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Mission City

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Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 7:55 pm


Mission City∃ℵ∀
There exists one for all

tab Mission City is a specialty area that overlaps several of the main villages' streets and Otogakure's entire public areas with strange spatial and temporal rifts. These rifts allow anyone entering to take on a seemingly random set of tasks, all leading up to a great reward. As a boon, these do not require a Kage or Assistant's permission to enter, but alas they do not give normal advancement credits, ryo, or item amounts.
tab As a player experience 'city', Mission City's missions are entirely run by the players, for the players, with no mod input needed.

tab Mission Structure:
  • Please pick from the relevant missions list.
  • Minimum length, 2 missions. Maximum length, none! 10+ missions equates to a mini-arc length.
  • A.C. and Ryo rewards are given in 10% of the total amount. Non-monetary, non-AC rewards are not granted. Specialty rewards from a list will be given instead.
  • Rewards are given at the end of the entire combined mission, with squads gaining a unique advantage.
  • There is not enough down-time to Rest and Recover Chakra and Stamina. Every post is counted as "in combat".
  • Rogues' interrupt mission ability:
      Village Shinobi: Boon for winning against rogues and still completing a final objective.
      Rogues: Boon for winning against village shinobi and completely obstructing their win conditions.
      See the Nuke-nin Missions thread for more info!


tab Powerful NPCs:
  • The combined mission ranks equates to the ratio of powerful npcs and their abilities. Ex: A C-rank mission (2 D-ranks) can have at most 1 C-rank npc, 2 D-rank npcs, or 4 E-rank npcs. (non-ranked, non-powerful npcs are excluded)
  • Powerful non-player characters must always have a Stat Block created for them.
  • Npcs can be good, bad, neutral, or even non-living! (like a tough barricade or shield)
  • Npcs also have 3 activations, like rpcs.
  • Npcs have the ranked abilities, relevant in their stat blocks, available to them in an unlimited manner.


tab Battling:
  • If on the attack, rpcs post first. Npcs have their posts go second, and will use everything they have to defend, avoid, and so on, before launching their own attacks.
  • If on the defense, the above description is flipped, with the npcs' post going first.
  • Damage sustained by the npc will reduce their ranked health, pending their own armor's adjustments. Once they go below E-rank health, they're considered dead. If they hit E-rank health exactly, and the blow was specifically meant for incapacitation, they're considered unconscious.


tab Specialty Rewards:
  • Rotate on a monthly basis between 3 lists (A, B, and C).
  • Ongoing missions that last from one month to the next take their reward from the list attached to the first post's month.
  • Each time a reward is taken, that reward becomes unavailable to the receiver until the next rotation. (with one exception)
  • Squads that totally complete a series of missions together are able to choose a squad mate's reward instead of their own, if they so choose. This is the sole exception to the unavailability.
  • An unclaimed reward from a lesser length mission set may be claimed instead of said length's reward.



Reward Tables∃ℵ∀

The following tables run in a circular rotation, starting with Table A in April, then Table B in May, then Table C in June, and so on. When a reward is claimed, it is considered as marked off the list, and unable to be obtained until the following rotation.
Please remember, if a mission is started in one month, and the posts continue over into another month, only the starting date and reward possibility pertains to said month. Item quantities start at one [1], and are changed where noted. Any leftover ryou for the Regular series is given directly as ryou. Quality works as per the normal Quality regulations.
    Table A: April, July, October, January
    2 Missions: Monster Plant seeds and Regular Weapons/Armors/Items (500 ryou max), Quality zero [0]
    4 Missions: City Weapons and City Items, Quality one [1]
    6 Missions: City Armors and City Marbles, Quality two [2]
    # Missions: Every two [2] missions above six [6] increases the Quality of the reward by one [1], to a maximum of seven [7].

    Table B: May, August, November, February
    2 Missions: City Armors and City Marbles, Quality zero [0]
    4 Missions: Monster Plant seeds (quantity 2) and Regular Weapons/Armors/Items (1k ryou max), Quality one [1]
    6 Missions: City Weapons and City Items, Quality two [2]
    # Missions: Every two [2] missions above six [6] increases the Quality of the reward by one [1], to a maximum of seven [7].

