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Tags: Naruto, Boruto, Villages, Ninja, Shinobi 

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Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 10:33 am
Table of Contents


  1. [ Training ]
  2. [ Missions ]
  3. [ Smithing ]
  4. [ Custom Items ]
  5. [ Business ]
  6. [ Property ]
  7. [ Research ]
 
PostPosted: Sat Apr 20, 2019 10:34 am
User Image
            Training
            How to get good!

    tab Description:
    -_-_-Training is as common to shinobi as bread is to a baker. You want to get better? Start training!

    -_-_-Post Requirements:
    -_-_-When learning something with a specified rank, you will almost always have to post a certain number of times to complete your studies. Don't fret too much about whether you want to keep something long-term, since you can just forget a learned technique later (forfeiting any bonuses it gives you, of course). The number of posts needed is outlined below.
    • E: 2 posts
    • D: 4 posts
    • C: 6 posts
    • B: 8 posts
    • A: 10 posts
    • S: 12 posts
    • S+: 14 posts

    -_-_-There are many ways to adjust these requirements, commonly referred to as reductions, though they may also increase the amount of time it takes to train. Keeping in mind that the lowest post count you can get is 1 post, common reductions can come from:
    • Classes: All classes give reductions to one or more types of Jutsu.
    • Disciplines: Some disciplines may give post reductions in addition to their other benefits.
    • Personal Attributes: Post reduction PA's are very common. These typically come in the following flavors: -1 post to one thing; -2 posts to one thing and +1 to another.
    • Academy: When studying at an Academy, Ninjutsu and Genjutsu take 2 posts less to learn.
    • Dojo: When studying at a Dojo, Taijutsu and Bukijutsu take 2 posts less to learn.
    • Coupons: Learning coupons are a reward sometimes granted by events and missions. Coupons that give similar benefits do not stack with each other, meaning that using multiple post reduction coupons will not take off more posts.
    • Teachers: You get 1 post off for being taught, or 2 posts off if that teacher knows the technique being taught.
    • Weaknesses: While having something as a strength doesn't necessarily decrease the amount of time it takes to learn it, having something as a weakness increases the time it takes to learn it by 1 post.
    • Customs: Custom techniques take 2 posts longer to learn than standard techniques of their type.


    -_-_-Proof:
    -_-_-Keeping track of when and where you learn a technique is important should any disputes arise. Please link to the post(s) where you trained a technique when adding it to your profile. Below is a format that fits neatly on each line.
    [[url=URL]*[/url]]


    © Shinobi Nations.
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 10:35 am
User Image
            Missions
            Well, everyone's gotta work...

    tab Description:
    -_-_-The primary source of income for most shinobi and the way that they climb the hierarchy within their villages, missions provide ample opportunities to pursue glory and wealth for those that desire it. Whether surrounded by allies or standing alone, those who attempt a mission are bound to find something of worth in the activity.
    -_-_-Missions--like many other facets of the shinobi world--are broken down into ranks that roughly correspond to how difficult the request is likely to be to complete. They are also classified by whether they're more suited for squads or solo acts, though this classification doesn't actually restrict those who can accept one. Generally, if an issue is less likely to be completely and thoroughly resolved through the intervention of one party, it's given a "squad" label as a precautionary measure. This is especially important for rogues, who are less likely to have a stable group of allies to pull from, since it means they can undertake missions even if they're alone.
    -_-_-There also exist training missions, which can only be completed a small number of times and provide a bonus to a character's max Chakra and Stamina as a reward. It is highly suggested that a character completes at least some of these, since cumulatively they dwarf the bonuses granted by class progression.

    -_-_-Rules:


    © Shinobi Nations.
 
PostPosted: Sat Apr 20, 2019 10:38 am
Smithing System
Creation, Uniqueness, Crafting


User Image


Description: As a part of everyone's life, there will come a time when they will want to make what they can, on their own. While shinobi have methods for circumventing certain needs, the tools for crafting have not changed in many, many years. The tools listed are the bare minimum for doing a job, without using chakra. By trade, NPC smiths will not have access to shinobi abilities and Jutsu, so tread wisely, learn a few new things, and get cracking on making new items! Needed tools can be found here.

[ General Guidelines ]
  • Some bloodlines and clans will have an easier time doing certain jobs than others, and thus may not require all the standard equipment. Satetsu users, for instance, may be able to mine and transport iron ore without the need of expensive equipment. How can your background help you?
  • Each character starts with 16 job title slots.
  • Smithing titles take up job title slots after the apprentice level. Botany, Cooking, and Religion also behave this way.
  • If you use up your last job title and end up wanting to try a different one, you may unlearn one of them. Unlearning a base smithing will also unlearn any others that depend upon it and adjust any affected one-time awards.
  • Each job can put a single variable marble into their work, and only Infusion Artificers can make higher quality marbles. Befriend them and they may help you!
  • Lots of tools are good across different smithing types. Pairing up with someone who has the equipment you're looking for can be a huge help, even if they're not versed in your craft.

    Rewards
    tab AC and Ryo are accrued per normal missions for [E, D, C] missions, but Ryo is doubled and AC is not given to the [B, A, S] missions, as items take its place. The exceptions to this are: Worker class characters, who receive full AC regardless of mission rank; or if the mission is assigned by a Village Leader.

    One-Time Experience Rewards
    For reaching "Apprentice" in any smithing:
    -_-_-_The title gives: -1 post to the E - Rank mission.
    For reaching "Journeyman" in any smithing:
    -_-_-_The title gives: -1 post to the D - Rank mission.
    For reaching "Master" in any smithing:
    -_-_-_The title gives: -1 post to the B - Rank and -2 to the S - Rank missions.
    For reaching "Grandmaster" in any smithing:
    -_-_-_The title gives: -1 post to the A - Rank and -2 to the S - Rank missions.
    For reaching "Grandmaster" in any 2 smithings:
    -_-_-_The title gives: -1 post to the Special - Rank missions.
    For reaching "Grandmaster" in any 4 smithings:
    -_-_-_The title gives: -1 post to the Special - Rank missions.
    -_-_-_Also grants the title: "Grand Craftsman".
    Crafting post reductions: A project requiring multiple smithing types receives any reductions specific to each smithing type. Multiple smiths working on one project will each contribute to the same post requirement. Get some friends together and the work really flies!


[ Quality Effects: ]
    tab More experienced artisans can make higher quality goods and generally work faster. Each item crafted gains one point of quality per relevant crafting title (i.e. an apprentice blacksmith would make nails that are one point of quality better than an untrained person). They can be used in the following ways:
    • Every 2 Quality Points remaining on an item after smithing increase its sell price by one rank.
    • 1 Quality Point can be used to double the amount of identical items crafted during a single crafting session.
    • 1 Quality Point can be used to halve the base post requirement.
    • Doubling the base post requirement to create an item allows an artisan to increase its quality by one point. It is recommended to get helpers to cut down on crafting times in this case.


[ Artifice: ]
    tab Infusion Artificers have the ability to add strange effects to items and create variable marbles, which are standalone items that contain those effects. For each point of quality on a variable marble, its rank increases by one, requiring more Chakra to activate but also having a greater effect. Unless stated otherwise, variable marble effects start below E-Rank, meaning they need one quality point to have any appreciable effect in battle. Marbles are activated with an investment of Chakra equal to a jutsu of their effect rank and consume an activation to use.
    • A smithed item can have one marble added to it during smithing to give it that marble's effect. This applies to each smithing type required for a project. Since the Infusion Artificer can make better marbles than what is listed in a shoppe, your skills will be invaluable!
    • Aspects can be nearly anything that represents the marble to be made, but it should be in a quantity large enough that anyone can say, "Hey, that's really sturdy", "Man, that's slick", et cetera.


