Official Roleplay Updates

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Lord of Kaos

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¤ Prestige, Body Seals, and Other Updates ¤

To start this update off, the Prestige System is officially removed. This has been an update in the works for the last few months and I first informed the community of it roughly a month or so ago in hopes that the few with the bios would transition to a standard type but now, they are all considered Declined. This change was prompted from both low interest as ell as evolving game mechanics making it no longer be needed. With a full Stat based system being added, the murkiness of Prestige became less needed and thus, it has been removed. Prestige Crowns will likely not be compensated and the prize list of Prestige has been removed. Portions of it may come to the game in other forms but for the most part, they are no longer around.

In addition to this, Body Seal Rules on bios have been updated. Because so many people have tried to bypass the limit on seals that can be on the body via Ninjutsu that must be placed on the bio and because many customs exist that must be referenced in the bio, this change seeks to limit the number that can be on one bio. After recently checking a bio with roughly 10 additional techniques that “needs to be posted in the bio”, a change has been made. From here on, you are able to have up to 7 Body Seals on your bio. Only one of these can be Forbidden ranked and techniques that must be placed on your bio will share this limit even if they are not truly a body seal. This also means techniques that state “must be posted at the beginning of a battle/posted in bio” will either count towards your jutsu limit or need to be posted in your bio. This does not include reference techniques such as elemental CEJ you have been asked by staff to create. There is a pending Passive Technique nerf coming as well, restricting the number of passive techniques one can have active at any time. It won’t be placed yet but it is likely to be placed when I decide on what numbers I want to go with.

Lastly, just as an update: I have start compiling ability updates in the mod sections. I’ve started with KG and some HA but will continue soon. Because of these edits, I’ve noticed some abilities are either still worded weirdly and dont’ behave properly or are doing too much when AP updates are factored in. Because of this, a lot of abilities with passive damage boosts, speed boosts, durability or health increases will find these numbers reduced somewhat. These will still scale however in a way that a Tier 5 ability has higher benefits than a Tier 3 one but the number adjustments should help with balance and fine tuning more. That said, there will be a short list of abilities that are edited and adjusted in regards to some things, such as Kaguya, CES, a few of the modes and more. You may notice some threads disappearing or being merged as well in attempts to streamline where info can be found and how to navigate around it.

¤ Roll-based Customs Updates ¤

Perhaps the bigger part of the update, we introduced roll based customs recently and almost as soon as we did, I realized we may have done so early. Without proper guidelines, many will likely wild out and some of the customs reflected this. After talking with the others these last few days, these are the standards for roll based customs. Anything that goes against these rules will automatically be declined, no exceptions.

Roll Based Customs
  • Rolls cannot provide more than a +40 damage boost nor more than +10 chakra to a technique.
  • No roll can provide critical damage or jutsu speed modifiers. Rolls also cannot modify other roll percentages nor debuffs.
  • Every roll will have substantial drawbacks associated with them, scaling in intensity the stronger the roll is. In addition to this, every roll will have failure odds attached to it, varying based on how strong the attempted effect is.
  • Repetitive rolls are possible, but these will have diminishing returns attached and only one roll can be applied per technique.
  • Rolls are capable of attempting status effects when logical though these are always short lasting. Rolls that boost speed, damage or tracking are possible and apply towards stacking rules. Extreme effects such as death, unbreakable genjutsus, etc are not allowed even if the roll odds are extremely low.
All of these rules can be found in the Custom Submissions Rules as well
 
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¤ Yin Release Update ¤

Codifying what was announced over Discord yesterday. This includes two updates to Yin Release:

Yin Release cannot create Illusions that are "MS tier." MS tier refers to the idea of a Genjutsu being the same strength as Tsukuyomi. Tsukuyomi under normal circumstances cannot be broken unless you use your own Tsukuyomi, have immunity to visual Illusions, or use Kuninotokotachi (Kunino, Yin Release). So to make this amply clear going forward: there should be no custom submitted with the term "MS tier" referring to illusions UNLESS it is a Custom MS Genjutsu. Kunino cannot produce illusions that are of that level (they can still influence, and to some extent control, the mind).​

And a change to Yin Release tethers:

Going forward any tether, custom or otherwise, within Yin Release (or derivative abilities, like CE) can only Tether a single opponent four times in total. This is across all techniques, not a single technique; from Hungry Ghost to Phantom Dragons to whatever custom you have that might involve a Tether will only work on an opponent a total of four times. That said, if you exceed four tethers on a single opponent you can still use techniques like Phantom Dragons. But in this case you'd only get the offensive technique as a projectile without any of the tether effects.​
 
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¤ Roll-based Customs Updates ¤

Perhaps the bigger part of the update, we introduced roll based customs recently and almost as soon as we did, I realized we may have done so early. Without proper guidelines, many will likely wild out and some of the customs reflected this. After talking with the others these last few days, these are the standards for roll based customs. Anything that goes against these rules will automatically be declined, no exceptions.

Roll Based Customs
  • Rolls cannot provide more than a +40 damage boost nor more than +10 chakra to a technique.
  • No roll can provide critical damage or jutsu speed modifiers. Rolls also cannot modify other roll percentages nor debuffs.
  • Every roll will have substantial drawbacks associated with them, scaling in intensity the stronger the roll is. In addition to this, every roll will have failure odds attached to it, varying based on how strong the attempted effect is.
  • Repetitive rolls are possible, but these will have diminishing returns attached and only one roll can be applied per technique.
  • Rolls are capable of attempting status effects when logical though these are always short lasting. Rolls that boost speed, damage or tracking are possible and apply towards stacking rules. Extreme effects such as death, unbreakable genjutsus, etc are not allowed even if the roll odds are extremely low.
All of these rules can be found in the Custom Submissions Rules as well
¤ Roll-based Customs Updates ¤

An update to the previously post regarding Rolls; due to immediate issues and problems related to rolls, we have decided to slowly introduce these on a custom level to ensure proper understanding and limitations form. Because of this, the last update is revoked and instead, the only field that currently can create roll based customs is Shinkaigan based customs, which have their own notes and limitations. In the meantime, these will also be monitored and if done well, allow a greater use of rolls via customs.

¤ Arali and Daemon Ability Updates ¤

A new ability has also been added to the RP! Arali, or as they are known by humans Angels and Demons, are an entirely new race of characters one can be. These character are partially inspired by the Naruto Shippuden movie with Shion the priestess and the demon that existed in the movie as well as the narrative of the Ninja World and in universe demons that have appeared. In addition to this, with the addition of abilities that are restricted to “humans only” and the Otsutsuki aliens as inspiration, I thought it was time to add our own non-humans to the story and RP. Mixing all of these together with wanting most new abilities to tie into the story for greater immersion, we came up with the idea of Arali as as species. This allowed us the freedom to make more than one type of Arali and keeps the door open on future types of Arali to appear in the RP, both of the free and test bound variations. These bios cannot be made right now; these rules were posted ahead of time to allow you to get better acquainted with them for later on.

