The Crucible (Public Crafting Area)
Jun 11, 2018 11:28:12 GMT -7
Post by Starnaess on Jun 11, 2018 11:28:12 GMT -7
Aeroglass
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material allowing armour to float, and a user to strike +1 extra time for 1 movement.
Special: ---
Drawback: ---
Description: Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: +8,000 Ryo per Weapon; +8,000 Ryo per Armour Piece/ +500 Ryo per Helmet.
Jewelry
Rank: "C"
Type: Secondary/Main, 50 per Slot, Fancy, Medium, Jewelry
Effect: Personal Ornaments, such as necklaces, rings, or bracelets, that are typically made from or contain jewels and precious metal.
Special: ---
Drawback: ---
Description: The price of jewelry varies wildly by its quality. Many cultures, particularly nomads, consciously use jewelry as a form of portable wealth, most notably with belts and bangles made from coins. A commoner's ornaments may only be worth a few silver pieces, an artisan's a few gold pieces, and a merchant's a few platinum pieces, while nobles rarely wear jewelry worth less than 78,000 Ryo. Starter Jewelry cost 1 Precious Metal Piece of material. For example a simple gold ring will cost material equal to 780 Ryo (or 1 Gold Piece). A simple silver ring will cost material equal to 78 Ryo (or 1 Silver Piece). Same math can be applied to other Jewelry such as necklaces, bracelets, brooches, and etc. Crowns base cost however are 100 Precious Metal Pieces of material, or 78,000 Ryo for a simple gold crown (100 Gold Pieces). Jewelry may cost more (Note: Crowns are considered Main Items). If gems are applied, the cost of Jewelry goes up. To calculate the cost of Jewelry, take all material cost and add 50% to the total.
Limit: These types of items may be bought inside any Jewelry Shop.
Cost: Various
12,000+12000x3 = + 27,000 = 75,000 /15 = 5,000
459 jewelcrafting skill + 200 from roll + 210 from room = 869
6 posts needed to craft
Discounts
When enchanting rings, amulets, or other forms of jewelry, decrease the required time by 10%.
Whenever the user enchants objects comprised of metal (metal Armours, swords, crossbows, etc) decrease the required time by 10%.
Eldritch Smith
Rank: "C"
Skill: Chakra Trait
Effect: User has learned in the secret lore of the forge, rituals handed down for generations.
Special: ---
Drawback: ---
Description: Whenever the user crafts to make stone or metal items, they reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. This trait replaces 1 Freebies.
• Double Order 50 tp
Rank: "B"
Skill: Supplementary
Effect: User can create 2 items simultaneously.
Special: ---
Drawback: ---
Description: The Artisan is able to work on 2 items simultaneously. User's Skills, Crafting Time, Die Rolls, and other bonuses can be applied to both items. User only needs to make 1 Crafting post for both items. This ability does not allow the user to create an item in half the time, or craft an item they would not be able to normally create.
Limit: Must be an Artisan.
Enchantments
1 legendary
Bent Luck
Rank: "B", "A", "S"
Skill: Fūinjutsu
Effect: A seal giving an increase to Luck.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. Greater Enchantment Seal: +2 Enchantment Bonus to Luck. Epic Enchantment Seal: +4 Enchantment Bonus to Luck. Legendary Enchantment Seal: +6 Enchantment Bonus to Luck.
Limit: Must know Enchant Chakra Item - Greater. Must know Enchant Chakra Item - Epic. Must know Enchant Chakra Item - Legendary.
1 greater
Healer's Catalyst
Rank: "C"
Skill: Fūinjutsu
Effect: A seal giving the wearer the ability to receiver better heals.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. All healing Jutsus and effects performed upon the wearer of this ring affect them with the best possible result (maximized) or is increased by 50% (character's choice, but it must be decided before applied).
Limit: Must know Enchant Chakra Item - Superior.
enhancements
Hope emotional response
Evoke Emotional Response
Rank: "C"
Skill: Supplementary
Effect: User creates applies Emotion (Compulsion GenJutsu) into their item.