[ Assembly: ]
    tab Weaponsmiths, armorsmiths, and anyone else who is responsible for creating a final product out of separate pieces can also be called an "assembly smith". Assembling an item is usually a straightforward process, but these artisans have additional options at their disposal. An assembly smith can spend quality points to:
    • double the amount of objects assembled;
    • OR increase the overall quality of the item by one quality point;
    • OR add one quality point to a component.
    tab Only one assembly smith can do this per completed item. By default, a completed item has quality equal to the quality of its finest component. An assembly smith can also rearrange the distribution of quality points defining infusion artificer effects, moving up to one quality point per title (i.e. if an item has a "slick" marble and a "sticky" marble each with 3 quality points, an apprentice assembly smith can move a point from the "slick" to the "sticky" marble, a journeyman can move two points, etc.).
    Smithing, Armor
    • When making armor, it’s best to have an end product in mind. See the armor system to get a feel for what you can do.
    • If your armor is too clunky, ask a tailor to fit it to your client! They can work wonders with just a little bit of time.

    Smithing, Weapon
    • Weapons aren’t just about cold, hard steel. Things like hilts, sheaths, guards, and decorations could all employ a different smithing type, so get to know your fellow smiths!
    • Not all weapons require the services of a weaponsmith. Someone good at working with wood might be equally qualified to make wooden staffs and bows. If you’re having trouble making something on your own, try asking someone for help!


[ Affinities: ]
    tab By adding a certain material in during the crafting process, an artisan is able to grant an item an elemental affinity! In the hands of someone with access to that element of Chakra, the item can exhibit strange properties. In combat, when using a technique with that item, the wielder can substitute any Chakra they're paying in a technique for the appropriate element, thereby activating the effect. These effects typically don't scale at all or depend on the usage of a particular technique, providing only one effect regardless of how much Chakra is used and how that Chakra is used. This means they have a general, low-level effect completely separate from any jutsu being used.
    tab What material has which affinity is left open for interpretation. A tree from a coastal area may have wood with a water affinity, but it may also have a fire affinity if it's from a very hot region or a lightning affinity if it grows in the mountains. In-character, differences in a material's affinity can be chalked up to the different approaches artisans use. For added fun, try to have affinity effects that correspond to a material's actual properties; for example: yew, being a toxic wood, could have its affinity deal with propagating hazards. The amount of material used to grant an affinity is four times the lowest amount listed for materials that can be mined, with unlisted materials being left open for interpretation.
    Common Effects
    • Fire: Ignition of materials, smoke creation, heating, heat haze, etc.
    • Water: Splashing (of water or toxins), extinguishing, fog, hydrodynamic form, etc.
    • Earth: Weight, dust, material strengthening/weakening, impact, etc.
    • Lightning: Conduction, shocks, sparks, piercing, etc.
    • Air: Aerodynamic form, range, gusts, insulation, etc.


[ Blueprints: ]
    tab For most people, having instructions on how to make something is very helpful. Artisans can create blueprints of their creations by spending half the normal time needed to create the item doing so, after any post reductions. Anyone with access to the blueprint can create the item 2 posts faster. Beware, though: blueprints can be stolen!


[ Item Craftsmanship: ]
The type of crafter that produces an item has a profound effect on said item's ability to exist.
    Zero [0] rank: Anybody.
    E-rank: 1 Apprentice
    D-rank: 2 Apprentices, or 1 Journeyman
    C-rank: 4 Apprentices, 2 Journeymen, or 1 Master (Apprentice max)
    B-rank: 4 Journeymen, 2 Masters, or 1 Grandmaster (Journeyman max)
    A-rank: 4 Masters, 2 Grandmasters, or 1 Legendary (Master max)
    S-rank: 4 Grandmasters, or 2 Legendary (Grandmaster max)
    S+rank: 4 Legendary


Item Craftsmanship comes into play after all other combat factors are carried out. As the last to be completed, the following should be noted if there's any leftover versus interaction:
    Less Rank vs. Item's Craftsmanship: No damage to item.
    Same Rank vs. Item's Craftsmanship: -1 Descriptive Rank to item's quality. (i.e. no effect until 6 descriptives)
    Greater Rank vs. Item's Craftsmanship: -2 Descriptive Ranks to item's quality. (i.e. no effect until 6 descriptives)


Craftsmanship that hasn't yet deteriorated past the 6th descriptive can be repaired by the appropriate crafter in a single post. A loss of a single rank will need to have one-half [1/2] the original crafting time to repair. Loss of two full ranks will immediately break said item to beyond repair. [note: PA opportunities available]


For npcs
Items created are produced at the minimum quality of their crafting title for said craft. Additional quality ranks can be gained through using 1 singular crafter, by adding an additional week per crafter subbed out, up to their maximum.
Example: A single Grandmaster can produce from scratch a B-rank sword in a week, an A-rank sword in two weeks, or an S-rank sword in four weeks.


For rpcs
Items created are produced at the minimum quality of one's crafting title for said craft. This means that Apprentices naturally create E-rank items, and Legendary crafters naturally create A-rank items.
Instead of weeks, quality increases are counted by missions, and require the same number of missions as crafters needed to gain said rank. Example: A C-rank mission performed by an Apprentice yields a medium weapon in 5 posts, with said weapon being E-ranked. It would require 3 more missions to create a C-ranked medium weapon for them. We recommend simply doing more training to gain the higher, more experienced titles, and then create said weapon, but this is not always possible.


[ Other Regulations: ]
    Smithing, Metals
    • It takes 4 lbs. of ore to smelt a single ingot. 1 ingot creates a small weapon, 3 ingots create a medium version, 5 ingots will usually do for a large, and the others all vary on how much is needed. (like the difference between a bridge and a house's needs)
    • If the forge is kept lit, it only takes a single bundle of wood and 2 lbs. of coal to get it back to par. If you need a boost, I hear Katon is really useful...


    Smithing, Glass
    • Using almost the same forge style as normal blacksmiths, a glass blower's forge can be split into three separate sections in the same unit. This helps to keep the forge prices low, as simply making the darn unit is time consuming and expensive.
    • Glass easily takes many, many more different kinds of shapes and colors than metals, but they break a lot easier. Try investing in a top-notch 'Harden' marble, to boost it to the same durability as a regular metal-smithing job.


    Smithing, Tailor
    • Well-trained tailors can make specialized clothing to protect against various hazards, such as toxins or weather. They can also make armor fit better to allow for better range of movement. See the armor system for more details.
    • Clothing may not provide much physical protection, but a top-notch tailor can do some creative things with variable marbles on each piece of clothing.


    Engraving, Seals
    • Seals may be engraved onto crafted items by Jewelers and smiths of the relevant type, so long as they have reached at least the Master title in that smithing type.
    • Each item can have one seal placed on it. Be mindful of any size requirements specified by the seal!
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 10:39 am
Custom Items
Creation, Uniqueness, Crafting


tab Description:
tab Unique and powerful items have often fallen into the hands of people the world over, often without them fully understanding the implications of that power. Sometimes that leads to fame, sometimes infamy; either way, it's very rare that anyone ever asks how those items came to be. So what of the creators? Well, they were often just exceptionally talented or creative smiths, or sometimes groups of them, making those amazing items one step at a time.

tab Rules
  • In addition to normal smithing procedures, a smith can sacrifice 4 Quality Points to place a special ability within an item.
  • Up to 4 gameplay-affecting abilities can be added to an item this way.
  • See the lists below for what is and is not allowed. If you don't see something you'd like on a list, please contact a crew member to discuss it.


