| | Viva La Revolution | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Viva La Revolution 1st April 2014, 3:46 pm | |
| During the Chunin Examinations an explosion went off marking the first strike of the Revolution Effort, currently various shinobi supposedly from certain villages are attacking the Shogunate Shinobi Academy forcing those who are not apart of this attack to choose sides. Another troubling development is the absence of the Shogun's Prodigies all 12 having gone rouge fleeing from the area while cutting down anyone, Shogunate and Village shinobi who got in their way. During this commotion the Shogun was alerted but to minimize panic he proceeded along with the Chunin Exams hoping to at least keep it under wraps until it was finished.
Now for the Important Part, the various Hidden Villages in the will have to pick a side, this opportunity has been brought to them seemingly out of no where and they are split in their decision making resulting in two factions, likewise their are the outsider factions the Rouge Shinobi the efforts of The Twelve Prodigies now giving additional incentive to defect from villages and the Shogun while this panic occurs and the Neutral's who are just caught in this potential War such as Civilians and the like.
Everyone involved on the site must pick a side there are no exceptions.
Factions
Pro-Shogunate
Those who support the Shogunate rule over the Land of Beginnings varying due to financial gain, personal belief in maintaining the peace, or simply supporting the overall unity of the land and the various techological advances that have been spread out rather than isolated among various villages. Pro-Shogunate characters have various sub-factions with different end goals the only common thing being that they support the Shogun's influence the Land of Beginnings as a whole.
Faction Benefits * Double Salary Pay * Access to Pro-Shogunate Equipment * Access to Allied Lands and Villages * Shogunate War Npcs * Access to the West Continent
Pro-Shogunate Splinter Factions
Blades The Blades are now the right-hands of the Shogunate, thanks to The Twelve's Betrayal, their training has been stepped up and they are considered the generals of the Pro-Shogunate War Effort. They are now not only tasked with regulating missing nin exploits but will be recieving missions revolving around crippling the Anti-Shogunate War Effort as well as finding and exterminating The Twelve.
Faction Benefits * Blades Exclusive Equipment * Ability to Train up to Max Jutsu Limit * Shogunate War Npc Manipulation such as troop placement, troop training, squad formation as well as the ability to rp as said troops in the various skirmish battles.
Economic Those who support the Shogunate due to Economic reasons, whether they are Lords/Lady's who do not want to lose their growing power or Civilians who wish to produce goods and services for the benefit of the Shogunate in exchange for additional profit or those shinobi who wish to filter information for the benefit of the Shogun while remaining 'loyal" to their villages.
Faction Benefits * Monthly Stipends from the Shogunate to support buisnesses. * Free from Taxes when passing through Blockades * Able to hire Shogunate Mercenaries and Shinobi for protection through hostile lands as well as will recieve back up when accosted in raids.
Imperialistic Those who wish to do away with the various Hidden Villages and instead have Shinobi revert back into the old mercenary ways. These are those who are only loyal to their clans and perhaps even just themselves and wish to break away from the various hidden villages while supporting their own immediate gain without fear from being attacked by the other Hidden Villages. Likewise it also includes those villages who wish to ursurp the strength of those who are not siding with the Shogunate to start wars with the full backing of the Shogunate military behind them.
Faction Benefits * Bounty Missions Available regardless of rank. * Bingo Book Entries removed from Allied Villages * Shogunate Issued Missions allowing those willing to participate in the various Skirmishes on behalf of the Shogunate.
Anti-Shogunate
The rebels who wish to break free from the Shogunate's Rule, whether to restore the old ways of every village for themselves or merely to sabotage trade and monopolyze certain items or simply because they wish to elevate the status of their own village after the conclusion of the Revolution. Their are various splinter factions within this however they all agree on the fact that they wish to rid the Shogun's influence from the Land of Beginnings.
Faction Benefits * War Promotions are now Active * Access to Anti-Shogunate Equipment * Access to Allied Lands and Villages * Village War Npcs * Choke Point Creation
Anti-Shogunate Splinter Factions
Organizations The Various shinobi organizations within the various Anti-Shogunate Villages are loyalists to the core, putting their villages before everything else, their reasons of course being their own but regardless of their personal goals their end result it to make sure their village is not only free of the Shogunate's influence but likewise comes out on top.
Faction Benefits * Shinobi Organization Plot Missions * Bounty Missions Available Regardless of Rank * Chokepoint Plot Missions & Manipulation such as fortification, rping as War Npc's within Chokepoints and repelling raids from Anti-Shogunate as well as other hostile forces.
Revolutionary Those who support the Anti-Shogunate faction purely on the basis of wanting the Land of Beginnings free from the influence of the West Continent. Their motives are more alturistic but likewise they wish to keep the advances in technology, combat, as well as natural resources within the Land of Beginnings while likewise improving their own status as well that of their lands.
Faction Benefits * Civilians are able to purchase Lands even without being a Lord/Lady, Lord/Lady's are able to become the Daimyo of Allied Lands regardless of Rank recieving 100,000 Xel for land purchases and Imperal Army Fund Allocation. * Free from Taxes when passing Allied Blockades * Able to hire Anti-Shogunate Mercenaries and Shinobi for protection through hostile lands as well as will recieve back up when accosted in raids.
Nationalistic Those who wish to unite the entire Land of Beginnings under one banner outside of the Shogunate's Influence and eventually potentially wage war against the West Empire. These are those who feel that the Shinobi's potential is being stagnated in just their lands and wish to expand the territory of their lands past the Land of Beginnings. Likewise these include those shinobi who wish to collaborate ideas to create new Hidden Villages combining formerly separated lands into one.
Faction Benefits * Mount's Gained Regardless of Elite Status. * Bingo Book Entries removed from Allied Villages * Village Issued Missions allowing those willing to participate in the various Skirmishes on behalf of the Anti-Shogunate Alliance.
Rogues
This encompasses Missing Nin who support The Twelve as well as the Dobutsu who have their own agendas whether world domination, or whatever complicated plots their organizations have concerning the Land of Beginnings and The Shogunate. They are taking advantage of the chaos brought by the war to further their own wants and are only allied with themselves and those who are their likeminded goals.
Faction Benefits * Missing Nin Characters are now available for Creation (Dependent on your highest character's rank and the number of characters you have total i.e 1 Jonin, 2 Genin & 1 Academy Student, you can create 1 A-rank, 2 C-rank or 1 D-rank Missing Nin within your normal additional character limit. (If your A-rank Missing Nin dies, you can then make 1 C-rank, 1 C-rank or 1 D-rank Missing Nin etc.) * Rank Dependent Starting Funds as a Missing Nin * Access to Missing Nin Hidden Bases as well as the creation of New ones. * Missing Nin Organization Formation * Missing Nin Plot Mission Creation
Rogues Splinter Factions
Gekihen The Twelve's missing nin organization which was the consipirators of the results of the Chunin Examinations. Their current Goals are unknown, however they are armed with no only training from the Shogunate but likewise stolen funds are perhaps the most organized out of the current missing nin organizations. They have been plotting this mass exodus and have taken steps to rule over the crime world from the shadow's preparing for this specific moment to take control of the criminal underworld.
Faction Benefits * Prodigy Npc Slot unlocked, ability to rp and control one of the Twelve as an additional character slot which exceeds the normal limit. (Only if Not in Dobutsu Faction) * Gekidogakure Unlocked as well as Gekihen Exclusive Equipment * Gekihen War Npcs Manipulation including customization, training, rping as induvidual "fodder" war npcs for missions, raids and participating in skirmishes across the land.
Dobutsu The Dobutsu clan has resurfaced once more due to the strife plaguing the land, and seek to regain their lost territory during the Revolution plaguing on the disunity of the Shinobi Forces. Their goals are simple, expand and kill shinobi and civilians alike and rid their influence from the land that was originally theirs.
Faction Benefits * 6 Alpha Dobutsu Slots are Available for Character Creation First Come First Serve as an additional character slot which exceeds the normal limit. (Only if not in Gekihen Faction) * Dobutsu Enemy Encounter List Unlocked * Gamma Dobutsu Slots are Available for Character Creation as long as it doesn't exceed max character list.
Free-Lancers These are those missing nin who aren't supportive of Gekihen or merely want to separate themselves from them. They have their own goals and will do anything to further them regardless of what is going on during the Revolution.
Faction Benefits * Bounties Yeild Both Xel and Jutsu rewards only if targetting War Npcs or PC Bounties. * Bingo Book Entry Registered in Pro-Shogunate & Anti-Shogunate Territories. * Able to be hired for both Pro-Shogunate & Anti-Shogunate missions for double the rewards.
Neutrals
Those who simply wish to be left out of the chaos or are simply not interested in joining any of the other factions are here. They are considered neutral parties during the war however can also be seen as fair game to those who wish to exploit them. Regardless they each have their own agendas completely independent of the above factions.
Faction Benefits * Independence from Revolution Plot. * Custom Mini Plot Creation * Neutrality during Skirmishes as well as while passing thorugh Blockades and Chokepoints. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Viva La Revolution 1st April 2014, 6:21 pm | |
| Each of these Factions are Available and will directly impact the Revolution Plot Line. Each Faction has 3 Milestones the first faction to reach the Final Milestone will be the victors of the Revolution Plot, however each Faction Milestone results in something different affecting the faction as a whole.
The Way to boost your Factions Chances of success are as follows.
