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Residency System

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Hurrak
Crew

Eternal Lop

PostPosted: Wed Nov 10, 2021 9:20 pm
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▰ Residency System:
Residences are places of retreat for shinobi, where villagers and rogues alike can resign from the toils of the outside world and find peace within their own inner sanctum. Speaking in plain terms, residences are simply 'homes' - whether it's an apartment, a multi-storied house or a grand castle overlooking a city, they are the abode of whichever shinobi purchased the land and building from the local governing body.

Before going into the specifics of customizing residences, it is important to note the rules connected to these homes.

      1. Residences are all placed within a separate subforum from the remainder of RP. {{◄ 時║𝓜𝓸𝓶𝓮𝓷𝓽𝓼 𝓲𝓷 𝓣𝓲𝓶𝓮 ↬

      2. Within the residency subforum, a shinobi can engage in other RP situations without losing the ability to RP in the rest of the world, as the RP within the residence does not conflict with the rest of the RP. This means you may be interacting with your squad in your residency, while also undertaking a mission alongside another shinobi in the Land of Floods subforum. However, your residency RP must always occur before your current exterior RP, so that ret-conning does not occur in case you are to face consequences in another subforum. You cannot be in multiple residencies at the same time in order to be in infinite RP situations. The only time you may RP in a second residency at the same time as your first, is if you own a Kyuden and it is your off-shoot thread.

      3. Residences have a limited size. The amount of RPCs that can be in a residency at one point is determined by that size, which is dependent on the tier of the residence.

      4. In order to RP in a residence, the owner of that residence must give you permission, whether it is IC or OOC. The owner has the ability to revoke that permission at any given time.

      5. Certain room/Expansion bonuses are available that are shared among the entire residence that only require one purchase. Any additional purchases won't double any bonuses granted.

      6. Rooms/expansions that grant bonuses through [Unique] tagged items are granted only to the buyer.

      In order for other characters to make of [Unique] tagged purchases they must buy their own copy of the room. Multiple expansions that are the same item do not consume any house/room expansions and remain with the player. Additional copies of the same purchase must be recorded as being part of the household with defined ownership.

      7. All members of the residence benefit from a single purchase of any room under the "Additional Rooms" section (these items are only available to residences castle tier or higher): Items such as the Health Room, Private Hot Spring, Armory, and Treasury all fall under this category

      8. Owners, residents, and invited guests may all benefit from post progress benefits toward careers and crafting when actively posting in a residence. Additional slots toward crafting/career will go to the buyer only unless otherwise stated.

      9. Multiple rooms/expansions that reduce crafting or career mission progress will not increase any reduction further.

      10. Items marked as [Upgrade] do not consume expansion slots but must have met requirements, i.e: a Personal Home Fighting Pit is required to be purchased in order to make appropriate use of the VIP Arena Seating [Upgrade] and/or the Gladiator's Home Game Favor expansions

      11. Each RPC may only have one home unless a Kyuden is purchased. Read about the Kyuden below.

      12.Chracters that live with other characters may share a single residency thread but still have the one home. A list identifying owners/residents beside house/room purchases would be recommended somewhere in the thread.

      13. You can spend the difference between a home's price to the next in the tier in order to upgrade it.


With all that being said, there is a more detailed system in place in order to determine the specifics of the residence.

▰ Guard Activations:

      A residence and business may have its own fleet of guards. Guards have their own small set of rules to abide by.

      • 1 Guard has 1 activation.

      • Guards may have up to two elements. All guards in thread will have the same elements. Installments are available that define what elements your guard populace can have.

      • Each guard has 300 Chakra and 300 Stamina

      • Guards may only techniques up to their body rank.

      • Guards may not use S or S+ rank techniques

      • Guards may not use bloodline jutsu

      • Guards do not have access to Bukijtutsu or Taijutsu styles.

      • Gaurds may only perform ninjutsu based on the element they are assigned to.

      • Guards may also use Maruton techniques.

      • Guards are subject to dying for your property.


