[神]____T h e____S y s t e m____O f ____C r a f t i n g____[神]
______________ O v e r v i e w || tab The crafting system is utilized, for the most part, to create items that may not be otherwise available in the new world, due to limited resources available to NPCs. From creating custom items to making a source of money, crafting can help to create an economy for the world. In a minor degree it, too, exists as a means of individual experience and roleplay, to further define a character's skills and strengths. Overall, the system encompasses six [6] tiers of skill, ranging from Zero [0] to Five [5]. Each craft category, such as Blacksmithing, Whitesmithing, Woodworking, each possesses six [6] tiers within it. Tiers [4] and [5] will be reserved for those who have selected the Artisan class, or who have attained access to specific Relics. With this system characters will be able to craft their own gear, repair their own gear, as well as, eventually, craft a number of items that will possess unique abilities. In short, such characters will be able to craft items of power both equivalent to, or surpassing, that of mythological weapons such as Mjolnir and Excalibur. The rules are as follows below:
______________ R u l e s || tabtab► Any character may select any crafting tree desired. However, no one character may normally have more than four [4] trees. That said, this limit is increased by one [1] per time the Artisan Path is taken to a max of seven [7]. tabtab► On that note, anyone can craft Tier [0] items from any crafting tree without needing it to take up any of their selections above. tabtab► The maximum Tier a non-Artisan can reach is Tier [3]. tabtab► For Artisan class characters, the maximum Tier of crafting is increased to the full amount, allowing up to Tier [5] Crafting. tabtab► No one, not even through Attributes, will be able to attain Tier [5] crafting abilities without being an Artisan. The only exception is through the use of Artifacts or Relics. tabtab► Each Tier requires five [5] successful crafts in order to reach the next Tier. If you are Tier [2], aiming to graduate to Tier [3], you may choose to craft five [5] Tier [1] items of that crafting tree to meet the quota.
______________ T r e etabE x a m p l e s || Architecture • Armorsmithing • Blacksmithing • Gemcrafting • Glassblowing • Pottery • Shipcrafting • Stonecrafting • Tailoring [Includes Leatherworking] • Weaponsmithing • Whitesmithing • Woodworking
But the list is open for additions. Please speak with [Lanfaer] if you'd like to add more to it.
______________ T i e rtabR e g u l a t i o n s || →T I E R [0] tab ::Tier Craft Rules:: || tabtab• Makeshift Weaponry and Items // Functional but barely serviceable // "Poor" quality. tabtab• Anyone can craft Tier [0] items without training. tabtab• Tier [0] or "Makeshift" items are specifically items made with at least [50%] scrap materials. Typically the process for these is jut to tie or glue raw materials together. tabtab• Armor provides E-rank Defense, Durability [3]. tabtab• Weapons have five [5] Base Durability. tabtab• Base Crafting Time is one [1] paragraph. tabtab• Tier [0] items typically cannot be repaired. tab::Benefits:: || tabtab• Able to craft Tier [0] Items.
→T I E R [1] tab ::Tier Craft Rules:: || tabtab• Precise, deliberate crafts // Serviceable Gear // "Good" quality tabtab• Armor provides E-rank Defense, Durability [5]. tabtab• Weapons have ten [10] Base Durability. tabtab• Base Crafting Time is two [2] paragraphs. tab::Benefits:: || tabtab• Able to craft and repair up to Tier [1] items.
→T I E R [2] tab ::Tier Craft Rules:: || tabtab• Skilled creations // Long Campaign Gear // "Fine" Quality tabtab• Armor provides D-rank Defense, Durability [5]. tabtab• Weapons have twenty [20] Base Durability Durability. tabtab• Base Crafting Time is three [3] paragraphs. tab::Benefits:: || tabtab• Able to craft and repair up to Tier [2] items.
→T I E R [3] tab ::Tier Craft Rules:: || tabtab• Career items serviceable for extended campaigns // "Exquisite" quality tabtab• D-rank Defense, Durability [10] tabtab• Weapons have thirty [30] Base Durability. tabtab• Base Crafting Time is four [4] paragraphs. tab::Benefits:: || tabtab• Able to craft and repair up to Tier [3] items. tabtab• Able to now craft items with [Minor] properties.
→T I E R [4] tab ::Tier Craft Rules:: || ► Artisan Class Required tabtab• True Artisan work for of top grade quality // "Flawless" quality tabtab• C-rank Defense, Durability [10]. tabtab• Weapons have forty [40] Base Durability. tabtab• Base Crafting Time is five [5] paragraphs. tab::Benefits:: || tabtab• Able to craft and repair up to Tier [4] items. tabtab• Able to now craft items with [Moderate] properties.
→T I E R [5] tab ::Tier Craft Rules:: || tabtab• Class requirement cannot be by-passed by Attributes. tabtab• Epic gear // "Perfect" quality tabtab• Armor provides C-rank Defense, Durability [15]. tabtab• Weapons have fifty [50] Base Durability. tabtab• Base Crafting Time is six [6] paragraphs. tab::Benefits:: || tabtab• Able to craft and repair up to Tier [5] items. tabtab• Able to now craft items with [Major] properties.
”Royal Taorito”
[Editorial Log] BlackFruity | 17/3/19 | Crafting Tree examples added Royal Taorito | 04/21/19 | Changed posting requirements for ranking up and crafting. Royal Taorito | 04/22/19 | Reworded and simplified explanations. Fixed CC requirements. Royal Taorito | 08/14/19 | Updated for new guild systems. Lanfaer | 6/26/2021 | Edited training requirements / Changed limitation on crafting trees / removed stipulations for advancement of Tier. BlackFruity | 18/7/21 | Edited crafting tier graduation requirements.
Posted: Mon May 06, 2019 7:47 am
| : | The Crafting System | : |
______________ O v e r v i e w || ____→ When crafting, several concepts come into play which can either raise or lower the "CC" (Crafting Check). In order to perform a crafting a character must select a Mold to set the Base of the object to craft, and then add in any properties, abilities, or materials to be used in the crafting process. By totaling the given CC modifiers and properties the character will compare the total to the Tiers above, which will indicate what type of Tier this craft falls under. If this falls within a Tier the character has the ability to craft they must write out a number of paragraphs as indicated by the Tier and any associated crafting properties, after which time the object will be completely crafted and the materials removed from the character's inventory. Unless otherwise specified there is no chance of falure.
