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A Guide to Ancientcraft - Complete with Recipes!

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Dragonflight Pern
Captain

PostPosted: Fri May 08, 2015 2:16 pm


About Ancientcraft
Ancientcraft is a more recent craft, often relegated to the edges of society, especially after the debacle that was Keller's rise to power. Now, however, as truly useful and functional items begin to enter into modern society, some are developing a keen interest in its many applications. Of specific interest thus far are Medicine, Enhancements, and Trinkets. Those who join Ancientcraft often choose one or two of these subcategories to explore. Synth Hunters are also among the Ancientcrafters, though they focus mostly on treasure hunting and breaking down what's found.

To join, one simply has to be accepted into an Apprentice position by one of the Masters. There are very few Masters, however, and acceptance often depends on one's ability to puzzle together some common parts into something interesting. Once accepted, however, an Apprentice is taught the basics of what is known for a few years before being considered a Journeyman. After promotion to Journeyman, the Anciencrafter then begins their own research and experimentation, gaining the rank of Master when they can reliably create something of use/interest. This is where it gets dangerous as relatively little is know about the components of Ancientcraft and can sometimes result in debilitating or fatal outcomes. No pain, no gain, however!

It is important to note that those that wish to follow the path of the Ancientcrafter follow the same rules as other crafts for Searches. However, those who are retired riders or aged-out Candidates may return to/begin anew at the craft. A curious mind and some bravado are key.
PostPosted: Fri May 08, 2015 2:29 pm


Collecting/Scavenging Components and Making the Items
During an Expedition, a character can roll 1d100 up to 1d4 times. The result of the d4 determines how many components are found on a trip (this is the Count Roll). The resulting number is how many d100s can all be rolled during the expedition. The d100s can be rolled all at once, or in separate posts, as long as the total number of rolled dice does not exceed the d4 results. Each roll informs what is found, 1 component per roll.

A player must note which category the component belongs to for each roll (via a note in the post): [Powder], [Liquid], [Metal], [Synth]. Each of the categories correspond to the items one can create.In general powders and liquids can be made into consumables while metal and synth is used to create re-chargeable objects.
    [Powder] - these components are small bits, vials, and canisters of powder, often of an unknown origin or purpose save for its use in ancientcraft.
    [Liquid] - these components are small vials, spheres, and canisters of liquid, often of an unknown origin or purpose, save for its use in ancientcraft
    [Metal] - metal components are those that are bits of scrap metal, wiring, dials, odd shapes, and other metallic things that seem to have once been part of something else
    [Synth] - non-metal scraps, usually stone, ceramic, glass, or plastic with unique and varied properties not usually associated with those materials on Pern


Sometimes Oddities will be found.
These are strange objects with no known purpose in Ancientcraft and are usually tossed into the Supplies Room but can sometimes be incorporated into jewelry and clothing if pretty enough.
  • at any point in an Expedition a player can choose not to do the Count Roll to find 1 oddity instead.
  • Oddities are generated by staff


Not all components are of equal quality or rarity. Some are more common then others, some Ancientcraft creations require more in-tact and thus rarer components... To determine what rarity of component you've rolled with the aforementioned d100s, check this breakdown:

Dice Result - Rarity of Component
  • 1 – Rarity 10 (Confirmation roll required, if failed Oddity found)
  • 2 – Rarity 9
  • 3 – Rarity 8
  • 4-5 – Rarity 7
  • 6-8 – Rarity 6
  • 9-14 – Rarity 5
  • 15-25 – Rarity 4
  • 26-38 – Rarity 3
  • 39-62 – Rarity 2
  • 63-100 – Rarity 1


Example:
  1. Character A rolls 1d4, with a result of 3. That means Character A finds 3 useful components on this trip.
  2. Then, in another post, Character A rolls 3d100s all together. The numbers come up 72 (Rarity 1), 43 (Rarity 2), and 90 (Rarity 1).
  3. Therefore Character A finds 2xRarity 1 Components and 1xRarity 2 Component.
  4. Character A chooses for the Rarity 2 Component to actually be a Found Item, specifically the Heat Stone.
  5. She decides the other 2 components will be 1 Metal and 1 Synth, enough to make a Chronometer or a Flameless Torch when she returns to Trine.
  6. Therefore, Character A's total haul from the Expedition is some metal, synth, and a Heat Stone.


