Ninja World Guidelines and Rules

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Drackos

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Ninja World Guidelines and Rules



The Three Maps:
This thread contains three maps that are here to offer players a more visual insight into the world they participate in. The maps do not accurately reflect every detail in the landmarks as they have been written, but they offer a very solid foundation for players to understand the basic geographical and political layout of the world. Navigating the Ninja World can be done in this thread; landmarks are divided up into groups to break down the landmarks numerically, not by region.


The first map shows the terrain and approximate topography of the Ninja World, the geography of which has not changed with WSE, although specific landmarks often contain features that are not found in the canon. This map will not be updated.
The second map show the world has been divided into individual areas of land called landmarks and assigns each of them a number, which corresponds to a thread with a description of and notes about it. This map will rarely be updated, although some polishing touches might be applied over time.
The third map show the same landmark divisions as the second, but in black and white. The map will be color coded as clans claim and conquer landmarks, with each clan’s territory being marked with a unique color. This map will be updated often, so as to keep up with the ebbs and flows of clan territories.


First Map:
(Credits to xShadowRebirthx and Goetia)


Second Map:
(Credits to Detective L and Method)


Third Map:
newmap3.png
Clans:
Blue - The Prophesy
Brown - The Horde

Golden - Outcast
Green - The White Lotus
Lavender - Kaizen
Lime - Blood Rain
Orange - Hellsing Organization
Purple - Umbra Clan
Red - Black Bull
Yellow - Historia


Villages
Grey - Shimogakure, Village Hidden in Frost
Pale Turqoise - Taniagakure, Village Hidden in the Valleys
Dark Red - Taiyogakure, Village Hidden in the Sunlight

Pink - Tsumigakure, Village Hidden in Sin


Factions:
Black - Shogunate of Takauji Ashikaga
(Credits to Method)
 
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WSE | Claims, Conflict, and Conquest


Claiming Landmarks:

Although most landmarks are inhabited by NPCs, some of whom live in cities or have organized governments according to the lore the process of claiming an unclaimed (by other players) landmark is very simple: To claim an area for their clan a member of said clan must simply travel to the landmark and state in a post there that they claim the landmark. Of course, this must be accompanied by some role-play that describes how, exactly, the landmark is ‘claimed’ from either its NPC inhabitants or simply its geography.​

Clans can freely give away landmarks they control by way of treaties, explained below, that form the basis for acquiring landmarks controlled by other clans. In peaceful terms, these clans can give away these landmarks for sake of treaty and diplomacy. Likewise, forcefully acquiring another clan's landmark is done by treaty as well but is a slightly different process, explained below.​

War Rules and Conquest:

When a clan has claimed a landmark the rules for acquiring it change. They can be peacefully given away in diplomatic agreements and treaties, or can be forcefully taken in the same means through conflict and subjugation. Wars and conflict between clans can happen at any time, for any reason. There are two existing means to winning and ending conflict. The first is through negotiated treaty; when clans enter into conflict with each other and seek to end the hostilities, for whatever reason, can sit down and negotiate terms to end the war. This situation can be one of mutual understanding, in that both clans are fatigued and have spent considerable resources in fighting the war. The terms of the treaty can go either way; they can negotiate white peace and return to the pre-war status or they can negotiate a peace in which one clan is clearly the loser. The second, and more regulated means to winning war, is by incapacitating an enemy clan's leadership. When this occurs, the war comes to an end the defeated clan will be forced to sign a treaty dictated by the victor.​

Clans can freely engage in conflict and freely decide when they wish to start and end it. Wars are what the players make it. Players do not need moderator permission to begin wars or conflict, or to fulfill any conditions at all. The Warring States Era is, in its essence, a period of conflict between clans and as such they are initiated, executed, and concluded by the players alone. It is through these wars and conflict that players can forcefully obtain other landmarks, as they can only be transferred through diplomatic negotiation and treaty agreements.​

Declining Challenges and Retreating:

In the Ninja World, setting 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 will 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 freely with no consequence. However, if offensive action is taken then a battle thread is created normally. In the Ninja World, it is possible for individuals to retreat from battle if they wish, for whatever reason. However, there are certain requirements that need to be fulfilled which 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).​

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 clans and groups 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 Ryo 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 Ryo 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.​
 
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Warring States Era | Travel Rules


Travelling:
In order to travel, you must pass a set number of landmarks within regions depending on your direction of travel. 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 villages 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 also must link your last post as part of your traveling, to ensure that your path is being traveled 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.
In the Warring States Era, reducing travel time between posts from the mandatory 45 minute to less is possible. This is done through the Artifacts system. In this case, there are two types of artifacts that can make this desired change. The first is through items which enhance your 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 Updates 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 to go from an adjacent landmark to it. And likewise, leaving Landmark A would also only take 50% of the time it would normally.
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 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 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.
 
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Warring States Era | Ryo


Description:

Alongside the Kumi currency, the Warring States Era introduces a second currency: Ryo. Unlike Kumi, which is intended to involve abilities and RPer progression, Ryo is entirely exclusive to the Ninja World. Ryo, as the Ninja World currency, is earned exclusively in the Ninja World and can only be used in it. Like Kumi, Ryo is accounted for in the player's custom jutsu thread in a very similar manner as Ryo. Unlike Kumi, all players do not begin with Ryo. Everyone starts their journey in the Warring States Era with 0 Ryo and must earn it through a variety of means.

Obtaining Ryo:

Ryo can only be earned through Ninja World activities. The primary means to earn Ryo are through Storyboard Missions, and theft through winning battles. Ryo will also be awarded through tournaments, Ninja World events, mini-events, and the Witchwood Arena. Obtaining Ryo can be done creatively in the Ninja World as well; through diplomacy, trading, and providing services to other clans. Players will be able to add Ryo to their personal total and use how they see fit. Overtime, as the Warring States Era is updated and expanded, new methods will become available through the Clan System.

Battles and Theft: Earning Ryo through Ninja World battles is done as a system of theft. When you defeat an opponent you are able to loot their body, should they be incapacitated. The amount you win through theft depends on the amount of Ryo that is physically presently on the player's biography.

