The blades of vengeances have fallen swiftly. The shinobi are no more as 'Absolute Justice' has returned...now, it is the Samurai that rule the Five Major Nations!
But at what cost? Have they become the very thing that they despised the most...? Heroes and villains seem to change roles every day, but one thing is for certain - we yearn for our freedom, for days gone by where we flew the skies unhindered.
Headquarters refers to territories that focus mainly on player inventory control, as well as having a place to stay, and all the positive effects that can yield. While this may not mean much in the RP sense, Headquarter territories offer fantastic supplementary boosts for players that can benefit them in the long run. For these types of territories, the following effects are active, which grow as the rank of the territory improves.
When creating these territories, one can be liberal in description, as long as they adhere to the basic guidelines the house's rank provides. The rank of the house will naturally determine its cost, but even better, the amount of effects it can carry. Effects for territories refers to passive boosts you receive merely through possession, though some form of minor roleplay will be required as well.
D: 50,000 Ryo / 1 effect
C: 100,000 / 2
B: 250,000 / 3
A: 500,000 / 4
S: 1,000,000 / 5
Now, onto the effects!
Storage: Have extra inventory you wanna secure? With this effect, you gain extra slots for all your items!
Security: Having an HQ can be a nice concept, but knowing how tumultuous the times are, it is very possible for your terrirtory to be target for theft! Fear not, for added security countermeasures will assist in preventing this. Not only will your perimeter be equipped with tools to assist in surveillance, but you will now be given the option of leaving a Follower at a territory to guard it, rather than having it by your side at all times!
Well Rested: This effect translates to your player receiving boosts in battle from the benefits a good house with a nice bed can provide. This effect will be triggered when the payers posts RP'ing their descent into lullaby land. Only a single post is needed to trigger the effect, but once the effect is enjoyed, the benefits are reset.
Well Nourished: Having a house implies you'd have a secure means of making yourself food, and storing it. And we all know food is fuel! Never go hungry again.
Hideout: Because a territory is a POI, with this effect, you can retreat to your own lair and escape pursuit! As long as player haven't visited your house before, they'd be hard pressed to find it. The rank of the house determines the difficulty of the search, which you may establish (following our guidelines to prevent abuse).
Animal Sanctuary: Have a mount or large animal that you want to keep safe and sound, and provide the same benefits that you do from your own home, without sticking it in a cage? Then look no further! On top of different benefits per rank, keep in in the rank of the sanctuary determines the rank of mount you can keep, as well as the amount.
Urgent Care: Though you're by no means a medical genius, you do have some practice first aid on hand that could help you in a pinch. With this effect, your HQ now will be equipped with basic first aid countermeasures that will help you prevent or hold off a medical emergency, granting you enough time to make it to a hospital and seek real medical help.
IIC: 48 Hours / Posting order to be determined upon entry. Please adhere to it and make things as smooth as possible! At this stage in the event, turn by turn staff moderation is not ideal!
Prerequisites?: Those that took the Newcomer's Package can start here, as well as new players regardless. Additionally, you MUST track your chakra use at ALL times! This means that in each post that you use chakra, you must state how much you used and how much you'd have left. If doubtful, don't forget to check the CHAKRA GUIDE!
Rules: Stats and items locked upon entry; progression during this event will not kick in until after exiting this thread! Stick to the posting order, AT ALL TIMES. Missing an IIC means your turn is skipped, and you cannot post again until it is your turn in the next posting cycle. Violating this will get you kicked from the event. Death?: Disabled
The Bridge is the main access to ANCHOR-9, and the only safe way in and out of the prison. It is obviously also one of the most well-guarded parts of the facility. The Bridge itself is 75 meters long and 15 meters wide, comprised of the hardest metals available. Security cameras litter the bridge, and patrols exist at all times. ANCHOR-9 itself was purposefully built in a desert of whirlpools, all strong enough to suck unsuspecting travelers up, hence the needed for the bridge, as well as the three-pronged drill-type design for the prison. On of this, high winds exist at all times, and make footing quite difficult.
It is the afternoon. The sun is not incredibly high, but bight nonetheless. It is hot. The bridge entrance can be located at the end of a rough cliff, of the few earthen constructs in the area before a sea of sand took over. The cliff area is large, but for the sake of this event, will be roughly 25 meters in diameter, and is where the first Shinobi vs. Samurai skirmish begins.
Objectives: Newbies, you will begin this portion of the event after receiving an odd duress call from an unknown source that ultimately lead to the Bridge's entrance. As you arrive on the scene, a heater battle between Samurai and what appear to be Shinobi is taking place. You immediately have two choices to make - aid the Samurai in fighting back the Shinobi, or help the Shinobi push through the bridge and help break in. Depending on who does what, certain NPC's will be activated to help you move along across the bridge and eventually into the Command Center of ANCHOR-9.
You have full equipment and chakra as you enter batte. The call that got you hear hasn't been confirmed. Despite its broken nature, it's beckoned you here, and asked that you help "liberate" someone from within.
This is the first phase of the event. Everyone that posts here has five (5) turns, not including the intro post, to attempt to assist either side during the skirmish by the bridge entrance. You cannot progress across the bridge until this skirmish is ended. You each must RP out facing opposition. Your battle must include at least one Samurai or Shinobi, whose stats are equal to a Genin Taijutsu specialist (that is if you choose to battle a Samurai; when fighting shinobi, you can pick any specialty). They have basic, 'C' ranked equipment and armor.
Once your five turns are done, await judgement. Depending on post quality and content, you may or may not move on. There is no need for staff turn-by-turn moderation just yet. Consider this a test. Show us your skill. Prove your worthy to move on to the next step.
"The bridge that leads to ANCHOR-9's Command Center is its only entrance, as well as the only means of salvation against the torrential constant whirlpool of sand and destructive winds that fester all around. You see, this prison was built in one of Kaze no Kuni's most intense sandy regions. Obviously, this was done to prevent escapees from getting far, and intruders at bay due to nature. It worked. No one ever ran. No one ever forced their way in."
"It's got one more nasty trick. The Eater. Like a troll under a bridge, The Eater protects its territory well, and should all else fail should an attack on the facility take place, The Eater will act as the final guard - and it always is. No one save the Samurai have seen it. Why? Because the dead don't tell tales. Seeing The Eater is acknowledging your life is forfeit."
"But even The Eater has to sleep. And when it does, we'll hit that bridge hard. That's how we're breaking in..."
"...that's how we're bringing this motherfucker DOWN."
OOC: Entry to this thread is now restricted. Those wishing to join in must PM me first and await confirmation before posting.
Posting Order :
"The PA above continues to play a very odd, foreign song. It's happiness is a gross contrast to the chaos taking place all around you, enhancing the already eerie tone the tune imposes. It is loud and looping, making it hard to hear other things - even the screams of the prisoners and Samurai in battle are drowned out unless one is in the immediate vicinity of the battle. Though as odd as it was, it was a clear sign of one thing - the Samurai had lost control."
"Chaotic or not, there was an opportunity here that would most likely never come by again. It was a prison riot! You'll only get one chance at this, and you know it. The Samurai won't forgive this intrusion once they regain control, and when they do, the punishment for these transgressions will most likely make you wish beg for a swift death."
"But it doesn't have to end that way for you. You have one chance. You know what to do. Run. Fight. Win. Escape. Now..."