Special: ---
Drawback: ---
Description: Equipment Type: Any. The Artisan can choose a particular emotion to evoke with any of their work; Despair, Desire, Fear, Friendship, Hate, Hope, Rage. The target of the emotional response must also be chosen by the Artisan from the possible options of: “the owner”, “the wearer”, “the reader”, “the user” or “the audience”. May choose 1 of the following Emotional Responses.
Desire: User feels a strong urge to be in the presence of the desired object or creature. The enchanted creature suffers a -20 on Sense Motive checks against the desired creature.
Despair: The enchanted creatures suffer a -2 penalty to Saves, -5 to Attack Damage, and -10 Skill Checks.
Fear: The enchanted creatures flee from the character whenever they are in sight of the character. Emotion (Fear) dispels emotion (rage).
Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (Friendship) dispels emotion (Hate).
Hate: The enchanted creatures react more negatively towards others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, different to unfriendly, or unfriendly to hostile). Emotion (Hate) dispels emotion (Friendship).
Hope: The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair).
Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).
Target must make a Will save or be affected by the Emotion. This Save is 10 + 2 per Artisan's Class Level + Impeccable Will at time of creation. +3,000 Ryo to Crafting Time.
Limit: Must be an Artisan. Must know Tame the Savage Beast.
Enlivening
Rank: "C"
Skill: Supplementary
Effect: User can apply an ability to the armour allowing the user to gain temporary armour points for a limited time.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Belt, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Ring, Shoulders, Shield, or Wrists. When activated, the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. +24,000 Ryo to Crafting Time.
Limit: Must be an Artisan.
GEM
Skull of Strength
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem carved into a skull giving an Alchemy bonus to Might.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. A Skull of Strength is carved from a flawless crystal of amethyst of a light violet color. The skull that is carved is about two inches in height. Once carved, the skull's natural Alchemical properties are released. When a person carries or holds a skull of strength, their Might increases by +4 Alchemy Bonus. Scratching or otherwise damaging the skull negates its alchemical property.
Ingredients: 1 large flawless Amethyst (960 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 5% chance finding.
Cost: 8,500 Ryo
pay 45,000 for ritual cost
FINAL PRODUCT
The Bright Life
Rank: "S"
Type: Ring
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a skull of strenght on top of it, this ring provides the user with +6 enchantment bonus to luck +4 alchemy bonus to might + 50% healing effect and if the user chooses so, he can benefit from the Hope buff. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair). The wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes.
• Charismatic Magnetism
Rank: "B", "A", "S"
Skill: Fūinjutsu
Effect: A seal giving an increase to Charisma.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. Greater Enchantment Seal: +2 Enchantment Bonus to Charisma. Power 1/day; When using a Charisma based skill o change the attitude of another creature, the user improves the attitude of the creature 1 additional step in their favor, if possible. Epic Enchantment Seal: +4 Enchantment Bonus to Charisma. Power2/day. Legendary Enchantment Seal: +6 Enchantment Bonus to Charisma. Power 2/day; Still improve the creature's attitude 1 step on a failure of 25 or less.
Limit: Must know Enchant Chakra Item - Greater. Must know Enchant Chakra Item - Epic. Must know Enchant Chakra Item - Legendary.
FINAL PRODUCT
The Silent Sun
Rank: "S"
Type: Ring
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a fortress gemon top of it, this ring provides the user with +6 enchantment bonus to charisma + the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. The user also has a Power 3/day, non-movement. Use when performing a Chakra technique. The Chakra cost is reduced as though affected by the Efficient Jutsu Jutsu Enhancement Technique. The wearer can enchant himself with Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material allowing armour to float, and a user to strike +1 extra time for 1 movement.
Special: ---
Drawback: ---
Description: Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: +8,000 Ryo per Weapon; +8,000 Ryo per Armour Piece/ +500 Ryo per Helmet.
Jewelry
Rank: "C"
Type: Secondary/Main, 50 per Slot, Fancy, Medium, Jewelry
Effect: Personal Ornaments, such as necklaces, rings, or bracelets, that are typically made from or contain jewels and precious metal.