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 with an amount of Ryo and Kumi depending on the difficulty of the mission. Additionally, players will also have a chance to be awarded randomly an artifact from completing missions.
D-Rank: 250 Kumi & 250 Ryo
C-Rank: 450 Kumi & 450 Ryo
B-Rank: 650 Kumi & 650 Ryo
A-Rank: 1,000 Kumi & 1,000 Ryo
S-Rank: 1,500 Kumi & 1,500 Ryo

Ryo Accounting:

To make use and account for Ryo, one must create a new post in their personal Custom Jutsu thread in the Custom Jutsu Users subforum. This post is entirely dedicated as the player's inventory that describes the amount of Ryo currently available to that players, how and when they acquired the funds. The template, posted below, has each section explained. The thread template is as follows:

PHP:
[b]Available Ryo:[/b]

[b]Deposited Ryo:[/b]

[b]Available Artifacts:[/b]

[b]Transaction Log:[/b]

[+/- amount, denoting profit/loss] - [Day/Month/Year] - [Type]
Template Explanation
Available Ryo - denotes the amount of Ryo currently available to the roleplayer. This is your grand total of funds available to be used immediately. This is the sum of one's total profits and losses, found in the transaction list. This is what is physically present on your biography at any given time in the Ninja World.

Deposited Ryo: Ryo that is stored in either your clan bank or an independent bank. This is Ryo that is not stored on your person, and is kept safe from theft.

Available Artifacts - denotes the artifacts one currently possesses. Each artifact should be linked to the post where it was awarded to the player, either through a marketplace purchase, completed mission, or other means.

Transaction Log - this is a log of all transactions made by the player, either as a profit or loss. The first two sections are self-explanatory. A link to the transaction should be linked in the transaction log as well. Entries are sorted from oldest, at the top, to newest, at the bottom. There are 6 valid types of transactions, listed below.

Transaction: cover trades, bounties, gifts, treaties, or other voluntary exchanges.

Mission: compensation from missions, including artifacts, from the Storyboard.

Event: covers rewards for RP events, giveaways, or similar staff action.

Theft: covers involuntary exchanges, for example looting another player after battle. You must write the victim's username in a bracket after this type.

Entries: cover deposits and withdrawals from both clan and independent banks and must appear twice; on the player's inventory and on the bank's.

Marketplace: covers the buying and selling of items in marketplaces.
Ryo Accounting Example
Available Ryo: 850
Deposited Ryo: 4,000
Available Artifacfts: Medicinal Salve, Administrative Relic
Transaction Log


-4,000 - 4/07/2018 - Entry (Deposit)

-1,800 - 4/08/2018 - Marketplace

+500 - 4/08/2018 - Transaction

+650 - 4/10/2018 - Event

+1,500 - 4/11/2018 - Mission

Banks:

Since Ryo can be stolen it is not advisable to carry a large fortune on your travels, though there is no limit other than logic as to how much currency your character can carry with them. To protect their assets the players are able to store both currency and artifacts in ‘banks’ that are either built by clans or integrated into a select number of landmarks. The difference between the two is that clan banks can be upgraded and its deposits are controlled by the clan. The independent banks, on the other hand, are run as part of the system, and are already upgraded, but unlike clan banks they can only accept a limited amount of artifacts and Ryo. No more than 10,000 (ten thousand) Ryo and 5 artifacts can be stored in the independent banks in total, though the player’s funds can be accessed from any branch of the independent banks in the Ninja World.
Clan Banks
A clan can own any number of clan banks, though the first must be located in their capital landmark. A clan’s first bank can be created instantly by the clan at any time, at no cost, and it does not require a description. However, in this form the bank is simply an unsecured storage. Clans cannot operate a second bank until their first has been upgraded and all banks after the first must be created in upgraded form and thus paid for. To operate a clan bank a designated member of the clan in question must operate an inventory for the bank, just as they do for their own profits and losses, but in a separate post. In this post it should be clear which players have deposited what amounts and their ‘accounts’ must be kept separate from each other. The clan itself must also have an account, separate from its members’. This is a simple modification to the template:

PHP:
[B]Account Owner:[/B]

[B]Available Ryo:[/B]

[B]Available Artifacts:[/B]

[URL="(insert link here)"](insert relevant information here)[/URL]
NOTE: If the member responsible for the clan bank’s inventory is inactive or unable to log the withdrawal/deposit just put it on your own statement as normal and remind them later or, if they do not return, contact the staff to have your clan bank’s inventory copied to another member’s thread.​
When making deposits in clan banks the player should make an entry deducting the deposit from their available Ryo, then the bank will make an entry adding the total of the deposit to the account in question. When depositing Ryo in an independent bank the process is the same, but the player will simply add a new section to their inventory, detailing their account in the independent banks. Players must, unless otherwise is specified, make all their deposits and withdrawals themselves.
Clan banks, like players, can be robbed and stolen from if certain requirements are met. Independent banks cannot be robbed, unless by way of a special event or similar, and they are thus safe for players to deposit their surplus currency in. No more than 10,000 (ten thousand) Ryo and 5 artifacts can be stored in the independent banks in total, though the player’s funds can be accessed from any ‘branch’ of the independent banks in the Ninja World. Clan banks, however, can be robbed if one of two conditions are met:
1) all members of the clan who owns the bank, and are present in the bank, have been defeated or refuse to engage the intruder(s).
2) the intruder(s) has accessed the bank while remaining completely undetected. This will be closely scrutinized, if not by the staff then by the owners, so be thorough.
When a bank has been successfully robbed the intruder(s) gain access to its entire inventory, but must of course escape successfully to enjoy their ill-gotten gains.
Upgrading Clan Banks:
Even though we have called these institutions ‘banks’ your clan’s bank does not have to look anything like a bank. A clan bank is simply the storage for your clan’s Ryo and artifacts. The ‘generic’ clan bank does not need a description as mentioned above, but in this form it is simply an unsecured storage. To upgrade a clan bank the clan members must first write a description of their bank; whether it is a castle, a bunker, a cave, or something entirely different. The bank’s security measures must also feature in this description; these being based on the clan members’ abilities, available artifacts, or similar. Finally, this description of the bank and its security must be submitted in a private message to either ZK or Drackos and checked, whereafter a price tag in Ryo and possibly other things will be put on it by the checker. When the price has been paid and levied from the clan and/or its members the new, upgraded bank will be added to the relevant landmark’s description.

Spending Ryo:

Ryo will be primarily spent in the Ninja World Marketplace. In the marketplace, players will be able to acquire artifacts to use in developing their clan, shaping their claimed landmarks, and in battle. But Ryo can also be purposed far more broadly, allowing players to use it in a vast array of activities from providing services and protection, treaties and agreements, purchasing landmarks from other clans, and trading.
 
