Ninja World Rules: V

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NINJA WORLD RULES: V

♢ T A B L E ♦ O F ♦ C O N T E N T S ♢​

(I). GETTING STARTED
Biography Rules​
EXP System​
Good Faith Roleplaying​

(II). NAVIGATING THE NINJA WORLD
Maps & Navigation​
Travel Rules​
Turns, Chakra Usage, Moves​

(III). STORY ARCS & HEALTH MECHANICS
Ninja World Arcs​
Health, Chakra & Technique Regeneration​
Death​

(IV). STORYBOARD MISSIONS
Overview​
Declaring Your Mission​
Storyboard Elements​
Submitting Missions​
Bounty System​

(V). PLOT & CONFLICT
Important Plot Inactivity​
Issued Challenges​
Intercepting Battles​
Quoting​
Ninja World Standard Time Limit​

(VI). DOWNTIME & ECONOMY
Downtime Zones​
Economy​
Marketplace​

(VII). SHINOBI GEAR, ITEMS & EQUIPMENT
Description​
Shinobi Gear Loadout​
 
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(I) GETTING STARTED​

BIOGRAPHY RULES
To get started in the Ninja World, one must first have an Approved Ninja World [NW] or [NH] Biography. Players may only ever have a single Ninja World biography active during a Story Arc at any one point; special circumstances like an event approved by the Ninja world Head Moderator may allow players to use multiple biographies. To create a standard NW Biography one can find the rules: HERE or see below in the EXP System section to create a NH Biography.

Using Non-Ninja World Biographies: If an individual is found to not be using a biography that is designated as the primary Ninja World/New Horizon biography (marked as [NW] and [NH] in the Approved biographies section) they will incur a two month ban from the Ninja World.


EXP SYSTEM
Your Approved Ninja World Biography will have a base EXP value of "400". This value is to be spent on individual jutsu that your approved biography usually has access to, the costs of each jutsu is based on their rank and is as follows:

Jutsu RankEXP CostOther Information
E0
D2Taijutsu/Bukijutsu from the Canon List are 0 EXP at these (C/D) Ranks
C4Taijutsu/Bukijutsu from the Canon List are 0 EXP at these (C/D) Ranks
B6
A8
S10
F15

Initiate [NH] Biographies: For New Players! (or if Experienced Players so choose). Utilising the [NH] Tag when creating this kind of biography which will be made for strictly progressing and training in this system. It will start from a base EXP of 400, able to spend on an "initiate" list of abilities without the need to have made the Kumi purchases beforehand.
  • Basic 5 Elements
  • Ninjutsu
  • Genjutsu
  • Taijutsu
  • Bukijutsu
  • Kenjutsu
  • 1 Kekkei Genkai OR 1 Advanced Element OR 1 Hidden Ability OR 1 Custom Clan’s Jutsu (If accepted by Leader of Clan).
  • 1 Advanced Ninjutsu
  • Basic Fuuinjutsu (Non Advanced).
Old [NH] Legacy EXP: Whilst respecting Zaphkiel's previous system. User's of the old NH system may resubmit under this system with an additional +200 Legacy EXP to spend on the fields above or another ability discussed with the Ninja World Head Moderator that suits their previous biography's progression. Instead of having a list of abilities available to them under the Biography's Rank/Chakra Info, they can simply have a link to their Ninja World Jutsu List (See "How this will be tracked").

How EXP will be Tracked: In the "Custom Jutsu Users" Forum you will make a second thread alongside your customs thread, but for your "Ninja World Jutsu List". This thread will contain the jutsu you have spent your Base EXP and any additional EXP you have and will eventually earn. In your thread you should have a counter and timeline of your EXP earned (somewhere clear, introductory post recommended), with links to how you earned all EXP or specific awarded Jutsu/Abilities.

Then within the rest of the posts of the thread keep an Itinerary of what techniques your character has earned and learned through the NW! Keep it as neat as possible; these will be checked when you submit your NW Biography! Link your "Ninja World Jutsu List" CLEARLY in your Bio Submission.

