Ninja World Rules: 1st Year Anniversary Edition

Status
Not open for further replies.

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Ninja World Rules: 1st Year Anniversary Edition

Foreword: It has been one year since the Warring States of the Ninja World was finally completed after work began in the late Summer of 2017. Working with ZK and Howard in moderating the world, as well as a number of other amazing and helpful people to create said world, has been one of the most pleasant experiences in the roleplay. Our achievement as a group is remarkable: we created a world that united a Naruto story with our own. It is a dynamic and evolving world. One where the story can be interacted with at almost any level. Whether you're a pure battle oriented roleplayer that doesn't care much for the story, or a lore-driven reader, there has been something for everyone. Since April 23rd, 2018 the Ninja World has gone through seven story arcs. We have seen the rise and fall of Takauji Ashikaga, the battle against Cassander Uchiha in Conqueror's End, the formation of the first villages, and the whispers of a proto-Akatsuki. And so, after one year, it is my pleasure to finally introduce the land of Tobusekai, or the Eastern Continent, to the roleplay. With Arc 8 upon us, beginning on April 17th, we will begin to head toward the climax of the first "saga" of the Ninja World. This isn't saying that the Ninja World will once again be reset. It means that the first story that has been created will begin moving toward its conclusion and then move into a new story. Story lines from across Arcs 1 to 7 will finally converge in the war torn lands of the East as the Shogun Takauji Ashikaga delves into its mysteries. And with this introduction, what better time to update and revise the Ninja World Rules. It makes sense to me that, after a whole year, the thread that we've used so much receive its own loving updates, both in content and formatting. With this out of the way, I can't wait to see everyone in the East!

The Index:

Ninja World Maps
Claims, Conquest, and Conflict
Village Systems
The Akatsuki
Clan Systems
Travel Rules
Tobusekai
Ninja World Economy
Artifacts
Story Arcs, Biographies, and Regeneration

Bounties and the Bingo Book
Storyboard Missions
 
Last edited:

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Ninja World Maps

Interactive Map: The Ninja World has its very own interactive map thanks to the hard work and effort of Jas! This map, like the second map of the Ninja World, shows how the world has been divided into individual landmarks and has the assigned number of each of them. Along with this the interactive Ninja World Map also shows the territory of the four villages and clans currently in the Ninja World, although it may not always be perfectly updated. Each landmark in the interactive map is hyperlinked to the correlating thread, making navigation and finding threads infinitely easier in the Ninja World!

Topographical Map: The
shows the Ninja World's topography and certain environmental characteristics, like forest, snow, and desert. Typically each landmark in the Ninja World will reflect the topographical details of this map, but you may find some interesting exceptions depending on where you are. This map will, by and large, not change or be updated.

Landmark Demarcation Map: The
, like the interactive map, shows the individual landmarks in the Ninja World, the numbers assigned to them, and their locations. Unlike the interactive map, which shows villages, clans, and their borders, this map strictly shows the landmarks and their numbers with no political boundaries.

Geopolitical Map: This
removes all map features in a black and white layout that strictly shows clan and village boundaries. We will attempt to keep this map as updated as possible as clans and villages claim new landmarks and add territory to their homes.
 
Last edited by a moderator:
  • Like
Reactions: Vegeta

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Claims, Conflict, and Conquest

Claiming Landmarks: The Ninja World is divided into over 250 landmarks. Most landmarks are inhabited by NPCs, some of whom live in cities or have organized governments according to the lore. Despite this, the process of claiming an unclaimed landmark is very simple. In order to claim an area for their clan or village, a member of said clan or village must travel to the landmark and state in a post there that they claim the landmark. 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.

Clans are able to give away landmarks they control by way of treaties, explained in the Treaty Section. Treaties form the basis for acquiring landmarks controlled by other clans, villages, or factions. 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, clans and villages will relinquish land through treaties as well, but a slightly different process that is explained below.

Note that there are certain landmarks in the Ninja World with special designations that cannot be claimed. These most notably include Marketplaces. It also includes two new classifications of landmarks released with Tobusekai: Sacred Sites and Clan Sanctuaries. Sacred Sites are protected landmarks in the Ninja World that hold some special value to the history and story. The latter, a Clan Sanctuary, is a landmark in Tobusekai that is a "home" for the Custom Clan that is related to it.

