Clan Status as of Keiko's Marriage
PSA:
Clan finances

Note: $1 = 10 ryō, but the following numbers are all given in dollars for simplicity:

You have $1,000,000 in the clan reserves, plus the $40,000 you earned while gambling in Mist during the Chūnin Exams. Your monthly expenses are TBD. You will receive one more payment of Pangolin blood money in the amount of $520,000.

Most of the clan's money is physical coins in the clan vault under the house, with a small amount being in the form of open accounts with various businesses (grocery stores, etc) around town, just to simplify shopping.


Keiko's departure
Now that she is married into the Nara clan, Keiko is no longer primarily a Gōketsu in the eyes of Leaf's laws. She will not be living at the compound, although she is likely to come back to visit at least sometimes -- how soon and how often will depend on upcoming events re: the family's reaction to the cessation of the Pangolin deal.

Regardless of what happens, she will not be able to function as Clan Treasurer anymore. When you ask around you will find that Akane and Noburi know absolutely zero about accounting and are terrified of even trying. Mari has enough experience to read a ledger as part of her infiltration training, but definitely not enough to do the job of actually managing accounts. Kagome has no experience at it but is fascinated by the idea and was poring over the books and scratching his head within an hour of Keiko leaving the house. He's going to ask her to give him some lessons as soon as time can be made; he's not averse to the idea of trying the job but he's nervous about whether he can actually do it. You do not know of any civilian accountants, although you could look if you wanted to.

Things that happened offscreen on Sunday and Monday (the wedding was Tuesday)
Noburi found the rules for adoption into a clan. It's pretty straightforward; you just have to file a public statement with the Tower so that it can be recognized to have happened. It's less a question of approval and more a question of that being a good Schelling point for public record keeping. Based on the number of records and the dates on them it's very clear that adoption happens but it's uncommon. Reading between the lines, Noburi suspects that doing it too often will piss off the other clans. After he was done with that he talked to Akane for suggestions on talented clanless ninja who might be good candidates for adoption. He has a list of names to investigate but not nearly enough information to make a recommendation.

Keiko mostly spent her time reading the family ledgers and getting them tidied up to the point where someone who isn't Jiraiya could understand them. When she wasn't doing that or other onscreen stuff she was "training" with Tenten.

Mari was out and about. When asked what she'd been up to she was helpful, responsive, and completely uninformative.

Akane was mostly training, getting her stuff moved, and helping her parents sort out the business plan for the expansion of their family business that will be based on the promised Gōketsu investment money.

Kagome was making seals and improving the defenses when he wasn't at the library or studying the clan finances.
 
Last edited:
PSA: A clarification on the state of civilian rights in Leaf
PSA: A clarification on the state of civilian rights in Leaf

It's come to our attention that there's been some unclear/contradictory information about civilian rights in Leaf. Please consider this an authoritative statement. If anything in past updates contradicts it, please assume that the characters misunderstood or miscommunicated the facts, or that the grue missed a spot.

Although there are technically laws protecting civilian lives on the books, actual protection for civilians comes from the existence of the Merchant Council, the body which regulates civilian trade and resource production in the Fire Country.

The MC is able to call an embargo which stops civilians from producing resources for, or providing services to, ninja. This would be a disaster for all ninja, since they do not do their own farming or crafting. However, it would also be a disaster for civilians, since many (if not all) ninja would resort to violence in order to obtain the resources they need. In addition, it would leave the village vulnerable to its enemies, meaning the Hokage would have to take extreme measures. It's never happened, so nobody knows what the extreme measures are, but they could range from executing and replacing the Merchant Council to total enslavement of the civilian population so something like this doesn't happen twice.

Thus, the MC is desperate not to find itself in a situation where an embargo is necessary. However, there are two circumstances which would force its hand.

1) The Hokage passes a law that threatens the entire civilian population. Allowing ninja to compete with civilians financially would be an example of such a law.

2) Ninja start killing civilians indiscriminately, and the Hokage fails to step in and stop them.

Murdering a single civilian will almost certainly not be enough to move the MC unless it was a very important civilian, such as a member of the Merchant Council. Murdering a small number, especially of undesirables such as six yakuza, probably won't either. However, the Hokage is aware that the MC could ruin the village if driven over the edge, and will not be impressed with anyone bringing them closer to that edge without a good reason. Between this and the fact that lowering the number of civilians is generally harmful to the village, a ninja who comes to the Hokage's attention through lots of wanton murder can expect to have a bad time.
 
Last edited by a moderator:
Proposed VD/medic stunts for Noburi
@eaglejarl @Velorien @Paperclipped

The following is a transcription of several medical-focused VD stunts that were floated on Discord as possible things Noburi could be learning under Tsunade.

Breath of Life

Noburi floods the chakra system of a recently clinically dead (but not brain dead) ninja with a large amount of chakra. Kickstarting their heart and lungs. The patient must have been dead for no more that VD AB minutes. This is enough for Noburi or another mednin to make yet another roll to attempt to stabilize the patient. QMs discretion on what that roll is.

Vampiric Healing

Using his advanced knowledge of medical ninjutsu, medical knowledge and Vampiric Dew Noburi can use tiny amounts of chakra drain and infusion to help wound healing. He can now roll VD level in addition to Mednin and Medknow to treat injuries. On success of both VD and Medknow vs wound TN heal 4x the Mednin shifts instead of 2x.

