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 General Organization and Village Rules W.I.P.

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Izumi
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PostSubject: General Organization and Village Rules W.I.P.   Thu Jun 01, 2017 1:55 pm

Resources

Every Land has an amount of natural resources that can be harvested for a monthly income. The resources are dependent on the landscape of that actual Land and will cost a considerable amount of funding to begin harvesting, but will eventually yield enough return to compensate the costs and then continue to produce income.

Resources are determined by the conditions of the Land of vary in five different levels, with five being the highest. Each level produces 50,000 Ryo of income per month, and a village is capable of collecting up to three levels of income per resource. Some villages will be better set in their own resources than others, and in the case of excess or lacking resources, trading becomes necessary.

Trading occurs when two or more Lands wish to exchange levels in monthly shipments to each other. For example, the Land of Fire has level five in Wood and the Land of Water only has level one. The Land of Fire can then send up to two levels of Wood in exchange for two levels of Fish, because the Land of Fire only has level one fish and the Land of Water has level five fish. Both lands will have level three in Wood and Fish, in this case, and will receive that level of income for them both for every month that trade is in effect.

However, trading can be sabotaged. When two Lands agree to trade, a trade route must be created. This route will lead through a specified path or paths (up to one per resource delivery), which can be targeted and destroyed. If an enemy village, or anyone with the desire to, can manage to discover the trade route(s), they may attack the resource delivery ship or caravan and steal those resources for their village. In this case, that resource level is considered lost and payment will go to the thief. Trade shipments occur once per month near the end of the month. The Kage (or a representative) of the village delivering a resource will post in the trade route topic that delivery is being made. There will be a set amount of time (determined by route defenses) that the shipment can be interrupted. The attacker will then combat the shipment's defenses (NPC's or PC's, depending on the Kage's purchases), for capture of those resources. These same rules apply for normal resource shipments, but because of the shorter distance, thieves only have 24 hours to intercept.

Now, in order to receive income for a resource, the Kage of that Land must pay 500,000 Ryo to establish a collection site for that reserve. Each collection site increases the collectable income for that reside by one level. Additional collection sites can be established to increase the income up to the maximum levels listed below, which varies by resource for each Land. These collection sites must be created as topics within the desired and appropriate area in the Land and can be attacked. A destroyed collection site will be unable to collect any resources until it is repaired at the cost of 250,000 Ryo, so defense measures should be used, if possible. You'll find more on defense later on in these rules.

The different resources and each Land's level of them can be found in the spoilers below:

Major Countries
Spoiler:
 

Minor Countries
Spoiler:
 


A map of all of the different Lands can be found in the below spoiler:
Spoiler:
 


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PostSubject: Re: General Organization and Village Rules W.I.P.   Thu Jun 01, 2017 6:16 pm

Bases

In order to settle in a Land or to create a legitimate organization, one may wish to construct a base from which to operate. This can vary from a little shack out in the woods to an entire bustling city, depending on your needs and your pocketbook. Each base level has a cost to construct, an upkeep, and a build time; these build times are done in real time, starting from the moment that the registered base is approved. The costs are for building from the ground up; upgrading from one base to the next will deduct the cost of the starting construct from the upgrade level, but not the build time. The population limit determines how many player characters your base can house. There are two types of Bases, which are outlined below:

Complex: This is a single structure that is usually used as a base of operations for an organization. These vary in size from small to vast and can allow the purchase of Buildings (outlined in the next post) as rooms. These rooms cast half the price of the full building, but they will require a PC associated with that building. You'll find more information on that in the next post.

