Welcome to Gaia! ::

Shinobi Nations ( Naruto Rp Guild )

Back to Guilds

Gaia's most ambitious guild. Now updating! 

Tags: Naruto, Boruto, Villages, Ninja, Shinobi 

Reply デ[Info} Mission Board :: Assignments, Training, Rewards
Jobs [Mine, Metal/Wood, Tailor, Glass, Infuse, Jewel, Chems]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200
PostPosted: Sun Nov 30, 2014 11:40 am
Contents

  • Mining Intro
  • Mining Missions
  • Crafting Types
  • Crafting Missions


Rewards
Worker class shinobi accrue AC and Ryo normal rewards for [E, D, C] missions. Worker class shinobi accrue double Ryo and normal AC for the [B, A, S] missions.

Non-Worker class shinobi only accrue Ryo from Job missions unless the mission was assigned by a Village Leader. If a job is assigned by a Village Leader, non-Worker class shinobi accrue AC and Ryo as per normal rewards for [E, D, C] missions. If assigned by a Village Leader, a non-Worker shinobi accrues double the Ryo and normal AC for the [B, A, S] missions. If it is not assigned by the Village Leader, no AC is earned by shinobi who are not of the Worker class.
 
PostPosted: Sun Nov 30, 2014 11:41 am
A Miner's Missions
Spelunking, Pickaxes, Resources


User Image

For Depth: Mining is the extraction of valuable minerals or other geological materials from the earth from an ore body, lode, vein, seam, or reef, which forms the mineralized package of economic interest to the miner. In layman's terms, digging into the ground of the Shinobi Nations will yield some sweet, sweet loot. Some shinobi have it easier than others, of course, and may not have to go mining for resources. Others can simply make their own resources, but what comes from deep underground is more than that: it's blood, sweat, tears, laughter, and the promise of vast untold fortunes.

Rewards
Worker class shinobi accrue AC and Ryo normal rewards for [E, D, C] missions. Worker class shinobi accrue double Ryo and normal AC for the [B, A, S] missions.

Non-Worker class shinobi only accrue Ryo from Job missions unless the mission was assigned by a Village Leader. If a job is assigned by a Village Leader, non-Worker class shinobi accrue AC and Ryo as per normal rewards for [E, D, C] missions. If assigned by a Village Leader, a non-Worker shinobi accrues double the Ryo and normal AC for the [B, A, S] missions. If it is not assigned by the Village Leader, no AC is earned by shinobi who are not of the Worker class.

When Mining, roll a single 1-22 dice. The number you land on will indicate what ores are discovered, starting from Coal (1), to Other (22). All numbers equal to and lower than the one you roll are eligible for picking the desired ore. You may pick one to actually mine, and the rest are collected by the village or camp, as indicated by the mission giver. Without including ability usage, the normal amount that one person can carry is 50 lbs, in an empty backpack.


Experience Rewards
For 10+ Mining jobs, the practitioner gains the title of "Apprentice Miner", to be listed on the profile.
-_-_-_The title gives: -1 post to the E - Rank and the B - Rank missions.

For 20+ Mining jobs, the practitioner gains the title of "Journeyman Miner", to be listed on the profile.
-_-_-_The title gives: -1 post to the D - Rank and the A - Rank missions.

For 25+ Mining jobs, the practitioner gains the title of "Master Miner", to be listed on the profile.
-_-_-_The title gives: -1 post to the E - Rank, the B - Rank, and -2 to the S - Rank missions.

For 30+ Mining jobs, the practitioner gains the title of "Grandmaster Miner", to be listed on the profile.
-_-_-_The title gives: -1 post to the D - Rank, the A - Rank, and -2 to the S - Rank missions.
-_-_-_Also grants a +1 to the dice roll.


Ores Discovered:
Starting from the rolled value and going up, the amount a single miner can find in a single go is a certain poundage, increasing linearly. The Other category is not included, and will be specified by a moderator when rolled. For values, check this cheat sheet:
All numbers are in pounds.
    1: Coal, 1.
    2: Coal, 2. Granite, 1.
    3: Coal, 3. Granite, 2. Limestone, 1.
    4. Coal, 4. Granite, 3. Limestone, 2. Iron, 1.
    5. Coal, 5. Granite, 4. Limestone, 3. Iron, 2. Pyrite, 1.
    6. Coal, 6. Granite, 5. Limestone, 4. Iron, 3. Pyrite, 2. Obsidian, 1.
    7. Coal, 7. Granite, 6. Limestone, 5. Iron, 4. Pyrite, 3. Obsidian, 2. Graphite, 1.
    8. Coal, 8. Granite, 7. Limestone, 6. Iron, 5. Pyrite, 4. Obsidian, 3. Graphite, 2. Quartz, 1.
    9. Coal, 9. Granite, 8. Limestone, 7. Iron, 6. Pyrite, 5. Obsidian, 4. Graphite, 3. Quartz, 2. Gypsum, 1.
    10. Coal 10. Granite, 9. Limestone, 8. Iron, 7. Pyrite, 6. Obsidian, 5. Graphite, 4. Quartz, 3. Gypsum, 2. Hematite, 1.

    11. Coal, 11. Granite, 10. Limestone, 9. Iron, 8. Pyrite, 7. Obsidian, 6. Graphite, 5. Quartz, 4. Gypsum, 3. Hematite, 2. Magnetite, .25.
    12. Coal, 12. Granite, 11. Limestone, 10. Iron, 9. Pyrite, 8. Obsidian, 7. Graphite, 6. Quartz, 5. Gypsum, 4. Hematite, 3. Magnetite, .5. Copper, .25.
    13. Coal, 13. Granite, 12. Limestone, 11. Iron, 10. Pyrite, 9. Obsidian, 8. Graphite, 7. Quartz, 6. Gypsum, 5. Hematite, 4. Magnetite, .75. Copper, .5. Mica, .25.
    14. Coal, 14. Granite, 13. Limestone, 12. Iron, 11. Pyrite, 10. Obsidian, 9. Graphite, 8. Quartz, 7. Gypsum, 6. Hematite, 5. Magnetite, 1. Copper, .75. Mica, .5. Orichalcum, .25.
    15. Coal, 15. Granite, 14. Limestone, 13. Iron, 12. Pyrite, 11. Obsidian, 10. Graphite, 9. Quartz, 8. Gypsum, 7. Hematite, 6. Magnetite, 1.25. Copper, 1. Mica, .75. Orichalcum, .5. Jade, .25.
    16. Coal, 16. Granite, 15. Limestone, 14. Iron, 13. Pyrite, 12. Obsidian, 11. Graphite, 10. Quartz, 9. Gypsum, 8. Hematite, 7. Magnetite, 1.5. Copper, 1.25. Mica, 1. Orichalcum, .75. Jade, .5. Opal, .25.
    17. Coal, 17. Granite, 16. Limestone, 15. Iron, 14. Pyrite, 13. Obsidian, 12. Graphite, 11. Quartz, 10. Gypsum, 9. Hematite, 8. Magnetite, 1.75. Copper, 1.5. Mica, 1.25. Orichalcum, 1. Jade, .75. Opal, .5. Silver, .25.