▰ Housing Tier:
    •Apartment | 5000
    This payment of 5000 Ryo is 'required' to create your residence, which starts at 'apartment' level. Apartments may fit up to three RPCs at once. Up to [two] [expansion].

    •Cottage | 15,500
    A cottage is generally a modest residence with one to two bedrooms. A small residence by design and intimate by nature that covers basic amenities. Space might be limited but the possibilities have hardly any boundaries. Cottages may fit up to four RPC's and allows purchase of [three] [expansions] .

    •Townhome | 35,000
    A townhome is typically a two or three bedroom home connected to one or multiple others. Up to six RPCs may be present in a townhome at any given time, and a townhome allows the purchase of up to [four] [expansions].

    •Manse | 45,000
    A manse is a detached home, typically a single family two-story house with a front and back lawn. Considering the dense nature of the villages, they are typically found in outside residential districts - like suburbs - or in very wealthy parts of the villages, and generally, have around four bedrooms. Up to eight RPCs may be present in a manse, and a manse allows the purchase of up to [five] [expansions].

    •Estate | 85,000
    An estate is always detached, with its own yard and relative separation from other homes. They will typically carry about five or six living spaces, with intricate architecture on the interior and exterior. Estates allow up to ten RPCs at any given time, and up to [six] [expansions].

    •Castle | 150,000
    A castle is a massive and fortified home, generally only offered to those with exorbitant amounts of wealth. Castles are often accompanied by castle towns and other dependent settlements, with the owner of the castle being referred to as a Shukun, or master of the town surrounding it. Any amount of RPCs may be present here, and all upgrades are unlocked without restrictions.

    •Kyūden | 350,000
    A kyuden is a feudal palace, of massive scale and fortification. Kyuden are rare in the countries, and there is only one kyuden per district, which may only be purchased by one Shokō. Shokō are akin to feudal princes, and are the de facto community leaders within their respective districts, whether or not this status has been sanctioned by the daimyo. These buildings typically hold over a few dozen rooms with chefs, maids, laborers and even soldiers within, as well as large yards, and often even entire forests or mountains encompassed by their individual territory.

    The benefit of possessing a kyuden is that the owner of the palace may create a second thread that will essentially mirror a village thread, as they own their own town. This thread can be a market, a hot springs, etc... and follows the same rules as a home in that the owner of this thread can use this to RP separately from even their residence. Additionally, lore-wise, the Shokō ruling this residence is given high prestige and may use this residence as the enclave of a faction - if approved by the Kage. Rogues must request crew approval.


▰ Business Tier:
    Not subject to being confined in the subforum business can be made in any place Kage/Mod permissions granted. The price of a business follows the same progression as the Residency Tiers. Business are broken up into ranks via those tiers and confer an amount of Ryo every [1]-Irl week. Businesses are tough as they require maintaining, however, will yield results as long as one remains diligent. The business will accrue profit up to [1/4th] its listed initial worth every [1]-Irl week for up to [4]-irl weeks. After of which the owner MUST visit and tend to their business. Any irl weeks then after [4] and this condition having not been met will not earn the business profit. If the business is not tended to the following [2] irl weeks the business fails. The Owner then loses the cost of the business x4 and if unable to pay are placed in debt. You will be unable to open another business until getting out of debt and will be pursued occasionally by..THE REPO MEN. Business are also subject to being ROBBED...and in some of the worst cases DESTROYED. Any time during a profit period a RPC may attempt to rob a business in which case they steal 1/2 of that business worth in profit. If there is no profit the money is stolen from the worth of the business. If a business ever reaches 0 it has failed. A Business Owner is given [1]-irl week to respond to the robbery. Where if a response is not made the robber is considered successful. A Destroyed business may not generate profit but isn't considered failed until the passing of [2] irl weeks. To repair a destroyed business one must pay 1/2 of that business worth. An insurance policy may be claimed where in the Business only produces profit every other irl week but the business is insured if destroyed.

    •Upstart / Who? | 10,000
    Usually a hole in the wall, a food stall. Everyone has got to start somewhere. People don't know you or your business but the occasional curious folk pay a visit.

