Okay, maybe a misnomer, but I would like to visit the Crafting System as a means of rewording it and reworking it a little bit. The basic premise will be the same, but the system will appear more crisp and clear, if even, a bit hand-holdy since there seems to be a lot of "invisible rules".
Made a few changes -- some really big ones with Enchantments as it costs an incredible amount of ryo for something SUPER finite. Everything was also re-organized and restructured.
Made a few changes -- some really big ones with Enchantments as it costs an incredible amount of ryo for something SUPER finite. Everything was also re-organized and restructured.
- Crafting Guidelines:
What is Crafting?
Crafting is working with raw materials in order to produce weapons, armor, and other miscellaneous items to aid in combat or every day 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.
Crafting Sub-Groups
Within the crafting guide, there are three sub-groups of crafting in which the player would be required to invest a skill point in order to craft that specific sub-group. Each skill grants the player access to: Carpentry, Metal-Working, and Leatherworking for that field. This means that if you spend a skill point in Weaponry and wanted to make a piece of Armor, you would need to spend another skill point in Armor Skill. Below are the three main sub-groups of crafting:- Weapon Crafting: Requires the Weapon Crafting | Kajiya 鍛冶屋 skill point in order to create Weaponry. This is very straightforward allowing a craftsman to make shinobi tools such as kunai, shuriken, and senbon as well as weapons of war such as a katana, whip, naginata, bows, arrows, and other weapons of war. This skill also allows the player to repair and restore destroyed weapons.
- Armor: Requires the Armor Crafting | Nyūsatsu 入札 skill point in order to create Armor. This applies to anything that is passively worn for protection. This can also be for Wooden Shields, that are held in the hand, leather jackets and steel plate armor. This skill also allows the player to repair and restore destroyed armors.
- Engineering: Requires the Engineering | Enjinia エンジニア skill point in order to create marvels of engineering. This is the most diverse as the user is capable of building anywhere from simple to complex feats of engineering as well as the ability to create buildings using their engineering know-how. The user is capable of creating circuit-boards for engineering purposes. However, there are some taboos such as motorized vehicles that aren't capable of being crafted due to the setting.
Crafting Experience
Crafting Experience works a little differently than Post Experience. This will determine how skilled you are at Crafting, itself, and only comes from hard-work and determination with the craft. The following is a list of crafts that are required to be made to proceed to the next Crafting Tier:- C-Tier Crafter: Everyone with the proper Skill starts off as a C-Tier Crafter in their Sub-Group.
- B-Tier Crafter: In order to reach B-Tier Crafter, the user must craft 5 C-Tier Crafts of their Sub-Group.
- A-Tier Crafter: In order to reach A-Tier Crafter, the user must craft 5 B-Tier Crafts of their Sub-Group.
- S-Tier Crafter: In order to reach S-Tier Crafter, the user must craft 6 A-Tier Crafts of their Sub-Group.
Everyone is capable of crafting E-Tier Crafts regardless of if they the Crafting Skill or not.
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 of the craft, which also depends on the item itself. Of course, with more complex designs will naturally require longer wait times. Crafting also yields EXP upon completion.
NOTE: Only PCs and appropriately designated NPCs may craft. Clones may not.- E-Tier Crafts: Requires 1 Post -- 0 EXP gained from the craft of each item.
- D-Tier Crafts: Requires 3 Posts -- 0 EXP gained from the craft of each item.
- C-Tier Crafts: Requires 1 Day per item -- 5 EXP gained from the craft of each item
- B-Tier Crafts: Requires 3 Days per item -- 30 EXP gained from the craft of each item
- A-Tier Crafts: Requires 7 Days per item -- 85 EXP gained from the craft of each item
- S-Tier Crafts: Requires 14 Days per item -- 200 EXP gained from the craft of each item
EXP Caps
There are, however, EXP caps for crafting. For every crafting skill the user owns, they will have a cap of 100 EXP per month on crafts. If the user owns 2 Crafting Skills, they will have a cap of 200 EXP per month. The maximum monthly cap is 500 EXP and it counts towards the following Skills:- Weapon Crafting
- Armor Smithing
- Engineering
- Chemistry
- Kugutsu (Puppets)
How to Craft
There are a few steps that one can take in order to actually craft an item.- Step 1: Create an Item Design: Use the following template for creating an Item Design
- Code:
[b]Name:[/b] (Any name will work to help make each one distinctive.)
[b]Item Rank:[/b] (See guide to determine ranking.)