______________ N o t e stabT otabK n o w || tab► The "CC" of an item is based off of the properties, materials, and methodology of crafting selected. The entirety of the system is based off of this number. tab► Personal Attributes, Class Disciplines, and Items may increase the results of your dice role, but will never change the "CC". tab► Crafting Tier [0] items is covered by anything 'makeshift' and not very complex. These items are typically just tied or glued together. This tier of crafting does not require training nor selection of a Crafting Tree to utilize, unless the character is training toward the next Tier of said tree. Any crafting that utilizes fifty percent or more [50%+] Salvage in its crafting materials is automatically considered Tier 0, regardless of any properties applied. tab► Repairing an item takes one quarter [1/4] the materials (rounded down) for crafting, and the "CC" is considered one half [1/2] normal. Personal Attributes may be used to lower the costs. tab► In any unusual situation that would cause the crafting to fail (i.e. utilizing a Relic that has a failure chance) results in losing one half [1/2] of the material used, rounded down. Personal Attributes may be used to lower the loss. tab► All materials have a certain number of "uses per unit"--a unit being [1] block, ore, log, etc., of a material--, and the materials needed for crafting are the number of "uses" of a material. A Tier [0] material typically has [8] uses per unit, whereas a Tier [5] material might have as few as [.25] uses per unit. When an item mold mentions needing a certain number of 'uses' of a material type, as many different materials of that type can be used as desired, so long as the 'uses' is equal to the mold's requirements. However, keep in mind that each material has its own attributes that might affect the quality and "CC" of the crafting. Each different material used stacks the effects, but the effects of a single material do not stack more than once. tabtab • Example: If an item takes two [2] Metal to make, using two [2] uses of Iron will only increase the "CC" by the default, which is one [1]. But if one [1] Iron (CC +1) and one [1] Aluminum (CC -1) are used, the "CC" value of each cancels the other out, as does the [+2] Durability bonus that Iron gets (Aluminum has [-2] Durability).
______________ C r a f t i n gtabS t e p s || tab→ Gather required materials. The number of 'uses' needed of each material type are listed with the mold for the item. tab→ Determine "CC" based on [a.] Item Recipe, [b.] Secondary Factors, as described above. tab→ Determine any and all bonuses and negatives that may apply to the "CC" , such as class(es), items, and jutsu, as well as well as location and available tools, as written above. tab→ If this total CC lies within the character's education the item is crafted. tab→ Write paragraphs of character crafting the item. Base craft time is written beside the Tier Rules above. These can be modified by classes, disciplines, items, materials, and rolls. tab→ Upon completion of the item, Experience is earned based on the Tier of the item crafted, though this can be augmented by materials, disciplines, and items used in crafting. These are listed below. tabtab► Additionally, Personal Attributes are not allowed to increase the percentages of Experience a character may receive, as explained below.
______________ R e w a r d s || →• Experience is granted with the experience below, but there is a cap for how much experience is allowed to be grabbed based on how many Classes of Artisan a character possesses. Characters with no Artisan Class are only allowed up to twenty-five percent [25%] of their current rank's Experience before no more Experience can be gained from crafting. i.e. If 1,000 Experience is needed, only 100 of it can come from crafting. One [1] Artisan Class allows up to fifty percent [50%], while Specialization in Artisan allows seventy-five percent [75%]. No Personal Attributes or Disciplines may increase these percentages.
tab→ T i e r[ 0 ] tabtab► Completion ||→|| 100 experience tab→ T i e r[ 1 ] tabtab► Completion ||→|| 200 experience tab→ T i e r[ 2 ] tabtab► Completion ||→|| 400 experience tab→ T i e r[ 3 ] tabtab► Completion ||→|| 800 experience tab→ T i e r[ 4 ] tabtab► Completion ||→|| 1,600 experience tab→ T i e r[ 5 ] tabtab► Completion ||→|| 3,200 experience
”Royal Taorito”
[Editorial Log] Royal Taorito | 04/22/19 | → Updated and reworked explanations. Lanfaer | 6/26/21 | → Updated system to reflect current needs.
| : | B a s e s tab & tab P r o p e r t i e s | : |
______________O v e r v i e w || tab→ At Tier Three [3] artisans are able to craft minor abilities into their items, though the cost for them can increase, as well as the odd ones requiring something particular to gather and toss into the crafting process to gain. While there are hundreds of variations, only the most volatile are listed below. Major abilities begin to be crafted at Tier Four [4] and always, no matter the case, require something else to be thrown into the crafting recipe. Tier [5] Properties are by far the most difficult and costly.
______________N o t e stabT otabK n o w || tab► Below you will find a list of abilities that can be applied to an item of choice. Most will have a property where two to three numbers or descriptions will be listed, i.e. " 5/10/15 ". In this case each number is indicative of a Tier of crafting, with the first being Tier 3 (Minor), the second being Tier 4 (Moderate), and the last being Tier 5 (Major). If only two are noted please see the description which will indicate what tiers these two numbers are for. tab► Once placed into an item, all Major, Moderate and Minor abilities are set. Only an Artisan Specialist of the appropriate Crafting Tree, or an item of similar quality, can remove or alter abilities already placed into an item, unless otherwise specified.
______________ B a s etab C C 's tab B y tab T i e r || tab→ Tier [0] tabtabBase CC ► 0-5 tab→ Tier [1] tabtabBase CC ► 0-10 tab→ Tier [2] tabtabBase CC ► 11-15 tab→ Tier [3] tabtabBase CC ► 16-20 tab→ Tier [4] tabtabBase CC ► 21-25 tab→ Tier [5] tabtabBase CC ► 26-35
______________ B a s etab C C 's tab B y tab M o l d tab T y p e || ______Weapons tab • Single Handed Light Weapons ► [3] tabtab Examples: Daggers, Cestus, Knuckles, Short Sword, Wakizashi, Scimitar, Punching Dagger, Hatchet, Cleaver, Sai, Nunchaku, Light Pick, Kama, Kukri, Sap, Sickle (Farming), Club, Butterfly Sword, Kodachi, Trench Knife, Tantō tab• Single Handed Medium Weapons ► [5] tabtab Examples: Katana, “Longsword”, Mace, Warhammer, Battle Axe, Flail, Heavy Pick, Pickaxe, Morningstar, Rapier, Sabre, Trident, Falcata, Baguazhang, Dao, Machete, Acinaces, Gladius, Cutlass, Foil tab • Two Handed Medium Weapons ► [7] tabtab Examples: “b*****d Sword”, Woodcutting Axe, Parashu, “Hand and a Half” Sword, Scythe, Mattock, Splitting Maul, Double Headed Weapon, Sling Blade/Kaiser Blade tab • Two Handed Large Weapons ► [8] tabtab Examples: Changdao, Zhanmadao, Claymore, Odachi/Nodachi, Ram-dao, Estoc, Flamberge, Maul tab • Light Polearm ► [6] tabtab Examples: Bo Staff, “Quarterstaff”, Light Spear, Javelin, Gun, Split Naginata, Ji, Ngao, Man Catcher tab • Heavy Polearm ► [7] tabtab Examples: Steel Lance, Halberd, Glaive, Naginata, Danish Axe, Fauchard, Guisarme, Bardiche, Spetum, Ranseur tab • Handheld Ranged Weapon ► [3] tabtab Examples: Kunai, Shuriken, Bolas, Hand Crossbow, Meteor Hammer, Whip, Senbon, Tomahawk, Throwing Knives, Throwing Axes, Throwing Hammers, Blow Darts tab • Medium Ranged Weapon ► [5] tabtab Examples: Shortbow, Atlatl, Light Crossbow, Repeating Crossbow, Longbow, Composite Bows, Windmill Shuriken, Heavy Crossbow, Javelin, Harpoon tab • Large Ranged Weapon ► [9] tabtab Examples: Great Crossbow, Great Bow, Arbalest, Ballista, Catapult, Cannon, Trebuchet
______Gems tab A raw gemstone has no apparent attributes, but once cut, the attributes begin to show. A dice roll is made to cut the gem, which is the same as far as crafting tier requirements and paragraphs to craft, but rather than any "CC", the roll only determines the quality of the resulting gemstone. The quality then affects the strength of the gemstone's attributes. The quality does not change the Tier of the gemstone, and the normal increases to "CC" still apply when crafting with the cut gemstone. tab Gems do not have to be placed into items, for the most part, in order to use their natural attributes. ► Example: A Sapphire [Tier 3] is being cut, and a [16] is rolled for it, making it an "Exquisite" Sapphire (but still Tier 3). The sapphire's natural E-rank Suiton attribute is increased to D-rank.