Earning EXP & Abilities: As you progress in the NW by completing Storyboard Missions, Participating in Events and Main Story Arcs, your character will grow, learn and become stronger naturally through the course of their own story. Your Biography will be rewarded EXP or jutsu in accordance to ones own progression and training, these are to be spent and added to your "Ninja World Jutsu List".

Earned EXP can come in multiple forms, EXP can be awarded for you to spend on all fields you usually would have access to. EXP can be awarded for specific fields that relate to the storyboard missions you have submitted and the arc your character is progressing. EXP can also be awarded for specific fields that you DON’T have access to, allowing you to learn jutsu from certain fields making progression in this system a way to break usual biography restrictions because of certain events that have impacted your character.

Sometimes you won’t be awarded EXP and instead awarded specific jutsu, for example: an uchiha goes through the awakening of their Sharingan in the Ninja world. The biography will then be rewarded Sharingan without the need to spend EXP, adding straight to their NW Jutsu List. There is also the possibility to earn jutsu not on the canon jutsu list, tailored once again to your character’s development and unique to them. This can range from an aesthetic change of an existing ability to a completely new technique.

Unique & Customs Costs*
AbilityEXP CostRule & Restrictions
Custom Weapon-See (VII) Shinobi Gear Loadout
Custom Jutsu0Only CJ the player has created, not learned.
Custom Fighting Style0For one Custom Fighting Style's Jutsu. Access to additional CFS and their Jutsu will cost the usual EXP in accordance to their rank(s).
Summoning Contract0For one Summoning Contract and their Jutsu. Access to more Contract Summons & Techniques will cost the usual EXP in accordance to their rank(s).
Multi-rank TechniquesHighest Rank EXP + 1 EXP per additional rank.Example: B-S Rank Jutsu will cost 12 EXP. 10 for S, +1 for A, +1 for B.
Military Ration PillsMust be Bought at Marketplaces or Supplied by a "Doctor".This includes Soldier Pills, Military Pills and the Tailed Beast Drug. Custom Medical Pills & Yakuzan Medicine are not Included.
Medical Ninjutsu & Techniques that HealNot Available unless user has "Doctor" specialtyTechniques that heal the user due to a Clan Ability outside of Medical Ninjutsu and Yang cost the normal amount of EXP in accordance to it's rank.

*If you cannot see a cost for an ability here, assume it costs the usual EXP in accordance to the rank of the Technique.​

Specific Instances of Techniques and Miscellaneous Notes
  • Summons and Similar: They know all the techniques within their jutsu description, allowing their assistance to be way more of an advantage in the Ninja World
  • Shadow Clones: Just in case it wasn't obvious, they have the same arsenal as the user (abiding by other limitations if it is an elemental clone of some kind). If a clone learns a technique in the NW, the "main body" will learn it once it disperses.
  • Edo Tensei: when it comes to what techniques they have access to, they do not follow the EXP System as they are of the deceased. They will instead have a set number of techniques listed somewhere in your "Ninja World Jutsu List", this set number depends on the tier of bio you have as an Edo, starting at 50 techniques for Tier 1; adding 10 for every tier thereafter.
  • Yin-Yang Creations: because of their individuality and sentience will follow the EXP system, following all the rules and restrictions in the technique. They will have their own list of techniques somewhere clearly stated in your "Ninja World Jutsu List", with base 400EXP to spend on what the creation usually has access to. It is possible for these Creations to also earn EXP.

