Civilian Rules [Updated 02-16-2024]

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Civilian Rules [Updated 02-16-2024]Feb 16, 2024 8:41:37 GMT -5
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Civilian Guidelines



Civilian Overview

The shinobi world is only one small piece of the Naruto Fallen Blade universe; civilians ply their wares, commission assistance from shinobi nations, and are present in every facet of a shinobi’s day-to-day life. A civilian tradesman takes just as much pride and care in their work as a shinobi does, and is able to expand their skill set and improve their reputation in much the same way!

The civilian character application can be found here.


EXPERTISE

Expertise is the civilian equivalent of a shinobi’s military rank. There are four ranks of expertise: Novice, Journeyman, Expert, and Master.

Novice: Very simple tasks that may not need rigorous training, merely familiarity and tinkering. Range of most skill is basic, but relevant to trade being pursued. Characters are typically between the ages of 10-20.

Journeyman: A level of training or guidance is recognizable. The character has a working knowledge of their area and can perform routine tasks involving the skill and can explain a considerable amount to others. Characters are typically between the ages of 20-35.

Expert: Detailed knowledge and experience in their trade. The character is hardly bothered by the more complex aspects of the skill and could take on an apprentice to pass on their skills. Characters are typically between the ages of 30-45.

Master: The character has likely gone beyond what their teachers and/or mentor were able to teach them and has learned on their own. They are considered a master on the subject or topic and potentially even renowned for their abilities. They can expand the field by coming up with innovative ideas and strategies. Characters are typically 41 or older.


TRADE


There are a multitude of fields and trades in the shinobi world that play a pivotal role in commerce. Such trades include and are not limited to areas such as Smithing, Botany, Vending and so forth. While non-shinobi characters cannot perform jutsu, they can focus on ordinary skills with broad applicability and become a renowned expert. A character with an elevated level of proficiency in a trade has the potential to become a significant anchor of their respective nations or villages. While shinobi focus on keeping a nation safe, civilians in a trade keep it thriving.

Trade Protocol
This section of the application is intended to describe how a civilian approaches their business, trade, or craft. What is their philosophy? How do they interact with their clients? What is their specialty or focus? Anything that pertains to how the civilian plies their trade and makes theirself of value to their clients will go in this section.


SPECIALIZATIONS


There are six major categories that define a citizen’s capabilities in their trade: Academia, Communication, Tasks, Business Sense, Contacts and Criminality. A player may choose that their character be proficient in two of the six (Primary and Secondary), or spend more focus in being particularly skilled in one of these areas (Sole Specialization). A player can also choose to pursue a character who is moderately good in all areas other than criminality (Generalist), but will be unable to take Master (Tier IV) Skills as a result.

Academia
These are knowledge based skills that typically require few, if any, tools, tasks or procedures to implement. You know—scholarly knowledge. Academia can range from the fundamentals to the more intellectual concepts. The character can rattle off information about many academia skills they possess and tend to concentrate attention towards discovering knowledge in a field of endeavor.

Communication
By being able to connect with individuals, broadcast the right messages, and listen carefully to others, a person can go quite far. Communication skills typically need an individual to have a level of charisma and the ability to read an atmosphere. They make adept managers, can be very convincing, and are capable of building and maintaining relations. This skills are often related to performance arts. Those that specialize in this area typically do not need many tools for their trade.

Tasks
Task-oriented skills are those which require some sort of hands-on action and/or set of procedural actions to successfully use them. These include things like painting a portrait, brick laying, pottery, repairing machinery, etc. They almost always learn from others to gain experience. Tools allow characters to master the use of certain types of skills or may be a prerequisite to bump up the quality of workmanship/craftsmanship. One can typically equate those in the task fields to be laborers, or in a field that is associated with a union or guild.

