Ninja World Rules: Fourth Edition

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Zaphkiel

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NINJA WORLD RULES: FOURTH EDITION

TABLE OF CONTENTS:

(I).
MAPS & NAVIGATION
Interactive Map
Topographical Map
Landmark Demarcation Map

(II). CLAIMS, CONFLICT, AND CONQUEST
Claiming Landmarks
War Rules and Conquest
Conflict Types (Skirmish vs War)
Issued Challenges
Intercepting Battles
Treaties and Diplomacy
Quoting
Ninja World Standard Timelimit

(III). PLAYER GROUPS (CLANS & ORGS)
Description
Clans
Player Organizations
Village Status
Pooling Resources/Kumi Transfers

(IV). TRAVEL RULES
General Travel
Automated Travel
Space/Time Travel
Turns, Chakra Usage, Moves
Marketplace Network

(V). TOBUSEKAI - THE EASTERN CONTINENT
Description
Future Plans

(VI). ECONOMY
Description
Acquisition
Rule of Secondary Entities
Ninja World Official Titles
Current Ninja World Titles

(VII). ARTIFACTS
Description
Categories
Acquisition
Artifact Phase Out
Marketplaces

(IIX). STORY ARCS, BIOGRAPHIES, REGENERATION
Story Arcs
Biography Rules
New Horizon Biographies
Health/Chakra and Technique Regeneration
Death
Specific Instances of Techniques and Miscellaneous Notes
Good Faith Roleplaying
Metagaming

(IX). BOUNTIES
Description
Bounty System Rules
Rogue Ninja Bounties

(X). STORYBOARD MISSIONS
Description
Declaring Your Mission
Custom Storyboard Elements
Submitting Missions
Storyboard Elements
New Horizon Storyboard Elements

(XI). UNIQUE MISSIONS
Description
Clan Missions
Sage Missions
Special Missions
Sagas

(XII). RIFTS
Description
Rift Management
Rift Engagement & Lockouts
Rift Title
(Scalable) Difficulty Rating
Active Rifts
(XIII). ROLL-BASED INTERACTIONS
Interactions
Rolling the Die
 
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(I) MAPS & NAVIGATION

Interactive Map:

Originally created by Jas and updated by Serpent, the Ninja World Interactive Map shows how the world has been divided into individual landmarks. Each Landmark is assigned a corresponding number that matches its thread. Each Landmark in the Interactive Map is hyperlinked to its corresponding thread, making navigation in the Ninja World significantly easier.

Previously, there have been two extra landmasses added to the Ninja World, Tobusekai and Kamiyasumi. The latter will be retired until a later date while the Tobusekai territories have undergone changes for the new arc and story.



The Topographical Map shows environmental and topographical characteristics of the world. Each landmark will typically reflect these details on the map, but there may be some exceptions depending on where you travel to and the events that have taken place there in the past. This map will, by and large, never change or be updated.



The Demarcation Map shows individual landmarks in the Ninja World and their corresponding numbers.
 

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(II) CLAIMS, CONFLICT, AND CONQUEST

Claiming Landmarks:

The Ninja World is divided into over 250 landmarks. Many of these are inhabited by NPCs, some of whom live in cities or have organized governments according to the lore. Others are barren wastelands, like in the Great Wind Desert. Despite this, the process of claiming an unclaimed landmark is very simple. In order to claim an area for their clan or organization, a member of said group must travel to the landmark and state in a post there that they claim the landmark as well as submit the claim for approval in the Landmark Updates Submission thread. Of course, this must be accompanied by some form of roleplay that describes how exactly the landmark itself is claimed from either its NPC inhabitants or geography.

  • Claiming a landmark requires at least one player to visit that landmark and roleplay their method of conquest.
  • Conquest can be achieved in both violent and non-violent means; a landmark can be subjugated or incorporated into a clan through treaty or agreement.
  • For player groups (Clans & Organizations), a landmark can only be claimed if it is bordering, or touching, another claimed landmark of the group.
Clans are able to give away landmarks they control by way of treaties. Treaties form the basis for acquiring landmarks controlled by other groups. In peaceful terms these clans are able to give away these landmarks for the sake of treaty or diplomacy. Likewise, when acquiring landmarks through force, by means of war, groups will relinquish land through treaties as well, but a slightly different process that is explained below.

Certain Landmarks are exempt from claim. These are noted in the Landmark thread itself.

  • Marketplaces.
  • Landmarks associated with major World Events or Story.
  • The Blood Tavern.

War Rules and Conquest:

Acquiring Landmarks that have already been claimed by another Clan or Organization involves a different process than claiming. These landmarks can be acquired through diplomatic agreements and treaties with other Orgs and Clans, allowing for peaceful trading of Landmarks goods, services, and whatever else two groups might agree on. Alternatively, Landmarks can be taken by force. Wars and skirmishes can happen at any time, for any reason. Player groups are allowed to freely engage in conflict and decide when they wish to start and end it. Roleplayers do not need Ninja World Moderator permission to start clan warfare, or fulfill any prerequisite conditions at all. There are two existing means to winning and ending conflict.

  • Negotiated treaty; when clans enter into conflict with each other and seek to end hostilities they can sit down and negotiate terms to end the fighting. This can arise from mutual understanding. A treaty done this way can either be a white peace, returning to pre-war status. Or they can negotiate a peace in which one clan is clearly the loser and the other the victor.
  • Alternatively, an unconditional victory can be achieved by incapacitating an enemy clan's leadership. When this occurs the war comes to an end. The defeated clan is forced to sign a treaty dictated fully by the victor.
Group Conflict Types:

When a Clan or Organization decide on conflict, there are two types that may occur, both of which follow all normal Ninja World Battle Rules:

  • Skirmish: A battle, or a series of battles, against other clans or organizations. This type can largely be compared to an "Unofficial War." Skirmishes do not require Ninja World Moderator permission. They typically end in treaties or truces.
  • Official Wars: Official Wars that are approved by the Ninja World Head Moderator, and lead to large scale conflict between two or more Clans/Orgs. These are essentially custom Ninja World Events that impact the world and story and thus require careful consideration before approval.

A state of all out warfare where a player group utilizes all resources at its disposal to claim victory. As such, in order to claim victory in these conflicts a certain set of circumstances must be met.
  • Total defeat of the enemy. In the case of total defeat, a group must defeat all active combatants in the opposing camp and incapacitate the enemy's leadership structure (as outlined by their internal structures upon either formation, agreement, or at the request of a Ninja World Moderator). When an Official War is approved by the Ninja World Head Moderator each faction in the war must provide a list of active combatants. Once it begins no combatants can be added to that list.
  • The second victory condition is by occupying an enemy's Landmarks and reducing that group into a resistance state with only one Landmark remaining. Resistance states must reclaim their land or defeat the rivaling group's invasion in order to not be forced into submission. This is declared by the Ninja World Head Moderator, with a timeframe issued once 75% of a group's landmarks have been occupied.
  • Surrender. This case occurs when one or more groups admit defeat, or total defeat in the conditions outlined above is achieved, then the winning faction will create an official treaty with the others in which they agree to terms approved by the Ninja World Head Moderator. These terms usually involve up to four items, including large Kumi payments, landmarks, and other spoils of war like Artifacts and secrets. Additionally, the winning group (Clan/Org) may claim prizes offered by the Ninja World Moderators as part of the Official War.
Special Note: In the rare case of total defeat, a winning group can render another totally destroyed and defunct. With a group defeated all of its landmarks go to the victor, or are razed. The enemy group's leaders are jailed and the structure of the group totally collapses. In these cases Clan Sanctuaries in the Ninja World can be totally destroyed and replaced by new structures. It is important to note that Clans and Orgs are not in a protected class and can be totally wiped off the map should the right set of circumstances arise.

