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A Literate Naruto Roleplaying guild. Each character has a chance to bring direct change into the story as it revolves around each one. 

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Tsumuro
Captain

PostPosted: Sat Mar 05, 2011 5:14 pm


Custom Organization Ideas


There are many organizations that existed in the world of Naruto. Akatsuki, Seven Mist Swordsman, and even Root were all notable organizations. Many people have been curious as to what types of organizations will be in POTS and how important of a role they will play in the storyline. Well the answer lies in front of you. Anyone is allowed to create their own custom organization. Depending on the size and role each organization plays will determine how big of a role it plays in the storyline. Remember, the more people involved, the more people. Here anyone can come to discuss ideas on custom organizations. Note you must at least have a genin and a secondary character in a village before creating an organization.

Though Organizations are wide and varied, and from the outside may look completely different, they all share certain similarities when viewed more closely. Certain identifiable elements may be deemed common for almost all Organizations. These are the purpose of the Organization, similarities its members share, criteria that make it unique, method by which entry is controlled, structure of the Organization and rules for advancement, benefits of being in the Organization, and restrictions and disadvantages of membership. To design a Organization, take the following skeleton and use it as an idea guide to creating your idea organization. The skeleton isn't required and currently applying isn't required since most organizations will be formed in the rp. It is only something to guide you to creating a legit organization. See Custom Organizations


[size=9][b]Name[/b] (Name of your Organization. What is the name of it? The name of the organization is what draws people into it. You must give out a good unique name. If you give out an unoriginal name such as Akatsuki or The Missing Ninja Group -- expect for mods to ask for the name to be changed. The name of the organization can be in any language, but please provide the English translation in parenthesis "( )" next to the name. Try to give it meaning to the entire group, and not a random name like Pizza Fighters.. How does it tie in with the other members of the group and the overall goal? Be creative here.)

[b]History:[/b] (One of the most lengthy section within the aspects of the Organization template. Within this section you must state how and why it the Organization was created. when it was created, how old the Organization is. Who created the Organization, and who else knows about the Organization. It must be in depth, and creative.)

[b]Purpose:[/b] (What is the reason for the Organization's existence? Organizations generally do not form without good reason; they serve a particular aim or intention. Pick a reason for your Organization and flesh it out.)

[b]Membership:[/b] (Beyond an Organization’s purpose, some distinct feature usually links its members together. This is some characteristic that can be easily identified by outside observers. Note that this is what existing members have in common, not what they have to do to join, which is detailed next. Decide what links the members of your Organization. Membership features generally fall into one or more of the following categories)

[b]Joining the Organization:[/b] (Just because someone agrees with the purpose of a Organization and meets its membership requirements does not mean that membership is automatic. Most Organizations will control access to
their ranks and have certain rules and traditions for joining. Define how nonmembers can join the Organization)

[b]Membership Criteria:[/b] (In addition to how one can become a part of a Organization, it is also important to define the selection criteria that dictate what types of people are eligible for membership.)

[b]Size and Scope:[/b] A Organization may be small or large, depending on what its purpose is. Similarly, its influence may extend no further than the local village, or perhaps the city gates, or it may make its presence felt across the known world. Define the size of the Organization, how many members it has, where it is located, and what the reach of its influence is.)

[b]Structure & Advancement:[/b] (How the Organization organizes itself can have a bearing on how members advance within the Organization, or indeed if there is any concept of rank and advancement. Define titles for each rank within the Organization, and the requirements to advance through these ranks if any.)

[b]Benefits:[/b] (More often than not the reason for joining a Organization is due to the benefits that membership provides. Some of the benefits are tangible; others are less obvious. Most Organizations will provide their members with several advantages, noticeable or not. Define what the benefits are for your Organization)

[b]Disadvantages:[/b] (Regardless of a Organization’s particular nature, the odds are that there are some disadvantages to being a member. Most often these would be more than balanced by the benefits, but this may not always be the case. Some more restrictive Organizations with less than voluntary membership might be rather detrimental to their members.)