Allowed
  • Abilities or effects that automatically activate on some trigger. The cost(s) of these abilities or effects will also be automatically drawn from the user.
  • Active DR boosts (i.e. fortitude bonus when blocking a certain way with the item). Up to a "slight" increase can be gained for every 4 Quality Points spent. This takes up one ability slot regardless of how many Quality Points are spent on it. A character can only benefit from a maximum of 1 DR increase from items per their Body Rank.
  • Changing the primary or secondary sense for Genjutsu.
  • Temporarily removing elemental weaknesses for Ninjutsu. This must come with either a cooldown (i.e. 1 post/rank of the boosted technique), an associated cost matching the rank of the affected technique, or some other drawback.
  • Resistance against a specific kind of hazard application (i.e. aerial, touch, etc.).
  • Resistance against secondary effects of jutsu (such as dehydration or paralysis for Katon and Raiton techniques).
  • Store Chakra and /or Stamina, with the caveat that you can't regenerate whatever's stored until it's all released. No exceptions.
  • Enhance specific Jutsu or abilities in some way (i.e. using the Hyuuga's Gentle Fist through a weapon).
  • Changing damage types (i.e. slashing, bludgeoning, piercing, etc.). Can include a shape change for part of the item.
  • Granting elemental effects to items (i.e. a flaming sword). The rank of the elemental effect has to be stated and will consume Chakra of the appropriate element and cost.
  • Applying a specific hazard as a natural consequence of an item's use (i.e. applying frostbite when using a cold sword). Considered a separate ability from the elemental effect above, but can activate at the same time as it for no additional cost.
  • Heightened or special abilities against specific targets or in specific situations (i.e. reflect projectile Ninjutsu by paying its cost).
  • Empower techniques to overpower other ones of the same rank, on a cooldown of 1 post per rank of the technique empowered. This cooldown applies to all items that affect techniques of the same type (i.e. empowering a Katon technique wouldn't put a cooldown on Suiton technique enhancement, but you couldn't use another Katon-enhancing item until the cooldown was up).
  • Resist techniques of a certain type for as long as it's maintained, causing them to lose any bonuses against your defenses and making them lose to your same-rank defensive techniques.
  • Change application vectors for hazards, including making them act elemental if you have the appropriate element (i.e. a hazard gets conducted like electricity along/around anything metal).
  • Cut down preparation time for something specific (such as setting up traps or using a specific Jutsu), on a cooldown of 1 post per rank of the thing being prepared plus the number of posts being cut down.
  • Vehicles, within the limits of the guild's aesthetic (i.e. no motorcycles or cars, but gliders and such are okay).
  • Tools and equipment for various jobs. 1 quality point will net you half a post off on jobs of that type that use that piece of equipment. These don't stack past 2 posts within one smithing type.
  • Anything that can be done through any combination of variable marbles and/or Fuuin, provided those are used to achieve the effect.
  • Two versions of Chakra Steel:
    1. Accepts the user's Chakra element.
    2. Outputs a single element specified on crafting regardless of Chakra element put in.

  • Manifest the wielder's Chakra signature when they perform a specific action or technique. As per normal, this is simply an audiovisual effect that doesn't deal physical damage. Free upgrade: the effect occurs when activating any/all of your custom techniques.
  • Non-portable items that vastly increase the effectiveness of a certain Jutsu, such as the mind-reading amplification device used by Konoha's ANBU corps.
  • Things seen in the canon, excluding Boruto.


Not Allowed
  • Rule-breaking items (i.e. allowing auto-hits, etc.).
  • Extra activations.
  • Passive DR increases.
  • Making Genjutsu unbreakable by normal means.
  • Automatically recognizing or breaking Genjutsu.
  • Multiplicative, fractional, or percentage-based increases or decreases (i.e. twice as fast, half as strong).
  • Accessing class disciplines the user doesn't already have.
  • Draining Chakra and/or Stamina from, or sealing, opposing techniques outside of what's allowed by the Fuuin system.
  • Altering Jutsu or abilities to give them completely new effects or make them act like different Jutsu or abilities.

 
PostPosted: Sat Apr 20, 2019 10:40 am
Takumi's Business License
Money, money, money!!!


Description:
Takumi, the leader in all things business related, has a gracious economy befit for a king, if only there was someone around to take it on! Citizens and shinobi are both encouraged to play the business market, run their own shoppes, and forge a path ahead in their villages and lives.

    Shiyakusho, the City Hall
    Vending License [x1]
    < 3000 Ryo >
    Allows one to own and operate a single shop.
      • Licenses are only purchasable from Takumi's City Hall.
      • Licenses require a Kage's written permission if wanting to run a shop within their village.
      • This cost does not include any building purchases, hiring, or material funding.
      • Shops automatically generate their minimum ryo per irl week, if they're staffed correctly and all necessary materials (ex. food, fertilizer, seed, electricity, payroll, etc) are consumed.


Shop Ranks
Ratings for shops are determined on a month's average. If the average rating for Counts and Quality for said month meets a certain level, and a certain ranked staff member exists, the shoppe will generate that rating's ryou for the next month. You may find that a lower ranked shoppe is more suitable for you and your customers' needs!
    Ratings are based on positive increases from zero [0], to a maximum of seven [7]. If a Country Effect or other source reduces this score into the negative, even a Basic Rank shoppe will be unfeasible, and will thusly provide no minimum profits, until the rating improves. There are many ways to increase one's ratings, from missions to purchasing Consummables, but also many other ways to have them lowered once again! The global, economic atmosphere can seemingly change at the drop of a hat: Some days, there's too many threats, other days, the Kage has closed the village doors in defense.
    Shoppes encounter threats based on their rank, with Basic shoppes receiving only non-ranked threats, and ranked shoppes receiving a total ranked threat of their rank. (ex. 2Es=D-rank shoppe/threat, 8Ds=A-rank shoppe/threat, 1S=S-rank shoppe/threat, etc)


    Basic
      A business with no shinobi ability (aside from its owner), negligible customer counts (0/7 rating), and exceedingly below average customer quality. (0/7 rating)
        Minimum Profits: 1,000 ryou generated per week, prior to expenses.
        Difficulties: It's tough to get started, due to material costs, hiring, and so on. Country effects will also greatly hinder any owners, as a Basic shoppe cannot receive the minimum profits if there's a negative rating. As with any start-ups, a very engaged owner will be needed to help keep costs down.


    E-rank
      A business with at least 1 E-ranked member (aside from its owner), very low customer counts (1/7 rating), and very below average customer quality. (1/7 rating)
        Minimum Profits: 1,500 ryou generated per week, prior to expenses.
        Difficulties: This rank of shoppe usually has trouble balancing autonomy and owner wishes.


    D-rank
      A business with at least 1 D-ranked member (aside from its owner), low customer counts (2/7 rating), and below average customer quality. (2/7 rating)
        Minimum Profits: 2,000 ryou generated per week, prior to expenses.
        Difficulties: This rank of shoppe is usually alright, but the 5/7 workday week means that extra Hired Help begins to drain profits away.


    C-rank
      A business with at least 1 C-ranked member (aside from its owner), average customer counts (3/7 rating), and average customer quality. (3/7 rating)
        Minimum Profits: 2,500 ryou generated per week, prior to expenses.
        Difficulties: Ranked threats to the shoppe begin to become a burden.


    B-rank
      A business with at least 1 B-ranked member (aside from its owner), slightly above average customer counts (4/7 rating), and slightly above average customer quality. (4/7 rating)
        Minimum Profits: 3,500 ryou generated per week, prior to expenses.
        Difficulties: Threats to the shoppe, and controlling expenses.


    A-rank
      A business with at least 1 A-ranked member (aside from its owner), moderately above average customer counts (5/7 rating), and moderately above average customer quality. (5/7 rating)
        Minimum Profits: 4,500 ryou generated per week, prior to expenses.
        Difficulties: Threats to the shoppe when the Hired Help is on their days off, and juggling both automated work, and the owner's assistance.


    S-rank
      A business with at least 1 S-ranked member (aside from its owner), greatly above average customer counts (6/7 rating), and greatly above average customer quality. (6/7 rating)
        Minimum Profits: 6,000 ryou generated per week, prior to expenses.
        Difficulties: Keeping expenses low by continually training folks, who begin to have longer training sessions away from the store, and keeping the store rank high.