* Do Plot Missions for your Respective Factions * Win Skirmishes * Capture Chokepoints under a Rival Factions control. * Create Blockades in Favor of your Faction * Claim Bounties of Rival Faction Members. * Kill Prominent Members Representing Factions during Plot Skirmishes
Current Faction Points
10, 000 (First Faction Milestone) 20,000 (Second Faction Milestone) 30,000 (Final Faction Milestone)
Pro-Shogunate 0
Blades 0/5000 (First Blade Milestone) 0/5000 (2nd Blade Milestone) 0/5000 (Final Blade Milestone)
Economic 0/2500 (1st Economic Milestone) 0/2500 (2nd Economic Milestone) 0/2500 (Final Economic Milestone)
Imperialistic 0/2500 (1st Imperialistic Milestone) 0/2500 (2nd Imperialistic Milestone) 0/2500 (3rd Imperialistic Milestone)
Anti-Shogunate 0
Organization 0/2500 (1st Organization Milestone) 0/2500 (2nd Organization Milestone) 0/2500 (Final Organization Milestone)
Revolutionary 0/2500 (1st Revolutionary Milestone) 0/2500 (2nd Revolutionary Milestone) 0/2500 (Final Reolutionary Milestone)
Nationalistitic 0/5000 (1st Nationalistic Milestone) 0/5000 (2nd Nationalistic Milestone) 0/5000 (Final Nationalist Milestone)
Rouge 0
Gekihen 0/5000 (1st Gekihen Milestone) 0/5000 (2nd Gekihen Milestone) 0/5000 (Final Gekihen Milestone)
Dobutsu 0/2500 (1st Dobutsu Milestone) 0/2500 (2nd Dobutsu Milestone) 0/2500 (Final Dobutsu Milestone)
Free-Lancer 0/2500 (1st Free-Lancer Milestone) 0/2500 (2nd Free-Lancer Milestone) 0/2500 (3rd Free-Lancer Milestone)
Neutrals 0/10,000 (1st Neutrals Milestone) 0/10,000 (2nd Neutrals Milestone) 0/10,000 (Final Neutrals Milestone)
Last edited by Vixen on 5th April 2014, 8:12 pm; edited 1 time in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Viva La Revolution 3rd April 2014, 1:38 pm | |
| Current Faction Standings.
The Standings of each faction refer to the PC Characters who have joined up with a specific faction, this influences the faction's army size, starting territory, War Funds and diversity.
This is the Key Which Determines bonuses based on PC Member involvement in a Faction.
Pro & Anti Shogunate Factions
Shinobi Rank: Governs the starting ranks of War Npc's each side gets from the beginning. Civilian Rank: Governs the staring War Funds each side gets from the beginning. Shinobi Number: Governs the starting number of War Npc's each side gets from the beginning. Civilian Number: Governs the starting technology level each side gets from the beginning.
Rouges Faction
The Twelve Prodigy Npc Rank: Governs the ranks of Gekihen War Npcs available from the start. The Twleve Prodigy Number: Governs the number of Gekihen War Npcs available from the start. The Twelve Prodigy joint funds: Governs the starting technology level available.
Dobutsu Rank: Governs the rank of Dobutsu War Npc's availble from the start. Dobutsu Number; Governs the number of Dobutsu War Npc's available from the start.
Pro-Shogunate
PC Characters
Shinobi 1. Xander Ibwa (Jonin) 2. Tierno Rikigaku (Jonin) 3. Ka Jiko (T. Jonin) 4. Rika Ryuude (T. Jonin) 5. Mastugen Inakamono (T. Jonin) 6. Cyrus Taki (T. Jonin) 7. Kimiko Sasori (Chunin) 8. Rainer Hokkai (Chunin) 9. Haru Mishura (Genin) 10. Kyoshiro Kurogane (Genin) 11. Tumu Inakamono (Genin) 12. Mariah Juryoku (Genin) 13. Ace Kugeki (Genin) 14. Ana Jiko (Genin) 15. Kenji Oto (Academy Student) 16. Kai Toketsu (Academy Student)
Civilians 1. Jasmine Kukinorite (Master Blacksmith) 2. Genso Zakiyoshi (Adept Lord) 3. Yvette Ocelot (Apprentice Lord) 4. Zelana Yaju (Novice Scientist) 5. Regal Gekido (Novice Blacksmith)
Anti-Shogunate
PC Characters
Shinobi 1. Asura Mishura (Jonin) 2. King Hokkai (Jonin) 3. Laxus Shinto (Jonin) 4. Taishoku Kurogane (Jonin) 5. Tikatchi Mishura (T. Jonin) 6. Kurama Dokusei (T. Jonin) 7. Roxas Kukinorite (Chunin) 8. R'tari Mikaboshi (Elite. Genin) 9. Arikiko Kenpazi (Genin) 10. Raizen Denkou (Genin) 11. Valen Hei Ogura (Genin) 12. Mimi Bakuhatsu (Genin) 13. Castus Hokkai (Academy Student) 14. Zaku Hokkai (Academy Student) 15. Sadira Inafune (Academy Student)
Civilians 1. Rebecca Toketsu (Master Merchant) 2. Neo Arashi (Novice Tamer) 3. Hakayune Makihoshigo (Novice Scholar) 4. Maximilian Bishamon (Novice Lord) 5. Demetrius Jaegerjaquez (Novice Tamer) 6. Argento Soma (Novice Scholar)
Rouges
PC Characters
Gekihen 1. Diamond (A-Rank Missing Nin) 2. Onyx (B-rank Missing Nin) 3. Quartz (B-rank Missing Nin) 4. Ruby (C-rank Missing Nin) 5. Emerald (C-rank Missing Nin) 6. Aquamarine (C-rank Missing Nin)
Dobutsu 1. Trinity (Alpha Dobutsu) 2. Hirangan (Alpha Dobutsu) 3. Aria (Alpha Dobutsu) 4. Orochi (Alpha Dobutsu) 5. 6.
Free-Lance 1. Carmen Fushicho (A-rank Missing Nin) 2. Sine Tamanegi (D-rank Missing Nin) 3. Marx Ningyo (D-rank Missing Nin) 4. 5.
Neutrals
PC Characters
Retired Shinobi 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
Civilians 1. 2. 3. 4. 5. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Viva La Revolution 11th April 2014, 4:10 am | |
| War NpcsDuring this War each faction, and the various sub-factions within them will have troops, these are called War Npcs. War Npc's act not only as troops but can be trained, ranked up, and have their own various side missions assuming you rp with that specific war npc through multiple Skirmish Campaigns. There are 5 types of War Npcs all of which are listed below: Fail Tier Low Tier Mid Tier High Tier Top Tier - Spoiler:
Fail Tier refer to the scrubs of the group and are generally the most amount of War Npc's, these are single race, Pre-Awakening, clanless and generally the lowest of the low and are often referred to as the "Shuriken Fodder' of War Npcs.
Low Tier refer to those who are better than Fail Tier but still are considered fodder, just now they've been upgraded to "Explosive Shuriken Fodder". These are the second most amount of War Npc's, these are single race, Pre-Awakening, but will occasionally be in a clan.
Mid Tier refer to the standard war npcs which aren't good or bad but merely borderline, they are also quite populous but smaller in amount than low tier. They are considered the actual "Elite Fodder" of the war npcs and are typically the ones that you want stationed in Chokepoints or leading bands of Low and Fail Tier, likewise unlike the Fail Tier which is very much expendable and the Low Tier which are also as expendable, Mid Tier are the first type of War Npc's that you generally would prefer not to lose in battle because unlike Low and Fail Tier often enough they don't replenish naturally save for specific locations such as Villages, Temples or Palaces, however a faction is able to spend war funds to purchase additional ones to bolster one's forces if they are lost in battle. They are single-race, pre-awakening but always in clans unless they are Nova or a Zireh which doesn't have a clan, likewise unlike the Fail and Low Tiers these occasionally have higher than Primary Nature Transformations.
High Tier refer to the good war npcs which are no longer considered to be fodder but instead foot soldiers which you want at your side in a battle, these are the ones which are put in charge in your absence as well as the ones you generally wish to rp as in combat as they have better skill sets than the Fail, Low and Mid Tiers. They are single-race, pre-awakening and clanned, however unlike the others High Tier have Dual-Combination Nature Transformations. Likewise similar to Mid Tier they aren't the ones that you wish to lose in a battle as they don't replenish naturally and are more expensive than Mid Tier War Npcs when spending war funds to purchase additional ones.
Top Tier refer to the elite war npcs which are almost as good as a PC character, they are the most limited with only a few in an army and are the only ones which aren't gained at the start instead during Skirmish Plot Missions, as well as other missions pertaining to the war effort, they can be obtained as a reward. Similar to High Tier they don't replenish naturally, however if a Top Tier dies another can not be purchased, a new one can only be obtained through fulfilling missions again, as a result they are precious. They are Single race, Pre-Awakening and clanned where applicable however contain the most diverse nature transformations ranging from primary to dual combination to complex to even occasionally Tri-Combination nature transformations.
Dobutsu however follow a different Tier Set up it is based on their Hierarchy, contrary to popular belief within the Dobutsu there are still lower groups than Gamma, Beta and Alpha. However PC Characters Start from Gamma save for the chosen few who managed to start as Alphas. To Clarify the ranking system all of them are listed below. - Spoiler:
Omega - The lowest of the low considered the "fodder' of Dobutsu who have Non Chakra Sensitive Animals as their Origin Form rendering them incapable of utilizing chakra at all. Learns 1 Tier up to A-rank, Taijutsu and Fatigue Based Beast Arts Available
Theta - The second weakest type of Dobutsu who have Chakra Sensitive Animals as their Origin Form but have no chakra nature rendering them incapable of utilizing Elemental Beast Arts. Learns 2 Tiers, 1 up to S-rank the other up to A-rank, Taijutsu, Fatigue Based Beast Arts and Medical Ninjutsu Available.