In addition to this, Daemon rules have also been posted. Daemon, one of the more elite Cyborgs from the Boruto manga, has had his rules added as well as his unique ability known as Reflect. Code and his new form will soon be added as well, though I’m waiting to see a little more on what he can do in regards to his own skills. In addition to this, Kurama and the 8 Tails will be updated soon as well as the Hyuga’s Tenseigan undergoing a rebranding to make the name more Hyuga related and unique to the clan. The abilities will not change, just names, though if anything else is changed it will be noted. A few smaller updates will take place over the week as I attempt to clean some threads up before making major changes later next arc.

¤ Canon Medpill and Med Poisons Update ¤

In addition to the above, I’ve managed to get around to updating Pills and the canon med poison. While these may seem unneeded, the reason behind this was because these will be allowed on bios in different set ups than now. Currently, there is no limit to poisons or if they existed, canon pills one can have on their bio and because this has lead to issues with checking and wanting to have things more organized, I decided to update these and create newer rules for them.
For starters, Med pills and poisons, canon or custom, will count as Supplies. These are the only Supplies that can be created outside of being a Merchant. Because of this, I am also allowing bios to be able to choose between the canon pills freely without requiring Med jutsu while allowing those with Med jutsu to create their own pills for submission following a similar 4 stage process for the canon pills ( first stage being the turn they are poisoned with no immediate effects until 1 turn later, 3rd stage triggering after 3 turns and 4th stage being the most damaging and deadly, only triggering after repeated uses or multiple uses at once time ). However, these will also occupy the Supply/Tool slot on bio so choose wisely on what you wish to have on the bio.

Currently approved poisons will get a free submission slot to update their poisons to fit these updates ( keep in mind other updates regarding debuffing as well ). While these changes seemingly nerf the final stages of poisoning from being essentially auto death in 6 turns if unhealed, it allows them to be better combined with weapons and alongside updated specialties, gain a better and more balanced use.
 

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¤ Shinkaigan Updates ¤

First round of balancing for the Shinkaigan. All changes have been documented or otherwise noted in the rules thread or the technique thread. Three significant changes have been applied:
  • Usage of successive Shinkaigan techniques within the same turn, Temporal or Spatial, reduce the effectiveness of their Sanity loss by 50% in techniques after the first.
  • Activating the Cosmic Abyssal Eyes after the standard Shinkaigan within the same turn does not allow their Sanity loss to stack, taking only the Cosmic level into account.
  • Transient Boundary has had its infusion modified; extrasensory detection now only incurs a 10 loss, down from 15. Direct detection is still a 15 Sanity loss.
 
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¤ Tendogan and Ketsuryugan Updates ¤

As some of you may have noticed, a few KG have undergone updates. These are most notable amongst the Doujutsu with Ketsuryugan and the Hyuga’s Tenseigan, now renamed Tendogan, have been updated. The Ketsuryugan has had it’s Genjutsu ability as well as it’s ability to manipulate blood enhanced to be more accurate to it’s canon depiction. These blood jutsu require the user to have first exposed himself or have an existing source of blood as no Blood technique can create the blood from nothing. This alongside the enhancements to it’s corrupted blood abilities help increase the power of the KG, making it a closer rival to MS. Meanwhile, Tendogan had it’s name changed as well as had a few changes to Kigen and it’s other techniques. Sharingan had some of it’s Blaze related techniques updated as well, expanding many of them from just Sasuke only. While the KGs underwent updates, some of the lesser KGs will be updated when the Ninja World closes. In the meantime, basic rule threads will be handled next along with the 8 and 9 Tails updates as well as some of the other HAs. Imperfect and I will be busy over the next few weeks with these updates leading into the next era of the RP.

¤ Legendary Contract Updates ¤

Legendary Contracts have been updated both in terms of power and cost and with this comes different restrictions as well. For starters, the cost will be raising to 20k. The reasoning for this is because the contracts can be stronger than even Creations currently are, with the capabilities of having abilities unique to them such as energy based elements or ability theft. Because these abilities are greater in scale than the ones CoaTs can have, a price raise was needed as well as better limitations. These new guides are posted below. Myth Contracts will likely receive a price increase as well as updated guides for it.

  • Legendary Contracts can have up to 5 abilities; 3 standard abilities and 2 Unique ones. There can be only one other summoner besides the contract holder and up to 4 Summonings.
  • Should a Unique ability grant the contract ability mimicry/theft, it will lose access to a Standard Ability, essentially taking 2 ability slots.
  • Should a LSC have Ability theft/mimicry, it will have a mechanic that does not enable this to potentially be unlimited in terms of both acquired abilities as well as time duration. This means it will either have a time duration, a range limitation, a chakra pool to draw from, or similar mechanics to these. No ability copied or stolen by the summoning, even if from the summoner, can be unlimited.
  • Legendary Contracts will have higher damage/chakra costs for their respective techniques when used by the summonings. This does not mean ninjutsu used by the summoner will be at this same level. For example, Tengubi will have 120 damage S ranks when used by Tengu but not when used by Madara Uchiha.
  • Should the user have a Legendary Contract on a bio, he cannot have any other contracts present on it.
  • LSC with KGs are typically approved if the user has said KG on one of its bios though these exclude Doujutsu and Tier 4 and higher abilities from being a base ability of the contract. KGs that the contract holder does not have can be copied in battle should an appropriate ability exist but cannot be a base ability of the contract. To be summoned, the user must have the required KG as well.
These limitations which may increase or decrease over time are put in place to properly address the rising power of the existing contracts as well as curb the potential of future contracts while allowing them to exist alongside CoaTs. As mentioned above, Myth ones might change later as well.

¤ Additional Custom Clan Jutsu Acquisition ¤

In an attempt to allow CC users to have a bit more freedom in regards to updating and obtaining new canon CCJ, clan members are able to pool their Kumi together for the sole purpose of acquiring PCCJ. This Kumi must be noted in the Kumi Exchange in a post made by the CC Creator with the members donating the Kumi as well as the exact amounts given.

¤ Signature Jutsu ¤

A unique new addition to the RP, I plan to introduce a new concept called Signature Jutsu. While this was originally attached to two specific Nindos, I later decided to add this on a more universal scale to allow the entire RP to have a chance to obtain one. What are Signature Jutsu? Signature Jutsu are techniques chosen by members as their unique, trademark technique they own, allowing it to be slightly stronger, faster, more durable, or contain more chakra on a base level. This, for example, would allow me to choose a custom technique like one of Madara’s gunbai customs and increase the base damage it does, or how fast it moves or even how much chakra is infused in it. Or, if I chose a canon technique such as Rasengan, this allows it to be slightly stronger or have fewer drawbacks associated with it.