    18. Coal, 18. Granite, 17. Limestone, 16. Iron, 15. Pyrite, 14. Obsidian, 13. Graphite, 12. Quartz, 11. Gypsum, 10. Hematite, 9. Magnetite, 2. Copper, 1.75. Mica, 1.5. Orichalcum, 1.25. Jade, 1. Opal, .75. Silver, .5. Gelel, .125.
    19. Coal, 19. Granite, 18. Limestone, 17. Iron, 16. Pyrite, 15. Obsidian, 14. Graphite, 13. Quartz, 12. Gypsum, 11. Hematite, 10. Magnetite, 2.25. Copper, 2. Mica, 1.75. Orichalcum, 1.5. Jade, 1.25. Opal, 1. Silver, .75. Gelel, .25. Diamond, .125.
    20. Coal, 20. Granite, 19. Limestone, 18. Iron, 17. Pyrite, 16. Obsidian, 15. Graphite, 14. Quartz, 13. Gypsum, 12. Hematite, 11. Magnetite, 2.5. Copper, 2.25. Mica, 2. Orichalcum, 1.75. Jade, 1.5. Opal, 1.25. Silver, 1. Gelel, .375. Diamond, .25. Gold, .125.
    21. Coal, 21. Granite, 20. Limestone, 19. Iron, 18. Pyrite, 17. Obsidian, 16. Graphite, 15. Quartz, 14. Gypsum, 13. Hematite, 12. Magnetite, 2.75. Copper, 2.5. Mica, 2.25. Orichalcum, 2. Jade, 1.75. Opal, 1.5. Silver, 1.25. Gelel, .5. Diamond, .375. Gold, .25. Uranium, .125.

    22. Special


Tier 1
User ImageUser ImageUser ImageUser Image
User ImageUser ImageUser ImageUser Image
User ImageUser Image

Tier: 2
User ImageUser ImageUser ImageUser Image
User ImageUser ImageUser Image

Tier: 3
User ImageUser ImageUser ImageUser Image

Tier: Special
The Missions Mod will indicate what is found, from these or otherwise.
User ImageUser ImageUser ImageUser Image
User ImageUser ImageUser Image
 


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200
PostPosted: Sun Nov 30, 2014 11:49 am
A Miner's Missions
Spelunking, Pickaxes, Resources


Missions

Title: Scouting I
Rank: E
Information: Scouting out ores on the mountain sides. No spelunking required!
Solo or Squad: Solo
Minimum Posts: 4
Note: Bring binoculars, telescopes, or special eyes for an easier time! Rewards AC and Ryo as normal.
-_-_-_○ ○ ○ ○ ○
Title: Scouting II
Rank: D
Information: Scouting out ores within the mountain sides. Spelunking required! Be careful in there, shinobi.
Solo or Squad: Solo
Minimum Posts: 4
Note: If you do not own spelunking equipment, this mission is off-limits. A kit with the needed equipment can be bought in most shops. Rewards AC and Ryo as normal.
-_-_-_○ ○ ○ ○ ○
Title: A Miner's Duty
Rank: C
Information: Guarding and resupplying the base camp, while bringing back ores to the village. Requires keeping an eye out, running supplies to different people, and reporting in often. Becomes a B-rank under extenuating circumstances. Does not include any other activities performed while at the base camp.
Solo or Squad: Solo
Minimum Posts: 6 posts, meaning 3 to get there, and 3 to return.
Note: Requires an overnight stay (in real life) in the base camp. Rewards AC and Ryo as normal.
-_-_-_○ ○ ○ ○ ○
Title: Actual Mining! I
Rank: B
Information: Restricted to those of C-rank Body, minimally, the miners need a hand at digging and hauling ores up from their locations. No spelunking required!
Solo or Squad: Solo
Minimum Posts: 5 posts, once on location.
Note: Requires the E - Rank scouting mission to be performed first. See the Ores Discovered section for information on rewards.
-_-_-_○ ○ ○ ○ ○
Title: Actual Mining! II
Rank: A
Information: Restricted to those of B-rank Body, minimally, the miners need a hand at digging and hauling ores up from their locations. Spelunking required! Be careful in there, shinobi.
Solo or Squad: Solo
Minimum Posts: 9 posts, once on location.
Note: If you do not own spelunking equipment, this mission is off-limits. A kit with the needed equipment can be bought in most shops. +1 added to the dice roll's results. Requires the D - Rank scouting mission to be performed first. See the Ores Discovered section for information on rewards.
-_-_-_○ ○ ○ ○ ○
Title: Refinement
Rank: S
Information: Refining ores to separate out unwanted items. Restricted to those of B-Rank Body. Includes sifting, spinning, and/or distilling until the proper ore is found. Secondary and waste materials will need to be dealt with before cleaning up.
Solo or Squad: Solo
Minimum Posts: 14 posts
Note: Can pick two ores from the dice roll. +2 added to the dice roll's results. See the Ores Discovered section for information on rewards.
-_-_-_○ ○ ○ ○ ○
Special - Rank: When a vein is discovered, the finder will roll a single 1-21 dice, and the vein will be listed in first post of the thread in which it was found, and the Village Leader must be informed. The mods will then determine how much of the ore is there, given by an amount of times that anyone can have a guaranteed run on mining it. (i.e. failed dice rolls will give the minimum, instead) A vein will also not need to be scouted after found, and can be mined like usual, at half the post rate required, not including post reductions.


_________________________________________________________


Treasures, Fossils, and Fortunes
The world underneath one's feet
User Image - Blocked by "Display Image" Settings. Click to show.


-_-_-Fossils Description:
A fossil (from Classical Latin fossilis; literally, "obtained by digging"') is any preserved remains, impression, or trace of any once-living thing from a past geological age. Examples include bones, shells, exoskeletons, stone imprints of animals or microbes, hair, petrified wood, oil, coal, and DNA remnants. The totality of fossils is known as the fossil record.
-_-_-Treasures Description:
Long buried secrets, aged common artefacts, or even the most bizarre, supremely valuable treasures can be found if given enough search time. Please refer to the treasures section below the fossils section, for further information.
-_-_-Guide Usage:
This Guide is currently useful only for situations where Fossils and Treasures are found via the Mining [Job].
Each section has a structure, like '1d10', which indicates how many, and what kind of sided die to roll. For ease of use: dice roller. The first column shows the kind of sided die, whether it's a simple 6-sided, or a potential 41-sided die (the column's last box). The second column is how many of those die are going to be rolled. The box all the way on the right will show all of the rolls that are performed, and will persist until the reset button is pressed.