Small: This is a single room structure of similar size to a modern day studio apartment. It may work well as an outlook, but is fairly unimpressive as far as bases go. One room is allowed at this level.
Cost: 50,000 Ryo
Upkeep: 250 Ryo
Build Time: 3 Days
Population Limit: 3

Medium: This structure can have up to three rooms, along with a general entryway and whatever else you might design. This base is a bit more functional, but still lacking.
Cost: 100,000 Ryo
Upkeep: 500 Ryo
Build Time: 5 Days
Population Limit: 5

Large: This is where the base becomes more like a hideout, with multiple floors and up to five functional rooms, though you can always design more regular ones. These are often seen situated in a Hidden Village or built into the side of a mountain or cave, to serve as a larger organization's base of operations.
Cost: 200,000 Ryo
Upkeep: 750 Ryo
Build Time: 7 Days
Population Limit: 7

Vast: The absolute limit of a single structure, this size can be as large as you wish, like a skyscraper reaching into the heavens or a massive, sprawling underground maze. Use all of your creativity, for there are no limits to how many rooms this structure can have.
Cost: 1 Million Ryo
Upkeep: 2,000 Ryo
Build Time: 14 Days
Population Limit: 10

Resource Center: This is a specialized building designed to collect and distribute resources from a land. This can be constructed as a standalone building or added onto a base of at least Large size. With the Resource Center, the owning organization can collect the maximum of three levels from each resource in the Land from any Resource Collection Sites that it also owns. This is commonly created by Hidden Villages wishing to collect more money from resources in minor countries.
Cost: 1 Million Ryo
Upkeep: 1,000 Ryo
Build Time: 7 Days
Population Limit: N/A

Resource Collection Site: In order to take advantage of a Land's Resource, be it with a Dwelling or with a Resource Center, you will need to build a Resource Collection Site on that Resource. A Resource Collection Site grants access to exactly one Resource, meaning that you'll need to build quite a few of these things to fully manage all of a Land's Resources. Each Resource brings in 50,000 Ryo per month and are the primary source of income for any major village. Resources are delivered to the appropriate Center via a designated route, meaning that they can be sabotaged by the enemy.
Cost: 500,000 Ryo
Upkeep: None
Build Time: 3 Days
Population Limit: N/A

Dwelling: Unlike the Complex, a Dwelling consists of a gathering of buildings and structures, designed to house many more people than might fit into just one organization. These are generally built when large clans settle down or when groups come together in peace, but may also be constructed by organizations and villages to spread their influence throughout the shinobi world.

Outpost: This is comparable in size to a single Clan District, so while it's not very large, it can house quite a few more people than any one Complex, and allows for up to three buildings, as well.
Cost: 350,000
Upkeep: 3,000 Ryo
Build Time: 10 Days
Population Limit: 7

Town: This is the average level of Dwelling, with a building limit of five and the ability to claim up to a section of a Land (such as Northwestern Land of Fire). Only one Town can be built per section. These are also able to generate a passive income, due to the commerce now taking place with this many people. A single Town earns 150,000 Ryo per month!
Cost: 3 Million Ryo
Upkeep: 15,000 Ryo
Build Time: 15 Days
Population Limit: 15

Village: This is the point at which your organization or group can be considered an official Hidden Village, with a building limit of ten. The size of this is twice that of the town, which is why only one of these can be constructed per Land, as with anything larger than this. Resource Collection Sites can now be constructed within the Land to generate a passive income, without the need of a Resource Center. A Village does have its own income, as well: 200,000 Ryo per month. Residents of your Dwelling can now build their own structures.
Cost: 4 Million Ryo
Upkeep: 20,000 Ryo
Build Time: 20 Days
Population Limit: 20

City: A Village that continues to experience growth will eventually become a City, which functions much like the previous level, only larger. Along with an increased Population Limit, Cities can contain up to fifteen buildings and generate 250,000 Ryo per month.
Cost: 5 Million Ryo
Upkeep: 25,000 Ryo
Build Time: 25 Days
Population Limit: 30

Metropolis: The height of civilization. The Dwelling can now contain up to thirty buildings and expands the population limit by twenty! A Metropolis will generate 500,000 Ryo per month on its own.
Cost: 10 Million Ryo
Upkeep: 50,000 Ryo
Build Time: 30 Days
Population Limit: 50[/i]


Important Note:
-Any Base, Building, or Defense that is destroyed may be repaired at half the original Cost and half the original Build Time.