Special: ---
Drawback: ---
Description: The price of jewelry varies wildly by its quality. Many cultures, particularly nomads, consciously use jewelry as a form of portable wealth, most notably with belts and bangles made from coins. A commoner's ornaments may only be worth a few silver pieces, an artisan's a few gold pieces, and a merchant's a few platinum pieces, while nobles rarely wear jewelry worth less than 78,000 Ryo. Starter Jewelry cost 1 Precious Metal Piece of material. For example a simple gold ring will cost material equal to 780 Ryo (or 1 Gold Piece). A simple silver ring will cost material equal to 78 Ryo (or 1 Silver Piece). Same math can be applied to other Jewelry such as necklaces, bracelets, brooches, and etc. Crowns base cost however are 100 Precious Metal Pieces of material, or 78,000 Ryo for a simple gold crown (100 Gold Pieces). Jewelry may cost more (Note: Crowns are considered Main Items). If gems are applied, the cost of Jewelry goes up. To calculate the cost of Jewelry, take all material cost and add 50% to the total.
Limit: These types of items may be bought inside any Jewelry Shop.
Cost: Various
12,000+12000x3 = + 27,000 = 75,000 /15 = 5,000
459 jewelcrafting skill + 200 from roll + 210 from room = 869
6 posts needed to craft
Discounts
When enchanting rings, amulets, or other forms of jewelry, decrease the required time by 10%.
Whenever the user enchants objects comprised of metal (metal Armours, swords, crossbows, etc) decrease the required time by 10%.
Eldritch Smith
Rank: "C"
Skill: Chakra Trait
Effect: User has learned in the secret lore of the forge, rituals handed down for generations.
Special: ---
Drawback: ---
Description: Whenever the user crafts to make stone or metal items, they reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. This trait replaces 1 Freebies.
• Double Order 50 tp
Rank: "B"
Skill: Supplementary
Effect: User can create 2 items simultaneously.
Special: ---
Drawback: ---
Description: The Artisan is able to work on 2 items simultaneously. User's Skills, Crafting Time, Die Rolls, and other bonuses can be applied to both items. User only needs to make 1 Crafting post for both items. This ability does not allow the user to create an item in half the time, or craft an item they would not be able to normally create.
Limit: Must be an Artisan.
Enchantments
1 legendary
Bent Luck
Rank: "B", "A", "S"
Skill: Fūinjutsu
Effect: A seal giving an increase to Luck.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. Greater Enchantment Seal: +2 Enchantment Bonus to Luck. Epic Enchantment Seal: +4 Enchantment Bonus to Luck. Legendary Enchantment Seal: +6 Enchantment Bonus to Luck.
Limit: Must know Enchant Chakra Item - Greater. Must know Enchant Chakra Item - Epic. Must know Enchant Chakra Item - Legendary.
1 greater
Healer's Catalyst
Rank: "C"
Skill: Fūinjutsu
Effect: A seal giving the wearer the ability to receiver better heals.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. All healing Jutsus and effects performed upon the wearer of this ring affect them with the best possible result (maximized) or is increased by 50% (character's choice, but it must be decided before applied).
Limit: Must know Enchant Chakra Item - Superior.
enhancements
Hope emotional response
Evoke Emotional Response
Rank: "C"
Skill: Supplementary
Effect: User creates applies Emotion (Compulsion GenJutsu) into their item.
Special: ---
Drawback: ---
Description: Equipment Type: Any. The Artisan can choose a particular emotion to evoke with any of their work; Despair, Desire, Fear, Friendship, Hate, Hope, Rage. The target of the emotional response must also be chosen by the Artisan from the possible options of: “the owner”, “the wearer”, “the reader”, “the user” or “the audience”. May choose 1 of the following Emotional Responses.
Desire: User feels a strong urge to be in the presence of the desired object or creature. The enchanted creature suffers a -20 on Sense Motive checks against the desired creature.
Despair: The enchanted creatures suffer a -2 penalty to Saves, -5 to Attack Damage, and -10 Skill Checks.
Fear: The enchanted creatures flee from the character whenever they are in sight of the character. Emotion (Fear) dispels emotion (rage).
Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (Friendship) dispels emotion (Hate).
