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Royal Taorito
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Wrathful Cat

12,925 Points
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PostPosted: Mon May 06, 2019 5:38 am
[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 ||
tab tab 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].
tab tab On that note, anyone can craft Tier [0] items from any crafting tree without needing it to take up any of their selections above.
tab tab The maximum Tier a non-Artisan can reach is Tier [3].
tab tab For Artisan class characters, the maximum Tier of crafting is increased to the full amount, allowing up to Tier [5] Crafting.
tab tab 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.
tab tab 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 e tab E 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 r tab R e g u l a t i o n s ||
T I E R [0]
tab ::Tier Craft Rules:: ||
tab tab Makeshift Weaponry and Items // Functional but barely serviceable // "Poor" quality.
tab tab Anyone can craft Tier [0] items without training.
tab tab 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.
tab tab Armor provides E-rank Defense, Durability [3].
tab tab Weapons have five [5] Base Durability.
tab tab Base Crafting Time is one [1] paragraph.
tab tab Tier [0] items typically cannot be repaired.
tab ::Benefits:: ||
tab tab Able to craft Tier [0] Items.

T I E R [1]
tab ::Tier Craft Rules:: ||
tab tab Precise, deliberate crafts // Serviceable Gear // "Good" quality
tab tab Armor provides E-rank Defense, Durability [5].
tab tab Weapons have ten [10] Base Durability.
tab tab Base Crafting Time is two [2] paragraphs.
tab ::Benefits:: ||
tab tab Able to craft and repair up to Tier [1] items.

T I E R [2]
tab ::Tier Craft Rules:: ||
tab tab Skilled creations // Long Campaign Gear // "Fine" Quality
tab tab Armor provides D-rank Defense, Durability [5].
tab tab Weapons have twenty [20] Base Durability Durability.
tab tab Base Crafting Time is three [3] paragraphs.
tab ::Benefits:: ||
tab tab Able to craft and repair up to Tier [2] items.

T I E R [3]
tab ::Tier Craft Rules:: ||
tab tab Career items serviceable for extended campaigns // "Exquisite" quality
tab tab D-rank Defense, Durability [10]
tab tab Weapons have thirty [30] Base Durability.
tab tab Base Crafting Time is four [4] paragraphs.
tab ::Benefits:: ||
tab tab Able to craft and repair up to Tier [3] items.
tab tab Able to now craft items with [Minor] properties.

T I E R [4]
tab ::Tier Craft Rules:: || Artisan Class Required
tab tab True Artisan work for of top grade quality // "Flawless" quality
tab tab C-rank Defense, Durability [10].
tab tab Weapons have forty [40] Base Durability.
tab tab Base Crafting Time is five [5] paragraphs.
tab ::Benefits:: ||
tab tab Able to craft and repair up to Tier [4] items.
tab tab Able to now craft items with [Moderate] properties.

T I E R [5]
tab ::Tier Craft Rules:: ||
tab tab Class requirement cannot be by-passed by Attributes.
tab tab Epic gear // "Perfect" quality
tab tab Armor provides C-rank Defense, Durability [15].
tab tab Weapons have fifty [50] Base Durability.
tab tab Base Crafting Time is six [6] paragraphs.
tab ::Benefits:: ||
tab tab Able to craft and repair up to Tier [5] items.
tab tab 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.
 
PostPosted: 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 s tab T o tab K 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.
tab tab • 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 g tab S 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.
tab tab 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 ]
tab tab Completion ||→|| 100 experience
tab T i e r[ 1 ]
tab tab Completion ||→|| 200 experience
tab T i e r[ 2 ]
tab tab Completion ||→|| 400 experience
tab T i e r[ 3 ]
tab tab Completion ||→|| 800 experience
tab T i e r[ 4 ]
tab tab Completion ||→|| 1,600 experience
tab T i e r[ 5 ]
tab tab 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.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 7:47 am
| : | 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 s tab T o tab K 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 e tab C C 's tab B y tab T i e r ||
tab Tier [0]
tab tab Base CC ► 0-5
tab Tier [1]
tab tab Base CC ► 0-10
tab Tier [2]
tab tab Base CC ► 11-15
tab Tier [3]
tab tab Base CC ► 16-20
tab Tier [4]
tab tab Base CC ► 21-25
tab Tier [5]
tab tab Base CC ► 26-35

