Official Roleplay Updates

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Official Naruto Roleplay Updates Thread

In this thread, you can find a listing of official updates, notices and information for the Naruto Roleplay. All of these updates will be linked and listed in the first post of this thread and color coded to represent different sections of the RP.
Red = Ninja World Updates
Blue = Bio Updates
Green = Training/Sensei Updates
Purple = Custom Updates
Orange: General Updates


Ninja World:

1. Akatsuki and Villages
2. Ninja World Arc 5 & NW Map


Bio Updates:
1. Merchant Rules
2. Specialty Update
3. Poison Updates
4. Bio and Health Updates ( Peacock Method, Hermit Group)


Training Grounds:


Custom Updates:

General Updates:
1. Kumi Plugins
2. Boosting Rule Updates
3. Pre-used Jutsu
4. Timeframe Updates
5. Kumi Shop Updates ( Fuuin, Kin, Adv KTai)


 
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¤ Kumi Shops and Plugins ¤

As many of you have noticed, on the site there is now something under your Profile Picture as a number and an icon of money beside it called "Kumi. Many of you are already aware of what Kumi is, but for some it's a surprise so let me recap briefly: Kumi is the currency of the Animebase RP systems, used to purchase abilities, bios, and more across the RP. This currency is gained when you battle, complete missions, trade/buy items from other RPers, and even when you make posts within the Naruto RP section.

With a new plugin for the forum, we are able to actually track it easier as it becomes a plugin requiring only a few clicks to track and add/subtract from accounts. This allows us to keep closer tabs on things and even makes it easier to host games and events for it. Your Kumi can be found under your profile picture or in your Wallet, which can be found here or by clicking the arrow beside the "shop" button at the top right of your page, to the left of your profile picture.

With this plugin now set up, it also allowed us to the ability to obtain another plugin to actually spend Kumi on. While the Kumi system worked by a thread in the past, it now is set up with a Kumi shop, allowing us to add more than just Canon Abilities. Soon to be added over time are more Unique Specialties, Pokemon, Badges, Special Bios, and more rare things for limited times only. This also allows for us to add Custom Shops for members to sell their own Customs from. The Official Kumi Shop can be found here or hy clicking the Shop button on the Navbar by your profile picture in the top right of the page.


¤ Boosting Rules ¤

In the Past, Damage Boosting Rules were made so that you could only use 1 Passive Boost and 1 Active boost at any time. You could also not boost any Jutsu if you forced a Debuff to the opponent. This has changed slightly now: You can have up to 2 Boosts applied at any time (Active and Passive, 2 Active or 2 Passive Boosts) and you can only have 1 Damage Boost of any kind added when you Debuff an opponent by any level.

Example:​
• Leg Weights (Active Boost) and Sage Mode being activated (Active Boost)​
• Cali Swordsmen Swords (passive) and Curse Mark (Active)​

You can have One Specialty Speed Boost and One Jutsu Speed Boost applied at any time. Specialty Speed boosts refer to speed boosts granted from a Specialty (Primary, Apex or CFS related ones) and Jutsu Speed Boosts are any that come from a Jutsu, Mode, or Artifact. Its named due to the fact that all of these are in Jutsu form.



¤ Merchant Rules ¤

Another addition to our rules are Merchants. While the RP is still heavily battle oriented, we cannot deny the possibility to RP without wanting to battle or be a Sensei. As expansive as the Naruto world is, this should be possible and because of this, we decided to create special rules for people who wish to sell items and run Custom shops in the NW. They are able to create items and weapons of their own design and use this Kuki to obtain better items/village defenses for their village/etc. More information can be found in the link above.



¤ Villages and Akatsuki ¤

Some larger news updates to the RP and Ninja World, Villages have made a return! Opting for more custom villages this time, the Ninja World has been slightly altered to allow for villages to return. These Villages are Tanigakure ( led by Vex ), Shimogakure ( led by Zatanna ), Tsumigakure ( led by Howard ), and Taiyogakure ( led by Scaze ). More can be read about them in the link above.

In addition to this, Akatsuki had also made a return! With a similar membership system as before, only 10 members can be part of the team at any time and be warned: these members are high ranking and powerful to fend off the sure-to-be constant threats against them. This time around, Rings arent what signifies membership; its unique weapons known as Relic Weapons. More about both can be found in the link above.