    •Locally Known / Its Alright | 30,000
    Your business is larger. No longer part of that hole in the wall setting. You have your own established place now. In regards to other business the people around town talk of you but it's not necessarily recognized fully.

    •Name Brand / Known | 45,000
    Your business has flourished your location perhaps has grown since then. Perhaps you like to keep things simple. That aside the worth of your business is on an incline. People and locals recommend your place of business with warm welcomes.

    •Made It / Village Reknown | 55,000
    Your business is known throughout the village. Popular. Edgy. Top class. Great customer service, and glowing reviews to overshadow the bad. Your famous in your village as that businesses CEO. You've made it. There's no real need to expand from here on out. Unless well...you want to spread your brand of business across the lands.

    •Baron / Celebrity | 65,000
    Your business is known throughout your lands and village. Its made you somewhat a celebrity is some regard. Attracting attention of investors and writers among...other things like fans, and competition stalkers, and assasins

    •Conglomerate / World Famous | 80,000
    People know you, they know your brand. They know your business. You're either incredibly popular or selling top quality goods catering to the social elite. You are the FACE of the business. Respected as you are loved...most of the time. There are very well some business at this peak that well...cracked a few eggs. Depending on your ascent some may want to worship and look up to you...or want you dead.
 
PostPosted: Wed Nov 10, 2021 9:21 pm
▰ Business Offices:
•Additions for any size business.


    •Business Manager | 50,000
    A manager is hired to maintain your business because you're just so darn busy! Nobody works for free. In exchange, you lose a quarter [1 / 4] of your weekly profits but you don't have to post for upkeep.

    Marketing Director | 100,000
    A Marketing director makes sure the news of your business is spread throughout the hidden villages. When collecting your weekly profits, you may also collect 20 fame/infamy.
    [ A marketing director is good for a single IRL month before needing to be paid for again. ]


▰ Housing Expansions:
•Base items are required to be purchased before [Upgrade] items are available.


    •Building Permit | 10,000 Ryo
    One time purchase per residence. Gains [1] additional Housing expansion slot for any Apartment, Cottage, Townhome, Manse, or Estate.

    •Home Entertainment System | 5000
    Disallows opponents from using Concentration while the Home Entertainment System is activated. This requires the use of an activation to turn on the sweet speakers, television, and radio. A noisy electronic entertainment system. Your neighbors will love you. Duration [2] posts. This unique feature does not consume a residency expansion slot.

    •Tatami Room [Unique] | 15,000 Ryo
    The tatami room acts as a dojo. It grants the purchaser [2] total physical stlyes. Taijutsu /or Bukijutsu. These do not stack with other Tatami rooms.

    •Study Hall [Unique] | 15,000
    The study hall acts as an academy and learning space in the home. It additionally expands the owner's amount of Ninjutsu or Genjutsu slots (or Fuuin. Iryo, or Kugtsu) by 10 slots {Does not stack with Multiple Study Halls}

    •Clan Chamber | 35,000
    The clan chamber acts as a space for clan memorabilia and ceremonies. The Clan Chamber seals all jutsu use inside the residence that is not relevant to the clan. Proves useful for putting lower clansmen in their place.

    •Homecook's Kitchen | 25,000
    Cooking Career. Lowers the time it takes for cooking missions and to produce food by [2] posts.

    •Deluxe Chef's Kitchen [Upgrade] [Unique] | 500,000
    Cooking missions completed in the house grant an additional C-rank amount of ryo. While in the house, a chef with All-rounder and Nutrionist branches 1 extra food item may be produced from a single mission. With Food Arts and Shinobi branches [1] custom slot to enhance these branches becomes available. One bonus item is received per branch studied in the cooking profession. [Does not stack with a roommate's Deluxe Chef's Kitchen]. Requires the Homecook's Kitchen.

    •Personal Forge | 25,000
    Lowers the time it takes for weapon and armor crafting.
    Reduces the amount of missions required to progress toward a title by 1 paragraph. At grandmaster, this grants [2] additional T3 (Special) crafting slots in weapon and armor crafting.