[b]Affiliations:[/b] (Unless a good reason exists for remaining isolated, most Organizations will form at least a loose affiliation with other Organizations that complement their purpose or membership criteria. Thieves’ Organizations have affiliations with other thieves’ Organizations in neighboring regions to provide a place to hide members who’ve made the ten-most-wanted list and to fence loot that’s too hot for the local area. Town Organizations form alliances with neighboring towns to provide better protection against marauding bands of monsters. Generic adventuring Organizations form associations with any other Organization that can be of use to them and vice versa. Groups of mercenaries like form no alliances, as these may bring undue influence to bear. Determine which Organizations, if any, would have direct associations with yours.)

[b]Leaving the Organization: (From time to time, characters will leave Organizations, either because they choose to or because the Organizations no longer accept them as members. There are almost always consequences of leaving, and their severity depends on the circumstances. Define how characters can leave the Organization and what happens to them when they do. A character generally has three options for leaving, although some Organizations do not allow members to leave at all.) [/b][/size]
 
PostPosted: Sat Mar 05, 2011 5:32 pm


Name Brotherhood of secrets
History: The group of shinobi are from all walks of life they are a secret group. Each member is known to one another by meeting one another at there meetings. They are held once each season and the shinobi in the brotherhood are told the location of the meeting by secret messager. It is unknown who started this brotherhood it is said that perhaps it was the legendary sannin the toad sage.


Purpose: Trade secrets and stories

Membership: Fans of the make out paradise series

Joining the Organization: Invite by another member only

Membership Criteria: Must be able to apreciate the make out paradise series and those like it

Size and Scope: It spans the world the members are few and far between

Structure & Advancement:

White Sage: Write a book similar to the make out paradise series
Blue Sage: Always carry a copy of one of the make out paradise series
Member: a general member simply join

Benefits: Not having to worry about being called a perv. lots of new stories and ideas for hotspots

Disadvantages: none

Affiliations: None

Leaving the Organization: a secret jutsu is performed on those who wish to leave erasing all memories of anything learned while in the organization. if you try to leave without getting this jutsu performed on you they tell every woman they meet about a super perv. called

Jinei Ryuu Shinigami

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Juna Kunoichi

PostPosted: Sun Mar 06, 2011 7:11 pm


Name Kongouseki

History:
The Kongouseki was created to destroy all of the shinobi villages. The reason for this was because war just wasn't enough anymore and the villages always decided on peace in the end. The Kongouseki was created when Kyoko was 18. In secret she started her plan to destroy the shadow village along with all of the other villages in the shinobi world. This organization is 4 years old and stays living in the shadows of the different lands until they feel its time to unleash the full attack on each village. Kyoko Kyoya is the creator/founder of the Kongouseki and she is also known as the strongest member in the Kongouseki.

Purpose: The purpose of the Kongouseki is to destroy all the shinobi villages and create a world under the rule of the Kongouseki Organization themselves.

Membership: Each member of the Kongouseki wear black clothes with white cloaks over them. With this set up the members of the Kongouseki can easily pass through villages as merchants if they so choose. They also all have mask on to cover there face being that all of them are known as International Criminals and there faces are known all over each village for the actions they have committed.

Joining the Organization:
In order to join the Kongouseki the outside party has to become an international Criminal. Not only that they have to get the attention of the Kongouseki. In short they are put through a test if you can become a International Criminal you will be able to join the Kongouseki.

Membership Criteria: Must be able to kill on the spot if they are discovered.

Size and Scope: There will be about 20 members. Each member will have a partner like most Organizations in naruto. The Organizaiton has bases all over the different lands of the naruto world.

Structure & Advancement:
The only ranks to worry about in the Kongouseki 1-10.

Ruler is 1. ( this person controls the whole Kongouseki no matter what they decide.

Lieutenant is 2. (This person is the second in command and will always report to the leader all the mission information that the other 18 bring back.

3-10 are know as Executives (These guys are the top officals in the organization and will carry out any mission the leader of Lieutenant give them without a second word.

11-20 are known as Aces ( These members are those who have just joined the Organization and are basically the lowest you could be. If they want to be come an Executive they would have to kill one to take his spot to advance up to that rank. Not only would they have to do that they have to carry out all of there missions as if they where killing machines similar to that of an Executive member)

Benefits:
The benefits are the learning of different village secrets that will help Kongouseki destroy each and every village. Not only this but, each members is free to kill anyone they so choose when they aren't wearing there mask.

Disadvantages: They can never show there true faces outside of the bases that they have. Meaning that there identity has to always remain hidden while they are out in the different villages and lands.