Sigma - The below average Dobutsu who have Chakra Sensitive Animals as their origin form. They also have one of the primary elemental natures dependent on the tribe they originate from. However have a Proto-Origin which is another Animal. Learns 3 Tiers, 2 up to S-rank, the last up to A-rank, Taijutsu, Fatigue Based Beast Arts and Medical Ninjutsu Available.
Gamma - The average type of Dobutsu who have Chakra Sensitive Animals as their Origin Form. They have a Proto-Origin which is a Creature thus allowing them to gain additional elemental natures which are not limited to one of the 6 Primary Elements which is based on the tribe they original from. Learns 3 Tiers, 1 up to SS-rank, 1 up to S, the last up to A-rank, Taijutsu, Fatigue Based Beast Arts and Medical Ninjutsu Available.
Kappa - The above average type of Dobutsu who have Creatures as their Origin form however they have another Creature as their Proto-Origin. Learns 4 Tiers, 2 up to SS-rank, 1 up to S-rank, the last up to A-rank, Taijutsu, Fatigue & Blood Based Beast Arts and Medical Ninjutsu Available.
Beta - The Elite type of Dobutsu who have Creatures as their Origin form while their Proto Origin is a God Beast giving them access to more diverse elemental techniques. Learns 4 Tiers, 1 up to SSS-rank, 1 up to SS-rank, 1 up to S-rank, the last up to A-rank, Taijutsu, Fatigue & Blood Based Beast Arts and Medical Ninjutsu Available.
Alpha - The Strongest type of Dobutsu who are the Leaders of their respective Packs as a result they are the most limited with only one Alpha being active in a Tribe at a time the others being retired or dead. They have a God Beast as their Origin form while their Proto-Origin Form is another God Beast. Learns 5 Tiers, 1 up to SSS-rank, 2 up to SS-rank, 1 up to S-rank, the last up to A-rank, Taijutsu, Fatigue, Blood & Natural Energy Based Beast Arts and Medical Ninjutsu Available.
Tier InformationEach Tier of War Npc refers to the total potential of the War Npc as a whole it has nothing however to do with rank. Likewise War Npc's are directly influenced by PC members, as well as their village of Origin, War Npcs will have elements ranging and limited to the elements which are native to each of the villages no exceptions. It means if a Village is not known for having Water Release, no War Npc will have Water Release starting. War Npc's start from the lowest rank of Genin but can eventually get higher as more missions are done with them or additional purchases are made with War Funds. Type - Number of Starting Jutsu at Genin Rank Fail Tier - 4 Starter Jutsu, 2 Tiers, 2 Techniques, 1 Passive. Low Tier - 4 Starter Jutsu, 3 Tiers, 3 Techniques, 1 Passive. Mid Tier - 4 Starter Jutsu, 4 Tiers, 3 Techniques, 2 Passives. High Tier - 4 Starter Jutsu, 5 Tiers, 3 Techniques, 3 Passives. Top Tier - 4 Starter Jutsu, 5 Tiers, 4 Techniques, 4 Passives. Dobutsu on the other hand follow a different key due to not having ranks: Omega - 1 Tier, 2 Passives, 2 Beast Arts, 3 Taijutsu Theta - 2 Tiers, 2 Passives, 2 Beast Arts, 4 Taijutsu Sigma - 3 Tiers, 3 Passives, 3 Beast Arts, 4 Taijutsu Gamma - 4 Tiers, 3 Passives, 3 Beast Arts, 4 Taijutsu Kappa - 5 Tiers, 3 Passives, 4 Beast Arts, 4 Taijutsu Beta - 5 Tiers, 4 Passives, 4 Beast Arts, 4 Taijutsu Training War NpcsWar Npcs aren't like PC Characters in that they have a freedom to be whatever they want to be, no they are more limited in their choses and this is due to each War Npcs being based on Shinobi Specializations. That is the main difference from a PC character and a War Npc, unlike PC Characters they have specific niches and can't adapt well to new situations because they are bound for techniques in their niche. Likewise depending on the type the amount of Specialization Slots and even specializations differ. - Spoiler:
Fail Tier - 1 Slot Total * Pure Technique Specialist Only
Low Tier - 2 Slots Total * Pure Technique Specialist Only.
Mid Tier - 3 Slots Total * Pure or Mixed Technique Specialist Only.
High Tier - 4 Slots Total * Pure or Mixed Technique Specialist Only.
Top Tier - 5 Slots Total * Pure, Mixed or Type Technique Specialist Only.
Dobutsu on the other hand don't have specializations nor, are as limited as shinobi npcs however unlike shinobi they have less max amount of techniques. Training War Npcs can be done in Three Ways: - Spoiler:
Kage Training: Currently Unavailable at the moment however Kage's are capable of conducting training topics in which they can improve the number of techniques their War Npc's have as well as Rank them up on an induvidual basis.
Battle Training: By Participating in Battles with War Npcs you are able to improve their combat ability allowing them to learn additional techniques. Likewise using a particular group of War Npc's together allows them to eventually form a platoon and when specific induviduals are used within that platoon eventually they can form a squad. Those in platoons will learn techniques which aid the members in their squads while likewise have IC knowledge of what their Platoon members can not. Those in squads are capable of learning combination jutsu with the members in their squads as part of rewards for winning battles. Note Battle Training can be done by simply surviving even if the battle is lost however it is more beneficial to win.
War Funds/War Points: By allocating War Funds (Shinobi) or War Points (Dobutsu) one is able to influence War Npcs in the most diverse ways, ranging from learning new techniques, to ranking them up. Likewise it is also the only means of purchasing more War Npcs outside of gaining them my taking over chokeholds or completing plot skirmishes. In addition War Fund Allocation is the only way to Awaken Elite War Npcs, as a result War Funds will typically be the most used of the three however it is likewise the most costly, at least economically.
War Funds and Technology LevelWar Funds and Technology Level refer to two important things concerning War Npcs. War Funds is the total amount of cash one has fueling the War Effort, this will be given to each faction every week the war goes on and is based on the number of PC Civilians one has supporting the faction as well as the Number of Chokepoints one has under their control. Likewise establishing Blockades is able to reduce the amount gained by other factions however those cost Xel to both construct and labor of course to man. War Funds are also used for, Medical Treatment in battles because unlike PC Shinobi, War Npcs do not heal their injuries or replenish their fatigue, blood or chakra reserves after each topic, rather they get tired, weakened and don't have the magical I can be fixed in OOC time thing that PC characters tend to get away with. Depending on the type of War Npc and the severity of the injuries or depletion of their chakra, blood, fatigue reserves it'll cost Xel. Thankfully unlike PC characters the cost for Medical Treatment is much lower. - Spoiler:
General Low Technique Training (+1 Technique Below Rank) = 100 Xel Mid Technique Training (+1 Technique Equal Rank) = 500 Xel High Technique Training (+1 Technique Above Rank) = 1000 Xel Platoon Training (+1 Technique Equal & - Rank, each Member) = 5000 Xel Squad Training (+1 Technique Equal & - Rank, each Member) = 10,000 Xel
2nd Elemental Affinity (When Applicable) = 100 Xel 3rd Elemental Affinity (When Applicable) = 500 Xel 1st Elemental Kekkei Genkai Training (When Applicable) = 1000 Xel 2nd Elemental Kekkei Genkai Training (When Applicable) = 2500 Xel Body Kekkei Genkai Training (When Applicable) = 5,000 Xel Dojutsu Kekkei Genkai Training (When Applicable) = 5,000 Xel Kekkei Tota Training (When Applicable) = 10,000 Xel
Awakening (Elite Rank Only) = 10,000 Xel
Fail * Elite Genin Rank up (+1 Below Rank Technique) = 500 Xel * Chunin Rank up (+3 Below Rank Techniques) = 1000 Xel * T. Jonin Rank Up (+3 Below Rank Techniques) = 1500 Xel * Chunin Instructor Rank Up (Max Jutsu Limit Doubled + Mount) = 2000 Xel * Elite T. Jonin Rank Up (Max Jutsu Limit Doubled + Mount) = 3000 Xel * Medical Nin Rank Up (+5 Below Rank Techniques) = 2000 Xel * Jonin Rank Up (+5 Below Rank Techniques) = 2500 Xel * Hunter Nin Rank Up (+5 Below Rank Techniques) = 3000 Xel * Elite Med Nin Rank Up (Max Jutsu Limit Doubled + Mount) = 4000 Xel * Elite Jonin Rank Up (Max Jutsu Limit Doubled + Mount) = 5000 Xel
Low + 500 Additional Xel to everything Fail Tier can get.
Mid +1000 Additional Xel to everything Fail Tier can get.
High +2500 Additional Xel to everything Fail Tier can get.
Top +5000 Additional Xel to everything Fail Tier can get.
