EQUIPMENTEquipment is seen as any melee weapon, ranged weapon, or piece of armor. This does not include things handy tools such as lighters, devices and gadgets like a telescopes, or even explosives.
CLASS Class is determined by the level of skill put into the making the equipment. Higher Class adds Slots to a piece of equipment. Equipment that is classified as Meito, renown pieces of equipment, naturally have 1 additional Slot.
Common: 2 Slots
Skillful: 3 Slots
Great: 5 Slots
Mighty: 6 Slots
Supreme: 7 Slots
SLOTS Slots represent equipment's capacity for improvement. Through use of Function-Job Traits, Slots are permanently occupied and the equipment is granted bonuses to their parameters.
NOTES
Slots can be occupied both during and after the Crafting.
Crafting with Special Material or later incorporating it automatically occupies a single Slot regardless of Special Material Rank.
GRADE Grade ranks E-U and is determined by the Rank of Materials used to make the equipment. Grade helps determine a piece of equipment's natural parameters. The following is the typical Grade of each Class of equipment.
Common: D-Rank
Skillful: C-Rank
Great: B-Rank
Mighty: A-Rank
Supreme: S-Rank
When the Grade of Equipment exceeds it's expectations indicated by its Class, it's parameters like Durability, Power, Speed, Range, etc, have more flexibility.WEIGHT Weight refers to the mass of the equipment. This compares objects of a similar design/family/function and the nature of the Materials used to make them. Pistol to rifle to shotgun or dagger to sword to great sword, cloth to leather to metal chest piece.
The three Weight classes for equipment are Light, Medium, and Heavy. They don't only decide the Equipment's Durability, but also offer inherent Advantages to the Equipment based on the classification they fit into.
Light: Min. Durability
+1 Speed Advantage in exchange for -1 Offensive Advantage, -1 Hit*, -1 Durability Sub-Tier
Medium: Avg. Durability
N/A
Heavy: Max. Durability
+1 Offensive Advantage, +1 Hit, or +1 Durability Sub-Tier in exchange for -1 Speed Advantage
Of course everything big in size isn't necessarily heavy, Usopp Hammer is a giant hammer created by Usopp, but it'd classify as Light, so flexibility exist, but the nature of the material used and the workings of the equipment itself, should be taken into consideration when designing equipment.DURABILITY Durability represents the equipment's inherent ability to resist taking damage. Durability is determined by Grade and Weight.
Grade assigns the letter Rank, E-U
Weight, Light, Medium or Heavy, decides whether the Ranking is either Min., Avg., or Max.
e.g. B Grade Medium Weight= B (Avg.), S Grade Light Weight= S-, A Grade Heavy Weight= A+.
HITS* Equipment faces breaking when it takes a hit from an attack that exceeds its Durability rating.
When Armor can take 5 Hits. After 3 Hits it loses all its enhancements earned from Slots, save for those from Special Materials.
Weapons can take 3 Hits. After 2 Hits it loses all its enhancements earned from Slots, save for those from Special Materials.
Broken Equipment can be repaired as long as majority of its pieces are recovered. This cost half the Materials, calls for the same ingredients, including Special Materials.
STATISTICS When it comes to ranged equipment, its Statistics must be registered as well. Melee equipment and armor is only required to list the Durability. The statistics of Ranged Equipment are based on its Class, Grade, and Weight.
Strength & Power: (E- through U+) Speed & Agility: (E- through U+) Durability: (E- through U+) Range: (In meters) Ammo: (Refreshes every topic, how many shots do you have per topic.)
POWER Power represents offensive capabilities. Weight is the dominant factor in determining Power. The following considers Medium Weight ranged equipment.
Firearm: Firearms typically hang around C+ at the lowest up to A Avg. at the peak.
Mechanical: Things that fire with the aid of a mechanism similar to crossbows. C to B+.
Manpower: Bow & arrow, slingshots, throw-ables, etc. Power is based on the user's own Strength & Power.
