Crafting
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Crafting
Crafting
Crafting on Spatha is the creation of various equipment be they armor, weapon, or any other potentially lethal and dangerous or protective piece of ‘equipment’. Individuals with one of the four crafting skills may utilize them to create and modify equipment that falls under that skills purview. The four crafting skills are Weaponcrafting, Armorcrafting, Engineering, and Chemistry. The first three require Coordination in order to craft and Chemistry requires intellect in order to craft its goods. In order to craft one must have the necessary materials and a crafter with the required stat at a high enough level.
Materials come in four different grades and are largely up to the imagination of whoever is purchasing them. They go in order of weakest to strongest, ‘Low Grade’, ‘Medium Grade’, ‘High Grade’, and ‘Legendary Grade’. One can have low grade steel, or even legendary grade steel. One can say their material is Ebony, Damascus Steel, or even the bone of some great and fearsome creature. The material itself is largely up to the imagination of the writer. The grade is what is important.
Weapons and Engineering items that need it have a ‘Quality’ Statistic that defines its damage ability. Be it from cutting, chopping, piercing, or bludgeoning. That quality is always equal to the rank of the weapon as a baseline and can be modified via augments (more on that in a bit) and jutsu. The ‘Durability’ stat which all creations from Weaponcrafting, Armorcrafting, and Engineering possess is simply the equipment's ability to remain undamaged. Damage begins in as little as 1 disadvantage increments in difference between the durability and whatever the equipment is trying to withstand. Overall damage needs to equate to three tiers of damage in order to break something/render it useless for the remainder of the topic. If the damage reaches four tiers the equipment is destroyed outright and will need to be replaced. Heat based damage either from jutsu or equipment will have a 1 tier bonus when it comes to clashing against equipment.
What this means is if my weapon at A++ durability and gets hit by a weapon or even jutsu (depending on the jutsu) with S rank quality/power the tier difference is one advantage. That means my weapon is fine for the moment. If however some hits my A++ durability weapon with and S rank quality/power heat based piece of equipment or jutsu then the difference would be 1 tier and 1 advantage and the damage is more significant.
In order to craft a piece of equipment one must begin with the D rank level. From then on, upgrading that equipment requires one to obtain more mats and upgrade them advantage by advantage. So after one makes a D rank piece of equipment. One will then need to upgrade to D+ and then D++ before being able to upgrade to C. The highest rank one may reach with crafting is S++ with the exception of those with the Master Craftsman skill. One may provide all of the mats to craft an S++ if one desires so long as the mats equate to each rank and advantage. Crafting takes no time ooc, simply obtain the mats and do so. Said crafting of course will probably request a fee for their efforts on your behalf of course.
One may ‘hire’ the shop to craft for you. However the shop can only craft up to A rank equipment and not one advantage higher. The shop will also charge you a fee on top of the cost of the mats equating to 50% of the mat cost for the rank of item you wish to have crafted. The number of mats for each rank are listed before. It should be noted the mat requirements for each advantage is half the mat cost of the base rank.
D = 4 Low Grade Mats
D+ = 2 Low Grade Mats (6 Total)
D++ = 2 Low Grade Mats (8 Total)
C = 4 Low Grade Mats (12 Total)
C+ = 2 Low Grade Mats (14 Total)
C++ = 2 Low Grade Mats (16 Total)
B = 6 Medium Grade Mats
B+ = 3 Medium Grade Mats (9 Total)
B++ = 3 Medium Grade Mats (12 Total)
A = 8 High Grade Mats
A+ = 4 High Grade Mats (12 Total)
A++ 4 High Grade Mats (16 Total)
S = 8 Legendary Grade Mats
S+ = 4 Legendary Grade Mats (12 Total)
S++ = 4 Legendary Grade Mats (16 Total)
Note: The ‘Totals’ in Parenthesis is to make it easier to know how many of each mat you’ll need in the end.
For Master Craftsman Only
X = 10 Legendary Grade Mats
X+ 5 Legendary Grade Mats (15 Total)
X++ = 5 Legendary Grade Mats (20 Total)
Now that you know the amount of materials needed. You need to know the cost of each rank of material.
Low Grade Mats = 5,000 Ryo Each
Medium Grade Mats = 10,000 Ryo Each
High Grade Mats = 25,000 Ryo Each
Legendary Grade Mats = 50,000 Ryo Each
That means the mat cost for a D rank is simply 20,000 Ryo.
The mat cost for an S++ rank however is 1,400,000 Ryo. Meaning that high quality equipment is an investment one must work hard in order to obtain.