Technology Level on the other hand is likewise based on PC Civilians but can be funded by War Funds. Technology Level refers not only to the weapons, equipment, consumables the War Npcs can have, obtain and utilize in battle but also concerns things such as Pets Available, Mounts Available, Medical Treatment Level, Chokepoint Fortification Level and Blockade Fortification Level. As a result the technology level is very important in the long run of the War. The Technology Levels are as Follows - Spoiler:
None - Starter Basic - 50,000 Xel to Purchase Amateur - 100,000 Xel to Purchase Advanced - 500,000 Xel to Purchase Elite - 1 Million Xel to Purchase Max - 5 Million Xel to Purchase
The Types of Technology are as Follows each one has it own separate level and can be ranked up separately from the others. - Spoiler:
Item Manufacturing - War Npc Equipment & Weapons. Animal Rearing - Pets, Mounts, Pet/Mount Equipment Medical Research - Medical Treatment, War Npc Consumables, Poisons. Infastructure - Chokepoint & Blockade Fortification, Repair and Creation Troop Morale - War Npc Gains, Platoon Modification, Squad Modification Income Flow - War Funds Gained per Chokepoint & Blockade, Mission Rewards
Dobutsu on the other hand do not have War Funds nor Technology Levels instead they use a different system called Instinct which is more based on winning Skirmishes and Taking over, Blockades, Chokepoints, Locations and Eventually Lands. Each Alpha Dobutsu Obtains 5 points to spend the following likewise they have the same amount of levels as technology levels: - Spoiler:
None - Starter Basic - 1 Point Amateur - 1 Point Advanced - 2 Points Elite - 2 Points Max - 3 Points
- Spoiler:
Spirituality - Animal & Creature Assistance. Savagery - Induvidual Troop Combat Proficiency. Tenacity - Healing, Recovery & Beneficial Items such as Food and Herbs. Loyalty - Hunting Party Size & Type of Dobutsu able to be added to such. Ingenuity - Location Fortification. Dominance - Troop Gains per territory Capture.
Dobutsu gain additional points by completing, Skirmish or Raid Plot Missions as well as taking over lands. Each time an Entire Land is taken over that specific Dobutsu Alpha gains an additional 5 points to spend, each time an entire Area is taken over that specific Dobutsu Alpha gains an additional 3 points to spend while Locations yield 1 extra point. Additional Points however can be spent for Troop Bonuses which are listed below: - Spoiler:
Herbivore Animals Available - Starter Omnivore Animals Available - 1 Point Carnivore Animals Available - 2 Points
Herbivore Creatures Available - Starter Omnivore Creatures Available - 3 Points Carnivore Creatures Available - 4 Points Insectivore Creatures Available - 4 Points Mineralvore Creatures Available - 5 Points Energivore Creatures Available - 5 Points
All Sizes of Animals Available - Starter Small Creatures Available - Starter Medium Sized Creatures Available - 1 Point Large Sized Creatures Available - 2 Points Colossus Sized Creatures Available - 3 Points Titanic Sized Creatures Available - 4 Points
War Npc CalculatorThis is what determines War Npcs and is completely based on the PC Characters in each Faction. Type of War Npcs = Determined by PC Shinobi Character's Ranks - Spoiler:
* Fail Tier - (D-rank Level Characters) * Low Tier - (C-rank Level Characters) * Mid Tier - (B-Rank Level Characters) * High Tier - (A-rank Level Characters)
Number of War Npcs = Determined by PC Shinobi Character's Number - Spoiler:
* Fail Tier - Total x 10 * Low Tier - Total x 5 * Mid Tier - Total x 2 * High Tier - Total
Starting Technology Level = Determined by PC Civilian Ranks & Type - Spoiler:
Item Manufacturing - Blacksmith Animal Rearing - Tamer Medical Research - Scientist Infastructure - Merchant Troop Morale - Scholar Income Flow: Lord
Novice - Starter Apprentice - Basic Adept - Amateur Expert - Advanced Master - Elite
Starting War Funds - Determined by PC Civilian Number & Rank - Spoiler:
Scholar = Number of x 1,000 Xel Tamer = Number of x 5,000 Xel Blacksmith = Number of x 5,000 Xel Scientist = Number of x 10,000 Xel Merchant = Number of x 50,000 Xel Lord = Number of x 100,000 Xel
Novice = Base Apprentice = Total x 2 Per Amount of Civi's this Rank Adept = Total x 3 Per Amount of Civi's this Rank Expert = Total x 4 Per Amount of Civi's this Rank Master = Total x 5 Per Amount of Civi's this Rank
Dobutsu on the other hand each have the same amount at the start per tribe. - Spoiler:
Total = 94 Omega = 50 Theta = 25 Sigma = 10 Gamma = 5 Kappa = 3 Beta = 1
Neutral Lords which are the Daimyo/Banchou of a Land are capable of having an Imperial Army/Yakuza which is filled with Non-Chakra using Troops while those Civilian's the Lord has sponsored are used to Generate their Imperial Armies Technology Level. However the War Fund is completely out of the Lords Pocket. Likewise in order to train them a Master Scholar with a School can fill in the Place of a Kage, they likewise can gain experience from winning battles and finally the usual War Fund Allocation can be used to train them as well. - Spoiler:
Imperial Army/Yakuza Total = 100 Recruits - 100 Amateurs - 0 Elite - 0 Veteran - 0 Lord's Court/Yakuza Boss - 0
Gekihen likewise has it's own amount of War Npcs which is follows the same principle as the Pro and Anti-Shogunate Factions. However it has it's own War Funds which is 1 Million per PC member rping as 1 of the Twelve. Free-Lancers however follow a missing nin starting Xel amount dependent on the rank they were upon becoming missing nin. - Spoiler:
D - 5, 000 Xel C - 25, 000 Xel B - 50, 000 Xel A - 100,000 Xel S - 200,000 Xel
Last edited by Vixen on 12th April 2014, 11:44 am; edited 1 time in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Viva La Revolution 11th April 2014, 5:48 am | |
| Territories, Instinct & TechnologyTerritory influences a lot of things during the War, it includes land which you can travel through freely without chance of ambush, additional choke-point locations, locations where blockades can be set up. Obtaining territory is the general goal of war, however it is more so obtaining territory in strategic locations as well as those which are filled with resources rather than simply taking over large expanses of useless land. Territory goes by the following levels: Blockade Choke-Point Location Area Village/Palace/Temple Land Sea Continent Fortifying Territory - Spoiler:
Level - Blockade Cost - Choke-Point Cost - Village Cost - Tech Lvl Req. Level 1 - 1000 Xel - 2500 Xel - 5000 Xel - Basic Level 2 - 1000 Xel - 2500 Xel - 5000 Xel - Basic Level 3 - 2000 Xel - 5000 Xel - 10,000 Xel - Amateur Level 4 - 2000 Xel - 5000 Xel - 10,000 Xel - Amateur Level 5 - 4000 Xel - 10,000 Xel - 20,000 Xel - Advanced Level 6 - 4000 Xel - 10,000 Xel - 20,000 Xel - Advanced Level 7 - 8000 Xel - 20,000 Xel - 40,000 Xel - Elite Level 8 - 8000 Xel - 20,000 Xel - 40,000 Xel - Elite Level 9 - 16,000 Xel - 40,000 Xel - 80,000 Xel - Max Level 10 - 16,000 Xel - 40,000 Xel - 80,000 Xel - Max
Each has it's own benefits which are listed below. Blockade/Shrine- Spoiler:
Blockades are considered the smallest form of territory gain, usually only consisting of multiple shinobi stationed in an area with a small wall to prevent enemies from rushing past. Blockades are also the most basic form of income generation as those who attempt to pass it generally will pay tax contributing to the War Fund. One is able to make 3 Blockades to every Chokehold however once a blockade is destroyed it costs funds to built up again. Blockades are also typically the home to Raids which are small battles in order to capture or destroy Blockades, interupt passing supplies or information as well as counter-raids which involve capturing the raiding parties for interrogation.
Number of Shinobi Manning a Blockade 3 Minimum 15 Maximum
Blockade Earnings 1000 Xel Every Day
Blockade Fortifications Level 0 - Starter Level 1 - Basic Fence Level 2 - Tents Level 3 - Improved Fence with Gate Level 4 - Partially Developed Towers Level 5 - Partially Developed Walls Level 6 - Traps Level 7 - Developed Towers Level 8 - Developed Walls with Towers Attached Level 9 - Special Slot 1 Level 10 - Special Slot 2
Shrines are converted Blockades that Dobutsu have taken over once this has been done Shrines work as a place where Dobutsu can go to recieve Medical Treatment as well as offer prayers to Gaia. Because of this Shrines are usually defended by small numbers of Dobutsu as they are considered important to them.
Number of Dobutsu Gaurding a Shrine[/u] 5 Minimum 25 Maximum
Animal Generation at Shrine Herbivore = 3 Every Week Omnivore = 2 Every Week Carnivore = 1 Every Week
Choke-Points/Nests- Spoiler:
Choke-Points are locations which are difficult to travel or necessary to travel through in prime strategic locations during a war. Unlike Blockades Choke-Points are more developed than Blockades and are typically temporary bases to fortresses which house War Npc's for easier deployment through Lands. Likewise it offers a place for them to sleep, train, store equipment, weapons and other times as well as convene for strategic planning. It is also a prime location to defend against incoming attacks as well as launch offensives from in preparation of taking over locations. Choke-Points are the typically where Skirmishes occur which are medium to large scale battles between multiple squads or platoons of shinobi in order to capture or destroy Choke-Points as well as land decisive blows on an enemies military command.
Number of Shinobi Manning a Choke-Point 10 Min 50 Max (Skirmishes usually occur in 1 topic however it can be broken up into two, ~25 shinobi from each side per topic, and when that occurs the effects of one topic will affect the other either positively or negatively. Likewise Skirmishes vary in attack patterns some are open warfare, some are done in waves, ambushes, stealth etc.)