Affiliations:
None for now.

Leaving the Organization: The only way to leave the Kongouseki is in a body bag.
 
PostPosted: Sun Mar 06, 2011 8:36 pm


A.K.I.R.A.
~Artificial Kekkei-genkai Industry for at the Ready Armies~



History:

The humble beginnings of A.K.I.R.A. are not as insidious as one may believe, being the brain child of a scientist who hoped to implant Kekkei-genkai traits into normal people or even possibly those who already hold other Kekkei-genkai. A facility would be opened in the Land of Wind's desert, hosting only a handful of scientists at it's beginning that would use willing subjects to test their projects upon; changing their DNA structure using a combination of science and chakra. Only very few would have adverse effects or die at this point, but good results would remain few and nearly insignificant as the tests would be 'safe' for their subjects.

This would, in turn, cause funding to plummet and any resources for the project to disappear; test subjects where plenty but without the funds to hire scientists or to conduct proper research the project would nearly disappear from history as a complete failure. The artificial ninja created by the project would have their common abilities enhanced by a good amount during their time at A.K.I.R.A. who would utilize science to influence natural chakra and physical growth; but these 'soldiers' would be only a little more powerful than common people.

A man would find the project, a scientist by the name of Shimimaru who had made a name for himself by performing studies on a similar project, he would agree to help A.K.I.R.A. on the return promise for ownership in the project on the original owner's death. Only thirteen hours after the contract was signed the owner would die silently in the night, his body would never be found as the facility and it's projects would fall into Shimimaru 's cold hands.

For two years the project would seem to disappear from sight, only to reappear at several times it's strength with numerous facilities located across the country. Foul deeds would be formed between Shimimaru and the lords of several lands, his fingers would dip into the wealth of the lords on promise of enough soldiers to protect each land from other nations. With the ten-current threat of war the nations would eat it up, each nation would sign a contract for a facility to be built within their borders and for the promise of no interference.

It would only take another several years before each facility would be running at full capacity, the new tests and subjects would form much stronger soldiers by increasing the danger levels of the scientific studies. The subjects would be unwilling, allowing for complete control of their bodies, and no other power or nation would be able to directly interfere at this point. Few nations would void their contracts through choice, though to most the idea of a complete defense on demand was too great, the facilities in these lands would become vacant in addition to several others that would become impossible to fund even within the lands of lords who still funded A.K.I.R.A..

This would begin the reign of A.K.I.R.A. who would become free to obtain test subjects, take in slaves, and perform illegal acts against these subjects who would be used as both guinea pigs and soldiers. They would further increase their funds by using the soldiers to run missions while not in training or in other use, leaving A.K.I.R.A. able to fund itself indefinitely and leaving them immune to the attacks of other powers. If anyone would attempt to destroy A.K.I.R.A. they would be met not only by the subjects and guards but also by the armies of the lords who used A.K.I.R.A. as their defensive wall against war. Everyone knows of the evil A.K.I.R.A. deals with, but nobody has the will nor power to fight against it head on.

Goal:

To build an artificial ninja army and the perfect soldier, utilizing genetics to implant Kekkei-genkai into common people.


Size and Scope:

The A.K.I.R.A. main building, known as the 'A.K.I.R.A. Relation's Building', in the Land of Fire is merely a cover for the true locations of the A.K.I.R.A. industries that are within every major land. These large facilities are also not the only A.K.I.R.A. facilities as many smaller laboratories and business buildings can be found within every land. Having been around for many years, A.K.I.R.A. also 'owns' several vacant sites across the land though they have long since been abandoned for newer locations or due to accidents.

There are 12 'main' A.K.I.R.A. facilities, ones that are currently under use and will continue to be under use until further notice. There are A.K.I.R.A. facilities within the lands of Wind, Earth, Rain, Waterfall, Fire, Lightning, Snow, Flame, and one in the Shade Country.


Affiliations:

A.K.I.R.A. is involved with the lords of the lands of Wind, Earth, Rain, Waterfall, Fire, Fang, Lightning, Snow, Water, Tea, Moon, and Haha Island. They share a partnership of sorts, A.K.I.R.A. promises soldiers to defend the lands and run undesirable missions and the lords give A.K.I.R.A. funding and free reign over the laws of the land, allowing A.K.I.R.A. to obtain test subjects easily.


