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Crafting guide

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Emily Marneth

Captain

PostPosted: Mon Dec 31, 2012 3:47 pm


Craft Guide:



What is the Craft skill?

As the name states, the Craft skill is a skill that allows you to craft certain items at lower prices. Not to mention that it also allows you to create signature items of you own and even items that surpass the powers of the gods (not literally). Simply, the craft skill allows you to transform iron and other materials into weapons and other mundane items.

What do we use it for?

I know someone will ask me this so I will tell you right here right now. The Craft skill can be used to craft weapons, mundane items, traps, clothing and even toys. Each will have a different DC and cost depending on the size of the item and how special it is. Of course this guide will guide you step by step in the process of making an item. The main idea of this skill is to help you save hard earned money and to help you customize your character to the maximum.

Why craft?

Weapons crafted by a player will be superior to the basic weapon, and will gain stats and abilities as they are used.

Using the Craft skill:

To use the Craft skills you must first select Craft (Insert type of crafting here) as one of your skills at first level. Either that or you must be trained to obtain the skill. Training to obtain the skill will be explained bellow. As for using the Craft skill you must first design what you going to craft in your mind. After that you might want to think what kind of materials you want to craft the weapon with. Let's say you want a katana that has your character's name engraved on the handle with gold. Simple, you craft the katana in your mind and simply purchase enough Iron (or any material you're going to use) and gold. Then refer to the list of common crafts to make the weapon.

Please note that a 'post' of crafting can be substituted for 4 lines of text, and so the true crafting formula is [number of required posts] * [4 lines] and the resulting number is merely the number of lines you must post. This is basically the same thing, as each post would take 4 lines anyway.

Do you need to roll to use this skill?:

The answer is no. Why? Because the skill allows you to craft better items faster, meaning that you will always get the item you want as long as you work it through the required days and posts.

Types of Crafts:
-Craft (Blacksmith): This skill allows you to craft all kinds of weapons, no matter the size or the price as long as you can meet the requirements for the item and obviously the prize for the materials.
-Craft (Mundane Items): This skill allows you to craft mundane items such as rulers, vials, vases and anything that can be commonly sold in a marketplace.
-Craft (Clothing): This allows you to make your own clothing from simple pants to royal kimonos. This skill can be used to craft any kind of clothing and accessories as well as mending clothing that has been ripped in battle.
-Craft (Jewelry): This allows you to craft items with gems and the like this skill is needed to cut gems and to add them to weapons or basically anything.
-Craft (Traps): This skill allows you to create traps of all kinds. This is the only craft skill that requires a craft check (dice roll). The craft check determines the trap damage; however, to hide the trap you must use the Hide skill and your enemy must use either a Spot or Search to find the trap.
-Craft (Art): As the name states this skill allows your character to craft art pieces such as paintings and other types of arts. The paintings can be sold for a high price.
-Craft (Puppets): A special craft skill for puppet masters, this skill allows you to craft your own customized puppet as well as repairing it in case it was needed to.



DC of each craft:

The DC of every item depends on many factors: how much effort you need to place on crafting the item, the materials used, the facilities used to create the item and over all the time spent on the item. Next I will provide you with a small example guide of different crafts and their DC.

Calculating a DC:


To calculate the DC and post count of the item all you need to do is + all the facts that are associated with the item you are crafting. After that is done you add the total to the basic DC and there you go. You are ready to craft, if you meet the requirements of course. To meet the requirements for the DC, the acting skill level of your crafting skill must meet or exceed the DC.

The acting crafting level of your crafting skill is [craft mad + (acting skill level of skill that uses the item/4) ] which means if my craft: weapons is 100, and I'm crafting a sword I would also add one fifth my martial techniques and weapons: sword skill to my crafting skill, due to my familiarity with using the weapon in question.