    S+rank
      A business with at least 1 S+ranked member (aside from its owner), supremely above average customer counts (7/7 rating), and supremely above average customer quality. (7/7 rating)
        Minimum Profits: 8,000 ryou generated per week, prior to expenses.
        Difficulties: Everything under the sun wants something from your business, and the bad ones are not willing to back off!


Business Missions
While the owner is able to perform missions to generate higher ratings, more ryo, and so on all on their own, if they aren't available to do so, staffing will have to do it for them! Ryo, Quality ratings, and Quantity ratings are determined on a weekly basis rather than on a day to day basis. Having staffing perform a suitable mission also allows them to offset their payroll by a small amount, usually, as missions generate their rank's normal ryo. (e.g. all ryo earned goes to the shoppe, before expenses are paid) Missions are not limited to just these few, but are able to be selected from any applicable source.

Bonus :: If the owner is present during a time when a mission would take place, said mission type will be counted as one [1] rank higher for reward values. [usable once per week]

    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.
    Limitations: Is unable to be assigned to the same staff member more than 5 times a week.
    Solo or Group: Solo :: Any Staff
    Customer Quality: +1
    Customer Quantity: --

    Title: Guard Duty
    Rank: E
    Information: This mission involves a lot of standing around in very obvious places, eyeing folks as they shop. This makes most folks nervous, but it gives the Hired Help a rank bonus for any and all reaction times. Guard Duty will keep them busy all week.
    Solo or Group: Solo :: 'Hired Help'
    Customer Quality: +1
    Customer Quantity: -1

    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.
    Limitations: Is unable to be assigned to the same staff member more than 5 times a week.
    Solo or Group: Solo
    Customer Quality: --
    Customer Quantity: +1

    Title: Shield of the People
    Rank: D
    Information: Being a Shield allows a Hired Help to escort a valuable customer to and from their home, but this leaves the shoppe without their help for the day. If not auto-run: The gratitude of the customers is shown through rp and tips, which gives an additional 50 ryou per post beyond the required post count, to a maximum of 200 ryou extra.
    Minimum Posts: 3
    Solo or Group: Solo :: 'Hired Help'
    Customer Quality: --
    Customer Quantity: --

    Title: Sale Day!
    Rank: C
    Information: Having one day of the week be designated as the discounted items day will slightly hurt profits (-10% ryo to all items' sale cost, and missions performed in said week) but will help to raise the customer counts.
    Solo or Group: Group :: 1 specialized supervisor needed, and any 2 staff under them.
    Customer Quality: --
    Customer Quantity: +2

    Title: Asset Protection
    Rank: C
    Information: Locking every potentially thieve-able item down behind glass cases, tying them up with various restraining equipment, and so on, is a daily task that will keep a Hired Help busy, and a thief even busier. For Rpcs: Provides a 1 rank decrease to speed and reaction times to anyone with said stolen material, while it is on their person, for 24 hours. For Npc threats: +1 extra threat able to be dealt with, per Hired Help not on a mission.
    Solo or Group: Solo :: 'Hired Help'
    Customer Quality: -1
    Customer Quantity: -1

    Title: Guest Speaker
    Rank: B
    Information: Having a Grandmaster Crafter available to the public for a week long study/work session works two ways: their tutorage brings in higher quality customers, and also gives a 1 post reduction to a single project that the session collaborates upon, including any 1 job training under said Grandmaster's area of expertise, for rpcs wishing to attend and perform said activity.
    Solo or Group: Solo :: Grandmaster Crafter
    Customer Quality: +2
    Customer Quantity: --

    Title: Police Presence
    Rank: B
    Information: Having a guard don a uniform usually makes them stand out more, but in this case, it relaxes the customers due to the clean lines, the smooth fabrics, and best of all, shiny badges! This also raises their armor defense from zero to minimally E-rank, maximally two ranks below their own rank, for 1 sustained blow. (i.e. 1 post's worth of defense, before being incapacitated)
    Solo or Group: Solo :: 'Hired Help'
    Customer Quality: +1
    Customer Quantity: --

    Title: Termination
    Rank: X (staff member's 'former' rank +1)
    Information: A staff member has royally angered the local populace, and it is up to the Manager on duty to placate the masses. Luckily for them, the populace will pay them extra to do it. If this mission is rp-ed instead of auto-run, each paragraph beyond the required amount will generate an extra 100 ryo, up to 1,000 ryo extra, maximally.
    Minimum: 1 post per rank, if rp-ed.
    Solo or Group: Solo :: Manager above the fired staff member's rank.
    Customer Quality: + (staff member's former rank)
    Customer Quantity: - (staff member's former rank)

    Title: Training
    Rank: X (staff member's 'former' rank +1)
    Information: A staff member has shown a remarkable breakthrough in understanding their position's subject matter, and is growing to the next rank. They will be completely unavailable for 1 week per rank above Zero (i.e. no other missions, unable to count towards Shoppe Rank, etc) while their epiphanies and study sessions spiral wildly out of control. Once back on the job, their thank you will be a permanently reduced cost to their employment, 1.5 x (their previous weekly salary, rather than their new rank's salary), followed by 1 week of doubled missions availability. Staff members who take this mission are still paid during their training, both from the shoppe, and from this mission.
    Solo or Group: Solo :: Staff or Hired Help
    Customer Quality: --
    Customer Quantity: --

    Title: Overwhelmed
    Rank: X (Hired Help's rank)
    Information: Is not able to be automated. The shoppe is being overwhelmed seemingly by a flood of thieves and hooligans, at the lowest rank, from all directions. (i.e. highest number of threats possible) Each miscreant is able to block 1 technique at their rank, before succumbing to incapacitation, while they try to thieve or damage anything within range. If the Group can subdue them before the mission post length requirement, without also destroying the property, the Hired Help, or anyone else, each saved post will generate 1 free, temporary 'Hired Help' at the H.H.'s rank, for 1 week. Limit of 1 per month.
    Post Requirement: 4
    Solo or Group: Group :: Hired Help + any # of rpc
    Customer Quality: -2
    Customer Quantity: --

    Title: Public Outreach
    Rank: X
    Information: Instead of whiling away the hours with nothing to do, a staff member can be assigned to hand out fliers, twirl sign boards, sing tall tales, and generally be merry to try and draw in customers. As they are outside advertising, they'll be unable to contribute to their store rating, but their efforts will pay for 90% of their salary. Limit of 1 staff per store rank above Basic. Mission takes the entire week.
    Solo or Group: Solo
    Customer Quality: --
    Customer Quantity: --

    Title: Shadow & Mimicry
    Rank: X (Staff member's rank)
    Information: In an effort to learn how to be better, a single staff member is trying to shadow and mimic their supervisor's good qualities. Allows the staff member to work overtime and perform 1 additional mission within their rank structure. Limit of 1 per week.
    Solo or Group: Solo :: Requires a Supervisor of the same type.
    Customer Quality: --
    Customer Quantity: --

    Title: C-C-Combo!!!
    Rank: X (Hired Help's rank + Manager's rank)
    Information: A Hired Help needs assistance with a malevolent threat. (threat # reduced to 1, but at the highest rank for the store's rating) While the staff are all on their off day, the group have set a trap for the sinister threat. Allows the Manager to temporarily take on the Hired Help's rank stats.
    Solo or Group: Group :: Hired Help + 1 Manager
    Customer Quality: --
    Customer Quantity: --


Staffing
Having people to run your shop while you're not around is of the utmost importance. Even so, staff require 2 days off a week, to rest and recuperate.
These folks have no combat capability, but are defined by their other abilities.
Without them, thieves and degenerates will ruin the store, the weather will destroy it, and most importantly, there won't be any ryo flowing! Npc smithing trees work exactly like rpc smithing trees, in that more advanced jobs require more titles from the lower job types, and higher expertise also requires more titles.
      Basic Jobs: Miner, White, Black, Wood, Tailor, Glass, Botany, Cook, Medical, Religion.
      Medium Jobs: Rare Material, Pharmaceutical Chemist. (requires at least apprentice in their requirements.)
      Advanced Jobs: Weapon, Armor, Jeweler, Infusion Artificer, Gear. (requires at least apprentice in their requirements.)

