Settlement Claiming and Appropriation System


_______________Overview ||
tab In Shinobi Strike: Shattered Past the world is your oyster, as the saying goes. While we are a Narutoverse based guild we are primarily a survival type role play. While killing some things, pacifying others, and gathering are all an enormous part of any survival role play, there is another: building infrastructure. Creating a base of operations, a chain of structures to ensure the utmost safety and security of your hard won locations, and establishing a supply chain are all hallmarks of learning to survive in a world that may or may not be out to murder your existence. As such, we have implemented what we call the Claiming system, where a character or group of Role Play Characters (RPCs) may lay claim to a location as their own. Once they do, either in or out of character, they decide upon which type of claim they are establishing, ranging from a gathering spot to a full settlement which, over time, may grow to become a city. However, that isn’t where the system ends. Each thread has its own Requirements for complete claim holding, with each successive Requirement being met making the location safer and safer. Depending on the chosen category of settlement NPCs will be drawn to these locations, which will begin fulfilling duties befitting the jobs that are associated with the chosen settlement category.
tab Every week a new harvest will be ready, in character, for someone to gather. Notice that “someone” is mentioned. This is due to the most important part of the settlements: they can be fought for, and they can be Appropriated, or Conquered. While these two types will be defined below they can be overall described as another RPC attacking and taking the Claim away from the previous owner, meaning that while Claiming can in some sense be easy, maintaining that Claim may be difficult. The steps, rules, and types for Claims can be found below.
_______________Terms ||
tab • Claim Holder
tab tab The person chosen to be the main holder of the Claim, who is the owner of the land in question.
tab • Subclaim Holder
tab tab The Claim Holder may choose to name as many of these as they desire, as well as determine their abilities. A Subclaim Holder is able to perform the duties, either in or out of character, that they are given allowance to do, and nothing else.
tab • Appropriate
tab tab The act of taking over a Claimed land from someone when there are no defenses set up and there is no RPC to defend the land on site. A Claim cannot be Appropriated if either a Claim Holder or Subclaim Holder resides in the thread. Appropriation need not be painful or bloody, and can be done just by destroying the Claim Holder’s Mark and replacing it with one’s own.
tab • Conquer
tab tab Bursting into the scene and laying waste to the defenders of a thread. Once the defenders have surrendered, or they are no longer able to defend the Claim, the Conqueror becomes the new Claim Holder.
tab • Synergy Bonus
tab tab Certain Classes may grant specific bonuses as long as they are within the Claimed thread for more than half of the week.
tab • Natural Benefits
tab tab Certain types of benefits are expected when building each type of Settlement. These Benefits increase with the Advancement of the settlement, the benefits increasing by one [1] Step for each Advancement. These can include the physical description of the building, but can also grant temporary bonuses for those who reside within the thread for more than half [½] of the week.
tab • Growth Requirement
tab tab When dealing with Settlements it is important to note the Growth Requirement, which is the number of posts needed to be made by the Claim Holder or a previously noted Subclaim Holder before any changes made to specific “settings” for the Settlement changes. When establishing a new settlement this is the number of posts needed before the Settlement is completed if there is no previous establishment to build off of, or the previous infrastructures are so fundamentally different from the settlement being built that they must be torn down or redesigned for its new use. If there are previously established buildings, or the previous infrastructure is compatible to the new changes, the Growth Requirement is reduced by two [2] posts per factor in its favor, up to a maximum of a four [4] post reduction.