-_-_-Fossil Guide

The types of fossils are: (1d10)

  1. Index: Also known as guides, indicators or zonals, 10 ryou, +1 additional roll on the 'types of fossils'.
  2. Trace: Consist mainly of tracks and burrows, but also include coprolites (fossil feces) and marks left by feeding, 15 ryou.
  3. Transitional: Any fossilized remains of a life form that exhibits traits common to both an ancestral group and its derived descendant group, 20 ryou.
  4. Microfossil: A descriptive term applied to fossilized plants and animals whose size is just at or below the level at which the fossil can be analyzed by the naked eye, 25 ryou.
  5. Resin: A natural polymer found in many types of strata throughout the world, even the Arctic, 30 ryou.
  6. Derived, reworked or remanié: A fossil found in rock that accumulated significantly later than when the fossilized animal or plant died, 20 ryou.
  7. Wood: Wood that is preserved in the fossil record, and may be petrified, 10 ryou.
  8. Subfossil: Can be used to refer to remains, such as bones, nests, or defecations, whose fossilization process is not complete, either because the length of time since the animal involved was living is too short (less than 10,000 years) or because the conditions in which the remains were buried were not optimal for fossilization, 5 ryou.
  9. Chemical fossils, or chemofossils: These are chemicals found in rocks and fossil fuels (petroleum, coal, and natural gas) that provide an organic signature for ancient life. 10 ryou, requires a chemist to understand, no further rolls.
  10. Pseudofossils: Visual patterns in rocks that are produced by geologic processes rather than biologic processes, 10 ryou.


Ways to Fossil: (1d8)

  1. Permineralization: Most common type, minerals fill in empty spaces in bones, etc. Leaves the solids intact. (1.0x ryou value)
  2. Mold: A hollow 'shell' that has an imprint of the once fossil. Everything other than the imprint is gone. (1.5x ryou value)
  3. Cast: When a mineral fills in a mold, and can be made of various quartz or other rocks. (1.5x ryou value)
  4. Authigenic Mineralization: A specimen that rapidly went through the phases of a mold and a cast, preserving a lot of information in a 3d structure. (2.5x ryou value)
  5. Replacement and Recrystallization: A specimen that slowly went through the phases of a mold and a cast, preserving bone and shell information in a 3d structure. (2.0x ryou value)
  6. Adpression: This term covers both 'impression' and 'compression', as they usually arrive together. When an adpression fossil is broken open, one half will have the former, the other half the latter. This fossil is great at preserving soft tissue information, albeit in a compressed, rather 2d structure. (2.5x ryou value)
  7. Carbonization: A fossil wherein the soft tissues became merely a silhouette of the original. (1.5x ryou value)
  8. Bioimmuration: When one fossil overtakes another, preserving it much more efficiently. (3.0x ryou value)


Ages of Fossils: (1d5)

  1. Fresh: Specimens that have only just begun to have one of the Ways to Fossil occur. Usually extremely common, and not worth much. (.05x ryou value)
  2. Young: Specimens that are only marginally older than the Age of the Shinobi. Commonly found, they may be seen as decorative objects in history loving citizens' homes. (.5x ryou value)
  3. Aged: Specimens that have had sufficient time to become a proper fossil. (No ryou value change)
  4. Old: Specimens that have not only had sufficient time to become a proper fossil, but are usually buried underneath even more fossils. (1.5x ryou value)
  5. Ancient: Specimens that are so old, the fossils are starting to decay from age. (2x ryou value)


Where they Became: (1d41)

    If of unknown, 1.0x value.
    If of a 5 main village country, 1.5x value.
    If of any other country, 2.0x value.

  1. Land of Ancestors
  2. Land of Bean Jam
  3. Land of Bears
  4. Land of Benisu Island
  5. Land of Birds
  6. Land of Claws
  7. Land of Demons
  8. Land of Earth
  9. Land of Fangs
  10. Land of Fire
  11. Land of Forests
  12. Land of Honey
  13. Land of Hot Water
  14. Land of Iron
  15. Land of Keys
  16. Land of Lightning
  17. Land of Moon
  18. Land of Mountain Steams
  19. Land of Mountains
  20. Land of Neck
  21. Land of Noodles
  22. Land of Rivers
  23. Land of Rouran
  24. Land of Sand
  25. Land of Sea
  26. Land of Silence
  27. Land of Sky
  28. Land of Snow
  29. Land of Stone
  30. Land of Sound
  31. Land of Swamps
  32. Land of Tea
  33. Land of That
  34. Land of This
  35. Land of Valleys
  36. Land of Vegetables
  37. Land of Water
  38. Land of Whirlpools
  39. Land of Wind
  40. Land of Woods
  41. Unknown


Size of the Fossil: (1d8)

  1. Tiny (less than 1 centi) (0.2x ryou value)
  2. Little (1 centi - 5 centi) (0.4x ryou value)
  3. Small (5 centi - 1 deci) (0.6x ryou value)
  4. Medium (1 deci - 5 deci) (0.8x ryou value)
  5. Large (5 deci - 1 meter) (1.0x ryou value)
  6. Very Large (1 meter - 2 deca) (1.5x ryou value, needs Takumi's excavation team)
  7. Enormous (1 deca - 5 deca) (2.0x ryou value, needs Takumi's excavation team)
  8. Gargantuan (5 deca - 1 hecto) (3.0x ryou value, needs Takumi's excavation team)
    All values in '-meters'
    If Takumi's excavation team is needed, their City Hall will have a team of individuals for assistance. An excavation generally takes a large amount of time (1 irl month at very large, 2 months for enormous, and 4 months for gargantuan) for 1 hirable to excavate all on their own, at 100 ryou per week. Additional hires are available, and reduce the work load by 50%, multiplicatively. Alternatively, the finder may assist the excavation team, taking on the task alongside them. This requires 1 non-reduceable post per week, within the excavation thread, and functions as an additional (multiplicatively) 50% off.