    Job and Rank Limitation: If a staff is on a job mission, they are unable to supervise, but also do not require having a post be written on doing said mission. Unsupervised staff will not perform a mission. (the owner is able to supervise everybody, of course) Staff that perform a mission will have the rewards go directly to the shoppe's coffers, rather than the owner's. An owner that performs a mission is able to split their rewards between themselves and the shoppe as wished. No matter how many available missions there are, the most that any one staff type is capable of is 2 missions per day, meaning 10 total in the week.
    Managers: While able to act as the owner when they are set up, they are unable to look after same ranked staff, but are able to look after multiple types of staff.
    Supervisors: These folks are great for larger operations, when there are many of the same type of staff. Can also be Unspecialized or Specialized.
    Specialized: Aside from the highest mission rank available for their rank, they are able to perform 2x the stated mission count limitations. (the 10 max per week is still in effect here)
    Job Titles: These folks are able to reach Grandmaster easily, but are unable to ever reach Legendary.


    Zero [0] Rank Personnel
      100 ryo paid per week.
      Talents: Non-specialized abilities such as manual labor, 'grunt' work, serving, cleaning, and so on. They can fill multiple roles, but have limited capacity.
      Job Examples: Waiter/Waitress, Server, Bartender, Janitor, Field Hand.
      Benefits: Not having to do it yourself! The downside is that all tasks have to be told to them without a supervisor or manager present.
      Missions: Is able to perform the 'Preparation' mission once a week.

    E-Rank Personnel
      200 ryo paid per week.
      Talents: Non-specialized abilities and managerial work or 1 basic (i.e. apprentice only) Job title.
      Benefits: Can supervise two [2] lesser rank Staffing of their own job type. Managers can look after day to day affairs that the owner sets up. (ex. missions, hiring)
      Missions: Is able to perform an E-rank mission twice a week, or a D-rank mission once a week.

    D-Rank Personnel
      400 ryo paid per week.
      Talents: Non-specialized abilities, and managerial work or 2 basic Job titles. (i.e. 2 apprentice titles, or 1 journeyman title)
      Benefits: Can supervise [4] lesser rank Staffing of their own job type. Managers can look after week to week affairs that the owner sets up. (ex. payroll)
      Missions: Is able to perform an E-rank mission four times a week, a D-rank twice a week, or a C-rank once a week.

    C-Rank Personnel
      800 ryo paid per week.
      Talents: Specialized work (just bartending, just waitressing, etc), managerial work, or 3 Job titles.
      Benefits: Can supervise [8] lesser rank Staffing of their own job type. This rank is able to do Rare Material or Pharmaceutical Chemist jobs. (apprentice, maximally)
      Missions: Is able to perform 5 E-ranks, 4 D-ranks, 2 C-ranks, or 1 B-rank mission per week.

    B-Rank Personnel
      1,600 ryo paid per week.
      Talents: Specialized work, managerial work, or 4 Job titles.
      Benefits: Can supervise [16] lesser rank Staffing of their own job type. This rank is able to do Weapon, Armor, Jeweler, Infusion Artificer, or Gear smithing jobs. (apprentice, maximally) Managers can look after monthly affairs that the owner sets up. (ex. 4 week consummables)
      Missions: Is able to perform 5 E-ranks, 5 D-ranks, 4 C-ranks, 2 B-ranks, or 1 A-rank mission per week.

    A-Rank Personnel
      3,200 ryo paid per week.
      Talents: Specialized work, managerial work, or 5 Job titles.
      Benefits: Can supervise [32] lesser rank Staffing of their own job type.
      Missions: Is able to perform 5 E-ranks, 5 D-ranks, 5 C-ranks, 4 B-ranks, 2 A-ranks, or 1 S-rank mission per week.
      Benefits: Can supervise lesser rank Staffing.

    S-Rank Personnel
      6,400 ryo paid per week.
      Talents: Specialized work, managerial work, or 6 Job titles.
      Benefits: Can supervise [64] lesser rank Staffing of their own job type.
      Missions: Is able to perform 5 E-ranks, 5 D-ranks, 5 C-ranks, 5 B-ranks, 4 A-ranks, 2 S-ranks, or 1 S+rank mission per week.
      Benefits: Can supervise lesser rank Staffing.

    S+Rank Personnel
      12,800 ryo paid per week.
      Talents: Specialized work, managerial work, or 7 Job titles.
      Benefits: Can supervise [128] lesser rank Staffing of their own job type.
      Missions: Is able to perform 5 E-ranks, 5 D-ranks, 5 C-ranks, 5 B-ranks, 5 A-ranks, 4 S-ranks, or 2 S+rank missions per week.
      Benefits: Can supervise lesser rank Staffing.



The 'Hired Help'
Having people to protect your shop even while you're around is of the utmost importance, as a simple two-man operation can undermine even the most witty of owners. Even so, Hired Help require 2 days off a week, to rest and recuperate, not counting if they become injured.
These folks have no other ability other than pure combat capability, and are defined by who they can deal with on a daily basis, as their rank defines their physical strength, speed, and reaction times, but not their fortitude. While they lack in jutsu abilities and tanking defense, they make up for it with pure brute presence. Hired Helpers do not have to perform a mission to provide their stated rank benefits.
Automation: When dealing with automation, they attack a threat or threats first, and any remaining threats will attack last.
Injury: Taking damage will cause the Hired Help to be unavailable for the following week. They will still be paid, but will be unable to contribute to the store rating or assist in any manner.
Missions Ability: A 'Hired Help' is able to perform 1 mission of their rank+1 per week.
Without them, product will mysteriously disappear, the wilds will creep close, and most importantly, there won't be any ryo flowing!
    Zero [0] Rank Personnel
      150 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, one at a time.

    E-Rank Personnel
      300 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, two at a time, or one E-ranked threat.

    D-Rank Personnel
      600 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, three at a time, two E-ranked threats, or one D-ranked threat.

    C-Rank Personnel
      1,200 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, four at a time, three E-ranked threats, two D-ranked threats, or one C-ranked threat.

    B-Rank Personnel
      2,400 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, five at a time, four E-ranked threats, three D-ranked threats, two C-ranked threats, or one B-ranked threat.

    A-Rank Personnel
      4,800 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, six at a time, five E-ranked threats, four D-ranked threats, three C-ranked threats, two B-ranked threats, or one A-ranked threat.

    S-Rank Personnel
      9,600 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, seven at a time, six E-ranked threats, five D-ranked threats, four C-ranked threats, three B-ranked threats, two A-ranked threats, or one S-ranked threat.

    S+Rank Personnel
      19,200 ryo paid per week.
      Benefits: Is able to deal with non-ranked threats, eight at a time, seven E-ranked threats, six D-ranked threats, five C-ranked threats, four B-ranked threats, three A-ranked threats, two S-ranked threats, or one S+ranked threat.