Important Notes
  • The number of components required to craft an item is equal to its difficulty.
  • The type of component that can be used to make the item is listed in its description.
    (A Chronometer, for example, can only be made with metal and synth components, powder and liquid won't help.)
  • A player may choose for a character to have found a 'Found Item' instead of a component for those items that say 'Found Item, not crafted.'
    (The roll must be of the same Rarity Category as the found item.)

Dragonflight Pern
Captain


Dragonflight Pern
Captain

PostPosted: Fri May 08, 2015 2:32 pm


Ancientcrafted Item Descriptions and Requirements

Note:
All Ancientcraft items can be used in any RP as long as the item has been created ICly.
Items can be traded for, bought, and borrowed.
The effects are also to be RP'd out unless the player desires GM intervention.


    Component Rarity 1 (Common)
  • Dry Water - Difficulty: 1
    (Found item, not crafted); Single Use
    Tiny marble from stone, ceramic, or glass that, when exposed to water, instantly expands into 1-6 Gallons of water.
  • Vision Snake - Difficulty: 1
    (Found item, not crafted); No recharge required
    3ft long tube that can extend to 8ft through which the user can always see the through the other end despite the number of turns in the tube.
  • Chronometer - Difficulty: 1
    No recharge required; [Metal] [Synth]
    A device that keeps perfect time, includes a stopwatch and timer.
  • Ever-Write - Difficulty: 1
    (Found item, not crafted); No recharge required
    A slender tube with a pointed tip that can write on any surface, including liquid.
  • Flameless Torch – Difficulty: 1
    Can be recharged; [Metal] [Synth]
    A metal rod with a glass or crystal tip that emits light without a fuel source. Lasts for 5 hours.
  • Solar Reviver - Difficulty: 2
    Roll 1d20 for each use, if a 17-20, it breaks; [Metal] [Synth]
    Sticky, bendable patch that, wehen applied to a device during daylight hours, the patch improves the effectiveness of the next use or, if the device is depowered, repowers it.
  • Effulgent Body - Difficulty: 3
    Single Use; [Powder] [Liquid]
    Pill that temporarily modifies the genetics of the user, causing her to glow with a bioluminescent light that illuminates the area around her as if with daylight. Lasts for 1 hour.
  • Numbing Oil - Difficulty: 3
    Can be recharged; [Powder] [Liquid] [Metal]
    Gloves that secrete oil or a small flask of oil that instantly stops all sensation in skin that it touches. It works for 10 mintutes.


    Component Rarity 2
  • Heat Stone - Difficulty: 1
    (Found item, not crafted); Roll 1d20 for each use, if a 17-20, it breaks; No recharge required
    Lump of rock that activates when the user would be injured by heat or fire, preventing that injury and making them immune to heat/fire for 1 hour.
  • Flashbang - Difficulty: 2
    Single Use; [Powder] [Liquid] [Metal]
    Small, ceramic sphere that, when throw, bursts in an immediate radius, blinding all within it for 1 minute.
  • Speed Heal - Difficulty: 2
    Single Use; [Powder] [Liquid]
    Pill or injestible liquid that, when consumed, rapidly repairs injuries. The process can be painful and uncomfortable, often itching as the flesh is repaired. Moderate and severe wounds close and stop bleeding, minor wounds heal completely.
  • Heatvision Lenses - Difficulty: 3
    Can be recharged; [Metal] [Synth]
    Eyeglasses, goggles, that allow the user to see infrared light for 1 hour. Warmth registers in hot tones while coolness registers in dark/blue tones. Detail is impossible and a bright light or warmth blinds the user.
  • Verdant Nectar – Difficulty: 5
    Single use; [Powder] [Liquid]
    Consumable liquid that changes the user's skin green for 10 days. During that time the user does not need to eat or drink provided he or she spends at least a few hours in sunlight each day.