Employee Types:

There are two types of people who 'work' for the A.K.I.R.A. industry, the employees behind the company who actually work for A.K.I.R.A. as workers, business specialists, or scientists and the subjects used by the company in order to expand the power and research of A.K.I.R.A. who are used by A.K.I.R.A..


Employee Membership:

Profession:

The employees of A.K.I.R.A. are hired for specific roles within the facility; one may be a scientist, a guard, a medic, a receptionist, technicians, or even janitors. As such, many types of people can be hired as long as they fit the role that the facility is looking for.




Employee Qualification:

Job Related Skills:

For whatever job that an employee is hired for, they must have a working knowledge and be a professional within that field. Scientists are given jobs as scientists, janitors are given job as janitors, and guards are given jobs as guards; profession in a nearby field is sometimes acceptable, such as a mercenary being hired as a guard, but is unlikely.



Moral State:

The employees working for A.K.I.R.A. are given strict moral tests to guarantee that they can handle their role. If a scientist can't handle experimentation, a guard won't kill because of moral standards, or other types of people are unlikely to work for a company that deals with such things then they serve no purpose within A.K.I.R.A..



Mental State:

Psychological breakdown within A.K.I.R.A. is high even with such strict standards put in place, people suddenly loose their minds and kill themselves or cause problems due to stress. As such, only people who are able to handle a mental stress test when hired are allowed to work for A.K.I.R.A..



Emotional State:

Emotional connections to other people, most commonly those that may cause harm to that person's job, are severed when joining A.K.I.R.A.. Those who suffer from extreme emotional duress are not accepted into A.K.I.R.A..




Employee Joining the Organization:

Application:

Joining A.K.I.R.A. is as simple as walking through the front doors of the reception buildings and signing a forum. Such questions are name, current living location, medical problems, which job they are applying for, and how much experience they have in said field. Other questions are usually asked by a facility owner once they are qualified past the application section.



Invitation:

Some people, the best in their field that share similar interests as A.K.I.R.A. or who have made progress in their field, will be personally asked to join A.K.I.R.A.. They are commonly given jobs as higher-level scientists/medics/guards unlike those who apply and will be generally better looked after.




Employee Structure & Advancement:

Dominated:

The employee structure for the A.K.I.R.A. employees is fairly simple, if there is an open job at a level higher than a person and that person is most qualified to fill that spot then they are given that spot. People tend to either die within A.K.I.R.A. or change professions and this creates several openings every once in a while; the person who stays the longest with A.K.I.R.A. and knows the most is bound to become the top level of their field.




Employee Benefits:

Income:

A.K.I.R.A. employees are paid very well compared to other possible jobs in most fields. Due to the direct funds A.K.I.R.A. gains from each of the land's lords they are well enough funded to pay their workers well enough to keep them from wanting to quit due to payroll. Payment per month depends both on level of field and the type of field that a worker is working in.



Shelter:

Each A.K.I.R.A. employee is given the opportunity to live inside the A.K.I.R.A. facility for a small amount of their paycheck. This is usually accepted by the workers due to the facilities'' locations far outside most towns or villages and can sometimes be forced upon employees if A.K.I.R.A. wishes them to stay within the facility.



Safety:

While inside the A.K.I.R.A. facilities all employees are safe from outside troubles. While subjects can sometimes kill employees, the employees remain safe from outside or environmental hazards. Danger of attacks, fires, lightning, earthquakes, explosions, and pretty much any outside source is nullified due the facility's locations underneath the ground and the guards and subjects that protect the facility.



Henchmen:

For each high-level guard there are ten low-level guards that they have under their command, for each major medic there are three lower class medics that follow them and work together, for each master scientist there is a team of five to ten other scientists who follow their commands and work for them. In addition, scientists who are chosen as 'subject buddies' are given full control over the subject during times when they are not being tested; they control their learning and growth... and literally everything else about that subject.



Access to Test Subjects:

Subjects who are considered failures or who die are considered fair game to any scientist who wants their body while off duty, otherwise they are left to die or destroyed. A.K.I.R.A. becomes the perfect job to scientists who have their own goal they want to accomplish that requires tests subjects; high-priority subjects are often claimed far in advance before they die or are abandoned.