[b]Material Rank:[/b] (Overall item hardness.)
[b]Units Used:[/b] (Steel, wood, bronze, iron, leather, etc. Don't forget to include quantity.)
[b]Description:[/b] (What the item is.)
[b]Requirement:[/b] (Does this item require an enchantment or special item? If so, state it and link it here. If not, put N/A.)
[b]Attunement Slot:[/b] (Does this item take up an attunement slot? If so, what aspect of it requires attunement?)
[b]Crafting Time:[/b] (See guide to determine time.)
[b]Yield:[/b]
- Name: This is the name of your craft.
- Item Rank: See Item Quality below for more details
- Material Rank: This determines the hardness of the item and will be based on the material with the highest Hardness rating. Hardness may be improved with an Anvil. See Hardness rules below for more details.
- Units Used: These are the raw materials used in the craft and will determine the hardness of the item.
- Description: This is what the item looks like and/or what it does. The user is required to go into depth on items. If the item has a chain, how long is the chain. If the item is different than a standard item of that type -- IE: A katana with a very long blade -- the the length of the blade must be described. Anything out of the ordinary will need to be described.
- Requirements: Self Explanatory
- Attunement Slot: Does this item require attunement in order to use the buff? See Boosts and Cost Reductions for more information
- Crafting Time: This is base Crafting Time based on the Item Rank.
- Yield: See Yield Rules for more details.
Once you have created your item, submit a request on the discord and wait for a member of staff to grade the item. If the item is approved, you are clear to start making the item -- assuming you have the raw materials for the item.- Step 2: Purchasing Raw Materials: The main location that the user will have access to is the Shinobi Marketplace, General Goods, and Black Market depending on their Lifestyle. Create an RP in your village market area (or whatever market area you are procuring materials from), purchase the items in the roleplay, and then request an update to gain said items. This roleplay is considered an RT (Real Time) RP Slot. Be sure to leave the topic once you are done shopping in order to gain RP rewards and gain the items. Remember, if you have a lifestyle that grants you a discount to be sure to include the discount when purchasing items. Once approved, you now have those items in your inventory.
- Step 3: Crafting: Once you have the above steps fulfilled, create a roleplay (Takes up an RT Slot) where you start crafting items. It would behoove the user to state what items, what their ranks are, and how long it'll take to craft the items. The user may craft a single item or multiple items. However, crafting multiple items will craft each item in order. If you have 5 B-Tier Crafts being made, each item takes 3 days to make, this will take you 15 days to craft all of the items. Once crafting is complete, make an update so staff can confirm the creation of these items. Be sure to leave the topic after you are done with your crafts to gain rewards.
Crafting Yields- Senbon: 40 Yield
- Shuriken: 20 Yield
- Kunai: 20 Yield
- Other very small items: 20 Yield
- Weapons: Generally 1 Yield. Unless the weapon is a pair of gloves or a pair of knives, which will come in a yield of 1 Pair.
- Chestplate: 1 Yield
- Head Armor: 1 Yield
- Gloves: 1 Pair
- Pants: 1 Yield
- Foot Armor: 1 Yield
- Shield: 1 Yield
Minimum Items Required for Crafting- 1 Handed Weapons: 1 Material minimum
- 2 Handed Weapons: 2 Material minimum
- All Armor: 2 Material minimum
Resetting Crafting Skills
In the event of a character reset (free reset or one-time reset), if the user wishes to remove a crafting skill from their current skills, their EXP Cap will be lowered appropriately depending on how many crafting skills the user has and will apply for that month. A Crafting Skill removed will also have it's Crafting EXP reset to 0 -- as if the user has never crafted with that Sub-Group before.
Using Crafting Appliances
Anvils will be discussed in the Hardness Section. This mainly applies to: Cement Mixer, Crucible, and Smelting Furnace.- Cement Mixer: Costs 10,000 Ryo in the Shinobi Market. Required for making Cement. Placed in the requirement of an item requiring Cement.
- Smelting Furnace: Costs 50,000 Ryo in the Shinobi Market. This breaks down all B-Tier Crafting Materials from already existing/crafted items. All items of B-Tier and below will be returned to the user. The user is only required to state they are going to use the Smelting Furnace (and state what materials will be returned) within the roleplay.
- Crucible: Costs 25,000 Ryo in the Shinobi Market and requires a Smelting Furnace in order to use. Performs the same effect as the Smelting Furnace but will affect items of B(+) rating up to S grade materials. The user is only required to state that they are going to use the Crucible (and state what materials will be returned) within the roleplay.