Augments
Augments are abilities worked into equipment by the crafter. These abilities can be anything that might work for the piece of equipment. So no projecting a giant chakra shield from your sword. However augments are where the real individuality of equipment really comes into play. Augments can be as simple as the ability to fire chakra slashes. The an increase in the quality or durability of the equipment it’s on. Certain augments will require be apped at a certain rank. Character stat boosting augments will be limited to A and S rank only and capped at a single augment of that type on the equipment. Elemental augment will require the element by involved in the creation process.
Each rank of equipment has a cap on the number of augments that can be put upon them. Those caps are as follows.
D = 1
C = 2
B = 3
A = 4
S = 5
X = 5
Furthermore augments can not be a higher rank than the equipment they are on. Augments will carry a ‘power/quality/speed’ equivalent to the rank of the augment and activatable augments will take a chakra cost equivalent to their rank.
Augments are upgraded in the regular D - S order X rank augments do not exist. Though X rank equipment will have certain restrictions on augments loosened.
The material requirements for augments are as follows.
D = 4 Low Grade Materials
C = 8 Low Grade Materials (12 Total)
B = 8 Medium Grade Materials
A = 10 High Grade Materials
S = 10 Legendary Grade Materials
Each augment on a piece of equipment must be upgraded individually. Meaning each piece of equipment is a large time and ryo investment. A fully maxed out, fully upgraded S rank piece of gear will run millions of Ryo (5,850,000 to be precise). This equipment can (and is meant to) grow with you and become more powerful as you invest more and more into it.
Breaking equipment of course is possible. As previously explained three tiers worth of damage is enough to render a piece of equipment unusable for the remainder of the topic it is in. Four tiers of damage is enough to completely eradicate the equipment in question, necessitating the cost of total replacement. Repairing equipment can be done by any crafter and they might charge you a fee. The shop can also repair equipment for 20,000 Ryo per rank of equipment.
Special Materials
Special materials can be used to create equipment. For the most part equipment can be made using any materials you want narratively. Found a few chunks of iron on a mission? Go ahead. Hunt and kill and animal for the bone in order to have your equipment made? By all means, what matters is the grade of material. However special materials can be apped in order to allow for more esoteric augments on the equipment. A Yuki could create a special ice material that allows one to create ice based augments without needing the element. Just as an example. Anyone can app a material so long as they have the means to obtain that material.
Artifacts
Artifacts, and for clarification, X Rank equipment of all kinds are considered 'Artifacts' can only be crafted by those with the 'Master Craftsman skill. Artifacts have a couple of additional bonuses that regular S rank equipment and lower simply cannot match. First off their quality/durability is at least a tier higher generally due to them being X rank. Furthermore Artifacts have some of the augment restrictions loosened. For example, normally a piece of equipment can only have '1' player stat boosting augment on it. Artifacts however can have '2'. Allowing the player to gain an additional entirely passive tier to their stats while the artifact is in their possession. Finally, activated augments typically have to have their cost paid from the user's chakra pool. However Artifacts can have an augment that gives them a pool all their own allowing the pool to be upgradable following the augment upgrade system. How much effective chakra is in that pool of course depends on the rank of the augment.
D = 10
C = 30
B = 60
A = 90
S = 150
That pool can be used only to power the Artifact in question and not be drawn into the users reserves. Though there can of course be potential for another augment to allow for that. Overall Artifacts will be the ultimate equipment for a user. Canonical Artifacts can be discovered in character however their augments are less versatile than a player made artifact simply due to the fact that they will need to be as close to canonically accurate as possible. Generally though so long as the artifact in question meets the canonical requirements additional augments can be added to tweak it so long as the total augment numbers do not exceed the cap of 5.
Last edited by Admin on Fri Apr 05, 2024 3:30 am; edited 1 time in total
Re: Crafting
Chemistry
The fourth crafting discipline is called Chemistry and it involves the combination of various materials in order to create things such as poison, medicine, or drugs of various kinds. Unlike the other three forms of crafting Chemistry items do not need to be upgraded. You can make the rank of chemistry item immediately without having to build it up or pay overly much for the materials. Chemistry uses the same material system as the other crafting disciplines. However they will typically take far fewer to do what is necessary. Adding more materials would potentially allow one to app more onto a chemistry craft. The minimum material requirements for each rank of craft will be listed below.
D = 2 Low Grade Materials
C = 4 Low Grade Materials
B = 2 Medium Grade Materials
A = 3 High Grade Materials
S = 4 Legendary Grade Materials.