Issued Challenges:

In the Ninja World issuing challenges must be backed by action. Action is defined as some form of attack, or offensive act. Challenges can be issued with no offensive action but carry no weight in and of itself. Challenges are made in-character, noted somewhere in the post, and is not binding. Thus, challenges that lack offensive action can be declined freely and allow the one declining to walk away with no consequence. However, if offensive action is taken then a battle thread is created normally in the Ninja World Events forum. In the Ninja World it is possible for individuals to retreat from battle if they wish, for whatever reason. However certain requirements need to be fulfilled that allow this.

One can attempt to flee from battle at any given time during their move, but must use a technique or ability that allows them to clearly and logically explain their method of doing so. Their opponent can attempt to follow and intercept, or outright prevent, them yet again to prevent escape in the following turn. Should the player fail to prevent an escape, or intercept them shortly thereafter, then the one retreating or declining a challenge will arrive in an adjacent landmark 45 minutes after (affected by Ninja World Artifacts or Space/Time abilities). In official terms, retreating from a battle is attempting to flee the landmark you are present in to a different landmark. Note that skills that allow you to retreat to other dimensions, like Obito's Kamui, do remove you from the landmark but only result in official defeat if retreating to a different official landmark.

Intercepting Battles:

In the Ninja World it is possible to intercept battles and challenges, inserting yourself into a fight. This is intended to change one versus one battles into tag team fights, following tag team rules. Interceptions can only occur within the first two moves (four posts) of the fight, or within 72 hours of the start of the fight. Whichever comes first.

Treaties and Diplomacy:

Treaties are official documents signed by multiple parties in agreement over certain terms that can apply to a wide range of issues over varying periods of time. Treaties are a way for player groups (Clans and Orgs) to make agreements with each other, whether it is as a result of war negotiations or peacetime efforts. Treaties can dictate that one should pay another clan a given amount of Kumi in war reparations, or as a monthly tribute in exchange for protection, or even as an agreement for the transfer of landmarks. Treaties can describe military alliances, laws of interaction between clans, or the cession or purchase of landmarks, etc. Note that treaties are the only method to obtaining landmarks after a clan has laid claim to it, making it the only valid way to transfer the landmark.

There is no set framework for treaties or regulations on how they are composed, in the sense that clans are largely free to draw up treaties exactly as they please and include items on said treaty as they please. All a valid treaty must include is the terms of the treaty and the signatures of the representatives of the parties, in whatever form. However, the terms of a treaty must be negotiated in-character by the parties involved. How you do the negotiations is, like the treaties, largely up to the players themselves. But all items must be discussed and agreed to.

Since treaties can contain whatever terms the players please and, broadly, be worded and formulated as they please, they are not ‘binding’ in the strictest sense. The signatory clans have to adhere to or break the terms themselves. This means that if one clan signs a treaty promising to pay a given amount of Kumi to another clan every month, then they have to pay that fee themselves every month, or get someone to do it for them. The staff is not involved in upholding the treaties. However, breaking treaties comes with the risk of losing credibility in future negotiations.

Quoting:

Quoting is a process that is part of conflict resolution. When two or more combatants cannot resolve their differences and agreements can't be reached, then they should post in the Conflict Resolution Thread after following the appropriate procedure. Standard procedure follows these guidelines: arguments are to be made over visitor messages, private conversations on site, or over Discord. Note that when these conversations take place in a private setting screenshots should be provided to help the checker gain a better sense of the arguments in play. It is highly recommended that arguments do not take place in the main roleplay Discord as it is a chat with numerous people participating at the same time, making issues very messy. Once arguments have been made and recorded in some form, the participants will go to the Conflict Resolution Thread, linked earlier, and summarized in the resolution thread following the template provided. Once this has happened a sensei should be contacted by the quoting party for a check. Moderators are not typically requested to, in their moderator capacity, to check a fight for the first or second check. The third check will always end the fight, with a moderator making the deciding post on the party that won regardless of the quote being made. This means that standard Ninja World fights can only have three checks in total.

Quoting can only be done on legitimate issues. It is not something that is done when a combatant is attempting to stall, or simply prevent an opponent from editing their original move. It can only be done to discuss moves that one combatant has legitimate questions on or issues with. When the initial quote is made timelimit is paused, allowing both combatants to discuss and then post in the Conflict Resolution Thread, and then contact a Sensei. Once a Sensei has issued a verdict then timelimit is unpaused; timelimit can only be paused again once a second Sensei has been contacted, and agrees, to issue a second verdict. This pattern repeats with the third check, the moderator deciding check. If any party is suspected of stalling during timelimit, then a Ninja World Moderator can be contacted to make decisions regarding the choice of Sensei, verdicts, or any other issue left to moderator discretion.

Special Note: In the case where it can be proven that a Quote was done to stall out a fight then a Ninja World Moderator will have discretion on how to handle the battle.

Editing combat posts, in Rifts or in Ninja World battles, can be done within 50% of the agreed upon time limit (36 in the event of standard timelimit) OR 24 hours if there is no set TL. Edits can be permitted on a case by case basis outside of these situations as long as each combatant agrees. The only exception is in Rifts where all combatants are bound by this rule and cannot edit their post beyond above set timelimits.

Ninja World Standard Timelimit

The standard timelimit in battles that take place in the Ninja World is three days. This timelimit can be altered between combatants when they come to a consensus. Note that Ninja World Events may have a different timelimit, this timelimit will be outlined in their separate threads.


 
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(III) PLAYER GROUPS (CLANS & ORGANIZATIONS)

Description:

A player group can be one of two possible types: Clan or Org (short for Organization). The former is designed for members who share a common bloodline ability or trait while the latter is for those who share a common economic or political goal. That is not to say that Clans can't strive for such ambitions as well, but that Orgs can recruit anyone while Clans are more specific.

Clan Description:

Clans have been reimagined and are now only accessible to Custom Clan Biographies or can be made by a group of players who share the same abilities such as KKG and HA. The minimum amount of players needed to create a Clan is 3 while the maximum amount is unlimited. Canon clans that already established around a KKG/HA cannot be claimed as a custom one by players, even if they have different purposes or origin, but there can be multiple clans that share the same KKG or HA. A prime example of this would be a player attempting to create an Uchiha clan in the NW. This won't be allowed as the Uchiha already exist, but they could create a branch of the Uchiha Clan. Clans serve as pockets or concentrations of players within the Ninja World that are not as pronounced as some cities but carry enough strength, through its members, to change the world through annexing territory, warring rival clans, or causing/fixing chaos. Players may still form groups on their own regardless of abilities, but these will be called Organizations, like what the Akatsuki was, rather than clans. Members of a clan spawn at their Clan Sanctuary which is LM chosen as their origin point and this cannot be changed after creation.

Note: Only Sages' Custom Clans may claim to 'own' the narrative creation of a clan and its bloodline abilities. Player-created Clans, such as a Samurai Clan cannot claim to be the creation of all Samurai, but rather an off-shoot of the main branch or history.

PHP:
[B]Clan Name:[/B] 
[B]Characters Involved:[/B] 
[B]Origin:[/B] 
[B]Landmark(s) Controlled: [/B]

Player Organizations:

Organizations are the other type of player groups, next to Clans. With typically less members and restrictions than a clan, Orgs usually achieve their goals through spreading their forces throughout a country or area in order to amass as much resources as possible. A player organization may have as few as 3 members and as many as 10. To create an Org a player and their founding members need only claim a previously unclaimed Landmark as their HQ and submit their details to be tracked within the Ninja World. To defeat and/or destroy an Org one would have to defeat all of their active members, get a surrender/concession from the leader, or completely destroy their HQ, be it Landmark-sized or a single building. The main strength of Organizations is that they do not require much space or resources and can often be operated from a single Landmark or even just a building within the Landmark. They can also move their HQ to another territory under their control once every Arc (3 months), which makes defeat through such means difficult as well as keeping track of them within the world.

Members of an Organization spawn at the Org HQ.
PHP:
[B]Organization Name:[/B] 
[B]Characters Involved:[/B] 
[B]HQ Location:[/B] 
[B]Landmark(s) Controlled:[/B]

Clan & Organization Structure:

Clans and Orgs operate based on their internal structure and customs. Some may have only head and a group of second-in-commands while another may have three heads or a strict caste system--each will determine this on their own.