- Weapon Crafting: Requires the Weapon Crafting | Kajiya 鍛冶屋 skill point in order to create Weaponry. This is very straightforward allowing a craftsman to make shinobi tools such as kunai, shuriken, and senbon as well as weapons of war such as a katana, whip, naginata, bows, arrows, and other weapons of war. This skill also allows the player to repair and restore destroyed weapons.
- Quality and Hardness:
The Quality of an Item will determine the Item's Rank and will determine how experienced the user is with this form of crafting. To learn more on how to increase the Crafting Tier via experience, check Crafting Experience under the Crafting Guidelines. The Quality/Rank of the item being created is dependent on the Sub-Group or Crafting Skill that is being used. Having an S-Tier Crafting Skill in Armor does not mean you have an S-Tier Crafting Skill in Weapons -- unless, of course, you trained both to S-Tier. The following are Crafting Tiers/Item Ranks/Quality of an item.
Quality List- E-Tier Items: Everyone may craft this tier of items with or without the appropriate crafting skills. These are primitive items such as sharpened sticks, primitive clubs made of just a tree branch, a simple flinted axe or knife, simple clothing made of animal skins and basic traps. Basically anything you'd see someone in the wilderness using primitive techniques can create these items.
- D-Tier Items: These can be made by any crafter. Knowing how to cure hides and tan them into leather, making a crude knife or a spear head. Traps can now be more intricate using a tripwire trigger and able to throw projectiles upon being triggered. While still weak, they are better than the primitive E-Tier items.
- REQUIREMENT: D-Tier Coordination, Crafting Skill
- C-Tier Items: These are equivalent to what you'd be able to buy at the market. This is the starting tier that all crafters will start with in order to work their way up to higher quality items. While these are 'acceptable' to be used, they also wear down relatively quickly due to being mass-produced items.
- REQUIREMENT: C-Tier Coordination, Crafting Skill
- B-Tier Items: Superior to the items that can be purchased at the market. This grade is a custom order by an experienced craftsman. This means the weapons and armor you create can have secret compartments or unique features to them, making them stand out more than a tool used to whack people or simply just being superior in craftsmanship. A novice's craft does not stand a chance, often shattering on contact.
- REQUIRMENT: C-Tier Coordination, Crafting Skill
- NOTE: Minimum tier required to make enchanted Items
- NOTE: Minimum tier required to make equipment grant Chakra Cost Reductions
- A-Tier Items: Considered extraordinary. Items at this grade have incredible durability; giving them a lifetime warranty. At this point, weapons crafted can pierce and slice through base market quality items and armor will easily deflect market quality weapons.
- REQUIREMENT: B-Tier Coordination, Crafting Skill
- S-Tier 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 effortlessly overpower items created, even by an experienced craftsman
- REQUIREMENT: A-Tier Coordination, Crafting Skill
Harness is a way to measure the toughness of certain materials. This hardness determines how well one material responds to another in terms of blunt force impact, slashing, or piercing capabilities against a material of equal, exceeding, or lower hardness. All materials are given a Hardness rating by letters. The higher the letter (A is higher than C), the tougher the material is. A material with a hardness rating of A is 1 tier higher than a material with a hardness rating of B.
This means when two swords, both A-Tier in quality collide (with one blade being a hardness rating of A colliding with a blade with a hardness rating of B) the weapon with sword with the Hardness rating of A will have a 1 Hardness rating advantage over the blade with a Hardness Rating of B.
However, when two swords, both A-Tier in quality collide (with one blade being a hardness of S and the other having a Hardness Rating of B, the weapon with the Hardness Rating of B will NEVER overpower the weapon with the Hardness Rating of S, regardless of quality.
Just keep in mind, that Hardness is simply roleplayed out and there are no real mechanics involved.
Determining Item Hardness
Item hardness will be determined by the raw materials used in the item. The material with the highest hardness rating will determine the Hardness of the item. If the item has an item with an S+ Hardness, the entire item will be treated as having an S+ Hardness Rating.
Materials sharing the same grade that have a (+) or (++) are only slight advantages. These are RP'd out rather than having a direct super/inferior consequences. So although Irona nd Steel are considered 1 rank less when competing with Jade, Stell may hold it's form and edge better than an iron blade would over time when clashing with Jade.