    •Deluxe Forge [Upgrade] [Unique] | 500,000
    Durability increase on crafted weapons and crafted armor. These items degrade at a slower rate. 1 extra successful hit is required before quality drops in rank. This does not stack with similar benefits that may be granted by other customs or personal attribute. Requires a Personal Forge.

    •In-House Laboratory | 25,000
    Lowers the time it takes for pharmacology and toxicology
    Reduces the amount of missions required to progress toward a title by 1 paragraph. At grandmaster, this grants [2] additional T3 (Special) crafting slots in pharmacology and toxicology.

    •Studio of Oddities| 25,000
    Lowers the time it takes for enchanting. A closet housing tools for processing herbs, minerals, and other oddities for enchanting goods. Reduces the amount of missions required to progress toward a title by 1 paragraph. At grandmaster, this grants [2] additional T3 (Special) crafting slots in enchanting.

    •Workbench | 25,000
    Lowers the time it takes for scroll crafting, mechanism, and technology. Reduces the amount of missions required to progress toward a title by 1 paragraph. At grandmaster, this grants [2] additional T3 (Special) crafting slots in scroll crafting, mechanism, and technology.

    •Dedicated Altar | 50,000
    Lowers the time it takes for Religious career missions for a specific religion by [1] paragraphs while in the residence. This feature applies only to the established religions found on the Career Professions page. Religious missions that allow missions to be completed in the residence receive a 250 ryo increase for completion. Altars do not stack. You may pay your respects up to two divine figures per household. This special religious item gives the ryo bonus to all residents and visitors who are devoutly dedicated to the same belief system.

    • Exuberantly Exalted Altar [Upgrade] | 1,000,000
    Your house becomes hallowed grounds. Your patron smiles upon this investment. So great is your fervor to your patron god, goddess, or thing that you spent way too much money to a gaudy, expensive idol to honor them. Have any neighbors? Well, they may not agree with this investment. Who cares, right? This installment is grand in the sense of size and worthy of praise. This grants all residents and devout visitors bonuses to their declared religion observed in the thread as if protecting hallowed grounds or other faithful followers. One religious idol per residence. Requires at least [1] Dedicated Altar.

    •Lewditorum/Torture Chamber | 150,000
    There is absolutely no reason to buy this expansion. Filled with expected amenities. Those who do are often degenerates. The rank of techniques executed on bound or helpless targets in this room is increased by [1]-rank additionally binds and grapples in this room increased by [1]-rank. It only costs your dignity...and theirs. Beware all who enter (especially the visitors). Bedazzled torture devices included with purchase. Beware all who enter (especially the visitors).


    •Basic Sealing Array I | 35,000
    Array One: The home is subject to protection from unwarranted chakra based attacks. The building is able to absorb an amount that is double to the body rank of the resident making the activation (i.e D-rank is worth 20). This array activates with unwarranted or hostile chakra fluctuations of any variety and absorbs an amount of chakra up to one rank above the user’s body rank in value. This array can be activated once per post and stops working after its full capacity is met.

    •Basic Sealing Array II | 35,000
    Array Two: This array becomes active after purchase. This sealing array stores an amount of chakra equal to twice the rank value of the owner’s body rank. This chakra is used to activate the sealing array’s defensive or offensive abilities. The sealing array becomes inert after using the supply of stored chakra.

    •Spotlight and Fancy Curtains Package | 25,000
    Performer Career. Reduces the amount of missions required to progress toward a title by 1 paragraph while in the residence.

    •Mock Classroom | 50,000
    Teaching Career. Reduces the amount of missions required to progress toward a title by 1 paragraph while in the residence.
    Upon reaching the Professor title the teacher is granted [1] custom that is considered a part of the teacher’s style. This is a single unique technique that may be a single buki/tai technique (not a complete style) or a single ninjutsu/genjutsu/etc technique. This is a special addition for the Teaching profession. The single slot bonus applies to all Teachers in the residence.


    •Personal Home Fighting Pit| 50,000
    Gladiator Career. Reduces the amount of missions required to progress toward a title by 1 paragraph while outside of the residence for gladiator missons. Grants 1 additional B-rank amount of ryo rewarded for gladiator missions in any arena location versus NPC's or other RPC Gladiators. All resident gladiators can benefit from the post progress but the buyer has outfitted their training Pit to their specific desires and gets the ryo benefit.

