Professions | Weapons

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PROFESSIONS

List of professions in BJBB


This section will list out all the different professions available and the specific categories each of them falls in to.

▐ THE AGGRESSORS

They are the active combatants of the brigade and take upon assassination and destructive missions.

Arsonists


The Pyromaniacs
  • Active Job: Burning down structures or frying people alive.
  • Passive Job: Demolitionists. Wrecking down anything, even buildings, and leave nothing but smoldering wreckage.
  • Requirements:
    1. Knowledge in handling combustible materials efficiently without killing themselves
  • Equipment:
    1. Matches
    2. Lighters
    3. Gasoline

Hitmen


The Contract Killers
  • Active Job: Utilize stealth to execute targets silently and efficiently. They are usually comprised of snipers and practitioners of martial arts.
  • Requirements:
    1. Proficiency in melee combat and handling at least one type of weapon
  • Equipment:
    1. Concealed communication devices
    2. PDA

Street Punks


The Troublemakers
  • Active Job: Utilize street smarts to cause disturbances out in the street. They could either be alone or travel in groups.
  • Passive Job: Creating major distractions during official missions of the brigade.
  • Requirements:
    1. Basic knowledge of self-defense (may be improvised and self-learned)
  • Equipment:
    1. Bolt cutters
    2. Megaphone

Rippers


The Murderers
  • Active Job: Go about casually killing anyone brutally and, at times, with torture. In contrast to most hitmen who are focused on their objectives, Rippers are “slightly” insane and may act on their own volition.
  • Passive Job: Interrogation of suspects under the Trumps' permission.
  • Requirements:
    1. No remorse when killing
    2. Creative killing methods
  • Equipment:
    1. Chains
    2. Torture devices


▐ THE ANCILLARIES

They provide necessary support to brigade operations and each and every of its members.

Hackers


The Cyberpunks
  • Active Job: Spread viruses and cause online disturbances.
  • Passive Job: Improving and creating software; especially making sure that the brigade’s system is secure and efficient.
  • Requirements:
    1. Possess above average to high-end knowledge and skills on exploiting computer systems and networks
    2. Above average knowledge and skills concerning hardware
  • Equipment:
    1. Gadgets

Information Brokers


The Intelligence Gatherers
  • Active Job: Collect as much information as possible from various sources. They usually stay away from the action and often require compensation for their services.
  • Requirements:
    1. Extensive knowledge on Pearson City (especially its dark secrets)
    2. Useful array of sources and contacts
  • Equipment:
    1. Wiretapping equipment
    2. Gadgets

Spies


The Practitioners of Espionage
  • Active Job: Infiltrate the enemy’s base of operations; they not only collate open-source information like information gatherers. They are risk takers though avoid killing and detection.
  • Passive Job: Sabotage the enemy and steal in times of crisis.
  • Requirements:
    1. Professional in infiltrating and keeping secrets (capable in resisting interrogation)
    2. Basic knowledge in self-defense
  • Equipment:
    1. Concealed communication devices
    2. Wiretapping equipment
    3. Gadgets

Conmen


The Swindlers
  • Active Job: Obtain money in any dirty way possible; generally frauds and cheaters. Their greatest asset is their words and tricks of deception to get what they want.
  • Requirements:
    1. Substantial amount of assets stolen from any individual through deception
  • Equipment:
    1. Props
    2. PDA

Thieves


The Stealers
  • Active Job: Commit theft and utilize stealth to obtain whatever they can get their hands on.
  • Requirements:
    1. Substantial amount of assets stolen from any individual
  • Equipment:
    1. Break-in Tools


▐ THE KEEPERS

They maintain the headquarters along with its members and secrets.

Medics


The Doctors
  • Active Job: Treating the wounded and sick. Most do not fight but exercise therapeutic practices; although, they may utilize their knowledge to harm as well and have small weapons for self-defense.
  • Requirements:
    1. Basic knowledge on medicine and treatment (may be trained over time)
  • Equipment:
    1. First aid kits

Cleaners


The Maintenance Agents
  • Active Job: Clean traces of the brigade’s existence within the city while also cleaning up the HQ. They may clean up dead bodies in creative ways.
  • Passive Job: “Cleaning up” unwanted witnesses if it compromises the brigade’s secrecy.
  • Requirements:
    1. Basic knowledge on “cleaning” and handling any cleaning agents
  • Equipment:
    1. Brooms
    2. Mops
    3. Chemicals

Mechanics


The Artisans of Machinery
  • Active Job: Repair and maintain the integrity of the brigade’s machinery.
  • Passive Job: Double as weaponsmiths or armorsmiths if they have prior knowledge. [under head mechanic's permission]
  • Requirements:
    1. Extensive technical knowledge on machinery
  • Equipment:
    1. Tool box

Couriers


The Delivery Agents
  • Active Job: Deliver necessary packages and supplies on demand through any means possible.
  • Passive Job: Scouts. They are usually sent ahead before an attack to spontaneously gather information such as enemy position and number.
  • Requirements:  
    1. Knowledge in driving
    2. Good sense of direction
  • Equipment:
    1. Vehicles
    2. Compass/Maps
    3. Light-weight handheld luggage

WEAPONS

Weapons Guide


▐ FIREARMS

Arms Weaponry

Firearms in general has been the norm of warfare for more than 500 years.  Recent innovations take in the form of plasma, laser, beam, and gauss weaponry; which are unlike other modes of classification, vintage gun-powder based firearms.