_______________Rules ||
tab • There is no limit to the number of Claims that a character can possess.
tab • Each location may be claimed by only one [1] person, but the location may also have Sub Claims, which are people recognized by the original Claim holder who allows specific rights to another character to control, and edit, their settlement “settings”. Think of this like a King and his // her Court.
tab • All interactions, changes, and edits are both in and out of character, meaning while information can be changed out of character it takes time for these changes to be made in character as well. An example is that an authorized Claim Holder may want their NPCs to focus on gathering, and it can be changed no matter where the character is, but the orders must still be sent in character for anything to truly change.
tab • Making a Claim is by far the easiest part of Appropriation within Shattered Past, requiring only that a character place their "mark" upon a territory and call it their's. Such a mark may take many shapes, but always it must be a physical form. This does not by any means immediately pacify the location, and in fact leaves the dangers the same as it ever was even as the Settlement is built. Random encounters will continue to appear until each Requirement is fullfilled, which are by default masked behind vagueness and riddles so as to ensure proper roleplay. If a thread does not have this listed, the requirements are hidden. All threads can be claimed by another, though whether the location is permanent or temporary is likewise hidden.
tab • Once a Claim is made and a Settlement Type selected this decision must be enforced in character. That being said, the settlement type may be changed at any time, but changing will require the Growth Requirement to be met.
tab • Resources gathered, unless otherwise specified, are gathered on the same day every week. The date of this gathering takes place on the same day the last change to the settlement “settings” took place.
tab • The amount gathered is based on the resource in question at the thread’s location. Any material discovered will be gathered by the NPCs, who will jump up one [1] Tier of Gathering Skill at every Advancement Rank until there are no more Tiers to increase to, or no more Advancement Ranks.
tab • NPCs are there to complete work, and maintain jobs and build structures. While they do not kill monsters themselves, and they refuse to learn defensive training, they can still be killed off. Their numbers will be maintained by a member of the Forum Upkeep crew who will ensure numbers are accurate. Keep in mind that the more they are killed, the less likely future NPCs will want to come to your settlement. They are dynamic, not just static, and will react to the actions of those around them.
tab • Some Settlement Types evolve over time, growing in size as they gain more and more NPCs, or as certain requirements are met. See each Settlement Type for more information. Each Settlement upon it's final Advancement being met is allowed to attain an Advanced settlement type or a second Base Settlement type, with all benefits of this second Settlent types stacking with previous ones. Upon the second Advancement limit being met a third Settlement type is selected and it becomes a Civilization type Settlement, with the Claim Holder able to add a type from the previous two types or one from the Civilization Settlement type.

_______________Steps to Claiming ||
tab [1.] A Character creates a focus for the Claim, called a Standard, and places it upon the thread. Each thread has its own, so see to them for more detailed information, as well as limitations.
tab [2.] Either the group, or the individual, decides to lay Claim to the thread. This is done by placing a “token” of some sort establishing it as claimed. This can be a flag, a burned seal on the earth, etc, but marks it clearly as someone else’s turf.
tab [3.] The Claim Holder, and any Subclaim Holders, are selected at this time. If only one [1] individual Claimed the thread they are by default shown to be the Claim Holder.
tab [4.] The type of Settlement is selected. Once selected, contact a member of the Forum Upkeep moderation team to place the [Settlement] Flag upon the title.
tab [5.] Details of the Settlement are decided upon. See Settlement Type for more information.
tab [6.] NPCs will begin to trickle in and began building at your instruction, allowing for the construction of the Settlement to be complete at the end of the first Growth requirement being met.

