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5.c. Banking Regulations

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#1Naga 

5.c. Banking Regulations Empty Sat Nov 13, 2021 10:28 am

Naga

Banking Regulations


Banking


  • Throughout Earthland, the finances of the world are managed by banks, these can be independent while others are controlled by Banking Businesses or even the country in which they are located. These banks facilitate the transfer of Jewels, and items, and the establishment of loans. Not all banks offer all of these services as a result it is important to find the right bank for you.

  • The user can find different banks in various countries of the continent, each having their own limitations and unique aspects, they can only interact with a particular bank whilst they are in the bank's country and if they meet the requirements to do so.

  • Banks possess their sub-forum within their associated country that the user must have roleplayed within to access it, except the Fiore Bank and Blackwood Bank which can be utilized without being in Fiore. A list of Banks can be found here:

  • The user may only use any bank once per week, however, some banks may have their limitations on interaction such as frequency and availability, and these limitations replace this restriction. This cool-down begins once the user has submitted a banking request.

  • Each bank has different transfer rates, some banks will charge you jewels to transfer your money or items due to the volume or risk involved with the transaction. To perform a transfer of any type, the parties involved must have previously roleplayed with them. Other restrictions may apply such as being unable to transfer from a member in a legal guild or faction to a member in an Illegal Guild or Faction.

  • Depending on the bank's policy, Jewels or items may be seized rather than transferred if attempted by members of opposing affiliations which can only be reclaimed by performing a heist on the bank. This is typically only done if a member with a high bounty attempts to transfer something through a legal bank or vice versa.


Restrictions


  • The user may not transfer jewels to anyone, the user must have roleplayed with the other character before, know their name, and have the motive to transfer jewels.

  • The Users are not required to know their alternative characters to transfer jewels to them.

  • Users in legal guilds or factions can not typically send or receive jewels or items from those in illegal guilds or factions. The same goes for vice versa.


Banking



  • When the user meets the requirements of a bank, they can use it by creating a topic in that Bank's forum called Guest's ??? Bank, depending on which forum it is. Here, the user will use the template provided in that forum to submit a transfer to another user or deposit jewels for investment. Users receiving a transfer must post a template in their bank to accept the jewels or item and then go to the Review forum to get a mod to confirm it.

#2Naga 

5.c. Banking Regulations Empty Fri May 10, 2024 5:13 pm

Naga

Guild Bank & Guild Shop




Guild Bank & Shop


  • Guilds may purchase things to improve their building or replace their perks and spells using their own Guild Bank, this is directly controlled and maintained by the Guild Master.

  • Guild Banks are organized by the Guild Master, which is present on their profile as Guild Bank field. Each Guild Member may transfer up to 2,500,000 jewels per month into the Guild Bank while the Guild Master may transfer up to 5,000,000 jewels per month. This can be done by going to through the Guild Review topic.

  • Guild Banks are also considered investment banks receiving interest while the Guild Master is active and has not been raided, this only applies after two months without the Guild Bank being accessed by the Guild Master and will stop giving interest if accessed.

Guild Shop


  • Guild Masters have explicit control over the Guild Bank Funds with the Jewels being tracked in their profile.

  • Through the Guild Shop, They can purchase a variety of things including cosmetic changes as well as perk changes and additional features.

  • Guild Additions such as Additional Sub-Forums and Teleportation are tracked in the Guild Master's profile.

  • Guild Buildings similar to personal property possess Property Perk Slots equivalent to a holding. Unlike properties, most perks available for Guild Buildings are combat related, available options can be found below.



Guild Purchases



Social Guild Perks



Property Perk: Bar/Restaurant

Price: 5,000,000 Jewels

Requirements: Purchasing the bar/restaurant occupies a property perk.

Restrictions: This can only be purchased once per property.

Description: The Guild members receive an additional 10% jewels for completing a social interaction with another guild member whilst on their Guild Building, reducing to 5% for each additional member. This effect stacks up to 5 times and does not count toward the Jewel Quest modifier. This may only be claimed twice per week

Property Perk: Training Room

Price: 5,000,000 Jewels

Requirements: Purchasing the Training Room occupies a property perk.

Restrictions: This can only be purchased once per property.

Description: When completing social interactions related to physical training or fighting within the Guild building, members receive +3 additional SP while also getting 20% word count reduction to any Weapon Mastery training they complete. This may only be claimed twice per week.

Property Perk: Hospital

Price: 5,000,000 Jewels

Requirements: Purchasing the Hospital occupies a property perk.

Restrictions: This can only be purchased once per property.

Description: Guild members visit their guild building once per month to receive a 50% discount towards any other healing purchases that they might require, this includes Healing spell purchases.

Combat Guild Perks



Property Perk: Camouflaged

Price: 5,000,000 Jewels

Requirements: Purchasing the Camouflaged perk occupies a property perk.

Restrictions: This can only be purchased once.

Description: The Guild Building becomes concealed to the naked eye causing it to appear like the surrounding environment. This forces would-be attackers to have an extrasensory ability to deal damage to the Guild Building itself.

Property Perk: Boobytrapped: Element

Price: 7,500,000 Jewels

Requirements: Purchasing the boobytrapped perk occupies a property perk.

Restrictions: This can only be purchased once.

Description: The Guild Building is rigged to explode if and when it is destroyed creating a 64-meter AoE that deals damage equivalent to half of the total damage that the Guild Building has sustained which is the element/s of the Guildmaster's selected upon purchasing the perk. This effect deals damage to everyone in the area including guild members, however, if both attackers and defenders are defeated as a result of this effect then they will be treated as though they had tied splitting the victor's bonus amongst them.

Property Perk: Fortified Entry

Price: 5,000,000 Jewels

Requirements: Purchasing the Fortified Entry occupies a property perk.

Restrictions: This can only be purchased once.

Description: Raiders must deal 4x S-Ranks worth of damage to the surrounding infrastructure before they begin to deal damage to the Guild Building itself.

Property Perk: Secured Guild Bank

Price: 5,000,000 Jewels

Requirements: Purchasing the Secured Guild Bank occupies a property perk.

Restrictions: This can only be purchased once.

Description: After purchasing the Secured Guild Bank perk, the jewels within the Guild Bank will be more thoroughly secured preventing raiders from taking half of the normal amount typically stolen.

Misc Guild Purchases



Guild Repair

Price: 100,000J per 1x S-Rank

Requirements: This can only be done after the guild has received damage.

Restrictions: This can only be done once instances of damage have been completed.

Description: The Guild Master may repair 1x S-Rank's worth of damage that their guild has received.

New Sub-forum

Price: 2,500,000J

Note: The cost for a new sub-forum increases by 500,000 Jewels for each sub-forum.

Restrictions: This can only be purchased up to 5 times and only once every 2 months.

Description: The Guild receives a sub-forum that is exclusively accessible to them.

Guild Revision

Price: 5,000,000J

Restriction: This can only be purchased once every six month.

Description: The Guild Master may change their guild perks, spells, guild hall, and description.

Guild Location Change

Price: 1,000,000J

Restrictions: This can only be purchased once every 3 months.

Description: The Guild Master may change the location of their Guild Building within their Country.

Guild Member Maximum Member Increase

Price: 2,500,00J

Restrictions: This can only be done five times and only once per month. This increases the cost by 1,000,000 Jewels each time it is purchased.

Description: The maximum amount of Guild Members is increased by 2.

Greater Guild Location Change

Price: 5,000,000J

Restrictions: This can only be purchased once every 6 months.

Description: The Guild Master may change the location of their Guild Building to any country on site.

Guild Teleportation

Price: 500,000J per member

Requirement: The Guild Building can not be actively attacked.

Description: Guild Members may teleport to their guild building once every two weeks, equivalent to traveling the region, requiring the members to complete a post doing the teleportation.

Guild Emergency Travel

Price: 1,000,000J per member

Restrictions: The guild building must be currently under attack in a Guild Raid.

Description: Guild members may teleport to a single active guild raid thread as a defender. This ability can only be used for a single thread, which must be stated when purchasing the consumable.

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