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PostSubject: Re: General Organization and Village Rules W.I.P.   Thu Jun 01, 2017 7:04 pm

Defenses

Nobody wants any random person just waltzing on up to their base and wreaking havoc. Defenses are the way to keep out all of the undesirables and securing your hard-earned structures.

Secrecy: This makes your base harder to detect, protecting it from Scouts and PCs alike. Secrecy can be assigned to trade routes, Resource Collection Sites, resource routes, Resource Centers, entire Bases, or specific buildings, though each of those requires a separate purchase. You can use whichever methods you can think of to describe your Secrecy, but its effectiveness is determined by the Rank. Any NPC Roles of lower Class than the Rank of Secrecy cannot find it; there are also interactions with Player Characters described more in the NPC post of this topic.
E-Rank: 8,000 Ryo per month
D-Rank: 16,000 Ryo per month
C-Rank: 24,000 Ryo per month
B-Rank: 32,000 Ryo per month
A-Rank: 40,000 Ryo per month

Walls: These are actual, well, walls, designed to resist force and physically keep people out. You can apply walls to anything desired, but, as usual, the cost is applied per thing that is to be protected. Walls prevent NPC Roles of lower Class from entering the protected area and are able to resist up to their Rank in Strength (B-Rank Wall requires over B-Tier Strength to break). The actual type of style of walls can be determined by your registration, and it's your creativity that determines how easy a Wall can be bypassed by other PCs.
E-Rank: 30,000 Ryo
D-Rank: 60,000 Ryo
C-Rank: 90,000 Ryo
B-Rank: 120,000 Ryo
A-Rank: 150,000 Ryo
S-Rank: 200,000 Ryo

Traps: Sometimes having big Walls just isn't enough and maybe Guards are a bit pricey for your taste. The alternative is Traps, devilish little things hidden about whatever object you want to protect that spring up and slay unsuspecting victims. This, above all other fields, is where your creativity is key. A Trap can be anything you imagine that can deal damage to another character, from a lava pit to a snake moat and everything in between. The interactions with Player Characters is determined by the actual Trap, which is influenced by the Rank (An E-Rank lava pit probably won't catch a PC, though even an A-Rank one may not work if that PC is clever), but the primary purpose of Traps is to exterminate invading NPCs, such as Scouts or Assault Groups. Traps are set until they are triggered, and once triggered, will kill any NPCs of equal or lower Class than the Trap's Rank, but once a Trap is triggered, you'll need to purchase it again, so it may be wise to set plenty of Traps if you don't plan to make use of Guards.
E-Rank: 1,500 Ryo
D-Rank: 3,000 Ryo
C-Rank: 4,500 Ryo
B-Rank: 6,000 Ryo
A-Rank: 7,500 Ryo

Sensing Barrier: This is a special Defense available only to Bases that have built a Sensory Center. This barrier surrounds the Base and notifies NPC sensors within the Sensory Center of anyone that passes it. With this Defense, the Sensory Center will begin recording the Chakra Signature of everyone in the Village and will, therefore, be able to identify any unknown individuals that cross the barrier. The Sensory Center will immediately notify specific authorities in the Village to arrange a response for any such intruders, if necessary. This Barrier cannot be sensed or seen except by Doujutsu capable of visualizing chakra, and can only be bypassed by the Sensing Barrier Pass Technique, which is keyed to each specific Barrier and can be changed as ordered by the Kage, so that old keys no longer work. Only a few select sensors charged with monitoring the barrier, the base leader, and other individuals selected by that leader know the key to use that technique.
Cost: 120,000 Ryo per month

Upgrades: These are things you can buy to increase the functioning of your Land. While these may not provide immediate defensive benefit, they can, potentially, increase the security of your Land simply by minimizing the time it takes for your forces to get somewhere.