What is the Fossil: (1d10)

  1. Land animal, warm blooded
  2. Land animal, cold blooded
  3. Aerial animal, warm blooded
  4. Aerial animal, cold blooded
  5. Aquatic animal, warm blooded
  6. Aquatic animal, cold blooded
  7. Plant, deciduous
  8. Plant, coniferous
  9. Fungi
  10. Insect

Species: 2d26, these rolls represent a capitalized letter on the English alphabet.
Physical Gender: 1d5, this is generally male (M), female (F), hermaphrodite (H), parthenogenesis (P), or isogamy (I).
Age: 1d100, this being a percentage value of a species' normal maximum life span.


Potential Price of Fossil:

Type x Way x Age x Where x Size x 100 = Final
Example: Transitional (20) x Mold (1.5) x Young (0.5) x Land of Silence (2.0) x Large (1.0) x 100 = 3,000 ryou.
If everything is identical, the potential price of the second fossil (and any other successives) drops by 50%. Please note that the final price given is a maximum, and not an actual. It is not unheard of for sellers to only receive half of the maximum amount, or even lower, depending on the buyer.

Identification Number of Fossil:

Type - Way - Age - Where - Size - What (less the '-')
Example: Transitional - Mold - Young - Land of Silence - Large - Coniferous (7, 25, M, 50) = 2 - 2 - 2 - 26 - 5 - 8 is 2222658GZM50
No two are truly alike.


-_-_-Treasure Guide

Size of Treasure Horde: (1d9)

  1. Lost and Found: 1 item.
  2. Fossil: 1 item, refer to the fossil guide.
  3. Animal's Grave: 2 items, 1 of which is an animal fossil.
  4. Commoner's Grave: 2 items, 1 of which is a human fossil.
  5. Commoner's Couples' Grave: 4 items, 2 of which are human fossils.
  6. Noble's Grave: 4 items, 1 of which is a human fossil. Requires Takumi's excavation team.
  7. Noble's Couples' Grave: 8 items, 2 of which are human fossils. Requires Takumi's excavation team.
  8. Royal Tomb: 8 items, 1 of which is a human fossil. Requires Takumi's excavation team, and a monster dispatch.
  9. Royal Couple's Tomb: 16 items, 2 of which are human fossils. Requires Takumi's excavation team, and a monster dispatch.
    For each item, roll to figure out what it is, with fossils referring to the above fossil guide.
    If Takumi's excavation team is needed, their City Hall will have a team of individuals for assistance. A treasure excavation generally takes a medium amount of time (2 irl weeks at Noble's, 1 month for Noble's Couple's, 2 months for Royal Tomb's, and 4 months for Royal Couple's Tomb) for 1 hirable to excavate all on their own, at 100 ryou per week. Additional hires are available, and reduce the work load by 50%, multiplicatively. Alternatively, the finder may assist the excavation team, taking on the task alongside them. This requires 1 non-reduceable post per week, within the excavation thread, and functions as an additional (multiplicatively) 50% off.
    For the 'Royal' finds, they will be guarded by a minimum of 1 monster, having been sealed in to prevent tomb raiders.


Ages of Treasures: (1d5)

  1. Fresh: Specimens that have only just begun to age. Usually extremely common, and not worth much. (.05x ryou value)
  2. Young: Specimens that are only marginally older than the Age of the Shinobi. Commonly found, they may be seen as decorative objects in history loving citizens' homes. (.5x ryou value)
  3. Aged: Specimens that have had sufficient time to become properly buried and forgotten. (No ryou value change)
  4. Old: Specimens that have not only had sufficient time to become properly buried and forgotten, but are usually buried underneath even more than the usual amount of debris. (1.5x ryou value)
  5. Ancient: Specimens that are so old, the treasures are starting to decay from age. (2x ryou value)


Where they Became: (1d41)

    If of unknown, 1.0x value.
    If of a 5 main village country, 1.5x value.
    If of the Land of Rivers, 2.5x value. (Takumi's country)
    If of any other country, 2.0x value.

  1. Land of Ancestors
  2. Land of Bean Jam
  3. Land of Bears
  4. Land of Benisu Island
  5. Land of Birds
  6. Land of Claws
  7. Land of Demons
  8. Land of Earth
  9. Land of Fangs
  10. Land of Fire
  11. Land of Forests
  12. Land of Honey
  13. Land of Hot Water
  14. Land of Iron
  15. Land of Keys
  16. Land of Lightning
  17. Land of Moon
  18. Land of Mountain Steams
  19. Land of Mountains
  20. Land of Neck
  21. Land of Noodles
  22. Land of Rivers
  23. Land of Rouran
  24. Land of Sand
  25. Land of Sea
  26. Land of Silence
  27. Land of Sky
  28. Land of Snow
  29. Land of Stone
  30. Land of Sound
  31. Land of Swamps
  32. Land of Tea
  33. Land of That
  34. Land of This
  35. Land of Valleys
  36. Land of Vegetables
  37. Land of Water
  38. Land of Whirlpools
  39. Land of Wind
  40. Land of Woods
  41. Unknown


Degradation: (1d5)

  1. Destroyed: Almost unrecognizable, this item only has enough left to show what it once was, and barely, at that. (.05x ryou value)
  2. Decayed: Due to long term exposure to air and/or moisture, the item has lost all luster and color, and has begun to crumble. (.5x ryou value)
  3. Tarnished: Due to exposure to air and/or moisture, the item has dropped in quality, losing luster and most color. (.8x ryou value)
  4. Preserved: Due to it being sufficiently sealed, the item has only a tiny bit of degradation, retaining most luster and color. (1.0x ryou value)
  5. Well Preserved: Due to it being well sealed, the item has no significant degradation, and retains nearly all luster and color. (1.5x ryou value)


Quality of Treasures: (1d7)

  1. Arts and Crafts: Produced by anyone not experienced. (.05x ryou value)
  2. Hobby: Produced by anyone with sufficient interest in the subject. (.50x ryou value)
  3. Apprentice: Produced by anyone with an apprentice title. (1.0x ryou value)
  4. Journeyman: Produced by anyone with a journeyman title. (1.5x ryou value)
  5. Master: Produced by anyone with a master title. (2.0x ryou value)
  6. Grandmaster: Produced by anyone with a grandmaster title. (2.5x ryou value)
  7. Legendary: Produced by anyone with a legendary title. (3.0x ryou value)


Who made the Treasure: (1d20)

  1. Human
  2. Animal, non-sentient
  3. Animal, sentient
  4. Summoning: Toad.
  5. Summoning: Snake.
  6. Summoning: Slug.
  7. Summoning: Canine.
  8. Summoning: Aquatic.
  9. Summoning: Monkey.
  10. Summoning: Wild Cat.
  11. Summoning: Bear.
  12. Summoning: Turtle/Tortoise.
  13. Summoning: Bird.
  14. Summoning: Hare.
  15. Summoning: Lizard.
  16. Summoning: Bat.
  17. Summoning: Insect.
  18. Summoning: Behemoth.
  19. Summoning: Rodent.
  20. Other (monster, plant, fungi, bacterial, natural, etc)
    This list is useful for finding out what the purpose was of the treasure, as not all items will be designed the same way, even if they are for the same purpose. (such as a sweater for a squid, rather than a human) Any inscriptions that aren't from a human will likely be in said person's tongue, and thus unreadable by outsiders.
    For all non-humans... Species: 2d26, these rolls represent a capitalized letter on the English alphabet.