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

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

MAPS & NAVIGATION
  • Interactive Map: The Ninja World Interactive Map shows how the world has been divided into individual landmarks. Each Landmark is assigned a corresponding number that matches its thread. Each Landmark in the Interactive Map is hyperlinked to its corresponding thread for efficiency.
  • The Topographical Map shows environmental and topographical characteristics of the world. Each landmark will typically reflect these details on the map, but there may be some exceptions depending on where you travel to and the events that have taken place there in the past. This map will, by and large, never change or be updated.
  • The Demarcation Map shows individual landmarks in the Ninja World and their corresponding numbers.
(Credit to Jas, Serpent and Detective L for the Map and it's upkeep.)​

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

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

As with the traditional method of traveling each effective post (or each destination landmark) counts as a move. This incurs all appropriate chakra costs, turn reductions, and such for active techniques. While in Travel Automation one cannot activate other techniques that are not already active upon entering travel. They cannot gather Natural Energy for the use of any technique as well. Should one's travel path be interrupted by an interceptor at the appropriate landmark then they must void their travel plans and are forced to respond to the interceptor. At this point the traveller 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 traveller is reset to their original location, and may have a penalty issued by a Ninja World Moderator.

Space/Time Travel: Travelling through the use of Space/Time Techniques, or techniques akin to this that allow one to move from Landmark A to B without travelling through the interim Landmarks, requires the user to have visited the landmark they wish to travel to at some point within the same arc. 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, 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 the 45 minute default time will remain.


 
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(III) STORY ARCS & HEALTH MECHANICS​

NINJA WORLD ARCS
Time passes in the Ninja World universally. This means that events that occur within the Ninja World now occur simultaneously for all players. The Ninja World timeline, universally set for all players, is divided into major Story Arcs, defined below. These Story Arcs are posted and archived in the lore thread; here the history will be updated and added as the story of the Ninja World progresses, allowing you and your activities to go down in NW history. This has many important implications for how biographies work in the Ninja World.

A Ninja World Story Arc is a period of time, typically between one and three months, that acts as a unit of time in the Ninja World that dictates when you can change your biography without incurring penalties. 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, can be used in the arc that it was learned in.

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

When the essence of a character is altered (history, appearance, their core abilities, their clan) or the character is outright dropped then the implications of character change are important in the Ninja World. Simply put, when a character undergoes a significant change that results in an entirely new character, or is outright dropped as the Ninja World biography or dropped entirely, then the proceeding rule goes into effect. In the case of this happening during a Ninja World Story Arc, then all progress is lost on that biography. It will be as if this character has died, and has lost all their possessions and EXP bound to the Ninja World. This is to encourage commitment to a biographies story over multiple arcs. 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.

See "Death" Below for rules on switching to an entirely different biography.


HEALTH/CHAKRA AND TECHNIQUE REGENERATION
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. 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.

Health/Chakra Regeneration: Story arcs also have changed how chakra and health are regenerated in the world. The Ninja World implements mandatory use of the new Health System. In this version of the NW there is no passive Health regeneration unless your biography has returned to a "Downtime Zone" or has a jutsu that allows some form of healing/regeneration. Once a player has returned to a "Downtime Zone" they recover all of their health after spending 3 days (72hrs) there from first post, usually describing some form of rest. Death is only possible unless under special circumstances (See "Death" below for more details). Because of this, if your health falls to 0 you will only become incapacitated and unable to continue your activities until your health recovers. Recovering from 0 will take 7 days and then you will recover to 10 HP, unless healed by external means.

Current "Downtime Zones" in the Ninja World:

  • Syujos (164): City of Semblence
  • Untracious (154): Fulmensakana, Port City
  • Tehlys (148): The Hyuga Garrison
  • Akushu (161): Storehouse Settlements
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.

Specific Instances of Techniques and Miscellaneous Notes:

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

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

When switching biographies between Arcs resulting in the previous biography being dropped and therefore "dying" in the Ninja World, it would usually reset the players' EXP to base and other Ninja World bound abilities/titles. However, if proper steps have been made by the player to have their character die narratively through storyboard missions, permission granted like above in a battle or for Edo Tensei, or through an event allowing permanent death - they will be rewarded. They will gain "Descendant EXP" from the previous now dead character, over to their new character - this amount of EXP equals 60% of the EXP they earned cumulatively from the last biography.


 
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(IV) STORYBOARD MISSIONS​

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

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

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


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

STORYBOARD ELEMENTS
These can be found in the Storyboard Mission Submission Thread, under the first post (HERE). These Storyboard Elements may be edited or added to as time goes by. You are not limited to the Elements listed in that thread, you can also create your own custom storyboard elements 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.