Medical Vampirism

Using his advanced knowledge of the human chakra system Noburi has learned to drain more effectively. On the Resolve vs VD level roll to drain chakra, Noburi may now also roll Mednin vs Resolve, on success he drains 2x as much chakra as he would otherwise. (VD level + difference between the two rolls) The amount of drain per round using this technique is capped at 4*VD level

Vampiric Touch

Using his advanced understanding of medical techniques and the Vampiric Dew Noburi can project medical chakra through water to a limited extent.

He can project chakra scalpels from the WW and use it to heal / perform surgery etc. Rolls are capped at min [WW, Mednin].

Total range of mednin chakra projection is VD AB meters

Vampiric Assistance

By selectively draining or filling chakra in different areas (cells?), Noburi is able to improve the efficacy and precision of treatments. He receives +Mednin AB to mednin rolls while actively using the VD.

Vampiric Sensing

Noburi can gain an understanding of ninja biology rivaled only by fellow sensor-nin as he has studied and identified every teeny part of a body through internal (on the patient) VD use. Noburi gains +AB to Medknow for rolls on any species that he has mapped out with the Vampiric Dew.

Vampiric Disruption

Using his knowledge of chakra coils and their behavior, Noburi disrupts his enemies chakra systems using an injection of medical chakra mid combat.

Some combination the following occurs: active ninjutsu/genjutsu can't be maintained and disappate, and/or the enemy can't cast nin/genjutsu or chakra boost for the next Round.

This requires he inflict minimum one stress with medical chakra active.

Vampiric Regeneration

By carefully flooding the patient's cells with medical chakra, Noburi can induce gentle regeneration for recent injuries. Generating additional shifts to reduce wound TNs and total shifts, only applies if medical treatment is available <4 hours post injury.

Roll VD level vs Wound TN and add those to the shifts generated by rolling Mednin vs Wound TN for the purposes of reducing Wound TN and number of shifts.

EDIT: some others too
Hacker's Delight



When rolling to heal an internal injury caused by Technique Hacking, roll 1.5*VD instead of MN.
Vampiric Bath

After extensive study of the human chakra system Noburi is able to reverse the direction of drain and feed the recipient's coils with chakra as swiftly as the cast of a jutsu, allowing the recipient to cast ninjutsu as if they had direct access to Noburi's full reserves.

This requires a Full Round Action from Noburi, and bodily immersion in water from the recipient. In addition, Noburi must be touching the recipient for the transfer to work.

This Stunt was designed by Tsunade to allow Noburi to assist the chunin Summoner corps to Summon their Bosses in the defense of Leaf. As it's useless in combat otherwise

Vampiric Soothing

Using his mastery of the chakra system from VD, Noburi can reduce the severity of Consequences taken by overdraw and overcharge by one step if he provides prompt treatement (<10min from the injury). This is instead of triage rolls.

Roll Mednin and VD vs TN 20x Consequence severity, if both rolls succeed reduce it by one step. Example:

Hazou overcharges by 50% to Summon Cannai, this causes a Moderate Consequence. Since Noburi is present he can roll both Mednin and VD vs TN 40 to reduce the Consequence to a Mild. He rolls VD 50 + 3 and Mednin 49 - 12 and fails. Hazou is stuck with his Moderate at TN 20 and 200 shifts.
 
Last edited:
Disciple of the Beyond stunt
A wild stunt appears! The players have the opportunity (not requirement) to exchange their Summoning Scroll Acolyte stunt for the following. This change would be an in-universe event; we'll work out the details later. It would not involve retconning prior rolls.



Disciple of the Beyond

XP Cost: (replaces previous Out-exposure stunt; no XP is spent)
Prerequisites: Sealing 20, Primordial Sealing 20, SSA or similar Out-exposure stunt

Though the summoning scroll is a two-dimensional seal, the secrets of the Out go deeper than just the world of two-dimensional seals. The user's relationship with the corrupted memories matures, and the memory's intensity fades as its versatility grows, allowing the user to understand all seals through that eldritch lens.

This replaces a previous Out-exposure stunt. All effects of that stunt are lost.

The user gains the following benefits:
  • The user gains an optional, AB-increasing bonus of +TYS to Sealing and all related or derived disciplines (including Primordial Sealing and any future monstrosities).
  • After the user makes a research infusion roll using the above bonus, they take a Mild Mental Consequence: "Touched by the Out".
    • The Mild Consequence takes a day to heal, and does not heal while the user is engaged in seal research.
    • If the user has only one instance of "Touched by the Out" and no other Mental Consequences, they may ignore the Consequence penalty on rolls.
SSA:
Sealing
Eff. Sealing
Prim. Sealing
Eff. Prim Sealing
Notes
50​
74​
1​
26
+25 from Sealing​
50​
74​
10​
35
50​
74​
20​
45
50​
74​
30​
50
Sealing bonus is capped at 50.​
50​
74​
40​
50​
50​
74​
50​
50​
50​
84
60​
60​
Primordial Sealing bonus brings base sealing up to 60.​
50​
94
70​
70​

DOB:
Sealing
Eff. Sealing
Prim. Sealing
Eff. Prim Sealing
Notes
50​
62​
1​
34
+21 from Sealing, +12 from DOP​
50​
62​
10​
43
50​
62​
20​
53
50​
62​
30​
62
Sealing bonus is capped at 50 – then +12 from DOP.​
50​
62​
40​
62​
50​
62​
50​
62​
50​
72
60​
72
50​
82
70​
82
 
Last edited by a moderator:
More proposed stunts for Noburi
@eaglejarl @Velorien @Paperclipped

The following is a transcription of several medical-focused VD stunts that were floated on Discord as possible things Noburi could be learning under Tsunade.