_______________Base Settlement Types ||
tab Outpost
      Purpose ⟶ Outposts serve as the breaks during travel, a meeting place for rest, resupply, and relaxation, though this is but one function. Another more important function is establishing a small settlement in an unknown land, allowing for observation, deployment of information and resources where needed over a large terrain. Outpost is the best settlement type a Claim Holder can select because it offers a gathering point for would travelers to be directed to another leg of the journey and offers a presence where otherwise they would need to turn a blind eye.
      Jobs Associated ⟶ Cartography, Observation, Scouting, Gathering, Defense
      Growth Requirement ⟶ Six [6] Posts, plus one [1] additional per Advancement Rank.
      Advancement Requirement ⟶ Four [4] Scouting Missions Complete, one [1] Defensive Skirmish completed successfully. Max Advancement Rank is four [4].
      Natural Benefits:
        • Grants eight [8] NPCs per Advancement.
        • One [1] step increase to all Gather results.
        • One [1] step increase to Sensory technique ranges while within structure for required length of time.
        • Outposts serve as the staging ground for exploration, discovery, and in times of war, for battle. The Outpost’s physical description is what best fits the terrain it is within, and with the intent in mind for survivability. As Advancement takes place, the Outpost will grow larger, but more cluttered as an outpost cannot be of too large a size or it becomes too visible for safety’s sake.
      Synergy Bonus:
        • Soldier // Shinobi → NPCs that remain here for more than two [2] weeks with a Soldier RPC will by observation pick up some defensive tricks. All such NPCs are granted E - ranked Proficiency in the weapon the Soldier primarily uses.
        • Merchant → NPCs enjoy hanging around merchants to try and get deals where others might not. Merchants will find their shops visited by more people than usual, though there’s going to be more wheeling and dealing than previously expected, too.
        • Adventurer → The Adventurer is home in an outpost, for their lifestyles are the most closely related to the purpose of most outposts. As such, they find that food and drink come at half [½] price, and in times where a job is being offered they will receive the favorable choice.

tab Township
      Purpose ⟶ Known as the stereotypical town, the Township is a gathering of individuals to build a town where mercantilism, trade, information can be exchanged readily and easily. More so than any other Base Settlement these types receive names, and are often marked on a map of some important. Yet with towns comes something else: laws, crime, and a judiciary system. The Township is the best selection to make as it allows the gathering of resources in a central location where law is more easily recognized as a controlling force.
      Jobs Associated ⟶ Study, Defense, Trade, Information, Missions
      Growth Requirement ⟶ 10 posts, plus two [2] per Advancement Rank.
      Advancement Requirement ⟶ Two [2] missions of each Associated Job type completed, and nearby area cleared for expansion. Max Advancement Rank is three [3].
      Natural Benefits:
        • Gains twelve [12] NPCs per Advancement Rank.
        • Those who remain for more than one [1] week are granted the Nestalgia temporary Personal Attribute, which grants an additional ten percent [10%] increase to all rewards, including Experience, for the next two [2] Missions. This increases by one [1%] percent per Advancement Rank.
        • The Skills of all Researchers are counted as two [2] higher after spending half [½] a week within a Township.
        • Townships resemble the villages, towns, and cities of old, with the overall architecture and size increasing with each additional Advancement Rank gained. Unlike other types of Settlements, the Township, when expanding, must be told in what way to expand: outwards, upwards, or downwards.
      Synergy Bonus:
        • Researcher → A Researcher is most at home in a center for knowledge. Those who come here find that sometimes strange and unusual knowledge finds it way to you. The likelihood of a new piece of information, and valuable stuff at that, is increased.
        • Merchant → Without a Merchant resources do not enter nor leave a city. As such they are considered a necessity within a Township. A Merchant who spends more than half [½] a week within a Township reduces the posts made towards missions for Advancement count twice [2x].
        • Oathkeeper → Elected officials are only kept in office by being trustworthy. Corruption under power is something history simply repeats time after time. An Oathkeeper present for more than one [1] week stands as a shining example to keeping to one’s oath and ideals, reducing the chance of corruption by local officials.