tab • "Poor" Quality ► CC 0-5; Loses any inherent attributes. tab • "Good" Quality ► CC 6-10; Obtains base attributes. tab • "Fine" Quality ► CC 11-15; Attribute strength is increased by [.5] steps. In most cases, will just overpower the same rank. tab • "Exquisite" Quality ► CC 16-20; Attribute strength is increased by [1] step. tab • "Flawless" Quality ► CC 21-25; Attribute strength is increased by [1.5] steps. tab • "Perfect" Quality ► CC 26+; Attribute strength is increased by [2] steps.
______Miscellaneous Items tab • Tiny Item ► [3] tabtab Example: Paintbrush, Hairpin, Thimble tab • Small Item ► [5] tabtab Example: Letter Opener, Candlestick, Manacles tab • Medium Item ► [6] tabtab Example: Chair, Side Table, Dresser tab • Large Item ► [8] tabtab Example: Grand Table, Portcullis, Large Tent tab • Mechanical Item ► [10] tabtab Example: Wagon, Door Lock, Drawbridge
______________ C r a f t i n g P r o p e r t i e s || • Salvaged tab → Definition: Any item built with materials that are 50% or more salvage materials. This can be applied to any object, and it will immediately reduce the CC by [5], but will also reduce the Tier to 0 for all Durability results. Overrides all other bonuses gained from Crafting Materials. tab → CC Modifier: -5 • Masterwork tab → Definition: Invest more time, energy, and risk into crafting in order to create a true work of art. Masterwork requires the character to take a gamble and turn the CC into a dice roll event for greater benefit. If this is selected during crafting generate a number between 1 and 20, and add one [1] to the result for each Experience Rank your character possesses. Add two [2] for every Artisan Class the character possesses. If successful, select one of two properties below. If failure, see Failure results above, and your crafting fails. tabtabtabtab 1. Speed Rank and Damage Rank of all techniques with object increased by one half rank [1/2]. tabtabtabtab 2. All Magical Effects are increased by one [1] step, even if not normally possible or available. tab → CC Modifier: Chance Roll • Double Bonded tab → Definition: Normally a Magical property cannot be applied multiple times to a single object. Double Bonding allows for this to change, allowing up to two [2] instances of the desired crafting power to applied, with the effects stacking instantly. For Non-Magical Properties, Double Bonding increases the Durability by half [50%] permanently. tab → CC Modifier: +3 • Lighter tab → Definition: Through selection of materials the object is lighter than others like it. Any combat actions taken with it are at one [1] rank higher for Speed, but one [1] rank lower for damage due to loss of density for the crafting. tab → CC Modifier: +1 • Denser tab → Definition: Through selection of materials the object is heavier than others like it. Any combat actions taken with it are at one [1] rank higher for Damage, but one [1] rank less for Speed. tab → CC Modifier: +1
______________ M a g i c a l P r o p e r t i e s || • Range tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Makes [1|2|3] or more of the item's other abilities affect something within [2|4|6] meters other than the item itself. This ability remains in effect until used again. tab→ Material(s) Needed: Abnormal Animal Leather (DR<10), Magic Ore, Spine Crystals. tab→ Crafting Cost: 3|6|12
• Glamor tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Changes the item's appearance without actually changing its physical form. This is limited to minor cosmetic changes, such as color or overall aesthetic, and cannot make the item look like something else entirely. At second level, the item can be made to look like another item of a similar type. At third level, its entire appearance can be changed. tab→ Material(s) Needed: Monster Hide, Demon Steel Ingots, Drake Scales. tab→ Crafting Cost: 1|2|4
• Splitting tab→ Enchantment Level(s): Minor tab→ Effect(s): When activated, a smaller item of the same type is created (i.e. a sword might create a dagger). If the original item has any other special effects, up to one of them may be transferred to the created item. After 3 posts, the created item disappears and any transferred effects return to the original. tab→ Material(s) Needed: Mithril, Demi-human Body Materials. tab→ Crafting Cost: 2
• Recalling tab→ Enchantment Level(s): Minor tab→ Effect(s): Moves the item to its owner as long as they're within 10 meters of it. The item must first be keyed to its owner in some way so it knows where to go. Can be activated even if the owner is not in possession of the item. tab→ Material(s) Needed: Orichalcum, Fade Essence, Monster Bone. tab→ Crafting Cost: 2
• Sharing tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Transfers knowledge to the wielder when activated. This can be used to briefly give the wielder insight on one task relating to the item's use, granting them a +1 bonus to [1|2|3] specific skill(s) for 3 posts, after which it can be sustained for [10|20|30] Mana per post. What knowledge is contained (and what skill(s) may be enhanced) are determined when the item is made. At level 2, this can be used to impart memories to the wielder from the item's creator and previous users. At level 3, the item can temporarily overwrite the user's mind with another's, imparting skills and abilities the body would not normally have at the cost of turning control over to the new mind completely. tab→ Material(s) Needed: Animal Leather (DR>10), Demi-human Body Materials, Magisteel Cluster, Magisteel Ingot, Sprite Essence, Monster Bone. tab→ Crafting Cost: 3|6|12
• Covering tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Causes the item to grow outward until it covers a nearby surface. The maximum size of this growth is limited to about the size of a [hand|person|house]. It will remain this way until activated again. tab→ Material(s) Needed: Crystallite Ingot, Yokai Ichor, Magic Silk Thread, Blighted Bronze, Dragon Scales, Drake Scales. tab→ Crafting Cost: 3|6|12
• Resistance tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Infuses the item with an element when activated, causing the item to repel naturally occurring sources of that element within [2|5|8] meters of the item with force that increases with enchantment level. If the element has an associated status effect, the item negates up to [1|3|5] exposure(s) to that status effect per day. tab→ Material(s) Needed: Adamantite, Abnormal Animal Leather (DR>10), Magic Silk Thread, Spine Crystals, Dragon Scales, Drake Scales, Elejellies (element-specific only). tab→ Crafting Cost: 2|4|8