Breath of Life

Noburi floods the chakra system of a recently clinically dead (but not brain dead) ninja with a large amount of chakra. Kickstarting their heart and lungs. The patient must have been dead for no more that VD AB minutes. This is enough for Noburi or another mednin to make yet another roll to attempt to stabilize the patient. QMs discretion on what that roll is.

Minimum requirements to learn: VD 50, Mednin 50, Medknow 50

Vampiric Healing

Using his advanced knowledge of medical ninjutsu, medical knowledge and Vampiric Dew Noburi can use tiny amounts of chakra drain and infusion to help wound healing. He can now roll VD level in addition to Mednin and Medknow to treat injuries. On success of both VD and Medknow vs wound TN heal 4x the Mednin shifts instead of 2x.

Minimum requirements to learn: VD 40, Mednin 40, Medknow 40

Medical Vampirism

Using his advanced knowledge of the human chakra system Noburi has learned to drain more effectively. On the Resolve vs VD level roll to drain chakra, Noburi may now also roll Mednin vs Resolve, on success he drains 2x as much chakra as he would otherwise. (VD level + difference between the two rolls) The amount of drain per round using this technique is capped at 4*VD level

Minimum requirements to learn: VD 30, Mednin 30, Medknow 30

Vampiric Touch

Using his advanced understanding of medical techniques and the Vampiric Dew Noburi can project medical chakra through water to a limited extent.

He can project chakra scalpels from the WW and use it to heal / perform surgery etc. Rolls are capped at min [WW, Mednin].

Total range of mednin chakra projection is VD AB meters

Minimum requirements to learn: VD 40, Mednin 40, Medknow 40

Vampiric Assistance

By selectively draining or filling chakra in different areas (cells?), Noburi is able to improve the efficacy and precision of treatments. He receives +Mednin AB to mednin rolls while actively using the VD.

Minimum requirements to learn: VD 20, Mednin 20, Medknow 20

Vampiric Sensing

Noburi can gain an understanding of ninja biology rivaled only by fellow sensor-nin as he has studied and identified every teeny part of a body through internal (on the patient) VD use. Noburi gains +AB to Medknow for rolls on any species that he has mapped out with the Vampiric Dew.

Minimum requirements to learn: VD 20, Mednin 20, Medknow 20

Vampiric Disruption

Using his knowledge of chakra coils and their behavior, Noburi disrupts his enemies chakra systems using an injection of medical chakra mid combat.

Some combination the following occurs: active ninjutsu/genjutsu can't be maintained and disappate, and/or the enemy can't cast nin/genjutsu or chakra boost for the next Round.

This requires he inflict minimum one stress with medical chakra active.

Minimum requirements to learn: VD 50, Mednin 50, Medknow 50

Vampiric Regeneration

By carefully flooding the patient's cells with medical chakra, Noburi can induce gentle regeneration for recent injuries. Generating additional shifts to reduce wound TNs and total shifts, only applies if medical treatment is available <4 hours post injury.

Roll VD level vs Wound TN and add those to the shifts generated by rolling Mednin vs Wound TN.

EDIT: some others too
@eaglejarl @Velorien @Paperclipped

We're proposing the good shit from Tsunade right? I guess more generally it's to investigate Vampiric Dew but I'll go ahead and suggest some cool things she may have passed along anyways.

Getting that Chakra-Scalpel-through-Water-Whip tech would be cool since we didn't end up getting it from Oro.

Here are some others in a similar vein:
Paralyzing Palm
Pre-reqs: MedNin 40, MedKnow 40

The user floods a target with specialized medical chakra designed to restrict muscle movement. Tsunade originally invented this one to help restrain flailing patients, but found it was quite effective on the battlefield as well.

Medical use: User makes physical contact with target. Roll (User's MedNin - Target's Physique) against a TN of 0 to paralyze the target for one minute. The user can target specific limbs or more generally. Failing this roll can result in a myriad of problems, including failing to take effect at all, or accidentally paralyzing the patient's heart. Successfully paralyzing limbs can make operating on the patient easier (at QM discretion.) The user can roll against increasingly large TNs to move the paralyzation time up the timeladder. (TN 10 for 10 minutes, TN 20 for 30 minutes, TN 30 for 1 hour, etc.)

Example: Noburi wants to stabilize a jonin delirious from blood loss, so he needs them to stop swinging at him and then drain them unconscious.
48 (Noburi's MedNin) - 44 (Jonin's Physique) = 4.
Noburi successfully paralyzes the target and then drains them unconscious.
TSUNADE: "Close call there. Work on your medicine, dumbass!"

Combat use: This technique is less effective in the midst of a fight due to the fast motion and difficulty of getting a clean application. However, it can still cause muscle spasms even with a glancing blow. First, the user must use a Supplemental to activate Paralyzing Palm. Next, the user must successfully land a Taijutsu attack (or otherwise make physical contact with the target.) After resolving the Taijutsu roll, if the attack lands successfully, roll User's Mednin vs. Target's Physique. For every shift of success, the target's Physical stats are decreased by 2 for one minute. This jutsu is reflexive and can be used on a Counterattack if Taijutsu is declared as the defending skill.

The effect can be cleared faster by rolling MedNin against the original MedNin roll.

Example: Kabuto successfully strikes Arikada, and uses Paralyzing palm.
Kabuto (MedNin) = 60 + 3 (dice) = 63
Arikada (Physique) = ??? + ? + 6 (dice) = 47
63 - 47 = 6 shifts. Arikada's physical skills are decreased by 12 for one minute.