Item Breaking- +1 Hardness Rating Higher: An item that is +1 Hardness Rating higher than your opponent's item will let your superior item gradually wear-down and chip at that piece of equipment of lower hardness.
- +2 Hardness Rating Higher: An item that is +2 Hardness Rating higher than your opponent's item will let your superior item instantly break the inferior item effortlessly.
Broken items may not be used for the remainder of the thread. Depending on your Lifestyle, all broken items may be repaired after leaving the thread. Also, keep in mind that this is all roleplayed out.
Materials by Hardness Rating- Hardness Rating: E: Rubber | Clay | Glass | Plastic (+) | Cotton (++)
- Hardness Rating: D: Copper | Lead | Leather (+) | Wood (++) | Brass (++)
- Hardness Rating: C: Bronze | Iron | Granite (+) | Polymer (+) | Aluminum (++) | Gold (++) | Silver (++)
- Hardness Rating: B: Concrete | Senju Wood | Silk | Steel (+) | Titanium (++)
- Hardness Rating: A: Jade | Kaguya Bone | Korikane Crystal (+)| Yuki Ice (+)| Ebony (++)
- Hardness Rating: S: Tetsudashi Steel
- Hardness Rating: X: --
Using an Anvil
Anvils may be purchased from the Shinobi Marketplace for 25,000 Ryo. Once owned, the user may now use an anvil, placing it in the 'Requirements' when creating an item design. This will grant the item an additional (+) to it's hardness. This hardness, however, may not exceed (++). Anvils are used passively and only need to have a presence in the apping process -- assuming the user owns an anvil.- E-Tier Items: Everyone may craft this tier of items with or without the appropriate crafting skills. These are primitive items such as sharpened sticks, primitive clubs made of just a tree branch, a simple flinted axe or knife, simple clothing made of animal skins and basic traps. Basically anything you'd see someone in the wilderness using primitive techniques can create these items.
- Boosts and Reductions:
Stat Boosts
Upon reaching B-Tier Crafts, the craftsman may start creating gear that can offer stat boosts. Items created via Engineering may also do so, but will be performed on a much stricter case-by-case basis and will require stringent review by the staff. The Quality/Item Rank of the piece of gear will determine it's maximum Stat Boosts.- E-C Quality: No Boosts
- B Quality: (+) stat boost to a single stat
- A Quality: (++) stat boost to a single stat
- S Quality: +1 Tier stat boost to a single stat.
Approved Items per Stat Boosts
Certain crafted items may only grant specific stat boosts as a means of 'making sense'. It would be difficult to have a pair of boots grant the user intelligence. Below are just examples.- Strength:
- Weapons: Two handed weapons, medium sized weapons (not daggers or anything like that)
- Armor: Gloves, gauntlets, pauldrons
- Constitution:
- Weapons: Attack shield
- Armor: Defensive Shield, Chestplate
- Stamina:
- Weapons: --
- Armor: Helmet, Shinobi headband, hat
- Speed:
- Weapons: Daggers, knives, other smaller weapons
- Armor: Shoes, shin armor, leg armor
- Coordination:
- Weapons: Daggers, Knives, Medium weapons
- Armor: Gloves, Gauntlets
- Intelligence:
- Weapons: --
- Armor: Helmet, Shinobi Headband, Hat
- Perception:
- Weapons: --
- Armor: Glasses, Goggles, Helmet
When the user creates a weapon/armor, the Stat Boost will be placed in the Attunement slot when creating the Item Design. If the user does not use the pre-approved items for boosts, they will have to do some justifying how it increases that stat.
Chakra Cost Reductions
Upon reaching B-Tier crafting, the user is capable of granting any item they create the ability to have a Chakra Cost Reduction. This may only affect 1 skill at a time. For a particular element, the user must specifically state the element. If the user chooses Ninjutsu, this will affect Non-Elemental Ninjutsu.
Chakra Cost Reductions on an item will be placed in the Attunement slot when the user creates the Item Design.
Attunement- Attunement affects items with a Stat Boost or a Chakra Cost Reduction.
- A user may only attune to 3 items at a time
- The user may only attune with 2 Stat Boosting attunements maximum or 2 Chakra Cost Reduction attunements maximum. The stats boosted must be different stats while the 2 chakra cost reductions must be for 2 different jutsu types.
The user is required to attune with an item in order to reap the benefits of the item. If the user has a weapon that grants +1 Tier to speed, they will not gain the benefits of the +1 Tier to speed until they Attune to the weapon.