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Warring States Era | Artifacts


Description:

Relics of a past technological golden age, items and tools shrouded in mystery, planet shaping forces contained within, even medicines and convenient utility - these are what encompass the Artifacts of the Warring States Era. The Artifacts system presents a unique opportunity for all who participate in the daily life of the Warring States Era to acquire unique, powerful, and useful items. By pursuing missions of varying complexity and difficulty, spending Ryo in the marketplace, trading with other clans, theft and pillaging, or even simply through battle, one can obtain Artifacts for personal and clan use.

Categories:

Ninja World Artifacts are divided into two distinct categories: common and rare. Common artifacts effectively have no limit. Items like consumables, healing salves, weapons, architectural documents used to build in landmarks, and bureaucratic relics that can help improve a clan all can be considered 'common' artifacts. Common artifacts vastly compose the items sold in the Ninja World Marketplace. The second are rare artifacts. These are unique weapons shrouded in mystery. As unique items, there can only ever be one in circulation at any given time, unlike common artifacts. While the distinction does determine rarity, it does not necessary determine an artifacts strength or usefulness. Rare artifacts are primarily awarded through storyboard missions. However, these can also be acquired through the marketplace by bidding on them.

Usage:

Artifacts can be used at all times throughout the Ninja World. In addition to this, all artifacts can be utilized in Battle Arena fights, unofficial or official; however, most artifacts are designed specifically for use in the Ninja World, limiting their usefulness in conventional battle. Artifacts cannot be used in Official Tournament fights that do not take place in the Ninja World.

Acquisition:

There are a wide array of means to acquire artifacts. Initially Artifacts are acquired through two primary methods: through storyboard missions and the Ryo marketplace. However, after artfiacts begin flowing into circulation into the Warring States Ninja World, it will create new opportunities to acquire these items.

Storyboard Missions: The 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 Ryo reward, this Ryo can be accumulated to be used for a lot of purposes including the ability to purchase artifacts off the marketplace. In addition to the Ryo 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." For example, completing a D-Rank mission gives the player a 10% chance at a D-Rank artifact, and a 7% chance at a C-Rank artifact. While completing an A-Rank mission gives the player an 8% chance at B-Rank artifact, 15% chance at an A-Rank artifact, and a 2% chance at an S-Rank artifact.


Custom Creation: Should a player be fortunate and have a random artifact drop, they have the option to relinquish that artifact and instead create their own. While the ability to offer artifacts to the universal list is always available to all roleplayers, using this option both allows the player to create their own and keep it for their own personal use. These artifacts require approval and can only be created up to the rank that the player was awarded as their drop (i.e. getting an A-Rank drop allows the player to create up to an A-Rank artifact). These artifacts, while awarded for personal use immediately, can be lost like all other artifacts and taken by other players. They can also be sold and traded as normal.

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 clan 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.

Ryo Marketplace: As players complete missions, trade and interact with other clans, loot and pillage, participate in wars, and claim landmarks, they will accumulate Ryo. Ryo can also be earned by winning official battles in the Battle Arena. This Ryo can be used for a wide variety of purposes: purchasing artifacts in the Ryo Marketplace, or permissions. Ryo can also be used as a diplomatic tool, offering it in trade deals and treaty agreements. The Ryo Marketplace is not a static feature; its artifact inventory fluctuates each week as well as the availability of each item. Additionally, each week offers a chance at a rare artifact that can be purchased for a significantly higher amount of Ryo. Item costs also fluctuate and vary depending on availability of the item on the market.

Custom Artifacts:

Players are always able to offer their own custom artifact creations to the universal list. Subject to approval, these artifacts become added to circulation by being added to the marketplace, offered as rewards, and as storyboard missions for all players. This differs from being awarded the ability to create your own custom artifact (from storyboard missions), which allows players to both create and keep their creation.

The Marketplace:

Some landmarks in the Ninja World are designated as a marketplace, which allows players a location to spend their Ryo 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 Ryo 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 inventory, making the location of the marketplace irrelevant to the artifacts that are purchased. However, the marketplace will not have a static inventory; instead, its inventory will fluctuate on a bi-weekly basis and feature different items with varying supply each week. The marketplace will fluctuate on a weekly reset schedule, meaning every Monday at midnight EST the marketplace's inventory will be rotated. The marketplace will be primarily stocked with common artifacts; things like healing salves, documents, and other relics can be found there. On rare occasion the marketplace will also have a rare and unique item up for bidding. In order to place a bid for the item, a player merely needs to be in the marketplace at the time to place their bid. They do not need to remain there afterwards, as their bid will be recorded. However, should they be out bid they will need to return to the marketplace to place a new bid.

 
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Warring States Era | Bounty System


Description:

Bounties are an important 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, indeed even entire clans. Bounties are often posted on criminals, but technically there are no limits to who bounties can be posted on, or how big they can be. A bounty will always be measured in Ryo, though exceptions can be made to offer artifacts, services, or other goods on a case-by-case basis.

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:
[B]Issued By:[/B]

[B]Name(s): [/B]

[B]Orders:[/B]

[B]Wanted For:[/B]

[B]Bounty:[/B]

[B]Special Info:[/B]

[B]Rendezvous:[/B]
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.
Rogue Ninja Bounties:
Rogue Ninja Bounties are a classification of bounty exclusive to roleplayers unaffiliated with villages. More specifically, this class of bounty belongs to roleplayers with approved Ninja World biographies that are Rogue Ninja, Clans, or in the infamous organization Akatsuki. Unlike normal bounties, which are issued by other roleplayers, Rogue Ninja Bounties are issued by Ninja World Moderators. These bounties are very unique from traditional bounties in that they do not necessarily pit player against player, or reflect price based on what the issuer wishes to offer. These are skill-based bounties, and their rank and difficulty reflect as such. They can take on the form of missions with predetermined objectives, like raid a village or landmark, or to hunt down a specific roleplayer, or even an NPC. As they are structured similar to missions, the rewards for Rogue Ninja Bounties will often reflect the rank in difficulty they are given. However, these bounties can exceed such difficulty as well depending on the content of the bounty. For example, an S-Rank Rogue Ninja Bounty that directs a roleplayer to invade a small community of villagers, terrorize them, and steals their goods will not offer the same reward as an S-Rank bounty that directs a roleplayer to kidnap the Kage of a village. These bounties reward roleplayers with a variety rewards ranging from Kumi and Ryo to unique Artifacts for Rogue Nin. Rogue Ninja Bounties are posted randomly at Moderator discretion, and are available for anyone to undertake at any given time. The bounty is structured similarly to a normal bounty in template. Note that these bounties can generate competition between those who undertake them, making them potentially very cut throat.
 