War Rules and Conquest: When a clan has claimed a landmark the rules for acquiring that landmark from them change. Like mentioned before, these landmarks can be peacefully given away in diplomatic agreement and treaties, or can be forcefully taken 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 hostilities, for whatever reason, can sit down and negotiate terms to end the fighting. This situation can be one of mutual understanding, in that both clans are fatigued and have spent considerable time and resources in fighting. The terms of this treaty can go either way; they can negotiate white peace and return to pre-war status, or they can negotiate a peace in which one clan is clearly a loser, and the other a victor. The second, and more regulated means of winning war, is 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. Clans are allowed to freely engage in conflict and decide when they wish to start and end it. Wars are what the roleplayers make it. Players do not need moderator permission to start clan warfare, or fulfill any prerequisite conditions at all.

Village Wars and Skirmishes: Villages are controlled by normally competitive individuals, and thus conflict is inevitable. Villages follow all normal Ninja World Battle Rules. The first form of village conflict is a form of "skirmish." In the case of skirmish, battle can take place between two or more villages, or against other clans, and can, much like clan warfare, end in treaties between the villages. Like with clan warfare, village skirmishes do not require moderator permission or any other prerequisites. The second form of village conflict are through directed official wars. Official Wars are approved by the Ninja World Moderator, Drackos, and lead to large scale conflict between two or more villages.

Official Village Wars are a state of all out warfare where the entire resources of the village and its population should be directed toward winning the war effort. As such, in order to claim victory in these conflicts a certain set of circumstances must be met. The first victory condition is total defeat of the enemy village. In this case, a village must defeat all active combatants in the opposing village and incapacitate the enemy's leadership structure (outlined by the village's internal structure). The second victory condition is by occupying an enemy village's landmarks, reducing the enemy village into a resistance state with only 1 landmark remaining. Resistance states must reclaim their land or defeat the rivaling village's invasion in order to not be forced into submission.

Should Official War end with surrender, the case where one village admits defeat, or total defeat in the conditions outlined above, then the winning side will create an official treaty with the other village in which they agree to terms approved by the Ninja World Moderators. These terms usually involve up to four items, including large Kumi/Ryo payments, landmarks, and other spoils of war like Artifacts and village secrets. Additionally, the winning village may claim prizes offered by the Ninja World Moderators as part of the Official War.

In the rare case of total defeat, a winning village can render another village totally destroyed and defunct. With a village defeated all of its landmarks go to the victor, or are razed. The enemy village's leaders are jailed and the structure of the village totally collapses. In these cases villages in the Ninja World can be totally destroyed and replaced by new villages. It is important to note that villages are not in a protected class and, like clans, can be totally wiped off the map should the right set of circumstances arise.

Declining Challenges and Retreat: 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.

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, villages, 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.

Quoting: Quoting is a process that is part of conflict and 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 in the Witchwood Arena, and in special events like the Doubles Tournament, follow their own set of rules that diverges from standard Ninja World fights. These events will be specifically noted as following Witchwood quoting rules. Standard Witchwood Arena fights have a 24 hour time limit imposed on them, with no exceptions that can be made by participants. Time limit extends to quoting and discussing a move, but is paused once a sensei is contacted. When a quote occurs the participants will follow normal procedure: discuss and then post their arguments in the Conflict Resolution thread. Then, once this is done, the two parties must agree on a sensei to contact. In the case where they cannot come to an agreement then a moderator will make the decision for both parties. Quoting on a per issue basis limits both parties to a single check. This means that for each quote that arises there can only be one check for it. Like with standard Ninja World fights, Witchwood Arena fights can have three checks total with the third check being a moderator deciding check.

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 with they come to a consensus. Standard Witchwood Arena timelimit is one day, and this cannot be changed by combatants. Note that Ninja World Events may have a different timelimit, this timelimit will be outlined in their separate threads.
 