Business Sense
While Academia might enable you to know more about a given topic, communication afford you the ability to speak with great confidence about matters or sway your customers to making a purchase they wouldn't otherwise make; business sense is that gut feeling you either have or you don't that opens up the doors of opportunity and the initiative to seize those moments. Those with Business Sense might find themselves able to get great deals on raw resources, may see an opportunity to negotiate a deal that heavily favors their interests or receive (or connive to get) invitations to be part of large scale projects within their village

Contacts
This specialization is defined by one key aspect... people. Knowing the right person in the right moment at the right place to get an edge up on your competition. These contacts could be people you've done business with in the past, people who owe you a favor for money lent out to them or just somebody who you know as the friend of a friend. Typically these contacts can be used to help you do something you might not be able to do with your own skills by supplementing their own to some degree although typically for some sort of price.

Criminality (Must be taken as a specialization)
While it is possible for one to unknowingly get wrapped up with criminal elements or even just a single less than legal situation, it takes a certain kind of person to knowingly make their living from illegal activities. Criminality is an ecompassing ability that somewhat covers other specializations, but only in regards to where they might connect with nefarious deeds.

Criminality gives you the Sense to know people likely to take a bribe to look the other way or potentially even aid you in your endeavors. It may give you some insight into other criminals of your part of the world and even a vague idea of criminals abroad even if only by reputation. You might be able to cite certain scams, famous criminals from the past, their exploits and what illegal goods might fetch on the black market.

While it gives you some additional insight into the criminal world and potentially some ability to maneuver around the law, how you will apply this knowledge largely depends on what other specialization it is paired with. Pairing it with Academia might mean you're an information broker looking to sell or trade secrets while pairing it with something like contacts might make you quite skilled at smuggling.



SPECIAL SERVICES


Some of the most important customers citizens have are their shinobi counterparts. Given the economic might within shinobi villages, it can be advantageous to an entrepreneur if one can serve some of their military needs. Citizens can exploit their craft to hone in on shinobi demands to give their village an edge over others. These will serve as the incentives for shinobi to do dealings with them.

Examples
A Blacksmith uses their Task skills to provide superior armaments. [Village Equipment created by this Blacksmith has a free Enhanced Durability SA.] [Note: In examples like this, the equipment must be forged or created IC, and the threads* in which the item is crafted must be cited in the equipment application for it to gain the additional free effect.]

An Apothecary uses their Task skills to assist in medical care, providing poultices, bandages, and tinctures. [Village shinobi can seek treatment from the apothecary to cure poisons, diseases, and tend to severe wounds.]

A Botanist uses their Academia skills to nurture Cultivable Plants so that a village’s shinobi have easier access to materials for poisons and poultices. [Village Shinobi have access to Common/Uncommon/Rare cultivable plants to replenish their stocks of poison.]

A Breeder uses their Academia skills to select, rare, and raise animals for their desirable traits to make them top-notch familiars. [Village Familiars created by this Breeder are extremely obedient and receptive to commands.]

A Magician uses their Communications skills to make Genjutsu Triggers far less noticeable. [The magician accompanying shinobi on a mission or venture can improve the effectiveness of their allies' genjutsu.]

A Vendor uses their Communication skills to expand their international trade routes, bringing more business into the country. [The vendor's Investments are weighted more heavily when used as evidence towards an increase in Village Rating.]

Special Services are the civilian equivalent of a shinobi’s Special Abilities. The number of special services a civilian can provide at creation is dependent on their rank of expertise.

Novice: No Special Services
Journeyman: 1
Expert: 2
Master: 3

Acquiring New Special Services
Civilians are able to appeal for some additional Special Services as they develop their skills in their grade. This is a level two appeal process. The appeal must present a logical, traceable order of events that would lead to what you believe would be your character's acquisition of a special ability. We should be able to see their experiences and learning.

The appeal should consist of at least six threads. About 4 of these threads must be centered around training to develop the skills necessary to provide the service, centered around the same idea; these can be either ventures, investments, or other relevant threads. The final 2 of these threads must be centered around coordinating with a shinobi village to supply the service in question; this can include coordinating with the villager's Lord or Kage, the Shinobi council, or drumming up business in a more grassroots fashion by interfacing directly with the rank and file.

