Country Secrecy and Annexation Rules
To see the Control Map, refer to the Travel Rules for the most up-to-date Control Map. This will show who owns what Minor and Major Countries. Country SecrecyMajor Country Secrecy Due to Nozomi Himitsu's actions, doxxing all of the major country's locations, the 5 major shinobi countries: Fire, Wind, Water, Earth, and Lightning, no longer have National Secrecy to protect them.
Minor Nation Secrecy All Minor Nations, however, will have the ability to maintain their secrecy. You can find the secrecy of the nation by checking their specific Village Update to see what their national secrecy level is. A Minor Nation is capable of increasing it's National Secrecy by paying a certain upkeep according to the rank of Secrecy. + E-Rank Secrecy: 8,000 ryo per month + D-Rank Secrecy: 16,000 ryo per month + C-Rank Secrecy: 24,000 ryo per month + B-Rank Secrecy: 32,000 ryo per month + A-Rank Secrecy: 40,000 ryo per month This upkeep will be paid every month during the monthly updates. While you can have Nation Secrecy, people are capable of still wandering into your country. Secrecy may also be used on Organization Complexes/Dwellings to protect their base from being discovered.
Benefit of Secrecy The benefit of secrecy is to restrict who can go searching for your Complex/Minor Nation Dwelling.
Searching for Dwellings/Complexes under Secrecy
In order to even go find a Dwelling within a Minor Nation or an Organization Complex with Secrecy, you will need to fulfill the following requirement: Being of equal or higher Class than the Secrecy. If you are A-Class, you can find Dwellings/Complexes hidden behind A-Rank or lower Secrecy. You will be eligible to actually go searching for Dwellings/Complexes. Other skills may augment this.
Once you have fulfilled that requirement, you can attempt to search for the Dwelling/Complex hidden under secrecy. To do this, you must travel to the country, using the Travel Rules, and then write a post within the country attempting to Search. You must specify what you wish to search for. The base amount of time for searching is 60 IRL days. There are, however, modifiers that can reduce this time.
+ Base Intelligence or Perception: Whether searching solo or in a group of PCs (NPCs do not count), the user may choose either their Base Intelligence or Base Perception to use as bonuses (if traveling in a group, selecting the person with the highest base stat is suggested). When doing this, the user/group will reduce the required amount of search time by -5 IRL Days for every 1 tier above C of their base stat. (B Tier grants -5 days, A Tier will grant -10 days, S Tier will grant -15 Days).
+ Eagle Eye Perk: If you have the Eagle Eye Perk from Kyujutsu (with base of A-Tier Perception), the person doing the above will reduce the time required by another -10 IRL days.
+ Pet/Summon with Flight: The person doing the Base Perception/Intelligence upon a Flying Pet/Summon can get an additional -10 IRL days. This will stack with the two previous notes.
+ Large Party: If you are searching in a party of other player characters, you will receive a bonus of -5 IRL days for every member in your party that has a Perception higher than C. Important: The minimum number of days the user(s) must search is 7 IRL days. This cannot be lowered below 7 IRL days. The user must state their modifiers in their Searching Post.
Obtaining and Sharing Intelligence
Once you and your party have completed the search and discovered the Dwelling/Complex, they now have intelligence on the location of this place. The user(s) now have a few choices.
+ Hording Intelligence: The user may horde intelligence for themselves. They will no longer need to search again for this place (unless their memory has been tampered to forget this place). You will need to state this intelligence gathered in your updates.
+ Sharing Intelligence: The user may share this intelligence with their village/organization. Doing so will require the leader to make an announcement in their Amphitheater. Doing this will share the information with the entire village/organization -- This will grant the entire Village/Organization intelligence and will no longer need to search for this particular location in the future. Successfully finding a place hidden under secrecy for the first time will also grant you Renown. (See the Renown Rules for more details).
Annexing Countries Once you have finished searching for a Dwelling/Complex that is hidden under secrecy, you are capable of potentially annexing that country if you wish. There are a few ways in which you can annex a country.
+ Initial Buy-Out of a Nation
You may only initially buy out a country if it is considered "Unclaimed". If nobody has a claim on the country, you are capable of buying out the nation in a more diplomatic manner. You cannot buy-out a nation that is currently controlled by any entity (as shown in the Control Map). In order to do an Initial Buy-Out of a Nation, you are required to bring the amount of Ryo required to buy-out the nation with you upon entering it's Dwelling. You make an RP buying out the nation and handing over the Ryo. Then, and only then, will you/your village/your organization will have control over the minor nation.