Village Status:

Though not immediately established within the NW, Village status is still the end goal for Clans and Organizations. At the current age of the new Ninja World, mostly industrious/trade-reliant cities and sparse pockets of clans control the major points of interest, their territories and treaties determining the shape of Villages to come. There are no ways to progress a Clan or Org to this status as yet, as these rules will need experience and time to work on, but these player groups may increase their chances by being active within the Ninja World: completing Missions and gaining notoriety.

Pooling Resources/Kumi Transfers:

Members of a group may combine their resources such as Kumi and Artifacts to bestow onto one player for the purpose of making purchases in the Marketplace or trades. This must be noted of the amount and from which user(s) it is coming from within the purchase or trade post. This feature is not new, as it is also how students of a CFS or CE may contribute in purchasing extra jutsu slots. Currently, this feature can only be done for the purchasing jutsu slots, items from the Marketplace on behalf of the group, or Trading with other player groups--not to help others make ability purchases and the like.

 
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(IV) TRAVEL RULES

General Travel:

Travel is conducted by traveling Landmark to Landmark. For example, traveling from the Badlands of Earth to the Land of Fire would require you to pass through each Landmark between Point A and Point B. This includes passing through minor settlements and oceans. These landmarks set the terrain for each and every fight that takes place within the Ninja World. For example, if a fight were to take place in the Land of Fire at a port city, one can expect to see ships and water as well as a sandy beach like environment. When traveling, you must include the link to your last post as part of your traveling, to ensure that your travel path is being followed correctly. There is a mandatory forty-five (45) minute wait time in between posts. Once this time has passed the player is no longer within the landmark they left, even if they have not posted in their next intended landmark. This grace period ends after eight (8) hours have passed without the traveler posting in their next landmark. In these cases, if a roleplayer is in transit and does not post within 8 hours after their 45 minute travel time then they can be intercepted at their original landmark as they normally would. Note that this does not apply to Automated Travel.

In the Ninja World, reducing travel time between posts from the mandatory 45 minutes to less is possible. This is done through the Artifacts system, or certain specialties available to specific biographies. In the case of the first there are two types of artifacts that can make this desired change. The first is through items which enhance travel time. The second is through items that alter the terrain itself. Items that allow a clan to build roads, remove hindering terrain, etc. In the case of the latter, these changes must be first submitted to the Landmarks Update thread. These changes would apply only to the landmark that is altered. For example if Landmark A has a road built in it that reduces travel time by 50% then it would take you half the time go to from an adjacent landmark to it. And likewise, leaving Landmark A would also only take 50% of the time it would take normally.

Automated Travel:

At times in the Ninja World travel can become cumbersome, considering it is a world with over 250 landmarks. To avoid such time consuming tasks one may opt to use Travel Automation. Credit to this permanent addition goes to Typhon, and will hopefully help people who lead busy lives to still participate in the Ninja World regularly.

Travel Automation allow one to cross from Landmark A to Landmark B while still travelling through the adjacent landmarks that connect them. Unlike General Travel one does not need to make the intermediate posts when using Travel Automation; instead they will make a post in Landmark A containing their Travel Itinerary that completely lays out their intended travel path, along with the correct times that they will be present in each landmark (corrected for Eastern Standard Time, EST). There are certain restrictions and drawbacks that come with using Travel Automation. Rather than the standard forty-five minute window between landmarks, using Travel Automation increases that waiting period between landmark travel to one hour. This time cannot be reduced by Artifacts that reduce travel time. One cannot use Ocean Landmarks while traveling, making it impossible to cross continents using this method. Travel Automation does not make one immune to having their travel interrupted; when using Travel Automation if someone is present in a landmark you will cross through at the appropriate time, then they can stop your travel and interrupt you even though you haven't posted. Using Travel Automation can only be done when someone is traveling over a space of three landmarks, no less.

As with the traditional method of traveling each effective post (or each destination landmark) counts as a move. This incurs all appropriate chakra costs, turn reductions, and such for active techniques. While in Travel Automation one cannot activate other techniques that are not already active upon entering travel. They cannot gather Natural Energy for the use of any technique as well. Should one's travel path be interrupted by an interceptor at the appropriate landmark then they must void their travel plans and are forced to respond to the interceptor. At this point the traveler can attempt to flee, should the need arise, following the normal guidelines established in the Conflict Rules. Below is a sample post to initiate Travel Automation:

Travel Itinerary: #085 -> #087 -> #088 -> #090 -> #119 -> #120 -> #122 -> #123 -> #130 -> #131
Departing #085 The Deadmines at 3:45pm (3/2/19)
#087: 4:45pm - 5:45pm
#088: 5:45pm - 6:45pm
#090: 6:45pm - 7:45pm
#119: 7:45pm - 8:45pm
#120: 8:45pm - 9:45pm
#122: 9:45pm - 10:45pm
#123: 10:45pm - 11:45pm
#130: 11:45pm - 12:45am (3/3/19)
Arriving at #131 Tanishi at 12:45am (3/3/19)

Travel Itineraries must be detailed and show the exact times for travel as well as all landmarks traveled in order. Should any information in a Travel Itinerary prove false then the travel is voided, the traveler is reset to their original location, and may have a penalty issued by a Ninja World Moderator.

Space/Time Travel:

Travelling through the use of Space/Time Techniques, or techniques akin to this that allow one to move from Landmark A to B without travelling through the interim Landmarks, requires the user to have visited the landmark they wish to travel to at some point within the same arc. There are two exceptions to this rule. The first is traveling to Clan Sanctuaries, or Organization HQ's. These can be traveled to without having been visited within the same landmark as long as your biography is part of that village or clan. The second is one is allowed to travel to Marketplaces without having been to them within the same arc. Techniques that transport the user to a separate location, not part of the Ninja World Map, like a different dimension, alternate reality, still allow the user to travel to that location. This only applies to Landmark to Landmark transportation and teleportation that skips interim landmarks.

Turns, Chakra Usage, and Moves:

Every post in the Ninja World accounts for a single 'turn.' This rule, an established rule for over 5 years, has set forth the idea that moving throughout the world accounts for time spent on techniques activated, chakra spent, and health recovered. In the Ninja World today, this rule persists. For example, if one activates a mode or Doujutsu in the Ninja World outside of battle while in travel and the mode lasts for four turns, then this mode will last for three turns outside of the turn it was activated in. This means that the turn it is activated in represents turn 1 (1/4), and then turn 2 is 2/4, and so on. Each post in the Ninja World happens at a minimum of 45 minute intervals, and so while travelling outside of battle each of these posts represents a single turn in techniques activated, chakra spent over time, etc.

Likewise, this applies to abilities like Sage Mode and gathering Natural Energy (each turn in the NW would count as 1 turn of gathering Natural Energy) and Yin-Yang's Chakra Creation technique, as well as other techniques of this archetype. Every 45 minutes, minimum, you will gather this chakra or accumulate natural energy. Note that while remaining stationary in a landmark and gathering chakra will remain the 45 minute default time, even when using artifacts that reduce travel time. This is because your bio is not actually travelling and just remaining still in a landmark.

Marketplace Network:

The Marketplace Teleportation Network is a system of interlocked spacetime portals established at every marketplace in the world, including across continents. This network allows one to instantly travel to any other marketplace instantly, waiting only the 45 minutes required between posts. Simply one steps into the portal and decides which marketplace they wish to go to, requiring standard travel time (even if the user has a way to reduce travel time). The only limit placed on the teleportation system is that a user can only activate it once every twelve hours, beginning from the point they arrive at their destination.


 
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(V) TOBUSEKAI - THE EASTERN CONTINENT

Description:

The Eastern Continent is home to clans and powers that are some of the oldest in the Ninja World. Most Custom Clans have their origin points here and there are a few landmarks that will be used in future arcs. At the moment, only the clans who originate from Tobusekai may venture there. As the arc progresses this will change.