    Table C: June, September, December, March
    2 Missions: City Weapons and City Items, Quality zero [0]
    4 Missions: City Armors and City Marbles, Quality one [1]
    6 Missions: Monster Plant seeds (quantity 4) and Regular Weapons/Armors/Items (2k ryou max), Quality two [2]
    # Missions: Every two [2] missions above six [6] increases the Quality of the reward by one [1], to a maximum of seven [7].


    Reward Types:
      Monster Plants
      • Monster Plants are seeds that grow one [1] specific part of a monster that was used as its fertilizer, as its 'fruit' or 'vegetable'.
      • An entire monster must be used as a whole, if used for said fertilizer.
      • The seeds will reproduce with more of its kind at an equal ratio, but are unable to be hybridized or genetically modified. (e.g. 2 plants produce 2 seeds, 4 plants, 4, and so on)
      • Seeds follow the same growing time lengths as normal seeds of its type, not taking Shinobi-Quality fertilizers into account. (e.g. Monster peas take 65 days, monster corn takes 75 days, monster apples take 150 days, etc)

      City Weapons
      • A City Weapon is a weapon that is only useful inside of Mission City grounds.
      • These will have either a Physical Offense, or an Elemental Offense.
      • A Physical Offense will be either Bludgeoning, Piercing, or Slashing.
      • An Elemental Offense will come from the original recipient's own, and be limited to one [1].

      City Armors
      • A City Armor is an armor that is only useful inside of Mission City grounds.
      • These will have either a Physical Defense, or an Elemental Defense.
      • A Physical Defense will be either Bludgeoning, Piercing, or Slashing.
      • An Elemental Defense will come from the original recipient's own, and be limited to one [1].

      City Items
      • A City Item is an item that is only useful inside of Mission City grounds.
      • These are fully replenished (as if given newly) upon exiting a mission, unless they were successfully stolen, broken, or et cetera from an Interrupt Mission.
      • These are all items that are not considered a weapon, an armor, a monster seed, or a variable marble.

      City Marbles
      • A City Marble is a marble that is useful inside of Mission City grounds.
      • City Marbles may be merged to combine their effects and DR.

      Regular Weapons, Armors, Items
      • These are well known rewards from the guild's lists, meaning more than just Takumi's: the specific villages have their lists open.
      • There is nothing inherently special about these, in regards to Mission City relations.
 
PostPosted: Sat Apr 20, 2019 7:56 pm


Stat Block Central


Enemy Stat Block Skeleton
:tab:[i]Appearance:[/i] Fur, nose, etc.
:tab:[i]Health:[/i] {E,D,C,B,A,S,S+}
:tab:[i]Special Abilities:[/i] Enhanced senses, sticky web, Jutsu, etc.
:tab:[i]Movement:[/i] {E,D,C,B,A,S,S+}
:tab:[i]Personnel:[/i] How many people are in it. Used for vehicles, buildings, orc cubes, etc. Should have at least a simple stat block.
:tab:[i]Offense:[/i]
:tab::tab:[i]Weapon type:[/i] Rank, rules, etc.
:tab::tab:[i]Weapon type:[/i] Rank, rules, etc.
:tab::tab:[i]Weapon type:[/i] Rank, rules, etc.
:tab:[i]Physical Defense:[/i]
:tab::tab:[i]Strength:[/i] Bludgeoning/Piercing/Slashing
:tab::tab:[i]Neutral:[/i] Bludgeoning/Piercing/Slashing
:tab::tab:[i]Weakness:[/i] Bludgeoning/Piercing/Slashing
:tab:[i]Elemental Defense:[/i]
:tab::tab:[i]Strength:[/i] Katon, Suiton, ....
:tab::tab:[i]Neutral:[/i] Katon, Suiton, ....
:tab::tab:[i]Weakness:[/i] Katon, Suiton, ....