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Ninja World | Villages

Description:

In the Ninja World system, there are several shinobi civilazations known as villages that one can join should one wish to. Hidden Villages are just as the name suggests - villages or cities in which ninja reside. A Hidden Village maintains its economy by training its citizens to be ninja from a young age and using them as manpower in various missions others would be willing to pay for, from weeding a garden for a single payment to receiving a constant budget from the country it resides in for being soldiers in case the country is involved in a war. With a slightly different mission system, Villages are able to assign pre determined missions to their ninja to be accomplished with the goal of bettering the village and gain more funds for it to expand its systems and territory.

Village System:

There are four official Villages one can have their bios reign from: Shimogakure, Tanagakure, Taiyogakure and Tsumigakure. These villages each have a Kage who is the head of the village and runs the village alongside his Counsel, a group of 2 to 3 members chosen to help facilitate ninja affairs and events. Together with this Counsel, Kages are able to work with RP Mods to host Chunin Exams and other story arcs for their respective villagers. More information will be announced when these events near. You can only join 1 village at any given time; after leaving a village, you must wait a period of 1 month before you can join another village. Joining a village during this period may potentially cause one to lose gained Ryu/Kumi as well as be punished.

Village Ryo and Kumi:

Each village gains a set fee of 50,000 Ryo/Kumi every month. This Kumi/Ryo pool allows the village to award it for missions when they are issued and completed. Should this pool become expended, villagers become unable to complete Village missions and can only take up universal ones. This pool can be raised by competing in intervillage events, official wars and/or tournaments and games designed to award them with more Kumi.

Village Missions are slightly different than normal missions; instead of a storyboard element to be chosen, villagers are issued missions directly from a Kage or someone chosen by him to do so, often placed on a mission board to be taken freely should their rank be high enough. These missions have all the relevant details listed within them, only requiring the member to execute the full details to be awarded the Ryo.

Kages are also capable of issuing bounties on high rranking ninja or people of interest, awarding the bounty hunter with Ryo and Kumi for his efforts. These bounties can be found in Merchant shops or in Bounty Outposts in the NW.

Village Membership and Territory:

These villages all start with 10 landmarks within their lands, ranging depending on how the Kage develops his village. In order to gain more territory, the normal means of conquest and expansion are to be followed. Villages can lose land they've gained through battle, exploration and treaties as well, opening the door to many interactions with other villages and even clans.

Village Wars and Treaties

Because these villages are ran freely, conflict will be inevitable. Villages follow all the normal NW Battle rules. Should two villages go to war, a few additional rules and stipulations come into play. With an official war, approved by NW Mods, a village is able to attack another one. Should they defeat them all in battle, the winning village is capable of taking over the remaining landmarks, if they are able to, and force the village into a resistance state with only 1 landmark remaining until they either reclaim land or defeat the rivaling village invasion.

Should a war end in surrender, the winning side is capable of forming a treaty with the other village in which they just agree to terms approved by NW Mods. These terms are usually up to 4 things and usually include a large set Kumi payment or multiple smaller ones, a few landmarks and two other requests of the winning village, usually Artifacts and Village Secrets.

Should one wish to, a village is capable of being destroyed and rendered defunct after the events of a major war arc. With the village defeated, all of its landmarks claimed, and leaders defeated/jailed, the winning village is able to raze its lands and destroy the existing village and its establishments. Due to this, villages have chances to continuously grow and fail and emerge in the Ninja World.
 
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Warring States Era | Clans

Description:

Clans form the backbone of the Warring States Era. The Clan system will consist of numerous small clans vying for landmarks, Ryo, and artifacts in order to progress to their ultimate goal: village status. How you get there, however, is entirely up to you and your clan; the system offers significant versatility in progressing towards its ultimate goal. One can proceed on a diplomatic path, solving their conflicts and obtaining resources through trade deals and diplomacy. These clans will form tight knit alliances in the face of adversity and even merge to form larger clans that share the same objective. A clan could also walk the path of war and subjugate other clans in order to strengthen and enlarge their own. These clans are imperialistic and selfish, relying on force to achieve their means and putting diplomacy aside. Clan structure is entirely determined by the clan's leadership. They can adhere to democratic and liberal ideals, making decisions that take into account everyone's opinion. Or they can become autocratic, adhering to the principles and decisions of a single voice. All clans must be submitted for approval in the appropriate thread, following the established guidelines.

Clan Progression:

The Clan system is essentially a leveling system. Everyone who participates and forms a clan will start at the lowest level. From there, clans will progress towards the ultimate level: a village. It reflects what happened in the Naruto canon: hundreds of competing clans eventually coming together to form a single village. It also reflects what happened in human history; bureaucracy and government developed and improved over time. Clans are essentially small governments which grow into much larger and diverse entities. In the beginning the bureaucracy of a clan will only allow you a limited number of members and landmarks to control, given its efficiency and sophistication. As you level and improve, this will increase those limitations and allow the clan to obtain more Ryo and members.

Clan Composition Limits:

Clans are structured in such a way to prevent people from congealing into blatantly unfair groups. As such, clans are limited in two ways to promote a better balanced playing field. It requires that clan leaders think how they compose their clan, rather than blindly invite anyone or focus on inviting the strongest people possible. The first is a member limit; this is a static cap placed on clans that simply limit on how many members are allowed in a single clan. The second limit placed on clans is an arbitrary value placed on the strength of the members. This is called "Clan Points." These points are essentially a currency to purchase your members, who have a value determined by their Ninja rank (the rank assigned to you in the battle thread). For example, a Sage is worth 7 points. If a clan is allotted 15 points, one could have two sages in their clan at any given time (value: 14, 1 point to spare). This requires that clan leaders balance between maximizing the number of people in their clan, as well as their individual strength.

Because members will be continuously ranking up while members in a clan, their point value will actively reflect this. For example, a clan member who joins as a Genin is worth 1. After some time they rank up to Chuunin, now worth 3 points. If this causes the clan point cap to be exceeded, it will only mean that clan cannot recruit new members until they gain an increased pointed cap. Rank values are listed below:

Academy Student: 0

Genin: 1

Chuunin: 3

Jounin: 5

Sage: 7

Clan Levels:
Level One: a Level One Clan is a band of brothers and sisters in a titular, or unofficial sense. This small group of individuals is bound through their shared interests and goals, and are typically friends and companions bound together for the sake of mutual protection. Level One clans are limited to a maximum of five members, with 15 total Clan Points allocated to them. Level One clans can only claim a single landmark. This acts as the home base and headquarters for that clan.

