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Naruto - The Forbidden Scrolls 2017

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A Engaging Roleplay Guild based on the Expansive Naruto Universe 

Tags: Naruto, Shippuden, D100, Custom, System 

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ele360
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Dangerous Werewolf

5,850 Points
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PostPosted: Thu Feb 03, 2011 1:22 pm


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Quote:
Library
Description:
A place set apart to contain Scrolls, Maps, and other material for reading, viewing, listening, study, or reference, as a room, set of rooms, or building where Scrolls may be read or borrowed.

Size: Small/Medium/Large

Durability 10/10

Effect: Kages may purchase Jutsu Scrolls through this building upgrade which they can use to imprint custom Jutsu from anyone in their village (With their permission). This Jutsu Scroll is then added to the village library and any member of that village may learn them even if the original creator is not present to teach them. By doing so, that custom skill will be forever labeled as a village Jutsu and will exist even if the creator is no longer around.

It is possible to steal these village scrolls from the library. In order to do so, an agility check must be made to get passed the library security which starts at 100. This check can be increased by purchasing its upgrade.

Also know, that any should the library ever be destroyed, any village scrolls currently inside the library are destroyed with it.

Note: Village Scrolls are considered guild items, and as such their locations must be tracked via the update thread. In other words, for it to exchange hands or be moved away from the village library an update must be made reflecting this. In other words, if you rprically remove the scroll from the library without making an update to show that you did so, if the library is destroyed it is still destroyed with it.

Upon purchasing this building the Kage may select one element to represent their village or territory. Any jutsu that is added to the library that has a matching element gets an automatic +15 levels which can be spent on any already existing effects upon said jutsu.

The size of this building changes depending on its capacity.

0-4 Small
5-10 Medium
11 + Large


Cost: 200 Ryo

Upgrades:

Capacity - 100 Ryo - Increases the number of scrolls that may be held in the library.

Blank Scrolls - 150 Ryo - Upon purchasing this upgrade, you will be given one blank Jutsu Scroll Guild Item. This item once purchased can be given to any player for them to seal one of their jutsu on. After which, the jutsu can be added to the library.

Village Scroll - 500 Ryo - Only two Village Scrolls may ever exist for a single village at any time. This 'Master Scroll' contains every Jutsu that is stored in the village library. Even if said Jutsu is removed from the Library. It is always on the Village Scroll. In addition, Once per month a Kage may create one special Custom Jutsu to add to this Scroll (The level is capped at their highest Custom Slot and they must RP to learn this skill themselves). This scroll is extremely valuable as it would not only have all of the villages jutsu, but in some cases jutsu created by the Kage himself.

Library Security - 150 Ryo - Increases the library security check by +25.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 
PostPosted: Thu Feb 03, 2011 1:24 pm


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Quote:

Market
Description:
The Kage donated a large sum of Ryo to the merchant guild, making them more inclined to lower their prices for wares sold and services rendered within your village.

Size: Small

Durability 25/25

Effect: The cost of repairs is reduced from 5ryo per use to 3ryo per use.

Cost: 2,000 Ryo

Upgrades:

Market District - 5,000 Ryo - Selling items back to the market gives the player 60% of the items value rather than 50%.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10.


Quote:

Medical Hut
Description:
A smaller, yet still effective building housing many well trained Medics that can assist in removing de-buffs as well as reviving fallen Shinobi.

Size: Small

Durability 25/25

Effect: Grants a flat PC of 100 vs any existing De-buffs or death revival. This check can only be increased by upgrading the buildings medic staff. After being healed/revived by this building you must rp 100 lines of recuperation before being functional again.

Cost: 200 Ryo

Upgrades:

Medical Staff - 150 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 retrieve 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 rp'd by the fallen player. You may rp being unconscious, or simply rp having the medics escort you.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10.
 

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Thu Feb 03, 2011 1:27 pm


N


Quote:
---
Description:

Size:

Durability

Effect:

Cost:


Upgrades:
Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 
PostPosted: Thu Feb 03, 2011 1:29 pm


O


Quote:
---
Description:

Size:

Durability

Effect:

Cost:


Upgrades:
Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Thu Feb 03, 2011 1:30 pm


P



Quote:
Patrol Routes
Description:
In most cases, Kages order their own ninja to periodically patrol the borders of the village. With this upgrade, village patrollers are allowed to travel back to their own village without having to spend the wait time nor the post requierment. In other words, they do not have to pay the travel cost of having to turn around and return to their village as a border patrol route would already be established. Must be built in a travel thread that is directly connected with said village.

Note: These routes, although not exactly a building, can still be damaged and destroyed.

Size: Small

Durability 10/10

Effect: Players from this country are now allowed to travel back to their own village without having to spend the wait time nor the post requierment.

Cost: 300 Ryo

Upgrades:
Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10




Quote:
Prison
Description:
A holding cell used to store captured enemies. This holding cell is useful because it allows you to force a player to remain immobile while not exactly having to be present to do so. When captured, a player may not be held for any more than Five Days afterwards they immediately pass their check and escape. It is highly advised that captives are released and escorted out of the village, because if they should escape, they would escape inside the village.