Hate: The enchanted creatures react more negatively towards others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, different to unfriendly, or unfriendly to hostile). Emotion (Hate) dispels emotion (Friendship).
Hope: The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair).
Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).
Target must make a Will save or be affected by the Emotion. This Save is 10 + 2 per Artisan's Class Level + Impeccable Will at time of creation. +3,000 Ryo to Crafting Time.
Limit: Must be an Artisan. Must know Tame the Savage Beast.
Enlivening
Rank: "C"
Skill: Supplementary
Effect: User can apply an ability to the armour allowing the user to gain temporary armour points for a limited time.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Belt, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Ring, Shoulders, Shield, or Wrists. When activated, the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. +24,000 Ryo to Crafting Time.
Limit: Must be an Artisan.
GEM
Skull of Strength
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem carved into a skull giving an Alchemy bonus to Might.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. A Skull of Strength is carved from a flawless crystal of amethyst of a light violet color. The skull that is carved is about two inches in height. Once carved, the skull's natural Alchemical properties are released. When a person carries or holds a skull of strength, their Might increases by +4 Alchemy Bonus. Scratching or otherwise damaging the skull negates its alchemical property.
Ingredients: 1 large flawless Amethyst (960 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 5% chance finding.
Cost: 8,500 Ryo
pay 45,000 for ritual cost
FINAL PRODUCT
The Bright Life
Rank: "S"
Type: Ring
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a skull of strenght on top of it, this ring provides the user with +6 enchantment bonus to luck +4 alchemy bonus to might + 50% healing effect and if the user chooses so, he can benefit from the Hope buff. The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair). The wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes.
RING 2
Aeroglass
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material allowing armour to float, and a user to strike +1 extra time for 1 movement.
Special: ---
Drawback: ---
Description: Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: +8,000 Ryo per Weapon; +8,000 Ryo per Armour Piece/ +500 Ryo per Helmet.
Jewelry
Rank: "C"
Type: Secondary/Main, 50 per Slot, Fancy, Medium, Jewelry
Effect: Personal Ornaments, such as necklaces, rings, or bracelets, that are typically made from or contain jewels and precious metal.
Special: ---
Drawback: ---
Description: The price of jewelry varies wildly by its quality. Many cultures, particularly nomads, consciously use jewelry as a form of portable wealth, most notably with belts and bangles made from coins. A commoner's ornaments may only be worth a few silver pieces, an artisan's a few gold pieces, and a merchant's a few platinum pieces, while nobles rarely wear jewelry worth less than 78,000 Ryo. Starter Jewelry cost 1 Precious Metal Piece of material. For example a simple gold ring will cost material equal to 780 Ryo (or 1 Gold Piece). A simple silver ring will cost material equal to 78 Ryo (or 1 Silver Piece). Same math can be applied to other Jewelry such as necklaces, bracelets, brooches, and etc. Crowns base cost however are 100 Precious Metal Pieces of material, or 78,000 Ryo for a simple gold crown (100 Gold Pieces). Jewelry may cost more (Note: Crowns are considered Main Items). If gems are applied, the cost of Jewelry goes up. To calculate the cost of Jewelry, take all material cost and add 50% to the total.
Limit: These types of items may be bought inside any Jewelry Shop.
Cost: Various
Rank: "B"
Type: Main, Mineral, Special Material
Effect: Special material allowing armour to float, and a user to strike +1 extra time for 1 movement.
Special: ---
Drawback: ---
Description: Identification: Average; Hardness: 7; Armour Points/Inch: 12; Armour Class: -4. Non Magnetic Material. Aeroglass is a light, strong glass containing small amounts of adamantine and numerous minute air bubbles. It is sometimes found as slag floating on top of lava in active volcanoes. Not as strong as steel per unit volume, it has hardness 7 and 12 Armour Points per inch of thickness; an equivalent volume of aeroglass weighs only 1/5 as much as steel. Due to their light weight, they gain an additional +1 additional attack in 1 movement per round while using a weapon made of Aeroglass, though this bonus does not stack with any enchantment bonus. Aeroglass armour needs to be thicker in order to provide the same protection as normal Armour, so gives no special benefits. However, since it floats, adventurers sometimes wear armour of this substance.