    •VIP Arena Seating [Upgrade] [Unique] | 35,000
    Increases Personal Home Fighting Pit bonus ryo reward to A-rank amount when outside your home. Requires at least [1] Home Fighting Pit.

    •Gladiator's Home Game Favor [Upgrade] | 1,500,000
    The Gladiator spent their hard winnings to be able to perform career missions at home! Gladiator mission reward includes an extra A-rank ryo reward for each opponent defeated in a match (requires a minimum at least 2 paragraph per opponent defeated [NPC's only]). This bonus does not stack with Personal Home Fighting Pit. This is a special addition that is shared and applies to all Gladiator residents in a single home. Requires at least [1] Home Fighting Pit.

 

Hurrak
Crew

Eternal Lop


Hurrak
Crew

Eternal Lop

PostPosted: Wed Nov 10, 2021 9:22 pm
▰ Additional Rooms:
    *Note: These rooms all require a castle-tier home or higher. Once purchased, these rooms always stay with the residence (even if they're damaged).

    •Health Room | 50,000
    A health room is one operated by a nurse or even live-in doctor, with medical equipment, antibiotics and other medicines. These rooms can be used to perform transplant surgeries, and any home with one such room can give your character 200 chakra and 200 stamina as a permanent addition to their resource pools. This bonus is given only once and cannot exceed the 5,000 resource limit. This bonus is granted to officially listed owners/residents in a single residence.

    •Private Hot Spring | 45,000
    Accompanied by pure relaxation and the opportunity for meditation, without the interference of unwanted individuals, the hot spring allows for the relaxed shinobi to expand their mind and acquire [two] additional custom technique slots. {This benefit does not stack with visits to other private hotsprings} This bonus is granted to officially listed owners/residents in a single residence.

    •Soothing Gardens | 150,000
    Reduces undesired effects of mental stress inflicted by opponents [1] post. Requires an activation to reflect on the wonders of your garden. Duration of [2] posts. Does not stack with similar effects. Does not stack with Meditative Gardens. Vandalized gardens require expertise care costing 5,000 ryo in repairs. This features is not available for villages using the Residency system.

    •Meditative Gardens | 350,000
    Decreases undesired effects of mental stress inflicted opponents by [1] Tier. Requires an activation to reflect on the wonders of your newly expanded garden. Duration of [2] posts. Does not stack with similar effects. Do es not stack with Soothing Gardens. Vandalized gardens require extensive, expertise care costing 5,000 ryo in repairs. This features is not available for hidden villages using the Residency system.

    •Barracks | 40,000
    Barracks House the Guards for an estate. To begin purchasing guards one must first purchase a Barracks. Per every [3000] Ryo spent a guardsman is stationed of a Rank equal to [X] per every [3000] Ryo spent up to [C]. These guardsmen do not leave the location they are assigned but have no limitations to their designs or skill sets. They also cannot use these skill sets to influence anything outside of their place of residence as it is a breach in contract. Even when forced or compelled to do so these guardsmen die of mysterious causes in such events.

    •Watchtower | 200,000
    The Watchtower confers full sensory knowledge of anything and everything occurring in the Residence. The owner of the residence when in his residence may know all detailed information about his or her guests in regards to their bloodlines, chakra, and stamina totals and anything statistically. However, abilities that would evade sensory detection naturally are still effective. It is manned by Guardsmen of the appropriate paid Rank. Should these guardsmen die or become disabled this benefit is lost. If the Watchtower is placed in a village setting then this feature conveys information to the kage/rouge equivalent when accessed. This feature covers the entire village. In the event of damages to the Watchtower the residence owner/kage/rogue equivalent is required to post repair payment of 5,000 ryo to the thread. Once payment is posted the Watchtower is operational in the following post.

    •Armory | 45,000
    The Armory allows the user to make 1 additional custom item for crafting that does not count against their custom item total (a new Legendary slot may not be selected). The armory also increases the rank of present Guardsmen by [1] and gives them access to weapons with elemental affinities. Guards up to B-rank may be stationed. This resource cannot readily be destroyed.