Paralyzing Pool
Pre-reqs: Paralyzing Palm, VD 40

After studying his bloodline abilities, Tsunade has successfully developed a way for Noburi to utilize Paralyzing Palm through the VD. However, it is weaker, and less effective the further the target is from Noburi. These shortcomings will have to be improved by Noburi himself in time.

When an enemy is touching a water source connected to Noburi (including ninjutsu such as Water Whip, Great Lake Formation, etc.), Noburi may use a Reflexive supplemental to cast Paralyzing Pool (up to once per turn). Roll [MIN (Medical Ninjutsu, Vampiric Dew)] vs. target Physique. For every shift of success, the target's physical skills are decreased by 1 for one minute.

Noburi's roll is decreased by 5 if in melee range but not in physical contact. Noburi's roll is decreased by 10 if the target is in the same zone but not in physical contact. For the purposes of Water Whip, Noburi is considered to be in physical contact if he is close enough for enemies to counterattack him, but if using WW without risk of counterattack, recevies the -5 malus.

Example: Noburi casts Great Lake Formation, and immediately uses a reflexive Supplemental to use Paralyzing Pool on Hazou. Hazou is in melee with Noburi but Noburi did not make physical contact.
Noburi: Minimum of VD and MedNin is MedNin.
Noburi: 48 (MedNin) + 0 (dice) - 5 (in melee but no physical contact.) = 43
Hazou: 37 (Physique) + 3 (dice) = 40
43 - 40 = 1 shift. Hazou's physical skills are decreased by 1 for one minute.
TSUNADE: "Is that all you've got? Work on your medicine, dumbass!"

Purified Rebirth
Pre-reqs: MedNin 40, MedKnow 40, CR 40

A less impressive form of Tsunade's Mitochondrial Healing Technique and about as expensive. Impractical for most medics due to the high chakra cost associated with the technique, as most people don't have a forehead seal full of chakra or a giant barrel full of it on their back.

Up to once per turn, the user spends a Supplemental Action to clear away accrued Physical Stress by flooding their system with medical chakra, aiming for quantity over quality to brute force healing quickly and doing their best to direct the flood to damaged areas. Roll MedNin vs. a fixed TN. The TN is equal to (20 * # of stress boxes the user wants to heal.) The price of the technique is 200 CP per stress box healed, but as this is an internal effect, it is not triple cost for Noburi. Failing the roll heals nothing and costs the full price of chakra.

Example: Noburi is pretty roughed up in his training with Tsunade, having taken 3 stress already even with her holding back. He decides to use a Supplemental action to heal up before she 'accidentally' breaks something.
Noburi decides to heal 2 stress boxes.
Noburi: 48 (MedNin) - 6 (dice) = 42
Noburi successfully heals 2 stress boxes, for the price of 400 CP, a fifth of his total reserves.
TSUNADE: "Tch. If you improved your medicine, you could've healed yourself completely."

Blazing Ram
Pre-reqs: MedNin 40, MedKnow 40

Once this stunt is purchased, it is always available to use. The user increases the output of muscles and chakra coils by forcing them to work harder with medical chakra. You may increase your Chakra Boost cap by up to (MedNin AB), paying 5 CP per point as usual. If you choose to do so for that round, you take one physical stress.

Blazing Dew
Pre-reqs: Blazing Ram, VD 40

Once this stunt is purchased, it is always available to use. The user forces their chakra system into overdrive. When draining with Vampiric Dew, Noburi can double the amount of chakra drained from the target, but he takes one physical stress if he does so. Noburi must choose to use this before knowing the outcome of the VD roll.

Tenketsu Shredder
Pre-reqs: MedNin 40, MedKnow 50

Tsunade invented this one for more easily detaining enemy forces, but it sees its use in a fight as well.

First the user must spend a Supplemental to activate Tenketsu Shredder. Next, they must make a successful Taijutsu attack against their target (or otherwise make physical contact.) Upon a successful Taijutsu roll, the target loses CP equal to (shifts of stress inflicted x 10) immediately, and again at the start of each of the target's turns.

Example: Kabuto successfully strikes Arikada, inflicting Tenketsu shredder on Arikada.
Kabuto (Taijutsu) = ??? + ? + ? + 0 (dice) = 83
Arikada (Athletics) = ??? + ? + ? + 3 (dice) = 80
Kabuto deals (1 + 3 =) 4 shifts of stress to Arikada, filling up his stress track and inflicting a mild consequence.
Tenketsu shredder activates, immediately taking away 40 chakra from Arikada.

At the start of Arikada's turn, he loses another 40 chakra.

Tenketsu Leech Strike
Pre-reqs: Tenketsu Shredder, VD 50

Tsunade managed to get the Tenketsu Shredder technique working for Noburi through Water Whip. First, Noburi must use a Supplemental to activate Tenketsu Leech Strike. Upon a successful Water Whip attack, the target loses CP equal to (shifts of stress inflicted x 10) immediately, and again at the start of each of the target's turns.

Example: Noburi is brawling with the Neck Ninja.
Noburi (Water Whip) = 50 + 9 (RRB) + 7 (HM) + 8 (Boost) + 9 (dice) = 83
Kishigami (Melee Weapons) = ??? + ?? + ? - 6 (dice) = 75
Noburi deals 3 shifts of stress. Kishigami loses 30 CP.

At the start of Kishigami's next turn, he loses an additional 30 CP.
 