Novice Route
Novice starts with 0 SS. Appeal for SS 1.
Journeyman promotion to SS 2. Appeal for SS 3.
Expert promotion to SS 4.
Master Promotion to SS 5.

Journeyman Route
Journeyman starts with 1 SS. Appeal for SS 2.
Expert promotion to SS 3.
Master promotion to SS 4.

Expert Route
Expert starts with 2 SS. Appeal for SS 3.
Master promotion to SS 4.

Master Route
Master starts with 3 SS, and cannot earn any additional SS.


*The number of threads required varies by rank; the higher the weapon's rank, the more threads are required as proof of its acquisition journey. The number of threads required varies depending on the situation and is determined by the staff.


SKILLS


Skills are the civilian equivalent of a shinobi’s jutsu. There are four ranks of skills: Novice, Advanced, Expert, and Master, also referred to as I, II, III, and IV Tier Skills. Skills can be found in the civilian skills board and in the approved civilian skills board. A created civilian is able to start with a number of skills dependent on their rank of expertise.

Novice: 6 Novice-Advanced (I-II) Skills, or 4 Novice-Advanced (I-II) Skill and 1 Expert (III) Skill.

Journeyman : 8 Novice-Expert (I-III) Skills, or 6 Novice-Expert (I-III) Skill and 1 Master (IV) Skill. No more than 1 Expert (III) Skill can be taken.

Expert: 10 Novice-Expert (I-III) Skills and 1 Master (IV) Skill, or 8 Novice-Expert (I-III) Skill and 2 Master (IV) Skills.

Master: 14 Skills of any Tier. No more than 3 Master (IV) Skills can be taken.



SKILL PURCHASE COSTS


Civilians are able to purchase additional skills after creation. The cost depends on both the civilian's rank and the rank of the skill being purchased.

Novice (Tier I)
100 XP - Novice (Tier I)
150 XP - Advanced (Tier II)
350 XP - Expert (Tier III)
750 XP - Master (Tier IV)

Journeyman (Tier II)
75 XP - Novice (Tier I)
125 XP - Advanced (Tier II)
200 XP - Expert (Tier III)
300 XP - Master (Tier IV)

Expert (Tier III)
60 XP - Novice (Tier I)
100 XP - Advanced (Tier II)
150 XP - Expert (Tier III)
275 XP - Master (Tier IV)

Master (Tier IV)
50 XP - Novice (Tier I)
75 XP - Advanced (Tier II)
100 XP - Expert (Tier III)
200 XP - Master (Tier IV)



VENTURES


Ventures, the civilian equivalent of a shinobi’s training, are an enterprise where citizens undertake a project or initiative in hopes of acquiring capital or making a profit. They are the equivalent of shinobi missions in that there is an inherent risk in the form of being in the red, creating poor/faulty products which dissatisfied customers, and even death [Death Enabled], but there is the potential to also expand their name recognition and acquire important experience in the field.

Novice (Tier I)
These kinds of Ventures are typically aimed toward gaining experience. They involve watching and listening then subsequently trying yourself. A citizen may learn basic knowledge of an area and learn to ask themselves how such things could be profitable or made into a profit.

Advanced (Tier II)
These Ventures are where Citizens could be found trying to use their Trade to make a profit while competing with others in the trade. They will likely be trying their best to stand out or seek where they can provide goods/services where others cannot.

Expert (Tier III)
The citizen has proven that they can specialize in an area and work with their client in a high stakes situation. They will attempt to do something rare and unique which makes them well sought after.

Master (Tier IV)
The citizen is potentially commissioned with something grand that few others can do. They may be asked to discover something grand or something never made before. They probably are not catering to just anyone, but someone of real significance.

Rewards & Requirements
EXP is granted for the completion of a venture depending on the rank of the civilian.

Venture ExpTI VentureTII VentureTIII VentureTIV Venture
Novice75    ------
Journeyman 5595----
Expert457595--
Master405575150


Shinobi participating in ventures will also receive EXP: 60% of the amount awarded to the civilian.

There will be a minimum requirement of posts for the individual completing a venture.