Last edited:
  • Like
Reactions: Vegeta

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Village Systems

Description: In the Ninja World there are several shinobi organizations known as villages that one can join if they wish. Hidden Villages are just as the name suggests - villages or cities in which ninja reside. A Hidden Villages maintains its economy by training its citizens to be ninja from a young age and using them as manpower in various missions other would be willing to pay from, 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. Villages and their leadership are able to assign pre-determined missions to their ninja to be accomplished with the goal of bettering the village and gaining funds to expand its systems and territory.

Village Structure: Villages are structured from top to bottom. At the top is the Kage who is the head of the village and runs the village alongside their Council, a group of 2 to 3 members chosen to help facilitate ninja affairs and events. Together with this Council, Kages are able to work with RP Moderators to host Chuunin Exams and other events for their respective villagers. A single individual may only join one village at any given time; after leaving a village you must wait a period of one month before you can join another village. Joining a village during this period may potentially cause one to lose Ryo/Kumi as well as receive a penalty.

The Kage, at the beginning of a village's founding, has the power to create a Village Constitution in which the structure of power is laid out. At this point a Kage has discretion, taking into account his constituent villagers, to structure the village as they see fit. In this case the village can be structured democratically, led by an aristocratic council system, or it could be a full authoritarian regime. Regardless of the decisions made a village must, along with their Kage, have a council alongside them which acts as auxiliary leadership.

Village Colonial Income: Colonial Income replaces Village Ryo/Kumi. Villages will no longer have an allocated 50,000 Kumi and Ryo per month that is put toward their missions. Instead, the colonial system will implement income based on landmarks conquered in Tobusekai. This new structure will incentivize competition between the villages and encourage villages to issue more missions for their villagers compared with the old system. Important to note that this colonial income system is being implemented on a trial basis; if it is received well and not abused then it will become a permanent part of the Ninja World Rules. Initial numbers will be tested and tweaked as time goes by.

A village will earn 500 Kumi for each landmark in Tobusekai claimed by them on the 17th of every month, starting on May 17th, 2019 (Arc 8 begins on April 17). This represents an extraction of wealth from that landmark, hence colonial income. This Kumi income will be directly deposited in a clan's treasury for a set of strictly defined purposes. The first is allocating this wealth to Village Missions; in this case the Kage and their council will issue Village Missions as normal and allocate an additional bonus amount of Kumi to them, taken from the Village's treasury. For example, a standard S-Rank mission awards an individual with 1,500 Kumi. Under this system, a Kage can allocate additional Kumi as a "bonus" to that mission with their village's resources to make Village Missions more lucrative. In this case the Kage can offer 150 (example number) to the mission, which would allow it to award 1,650 Kumi instead of the standard 1,500. Additional Kumi allocated to Village Missions is at all times subject to moderator discretion. Village Kumi cannot be directly distributed to members of a village; it must be done through missions, tournaments, or bounties.

The second purpose is to spend a Village's Kumi on upgrades for their claimed landmarks in the Western Continent. In this case, the village will accrue Kumi income and then, in a very imperialistic fashion, use that extracted wealth to improve their home landmarks. These upgrades cannot be used in Tobusekai because of the nature of the land itself; Tobusekai is a lawless place that is difficult to maintain control over. Building vast infrastructure improvements is a difficult task that will, eventually, become a possibility. But until then the land remains nearly impossible to truly tame. These landmark improvements can vary; for example they can improve travel speed in all landmarks. They can penalize enemy travel speed. They can reduce sight lines and visibility. All of these are available in a village Kumi shop for purchase with a village's treasury funds.

The third purpose for this Kumi income is for Village Tournaments or bounties. In this case a Kage, or their council/officers, can request a tournament or to issue a bounty on another shinobi and use their village's treasury as a reward. In the case of these events approval must be obtained by the Ninja World Head Moderator.

Village Missions: Village Missions are slightly different than normal missions. Instead of normal story elements selected, villagers are directly issued missions from a Kage or Council (depending on how the village is structured). These missions are often placed on a mission board or posting section where they can be freely taken by anyone. These missions are specifically designed by those who create them with clear objectives set out. They are then submitted in the village subforum to be graded by a moderator, typically Drackos, whether they were passed or failed.