To attune, the user must simply make a Character Update to attune to the item. The user may also remove an attunement with an item (in the event of no longer wanting to have that attunement or to replace it with something with higher stat boosts).
Engineering Effects
Engineering has it's benefits that things created through Engineering can do interesting things such as a gauntlet that uses shinobi wire or chain to hold onto their weapon or allowing the user to return a weapon to them using said shinobi wire or chain. The effects may vary and will be graded on a case-by-case basis. Strong effects may be relegated to a higher quality craft.- E-C Quality: No Boosts
- Enchantments:
Enchantments
Enchantments can be performed by anyone who has the Fuuinjutsu skill. They are capable of applying a seal on any weapon or armor. Enchantments grant the item a passive ability or function as opposed to simply adding Fuuinjutsu seals on a finished weapon/armor and needing chakra activation. By combining an enchantment to an item, it will make it permanent, thus making enchantments a very beneficial effect to add onto a weapon.
Creating an Enchantment
Enchantments must be apped and created like any other jutsu, but this enchantment will affect whatever it is used on. Weapon Enchantments must make sense to be used with a weapon while Armor Enchantments must make sense to be used with an armor. Use the following Template when creating your Enchantment:
- Code:
[b]Name:[/b] (Any name will work to help make each one distinctive.)
[b]Rank:[/b] (See guide to determine ranking.)
[b]Time to Enchant:[/b] (See guide to determine pricing.)
[b]Description:[/b] (This is what the enchantment does.)
[b]Attunement Slot:[/b] (Does this item take up an attunement slot? If so, what aspect of it requires attunement?)
[b]Charges:[/b] (How many times can this ability be used)
Rank
To begin with, the Fuuinjutsu user must be at least C Rank in order to create B Rank Enchantments.- B Rank Enchantments: A B Rank Enchantment is very simple and is what many people picture one to be. This can be a Passive Elemental damage (dealing C Rank Elemental damage) on weapons or a Passive Elemental Resistance for armors (taking 1 rank less in damage to that element). This is simply performed by infusing the Enchantment, through use of a tag, directly into the weapon or armor, causing the tag to vanish and applying the enchantment.
- REQUIREMENT: C-Tier Intelligence, Fuuinjutsu, Any Ink Pot, Ink Brush, Blank Sealing Paper
- TIME FOR ENCHANT: 3 Days
- CHARGES PER TOPIC: 5
- A Rank Enchantments: 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 it's rank and below, preventing healing to occur over an alloted time, binding a target, boots that mute footsteps, etc
- REQUIREMENT: B-Tier Intelligence, Fuuinjutsu, Any Ink Pot, Ink Brush, Blank Sealing Paper
- TIME FOR ENCHANT: 7 Days
- CHARGES PER TOPIC: 15
- S Rank Enchantments: 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. These enchantments can be compared among the legendary items like the Seven Swords of the Mist.
- REQUIREMENT: A-Tier Intelligence, Fuuinjutsu, Any Ink Pot, Ink Brush, Blank Sealing Paper
- TIME FOR ENCHANT: 14 Days
- CHARGES PER TOPIC: 30
Enchantment Attunement
Enchantments also follow Attunement requirements. However, the range of what Enchantments can be attuned with are according to the following:- Elemental Weapon Damage
- Elemental Armor Resistance
- Chakra Cost Reductions
Other effects may be required to be made as an attunement requirement on a case-by-case basis by the staff. If the staff feels the effect is going to require taking up an Attunement slot, it will take up an attunement slot.
Enchantment Attunements take up the same slots as standard attunement (meaning, you can mix and max standard attunements and Enchantment Attunements, but they both share the same pool of 3 maximum).
Enchanting Weapon or Armor
At any time, outside of battle, the user may give their weapon or armor to someone capable of performing an Enchantment. A RT RP (Real Time Roleplay) must be performed giving the item to the enchanter. The enchanter will then perform another RT RP in order to Enchant the item. Any materials stated in the Requirements will be consumed and the user will begin enchanting the item, similar to crafting, until the time has expired. It will be up to the owner and Enchanter to return the item back to the original owner.
This will take up real time similar to crafting. However, due to the Enchanting not requiring any expensive materials, it will cost the enchanter time to apply the enchantment to the item.
Charges
Charges will now be on a thread-by-thread basis. The charges placed on a weapon or armor will count for that thread and that thread only. The charges will immediately recharge when the user leaves the topic (and stays out of the topic). There is no need to recharge. Charges may not be increased by any method.