Future Plans:

TBA


 
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(VI) ECONOMY

Description:

The Ninja World operates on Kumi; this currency is not exclusive to the Ninja World and can be earned outside of it.

Acquisition:

Kumi can be earned in a multitude of ways. This thread will document the means to earn it through the Ninja World. The primary means to earn Kumi is through Storyboard Missions. Kumi can also be awarded through tournaments, Ninja World events, and Rifts.

  • Battles: Earning Kumi through Ninja World battles is done in the same way as through the Battle Arena.
  • Storyboard Missions:Performing Storyboard Missions allows the player to create their own missions through a variety of story elements and tailor their own story out of them. Completing these missions and satisfying their objectives will award players an amount of Kumi depending on the difficulty of the mission. Additionally, players will also have a chance to be awarded randomly an artifact from completing missions. Below is the distribution of Kumi from missions.
    • D-Rank: 300 Kumi
    • C-Rank: 500 Kumi
    • B-Rank: 800 Kumi
    • A-Rank: 1,550 Kumi
    • S-Rank: 2,000 Kumi
Rule of Secondary Entities:

Clones can now only perform two missions in a single Ninja World arc. The main biography can still perform missions as normal, but going forward clones may only perform 2 missions in a single arc. This isn't on a clone by clone basis; this means ALL secondary entities in the NInja World can only complete two missions in a single arc. By secondary, this means clones, Yin-Yang Creations, familiars, Souma no Kou twins, Yang familiars, Children of Tiamat slaves, and other 'entities' secondary to the main biography.

Ninja World Official Titles

Official Titles is an officially recognized title for a biography that it is associated with. As an official title it is recognized by the Roleplay as something earned by its designated roleplayer for doing something extraordinary in the Ninja World. These titles are unique in that they carry tangible benefits with them, recognized in the Ninja World, and cannot be equipped by any roleplayer that does not meet the requirements to use them. Some titles might be exclusive to a single roleplayer while others might be earned or shared for having met the same or similar requirements. Titles are generally, unless otherwise noted, to be specific and unique to the biography it is earned and equipped to. This means that they are not interchangeable to other biographies unless specifically stated.

A Roleplayer may designate a single Official Title to their biography and gain its benefits; this is done by listing it in the Nickname/Title section. Note that if you do not meet the requirements for this title then you cannot use it regardless, even cosmetically. Roleplayers that earn multiple titles may display all of them, but designate which one they gain the benefits from in the Other section of the biography. Please note that you cannot make use of titles assigned to NPC's unless explicitly allowed.

Current Ninja World Titles


  • Blessed (S-rank)
Description: Awarded to those who participated in the events of Arc X.
Effect: The wielder is uncannily lucky in the most opportunte situations. Gain the ability to reroll any roll-based interaction once per day (24 hrs). Also gain a 15% chance to survive lethal damage with at least 30 HP once per Arc.

 
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(VII) ARTIFACTS

Artifacts Description:

Artifacts are unique items that can be acquired by chance through loot drops, bought at the various Marketplaces in the Ninja World, traded between players, or even stolen. Artifacts often represent unique, named objects while the occasional 'generic good' may still be acquired. Each Artifact has a specified type which helps to categorize the object and also improve variety. The types are: Consumable, Weapon, Accessory, and Armor. Consumables are exhaustible, i.e. spent with every use and require refilling if applicable. This can include foods, medicines, single-use tools, etc., and are removed from a player's inventory when all 'slots' are used. Weapons are self-explanatory, as are Armors. Accessories, however, is by far the most varied type and can range anywhere from a pair of glasses to bangles or even a book. The main function that defines an Accessory is that they are kept on the character's body in order to benefit them with effects that usually augment the wielder rather than being used to attack or defend outright, unlike Weapons. Of course there will always be exceptions. For the sake of loot, player interaction, and exclusivity, the ranks of items are tied to their rarity status, where S and Forbidden ranked are Legendary, A-ranks are Rare, B-ranks are Uncommon and C to D-ranks are Common.

The nature or origin of some Artifacts and Items will also be tied to regions of the NW both in drop chances and Marketplace availability. For example, a pirate sword is much more likely to drop from a Mission around the Kanashi Ocean or show up in the Degarashan Floating Marketplace than in the Bone Fields of the Great Wind Desert. With this in mind, each Marketplace then serves as a hub of similar or themed items from a region.

Note: Unless noted, Artifacts and Items can be destroyed from damage and are valid targets during confrontations. S-ranked Artifacts & Items have 80 HP, A-ranked 60 HP, B-ranked 40 HP, etc..

Rules for Artificers:

Each player may have an unlimited inventory of Artifacts acquired throughout their Ninja World career, however, they may only have five unique Artifacts active per Arc. For consumables that may be multiple items, the entire stock is counted as one item, leaving four more slots to work with. Weapon and Armor Artifacts replace a Player's Custom Weapons (and Armors) for as long as they remain active and they consume one of the five active slots. An example would be: Kunai (x2), Scroll (x1), Anbu Mask, Fancy Sword, Smoke Bomb (x2). A Player may update their active list of Artifacts during an Arc, but some such as Legendary Artifacts will require a Bio update which would only come during the grace period between Arcs. This will be noted on the item.

Categories:

Ninja World Artifacts are divided into three distinct categories: Common, Rare, and Legendary.

  • Common Artifacts: Items that effectively have no limit. These are unnamed items like healing salves, empty scrolls, and generic weapons to help the everyday shinobi. They are often, and vastly, compose items sold in the Ninja World Marketplace.
  • Rare Artifacts: Unique items shrouded in mystery. As unique items, they are often name with only a few or even one of the same type existing in the Ninja World at any given time. Awarded for completing Ninja World events or undertaking Unique Missions such as Sagas, Rare Artifacts are also tied to story and world events.
  • Legendary Artifacts: These items are always named and tied to events of the Ninja World such as through past owners or the effect they had on the world. They are the most powerful form of (canon) item a Player can get their hands on and this is reflected through incredible abilities and equally dire restrictions.
Acquisition:

There are four ways to acquire Artifacts: Storyboard Mission Submission, Ninja World Marketplaces, Ninja World Events, and Trading. Most can be stolen while Rare and Legendary Artifacts are typically Bio-bound.

  • Storyboard Missions: Storyboard Missions allow players to create their own unique missions through a combination of varying elements listed in the storyboard; by compiling more and higher difficulty elements players will be able to create a vast amount of missions that vary in complexity and difficulty. Completing these missions offers players rewards, these rewards directly correlate with the difficulty of the mission that is completed. These missions always offer players a Kumi reward, this Kumi can be accumulated to be used for a lot of purposes including the ability to purchase artifacts off the marketplace. In addition to the Kumi reward players also have a chance to be awarded a random artifact, with rarity correlated to the mission difficulty. This creates a sort of "looting" system attached to mission completion that gives a chance at a "drop." Specific drop rates can be found below.
  • Looting, Pillaging, and Theft: Players can obtain artifacts that are in circulation through devious means as well. These methods, perhaps the most difficult, require that the player(s) enter a landmark where artifacts are stored by another group or player and steal them. These artifacts, most likely stored in banks or other forms of safe storage, are usually kept out of plain view and require that players participate in no metagaming or unfair practices to ascertain their location and then forcefully acquire them.
  • Trading: Players may trade some Artifacts and other Marketplace items amongst themselves. This can only be done to exchange two or more items without the payment or transfer of Kumi and is facilitated by posts in the NW Marketplace. Trades must happen in-person at a location within the NW. Players may also trade some items and Artifacts for Kumi by posting them in the NW Marketplace for purchase. This is also known as selling.
Note: The price for Artifacts and items listed on the Marketplace by players is generally determined by them. However, if a listing is seen as dishonest or clearly manipulative then it may be removed from the Marketplace or even that player's inventory alltogether, depending on the severity of situation.
  • Kumi Marketplace: As players complete missions, trade and interact with other clans, loot and pillage, participate in wars, and claim landmarks, they will accumulate Kumi. Kumi can also be earned by winning official battles in the Battle Arena. This Kumi can be used for a wide variety of purposes: purchasing artifacts in the Kumi Marketplace, or permissions. Kumi can also be used as a diplomatic tool by offering it in treaty agreements. On occasion the Kumi Marketplace can feature unique Artifacts.