Employee Disadvantages:

Bad Reputation:

Anyone who works for or with A.K.I.R.A. are known to be generally undesirable for good purposes as their testing and methods are less than desirable for most good people. Every poor child is told the horror story of how A.K.I.R.A. will steal them if they get lost, or will be bullied by their friends that they will be taken by A.K.I.R.A. in the night.



Enemies:

In general, everyone despises A.K.I.R.A.; Villages who have good morals tend to dislike the crude handling of 'artificial ninja' that A.K.I.R.A. makes and even nobles who are generally good willed dislike the claim A.K.I.R.A. takes over promising children. Nobody can harm neither the A.K.I.R.A. facility nor their members due to both negotiations and the raw amount of subjects and guards within each facility; it would take far too many ninja to take down a single facility, which is when the facility would retaliate in full force and likely begin another war.




Employee Leaving the Organization:

Resignation:

Sometimes quitting A.K.I.R.A. can be as simple as 'I don't wanna work here anymore.' if A.K.I.R.A. likes the worker than they will attempt to persuade them but no large steps are taken to keep their members. In addition, it is common for mercenary guards to work with A.K.I.R.A. for several months or years, basically living underground, before returning to the surface.



Expulsion:

A.K.I.R.A. employees that cause problems or are found unable to work are fired from the facilities in a heartbeat. A.K.I.R.A. has no problem getting more workers, ones that won't cause problems or that will work, and thus have no problems firing workers.



Death:

As much as A.K.I.R.A. may try, controlling the subjects are sometimes impossible without loss. Many workers are killed during their job for not only reasons involving the subjects but rarely purely trivial reasons such as touching a hot wire or falling against a hard object; whether they are killed or simple have an accident can sometimes lie unknown even after the event.


Subject Membership:

Subject:

Subjects for the A.K.I.R.A. company are no longer usually willing subjects as they once where, taking the form of those stolen from their homes or bought in slavery in order to have free control over their lives and bodies. They serve as workers by fulfilling the tasks and missions given by their authority, they perform the duties of soldiers as they are used to protect their home in case of an attack, and they are treated as test subjects as their bodies become a part of A.K.I.R.A. and their research into building the perfect human.




Subject Qualification:

Non-ninja:

The ninja world is full of tough regulations and strict allegiance to their own village and country; ninja who go missing are hunted down and killed as if they where enemies, if this is how they treat willing deserters then their philosophy behind slave ninja are even stricter and would bring A.K.I.R.A. to it's knees. As such, no ninja are used for the testing at any A.K.I.R.A. facility, willing or otherwise.



Potential:

One prime desired aspect of each subject is that they have the potential of surviving the testing; such qualities are survivability, chakra control and amount, physical ability, and mental ability. A.K.I.R.A. will never look a gift horse in the mouth, but for the subjects that are... unwilling... need to have special qualities about them that makes them more desirable as test subjects.



Age:

The younger a test subject is, the greater of chance they have of surviving the testing and the easier they are to control in the long run. As thus, older subjects are usually passed over for more youthful prospects who will not only serve as better soldiers but also have a greater chance of survival.



Easy to Obtain:

A.K.I.R.A. wants subjects that it doesn't have to work to obtain; easily abduct-able children, those sold cheaply into slavery, ones who willingly join, those without families or a home of their own. Generally any who can be obtained easily and won't cause any problems in the future; these types of children are the ones that A.K.I.R.A. looks for when they search for subjects to obtain.




Subject Joining the Organization:

Coercion:

Many A.K.I.R.A. subject searchers are very persuasive, able to talk young children into agreeing under false pretenses or able to make parents give up their young under false hopes that they will have a better life. They will not stop at simply lying to obtain good subjects, so long as the subject isn't too difficult to obtain and hold onto.



Slavery:

Several children are simply bought from their parents, and when the skillful word-craft of the A.K.I.R.A. subject searchers are included they can find and buy subjects for little-to-nothing from parents who feel that they don't really want the child anyways. Cheap, easy, quick, and completely illegal; nearly every quality that A.K.I.R.A. is considered to be.



Force:

If highly wanted subjects are found and all speech and bribery fails then A.K.I.R.A. will not stop to utilize a bit of force, plucking the children from their very homes. Hidden Villages are usually unable to become involved and a good deal of lords are already involved, leaving the parents of stolen children almost nowhere to turn to afterword.