Defense Types
    Bludgeoning, piercing, and slashing all refer to the physical ability, and affect many different kinds of defenses from all ranks.
    Strength refers to the damage types that the target will take one [1] less rank of damage from, whereas Neutral acts like normal, and Weakness takes one [1] more.
    • Ex: If a defense contains a Slashing strength, nearly all chakram attacks will be less useful.
    • Ex: If a defense contains a Bludgeoning neutrality, hammers will be just as effective as beating it as a fist would.
    • Ex: If a defense contains a Piercing weakness, then pesky, pointy arrows and shuriken will be the bane of its existence!

    Elemental defense similarly works the same as the physical counterparts, with dual combo elements acting less one-half [1/2] rank if one of their constituent parts is affected. Higher combos act at their flipped ratios, meaning triples act in one-thirds [1/3], quads in one-quarters [1/4] and so on.
    If the dual combo element has multiple constituents affected, each further base element affected reduces incrementally by the same one-half [1/2] rank.
    • Ex: If a defense contains a Katon strength, all fire-chakra infused techniques and abilities will be less useful against it. (e.g. -1 rank)
    • Ex: If a defense contains a Suiton neutrality, all forms of water-chakra infused techniques and abilities will be just as effective as the next against it.
    • Ex: If a defense contains a Fuuton weakness, all wind-chakra infused techniques and abilities will be more useful against it. (e.g. +1 rank)
    • Ex: If a defense contains a Fuuton weakness, a Shakuton ninjutsu would only be slightly more useful against it. (e.g. +.5 rank)
    • Ex: If a defense contains a Fuuton and a Katon weakness, a Shakuton ninjutsu will be more useful against it. (e.g. (.5+.5)= +1 rank)

    Defenses with both physical and elemental defenses have an additional benefit, as they both stack together! This includes weaknesses, which can be exploited as well.
    • Ex: If a defense contains a Piercing, Katon strength, then a Katon coated arrow would act much less effectively. (e.g. 2 ranks less)
    • Ex: If a defense contains a Bludgeoning, Doton weakness, then a Doton coated hammer would act much more effectively. (e.g. 2 ranks more)

    The same as the aforementioned Combo Elemental defense, a hybrid of physical and combo elemental will have a much more varying defensive capability.
    • Ex: If a defense contains a Piercing, Shakuton strength, then a Katon coated arrow would act much less effectively. (e.g. -1-(0-.5)= -1.5 ranks)


Offense Types
    Offense types will not normally be listed, but if they are, defensive strengths against it of its type will act one [1] rank lower. (e.g. placed into 'neutrality')
    • Ex: If an offense contains a Piercing type, any defense with a strength against piercing will only act like normal against it.
    • Ex: If an offense contains a Katon type, any defense with a strength against Katon will only act like normal against it.


Example Modifiers
    Tank: 1+ ranks extra in health.
    Versatile: Extra abilities. Examples:
    • Defensive Curl: Curl into a ball to negate all damage less than current health. Consumes all activations. (Think armadillos.)
    • Growing Strength: Being hit by an element they're strong against grants this creature increased offensive abilities. (Think elementals.)
    • Mixed Offense: Weaponry counts as both physical and elemental. (Think magic knights.)
    • Smokescreen: Emit a smokescreen that reduces enemy accuracy. Reduces damage taken from all sources by 1 rank unless the attack hits the entire area covered by the smokescreen. Lasts until dispelled.
    • Regeneration: Restores health every turn if they're still alive. (Think a lesser version of Wolverine, without resurrection.)
    • Enhanced Sense (pick one): Acts at a designated rank.

    Cornered: Increase damage dealt by offensive strengths, increase damage taken by defensive weaknesses.
    Elder: Increases offensive and defensive abilities when protecting younger members of the species.
    Weakened: Reduced health and either defensive or offensive abilities.
    Nitinol Alloy #413: A metal that raises the defensive by 1 rank after every strike.