Limit: These items may be bought inside any Weapon Shop.
Cost: +8,000 Ryo per Weapon; +8,000 Ryo per Armour Piece/ +500 Ryo per Helmet.
Jewelry
Rank: "C"
Type: Secondary/Main, 50 per Slot, Fancy, Medium, Jewelry
Effect: Personal Ornaments, such as necklaces, rings, or bracelets, that are typically made from or contain jewels and precious metal.
Special: ---
Drawback: ---
Description: The price of jewelry varies wildly by its quality. Many cultures, particularly nomads, consciously use jewelry as a form of portable wealth, most notably with belts and bangles made from coins. A commoner's ornaments may only be worth a few silver pieces, an artisan's a few gold pieces, and a merchant's a few platinum pieces, while nobles rarely wear jewelry worth less than 78,000 Ryo. Starter Jewelry cost 1 Precious Metal Piece of material. For example a simple gold ring will cost material equal to 780 Ryo (or 1 Gold Piece). A simple silver ring will cost material equal to 78 Ryo (or 1 Silver Piece). Same math can be applied to other Jewelry such as necklaces, bracelets, brooches, and etc. Crowns base cost however are 100 Precious Metal Pieces of material, or 78,000 Ryo for a simple gold crown (100 Gold Pieces). Jewelry may cost more (Note: Crowns are considered Main Items). If gems are applied, the cost of Jewelry goes up. To calculate the cost of Jewelry, take all material cost and add 50% to the total.
Limit: These types of items may be bought inside any Jewelry Shop.
Cost: Various
12,000+12000x3 = + 27,000 = 75,000 /15 = 5,000
459 jewelcrafting skill + 200 from roll + 210 from room = 869
6 posts needed to craft
Discounts
When enchanting rings, amulets, or other forms of jewelry, decrease the required time by 10%.
Whenever the user enchants objects comprised of metal (metal Armours, swords, crossbows, etc) decrease the required time by 10%.
Eldritch Smith
Rank: "C"
Skill: Chakra Trait
Effect: User has learned in the secret lore of the forge, rituals handed down for generations.
Special: ---
Drawback: ---
Description: Whenever the user crafts to make stone or metal items, they reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. This trait replaces 1 Freebies.
• Double Order 50 tp
Rank: "B"
Skill: Supplementary
Effect: User can create 2 items simultaneously.
Special: ---
Drawback: ---
Description: The Artisan is able to work on 2 items simultaneously. User's Skills, Crafting Time, Die Rolls, and other bonuses can be applied to both items. User only needs to make 1 Crafting post for both items. This ability does not allow the user to create an item in half the time, or craft an item they would not be able to normally create.
Limit: Must be an Artisan.
459 jewelcrafting skill + 200 from roll + 210 from room = 869
6 posts needed to craft
Discounts
When enchanting rings, amulets, or other forms of jewelry, decrease the required time by 10%.
Whenever the user enchants objects comprised of metal (metal Armours, swords, crossbows, etc) decrease the required time by 10%.
Eldritch Smith
Rank: "C"
Skill: Chakra Trait
Effect: User has learned in the secret lore of the forge, rituals handed down for generations.
Special: ---
Drawback: ---
Description: Whenever the user crafts to make stone or metal items, they reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. This trait replaces 1 Freebies.
• Double Order 50 tp
Rank: "B"
Skill: Supplementary
Effect: User can create 2 items simultaneously.
Special: ---
Drawback: ---
Description: The Artisan is able to work on 2 items simultaneously. User's Skills, Crafting Time, Die Rolls, and other bonuses can be applied to both items. User only needs to make 1 Crafting post for both items. This ability does not allow the user to create an item in half the time, or craft an item they would not be able to normally create.
Limit: Must be an Artisan.