Choke-Point War Npc Generation 10 Fail Tier Every 3 Days 5 Low Tier Every 3 Days
Choke-Point Fortifications Level 0 - Starter Level 1 - Developed Wall with Gate Level 2 - Partially Developed Fortress Level 3 - Partially Developed Towers Level 4 - Developed Fortress Level 5 - Developed Towers connected to Walls. Level 6 - Traps Level 7 - Dungeons Level 8 - Special Slot 1 Level 9 - Special Slot 2 Level 10 - Special Slot 3
Nests are converted Choke-Points that Dobutsu have taken over, once this has been done Nest become the primary dwelling place of Dobutsu young and are used to train them into adulthood. Within a Nest Dobutsu grow much quicker than usual whereas outside of it young Dobutsu age similar to the animals their origin forms are, for those very long lived creatures and god-beasts often a young dobutsu will die long before maturity. Likewise Dobutsu have low fertility rates making Nests highly essential to their survival. Because of this Nest are usually defended by large amounts of Dobutsu as they are extremely important to them.
Number of Dobutsu Gaurding a Nest[/u] 15 Minimum 75 Maximum
[b]Dobutsu Young Production Omega = 5 Every Week Theta = 3 Every Week Sigma = 1 Every Week
Baby Creature Generation at Nest Herbivore = 3 Every Week Omnivore = 2 Every Week Carnivore = 1 Every Week
Location- Spoiler:
Locations are small sub-areas within a Land which share commonalities due to them being in the same geographical location. As a result Locations are typically expanses of land and where Choke-Points and Blockades are usually located. As a result Locations are the places with Skirmish Plot Missions occur which involve large-scale battles between shinobi the victor usually taking all. Control over locations is not as secure as Blockades or Choke-Points due to fauna still roaming areas that have been taken over during war. Likewise if the Area the location is in is either occupied by hostile forces or is neutral territory then there is the chance of being ambushed by hostile forces or missing nin while travelling through it.
Location Boost When a location is under your factions control all Blockades within the Location have their earnings doubled. While all Shrines have their Animal generation Doubled.
Area/Alpha Nests- Spoiler:
Areas are what divides up a Land into parts dependent on ecology, fauna, weather and geographical location. Areas within a Land can be similar or in some cases completely different likewise areas are less secure than Locations due to the vast area that they comprise. Until an entire area is under your factions control it is possible to be ambushed by hostile forces, after which that is only possible through Skirmishes and/or Raids.
Area Boots When an area is under your factions control all Choke-Points within the Area have their War Npc Generation Doubled.
Alpha Nests are larger versions of Nests which are able to be created either in a land with no Hidden Village for 10 Points or can be made out of a destroyed Hidden Village for 5 Points. Once these Nests are created it allows Dobutsu to rear their young for longer periods of time and weed out the weaker ones which generally would be sent to Nests. Only the most powerful Dobutsu grow up in Alpha Nests. Despite that it is not what a Dobutsu would call a home as the entire world is their home it is merely where their young grow up and learn in preparation to becoming adults. There are able to be multiple Alpha Nests within Land however there are only able to be 1 Alpha Nest per Area within that specific Land. The only exception is the Land of Malice due to it possessing 3 different Alpha Nests per Area.
Number of Dobutsu Gaurding an Alpha Nest[/u] 15 Minimum 75 Maximum
[b]Dobutsu Young Production Gamma = 5 Every 3 Days Kappa = 3 Every 5 Days Beta = 1 Every Week
Baby Creature Generation at Alpha Nest Herbivore = 5 Every 3 Days Omnivore = 2 Every 5 Days Carnivore = 1 Every Week
Animal Generation at Alpha Nest Herbivore = 5 Every 3 Days Omnivore = 2 Every 5 Days Carnivore = 1 Every Week
Village/Palace/Temple- Spoiler:
Hidden Villages are large commercial and military centers which serve as the main base of operations for a shinobi nation. Their are currently 12 Hidden Villages in the world however all have the commonality of being highly defended and the source of shinobi within their land of origin. Hidden Villages are rarely attacked due to the amount of shinobi contained within and the defenses that are erected around them however when they are attacked they are hosts to Sieges which are massive-scaled battles among shinobi which wrought destruction and death. Usually Sieges are the end result of Skirmish Plot Missions, and often will result in a village's capture, partial destruction or in very rare occurences complete destruction. When a village is completely destroyed the survivors are forced to migrate with Clans now becoming roaming while the various shinobi are considered refugees and are usually accepted into new villages if their services are wanted.
Number of Shinobi defending a Hidden Village Min 50 Max 250 (During Sieges the battles are broken into parts and spread over multiple topics which occur simultaneously, depending on the outcome of one, others can be affected positively or negatively. Likewise the battles are usually fought in waves with groups of shinobi fighting against each other in pockets however occasionally full on warfare occurs)
Village War Npc Generation 10 Fail Tier Every 3 Days 5 Low Tier Every 3 Days 1 Mid Tier Every 3 Days
Village Earnings During War 5,000 Xel Every Week - With Daimyo Reduced Funding 10,000 Xel Every Week - Without Daimyo 25,000 Xel Every Week - With Daimyo Normal Funding 50,000 Xel Every Week - With Daimyo Increased Funding
Village Fortification (Kage Only) 0 Level - Destroyed/Initial Creation Starter 1st Level - Partially Developed Buildings 2nd Level - Fully Developed Buildings 3rd Level - Partially Developed Wall or Partially Fortified Natural Defenses 4th Level - Partially Developed Towers 5th Level - Natural Camouflage & Traps (Starter) 6th Level - Fully Developed Wall with Towers Attached/Natural Defenses 7th Level - Special Slot 1 8th Level - Special Slot 2 9th Level - Special Slot 3 10th Level - Special Slot 4
Palaces are the dwelling place of a Daimyo it serves the same purpose as a Hidden Village albeit catering to a Daimyo's needs and often being lavish and well revealed as it serves more so as a tourist attraction and economic generator than a military base. Despite that it is likewise heavily defended and while rare it too can host battles often ranging from mid-massive scale battles depending on if it is a skirmish, or siege occuring.
Palace Npc Imperial Army/Yakuza Generation during War 10 Recruits every 3 Days 5 Amateurs every 3 Days 1 Elite every 3 Days
Palace Npc Imperial Army/Yakuza Generation during Peace 40 Recruits every Month 20 Amateurs every Month 5 Elites every Month
Village Fortification (Daimyo/Banchou Only) 0 Level - Fully Developed Palace (Starter) 1st Level - Fully Developed Buildings 2nd Level - Partially Developed Walls & Towers. 3rd Level - Fully Developed Walls with Towers Attached. 4th Level - Special Slot 1 5th Level - Special Slot 2
Temples are places of worship and are typically the home to monks or shinobi under the employ of the Daimyo of the Land that the Temple is in. Officially however in most wars Temples are regarded as neutral territory, this of course does not stop factions from attempting to gain control over it however Temples are defended by Monks which serve as completely Neutral War Npcs which only defend their Temples from being attacked but can not be utilized to lead offensive strikes when the Temples are under a Daimyo or Banchou's control. Monks are hostile to all factions and will fanatically defend themselves from being invaded likewise they absolutely refuse to get involved in conflict however if owned by a Daimyo/Banchou Monks are able to teach their Imperial Army/Yakuza some of their techniques.
Temple Npcs Temples are usually manned by: 20 Recruits 10 Amateurs 5 Elite 1 Veteran
Temple Income Temple income stays constant regardless of the state of the Land.
Land- Spoiler:
Lands are the various countries within the Land of Beginnings, however the West Empire upon taking over merely combined all of the Lands into one giant country due to the Land of Beginnings being an Island, that along with the Land of Frost were the two countries annexed by the Shogunate in the name of the West Emperor. Lands are the least secure as until the entire Land is under your factions control they are able of being ambushed by hostile forces and missing nin, however even when it is completely under one's control they may still be attacked by fauna and missing nin within it. Lands are host not to battles but rather battles are fought within Lands as a result of this multiple battles can be waged within a single land all at the same time. Controlling a Land results in everything within the Land likewise falling under your factions jurisdiction as a result Lands are the most sought after territory during wars.
Land Bonus during War Xel Generation of all Villages & Palaces are doubled. War Npc Generation of all Villages & Places are doubled.
Sea- Spoiler:
The Seas of the world are vast and never truly in control however factions can still lay claim to them and control trade through the oceans, likewise it opens up a new host of battles due to the respective size of the ocean surrounding the Land of Beginnings. Sea Battles are conducted on ships as well as the open sea and range from small raids to large-scale Skirmishes dependent on how many ships and shinobi are currently patrolling the seas.
Sea Bonus Ability to establish Island and Undersea Choke-Points as well as Marine Blockades upon controlling an entire sea. The amount which can be created depends on the sea.
Frozen Sea * 4 Choke-Points * 12 Blockades
West Sea * 4 Choke-Points * 12 Blockades
Eastern Sea * 5 Choke-Points * 15 Blockades
Southern Sea * 3 Choke-Points * 9 Blockades
Continent- Spoiler:
There are currently only 3 Continents on the Map, The Land of Beginnings, The Land of Frost and finally the partially revealed West Continent. When one controls an entire continent they recieve the most gains, however it is also the least secure due to needing to control every single land within it. As a result it is possible to lose control over a continent if their are multiple factions vying for it's control. Every battle on land is done on one of the three continents however the West Continent is currently on lockdown after the events at the Shogunate Shinobi Academy.