As previously mentioned, a Kage can allocate additional Kumi from the village treasury as a "bonus" to that mission with their village's resources to make these missions more lucrative. This bonus can never exceed more than 30% of the mission's base value. This means that an S-Rank mission, awarding a standard 1,500 Kumi, can never exceed 1,950 Kumi (450 Kumi bonus from village treasury). Missions that award bonus Kumi must also be evenly distributed among villagers. This is not a clearly defined distribution, but essentially boils down to "fair play." If a village becomes suspected of unevenly distributing bonus Kumi in missions to a select few then it will be subjected to moderator discretion in terms of action to be taken. The Ninja World Head Moderator has discretion in determining how a village's Kumi is being distributed.

Membership and Territory: At their inception the four standard villages started with 10 landmarks. Gaining more territory is done through standard claims and conquest. Villages can lose the land they've gained through battle, exploration, and treaties. Joining a village is done through in-character roleplay. This means going to meet the kage and joining the village yourself there, not simply asking over Discord or the forum out-of-character to join the village.

Kage Means of Communication: A village's kage is automatically granted a communication scroll which is directly linked to all other Kage in the Ninja World currently leading villages. This scroll is identical to the communication sealing technique which allows two or more people to directly communicate and send messages to each other, appearing on the scroll. This scroll can be used by a kage to communicate with another kage specifically, or to all kage in the group. When a clan becomes a village, that clan's designated kage is automatically given a scroll. The scroll cannot be modified in any way, or used for other uses in Fuuinjutsu.

Wars and Treaties: Village war rules and treaties are outlined in the Claims, Conquest, and Conflict rules.
 
Last edited:
  • Like
Reactions: Zatanna and Vegeta

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
The Akatsuki

Lore: In Naruto, the Akatsuki (translated as "Dawn," or "Daybreak") was an infamous organization of S-Class criminal ninja that had, in some shape or another, betrayed their villages and pledged their allegiance to the organization. The Akatsuki in Naruto took on a number of forms that represented a few distinct ideologies, which manifested into different objectives. The first, and perhaps purest of these, was Yahiko's first iteration of Akatsuki. The oganization devolved toward criminality after his death when Nagato became its de jure leader, with Obito pulling the strings from the shadows at Madara's behest. Our Akatsuki on AnimeBase operates under the same principle: a leader that establishes a goal autonomously from any influence; they set their ideology and goals for this rogue organization. The Akatsuki operates from the shadows, free from the constraints of Village and Clan law in order to further their own ends at any cost.

Currently in the Ninja World the Akatsuki has yet to form. The machinations and schemes of a single individual, a mysterious cloaked man, has directed a group of ten people in a quest to power special cores to weapons. Other than this it appears that the rogue organization has yet to manifest; but soon this will change. The man comes from an island that has yet to be mapped in the Ninja World and discovered: a place known as the Sunlit Forge. He regards his ten candidates as his Champions of the very same Forge. The purpose of the Forge and the weapons remain a mystery to this day; how they will evolve into the Akatsuki, likewise, remains shrouded in confusion and uncertainty. Perhaps as the mysteries of the Eastern Continent unravel themselves so to will the Akatsuki's purpose in the man's grand design.

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 correlate to them. 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 backside of one's hand. The leader of the Akatsuki must always be bound to the Zero seal. The second in command of the Akatsuki, chosen by the Leader, will always wield the White Seal. The eight other members may wield whichever seal they please. However, these seals and their Relic Weapons cannot be traded or transferred between members at any time. 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.

Akatsuki Seals are bound to correlating Relic Weapons, which is how membership to the organization 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 defeat them in battle. These battles are required to be held in the Ninja World and must be declared as a challenge for the Seal. These seals cannot be removed, inhibited, or tampered with through normal means, like techniques. Defeating someone in battle requires their health points 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 its 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 then the member will retain their place in the group. Should the claimant pass then the member will lose their Seal and 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. Outside of this, the Ninja World Head (current: Drackos) holds discretion in membership of the group and reserves the power to, in exceptional circumstances, remove or add members when needed. Additionally, should a member resign their Relic Weapon then the burden to add a member to the Akatsuki falls on the current holder of the Zero Seal, with the Ninja World Head's approval.