Last edited:
The Economic Underpinnings of the Elemental Nations
Please be sure to read the 'Cultural Underpinnings of the Elemental Nations' threadmark before reading this.

Here are the basic facts that should go into an economic analysis:
  • Fire is about 300,000 people
  • Leaf is about 30,000 people
  • 0.5% of the population are ninja, and essentially all of them reside in Leaf
  • According to the map, Fire is very roughly 300 miles wide and 200 miles high. It's extremely fertile and could be incredibly productive if it were more efficiently under cultivation. Unfortunately, a supermajority of it is old-growth forest with huge trees that are hard to log because they are (A) huge, (B) often lethally dangerous in their own right, (C) part of an ecosystem filled with lethal magical critters that consider lumberjacks to be tasty morsels.
  • See previous comment about "extremely fertile". It's naturally rich ground and there's a lot of wiggle room to say "well, even with medieval tech and labor it's 5x as productive as medieval land because chakra worms or whatever".
  • There is no chakrapunk in general circulation. Your average farmer has no seals, no jutsu, and no help from ninja.
  • Taxes are high. People living in the countryside are poor.
  • Leaf's Merchant Council are rich and powerful. They aren't villains, but as a general rule they don't care about maximizing human welfare, they care primarily about maintaining their own positions and secondarily about making Leaf more powerful than other nations.
  • Clans are rich, powerful, and unshakably confident in the idea that they are better than clanless ninja...which, to be fair, is often true. Clans have wealth (and therefore better education) and either bloodlines or secret family lore that grants them greater personal power. They are very literally the 1%1​ that owns a major plurality of the wealth in their various countries.

[1] Technically clans are the ~0.3%, since ~0.5% of people are ninja and ~⅔ of ninja are clan ninja.
 
Last edited:
Ninja Demographics & Promotion Rates
Demographics & Promotion Rates
@Inferno Vulpix's calculations are now officially canonical:

The following is a non-confirmed quote from eaglejarl on the discord about ninja demographics that he wants checked for plausibility:

Now, as a recap, Konoha in a 'stable state' (i.e. before the USoUD and BotG) has about 1200 Genin, 250 Chūnin, and 50 Jōnin. Okay, let's go.

Genin:

Genin have a fairly even death rate here, let's average that out and say that a Genin lives from 12 to 17, five years. This means that 240 Genin die, get promoted, or go missing a year and 240 Genin graduate from the Academy each year.

Chūnin:

Chūnin can be put in two groups: doomed Chūnin and Jōnin-track Chūnin. Doomed Chūnin die in less than a year, let's round that off to a flat year for simplicity. Jōnin-track Chūnin stay Chūnin for about six years before becoming Jōnin. This means that for every year of Doomed Chūnin there are six years of Jōnin-track Chūnin to work with.

There are 250 Chūnin in Konoha. If 2/3 of new Chūnin are doomed Chūnin, then there are (1/3 * 6) = 2 years of Chūnin, 3 times as many Jōnin-track Chūnin as doomed Chūnin walking around at a given moment. That means there are about 190 Jōnin-track Chūnin and about 60 doomed Chūnin in Konoha.

This amounts to a draw of about 90 Genin a year, meaning that of the 240 Genin that graduate from the Academy, about 150 will die as Genin, about 60 will die as doomed Chūnin, and about 30 will likely hit Jōnin.

Jōnin:

There are three categories for Jōnin here: doomed Jōnin, regular Jōnin, and S-track Jōnin. Doomed Jōnin die within the first year, and the regular Jōnin population die within five years (let's say an average of 3), leaving only the S-track Jōnin alive beyond that.

There are 50 Jōnin in Leaf in a stable state. That means that there's one year of doomed Jōnin, three years of regular Jōnin, and something like thirty years of S-rank Jōnin that together equal 50.

Starting from the S-rankers, let's make a generous estimate that Konoha averages about 5 S-rankers normally. That drops our Jōnin pool down to 45 between the doomed and regular Jōnin.

At a draw of 30 new Jōnin per year, n of them are doomed Jōnin and m of them are regular Jōnin. With a total non-S-track Jōnin population of about 45, we get the following equations: n + 3m = 45 and n + m = 30. Rearrange for n = 30 - m and substitute as (30 - m) + 3m = 45 and solve for m = 7.5. Round that off and we can conclude that of the 30 new Jōnin Leaf gets each year, 22 of them are doomed Jōnin and 8 of them are Regular Jōnin. Or, in other words, 73% of Jōnin die in their first year and 27% die within five years.

(S-rankers have been omitted from these calculations because 5 S-rankers at 30 years per S-ranker is one S-ranker every six years, a rounding error of the Jōnin population).

In Conclusion:

Taking the not confirmed numbers eaglejarl provided on discord and making a few small assumptions to extrapolate from them:

  • The Academy class size is something like 240 Genin a year.
  • About 150 of those Genin (63%) will die as a Genin, and the other 90 will be promoted to Chūnin.
  • About 60 of those Chūnin (67%) will die within a year, and the other 30 will be promoted to Jōnin.
  • About 22 of those Jōnin (73%) will die within a year, and the rest will die within five years.
  • S-rankers are a rounding error.
 
Radvic Econ Analysis
Your task: Assign plausible numbers for cost of living in Konoha and attendant rates for mission pay. Your reward: +10 XP and the gratitude of your fellow questers. Let us know what information you need that isn't already available.
@Velorien @OliWhail @eaglejarl I present to you, in hopes of 10 XP and being a bit helpful:

Radvic's Analysis of Plausible Economics in Leaf
Disclaimer: Not an economist by any fashion. Doing some voodoo magic here.​

Abstract: We want to assign cost of living and pay rates for missions. So, let's throw some ballpark numbers around. First, we'll define a variable X from which to base our economic assumptions off of. Second, we will determine how much of this variable is likely available to fund ninja missions. Third, we will determine the relative costs of ninja missions based off their risk factors. Finally, we will solve for X using information given in the quest to determine the costs of missions.