    Component Rarity 3
  • Tracer Nodule - Difficulty: 1
    (Found Item, not crafted); Roll 1d20 for each use, if a 17-20, it breaks; No recharge required
    Small crystal. When activated, the crystal adheres to any surface and transmits its location (distance and direction) to the user via a mental connection. Range of 100 miles, last 1-5 days.
  • Growth Stimulator (flora) - Difficulty: 3
    Single use; [Powder] [Liquid] [Metal]
    Aerosol that when sprayed on plants, causes it to grow to 10 times its size. If the environment cannot sustain the larger plant, it son dies.
  • Standstill – Difficulty: 3
    Can be recharged; [Metal] [Synth]
    Wristband projector or handheld that stuns the target with an electric shock that causes the living target's muscles to seize up, rendering him immobile for 5 minutes.


    Component Rarity 4
  • Heliolithic Halo - Difficulty: 3
    Can be recharged; [Metal] [Synth]
    Metal ring 6 inches in diameter that, when activated, rises to float above the head of the user and creates a psychic shield of white light that prevents telepath communication for 10 minutes.
  • Biomorph – Difficulty: 3
    Single use; [Powder] [Liquid]
    Pill that causes the person consuming the pill to develop unnaturally coloured hair, eyes, or skin. Lasts for up to a month and the colour is unpredictable.


    Component Rarity 5
  • Fungal Garden - Difficulty: 1
    (Found item, not crafted); Single use
    Vial filled with multicoloured dust that, when the user pours out the contents, the dust sink into any earthen or sandy surface it touches. 1 hour later, a field of mushrooms grows from the groun in a long radius centered on the spot where the dust fell. The mushrooms grow until they reach 10ft tall on average. Each mushroom has a wide, colourful cap that spreads out to a 6ft radius. Touching the mushroom causes spores to fall, which cause different effects. (Bliss, Sadness, or Hallucinations).
  • Cleaner – Difficulty: 1
    Roll 1d20 for each use, if a 17-20, it breaks; No recharge required; [Powder] [Liquid] [Metal]
    Container filled with metal shavings. When activated the device reduces the remains of on dead human-sized creature into a small pile of salts and other minerals.
  • See You Goggles - Difficulty: 3
    Roll 1d20 for each use, if a 17-20, it breaks; Can be recharge; [Metal] [Synth]
    Paired glasses that enables the wearers to see what the other person is seeing. No range restriction, work for up to a few hours.
  • Music Makers - Difficulty: 3
    Roll 1d20 for each use, if a 17-20, it breaks; No recharge required; [Metal] [Synth]
    A glove with glowing fingertips that, when the user touches another living being, each of the fingers plays a different note. Pressure determines volume.


    Component Rarity 6
  • Exalted Vapour - Difficulty: 2
    Single use; [Powder] [Liquid]
    Potent chemical liquid that, when vapourized and inhaled, restores health to the user. It is random whether it refreshes their mind or body.
  • Bone Garden - Difficulty: 3
    Single use; [Powder] [Liquid]
    Injectible liquid that is injected directly into the bone marrow of the user. Within 10 minutes, the user's bones are stronger from the calcium reinforcement. The user is sturdier but the process is painful.