• Generation tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Infuses the item with an element when activated, causing the item to generate up to an [E|C|A]-Rank amount of that element for [2|3|4] posts. By default, this element can be any one the wielder has access to; alternatively, it can be keyed to always emit a specific element, in which case the rank increases by [1]. If added by a craftsman of at least Tier 3 training, this effect can be inverted, causing the item to instead generate an element all the time and only turn off when supplied with mana. Drains an appropriate amount of Mana or Stamina to activate the effect at a certain rank. tab→ Material(s) Needed: Scarlet Iron Ore, Yokai Ichor, Monster Silk Thread, Magisteel Ingot, Blighted Bronze, Wyvern Scales, Elejellies (element-specific only). tab→ Crafting Cost: 2|4|8
• Attraction tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Causes the item to point itself toward the nearest instance of a particular entity (specified on item creation) within [10|15|20] meters. (i.e. A stick that points toward water spirits, a string that points toward iron, etc.) At level 1 this pull is a light tug; at level 2 it pulls with D-Rank force; and at level 3 it pulls with B-Rank force. The force can be tuned down as desired by a craftsman. For each tier of training a craftsman has above tier 2, an additional entity can be specified. If added by a craftsman with at least Tier 4 training, this effect can be inverted, in which case it's known as "Repulsion". tab→ Material(s) Needed: Lunar Iron Ore, Magic Ore, Monster Silk Thread, Divine Silk Thread, Fade Essence, Drake Scales. tab→ Crafting Cost: 1|2|4
• Focus tab→ Enchantment Level(s): Minor | Moderate | Major tab→ Effect(s): Allows the use of a particular activation method for magic up to rank [E|C|A], even if the wielder would not normally be able to use that method. If the wielder could normally use that method and it has advanced functionality obtained after significant training, they gain access to that advanced functionality. The method is specified upon creation. tab→ Material(s) Needed: Animal Leather (DR<10), Lunar Iron Ore, Magisteel Cluster, Divine Silk Thread, Fade Essence, Monster Bone, Dragon Bone. tab→ Crafting Cost: 1|2|4
• Morphing tab→ Enchantment Level(s): Minor | Moderate tab→ Effect(s): Changes the shape of the item slightly for 3 posts. At level 1, this is minor, on the scale of blunting the edge of a blade; at level 2, this can completely change the shape of the item. Keep in mind that this does not affect the item's weight. tab→ Material(s) Needed: Abnormal Animal Leather (DR<10), Genesis Steel Ingots, Magisteel Cluster, Magic Silk Thread, Wyvern Scales. tab→ Crafting Cost: 3|6
• Target tab→ Enchantment Level(s): Moderate tab→ Effect(s): Specifies that another one of the item's abilities only affects entities that match a certain rule. (i.e. only arrows, only geckos, etc.) This ability remains in effect until activated again. Lowers the cost of that ability by [1] level. tab→ Material(s) Needed: Orichalcum, Sprite Essence. tab→ Crafting Cost: See above.
• Hardening tab→ Enchantment Level(s): Moderate | Major tab→ Effect(s): Increases the item's scale by [2|4] for 3 posts. tab→ Material(s) Needed: Demon Steel Ingots, Spine Crystals, Dragon Scales. tab→ Crafting Cost: 3|6
• Repairing tab→ Enchantment Level(s): Moderate | Major tab→ Effect(s): Restores [1|2] of the item's durability per post. This does not in any way replace or compensate for missing pieces of the item. tab→ Material(s) Needed: Magic Ore, Sprite Essence. tab→ Crafting Cost: 6|12
• Cloning tab→ Enchantment Level(s): Moderate | Major tab→ Effect(s): Creates a perfect physical copy of the item. At level 2, upon creation, any number of the item's abilities may be transferred between the instances of the item. At level 3, both instances have all abilities. After 5 posts, one of these instances disappears and (level 2) all its abilities return to the other one. This ability cannot be used again while either of these instances still exists. The cost of activating this ability matches the overall Tier of the item (i.e. E-Rank for Tier 0, D-Rank for Tier 1, etc.) and consumes either Mana or Stamina, specified on creation. tab→ Material(s) Needed: Genesis Steel Ingots, Monster Silk Thread, Divine Silk Thread, Spine Crystals, Dragon Scales. tab→ Crafting Cost: 9|18
• Manufacturing tab→ Enchantment Level(s): Moderate | Major tab→ Effect(s): Creates many perfect physical copies of the item without any abilities. One copy is created for every 10 Mana spent powering this ability. At level 3, for every 40 Mana spent on this ability, the number of created copies doubles, up to a maximum of 256 copies. All copies vanish after 1 post. tab→ Material(s) Needed: Abnormal Animal Leather (DR>10), Magisteel Ingot, Blighted Bronze, Fade Essence. tab→ Crafting Cost: 9|18
• Area tab→ Enchantment Level(s): Major tab→ Effect(s): Causes another one of the item's abilities to affect everything/everyone within a small radius. For every rank of Mana spent to fuel this ability, the maximum range of the chosen ability increases by 1 meter. If used alongside [Range], the center of this effect can be anywhere within the radius of [Range]'s effect. This ability remains in effect until activated again. tab→ Material(s) Needed: Monster Bones, Wyvern Scales. tab→ Crafting Cost: 10
”Royal Taorito”
[Editorial Log] Royal Taorito | 04/22/19 | → Reworked and updated. Lanfaer | 06/26/2021 | → Added effects from Ergo's list, as well as changed how the crafting system works.
Posted: Mon May 06, 2019 7:49 am
| : | The Crafting System: Materials | : |
______________ O v e r v i e w || tab Materials in Shattered Past are not unlike the materials found in our own world. From Iron to Steel, from Bronze to Brass, the same basic materials that we use in our every day crafting exist within the Shattered Past. However, there are other materials, more rare, complex, and in many cases more dangerous. These materials are found from Monsters, from Dungeons, and from dangerous locales, each with a variety of unique effects that can be bestowed upon objects crafted by Artisans. They fuel the creation process for Minor, Moderate, and Major properties, and in very rare cases can even form the basis for Legendary properties. Because of this the guild will not deal with keeping a record for each character on what basic materials are had, unless you are in the field and away from a full blown forge within a city or Hub. Instead, here we will list out the unique materials, where they can be found (if known), and their Tier, which reflects their rarity and properties.