For every 30 points that you surpass the DC by when crafting, you reduce the total post count (after master/god is multiplied in) by 1

Facts to keep in mind when crafting a weapon.
Weapon size.
Weapon type. “Slashing, throwing, etc.”
Material used.
Accessories.
Type of work: “Master work, mundane work, sexy work ?”
Facilities used to craft the item.
Time and support.



Size Base DCs:

Tiny: 18 | 6 posts // carved walnut craft boat (if you've heard of that)
Small size items: 5 | 2 posts // Jitte, kunai, shuriken
Medium size items: 10 | 5 posts // tanto, katana
Large size items: 15 | 7 posts // nodachi, kusarigama
Huge size items: 30 | 15 posts // The size of a man
Gargantuan size items: 50 | 30 posts // The size of a tree
Colossal size items: 100 | 50 posts // The size of two trees+

Type Base DCs:
Slashing: + 10 | 3 posts
Piercing: +15 | 2 posts
Bludgeoning: +10 | 2 posts
Throwing: +20 | 4 posts
Flexible: +30 | 6 posts

Material Base DCs:
Stone: 5 | 2 posts
Iron: 10 | 4 posts
Steel: 12 | 4 posts
Silver: 15 | 5 posts
Gold: 8 | 3 posts
Paper: 8 | 2 posts
Wood: 16 | 5 posts
Leather: 10 | 3 posts

Type of Work:
Simple: 2 | 1 post
Medium: 10 | 3 posts
Complex: 50 “Puppets fall under complex”| 8 posts
Re-shaping a weapon's blade: Weapon total DC + 10 | 2 posts

Additional DC:

Master Work: Difficulty multiplied by 2 | post count multiplied by 2
God Item: Difficulty multiplied by 50 | post count multipled by 5
Engraved names: +2 per letter | post count +1 per 2 letters
Customized Handle: +4 | 1 post
Double weapons: +10; each weapon must be crafted individually | post count (of two weapons together) multipled by 3
Sharpen the weapons edge: +10 | 1 post


Crafting a puppet DC List:

Starting Puppet DC: 10 | 3 posts
Simple Puppet: +5 | 4 posts
Complex puppet: +20 | 10 posts
Puppet size: “See above”
Weapons: +5 per weapon hidden | 1 post if small weapon, 2 posts if medium weapon, 3 posts if large weapon (use common sense)
Melee weapons add +10
Ranged weapons add + 20

Crafting a puppet:

Simply put crafting a puppet is a whole different type of crafting. First of all you need to craft the base form of the puppet in wood or whatever material you going to use on the puppet. Secondly you need to craft the weapons separately from the puppet craft. After the base and the weapons are done you might unite all the work and make the damn puppet.

Prices:

Iron: 50 Ryo per Lbs.
Steel: 80 Ryo per Lbs.
Silver: 500 Ryo per Lbs.
Gold: 1000 Ryo per Lbs.
Stone: 20 Ryo per Lbs.
Paper: 2 Ryo per 10 paper sheets.
Wood: 12 Ryo per Lbs.
High Quality Wood: 50 Ryo per Lbs.
Leather: 35 Ryo per Yard.
Gems: All gems are valued by the seller depending on their size and type.

All Metals are sold in bars, you must know the weight of the bar in order to sell it. To determine this use your damn logic damn it.

Master Work and God's Legacy Weapons:

A Master Work weapon is a weapon crafted with special care and dedication. This weapon can be considered as unique as a Daimyo sword. A master work weapon can be sold for 3 times its normal price. A master work weapon wielder also receives +2 in attack rolls and damage on every attack he/she makes, and the weapon can be given a prefix or a suffix based on the user's preferences. These will be discussed in a further post. Any masterwork shield or armor will have double the standard durability for its material.


A God's Legacy weapon is a weapon that has legend lore behind it. The weapon must also have a special kind of ability that no other weapon has; a good example of this is the Power Pole, as well as the Z Sword in DBZ, or the Sword of Kusanagi in Naruto. A weapon of this level has a craft DC far higher than the normal ones. However this weapon is priceless in both power and monetary value.
 
