CRAFTING Crafting is a type of Job Trait. It allows the character to turn Materials into an Item. An Item is anything such as armor, a ship, food, a factory, etc. Crafting cost Materials and either Word-count or Time.
BLUEPRINT/RECIPE Blueprints and recipes have all the information about an Item, so it tells someone who has the appropriate Job Traits how to create the item. Players can make their own Blueprints haphazardly as they register their creations. They can give these to other characters, but Blueprints from NPCs can also be obtained as rewards from rping and treasure chest.
MATERIALS MATERIALSSPECIAL MATERIALS Materials are the primary currency for crafting. They rank from E-U and represent tangible things like wood, stone, meat, ore, herbs, etc, but are referred to vaguely as Materials. The higher the Rank of a Material, the better quality it is. Materials are always a part of the crafting process.
Special Materials: There are also Special Materials which are named ingredients with noteworthy qualities about them like Adam Wood or Seastone. Special Materials should be used when you want to make truly exceptional pieces of work like poisonous blades, life saving vaccines, or age reversing elixirs. Players can create and submit Special Materials to the site Encyclopedia.
TIME Real time is used as a secondary crafting currency. The following are all of the potential Time Cost. 1 Hour, 3 Hours, 6 Hours, 12 Hours, 1 Day, 2 Days, 3 Days, 5 Days, 1 Week, 2 Weeks, 1 Month. The higher the workload of the Crafting, the higher the Time requirement would be.
WORD-COUNT Word-count is used as a secondary crafting currency. It comes in specific required amounts chosen by the player and based on the workload the Crafting would require. i.e. 500 words, 750 words, 1,500 words.
Between Time and Word-count a player will always have to fulfill one of the requirements.USAGE & MASTERY A character becomes better at crafting as they consistently use the same Job Trait to craft. This allows them to create creations with a higher Class.
CLASS TECHNOLOGY Class indicates the level of knowledge, experience, and technology behind an Item's design. There are five Classes. Common->Skillful->Great->Mighty->Supreme. Class is one of the determining factors of Crafting Cost.
CRAFTING-JOB TRAITS Crafting Job Traits grant characters the knowledge necessary to make a specific type of item. They are named after specific practices/occupations such as Swordsmith craft swords, Mechanic craft mechanisms, Gunsmith craft guns, Architect craft structures, or given generic names like Craft Poison, Craft Explosive, Craft Robot. It's important the name narrows things down to crafting a single type of Item.
[b]Trait Name:[/b] (See above) [b]Type:[/b] Job Trait|Crafting [b]Description:[/b] (What type of items does this allow the character to create.) [b]Level:[/b] (1-5) CATALOG REQUIREMENT This is the amount of Items of each Class a character must craft to level up their Job Trait to the indicated Level. You can apply for Level-Ups on your Seafarer's Log.
Level
Flat
Catalog Req.
0
N/A
N/A
1
Common
3 Common
2
Skillful
5 Common 2 Skillful
3
Great
3 Skillful 1 Great
4
Mighty
3 Great 1 Mighty
5
Supreme
5 Mighty 2 Supreme
CREATING JOB TRAITS To start, all Job Traits of this type are considered to be Level 0. Level 1 must be achieved IC by crafting 3 Common items of the same type.
CAPABILITES A character can craft Items 1 Class above their Job Trait's level. e.g. Lvl. 1 Craft Mechanic can craft Common and Skillful Mechanisms. COST Costs are paid for with Materials, Word-count, or Time. The costs are based on things like Class, volume, mass, amounts of parts/procedures, the amount of labor it'd require, etc. Items of the same Class or that originate from the same Job Trait won't necessarily have the same costs. These are the average range of cost just to get the ball rolling.
WORD COUNT & TIME
Common: 350-850 Words | 1 Hour-3 Days
Skillful: 750-1,500 Words | 2 Days-1 Week
Great: 1,500-2,500 Words | 5 Days-2 Weeks
Mighty: 2,500-4,000 Words | 1 Weeks-1 Month
Supreme: 3,000-6,000 Words | 2 Weeks-1 Month
RATES Depending on your Job Traits' Level and the difficulty of what you're attempting, you can receive reductions or increases on the secondary currencies, Word Count or Time.