Continent Earnings in War when entire continent is controlled Revealed Part of the West Continent - 1 Million Xel Every Month
Land of Beginnings - 1 Million Xel Every Month
Land of Frost - 500,000 Xel every Month
Concerning Purchasable War NpcsWar Npc's are capable of being purchased at Blockades, Chokepoints & Villages just different ranks are available as well as different selections, likewise dependent on a land different races might also be available so not only is it important to have Blockades and Chokepoints it is also importasnt to target specific ones for more variety. The variety does hand in hand with population, statistically Humans are the most populous race, followed by Nova, then Zireh while Dobutsu are the vast minority. Each of the Lands with Hidden Villages have access to each type of Race however in terms of Choke-Points and Blockades it is a split of 4:3:2 Ratio. Human:Nova:Zireh - Spoiler:
Lands with Human War Npc Generation & Purchases Madness, Paradox, Soul, Greed,
Lands with Nova War Npc Generation & Purchases Damned, Soul
Lands with Zireh War Npc Generation & Purchases Decay, Greed
Lands with Dobutsu Generation Malice
Lands with Mutants Evil
In addition all War Npc's are purchased at Genin rank, note this differs from obtaining new ones due to missions or as rewards they vary in rank but purchased ones always start from the bottom. Price Ranges- Spoiler:
*Human = 1000 Xel-10,000 Xel *Nova = 2000 Xel-10,000 Xel *Zireh = 1500 Xel-10,000 Xel
BlockadesFail Tier Available Choke-PointsFail Tier Available Low Tier Available VillagesFail Tier Available Low Tier Available Mid Tier Available InstinctInstinct is the Dobutsu equivalent to Shinobi Technology Levels. Each Instinct has it's own uses and each of their levels and explainations are listed below: SpiritualityThis encompasses a Dobutsu's tribes connection to mother earth and the enviroment who they worship as a goddess named Gaia. Due to this connection they are more in sync with the animals and creatures roaming the world allowing them the ability to obtain assistance and reinforcements in the form of creatures during battles. The higher a Tribes Spirituality the more in touch with fauna they are and as a result it can yeild interesting results when they are roaming the world. - Spoiler:
Level 0 - Animals are Docile in the Presence of a Dobutsu Hunting Party and do not attack them.
Level 1 - Creatures are Docile in the Presence of a Dobutsu Hunting Party and do not attack them.
Level  2- Herbivorous & Mineralvorous animals and creatures are friendly and will assist Dobutsu in battle if requested. Herbivorous Animals are now available for purchase in Blockades while Creatures are available for purchase in chokepoints.
Level 3 - Omnivorous & Insectivorous animals and creatures are friendly and will assist Dobutsu in battle if requested. Omnivorous Animals are now available for purchase in Blockades while Creatures are available for purchase in chokepoints.
Level 4 - Carnivorous & Energivorous animals and creatures are friendly and will assist Dobutsu in battle if requested. Omnivorous Animals are now available for purchase in Blockades while Creatures are available for purchase in chokepoints.
Level 5 - God Beasts are Docile in the Presence of a Dobutsu Hunting Party the same type as them (Flame Tribe - Reptilian God Beasts) and do not attack them.
SavageryThis refers to the induvidual power of a lone Dobutsu, in combat as well as other things referring to their skill. Similar to the Shinobi Dobutsu vary in battle experience and fighting capabilities and due to their low number and the fact that most of their population has been wiped out they have lost valuable combat knowledge which was past down from earlier generations. Luckily for them the knowledge is ingrained in their very cell structure and the connection to that is what is labeled as Savagery. The deeper the connection to their primal state a tribe has the more powerful the induvidual members of that tribe are. - Spoiler:
Level 0 - Base Starting Jutsu for Dobutsu War Npc's Level 1 - +1 Medical Ninjutsu Level 2 - +2 Taijutsu. Level 3 - +3 Beast Arts. Level 4 - +1 Medical Ninjutsu, +2 Taijutsu, +3 Beast Arts Level 5 - +4 Tiers
TenacityTenacity is what keeps the Tribes of Dobutsu going and likewise refers to their ability to harness what nature brings them for additional sources of medicine, fatigue replenishers and various stimulants. Tenacity however it frowned upon by some traditionalists as they view it as a pseudo-science causing them to shun it more so than the more "natural" Instinct. The counter-argument of course is that even animals and creatures occasionally eat things to help aid with the healing process as long as the medicine stems from a herbal origin then it should be fine. The higher a Tribe's Tenacity the more advanced they are in regards to herbal mixtures and the more common it is for the induvidual members of the tribe to carry those consumables on them. - Spoiler:
* When producing Herbal Medicine the components must be gathered by Dobutsu, likewise Dobutsu do not use any currency everything produced is shared according to need.
Level 0 - No access to Herbal Medicine or Medical things other than Medical Ninjutsu. Level 1 - Blockade Conversion to Shrines Available upon being taken over by Dobutsu. Level 2 - Shrines Able to Produce D-C Rank Herbal Medicine Level 3 - Shrines Able to Produce B-A Rank Herbal Medicine Level 4 - Choke-Point Conversion to Nests upon being taken over by Dobutsu. Level 5 - Nests generate Double usual amount of Dobutsu War Npc's.
LoyaltyAll Dobutsu hunt in parties however most have different names for it whether packs, flocks, schools, lounges, colonies, or armies etc. Regardless the commonality is that when in combat Dobutsu rarely fight alone instead they rely on their party members to assist them in combat and cover their weaknesses. It is not so much teamwork as it is the natural instinctual bond that a singular Dobutsu has with their pack, it is one of the reasons why it is rare for a Dobutsu to ever leave their pack and go alone however it can occasionally happen in times of high stress. The higher a Tribe's Loyalty the larger their hunting parties can be and the less likely that induvidual Dobutsu will leave the tribe to go off on their own. - Spoiler:
Level 0 - Hunting Parties can consist of up to 3 Dobutsu Led by a Gamma, 5 by a Kappa,10 by a Beta or 20 by the Alpha. Level 1 - Gamma's no longer break away from the Tribe after multiple Omega/Theta/Sigma casualites in battle. Level 2 - Kappa's no longer break away from the Tribe after multiple Omega/Theta/Sigma casualities in battle. Level 3 - Beta's no longer break away from the Tribe after multiple Omega/Theta/Sigma casualites in battle. Level 4 - Hunting Parties can consist of up to 6 Dobutsu Led by a Gamma, 10 by a Kappa, 20 by a Beta or 40 by the Alpha Level 5 - Hunting Parties can consist of up to 9 Dobutsu Led by a Gamma, 20 by a Kappa, 40 by a Beta or the entire Tribe by the Alpha.
IngenuityThis refers to a Dobutsu tribe's ability to fortify their captured territory, however it doesn't refer to building structures or anything of the sort as that is a Shinobi skill and thus heavily frowned upon in Dobutsu society. Rather it is the use of natural defenses and the intergration of nature while converting captured territory into Dobutsu use. Likewise Ingenuity allows nature to once again reign over a land making it more dangerous for those not blessed by Gaia herself to travel through it. The higher a Tribe's Ingenuity the more fortified they are able to make their captured territory, choke-points, blockades, nests and shrines. - Spoiler:
Level 0 - Unable to further fortify acquired territory outside of the Land of Malice. Level 1 - Feral Animals roam acquired territory more often, adding non chakra sensitive animals as enemies in gathering topics. Level 2 - Feral Animals roam acquired territory much more often, replacing low level enemy encounters from bandits to scholar enemies with chakra sensitive animals. Level 3 - Creatures roam acquired territory more often, replacing mid level enemy encounters from weak to mid-level shinobi with small-medium sized creatures. Level 4 - Creatures roam acquired territory more often, replacing high level enemy encounters from mid-high shinobi with large-colossus sized creatures. Level 5 - Stronger Creatures roam acquired territory more often replacing group encounters with a sub-species leading the normal types of animals & creatures.
DominanceDominance can be likened to a tribes ability to gain knowledge from battle, unlike shinobi Dobutsu have a quick learning curve due to their combat ability being tied into their instinct. It is a Dobutsu's natural ability to become stronger from fighting, whether they win or lose as long as they survive they will learn from the experience and become more powerful as a result. The higher a Tribe's Dominance, the more they learn from participating in battle and the easier it is for an induvidual Dobutsu to grow stronger as a result of participating and surviving small to massive scale battles. - Spoiler:
Level 0 - Dobutsu who survive massive scale battles (Sieges) gain 10 Techniques (Draw/mutual retreat), if they win they gain 15 techniques, if they lose they gain 5 Techniques. This does not however apply to, Gammas, Kappas or Betas if they are leading the hunting party or Alphas at all.
Level 1 - Dobutsu who survive large-scale battles (Skirmish Plot Missions) gain 5 Techniques (Draw/mutual retreat), if they win they gain 10 techniques, if they lose they gain 3 Techniques. This does not however apply to Gamma, Kappas or Betas if they are leading the hunting party or Alphas at all.
Level 2 - Dobutsu who survive medium-scale battles (Skirmishes) gain 3 Techniques (Draw/mutual retreat), if they win they gain 5 techniques, if they lose they gain 1 Technique. This does not however apply to Gammas, Kappas or Betas if they are leading the hunting party or Alphas at all.
Level 3 - Â Dobutsu who survive small-scale battles (Skirmishes) gain 2 Techniques (Draw/mutual retreat), if they win they gain 3 techniques, if they lose they gain 1 Technique. This does not however apply to Gammas, Kappas or Betas if they are leading the hunting party or Alphas at all.
Level 4 - Gammas can now gain techniques through victory even if they are leading the hunting party, Kappas can now gain half as much techniques through battle even if they are leading the hunting party.
Level 5 - Kappas can now gain techniques through victory even if they are leading the hunting party, Betas can now gain half as much techniques thorugh battle even if they are leading the hunting party.