In the event that the nation was previously owned and then goes Unclaimed (through either the player owner going inactive for too long or the owners no longer wanting to own it), it's Initial Buy-Out will automatically be set to a static 25,000,000 ryo. This will only be set once and the amount below will reflect that. This number is subject to change if the staff feels the number should be increased or decreased based on village economy.
- Buy Out Costs:
Remember: You may only Buy-Out nations that are considered "Unclaimed". You cannot Buy-Out Claimed Nations. Nations with the "--" next to the name of the country is currently claimed. These countries, if relinquished and set to unclaimed, will automatically shoot up to 25,000,000 price (which the prices below will reflect that) Western Minor NationsLand of Fangs: -- Land of Mountains: 8,544,500 ryo Land of Bears: -- Land of Rice: -- Land of Rain: -- Land of Waterfalls: -- Land of Grass: -- Land of Rivers: -- Land of Birds: -- Land of Frost: -- Land of Hot Springs: -- Land of Iron: -- Land of Snow: -- Land of Waves: 8,308,000 ryo Eastern Minor CountriesLand of Swamps: -- Land of Demons: -- Land of Honey: -- Land of Sky: -- Land of Wolf: -- Land of Whirlpools: -- Land of Keys: -- Land of Forest: -- Land of Claw: -- Land of Vegetables: -- Land of Wood: -- Land of Valley: -- Land of Neck: -- Southern Minor NationsLand of Noodles: 7,350,000 ryo Land of Moon: -- Nagi Island: -- O'uzu Island: -- Crimson State Island: -- Taro Island: -- Kiko Island:-- Jiro Island: 9,500,000 ryo Land of Sea: -- Land of Tea: --
+ Purchasing from Owner
In the event a Minor Nation is already owned and you really want that minor nation, you can attempt to purchase it from the owner (village kage/organization leader). The Village Kage/Organization Leader will set the price-point on what they want in exchange for the nation. This price-point will not be regulated by staff and will be up to the whims of the Village Kage/Organization Leader. If the purchaser agrees and makes the payment, ownership of the Minor Nation will be transferred to the buyer. An update must be made on the end of the buyer for this to be reflected. Naturally, this purchase must be roleplayed out.
+ Conquering a Country
When diplomacy fails, you can take on the role of a conqueror. Attacking a nation until it bends the knee is one method of taking over a Minor Nation. This will require some man-power to perform.
- Conqueror Rules:
Every Minor Nation/Organization Base will have the following: + Walls: NPCs you bring with you that do not exceed the rank of the walls cannot scale those walls. PCs can scale the walls as normal. + Traps: NPCs you bring with you may perish to traps of equal or lower rank. It will be up to the PCs on how they navigate/dodge/avoid these traps. See Trap Rules in Village/Organization Rules for more details. + Shinobi NPCs: If you outrank the Shinobi NPC, you can one-shot them. If you do not outrank the shinobi NPCs, you will have to actually fight them. You will be the one to RP fighting them.
You can find this specific information on each Village's Updates.
Step 01: Intent to Conquer Once these are all taken into consideration, a post will be made declaring your intention of conquering this nation. You will have a 5 day wait from when you declare yourself conquering the nation to when you can start conquering. In this time, the owners will be alerted and they may send PC characters to thwart your attempt at conquering. You will ping the village/organization that owns it in the #tag-ur-it section in the discord. Once the 5 days are up, if you are encountered by a defending PC, you may be required to fight them off in order to begin your conquering.
Step 02: Killing off Guard NPCs If you do not get stopped in the 5 days, you and your party may begin writing a 10,000 word roleplay killing off the Shinobi NPCs that guard the Minor Nation's Dwelling. This word count will be shared amongst all PCs. (If there is a 3-person group, they will all share the same 10,000 word roleplay with all three of the PCs having to have their word count total 10,000 words). During this time, the owning village may send more PCs to stop your carnage, in which case, the word count will be paused until the PCs are dealt with. All NPCs killed will be marked as killed (in updates) and all building destroyed will be marked as destroyed in the village updates.
Step 03: Seizing the Administration Once you have killed all of the guards, you are to make an RP in the Administration (if they don't have a forum for their Administration, a post anywhere will work. You will have to wait 5 IRL days after posting seizing the Administration. At this time, the owning nation may send even more PC shinobi to thwart your take-over. If you are interrupted by a PC, the timer resets and you will have to fight off the PC(s) before continuing. Once all of the PCs are dealt with, the timer will restart and you will need to go uncontested for 5 IRL days. If you go uncontested for 5 IRL days, you have successfully conquered the Minor Nation.