Roads: These layer your land with specific paths to certain locations, which expedite travel. You can decide where these roads go and can even have Guards patrol them for enemy forces. Generally, anyone using a road is noticeable by any Scouts in the Land or any Guard patrols, so use caution. This does reduce the time it takes to complete a trade or resource shipment.

Dirt: A path has been used so often that it's become more or less permanent and a bit more solid, so it's easier to traverse. Travel time through your land is reduced by 2 hours.
Cost: 500,000 Ryo

Paved: By assigning a crew to pave all of the roads in your Land, you are able to greatly expedite all travel, reducing all travel times by half.
Cost: 10 Million Ryo

Bridges: Every Land has some sections that are simply impassible, so by creating a bridge, you can open up new roads for people to use, which can increase the speed of travel for people throughout your Land. A bridge reduces travel time in its section of the Land by 1 hour, which applies after the half reduction of Paved Roads, if applicable. You may construct as many bridges as you wish, but the travel bonus does not stack.


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PostSubject: Re: General Organization and Village Rules W.I.P.   Thu Jun 01, 2017 7:30 pm

Buildings

Once you have your base, you'll probably need buildings to go along with it. These are what give your base functionality, such as purchasing higher Class NPCs. Buildings do not require any upkeep, but can be costly to construct and are limited by the level of Base. An alternative to a full Building is a Room, a specific room in a Complex dedicated to the same purpose as its Building counterpart. These cost half the price and serve the same function, but will require at least one PC dedicated to leading that Room. This doesn't mean the PC can't leave, but you'll need at least one PC per Room and some may require specific Skills or Classes:

Administration: This is your base's main headquarters and the center for all affairs. This building allows you to receive and post missions, as well as assign NPCs of up to E-Class to all the various roles needed to keep your base functioning.
Cost: 250,000 Ryo
Room Requirements: E-Class

Academy: A large schoolhouse dedicated to training the people in your village the shinobi arts, as well as basic academics. This building allows you to use up to D-Class NPC and also grants your NPCs access to the Ninjutsu, Genjutsu, and Taijutsu Skills. Requires Administration.
Cost: 300,000 Ryo
Room Requirements: D-Class and: Ninjutsu, Genjutsu, or Taijutsu Skill

Training Area: These vary by location; some are open fields with assorted shuriken targets or stumps, some are closed buildings with several traps hidden about, etc. Use your imagination! This building allows you to use up to C-Class NPCs and gives them access to the five basic elements: Katon, Fuuton, Raiton, Doton, and Suiton. For Player Characters training in this area, an additional 5 Experience Points are added onto their posts. Requires Academy.
Cost: 250,000 Ryo
Room Requirement: C-Class and at least once Basic Element

Barracks: Even nameless NPCs need somewhere to live. By providing housing for them, you relieve a great stress from them, which encourages them to go out and focus on their training to better serve the village. That's just a long-winded way of saying you can use up to B-Class NPCs. Requires Training Area.
Cost: 450,000 Ryo
Room Requirements: B-Class

Armory: A simple building designed to store and distribute weapons to the shinobi of your village. All of your NPCs may now carry all weapon types, whereas without this addition, they are limited to only basic kunai and shuriken. NPCs also may now access the Kenjutsu, Bukijutsu, and Kyujutsu Skills. Requires Academy and Market.
Cost: 350,000 Ryo
Room Requirements: Kyujutsu, Bukijutsu, or Kenjutsu Skill

Hospital: The place for all of the sick and wounded to come for healing. This building allows access to the Ijutsu Skill for all of your NPCs and also provides a location for medical procedures to take place. Injured Player Characters and NPCs alike can come here and be patched up by the attending medics free of charge. Player Characters with the Ijutsu Skill may also perform procedures here, such as implantation and other complicated surgeries for an additional 10% chance of success! Requires Administration.
Cost: 500,000 Ryo
Room Requirements: Ijutsu Skill

Market: This is the place where PC's come to purchase items of any type. The market is a fairly large area consisting of many shops and stands from which merchants can sell their wares. This doesn't increase the base's income, but it does allow access to all of the general items found under the Item Purchase List. Requires Administration.
Cost: 250,000 Ryo
Room Requirements: None