Consumables
Consumables are items or easy, repetitive actions that can be bought and paid for once per their duration, which will cause various effects to occur. These can be highly valuable to start-ups trying to get a positive rating, but not quite so to well established shoppes. All transactions take place at Takumi's City Hall, and are swiftly provided.
    Embroidered Uniforms
      Cost: 400 ryo
      Duration: 1 month
      Effect: +1 Customer Quality

    Speech Training
      Cost: 600 ryo
      Duration: 1 month
      Effect: +1 Customer Quality

    Exterior Maintenance, the Building and Premises
      Cost: 800 ryo
      Duration: 1 month
      Effect: +1 Customer Quantity

    Interior Maintenance, the Building
      Cost: 800 ryo
      Duration: 1 month
      Effect: +1 Customer Quantity

    Job Position Training Update
      Cost: 1,200 ryo
      Duration: 1 month
      Effect: +1 Customer Quality and Quantity

 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 10:42 am
Property
While a business can operate nearly anywhere, there's always a need to set up shoppe with easy access to everything they'll need. In addition, while location is nearly everything, the age of an existing building usually also indicates where it's at. Basements are always included, and are considered full-size, though not finished.
    A Plot of Land
    • 1,500 ryo
    • There's grass, bushes, trees, ponds, and boulders in the way.
    • Is usually on the fringes of society, along countryside roads, or located in more minor villages.
    • All of the building has to be built on one's own dime.
    • No utilities exist.
    • -7 to Customer Counts and Quality until a functional building is produced.

    Run-Down Building
    • 3,000 ryo
    • 1 Floor
    • Needs significant repairs. (1,500 ryo, or 10 posts)
    • No utilities exist.
    • -4 to Customer Counts and Quality until repairs are made.
    • Not in an ideal location, and usually on the fringes of society.
    • This location may be a wonderful spot to lay down farm land.

    Aged Establishment
    • 6,000 ryo
    • 1 Floor
    • Needs moderate repairs. (3,000 ryo, or 5 posts)
    • No utilities exist.
    • -1 to Customer Counts and Quality until repairs are made.
    • Located in the 'Ye Olde' part of town.
    • This location is great for research labs, crafting studios, and specialty shoppes.

    Simple Building
    • 12,000 ryo
    • 2 Floors
    • Needs no repairs, but requires 2 Hired Help.
    • Has access to a country's basic utilities.
    • Located just outside of the 'Ye Olde' part of town, in the newer areas. (i.e. still out of the way)
    • This location might be wonderful for sit-down restaurants and small general goods stores.

    Modern Building
    • 24,000 ryo
    • 2 Floors, basement is finished.
    • Needs no repairs, but requires 4 Hired Help.
    • Has access to a country's modern utilities. (if available)
    • Located near the main shopping district and thoroughfare.
    • This location may be just the right spot for a relaxing café, a quiet-but-not-too-quiet lounge, or an adventurer's rowdy tavern.

    Upper Class Establishment
    • 48,000 ryo
    • 3 Floors, basement is finished.
    • Needs no repairs, but requires 8 Hired Help.
    • Has access to a country's modern utilities (if available), and any post-modern utilities. (ex. solar panels)
    • Located in the main shopping district and thoroughfare.
    • The prime location for any store dealing in massive amounts of trade, such as a Shopping Superdome, and who may deal in many contracts with lesser sized businesses.


Business Contract
A business contract, boiled down to its very essence, is a promised trade between two entities, with repercussions for not upholding said promise. In the case of rent, one side holds property, while the other side promises to pay for using it, usually per month. Another type of contract is that between a supplier and a buyer, with regular purchases from one, but only if the other will always have it available. If you don't want to run a business that directly sells to the public, it's okay! Perhaps there's a need for iron in a crafter's area, or medicinal plants for a hospital. Maybe your business specializes in managers or training 'hired help', and is willing to send them out for contractual work.
    While making a contract isn't needed, it is encouraged to rely on others for assistance. The following are permanent gains:
    • For a Day-to-Day contract: -5% ryo needed for purchases from Takumi. (multiplicative)
    • For a Week-to-Week contract: 50% off delivery fees from Takumi. (multiplicative)
    • For a Month-to-Month contract: -10% ryo needed for purchases from Takumi. (multiplicative)
    • For a Year-to-Year contract: 50% off delivery fees to Takumi. (multiplicative)

    Regardless of the need, failing to uphold one's side of the contract comes with the following temporary penalties:
    • For a Day-to-Day contract breakage: -1 to the Store Rating.
    • For a Week-to-Week contract breakage: -2 to the Store Rating.
    • For a Month-to-Month contract breakage: -4 to the Store Rating.
    • For a Year-to-Year contract breakage: License Revocation.

    The following are example contracts, as well as the standard available contracts with Takumi:
    • For a Day-to-Day: Pay up front, at City Hall. Will deliver any Takumi product in stock with a 2 day delivery time. Fee - 10% of total price.
    • For a Week-to-Week: Pay up front, at City Hall. Will deliver any Takumi product, or pick up product from your shoppe, with a 2 day shipping time. Fee - 10% of total price.
    • For a Month-to-Month: Pay up front, at City Hall. This is a rental agreement for buildings within Takumi city limits, plus the cost for utilities. (please see the property guide for additional info)
    • For a Year-to-Year: This is a taxation agreement for all products sold, or traded away while having a business within Takumi city limits. 5% of all sales and profits.


Shoppe Archetypes
Businesses come in all shapes and sizes, temperaments, and abilities. While this list isn't complete with the myriad of types, it'll help guide you with what you may be looking to do. Please do not take these as the end all, be all, as they are primarily examples, with a few that have specific regulations. Which one are you interested in?
    Restaurant
      • This type of shoppe usually has the following staff: A cook, a waiter or waitress (unspecified), a bartender (specified), a 'Hired Help', and a manager.
      • There are many different kinds of restaurants, from dive bars to family eateries, from food stalls to nouveau riche cruising boats.
      • Even with everything else the same, different restaurants may boast different aspects in the very same dishes.

    General Goods
      • This type of shoppe usually has the following staff: An unspecified worker, a supervisor, a 'Hired Help', and a manager.
      • This type of shoppe usually buys their goods in massive bulk quantities, ships them in split amounts to several stores, and then raises the cost to make a profit.
      • These folks will usually make business contracts with those that can provide, like a Farming Community, a Crafter's Studio, and so on.

    Farming Community
      • This type of shoppe usually has the following staff: Several unspecified workers, a supervisor, a 'Hired Help', and a manager.
      • Traditional farmers tend to eat up tons of land, and are either unable to purchase enough property within a village's limits, or there's simply too much needed to do so.
      • Small scale farmers that operate in greenhouses, biodomes, and so on, usually have contracts with other businesses that allow the farmers to turn a profit.

    Specialty Store
      • This type of shoppe usually has the following staff: A specific type of worker (like a botanist, priest, miner, etc), a 'Hired Help', and a manager.
      • A Yamanaka's flower store, a shrine or temple, an Orichalcum mining vein, and so on, could all be classified as this archetype.

    Crafter's Studio
      • This type of shoppe usually has the following staff: Many of one type of crafter, a 'Hired Help', and a manager.
      • These folks tend to work only in one kind of craft, and excel in their creations and production times.
      • Even without much trade, these shoppes are some of the most stable, as there's always someone with a crafting need.

    Research Institute
      • This type of shoppe usually has the following staff: Many different kinds of workers, several 'Hired Help', and a manager.
      • This type of shoppe is usually considered a high-tier from the get-go, since many research projects require at least 1 Master Crafter.
      • Selling prototypes and blueprints for insane amounts of ryo may be the only stable way to gain a profit.
      • Once the research dries up, these shoppes tend to quickly fail.

    Evil, Nefarious, Behind-the-Scenes of World Domination... Club
      • This type of shoppe usually has the following staff: 'Workers', many 'Hired Help', and a manager.
      • This type of shoppe is considered morally corrupt, and will be shut down if discovered by the local authorities to be as such!
      • 'Workers' may be paid in food and quote-unquote 'being able to live'.
      • All Country Effects are flipped, such that Modern Shinobi Tech would have a positive increase for their 'Customer Counts', rather than a negative, and so on. In effect, if the country is doing poorly, you'll do swell!


Country Effects
A country, and also its respective main village, greatly influence how businesses are able to operate within their borders. Some may struggle with crime, while others flourish with many beneficial perks, but each one has the same problems, regardless of borders.
    All 3 Country Effects work off of a 7 point system, with zero [0] being the highest, and negative seven [-7] being the lowest, in terms of negative effects on businesses.
    If a country lists a stat as 3/7, this is actually '-4', down from the most ideal spot, 0. At 0, there are absolutely no negative effects hindering businesses from said Country Effect.


