Gladius (WIP)

A free form, text based role playing game based on the universe of the Naruto manga and anime.
 
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 Crafting Guideline

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Nyguyen



Posts : 265
Join date : 2016-12-07

Character File
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Rank: E

PostSubject: Crafting Guideline   Sun Aug 06, 2017 5:17 pm

- Crafting: Working with raw materials in order to produce armor, weaponry, and miscellaneous crafts to aide in combat or everyday life. This includes working in a forge setting or crafting emergency tools on the field in a pinch. Learning one of these skills not only gives you the know-how to create, but the common weak points and functionality of these structures.


Within the crafting guide there are three subgroup of crafting which the player would invest a skill point into in order to craft. Each skill grants the player access to carpentry, metalworking, and leatherworking for that field. Meaning if you were to spend a skill point in Weaponry and wanted to make a piece of armor, you would need to spend another skill point in the Armor category. Below are the three main subgroups of crafting:

Weaponry: Weaponry is very straightforward, allowing a craftsman to make tools of war and self-defense with their skill. Whether it be a quarterstaff, leather whip, or sword is all entirely up to the craftsman and his resources at hand. The skill allows the player to also repair and restore destroyed weapons.

Armor: Armor refers to anything the user wears or carries that passively provides protection. This can be wooden shields, leather jackets, or steel plate. The skill allows the player to also repair and restore destroyed armors.

Miscellaneous: Misc crafting covers everything that is not defined as a weapon or armor. Traps that are more than a simple pitfall or your own hidden passage in your home to disappear from pursuit. Whatever crafts that require wood, leather, or metal can be worked out with this skill.

Quality

The quality of the items you crafts are dependent on your character's overall experience with the craft. In order to grow in quality you must craft a certain number of items in that craft to proceed. This means if I had both Armor and Weaponry crafting and I could craft S-grade Armor my Weaponry crafting would be unaffected in quality.

Crafting Template:
 

E-grade items: Everyone can make these items with or without any crafting skills. These are simple, such as sharpening a stick and heat treating it over fire to make a hardened point, tapering a branch into a club, rawhide clothing, or basic traps such as a deadfall or pitfall.

D-grade items: These items require the skill in crafting, but no experience needed. Knowing how to cure hides and tan them into leather, making a crude knife, or spear head out of local iron ore comes in handy when in the wilderness. Traps can now be tripwire or pressure plated and include projectiles. Although still weak, they prove better than primitive gear. Requires D-tier Coordination.

C-grade items: Items at this rank are now "market quality." These include your basic katana, kunai, shuriken, and sickles as well as store bought armors, too. They will serve you well, though not much complexity or effort was put into them to make them last. A superior weapon would chew it up, which at that point would be better to simply replace it. Requires C-tier Coordination.

B-grade items: Superior to the market quality arms and armor, this grade is a custom order by an experienced craftsman. This means the weapons you create can have secret compartment or unique features to them making them stand out more than a tool used to whack people. Also, this is the minimum rank required to make enchanted items. Requires C-tier Coordination.

A-grade items: Considered extraordinary, items at this grade have incredible durability giving them a lifetime warranty. A sword at this grade would thrash the weaker counterpart and easily pierce plated armor of basic market quality. Requires B-tier Coordination.

S-grade items: Immense practice and the right skills gave access to the greatest quality available. Swords almost rival Kaguya Bone in sharpness and durability allowing them to slice and pierce basic steel armor like tin. Nothing is too complex for items this rank giving craftsmen the freedom to put their creativity to the test. (Does not break physics.) Requires A-tier Coordination.

Experience: Experience, unlike that gained through posts, is given by producing a number of crafts. Practice makes perfect, so that means you need to create so many items of a certain rank (to prevent people from spamming iron daggers) in order to advance quality. Below is a list of the number of crafts needed to prestige.

D > C: 3 D-grade items
C > B: 5 C-grade items
B > A: 10 B-grade items
A > S: 15 A-grade items

Crafting Time: No matter how experienced you are, tempering and precision takes time and effort. As the rank of each item increases so does the complexity and time to craft, which is also dependent on the item itself (a more complex item will have a longer crafting time.) When a character is crafting an item they are confined to the village resident to their workshop and restricted to social interactions. The social interactions are treated as breaks in between crafting. Missions cannot be taken during a crafting period or the progress and material will be spoiled. Below are a listed approximations of crafting times. Of course, with more complex design will enforce longer wait times. When crafting an item, the craftsman gains 5 exp per day the craft is being worked on.

***Note: Small items such as custom darts or knives are made in bulk quantities of 15 per order.***

D: 1 Day
C: 3 Days
B: 7 Days
A: 10 Days
S: 15 Days

Enchantments


Enchantments can be done by having a Fuuinjutsu user present during the creation of the blade. The Fuuinjutsu user will follow the same time rules as the craftsman, however only for half the duration due to their presence not being needed for the entirety of the craft. Enchantments gives the item a passive ability or function, as opposed to simply adding Fuuinjutsu seals on a finished blade and needing chakra activation. By combining the enchantment to the item will make it permanent, thus making enchantments quite pricey though beneficial if becoming a key part of your character. A pricing guideline for enchantments are found below as well as a short description.

Enchantment Template:
 

B-rank Enchantment: A B-rank enchantment is very simple and is what many people picture one to be. Passive elemental damage or elemental damage reduction for armors. This is done by simply infusing the Fuuinjutsu user's elemental chakra or anyone's in the blade or armor during creation.
Price: 50,000 ryo - 85,000 ryo
Charges: 30 posts or 15 uses

A-rank Enchantment: An A-rank enchantment allows room for more complexity other than simple elemental damage. Enchantments at this rank are more influenced by actual Fuuinjutsu at this point. Banishing summons of its rank and below, preventing healing to occur over an allotted time, binding a target, boots that mute footsteps, etc.
Price: 100,000 ryo - 150,000 ryo
Charges: 60 posts or 30 uses

S-rank Enchantment: Exceeding the ability of what was already mentioned, S-rank enchantments provide a much larger field to work with and more leeway when regarding enchantments. At this point the sky is the limit.
Price: 300,000 ryo+
Charges: 90 posts or 45 uses

Recharging: When your item has run out of charges it must be recharged in order to continue using the item. This can be done one of two ways. The user can either return the item back to the original enchanter to recharge it. This takes a single day to complete, meaning a quick recharge cannot be done in the middle of a topic, or leaving the topic and coming back. The other option is paying an NPC Fuuinjutsu user 25,000 ryo to recharge your item. This method must be done within a village's market place.

Function: The function of your item determines how the charges are used. There are two functions: Active and Passive. A passive functioning item will go by post usage. Passive means it can be activated without needing a trigger. This can be beneficial for item that the user wields and wishes to consistently benefit from its perks. On the other hand, Active items require a trigger, such as being struck or striking a particular object. This is beneficial for enchantments that serve a single purpose and the user wishes to spare charges. Passive functioning swords are usually more costly than Active.
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