Level Two: the Level Two Clan is the second stage of clan progression; Level One clans reach the second level after they complete two D-Rank clan missions, composed from storyboard elements. A Level Two Clan can claim a total of four landmarks, but do not have either member limit increased. These landmarks must be claimed adjacent to each other, forming an uninterrupted territory.

Level Three: the Level Three Clan is the intermediate phase of clan progression. The Level Three clan becomes available one month after Level Two is achieved. During this period, a Level Two clan must complete three C-Rank clan missions, composed from storyboard elements. These clans can claim a total of six landmarks; these landmarks must be claimed adjacent to each other, forming an uninterrupted territory. Their member limits are also increased. Clans at this stage can possess a maximum of ten members and are allocated 25 Clan Points.

Level Four: the fourth stage of clan development, the Level Four clan can be achieved after a two month waiting period when a clan reaches Level Three. During this period, a Level Three clan must complete five B-Rank clan missions, composed from storyboard elements. These clans can claim a total of nine landmarks; these landmarks must be claimed adjacent to each other, forming an uninterrupted territory. Their member limits are further increased. Clans at this stage can possess a maximum of twenty members and are allocated 40 Clan Points.

Level Five: the fifth and penultimate stage of development, the Level Five clan can be achieved after a two month waiting period when a clan reaches Level Four. After this period, a Level Three clan must complete eight A-Rank clan missions, composed from storyboard elements. Level Five clans have their landmark limit drastically increased, from 9 to 15. these landmarks must be claimed adjacent to each other, forming an uninterrupted territory. Clans at this stage can possess a total of 30 members and are allocated 60 Clan Points.

Village: is the final and ultimate stage of clan development. The Village is unlocked through a special mission, assigned by an NW ANBU or Moderator, or through a Ninja World Event. The Village can only be unlocked after holding Level Five status for a minimum of three months. Villages have no member limit placed on them, but are limited to a total of 75 Clan Points to allocate to their members. Likewise, Villages are not limited to landmarks they can claim, allowing them to expand with impunity and only limited by other clans.

Clan Structures:

There is no set guidelines or templates to clan structure. Unlike the Village system of the past Ninja World which utilized multiple "officer" roles, there are no set roles in the Warring States Era. Clans will be structured and organized according to how you want it to be. A clan can be a democratic group of equals who vote on courses of action, it can be a council-system with a few high level officials, or it could be an authoritarian group with all power concentrated in a single leader who makes all choices for the clan. Your officials can be called whatever you please, following the clans theme or you and your clans' whims. You could be an emperor, a kage, a king, a president, a council member, or an officer They are entirely custom built to you and your clan's needs and desires.
 
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The Akatsuki & Relic Weaponry| Rogue Ninja

Description:
In Naruto, the Akatsuki (translated as "Dawn," or "Daybreak.") was an infamous organization of S-Class criminal rogue ninja that had, in some shape or another, betrayed their villages and pledged their allegiance to the organization. However, the Akatsuki in Naruto took on a number of forms and represented a few distinct ideologies, which manifested as different objectives. The first, and perhaps purest of these, was Yahiko's original Akatsuki. The organization devolved toward criminality after Yahiko's death, when Nagato became its de facto leader, with Obito pulling the strings from the shadows. The AnimeBase Akatsuki is operated under the same principle: a leader which establishes a set of goals and ideology for a criminal organization. They operate from the shadows, free from the constraints of Village law and seek to further their own ends at any cost.

Membership:
The Akatsuki is a usergroup on AnimeBase, with its own forum and leadership. Akatsuki members cannot be associated with other villages or clans, and are considered Rogue Ninja. Members of the Akatsuki obtain Relic Weapons, and the seals that they are bound to. The seals, much like the old Akatsuki rings, mirror the same Kanji and assortment as the old rings did. They are as follows: Scarlet, White, Boar, Azure, Void, North, South, Three, Jewel, and Zero. These seals act like Body Seals on one's biography, although they do not count toward their normal limit. They are, upon joining, placed on the back of the backside of one's hand. The leader of the Akatsuki must always wield the Zero seal. The nine other members are able to wield whichever seal they please. However, these seals, and their Relic Weapons, cannot be traded or transferred between members. Once a member obtains a Relic Weapon and its seal, they keep it until they either resign their position or they lose it in battle.

The Akatsuki Seals are directly bound to Relic Weaponry, which is how membership is conveyed. The Seal contains its related Relic Weapon; this allows the wielder to summon the weapon at their convenience, and store it at will. In order to claim someone else's Relic Weapon, and subsequently their Seal, one must defeat them in battle. These battles must be held in the Ninja World. These seals cannot be removed, inhibited, or tampered with through normal means. Defeating someone in battle requires their health points to drop to zero, which causes the Relic Seal on their body to disperse and involuntarily release the Relic Weapon from it to be claimed. The victor does not have to claim the Relic Weapon, which causes it to remain with the original owner. Should they choose to claim it, then the transfer process takes place. Gaining membership to Akatsuki requires defeating a current member and claiming their Seal. Once this is done, an S-Rank Mission assigned by a Ninja World Moderator is undertaken to finalize membership into the organization. During this time, the previous member will remain in the organization. Should the claimant fail to pass their mission, the member will retain their place in Akatsuki. Should the claimant pass, then the member will lose their Seal and Relic Weapon and be expelled from the organization. Membership in Akatsuki requires activity in the Ninja World; thus failure to meet this requirement leads to removal from the organization.

Directive:
The Akatsuki is an autonomous organization led by a single individual who owns the Zero Seal, and its respective Relic Weapon. Membership is determined largely by strength. The Akatsuki, as an organization as a whole, can choose to sell its services to villages and clans for Ryo or Artifacts. They can align with villages in war, loot and steal from other clans and villages, and even declare war against other villages. The Akatsuki is unable to claim territory; it is a lawless organization outside the bounds of society. They can operate as a single unit, with a common objective, while also operating as individuals with their own goals to further their agendas.

