Levels Total
Benefits: This rank comes with significant responsibility, allowing you to initiate a Buster Call, subject to approval by an Admiral or the Fleet Admiral. Misuse of this power is considered a war crime and dealt with accordingly. There are only six open slots for this rank at any given time.
Admiral (3)
Requires: 9,000+ Honor, Level 15, One Level of Armament Haki, One Level of Observation Haki, 6 Haki Levels
Benefits: As an Admiral, you hold a prominent position within the Marines, shaping their goals and agenda as part of the Marine Council. Additionally, you can approve Buster Calls. There are only three open slots for this rank at any given time.
Fleet Admiral (1)
Requires: 10,000+ Honor, Level 18, Admiral Rank
Benefits: You answer directly to the World Government and have a considerable influence within the Marine Council. You can veto proposed measures mentioned in the council's discussions.