Less: For every Class below your Job Trait's Level, you receive a 20% Word Count discount or a Time discount of a a tier of cost per level level. e.g. 2 Weeks->1 Week->5 Days-> 3 Days.
Flat: N/A
More: When crafting items more advanced than your natural capabilities, it costs 30% more Words or 1 additional tier of Time more. e.g. 2 Weeks->1 Month
MATERIAL COST/ARRANGEMENTS Since some items will naturally require different amounts of a materials, crafting a pistol vs crafting a cannon, there are flexible arrangements to help determine Material Costs, but ultimately your own judgement must be used.
Arrangement 1: 5-15 Materials.
Equipment: Smaller side arms. Pistols, dagger, short sword, handaxe.
Consumable/Usable: Limited servings or enough for one person, 3-5 cigarettes
Structures and Mechanism: E-Rank size. Sitting chair or couch
Ship: Very Small. Mihawk's personal raft or makeshift boat.
Arrangement 2: 15-45 Materials.
Equipment: Normal human sized main arms to large arms. Katana, rifle, sentomaru’s big axe, Franky’s makeshift nunchunks, cannon.
Consumable/Usable: Amounts that are easily shareable. Dozen of donuts, meal for 6, small container of bombs.
Structures and Mechanism: D-Rank Size. King sized bed.
Ship: Small. Luffy's rowboat, Going Merry, Ace's personal ship
Arrangement 3: 50-100 Materials.
Equipment: Weapons for child Giants. Whitebeard’s polearm. Weapons with unique or a lot of ammo/fuel sources. Rocket launcher, gatling gun, or flamethrower.
Consumable/Usable: A banquet for at least 30 people.
Structures and Mechanism: C-Rank Size
Ship: Medium. Thousand Sunny or Baratie
Arrangement 4: 100-200 Materials.
Equipment: Franky’s pre time skip body modifications, adult giant weapons
Consumable/Usable: Sanji’s wedding cake for big mom. Feast for 100s.
Structures and Mechanisms: B-A-Rank Size.Pacifista, Sea Train Engine, Bridge of Hesitation.
Ship: Large. Red Force or Don Krieg's Ship
Arrangement 5: 250-500 Materials.
Equipment:
Consumable/Usable: Banquet for a small army.
Structures and Mechanisms: S-U-Rank Size. Gates of Justice
Ship: Very Large. Arc Maxim or Moby Dick
CRAFTING & GRADE E-U, Grade is derived from the rank of the Materials used to craft and represents quality and the inherent potency an item receives from being made from good ingredients.
Standard Craft: Half of the Material Cost must be met with Materials whose Rank matches the desired Grade.e.g. if the desired Grade is C and the Material Cost is 100, 50 C-Rank Materials must be used. The rest of the Material Cost may be met with E-Rank Materials.
Special Craft: For every Arrangement size 1 Special Material must be used in the recipe for it to be successful special crafting. The rest of the Material Cost are met in the standard manner. Crating with Special Materials increases the Grade by 1 letter rank.
Last Edit: Jun 27, 2020 1:09:10 GMT -8 by World Boss
FUNCTIONS|JOB TRAIT A Function is a type of Job Trait that represents the character's the competency when it comes to performing non-combat techniques. It allows them to express the knowledge, talents or tricks they've learned as abilities that have actual effects. i.e. Sailing, repairing damaged equipment, seducing/charming, treating wounds, attaching dials to equipment, picking locks, picking pockets, setting sneaky traps, surgery, hacking electronics, analyzing an illness or poison to make a cure, meteorology, etc. Like Crafting, Functions cost Materials, and either Word-count or Time.
MATERIALS MATERIALS Materials are the fuel for Functions and represent the supplies used when the Function is performed. They rank from E-U. Majority of the time Functions will consume E-Rank Materials. On some occasions however, they can require Materials of a certain Rank in cases where the Function interacts with an Item. An example would be repairing a B Grade piece of armor. B Grade means made of B-Rank Materials.