Willing:

Surprisingly enough, several children can be talked into joining A.K.I.R.A. willingly for several reasons; they may have no homes, no family, be starving, or simply want to run away from home, all valid reasons to A.K.I.R.A.. These children are taken all the same whether they know what they are dealing with or not, leaving most A.K.I.R.A. subject searchers wanting to leave a good impression of the A.K.I.R.A. facilities on children they meet.




Subject Structure & Advancement:

Graded (Criteria):

Subjects are ranked upon their abilities only, how much they can accomplish and the level of testing they have been given. The new recruits are considered rank 0, or untrained; subjects who are considered equivalent to Genin are given the rank of 1; subjects who are considered equivalent to Chuunin are given the rank of 2; subjects of Jounin level are given the rank of 3; and subjects of levels higher than Jounin are given rank 4 or 5 depending on their abilities and their level of testing.

Higher ranked subjects are given no more freedom than lower ranked ones yet are given higher priority missions and are commonly put in charge of lower ranked subjects during multi-subject missions or training.




Subject Benefits:

Safety:

The subjects live in a box within a box usually within the ground, leaving them not only safe from the outside world but safe from each other. Very good medical services, special made food, no outside access; there is no possible way that an A.K.I.R.A. subject can die inside the facility as long as they are restrained or are behaving.



Shelter:

A.K.I.R.A. houses every subject member with accommodations fitting whatever the subjects both need and even some things that the subjects may simply want as long as they remain on the good side of A.K.I.R.A.. They have food, bedding, a roof, are given training and schooling, and are even allowed to interact with one another on occasion.



Bonuses:

A.K.I.R.A. test subjects who undergo testing are granted the glowing eyes that mark them, this trait does nothing to their eyesight and has no realistic use but should be considered a bonus none the less.




Subject Disadvantages:

Forced Service:

Subjects are forced to do everything A.K.I.R.A. wants from living inside a box to working missions. A.K.I.R.A. subjects are given missions in similar fashion to ninja except that they have little choice in the type of work they must do; jobs may range from fighting to simple tasks to performing tests upon other subjects themselves. And if A.K.I.R.A. wants to kill off a subject or leave them to rot then nothing prevents them from doing such.



Slavery:

Each subject is given their own 'master', a scientist who records the path that a subject takes through their stay in the A.K.I.R.A. facilities. These scientists speak with the subject, teach the subject, interact with the subject, and are likely one of the only people that the subject has the ability to be with for the first portion of their existence inside the facility. In similar fashion, anything that this 'master' tells the subject to do, so long as it is not against the will of A.K.I.R.A. or permanently harmful to either the subject or A.K.I.R.A., then they have the ability to do such; several extreme accusations have been made against the worst of the 'masters' and A.K.I.R.A. doesn't care.



Deterioration:

Due to the testing and experimentation of A.K.I.R.A. and of the S.A.K.E. subjects commonly will not live to be over 60, suffering from diseases or cancers that are caused in the long run due to A.K.I.R.A.. As can be expected, A.K.I.R.A. cares nothing for the fate of their members after this long seeing as how they have lived past their usefulness.



Branding:

Every subject is branded upon their arms, tribal markings upon their right arm of varying designs and lengths and their subject number branded into their left shoulder. This kind of branding, using chakra, leaves a slightly glowing impression far a hundred years after it's been applied and cannot be easily removed. While this may allow the subjects to gain help if they ever escape, it also leaves them fairly easy to notice as long as they are exposed.




Subject Leaving the Organization:

Death:

The only option A.K.I.R.A. would have their subjects believe exists; death through age, punishment, or duty. For the subjects that willingly stay within the A.K.I.R.A. facility death is the only source of relief from the facility's grasp. Some subjects who loose hope willingly accept death to the alternative to being held as a slave inside the facilities forever.



Escape:

Few A.K.I.R.A. subjects have managed to escape, either alone, due to mistakes or malfunctions, or with outside help or help from a defecting A.K.I.R.A. employee. These members are not tracked nor hunted, though A.K.I.R.A. tells every subject that they'll be killed if they try to escape, as it would be a waste of resource when another subject is always ready to take their place.
 

Tereus Hitoma

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POTS - A Literate Naruto RP Guild~

 
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