In addition to this, there will exist a second level of Signature Jutsu. This second level, known as Ultimate Jutsu and requiring a special mission, event or tournament to obtain, will allow techniques to have added effects and perks to them. Using the earlier examples, this would allow the aforementioned gunbai technique to now have a new ability added to it that extends beyond the original abilities such as now being able to spread the absorbed energy to other allies near me. In the example of Rasengan, this type of augmentation would allow it to raise from the normal Rasengan to a more unique, special form such as Rasenshuriken with an added ability. These level two Signature Jutsu retain all the perks of level 1 and add these new benefits onto it.

Naturally, there are few restrictions and rules that come with this. For starters, you can only have two Signature Jutsu. To obtain a level 1 Signature Jutsu, one must pay the lofty price of 15,000 Kumi and this only purchases one each. Upon acquiring a Signature Jutsu, the user can request a mission to gain a level 2 Signature Jutsu but only one of the two can be advanced. Signature Jutsu can only be dropped at level one and once every 3 months; level 2 Signature Jutsu can never be dropped, nor changed. Signature Jutsu will have their own submission thread as well.

Custom Jutsu that are chosen as Signature Jutsu can not be taught nor can they be techniques previously taught to anyone. While some canons can be chosen, they will largely be on a case by case basis as it is impossible to determine beforehand of the thousands of techniques which are all banned. This also applies to customs but less significantly. Techniques must still be grounded in their field's logical limitations; Nara techniques cannot not have S/T properties, for example. While level one Signature Jutsu can be used across the account ( depending on the mechanics of the technique ), Level 2 Signature Jutsu are bio bound.

In addition to these, there are new mechanics being developed for the RP as well as cleaning up how some systems operate, such as updating Tag Battles and implementing Combo Jutsu, expanding the Health System effects, and more. Many of these changes will launch next month while others will take place during November with more details to come as these things unroll. Until then, have fun!
 
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¤ Combo Techniques ¤

Combo Techniques are a unique type of jutsu type designed to involve 2 or 3 people in a squad format that all perform currently existing jutsu in synchronization to produce a powerful combination of abilities. Each member can have 3-5 combo move slots, the first three are free and the other two cost 5000 kumi each. Combo techniques can not be shared or traded between members and they also can't be resubmitted to alter them freely, which means when creating them members should be aware of how many people can use them. For example if I knew I would be teaming up with lots of different people, I would invest in some combo techniques that work by only using universals, like elemental combinations. However on the other hand if I know I'll be teaming up with Madara Uchiha regularly, I may make a combination involving the limbo technique and my own.

With that in mind combo moves can incorporate any abilities the users have on a case by case basis and can be universal or character specific, this case by case basis applies mostly to the numbers and effects these techniques will be allowed to have and will factor in things like the tier list, so in the aforementioned example that Madara limbo combo is probably gonna be more potent than a base five elemental combo performed by two people just because of limbo's own inherent potency, it should be clearly understood that case by case doesn't mean we'll refuse lots of jutsu just because they are strong already, though that may happen from time to time.

Leading on from that these combos may have heightened base chakra and damage depending on the amount of people involved. S ranks with two people could for example be 100 base damage and three people can be 120 at the low end, at the high end depending on the abilities involved they can be 140 with two people and 160 with three, though again this will be a case by case thing and these are just guidelines. (A combo involving shattered heaven for example would obviously be higher.) But these are some general guidelines to work from to help with approval rates.

Restrictions will also be case by case depending on what's involved, using things like mangekyo for example would trigger the ms drawbacks usually associated with that ability, specifically reducing the duration of the mangekyo, though again this could vary depending on the restrictions of the specific MS technique employed, I.E using kotoamatsukami in a combination move would trigger the drawbacks of that specifically preventing further usage of it entirely in some cases. Though a global restriction for the level one combo techniques is that they can only incorporate the usage of tier 4 and below abilities. Additionally another global rule is that these combos can not be performed with clones, summoning animals or any other kind of companions bar creations. Though some specialties and bio perks may allow this to be bypassed.

Given the nature of these techniques that multiple mods will be involved in signing off on them.

Finally, there is a level two version of a combo technique, called a ultimate combo technique, these can only be earned via a mission, these more powerful moves carry differing restrictions, namely they can combine attacks of any tier ability, with the caveat that each participant using above tier 4 in the combo must have passed a mission themselves to access ultimate combo techniques. Though this may be as prohibitive as the creator chooses, they could for example make themselves the only one using a ability above tier 4 leaving it more open for participants.

Template
( Buntaijutsu: Exampleu nameu ) - Combo Technique: Example name
Type: Offensive/Defensive/Supplementary
Rank: S (Minimum is S)
Range: Short-Long
Chakra cost: Variable
Damage points: Variable
Participants: 2-3 (Can be both with variation in description)
Description: Self explanatory

A thread will be made to submit these either this cycle or next. Stay tuned.
 
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¤ RP Updates//Temp. Close of Sections Soon ¤

A short update, as many of you are aware, the Naruto RP will undergo a large update soon in regards to attributes as well as the Ninja World. Because these updates are so grand in both their scale as well complexity, it has been decided that the best way to introduce all of these changes are during a period where most parts of the RP will be temporarily closed as things are being updated. Each of these will be closing at different times as well as reopening at different times as well, mostly due to the work needed for each section’s updates. These sections are the RPG Biographies, the Ninja World, and the Customs systems. In addition to this, members will be unable to undergo Missions as the Ninja World is closed as well as acquire new abilities via Kumi/Battle Test. This is because most character and ability rules are changing and the best option is to simply halt acquisition of things until fixed.

While this update might sound alarming, rest assured that we will have something for members to do to pass the time. With a Halloween and possibly team based event set to take place in the Ninja World during late October-November, members will be able to still RP with their current valid bios as well as whatever skills they have at the time of the event’s start.

This current cycle of customs will likely be the last until everything is updated. Because of this, we are allowing members to have 2 extra submission slots to spend wherever they wish this cycle. As this cycle is checked, several changes will occur; Poisons/Pills template will be posted, becoming a part of the Custom Items thread. The current set of threads may be closed as a new thread is created for each of these. This would not mean your customs are invalidated — only a new thread is created to post in. Because of the number of threads are increasing, some threads may have shared submissions such as the Signature Jutsu and Combo Jutsu becoming the Unique Jutsu submission thread.

In addition to this, Biographies will be temporarily closed as well as I update Bio Rules, Specialty, the Bio Template, etc for new bio set ups. This will be one of the first sections updated as everyone will have to remake their bios and the sooner things are understood, the better. This section will be closed now and all the current bios checked shortly. If you didnt have a chance to post your bio, don’t worry because you will have to update it again anyway soon lol. This update is just to keep everyone up to date on why some sections can’t be posted in soon.
 