Arc-Related Missions/Sagas: Some Storyboard Elements are given as a part of the current Arc - usually on the Noticeboard or Lore Thread; completing multiple of these usually yields bonus rewards, progresses the story or unlocks more Arc-related Storyboard Elements similar to Sagas. Sagas are a series of Missions bundled together in succession that lead players to a narrative conclusion. These are issued by Ninja World Moderators in response to certain actions taken by players or to initiate activity and are completed in a chapter-by-chapter basis, meaning the next level of progression cannot be reached until the previous has been successfully completed. As each chapter is completed, a NW Moderator, like a DM, will update the events of the saga and world through a narrative post detailing what effect the players actions have had as well as how their situation changes. At the end of a Saga, participating players will be awarded a lumpsum of rewards that accurately represent the level of effort required and submitted. Currently, Sagas cannot be created nor requested.

SUBMITTING MISSIONS
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 EXP (if the latter is rewarded).

RULE FOR SECONDARY ENTITIES
ALL secondary entities in the Ninja World can only complete two missions in a single arc. By secondary, this means clones, Yin-Yang Creations, familiars, Souma no Kou twins, Yang familiars, Children of Tiamat slaves, and other 'entities' secondary to the main biography.

BOUNTY SYSTEM
Bounties are a reward offered for completing a task, in most cases it involves killing, capturing, or otherwise retrieving one or multiple individuals of interest. They are often posted on criminals, but that is not always the case. Bounty rewards are usually measured with Kumi, however other rewards can be offered if the issuer is willing to. The Bounty system can be found in this thread HERE.

Once it has been declared that there is a Bounty on another character's head, it will be posted on the Noticeboard as an Ongoing Bounty until it has been collected or expunged. To collect a bounty once must find the target (Quarry) and defeat them in battle if they will not willingly be captured. After such has been accomplished then the Quarry is to be turned in to the Issuer, which will be a Landmark declared on the Noticeboard alongside the other Details of the Bounty. The reward for the bounty will only be given once the Bounty has been turned in as it also has the chance to be stolen by another Bounty Hunter.

Once the Bounty is turned in, the Player of the Quarry will have to wait 2 weeks before being able to return to activities in the Ninja World (as if they were incarcerated).

Kidnapping: Usually Kidnapping is not allowed in the Ninja World to prevent griefing. However, for a Bounty this is different as a player's biography acts as the "Quarry" for a bounty and must be turned in to the issuer. If it is deemed by a Ninja World Sensei that the Quarry has been locked up as a Bounty in transit for too long, the Player may be allowed to resume activity in the Ninja World.


 
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(V) PLOT & CONFLICT​

IMPORTANT PLOT INACTIVITY
In previous iterations of the Ninja World there have been instances of players becoming inactive during important battles and roleplay scenarios. This has often stalled the game and progression of an Arc, even with a Standard Timelimit (see below) for battles, this can leave certain outcomes lacking substance and fulfilment - especially out of battle roleplay where conversations and exposition have to abruptly stop.

If a Player seems to have gone inactive, try to contact them and if there is no response please ask a Ninja World Sensei or Moderator for guidance if you feel like you must wait for a response - if we deem that there is no sign of activity and it has been an exceedingly long time then staff may step in. This action may be to roleplay on their behalf, but only to give what information/reply needs to be given in the context of the post and then to safely side-line the inactive biography until the player returns, if they return. Again, this is a last resort if the interaction is important to the progression and plot of the arc, if not then you may just be told to continue on without a reply.


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

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

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


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

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

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

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

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


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

 
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(VI) DOWNTIME & ECONOMY​

DOWNTIME ZONES
Downtime Zones are specific Landmarks in the Ninja World that a player can go to do a number of things between Storyboard, Combat or War activities. They're usually a City or Town, but can be any kind of welcoming community with security. Though there is nothing stopping one from completing Storyboard Missions in these Zones, they are exempt from huge sweeping changes or conflicts and claims and are seen as "peaceful" areas with Important World Non-Playable Characters holding Dominion over them.

