Honor
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.
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:
Choose either Persuasion or Intimidation, and you gain a permanent +1 bonus to checks you make with that skill. This choice cannot be changed later.
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 a World Government issued uniform.
Requires: 400 Honor
Benefits:
A Marine Uniform which can be any Light Armor or a Medium Armor (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 gain proficiency in one skill or tool of your choice
Master Chief Petty Officer
Requires: 900 Honor
Benefits:
You gain a T2 armor or weapon of your choice, carrying a single additional Journeyman property of your choice as well, issued to you by the Marines. Someone with the appropriate smithing feat can spend 6 DT to add 5 additional upgrade slots to it. If you choose armor, that armor functions as a Marine Uniform.
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.
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.
Requires 2,000 Honor, Level 5
Benefits:
You can select one of your ships, which is automatically lined with Sea Prism stone, allowing you to bypass Reverse Mountain when entering or leaving the Four Blues from the Grand Line.
Lieutenant
Requires: 3,000 Honor
Benefits:
You gain a +5 bonus to all your movement speeds.
Major
Requires: 3,750 Honor, Level 8
Benefits:
While wearing your Justice Cape, you can perform the "Track" downtime activity for free once per in-game week. In addition, your signature item is elevated to T3 and carries an additional Master property of your choice. Someone with the appropriate advanced crafting feat can spend 12 DT to add 3 additional upgrade slots to it.
Commander
Requires: 4,500 Honor
Benefits:
While wearing your Justice Cape, you gain a +1 bonus to your AC and Saving Throws.
Captain
A Captain is expected to address trouble wherever it arises, even in the Four Blues.
Requires: 5,000 Honor, Level 10
Benefits:
You gain your choice of the durable or tough feat. If you already have both of these feats, you gain an additional non-combat feat of your choice.
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.
||Commodores are presented with a rare devil fruit if they do not already have one, and their signature weapon, if they chose, one is lined with sea prism stone. If they did not choose a signature weapon, they are presented with a weapon of their choice, lined with sea prism stone||
Rear Admiral
Requires: 7,500+ Honor, Level 15
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. Your signature item is elevated to T4 and is granted a single additional Legendary property of your choice.
Vice Admiral
Requires: 8,750+ Honor, Level 15
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. While wearing your justice cape, you have a +1 bonus to your attack rolls and all save DCs.
Admiral (3)
Requires: 9,000+ Honor, Level 15, Vice Admiral Rank
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. Your devil fruit, if you have one, is elevated one rank if possible. Speak with the Admins to determine what this entails
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. While wearing your justice cape, you get +1 and advantage on all ability checks.