Example Creatures


tab Appearance: Bandit Mook #1, male, shabbily dressed from the wilds
tab Health: E
tab Special Abilities: Enhanced Eyesight, detects E-rank concealment
tab Movement: E
tab Offense:
tab tab Weapon type: Hunting Bow, D-rank
tab tab Weapon type: Butcher's Knife, E-rank
tab Physical Defense:
tab tab Strength: Bludgeoning
tab tab Neutral: Piercing
tab tab Weakness: Slashing
tab Elemental Defense:
tab tab Weakness: All

tab Appearance: Steel Door
tab Health: C
tab Physical Defense:
tab tab Strength: Bludgeoning/Piercing/Slashing
tab Elemental Defense:
tab tab Neutral: All

tab Appearance: Fictional Cube of Orcs
tab Health: S+
tab Special Abilities: The amount of orcs in the cube relates to the amount of activations it has.
tab Movement: D
tab Personnel: Orcs per length x Orcs per width x Orcs per height (ex. 3^3=27)
tab Offense:
tab tab Weapon type: Katon, all ranks.
tab tab Weapon type: Fuuton, all ranks.
tab tab Weapon type: Suiton, all ranks.
tab Physical Defense:
tab tab Strength: Bludgeoning/Slashing
tab tab Weakness: Piercing
tab Elemental Defense:
tab tab Strength: Katon, Fuuton, Suiton
tab tab Neutral: Raiton
tab tab Weakness: Doton
 

Ergo War
Vice Captain

Enduring Guildsman


Ergo War
Vice Captain

Enduring Guildsman

PostPosted: Sat Apr 20, 2019 7:57 pm


Eligible Missions
Total: 44 + 6 scaling


Note: Parentheses in the mission name indicate where it was pulled from. Those without a parenthetical were taken from the main mission list.

tab Multi-Rank/Scaling (6/rank)
  • Human Meat Shield: On the receiving end of the structure. Might necessitate restructuring the format to make it flow better.
  • Security: Same as above.
  • Snatch & Grab: Abduction and protection of a target, rolled up into one. Given there are two stages (getting the person and getting back), maybe a higher reward for this one in exchange for more that needs to be done?
  • Evacuation: Would work well with disasters that get progressively worse (such as flooding and fire) as well as pests (swarm of locusts, anyone?).
  • Public Rioting: The twist here being that non-lethal actions are mandatory.
  • The Thieves Guild: Follow-up to some other mission. Guildies split up down side streets, etc. Maybe give a bonus for catching all of them?


tab E (1)
  • Harassment (Rogue)


tab D (5)
  • Catch the Cat: Cat evades as best it can. Doesn't have to be a cat; adjust rank for more powerful or more difficult creatures.
  • Crouching Pervert, Hidden Camera: The goal here would be to evade an angry person's wrath.
  • Graffiti Vengeance: Beat up some punks.
  • Material Retrieval: Can be used for hunting/gathering quests.
  • Stress Test: Security systems and defensive fixtures would be easy for this.


tab C (9)
  • Escort the Carriage: Same deal as Human Meat Shield: defending while protecting both a person (or people) and their cargo.
  • M-More Pictures?!: Same as Crouching Pervert, Hidden Camera. You could probably rebrand these as espionage missions.
  • Patrol the Village!: Squad encounters something that needs dealt with. Knock yourself out here.
  • Pest Control: Enemy creatures!
  • Trap Disposal: Pretty simple if/then format for the traps, though this may be difficult if we want to keep things secret.
  • Vile Villain: You've been hired to be evil at someone. Deal with the heroes.
  • Ambush (Rogue): Kill 'em all.
  • Track (Oinin): Follow someone/something that's actively trying to hide. They might throw up obstacles, use Genjutsu, erase their tracks, etc. You have to last X posts.
  • Kite (ANBU): Distract people. The better you do, the less progress they make toward their goal. They'll try to stall you so they can get away from your antics.


