Jobs

**Jobs**, also known as *Classes*, are the first part to one's title. As the name suggests, Jobs dictates how one would use and manipulate their Caste. Most people choose their Job before their Caste awakens, but there are some acceptions. The available Jobs an entity can become depend on either their chosen Suit or Personality Type.

Currently, there are 10 different **Standard** Jobs, with 5 **Advanced** Jobs along with **True** Variants to each Job, making a total of 30 Available Jobs.

**Advanced Jobs** are special types of Jobs that are unlocked by completing various pre-requisites. Usually these Jobs are reserved for people that have acclaimed some sort of grand achievement.

**True Variants** are another special type of Job. These are gained through complete mastery over one's Job in conjunction with their Caste. True Jobs don't have a set name, meaning the possessor of one can refer to it as anything they want.

## Passive, Neutral, and Active

Unlike Castes, Jobs do not come in pairs. They are, however, categorized by being Passive (+), Neutral (/) and Active (-). This is used to suggest whether or not the Job requires being actively used to take into effect or not. Jobs that require no active thought to function are considered Passive. Neutral Jobs are Jobs that are somewhere between, meaning they don't have to be active, but can be invoked to work. Finally, Active Jobs require the user to think about their actions for them to fuanction.

## **Ace** (Protectors)

**Ace** is a Neutral (/) Job. They are described to be *'One who is protected by [Caste]'.* Ace's have many different abilities at their disposal, but their primary one is being actively protected by their own Caste in any way. Ace's also seem to be a jack of all trades, able to preform well in basic combat as well as magic-based combat. Due to this, it is considered one of the rarer Standard Jobs.

## **Soldier** (Fighters)

**Soldier** is an Active (-) Job. They are described as *'One who manifests [Caste]'.* A summary of what they can do boils down to them being able to create weapons based around their own Caste. Soldiers tend to be truly offensive, as their ability is straightforward in terms of usefulness. Usually, whatever weapons they create do not stay materialized after its use, which prevents them from created weapons to give to others, as a Mechanic does.

## **Witch** (Magicians)

**Witch** is an Active (-) Job. Although the title of 'Witch' may seem like it would be female exclusive, however the Job is available to males, being referred to as the **Warlock** Job. They are described as *'One who manipulates [Caste].'* Witches are the stereotypical mage archetype, being that they primarily use magic-based attacks such as spells. Most of their spells involve manipulating their Caste to preform many different feats. Tomes and Staffs are effective weapons for this Job, however they are not limited to it.

## **Bandit** (Stealers)

**Bandit** is a Neutral (/) Job. They are described as 'One who robs others of [Caste].' Bandits can 'steal' or remove another being's abilities or features that pertain to their own Caste. For example, a Bandit of Clear to take the oxygen from one's body. Bandits are not seen usually in the front lines of battle, typically they sneak around doing silent kills. Bandits do not typically use magic, but advanced ones may be able to use their Caste more directly.

## **Mechanic** (Crafters)

**Mechanic** is a Passive (+) Job. They are described as *'One who forges with [Caste].'* Mechanics have the ability to imbue objects or weapons with attributes relating to their own Caste. This makes them a great supporting class, as they can give useful skills to other people, essentially giving them the powers of two separate Castes. Unlike a Soldier's weapon, a Mechanic's do not break or dematerialize immediately after battle. Although, unskilled Mechanic's weapons may have its ability wear off after some time.

## **Cantor** (Guardians)

**Cantor** is an Active (-) Job. They are described as *'One who grants others [Caste].'* Cantors are priests that grant others attributes through song. Usually, this is used as a support class to give others boosts in battle. They are able to use spells, however it's not as potent as a Witch's spell.

## **Gazer** (Seers)

**Gazer** is a Passive (+) Job. They are described as 'One who knows all of [Caste].' Gazers tend to be more of tacticians rather than fighters themselves. Their ability is to access any information that relates to their own Caste, which is very beneficial in strategy.

## **Nurse** (Healers)

**Nurse** is a Passive (+) Job. They are described as **'***One who heals with [Caste].* Nurses tend to be a female based Job, however there is nothing stopping males from becoming a Nurse. Nurse's are mainly focused at healing things with their own Caste. Nurse of Radiance is the best combination, as they have unrestricted abilities of healing. Most Nurses battle with doctor themed weapons, such as Syringes.

## **Hunter** (Scouts)

**Hunter** is an Active (-) Job. They are described as *'One who draws out [Caste].'* Hunters are a jack-of-all-trades in terms of combat, showing signs of proficiency in all aspects. But they are not particularly great at anything. Their primary ability is to draw out certain aspects from people at pertain to their Caste, either from others or themselves. For example, a Hunter of Zen could bring someone's mind at ease.

## **Otherkin** (Beasts)

**Otherkin** is a Neutral (/) Job. They are described as *'One who embodies [Caste].* Otherkins, or known simply as [Caste]-kin, have the ability to become a physical version of their Caste. This can be either literal or metaphorical, as relating to what they can do. Most do not use weapons, as they themselves are their weapon, but of course they aren't limited to that.

## **Liege** (Commanders)

**Liege** is an Active (-) Advanced Job. They are described as *'One who controls every aspect of [Caste].'* Lieges seem to have nearly limitless power pertaining to their Caste. Their abilities mainly are used to destroy with their Caste.

## **Prophet** (Scions)

**Prophet** is a Neutral (/) Advanced Job. They are described as **'***One who inherits [Caste].* A Prophet’s abilities are much more abstract and up to interpretation than other Job-types. The basic idea is they gain the properties of their caste themselves and are able to manipulate themselves as they learn their new limits. As well, they can gain new traits by interpreting their caste differently. In a sense, taking the more abstract ideas of their caste and inheriting them.

## **Ruin** (Foilers)

**Ruin** is a Passive (+) Advanced Job. They are described as *'One who invites destruction via [Caste]*. Ruins actively have their Caste destroy things around them. Ruins seem to have no control over what exactly becomes destroyed by their own Caste, but most seem to revel in it. Their ability indiscriminately attacks anyone and anything, making it an extreme wildcard Job.

## **Vague** (Drifters)

It is truly unknown exactly what a Vague can and can’t do. As well, it is unknown how to unlock this Job. Due to this, it is considered a Neutral (/) Advanced Job.

## **The 15th Job**

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## Gallery

Jobs list along with hats.Jobs list without hats.
## Trivia

* Jobs were not used the way they are in Space Baton in Soda Boy. The only character that actually follows the job system is Valrie.
* Toby is the first character to acknowledge the Job system, as seen here.
* The idea for Jobs came from RPGs like *Final Fantasy* where characters gain different attributes by being different Classes.
	+ Comparisons were also made to *Homestuck*'s Classes as well. This is purely a coincidence.
* There are 5 Active, Passive, and Neutral Jobs.
* A Job's color scheme is dependent on it's associated Caste. Usually, the color of the icon takes place of the green and the background color of the icon takes place of the gray.