TIME TIMEBOARD Players can opt to use the passage of Real Time as the currency paid for a Function. The following are all of the potential Time Cost. 1 Hour, 3 Hours, 6 Hours, 12 Hours, 1 Day, 2 Days, 3 Days, 5 Days, 1 Week, 2 Weeks, 1 Month. The higher the workload and difficulty of the Function, the higher the Time cost will be.
WORD-COUNT Word-count is used as an alternative currency to Time. Some Functions can be assigned specific Word-count amounts that must be met for the Function to be considered complete i.e. 250 words, 500 words, etc. While others can be Cast. The higher the workload and difficulty of the Function, the higher the Word-count cost or expected effort from Casting.
Casting: Casting is an alternative to assigning a Function a specific Word-count requirement.Instead the Function must just be properly illustrated through roleplay and success is dependent on that performance alone.
USAGE & MASTERY
FUNCTION-JOB TRAITS TRAITS Function Traits are typically named after the action they involve. Sail, First-Aid, Attach Dial, Tenderize, Repair, Tame, Nurse, etc. But can have have more creative names. [b]Trait Name:[/b] [b]Type:[/b] Job Trait [b]Origin:[/b] (A link and a passage to when your character learned/developed the Trait.) [b]Description:[/b] (What does this this allow the character to do.) [b]Level(s):[/b] [b]Requirements:[/b] [b]Materials:[/b] (Equal rank or e-rank? How many?) [b]Words & Time[/b] (How many & much) [b]Requirement:[/b] (tool, another job trait, etc) LEVELS Function Job Traits have varying amounts of levels since they encompass a wide variety of things. For example First-Aid which involves wounds, would have five levels to mirror the five levels of wound severity, while Tenderize which involves increasing the quality of ingredients would have seven levels to mirror the seven Material Ranks. It is important to consider what mechanics of the site that a Function involves and tie it into the workings of it.
LEVEL-UP FEATS A character Levels-up their Function over time as they use it often and to accomplish more difficult or significant Feats. A Function requires 3 new Feats for every Level-up. The impressiveness of the Feats should be appropriate to the Level of the Trait.
CAPABILITIES Character's can perform their Function 1 Level above the Level they currently have attained. e.g. a Lvl. 1 Hacker, can perform Lvl. 2 Hacking The exception to this is the Navigation Job Trait TRAVELwhich can perform 5 Levels higher.
RATES Depending on your Trait's Level and the difficulty of what you're attempting, you can receive reductions or increases on the secondary currencies Word Count or Time.
Less: For every Level of difficulty what you're trying to accomplish is below your Job Trait's Level, you receive a 10% Word Count discount or a Time discount of a a tier of cost per level level.e.g. 2 Weeks->1 Week->5 Days-> 3 Days.
Flat: N/A
More: When performing a task that is more difficult than the Level of your Job Trait, it costs 50% more Words or 1 tier of Time more. e.g. 2 Weeks->1 Month
CREATING JOB TRAITS To start, all Job Traits of this type are considered to be Level 0. Level 1 must be achieved IC by performing 3 Feats worthy of a Level 0 Trait.
ATTRIBUTE CHECKS In some of the examples you'll see Functions can enforce Attribute checks. Attribute checks pit two Attributes against one another in an attempt to give a character an edge over another as they perform their Function. These Attribute checks are not the end all be all and only have absolute effect on NPCs. Falling victim to an Attribute check as a PC does not allow auto-hitting or god-modding, it would only serve as a suggestion towards a success. The harder one passes or fails and Attribute check, the stronger this suggestion.