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¤ Attribute Point, Specialty and Nindo Update ¤

The long awaited Attribute Point system has finally been released. A system that overhauls a large part of how the RP is handled, these Attributes directly influence how strong your character is, how fast their base speed is, how durable they are, how much chakra or health they are, or how far they can track. These core stats are essential in forming a new bio and deciding what attribute determines damage for each ability. More information can be found here.

In addition to this, the Bio Specialty list was completely overhauled. With over 85 new Specialties and growing, the new Specialty list allows a more customized setup than before as members are able to have up to 6 Specialties in any order now. With 5 different types including Spirit, Body and Extraordinary being added, Specialties have a much wider range from before. Checking the various HA, KG and Modes in the Bio Quick Access List can show you which abilities grant extra AP and which don’t. This new updated list can be found here.

Also, a new addition to the RP is Nindos. Essentially a bio’s core personality, Nindos offer small perks related to their personalities that grant them small ways to influence battles and in some instances, even the Roleplay around them. There are 12 of them in total, each very different. These can be found in the thread here.
 
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¤ Attribute System Release + Bios Open ¤

As long promised, the new Attribute System has been put into place. Effective immediately, this system dictates how bios level up and how strength and other stats are determined. I plan to make a new thread likely next week to keep track of all the FAQs regarding the system, but until then, be sure to ask any questions you may have in the RP Chat thread, the Q&A thread or the RP Chat on Discord. I'll be using these to compile the questions thread for use.

The actual Attributes can be found in the link above. Each KG and HA has been or will be updated to reflect AP gains while some of the ANs now allow interactions with these Attributes directly. Special Characters have also had their rules updated to reflect passive AP gains they may or may not have, though in the process of doing this, some had other rules changed along with them for better balancing and tool kits. While the system isn't perfect, I do believe it's much better than what we've struggled with for the last few years. A quick link to all the characters and KG, etc can be found in the Bio Quick Access thread.

Bios can now be made and though there are a handful of rules that need tweaking such as Oro rules and the CoaT technique ( which will happen over the next 2 days ), Bios are mostly makeable now and can be posted asap. There are maybe two or three more major rule threads that will receive tweaks but for the most part, it's all good now.

In addition to this, you will notice more smaller updates being posted over the week and this post edited to directly note these. Until then, have fun!
 

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¤ Ninja World Updates ¤
Ninja World Rules: Third Edition

NINJA WORLD SAGA 3: THE SEVEN SOVEREIGNS
Major Update Part 1


Major Ninja World changes are upon us with the incoming Seven Sovereigns Saga of the Ninja World story. The Seven Sovereigns is set to begin in the next arc, marked by a two year in-game timeskip that will begin when this arc ends. When this arc ends the Ninja World will be closed for about a month but may be shorter depending on how productive we, meaning myself and my eight Delegates, are. In many senses, this will be wiping the slate clean for much of the Ninja World. Below are a peek at the major rule changes coming in Arc 25: The Broken Pillars.

Note: These changes do not take effect until Arc 25 begins.

Maps

-Added links to the Interactive Map to directly take a roleplayer to the Mainland and Outer Lands maps.
-The Geopolitical Map has been updated to reflect the new state of the Ninja World. Factions have been rendered on the map and all clans have lost their personally claimed landmarks, in essence wiping the slate clean.

Claims, Conflict, and Conquest

-Added Faction Landmarks as a particular type of Landmark that cannot be claimed normally. These landmarks will change hands through Ninja World arcs and specific events.
-Removed Clan Sanctuaries from Tobusekai
  • Removed Ryo as a method of currency to trade Landmarks
  • Removed Ryo as a currency reward from Official Wars.
  • Permitted Kumi to be used in war reparations as part of Official Wars, requiring Moderator approval.
-Witchwood Arena
  • Removed the Witchwood Arena and all rules that reference it.
-Villages and Clans
  • Taniagakure and Tsumigakure have been removed as active villages in the world. The Village System will remain but there are currently no existing villages.
  • Colonial Income has been removed.
  • Landmark Upgrades will return at a later date. For the time being it has been removed.
  • The slate is wiped clean. All claimed landmarks are now reset and reverted to unclaimed. Any landmarks that overlapped with Faction landmarks (see the maps), have been changed and default to their faction owners. I am planning to significantly buff Villages and Clans to incentivize their use more. But this is still in the planning stage and I have nothing to announce as of right now.
Tobusekai

-Significant changes. Last Bastion is now defunct. Description has been updated to reflect the current state of Millicent’s domination of the continent through the spread of Scarlet Rot.
-Removed Clan Sanctuaries from Tobusekai.
-Removed Last Bastion from Tobusekai.

Ninja World Arenas

-All rules related to Witchwood Arena and the Dark Tower have been struck through and removed.
-A future Ninja World Arena will be added to feature a roleplayer vs roleplayer experience. Rifts will be taking the place of the Dark Tower.

Economy

-The Ninja World is being modified to operate on Kumi going forward, not Ryo. Ryo is largely a defunct currency with time in the sunlight. Switching to Kumi will allow for a more streamlined roleplaying experience and simplifies the currencies people need to keep track of.
-Acquisition
  • Updated the list of methods to accrue Kumi in the Ninja World
  • Increased the amount of Kumi earned from missions by approximately 10-20% depending on the rank of the mission.
-Accounting
  • Removed the Accounting portion of the Economy thread. Kumi's accounted for in the account's total wallet.
-Title Changes
  • Champion of Humanity: Converted the 10% Ryo reduction to a 10% Kumi reduction.
  • Dark Tower Duelist: Converted the 10% Ryo reduction to a 10% Kumi reduction.
  • Explorer: Converted the 10% Ryo reduction to a 15% Kumi reduction.
Kamiyasumi/Outer Lands

-Removed Expeditionary Missions and Beachhead/Forward Encampment sections.

Void Infused Artifacts

-Updates across the board to pretty much all Void Infused Artifacts (VIA). They were, mostly, buffed by about 20-30% in potency.
-Too many changes to list here. Please see the Void Infused Artifacts list for a full list of changes. If you own a VIA, you were almost certainly impacted in some form by this change.
-Acquisition of VIA has been significantly improved. You can now freely purchase the entire list from any Marketplace in the Ninja World with the exception of Unique Void Infused Artifacts (UVIA).
  • A Kumi price has been listed alongside each VIA in their respective thread.
Marketplaces

-Marketplaces are being significantly revamped come Saga 3: Seven Sovereigns.
  • Each faction, with the exception of the Order of the Golden Amputation (Mara) and the Adherents of Rot (Millicent), will have a unique Marketplace associated with it. These Marketplaces will universally share the ability to buy VIA for Kumi but will also have unique items, blessings, and equipment unique to their respective region.
  • Locations of these Marketplaces will be announced after Saga 3: Seven Sovereigns begins.
  • Remaining Ryo can be spent at a Marketplace in place of Kumi at a 4x rate; this means an Artifact worth 2,000 Kumi will cost 8,000 Ryo.
 