RANGE Range is a number in meters that represents the distance projectiles from a ranged weapon can travel before they lose reliable accuracy. Class is the dominant factor in determining Range.
Light Pistol: 35m
Medium Rifle: 100m
Heavy Bazooka:50m
Medium Shotgun: 15m
Medium Bow & Arrow: 50m
Medium Crossbow: 75m
Throwable: 10m range can be increased with throwing minded traits
Without a Proficiency Trait geared towards the type of ranged weapon, character's can only accurately aim up to 10m by default with a ranged weapon. The following is how one's Range grows naturally by having Proficiency with a weapon.
Basic Proficiency: x1 weapon's Range.
Skilled Proficiency: x1.5 weapon's Range
Technical Proficiency: x2 weapon's Range
Expert Proficiency: x3 weapon's Range
Heroic Proficiency: x5 weapon's Range
SPEED Speed measures how fast projectiles from ranged weapons move. Class, Grade, and Weight all help determine Speed. The following considers Medium weapons.
Firearm: Firearms typically hang around C+ to U Speed & Agility.
Mechanical: Things that fire with the aid of a mechanism similar to crossbows. C to A.
Manpower: Bow & arrow and slingshots. Shooting speed is based on the user's on Strength & Power. "Manpower" can be input as the Speed & Agility.
Name: Sharpen/Hone Type: Job Trait Description: The user adds Offensive Advantages to a piece equipment by sharpening it or a similar means. Materials: Equal rank | Light: 5 | Medium: 10 | Heavy 15 Levels:
1: +1 Off. Adv. | 500 Words | 1 Slot
2: +2 Off. Adv. | 750 Words | 2 Slots
3: +3 Off. Adv. | 1,000 Words | 3 Slots
4: +4 Off. Adv. | 1,500 Words | 4 Slots
5: +5 Off. Adv. | 2,000 Words | 5 Slots
Name: Repair Type: Job Trait Description: The user repairs broken equipment. Materials: 50% of item's own material cost + Light: 5 | Medium: 10 | Heavy 15 Levels:
1: 500 Words+ 50% of the item's own wordcount cost| 1 Slot
Name: Strong Craft Type: Job Trait Description: The user creates an especially durable piece of equipment. B+->A. Must be done during the crafting process, not after. Materials: Equal rank | Light: 5 | Medium: 10 | Heavy 15 Levels:
1: +1 Durability sub-tier | 750 Words | 1 Slot
[b]Name:[/b] Sharpen/Hone [b]Type:[/b] Job Trait [b]Description:[/b] The user adds Offensive Advantages to a piece equipment by sharpening it or a similar means. [b]Materials:[/b] Equal rank | Light: 5 | Medium: 10 | Heavy 15 [b]Levels:[/b] [ul type="disc"][li][b]1:[/b] +1 Off. Adv. | 500 Words | 1 Slot [/li][li][b]2:[/b] +2 Off. Adv. | 750 Words | 2 Slots [/li][li][b]3:[/b] +3 Off. Adv. | 1,000 Words | 3 Slots [/li][li][b]4:[/b] +4 Off. Adv. | 1,500 Words | 4 Slots [/li][li][b]5:[/b] +5 Off. Adv. | 2,000 Words | 5 Slots[/li][/ul]
[b]Name:[/b] Repair [b]Type:[/b] Job Trait [b]Description[/b][b]:[/b] The user repairs broken equipment. [b]Materials:[/b] 50% of item's own material cost + Light: 5 | Medium: 10 | Heavy 15 [b]Levels:[/b][ul type="disc"][li][b]1: [/b]500 Words+ 50% of the item's own wordcount cost| 1 Slot [/li][/ul]
[b]Name:[/b] Strong Craft [b]Type:[/b] Job Trait [b]Description[/b][b]:[/b] The user creates an especially durable piece of equipment.[i] B+->A.[/i] Must be done during the crafting process, not after. [b]Materials:[/b] Equal rank | Light: 5 | Medium: 10 | Heavy 15 [b]Levels:[/b][ul type="disc"][li][b]1:[/b] +1 Durability sub-tier | 750 Words | 1 Slot[/li][/ul]
Last Edit: Jul 20, 2020 1:14:40 GMT -8 by World Boss
CONSUMABLES & USABLES Anything that is meant for consumption or has a straightforward function and/or use. They fall vaguely into Types such as food, poison, tools, ammo, gadgets, etc.