Poison, Drug, and Medicine guidelines will be posted below.
- Poisons:
- D - Very weak, non-lethal poisons. Just about anybody can make these given they have a basic background in Chemistry. As such, Gaseous poisons do not exist at this rank as they are too weak to have any sort of effect on even small critters such as rats. Inexpensive, they can still give a minor edge in combat.
Examples: Debuff any stat(s) by two advantages.
Countdown: 2 posts
Duration: 3 posts
C - Although considered weak, these poisons can still very much be an asset on the field against weaker opponents due to their increased versatility. Making Gaseous poisons are now available which allows much more diversity in combat.
Examples: Debuff stats by four advantages (one stat cannot be affected by more than one tier) | Damage enemy's chakra by 15 points
Countdown: 3 posts
Duration: 3 - 6 posts
B - Much more serious, these poisons often require immediate medical attention as they can incapacitate even seasoned Shinobi. Often ingeniously crafted by very experienced Medical Shinobi or wise craftsmen they are poisons with less critical drawbacks or less glaring flaws in their design.
Examples: Debuff stats by six advantages | Damage enemy's chakra by 25 points
Countdown: 4 posts
Duration: 4 - 6 posts
A - Very deadly poisons that can often kill those most Shinobi very shortly after the intake. Only a select few gifted craftsmen can create these poison who have spent years studying the art. There are little flaws in their design, if any. These are very much meant to kill.
Examples: Debuff any stat(s) by nine advantages | Damage enemy's chakra by 50 points | Permanently damage one stat by a full tier (victim must retrain damaged stat) | Asphyxiation leading to unconsciousness
Countdown: 3 posts
Duration: 6 - 10 posts
S - Legendary poisons. Even the toughest foe will suffer and significantly be weakened by this. Few even dream of coming here, and only one will make it. These mostly have no drawbacks in their design and are essentially perfect. Only a genius from birth through life will ever achieve this design. Encounter with one of these poisons will surely damage your character permanently if they survive.
Examples: Debuff any stat(s) by twelve advantages (one stat cannot be affected by more than three tiers) | Damage enemy's chakra by 100 points | Permanently damage two stats by a full tier, or one stat by two tiers (victim must retrain damaged stat) | Organ Failure
Countdown: 2 posts
Duration: 6 - 12 posts
- Drugs:
- D - A very poor drug made by having the most basic knowledge in chemistry. They are mostly recreational and serve little purpose in combat, thus making them incredibly cheap to produce.
Examples: Affect any stat by one advantage | Relieve symptoms of D-rank Poisons | Can be used to remedy some RP weaknesses
Drawbacks: Drain one stat by one advantage
Countdown: 1 post
Duration: 2 - 4 posts
Cooldown: 3 posts
C - These drugs can serve a purpose in combat and might even be safe to consume sparingly. They offer stronger effects and can be used offensively as well.
Examples: Affect any stat by two advantages | Minor body modification (increased lung capacity, profuse sweating, rapid hair growth, etc) | Induce sleep | Minor disturbance any of the five senses
Drawbacks: Drain one stat by one advantage
Countdown: 2 - 3 posts
Duration: 3 - 5 posts
Cooldown: 4 posts
B - These drugs are much better crafted and created using extensive knowledge of the human body. As such, its effects extend beyond "normal" means and can include effects that are almost make-believe. As a result, these are more damaging to the body compared to the two previous ranks.
Examples: Affect any stat by four advantages | Major body modification (increasing core temperature to extreme heights to provide resistance to Fire-type damage, increase/decrease size within reason, etc) | Cause someone to lust over another person or item | Chameleon (mimic the effects of Transparent Escape Technique)
Drawbacks: Drain one stat by a tier | Extreme weakness to Water-type damage | Attacking or being attacked will remove Chameleon effects
Countdown: 3 - 5 posts
Duration: 5 - 10 posts
Cooldown: 6 posts
A - Similar to the drugs at B-rank, these are much more refined thus carrying less drawbacks and having stronger, more lasting effects at the exchange for a higher price range. As a result, feats that normally damage the human body or could potentially destroy it are negated through the means of science.
Examples: Affect any stat by six advantages | Temporary Paralysis | Major disturbance of any of the five senses
Drawbacks: Drain one stat by two advantages
Countdown: 4 - 6 posts
Duration: 6 - 10 posts
Cooldown: 8 posts
S - These high-end creations provide substantial benefits with little to no drawbacks in their design. Despite their high quality design, the effects usually put a taxing drawback with consistent use. Just about anything unrelated to poison or medicine can be made at this point.