Interrogation Center: The one stop shop for all of your torture needs. Interrogation Centers are large buildings equipped to handle any kind of information extraction methods that your devious little mind can think up. They can hold a small jail, but it isn't a substitute for an actual prison. In addition to your personal tastes, all Interrogation Centers come equipped with a Mind Reading Amplification Machine. Requires Armory.
Cost: 500,000 Ryo
Room Requirements: B-Class

Prison: For those troublesome ne'er do wells that you just can be bothered to having running around freely, we have the perfect solution! It's called a prison. This massive, usually underground, building comes equipped with the world's finest cages designed for holding humans indefinitely, or for some arbitrary length of time, whatever you decide. Requires Interrogation Center.
Cost: 300,000 Ryo
Room Requirements: None

Sensory Center: Often, the best way to keep a village is safe is by monitoring it closely. This is where the sensors come in. By training your NPCs to use the Sensory Skill, this building can offer a constant defensive measure in the form of precise intelligence gathering. By spreading out sensors all across the village and posting them at key points along the border, this building can know about threats happening inside and up to One Kilometer outside of your village. NPCs may now access the Sensory Skill. Requires Defense Coordination Center.
Cost: 500,000 Ryo
Room Requirements: Sensory Skill

Defense Coordination Center: This is the Anbu base of operations, and is responsible for, as the name suggests, coordinating all defensive measures for the village. You may now use up to A-Class NPCs and can create Scouting and Counter Espionage groups. It's pretty cool stuff, and vital to a village's longevity. Requires Barracks.
Cost: 450,000 Ryo
Room Requirements: A-Class

Vault: A basic defensive structure designed to protect the money of the village. Vaults can be placed underground, beneath either important or unassuming buildings or even in remote locations, or be fashioned into a public bank. Leaders can allow Player Characters to store their money in the Vault as well, if desired, and can select the defense protocols for it, from who is allowed to access it to Guards and Defenses. Use your creativity. Every Vault is made from hardened steel and sealed by a combination locking door. If you wish to take it beyond these levels, simply include them in your registration and we'll see about setting a price to it!
Cost: 250,000 Ryo
Room Requirements: None

Clan District: Most villages are comprised of at least a few clans that decided to come together and make something greater than themselves. Of course, even if you're just a guy with a base, you may want to invite a clan to come and join forces with you for increased power and standing. Not only does a Clan District provide a place for a Clan to live and perform their daily functions, but it also provides that Clan's bonus, if they have any, to your village. You'll have to look at the specific Clans to find that bonus, but some of them are pretty useful. Plus, you can now have Player Characters register with that Clan in your village! The Disticts themselves are run by the Leader of the Clans to which they belong, and may have slightly different laws than are present in the overall village. As such, the upkeep for them is determined by negotiation between the Kage and the Clan Leader, and that upkeep will pay for the various buildings located in that District. Can contain up to five buildings that can use the Buildings of their Village as prerequisites. Requires Village or higher.
Cost: 750,000 Ryo
Upkeep: Varies
Room Requirements: Unavailable

Residence: This is a bit of personal property bought and owned by the actual Player Characters living in villages. Residences can vary from small living spaces to entire sections of the village, comparable even to a Clan District. The different Residences are:
Apartment: A basic one or two bedroom apartment within an apartment complex. Requires Outpost.
Cost: None
Upkeep: 250 Ryo
House: A one or two story house, complete with a front and back yard, if you wish. Requires Town.
Cost: 50,000 Ryo
Upkeep: 100 Ryo
Mansion: A really big house with a lot of square footage that can multiple stories with huge front and back yards. It could also be fashioned into a castle. Use your imagination! Requires Village.
Cost: 150,000 Ryo
Upkeep: 250 Ryo
Estate: This is that section mentioned earlier. Your living space can have up to three buildings of its own! What's more, you can satisfy the requirements for your building with everything the village you're in has built! Your main living place is as big or as wide as you want it to be, with basically no limits, thank to how much space you now have available. Requires City.
Cost: 500,000 Ryo
Upkeep: 750 Ryo