Relic Weaponry:
Relic Weapons are a special archetype of artifact exclusive to the Akatsuki. These weapons are mythical in status and hold potential to become extremely powerful. A Relic Weapon is comparable to a Custom Weapon. They are stored in the Akatsuki Seal and called upon, or sealed, at will. Relic Weapons are not static in power; they are developed by their owners. They possess active and passive abilities, which are unlocked overtime while completing activities. These traits are divided into skill trees, allowing the owner to possess some level of choice in developing their weapon. These traits are unlocked exclusively through activity in the Ninja World. Completing bounties, missions, winning fights, among other activities allow the wielder to unlock traits in their weapon and grow its strength. By default, a Relic Weapon will have a limited number of abilities and passive enhancements which it confers to its wielder. This makes its power, initially, somewhat lackluster. But once developed they become potent tools while also allowing for significant customization options for the wielder. These skills, as they are unlocked, can differ for each wielder. So a single Relic Weapon can manifest in two very distinct ways between two owners. When a Relic Weapon changes hands, specifically after the previous owner is defeated and the weapon is successfully claimed, then the traits on the weapon reset. This allows the new owner to build the weapon themselves in their image, rather than lock the weapon into its previous iteration.

Relic Weapons, like any other Custom Weapon or tool, can be used in the Battle Arena as they are part of the biography that they are attached to. This means that Relic Weapons can only change hands in the Ninja World, through either resignation or defeat. Important to note is that if you drop your Akatsuki biography, then it effectively resets yourself in the Ninja World, following Story Arc rules. This is counts as resigning and causes you to lose your Relic Weapon. Under no circumstances can you change your Akatsuki bio once admitted into the organization.

Intrinsic Traits and Paths:
Relic Weapons possess four Intrinsic Traits as well as three paths, or skill trees. Intrinsic Traits are those which the weapon starts with by default, and are universal regardless of skill tree chosen. Intrinsic Traits are broken down into three passive enhancements and one active skill, unlocked after passing two A-Rank missions. Once the passive Intrinsic Traits are all enhanced to Tier 2, and they acquire their weapon's Intrinsic active skill, the owner is able to unlock one of the three paths available to the weapon. Each Path is exclusive from the others; this means that one can only pick a single path and cannot access the skills in other paths once this choice is made. A certain Path may also alter the weapon's appearance, for both cosmetic and practical purposes. This choice is permanent and only changes once the weapon is reset upon resignation from Akatsuki or loss of the weapon in battle.
 
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Warring States Era | Story Arcs and Regeneration


Story Arcs:

Unlike in the old Ninja World where one's bio was involved in specific timelines that separated events and activities in the world, the Warring States Ninja World is universalized with the implementation of story arcs. This means that events that occur within the Warring States Era occur simultaneously for all players in the era. There is no 'resetting' your biography and everyone operates in the same timeline, rather than separate timelines throughout the world. This means that a battle going on between two clans is occurring simultaneously as someone else on the other side of the world buying an artifact in the marketplace. The Arcs of the Warring States Era can last for long periods of time, from a single month to up to three months. Arcs are posted and archived in the lore thread; here the history will be updated and added to as the Warring States Arcs progress, allowing you and your activities to potentially go down in WSE history. This has many implications for how bios now work in the Warring States Era.

Before, changing your bio in the Ninja World simply involved resetting it in your village or the Crimson State Island. With the implementation of story arcs changing your bio in the Warring States Era is now only possible after a story arc has ended. When an arc ends, there is a short grace period in which you can change your bio in the Warring States Era before the next arc begins. In the context of the Ninja World and Arcs, changing your bio involves changing the inherent character, appearance, and history of the bio. This means that you can change your bio'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 that bio.

When changing your bio's appearance (essentially changing characters entirely), history, or the character all together the implications of this change are even greater. In this case, your bio's progress in the Warring States Era is essentially reset entirely. This means that all Ryo held by the bio (in both banks and on person) is reset along with artifacts, as well their place in any clan you are in. It will be as if this character has died. Changing appearances is possible without resetting the bio entirely; but these appearances cannot be drastic shifts that change the inherent essence of the character. Changing a bio's hair color, for example, would not alter the essence of the character. But if you change the character so drastically that they are completely unrecognizable, then the essence of the character has changed and it is no longer the same person. This goes for their history as well; your WSE history is intertwined with the story arcs of the Ninja World.

Health/Chakra and Technique Regeneration:

Because the Warring States Era now operates on a universal story arc, rather than various timelines, it affects how the usage limit of techniques is regenerated, as well as health and chakra. In the Warring States Era, 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 40. This regeneration process can be augmented with medical techniques or fields of a similar nature. Chakra regeneration is set to 10% 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.
Note: Capturing biographies for use with Edo Tensei requires consent between both parties in the Warring States Era. This involves agreeing on death. Edo Tensei rules have been updated to reflect these changes.
 
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Mission System | The Storyboard


Description:

The Storyboard allows role-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 their difficultly, the average of these elements will dictate the overall rank of the mission that a player will complete. Some storyboard elements will affect the requirements of the mission, while others will affect its objective, and others will affect its setting in the Ninja World. Essentially, the storyboard is a list of core elements that structure a mission and give the role-player room to tailor their narrative. There is no minimum word count or detail requirement, the prerequisites for completion rise with the rank and number of elements picked for the mission. Some objectives might require you to dedicate a large part of your mission narrative to it, so one should always take rank and difficulty into consideration when you pick your combination of elements.

Declaring Your Mission:

Role-players do not have to do anything in particular to create, accept, or begin a mission. This gives significant creative freedom to role-players in initiating their mission, which they can acquire from an RP'd group, from a friend, an NPC, etc. 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 bottom or 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.
Clan Storyboard Elements:

Clan storyboard elements are integral to progressing your clan toward the final stage of becoming a village. Be nature, clan storyboard elements 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.
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.

Turning in Your Mission:

After all requirements and objectives of the mission have been met and completed, the mission must be submitted to be checked in this thread. 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 and Ryo.

The Storyboard Elements:

Storyboard Elements are intentionally vague in design in order to strength the roleplayers' creative freedom. You are free to pick as many storyboard elements as you want, but any combination of elements must, of course, make sense in respect to the story crafted. A story element is ranked between 1 and 5, this corresponds to the rank assigned to them. Calculating the rank of your mission is done by simply adding all points of your selected story elements and then dividing that sum by the amount of elements you picked. Clan storyboard elements are marked in red.

Storyboard mission difficulty is not determined by the individual elements, but the average. That means a mission, for example, with two S-Rank elements and one D-Rank element has a lower average difficulty than a mission with two S-Rank elements. This is reflected in the reward given, as well as the time and effort needed to complete the mission.