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¤ Mass Roleplay Updates ¤
These updates may not be new but they have never been officially announced on the site and as such, I’m using this time to both recap these updates as well as make mention of other things. What follows will be 2 or 3 different posts with various updates grouped together by similar types so it’s easier to read through.

¤ Specialties and New Canon Techniques ¤

The Specialty list has grown and will continue to do so, gaining an additional 16 Specialties since it’s launch in November. While most of these have been Fighting Style based, a few can be found in the Extraordinary section. The list of names are below:
  • Drunken Master
  • Blunt Weapons
  • Fortified
  • Martial Artist
  • Poison Resistance
  • Sanity Recovery
  • Hashirama Cell
  • Nekura Specialty
  • Gyojin Waterbending
  • Order of Rot
  • Rasengan Specialist
  • Apex Rasengan Mastery
  • Tailed Beast Connections
  • This is the Way
In addition to these Specialties above, there have been a few new canon techniques added. These relate to various Rasengan used by Boruto and a few Kurama techniques as well as a few techniques across other fields. While I cannot list them all right now, these do not include new abilities added or new jutsu lists completely, which are mentioned separately.

¤ Yakuzan Medicine, Demonology, and Sage Mastery ¤

When the Attribute System dropped, we made a decision that no custom nor field at the time would be allowed to alter AP, whether it be their own or the enemy. After some time went by, I decided it was time to allow this potential but on a limited scale that we moderate. And thus, Yakuzan Medicine was introduced. Originally a Custom Clan submitted more than 10 years ago, this ability was adapted into an Advanced Ninjutsu that allows you to boost your AP via pills.

In addition to this, Arali techniques have been added in their entirety. This jutsu list wasn’t finished and has been finished since then and added with a few techniques unique to each type of Arali. While there may be more class specific Arali added, this will be at a later time than now.

Lastly, the latest Mastery has been added for Sage Mode. This Mastery is divided in two paths, energy and mode mastery. Requiring either NW missions or battles to complete, this allows for one with SM to have a much more powerful and useful Senjutsu arsenal.
 

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¤ Jutsu Rulings and Clarifications ¤

There have been a few rule clarifications made on Discord that I wish to post for a wider audience here, starting with the more simple of these updates regarding Konoha Ryujin:

Customs Update: Techniques that are based on Leaf Dragon God, or uses of air pressure/air currents etc will now no longer be considered "devoid of chakra". Thus they can be absorbed etc etc. and going forward will be ruled as such in battles. Only EIG customs will be allowed access to uses of air pressure/currents that are "devoid of chakra."
An update regarding Chakra vs Chakra and Damage vs Damage clashes:
Chakra vs Chakra based clashes may only occur for abilities noted to allow it, namely select CCs who detailed this in submission/CCJ and Fuuin based customs. Abilities outside of this umbrella will continue to utilize damage vs damage (or DVD for short) as the default for all interactions. Customs that do not fall under this umbrella operating on Chakra value for their clashes will be considered voided.

In addition to this, it must be noted that one can only boost Chakra by 10, both effectively and literally. This means that should one lower an opponent's chakra cost within their technique, it must also be pointed out that they cannot raise their own chakra in their jutsu at the same time. This would effectively create a boost of more than 10.

Lastly, chakra based clashes operate similarly to damage based clashes where the victorious technique will suffer damage loss. This operates similarly to damage but with half the values (for example, a difference of 10 chakra is equivalent to a 20 damage difference, which means a loss of 20 damage or in this case, a loss of 10 chakra). Note that one can still infuse more chakra into attacks and potential auxiliary effects from it will still be able to combine, just not the damage potency or effectiveness of the technique.
¤ Hayabusa Clan Removal ¤

Occasionally in the RP, there are techniques that get approved which probably shouldn’t be. We introduced Mandatory Edits to better address these techniques and since then, many techniques have been sent there to be checked and others still pending as better edits are discussed and determined for some of them. At times, we get techniques that we cannot properly fix without completely altering the function and use of said custom. In this case, we have the Hayabusa Clan, a clan that has the ability to, in a very dumbed down explanation, remove it’s chakra and presence. While this was near impossible to find a way to work, the only ways that I could see this working would require these techniques to be nerfed to a point that it wasn’t true vanishing nor suppression. At this point, this isn’t even the CC that was approved and after deliberation with Daemon, we decided that this Custom Clan will unfortunately be revoked from the RP and all bios, customs and items based on these skills would be declined by default. Reborn gains the CC slot back and members with these bios are allowed to make new characters instead.

There has been new threads created for Summoning Rules as well as Biography Techniques. Because these tend to have extensive and very specific rules, a thread has been created by Imperfect to make sure everything is detailed in a single place
 

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¤ Signature Techniques Update and Custom Clans ¤

This took me some time to fully decide upon. Signatures were an idea I originally had to help introduce stronger techniques to the RP that allowed for things normally not allowed for such as advanced applications on a technique. A common example I give is how Rasengan became Rasenshuriken. Unfortunately, what transpired when customs were submitted were simply strong techniques that either sought to remove a balancing limit or augment the damage it could do. These are, in my opinion, moving away from the direction I wished for these to go in initially and we applied limits but these did little to address the direction they were going as they next cycle of submissions continued the trend of just increasing limits. I’ve taken some time to think about it and this is, imo, the best route these techniques can go.

Level 1 Signatures will be removed and those who purchased them will have Kumi refunded to them. Level 2 Signatures will remain, now known solely as Signature Techniques, and will require either a mission or a test to acquire. These will allow for actually augmented techniques that add a second ability or third, depending on the technique but will not alter or remove restrictions. These will stay in place and likely slightly increase due to the power change.

These techniques will essentially be new techniques derived from the parent technique and will not replace these jutsu slots, instead becoming an additional Bonus Custom. A frequently referenced example is Rasengan and then Rasenshuriken with how the second technique becomes an entirely new jutsu while the first is still usable. This Signature Technique can be seen as a variant of this parent technique. This Signature Technique will have higher damage and chakra by default and be allowed to perform higher feats but must still be grounded in the skills used to create the Jutsu as well as reasonable restrictions. Ink will not suddenly provide space/time abilities without using a pre-existing S/T ability, for example.