______________ M a t e r i a l L i s t ||
Tier 1
Scarlet Iron Ore tabDescription → Resembles Iron Ore, though the orange is replaced with a scarlet color that is quite pronounced. Creates an acrid stench that resembles ozone. tabFound → Often found near patches of death plant matter and normal iron deposits. Monster Hide tabDescription → Generic hide from the most basic of monsters. tabFound → If a monster can be taken down in a handful of basic attacks it'll likely be of this quality if skinned. Crystallite Ingot tabDescription → Grows in stone much like metal ingots, but with a pronounced crystalline structure that refracts light. tabFound → Often in colder regions inside of caves where ice can melt and reform. Monster Leather/Straps tabDescription → When tanned, Monster Hide becomes Leather, and it darkens much the same as typical leather. Tougher than normal, depending on what it came from. tabFound → Made from Monster Hide. Mithril tabDescription → Resembles silver when found, though with a strange shimmer to it when caught in the light. Carries a white tinge to the ore. tabFound → Found at the base of petrified trees and in deep caverns under forests. Animal Leather, Natural DR < 10 tabDescription → Resembles animal leather but toughened exterior, often with metal plates of stone-like growths studding its surface. tabFound → Unusual Animals Animal Leather, Natural DR > 10 tabDescription → Like animal leather, but with pronounced metal textures or stone-like growths covering nearly the entire hide. tabFound → Usually found near the center of terrain types, leading packs or terrorizing the countryside. Adamantite tabDescription → A purple, lustrous metal that is very, very difficult to craft. It resists normal strikes from Iron to mine. tabFound → Can only be found in rare veins. Once found, can only be mined with Brass tools. Anything else cannot mine or shape it in its raw form. Lunar Iron Ore tabDescription → Resembles a silverish metal laced with bronze stripes. When moonlight strikes the material it glows much like a torch but with a silver-white light. tabFound → Can be found on sites where most of the terrain is hidden except for small beams of moonlight, which falls upon an exposed iron vein. Abnormal Animal Leather, DR < 10 tabDescription → Much like Animal Leather, but with strange, unusual properties such as different colors, different appearance, etc. tabFound → Abnormal Animal Events.
Tier 2
Orichalcum tabDescription → Resembles an alloy of Gold and Copper, Orichalcum is abnormally warm to the touch and has the scent of a hot summer day. tabFound → Can be found hot regions, though hot and humid regions appear to have it more often. Often found around clay in humid areas, or packed sand in arid locations. Abnormal Animal Leather, DR > 10 tabDescription → Same as Abnormal Animal Leather, but with steel or Tier 1 nodes growing from the flesh. tabFound → On abnormal animals, often seen as "boss" types. Demon Steel Ingot tabDescription → Black in color, causes the taste of blood to reach those who touch it or who are nearby. The material is unnaturally cold to the touch. tabFound → Only found in the Iron region, or near locations touched by the Echoes. Demi Human Body Parts tabDescription → Warped animals touched by Corruption that bear a mix between animal and humanoid, Demi Humans are dangerous, powerful beasts that can utilize Spells actively against their opponents. tabFound → In Corrupted regions or deep, deep dungeons. Genesis Steel Ingot tabDescription → Green in color with brown and yellow stripes, Genesis Steel grows in branch like shapes with leaf-shaped appendages and patterns. tabFound → Grows underwater, often near natural fonts of Mana. Yokai Ichor tabDescription → Steel and Wood that has been burned by the touch of Yokai blood, the material grows black thorns and hums when humans are nearby. tabFound → Iron, where Yokai are most known. Mana-Enriched Iron tabDescription → Appears as normal Iron, though glows a light blue whenever magic is cast near it. tabFound → Randomly appear across the world as part of other metal veins. Monster Silk Thread tabDescription → Resembles spider silk, but much thicker and with a slightly black color laced throughout it. tabFound → Dungeons and deep forests. Magisteel Cluster tabDescription → Dull silver in color, appears as liquid until an electrical current is run through it. Once electricity is applied the material hardens in crystalline formations that can be melted and shaped as ore. tabFound → Found in natural fountains that appear from out of nowhere. Mana-Enriched Silk Thread tabDescription → Like Monster Silk, except it glow slightly when magic is cast nearby. tabFound → Same as Monster Silk.
Tier 3
Magisteel Ingot tabDescription → Red steel, which flickers with black fire whenever magic is cast near it. tabFound → Grows only in the heart of Natural Golems and Elementals. Must slay them to obtain. Divine Silk Thread tabDescription → Golden silk, slightly sticky but which glistens and glows in direct sunlight. tabFound → Can be found from Deibugs, which can only be found in the deepest parts of the Mud Jungles. Blood Iron tabDescription → Blood red iron that blackens the stones around them, Blood Iron will pull any free standing blood within several feet towards it, which causes it to grow outwards like flora. tabFound → Always near sites of past atrocities where lots of blood has been historically spilled. Blighted Bronze tabDescription → Bronze that has been stained with a charcoal-like color, this material is frigid to the touch and causes ice to form around it on nearby surfaces. tabFound → Found only in hot, arid regions in canyons. Spine Crystal tabDescription → A material that resembles diamonds but, upon closer inspection, is revealed to bear tiny little skulls and screaming faces inside its facets. tabFound → Caves and caverns where the Echoes have touched natural forming adamant. Sprite Essence tabDescription → Silvery liquid, flickering with various elements when exposed to air. tabFound → Random, everywhere Sprites can be found. Fade Essence tabDescription → Black, viscous liquid resembling oil, that has a dark, echoing scream fill the minds of those close enough to touch it. tabFound → Random, everywhere Fades can be found. Bonewood tabDescription → Black wood with the consistency of bone, but which pulls the light towards it. tabFound → Grows only in locations where the sun never falls. Dragon Scales tabDescription → Giant scales, color changes depending on color of dragon. tabFound → By killing a Lesser Dragon. Wyvern Scales tabDescription → Giant scales, the shape and color of which varies by Wyvern species. tabFound → By killing a Wyvern. Drake Bones tabDescription → Giant scales, the shape and color of which varies by Drake species. tabFound → By killing a Drake.