Extra Disclaimer: now, we know that to say Medieval economies operated via "money" is to entirely misunderstand their system (see Manorialism). That said, we're going to do it anyways and just say "Marked for Death is different than medieval economies because magic." With pesky reality out of the way, we can proceed to generating numbers and variables making entirely anachronistic capitalist assumptions. I'll note that the presence of a "merchant council" indicates that these assumptions may have some merit into how MfD works.

Defining X

So, farmers are unlikely to ever see any money in Marked for Death. Why? Because likely, they live in land owned or "protected" by ninja or councils or mayors, or Daimyos, or whatever, and they just keep enough food to survive, and wear rags and stuff they make themselves in their free time. This is pretty similar to our experience in the village in Iron.

Ok, but there are more than just peasant civilians in Marked for Death - they've got a whole medieval structure and a few cities. So, let's look at what's probably the lowest non-peasant class, and most common group in cities, and primary provider of value. Skilled laborers. We'll assume there's some labor classes, e.g. Blacksmiths, florists, sandal-makers, butchers, bakers, etc. There's likely a range of pay depending on the work and skill, but I wouldn't expect it to span more than one order of magnitude. So, let's assign our base money unit X to be "a generic skilled laborer's daily take-home pay." This means that X should be enough to 1) pay for daily food for at least 2 people (children assumption), 2) pay for clothing, 3) pay for a portion of a dwelling (we'll say 50% - assuming that each hovel has 2 skilled laborers paying for it). We'll calculate this value at the end, after relating it to ninja mission pay.


Calculating available Mission Funding

Now, let's estimate how many skilled laborers there are in Fire. We know that Konoha has ~30,000 residents. We also know there are ~1,500 ninja. Presumably, there are also some farmers, bureaucrats, and miscellaneous officials who don't provide goods/services but live in the city. So, let's estimate there to be ~25,000 skilled laborers. This puts us at 25000 X per day for "goods produced in Konoha." Let's assume that there is effectively a 10% overhead which will eventually go to pay for ninja missions. This puts "funding provided for ninja missions by Konoha alone" at ~2500 X per day.

Now, we also know that there are other cities in Leaf. Specifically, there are three, each around 20,000 residents. If we assume 18,000 of each of those are "skilled laborers", this adds an additional 52,000 X per day into the economy, and 5,200 X per day into the ninja fund (Assuming 10% ninja rates).

More generally, we can calculate the ninja fund available by using the formula:

Number_Skilled_Laborers x Percentage_Spent_on_Ninja

Which, in this case is:

77,000 x 0.10 = 7,700

So, this means that the total funding to hire ninja missions in Leaf winds up being ~7700 X per day. This is spread out across ~1,500 ninja. This means that the "average" ninja will make ~5 times what a skilled laborer makes, though this is misleading since the majority of ninja are genin. It seems we are in the right ballpark though, so let's continue.

Numbers of Missions Hired

Now, with a way to relate skilled labor (i.e. cost of living) to ninja funds, let's look at missions.

D-rank. This seems to be just unskilled labor available to people who want it. It's unclear to me why a civilian would hire a ninja to do work they can get the local street urchin to do for a fraction of the price, but I guess if you want to show off your wealth, this is probably a good way to do it. Cost is 20 ryo/hour/ninja. I'd imagine that this is paid for by individual shops and citizens, and so will not assume the funding comes from the 7,700 X per day ninja fund.

C-rank. These missions are necessary for intra-country trade, which is likely a thing many skilled labor shops will want. For instance, if they need to go to a guild meeting at a neighboring town, or want to deliver wares, they'll need a C-rank. If skilled laborers want to harvest materials, they may need a C-rank mission to get an escort. I'd imagine most merchant shops need about one every year. We'll further assume each merchant shop is 5 laborers, and that they can often share resources with 10 of their neighbors. This means we'll need a number of C-ranks a year = #laborers/50 = 77,000 / 50 ~ 1540 C ranks / year.

B-rank. These missions are necessary for inter-country trade, which a minority of skilled labor shops will likely want. Other instances of a B-rank mission would be to deal with problems of ninja or chakra beast origin (e.g. a supply point is inhabited by chakra beasts, ninja are suspected to have done something nefarious to a merchant). Most likely, a guild or collection of shops would want to be able to have cash saved to hire a B-rank mission if needed. I'd expect that guilds pay for this via a membership fee. Like insurance. So, let's assume each collection of 100 merchant shops will have the funding to purchase 1 B-rank a year. This means we'll need a number of B-ranks a year of #laborers/100/5 = 77,000 / 500 ~ 154 B ranks / year.

A-rank. These missions are necessary for starting new ventures in new areas with chakra beasts, long term exploratory caravanning, or harming foreign merchants/guilds. I'd expect most established guilds have the funding to purchase one or two A-ranks a year, as they aren't normally needed, but are probably needed whenever expanding. We'll say an established guild is a collection of ~500 merchant shops, and they need one mission every two years. This means we'll have a number of A-ranks equal to #laborers / 500 / 5 = 77,000 / 2,500 ~ 30.8 A ranks / year.