-​

In addition to this, a major change to the Sage system will happen shortly. This change is focused around Custom Clans, or rather their submissions. The ability to create your own clan after becoming a Sage was seen as a symbol of status of elite RPers, creating new abilities for the RP that allowed members to join. Because of the member count as the time, this potential allowed for a variety of CCs to appear over the years, some still active to this day. As the RP’s active size base decreased, so did the status of CCs as well as the amount of potential CCs being possible. As there is a member requirement to even submit one, it makes it harder to justify new CCs amongst a small member base.

Because of this, something that may happen very soon is that Custom Clan submissions may cease. However, as I believe members should always have the option to create their own ability/skill at the Sage level, the Custom Clan submission will become a Custom Ninjutsu submission instead. Fundamentally, this will be a near lateral movement that goes from Sages submitting an ability for multiple people to submit one solely for themselves. Ideally, this is centered around their Sage title and will allow members to create a unique KG or AE that is limited by the same limitations and guidelines as current CCs as well as newer ones. This concept is still relatively fresh and as such will be fleshed out further before implemented.
 

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¤ Special Update//Trivia Prize Winners¤

As many of you are aware, I hosted a short trivia game night roughly a week or so ago and gave out many prizes, ranging from Kumi to some of the rarer weapons in the game. To make sure, all of this is located in a more official channel, I wanted to list the winners and their prizes for everyone to see. Each of the winners, outside of the winners of the Swords, have been PMed their prize already and Kumi has been issued if necessary.
  • Vayne - 7,000 Kumi collectively ( 3,000 and 4,000 Kumi prizes)
  • Zatanna - Fujin, the Wind Katana and a Harmonic Ninja Tool geared towards Storm Release
  • Ryoma - Bonus Mind Specialty ( cannot cost AP ) and Kagutsuchi, the Fire Wakizashis
  • Solf - Harmonic Ninja Tool geared towards Rubber Lava Release and Free Spirit Specialty that costs AP
  • Corazon - Sanity Resistance Specialty ( Not Bonus, 1 Bio at a time ) and Wanderer’s Armor v1
  • Never - Eevee Mythical Summoning
  • Imperfect - 9,000 Kumi Collectively ( 4,000 and 5,000 Kumi prizes )
  • Shady Doctor - Dojin, the Earth Longsword and 1,000 Kumi prize
¤Bio Specialty List Update¤

As the updating of the Seven Arms took place, it became obvious that there weren’t many Specialties that were useful with the Elemental swords. So I decided to add many more Specialties that were capable of being used alongside these swords and gave the base elemental fields more appeal. In addition to this, I added a few Summoning based Specialties, as well as some related to some specific fields. There are close to 20 new Specialties. The full list can be seen in the spoiler below. The next set of Specialties may lean towards Body and Taijutsu related fields.

Pervy Sage’s Wisdom
The user is capable of summoning multiple summonings at one time. This Specialty allows the user to layer summoning, capable of summoning up to 2 A rank summonings at one time. S ranked and higher Summonings will still require singular summoning. This does not apply towards Mythical or higher Contracts. Jiraiya bios are capable of summoning an S + A rank combination.

Megazord
Summonings are vital to every ninja’s success, but they have their limits. What if we were to experiment on these summonings? This Specialty allows members to submit mecha versions of non Mythical+ contracts, allowing them to summon mechanical variants with SNT based enhancements. These can range from a cyborg like body, enhanced skills and more. These megazords as they’re known can range from 1 meter small to up to 15 meters tall and requires the user to have access to SNT and Medjutsu.
Costs 2 AP to have per bio.

Team Rocket!
Those summonings and pets look like they'd fetch a pretty penny on the black market. Maybe they'll do better as your pets. The user is capable of stealing summonings, pets, and animal companions from others. Mythical, Legendary and CoaT companions are unable to be stolen. Members are allowed access to the Masterball SNT.
Cost 3 AP to have per bio.

Whipping
You spent your Kumi to acquire a top of the line vehicle. It's only right to traverse the Ninja World with it. This allows you to use a Vehicle in the NW, following Approved guidelines for it.

Ascension of the Dragon
Overuse of Yakuzan drugs have begin to take their toll on the body, causing damage yet that’s not all that has happened. Due to their extreme indulgence, users begin to become immune to the effects of the pills, ignoring drawbacks of taking up to 2 Pills.

Waking a Sleeping Beast
Your family’s tree may not allow for usage of chakra but it contains it’s own hidden truths. Once every few generations, one is born with an enhanced Stone within them. This allows the user’s Awakened Beast state to become their default state, causing the change to be permanent. However, the user’s gained speed boost as well as durability are lowered to x1.5 the user’s speed and -10 physical damage, respectfully.

Iaido Aficionado
The user's skill with the Spiritual Iaido is revered amongst his peers, being much more effective than his counterparts. This allows his Spiritual Iaido and techniques based upon it to now deal damage based on it's rank.
Note: Must have Ronin Kenjutsu

Heat Exhaustion:
The user’s Fire Release jutsu have been empowered, causing heat exhaustion when in close proximity to the user’s Fire jutsu. When targets are within 3 meters of a Fire jutsu, they will feel fatigue and an inability to fully control their chakra, spending double the chakra per jutsu for 2 turns afterwards. This chakra does not empower their techniques nor factor into any jutsu interaction.
Cost 2 AP

Static Shock:
The user’s Lightning Release jutsu have been empowered, triggering Static Shock when in close proximity to the user’s Lightning jutsu. When targets are within 5 meters of a Lightning jutsu, they will feel a static cling and an inability to move freely, losing access to a Free Dodge for 3 turns. This does not prevent movement via jutsu, just the Free Dodge.
Cost 2 AP

Redirection:
The user’s Wind Release jutsu have been empowered, creating a whirlpool around them that triggers a redirection when targets are in close proximity to them. When targets that have less than 30 chakra and less than 8 speed are within 4 meters of a Wind jutsu, it will be forcibly redirected back at the target at base damage. This only applies to jutsu and not sentient, living targets.
Cost 2 AP

Dust Clouds:
The user’s Earth Release jutsu have been empowered, creating a thick cloud of dust around them that triggers Irritation when targets are in close proximity to them. When targets are within 5 meters of an Earth Release jutsu, they will be bombarded with a damage less dust that irritates the eye and is thick with chakra, blocking vision partially. This dust prevents targets from seeing beyond long range ( 1 landmark ) for 4 turns, regardless of ability.
Cost 2 AP

Devouring Mist
The user’s Water Release jutsu have been empowered, creating a parasitic mist around them that eats at targets in close proximity to them. When targets are within 5 meters of a Water Release jutsu, they will begin to have their health slowly drained for up to 4 turns. This mist drains 5 health per turn the target uses with half of this healing the user for 5 Health every 2 turns. This reduction happens prior to healing, bypassing durability and defenses.
Cost 2 AP

Freezing Winds
The user’s Wind Release jutsu have been chilled, allowing them to trigger the Frozen Status Effect. The user’s jutsu have a 20% chance of being able to freeze targets, based on the rank of the jutsu used. This is determined via official roll in the NRP Discord channel.

