GMing
For a Season of GM Cycling, a player may GM for up to 3 sessions before passing to another willing player. While you GM, you gain experience like a player with the possibility of reductions based on plot choices. Using famous past characters or your current character in a session costs you 1/2 your XP. Creating the plot in a way that outscales players abilities beyond logic of them participating will cost you the other 1/2 of your XP for that session.
Missions
Missions are ranked jobs available to the players at any time. They can be given by Senseis, locals, or most commonly, the Kage of the nation. Each mission is assigned a rank and that determines its difficulty and reward.
E
The easiest missions, usually odd job requests from locals. E rank missions never involve combat against other ninja but can include combat against E rank creatures at a 1:1 ratio of creatures to unit members. Otherwise E rank missions are comprised of skill challenges that do not put the ninja in danger.
Reward
50g or 2 E rank Items / member
Reward
50g or 2 E rank Items / member
D
D rank missions can range further than local requests, calling on ninja from anywhere in the nation. These can require combat against genin rank ninja or D rank creatures at a 1:1 ratio. If it is a skill challenge, it will come at the risk of danger.
Reward
70g or 2 D rank Items / member
Reward
70g or 2 D rank Items / member
C
C rank missions are usually posted to all ninja in the region and are the highest ranked mission that Genin are usually allowed to take on. They require combat against Chunin or C rank creatures at a 1:1 ratio. C rank skill challenge missions are often longer and very dangerous.
Reward
100g or 2 C rank Items / member
Reward
100g or 2 C rank Items / member
B
A B rank mission could take you anywhere on the plane and require combat against Jonin or B rank creatures at a 1:1 ratio.
Reward
140g or 2 B rank Items / member
Reward
140g or 2 B rank Items / member
A
A rank missions span the planes and put you up against targets of Shinobi rank or higher or A rank creatures at a 1:1 ratio. These are the highest ranked missions Chunin are usually permitted to accept.
Reward
190g or 2 A rank items / member
Reward
190g or 2 A rank items / member
S
The highest ranked mission, only available to Jonin or higher and stacks the odds far out of your favor in the number and rank of your enemies. If creatures are your target you would fight S or F/L ranked creatures at a 1:1 ratio.
Reward
250g or 2 S rank tems / member
Reward
250g or 2 S rank tems / member
Cycle Standards
Every GM will manage time differently. You may spend 3 sessions under 1 GM and only have a day pass in game time while under another GM you cold be on a multi week journey. To balance free time for character development like shopping, crafting, and learning, for each session in your cycle the players should have 2 free time opportunities. If your plot did not allow for the free time, that's fine. The players will take it in-between sessions at the end of your cycle.
Shopping
GMs are free to address shopping how they see fit. This shopping mechanic just sets a standard of availability and allows for less time taken at the table.
1- If a player chooses to shop for their free time it takes the entire 6 hour slot.
2- They write down 5 items they are searching for being as general as "weapons" or "3 Earth components" or as specific as "a D rank lightning nin scroll of kamikaze".
3- The player rolls a luck for each item and records their results accordingly.
4- The GM asks the player what items they were looking for and has the option to add a penalty or bonus based on the location. for example; if you were searching for poison at a black market you may receive a +5 to your result or a -5 if you were looking for that in a general market.
5- The GM then determines the DC for each request based on its specification. something like a one word request like "weapon" would have a DC 5 Luck roll required to find a weapon but the GM decides what the weapon is that you find and you only find that one. A more specific request like "a D rank lightning nin scroll of kamikaze" has 5 specifications and the GM would make the DC 25 Luck at DC 5x the number of specifications.
6- The player erases any requests that do not meet the Luck DC.
7- The player then makes an appraise roll for each of their remaining requests and records them.
8- The GM applies the same availability bonus or penalty to each item as before and compares the players results. a failure results in the item being priced at up to 50% higher than market value, while a success allows you to buy it at market value or even less with an exceptional result like a natural 20 or beating the DC by 10.
9- The player chooses what, if anything, they would like to purchase and can use other skills up to 3 times total to effect their final results, examples being, diplomacy, seduction, or intimidate to lower the price at another cost, or sleight of hand, bluff, or disable to manipulate your balance also with other costs. The GM will set DCs for additional skill rolls according to the guideline below.
DC 5- so simple anyone could do it (use bluff to convince a blind merchant that your trade is fair)
DC 10- easy for a trained ninja to do (use sleight of hand to nab a few coins from a busy street vender)
DC 15- moderately difficult, would only be attempted with certainty by someone specially trained (use intimidate to persuade a merchant its in their best interest to cut you a deal)
DC 20- difficult for even a specialist (use diplomacy to win back favor with a vendor who already seems unhappy to see you)
DC 25- very hard, not a high chance of success for anyone but the best in a field. (use seduction to gain the affection of someone who isn't naturally attracted to you)
DC 30- extremely difficult, highly unlikely for anyone to succeed. (use stealth to rob a veteran merchant in day light who is heavily guarded on his home turf)
1- If a player chooses to shop for their free time it takes the entire 6 hour slot.
2- They write down 5 items they are searching for being as general as "weapons" or "3 Earth components" or as specific as "a D rank lightning nin scroll of kamikaze".
3- The player rolls a luck for each item and records their results accordingly.
4- The GM asks the player what items they were looking for and has the option to add a penalty or bonus based on the location. for example; if you were searching for poison at a black market you may receive a +5 to your result or a -5 if you were looking for that in a general market.
5- The GM then determines the DC for each request based on its specification. something like a one word request like "weapon" would have a DC 5 Luck roll required to find a weapon but the GM decides what the weapon is that you find and you only find that one. A more specific request like "a D rank lightning nin scroll of kamikaze" has 5 specifications and the GM would make the DC 25 Luck at DC 5x the number of specifications.
6- The player erases any requests that do not meet the Luck DC.
7- The player then makes an appraise roll for each of their remaining requests and records them.
8- The GM applies the same availability bonus or penalty to each item as before and compares the players results. a failure results in the item being priced at up to 50% higher than market value, while a success allows you to buy it at market value or even less with an exceptional result like a natural 20 or beating the DC by 10.
9- The player chooses what, if anything, they would like to purchase and can use other skills up to 3 times total to effect their final results, examples being, diplomacy, seduction, or intimidate to lower the price at another cost, or sleight of hand, bluff, or disable to manipulate your balance also with other costs. The GM will set DCs for additional skill rolls according to the guideline below.
DC 5- so simple anyone could do it (use bluff to convince a blind merchant that your trade is fair)
DC 10- easy for a trained ninja to do (use sleight of hand to nab a few coins from a busy street vender)
DC 15- moderately difficult, would only be attempted with certainty by someone specially trained (use intimidate to persuade a merchant its in their best interest to cut you a deal)
DC 20- difficult for even a specialist (use diplomacy to win back favor with a vendor who already seems unhappy to see you)
DC 25- very hard, not a high chance of success for anyone but the best in a field. (use seduction to gain the affection of someone who isn't naturally attracted to you)
DC 30- extremely difficult, highly unlikely for anyone to succeed. (use stealth to rob a veteran merchant in day light who is heavily guarded on his home turf)