Is it Trapped? (1d6)

  1. No. (no further rolls required)
  2. Yes, but the trap is already destroyed.
  3. Yes, but the trap is already sprung.
  4. Yes, but the trap is of low quality. (1 rank less to avoid)
  5. Yes, and it is in good condition.
  6. Yes, and there are multiple. (roll this section two more times, taking all 1s to be 2s)


If a 4 or 5 was rolled, roll the following, (1d5)

  1. Did not activate any traps, cannot see the activation mechanism.
  2. Did not activate any traps, can see the activation mechanism.
  3. Activated a self-destruct. (-1 to the Degradation roll)
  4. Activated 1 trap.
  5. Activated all traps.


For what kind of trap, (1d11 [type], 1d8 [rank of nothing, and E-S+])

  1. Snare
  2. Pitfall
  3. Punji-pit
  4. Deadfall
  5. Explosive
  6. Trapdoor
  7. Rolling Boulder
  8. Scything Trap (blades swinging, rotating, etc)
  9. Chemical Trap (fire, acid, water, etc)
  10. Kuchiyose (bringing in something)
  11. Fuuin (usually an illusion or Ninjutsu)


What is the Treasure's normal Maximum Value? (1d12)

All numbers stated are the maximum ryo value of said item(s), along with examples, and includes all valued items up from the previous item value. It is possible to find multiple items from lesser values, totaling said maximum, if the Size of the treasure indicates multiple items.

  1. Everyday items - 1 ryō (paper, pencils, socks, forks, etc)
  2. Everyday specialty - 10 ryō (leather gloves, safety glasses, rope, etc)
  3. Everyday crafting - 20 ryō (anchors, grinding files, cutlery sets, etc)
  4. Medium specialty - 50 ryō (mannequin, plane, shaver, etc)
  5. Crafter's necessities - 100 ryō (knife, hammer, harness, etc)
  6. Job importance - 200 ryō (optical visor, mining helmet, painkiller, etc)
  7. Shinobi basics - 400 ryō (enhanced antidote, toxic smoke bomb, Chuunin's scroll, etc)
  8. Military specialty - 800 ryō (Sannin's scroll, Flak Jacket (Jounin), Hero's Hooded Yukata, etc)
  9. Takumi's finest - 1,600 ryō (Specialty Armor, Sealing Arm Brace, Wrench Set II, Advanced Trapper's Toolkit, etc)
  10. Treasure Horde - 3,200 ryō (Grinding Wheel, Run-Down Building, Amplification Marble, etc)
  11. Dragon's Nest - 6,400 ryō (Casting Equipment: Lost Wax Method, large cut stones (e.g. rubies, sapphires, garnets), Aged Establishment, etc)
  12. The Mother Load - 12,800 ryō (Simple Building, 1 ton of non-metal, village projectiles pack, etc) + 1 more roll


Potential Price of Treasure:

Age x Where x Degradation x Quality x What = Final
Example: Aged (1.0) x Land of Moon (2.0) x Decayed (0.5) x Master (2.0) x Job Importance (200 ryou) = 400 ryou.
Please note that the final price given is a maximum, and not an actual. It is not unheard of for sellers to only receive half of the maximum amount, or even lower, depending on the buyer.

Identification Number of Treasure:

Size - Age - Where - Degradation - Quality - Who - What (less the '-')
Example: Lost and Found - Aged - Land of Moon - Decayed - Master - Hare Summoning (rolled FS), Job Importance = 1 - 3 - 17 - 2 - 5 - 14FS - 6 is 13172514FS6. A Hare Summoning's version of a Chuunin's scroll, perhaps?
No two are truly alike.
 