tab Fort
      Purpose ⟶ Of the four base types, a Fort is recognized not for what is brought to it but for what it keeps out. Focused on defense above all else, the Fort is meant to offer the greatest comfort the world has to offer: security. Walls, barricades, and military might keep the homes and establishments within safe from outside forces. The Fort is the best selection to make as it offers the greatest defense and a rally point to lay claim to the rest of surrounding lands.
      Jobs Associated ⟶ Defense, Militia, Construction, Training
      Growth Requirement ⟶ Four [4] posts, plus one [1] per Advancement Rank.
      Advancement Requirement ⟶ Three [3] successful military excursions, four [4] Scouting missions, and one A - ranked or higher “monster” defeated. Max Advancement Rank is three [3].
      Natural Benefits:
        • Fort generate nine [9] NPCs per Advancement Rank.
        • Spending time within the Fort for more than half [½] a week has some incredible benefits. Recovery effects are twice [2x] as effective for the duration of the stay and for the next four [4] recoveries the character receives.
        • Mental corruption is reduced by five [5] points for every two [2] weeks the character remains.
        • A Fort can take many faces, but all have some similar characteristics: walls. Gates. A Fort is meant for defense, and it is here that many can find solace against the outside world. Spiritualists gravitate towards this type of Settlement for their religious practices. As the Fort grows so, too, do the defenses. Breaking into the walls of a Fortress is ill advised as a means of entry, as it might well kill an invader before coming down.
      Synergy Bonus:
        • Oathkeeper → Walls and other defenses tend to promote a rigid form of thinking, something the Oathkeeper exemplifies in most cases. As such, an Oathkeeper within a fort for one week [1] promotes a sense of calm to the inhabitants, granting a one rank [1] reduction to any emotional based effects while within or for five [5] posts.
        • Soldier // Bukijutsu // Taijutsu → The greatest asset of the Fort is the Soldier, who through their training and knowledge are able to show others where such strengths like. Once a Soldier has maintained a home for more than half [½] a week the NPCs will gain D - ranked Defense and E - ranked Proficiency with the weapons the Soldier knows how to use.

tab Farm
      Purpose ⟶ Unlike the previous settlement types, the Farm is a simple, but necessary part of survival on a semi-permanent to permanent scale. Farms serve as the primary location for gathering resources, though the name and type changes based upon exactly what resources are gathered. A Farm dedicated to stone is a Quarry, whereas one dedicated to raising livestock is a Ranch. The Farm is the best settlement type as it affords the most rapid manner of gathering resources, including food, serving as a base of operations for building other locations.
      Jobs Associated ⟶ Gathering
      Growth Requirement ⟶ Seven [7] posts
      Advancement Requirement ⟶ Completion of twelve [12] Gathering jobs. The Max Advancement Rank is six [6].
      Natural Benefits:
        • Farms generate seven [7] NPCs per Advancement Rank.
        • Gatherers of all types receive a two [2] step increase in their yield while at a Farm Settlement, beginning after their first [1st] Gathering is complete.
        • Once a Farm is selected as a Settlement Type one [1] locked Material is immediately unlocked and discovered. This only takes place if there are materials as of yet left undiscovered.
        • Farms take the size and shape of the type of material they harvest. If tearing metals from the earth a mine will be made. If it’s about growing crops a traditional Farm will be built. As the Advancement Rank increases so, too, does the size of the farm, requiring more land and time to set up new facilities for the acquisition of new Materials. This sort of settlement includes basic wooden or stone homes, without the need for fanciful designs due to the work these families put into their average days.
      Synergy Bonus:
        • Gatherer → The meat and drink of the Farm Settlements, the presence of a professional Gatherer aids in the work of the NPCs. After spending one [1] week within this place the NPCs find that they can produce half again [50%] more of their yield than before, and with less work! The Populace is thus nearly always happy, and likelihood of rebellion is low.