Artifact Phase Out:

All previous Ninja World Artifacts, including VIA, are no longer being issued as rewards or purchasable at the Marketplaces. With the launch of New Horizons (Arc 1), existing VIA that are attached to Biographies may remain, but starting with the next set of Arcs these will be removed from Biographies in exchange for the new iteration of Artifacts.

Marketplaces:

Some landmarks in the Ninja World are designated as a marketplace, which allows players a location to spend their Kumi on a wide variety of goods. Accessing the marketplace only requires players to visit one of the selected landmarks; once at the landmark, purchasing requires you post in the Ninja World Marketplace thread. This is done for organizational purposes, given that there are multiple marketplaces. Thus, in order to purchase the only requirement is that your bio that you wish to purchase on be present in the marketplace as well as have the necessary Kumi on hand. Once one posts in the NW Marketplace thread, their purchase will be verified and approved by staff. Because marketplaces are a special designation on landmarks, these places cannot be claimed or conquered by clans. However, access to them can be limited through force and intimidation. Within the landmark and marketplace itself, combat is forbidden.

Each marketplace features a shared basic inventory and unique set, making each location different and meaningful. Thanks to the Marketplace Network, arriving at the wrong Marketplace can easily be rectified by using the space-time portals present to get to the one you actually need. Though, each Marketplace's itinerary will be listed as well as news of any special arrivals posted in the Noticeboard.

Some items can also be listed for sale on the Marketplace for up to one (1) Arc. Items listed by players carry a Market Tax fee of 10% of the item's value and this is taken after purchase. Players may only list two (2) items at a time on the Marketplace. Due to the potential for game-breaking shenanigans, this feature will be heavily moderated.

Current Marketplaces:

Cloud Quarry Marketplace:

A source primarily for raw materials like ores, uncut gems, and unrefined metals. May also feature oddities from the region (Lightning Country).

Pingshu Bazaar:

A sandy, open market on the edges of the Great Wind Desert, this Marketplace often sees wares from desert explorers who raid ancient ruins often at the cost of their lives. Occasionally something magnificent is dug up, and the Pingshu Bazaar becomes the busiest place in Wind Country.


Keishi City Marketplace:

Being one of the most popular and developed places in the world, Keishi's Marketplace reflects this through expensive and interesting items that cannot be found anywhere else. Some of the wares include items from foreign lands that are shipped through the Hanguri Gulf.


Degarashan Floating Marketplace:

A massive barge just off the coast of Degarashan, this place is frequented by sailors and pirates alike. The types and nature of items found here can come from anywhere in the world as there are rarely any questions asked wares about these parts.


 
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(IIX) STORY ARCS, BIOGRAPHIES, AND REGENERATION

Ninja World Arcs:

Time passes in the Ninja World universally. This contrasts with the previous Ninja World that operated on specific timelines occurring simultaneously. This means that events that occur within the Ninja World now occur simultaneously for all players. There is no 'resetting' your biography; everyone operates in the same timeline, rather than separately. For instance, a battle that is ongoing between two clans is occurring simultaneously as someone else on the other side of the world buying an artifact in the marketplace. The Ninja World timeline, universally set for all players, is divided into major Story Arcs, defined below. These Story Arcs are posted and archived in the lore thread; here the history will be updated and added as the story of the Ninja World progresses, allowing you and your activities to go down in NW history. This has many important implications for how biographies work in the Ninja World.

A Ninja World Story Arc is a period of time, typically between one and three months, that acts as a unit of time in the Ninja World that dictates when you can change your biography without incurring penalties. For veteran roleplayers, changing your biography in the Ninja World would simply involve resetting it at your Clan Sanctuary or Organization HQ. With the addition of Story Arcs changing your Ninja World biography is only possible after a Story Arc has ended. The only exception to this are New Horizon Biographies, who's details will be explained below. When a Story Arc ends there is a short grace period between the arcs in which you can change your biography or update them before the next arc begins. In the context of the Ninja World and Arcs, changing your biography involves changing the inherent character, appearance, and history of the biography. This means that you can change your biography's abilities, add to them, or change them; but these changes won't go into effect until after the current Arc has ended. This applies strictly to altering and updating the abilities of the biography. The exception to this is techniques of abilities you have learned since the Arc has started. Simply put, techniques that are placed on the biography (body seals, personal summons, etc), must be updated between arcs to take effect. But techniques, like individual jutsu, can be used in the arc that it was learned in.

Ongoing Battles: This rule does not extend to active fights in the Ninja World. When you are in an active fight in the Ninja World and you learn a technique after that fight has started then it cannot be used in that fight.

When the essence of a character is altered (history, appearance, their core abilities, their clan) or the character is outright dropped then the implications of character change are important in the Ninja World. Simply put, when a character undergoes a significant change that results in an entirely new character, or is outright dropped as the Ninja World biography or dropped entirely, then this rule goes into effect. In the case of this happening during a Ninja World Story Arc, then all progress is lost on that biography. All Artifacts as well as positions in clans and orgs are lost. It will be as if this character has died, and has lost all their possessions bound to the Ninja World. Biography and Ninja World Moderators have discretion when examining whether or not a biography has been fully reset in the Ninja World when dropped or changed.

When a biography is dropped or replaced during the grace period between Arcs, then the harsh punishments of the above rule are lessened. In the case of this if a biography is dropped during the grace period and replaced with another then the new biography can keep their position in their clan, or organization. Simply put, this rule requires you commit your biography to a single arc fully.

Death and Biography Switching: If your biography perishes during a Ninja World arc you may not change biographies until your biography has healed enough to the minimum required health to operate. Currently this health threshold is 80. See Health/Chakra Regeneration for more information.

Using Non-Ninja World Biographies: If an individual is found to not be using a biography that is designated as the primary Ninja World/New Horizon biography (marked as [NW] and [NH] in the Approved biographies section) they will incur a two month ban from the Ninja World. This rule does not apply in special circumstances, like special permission from the Ninja World Head Moderator or during unique Ninja World events that allow people to use multiple biographies. Continued incidences after the initial ban result in greater penalties.

Biography Rules:

At any point one may only have a single Ninja World biography active during a Story Arc. Changing this biography will invoke the rules above, resulting in a reset should the biography be dropped during a Story Arc, or a soft reset if dropped in the grace period. The only exception to this rule are New Horizon Bio's.

New Horizon Biography Rules:

The New Horizon start in a way is like a Prestige system, where even the strongest Bio may willingly reset back to a lower rank (Academy, Genin, or Chunin), immediately loosing access to most of their arsenal. In exchange for this, however, NH Bios will have unique chances to reclaim their previous glory and skills through a series of Missions and Sagas that help to narratively explain or introduce their Bio and abilities in an entirely new way as opposed to their previous history, overwriting important details such as Appearance, Personality, Abilities, and more without it counting as a Bio Reset. In addition to these story beats, these Bio's also gain increased Kumi and Mastery progression through the various Missions and Sagas that could accelerate their arsenal beyond what it was, just like a New Game+.

This game mode will have four major story beats and these will be centered around the Matriculation Exams (Academy > Genin > Chūnin -> Jōnin). The first exam, Academy Exam, will take at the beginning of the arc and will test all NH Bios for readiness through fights and Missions. The next exam would be at the end or middle of the arc to determine the Genin. The next arc will see the final two exams in the same schedule. NH Bios may also be updated at the end of every Exam, during an Arc, unlike NW Bios.

NH Biographies have no knowledge of their previous past and become 'blank slates', in a sense, to be rewritten using the events of the Ninja World and various other narrative building blocks such as Missions as they happen. This means that a NH Bio cannot typically acknowledge that their life is different, as it becomes the only life they know from a OOC and IC perspective.