Failed Attempts A failed attempt at Conquering, one that forces the shinobi and any of their allies to fall back will put a 30 IRL day cooldown until this specific place can be conquered again.
Looting You are capable of looting the village's vaults by roleplaying breaking into the vault and stealing all of their stuff.
+ Winning over "Hearts and Minds"
If supplying a vast quantity of money or pure violence isn't the answer on how a certain leader wishes to take over a nation, they are capable of winning over the local's 'Hearts and Minds'. Doing politics and opening the wallet is too expensive and committing genocide would lead to bitterness from the locals, winning them over and getting them to join your side will be the best means of a 'peaceful' transition -- even though it is done through subterfuge.
- Gaining Trust:
Unlike the above methods, which the responsibility for the job is to be carried out by other shinobi, the onus will be strictly on the leader of the nation to create missions that will sway the locals towards your village/organization. The Village/Organization Leader will be required to make a series of IC missions for the selected shinobi to accomplish. (This will require the Village/Organization Leader to create and get these IC missions approved by staff first!) Once given the missions, the expected shinobi are to go to the location and carry out these missions. These missions are to be treated as Humanitarian Missions -- missions that are seen to help the locals as a means of bringing them in-line with your Village/Organization and getting them to actually like your Village/Organization. Trust LevelsBy performing missions and gaining EXP, Trust can be obtained. This Trust will be tracked in a Village/Organization's Updates. Trust is gained via the combined EXP of all participants (through roleplaying these missions) and turning in these missions. All EXP gained will be tallied up and added to the required EXP per Trust Level. + Stranger: 0000 EXP required. Everyone starts off as Strangers to the locals. This is the starting Trust Level. + Liked: 1000 EXP required. Upon obtaining a total of 1000 EXP (for all participants) while performing these "Hearts and Minds" missions, the Village/Organization will now be liked by roughly half of the population of the country they plan on taking over. + Beloved: 2500 EXP required. Upon obtaining a total of 2500 EXP (for all participants) while performing these "Hearts and Minds" missions, the Village/Organization will now be loved by roughly half of the population of the country they plan on taking over. + Loyal: 5000 EXP required. Upon obtaining a total of 5000 EXP (for all participants) while performing these "Hearts and Minds" missions, the Village/Organization will now have half the population being hard-core loyalists. This will begin to stir up riots between the loyalists and those loyal to their current leaders. You do not need to have the same group gaining up to 5000 EXP. You may send several groups to roleplay doing these missions. You are, however, required to at least finish off 3 IC missions minimum to get to Loyal. Turning in TrustEach group is required to have someone return to their Village/Organization base and turn in these missions to the Leader. Turning these missions in to the leader will update the amount of Trust obtained. Trust will then be calculated in an Update, accounting for all EXP gained by all members in the mission. (Mission Bonus is only counted once per IC mission). If the land is Unclaimed, the village who Turned in Trust will be the owner. If this land is claimed, this will elevate to a Proxy Civil War.
- Proxy Civil War:
Proxy Civil WarUpon reaching 5000 Trust (Loyal), the owning Village/Organization will be notified that there is civil unrest in one of their territories. Loyalists of the currently owning Village/Organization are having to fend off rebels who support an unknown group (the Village/Organization trying to gain the country -- the owning village won't know who exactly). Due to the divide, this will prompt a series of riots, guerilla style war where the Rebels and the Loyalists fight each other within the Dwelling. - Proxy Civil War Rules:
Proxy Civil WarWhile the two factions of the Rebels and Loyalists make the streets run red with blood, both sides will be notified of the Proxy Civil War. The moment the "invaders" have obtained Loyal Trust level, the Proxy Civil War begins. All of this must occur within the boundaries of the Minor Village's Dwelling and this Proxy Civil War will involve 2 factions: + The Rebels: The rebels are those that want a new regime and are backed by the Village/Organization attempting to take over control of the Minor Nation. + The Loyalists: Those that remain loyal to their current owners and those that will be backed by their current owners. In order to win this Proxy Civil War and ultimately the Proxy Civil War, both sides are required to gather War Points (WP). War PointsWhen a Proxy Civil War begins, a thread will be made within the dwelling that the Proxy Civil War is being fought in and stickied for the time being -- This will be called The War Board. This topic will only remain stickied for the duration of the Proxy Civil War and will be treated as a "turn-in" point. This is where both sides will RP turning in their War Points and ONLY turning in their War Points. The two sides will not interact within this thread. This thread will also be used to tally War Points. GoalYour goal is to reach 20 Mission Points. + Financial Assistance: For every 2,000,000 ryo delivered to the War Board will net your faction 1 War Point. You may only gain 10 War Points in this fashion.