Modernity
What research does it take to be considered 'modern' in areas of interest?
    Shinobi Tech: B-ranked High-Grade Steel or High-Grade Glass.
    Utilities: B-ranked Water - Sewage Treatment, and B-ranked Electrical Grid.
    Communications: B-ranked Landline.
    Transportation: B-ranked Electric Train, Blimp, or Steel Ships.


Effect Types
Population: Has an effect of -# of Customer Counts.
    Example: The Land of Water has 3/7 population (i.e. -4) which will require at least +4 increases to Customer Counts in order to satisfy a Basic Rank shoppe.
    Village Additions:
      -1 for each Evil business or established antag group.
      -1 for having modern shinobi tech.
      +1 for having modern utilities.
      +1 for having more active rpcs than other villages.
      +1 for having more Academy Rank exam graduations than other villages.
      +1 for having a higher average age of rpcs than other villages.


Military: Has an effect of +# of Threats.
    Example: Land of Water has 4/7 military (i.e. +3 threats) which will require C-rank personnel to keep safe.
    Village Additions:
      -1 for each Evil business or established antag group.
      -1 for having open doors to the village.
      +1 for having 20+ active rpcs.
      +1 for having modern shinobi tech.
      +1 for having a higher average rpc body rank than other villages.
      +1 to having a more diverse clan, bloodline, and non-clan/bloodline set of active rpcs, than other villages.


Economy: Has an effect of -# of Customer Quality down from 7.
    Example: Land of Water has 3/7 economy (i.e. -4) which will require at least +4 increases to Customer Quality in order to satisfy a Basic Rank shoppe.
    Village Additions:
      -1 for each Evil business or established antag group.
      -1 for having the least amount of active rpcs compared to other villages.
      +1 to economy for having open doors to the village.
      +1 for modern transportation ability.
      +1 for modern communication ability.
      +1 for modern utilities.

Country Stats
Land of Fire:
Population
3/7
Military
3/7
Economy
3/7

Land of Water:
Population
3/7
Military
3/7
Economy
3/7

Land of Clouds:
Population
3/7
Military
3/7
Economy
3/7

Land of Wind:
Population
3/7
Military
3/7
Economy
3/7

UHV's Land of Sound:
Population
4/7
Military
4/7
Economy
4/7

Land of Takumi
Population
6/7
Military (protected via Main Villages, no personal military)
7/7
Economy
7/7

Land of Giman
Population
7/7
Military
2/7
Economy
6/7
 
PostPosted: Sat Apr 20, 2019 10:43 am
Research Missions :: Knowledge and Development
Technology Always Advances!
Mission structure needs:
Research Missions begin at E-rank, with the next higher rank available after completion, and so on, up to S+rank. Kages have the authority to limit any and all research, as well as their mission ranks, within their village, and have the final say as to where any factories may be set up, regardless of size. D-rank and higher missions are considered 'Refinements'.

Reductions: Npc and Rpc assistance take off one [1] post per character beyond the initial researcher. The initial npc or rpc researcher must be of the appropriate type and title rank, but any helpers are allowed to be of one [1] title rank lesser.

    E: Prototype. 1 in existence.
  • 2 posts.
  • 1x previous applicable research.
  • 1x item disassembly.
  • Is considered a 'Classified' project. Aside from researcher(s), only the Kage knows about this.
  • Produces: 1x Prototype
  • Usual Sell Price: Invaluable.

    D: Working Prototypes. Few in existence.
  • 4 posts.
  • 1x prototype.
  • 2x item disassembly.
  • Is considered a 'Classified' project. Aside from researcher(s), only the Kage, the Elder Council, and Anbu/Oinin Captains know about this.
  • Produces: 1x Working Prototype
  • Usual Sell Price: Exorbitant.

    C: Limited Advancement. Several in existence.
  • 6 posts.
  • 1x working prototype.
  • 3x item disassembly.
  • Is considered a working model, usable for the field, but not for everyday use. Is not 'Classified' any longer, but its existence is not promoted.
  • Produces: 1x Limited Advancement blueprint.
  • Usual Sell Price: An 'arm and a leg'.

    B: Progressive Advancement. A large group in existence.
  • 8 posts.
  • 1x limited advancement blueprint.
  • 4x item disassembly.
  • Other villages will know about it at this point, due to proliferation.
  • Produces: 1x Progressive Advancement blueprint.
  • Usual Sell Price: Expensive.

    A: Factory Capability. Many in existence.
  • 10 posts.
  • 1x progressive advancement blueprint.
  • 5x item disassembly.
  • Please designate a thread for the factory to exist in. (if it's not straight knowledge)
  • Is common enough that anyone with military access in the village can obtain.
  • Produces: 1x Factory Capability blueprint.
  • Usual Sell Price: Costly.

    S: Home Capability. Everyday item. (think civilian+, amounts)
  • 12 posts.
  • 1x factory capability blueprint.
  • 6x item disassembly.
  • Is common enough that anyone inside the village will have easy access to this.
  • Produces: 1x Home Capability blueprint.
  • Usual Sell Price: A loaf of bread.

    S+: Oversaturation. Anytime item. (think country+, amounts)
  • 14 posts.
  • 1x home capability blueprint.
  • 7x item disassembly.
  • Is common enough that anyone outside the village will have easy access to this.
  • Produces: 1x Oversaturation blueprint.
  • Usual Sell Price: Pocket change.



Requirements:

  • Item(s) to be disassembled for research. (all)
  • All parts necessary to become the new prototype. (if needed beyond the disassembled parts)
  • Master Smith(s) of the type being researched. (unless otherwise noted) That is, if it's chemical based, you'll probably need a Pharmaceutical Chemist. If it's vehicle based, you'll likely need a Gearsmith, and so on. Applicable npcs if you have them, will work, and if you're a Master of the type(s) needed, that is also fine. Otherwise, you'll need another rpc (or several) of the appropriate type(s) and rank to assist.
  • If based on previous research, the current research cannot rise above the previous one's highest mission rank. (ex. An E-rank Electricity cannot allow for a D-rank Electrical Grid)


Village-Specific known tech:

    Konoha -
  • Moderate Physics
  • Electricity
  • Electrical Grid
  • Ore Mechanics II (e.g. Gelel)
  • Wooden Ships
  • Large Computing
  • Battery - Large
  • Kote
  • Technique Amplifier
  • Nature Infused (Trees)

    Kiri -
  • Advanced Plumbing
  • Moderate Physics
  • Wooden Boats
  • Penicillin
  • Medicine - Basic
  • Haven

    Kumo -
  • Coal Train
  • Wooden Ships
  • Moderate Physics
  • Sky Walker (Cliffs)
  • Chakra Cannon

    Suna -
  • Advanced Plumbing
  • Industrial Steel
  • Electricity
  • Electrical Grid
  • Moderate Physics
  • Advanced Physics
  • Advanced Chemistry
  • Nuclear Power
  • Biodome

    Oto/UHV
  • UHV - Anti-chakra batteries
  • UHV - Anti-chakra pylons
  • UHV - Dropships (gliding, sealed chakra engines)
  • UHV - Armored Ships
  • UHV - Armored Trains
  • UHV - Rotating Kunai Launcher
  • UHV - Grunt Armor
  • Electricity
  • Electrical Grid
  • Coal Train
  • Electric Train
  • Industrial Steel
  • High-Grade Steel
  • Hot Air Balloon
  • Blimp
  • Wooden Ships
  • Steel Ships
  • Sealed Chakra Engines
  • Moderate Physics
  • Advanced Chemistry
  • Terraform
  • Ore Mechanics I
  • Ore Mechanics II
  • Ore Mechanics III