[神]____T h e____ " C C " M o l d S y s t e m ____O f ____C r a f t i n g____[神]
| : | Materials | : | ____ When it comes to crafting, it's fairly difficult to do without materials. You know, it's kind of impossible. So as such, we have to be able to gather materials. Materials will be referred to as "M". The "M" will be, for simplicity sake, representing Matter. Each "M" is equal to 1 Cubic meter of material. This can then be broken down into "m", 10 of which will equal 1 M. Items will have an amount of "m" or "M" listed that is required to make them. THIS IS NOT ALL USED IN THE CRAFTING. At a basic success, you get back 10% of materials used. If this is less than 1m, you can round up UNLESS the required amount was less than 3m. If you get a perfect success, meaning the best number that can be rolled with your stats and bonus' included, you get 50% of your used materials back, rounding up to the highest "m" value, UNLESS the required amount was less than 3m. If you fail, but it is not a crit fail (Worst you can role), you get 25% of the materials back, UNLESS the required amount was less than 3m. If you crit fail, all materials used are lost.
| : | Material Gathering | : | ____ To gather materials, you go where you normally would. For wood, you go to the woods. For rock, you go to the mountains or a quarry and dig. For ore, you become a dwarf. I am a dwarf and I'm digging a hole. Diggy Diggy hole, Digging a hole. To decide how much you get, you must first do a "CC" for whether or not you get something. From there, go to post action and roll a dice with however many sides as there are types of material you desire. For example, 28 sided for wood. This helps decide what type you get. The number you roll will correlate to a kind. Go to the materials list and count that many down, thats the kind you get. If you have already gathered the specific type you are looking for, roll a percentage instead. 1-25%=the one you are specifically looking for, 26-100%= a random new type. Each time you find the kind you want after that you increase the range by 5. After you decide what kind, roll a d10. Whatever number you get decides how many "m" you get, and if you get 10 you get 1 "M". You can repeat this final part multiple times per quest, but must make a full post (5 full sentences) per d10 you make.
| : | MOLDS | : | ____ Due to the complexity of this system, we have created something to help you out. We have the "CC" to help maintain relative fairness with all things being crafted. This "Crafting Check" is to ensure no one just goes out and sits down one afternoon and is suddenly a master artisan. That type of thing doesn't happen overnight after all. We are attempting to simulate the 10,000 hours rule, to a degree. For those not familiar with the 10,000 hour rule, it is the idea that to master anything you have to spend 10,000 hours working on it. The idea was made famous in author Malcolm Gladwell's book Outliers. Now to maintain this idea in this guild would be very difficult. Now, instead we require Crafting posts with a "Crafting Check." These Post's and Checks will serve to condense hours of in character work to a 2 or 3 paragraph space. But what determines the values for the "CC" comes down to some simple things that I will explain below. The rules for such are as follows below:
| : | R u l e s | : | ____→ The "Base CC" for Tiers 1 - 3, unless otherwise specified, is fifteen [15]. Tier 4 and Tier 5 are twenty five [25] and thirty [30] respectively. ____→ If you want to make a weapon or object that doesn't fit into a labeled mold, and you feel the base values are not adequate for it, contact the Crafting Mod. We will work with you to figure out how to do what you want fairly. ____→ If you fail a "CC," do NOT get bent out of shape. You can retry it at any time. If it is consistently not working, contact the Crafting Mod, who will work with you to get it fixed. ____→ Items all have a Durability Usage. This is not to force you to lose a weapon or item dear to you. This is to bring more realism to the world. ITEMS BROKEN THIS WAY HAVE THE POTENTIAL TO BE REPAIRED OR REMADE! ________► This applies to all weapons, items, and armor. Durability is only lost if an attack connects offensively. Items of a higher Tier will have a Higher Durability. More on Durability Here. ____→ Just because there isn't a mold for an object does NOT mean it has no "CC." If there is not a listed mold, assume that it falls under the standard baseline values, and message a mod if you have questions.
| : | W e a p o n B a s e d R u l e s | : | ____→ Each Weapon type from the proficiencies page will be used to make a mold. ____→ Groupings as follows: ________► • Single Handed Light Weapons (2m)* →→→→→Examples: Daggers, Cestus, Knuckles, Short Sword, Wakizashi, Scimitar, Punching Dagger, Hatchet, Cleaver, Sai, Nunchaku, Light Pick, Kama, Kukri, Sap, Sickle (Farming), Club, →→→→→Butterfly Sword, Kodachi, Trench Knife ________► • Single Handed Medium Weapons (4m)* →→→→→Examples: Katana, “Longsword”, Mace, Warhammer, Battle Axe, Flail, Heavy Pick, Pickaxe, Morningstar, Rapier, Sabre, Trident, Falcata, Baguazhang, Dao, Tantō, Machete, Acinaces, Gladius, →→→→→Cutlass, Foil ________► • Two Handed Medium Weapons (6m)* →→→→→Examples: “b*****d Sword”, Woodcutting Axe, Parashu, “Hand and a Half” Sword, Scythe, Mattock, Splitting Maul, Double Headed Weapon, Sling Blade/Kaiser Blade ________► • Two Handed Large Weapons (1.5M)* →→→→→Examples: Changdao, Zhanmadao, Claymore, Odachi/Nodachi, Ram-dao, Estoc, Flamberge, Maul ________► • Light Polearm (6m)* →→→→→Examples: Bo Staff, “Quarterstaff”, Light Spear, Javelin, Gun, Split Naginata, Ji, Ngao, Man Catcher ________► • Heavy Polearm (1M)* →→→→→Examples:Steel Lance, Halberd, Glaive, Naginata, Danish Axe, Fauchard, Guisarme, Bardiche, Spetum, Ranseur ________► • Handheld Ranged Weapon (6m)* →→→→→Examples:Kunai, Shuriken, Bolas, Hand Crossbow, Meteor Hammer, Whip, Senbon, Tomahawk, Throwing Knives, Throwing Axes, Throwing Hammers, Blow Darts ________► • Medium Ranged Weapon (1M)* →→→→→Examples: Shortbow, Atlatl, Light Crossbow, Repeating Crossbow, Longbow, Composite Bows, Windmill Shuriken, Heavy Crossbow, Javelin, Harpoon ________► • Large Ranged Weapon (5M)* →→→→→Examples: Great Crossbow, Great Bow, Arbillest, Ballista, Catapult, Cannon, Trebuchet ________► • Intensive Weaponry (2M)* →→→→→Examples: Larger Sized Weapon, Two-Handed Weapon w/ One Hand, Double-Headed Weapon Types, Hook Blades, Kusarigama, Great Scissors, Prayer Beads ____→ Each Weapon type will have it's own Mold for each Tier. These will be listed below.