+ Armament: Work for your Crafters. It'll be up to your Village/Organization leader to re-imburse or compensate the crafters. Delivering 1 piece of S Rank Armor or Weapon will net the village 1 War Point each piece. Delivering 1 piece of A Rank Armor or Weapon will net the village 0.5 War Points each piece. A Village/Organization may only gain a maximum of 10 War Points in this fashion.
+ Support Missions: These are missions that directly support the front lines without participating in the killing of the opposition. Missions such as clearing out obstructions to allow your side to advance, providing intelligence, and other means of indirect support. These are generally IC missions given by their leader. When turning in these missions, you will only get credit if the EXP total is equal or above 500 EXP gained in the topic. This will net the Village/Organization 1 War Point. You may gain an infinite amount of War Points in this fashion.
+ Sabotage Missions: Unlike Support Missions, Sabotage Missions are made specifically to hinder the other side. Whether these missions are to destroy supplies/provisions/supply lines, etc. Sabotage Missions can also be more involved such as smear campaigns and simply besmirching the loyalists. However the shinobi wishes to hinder the fighting efforts of the opposition is up to them. When turning in these missions, you will only get credit if the EXP total is equal or above 750 EXP gained in the topic. This will remove 2 War Points from the other side. You may only remove up to 10 War Points in this fashion. WinningThe first side to reach 20 War Points wins. The opposition will have either been wiped out or surrendered. If the Rebels win, the Village/Organization attempting to take over has now taken over. If the Loyalists win, the Village/Organization attempting to take over will withdraw from the country. Results of a LossIf you are the owning country and you lose, you will no longer own this country. If you are trying to take over this country and you lose, you will start back over with 0 EXP and have to regain EXP for Trust.
Nation Artifacts and Exclusives See the Artifacts list for more information on each artifact and who is the current owner.
- Spoiler:
KonohagakureUchiha Gunbai Totsuka Blade Yata Mirror White Light Chakra Saber Sword of the Thunder God IwagakureTreasured Tools of the Sage of Six Paths: Rope Treasured Tools of the Sage of Six Paths: Gourd Treasured Tools of the Sage of Six Paths: Sword Steam Armor SunagakureTreasured Tools of the Sage of Six Paths: Fan Treasured Tools of the Sage of Six Paths: Fan Chikamatsu Puppets KirigakureNuibari Kubikiribocho Kabutowari Hiramekarei Samehada Kiba Shibuki KumogakureWeaknessless Soaring Shortswords Fire Sword Garian Sword IronWhirlpoolsShinigami Mask (Dead Demon Consuming Seal: Release) Uzumaki Clan MoonRiversRiceFuma Clan (Unapped: Cursed Mandala, Chakra Threads, Antlion Ninja Arts: Ephemeral) Casualty Puppet Demonic Flute Menma's Ocarina RainSalamander Contract Rain Tiger at Will Metal Gauntlets WaterfallsGrassKusanagi Longsword Ryuzetsu Clan (Unapped: Dragon Life Reincarnation) Grass Shadow-Style Emit Destroy Palm BirdsYota Clan (Unapped: Weather Manipulation) FrostHotspringsKedoin Clan (Unapped: Face Copying Technique) Triple-Bladed Scythe SnowChakra Armor Chakra Disruption Device WavesRinha Clan (Unapped: Crystal Barrier Technique, Self-Seal Technique, Spirit Reflection Technique) TeaFire Release: Heavenly Prison Fire Release: Great Fire Heavenly Prison Heavenly Prison Fire Sword SeaAkayurei Clan Marlin Harpoon Conch Shell Mace SwampsMud Release Earth Release Resurrection Technique: Corpse Soil NeckShrine Seal (Moryo/Shrine Seal: Release) DemonsDemon Bell Subetemiru Clan Shadow Mirror Body Changing Method Nagi IslandSummoning: Dual-Headed Snakes O'uzu IslandTool Creation Technique Repulsion Technique Ray Bow BearsMysterious Peacock Method Tsurukame SkyFlying Destruction Machine Winged Mechanical Device Crimson State IslandStone of Gelel Book of Gelel Vein of Gelel Gelel Manipulation HoneyUltra-Fast Regeneration Technique ForestSpiraling Ring Great Spiraling Ring FangsMountainVegetableValleyGenjutsu World Red Moon Scroll WolfKiko IslandJiroTaroClawWoodMonkey King Enma Adamantine Staff Key
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