Directive: The Akatsuki is an autonomous organization led by a single individual, the owner of the Zero Seal, and its respective Relic Weapon. Membership is determined by strength; the strongest will retain their positions and, should they be defeated, be almost certainly removed from the organization and replaced by their challenger. The Akatsuki is closely related to the mysterious individual who has issued a number of quests for Weapon Cores. This man is not the de facto leader of the Akatsuki, but has a vested interest in the organization's strength and activities. Members of the organization do not need to obediently follow this man and his word, however. Instead the organization's objectives are determined by the holder of the Zero Seal and their desire to strengthen their Relic Weapons. They can align with other villages in war, loot and steal from clans and villages, and even declare war against other villages. The Akatsuki cannot claim territory; it is a lawless organization outside the boundaries of society. In this regard the only landmark that the Akatsuki can own is the Sunlit Forge, an island located far off the northern coast of Tobusekai. The Akatsuki in essence operates as a single unit with a common objective, set by the holder of the Zero Seal. Underneath this objective they also act as individuals with their own goals and interests to further their agendas.

Relic Weapons: Relic Weaponry is a special archetype of artifact exclusive to the Akatsuki, bound by rules separate from normal Artifacts. These weapons are mythical in status and hold potential to become extremely powerful, should its wielder dedicate enough time to its strengthening. These weapons are comparable to a Custom Weapon, but with far more unique options to customize them. They are stored in their respective Akatsuki Seal and can be called upon, or sealed, at will - happening passively. Relic Weapons, as alluded to, are not static in their power; they are developed and strengthened by their owners. They possess sets of active and passive abilities that are unlocked overtime while completing activities. These traits are divided into different skill branches that allow the owner to customize their weapon as it is developed. These 'traits' are unlocked exclusively through activity in the Ninja World. Completing missions, bounties, winning fights, and completing special missions, 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 passives which it confers to its wielder. This makes its power, initially, somewhat lackluster. But once developed they become potent tools of war while also allowing for a healthy level of customization power for the owner. These skills, as they are unlocked, can differ for each wielder. So a single Relic Weapon can manifest in two 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 to 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. Note that Akatsuki members and their Akatsuki biography are the only ones able to use a Relic Weapon; you can only change your Akatsuki biography in the interim period between arcs. Relic Weapons cannot be wielded with Custom Weapons or Caliburn's Seven Swords.

Relic Traits, Paths, and Intrinsics: Relic Weapons possess a set of intrinsic traits as well as three separate paths, or skill trees. Intrinsic Traits are those which the weapon starts with by default and are universal regardless of skill tree chosen. These intrinsic traits can be enhanced up to Tier 3; once the wielder has enhanced each Intrinsic Trait to Tier 2, they can begin to progress down a skill tree. Each Path is not necessarily exclusive to the others; however, certain skills have prerequisites with other skills. This means that not all traits will ever be unlocked at any time on a weapon, but the wielder can pick and choose what they would like to build their weapon to their tastes. Certain skills and paths alter the weapon's appearance, for both cosmetic and practical purposes. Skill choices are permanent and cannot be changed until the weapon is reset through either defeat (and the challenger passing their mission), or resignation.

The Relic Weapons and their Wielders
Zero Seal's Kuniumi -
White Seal's Kamiumi -
Scarlet Seal's Lone God -
South Seal's Malfeasance -
Boar Seal's Sanguine Maw -
Void Seal's Xian -
Jewel Seal's Demise -
North Seal's Izanami's Curse -
Three Seal's Svalinn -
Azure Seal's Heart of Skadi -
 
Last edited:
  • Like
Reactions: Rucken and Vegeta

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Clan Systems
Description: Clans form the second half of the backbone of the Ninja World alongside Villages. Clans consist of numerous small organizations of ninja vying for landmarks, Ryo, and artifacts in order to progress toward their ultimate goal: attaining village status. Clans are not to be confused with Custom Clans. In this sense, ninja from many bloodlines in Clans can band together under a common purpose. How a clan reaches this dream is entirely up to the clan and their members; one can walk a diplomatic path and solving their differences with words and deals. Others can walk the path of war, taking on the cloak of imperialistic subjugation in order to strengthen their own clan. The system offers versatility that allows the clan's manifested personality, whether it be under a single leader or a democratic-like structure, to achieve their ultimate goal. All clans must be submitted for approval in the appropriate thread, following established guidelines.

