Bounty
Upon the successful completion of a Pirate mission, you gain a Bounty, which works towards raising your infamy in the world. Each successful mission grants you a base 50,000 berry towards your Bounty, however, if your DM deems your actions within the mission as heinous and treasonous towards 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 rolled by 10,000, adding those berries to your bounty as well.
Seafarer
Benefits:
Ability to join Pirate Crews (With Permission) as well as Pirate Missions.
Rookie
Requires: 500,000 Bounty, Seafarer Rank
Benefits:
Start-Up. Your reputation has given some credence to your name in the world. Some people may just know who you are from the news coo articles. Whether that's a good or bad thing, well, that's up to the actions you've taken. Choose either Persuasion or Intimidation, you gain a permanent +1 bonus to checks you make with that skill. This choice cannot be changed later.
Corsair
Requires: 2,000,000 Bounty, Rookie Rank
Benefit:
Criminal Record - No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Signature Item - Providing the materials, you gain a T2 armor or weapon of your choice, carrying a single additional Journeyman property, that does not count against its upgrade points, of your choice as well, made by a special NPC ping Admin for instructions. Someone with the appropriate smithing feat can spend 6 DT to add 5 additional upgrade slots to it.
Supernova
Requires: 4,000,000 Bounty, Level 10, Corsair Rank
Benefits:
Your signature item is elevated to T3, and gains an additional Master property. Someone with the appropriate advanced crafting feat can spend 12 DT to add 3 additional upgrade slots to it.
Warlord (7)
This is an optional rank, and one that you must submit a request for. To become a warlord is to become an ally of the World Government. You will be on-call for the Marines as a subordinate, however, you're given the Qualified Immunity feature. There can only be 7 Warlords at any given time.
Requires: 8,000,000, Level 12, Supernova Rank or higher, captain of a pirate crew
Benefits:
Qualified Immunity - Your bounty is frozen, and you can get away with most criminal offenses you commit, and cannot be hunted by the Marines for committing piracy. You may also join Marine missions. However, you take orders from Marines that are ranked Rear Admiral or higher. Your crewmates also gain these effects.
Infamous
Requires: 8,000,000 Bounty, Level 12, Supernova Rank
Benefits:
The bonuses received from Influenced islands are doubled. You are also capable of dominating an island entirely, as a special Crew POI. Each crew member can only have one island dominated at a time.
Yonko (4)
To gain the chance at becoming one of the 4 Yonko, you must defeat one of the current Yonko as part of a special crew mission. If your captain has achieved this rank, you may also achieve this rank as a Yonko Crew, receiving the benefits without filling one of the Yonko slots.
Requires: 20,000,000 Bounty, Level 17, Infamous Rank, captain of a pirate crew
Benefits:
Your signature item is elevated to T4, and gains an additional Legendary property of your choice. You may take a feat of your choice, assuming you meet the prerequisites.
Pirate King (1)
Requires: Admin Approval
Benefits:
???