• Charismatic Magnetism
Rank: "B", "A", "S"
Skill: Fūinjutsu
Effect: A seal giving an increase to Charisma.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. Greater Enchantment Seal: +2 Enchantment Bonus to Charisma. Power 1/day; When using a Charisma based skill o change the attitude of another creature, the user improves the attitude of the creature 1 additional step in their favor, if possible. Epic Enchantment Seal: +4 Enchantment Bonus to Charisma. Power2/day. Legendary Enchantment Seal: +6 Enchantment Bonus to Charisma. Power 2/day; Still improve the creature's attitude 1 step on a failure of 25 or less.
Limit: Must know Enchant Chakra Item - Greater. Must know Enchant Chakra Item - Epic. Must know Enchant Chakra Item - Legendary.
• Efficient Jutsu 50 tp
Rank: "B"
Skill: Fūinjutsu
Effect: A seal allowing the user to perform Efficient Jutsu Jutsu enhancement Technique.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. Power 3/day, non-movement. Use when performing a Chakra technique. The Chakra cost is reduced as though affected by the Efficient Jutsu Jutsu Enhancement Technique.
Limit: Must know Enchant Chakra Item - Greater.
Rank: "B"
Skill: Fūinjutsu
Effect: A seal allowing the user to perform Efficient Jutsu Jutsu enhancement Technique.
Special: ---
Drawback: ---
Description: Equipment Type: Ring. Power 3/day, non-movement. Use when performing a Chakra technique. The Chakra cost is reduced as though affected by the Efficient Jutsu Jutsu Enhancement Technique.
Limit: Must know Enchant Chakra Item - Greater.
enhancements
Hope emotional response
Evoke Emotional Response
Rank: "C"
Skill: Supplementary
Effect: User creates applies Emotion (Compulsion GenJutsu) into their item.
Special: ---
Drawback: ---
Description: Equipment Type: Any. The Artisan can choose a particular emotion to evoke with any of their work; Despair, Desire, Fear, Friendship, Hate, Hope, Rage. The target of the emotional response must also be chosen by the Artisan from the possible options of: “the owner”, “the wearer”, “the reader”, “the user” or “the audience”. May choose 1 of the following Emotional Responses.
Desire: User feels a strong urge to be in the presence of the desired object or creature. The enchanted creature suffers a -20 on Sense Motive checks against the desired creature.
Despair: The enchanted creatures suffer a -2 penalty to Saves, -5 to Attack Damage, and -10 Skill Checks.
Fear: The enchanted creatures flee from the character whenever they are in sight of the character. Emotion (Fear) dispels emotion (rage).
Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (Friendship) dispels emotion (Hate).
Hate: The enchanted creatures react more negatively towards others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, different to unfriendly, or unfriendly to hostile). Emotion (Hate) dispels emotion (Friendship).
Hope: The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair).
Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).
Target must make a Will save or be affected by the Emotion. This Save is 10 + 2 per Artisan's Class Level + Impeccable Will at time of creation. +3,000 Ryo to Crafting Time.
Limit: Must be an Artisan. Must know Tame the Savage Beast.
Enlivening
Rank: "C"
Skill: Supplementary
Effect: User can apply an ability to the armour allowing the user to gain temporary armour points for a limited time.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Belt, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Ring, Shoulders, Shield, or Wrists. When activated, the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. +24,000 Ryo to Crafting Time.
Limit: Must be an Artisan.
Hope emotional response
Evoke Emotional Response
Rank: "C"
Skill: Supplementary
Effect: User creates applies Emotion (Compulsion GenJutsu) into their item.
Special: ---
Drawback: ---
Description: Equipment Type: Any. The Artisan can choose a particular emotion to evoke with any of their work; Despair, Desire, Fear, Friendship, Hate, Hope, Rage. The target of the emotional response must also be chosen by the Artisan from the possible options of: “the owner”, “the wearer”, “the reader”, “the user” or “the audience”. May choose 1 of the following Emotional Responses.
Desire: User feels a strong urge to be in the presence of the desired object or creature. The enchanted creature suffers a -20 on Sense Motive checks against the desired creature.
Despair: The enchanted creatures suffer a -2 penalty to Saves, -5 to Attack Damage, and -10 Skill Checks.
Fear: The enchanted creatures flee from the character whenever they are in sight of the character. Emotion (Fear) dispels emotion (rage).
Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (Friendship) dispels emotion (Hate).
Hate: The enchanted creatures react more negatively towards others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, different to unfriendly, or unfriendly to hostile). Emotion (Hate) dispels emotion (Friendship).
Hope: The enchanted creatures gain a +2 morale bonus to Saves, +5 to Attack Damage, and +10 Skill Checks. Emotion (Hope) dispels Emotion Despair).
Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).
Target must make a Will save or be affected by the Emotion. This Save is 10 + 2 per Artisan's Class Level + Impeccable Will at time of creation. +3,000 Ryo to Crafting Time.
Limit: Must be an Artisan. Must know Tame the Savage Beast.
Enlivening
Rank: "C"
Skill: Supplementary
Effect: User can apply an ability to the armour allowing the user to gain temporary armour points for a limited time.
Special: ---
Drawback: ---
Description: Equipment Type: Armour, Belt, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Ring, Shoulders, Shield, or Wrists. When activated, the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. +24,000 Ryo to Crafting Time.
Limit: Must be an Artisan.
GEMS
Fortress Gem
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem that allows the wielder to summon a large wall of iron to block targets.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. The power of iron is locked within this orange/brown gem. When the gem is cut to the shape of a cube the Alchemy is harnessed. When the gem is placed upon the ground and the command 'form' is given in Terran a wall of iron forms on the spot, forming a barrier at the command of the person who activated the fortress gem. Range of this wall is 15 cubic meters per Class Level. User causes a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. A wall of iron is 1 inch per Class Level. User can double the wall's area by halving its thickness. Each 2 meter square of the wall has 30 Armour Points per inch of thickness and hardness 10. A section of the wall whose Armour Points drop to 0 is breached. The wall lasts for 24 hours or until the command 'decay' is given in Terran. The fortress gem can be activated 1 per day.
Ingredients: 1 large fancy Garnet (3,500 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding.
Cost: 12,380 Ryo
Rank: "S"
Type: Secondary, 15 per Slot, Harnessed Gem
Effect: A gem that allows the wielder to summon a large wall of iron to block targets.
Special: ---
Drawback: ---
Description: Equipment Type: Slotless. The power of iron is locked within this orange/brown gem. When the gem is cut to the shape of a cube the Alchemy is harnessed. When the gem is placed upon the ground and the command 'form' is given in Terran a wall of iron forms on the spot, forming a barrier at the command of the person who activated the fortress gem. Range of this wall is 15 cubic meters per Class Level. User causes a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. A wall of iron is 1 inch per Class Level. User can double the wall's area by halving its thickness. Each 2 meter square of the wall has 30 Armour Points per inch of thickness and hardness 10. A section of the wall whose Armour Points drop to 0 is breached. The wall lasts for 24 hours or until the command 'decay' is given in Terran. The fortress gem can be activated 1 per day.
Ingredients: 1 large fancy Garnet (3,500 Ryo).
Limit: These types of items may be bought inside any Alchemy Shop. 25% chance finding.
Cost: 12,380 Ryo
FINAL PRODUCT
The Silent Sun
Rank: "S"
Type: Ring
Special: Created by the Valeferic family.
Description: Equipment Type: Ring. Made out of aeroglass, this ring is a piece of art - combining its clean design together with the aeroglass's colors as well as a fortress gemon top of it, this ring provides the user with +6 enchantment bonus to charisma + the wearer of this object gains 2 Temporary Armour Points per Class Point they possess. The wearer can activate this property once per day as a Non-Movement and the Temporary Armour Points last for 3 minutes. The user also has a Power 3/day, non-movement. Use when performing a Chakra technique. The Chakra cost is reduced as though affected by the Efficient Jutsu Jutsu Enhancement Technique. The wearer can enchant himself with Rage: The Enchanted creatures gain a +2 morale bonus to Might and Toughness scores, a +1 morale bonus to Will Saves, and a -1 to all Minor Defenses. They are compelled to fight heedless of danger. Emotion (Rage) does not stack with Brawler Rage or with itself. Emotion (Rage) dispels Emotion (Fear).