| : | Weapon Molds | : | ____→• Single Handed Light Weapons _________• Tier 1: Base "CC" value of 7 _________• Tier 2: Base "CC" value of 9 _________• Tier 3: Base "CC" value of 13 _________• Tier 4: Base "CC" value of 19 _________• Tier 5: Base "CC" value of 23
____→• Single Handed Medium Weapons _________• Tier 1: Base "CC" value of 9 _________• Tier 2: Base "CC" value of 11 _________• Tier 3: Base "CC" value of 15 _________• Tier 4: Base "CC" value of 21 _________• Tier 5: Base "CC" value of 25
____→• Two Handed Medium Weapons _________• Tier 1: Base "CC" value of 10 _________• Tier 2: Base "CC" value of 12 _________• Tier 3: Base "CC" value of 16 _________• Tier 4: Base "CC" value of 22 _________• Tier 5: Base "CC" value of 26
____→• Two Handed Large Weapons _________• Tier 1: Base "CC" value of 12 _________• Tier 2: Base "CC" value of 14 _________• Tier 3: Base "CC" value of 18 _________• Tier 4: Base "CC" value of 24 _________• Tier 5: Base "CC" value of 28
____→• Light Polearm _________• Tier 1: Base "CC" value of 10 _________• Tier 2: Base "CC" value of 12 _________• Tier 3: Base "CC" value of 16 _________• Tier 4: Base "CC" value of 22 _________• Tier 5: Base "CC" value of 26
____→• Heavy Polearm _________• Tier 1: Base "CC" value of 12 _________• Tier 2: Base "CC" value of 14 _________• Tier 3: Base "CC" value of 18 _________• Tier 4: Base "CC" value of 24 _________• Tier 5: Base "CC" value of 28
____→• Handheld Ranged Weapon _________• Tier 1: Base "CC" value of 8 _________• Tier 2: Base "CC" value of 10 _________• Tier 3: Base "CC" value of 14 _________• Tier 4: Base "CC" value of 20 _________• Tier 5: Base "CC" value of 25
____→• Medium Ranged Weapon _________• Tier 1: Base "CC" value of 10 _________• Tier 2: Base "CC" value of 12 _________• Tier 3: Base "CC" value of 16 _________• Tier 4: Base "CC" value of 24 _________• Tier 5: Base "CC" value of 28
____→• Large Ranged Weapon _________• Tier 1: Base "CC" value of 16 _________• Tier 2: Base "CC" value of 18 _________• Tier 3: Base "CC" value of 24 _________• Tier 4: Base "CC" value of 28 _________• Tier 5: Base "CC" value of 32
____→• Intensive Weaponry _________• Tier 1: Base "CC" value of 12 _________• Tier 2: Base "CC" value of 14 _________• Tier 3: Base "CC" value of 18 _________• Tier 4: Base "CC" value of 22 _________• Tier 5: Base "CC" value of 26
______::Causes for Value Changes:: || _________• Reasons "CC" value may go up: PA's, Complex Materials, Larger Quantity of Materials, Larger than Normal Item, __________► Increased values: PA; Various, you know your value (and so do we) __________► Increased values: Complex Materials; Some materials are harder to work with. Check Materials list for modifiers. __________► Increased values: Larger Quantity of Materials; For every extra pound, add one "CC" __________► Increased values: Larger than Normal Item; If you increase the size of an item (Example: small to medium) add one "CC" per size increased _________•Reasons "CC" Value may go down: PA's, Simplistic Materials, Smaller than Normal Item __________► Decreased Values: PA's; Various, you know your value, (and so do we) __________► Decreased Values: Simplistic Materials; Some materials are easier to work with. Check Materials list for modifiers __________► Decreased Values: Smaller than Normal Item; If you shrink an item (Example: medium to small size) lose one "CC" per size dropped.
*= estimate based on personal knowledge, not intended to be taken as real world fact
Posted: Mon May 06, 2019 7:51 am
[神]____T h e____" C C " M o l d S y s t e m____O f ____C r a f t i n g____[神]
| : | MOLDS | : | ____
| : | J e w e l r y____A n d____E a t i n g____U t e n s i l s____B a s e d____R u l e s | : | ____→ Each Jewelry type will be used to make a mold. ____→ If something is listed as Size Small it requires 1m to make. If something is listed as Size Medium it requires 2-3 m to make. If something is listed as Size Large it requires 4-5 m to make. Extra Large Requires 6-7 m to make. ____→ Groupings as follows: ________► • Cord (Small) __________> • Example: Cord for Bracelets, Necklaces, Etc... ________► • Chain (Medium) __________> • Example: Chains for Bracelets, Necklaces, Etc... ________► • Small Pendants __________> • Example: Small Sized (Up to 20 mm) Object to hang from Necklaces, Bracelets, Earrings, Cloaks, etc... ________► • Medium Pendants __________> • Example: Medium Sized (From 20 mm-30 mm) Object to hang from Necklaces, Bracelets, Earrings, Cloaks, etc... ________► • Large Pendants __________> • Example: Large Sized (From 30 mm- 40 mm) Object to hang from Necklaces, Bracelets, Earrings, Cloaks, etc... ________► • Extra Large Pendants __________> • Example: Extra Large Sized (40 mm< ) Object to hang from Necklaces, Bracelets, Earrings, Cloaks, etc... ________► • Simple Rings (Small) __________> • Example: Basic Band Rings ________► • Complex Rings (Small) __________> • Example: Rings with Gems and Complex Designs worked in ________► • Plates (Medium) __________> • Example: It's a Plate. What more do you want? ________► • Bowl (Medium) __________> • Example: Bowls, you know. That thing you eat soup out of? Usually? ________► • Cup (Medium) __________> • Example: A standard drinking glass ________► • Fork (Small) __________> • Example: Forks, for stabbing you meal. Hopefully after it's cooked. Otherwise, I think you're in the wrong section ________► • Spoon (Small) __________> • Example: The eating utensil, not the cuddling position ________► • Knife (Small) __________> • Example: That thing that you use to cut up you food. And your enemies, but you probably want a bigger one for the enemies. ________► • Pot (Large) __________> • Example: A standard pot for cooking over a fire
| : | J e w e l r y M o l d s | : | ____→• Cord (Jewelry) _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Chain (Jewelry) _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 116 _________• Tier 5: Base "CC" value of 20
____→• Small Pendants _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Medium Pendants _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 16 _________• Tier 5: Base "CC" value of 20
____→• Large Pendants _________• Tier 1: Base "CC" value of 7 _________• Tier 2: Base "CC" value of 9 _________• Tier 3: Base "CC" value of 13 _________• Tier 4: Base "CC" value of 17 _________• Tier 5: Base "CC" value of 21
____→• Extra Large Pendant _________• Tier 1: Base "CC" value of 8 _________• Tier 2: Base "CC" value of 10 _________• Tier 3: Base "CC" value of 14 _________• Tier 4: Base "CC" value of 18 _________• Tier 5: Base "CC" value of 22
____→• Simple Rings _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Complex Rings _________• Tier 1: Base "CC" value of 8 _________• Tier 2: Base "CC" value of 10 _________• Tier 3: Base "CC" value of 14 _________• Tier 4: Base "CC" value of 18 _________• Tier 5: Base "CC" value of 22
____→• Plate _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 16 _________• Tier 5: Base "CC" value of 20
____→• Bowl _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 16 _________• Tier 5: Base "CC" value of 20
____→• Cup _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 16 _________• Tier 5: Base "CC" value of 20
____→• Fork _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Spoon _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Knife _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Pot _________• Tier 1: Base "CC" value of 7 _________• Tier 2: Base "CC" value of 9 _________• Tier 3: Base "CC" value of 13 _________• Tier 4: Base "CC" value of 17 _________• Tier 5: Base "CC" value of 21
______::Causes for Value Changes:: || _________• Reasons "CC" value may go up: PA's, Complex Materials, Larger Quantity of Materials, Larger than Normal Item, __________► Increased values: PA; Various, you know your value (and so do we) __________► Increased values: Complex Materials; Some materials are harder to work with. Check Materials list for modifiers. __________► Increased values: Larger Quantity of Materials; For every extra pound, add one "CC" __________► Increased values: Larger than Normal Item; If you increase the size of an item (Example: small to medium) add one "CC" per size increased _________•Reasons "CC" Value may go down: PA's, Simplistic Materials, Smaller than Normal Item __________► Decreased Values: PA's; Various, you know your value, (and so do we) __________► Decreased Values: Simplistic Materials; Some materials are easier to work with. Check Materials list for modifiers __________► Decreased Values: Smaller than Normal Item; If you shrink an item (Example: medium to small size) lose one "CC" per size dropped.
