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Posted: Thu Feb 03, 2011 12:42 pm
Building Intro Buildings are items that can be created inside a village or travel thread that can be used for a wide range of things. There are four types of buildings; Supportive, Offensive, Defensive, and Field. A buildings type helps to determine what upgrades it can have, as well as where and how it can be constructed. Along with being able to provide a sense of customization to a village, buildings also service a mechanical benefit as well by combining effects to create buildings that suit the villages needs. Building Zones Buildings take space, and as such certain amounts of land must be claimed before a building can be created. These zones come in the form of slots which can be occupied by village buildings. Each building has verying zone cost based on its size. Small : 1/2 Medium: 1 and Large: 2. If a village has no open building zones, they simply can not create any more buildings until more building zones are obtained. -- Obtaining Building Zones Building Zones can be obtained several ways, some ways easier than others, and some more expensive than others. 1. Default Territory: Each village, no matter what the size, is giving 4 building zone slots. This is universal to all villages. In the event that a neutral territory is claimed, four building slots will be awarded to said territory. (See Neutral Territories) 2. Expanding Territory: A village may increase their number of building zones by expanding their territories. In order to do this, a Kage must first pay a flat cost of 5,000 Ryo per zone. In addition to this Ryo cost, 4,000 words of rp must be done clearing the space. This could be anything from chopping down Forrest, gathering materials, getting rid of bandits etc. This line requirement can be met by any member of said village, meaning a Kage can simply instruct his Shinobi to do it. Doing so will grant 1 building zone. No village may obtain any more than 4 zones this way. 3. Land Permits: If a village is bordering yours ( is no more than one travel thread away). You may buy/sell/trade zones in the form of a building permit. To do so, the Kage interested in selling the zone must write up a building permit at the cost of 100 Ryo. This is to pay for the cost of removing stations villagers, staff, etc. In exchange for that 100 Ryo, the Kage will be granted a building permit guild item which they can then sell to other Kages. Whom ever possess this building permit legally has the rights to said zone slot. -- Destroying Buildings Village buildings are not indestructible, and as such can be tore down. Rather it be from an invading army, or simply torn down for its resources. .. A Kage may strap their own building in exchange for half of its total ryo value, as well as the opening of said building zone value. A Kage my also sell a building to another village for what ever price they wish. Note: The buying village must have enough building zones to accommodated the move. Also note, that only "Small" sized buildings may be sold/moved to other villages. .. Enemy ninja can destroy buildings by simply attacking them. Each building has a "Durability" stat. Similar to uses on normal items that represent its "health" When it reaches 0, the building is destroyed. Damage dealt to said building is divided by 100 and subtracted from the buildings Durability. In addition to determining its capacity for damage, Durability also decides the check that must be beaten to actually damage the building. When attacking a building, you must make a check of ; Offensive PC vs The buildings current Durability x10. success means you have successfully damaged the building, failure means that its defenses were simply too strong and your attack failed. Once a building reaches 0 durability it is destroyed and can not be repaired and must be repurchased.
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Posted: Thu Feb 03, 2011 12:43 pm
Neutral Territory Intro Not every piece of land is under the control of the greater nations. These areas are located in between the main countries, throughout the travel thread. These areas, though technically not property of anyone, can be claimed. While claimed, the Shinobi in charge is able to begin creating buildings at a slightly increased Ryo cost, and even potentially gain the attention of the other Kages and be considered a village of its own. Claiming Territory Neutral Territories can only be claimed by Missing-Nin. Granted, a Missing Nin may claim a territory to aid another official village should the agreement be made. In order to do this a certain amount of requirements must be met beforehand. 1. Missing-Nin - As stated before, only Missing-Nin may capture neutral territories. This is to prevent them all from being overtaken by already established villages. Note: A single Missing-Nin may only ever control one territory at a time. 2. Level 50 - In order to claim a territory you must first reach level 50. This level requirement reflects the experience needed to properly organize an entire livable facility on one's own. Claiming Process The process of claiming a neutral territory is a long yet rewarding one. The first step, is to meet a line requirement of 3000 Words. This line count represents the time it takes to properly scout the area from top to bottom and finding a reliably location to set up camp.
After this line count is made, the leader of the group (ie. The person leading the capture of this territory) must make an awareness check vs 250. Failure means that the area you found turned out to be inadequate and the line count must be met again before you can reattempt the check. Each failure grants +10 to the next attempt. Success means that the area you located is stable enough to be built on and you may move on to the next step.
After you have successfully managed to find a location to begin building your camp, you must then pay 1,000 Ryo for the supplies needed. This Ryo cost reflects cost for wood, food, rope, and other resources necessary.