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
  • Perform administrative duties
  • Collect taxes from those who reside in your 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
  • Build technology
  • 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
Faction Missions:

Missions offered by Factions are inherently different from the normal list of Storyboard Elements. These are special missions offered by Factions and their leaders. They reward the normal Ryo and Kumi, and also feature rewards unique to the Faction that missions are bound to. For example, the Shogunate of Takauji Ashikaga offers Service Insignias as their reward. This is a sort of alternative currency that manifests itself as a form of 'favor' curried with the Shogun. With them, they can be turned in for different rewards. These artifacts should be recorded in one's currency accounting thread.

Faction missions are received by members, or the leader, of their respective Faction. These missions begin at the faction's territory and must be turned in there. This means your bio must begin in the capital landmark, receive the mission, and then return to the location of issuance and interact with the issuing member of that faction. Once this is done, one can turn the mission into the Mission Submission thread. These missions do not require proof, like bounties did, and will be checked like normal missions. This means that while Ashikaga may not know whether or not the mission had been completed, the ANBU checking the mission will. These missions can be repeated, but their inherent story must be different each time.
Note: One is able to create a custom Faction mission composed from storyboard elements. However, doing so follows the same rules listed above; this means that one who creates a faction mission must begin it in the Shogunate's territory, have it issued by a Black Ones operative, and then returned there. These missions must revolve around the Shogunate's objectives, and ANBU checking reserve the right to decline missions based on a lack of relevance to the Factions. Rewards for these missions, outside of the normal is determined on a submission by submission basis.

Faction Mission List:

The Shogunate of Takauji Ashikaga
Like a Thief in the Night​
Rank: D-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: Huijin (017)
Requirement: N/A
Reward: Service Insignia (1x)
Description: A representative of the Shogunate asks you to help them return their kidnapped son to them in exchange for a useful artifact. A member of the Nara clan infiltrated the capital and snatched the child from his bed. We only know of his clan because a guard with a light spotted him exiting the compound, but suddenly found himself unable to move. The perpetrator will be hiding in the old ruins.

Establishing an Outpost
Rank: D-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: Yabuchi (023)
Requirement: N/A
Reward: Service Insignia (1x)
Description: A representative of the Shogunate has inquired about your willingness to assist in setting up an outpost in Yabuchi (023). The outpost can be a mere camp, or even a small stronghold made of stone or wood. Yabuchi is a strategic location for the Shogunate, as it is a key nexus for trade between the continents through ocean travel.

The Ninja Monks of Fuyuan
Rank: D-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: Fuyuan (018)
Requirement: N/A
Reward: Service Insignia (1x)
Description: The Ninja Monks of Fuyuan study and meditate in a temple; given the temple's proximity to the Shogunate, it would be prudent to establish a spy network in the area to ensure the monk's neutrality, or even willingness to cooperate with Shogun Ashikaga.

Quelling the Unrest
Rank: C-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: N/A
Requirement: N/A
Reward: Service Insignia (1-2x)
Description: A representative of the Shogunate enlists you to curb the unrest and separatist sentiments of a nearby village. They offer you a standard contract for a mercenary; make the village submit in exchange for a cut of the first round of taxes collected there. If anyone there knows anything about armed ninja clans in the area that information must be brought to the representative urgently.

Guān Yáo
Rank: B-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: Degarashan (019)
Requirement: N/A
Reward: Service Insignia (2x)
Description: Our headquarters in the city of Degarashi still has not been completed, but many of the builders charged with constructing it are on strike. They refuse to work until a number of their demands have been met. Meet with the workers and get them back to work by any means necessary. Be careful, many of the builders have mastered various forms of ninjutsu to aid them in their craft.

Marked for Death
Rank: A-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: Degarashan (019)
Requirement: N/A
Reward: Service Insignia (3x), 200 additional Kumi and Ryo
Description: Emboldened by a few isolated incidents of successful incursions by ninja into the city and its large port, a group of civilian merchants of the Senju clan have been plotting to usurp the Shogunate’s rule there. We are not sure exactly which Senju are behind the plot, or if they have ninja of their clan at their disposal, so you must reveal their identity by any means necessary. Bring the ringleaders to the capital for their trial and summary execution.

The Secrets of Hangurian Ore
Rank: S-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: N/A
Requirement: Audience with Ashikaga
Reward: Service Insignia (5x), additional 500 Ryo and 500 Kumi
Description: Hangurian technological dominance lasted for centuries. During the Freehold's decline, it became more and more complacent in mining and forging from the metal, almost entirely losing the knowledge to produce from it. Given its importance, Shogun Takauji Ashikaga offers significant rewards for retrieving it from any landmark in the Land of Fire. Given its rarity however, one will face significant resistance in transporting it safely; bandits seek the Hangurian Ore for themselves, hungry to discover its secrets.

Heart of the Empire
Rank: S-Rank
Faction: The Shogunate of Takauji Ashikaga
Location: The Ruins of Chungsu (001)
Requirement: Audience with Ashikaga
Reward: Service Insignia (5x), additional 1,000 Ryo and 500 Kumi
Description: To many the Ruins of Chungsu are a heart of darkness. The relic of a forgotten time and age that had been slain by the Kyuubi in a devastating rampage. Yet its destruction was not something of distant memory. This mission, granted by the Shogun himself, will have the adventurer travel into the Ruins of Chungsu, against bandits, rumored demons, and disease, and seek out forgotten artifacts that have long since been forgotten by the world: relics of a golden age. Seek out these riches, and return them to the Shogunate where they rightfully belong.
Faction Reward List:

Note: Exchanging rewards requires one to post with a representative of that Faction in their territory, requesting to exchange the item for the reward requested. You must then link either Drackos or ZK to be approved.

Takauji Ashikaga's Service Insignias
Audience with Ashikaga: Enables the bearer to obtain audience with Shogun Takauji Ashikaga, requiring 15 insignias; this is normally an impossible feat, as most of his Black Ones contingent administrate daily needs. But given the favor you have curried with the Faction, the Shogun becomes willing to host an audience. Having access to the Shogun enables one to perform some A-Rank and some S-Rank missions for the Shogunate of Takauji Ashikaga. One must always have at least 15 insignias to gain access to the Shogun; should they fall below this number then they will no longer be able to visit him. Note that this does not consume insignias, but one must always be at or above the 15 threshold.

Currency Conversion: One can exchange a single, or multiple Service Insignias for a bulk payout of Ryo. Each Service Insignia can be exchanged for 750 Ryo.