Technology LevelTechnology Levels are the backbone of any effective War Npc Army, the descriptions and various levels of each are listed below: Item ManufacturingItem Manufacturing consists of the equipment and weapons the individual war npcs have access to; the higher it's level the better gear available to the war npc's in your factions army. - Spoiler:
* Puppets still follow the Equipment and Weapon restrictions of the Item Manufacturing Tech Level. In addition they have their set add on's to the price of a unit. In addition they only have the minimum amount of weapon slots available to the puppet type. Small - 1000 Xel Per Puppet Humanoid - 2000 Xel Per Puppet Medium - 3000 Xel Per Puppet Large - 4000 Xel Per Puppet Human - 5000 Xel Per Puppet
Level 0 - D-rank Weapons Available to All. Non Special Ability, Elemental regardless of class or clan.
Level 1 - D Rank Equipment & Weapons Available to All. Non Special Ability, Non Elemental available save for exceptions due to class or clan. Projectile Accelerators not available for any units. Small Sized Puppets available for all puppeteer units.
Level 2 - C Rank Equipment & Weapons Available to All above Fail Tier. Non Special Ability, Non Elemental available save for exceptions due to class or clan. Projectile Accelerators available for Top Tier units. Humanoid Sized Puppets available for puppeteer units above Fail Tier only.
Level 3 - B Rank Equipment & Weapons Available to All above Low Tier. Non Special Ability, Non Elemental available save for exceptions due to race or class. Projectile Accelerators available for High Tier units. Medium Sized Puppets available for units above Low Tier only.
Level 4 - A Rank Equipment & Weapons Available to All above Mid Tier. Special Ability only available to Top Tier, Non Elemental available save for exceptions due to race or class. Projectile Accelerators available for Mid Tier units. Large Sized Puppets available for units above Mid Tier only.
Level 5 - S Rank Equipment & Weapons Available to All above High Tier. Special Ability available to High Tier and above, Elemental Available only to Top Tier save for exceptions due to race or class. Projectile Accelerators available for Low Tier units. Human Puppets available for units above High Tier only.
Animal RearingAnimal Rearing Consists of your factions ability to rear animals for combat and transportation and how trained they are. Advanced levels can even give rise to special equipment and items made specifically for animals and creatures under the employ of your faction. - Spoiler:
*Pets & Mounts still follow the Animal Rearing Tech Level to determine technique range. In addition they have their set add on's to the price of a unit. All War NPC mounts vary between being Medium (S) to Medium (M) in size. Non-Chakra Sensitive Animal - 500 Xel Chakra Sensitive Animal - 1000 Xel Young Creature - 1500 Xel Adult Creature (Submissive/Pack Member) - 2000 Xel Adult Creature (Dominant/Pack Leader) - 2500 Xel Mount - No Price Add on Pet - Double Price.
Level 0 - Only Non Chakra Sensitive Animals able to be Pets or Mounts. Level 1 - Small Pets Available, Herbivore Mounts Available. Level 2 - Medium(S) Pets Available, Omnivore Mounts Available. Level 3 - Medium (M) Pets Available, Carnivore Mounts Available. Level 4 - Chakra Sensitive Animals able to be Pets or Mounts to Above Fail Tier Only. Level 5 - Creatures able to be Pets or Mounts to Above Low Tier Only.
Medical ResearchThis refers to the level of medical advances your faction has made, higher levels of Medical Research result in better medical treatment being available and advanced levels allow Medical Nin troops to carry along medical equipment & consumables in their medical kits. - Spoiler:
Medical Kit Contents still follow the Medical Tech Level to determine type. In addition they have their set add on's to the price of a unit. Medical Nin have 5 slots in their Medic Kit, Elite Medical Nin have 10 slots in their Medic Kit. Note Multiples count as separate slots. Fatigue Replenishing Consumables - 1000 Xel Chakra Replenishing Consumables - 2000 Xel Blood Replenishing Consumables - 3000 Xel D-rank = Base Price C-Rank = +500 Xel B-Rank = +1000 Xel
Level 1 - Medical Treatment can be used to treat injuries sustained from up to C-rank damaging techniques bar specially treated ones which require certain ranks of Medical Nin &/or special medical ninjutsu/kinjutsu developed for it. - Cost Per Unit: 50 Xel
Level 1 - Medical Treatment results in half of max fatigue replenish save for special cases. D-rank Replenishing Consumables are now able to be equiped in Medic Kits. - Cost Per Unit: 100 Xel
Level 2 - Medical Treatment results in half of max chakra replenish save for special cases. C-rank Replenishing Consumables are now able to be equiped in Medic Kits. - Cost Per Unit: 200 Xel
Level 3 - Medical Treatment results in half of max blood replenish save for special cases. B-rank Replenishing Consumables are now able to be equiped in Medic Kits. - Cost Per Unit: 400 Xel
Level 4 - Medical Treatment can be used to treat injuries sustained from up to B-rank damaging techniques bar specially treated ones which require certain ranks of Medical Nin &/or special medical ninjutsu/kinjutsu developed for it. - Cost Per Unit: 500 Xel
Level 5 - Medical Treatment can be used to treat injuries sustained from up to A-rank damaging techniques bar specially treated ones which require certain ranks of Medical Nin &/or special medical ninjutsu/kinjutsu developed for it. Full Fatigue/Chakra/Blood Replenishes can now be administered for double the original price. - Cost Per Unit: 1000 Xel
InfastructureInfastructure refers to the factions advances in construction and building, it is one of the most important Technology Levels specifically because it revolves around the fortification of Blockades, Choke-Points, Villages, Palaces and Temples. - Spoiler:
* Infastructure does not have a set price rather depending on how complex you wish for Choke-Points Defenses to be it will increase the price which is based on the building materials used. Traps and Special Slots still follow the Infastructure Tech level for construction however they are more diverse than the atypical walls and towers. Note Villages always have all three available even from the start. Wood - Base Price Metal - Double Base Price Stone - Triple Base Price
Level 0 - Wood building materials available for Fortification of Choke-Points Level 1 - Wood building materials available for Fortification of Blockades Level 2 - Metal building materials available for Fortification of Choke-Points Level 3 - Metal building materials available for Fortification of Blockades Level 4 - Stone building materials available for Fortification of Choke-Points Level 5 - Stone building materials available for Fortification of Blockades
Troop MoraleTroop Morale refers to the organization of War Npc's in battle, this includes Platoon Formation, Squad Formation, while reducing the occurence of troops deserting the war front after crushing losses, large casualties in draws/mutual retreats or massive casulaties in victories. - Spoiler:
Level 0 - Platoons can be formed after a group of War Npcs survive 5 Raids, 3 skirmishes or 1 Skirmish plot mission. Platoons can be the size of up to 9 War Npcs with 1 field leader usually a higher rank than the rest.
Level 1 - Squads can be formed after a Platoon survives 3 Skirmishes, 2 Skirmish plot mission or 1 Siege. Squads can be the size of 3 War Npcs with 1 field leader usually a higher rank than the rest. Combination Jutsu learnt by squads can be equal in strength to a B-rank. (C+C)
Level 2 - Platoons can now be the size of up to 12 War Npcs with 1 feild leader. Squads can now be the size of up to 4 War Npcs with 1 feild leader. Combination Jutsu learnt by squads can be equal in strength to an A-rank. (C+C+C, C+C+C+C, B+B)
Level 3 - Platoons can now be the size of up to 15 War Npcs with 1 feild leader. Squads can now be the size of up to 5 War Npcs with 1 feild leader. Combination Jutsu learnt by squads can be equal in strength to an S-rank. (C+C+C+C+C+C, B+B+B+B, B+B+B, A+A)
Level 4 - Platoons can now be the size of up to 18 War Npcs with 1 feild leader. Squads can now be the size of up to 6 War Npcs with 1 feild leader. Combination Jutsu learnt by squads can be equal in strength to an SS-rank. (12 C-ranks, B+B+B+B+B+B, A+A+A+A, A+A+A, S+S)
Level 5 - Platoons can now learn Combination Jutsu comprised of the combination jutsu of the squads within a Platoon. Combination Jutsu learnt by squads can be equal in strength to an SSS-rank. (18 B-ranks, A+A+A+A+A+A+A+A+A, S+S+S+S+S+S, SS+SS+SS+SS, SS+SS+SS)
Income FlowThis refers to a factions gains through territory, the better a factions income flow the more War Funds they will have and as such it is crucial to maintain a successful war campaign. - Spoiler:
Level 0 - Blockades & Villages Generate Income. Chokepoints do not. Temples and Palaces unable to be claimed unless Daimyo/Banchou has ownership of them. Upon being Claimed Temples Generate income but Palaces do not.
Level 1 - Blockades Generate more income than usual based on their level of fortification post starter level, each level boosts the amount of Xel generated by +500 Xel.
Level 2 - Choke-Points now Generate Income. * 5000 Xel Every Week
Level 3 - Choke-Points Generate more income than usual based on their level of fortification post starter level, each level boosts the amount of Xel generated by +1000
Level 4 - Villages Generate more income than usual based on their level of fortification post starter level, each level boosts the amount of Xel generated by +5000 Xel. This applies only to those villages without Daimyo, those with Daimyo still follow the normal income generation depending on the funding they receive from their Daimyo.