So. According to these assumptions, this means that D-ranks are likely self-funded by affluent skilled laborers, and assumes that C, B, and A rank missions are funded via a 10% membership fee of skilled laborers by their guild. This means that we have a cash inflow of 7700 X per day to pay for 1580 C ranks, 158 B ranks, and 31.6 A ranks each year. So, multiplying 7700 X by 365 to get the yearly funds, we find that the civilians can afford:

~2,800,000 X monies for 1540 C ranks, 154 B ranks, and 30.8 A ranks. So, we now have a formula relating cost of living (X) to mission costs for C, B, and A rank missions.

2800000X = 1540C + 154B + 30.8A

Ninja Mission Relative Cost (risk) Assessment

Our next task is to assign relative costs between C, B, and A rank missions.


Now, given that there are ~1,500 ninja, spending the time to actually achieve all of these missions is likely relatively simple. This means that we'll want to measure the cost in ninja lives, not in ninja time. So, let's estimate risk. The risk for a C rank mission seems like it should be around 1% risk of loss of life - it's either fighting civilians or normal chakra beasts, but normally just escorting and not really doing anything Risk pretty much only comes from misfiled or misidentified C ranks. No ninja combat is to be expected. As the risk of a B rank mission is equivalent to a C-rank that lasts 2 weeks instead of 2 days, let's say instead of a 99% chance of survive, ninja have a (99%)^7 chance of survival. So, a 93.2% chance of survival. This means the risk for a B rank mission is ~7% risk of loss of life. Finally, A rank missions are likely individually specked out, but, if we assume ninja combat is likely, we'll assume a 50% chance of loss of life. So, if we look at things from the mess of survival expectancy above, we can expect a 50% chance of ninja death with either 70 C rank missions, 8 B rank missions, or 1 A rank mission. Obviously, the ninja you send on the mission will matter greatly for survival ratings, but we're just doing ballpark estimates, so these numbers should be roughly right.

So, this indicates at the cost to ninja is approximately 70C = 8 B = 1 A

Plugging this into our equation above for cost of living to ninja missions, we find:

2800000X = 1540C + 154 (8.75 C) + 30.8 (70 C)
2800000X = 5043.5 C
C ~ 555 X
B ~ 4857 X
A ~ 38862 X

So, we would expect one C rank mission to be approximately 600 day's skilled labor daily pay, One B rank mission to be approximately 4,900 day's skilled labor daily pay, and one A rank mission to be approximately 38,900 day's skilled labor daily pay.

Converting to Ryo

Now, we just need to figure out what an average skilled laborer is paid, and we can answer the question proposed. So, let's look at costs of items. We know that ingredients for one loaf of bread costs 30 ryo, and a gallon of honey costs 1,000 ryo, and a copper kettle costs 150 ryo in Iron. Assuming the value of the ryo is relatively similar in Leaf, it seems reasonable to assume a skilled laborer could purchase approximately 5 loaves of bread a day. Obviously, that's not what they're going to spend their money on, but it should be enough to buy a day's food for 2 people (~3 loaves of bread), and have a reasonable chunk of cash left over to pay for things like rent, clothing, and guild fees. This means one day's skilled labor is 150 ryo.

So, X = 150 ryo

C ~ 555 (150 ryo)
C ~ 80,000 ryo
B ~ 4857 (150 ryo)
B ~ 700,000 ryo
A ~ 38862 (150 ryo)
A ~ 5,800,000 ryo

Conclusion

So with the above order of magnitude assumptions, the cost of living at a humble civilian skilled laborer level (i.e. hovel & low quality food) is ~ 150 ryo per day in Leaf, C rank missions should pay ~ 80,000 ryo, B rank missions should pay ~ 700,000 ryo, and A rank missions should pay ~ 6,000,000 ryo. Feel free to use the above formulas with different input values for things like number of skilled laborers, ninja overhead percentage, mission risk assessments, or daily skilled laborer pay to refine values.
 
Last edited:
Productivity of Leaf
Please note that the "5 koku pet farmer" thing was an idea that I was putting forward to show that there were ways to make the books balance if we had to fudge things. It is NOT yet a confirmed part of the worldbuilding. I'm talking to the others about it.

It all depends how big you want to make Leaf itself. Assuming Hidden Leaf has a population of 28,500 Civilians (@2 koku food consumption per civ / year, Leaf civilians are reasonably well-fed) and 1500 ninja (@10 koku food consumption per ninja / year, ninjas have near-peak human physiques and consume pro-athlete levels of food during missions), and that Hidden Leaf is mostly but not completely self-sufficient (say 80%, 60,000 koku supply vs 72,000 of demand), the walls of Leaf would have to encompass:

@10 koku (Baseline medieval productivity) per hectare per year: 6000 hectares, 60 sq. kilometers or a circle of radius 4.3 km (8.6km diameter, so walking across Leaf takes ~1 hr 45 min for civs)
@25 koku (2.5x medieval, 5 koku / farmer) per hectare per year: 2400 hectares, 24 sq. kilometers or a circle of radius 2.8 km (5.6km diameter, walk takes ~1 hr 10 mins)
@50 koku (5x medieval) per hectare per year: 1200 hectares, 12 sq. kilometers or a circle of radius 2 km (4km diameter, walk takes ~45 min)

Add 20-40% to the values to account for non-farmland. There was a lot of variation in medieval city sizes, I think anything above 15 koku per hectare could be defensible.
 
Economics blah blah blah
There will be more coming.

Q: Who owns our home loan?
A: The Tower, who sold the estate to Jiraiya to recover part or all the debt.

Q: How many hours (and what other things) did we get as part of Keiko's bride price?
A: 88mm ryō. No hours, since those are internal-only currency. You implicitly get "favored outclan (i.e., not ISC) trading partner", but that's vaguely defined.

Q: How much money are we getting from Kenta's business?
A: Kenta is earning about R30,000 / year. Aoi is mostly a stay-at-home-mom who helps out in the shop and earns side money doing laundry for rich people. She's making about R1,000 / year.

Q: How much did we invest or plan to invest in Kenta's business?
A: You invested 30k into the carpenter business.

Q: How much would it take to invest in Kenta expanding into construction and hiring the necessary skilled labor?
A: 50k. He's starting from ground zero and construction is capital intensive.

Q: Income/expense from Jiraiya's spy network and business connection.
A: HDK. OOC, we'll likely go with the player suggestion and do the accounting by filing the income from the network as "other investments" instead of treating it as the network per se generating money.

Q: How much does the Tower have for seals/month?
A: The monthly budget is 29.9 million ryō.

Q: When does the monthly seal budget refresh? (To have someone camping out.)
A: First of the month at dawn.

Q: How much money is Naruto getting from missions?
A: The player-suggested answer is unclear to us -- it seems to be talking about his total lifetime earnings, but it might be intended to be a per-mission number? Could someone please clarify?

Q: How much money was Jiraiya worth at time of death?
A: 513 million ryō.

Q: Can we fill other sealmasters' quotas?
A: Yes, you can fill other sealmasters' quotas for seals. In most cases that means you make the seals and give them to the person in question, who then turns them in.

Skywalkers are a special case since they are not allowed to be given to anyone other than the Tower. Procedurally, you're required to go in with the sealmaster that you're supplying them for, simply to ensure that all accounting is done properly & the right person ends up with the money. If Alice and Bill go in together and Alice says "I'm handing these in for Bill", then the Tower rep would hand Bill the money but wouldn't care if he immediately handed it to Alice. The important thing is that you never hand a skywalker to someone not actively working for the Tower.


Q: How does land ownership and sale work? Specifically:
  • Who owns the land around Leaf/how much/how far out?
  • Who owns the random land farther from the major villages?
  • Is land ownership transferred around much?
  • Between which parties, in what volume, at what frequency? (trying to determine how much new supply the market can bear)
A: Hashirama died of illness, which left him enough time to set up institutions and laws in Leaf. One of the thorniest issues was land ownership; he wanted a unified country, not a bunch of enormous fiefs each under a different clan. He also didn't want it going to the Hokage directly, since the Hokage would pretty much always be a clan ninja and therefore have a conflict of interest. Instead, he came up with a clever workaround:

De jure, all land in Fire is owned by the Fire Daimyo except for the land actually under ninja clan estates / Hokage Tower. Nobles have long-term leases on it which can be revoked at the pleasure of the Daimyo, and the nobles sub-lease to more junior nobles who sub-sub-lease to individual farmers, merchants, etc. "Selling" land is therefore actually transferring your (sub-)(sub-)lease to a new owner, and doing so theoretically requires the permission of everyone up the chain, all the way to the Daimyo.

De facto, those rights are rarely exercised and the land can pretty much be treated as though it were owned by the noble or high-end merchant (who are effectively petit-nobility) living on it. Farmers in the country have jack-all rights and can be tossed off the land whenever their local noble so decides.

Related to the above is the political side: The Hokage is the one who actually runs Fire. What he says goes; the Clan Council is technically purely advisory and cannot overrule him. In practice, they have a great deal of soft power, both because they are the ones who actually implement his orders and are therefore able to make his life difficult and because any society requires the consent of the governed to some degree.


Q: What are Akatsuki's going rates again? Was that 23 milion ryo for land clearing mission figure pure profit or was it just the income?

A: That information is not available to anyone Hazō knows. They don't take a lot of jobs.


Q: What has historically motivated civilians to resettle?
A: Famine, destruction of settlements by chakra beasts, sometimes ninja for the same reason. Very rarely, population growth pressure (the 7th son getting the boot). If peasants are lucky, rural nobility supporting land expansion for more farmlands, sometime resettling abandoned settlements.

Q: How are craftsmen/merchant civilians taxed? (e.g. that luxury clothes shop owner. Still subsistence?)
A: According to Rihaku once again, Urbanites are taxed 70% above subsistence level at R4,240.


Q: How are civilian clan members taxed?
A: Civilian clan members are effectively untaxed.


Q: How is land valued? (Both closer to Leaf and farther)
A: Using Rihaku's calculation, rich and secure land, closest to Leaf is worth 15-30 million ryo per square kilometers.
  • Rich chakra land is 2.5x of the value of normal land.
  • Farmlands that required patrol missions will lower the value of land, in according to ranked missions. For example, an estate that required 12 C-rank missions per year will cost 120 thousand ryo per year. Rihaku used the equation C - I where C stands for capital value of the land, and I the investment needed to make land safe for farming. Thus, if the estate is valued at 1 million, then the cost will lower by 120K ryo, then the estate is worth 880,000.
  • For farmland without access to river for transportation of grains and other crops, we could apply a penalty based on how much the crops will rot or be lost before reaching the market but may be irrelevant to Hazo and crew.
Lacking any personal knowledge of the economics of land and farming that would enable us to form meaningful opinions, we'll go along with @Kiba's suggestions, as shown above.

Q: What is the price of ice?
A: 100-300 ryō / kg
 
Last edited:
Back
Top