EFFECTIVENESS Effectiveness measures the items ability to fulfill its purpose. Effectiveness normally runs 1-12 and points are earned through quality of craftsmanship Class and quality of materials Grade. Through the use of Tools and Crafting Locations, additional Effectiveness points can be added to an item and make them outshine other creations. Put simply, the higher the effectiveness of an item, the better it performs. A rifle scope with 5 Effectiveness will be allowed to see farther than one with 3.
CLASS Class increases Effectiveness and bestows a consumable or usable with more complexity, more in-depth functions, and/or more functions in general.
Common: +1 Effectiveness
Skillful: +2 Effectiveness
Great: +3 Effectiveness
Mighty: +4 Effectiveness
Supreme: +5 Effectiveness
GRADE Grade is based on the rank of Materials used to craft the item. It increases Effectiveness and represents higher potency and strength through the use of higher quality materials.
E: +1 Effectiveness
D: +2 Effectiveness
C: +3 Effectiveness
B: +4 Effectiveness
A: +5 Effectiveness
S: +6 Effectiveness
U: +7 Effectiveness
EFFECT The Effect of a Consumable will typically alter the parameters of a character such as their Attributes by adding or subtracting amounts of Doriki, awarding or taking away Stamina, Lifeforce, Vigor, etc. Usables are things devised to do a variety of things such as cause damage, assist in crafting, or have an ability like be able to allow someone to see far, communicate over long distances, etc.
DURATION The length of time a Consumable or Usable's effects persist. Length's of time are measured in posts, real time, and IC time.
Instant: The effects only last for a single moment or as long as the item is actively in use e.g. using a spyglass.
Posts: A number of complete posting rounds. e.g. the persistence of a cloud of smoke from smokescreen.
Topics: A number of topics, 1 full page minimum e.g. a poison running its course.
Real Time: A number of days, weeks, or months. e.g. long-lasting beneficial effects from vitamins.
IC Time: The only unit of IC time is in Seasons. a long term poison or longevity of a tracking chip.
SERVINGS Servings refer to how many consumable or separate usable units of an item are produced when this item is crafted. Higher serving size will not only cause higher Material cost, but it will also informally lower the Effectiveness score.
NOTES
Serving sizes for Consumables typically should be enough for 3 uses.
Serving sizes for Usables should typically be 1.
The informal lowering of the Effectiveness means the number score itself will not be changed, but the Effects of the creation will take a hit in writing in exchange for a larger yield than the default.
STATS Stats are only relevant if it pertains to the creation's function. An ointment won't need stats just a description, but a poison or bomb would.
Strength & Power: (E- through U+)
Speed & Agility: (E- through U+)
Durability & Endurance: (E- through U+)
Range: (In meters)
Duration: (See above)
Notes
Durability of Consumables are E- unless specified otherwise. Usables Durability will be regarded as their Grade's letter Rank and Minimum/Min. e.g. B-, A-, S-.
TEMPLATE [b]Name:[/b] [b]Type:[/b] (Medicine, musk, gadget, explosive, etc) [b]Class:[/b] [b]Grade:[/b] [b]Effectiveness:[/b] [b]Description:[/b] (How it's made, what it looks like, smells like, all relevant details.) [b]Effect:[/b] (What does it do.) [b]Stats:[/b] [b]Duration:[/b] [b]Servings:[/b] [b]Arrangement & Cost:[/b] (Material Cost)
STRUCTURES Structures are buildings, mechanisms, simple constructs like pillars or walls and household constructs like furniture.