With all of these changes in place, it is recommended as always to read the rules linked to familiarize yourself with them and to be on the lookout for more news regarding upcoming events soon, such as the Chunin Exams and trivia game opportunities. That said, have fun until then!
 
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¤ Ninja World Arc 5 ¤

Arc 5 in the Ninja World has begun with this post, bringing an end to the transition period. Arc 5 will last from November 27th to December 27th, which will mark another transition period lasting from December 27th to January 3rd. Arc 5 ushers in the return of villages after Conqueror's End. They are Tanigakure, Shimogakure, Tsumigakure, and Taiyogakure. If you wish to join these villages, contact on of the kage or their officials to meet in the Ninja World. It's time to get out there and begin issuing Village Missions! Be on the lookout for Rogue Ninja Bounties as well for Rogue Ninja and Clan members.

Aside from Arc 5, a big shout out to @Jas ! He has been immensely helpful in not only creating an official shop for the NRP, but also a map for the Ninja World! The map, found here, is interactive and hyperlinked. This means that each landmark that you can currently visit, barring most in Tobusekai (aside from Witchwood Arena), can be opened through the map by simply clicking on each one. Jas went even as far as to mark each village's current borders, as well as clans. Taiyogakure is marked in red in the South, Tanigakure is marked in light blue in the Land of Fire, Tsumigakure is marked in pink in the North, with Shimogakure marked in grey near it.

Aside from this, there have been certain clarifications made in the Ninja World Rules pertaining to travel and move usage. These were established rules before, but are being written down to be set in stone and made clear.
 
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¤ Specialty Updates ¤

First and foremost, happy new year! We hope it's one filled with good memories and fun! After talking to some of our Sensei, we noticed that many of the AN and Universal Skills had mo specialties- in fact, all except Yin-Yang didn't have one. In order to fix this, we changed how the Extra Specialty slot was set up, increasing the available options for your bio to utilize they can be located in the link here.


¤ Pre-used Jutsu ¤
In addition to this, there is an update in regards to battles in the RP, both Battle Arena and Ninja World in relation to pre-set jutsu and items that are activated before a fight or come into play before a fight. In regards to the Battle Arena, all passives, summons, Edo, seals, etc. are to be posted within the same post that one posts their bio to take effect in the battle unless stated in the bio, such as personal summons and body seals, and must be specified as being pre-set for battle. In regards to the Ninja World, all jutsu or items previously mentioned as well as ones brought into play during travel must be posted at the start of the fight to play a factor in the fight itself. If present within the bio, they must be mentioned and acknowledged at the start of the battle. More Updates are planned as time goes by. Until then, have fun!
 
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¤ Timeframe Update ¤

The second is slight update to timeframe rules. In order for a person's jutsu to be considered interrupted, the opponent must actually interrupt the used sequence of jutsu upon changing the timeframe by using their own techniques, such as forcing the original poster to change the aim, trajectory, speed, etc. of their own move. For instance: Person A activates Chakra Sensory and then uses Powerful Blasting Rain Trench to create a wave that they ride towards the opponent. The timeframe is established as Chakra Sensory>Rain Trench. Person B responds by causing a lightning bolt to strike from the sky to the spot the opponent stood on when they activated sensory, prior to their usage of Rain Trench, changing the timeframe to Chakra Sensory>Lightning>Rain Trench.

Previously, this would require the original user to repost the Rain Trench technique before proceeding with their move. With this update, if Person B's reply does not make it a requirement for Person A's move to be changed in some way, such as changing aim, trajectory, or jutsu used, Person A's move will proceed as described. Of course, should this be in dispute at any time within a fight, it will be checked as all other issues are.