Clan Progression: Progressing your clan is essentially a leveling system. Clans first formed start at the lowest level. From there, clans will progress towards the highest level: village. This 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 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 and your clan advance and improve this limit will increase and allow clans to expand.

Clan Composition Limits: Clans are limited by their development until they reach village status; this is done to prevent extremely strong individuals from congealing into very unfair groupings. In order to achieve this clans are limited in two ways to promote better balanced playing fields. It requires that clan leaders think how they compose their clan, rather than blindly rushing to invite anyone or focus on inviting the strongest people. The first is a member limit; this is a static restriction placed on clans that simply limits how many members can be in a single clan. The second limit placed on clans is an arbitrary value on that reflects the strength of its members. This second value is referred to as "Clan Points." These points are essentially a currency to purchase your members, who have a value determined by their Ninja rank (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 individual strength.

Important Note: Because members may continue to rank up while in their clans, their point value will actively reflect this. For example, a clan mebmer who joins as a Genin is worth 1. After some time they rank up to Chuunin, now worth 2 points. If this causes the clan point limit to be exceeded, it will only mean that the clan cannot recruit new members until they gain an increased point limit. Rank values are listed below:

Academy Student: 0
Genin: 1
Chuunin: 2
Jounin: 4
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 together through shared interests and goals, and are typically friends or companions that come together for mutual protection. Level One clans are afforded a maximum of five members and a 15 Clan Point limit. Level One clans can only claim a single landmark, acting as a "headquarters" for their clan.

Level Two: a Level Two Clan is the second stage of development; Level Two 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 any member limit restrictions increased. These landmarks must be adjacent to each other, forming uninterrupted continuous territory.

Level Three: a Level Three Clan is the intermediate phase of clan progression. Level Three clans become available after one month after Level Two is achieved. During this period a Level Two clan must complete three C-Rank Clan Missions. These clans can claim a total of six landmarks; these landmarks must be claimed adjacent to each other. Member limits are increased: clans at this stage can possess a maximum of ten members and are allocated 25 Clan Points.

Level Four: Level Four clans can be achieved after two months once a clan attains Level Three. During this period a Level Three clan must complete five B-Rank Clan Missions. These clans can claim a total of nine landmarks and their member limits are increased further, allowing for a maximum of twenty members and 40 Clan Points.

Level Five: the fifth and penultimate stage of development that can be attained two months after a clan obtains Level Four. After this period a Level Four clan must complete eight A-Rank clan missions. Clans have their landmark limit drastically increased, from 9 to 15. Clans at this stage possess no limit on their members, and are allocated a total of 60 Clan Points.

Village: Village status is the ultimate and final stage of clan development. Villages are unlocked through a special mission, assigned by a Ninja World Moderator or through Ninja World Event. The Village can only be unlocked after holding Level Five status for a minimum of two months. Villages have no limits on their members and have no Clan Point limit assigned to them. See village rules for more information.

Clan Structure: There are no absolute and set guidelines to structure your clan. There are no set roles in Clans in the Ninja World, other than the person who submitted the clan, who is treated as the "leader." Clans are structured and organized according to how you ultimately want it to be. A clan can be a democracy, with people who hold equal power in voting. It can be a council system, where high ranking individuals control the actions of the clan. Or it can be an authoritarian group with all power concentrated at the v ery top. Your officials can be called whatever you please, following the clan's theme or your own whims. You could be an emperor, a king, a president, a council member, or an officer. They are entirely custom built by you and your clan's needs and desires.
 
Last edited:
  • Like
Reactions: Vegeta

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Travel Rules
General Travel: In order to travel one must pass a set number landmarks within regions depending on the direction of your 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 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 Travel Automation and Itineraries.

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.

Travel Automation, an alternative to General Travel (Beta): At times in the Ninja World travel can become cumbersome, considering it is a world with over 250 landmarks in the world. There are some cases where people may end up spending most of their day simply traveling. In order to alleviate this, without disrupting the basic principles of the Ninja World's travel, the system of Travel Automation is being implemented as a "beta" test. Credit to this idea goes to Typhon and will hopefully help people who lead busy lives still participate in the Ninja World regularly. Should this system be received well and not be abused then it will become a permanent addition to the rules.