Upon paying this Ryo cost, the territory will be officially yours and under your control. At which point you will be given 3 building zones to do with as you please. Note: Territories follow the same rules as village buildings when it comes to increasing zones.
Contesting Territory There are three ways to capture a neutral territory from another player. Each way has its own tactics involved but generally requires that you use the combat system to take it from them.
.. Overrunning.. Simply put, overrunning a territory is the process of simply out numbering and occupying the territory. An example of this would be storming the gates of a village or territory and basically forcing out all allied forces. When attempting an Overrun, the leader of the attacking group must meet the requirements for owning a territory. His group need not meet these requirements. To do this the attacking force needs to invade the territory and out number the defending force by at least 2 players. This means defeating other players, forcing them to flee, or simply immobilizing them. This form of take over is entirely strategic and relies entirely on superior numbers. ..Hostile Takeover.. A hostile takeover is perhaps the simplest way of capturing a territory. To do this, simply defeat the player that controls this territory. Although this method seems to be the easiest, it often has negative consequences because even though you have successfully defeated the leader and taking control over the territory, if the former leader had any player followers, they most likely will not accept the take over and still try and oppose it. This method is best suited for territories who have a relatively small following. .. Demolition... The third method of capturing a already claimed territory is to simply destroy it. If every building that the territory has created is destroyed then the territory becomes neutral again and can be reclaimed through the original claiming process.
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Posted: Thu Feb 03, 2011 12:46 pm
A
Quote: ---Description:Size: Durability Effect: Cost: Upgrades: Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 12:48 pm
B
Quote: BarrierDescription:A barrier created by a tireless team of defensive Shinobi. This barrier acts as one of the primary defenses against attacks and is one of the first things that must be tackled before trespassing in a enemy village. This barrier could be many things, including a full stone barrier, a series of genjutsu tags casting an illusion around it, or simply a barrier of chakra. Size: Large Durability 500/500 Effect: Creates a barrier around the village to protect it. This barrier can not be avoided, nor is it possible to sneak past it. The only way to get passed a barrier is to either destroy it, or somehow trick another player from that village into letting you in. This building is unique in that it comes in several different types. A village may only have one of the three types listed. These types determine how the barrier works and works in the same fashion as upgrades do. Cost: 10,000Ryo Type: Physical Barrier -- A physical barrier that surrounds the village. This could anything from a stone barrier, to a large ditch that surrounds the village. This type of barrier has the advantage of being the only barrier that requires a Agility check vs the barriers PC starting at 100. Success means you have managed to get around, hop over, and generally succeed at passing the barrier. Failure means that you trip, fall, etc and take Stamina damage equal to the level of the barriers PC. (PC 100 = 100 Damage if failed) Chakra Barrier -- A Chakra based barrier that is held up over the village. This could be anything from a literal dome of chakra, or a never ending sand wind storm that surrounds the village that swoops away trespassers. This barrier has the advantage of being the only barrier that requires a Seal Sp check vs the barriers PC starting at 100. Success means you have successfully punctured a hole in the barrier. Failure means the jutsu back fires and you must now make an Agility check vs your own attack! Example: Rizu attacks the Barrier with a Ninjutsu skill, his PC is 100 and is using a skill that does 200 damage. He fails, and must now make an Agility check against his own skill vs his PC of 100. If he fails again he takes 200 damage.Genjutsu Tags - Genjutsu tags are placed all around the village, causing a mirage effect to layer over the village. This genjutsu could make the village appear to simply be a mountain, an abandoned village, or simply be invisible. This type has the advantage of being the only barrier that requires a Willpower check vs the Barrier's PC starting at 100. Success means that they have seen through the Genjutsu, failure however imposes a secondary check equal to that of the barriers PC, each failure imposes another check. If the check is failed 4 times, you are forced to forget where you are and may not attempt to enter the village again for at least three out of game days. Upgrades: Barrier Improvement - 200 Ryo - Increases the barriers PC by +20. Alarm - 250/ 350 Ryo - An alarm system that notifies players inside the village of a failed attempt vs the Barrier, or if the barrier takes damage. For an additional 350 Ryo, the alarm comes with a communication device that sends an alarm to players from that village even if they are out of the Country. Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 12:50 pm
C