______________ B a s e tab C C 's tab B y tab M o l d tab T y p e ||
______Weapons
tab Single Handed Light Weapons ► [3]
tab tab 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]
tab tab 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]
tab tab 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]
tab tab Examples: Changdao, Zhanmadao, Claymore, Odachi/Nodachi, Ram-dao, Estoc, Flamberge, Maul
tab Light Polearm ► [6]
tab tab Examples: Bo Staff, “Quarterstaff”, Light Spear, Javelin, Gun, Split Naginata, Ji, Ngao, Man Catcher
tab Heavy Polearm ► [7]
tab tab Examples: Steel Lance, Halberd, Glaive, Naginata, Danish Axe, Fauchard, Guisarme, Bardiche, Spetum, Ranseur
tab Handheld Ranged Weapon ► [3]
tab tab Examples: Kunai, Shuriken, Bolas, Hand Crossbow, Meteor Hammer, Whip, Senbon, Tomahawk, Throwing Knives, Throwing Axes, Throwing Hammers, Blow Darts
tab Medium Ranged Weapon ► [5]
tab tab Examples: Shortbow, Atlatl, Light Crossbow, Repeating Crossbow, Longbow, Composite Bows, Windmill Shuriken, Heavy Crossbow, Javelin, Harpoon
tab Large Ranged Weapon ► [9]
tab tab Examples: Great Crossbow, Great Bow, Arbalest, Ballista, Catapult, Cannon, Trebuchet

______Armor & Clothes
tab • Clothes ► [3]
tab • Light Armor ► [5]
tab tab Example: Reinforced Clothing, All Makeshift Armor, Leather Armor, Chain Shirt
tab • Medium Armor ► [10]
tab tab Example: Splint Mail, Brigandine, Chainmail, Scalemail
tab • Heavy Armor ► [15]
tab tab Example: Full Plate, Mountain Armor
tab • Shields ► [3]
tab tab Example: Buckler, Rondache, Tower Shield

______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]
tab tab Example: Paintbrush, Hairpin, Thimble
tab • Small Item ► [5]
tab tab Example: Letter Opener, Candlestick, Manacles
tab • Medium Item ► [6]
tab tab Example: Chair, Side Table, Dresser
tab • Large Item ► [8]
tab tab Example: Grand Table, Portcullis, Large Tent
tab • Mechanical Item ► [10]
tab tab 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.
tab tab tab tab 1. Speed Rank and Damage Rank of all techniques with object increased by one half rank [1/2].
tab tab tab tab 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.
 
PostPosted: 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
      tab Description → Resembles Iron Ore, though the orange is replaced with a scarlet color that is quite pronounced. Creates an acrid stench that resembles ozone.
      tab Found → Often found near patches of death plant matter and normal iron deposits.
    • Monster Hide
      tab Description → Generic hide from the most basic of monsters.
      tab Found → If a monster can be taken down in a handful of basic attacks it'll likely be of this quality if skinned.
    • Crystallite Ingot
      tab Description → Grows in stone much like metal ingots, but with a pronounced crystalline structure that refracts light.
      tab Found → Often in colder regions inside of caves where ice can melt and reform.
    • Monster Leather/Straps
      tab Description → When tanned, Monster Hide becomes Leather, and it darkens much the same as typical leather. Tougher than normal, depending on what it came from.
      tab Found → Made from Monster Hide.
    • Mithril
      tab Description → Resembles silver when found, though with a strange shimmer to it when caught in the light. Carries a white tinge to the ore.
      tab Found → Found at the base of petrified trees and in deep caverns under forests.
    • Animal Leather, Natural DR < 10
      tab Description → Resembles animal leather but toughened exterior, often with metal plates of stone-like growths studding its surface.
      tab Found → Unusual Animals
    • Animal Leather, Natural DR > 10
      tab Description → Like animal leather, but with pronounced metal textures or stone-like growths covering nearly the entire hide.
      tab Found → Usually found near the center of terrain types, leading packs or terrorizing the countryside.
    • Adamantite
      tab Description → A purple, lustrous metal that is very, very difficult to craft. It resists normal strikes from Iron to mine.
      tab Found → 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
      tab Description → 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.
      tab Found → 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
      tab Description → Much like Animal Leather, but with strange, unusual properties such as different colors, different appearance, etc.
      tab Found → Abnormal Animal Events.


