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 Post subject: Crafting and Poisons
PostPosted: Fri Feb 05, 2016 4:42 am 
Pretty Goddamn Lost
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Note: You cannot craft things in flashbacks.

Crafting is any number of trades that allow a player to craft useful items that can be used or sold to other players. Crafting an item requires the resources it is made out of and a set amount of time based on the quality of the item (see below). The trades that can be learned on this site are:
  • Metallurgy: All things that have to do with the art of forging and bending metals taken from the earth. The forging of blades, armor, and so forth, fall under this category.
  • Chemistry: Medicine. Poison. Drugs. Explosives. All derived from the use of chemicals, all apart of the craft of the Chemist. Chemistry covers the art of combining various ingredients to create concoctions of varying potency. Combat drugs, medicinal paste, weaponized venoms and gunpowder are all examples of what chemistry entails.
  • Leatherworking: The art of taking the hide of an animal and crafting it into the toughest of armors. The value of a leatherworker's product is most often determined first by the quality of the animal they took the hide from, leading most leatherworkers to become famed huntsman tracking down the most legendary of creatures across the continents to skin their hides. Leatherworking usually revolves around crafting armor, with more skilled craftsmen able to make use out of rarer and tougher creatures.
  • Carpentry: Taking a piece of lumber and carving from it a wide variety of tools makes the carpenter. From crafting the bow and arrow to making towering structures, anything that requires wood requires a carpenter. They are also well known for becoming master trap-makers.

There are 3 levels of crafting that you can achieve. Each level requires a fighting style raise to achieve, so a Master-level trade would cost the same as a Specialist rank in a fighting style.

Note: Metallurgists craft projectiles at fifty a set (meaning, one "item" is fifty projectiles).
  • Apprentice: Apprenticeship is the first step for any craftsmen. It is here that the foundation of knowledge is laid and the apprentice learns the basics of their trade. Upon taking an apprenticeship the character must select which trade it is they are learning. You may take different apprenticeships multiple times in order to learn multiple trades so long as you have the fighting style raises to support them. Apprenticeship allows the crafting of Apprentice-level items from already existing blueprints. Apprentice-level items take 2 days IRL to create and are of Apprentice-level durability.
  • Journeyman: Having gained enough experience to start venturing down their own path but not yet acknowledged by a guild, a journeyman must work tirelessly in order to gain recognition for their work. Allows the ability to register your own custom blueprints to make items out of. Allows the crafting of Journeyman-level items, which are of Journeyman-level durability and take 2 day IRL at this level to create. Apprentice items now only take 1 day to make.
  • Master: Master craftsmen are those have been officially recognized by a Guild of their trade for their work. Masters are fully recognized tradesmen, able to take on apprentices and employ journeyman to work under themselves. The process of graduating from a journeyman to a master usually involves sending a masterpiece item to a Guild for review along with an entry fee. Allows the making of master-crafted items, which are of Master-level durability and take 10 days IRL to make. Journeyman-level items take only 1 day to make, while Apprentice-level items take only 1 hour to make.

Note: Unlike fighting styles, master-level craftsmen are not normally available for a character to start as. Exceptions are made when there are not enough active master craftsmen of a specific trade available to teach the trade. Talk to an admin before attempting to register a master craftsman.


Collaboration has always been an important part in any trade. As such, working with other craftsmen in your trade will reduce the time it takes to finish an item depending on the level of the assistants. Craftsmen can collaborate with anyone, of any rank. Time always refers to the delay in real-life before you are allowed to claim the item is completed.

Apprentice: Reduce the time it takes to make Apprentice-level items by half. Reduce Journeyman-level items' crafting time by 1/4th. No reduction for Master-crafted items.
Journeyman: Reduce the time it takes to make Apprentice-level items by 3/4ths. Reduce Journeyman-level crafting times by half. Reduce Master-crafted crafting times by 1/4th.
Master: Reduce the time it takes to make Apprentice-level items by 9/10ths. Reduce Journeyman-level crafting times by 3/4ths. Reduce Master-crafted items' crafting times by half.

Progressing In A Trade

Progressing in a trade requires one to be instructed under a master and accumulate experience from performing the trade. Remember advancing a level also requires a FS raise.

Apprentice → Journeyman: Requires the crafting of 8 apprentice level items, 3 of which must have been done without any collaboration and additionally requires assisting a higher ranked tradesmen in the crafting of at least 3 journeyman-level items. The player may then request a Journeyman license from their master.

Journeyman → Master: Requires the crafting of 10 apprentice level items(all of which must be done solo without any help from a collaboration), 5 journeyman level items(3 of which must have been done solo without any help from a collaboration), and additionally you must work under the supervision of a master in order to create your 'masterpiece' item, which you will send to your guild for review along with a 25,000 ryo entry fee. If the guild accepts your item you will receive a Guild license and official recognition as a master craftsmen.

Crafting Guidelines

To begin with: crafted items cannot grant you bonus tiers to stats. No, not your cool sword. Not your awesome helmet. No exceptions for the time being; this is subject to change at some point in the future.

What follows below is the rough parameters of what the abilities of a crafted object may be.

Apprentice: Generally, there are no enhancements to be had here. You craft these items for their practical purposes, such as not dying to an arrow because you're wearing armor.

Journeyman: There are some moderate enhancements to be found here, such as boots that let you double-jump, or muffle the noise your footsteps make.

Mastercrafted: Powerful enhancements can be found here, such as chakra-resistant weapons, or other legendary-esque items. An item at this level might even have multiple moderate enhancements rather than one large one. Think the Sword of Kusanagi, though perhaps not that good.

 Post subject: Re: Crafting
PostPosted: Fri Feb 05, 2016 4:43 am 
Pretty Goddamn Lost
Pretty Goddamn Lost
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Poison System

  • Apprentice – These level of poisons are still lethal, but decidedly weaker than anything created by a master. For a standard poison (something applied to a blade), assume around an eight turn kill time for basic registration. This can of course be changed on a case by case basis, depending on the drawbacks of the poison, the things that lead up to it, and various other factors.
  • Journeyman – Poisons of a journeyman level are costly, take more time to synthesize, but will kill their opponent far more quickly. Assume around a five-six turn kill time for a standard poison (ie something applied to a blade). At this level, poisons can begin to gain effects leading up to the “poison payload”, ie on turn 1 this happens, on turn two this happens, etc. Adding these abilities in may increase kill time on a case by case basis.
  • Master – These poisons are deadly, quick, outrageously expensive, and incredibly dangerous for unskilled hands to handle. Assume around a three turn kill time for a standard poison (you get the picture by now). This number is, of course, changeable on a case-by-case basis given the limits of the poison registered, its drawbacks, and all other factors.

    Not that your poison's effectiveness is typically affected by your opponent's Constitution.

    Now, for the three methods of getting a poison to your opponent we have:

    Ingesting: actually eating or drinking food or some substance that has the poison in it. These poisons will only work if eaten, and cannot be applied to a blade. This would likely reduce time to kill for lethal poisons.

    Standard Poison: Look above.

    Gaseous Poisons: The most diluted form of poisons, they are hard to escape and hug the ground; they will more than likely lengthen general time to kill.

    Let it be noted that poisons that outright incapacitate (ie, paralyze) someone will be treated as a lethal poison. This does not hold true for poisons which just debilitate or hinder someone (obviously subject to individual staff approval.)

[b]Poison Name:[/b]
[b]Crafting Level:[/b] 

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