Note: Masteries and other personal progression systems are not reset when one chooses to convert their Bio into a NH Bio. Instead they are placed in stasis until the required rank is reached, which is usually Jōnin.

Health/Chakra and Technique Regeneration:

Because the Ninja World operates on a single universal timeline, rather than various timelines, it affects how the usage limit of techniques is regenerated, as well as health and chakra. In the Ninja World technique uses will recover at a rate of 1 per week. For example, a technique that had 3 uses per battle in the old Ninja World would mean that in a single timeline, you could use it three times before you needed to reset to regain those uses back. But in the Warring States Era, you regain one use every week for that technique. The timer for this weekly recharge rate begins in the moment you post the technique. This recharge period does not allow the technique to go over its inherent limit, it simply allows it to reach the limit again. So if you use that same technique three times in one battle, it will take you a total of 3 weeks to regenerate all of its uses. While in combat, this recharge period is frozen and cannot begin until after combat has ended. For instance, if you have a technique that has 4 uses, and you use 2 in a single battle, that timer will not begin to count down for each charge until the battle has ended.

Story arcs also have changed how chakra and health are regenerated in the world. The Warring States era implements mandatory use of the new Health System. In this system, one regains 5 health per day. In the Warring States Era, death is not possible unless under special circumstances. Because of this, if your health falls to 0 you will be incapacitated and unable to continue your RP activities until your health has recovered to a minimum of 80. This regeneration process can be augmented with medical techniques or fields of a similar nature. Chakra regeneration is set to 5% of your maximum chakra per day for all people, regardless of their rank. Like technique regeneration, health and chakra regeneration are completely frozen during combat. This means that all regeneration is halted in terms of health and chakra entirely, and begins again after combat has ended. This regeneration does not accumulate in battle. For universalizing this system, the reset period for a single "day" in the Ninja World is 12:00 AM EST.

Important Note: Customs that influence regeneration rate of chakra, health, or techniques baseline rate in the Ninja World are banned from submission.

Active Techniques Notification: It is your responsibility to alert your opponent of any active techniques present on your biography. This means seals, modes, and any other technique that has either been activated in the Ninja World prior to combat and sustained or those present on the biography itself. This is done with links to where the techniques were activated or a link to your biography notifying your opponent about seals and other techniques that are in play.

Death:

Death in the Ninja World, due to the implementation of the Health System, is by default impossible to reach even when your health reaches zero. This can be altered by combatants when both parties consent, however. In this case death is reached when one combatant reaches zero health. Once they die it will be treated as if their biography has died in the Ninja World, removing it from the world permanently. Death must be agreed on between two combatants for Edo Tensei to be used. Certain Ninja World events may involve permanent death.

Specific Instances of Techniques and Miscellaneous Notes:

  • Edo Tensei/Orochimaru Biography Capture (in the Battle Arena): When a Ninja World biography is captured and revived through Edo Tensei in the Battle Arena, the victor (the one who captured the biography's DNA) must alter the appearance, history, and other defining characteristics of the Edo Tensei in order to prevent consistency clashes between it and the other biography in the Ninja World. This is done to ensure consistency in the Ninja World and to not punish someone for losing their biography in the Battle Arena, rather than the Ninja World. Death must also be agreed upon for Orochimaru biography captures in the Ninja World; while this is not specifically an instance where health points reach zero, it is an instance of 'biography death.'
  • Mangekyo Sharingan: Blindness caused by the Mangekyo Sharingan lasts for from the point of blindness until the end of the arc, upon which one's eyes are restored to their peak health.
  • Eight Inner Gates: Activation of the Eighth Inner Gate results in a biography's death in the Ninja World, regardless of Health System rules, once it expires. This can be counteracted by use of Yang Release's Touch of the Sun. It is important to note that Night Guy, the pinnacle technique of the Eighth Gate, causes one's body to disintegrate. This disintegration can be counteracted by Touch of the Sun but will render the victim immobile for the remainder of the Story Arc regardless.
  • Seals: Seals placed in the world, like Flying Thunder God seals, are placed only within the Arc they are placed in. Once the Arc has ended these seals will be reset. This also applies to defensive seals placed in landmarks unless that seal is part of the landmark itself (defined in the Landmark Updates thread).
  • Yin Release/Other forms of Spiritual Control: Techniques under this category last as long as a single arc if not specifically stated by the technique used.
  • Children of Tiamat Amino-Geis: Control under the Amino-Geis lasts for the remainder of the Story Arc in which control was placed on the biography. Once control is broken the biography cannot be placed under the Child of Tiamat's control for ten turns.

Good Faith Roleplaying:

This term isn't an official term in any roleplaying game, as far as I can tell; but I have coined it "Good Faith Roleplaying" for the sake of the Ninja World and the Naruto Roleplay as a whole. Generally motivating your character's actions based on your own emotions or interactions outside of the roleplay, which to some extent is metagaming and breaking the fourth wall, is forbidden and looked down upon. While two people can engage in a fight or start a war over almost any reason, it should not be because of a conversation one had on Discord or a post on the forum.

Metagaming:

The term metagaming refers to a player using real-life knowledge to determine and motivate their character's actions. To some extent in the roleplay all of our actions are done through metagaming. Our characters do not quantify the strength of a technique by a number like we do when we create customs or boost techniques. How else do we know the exact strength of a technique required to counter another technique? In this sense, we do metagame. But it is also gaming within the rules, and is required to perform basic functions in battle. Outside of these rules we strictly forbid metagaming as a practice in the roleplay, both in battle and in Ninja World interactions. The forms and ways that metagaming can manifest are numerous; in the roleplay it is strictly forbidden to metagame.


 
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(IX) BOUNTIES

Description:

Bounties are a tool of law enforcement, avengers, unapologetic evildoers, and profiteers. In practical terms, a bounty is a reward offered for the completion of a certain task, often one that involves killing, capturing, or otherwise retrieving one or multiple individuals of interest, and entire clans. Bounties are often posted on criminals but technically there are no limits on how bounties can be posted on, or how big they can be. A bounty will always be measured in Kumi, though exceptions can be made to offer artifacts, Kumi by Ninja World Moderators, or other goods on a case-by-case basis. Bounties are funded by the individual, Clan, or Organization's finances and as such the Bounty amount is taken as soon as it is placed, similar to a Kumi purchase of the stated amount. This Kumi is held by the NW Moderator and then given to the player who completes the Bounty. This applies to other unique rewards like Artifacts and territory (Landmarks). Bounties can only be issued on other roleplayer's heads and they must all be approved by the Ninja World Head Moderator. Bounties can also be issued by a Ninja World Moderator in response to one's actions in the world.

Bounty System Rules:

By default, nobody has a bounty on their head. Bounties are not based on abilities, skill levels or infamy, but rather simply on what the person posting the bounty wishes to offer as a reward. Bounties can be placed on anyone, anytime and set at any price, with whatever conditions attached to it that the poster wishes. Just as everyone can post bounties everyone can hunt and collect them. Clans can also post bounties, but this must be clearly described beside the ‘issued by’ column in the template. All bounties will be submitted in the Bingo Book and follow a simple template:

PHP:
Issued by:
Name(s):
Orders:
Wanted For:
Bounty:
Special Information:
Rendezvous:

Thus, a bounty includes the names of the issuer and target(s), the orders with regards to said target(s), what they are wanted for, the size and nature of the bounty, miscellaneous info and, finally, the details of where and how the bounty hunter will be paid. Once a bounty has been posted it cannot be changed, though some exceptions will be made if, for example, a player with a low bounty acts in a manner that justifies increasing said bounty, or vice versa. Bounties will be removed when they have been completed, or when the issuer retracts it as they can freely do, so all bounties submitted in the Bingo Book are active and valid postings. They are also considered ‘public’ in the sense that bounty hunters would have knowledge of them.