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 five 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. Remember, this system is being tested; if it is received well and is not abused then it will become a permanent part of the Ninja World Rules.

Space/Time Travel and Transportation: 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. The only exception to this rule is travelling to Clan Sanctuaries in Tobusekai, or Village Landmarks. 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. 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.
 
Last edited:
  • Like
Reactions: LGeezy

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Tobusekai
The Eastern Continent

Description: The Lands of Tobusekai, or the Eastern Continent, diverge somewhat from the Mainland that we have all come to know and adjust to. Tobusekai is a place that is dominated by a number of factions that compete for survival and control over specific regions in the land. Unlike the West, which is a place that has, for over five centuries, been controlled by the Hangurian Freehold, Tobusekai is a land that has never seen a single unified political force to impose law and order. Instead it is a place that is split into three distinct groupings: the Witchwood Company, clans, and the Great Mother Cult. Without a central power the land has traditionally been left in a constant state of war and terror, with the only beacon of normal society in Last Bastion. To reflect this untamed lawlessness, certain landmarks in Tobusekai have special designations or unique traits. They are specified below.

Sacred Sites: This type of landmark designates a unique location in Tobusekai that has some sort of significance in the lore, known or unknown. These landmarks are typically religious sites that have meaning to a particular group, ancient ruins, or a shrine of some sorts. These locations cannot be changed in any way, regardless of the technique used in them. They cannot be submitted in the Landmark Updates thread to be altered. Likewise, they cannot be claimed or colonized by clans or villages.

Clan Sanctuaries: This type of landmark designates a sanctuary, or home base, of a particular Custom Clan. Clans, not in the Clan Systems sense but as Custom Clans, represent one of the three major forces in Tobusekai that exert influence and compete with others. Clan Sanctuaries, like Sacred Sites, cannot be altered in any way. They also cannot be claimed or colonized by any party. Clan Sanctuaries operate as a place for new clan biographies to spawn at. This does not mean members of the clan can freely spawn there after already entering the Ninja World. This only applies for new biographies that have yet to step into the Ninja World.

Colonization: Colonization is a feature unique to Villages. This is the process by which a Village claims a landmark in Tobusekai. Note that Clans are still able to claim landmarks in the East, but they cannot reap the benefits of Colonization. Colonized landmarks provide the income that Villages gain in Village Colonial Income, explained in the Village Systems rules. Simply put, colonized landmarks provide 500 Kumi each for a Village to put toward infrastructure in their Western landmarks, as well as bonuses toward Village Missions. Note that villages cannot colonize Sacred Sites or Clan Sanctuaries, as well as the Witchwood Arena and Last Bastion. Villages are able to colonize one landmark in Tobusekai per day.

Last Bastion: Last Bastion is the only beacon of order and law in the war torn Tobusekai. The town is protected by a gigantic towering wall that isolates it from the rest of Tobusekai; the wall keeps out the beasts of the Siren's Lair and Selva Oscura in order to keep the residents of Last Bastion safe. Last Bastion is the only Marketplace in Tobusekai. It acts as a hub for many missions, events, and a neutral social space. The Witchwood Company holds direct control over Last Bastion, using it as the town component to the arena. Residents of the town will often go to the arena to watch entertainment, tournaments, and battles put on by the Witchwood Company.

Witchwood Arena: The Witchwood Arena, owned by the Witchwood Company and Last Bastion, is a huge amphitheater with a very complicated history. It is a place dedicated toward honoring combat, fostering many champions. The traditional Witchwood events held here are typical "battle royal" and "king of the hill" style competitions, but they have been known to host other events like the Doubles Championship during the Season of the Rose. The arena cannot be conquered, claimed, or spawned in unless special circumstances are in place (i.e. the Doubles Championship). Battles in the Witchwood Arena follow their own set of unique rules, outlined in the Witchwood thread itself.
 
Last edited:
  • Like
Reactions: Rucken and Vegeta

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Ninja World Economy
Description: The Ninja World uses its own currency called Ryo; this currency is exclusive to the Ninja World and is earned exclusively through it, only usable within. Ryo is accounted for in the player's custom jutsu thread, explained below. Roleplayers begin their journey in the Ninja World with zero Ryo and must earn it through a variety of means.