Confused Toxins
The user’s Water Jutsu have a 10% chance each of triggering the Frozen Status Effect or the Poisoned Status Effect. This is determined via official roll in the NRP Discord Channel.

Stampede
Tremors stem from all around when the user uses large scale Earth jutsu, giving one the feeling of being in a stampede. Whenever the user uses large scale Earth jutsu ( 15 meters and larger ), earthquakes will be triggered that impede any other than the user from moving at high speeds along the earth. Any speed higher than 30 will become impossible during the creation or use of the jutsu, when logical. This does not apply to techniques that create swamps or portals in the sky or other illogical scenarios.

Will o’ Wisps
The user's flames have become superheated, creating lingering flames after use that deal great damage via burns. These burns cause an additional 5 damage per turn until healed, bypassing durability. Medjutsu and other sources of Active Healing will heal these burns, however.

Speed Force:
By coursing additional lightning through themselves, the user essentially turbo charges his Lightning Release jutsu. This causes them to vibrate at high speeds and once per turn, can phase through jutsu of lower chakra with no adverse effects. This does not bypass sealing or absorption abilities, however.

Peak Elementalist
The user’s Elemental prowess is considered elite, amongst the best of the others. This causes one of his base elemental releases to gain elemental neutrality to all other base elements, including its weakness, while maintaining its strength.


¤ Seven Arms Updates¤

Perhaps the part many were looking forward to seeing, as I mentioned above, these swords were in need for heavy update. Predating the current iteration of the Specialty list, these swords were unable to work with the new Specialty list. As such, I had to update them and did so I have. Below, you will find 3 of the swords posted but not all 7. In order to make these more exclusive, I will only reveal each of them as they are gained.

( Dojin ) - God of Earth
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Forged with Hangurian Steel, Dojin's past is as hidden and unknown as the other blades that it was discovered with. All that remains is a long list of bloody hands that have at some point owned the blade and its unique chakra bond between it and its rightful owner. Dojin gains an augmented 20 damage to Earth Ninjutsu.

Dojin’s unique ability allows it to resonate with the user’s chakra network, allowing his abilities to enhance the more they synchronize with the sword. Should the user have one Earth Specialty, the sword will grant one's sword a 25 damage increase as well as a 10 chakra increase, both acquired passively. At this stage, the user’s sword begins to emit a small cosmetic trail of dust from it. Should the user have Two Earth Specialties, the sword’s 25 damage boost will become 30 and the sword will grant one a boost of 20 damage to his various Advanced Elements or Custom Elements that utilize Earth Release and exist in a solid state ( this means AE/CE that use Earth nature but exist in the form of, for example, a sand or dust, they will not gain this augmentation ). Should the user have Three Earth Specialties, he will gain the ability to create a 120 damage Kenjutsu strike, growing sharp jagged rocks along the blade. This strike is Earth natured and does not get boosted by Dojin’s ability.

Should the user have Four Earth Specialties, the user will gain access to an unique Bonus Specialty known as Stagger. This Specialty advances the stone surrounding the user’s sword and creates an dust like cloud around them. When striking targets with his sword, the user becomes able to transfer this dust passively to targets. This causes their base speed to decrease by 2 per strike, unable to be used via Freeform for a total reduction of -6 per turn and a total of -10, exclusively bypassing the Speed Debuff limit. These decreases last up to 3 turns each. Held items and Tai speed also decreases on this same level. Uniquely, should the user have 5 Specialty slots dedicated towards Earth Release, the user will gain the ability to submit a Custom Specialty, replacing Stagger as a Bonus Specialty on the user’s bio. This Specialty must utilize earth and a longsword to be approved.
Note: Dojin allows the user to use Earth without hand seals.

( Fujin ) - God of Wind
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: One of the weapons formed during the Golden Age of the Hangurian Freehold, Fujin is a powder blue hilted katana with a strikingly white blade created from Hangurian Ore. Fujin’s history has long been lost, much like it’s companions, though it has been said that the black metal they were formed from allows a chakra bond to form between them and their rightful wielder, gaining augmented skills in the process. Fujin grants a 20 damage increase to Wind Release to holders.

Fujin’s unique ability allows it to resonate with the user’s chakra network, allowing his abilities to enhance the more they synchronize with the sword. Should the user have one Wind Specialty, the sword will grant one's sword a 25 damage increase as well as a 10 chakra increase, both acquired passively. At this stage, the user’s sword begins to create two spiraling ribbons of wind from it, trailing cosmetically from the blade's tip. Should the user have Two Wind Specialties, the sword’s 25 damage boost will become 30 and the sword will grant one a boost of 20 damage to his various Advanced Elements or Custom Elements that utilize Wind Release and exist in a gaseous state ( this means AE/CE that use Wind nature but exist in the form of, for example, a liquid, they will not gain this augmentation ). Should the user have Three Wind Specialties, he will gain the ability to create a 120 damage Kenjutsu strike, the two strong ribbons of chakra sharpening along the blade to create a drill to spin through targets. This strike is Wind natured and does not get boosted by Fujin’s ability.

Should the user have Wind Specialties, the user will gain access to an unique Bonus Specialty known as Spiraling Spear. This Specialty advances the ribbons of wind around the blade into razor sharp spiraling blades, capable of slashing into targets. When the user makes successful strikes with the katana, these ribbons bypass the target's durability to deal up to 10% of the user’s attack as bonus damage. This means if the user strikes a target with 100 damage, 10 damage will bypass any durability the target has towards the attack and deal this as bonus damage directly. This can only only be done twice per turn, however. Uniquely, should the user have 5 Specialty slots dedicated towards Wind Release, the user will gain the ability to submit a Custom Specialty, replacing Spiraling Spear as a Bonus Specialty on the user’s bio. This Specialty must utilize Wind and a katana to be approved.
Note: Fujin allows the user to utilize Wind jutsu without the need of seals.

( Kagutsuchi ) - God of Fire
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: One of the weapons formed during the Golden Age of the Hangurian Freehold, Kagutsuchi exists as a set of black and red wakizashis created from Hangurian Ore. These wakizashis are decorated with red scripts carved into the hilts, their meaning unknown. While the secrets behind these blades have been lost to history, the black metal that forms them allows a unique and powerful chakra bond to form with their rightful wielder. Kagutsuchi grants a 20 damage increase to Fire Release techniques.