[b]Name:[/b] First-Aid [b]Type:[/b] Job Trait|Function [b]Description:[/b] Character treats wounds of varying severity. [b]Level(s):[/b] Lvl. 1: Minor | Lvl. 2: Moderate | Lvl. 3: Major |Lvl. 4: Severe | Lvl. 5: Fatal [b]Materials:[/b] E-Rank Materials |Minor: 5|Moderate: 15|Major: 50|Severe: 75| Fatal: 250 [b]Word/Time:[/b] Cast or Lvl. 1: 250 Words/-| Lvl. 2: 350 Words/-| Lvl. 3: 750 Words/12 Hours|Lvl. 4: 1,000 Words/3 Days| Lvl. 5: 2,500 Words/2 Weeks [b]Requirement:[/b] Some sort of Medical Tools
[b]Name:[/b] Navigation [b]Type:[/b] Job Trait|Function [b]Description:[/b] Character accurately plots a course and travels from one place to another by sailing. [b]Level(s):[/b] Infinite [b]Materials:[/b] Paid in Sea Cost and Passenger Cost [b]Word/Time:[/b] Post Count based on Ship Speed and Sea Difficulty [b]Requirement:[/b] Ship or Vehicle
[b]Name:[/b] Helmsman [b]Type:[/b] Job Trait|Function [b]Description:[/b] With Navigation knowledge of their own, a character can assist in steering the vessel through means such as grappling and pulling the ropes and binds of a ship to manipulate its sails, paddling or rowing the ship to direct its course, etc. For every Sub-Tier you have in Strength & Power, you can translate 1 Level of your Navigation/Sailing Trait and apply this number against the Sea Difficulty during Travel. [b]Level(s):[/b] 1 [b]Materials:[/b] N/A [b]Word/Time:[/b] Cast [b]Requirement:[/b] A sort of Navigation or Sailing Trait
[b]Name:[/b] Meteorology/Forecast [b]Type:[/b] Job Trait|Function [b]Description:[/b] This trait exercises one's knowledge over weather systems and allows them to make an attempt at forecasting the weather to reroll the Travel Dice. They can then pick which result they'll want to apply to their Travel. This can only be used once per Travel topic. [b]Level(s):[/b] Lvl. 1: 1 reroll| Lvl. 2: 2 rerolls | Lvl. 3: 3 rerolls|Lvl. 4: 4 rerolls| Lvl. 5: 5 rerolls [b]Materials:[/b] 5 E-Rank Materials [b]Word/Time:[/b] Cast [b]Requirement:[/b] N/A
[b]Name:[/b] Lockpick [b]Type:[/b] Job Trait|Function [b]Description:[/b] Character is versed in the ways of picking locks given they have a tool handy. [b]Level(s):[/b] Lvl. 1: breach Common Class Locks| Lvl. 2: breach Common Skillful Locks| Lvl. 3: breach Great Class Locks|Lvl. 4: breach Mighty Class Locks| Lvl. 5: breach Supreme Class Locks [b]Materials:[/b] N/A [b]Word/Time:[/b] Cast [b]Requirement:[/b] Tool that can be used to pick a lock, lockpick, hairpin, etc
[b]Name:[/b] Pickpocket [b]Type:[/b] Job Trait|Function [b]Description:[/b] Character has deft hands and can sneakily pick the pockets of those with less Perception & Wit than their own Speed & Agility/can opt for Perception & Wit. This allows them to steal items and Beli given they can do so reasonably. A successful Check doesn't guarantee success, but does suggest a higher chance to succeed. [b]Level(s):[/b] Lvl. 1: Can steal 5% of a PCs Beli*| Lvl. 2: 10%| Lvl. 3: 15%|Lvl. 4: 20%| Lvl. 5: 25%| *Stealing from NPCs would reward an amount of Beli based on their profile, implied income, island's bank rating, etc. [b]Materials:[/b] N/A [b]Word/Time:[/b] Cast [b]Requirement:[/b] N/A