Acquisition: Ryo can only be earned through Ninja World activities. The primary means to earn Ryo are through , 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.

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 present 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

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:

Available Ryo (present on biography):
Deposited Ryo (stored in independent bank):
Available Artifacts:
Transaction Log:
[+/- amount, denoting profit/loss] - [Day/Month/Year] - [Type]

Independent 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.

Current Independent Banks: Keishi (007), North-West Kinai (144), Khulna (150), Aridakumo (062), Alexanddros' Bluff (185), Tsuchi Heiho (103), Last Bastion (209)

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.
 
Last edited:

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Artifacts
Description: Relics of a past golden age, items and tools that are shrouded in mystery, earth shaping forces contained within, even medicines and convenient utility - this is what encompasses Artifacts in the Ninja World. Artifacts are a unique opportunity for all who participate in the daily life of the Ninja World to acquire unique, powerful, and useful items. By pursuing missions, spending Ryo at the marketplaces, trading with others, thievery, and events one can obtain Artifacts for personal and clan/village 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, typically 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: Aritfacts can be used at all times in the Ninja World, within the limits set for them. In addition, all artifacts can be used in Battle Arena fights, official or unofficial; however, most artifacts are 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. Roleplayers are limited to placing up to five artifacts on their biography; of these only two can be battle-related artifacts.

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."

You must be registered for see images


Custom Creation (Personal Use): 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 (Universal List): 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.

Marketplaces: 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 . 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.

Current Marketplaces: Keishi (007), North-West Kinai (144), Khulna (150), Aridakumo (062), Alexanddros' Bluff (185), Tsuchi Heiho (103), Last Bastion (209)

 
Last edited:

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Story Arcs, Biographies, and Regeneration
Story 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 ; 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 village or in the Crimson State Island. With the addition of Story Arcs changing your Ninja World biography is only possible after a Story Arc has ended. 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, do not become usable only after an arc has ended if it was learned during the arc.

Important Note: 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, etc) or the character is outright dropped then the implications of character change are even more severe in the Ninja World. Simply put, when a character undergoes a change that results in an entirely new character, or the character is dropped, 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 character. All Artifacts, Ryo (in banks and on person), as long as positions within clans, Akatsuki, and villages 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.

Important Note: 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 village, clan, or Akatsuki (at the discretion of the Zero Seal holder), and they retain their artifacts. The only exception to this is the loss of all Ryo. Simply put, this rule requires you commit your biography to a single arc fully.

Story Saga: A Story Saga is a series of Story Arcs in the Ninja World. Mechanically, Story Sagas have no direct impact on Biography and Arc rules. It is just a grouping of Story Arcs that are related and play out over a long period of time. The Ninja World is currently in its first Story Saga and encompasses all Story Arcs from Arc 1 to 8, and beyond.

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 is in special Ninja World Events (i.e. Doubles Championship). In this case you may be allowed to use a second biography strictly for the event. In this case rules will be outlined for how your biography can be used, who it can interact with, and where it can go.

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 40. 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.

Death and Specific Techniques: 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. In specific times, which will always be mentioned, Ninja World Events may involve death.

Edo Tensei (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.

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).
 
Last edited:

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Bounties and the Bingo Book
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 Ryo, though exceptions can be made to offer artifacts, Kumi by Ninja World Moderators, 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 and follow a simple template:

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.

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.

 
Last edited:

Drackos

Legendary
Joined
May 28, 2014
Messages
12,798
Kin
1,649💸
Kumi
6,550💴
Trait Points
0⚔️
Awards
Storyboard Missions
Description: Storyboard Missions allow roleplayers 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.

Important Note: Please view the Storyboard Missions Criteria for more information on completing a mission.

Declaring Your Mission: Roleplayers do not have to do anything in particular to create, accept, or begin a mission. This gives significant freedom to roleplayers in initiating a mission which they can acquire from a group of other roleplayers, 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.

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.

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 and Ryo.

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
 
Last edited:
  • Like
Reactions: Rucken and JojocIaw
Status
Not open for further replies.
Top