Quote: CartDescription:A cart that traverses across a specific road charging x amount for it's services. Any village may build one of these through their village funds and the profit from people paying ryo to use it is divided amongst the two villages it traverses between. This decreases the post/wait time to cross said travel thread. These can not be used in combination with short cuts (Yet to be added) Size: Small Durability 10/10 Effect: Kages that create carts are allowed to set their own price between 10 Ryo minimum and 100 Ryo maximum. Should a player choose to pay the cart cost, their travel post/wait time will be cut in half (Rounding Up). However, each passenger on these carts reduces its durability by 1. Note: Anytime a player uses the cart system they must immediately post in the update thread stating that they have done so. This is for the sake of keeping track of durability. Cost: 200 Ryo Upgrades: Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 12:52 pm
D
Quote: Diplomatic DenDescription:A place where no killing is allowed even on those with bounties on them. This building can only be created inside claimed territories.Think of it as a sort of safe house for all. Size: Large Durability 100/100 Effect: Anyone that broke these rules would be assaulted by the NPC's that are represented as a "misc" buff to whomever side they're on. Those buffs could be to toughness, damage, accuracy, or potency. These buffs would be reflected in sorts of "group" attacks and "group" defenses. These buffs do not exempt from the players cap, however they do not apply to the rule of 1. In other words, the player is still limited by how much they can benefit from these buffs based on their stats. Think of it as receiving an extra buff slot. Cost: 2,000 Ryo Upgrades: Accuracy - 50 Ryo - Increases the Accuracy Buff that is granted by the NPC's by + 2 Damage - 50 Ryo - Increases the Damage buff that is granted by the NPc's by + 25 Potency - 50 Ryo - Increases the overall potency buff of the Npc's by +1 Protection - 50 Ryo - Increases the Physical Protection Buff of the Npcs by + 5 Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 12:52 pm
E
Quote: ---Description:Size: Durability Effect: Cost: Upgrades: Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 12:55 pm
F
Quote: Federal ReserveDescription:A central banking system used by the country to garner funds for various expenses. Size: Small / Medium / Large. Durability 20/20 Effect: Grants a bank to the country, garnering an annual income of 250 Ryo for anything Funds and 500 Ryo strictly for Diplomatic Acts(These include but are not restricted to: Repairing and building new buildings, paying for bounties, buying territories, payment dues of the country or first special events, paying for extra needs for shinobi missions[Toll Booths]). This income comes every month and can only be increased by upgrading the country's Federal Reserve. The Federal Reserve starts with 500 Ryo to Everything and 1000 to Diplomatic. Note: Only the Kage, and those the Kage selects, can touch these funds. If there is no Kage, then only 10% can be taken out per player. This is only for the Everything Funds as Diplomatic is always strictly for the Kage and is only deducted for regular shinobi when coming to Toll Booth costs and the such.The size of this building changes depending on how many employees. 0-20 Small 21-60 Medium 61 + Large Cost: 5,000 Ryo (Cannon Countries Start With This) Upgrades: Employees - 300 Ryo - The more capable and reliable employees there are in the bank, the more efficiently the bank can run as well as expand to better the country. For each Employee hired you increase the amount of money received each month by: +25 Everything/ +50 Diplomatic. Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 1:07 pm
G
Quote: ---Description:Size: Durability Effect: Cost: Upgrades: Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 1:12 pm
H
Quote: HospitalDescription:An official center for the medical arts, equipped with highly trained Doctors and Medics as well as an abundance of medical equipment fit to deal with even the wort ailments and injuries. Size: Medium Durability 50/50 Effect: Grants a flat PC of 200 vs any existing Debuffs or death revival. This check can only be increased by upgrading the buildings Hospital Staff. Cost: 550 Ryo Upgrades: Hospital Staff - 200 Ryo - Each time this upgrade is taken, increase the flat PC of the medical hut by +50. Field Unit - 500 Ryo - This upgrade rprically allows the medics to move out into the field to retrive fallen players. In order to do this, the player must be in no immediate danger, and be in a location that they could be easily found. In the event that enemies are still in the area, or the player is not somewhere that they could rprically be found, the medics can not be called. It takes 24 hours from the time of being called for the medics to arrive. Once this wait time as been reached, as long as the player is in the same location, they may be escorted back to the medical hut. Note: the Post/Time requirement to travel back to the hut must be rped by the fallen player. You may rp being unconscious, or simply rp having the medics escort you. Perfect Recovery - 1,000 Ryo - When using a hospital to revive a 'dying' player, there is a chance that they will receive a perfect recovery. If the check succeeds by 40% or better, the players death count does not increase to reflect the quality of the doctors work. Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 1:17 pm
I
Quote: ---Description:Size: Durability Effect: Cost: Upgrades: Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 1:20 pm
J
Quote: ---Description:Size: Durability Effect: Cost: Upgrades: Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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Posted: Thu Feb 03, 2011 1:21 pm
K
Quote: ---Description:Size: Durability Effect: Cost: Upgrades: Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
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