Solo VentureTI VentureTII VentureTIII VentureTIV Venture
Novice10------
Journeyman 911----
Expert81013--
Master791420


If there are two people taking part in the venture, the post requirements will lessen for each participant.

Group VentureTI VentureTII VentureTIII VentureTIV Venture
Novice7------
Journeyman 68----
Expert5713--
Master461116


Sensei Bonus
There is a specific bonus for those that are teachers. Civilians teaching other civilians of lower expertise or shinobi about their trade in a venture will receive an additional 50 experience points.



INVESTMENTS


Civilians are able to make Investments, i.e. commission shinobi to assist them in some aspect of their trade. This could be gathering herbs, herding animals, escorting a caravan, disrupting a rival business, or anything else along those lines. The key difference between Investments and Missions is that the civilian has to be present for the Investment, taking part in the storyline in some capacity. Investments the primary way in which civilians can improve their expertise. They also count as mission participation for shinobi seeking to progress in their careers!

Investments can be made by using the mission application template here.

Investment Ranks
Investments Ranks follow the same guidelines as mission ranks, found here. The equivalence is:

Novice (Tier I) Investment - D-Rank Mission
Advanced (Tier II) Investment - C-Rank Mission
Expert (Tier III) Investment - B-Rank Mission
Master (Tier IV) Investment - A-Rank Mission

Investment Participation
Novices may make Novice or Advanced (Tier I & II) Investments.
Journeymen and Experts make make Novice, Advanced, and Expert (Tier I, II, & III) Investments.
Masters may make Investments of any tier.

Rewards & Requirements
Completion of an Investment nets a reward for all participants. In order to complete an Investment, the objective must be realistically achieved, and an OOC posting requirement must be met as well.

Novice (Tier I) - 050 xp / 10 posts
Advanced (Tier II) - 100 xp / 15 posts
Expert (Tier III) - 150 xp / 20 posts
Master (Tier IV) - 200 xp / 30 posts

In the event that the participants fail the Investment, which happens from time to time, all participants will receive 50% of their normal EXP reward.

All Investments are Death Enabled.

Counter-missions can be apped for C-rank Investments and above, following the same procedure as countering a standard mission.

Shinobi are able to use completed Investments towards their promotion requirements in place of missions. Promotion evidence can be a mix of missions and Investments.

Civilians can participate in and claim shinobi missions as Investments when the narrative is reasonable. For example, a civilian wood-worker could participate in the mission Shoring Up The Bones alongside a shinobi partner, and claim it as a Tier I Novice Investment. Similarly, a civilian can participate in missions structured around the premise of safely escorting a civilian or group of civilians, and claim those as Investments, if the occupation of the said civilian matches that of the mission civilian. For example, a scholar being escorted somewhere, a blacksmith going to somewhere to acquire some ores, etc.



PROGRESSION


Just as shinobi can be promoted, civilians can improve their expertise and gain wider renown for their crafts. In progressing their expertise, they are also able to earn additional Special Services by providing the requisite evidence in their progression appeal.

This is a level 3 appeal process.

Novice to Journeyman
- 3 Novice or Advanced (Tier I or II) Investments
- At least 8 Skills of any Tier

Journeyman to Expert
- 3 Advanced or Expert (Tier II or III) Investments
- At least 10 Skills of any Tier

Expert to Master
- 3 Expert (Tier III) Investments
- At least 12 Skills of any Tier, at least two of which must be Master (Tier IV) Skills.

To earn a Special Service alongside their expertise progression, the player should provide evidence of at least six threads. About 4 of these threads must be centered around training to develop the skills necessary to provide the service, centered around the same idea; these can be either ventures, investments, or other relevant threads. The final 2 of these threads must be centered around coordinating with a shinobi village to supply the service in question; this can include coordinating with the villager's Lord or Kage, the Shinobi council, or drumming up business in a more grassroots fashion by interfacing directly with the rank and file.



last edit by Yofie on Jun 21, 2024 1:26:00 GMT -5
has written 886 posts