Size: Small/Medium/large

Durability 50/50

Effect: Players that are held in a prison are not allowed to take any actions other than attempting to escape either by breaking their cage, or picking the lock. Players may attack the cage from the inside and attempt to escape by simply destroying the Prison. Doing so would automatically release all prisoners. Another way to escape is to simply pick the lock. To do this make an Int Check vs The Prisons Lock which starts at 100. Success means you have successfully picked the lock and may now escape normally. Failure means you have failed to pick the lock and remained captured.

The size of this building increases based on its capacity. A Prison starts at Small at a 1 person capacity.

Small: 1to 3
Medium: 41to 6
Large: 6+



Cost: 1,000 Ryo

Upgrades:
Capacity - 100 Ryo - Increases the capacity of the Prison by + 1 person. (This could also increase its size)

Improved Lock - 250 Ryo - Increases the PC required to pick the lock by +25.

Alarm System - 500/650 Ryo - Sounds an alarm to all players inside the village in the event that a player successfully escapes. For an additional 650 Ryo, players from this village are given communication devices that can warn them that a captive has escaped even if they are not present in the country.

Advanced Alarm System - 1,000 Ryo - An improved alarm system that has a chance of sounding an alarm when a player fails an attempt to escape, or attacks the cage. If the players attempt to pick the lock and fails by 10% or more an alarm is sounded, should they attempt to damage the cage and fail, an alarm is sounded. If the Prison also has the second level Alarm system, this alarm also sounds to players not currently present in the village.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 
PostPosted: Thu Feb 03, 2011 1:31 pm


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Quote:
---
Description:

Size:

Durability

Effect:

Cost:


Upgrades:
Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Thu Feb 03, 2011 1:33 pm


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Quote:
---
Description:

Size:

Durability

Effect:

Cost:


Upgrades:
Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 
PostPosted: Thu Feb 03, 2011 1:34 pm


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Quote:
Safe House
Description:
Safe Houses are areas in which a Kage or his villagers may go in times of crises. This safe house provides a stealth PC to a set amount of Ninja hiding in it. These safe houses can be built in villages, as well a** in travel threads.

Size: Small

Durability 40/40

Effect: Can be used to make stealth Checks with a 100 PC to up to two ninja hiding in it. This PC, as well as maximum capacity can be upgraded. Unlike most buildings with PC checks, this buildings check can be increased through the use of Jutsu (as long as they make rprical sense). Example: Creating a blizzard around the location of the safe house.)


Cost: 500 Ryo

Upgrades:

Camouflage- 250 Ryo - Increases the PC check of the safe house by + 50.

Capacity - 150 Ryo - Increases the capacity of the safe house by + 1 person.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Thu Feb 03, 2011 1:36 pm


T



Quote:

Toll Booth
Description:
A guarded blockade between one country to another that requires a coin tribute to pass through. These toll booths are investments to increase income to a villages funds. By paying a building fee upfront, the Kage is then able to create a toll booth and set a passing price. Any ninja not a part of the country that wants to get pass that booth must pay the toll before moving through that thread. In order to pass through the toll without paying a stealth check must be made against the Toll Booth's Guards PC. This PC is a flat number that can be increased by paying money to upgrade the toll booth. Among improved awareness PC's from the toll booth, other upgrades such as radio communications, Archers, and Net units may be added. `
Size: Small

Durability 50/50

Effect: Establishes a Toll Booth in a selected Country thread leading out of the Country. Before this thread may be used, a coin payment must be made that is selected by the Kage whom creates the toll booth. This payment is then added to the village funds.

Cost: 2,500 Ryo

Upgrades:

Sentries - 50 Ryo/100Ryo - Establishes well-trained sentry units at the toll both with an Awareness PC of 100, after which its PC can be increased by 50 for an additional 100 Ryo. If this upgrade is present at a Toll Booth, any Shinobi wishing to avoid it must make a stealth check vs the Sentries' PC. If they fail, they will either have to pay the cost of the booth or leave and try again another time. Sneaking passed a toll booth may only be attempted once every 24 hours.


Radio Communication - 150 Ryo - Players from the village that establishes this toll booth are automatically notified when a trespasser has entered this travel thread. When this happens, a player does not require a tracking check to be made to go and confront them. This upgrade requires the "Sentry" upgrade. Note: This alarm is only signaled if the trespasser refuses to pay/ fails their stealth check.

Archers - 500 Ryo/800Ryo - A team of trained Archers that remained posted at the Toll Booth that have a PC of 150 that deals 500 Physical (Tearing) Damage. In the event that a Shinobi Attempts to attack, fails to sneak past, or refuses to pay the toll. They will be required to make a check against the Archers attacking PC. This upgrade cost 500 Ryo to establish which gives it the ability to be used. For 800 more Ryo, its Power Check & Damage can be upgraded by 50.