    •Surplus Armory | 150,000
    The Armory allows the user to make 1 additional custom item that does not count against their custom item total. A surplus of supplies allows some guards to be trained up to [A-rank] to protect the thread but only [20] of this rank may exist in a thread. This resource cannot readily be destroyed.

    •Guard Uniforms | 10,000 Ryo
    This installment will determine what single element your guards have access to. This covers the entirety of your guard populace. Only grants Fire, Water, Wind, Lightning, or Earth. One uniform purchase is one element. Only two purchases of this item are allowed per residence or business.
    Bloodlines are currently not available options. This resource cannot readily be destroyed.

    •Captain's Outpost | 200,00
    Guard Captains not included. The cozy headquarters for a Guard Captain: a variety of guard that comes with a few more, extraordinary benefits than the run-of-the-mill gaggle of guards. Meet your certified badasses who are devoted to you, yours, and your household. One Captain Outpost accommodates a single Guard Captain. A total of [6] outposts may exist on one residence at a time to accommodate [6] individual Guard Captains.

    •Captain's Certification | 50,000
    Buy a Guard Captain! At least 1 Captain's Outpost must be on the residence. NPC ownership and control goes to the player who has purchased the individual guard captain (or borrowed with permission). Create an NPC capable of the following:

    tab • may have up to [2] bloodlines (no advanced doujutsu)
    tab • granted [1] activation per post
    tab • Guard Captains have 200 chakra and stamina per body rank with a maximum of 1,200 chakra and stamina at S+ body rank.
    tab • have the ability to korabo with your RPC or another NPC.
    tab • Captains start out at D-rank.
    tab • Per every [50,000] Ryo spent body rank of a single guard captain is increased up to [S+].
    tab • At A-rank they may select a single S+ technique to go on their NPC profile.
    tab • Cannot leave the Residency Thread

    Guards Captains are prone to severe injury and death on the job. A replacement costs 50,000 ryo. You can recycle the same NPC profile as if bringing back your beloved guard from the great beyond, maybe?


    •Treasury | 25,000
    The Treasury creates interest as you leave your money in the hands of intelligible market men. Every IRL [ 2 - weeks] the total amount of Ryo in a Treasury increase by [1.25x] the current amount inside. However, one should be careful as a Treasury is subject to being robbed and the owner losing all their assets inside. All members of the residence can deposit their savings into the house Treasury.

    •Siege Weapon | 15,000
    After Purchasing A Siege Weapon a Weapon on the residence is made. Starting at Rank [D] For every 10,000 ryo spent thereafter the Siege Weapon gains [1]-rank in durability and Damage. The Weapon does not take any Chakra or Stamina to Utilize unless it produces effects with a Chakra Affinity or Attribute. They however, are limited to only 1 activation and then subject to a [1] post cooldown period to reload. Their attacks are always treated as [Simple] aside from when using Chakra. Every Siege weapon must be manned by a Guardsmen or RPC to be of use.

    •Mining Rights | 15,000
    The rights to mine on plot of land made exclusively yours. Every [1] IRL Week the user can claim 3,000 Ryo from the mine. Up to [3] mines may be purchase per RPC.

    •Plantation Rights | 15,000
    The rights to cultivate on plot of land made exclusively yours. Every [1] IRL Week the user can claim 3,000 ryo. Up to [3] plantations may be purchase per RPC.

    •Prison | 100,000-X
    What should be purchased instead of its lesser scandalous counterparts. Those that find themselves in the residencies prison will have all their techniques sealed and their stats reduced to 0. Complex and Spiritual attacks cannot be used. The sturdiness of these prison bars and walls is equal to [1] per every 100,000 Ryo spent in its making Capping at S+ Overwhelming. A technique superior to its durability must be used to break out. These special cells, however, will always have a fault somewhere however, that fault when found treats the prison as being [1]-weaker than usual. Requires consent from visiting RPC's before this effects can go into place. NPC's do not require consent.
 
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