TYPE Of Structures there are four types.
Workplace: Workplaces are structures designed to aid in Crafting, award workers fixed Salary, and increase Turf parameters. Restaurants, hospitals, labs, forges, shipyards, etc.
Leisure-place: Leisure-places are relaxation and recreation minded structures that are designed to increase Turf parameters. Theaters, hot springs, Sabaody Park.
Mechanism: Mechanisms are engineered structures that oftentimes operate with a source of power to more efficiently accomplish a task that can grant Turf unique bonuses or environmental advantages. Bridge of Hesitation, Gates of Justice, lighthouse, clocktower, water mill.
Simple: Simple constructs are things like furniture and basic architectural forms. Table, chair, support beam, wall, stairs, ladder.
CLASS Class shows the level of craftsmanship put into a structure as well as the thoughtfulness put into the function to make it better working. Class helps Turf by raising the Production and Mood score of Workplaces and Leisure-places respectively. Class also increases HP and Effectiveness.
Common: +1 Mood or Production | +1 HP | +1 Effectiveness
Skillful: +2 Mood or Production | +2 HP | +2 Effectiveness
Great: +3 Mood or Production | +3 HP | +3 Effectiveness
Mighty: +4 Mood or Production | +4 HP | +4 Effectiveness
Supreme: +5 Mood or Production | +5 HP | +5 Effectiveness
GRADE Grade reflects the quality of the materials used to create a structure and will be the primary factor for Durability. This will also help decide a structure's HP and Effectiveness.
E-Rank: +1 HP | +1 Effectiveness
D-Rank: +2 HP | +2 Effectiveness
C-Rank: +3 HP | +3 Effectiveness
B-Rank: +4 HP | +4 Effectiveness
A-Rank: +5 HP | +5 Effectiveness
S-Rank: +6 HP | +6 Effectiveness
U-Rank: +7 HP | +7 Effectiveness
DURABILITY Durability represents a structure's ability to resist damage. It protects HP and only allows it to be lost if an attack exceeds the structure's Durability score. Grade decides the letter rank of Durability and the nature of the materials used determines Min., Avg., or Max. e.g. D Grade steel wall = D+. B Grade oak ladder = B-. U Grade marble palace = U.
Wood: Minimum
Stone: Average
Metal: Maximum
NOTES
Crafting with Special Materials will increase the Durability rating by 1 Tier. B- -> B
SIZE Size represents how big a structure is or the scale it is built to. Size increases HP, Effectiveness, and Mood or Production. Size influences a structure's Arrangement which is its Material Cost. SEE HERE
Simple Type Structures are given a -1 Arrangement reduction due to their non-complex nature.
HP HP represents the condition of a structure. There are three status conditions a Structure can be in. HP comes from Class, Size, and Grade for a total score of 19.
Good: Remaining HP is above 50%.
Damaged: Remaining HP is above 0 but below 50%. Structure loses 50% of its Effectiveness, Production, and Mood until repaired. Mechanisms suffer from agreed upon malfunctions/debuffs proposed by the offender.
Broken: 0 HP remaining, the structure is considered destroyed and non-repairable.
NOTES
HP is only lost when Durability is breached and significant damage is caused that aids in bringing down a structure. Breaking a wall down would be considered damaging a castle, but it doesn't do much in the grand scheme of things versus breaking down support beams.
EFFECTIVENESS Effectiveness is only significant to Mechanisms. It will increase how well they can do their job and the benefits they grant. Through normal means, a total of 17 Effectiveness can be accumulated and this score represents how well the mechanism is doing its job. Class, Grade, and Size typically award Effectiveness, but use of Tools and Locations during creation can also be used to generate even more Effectiveness points. Integration of Technology also can freely add Effectiveness to a structure.