Net Units - 500 Ryo/800 Ryo - A team of net throwing guards who specialize in trapping trespassers. These units have a Pc of 150 with a Stun Hold of +20. In the event that a Shinobi attempts to attack, fails to sneak passed, or refuses to pay the toll, they will be required to make a check against the Net Units PC. Success means that they have avoided the net and are safe until they trigger the net to attack again through the same actions listened before. Failure means that they are captured and are now stunned and are allowed to make escape checks once per hour until they are either set free or they escape. This upgrade cost 500 Ryo to establish and setup for use. For an additional 800 Ryo its Power check can be increased by 50. For 100 Ryo, its Stun hold can be increased by +5.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10.


Special Note: Only Kages may create Toll Booths. These booths may only be built in travel threads that lead directly out of said village. Missing-Nin that have captured territory may NOT create sentries. Also know that each travel thread requires its own toll booth.




Quote:

Traps
Description:
Many leaders feel as though their borders need added protection. To do this, they sometimes opt to lay out traps between their country's travel routes. These traps include; Explosive Tags, Hypnotic Tags, Hidden Ditches, and more.
Size: Small

Durability 10/10

Effect: Creates traps to defend territory, these traps usually have set PC's that can be upgraded and improved to be more effective. Before anyone can ever enter a village that has traps, an Agility check must be made against the craftsmanship Building starting at 100. Success means that they have avoided the traps and may move into the village (Unless there are other protections set in place), failure means they set off a trap and must defend against the traps PC.

Although there are many different types of traps, the "Trap" Building applies loosely as the line in which the traps were laid. With that in mind, a single trap may cause multiple things. However, because they are all coming from the same building one Agility check could save them against all of them. Where as, if multiple trap buildings where setup multiple stealth checks would need to be made separately.
Cost: 2,500 Ryo

Upgrades:

Craftsmanship - 100Ryo - Increases the quality of the traps which in turn increases the contested agility check by +50.

Explosive Tags - 50/100 Ryo - A string of explosive tags that when tripped cause a massive explosion. 50 Ryo creates these tags with a PC of 50 and a damage of 600 as well as a three-person radius. An additional 100 can either increase its PC by 10 or its damage by 100.

Kunai Traps - 100/100 Ryo - A trip wire that releases highly accurate yet relatively low-damaging Kunai at the target. 100 Ryo creates this trip wire with an attacking PC of 100, with a damage of 100. An additional 100 Ryo can increase the PC by +20 or its damage by +50

Genjutsu Tags - 150/100 Ryo - A series of tags that when triggered cast a stunning Genjutsu over the trespasser with a PC of 50. These tags do not deal any damage, however, they can not be dodged normally, instead they must be countered using the targets Will Power Stat. 150 Ryo creates the tags, an additional 100 Ryo increases its PC by + 50.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10.


Special Note: Only Missing-Nin with Claimed territory make create this building in the travel threads. Even then, these effects only need to be checked against when rprically trying to go through them. They do not however have to be checked when simply passing through said travel thread.
 
PostPosted: Thu Feb 03, 2011 1:43 pm


U


Quote:
---
Description:

Size:

Durability

Effect:

Cost:


Upgrades:
Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Thu Feb 03, 2011 1:44 pm


V



Quote:
Vault
Description:
A secure storage facility that is most often used by Kages and leaders to store their most valuable possessions to keep them safe from harm. These vaults are typically very well guarded and are considered the most important asset to a village's survival. Inside these vaults rest not only valuable items and weapons, but also other historically important treasures such as a previous Kage's hat, or even the Village's Jutsu Scroll.

Size: Small/Medium/Large

Durability 50/50

Effect: Stores 3 items inside a storage device that has a flat PC of 100 that must be beaten to crack open, or simply be destroyed. This building's size varies depending on its Durability. The more durable the vault is, the larger it becomes.

Small: 0 to 200
Medium: 201to 500
Large: 501 +


Cost: 500 Ryo

Upgrades:

Capacity - 100 Ryo - Increases the number of items that can be stored by +1

Double Coded Seal - 5,000 Ryo - Places a very powerful seal on the vault that requires that not only must the PC be beaten to enter the vault, but it must also be flat out destroyed. This seal however can be removed by making an check of Int x2 + buffs vs 500.

Improved Lock - 200 Ryo - Increases the PC needed to crack open the vault by +50.

Alarm - 250/ 350 Ryo - An alarm system that notifies players inside the village of a failed crack open attempt, or if the vault 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.

Booby Trap - 1,500 Ryo - A fail safe system that imposes an offensive stun on anyone that fails an attempt to crack open a vault, or fails an attempt to damage it. This stunning attack has a Pc of 150 with a Stun Hold of +10 that can only be dodged.

Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 
PostPosted: Thu Feb 03, 2011 1:46 pm


W


Quote:
---
Description:

Size:

Durability

Effect:

Cost:


Upgrades:
Durability - 100 - For every 100 Ryo you may increase this buildings Durability by 10
 

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250

ele360
Vice Captain

Dangerous Werewolf

5,850 Points
  • Full closet 200
  • Hygienic 200
  • Signature Look 250
PostPosted: Thu Feb 03, 2011 1:50 pm


X


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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