_______________Advanced Settlement Types ||
tab Temple
      Purpose ⟶ The temple often serves as the primary home of a religious order, seen in many ways as the base of operations for a faith in a particular region of the world. A mixture of Fort and Settlement, Temples may serve as both a center of worship and a complex designed for healing of many different sorts, for an Ideal, such as Mercy, can be just as powerful a driving force as a religion. A place where ideals and desired truths are given life and personified is the purpose of a Temple.
      Jobs Associated ⟶ Medical, Religious, Protection, Research
      Growth Requirement ⟶ Five [5] Posts.
      Advancement Requirement ⟶ Completion of four [4] relevant jobs, two [2] Research missions, and one [1] Protection mission.
      Natural Benefits:
        • Grants four [4] NPCs per Advancement.
        • Increases the bonuses received by Religions and Beliefs by one [1] step.
        • Healing techniques or Talents from all classes are increased by one [1] step or rank, whichever is better, while within the walls of a Temple.
        • Techniques and Talents designed for defense are granted a one [1] rank reduction in cost if utilized to defend the Temple.
        • Research requirements for objects are decreased by one [1] per Experience Rank of the character while researching inside of the Temple.
      Synergy Bonus:
        • Soldier // Taijutsu // Bukijutsu → The presence of these types within the Settlement helps give the NPCs that live here some semblance of assurance of their support. If one or more RPCs of these classes remain in attendance for more than one [1] week the NPCs will find that enemies tend to attack less often than before. Increased by fifty percent [50%] the time between random encounters.
        • Oathkeeper → Those that fall into this category often bring a sense of order and protection to those who live within a temple. Few understand the important of keeping their word than an Oathkeeper, whatever their justifications. As such, once an Oathkeeper has taken up residence within a Temple for at least one [1] week the NPCs will begin to gravitate towards creating more laws and abiding by them, following the example provided to them.
        • Physician // Medic // Skald → Medical professionals are of desperate need in a world where even the air can kill you, and so it is that the presence of one of these three within a Temple for no less than one [1] week will have an unusual effect. NPCs and RPCs within the Temple will find themselves more susceptible to the healing arts, no matter their source. The why of this remains a mystery, however.
        • Researcher → Few spend their time in the study the way a Researcher does. To those who watch, it is rather quite inspiring! As such when a Researcher lives in the Temple for no less than one [1] week at least some of the time for each NPC is spent trying to assist the Researcher in some fashion. This will cause a twenty five [25%] chance for an object of the Researcher's focus to appear, though just what it is, and what it does, may well be up to chance.

tab Laboratory
      Purpose ⟶ Centers for learning, for research and development of various focuses, the Laboratory serves as the Settlement most focused on the development of new materials.
      Jobs Associated ⟶
      Growth Requirement ⟶
      Advancement Requirement ⟶
      Natural Benefits:
        • Grants --- [---] NPCs per Advancement.



      Synergy Bonus:
        • --- →
        • --- →
        • --- →

tab City
      Purpose ⟶
      Jobs Associated ⟶
      Growth Requirement ⟶
      Advancement Requirement ⟶
      Natural Benefits:
        • Grants --- [---] NPCs per Advancement.



      Synergy Bonus:
        • --- →
        • --- →
        • --- →

tab Sanctuary // Hollow
      Purpose ⟶
      Jobs Associated ⟶
      Growth Requirement ⟶
      Advancement Requirement ⟶
      Natural Benefits:
        • Grants --- [---] NPCs per Advancement.



      Synergy Bonus:
        • --- →
        • --- →
        • --- →

_______________Civilization Settlement Types ||
tab Shinobi Village
      Purpose ⟶
      Jobs Associated ⟶
      Growth Requirement ⟶
      Advancement Requirement ⟶
      Natural Benefits:
        • Grants --- [---] NPCs per Advancement.



      Synergy Bonus:
        • --- →
        • --- →
        • --- →

tab Metropolis
      Purpose ⟶
      Jobs Associated ⟶
      Growth Requirement ⟶
      Advancement Requirement ⟶
      Natural Benefits:
        • Grants --- [---] NPCs per Advancement.



      Synergy Bonus:
        • --- →
        • --- →
        • --- →

tab Plantation
      Purpose ⟶
      Jobs Associated ⟶
      Growth Requirement ⟶
      Advancement Requirement ⟶
      Natural Benefits:
        • Grants --- [---] NPCs per Advancement.



      Synergy Bonus:
        • --- →
        • --- →
        • --- →

tab Fortress
      Purpose ⟶
      Jobs Associated ⟶
      Growth Requirement ⟶
      Advancement Requirement ⟶
      Natural Benefits:
        • Grants --- [---] NPCs per Advancement.



      Synergy Bonus:
        • --- →
        • --- →
        • --- →



”Royal Taorito”

[Editorial Log]
Lanfaer | 3/31/18 | → Updated rules to include definition of Growth Requirement and clarified rules for changing Settlement Types.