tab B (11)
  • Encampment: Clear an area and take it for your own.
  • Falsify Information: Instead of combat, it's certain bodies of information that are about to be compromised. Their "attack" is stealing the info, your "defense" is getting it back or pre-emptively falsifying it.
  • Intercept Enemy Recon: Standard fight, but the enemy's trying to run as well. One of their "attacks" could be running away, and your "defense" would be stalling them while you try to kill/capture them.
  • Rescue: Attack a prison/enemy encampment. Possibility for stealth. Might not work as well as some other missions.
  • Scout: Run as the opposite side of Falsify Information.
  • Targeted Defense: Play the defenders.
  • Arsonist (Rogue): Deal damage to a structure while someone attacks you (cops, gangs, etc.).
  • Cabin in the Woods (Rogue): Reclaim something that was taken from your faction recently.
  • Divert Attention (Rogue): Be as loud and annoying as possible for as long as possible. Every post you're annoying, the enemy will attack you; every post you're not, the enemy attacks their actual target. Mission ends when the target gets attacked X times. Difficulty could come in how many rounds you have to last.
  • Protection (Rogue): Defend a person!
  • Stall (Rogue): Keep the enemy in one area as long as possible, but don't kill them.


tab A (10)
  • Deconstruction: Attack a base and scrap it for materials.
  • Featherweight: Attack, with the goal not of distracting rather than defeating.
  • Hold the Gates: Protect a spot. Basically a more dangerous "Targeted Defense".
  • Hold the Line: Like Hold the Gates, but you don't necessarily know who the enemy is.
  • Infiltration: You're behind enemy lines and need to A) surprise them, B) break their defenses from behind, and C) escape.
  • Information Extraction: Could be a weird, abstracted version of the attack/defense format, where the enemy's "defenses" are their mental fortitude. I dunno, could be fun to set up a mental encounter for mind peeps.
  • Make it go Boom: Make something go boom. The enemy is protecting a building or something similar. You need to break through their defenses each round to damage what they're protecting.
  • RAID!!!: Self-explanatory. Break stuff, loot, and get out without people figuring out who sent you.
  • Siege Engine: Overwhelm an enemy's extra-impressive defenses, then hoof it so your allies can mop up the rest.
  • Protect (ANBU): Keep something safe during an invasion.


tab S (8)
  • Assassination: Kill a well-guarded HVI.
  • Dissolve the Faction: Kill or capture all of a small army.
  • Retrieve Important [X]: Retrieve something important. Could be biological information, treasure, creature parts, etc. Would be a good place to use creatures.
  • Warlord: Enemies get reinforcements every round. Lasts until you kill all enemies or drop their forces below X%, at which point they rout.
  • Decapitating the Snake (Rogue): Take out a group of enemies that work really well together.
  • Mercenary (Rogue): Serve as part of an army.
  • Assassination (ANBU): Kill an HVI who is very good at defending themselves.
  • Subdue (Oinin): Non-lethally take down a target.


Interrupts
Interrupt missions are unable to be combined with other missions of similar ability or type, meaning that they exist as standalone.

Title: Obstruction
Rank: The current rank of the Mission City mission.
Information: Insert yourself into the way of some hapless MC mission, and cause mayhem! If you're able to make your opponent(s) go over their maximum post count--thus failing--then you've succeeded.
Solo or Squad: Variable
Minimum Posts: --
Personal Infamy: +50 per post interfered in said singular mission. (not the entire MC mission)
Public Infamy: --
Note: Requires an MC mission that has a maximum post count.
Reward: If successful, the rogue takes over the mission(s) after, and may complete them as if they were the village or rogue shinobi.

Title: Avarice
Rank: The body rank of the target.
Information: Use everything in your disposal to steal the MC mission's character's personal items.
Solo or Squad: Variable
Minimum Posts: --
Personal Infamy: +10 per weapon. +50 per scroll. +10 per miscellaneous item.
Public Infamy: +10 per item.
Note: --

Title: Gehenna
Rank: Same rank as the intended Powerful Npc.
Information: If the shinobi are defending a target, take it out. Kidnapping, if the target is living, is also applicable.
Solo or Squad: Variable
Minimum Posts: --
Personal Infamy: +10 per the target's rank.
Public Infamy: +10 per the target's rank.
Note: All of the missions leading up the current target's mission are redeemed in full, normal, village shinobi value if success occurs.
 
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