*= estimate based on personal knowledge, not intended to be taken as real world fact
______________ D e f i n i t i o n s || tab • tabtab → tab • tabtab → tab • tabtab → tab • tabtab → tab • tabtab →
[神]____T h e____" C C " M o l d S y s t e m____O f ____C r a f t i n g____[神]
| : | MOLDS | : | ____
| : | F u r n i t u r e B a s e d R u l e s | : | ____→ Each Furniture type will be used to make a mold. ____→ Listed Furniture Pieces are the Style, not a set way it has to look. IE A Basic Chair can have ornate carvings in the seat and back, and an Ornate Chair can be as plain as you wish. ____→ This is still crafting, so if you so desire and get to a high enough rank you CAN put effects into your furniture. ____→ In Furniture each mold uses a variation of Small Medium or Large with the equivalent of Extra Large in the table. This is to help decide how much material you need to make each. For Small Furniture you need around 1-3 M. For Medium you need 3-5 M. For Large you need 5-10 M. For Extra Large you need 10+ M. The Bed counts as Medium. ** ____→ These are not the ONLY types of furniture you can make. These are the starting blocks. These are molds to begin with, because these are the things I see use needing in character first, after lots of thinking. If you think something needs added, message the Crafting Mod and discuss it with them. We like to work with you and this is as much your guild as ours. ____→ Groupings as follows: ________► • Chair (Basic) __________> • Basic Dinning room Style chair ________► • Chair (Ornate) __________> • Example: Throne style chair ________► • Armchair __________> • Example: Comfy Chairs, usually covered in fabric or pillows ________► • Bench (basic) __________> • Example: Standard Bench Like you'd see on a park trail ________► • Bench (ornate) __________> • Example: Fancier Bench, like you might see in a memorial garden or a fancy dinning facility ________► • Love Seat __________> • Example: Bench equivalent of the Comfy Chair ________► • Table (Small) __________> • Example: Coffee Tables, Side Tables ________► • Table (Medium) __________> • Example: Kitchen Tables, Folding Tables ________► • Table (Large) __________> • Example: Dinning Room Tables, Conference Tables, ________► • Table (Expanding) __________> • Example: Stereotypically a Dinning Room Style Table with Extra "Leaves" to add length and space ________► • Bed Frame __________> • Example: A basic Bed Frame
| : | F u r n i t u r e M o l d s | : | ____→• Chair (Basic) _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Chair (Ornate) _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 116 _________• Tier 5: Base "CC" value of 20
____→• Armchair _________• Tier 1: Base "CC" value of 7 _________• Tier 2: Base "CC" value of 9 _________• Tier 3: Base "CC" value of 13 _________• Tier 4: Base "CC" value of 17 _________• Tier 5: Base "CC" value of 21
____→• Bench (Basic) _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Bench (Ornate) _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 16 _________• Tier 5: Base "CC" value of 20
____→• Loveseat _________• Tier 1: Base "CC" value of 7 _________• Tier 2: Base "CC" value of 9 _________• Tier 3: Base "CC" value of 13 _________• Tier 4: Base "CC" value of 17 _________• Tier 5: Base "CC" value of 21
____→• Table (Small) _________• Tier 1: Base "CC" value of 5 _________• Tier 2: Base "CC" value of 7 _________• Tier 3: Base "CC" value of 11 _________• Tier 4: Base "CC" value of 15 _________• Tier 5: Base "CC" value of 19
____→• Table (Medium) _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 16 _________• Tier 5: Base "CC" value of 20
____→• Table (Large) _________• Tier 1: Base "CC" value of 7 _________• Tier 2: Base "CC" value of 9 _________• Tier 3: Base "CC" value of 13 _________• Tier 4: Base "CC" value of 17 _________• Tier 5: Base "CC" value of 21
____→• Table (Expanding) _________• Tier 1: Base "CC" value of 8 _________• Tier 2: Base "CC" value of 10 _________• Tier 3: Base "CC" value of 14 _________• Tier 4: Base "CC" value of 18 _________• Tier 5: Base "CC" value of 22
____→• Bedframe _________• Tier 1: Base "CC" value of 6 _________• Tier 2: Base "CC" value of 8 _________• Tier 3: Base "CC" value of 12 _________• Tier 4: Base "CC" value of 16 _________• Tier 5: Base "CC" value of 20
______::Causes for Value Changes:: || _________• Reasons "CC" value may go up: PA's, Complex Materials, Larger Quantity of Materials, Larger than Normal Item, __________► Increased values: PA; Various, you know your value (and so do we) __________► Increased values: Complex Materials; Some materials are harder to work with. Check Materials list for modifiers. __________► Increased values: Larger Quantity of Materials; For every extra pound, add one "CC" __________► Increased values: Larger than Normal Item; If you increase the size of an item (Example: small to medium) add one "CC" per size increased _________•Reasons "CC" Value may go down: PA's, Simplistic Materials, Smaller than Normal Item __________► Decreased Values: PA's; Various, you know your value, (and so do we) __________► Decreased Values: Simplistic Materials; Some materials are easier to work with. Check Materials list for modifiers __________► Decreased Values: Smaller than Normal Item; If you shrink an item (Example: medium to small size) lose one "CC" per size dropped.
*= estimate based on personal knowledge, not intended to be taken as real world fact **= I am aware that the values are not exact and maybe not close to what a final piece of furniture may weigh. This is for simplicity sake. If these numbers prove to be too high, they will be adjusted. But it is not meant to be easy to craft