[b]Name:[/b] Dismantler-Mechanisms [b]Type:[/b] Job Trait|Function [b]Description:[/b] Character knows how to safely break down mechanisms back into Materials or salvage their parts and technology. [b]Level(s):[/b] Lvl. 1: Can break down Common Class Mechanisms-30% Material Payout| Lvl. 2: Skillful-40%| Lvl. 3: Great-50%|Lvl. 4: Mighty-75%| Lvl. 5: Supreme-100%| If the mechanism has a sheet, the material payout is based on the Material COst. If there is no sheet, Material payout is suggested by the player based on the mechanism size and approved by a moderator. [b]Materials:[/b] N/A [b]Word/Time:[/b] Lvl. 1: 350 Words-6 Hours|Lvl. 2: 750 Words-1 Day|Lvl. 3: 1,000 Words-3 Days| Lvl. 4 2,000 Words-1 Week|Lvl. 5 3,000 Words-2 Weeks [b]Requirement:[/b] A sort of Scrapper Kit(hammer, saw, screwdriver, etc)
[b]Name:[/b] Tame [b]Type:[/b] Job Trait|Function [b]Description:[/b] Character domesticates a wild animal and turns them into a P or GNPC. [b]Level(s):[/b] Lvl. 1: E-Rank NPC| Lvl. 2: D-Rank NPC| Lvl. 3: C-Rank NPC|Lvl. 4: B-Rank NPC| Lvl. 5: A-Rank NPC| Lvl. 6: S-Rank NPC| Lvl. 7: U-Rank NPC [b]Materials:[/b] 5 Materials equal in Rank to the NPC's [b]Word[/b] Cast or Lvl. 1: 150 Words| Lvl. 2: 250 Words| Lvl. 3: 500 Words|Lvl. 4: 750 Words| Lvl. 5: 1,500 Words| Lvl. 6: 2,500 Words| Lvl. 7: 3,000 Words [b]Requirement:[/b] N/A
[b]Name:[/b] Sharpen/Hone [b]Type:[/b] Job Trait|Function [b]Description:[/b] The user adds Offensive Advantages to a piece equipment by sharpening it or through similar means. [b]Materials:[/b] Equal Rank Materials| Light: 5 | Medium: 10 | Heavy 15 [b]Levels:[/b] [ul type="disc"][li][b]1:[/b] +1 Off. Adv. | 500 Words | Occupies 1 Slot [/li][li][b]2:[/b] +2 Off. Adv. | 750 Words | Occupies 2 Slots [/li][li][b]3:[/b] +3 Off. Adv. | 1,000 Words | Occupies 3 Slots [/li][li][b]4:[/b] +4 Off. Adv. | 1,500 Words | Occupies 4 Slots [/li][li][b]5:[/b] +5 Off. Adv. | 2,000 Words | Occupies 5 Slots[/li][/ul]
[b]Name:[/b] Flirt [b]Type:[/b] Job Trait|Function [b]Description:[/b] The user utilizes their charm,good looks, smooth talking, etc to gain favor and influence people to do as they wish. It is reliant on the user's Perception & Wits Attribute being higher than their target's by at least 1 Sub Tier. The higher the character's P&W exceeds their target's the stronger their influence and more extreme their request can be. [b]Materials:[/b] N/A [b]Word:[/b] Cast [b]Levels:[/b][li][b]1:[/b] While Casting, the character gains 1 P & W Advantage [/li][li][b]2:[/b] While Casting, the character gains 2 P & W Advantages [/li][li][b]3:[/b] While Casting, the character gains 3 P & W Advantages [/li][li][b]4:[/b] While Casting, the character gains 4 P & W Advantages [/li][li][b]5:[/b] While Casting, the character gains 5 P & W Advantages[/li][/ul]
[b]Name:[/b] Strong Craft [b]Type:[/b] Job Trait [b]Description[/b][b]:[/b] During the crafting process, the user creates an especially durable piece of equipment by skillfully incorporating more Material.[i] Durability rise from B+->A.[/i] Must be done during the crafting process, not after. [b]Materials:[/b] Equal rank to equipment Grade. Weight-> Light: 5 Materials| Medium: 10 | Heavy 15 [b]Levels:[/b][ul type="disc"][li][b]1:[/b] +1 Durability sub tier | 500 Words | 1 Slot[/li] [li][b]2:[/b] +2 Durability sub tier | 750 Words | 2 Slots[/li] [li][b]3:[/b] +3 Durability sub tier | 1,000 Words | 3 Slots[/li] [li][b]4:[/b] +4 Durability sub tier | 1,500 Words | 4 Slots[/li] [li][b]5:[/b] +5 Durability sub tier | 2,000 Words | 5 Slots[/li][/ul]
Last Edit: May 20, 2020 13:59:46 GMT -8 by World Boss