¤ Poison Updates ¤

Moving forward, all custom poisons must abide by the following rules:

There are now two types of poisons that are allowed to be submitted. A lingering poison, and a basic poison. Like the name implies, a lingering poison will have smaller effects, but its effects will not fade until the opponent is KO'd or Killed. However, to compensate for their long duration, their effects and the damage that they cause will be far less than those of a basic poison. Basic Poisons on the other hand will have a limited duration limit of 5-6 turns depending on the other effects. However, to compensate for the shorter duration limit, Basic Poisons will have stronger base effects than lingering poisons. Additionally, poison stages will no longer exist for basic poisons, the full effects of the poison will kick in a turn after the poison is ingested. Please don't write a scientific thesis on each ingredient, on how they interact chemically to cause the effects specified in the poison. Poisons will last for a maximum of six turns, with a specialty in poison allowing them to last an extra two turns (basically making it so that the opponent experiences the effects of the last/most damaging stage of the poison for an additional two turns if exposed to it). As a baseline, lingering poisons will be able to do a maximum of 10 damage per turn, whereas basic poisons will be able to do a maximum of 20 damage per turn. Obviously, these would scale down, depending on the other effects added to the poison. These changes are retroactive, meaning that any currently approved poisons need to be updated in order to reflect these changes. Currently pending poisons are considered declined, and must be resubmitted to reflect the new changes. Additionally, I'm going to use this opportunity to clarify trading in regards to custom poisons. It is possible to, in the NW, give your friend or ally a sample of your custom poison to coat their weapons or whatever with. However, this type of transaction will last for the duration of the arc that it happens in only. Outside of that, it is not allowed to teach others your poisons, or for others to have your poisons in their CJ threads.
 
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¤ Kumi Shop Updates ¤

In addition to the above updates, the Kumi Shop items have had small adjustments for simplicity. S and Forbidden Ranked Fuuinjutsu have been merged with Advanced Fuuinjutsu to form just one item (Advanced Fuuinjutsu). The properties and abilities of both are now found in this one item and Submission or learning of Advanced Fuuinjutsu requires one to have the item within their Inventory to obtain. Custom Kinjutsu has also been reduced in price to 5,000 Kumi for every 2 Custom Kinjutsu you submit, counting towards your normal CJ limit. Advanced NB Taijutsu has also been lowered in price as well. Recently added items to the RP will soon be added to the Kumi shop as well.

¤ Tag Battle Rules ¤

A long overdue update, tag battle rules will now be allow for a different set up than before: For every addition person above 3 members on one side in a battle, the user will gain 1 additional move per turn to battle with. This means if there is a 4 vs 2 fight in progress, the side with 4 members will be allocated 4 Jutsu per turn to use. This update is done to allow those with more members on one side to be more beneficial than a hindrance as possible now. This update does not apply to a Ninja with 3 Summonings or 3 Puppets out, for example, but 3 actual Ninja or Clones is acceptable. With this system, there is now no cap on how many people can be in one battle at any given time.

¤ Bio and Health Updates ¤

A few new Bio Rules have been added to the Roleplay recently. These are the Mysterious Peacock Method and the Gift of the Hermit Group. These Bio rules can be found by clicking their respective names. In addition to this, several abilities and Jutsu that have healing properties have been edited slightly to scale them according with the health system. With Touch of the Sun healing 150 at the top (excluding the Juubi Jin healing abilities) and Sage Mode passively healing 10 damage per turn at the bottom, every other canon ability falls within this range and has been updated to reflect it. Lastly, Onoki bios have been edited to include his recently shown ability to use Lava Release in it's quicklike variant and Clay Release has been updated to allow for Custom bios with the ability to exist.

As always, we will continue to work on making the RP as enjoyable for everyone as possible. New Moderators will be announced within the week, originally planned for the weekend but extended now. Until then, enjoy!
 
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¤ Ninja World Arc 7 ¤
Season of the Rose and the 147th Witchwood Doubles Championship

Arc 7 is set to begin on February 10th and last until April 10th. This arc is set to continue the Mysterious Man saga and the bounties that he issued, as well as the Season of the Rose. The Season of the Rose is a Ninja World wide holiday celebration in honor of Valentine's Day and the Red Fever that gripped the world in the year 660. For this arc, the Witchwood Company is hosting their 147th Doubles Championship. This event combines their King of the Hill style win streaks with new battle types and rules! More information can be found here. Win battles in the arena to build your win streak. At the end of the arc, the team with the longest win streak is declared the winner! The items you can win are extremely powerful and unique artifacts that are exempt from certain bio rules. For those who don't want to play in the gruesome Witchwood Arena, you can participate in the Doubles Missions. All information can be found in the stickied thread in Ninja World Events. See you at the Arena!
 
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