Artifacts: Two insignias can be exchanged for a D-Rank artifact, four insignias can be exchanged for a C-Rank artifact, eight insignias can be exchanged for a B-Rank artifact, 15 insignias can be exchanged for a A-Rank artifact, and 20 insignias can be exchanged for a S-Rank artifact.

Black Ones Contingent: 25 Insignias can be exchanged for a squad of Black Ones operatives. These operatives, three in total, are essentially 'golem' NPCs controlled by a clan's leadership and act to guard a clan's landmarks from unwanted intruders. Each has a set of abilities that can be utilized, and once their chakra pool is expended (they regenerate in accordance to NW regeneration rules) or they are killed then they will vanish from the landmark.

Sample Mission Start:

This post marks the beginning of my (our) mission using these storyboard elements:
-Save a large community from danger (5)
-Survive a near-death situation (5)
-Convince a criminal to confess (3)
Summary: This mission will be about saving a local village from destruction at the hands of dangerous bandits. After surviving a near-death situation while fighting the bandits, I will capture one and then convince them to confess to who ordered the attack or who their employer is.

[RP begins here]

*Note: When using Faction Missions as the mission, merely note which mission you are completing rather than the individual elements. Custom Faction missions follow the same guidelines as above, but indicate its nature as a custom faction mission, and for which faction.
 
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Factions | The Storyboard


Description:

Factions in the Ninja World are independent political entities, much like clans. They are controlled by NPCs, which are controlled by the NW ANBU. Factions begin in the Warring States Era as a large and developed clan; they begin with a significant set of landmarks, have unique interests, objectives and motives, and can be interacted with in many ways. Factions typically offer special missions which carry with them unique rewards. Various factions appear throughout the Ninja World, all unique in their own right. These factions are led by a single individual, with a preset biography. This grants that leader a unique set of abilities that allow them, in some circumstances, to fight in the Ninja World.

Missions offered by Factions can be found in the Storyboard. These missions are separate from the regular Storyboard elements and offer players the opportunity to pursue a much more focused mission, rather than the broad elements that the Storyboard typically provides.

Interacting with Factions:

Factions can be interacted with much like a normal clan. They can be allied with through RP, they can trade, they can go to war or have war declared upon them, they can claim landmarks, and they can be destroyed. However, certain rules govern these interactions. Because Factions are used as storytelling tools in the Ninja World, they carry certain protections as well. Under normal circumstances, a Faction's leader cannot be killed or engaged with in battle unless specified otherwise, nor can their entire faction have war declared on them.
Factions are imbued with a "personality" that is largely determined by the Faction's leadership. This makes Factions a largely homogeneous political entity in its interests. For example, the Shogunate of Takauji Ashikaga seeks to reestablish the Freehold of Hanguri. This means all Black Ones under him seek the same goal. This makes allying with a Faction difficult, as it depends on the circumstances that are ongoing in the world, as well as their own interests. Factions will typically only act in what is in their interest and what furthers their own goals.

Current Factions:
Faction Leader Biographies:

  • Takauji Ashikaga
    Shogun Takauji Ashikaga
    Self-Proclaimed Heir to the Freehold of Hanguri

    Gender: Male
    Age: 55
    Clan: N/A

    Appearance: Takauji is a tall, slender, broad-shouldered man. He sports a military-style shaved head since his twenties. His hair is black, matching his Black Ones officer uniform he wears. His most notable feature is the scar concealed under his uniform on his chest; it extends from collar bone to bellybutton. It is rumored that this scar was dealt to him by the Nine Tails Fox which attacked the city of Chungsu in the twilight of the Freehold.

    Personality: Pragmatic. Realpolitik. Calculating. All terms that could describe the self-proclaimed heir to the Hangurian legacy and tyrant of the Land of Fire. Takauji Ashikaga is a power-hungry and manipulative ruler who holds no sentiment for anyone, except the concept of the Golden Age of Hanguri. Ashikaga is typically a stern and calm individual, hiding his true emotions and thoughts behind a facade of disdain and power. He is a shrewd combatant, although he typically favors letting others slaughter each other for his benefit. In a sense, he is a true utilitarian; everything has a purpose and can be used, and those that do not are tossed aside.

    Village Information

    Land of Birth: Land of Fire (Chungsu)
    WSE Clan: The Shogunate of Ashikaga Takauji

    Rank and Chakra Information

    Ninja Rank: Kage
    Specialty: Fire Release, Taijutsu

    Ninja Skills: Water Release, Fire Release, Wind Release, Earth Release, Lightning Release, Fuuinjutsu, Kinjutsu, Medical Ninjutsu, Eight Inner Gates.

    Background Information:

    Takauji Ashikaga was born in 749 to an upper class military family. From the time of his birth, his parents had groomed him for an administrative position in the Freehold, hopeful that their son would one day help in returning it to its former imperial glory. To do this, in accordance with common Hangurian tradition, Ashikaga joined the military at a young age in order to fulfill his civil service. He quickly rose through the ranks and by the age of 17 joined the Black Ones.

    Ashikaga's service was noted early on, allowing him to rise through the ranks to become an accomplished officer. His ruthless behavior and mentality allowed him to establish a firm grip on the central region of the Tea Peninsula, something that would later become critical to Ashikaga's Shogunate.

    Ashikaga was present in Chungsu for the Kyuubi's rampage and, in a futile attempt to defend the city, was nearly mortally wounded by a swipe on his chest dealt directly by the Kyuubi. After he was evacuated from the city and taken to the medical district, he was healed. But his emotions boiled as he watched his home razed by a rampaging monster.

    Shortly thereafter, Ashikaga would travel back to his old headquarters in the Tea Peninsula with a contingent of loyal Black Ones that had survived the devastation. There he would establish his Shogunate in an attempt to revive the Hangurian Freehold, whether the local clans would cooperate or not.

    Artifacts:

    (Teikoku no Kokoro) - Heart of the Empire
    Type: Artifact
    Rank: S
    Range: N/A
    Chakra: N/A (+10 to applied techniques)
    Damage: N/A (+20 to applied techniques)
    Description: The Heart of the Empire is a stone of pure Hangurian Ore retrieved from the steps of the Hangurian Parliament during the Kyuubi's rampage. The stone, coursing with power unknown to the rest of the world as its secrets had been lost, empowers the user's techniques by imbuing them this very forgotten power. Thus, the wielder's techniques, should they so choose, can be imbued with an additional 10 chakra and 20 damage. Both boosts, for combat purposes, are treated as passive boosts. The stone's power, while potent, is only temporary, and can truly only be activated by one who possesses rudimentary knowledge of Hangurian Ore.
 
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