Examples: Affect any stat by nine advantages (one stat cannot be affect by more than two tiers) | Permanently change a feature(s) of a person | Total Invisibility | Water breathing
Drawbacks: Drain one stat by a tier | Attacking or being attacked will remove Invisibility
Countdown: 5 - 8 posts
Duration: 6 - 10 posts
Cooldown: 10 posts
- Medicine:
- D - Simple medicine that focuses on solving minor issues before they worsen as well as alleviate any pain that may follow. Although minor on the grand scheme, medicine at this rank are still quite useful.
Examples: Help speed up the process of recovery | Treating 1st degree burns and soothing the pain | Anti-poison to C-rank poisons and below (requires sample) | Anti-poison to D-rank poisons and below (does not require sample)
Duration: 1 - 2 posts
Cooldown: N/A
C - Medicine at this rank provides increased healing function being of greater use in the field than the previous rank. These take on a more immediate effect as opposed to simply speeding up a recovery time. As such, their prices vary to moderately expensive.
Examples: Anti-poison to poisons B-rank and below (requires sample) | Anti-poison to C-rank poisons and below (does not require sample) | Treating 2nd degree burns and soothing the pain | Restore fractured bones | Recover light wounds
Duration: 1 - 4 posts
Cooldown: 3 - 5 posts
B - The basis of modern medical shinobi technology. Medicine at this rank requires a larger budget, but now allows the chemist to tap into the more impressive discoveries in medicine.
Examples: Anti-poison to poisons A-rank and below (requires sample) | Anti-poison to B-rank poisons and below (does not require sample) | Treating 3rd degree burns and soothing the pain | Restore broken bones | Recover moderate flesh wounds | Regrowing small, simple portions of the body (lost fingers, teeth, toes, ears, etc)
Duration: 1 - 3 posts
Cooldown: 6 - 8 posts
A - Nearing mastery, medicine at this rank can be used to help Shinobi involved in the most grueling battles make a full recovery. Due to its relatively high cost only villages with high income can afford this type of medical attracting the greatest minds to work their hospital.
Examples: Anti-poison to poisons S-rank and below (requires sample) | Anti-poison to A-rank poisons and below (does not require sample) | Recover fatal flesh wounds | Restore shattered bones | Regrowing simple portions of the body (hands or feet) or regrowing small, complex organs (eyes.) | Reverse otherwise permanent damage
Duration: 1 - 2 posts
Cooldown: 15 OOC days
S - Legendary medics have access to the most impossible miracles of medicine, reversing permanent damage and restoring fatal damage. Although pinnacle in their design, the drawbacks with these are usually beyond financial.
Examples: Anti-poison to poisons S-rank and below (does not require sample) | Fully Restore all wounds | Regrow amputated limbs or missing portions of the body | Regrow/Repair/Cure all organs
Duration: 1 post
Cooldown: 30 OOC days
- Templates:
Poisons
Name: (Any name will work to help make each one distinctive.)
Rank: (See guide to determine ranking.)
State: (Gas, Solid, or Liquid)
Materials: (See guide to determine material requirements)
Symptoms: (These are the "tell" of the poison. It is what the victim feels during the countdown and duration of the poison.)
Effects: (Effects are the hard facts about the poison. Temporary/Permanent stat damage, organ failure, etc.)
Countdown: (The preamble to the poison before its Effects take place.)
Duration: (The length of time the Effects take place. For products whose Effects deal in absolute [perma-stat damage, death, KO, etc] this acts as a second countdown until they take place.)
*Yields 3 dosages
Drugs
Name: (Any name will work to help make each one distinctive.)
Rank: (See guide to determine ranking.)
Materials: (See guide to determine material requirements.)
Symptoms: (What the user feels when ingesting the drug.)
Effects: (What the drug actually does.)
Drawbacks: (The undesirable side effects.)
Countdown: (The preamble to the drug before its Effects take place.)
Duration: (The length of time the Effects take place.)
Cooldown: (The amount of time needed before taking another dose of any Chemistry creation and the length of time the drawbacks take place.)
*Yields 3 dosages
Medicine
Name: (Any name will work to help make each one distinctive.)
Rank: (See guide to determine ranking.)
Materials: (See guide to determine material requirements.)
Application: (Ingestion, rub, injection, etc...)
Effects: (The function of the medicine.)
Duration: (How long an anti-poison lasts or speed of healing. The lower this is the cheaper.)
Cooldown: (The amount of time needed before taking another dose of any Chemistry creation.)
*Yields 3 dosages
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