Bounties, by their very nature, are open contracts. If a bounty specifies, for example, that the head of the target be brought to a certain location the bounty hunter can be intercepted freely by other parties on their way to the rendezvous. ‘Theft’ of bounties in this fashion must be logically possible and it follow the same rules as normal theft, i.e. the victim must have been defeated in battle and only the victor can steal it. However, this is not a pass to metagame.


 
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(X) STORYBOARD MISSIONS

Description:

Storyboard Missions allow players to choose from a number of story elements to craft and narrate their own missions in order to complete objectives and earn rewards. Each story element is ranked according to difficulty, and the average of these elements dictate the overall rank of the mission that the player will complete. Some story elements affect the requirements of the mission, while others will affect its objectives, and others will affect its setting in the Ninja World. Essentially, it is a list of core elements and aspects that structure the mission and give the role-player room to tailor their own narrative. There is no minimum word count or detail requirement, the requirements for each mission increase with each rank and the number of elements picked for a mission. Some objectives will require you to dedicate a large part of your narrative toward it, while others will take less.

Criteria: Please view the Storyboard Mission Criteria thread for more information on completing a mission.

NPCS: Many storyboard elements, standard or custom, involve partaking in combat against a single or several enemies of varying sizes, shapes or powers. These are, for all intents and purposes, NPCs that can be fought in battle or confronted in some manner. While players have greater freedom in how they utilize an enemy NPC compared to a generic one, which cannot participate directly in the mission, there are still limits to what can be done with them. Enemy NPCs cannot possess any skills, abilities or techniques that aren't canon, nor are players allowed to create techniques or abilities for said NPCs, even if they fall under canon fields or abilities. These NPCs cannot be used or controlled by players that aren't mission participants, nor can mission participants RP solely as an enemy NPC(s). They must still control their own biography and use it to complete the mission.

Declaring Your Mission:

Players do not have to do anything in particular to create, accept, or begin a mission. This gives significant freedom to players in initiating a mission which they can acquire from a group of other players, themselves, a friend, or an NPC. The story is entirely up to the player, and it is theirs to tell. The only requirement is that the player clearly indicates in the post in the Ninja World when they begin their mission. This is done by including the selected storyboard elements and the self-written overall details of the mission in a note at the top of it. You cannot edit a mission into an old post in the Ninja World. Players can utilize NPCs in their missions freely, even if it is not a story element requirement. This NPC cannot engage in battle and is simply there for story purposes.

Custom Storyboard Elements:

It is possible to create your own custom storyboard elements (regular or clan) to utilize in your missions. You do not need approval to make use of custom storyboard elements, but they are subject to scrutiny and change. These elements are not difficult to use with no issues, so long as they make sense, they are appropriate, and fit your narrative. In addition to making your own element, you also need to assign it a difficult (D[1]-S[5]). Like stated above, this difficulty must be appropriate and make sense in respect to the custom element. It is possible that your storyboard element will be added to the default list of elements.

Submitting Missions:

After all requirements and objectives of the mission have been met and completed, the mission must be submitted to be checked These submissions will follow a simple template that includes all relevant names of participants, links, dates, and storyboard elements chosen. The checker will review the mission to see if the objectives have been completed and then approve the role-player's earnings. The exact size and nature of the reward depends on the rank of the mission. All involved players, whether it is a solo mission or one completed in a group, will always receive an equal amount of Kumi.

Storyboard Elements:

D-Rank (1):
Explore a landmark
Gather resources from the land
Do a good deed
Do a bad deed
Take part in local festivities or a cultural ritual
Set up camp
Run an errand for someone
Babysit someone much younger than you
Finish a chore using Ninjutsu
Do some moderate meditation to improve focus
Pull a prank or something prank-like
Babysit someone
Lend a helping hand in one of your Landmarks
Report someone to the Clan authorities
Build something for the Clan/Organization
Perform administrative duties
Scout possible threats from nearby Landmarks.


C-Rank (2):
Explore an abandoned site
Trail an individual without being detected
Defend yourself from wild beasts
Help a local trader by transporting his wares
Set up a secure camp
Perform a moderate workout routine
Help a friend
Capture an exotic or rare animal
Run a thorough background investigation on someone
Take part in a physical trial
Put the Clan’s interests first
Solve a problem for a settlement in one of your landmarks
Sniff out a dissenter
Train a small group
Trade with another group
Show the people of your landmark the merits of your Clan


B-Rank (3):
Fight an individual of comparable strength
Steal an important document
Defend your employer from bandits
Convince a neutral party to fight with you
Infiltrate an enemy's base
Choose between what is right and what is easy
Explore the history of something
Convince a criminal to confess
Torture a suspect
Investigate the history of a landmark
Explore a dangerous site
Deal with a traumatic event from your past
Scout potential threats
Negotiate for or speak on behalf of your clan
Stomp out protest and/or dissent
Make an enemy of the Clan disappear
Prepare one of the landmarks you own for immediate or future attacks
Identify a traitor


A-Rank (4):
Fight an enemy stronger than yourself
Sacrifice someone for the mission
Steal valuable information from the enemy
Meet with a major faction representative
Convince an enemy to fight with you
Infiltrate an enemy's organization
Terrorize a large community
Disperse a mob
Spy on an important target and remain undetected
Capture an important target
Steal a large or valuable asset
Deal with a problem in a tactical manner, instead of through direct confrontation
Defend against or attack another group
Stop a brewing or exploding revolt
Make all the necessary plans and arrangements for your Clan
Take responsibility for the actions of your Clan and/or its members
Help put a part of the Clan’s past behind it


S-Rank (5):
Win a fight without your ninjutsu
Fight an enemy much stronger than yourself
Save a large community from danger
Survive a near-death situation
Assassinate the enemy commander
Destroy a large community
Safely transport highly classified information
Experiment with very advanced ninjutsu
Facilitate a major peace agreement
Guard someone very important
Establish control over a hostile area
Save your Clan from a major catastrophe
In the darkest hour, overcome
Destroy a large group or settlement
Make the sacrifice for your clan

New Horizon Storyboard Elements:

Alongside standard Missions are a set dedicated to the New Horizon Arc and the unique Biographies created during. Narratively, these Missions help to establish the new reality of a NH Bio by showcasing most of what has changed. This may include showcasing a different family structure and/or origin or highlighting a new strength that had previously been non-existent. Functionally, these will behave as an introductory course to progressing within the Ninja World, which is perfect for new or returning players. Some of these may be applicable to ordinary NW Bio's but most will not be. These Missions also carry 10% more Kumi than a regular Mission of the same rank specifically for NH Biographies but this extra amount can only be claimed once per storyboard element with one exception highlighted below. Custom New Horizon Storyboard Elements may be created and submitted as normal, but these will be scrutinized for narrative importance due to how similar they can be regular Missions and will not carry the 10% Kumi boon.

D-rank (1):
Meet with your family for a social event.
Learn about your family history.
Focus your chakra into an elemental release.
Help your sibling solve a problem using elemental Ninjutsu.
Create minor mischief for your elders.

C-rank (2):
Use a Ninjutsu skill or ability for the first time.
Spar with a family member or friend.
Sign a summoning contract.
Meet someone new (cannot be an NPC).

B-rank (3):
Decide the outcome of an important event by any means.
Defend a family member or friend from serious harm.
Fight someone using only one Ninjutsu skill or ability (such as Sound or Katon).
Learn a new Ninjutsu skill or ability.
Join a Clan or Player Organization.

A-rank (4):
Diffuse a deadly conflict between two known persons or groups.
Using your abilities, cause significant destruction within a LM.
Using your abilities, help a group in repairs after a disaster.
Participate in a Rift or fight a threat in the Ninja World of A-ranked and above.
(Repeatable) Participate in the Shinobi Matriculation Exams.

S-Rank (5):
Defend someone or something you love with your life on the line.
Destroy a large group or settlement using only one Ninjutsu skill or ability (such as Sound or Katon).
Capture a significantly stronger enemy alive.
Participate in a Rift or fight a threat in the Ninja World of S-ranked and above.