PostPosted: Sun Nov 30, 2014 11:54 am
Smithing Types


User Image


Whitesmithing
Description:
A common occupation, it involves shaping soft metals (tin, pewter, gold, silver, etc) or working on cold metals, filing, polishing, and other types of finishing work. These folks produce forks, pitchers, candle holders, chandeliers, and other commonly used metallic items. Gaining experience as a whitesmith helps in learning the basic metal smithing types.
Smithing Example: Receiving a touch-up job from a client, Yakou-san takes a polishing cloth to an almost broken pitcher. Shining it up just like new, he finds where a delicate crack is, that would otherwise cause issues later on. Shaping some pewter into the crack to fill it, Yakou-san buffs it up, applying a new layer of polish to make it seem like the crack was never there to begin with.
Training times: 10 jobs for 'Apprentice Whitesmith'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with metals, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Blacksmithing
Description:
A common occupation, it involves shaping and working iron and steel by forging with hammers, anvils, clamps, and other many tools. These folks can create nearly anything needed by the populace, including nails, horseshoes, weapons, armor, railing, furniture, cooking utensils, and other commonly used metallic items. After producing an item, he or she will hand their craft off to a whitesmith for finishing up. Gaining experience as a blacksmith helps in learning the basic metal smithing types.
Smithing Example: Yakou-san has received an order for some horseshoes. Throwing some wood and fresh coal into the furnace, he waits until it has reached just the right temperature. With sweat on his brow, he takes his tongs and iron, holding the iron in the fire until it is blazing red. Quickly pulling it out, he lays it on an anvil, to beat upon with his family's hammer. After a while of shaping, he quenches the hot iron in cool water before calling over a whitesmith to finish up.
Training times: 10 jobs for 'Apprentice Blacksmith'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with metals, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Woodworking
Description:
A common occupation, it involves shaping and working many types of wood by many means, including chisels, hammers, sanders, and grinders. These folks can create nearly anything needed by the populace, including bridges, chests, statues, arrow shafts, hammer handles, and other commonly used wood items. Gaining experience as a woodsmith helps in learning fletching (arrow making), whitesmithing, and other crafts.
Smithing Example: Yakou-san's ornery cousin loves to carve wooden handles, chairs, and mini-statues of his family. Day after day, the cousin whittles away on small chunks of wood, or taps a hammer on the end of a chisel, to reveal the underlying shapes. Sometimes, he is called upon to use a large saw, to create stacks of 2x4 for making buildings.
Training times: 10 jobs for 'Apprentice Woodsmith'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with wood, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Tailoring
Description:
A common occupation, it involves creating, shaping, and working many types of hides, leathers, wool, and finer materials by many means, including the usage of scissors, weaving, tanning, shears, sewing machines, and measuring tapes. These folks can create nearly anything that needs to be worn by the populace, including basic clothing, suits, leather armor, and shoes. Gaining experience as a tailor helps in learning armor-smithing, and can provide insight to how one fights on the battlefield.
Smithing Example: Yakou-san's mother typically makes the family their clothes, but he sometimes dabbles in doing some sewing, himself. Bolts of cloth get unfolded, snipped with some sharp scissors, measured to the correct lengths, and then sewn up with one his mother's sewing machines. To this day, she still cannot figure out where Yakou-san keeps getting all of his blankets.
Training times: 10 jobs for 'Apprentice Tailor'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with tailoring, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Glass-blowing
Description:
A less common occupation, it involves shaping and working many types of glass by many means, including blowing, using molds, jacks, paddles, and shears. These folks can create very delicate pieces, windows, or even weapons and armor in the long run if they go that route. Gaining experience as a glass-smith helps in crafting, jewelry, and other delicate smithing types.
Smithing Example: Yakou-san's intrepid daughter loves the art of shaping glass. With her very own tri-partitioned furnace, she's able to pool a bunch of glass, dip her tubing into it to pull out a large blob, blow some air into it, and repeat with other sections of the furnace. When the glass becomes cool enough for the daughter to shape it, she'll use paddles, molds, and other tools to gently push and pull parts into place. As an aspiring buki-student, she also remembers to let a 'Harden' marble fuse with the glass, letting her create spiffy helmets, daggers, and other battle-ready items.
Training times: 10 jobs for 'Apprentice Glass-Blower'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with glass, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Rare Material-smithing
Description:
A less common occupation, it involves shaping and working atypical materials, such as Beheader Steel, Samehada Scales, strange metals like uranium, and materials gathered from monsters, by forging with hammers, anvils, clamps, and many other tools. These folks can create nearly anything needed by the populace, including nails, horseshoes, weapons, armor, railing, furniture, cooking utensils, and other commonly used metallic items. After producing an item, he or she will hand their craft off to a whitesmith for finishing up. Gaining experience as a blacksmith and as a whitesmith is a must, requiring apprenticeship in both before taking this task.
Smithing Example: -To be added-
Requirements: Apprentice rank in blacksmithing and whitesmithing. This tree must be taken for each rare material.
Training times: 10 jobs for 'Apprentice Metal-smith'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version. Replace the word 'Metal' with the type you are studying.
Benefits: Grants a 2 post reduction to crafting times with materials, for each above title, for each different material, to a minimum of 1 post per item. This title must be taken for each individual metal. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Weapon-smithing
Description:
A less common occupation, smithing just for weaponry is a specific path involving many different types. Basic weapon-smithing requires both black and white, while woodsmiths can provide handles, fletching (arrow making), and other more minor details. Jewelers may even have a hand in it, if the overall product is not for heavy use. Metal-specific smithing can be used to make unusual metals into weapons, such as silver, gold, and platinum. Glass-blowing can replace Metal-specific.
Smithing Example: Yakou-san's battle-hardened wife knows even more about weapon and armor smithing than even Yakou-san. When it's her turn at the furnace, she gets the entire family there in the workshop to have a hand in creating absolutely fascinating pieces. To her, it's not just an arrow, it's an oaken shaft, tipped with eagles' feathers and a sharp glass arrowhead. Even her brass knuckles have diamonds and a highly distracting blood red tassel hanging off the end.
Requirements: Apprentice rank in blacksmithing, whitesmithing, and one other smithing type.
Training times: 10 jobs for 'Apprentice Weapon-smith'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times for weapons, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Armor-smithing
Description:
A less common occupation, smithing just for armor is a specific path involving many different types. Basic armor-smithing requires both black and white, while tailors can provide stitching, leathers, and other more minor details. Jewelers may even have a hand in it, if the overall product is not for heavy use. Metal-specific smithing can be used to make unusual metals into weapons, such as silver, gold, and platinum. Glass-blowing can replace Metal-specific.
Smithing Example: Yakou-san's battle-hardened wife knows even more about weapon and armor smithing than even Yakou-san. When it's her turn at the furnace, she gets the entire family there in the workshop to have a hand in creating absolutely fascinating pieces. To her, it's not just an arm brace, it's an arm brace that's had its leather dipped in the finest oils, the rivets holding it together are made from the purest wave steel, and is made to be as light as a feather or as heavy as an ox at a moment's notice. Truly, such amazing armor dazzles on the battlefield.
Requirements: Apprentice rank in blacksmithing, whitesmithing, and one other smithing type.
Training times: 10 jobs for 'Apprentice Armor-smith'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times for armor, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Jeweler
Description:
A rare occupation, it usually involves molding and working uncommon materials like silver, gold, and titanium to accept very precious minerals, like diamonds, jade, and opals. They usually have a small workshop that contains a top-notch blowtorch, tongs, optics, filers, and other high detail work instruments. These folks can create nearly anything needed by the populace for decoratives, including rings, necklaces, broaches, and amulets. After producing an item, he or she will hand their craft off to a whitesmith for finishing up. Gaining experience as a blacksmith and whitesmith, requiring apprenticeship in all before taking this task.
Smithing Example: Yakou-san's nephew works as a jeweler, when he's not filing off iron scale or hammering away on steel. Often seen with his optical visor on, hunkering over his workbench with ring in hand, the young man is busy with the tiniest of details. For the nephew, every piece of jewelry his auntie wears means another variable marble can be stuffed in to her battle dressing, to help his auntie slay. He has to balance the rings, amulets, and such so as to not make them heavy or unwieldy. Once, a too long necklace was torn from her neck because she had too many rings on: there wasn't enough space to let her fingers move very well, and they were heavy, slowing her down. It was only once, but the nephew vowed to never let it happen again.
Requirements: Apprentice rank in blacksmithing, whitesmithing, and one other smithing type.
Training times: 10 jobs for 'Apprentice Jeweler'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with jewels, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.