Store: This is another personal purchase that players can make for their characters. A Store can be of any business type desired and constructed in any part of the city. Stores generate a monthly income for the buyer in the form of an investment return. After paying the cost for construction, the player can invest any sum of money and see a ten percent return every month. If the player character is also a Craftsman, that is, possesses the Chemistry, Metalworking, or Leatherworking Skills, they can open up the shop to other player characters in order to purchase the goods that they create. In this case, your Store will have the necessary NPCs to recreate your work, saving you all the time of crafting, but you will still have to pay the cost for materials, so be careful when setting your prices!
Cost: 250,000 Ryo
Upkeep: 5,000 Ryo

Note: All Buildings have a 5 Day build time, which is reduced to 3 Days for Rooms.


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PostSubject: Re: General Organization and Village Rules W.I.P.   Thu Jun 01, 2017 7:31 pm

Non-Player Characters

NPCs are separated into Classes. When you use an NPC with the guide on the next section of this post, you will be able to choose its class according to how much you are willing to pay and how well upgraded your village is. Below are the different Classes you can choose and what each level provides:


E-Class: These are non-combat NPCs that are used for menial tasks and labor. Basically any shinobi can autohit them.

D-Class: Roughly Genin level. You'll have 500 Experience Points to distribute among their stats and 1 Skill Point. These can be autohit by shinobi of C-Class or higher.

C-Class: Roughly Chuunin level. These guys have 1500 Experience Points to distribute to their stats and 2 Skill Points. B-Class shinobi can autohit them.

B-Class: Roughly Jounin level. Up to 3000 Experience Points can go into their stats, along with 3 Skill Points. Shinobi of A-Class or higher can autohit them. This is generally a good level for a strong fighting force.

A-Class: If you just want to have a bunch of badasses running around, this is the level for you. These ninjas are roughly Anbu level and can distribute up to 5000 Experience Points to their stats, as well as 4 Skill Points. If you can find an S-Class shinobi, that's who can autohit these guys.

S-Class: If you manage to hire one of these powerhouses, never. let. him. go. S-Class NPCs are pretty rare, with power comparable to an actual Kage. Yeah, you read that right. They have 7500 Experience points to distribute to their stats and 5 whole Skill Points to allocate. Whatever Class is above them can autohit them, but like, seriously, that's pretty unlikely.

Note: Autohitting an NPC means that a player can initiate an attack and connect it in the same post, but only to the NPCs which that player's character out-classes. Please use some realism in doing this and make it believable. Snapping your fingers and having all the NPCs suddenly fall down dead is a no-go.

NPC Roles:
You'll find that once you build a base or a village, you'll want to man it with various NPCs to do the day to day jobs necessary to keep your place running. Below, you'll find a list of things you can have NPCs do, and what it'll cost you to have them do it. Higher Class NPCs are more expensive, but they are generally better able to do the job, especially when it's one that is important and/or may often have them encountering hostile PCs. There is technically no limit to how many NPCs your Base can have; there are basically always enough NPCs to man whatever size of base you have. NPCs of a role that die will be replaced in a few hours IC, so long as the upkeep is still being paid.

Guard: These are the NPCs assigned to protect key areas of your base, and are generally the last line of defense. These can be assigned to the walls, gates, specific areas, or buildings You'll need to make yet another person for each additional Base you wish to protect. There is no limit to how many guards you can assign, but please, don't get crazy with it. This group are specifically designed to protect areas from infiltrating Scouts and Assault Groups, and will kill any that are lower Class -equal Class means that both groups die. Guards are better at guarding when their ranks are higher, and are better able to handle Assault Groups, infiltrating Scouts, and PCs at higher levels:
E-Class: 3,000 Ryo per month
D-Class: 6,000 Ryo per month
C-Class: 9,000 Ryo per month
B-Class: 12,000 Ryo per month
A-Class: 15,000 Ryo per month