 
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Zaphkiel

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(XI) UNIQUE MISSIONS

Description:

Typical Missions in the Ninja World are ranked between D and S-Rank; this reflects a scaling increase in difficulty, effort, and complexity. But there exists a higher difficulty, a category of much rarer mission in the Ninja World: Forbidden Ranked missions. For a while now these have existed in some form or another without being formalized. The difficulty between an S and a Forbidden Ranked Mission is night and day. They are not issued by one’s self, instead being issued by the Ninja World Head Moderator or, more rarely, the RP Administrator. Today there exist four types of Forbidden Missions: Clan Missions, Sage Missions, Sagas, and Special Missions.

Clan Missions:

Clan Missions are integral to progressing your clan toward the final stage of becoming a village. By nature, elements of these mission types act similarly to regular storyboard elements. Declaring a mission a "clan mission" requires that at least one clan storyboard element be present in the groupings. You can pair any number of regular story elements with any number of clan elements in order to have the mission be deemed a clan mission. The overall rank of the clan mission is determined by the overall rank of the mission. So a clan that needs to complete an A-Rank clan mission to level up must complete an A-Rank mission, with at least one clan storyboard element in it. Currently, Clan Mission require a NW Moderator to issue.

Sage Missions:

Sage Missions allow roleplayers to attain the highest rank of the RP – Sage. The rank offers numerous perks, including higher speed, more health, higher chakra, more custom slots, the choice between a Custom Clan and a unique Sage Weapon, Prestige, and a unique Sage Title customized to their biography. Sage Missions are only offered periodically throughout a year and are conducted exclusively in the Ninja World. Sage Missions are the longest type of mission in the Ninja World, as well as the most difficult. They are done over multiple phases, testing multiple facets of the RP. Please see the Sage Mission rules on more information on how to apply.

Special Missions:

Special Missions are a highly unique type of Forbidden Mission that exists outside the normal boundaries of the three previously mentioned types. These missions are highly secretive and usually involve unveiling a new type of ability or skill to the roleplay, as well as extremely unique and powerful rewards for those that undergo them. Given their nature and relation to the overarching Ninja World story they are classified and not requested through normal means.

Sagas:

Sagas are a series of Missions bundled together in succession that lead players to a narrative conclusion. These are issued by Ninja World Moderators in response to certain actions taken by players or to initiate activity and are completed in a chapter-by-chapter basis, meaning the next level of progression cannot be reached until the previous has been successfully completed. As each chapter is completed, a NW Moderator, like a DM, will update the events of the saga and world through a narrative post detailing what effect the players actions have had as well as how their situation changes. At the end of a Saga, participating players will be awarded a lumpsum of rewards that accurately represent the level of effort required and submitted. Currently, Sagas cannot be created nor requested. An example of a Saga:

The Black Lightning
Description: Discover the legend of Black Lightning hidden somewhere in a cave. (C-ranked)
Chapter 1: Defend yourself from the cave-dwelling creatures. (B-ranked)
Chapter 2: Find a way to escape or survive the flooded cavern (A-ranked)
Chapter 3: Defeat Black Lightning. (S-ranked)

 
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(XII) RIFTS

Description:

A Rift is a high difficulty activity designed around one to three player Biographies. Rifts feature predesigned “bosses” or encounters with preset loot tables. To many these are easiest to cognize as dungeons or small raids. Rifts can sometimes be gateways into entirely new realities with different landscapes and physical laws, requiring active exploration from players to gain information and understand these realities. Also, like NW Interactions, Rifts feature roll-based mechanics that test players but also provide a degree of randomness for opportunities of rapid decision-making. Rifts can vary in rewards; some encounters will provide “unique” and specific drops (i.e. a necklace belonging to a witch) or generic items, like canon abilities. Depending on the level of difficulty a Rift will reward players either on a per battle basis (i.e. after each boss is successfully defeated) or at the end. In the latter case these Rifts will only reward players if they successfully complete all encounters and is typically the model used for lower difficulty Rifts.

Rift Management:

A Rift is managed by NW Moderators and Sensei.

Rift Engagement & Lockouts:

A Rift can be engaged by any number of parties (group of allied players) at once. Rifts are typically repeatable; if someone claims a Rift Title that Rift can still be done by other parties. It can also be repeated by the same group, though it must respect the “Lockout” window. A Lockout refers to the period of time where, either after success or failure, a group cannot engage another Rift. This period lasts for one week from all Rifts.

Entering a Rift disables all currently active techniques and disperses pooled resources, such as Sage Chakra. The only techniques allowed to be active entering a Rift are Doujutsu (the Doujutsu itself, not any techniques derivative of it), techniques posted and associated with the biography (Body Seals, tools listed, etc), and basic forms of Sensory/Awareness. All other techniques are deactivated immediately upon entering the Rift.

Rift Titles:

A Rift Title is the same as an Official Title with the only difference being that they come exclusively from Rifts. These are unique titles that can only be awarded to one person or group based on pre-defined requirements of actions or deeds taken during a Rift, essentially recognizing their efforts. Rift Titles are revealed when the Rift is revealed. Earning a Rift Title is usually a difficult process as the challenges and puzzles of a Rift are not explicitly stated initially, typically requiring a period of discovery to understand and formulate proper strategies.

(Scalable) Difficulty Rating:

Rift Difficulty Rating is a ranking system similar to typical technique rankings in that it is measured between D-Rank and S-Rank. Forbidden Ranked Rifts are a special classification of Rift typically reserved for Sage and Special Missions. Some Rifts will have a difficulty setting, usually between B and S-ranked, where players of various strength may attempt the same objective. This is primarily for NH Biographies, who would be weaker starting out, to participate in events that require a stronger bio but also newer players who want the same experience at a lower price. The rankings are described as follows:

D-Rank: Designed to be engaged by Chuunin level players. This is an introductory level Rift that can be casually engaged.

C-Rank: Designed with standard Jounin level players in mind. This is an entry level Rift that can be taken on casually but has a larger variety of enemies that can be encountered. Typically will involve only canon fields.

B-Rank: Mid-level difficulty Rift designed for advanced Jounin level players with higher tier (Tier 4+) abilities in their arsenal. These Rifts have a wide variety of enemies that can be encountered with equally high tier canon fields and, at times, custom fields.

A-Rank: High-level difficulty Rift designed for advanced Jounin and Sage level players with high tier (Tier 5+) abilities. These Rifts are typically exclusively custom oriented and have unique modifiers to increase difficulty significantly.

S-Rank: Elite-level difficulty designed for Sage level players with access to Tier 6 fields and extremely diverse customs to fall back on. Enemies in these Rifts border on the insane in terms of difficulty.

Forbidden Rank: Good luck.

Active Rifts:

To be announced as the Arc progresses.


 
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Zaphkiel

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(XIII) ROLL-BASED INTERACTIONS

Interactions:

Things like convincing an NPC to allow you passage through a canal (Persuasion) or noticing the illusory veil that surrounds a Landmark (Perception) will be tied to a Biography's Attributes: Spirit, Mind, Body, Agility, Dexterity, and Vitality. Spirit governs all rolls related to the Perception of Genjutsu and spiritual abilities. Mind is for feats of Ninjutsu and other charka-related skills. Body is self explanatory; usually based around rolls for athleticism and physical damage or actions. Agility will be used for rolls of Speed and similar feats and Dexterity will be for Stealth and other complex bodily maneuvers. All NW activities can have rolls attached, be it Rifts, Story Arcs, or Missions. It is up the overseeing Sensei or NW Moderator's discretion.

Rolling the Die:

Although not a new feature of the the RP, rolls will now be incorporated into Ninja World events and Rifts. To roll, a player needs to be apart of the NBRP Official Discord server and have access to the WSE role. From there they can access the 'Official Rolls' channel and operate the dice-bot. In the event a player is unwilling or unable to do so, they have may have the overseeing Sensei or NW Moderator roll for them.


 
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