User Image


Infusion Artificer
Description:
A rare occupation, it involves taking several resources and either Orichalcum or Gelel, and shaping them into objects called 'Variable Marbles'. They usually have a small workshop that contains a top-notch library, various mythical jujus, religious paraphernalia, scientific equipment, and other items that help them to delve into the mysterious world of chakra. These folks can create nearly anything they can infuse with chakra, including stones that emit smells, flash bright lights, or even become edible foods. After producing an item, he or she will hand their craft off to either a merchant or a weapon/armor-smith for use in item creation. Gaining experience as a wood-smith, a glass-blower, and as a tailor is a must, requiring apprenticeship in all before taking this task. Detailed marble descriptions are found here.
Smithing Example: Yakou-san has a very.... interesting father figure in his life. This father figure was always sequestered behind closed doors at night, chanting, praying, or yelling very specific scientific obscenities. Holy sounds would emanated from under the floorboards, illusionary demons would fly through the curtains, and a chemical distillery churned away with its bubblings in the background. Rough ores and various items would go in by day, and come out as strange variable marbles by night. Nobody questions this man's practices, so long as the steady flow of marbles keeps on coming.
Requirements: Apprentice rank in woodworking, glassblowing, and tailoring.
Training times: 10 jobs for 'Apprentice Infusion Artificer'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with Variable Marbles, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.
Extras: Titles also give the user the ability to include an extra 'Slightly', per each title, to the maximum, during creation.

User Image


Gear-smithing
Description:
A rare occupation, it usually involves creating and tinkering with anything mechanically complex, including grandfather clocks, trains, and chakra-intense items. They usually have a large workshop situated on even larger parcel of land that contains vehicle lifts, piles of unused gears, ominous robots, and many cabinets full of wrenches, ratchets, and rusty nails. These folks can create nearly anything needed by the populace for heavy duty use, including engines, carts, elevator systems, and rudimentary monitors. After producing an item, he or she will hand their craft off to a whitesmith for finishing up. Gaining experience as a blacksmith, a whitesmith, and one other smithing type is a must, requiring apprenticeship in all before taking this task.
Smithing Example: Yakou-san's sister is almost as battle-hardened as his wife, only with the mechanical kind. Having taken herself to task on putting clocks into every nook and cranny of the local towns, her delicate placing of gears into gears, springs into winding gizmos, and craftswomanship for intricate dealings is only surpassed by her crazy side jobs. Using train lifts, she is able to replace parts underneath trains with ease, help with making complex shipyards, and design new kinds of elevators for the Wind Country's city of Rouran. Every once in a while, she has to refer to her Book of Gelel to help with repairing mechanical items that run on the ever elusive stone.
Requirements: Apprentice rank in blacksmithing, whitesmithing, and one other smithing type.
Training times: 10 jobs for 'Apprentice Gear-Smith'. 10 more jobs for the 'Journeyman' version. 5 more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with complicated mechanicals, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.
Requires: Mechanics Manuals for projects, for sale in Takumi.
Mechanic’s Manual: Volume One
< 200 Ryo >
A set of 52 encyclopedias & basic schematics that help even the most veteran of mechanics with their mechanical creations. Allows up to the creation of time pieces, in intricacy. No chakra work or large scale items are discussed.
Mechanic’s Manual: Volume Two
< 1000 Ryo >
Details the construction and usage of chakra-related machinery. Requires the first volume set, picking up where it leaves off, and the Journeyman title. Adds in discussions on chakra steel, gelel, ryumyaku, and variable marble usage in machinery. Is also another 52 books.
Mechanic’s Manual: Volume Three
< 2000 Ryo >
A book detailing the construction and maintenance of all things larger and more complex than either clocks or chakra-related machinery. It includes chakra snowboards, trains, gliders, gelel robots and ships, ryumyaku robots, battleships, UHV-adaptations, the Raijin Blade, laptops, and other technologically appropriate devices.

User Image


Pharmaceutical Chemist
Description:
A less common occupation, it usually involves creating and tinkering with anything that deals with drugs, poisons, viruses, and diseases. They usually have a small laboratory situated in or around a hospital, to provide both security and a constantly sterile environment. These folks can create nearly anything needed by the shinobi populace for general medical use, including painkillers, knockout gas, lethal mists, and body altering substances. After producing an item, he or she will keep the substances from deteriorating, until their natural time passes. This is different from Eiseijutsu's Souzou Dokubutsu [ Poison Creation ], in which the latter is instantaneous, whereas the former takes time and proper handling to create and maintain. Gaining experience as a glass-blower and a botanist is a must, requiring apprenticeship in both before taking this task.
Smithing Example: Yakou-san's second cousin works for the hospital, deep in its recesses as a pharmaceutical chemist. Creating his needed petri dishes, storage baubles, and microscope lenses as needed, he uses them to sort out the bad from the good, to create positive drugs on a daily basis. Every now and again, his village puts in an order for offensive use sleeping gas, to help in target acquisition.
Requirements: Apprentice rank in glassblowing and botany.
Training times: 10 jobs for 'Apprentice Pharmaceutical Chemist'. 10 more jobs for the 'Journeyman' version. 5more posts for the 'Master' version, with an additional 5 more for the 'Grandmaster' version.
Benefits: Grants a 2 post reduction to crafting times with complicated hazards, for each above title, to a minimum of 1 post per item. Apprentice and Journeyman titles must be learned while on the job, doing missions for customers.
 


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200
PostPosted: Sat Jan 10, 2015 9:26 pm
A Smith's Missions
Creation, Uniqueness, Crafting


User Image


[ Missions: ]
    Title: Preparation
    Rank: E
    Information: This involves setting up a forge, workbench, work area, shoppe, or library in the morning and cleaning it up at night. Only requires the absolute minimum: dusting, washing, picking up trash, cleaning tools, picking up deliveries, etc. If the more experienced folks need assistance with a small task, they will send you off to go perform it instead of them.
    Solo or Squad: Solo
    Minimum Posts: 3
    Note: Becomes D-rank if completed alongside 'Assistance'. Half of the mission is done before, and half is done after 'Assistance' is completed.

    Title: Assistance
    Rank: D
    Information: During work hours, you'll be keeping the clients from interfering too much with the higher-ups who are working on projects and otherwise being busy. Otherwise, you'll be directly helping those around you, handing them their tools when called for, being there to hold the hot irons in the fire while they rest, fetching fabrics, and keeping them from being distracted by all means possible.
    Solo or Squad: Solo
    Minimum Posts: 4

    Title: Gofer
    Rank: D
    Information: The workshop needs you to run out to make a local purchase or fetch something from another workshop in the area. Go forth and get the goods!
    Solo or Squad: Solo
    Minimum Posts: 3

    Title: A Smith's Duty
    Rank: C
    Information: This is the requirement for keeping a workshop alive, above all else. The workshop need resources or to have someone take more than a simple delivery request to another workshop. As you're vested to take guardianship of what is needed, you'll be defending said cargo from whomever or whatever is out there in the wild, as this is a prime chance to steal it. Once at the forge, you'll be staying overnight to either keep up the vigil or to make sure that the workers will be staying alive.
    Solo or Squad: Solo
    Minimum Posts: 6 posts, meaning 3 to get there, and 3 to return.
    Note: Requires an overnight stay. Under extenuating circumstances, this mission becomes B-rank. Roll a 10-sided die. If a 1 or 2 is rolled, please contact a mod. Rewards AC and Ryo as normal.