    Giman -
  • UHV - Anti-chakra batteries
  • UHV - Anti-chakra pylons
  • UHV - Dropships (gliding, sealed chakra engines)
  • UHV - Armored Ships
  • UHV - Armored Trains
  • UHV - Rotating Kunai Launcher
  • UHV - Grunt Armor
  • Electricity
  • Electrical Grid
  • Coal Train
  • Electric Train
  • Industrial Steel
  • Hot Air Balloon
  • Blimp
  • Wooden Ships
  • Steel Ships
  • Sealed Chakra Engines
  • Moderate Physics
  • Advanced Chemistry
  • Ore Mechanics I
  • Ore Mechanics II
  • Ore Mechanics III



Research Types


    Shinobi Tech
      Ore Mechanics I :: Needs a Miner and Item - Orichalcum.
      Ore Mechanics II :: Needs a Miner, Item - Book of Gelel, and Item - Gelel.
      Ore Mechanics III :: Needs a Miner and Item - Skiski.
      UHV - Rotating Kunai Launcher :: Needs Ore Mechanics I, Item - Orichalcum, and a Rare Material Smith (Orichalcum).
      UHV - Grunt Armor :: Needs Ore Mechanics I, Item - Chakra Armor, Anti-Chakra Battery, Item - Orichalcum, and a Rare Material Smith (Orichalcum).
      High-Grade Steel :: Needs Industrial Steel, a Whitesmith, and a Blacksmith. Is limited currently to B-rank only.
      High-Grade Glass :: Needs Advanced Physics, and a Glass smith. Is limited currently to B-rank only.
      Metallic Glass :: Needs High-Grade Steel, High-Grade Glass, and a Rare Material Smith (any).
      Kote: Needs Ore Mechanics (any), a Jounin+ rank titled shinobi, and an Infusion Artificer. Is limited currently to E-rank only.
      Technique Amplifier: Needs Ore Mechanics (any), a Jounin+ rank titled shinobi, and an Infusion Artificer.
      Chakra Cannon: Technique Amplifier, Chakra Grid, a Gearsmith, and an Infusion Artificer. Is limited currently to E-rank only.


    Transportation Tech
      Coal Train :: Needs a Miner and a Blacksmith.
      Electric Train :: Needs Coal Train, Electrical Grid, and a Gearsmith.
      UHV - Armored Train :: Needs Electric Train, Sealed Chakra Engines, and a Gearsmith.
      Hot Air Balloon :: Needs a Pharmaceutical Chemist and a Tailor.
      Blimp :: Needs Hot Air Balloon, and one of two options - Advanced Chemistry and a Tailor, or Ore Mechanics (any) and a Gearsmith.
      UHV - Dropships :: Needs Blimp,, Sealed Chakra Engines, and a Gearsmith.
      Wooden Ships :: Needs a Botanist and a Woodsmith.
      Steel Ships :: Needs Wooden Ships, Industrial Steel, and a Blacksmith.
      UHV - Armored Ships :: Needs Steel Ships, Sealed Chakra Engines, and a Blacksmith.


    Communication Tech
      Landline Phone :: Needs Electricity
      Radio Phone :: Needs Landline Phone, Moderate Physics, and a Rare Material Smith (any).
      Cellular Phone :: Needs Radio Phone, Portable Computing, Synthetic Materials, and a Rare Material Smith (any).
      Smart Phone :: Needs Cellular Phone, Wifi, and a Rare Material Smith (any).
      Internet :: Needs Large Computing (A-rank), and a Rare Material Smith (any).
      Wifi :: Needs Cellular Phone, Advanced Physics, Internet, and a Rare Material Smith (any).


    Utility Tech
      Water, Sewage Treatment :: Needs Advanced Plumbing
      Electricity :: Needs Moderate Physics, and a Pharmaceutical Chemist.
      Electrical Grid :: Needs Electricity, and a White or Blacksmith.
      Chakra Grid :: Needs Electricity Grid, Item - Chakra Steel, and an Infusion Artificer.
      Nuclear Power :: Needs Advanced Physics, Electrical Grid, and Industrial Steel
      Battery - Large :: Needs a Miner and a Pharmaceutical Chemist.
      Battery - Miniaturization :: Needs Advanced Chemistry, Battery - Large, and a Pharmaceutical Chemist.
      Solar Cell :: Needs Electrical Grid, Battery - Large, Advanced Chemistry, and a Rare Material Smith (any).
      Wind Turbine :: Needs Electrical Grid, Battery - Large, and a Gearsmith.
      Hydroelectricity :: Needs Electrical Grid, Battery - Large, and a Gearsmith.
      UHV - Anti-Chakra Batteries :: Needs Battery - Large, Advanced Chemistry, Ore Mechanics (any), and an Infusion Artificer. [Destruction of UHV needed for blueprints]
      UHV - Anti-Chakra Pylons :: Needs Anti-Chakra Batteries and Advanced Physics
      UHV - Sealed Chakra Engines :: Needs Ore Mechanics (any), Anti-Chakra Pylons, and Chakra Grid. Is limited currently to B-rank only.


    Architecture
      Nature Infused :: Needs Industrial Steel, a Botanist, and one of the following: Wood smith, Glass smith, or Blacksmith. (buildings will take on the surrounding environment)
      Biodome :: Needs Industrial Steel, Advanced Chemistry, and a Glass smith. (buildings will gain sealed environments)
      Sky Walker :: Needs Industrial Steel, Moderate Physics, and a Wood smith. (off-ground buildings gain increased stability)
      Haven :: Needs Industrial Steel, a Botanist, and an Infusion Artificer. (repels monsters and creatures)
      Terraform :: Needs Industrial Steel, Advanced Physics, a Glass smith, and an Infusion Artificer.


    Pure Science
      Moderate Physics :: Needs a Jounin+ and a Medical Field. (covers physical, electrical, and magnetic)
      Advanced Physics :: Needs Moderate Physics, Advanced Chemistry, and a Pharmaceutical Chemist. (fully covers quantum, electrical and magnetic combined, thermodynamics, and nuclear)
      Advanced Chemistry :: Needs a Botanist and a Pharmaceutical Chemist. (covers quantum and nuclear basics)
      Nanotechnology (specific) :: Needs Advanced Physics, a Pharmaceutical Chemist, and a smith (any) of the type needed. Is limited currently to E-rank only.
      Medicine - Basic :: Needs Penicillin, and a Medical Field. (covers treatment of extreme virals and diseases)
      Medicine - Advanced :: Needs Medicine - Basic, a Medical Field, and a Pharmaceutical Chemist. (covers cures of extreme virals and diseases)


    Miscellaneous
      Penicillin :: Needs a Medical Field, a Botanist, and a Pharmaceutical Chemist.
      Laser - Advanced :: Needs Laser - Basic, Advanced Physics, and a Glass smith.
      Laser - Basic :: Needs Advanced Chemistry, and a Glass smith.
      UHV - Armor :: Needs Synthetic Clothing, Anti-Chakra Batteries, Electrical Grid, and a Tailor.
      Synthetic Clothing :: Needs Synthetic Materials, and a Tailor.
      Advanced Robotics :: Needs Portable Computing, a Jounin+ Kugutsu Artist, a smith (any), and the Book of Gelel.
      Synthetic Materials :: Needs Advanced Chemistry, and a Pharmaceutical Chemist.
      Advanced Flight :: Needs a Blimp (or Dropship), Moderate Physics, and a Woodsmith or Blacksmith.
      Industrial Steel :: Needs a Miner and a Blacksmith.
      Advanced Plumbing :: Needs a Whitesmith and a Botanist.
      Large Computing :: Needs Electrical Grid, and a Gearsmith.
      Portable Computing :: Needs Battery - Miniaturization, Large Computing, and a Gearsmith.
      Advanced Computing :: Needs Portable Computing, a Gearsmith, and a Pharmaceutical Chemist.
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 10:50 am
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Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

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Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

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Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 10:59 am
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