    Component Rarity 7
  • Growth Serum (fauna) - Difficulty: 3
    Single use; [Powder] [Liquid]
    Liquid, that when swallowed, induces the user to grow up to 1ft taller. The process takes a full 2 days during with the user is incapacitated as the the process is very painful.
  • Purity - Difficulty: 3
    Single use; [Powder] [Liquid]
    Liquid that, when poured into another liquid, instantly removes all contaminants, including toxins, poisons, and diseases. Also prevents the target from becoming contaminated for 1 day.
  • Deployer (Muscular) - Difficulty: 5
    Single use; [Powder] [Liquid]
    Pill or injectible liquid that, once the material enters a living body, it rearranges skeletal muscle tissue of the creature in an orderly fasjion to allow muscles to be used to the their maximum capacity. Lasts 10minutes and increases agility/speed.
  • Deployer (Optical) - Difficulty: 5
    Roll 1d20 for each use, if a 17-20, it breaks; Can be recharged; [Metal] [Synth]
    Handheld device that, when activated, manipulates the path of electromagnetic radiation through specific parts of the ligh spectrum. In doing so, it shields the user from view essentially making her invisible for 1 hour.


    Component Rarity 8
  • Gravity Dampener - Difficulty: 4
    Roll 1d20 for each use, if a 17-20, it breaks; No recharge required; [Metal] [Synth]
    Flat, flexible device attached to boots that automatically activates whenever its user falls 10ft or more. The user's fall slows such that he lands safely and is not injured.
  • Nectar Dispenser - Difficulty: 1
    (Found item, not crafted) Roll 1d20 for each use, if a 17-20, it breaks; No recharge required
    Small can that produces thick, viscous fluid that provides nutrition and sustains up to 3 people for one day (or 1 for 3). Nectar must be kept in a separate container and retains its nutrition for 1 day before going 'bad'.
  • Pushpull Beam - Difficulty: 4
    Roll 1d20 for each use, if a 17-20, it breaks; Can be recharged; [Metal] [Synth]
    A beam that has a long reach and will either attract or repel objects with the strength of 10 humans. Lasts only for short bursts, however, and is prone to malfunction.
  • Brain Bud - Difficulty: 5
    Single use; [Powder] [Liquid] [Metal] [Synth]
    Small organic pod similar to a bit a fruit that, once grafted to a host, takes on the appear of the host's flesh. It injects complex chemicals that greatly improve brain activity, improving memory retention and intelligence permanently.


    Component Rarity 9
  • Ecstasy Glass – Difficulty: 5
    Can be recharged; [Liquid] [Metal] [Synth]
    Spectacles, goggles, or helm that takes over a user's senses for one hour and floods them with profound pleasure. The experience can be anything, but for the duration of the experience, the user only sees, feels, hears, tastes, or smells that which the device shows them. When the experience is over, the user feels restored and refreshed.
  • Prismatic Field Projector - Difficulty: 5 Roll 1d20 for each use, if a 17-20, it breaks; Can be recharged [Metal] [Synth]
    Large device, when placed on level ground, it creates a field of scintilatting light around the user that acts a restraining field, dampening motion and momentum of objects directed towards the user.


    Component Rarity 10 (Extremely Rare)
  • Portable Biolab - Difficulty: 1
    (Found item, not crafted); Single use
    Glass orb inside which is a complex, self-sustaining ecosystem that creates a useful compound, plant, or creature. When the glass is broken, the lab-produced item becomes available to the user. See page 79 in SA for grid of effects.
  • Mesoglea Gloss - Difficulty: 1
    (Found item, not crafted); Single use
    A living gelatinous creature encased in a glass orb. After breaking the orb and essentially killing the creature, the user can slather a piece of clothing or armor with the goo. Once the goo dries (~10minutes), it provides protection against water, wind, and light.
  • Talio's compass - Difficulty: 4
    Roll 1d20 for each use, if a 17-20, it breaks; Can be recharged; [Liquid] [Metal] [Synth]
    Handheld device that pinpoints a source metal within living tissue and can draw it out. If used to remove a dangerous object (such as a projectile or shrapnel) from a living creature, the device repairs some or most of the damage caused by the dangerous object. If it removes a benign object, it damages the subject.
  • Neuron Disruptor - Difficulty: 5
    Roll 1d20 for each use, if a 17-20, it breaks; Can be recharged; [Metal] [Synth]
    A metal cylinder with several buttons that, when activated, releases a pulse that travels up to a 1mile radius. All living things within that radius are knocked out for a full day.
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