Tier 2
    • Orichalcum
      tab Description → Resembles an alloy of Gold and Copper, Orichalcum is abnormally warm to the touch and has the scent of a hot summer day.
      tab Found → 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
      tab Description → Same as Abnormal Animal Leather, but with steel or Tier 1 nodes growing from the flesh.
      tab Found → On abnormal animals, often seen as "boss" types.
    • Demon Steel Ingot
      tab Description → 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.
      tab Found → Only found in the Iron region, or near locations touched by the Echoes.
    • Demi Human Body Parts
      tab Description → 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.
      tab Found → In Corrupted regions or deep, deep dungeons.
    • Genesis Steel Ingot
      tab Description → Green in color with brown and yellow stripes, Genesis Steel grows in branch like shapes with leaf-shaped appendages and patterns.
      tab Found → Grows underwater, often near natural fonts of Mana.
    • Yokai Ichor
      tab Description → Steel and Wood that has been burned by the touch of Yokai blood, the material grows black thorns and hums when humans are nearby.
      tab Found → Iron, where Yokai are most known.
    • Mana-Enriched Iron
      tab Description → Appears as normal Iron, though glows a light blue whenever magic is cast near it.
      tab Found → Randomly appear across the world as part of other metal veins.
    • Monster Silk Thread
      tab Description → Resembles spider silk, but much thicker and with a slightly black color laced throughout it.
      tab Found → Dungeons and deep forests.
    • Magisteel Cluster
      tab Description → 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.
      tab Found → Found in natural fountains that appear from out of nowhere.
    • Mana-Enriched Silk Thread
      tab Description → Like Monster Silk, except it glow slightly when magic is cast nearby.
      tab Found → Same as Monster Silk.


Tier 3
    • Magisteel Ingot
      tab Description → Red steel, which flickers with black fire whenever magic is cast near it.
      tab Found → Grows only in the heart of Natural Golems and Elementals. Must slay them to obtain.
    • Divine Silk Thread
      tab Description → Golden silk, slightly sticky but which glistens and glows in direct sunlight.
      tab Found → Can be found from Deibugs, which can only be found in the deepest parts of the Mud Jungles.
    • Blood Iron
      tab Description → 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.
      tab Found → Always near sites of past atrocities where lots of blood has been historically spilled.
    • Blighted Bronze
      tab Description → 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.
      tab Found → Found only in hot, arid regions in canyons.
    • Spine Crystal
      tab Description → A material that resembles diamonds but, upon closer inspection, is revealed to bear tiny little skulls and screaming faces inside its facets.
      tab Found → Caves and caverns where the Echoes have touched natural forming adamant.
    • Sprite Essence
      tab Description → Silvery liquid, flickering with various elements when exposed to air.
      tab Found → Random, everywhere Sprites can be found.
    • Fade Essence
      tab Description → Black, viscous liquid resembling oil, that has a dark, echoing scream fill the minds of those close enough to touch it.
      tab Found → Random, everywhere Fades can be found.
    • Bonewood
      tab Description → Black wood with the consistency of bone, but which pulls the light towards it.
      tab Found → Grows only in locations where the sun never falls.
    • Dragon Scales
      tab Description → Giant scales, color changes depending on color of dragon.
      tab Found → By killing a Lesser Dragon.
    • Wyvern Scales
      tab Description → Giant scales, the shape and color of which varies by Wyvern species.
      tab Found → By killing a Wyvern.
    • Drake Bones
      tab Description → Giant scales, the shape and color of which varies by Drake species.
      tab Found → By killing a Drake.
 

Royal Taorito
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Royal Taorito
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Wrathful Cat

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PostPosted: Mon May 06, 2019 7:50 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]



| : | 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
 
PostPosted: 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
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 7:51 am



______________ D e f i n i t i o n s ||
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[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
 
PostPosted: Mon May 06, 2019 7:52 am
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PostPosted: Mon May 06, 2019 7:54 am
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PostPosted: Mon May 06, 2019 7:55 am
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PostPosted: Mon May 06, 2019 7:57 am
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PostPosted: Mon May 06, 2019 8:05 am
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PostPosted: Mon May 06, 2019 8:06 am
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PostPosted: Mon May 06, 2019 8:07 am
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PostPosted: Mon May 06, 2019 8:15 am
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