    Title: Measurements Required
    Rank: C
    Information: A project has begun and, for whatever reason, you’ve been stuck with making sure all the right materials are in place in the right quantities for the job. If there isn’t enough for the job, arrange for someone to get what’s needed or do so yourself.
    Solo or Squad: Solo
    Minimum Posts: 5
    Note: Rewards a transferable [Measurements Coupon] for 1 post off a mission of any smithing type. (Non-stackable.)

    Title: Actual Smithing! I
    Rank: B
    Information: Restricted to those of Journeyman title, minimally, the workers need a hand at filling orders. Apprentices and Journeymen abound in the workplace, but they can't fill every order by themselves! Help out in the areas that you know, or focus on one place in particular to really hone that skill. No manuals needed.
    Solo or Squad: Solo
    Minimum Posts: 5
    Note: A small, specific tool necessary to the job is given instead of AC, unless of Worker class or assigned by a Village Leader, and double Ryo is given. It is engraved with the workshop's specific symbol, and may come in handy for your own creations! This tool will last for darn near forever if held in good hands.

    Title: Repairing! I
    Rank: B
    Information: Restricted to those of Journeyman title, minimally. Someone has come to your workshop requesting a simple repair. Repair the object as best you can or offer to recreate it if it’s beyond salvation. Lucky for you, seeing a damaged piece is a good way to learn what NOT to do. No manuals needed.
    Solo or Squad: Solo
    Minimum Posts: 5
    Note: Rewards a [Repairing Coupon] for 2 posts off special-rank smithing missions of any type. (Stackable up to twice.)

    Title: Actual Smithing! II
    Rank: A
    Information: Restricted to those of Master title, minimally. The workers need a hand at filling orders. Journeymen and Masters abound in the workplace, but they can't fill every placed order by themselves! Help out in the areas that you know, or focus on one place in particular to really hone that skill. Appropriate manuals required.
    Solo or Squad: Solo
    Minimum Posts: 9
    Note: An NPC smith will be loaned to you for your next off-the-clock project. (stackable) They will be of one title lower than yourself in one, singular, smithing field chosen by you. If you use the same NPC multiple times, please provide/use a tiny profile for them so they can be added to the workshop's roster. If you do not desire this reward, they also offer to help build one major tool for you free of charge, whether it be a kiln, small warehouse, retrofitting an attic, etc. No AC upon completion, unless of Worker class or assigned by a Village Leader, and double Ryo is given.

    Title: Repairing! II
    Rank: A
    Information: Restricted to those of Master title, minimally. Hoo boy, that thing sure is broken. You’ll have to bust out all your knowledge to repair whatever item has just been delivered to you, so get ready to be knee deep in both tools and schematics. Heck, you might even have to confer with other smiths to get this done. Appropriate manuals required.
    Solo or Squad: Solo
    Minimum Posts: 10
    Note: Rewards double Ryo. Minimum post count is lowered by 4 if you confer with a smith of Master title or higher during the course of this job.

    Title: A Major Project
    Rank: S
    Information: Restricted to those with Grandmaster title, minimally, this places you in a position of leadership amongst the workers around you. For some reason, the higher-ups are not here, and there is a backlog of orders. Getting them all finished before they arrive will really prove your worth! Appropriate manuals required.
    Solo or Squad: Solo
    Minimum Posts: 14
    Note: Two npc smiths will be loaned to you for your next off-the-clock project. (stackable) They will be of one title lower than yourself in one, singular, smithing field. (any) Or, you may opt to have one npc smith of the same title, to assist your next project. If you use the same npcs multiple times, please provide/use a tiny profile for them, and they will be added to the workshop's roster. No AC upon completion, unless of Worker class or assigned by a Village Leader, and double ryo is given.

    Title: Multifaceted Creation
    Rank: S
    Information: You’ve been chosen to work on a team for a large project involving many different smithing types. Fulfill your role and help the others fulfill theirs as best you can, so that the final product is as fine an item as can be desired.
    Solo or Squad: Solo
    Minimum Posts: None
    Note: Performed in conjunction with a special-rank smithing job and takes as long as required, plus however much time it takes for the project to come together. Awards a [Cooperation Coupon]: When working on a project with multiple smithing types, all participants gain 2 posts off special-rank smithing jobs for the duration of the project. (Stackable only with different coupons.)
    -_-_-_○ ○ ○ ○ ○
    Special - Rank: [Crafting] Performed off the clock, this is when your skills will shine. You will leverage all the tools, installations, and resources you've acquired to complete a design. Work hard as a shinobi, gain Ryo and favors, create guilds, and have fun! It takes a minimum of 1 post to create anything. Everything created must have an attached flavor text, like 'Was created by so-and-so' or 'Is the bane of plants and vegetables at high noon', as well as all Variable materials and quality effects contained within it. A handy outline of what you'll need to keep track of can be found at the bottom of this post.


[ Crafting Times: ]
  • E+ :: 02 Posts
        Very small items, such as kunai, nails, etc. Creates a bundle of 5.
  • D+ :: 04 Posts
        This covers small items, such as short swords, bucklers, etc.
  • C+ :: 06 Posts
        This covers medium items, such as long swords, tonfas, shields, etc.
  • B+ :: 08 Posts
        This covers large items, such as polearms, daitou, tower shields, etc.
  • A+ :: 10 Posts
        This covers very large, complex, or uncommon items, such as jewelery, variable marbles, etc.
  • S+ :: 12 Posts
        This covers exceedingly large, complex, or rare items, such as buildings, complex weaponry or armor, particularly nice watches, etc.
  • S+ :: 14 Posts
        This covers items exceeding the previous tiers in size, complexity, or rarity. What this might be is up to you!

    [ Item Name ]
    Description: XX
    Quality: XX
    Variable Marbles: XX
    Engravings: XX
 
PostPosted: Fri Jun 19, 2015 7:45 pm
Pending...  


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200
PostPosted: Fri Jul 31, 2015 6:18 pm
Pending  
PostPosted: Fri Jul 31, 2015 6:21 pm
PENDING... for the future. Dun dun duuuun~  


AandOE

Captain

Star-Crossed Astronomer

17,000 Points
  • Partygoer 500
  • Perfect Attendance 400
  • Full closet 200
Reply
デ[Info} Mission Board :: Assignments, Training, Rewards

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum