Revive 🍜 The Ramen Bar: Open discussion about AB's revival

Lucidus

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A while back, I had a draft of what my suggestion for a new NW would be (back when the MHA rp started up, that's how long ago) and with this opportunity, think it would be good for feedback.

Ill use Naruto factions but realistically it could be named or changed to what ever is applicable. It was based around the Konoha and Iwa war in the series, where Ame/land of rain got caught in the middle.

I’ve been thinking a lot about how we could reboot the Ninja World in a way that feels fresh but also stays true to what made this place fun in the first place. One of the big issues with the old NW was that it ballooned into 200+ landmarks and “players vs god-tier NPCs,” which pulled us away from the kind of stories Naruto was built on — ninjas doing missions, fighting rival villages, carrying out espionage, and struggling in wars that felt personal rather than apocalyptic.

Here’s a framework I’d like to suggest for discussion
Smaller, more meaningful map: 35–45 landmarks instead of 200+.

Division: Konoha and Iwa each hold 15–20 landmarks, while Ame holds 5–10 (caught in the middle as the underdog).

Each landmark = something strategic (village, depot, shrine, training ground, outpost) that can be attacked, scouted, or defended.

Konoha = disciplined but stretched thin.

Iwa = militaristic and expansionist.

Ame = cunning survivors, playing both sides.

Players can declare themselves Faction Representatives for a month (committed to one side, gain bonuses like +10% rewards, but restricted to faction missions). Freelancers/mercs exist too, but risk notoriety.


Progression System

Weekly mission cycle: players complete missions → mods tally → totals give bonuses to a weekly roll → roll decides how many landmarks flip between factions.

Mission types: defend borders, espionage, assassinations, escort supply lines, sabotage, intelligence gathering, etc.

Certain missions restricted to certain roles (e.g. deep assassinations for freelancers).

Notoriety system → more attention = higher risk of bounties.


Dynamic Events
At different thresholds, new events trigger:

25% territory lost → desperate moves like unleashing a Bijuu.

33% gained → uprisings, rebellions.

50% control → large-scale war arcs, faction leaders step in.


Future arcs could even introduce an Akatsuki-style mercenary group as elites for hire.

Why this works:

Grounded — no god NPCs, just ninja vs ninja.

Dynamic — the warfront shifts every week, based on player action.

Replayable — once one war ends, reset with a new map/conflict.

Keeps the scale smaller, but the stakes personal and impactful.


This is just a framework, not a finished system — I’d love to hear everyone’s thoughts. What do you think about this kind of faction-driven, grounded NW to bring the story back to its ninja roots?

My honest opinion.

I think this concept works as a scenario for an event. Not as a whole NW setting. I think it would excel as either a Rift/Dungeon setting for an event.

Making it the core NW setting forces people into a scenario they may not want and removes the creativity of how the world can progress since the core setting relies on the war aspect.

Even in the old NB where wars were fun and were a primary thing to do, they did not happen constantly.
 

Zatanna

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My honest opinion.

I think this concept works as a scenario for an event. Not as a whole NW setting. I think it would excel as either a Rift/Dungeon setting for an event.

Making it the core NW setting forces people into a scenario they may not want and removes the creativity of how the world can progress since the core setting relies on the war aspect.

Even in the old NB where wars were fun and were a primary thing to do, they did not happen constantly.

What do you mean by removes the creativity of how the world can progress?
What alternatives would you suggest for a Ninja World System?
 

Lucidus

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What do you mean by removes the creativity of how the world can progress?
What alternatives would you suggest for a Ninja World System?
I have already made my suggestions in many previous posts regarding a NW system, so please feel free to go back and see my suggestions if you happened to miss them.

What I meant by 'removes creativity' is that the world you suggested is fixed in a state of war. Unlike a NW which can flow naturally depending on the decision of the players actions. by fixing the world in such a way you are forcing everyone to go along with that scenario rather than create scenarios themselves through their actions.

This is why I feel your suggestion is suited as an event which can be joined voluntarily. Especially with the 'Risk' like mechanic

I hope this makes sense.
 

Zatanna

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I have already made my suggestions in many previous posts regarding a NW system, so please feel free to go back and see my suggestions if you happened to miss them.

What I meant by 'removes creativity' is that the world you suggested is fixed in a state of war. Unlike a NW which can flow naturally depending on the decision of the players actions. by fixing the world in such a way you are forcing everyone to go along with that scenario rather than create scenarios themselves through their actions.

This is why I feel your suggestion is suited as an event which can be joined voluntarily. Especially with the 'Risk' like mechanic

I hope this makes sense.

I've had a look over, and I think i kind of understand what you mean.
Perhaps it's also the brief explanation I gave in the post that might not have enough detail about the level of player inout and the results.
The world itself is dictated by players actions, and what kind of missions they do, where if players lean more to one faction, then they have more control of the land, the other faction can then give out more incentives for siding with them etc.

This is an optional story, like an over arching story that does not affect players abilities to create their own stories. They are not forced into picking one side or the other. They can still do their own side stories or what ever else they want.

Much like the previous NW story that had NPCs, dialogues and factions, this is similar but on a smaller scale. It doesn't mean players have to specifically choose factions, only do faction or war missions etc.

The idea is to have some kind of story that players who want to, can choose to be involved with, to influence and feel like their missions contribute to the over arching story.
This would just be the beginning, which can open up into new territories, additional stories like mentioned with the Akatsuki and having more factions join or even a player led faction down the line.
 

Lord of Kaos

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Okay, I've been doing a few smaller things for the current game to make some immediate changes that can be applied. Later today, I will post a new thread after I speak with Robin and give members a roadmap for upcoming changes in the RP. For now, there have been two main changes towards Kumi and abilities that are easy to do now:

Effectively immediately, Kumi gains have increased when it comes to Missions and Battles. Battles now yield at least 2000 Kumi, though without the rank differentials now. Losing will give you 1000 as well now. Mission profits have been increased by the amount below, notably with A and S ranks.

D-rank = 300 kumi
C-rank = 500 kumi
B-rank = 800 kumi
A-rank = 1,550 kumi
S-rank = 2,000 kumi

Ability Loadouts have been simplified and reworded for this. I already unofficially called the KG/HA/AE groupings as our Core Ability and this makes it official along with Custom Clans. Essentially, you get 1 Core Ability ( KG/HA/AE )and 2 Skills ( Advanced Ninjutsu and Modes ). Custom Clans used to have to pick between the two but now they get both. Dual Abilities have also been simplified enough that any 2 of these can be combined at the cost of another Skill or Mode.

In addition to these, you may notice me going through the various Ability/Character threads and see edits to remove the various Skills/Battle Test based requirements for characters. Because I always believe in giving options on how to gain skills, Kumi will not be the only way to obtain things. I again want to get to a new way to obtain skills without it solely being "Spend money to get this skill". Currently, those options for skills are either missions, tests or Kumi. Kumi is the most direct way, but even options like Mission Requirements ( Must pass x missions ), Rift Completions ( similar but with Rifts and a smaller number ), etc can be used. For now, I'm placing Kumi values on everything and will do number crunching to see a viable number of missions to work, even if it's not placed. With the new values, it would take 12 missions to gain enough Kumi to buy a 25,000 Kumi skill.

I'm going to remove the need for battle testing for Sensei as well. Because I plan to change how the role functions, it won't need direct battle based skills to become one and instead will be members helping in specific functions in areas. I will refresh the apps for this soon as well as select one or two other mods to help soon after speaking with V and others. Newer mods will be helping in rule management and custom maintenance. Since the RP itself has essentially been dead for a year+ prior to this last week, I'm going to remove Sensei from the current batch though that's not to say they've done anything wrong; just like all the other mods were demodded besides Robin, it will just be to have a fresh start and they can reapply later today/tomorrow when I refresh the apps.

The current version of the NW we have is known as the WSE. It's been ongoing since roughly 2018 so it's had quite a remarkable run. It is more individual based though it grew to incorporate larger parties and storylines eventually became bigger and more intricate. The version that existed prior to this was just known as the NW and it's life ran from roughly 2014 to 2018. It was more village based and centered around member driven decentralized events/stories. What I mean is that the WSE focused on a central main storyline largely determined by the GMs with changes dictated by members and events/tournaments stemming from the main story while the NW focused near exclusively on stories created through direct member interaction with more mini events and wars popping up. The next NW will be sort of a mix of the two, Seasonal Arcs that offer unique mission elements every season that allow members to handle missions on their own pace and allow for more members to make bigger impacts through their stories as well as accompanying Questlines that are a direct stories that are more connected but carry a feel/power ceiling slightly higher than the current members to make it more challenging and engaging. I started to introduce these with my Freehold missions though they didn't get far but the intent is to allow members to possibly engage with NPC that offer direction and tasks for members to complete in a series of missions that end with major reward. This was meant to be similar to Sage Missions but to end with members gaining membership into the Freehold as well as increasing their rank within it though I will repurpose how these are done. Instead of just one person facilitating the NW, I plan to operate it with a smaller team of handpicked Mods and Sensei to develop arcs, events, and rifts.

I've had a few people DM their suggestions on site and Discord with some writing full systems and while I love the enthusiam, I'm trying to keep most talks with members on ideas and suggestions public. Again, I'll make other threads in the Konoha Town section as various parts of the RP come up to discuss them further there. Expect a lot more moves to be made and announced within the next 3 days
 

Sinthorus

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Okay, I've been doing a few smaller things for the current game to make some immediate changes that can be applied. Later today, I will post a new thread after I speak with Robin and give members a roadmap for upcoming changes in the RP. For now, there have been two main changes towards Kumi and abilities that are easy to do now:

Effectively immediately, Kumi gains have increased when it comes to Missions and Battles. Battles now yield at least 2000 Kumi, though without the rank differentials now. Losing will give you 1000 as well now. Mission profits have been increased by the amount below, notably with A and S ranks.

D-rank = 300 kumi
C-rank = 500 kumi
B-rank = 800 kumi
A-rank = 1,550 kumi
S-rank = 2,000 kumi

Ability Loadouts have been simplified and reworded for this. I already unofficially called the KG/HA/AE groupings as our Core Ability and this makes it official along with Custom Clans. Essentially, you get 1 Core Ability ( KG/HA/AE )and 2 Skills ( Advanced Ninjutsu and Modes ). Custom Clans used to have to pick between the two but now they get both. Dual Abilities have also been simplified enough that any 2 of these can be combined at the cost of another Skill or Mode.

In addition to these, you may notice me going through the various Ability/Character threads and see edits to remove the various Skills/Battle Test based requirements for characters. Because I always believe in giving options on how to gain skills, Kumi will not be the only way to obtain things. I again want to get to a new way to obtain skills without it solely being "Spend money to get this skill". Currently, those options for skills are either missions, tests or Kumi. Kumi is the most direct way, but even options like Mission Requirements ( Must pass x missions ), Rift Completions ( similar but with Rifts and a smaller number ), etc can be used. For now, I'm placing Kumi values on everything and will do number crunching to see a viable number of missions to work, even if it's not placed. With the new values, it would take 12 missions to gain enough Kumi to buy a 25,000 Kumi skill.

I'm going to remove the need for battle testing for Sensei as well. Because I plan to change how the role functions, it won't need direct battle based skills to become one and instead will be members helping in specific functions in areas. I will refresh the apps for this soon as well as select one or two other mods to help soon after speaking with V and others. Newer mods will be helping in rule management and custom maintenance. Since the RP itself has essentially been dead for a year+ prior to this last week, I'm going to remove Sensei from the current batch though that's not to say they've done anything wrong; just like all the other mods were demodded besides Robin, it will just be to have a fresh start and they can reapply later today/tomorrow when I refresh the apps.

The current version of the NW we have is known as the WSE. It's been ongoing since roughly 2018 so it's had quite a remarkable run. It is more individual based though it grew to incorporate larger parties and storylines eventually became bigger and more intricate. The version that existed prior to this was just known as the NW and it's life ran from roughly 2014 to 2018. It was more village based and centered around member driven decentralized events/stories. What I mean is that the WSE focused on a central main storyline largely determined by the GMs with changes dictated by members and events/tournaments stemming from the main story while the NW focused near exclusively on stories created through direct member interaction with more mini events and wars popping up. The next NW will be sort of a mix of the two, Seasonal Arcs that offer unique mission elements every season that allow members to handle missions on their own pace and allow for more members to make bigger impacts through their stories as well as accompanying Questlines that are a direct stories that are more connected but carry a feel/power ceiling slightly higher than the current members to make it more challenging and engaging. I started to introduce these with my Freehold missions though they didn't get far but the intent is to allow members to possibly engage with NPC that offer direction and tasks for members to complete in a series of missions that end with major reward. This was meant to be similar to Sage Missions but to end with members gaining membership into the Freehold as well as increasing their rank within it though I will repurpose how these are done. Instead of just one person facilitating the NW, I plan to operate it with a smaller team of handpicked Mods and Sensei to develop arcs, events, and rifts.

I've had a few people DM their suggestions on site and Discord with some writing full systems and while I love the enthusiam, I'm trying to keep most talks with members on ideas and suggestions public. Again, I'll make other threads in the Konoha Town section as various parts of the RP come up to discuss them further there. Expect a lot more moves to be made and announced within the next 3 days

This is great to see. Is this for the legacy game mentioned while the newer RP is made or is the current RP being adapted to be streamlined in a new direction?

As for ideas I was working on. It was something like this in case anyone cared:

Just a thread for pondering ideas for the new rp:

Ranks:
Elements: Doton - Fūton - Katon - Raiton - Suiton

Ninja Skills: Ninjutsu - Genjutsu - Taijutsu - Kenjutsu - Bukijutsu

Academy Student:
  • The default bio rank
  • Base health = 35 / Base chakra = 100
  • Access to all elements and basic ninja skills to D rank. Specialised elements to C rank.
  • Has access to 10 Attribute Points


Genin:
  • Ranking up requires 5 skill points or participation within a ninja world event.
  • Base health = 75 / Base chakra = 300
  • Access to all elements and basic ninja skills to C rank. Specialised elements to B rank.
  • Has access to 15 Attribute Points


Chūnin:
  • Rank-up from Genin requires 10 skill point pr participation in a ninja world event.
  • Base health = 100 / Base chakra 600
  • Access to all elements and basic ninja skills to B rank. Specialised elements to A rank.
  • Has access to 20 Base Attribute Points


Jōnin:
  • Rank-up from Genin requires 20 skill point pr participation in a ninja world event of X rank.
  • Base health = 120 / Base chakra = 800
  • Access to all elements and basic ninja skills to A rank. Specialised skills to S rank. *(Assuming F rank is removed for now.
  • Able to have a third bio
  • Has access to 25 Base Attribute Points

Skill points
Battles:

  • A complete battle always awards 1 point
  • A draw rewards an addition 1 point for a total of 2.
  • A victory awards 3 points in total.
    (All battles must be 5 posts each and checked by a sensei for approval)
Dungeons:
  • All missions award 1 skill point. (Minimalistic effort will reward 0)
  • A passed mission will award 2 skill points.
  • Creativity has a chance to give additional rewards.
  • Mission of the month submission event can also reward skill points.
Other:
Skill points could be used to "buy"/unlock cannon abilities for their bios too.

Examples of mission length and quality to be shown for each rank or a detailed explanation listing an easy to read criteria.

Sage rank: Removed this in favour of a title system. Sage was a title just like Sannin. Titles should be rewarded from events/dungeons etc. They shouldn't be wild bonusses. An example could be:

Protector of the Sands:
Rewarded for completion of defending Suna from the Akatsuki Invasion event. Due to their gratefulness, the people of the village seek to keep you as their ally. With this they provide you with better transport suited to the harsh deserts. Travel times in Sunagkure for X are halved.

Bio Combinations:
While shinobi have shown a wide variety of basic skills specialising in many. Many have developed their own unique skill set and style, while others were born with the natural talents of their bloodline. With this in mind, characters and diversify themselves through unique combinations. A character biography, on top of their basic skills, can have one Primary ability, one secondary ability and one mode.

Note: All cannon character's abilities are listed as threads rather than the characters themselves.

Primary Abilities:
Primary abilities are unique abilities such as Kekkei Genkais or unique character skills that stand out above all others.
Doujutsu:
Body Enhancements:
  • Dark threads
  • Tsunades white seal
  • Second Mizukage splitting technique
  • Hiruko
  • Orochimaru's skills etc
  • SNK
  • Kurama Clan
  • Kei Sumire (Later date addition with an event maybe)
  • Kaguya Clan
  • Jinchuuriki

Secondary Abilities:
These are usually taught skills like the Nara Clan techniques or unique elements formed by combining the basic elements.
  • If a member does not have a primary ability on their bio, they can have two secondary abilities and a mode.

Modes:
Mode are unique states a character can enter to enhance themselves or their techniques in unique ways.

Bio Template:
(Trimmed down to info to suit new system. Main info first in the bio for ease in battles)

Shinobi Datasheet

Name:
Alias:
Rank:
Chakra:
Speed:
Tracking:


Stats & Skills Section
Ninja Rank:
Specialties:
Skills:
Attributes:
:
  • MIND:
  • BODY:
  • SPRT:
  • AGL:
  • DEX:
  • VIT:
Looks & Personality:

Background Info
History:

Other

Ninja Tools and Supplies:

Theme Song and Background Music
:

Battles
Won:
Lost:

Damage Interactions
1. Remove chakra vs Chakra clashes outside of sealing.
2. Reign fuuin in from what it became. It was treated as instant in the RP the realistic examples from the series were never like that.

Jutsu ranks/Chakra:

I changed these values to meet the ranks above. Also, S ranks should be costly and something that is really chosen to use. Not just spam them just cause.

RankChakraDamageUse Limit example
E2020Academy students could use 5 E ranks
D3030Genin could use 10 D ranks.
C4040Genin could use 7 C ranks
Chuunin could use 15 C ranks
Jounin could use 20 C ranks
B5050Genin could use 6 B ranks.
Chuunin could use 12 B ranks
Jounin could use 40
A6060Chuunin could use 10 A ranks
Jounin could use 13 A ranks
S9090Jounin could use 8 S ranks.


Damage calculations:

A - The first jutsu
B - The clashing jutsu

(A-B) = Damage Taken

Example:
(A rank - B Rank) = Damage Taken
(60 - 50) = 10


10 damage is taken.

Health references.
With this, 2 E ranks = 40 damage. Genin has 35 health. THis would beat them.
Genin = 75 health
Chuunin = 100 health
Jounin =120 health.

Ninja world:
The ninja world is the open world that many might see as the story mode to the RP. This is where characters go about their daily lives as shinobi. Some make seek the thrill of battle. Some may settle and open their own ramen shop enjoying peace and tranquillity.

The ninja world is set within Konoha. This is where the Hokage (NPC) governs the day to day village with the assistance of the shinobi within. The village is always seeking new talented individuals to help in the day to day activities that keep this a safe haven for all.

All shinobi start at the same place, the Ninja Academy. From here shinobi will hone their skills, unlocking unique abilities and prove their worth. As they do this, their efforts will be recognised as they rise through the ranks. Through activities within the village, shinobi will unlock skill points. When they reach the limit for their rank, they will progress. With each rank, more will be asked of them. These points can be earned through various missions. They can prove their skills to their sensei through a mission. They can complete activities to help the village prosper. As they are more trusted, they can even aid in the defence of the village. Should events rise, this could be the time for Shinobi to truly make a name for themselves, drawing the attention of the Hokage.

You must be registered for see images

Dungeons:
Dungeons are unique events that spawn around the world. Each one is unique and everyone's experience is different. Every dungeon has a series of levels. Upon completing a level, players have a choice to take the portal out taking the rewards they have gained, or delve deeper into these wonders in search of greater treasure. The further Shinobi progress, the greater the danger grows.

How dungeons work:
  • Dungeons will be placed in current land marks descriptions. Until a Shinobi finds them, they will not be announced publicly.
  • Dungeons will spawn randomly at multiple locations. Each one will be unqiue.
  • Dungeons can be entered in maximum groups of 3.
  • If multiple teams enter the dungeon, they will be placed in their own "instance". They will experience their own journey separately from other teams.
  • When a team enters a dungeon, they must post in the dungeon application thread. A unique event thread will then be made outlining the first level.
  • Each dungeon will have up to 5 levels. Levels will get harder as players progress.
  • Each level to the dungeon will have a set criteria. For example, the first level may be to complete an exploration mission of the dungeon. Details will be provided to help guide the participants.
  • Dungeons may contain traps, dangerous foes or even unstable passages. This will be rolled for in the public discord. The list of possibilities will be listed on site.
  • Should a dangerous foe arise, a member of staff will control this NPC in a battle style format.
  • Players can choose to leave at any point.
  • If a team is wiped out in a dungeon, they will find themselves back at the hospital of their village and their rewards will be halved.

Specialities - To be updated

Contents of Patch 1.0
  1. New bio template for people to submit. Everyone starts at Genin rank with no specs.
  2. Bio combinations unlocked.
  3. New battle arena.
  4. Ninja world, only konoha landmarks.
  5. Missions unlocked, max of B rank. Missions give skill points. Highest rank has a % chance for additional skill point.

Contents of Patch 1.1
  1. Specs - To be revised
  2. Dungeons - 2 to start.
  3. First campaign - First event, chuunin exams would be the best idea. Mission one could be about they need to cheat to get the right answer like the series. All players will be reset to their genin rank for this even if they have progressed to max.
  4. Character rules added in gradually
 

Lord of Kaos

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This is great to see. Is this for the legacy game mentioned while the newer RP is made or is the current RP being adapted to be streamlined in a new direction?

As for ideas I was working on. It was something like this in case anyone cared:

Just a thread for pondering ideas for the new rp:

Ranks:
Elements: Doton - Fūton - Katon - Raiton - Suiton

Ninja Skills: Ninjutsu - Genjutsu - Taijutsu - Kenjutsu - Bukijutsu

Academy Student:
  • The default bio rank
  • Base health = 35 / Base chakra = 100
  • Access to all elements and basic ninja skills to D rank. Specialised elements to C rank.
  • Has access to 10 Attribute Points


Genin:
  • Ranking up requires 5 skill points or participation within a ninja world event.
  • Base health = 75 / Base chakra = 300
  • Access to all elements and basic ninja skills to C rank. Specialised elements to B rank.
  • Has access to 15 Attribute Points


Chūnin:
  • Rank-up from Genin requires 10 skill point pr participation in a ninja world event.
  • Base health = 100 / Base chakra 600
  • Access to all elements and basic ninja skills to B rank. Specialised elements to A rank.
  • Has access to 20 Base Attribute Points


Jōnin:
  • Rank-up from Genin requires 20 skill point pr participation in a ninja world event of X rank.
  • Base health = 120 / Base chakra = 800
  • Access to all elements and basic ninja skills to A rank. Specialised skills to S rank. *(Assuming F rank is removed for now.
  • Able to have a third bio
  • Has access to 25 Base Attribute Points

Skill points
Battles:

  • A complete battle always awards 1 point
  • A draw rewards an addition 1 point for a total of 2.
  • A victory awards 3 points in total.
    (All battles must be 5 posts each and checked by a sensei for approval)
Dungeons:
  • All missions award 1 skill point. (Minimalistic effort will reward 0)
  • A passed mission will award 2 skill points.
  • Creativity has a chance to give additional rewards.
  • Mission of the month submission event can also reward skill points.
Other:
Skill points could be used to "buy"/unlock cannon abilities for their bios too.

Examples of mission length and quality to be shown for each rank or a detailed explanation listing an easy to read criteria.

Sage rank: Removed this in favour of a title system. Sage was a title just like Sannin. Titles should be rewarded from events/dungeons etc. They shouldn't be wild bonusses. An example could be:

Protector of the Sands:
Rewarded for completion of defending Suna from the Akatsuki Invasion event. Due to their gratefulness, the people of the village seek to keep you as their ally. With this they provide you with better transport suited to the harsh deserts. Travel times in Sunagkure for X are halved.

Bio Combinations:
While shinobi have shown a wide variety of basic skills specialising in many. Many have developed their own unique skill set and style, while others were born with the natural talents of their bloodline. With this in mind, characters and diversify themselves through unique combinations. A character biography, on top of their basic skills, can have one Primary ability, one secondary ability and one mode.

Note: All cannon character's abilities are listed as threads rather than the characters themselves.

Primary Abilities:
Primary abilities are unique abilities such as Kekkei Genkais or unique character skills that stand out above all others.
Doujutsu:
Body Enhancements:
  • Dark threads
  • Tsunades white seal
  • Second Mizukage splitting technique
  • Hiruko
  • Orochimaru's skills etc
  • SNK
  • Kurama Clan
  • Kei Sumire (Later date addition with an event maybe)
  • Kaguya Clan
  • Jinchuuriki

Secondary Abilities:
These are usually taught skills like the Nara Clan techniques or unique elements formed by combining the basic elements.
  • If a member does not have a primary ability on their bio, they can have two secondary abilities and a mode.

Modes:
Mode are unique states a character can enter to enhance themselves or their techniques in unique ways.

Bio Template:
(Trimmed down to info to suit new system. Main info first in the bio for ease in battles)

Shinobi Datasheet

Name:
Alias:
Rank:
Chakra:
Speed:
Tracking:


Stats & Skills Section
Ninja Rank:
Specialties:
Skills:
Attributes:
:
  • MIND:
  • BODY:
  • SPRT:
  • AGL:
  • DEX:
  • VIT:
Looks & Personality:

Background Info
History:

Other

Ninja Tools and Supplies:

Theme Song and Background Music
:

Battles
Won:
Lost:

Damage Interactions
1. Remove chakra vs Chakra clashes outside of sealing.
2. Reign fuuin in from what it became. It was treated as instant in the RP the realistic examples from the series were never like that.

Jutsu ranks/Chakra:

I changed these values to meet the ranks above. Also, S ranks should be costly and something that is really chosen to use. Not just spam them just cause.

RankChakraDamageUse Limit example
E2020Academy students could use 5 E ranks
D3030Genin could use 10 D ranks.
C4040Genin could use 7 C ranks
Chuunin could use 15 C ranks
Jounin could use 20 C ranks
B5050Genin could use 6 B ranks.
Chuunin could use 12 B ranks
Jounin could use 40
A6060Chuunin could use 10 A ranks
Jounin could use 13 A ranks
S9090Jounin could use 8 S ranks.


Damage calculations:

A - The first jutsu
B - The clashing jutsu

(A-B) = Damage Taken

Example:
(A rank - B Rank) = Damage Taken
(60 - 50) = 10


10 damage is taken.

Health references.
With this, 2 E ranks = 40 damage. Genin has 35 health. THis would beat them.
Genin = 75 health
Chuunin = 100 health
Jounin =120 health.

Ninja world:
The ninja world is the open world that many might see as the story mode to the RP. This is where characters go about their daily lives as shinobi. Some make seek the thrill of battle. Some may settle and open their own ramen shop enjoying peace and tranquillity.

The ninja world is set within Konoha. This is where the Hokage (NPC) governs the day to day village with the assistance of the shinobi within. The village is always seeking new talented individuals to help in the day to day activities that keep this a safe haven for all.

All shinobi start at the same place, the Ninja Academy. From here shinobi will hone their skills, unlocking unique abilities and prove their worth. As they do this, their efforts will be recognised as they rise through the ranks. Through activities within the village, shinobi will unlock skill points. When they reach the limit for their rank, they will progress. With each rank, more will be asked of them. These points can be earned through various missions. They can prove their skills to their sensei through a mission. They can complete activities to help the village prosper. As they are more trusted, they can even aid in the defence of the village. Should events rise, this could be the time for Shinobi to truly make a name for themselves, drawing the attention of the Hokage.

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Dungeons:
Dungeons are unique events that spawn around the world. Each one is unique and everyone's experience is different. Every dungeon has a series of levels. Upon completing a level, players have a choice to take the portal out taking the rewards they have gained, or delve deeper into these wonders in search of greater treasure. The further Shinobi progress, the greater the danger grows.

How dungeons work:
  • Dungeons will be placed in current land marks descriptions. Until a Shinobi finds them, they will not be announced publicly.
  • Dungeons will spawn randomly at multiple locations. Each one will be unqiue.
  • Dungeons can be entered in maximum groups of 3.
  • If multiple teams enter the dungeon, they will be placed in their own "instance". They will experience their own journey separately from other teams.
  • When a team enters a dungeon, they must post in the dungeon application thread. A unique event thread will then be made outlining the first level.
  • Each dungeon will have up to 5 levels. Levels will get harder as players progress.
  • Each level to the dungeon will have a set criteria. For example, the first level may be to complete an exploration mission of the dungeon. Details will be provided to help guide the participants.
  • Dungeons may contain traps, dangerous foes or even unstable passages. This will be rolled for in the public discord. The list of possibilities will be listed on site.
  • Should a dangerous foe arise, a member of staff will control this NPC in a battle style format.
  • Players can choose to leave at any point.
  • If a team is wiped out in a dungeon, they will find themselves back at the hospital of their village and their rewards will be halved.

Specialities - To be updated

Contents of Patch 1.0
  1. New bio template for people to submit. Everyone starts at Genin rank with no specs.
  2. Bio combinations unlocked.
  3. New battle arena.
  4. Ninja world, only konoha landmarks.
  5. Missions unlocked, max of B rank. Missions give skill points. Highest rank has a % chance for additional skill point.

Contents of Patch 1.1
  1. Specs - To be revised
  2. Dungeons - 2 to start.
  3. First campaign - First event, chuunin exams would be the best idea. Mission one could be about they need to cheat to get the right answer like the series. All players will be reset to their genin rank for this even if they have progressed to max.
  4. Character rules added in gradually
For the Legacy Game, yes. Changes for the newer game will be posted in a separate thread entirely as I've been compiling everything that would change from old to now as I update things. Most of the immediate changes that are being done are for the older game
 

Lucidus

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Okay, I've been doing a few smaller things for the current game to make some immediate changes that can be applied. Later today, I will post a new thread after I speak with Robin and give members a roadmap for upcoming changes in the RP. For now, there have been two main changes towards Kumi and abilities that are easy to do now:

Effectively immediately, Kumi gains have increased when it comes to Missions and Battles. Battles now yield at least 2000 Kumi, though without the rank differentials now. Losing will give you 1000 as well now. Mission profits have been increased by the amount below, notably with A and S ranks.

D-rank = 300 kumi
C-rank = 500 kumi
B-rank = 800 kumi
A-rank = 1,550 kumi
S-rank = 2,000 kumi

Ability Loadouts have been simplified and reworded for this. I already unofficially called the KG/HA/AE groupings as our Core Ability and this makes it official along with Custom Clans. Essentially, you get 1 Core Ability ( KG/HA/AE )and 2 Skills ( Advanced Ninjutsu and Modes ). Custom Clans used to have to pick between the two but now they get both. Dual Abilities have also been simplified enough that any 2 of these can be combined at the cost of another Skill or Mode.

In addition to these, you may notice me going through the various Ability/Character threads and see edits to remove the various Skills/Battle Test based requirements for characters. Because I always believe in giving options on how to gain skills, Kumi will not be the only way to obtain things. I again want to get to a new way to obtain skills without it solely being "Spend money to get this skill". Currently, those options for skills are either missions, tests or Kumi. Kumi is the most direct way, but even options like Mission Requirements ( Must pass x missions ), Rift Completions ( similar but with Rifts and a smaller number ), etc can be used. For now, I'm placing Kumi values on everything and will do number crunching to see a viable number of missions to work, even if it's not placed. With the new values, it would take 12 missions to gain enough Kumi to buy a 25,000 Kumi skill.

I'm going to remove the need for battle testing for Sensei as well. Because I plan to change how the role functions, it won't need direct battle based skills to become one and instead will be members helping in specific functions in areas. I will refresh the apps for this soon as well as select one or two other mods to help soon after speaking with V and others. Newer mods will be helping in rule management and custom maintenance. Since the RP itself has essentially been dead for a year+ prior to this last week, I'm going to remove Sensei from the current batch though that's not to say they've done anything wrong; just like all the other mods were demodded besides Robin, it will just be to have a fresh start and they can reapply later today/tomorrow when I refresh the apps.

The current version of the NW we have is known as the WSE. It's been ongoing since roughly 2018 so it's had quite a remarkable run. It is more individual based though it grew to incorporate larger parties and storylines eventually became bigger and more intricate. The version that existed prior to this was just known as the NW and it's life ran from roughly 2014 to 2018. It was more village based and centered around member driven decentralized events/stories. What I mean is that the WSE focused on a central main storyline largely determined by the GMs with changes dictated by members and events/tournaments stemming from the main story while the NW focused near exclusively on stories created through direct member interaction with more mini events and wars popping up. The next NW will be sort of a mix of the two, Seasonal Arcs that offer unique mission elements every season that allow members to handle missions on their own pace and allow for more members to make bigger impacts through their stories as well as accompanying Questlines that are a direct stories that are more connected but carry a feel/power ceiling slightly higher than the current members to make it more challenging and engaging. I started to introduce these with my Freehold missions though they didn't get far but the intent is to allow members to possibly engage with NPC that offer direction and tasks for members to complete in a series of missions that end with major reward. This was meant to be similar to Sage Missions but to end with members gaining membership into the Freehold as well as increasing their rank within it though I will repurpose how these are done. Instead of just one person facilitating the NW, I plan to operate it with a smaller team of handpicked Mods and Sensei to develop arcs, events, and rifts.

I've had a few people DM their suggestions on site and Discord with some writing full systems and while I love the enthusiam, I'm trying to keep most talks with members on ideas and suggestions public. Again, I'll make other threads in the Konoha Town section as various parts of the RP come up to discuss them further there. Expect a lot more moves to be made and announced within the next 3 days
I am glad to see that change is happening and we are finally moving again. It is a shame that the current Sensei lose their title considering all the hard work they did, so I hope for the ones that truly excelled as Sensei don't have to go through too much to become Sensei again.

Most of all I appreciate the transparency and talks being public. Everyone has idea's and everyone has an expectation of how they want the RP to look in the future. I look forward to seeing what is to come :)
 

Lord of Kaos

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I am glad to see that change is happening and we are finally moving again. It is a shame that the current Sensei lose their title considering all the hard work they did, so I hope for the ones that truly excelled as Sensei don't have to go through too much to become Sensei again.

Most of all I appreciate the transparency and talks being public. Everyone has idea's and everyone has an expectation of how they want the RP to look in the future. I look forward to seeing what is to come :)
Yeah, it's like I said. They weren't removed for ineptitude or anything - just that the game itself had been inactive for so long and with a planned revamp of the role, it just makes sense to empty the role for now. There should be more Sensei than Mods ideally and with some of the newer changes I have in mind, I can have Sensei that are more focused in area than we originally had, such as NW Sensei, Training Sensei, etc and it allows me and the other Mods to focus on the areas we would have control on. With all the suggestions being made, I also look forward to seeing some of the applications. I may change permissions for the App section in KT so that members apply there and only staff and the thread creator can see their posts.

Sidenote: I too can have a unique name and color :super:
 

Rohan

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Yeah, it's like I said. They weren't removed for ineptitude or anything - just that the game itself had been inactive for so long and with a planned revamp of the role, it just makes sense to empty the role for now. There should be more Sensei than Mods ideally and with some of the newer changes I have in mind, I can have Sensei that are more focused in area than we originally had, such as NW Sensei, Training Sensei, etc and it allows me and the other Mods to focus on the areas we would have control on. With all the suggestions being made, I also look forward to seeing some of the applications. I may change permissions for the App section in KT so that members apply there and only staff and the thread creator can see their posts.

Sidenote: I too can have a unique name and color :super:

I think they should be given a medal in recognition of their efforts. This way there will be no hard feelings.
 

Sinthorus

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Yeah, it's like I said. They weren't removed for ineptitude or anything - just that the game itself had been inactive for so long and with a planned revamp of the role, it just makes sense to empty the role for now. There should be more Sensei than Mods ideally and with some of the newer changes I have in mind, I can have Sensei that are more focused in area than we originally had, such as NW Sensei, Training Sensei, etc and it allows me and the other Mods to focus on the areas we would have control on. With all the suggestions being made, I also look forward to seeing some of the applications. I may change permissions for the App section in KT so that members apply there and only staff and the thread creator can see their posts.

Sidenote: I too can have a unique name and color :super:
Your name looks way too small as it is now tbh. Should fix that.

Would new sensei be able to do multiple areas? Or only the one assigned to them?
 

Lord of Kaos

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I think they should be given a medal in recognition of their efforts. This way there will be no hard feelings.
That can definitely be done.
Your name looks way too small as it is now tbh. Should fix that.

Would new sensei be able to do multiple areas? Or only the one assigned to them?
I think the one rn is a bit too edgy, Idk.

Well, I'm still deciding fully. It ultimately depends on the number of Sensei that are chosen. Ideally, they will have two areas max ( depending on the 3 areas specifically, maybe 3 ) as I want to limit burnout from trying to do everything. I know everyone always says they don't mind it and will do it, but inevitably, everyone needs a work balance.
 

minamoto

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My eyez hurt from over glowines..
 

Never

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That can definitely be done.

I think the one rn is a bit too edgy, Idk.

Well, I'm still deciding fully. It ultimately depends on the number of Sensei that are chosen. Ideally, they will have two areas max ( depending on the 3 areas specifically, maybe 3 ) as I want to limit burnout from trying to do everything. I know everyone always says they don't mind it and will do it, but inevitably, everyone needs a work balance.

They could always be assigned their areas first and then to their discretion opt in and out of the extra stuff they volunteer for later
 

Sinthorus

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@Versuvio is it possible to bring in the options to choose what awards to display?
 
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