Level 5 - Palaces now Generate Income based on their level of fortification post starter level, each level boosts the amount of Xel generated by +10,000 Xel. This applies to a Daimyo own Palace in a War only. * 10,000 Xel Every Week
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Last edited by Aurielle on 2nd March 2015, 8:39 pm; edited 4 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Viva La Revolution 18th April 2014, 9:48 pm | |
| Monthly Stipends for Pro-Shogunate CiviliansThis is calculated by both rank and type of Civilian and can be collected once per month similar to a shinobi Salary for those who support the Shogun. Type - Spoiler:
Scholar - 2,500 Xel Tamer - 5000 Xel Blacksmith - 5000 Xel Scientist - 10,000 Xel Merchant - 20,000 Xel Lord/Lady - 40,000 Xel
Rank - Spoiler:
Novice - Base Amount Apprentice - Base Amount x 2 Adept - Base Amount x 3 Expert - Base Amount x 4 Master - Base Amount x 5
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Viva La Revolution 23rd March 2015, 12:49 pm | |
| War TopicsWar Topics are divided into 7 these are; Raids, Skirmishes, Major Skirmishes, Sieges, Battles & Conquests. Each is geared towards targetting a specific type of place which is listed below along with the details surrounding them: Raid = Blockades Skirmish = Choke-Points Major Skirmish (Also Called Skirmish Plot Missions) = Nests & Specific Choke-Points Aka Those within Villages or are deemed crucial enough to the war that they become a priority (aka like a Choke-Point in a Port or one in a Land that's under the control of your enemy and is thus a foothold). Siege = Villages/Alpha Nests Battle = Location (Upon at least 1 Choke-Points in said location being taken Open Warfare to claim the location as a whole can be triggered as long as said Location does not have an Alpha Nest and all Blockades within said location has been taken over.) Conquest = Land (Upon at least 1 Locations within a Land being Taken over [with all Choke-Points & Blockades under ally control within said location] Open Warfare to claim a Land as a whole can be triggered only if said Land does not have an Alpha Nest/Hidden Village OR the Hidden Village/Alpha Nest has been under Siege at least once & repelled the invasion OR the Hidden Village/Alpha Nest has fallen to invasion & has been destroyed.) - Raid:
Raid = 5 Min. 15 Maximum count as Missions from C-A rank. C = Infiltration, Information Gathering, Stealing Supplies B = High Level Infiltration to either plant explosive tags for remote detonation, Intercepting supply runs & Destroying Blockades outright. A = Destroying Blockades with heavy opposition or Capturing Blockades.
Raids either occur with a singular group or can occur in Waves, at any point in time however both sides can only have a max of 15 in the Raid Topic (Aka 30 troops in a topic at once) you need an Admin to determine how many can be added per wave, and how long the topic as a whole can go on before the side with the most losses (in manpower)/fulfilled their objective is decided victor, however tactical or pyrric victories can still occur either by say losing the blockade but blowing it up during a retreat, or losing a lot of allies but never allowing the enemy to enter the blockade and thus take it over.
Skirmish - Spoiler:
Skirmish = 10 Min. 50 Maximum count as Missions from B-S rank. B = Less than 25 on either side, objective to Destroy Choke-Point A = 50 Maximum on either side in 1 topic, objective to either Destroy or Capture Choke-Point S = 25 Max on either side split into 2 topics (meaning 50 overall), objective to Capture Choke-Point.
Skirmishes occur always during Choke-Points, and always occur in Waves however the max that can be in a topic at one time is 50 on either side or 25 if split into two topics (Meaning either 100 or 50.) Waves determine how many reinforcements can arrive after a set time, you can either have it start with low numbers of 10 with reinforcements arriving after every 10 posts (total) in groups of 5 or you can use the bulk of your force at once only having reinforcements arrive after they die. Either way same in regards to Raid to determine how long the topic goes on for before it ends with victory going to one side or another based on the events in the topic.
- Major Skirmish:
Skirmish = 10 Min. 75 Maximum count as Missions from B-S rank. B = Less than 25 on either side, objective to Destroy Choke-Point A = 50 Maximum on either side in 1 topic, objective to either Destroy or Capture Choke-Point S = 25 Max on either side split into 3 topics (meaning 75 overall), objective to Capture Choke-Point.
Major Skirmishes are the same as Skirmishes, or occur during a Siege with the same guidelines as Skirmishes thus allowing the number of Troops in total during said Siege to be increased based on the number of Choke-Points that faction has within their Village. Raids can likewise occur as well during Major Skirmishes as long as said village also has Blockades within it.
- Siege:
Siege = 50 Min. 250 Maximum count as Missions from A-SS rank. A = Alpha Nest Targetted S = Minor Hidden Village Targetted SS = Major Hidden Village Targetted
Sieges occur either at Alpha Nests or Hidden Villages, they always occur in waves with the topic designation being [Siege] (Name of Target) Name of Siege to be added to history upon conclusion. Similarily they occur in waves, just like the others and occur with 1 topic being the main front with a max of 250 on either side at one time (500 in total) with reinforcements coming during waves, or split into a max of 5 topics with 50 on either side at one time each being named after a specific Front aka (Northern Front, Southern Front, Eastern Front, Western Front & Main Front aka Center). Individuals involved in these topics can switch to other topics depending on their speed tiers if they are not prevented from doing such by those with higher speed tiers than them/other methods like barriers or terrain like lava/water etc seperating the fronts from each other). Speed Tier = No of Posts Cooldown before they can switch into a new topic in one of the Fronts None = 30 D = 25 C = 20 B = 15 A = 10 S = 5 SS = 4 SSS = 3 Z = 2
Within Seiges one can have Major Skirmishes in each of the Choke-Points following the same rules as Skirmishes, as well as have Raids on each of the Blockades following the same rules as Raids. This is completely seperate from the Main Front of the Siege and are further incursions into enemy territory thus allowing the invading party to have more troops to invade and further lowering the amount of troops that the defending party has to use to defend. Same as before need an admin to factor in weather/waves/and the length of the topic before objective is reached. Individuals or groups can likewise switch between topics based on their speed tiers. Speed Tier = No of Posts Cooldown before they can switch into a new topic in one of the Fronts None = 35 D = 30 C = 25 B = 20 A = 15 S = 10 SS = 5 SSS = 4 Z = 3
Battle - Spoiler:
Battle = 100 Min. 500 Maximum count as Missions from A-SS rank. A = Location within a Land with All Choke-Points currently captured/destroyed. S = Location within a Land with at least half Choke-Points currently captured/destroyed. SS = Location within a Land with only 1 Choke-Point currently captured/destroyed.
Battles occur like Sieges in waves with the topic always occuring in the location, the topic designation being [Battle] (Name of Location Battle is Occuring in) Name of Battle to be added to history upon completion. Battles always occur in multiple topics 5 in total Split into Fronts just like Sieges with 100 troops on either side (200 in total) occuring in waves, same like before need an admin to determine stuff such as weather effect, duration of topic etc.
Conquest - Spoiler:
Conquest = 500 Min. 1000 Maximum count as Missions from S-SSS rank. S = Land without a Hidden Village/Alpha Nest, all Locations currently controlled by allies. SS = Land with Enemy Hidden Village/Alpha Nest, all Locations currently controlled by allies. SSS = Land with Enemy Hidden Village/Alpha Nest, Half Locations currently controlled by allies OR Land without a Hidden Village/Alpha Nest, with only 1 Location controlled by allies.
Conquest occur like Like Battles in waves topic designation being [Conquest] (Name of Land Targetted) Name of Battle to be added to history upon completion. It either occurs in 5 topics with 100 in each or 9 topics with 100 in each except the Main Front which has 200 troops on either side (400 in total). The Fronts are the same in regards to 5 topics however with the 9 topics include (North-Eastern Front, North-Western Front, South-Western Front, South-Eastern Front). Individuals or groups can likewise switch between topics based on their speed tiers. Speed Tier = No of Posts Cooldown before they can switch into a new topic in one of the Fronts None = 40 D = 35 C = 30 B = 25 A = 20 S = 15 SS = 10 SSS = 5 Z = 4
- Reinforcements:
In regards to defending upon the max limit being reached in all the Villages, Choke-Points and Blockades within a Land one can only have the other troops added in during Sieges/Battles/Conquest after a set amount of time depending on how far one's Hidden Village/Alpha Nest is from the Land in question. In addition the amount of troops sent also has a time modifer to how long it will take them to get there. Likewise in order to send word for reinforcements it must be done ICly by a messenger animal (summons can be used as well)/troops and must travel the distance in posts which can be intercepted by enemy troops/messenger animals (summons can be used as well). If summons are used as messenger animals they arrive in half the time but only Small/Humanoid Summons can be used to deliver info. Hidden Village/Alpha Nest Location = Time Before Arrival Same Land = 25 Posts (Total) in a specific Front Neighboring Land (Aka they are touching on the map) = 50 Posts (Total) Same Continent = 75 Posts (Total) Different Continent = 100 Posts (Total)
In Regards to Attacking, a Travelling Topic has to be made prior to move a set amount of troops. (This also functions as what is used as a modifier to determine how long reinforcements will arrive depending on quantity). One uses the Travelling Information to determine the normal amount along with additional number of posts depending on how many are being moved to a particular Continent/Land/Location. Word Count can also be use ONLY IF one is moving troops to either Neutral (Oceans) or Friendly Territory (Currently Allied with or Captured by Allies).
No of Troops = Additional Travelling Posts/Word Count Every 50 (Or Below 50) = +1 Post (Total) or +50 Words Every 100 (Or Below 100 but more than 50) = +5 Posts (Total) or +100 Words Every 250 (Or Below 250 but more than 100) = +10 Posts (Total) or +200 Words Every 500 (Or Below 500 but more than 250) = +15 Posts (Total) or +400 Words Every 1000 (Or Below 1000 but more than 500) = +20 Posts (Total) or +800 Words Above 1000 = +25 Posts (Total) or +1000 Words
- Troop Movement/Supplying:
When Troops have participated in any of the above battles the ones remaining alive are first devoted to the Choke-Points/Blockades if they are Captured and then if they are to be moved must travel to the new targets otherwise they remain in the Land/Location that they were previously. Same as above in regards to travelling rules and the number of troops that can be moved to further lengthen the travelling topic.
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