Kagutsuchi's unique ability allows it to resonate with the user’s chakra network, allowing his abilities to enhance the more they synchronize with the swords. Should the user have one Fire Specialty, the swords will grant the user a 25 damage increase as well as a 10 chakra increase, both acquired passively. At this stage, the user’s swords begin to glow red hot, developing piles of ash that fall from the blades as the user fights. Should the user have Two Fire Specialties, the sword will grant one a boost of 20 damage to his various Advanced Elements or Custom Elements that utilize Fire Release and exist as a flame ( this means AE/CE that use Fire nature but exist in the form of, for example, an ash or gas, they will not gain this augmentation ). Should the user have Three Fire Specialties, he will gain the ability to create a 120 damage Kenjutsu strike, ash flowing from the entire blade as if it were smoke. This strike is Fire natured and does not get boosted by Kagutsuchi's ability.

Should the user have Four Fire Specialties, the user will gain access to a unique Bonus Specialty known as Ignite. This Specialty advances the ash surrounding the sword to now flow with thick smoke and superheated white ash around it. When making Kenjutsu strikes with the sword, this superheated ash can be ignited to create a guided outwards explosion of extreme heat and ash from the blade to deal an additional +10 bonus damage and cause targets within 5 meters of the smoke to suffer from a heatwave, losing 100 chakra per turn per use, lasting up to 3 turns each. This can only be used once per turn. Uniquely, should the user have 5 Specialty slots dedicated towards Fire Release, the user will gain the ability to submit a Custom Specialty, replacing Ignite as a Bonus Specialty on the user’s bio. This Specialty must utilize fire and the wakizashis to be approved.
Note: Kagutsuchi allows the user to utilize Fire jutsu without the need of seals.
 
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¤ Ninja World Updates ¤
Ninja World Rules: Third Edition

World Updates:

This update marks the beginning of Arc 26: Lost Gods, which will begin on August 26th. This arc features a question central to the story: where are Ereshkigal and Anu? The Pantheon may no longer be a credible force in the world, but members of its third generation still linger. For humanity and its supporters, finding the Queen of the Dead and the Steward of Heaven could mean gaining key allies in its struggle to survive. And for its detractors, slaying or containing these divinities could mean securing certain victory. To pursue the answer to these mysteries, Arc 26 features a new story Rift and a Ninja World event hosted in updated and expanded Ninja World landmarks previously used during the raid on Irkalla.

A. Rifts

The story Rift added in Arc 26 is EANNA: ECHOES OF THE MOON. It is an attempt by players to uncover the truth of what happened to Anu, who has effectively disappeared from the world. But its guardians may not be particularly fond of the invaders’ arrival. Echoes of the Moon is an A-Rank Rift featuring a series of three bosses: Atrahasis, Xisuthros, and Ziusudra. Echoes of the Moon will take players back to just hours before Enkidu’s Chains of Heaven was reversed by Abzu during their climactic encounter and launched at the Moon. Unlike Shrine of the Dragons, Echoes of the Moon is a unique Rift in that players will effectively be timed in completing it before Enkidu’s attack inevitably strikes the celestial body. Players will have in total 40 turns to defeat Ziusudra, the final boss, before calamity strikes.

The first Heroic difficulty Rift, Shrine of the Dragons, is being postponed for a little bit. Development time is needed on it. However, it will be an A-Rank Rift but significantly more difficult. With three of the same bosses it will introduce new mechanics and significantly increased difficulty. To compensate, Heroic Rifts will have greatly increased rewards. Future A-Rank, and maybe B-Rank, Rifts will be given Heroic variants to offer more rewards and difficulty.

Additionally, two other Rifts are being added in Arc 26:
  • The Broken Man (B-Rank): An encounter with an augmented Obito Uchiha that takes place in the Land of Fire.
  • Dance with the Elements (C-Rank): An encounter with a Jounin Hiruko biography with Ice Release, Liquid Fire Release, and Black Lightning Release.
B. Updated Loot and Inventories

In addition to new Rifts being added, Rift loot tables are being expanded slightly. The key change here is the addition of a new item: the Resplendent Token of the Moon. These Tokens have a chance to drop from some B-Rank Rift bosses and guaranteed from A-Rank and higher Rift bosses. Heroic Rift bosses will always drop these Tokens. In the future, additional types of “Resplendent Tokens” will also be added. These will be used for different types of items and be awarded for future Rifts to keep for diverse loot pools.

Resplendent Tokens can be spent at the Ninja World Marketplace and are a unique currency used for special items in the marketplace. These items include faction Blessings, artifacts, and crafting materials used for the God-Slayer Ascension quest chain. These tokens provide for a measure of bad luck protection while hunting for the God-Slayer ascension items needed for the various quest steps. Periodically more items will be added for purchase.

Inventories and item management has also changed. Ninja World items, especially ones like the Crystallized Apotheotic Energies and Sapphires, Diamonds, and so on, will now be tracked through the inventory system. This also applies to Resplendent Tokens of the Moon.

C. Irkalla Under Siege

Falnir, the Burial King, is dead. Slain by a Void-tainted dagger wielded by a knight of the Golden Amputation, though this truth remains a mystery to the world at large. Without the might of her champion, Ereshkigal faces a situation quickly deteriorating throughout the Underworld. Facing certain destruction and with shrinking options, Ereshkigal unsealed the Underworld and sent a courier to the world above. With it was a message: save Irkalla or see the Void emerge in the world above.

The Ninja World event, titled Irkalla Under Siege, will take place exclusively during Arc 26. The event features six landmarks added back into the Ninja World. Four of the landmarks have been updated and expanded while two new additions have been made to the Underworld:
  • The Necropolis
  • Fields of Suffering
  • The Fallen Gates
  • Desecrated Palace of Ganzir
  • Crypts of Ancient Kings (New)
  • Chambers of the Night Queen (New)
Accessing Irkalla can only be done at the Threshold (093) in the Badlands of Earth. Like in the past, the seal on the Gateway has been broken. Ereshkigal has opened the doors of the Underworld for humanity to act as her cavalry in the wake of Falnir’s death. Through either calculated risk or without any choices left to her, Ereshkigal has also opened the door to those who may seek to destroy her.

For the duration of Lost Gods, all missions that are completed within the Underworld gain an additional 30% Kumi rewards. The following values reflect Kumi rewards for missions completed in the Underworld:

D-Rank: 390 Kumi
C-Rank: 715 Kumi
B-Rank: 975 Kumi
A-Rank: 1,495 Kumi
S-Rank: 2,275 Kumi​

D. A Tool Ascended

Arc 26: Lost Gods marks the beginning of the Tool Ascended quest chain, beginning with Chapter I: Awakening. Starting Chapter I does not require players to have a Tier 2 God-Slaying Tool (though future steps will require one at Tier 2 God-Slayer). Chapter I begins at the Moon Isle (188), the site of a mysterious gigantic violet crystal that has ruptured through the earth at the beginning of the arc. Quest steps are stored in the Tool Ascended lore thread.
 
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