PostPosted: Mon Dec 31, 2012 11:09 pm


Shields


Shields and armor gain their armor rating and durability from their materials. Shields are also given special bonuses by their size rating as well. These are as follows:

Size Base DCs:

Small size items: 50 durability, +25% DB
Medium size items: 75 durability, +30% DB
Large size items: 100 durability, +50% DB but removes half of all your attacks
Huge size items: 150 durability, +75% DB but removes all attacks for the round

Material Base DCs:
Stone: 0 durability 0% DB
Iron: 10 durability 0% DB
Steel: 20 durability 0% DB
Silver: 15 durability 5% DB
Gold: 5 durability -10% DB
Wood: -10 durability +15% DB
Leather: 5 durability +5% DB

Type of Work:
Simple: -50% to all stats of the shield
Medium: no modification
Complex: adds a special function to the shield, in much the way a puppet would be crafted, can be approved by a moderator.
masterwork: x2 durability, plus the (pre/suf)fix bonus.
godforged: depends on the god-forge.

Skill of the crafter: the skill of the person making the shield influences the final result

+5 durability +1% DB per 50 active skill.  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Wed Jan 02, 2013 12:17 am


Weapons


starting weapon durability is decided based upon the weapon type itself, and will be included in the basic description.

Material Modifiers:
Stone: 0 damage | 0 attack bonus | 0 durability
Iron: 5 damage | 0 attack bonus | 10 durability
Steel: 10 damage | 1 attack bonus | 20 durability
Silver: 5 damage | 5 attack bonus | 15 durability
Gold: 15 damage | -5 attack bonus | 5 durability
Wood: 0 damage | +5 attack bonus | -10 durability

Type of Work:
Simple: -50% to all stats of the weapon
Medium: no modification
Complex: adds a special function to the weapon.
Re-shaping a weapon's blade: rework the weapon, building a new blade and taking the benefits of that material without losing accumulated status

Type based bonuses to the weapon

Slashing: 10% of max weapon damage (without mods) dealt as bleed
Piercing: critical threat increased by 1 in 100 anatomy
Bludgeoning: +10% damage to durability 1% of damage dealt to stamina
Throwing: +10% attack bonus
Flexible: half stamina cost on grapple checks, +10 attack bonus

Additional bonus:

Master Work: adds a prefix or a suffix to the weapon, times two to durability and adds 2 to attack bonus and damage
God Item: depends on the god-forge
Engraved names: +2 per letter | post count +1 per 2 letters
Customized Handle:
+1 attack bonus or
+1 damage

Skill of the crafter: the skill of the person making the weapon influences the final result

+2 durability per 40 active skill.
+1 damage per 20 active skill
+1 attack bonus per 50 active skill  
PostPosted: Wed Jan 02, 2013 12:44 am


Armor


Size Base bonus:

Light: 200 durability, +30% DB -2 dex counted as medium item
Medium: 300 durability, +40% DB -6 dex counted as large item
Heavy: 400 durability, +50% DB -10 dex -50% of your attacks per round. counted as huge item

Material Base bonus:
Stone: 0 durability 0 dex
Iron: 20 durability -4 dex
Steel: 40 durability -2 dex
Silver: 30 durability -0 dex
Gold: 10 durability -6 dex
Wood: -10 durability +6 to dex
Leather: 10 durability +4 to dex

note: you cannot gain dex from armor. Any positive bonus is merely applied to the detriment up to a level of zero.

Type of Work:
Simple: -50% to all stats of the armor
Medium: no modification
Complex: adds a special function to the armor, in much the way a puppet would be crafted, can be approved by a moderator.
masterwork: x2 durability, plus the (pre/suf)fix bonus.
godforged: depends on the god-forge.