Special Grade


RANK S ABOVE
  • *UNRESTRICTED* - However, the weapon must be within logical constraints - meaning highly heavy or overpowered weapons are still not allowed

Grade S


RANK S
  • Hand Cannons          
    1. Extremely high caliber pistols up to .500 caliber
      (example: Desert Eagle .500, S&w .500)
  • Light Machine Guns    
    1. A big heavy gun that has a large bullet capacity
      (example: M249 SAW, PKM, M60, IMI Negev)
  • Anti-Materiel Rifles  
    1. A sniper rifle with a large bullet
      (example: M82, M99, HS50, NTW-20, KSVK)
  • Small Scale Railguns  
    1. Huge, powerful counterparts of gauss guns
      (example:mini railguns, large projectile gauss guns)
  • Particle-Beam Weapons  
    1. Directed energy weaponry that disrupts molecules in order to do maximum damage
      (example:microwave beam, mini accelerator gun, particle guns)
  • AT Rockets
    1. Anti-tank/personnel rockets that could destroy tanks
      (example: AT4, RPG-7, Javelin)
  • Automatic Launchers
    1. Grenade launchers that spit out grenades really fast
      (example: XM29, HK GMG, Vektor Y3)

Grade A


RANK A - RANK B
  • Assault Rifles        
    1. An automatic rifle used by the military
      (example: M16, M4, AK-47, G36, AUG)
  • Sniper Rifles          
    1. A rifle with a scope, user for shooting things from afar
      (example: M21, Dragunov, SSG, PSG-1, DSR-1)
  • Shotguns (automatic)    
    1. Shotguns that could shoot really fast
      (example: USAS-12, Saiga 12, Jackhammer)
  • Gauss Guns            
    1. Rifles that uses magnets to shoot out projectiles at a very fast rate
      (example:gauss rifles, gauss pistols)
  • Ultrasonic Guns
    1. Guns utilizing sonic bullets that use high intensity sound waves to incapacitate targets. They are known to disorient, cause nausea, and destroy eardrums. When configured to operate in certain frequencies it can cause organ damage.
      (example: sonic mines, sonic grenades)

Grade B


RANK C - RANK D
  • Large Caliber Pistols
    1. Pistols that use .45 caliber or lower
      (example: USP, S&W .44 Magnum, Desert Eagle .357)
  • Shotguns (pump action)
    1. Shotguns that needs to be pumped each shot
      (example: M3, Remington 870, Mossberg 500)
  • Hunting/Vintage Guns/Equipment
    1. Long rifles (scopes not permitted)
      (example: Kar98Sk, M1 Garand, Mini-14)
  • Sub-Machineguns        
    1. Compact, small caliber automatic pistols
      (example: MP5, MP7, P90, Super V, MP-40)
  • Flamethrowers
    1. Flamethrowers that are either liquid-based or high-pressure propane/natural gas

Grade C


RANK F
  • Small Caliber Pistols
    1. Small handheld weapons that use 9mm bullets or lower
      (example: Glock, P226, Makarov, Steyr M 9mm)
  • Small Caliber Rifles  
    1. Rifles that use a small pistol round
      (example: Varmint, Air rifles)
  • Coil Guns              
    1. Small scale magnet based gun that shoots out projectiles weakly
      (example:electric pea-shooters, experimental coil guns)
  • Improvised Firearms
    1. Makeshift guns, torches, etc made of scrap materials


▐ BLADES

Bladed Combat Weaponry

Though considered to be old fashioned, obsolete even, bladed weapons are still extremely dangerous when handled efficiently.  

Special Grade


RANK S ABOVE
  • *UNRESTRICTED* - However, the weapon must be within logical constraints - meaning highly heavy or overpowered weapons are still not allowed

Grade S


RANK S
  • Morphing Module
    1. An ability of a weapon to change in design and modules in adapting in combat situations
  • Shock Module
    1. Customization that emits a deadly electric shock to kill

Grade A


RANK A - RANK B
  • High-Reach Slicing
    1. Blades that can reach targets at 2 meters and above such as long swords and polearms
  • Heat Generator Module
    1. Customization that heats the weapon for added damage
  • High Frequency Module
    1. Customization that holds a high frequency signal to excite molecules for a better cutting power

Grade B


RANK C - RANK D
  • Mid-Reach Slicing
    1. Blades that can reach targets at 1-2 meters
  • Spears
    1. Tipped rods that do damage by impaling
  • Compound Bows
    1. Bows improved with mechanical aids to help with drawing the bowstring

Grade C


RANK F
  • Low-Reach Slicing
    1. Blades that reach targets at less than a meter
  • Improvised Projectile-based Blades
    1. Makeshift bow and arrows, or household/recreational blades for throwing


▐ BLUNTS

Blunt Melee Weaponry

Weapons that rely mostly on mass and raw impact to incapacitate opponents through broken bones and concussions. In contrast to blades which are comparatively lightweight, most blunt weapons rely on extremely heavy weight to add damage.