Current "Downtime Zones" in the Ninja World:

  • Syujos (164): City of Semblence
  • Untracious (154): Fulmensakana, Port City
  • Tehlys (148): The Hyuga Garrison
  • Akushu (161): Storehouse Settlements
These Zones are used by the Players to recover health and chakra. Recovering both fully once they've spent 72hrs in one of these Landmarks after their initial post, with the non-mandatory encouragement to describe some form of rest or downtime in their post. Players may leave before 72hrs are up, but with less recovery. After 24hrs they'll have recovered their chakra fully. After 48hrs they'll have recovered 50% of their Health.

ECONOMY
The Ninja World operates on Kumi; this currency is not exclusive to the Ninja World and can be earned outside of it. Other than Storyboard Missions, Players can earn Kumi through Tournaments, Events & Bounties. Also, if they are to participate in a battle with another Player, they can earn Kumi the same way they do from an Official Battle in the Naruto Battle Arena. Players may spend their Kumi on Abilities, Customs and at Marketplaces to Purchase Shinobi Gear (See VII Below).

MARKETPLACES & VENDORS
Downtime Zones double as Marketplaces, in certain Zones they have certain Items & Equipment to buy, some of the stock available is universal across all Marketplaces whilst others require players to go to specific landmarks for specific stock. For example, a Hyuga-scribed Scroll would only be available to buy from the Hyuga Garrison (148).

 
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(VII) SHINOBI GEAR, ITEMS & EQUIPMENT​

Players may spend their Kumi in the Ninja World on Items & Equipment that could assist them on their Journey. These supplies are usually consumables with limited usages that have to be bought again, ranging from things like Chakra Pills to Scrolls.

Scrolls: These Items are usually Jutsu Sealed within a Scroll that Players may purchase and utilise ONE TIME without the need of having the Jutsu on their Ninja World Jutsu List. To activate scrolls they require a sacrifice of the normal required chakra of the sealed Jutsu, but bypass hand seals and sources (the scroll acting as the originating source of the Technique). Scrolls can be activated in the same timeframe as another Jutsu (within reason: for example if a jutsu requires hand seals there is no way the user can also open the scroll). Jutsu Sealed in these Scrolls can potentially be augmented by the Vendor, having a few extra benefits that might make them worth taking. Players can have Multiple Scrolls, but not of the same Jutsu and each one takes up a Gear Slot.

Leg Weights: If a Player has purchased Leg Weights they may place them in their Gear Loadout to be able to utilise, and they do not need to spend EXP on the use of "Leg Weights: Drop".

Custom Weapons: This Includes Sage Weapons, Relic Weapons and Canon Weapons (Like those allowed through Apex Fabled Swordsman or a Biographies inherent ability). This still must follow the usual Custom Weapon Rules, One per Biography unless bypassed by a specialty, ruling or unique instance.


SHINOBI GEAR LOADOUT.
Players after purchasing their Items from a Marketplace or the Kumi Exchange Center etc. will have to record their Loadout their Ninja World Jutsu List thread. Players will only have 6 Slots for Gear & Equipment and do not have to pay EXP to utilise them, this includes their Custom Weapon (Sage and Relic Weapons included), Canon Weapons, Leg Weights, Chakra Pills and many more consumables or Tools brought with Kumi. Multiple instances of the exact same Tool do not take up multiple slots, so if you were to buy 2 Soldiers Pills that would not take up two individual Slots. Example:

Example Shinobi Gear Loadout:

  • Samehada (Apex Fabled Swordsman)
  • Advanced Leg Weights
  • Soldier Pills x2
  • Scroll (Water Release: Water Dragon Bullet Technique)
  • OPEN SLOT
  • OPEN SLOT
When Consumables like Pills or Scrolls are used, they are to be removed from your Gear Loadout and purchased again to be used again or replaced. If anyone is found abusing this and not keeping track, they will be Punished.

Note: Artifacts from the Previous Ninja World are counted in these slots. See Here X


 
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