Skill of the crafter: the skill of the person making the shield influences the final result

+10 durability +1% DB per 50 active skill.  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Tue Jan 08, 2013 8:08 pm


Durability


Durability is now a factor in equipment and is inherent to wearing armor, using shields, and using weapons against anything whatsoever. The following rules govern the loss of durability.

Every durability point counts as a separate health bar of [durability*10] on the weapon. For instance, a shield with 35 durability will have 35 bars of 350 health each.

Whenever two objects with durability come into contact with one another, a durability check is made. A durability check is the measure of one weapon’s hardness versus another’s. It’s like swinging a 2x4 at a rod of carbon steel. This augments the damage one can deal to the other in this way [durability of attacker/durability of defender] For instance, let’s say a sword with 20 durability comes into contact with a shield with 40 durability. 20/40 equals 50%, so this sword is only capable of dealing 50% damage to this shield. An important note: only maximum durability is used in this equation. No amount of damage done to the weapon or shield will change this number.

Now; how does an item lose durability, you may be asking. In much the way that you think it would. Every time that sword would be swung at the shield, 50% of the damage the sword would have dealt that attack is dealt toward the shields’ health. That much is easy. The slightly more in-depth part is that if the sword strikes the shield in that round, and does not take a full bar of the shield’s durability, the sword itself will lose one bar of durability for striking an object that is harder and did not give to the force of its attacks. Armor is handled in exactly the same manner.

So if Red is swinging his 20 durability sword at Blue’s 40 durability shield and would have normally dealt 700 damage, Red’s sword can only deal 50% damage to Blue’s shield, and as such only 350 damage was dealt to the shield. Red’s sword is reduced to 19 durability, and Blue’s shield remains at 40 durability with only 50 points of damage left until his shield loses a point of durability.

In the special case of two weapons striking each other (parrying) the total damage of the attack of each opponent is added together before any durability modifications, and is then applied to each weapon with the modifications.

If Red and Blue are both attacking with a sword, and Blue has made a successful parry check (an attack that met or beat the DC of Red’s attack) Red’s 20 durability sword and Blue’s 40 durability sword collide. Red would have dealt 100 damage with this attack, and Blue would have dealt 150 damage with his own attack. Those attacks added together mean that 250 damage is up in the air. Because Red’s maximum durability is half Blue’s maximum durability, Red’s sword takes 500 damage, and Blue’s sword takes 125 damage, meaning Red loses 2 points of durability and has 100 points until he loses the next, and Blue loses no points of durability and still has 375 points until he loses a point of durability.

When using hand-to-hand attacks to strike a shield or armor, durability of your attack is calculated according to your str mod.
When using a ki technique to strike a shield or armor, your ki mod is the durability of the technique.
There is no damage dealt back to the user for punching or ki blasting a shield, it is merely for damage augmentation purposes (However a weapon will still take damage for failing to meet the cost of one full ‘bar’ of durability if striking a ki wall or parrying a fist. If a weapon is used to parry a fist, durability damage is calculated as per normal, and the damage is done to the fist’s owner.)
PostPosted: Tue Apr 29, 2014 1:36 pm


Prefixes:


Honed: The blade of this weapon is honed to a fine edge, and due to this extra sharpness it digs deep on every strike, causing one point of bleeding damage to accrue with each strike.

Crippling: In a crushing weapon, this prefix means the weapon tends to bruise tendon and pound muscle and bone into submission. In a slashing or piercing weapon, the blade seems to seek out tendons and muscles to sever. For all attacks that hit an enemy (unless it would logically be immune to such a thing) and beat their dodge bonus by 10%, they lose one to all attack rolls, damage bonus and dodge bonus.

Hardened: This item is crafted with one thing in mind; durability. +25% to durability

Masterful: The weapon gains +5% to all attack rolls and damage rolls due to being perfectly balanced and masterfully crafted.  


Emily Marneth

Captain

Reply
Emily Marneth's system thread

 
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