Special Grade


RANK S ABOVE
  • *UNRESTRICTED* - However, the weapon must be within logical constraints - meaning highly heavy or overpowered weapons are still not allowed

Grade S


RANK S
  • Morphing Module
    1. An ability of a weapon to change in design and modules in adapting in combat situations
  • Shock Module
    1. Customization that emits a deadly electric shock to kill

Grade A


RANK A - RANK B
  • High-Reach Blunts
    1. Blunt weapons that can reach targets at 2 meters and above such as staves and customized flails

  • Heat Generator Module
    1. Customization that heats the weapon for added damage

  • High Frequency Module
    1. Customization that holds a high frequency signal to excite molecules for a better battering power

Grade B


RANK C - RANK D
  • Mid-Reach Blunts
    1. Blunt weapons that can reach targets at 1-2 meters such as bats, hammers, and maces

Grade C


RANK F
  • Low-Reach Blunts
    1. Blunt weapons that reach targets at less than a meter such as brass knuckles
  • Lightweight Blunts
    1. Blunts that do not rely on weight to cause damage such as whips of any length
  • Improvised Blunts
    1. Improvised weapons that are not necessarily fatal such as iron pipes and crowbars
  • Tasers
    1. Shock weapons to daze or temporarily incapacitate hostiles


▐ EXPLOSIVES

Volatile Weaponry

Weapons that detonate; its fatality measured by the energy released when producing an explosion.

Special Grade


RANK S ABOVE
  • *UNRESTRICTED* - However, the weapon must be within logical constraints - meaning overpowered weapons are still not allowed

Grade S


RANK S
  • Energy-Based Grenades
    1. Grenades that makes use of energy to melt/disintegrate personnel
      (example: Plasma grenades, Void-grenades)
  • Anti-Tank Rockets
    1. Anti-tank/personnel rockets that could destroy tanks
      (example: AT4, RPG-7, Javelin)
  • Automatic Launchers
    1. Grenade launchers that spit out grenades really fast
      (example: XM29, HK GMG, Vektor Y3)

Grade A


RANK A - RANK B
  • Grenade Launchers
    1. Medium range guns that shoot out grenades(non automatic ones)
      (example:M79, M203, AGL, GP30)
  • Landmines
    1. Landmines used by the military that is either automatically or manually triggered
      (example:C4, claymores, spring propelled airburst mines)
  • Ultrasonic Explosives
    1. Sound-based explosives that use high intensity sound waves to incapacitate targets. They are known to disorient, cause nausea, and destroy eardrums. When configured to operate in certain frequencies it can cause organ damage.
      (example: sonic mines, sonic grenades)

Grade B


RANK C - RANK D
  • Grenades
    1. Explosives rigged with sharp objects that are thrown
      (example:time-bombs, nail-stuffed homemade explosive)
  • Improvised Mines
    1. Land mines/bombs that make use of salvaged explosive materials
      (example:IEDs)

Grade C


RANK F
  • Firecrackers        
    1. Prank-based explosives that could mangle hands
      (cherry bombs, firework rockets, crackers)
  • Improvised Explosives
    1. Makeshift explosives usually made of household materials and chemicals


▐ BANES

Elusive Weaponry

Indirect infliction. Banes are composed of harmful medicines, chemicals, and poisons that could potentially kill.

GRADE LIST TO BE ANNOUNCED
PROFICIENCY MATRIX

Weapon Proficiency for Professions



How to use the table:
  • YOUR JOB needs at least the rank RANK to attain the clearance to use WEAPON TYPE


Table

Given that the times have changed significantly, members may file a motion to propose a new weapon type or revise the rank required. Please just  note the group of your proposals.

© 2014 - 2024 BJBB
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Oztrichbunz's avatar
Heyo, I'm working on a bean to join, and I'm just wondering where sonic weapons would be? Not fatal or dangerous, but a gun that can shoot a debilitating noise, or perhaps grenades that can make extremely shrill noises to induce headaches and pain while my character could flee, would either of those be allowed?
The base level ones would be heavily modified speakers and megaphones for the gun, and the grenades would start out as heavily modified fire alarms thrown, eventually growing into weapons akin to flashbangs as he ranks up