Assault Group: These NPCs are sent out in a single wave to attack and destroy any target desired. Typically, they are sent after structures and other stationary targets, but may also be organized as hunter-nin to track down and combat a Player Character. Hunter-nin are only as good as their rank, though, and may find difficulty in fighting similarly ranked PCs, but are ineffective against PCs that out-class them. Unlike the other roles, Assault Groups have a one time cost per target.
E-Class: 6,000 Ryo
D-Class: 12,000 Ryo
C-Class: 18,000 Ryo
B-Class: 24,000 Ryo
A-Class: 30,000 Ryo

Scouts: These NPCs go into a designated Land as a group and report any activity that happens there. A general status report is given at the start of each month, containing such information as any factions still holding a presence in that Land, along with basic activity monitoring. Pertinent information is delivered as soon as it is noticed, such as when a new faction moves in or other key details, like attacks and Counter Espionage. As stealth units, Scouts cannot be located by any of the other NPC Roles save only Counter Espionage, who are specifically trained for just that task. Scouts are also able to, over the span of a month, locate any structures, buildings, and bases that are not beyond their level to detect (determined by the Secrecy Defense). They can give detailed information provided they can surpass the defenses, even going so far as infiltrating an enemy village if the Walls and Guards of that Village are lower Rank/Class than the Scouting Group.
E-Class: 5,000 Ryo per month
D-Class: 10,000 Ryo per month
C-Class: 15,000 Ryo per month
B-Class: 20,000 Ryo per month
A-Class: 25,000 Ryo per month

Counter Espionage: The NPCs dedicated specifically to finding and killing scouts. They will kill any scout group of lower class and, when facing Scouts of equal Class, will leave one survivor that can report to the enemy. Counter Espionage is unable to provide the information that Scouts can, but they are able to protect Lands from enemy Scouts. These groups only report in once per month, however, so if one is killed, it may be some time until you are notified. As the top stealth unit, Counter Espionage cannot be detected by any NPC Role.
E-Class: 5,000 Ryo per month
D-Class: 10,000 Ryo per month
C-Class: 15,000 Ryo per month
B-Class: 20,000 Ryo per month
A-Class: 25,000 Ryo per month


Additional Information:
-NPCs are generally played by the leader/Kage of the organization/village to which those NPCs belong, but may be played by others so long as posted permission from that leader/Kage are given.
-Sometimes, Plot NPCs are introduced into the game. These are characters played by staff that generally do not have any given backstory or Class. They are used for the purpose of propelling a plot and are treated as Player Characters. Be careful when facing one of these, as their abilities, stats, techniques, and even identities may not be revealed immediately.
-Players can use generic NPCs for the purpose of their own story, but the usefulness of those NPCs stops there. They are unable to have any impact on other Player Characters until upgraded into a Class of NPC.
-Players that make the necessary Building Purchases may be able to create their own NPC. As with Bases, these NPC are limited only by the common sense of the player. Generic NPCs can be upgraded up to the highest Class available to that player, once the purchase(s) is(are) made. These NPCs are typically referred to as Personal NPCs.

-Player Characters can seek things out, much like Scouts, but their efficiency in doing so is determined by their Stats. The base level is 2 months In Real Time to find any one thing, such as villages, resource sites, etc.. This time frame is reduced by 1 week every Tier above C in Intelligence, and another 1 week for every Tier above C in Speed. Secrecy will increase this time by 1 week per Rank, up to an additional 5 weeks at A-Rank. Secrecy is, however, negated by Perception of equal or higher Tier to its Rank (B-Tier Perception negates B-Rank and lower Secrecy, but is ineffective against A-Rank Secrecy). These Stats only use the Base level, without considering any boosts, unique or generic.
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PostSubject: Re: General Organization and Village Rules W.I.P.   

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General Organization and Village Rules W.I.P.
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