Official Roleplay Updates

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Drackos

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¤ Ninja World Updates ¤

The Second Red Fever: By now the second Red Fever outbreak has left those with severe infections ( ) bed ridden. The crippling symptoms of the disease reduces their base movement speed by 75%, leaves them unable to perform techniques above B-Rank, and reduces their maximum health to a mere 40 points (they cannot be healed above this threshold). Without a cure (the champions of the tournament never picked it), the individuals listed in the bounty above as these biographies are left extremely weakened and basically unable to do anything aside from roleplaying in a bed. For those that stick with their infected biography for this arc will be rewarded with an artifact and Kumi. One can still roleplay, move, and fight, but those with worst cases are subjected to these debilitating symptoms.

This is a particularly short update. Arc 15 will mark a considerably larger update which will include revisions to Ninja World Rules (in particular, Artifacts will be looked at), changes to the Witchwood Arena, and the new arena - the Dark Tower.
 
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¤ Custom Weapon and Tech Update/Fuuinjutsu Usage Update ¤

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First order of business: If you have a Scientific Ninja Tool (Custom Technology) that's a gun/gun based, you are not allowed to use that tech and your CW within the same fight. It is either/or. This restriction applies across the board. If you have a cyborg, you are allowed to use one CW and the Gun-based technology in the same fight, where the gun based tech takes up the place of the second CW you are normally allowed in the fight.

Second Order of Business: Due to the discrepancy in Fuuinjutsu usage, all sealing and absorption will follow the same rule, they interact based on chakra alone now. So if your Fuuin can seal up to S rank, that technique you are trying to seal had better have 40 chakra. Like any other thing, Fuuinjutsu is capable of being boosted by a max of +10 chakra. i.e. If you boost your sealing tech to absorb F ranks now, the max chakra it can seal/absorb will be 50 chakra. Naturally, this does not apply to things such as the Rinnegan Blocking Seal technique.

Third Order of Business: If the second order of business scared you, fret not. For if you just make an easy payment of 10,000 Kumi, you will be able to gain access to Advanced Fuuinjutsu. This will allow you to make Fuuinjutsu with a naturally higher chakra cost (with a max of 70) allowing you to absorb/seal techniques up to that chakra cost if your Fuuinjutsu permits it. Disclaimer: Just because you purchase advanced fuuin doesn't mean that your 40 chakra Fuuin Techniques can now absorb up to 70 chakra. No sir. For the new techniques you make for Advanced Fuuin be sure to include the note "Note: Must have Advanced Fuuin to use." to better differentiate between Advanced Fuuin and Normal Fuuinjutsu.
 

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¤ New Canon Rules and Updates ¤

As can be seen, Boro Bio rules have been added to the RP, found in the link above. In addition to this, Leg Weights underwent a small edit that clarified things in relation to the Advanced Leg Weights, both found in the Exclusive Weapons thread. A few Jutsu of the Blood Dragon Eye have been updated as well, reflecting its Tier 4 status. Urashiki and Momoshiki also have had updates to reflect their status, found in the Rinnegan Techniques thread.

¤ Custom Updates ¤

A rare update, the first of these updates can be agreed upon to be purely beneficial for RPers. In an attempt to even the numbers off, we have decided to increase the default Custom Jutsu limit from 35 to 40 total, allowing everyone an additional 5 Custom Slots. In addition to this, Inuzuka now have the added ability of creating Custom Breeds of Ninken, forgoing the canon breed and their perks if they make a Custom one with it's own perks. Custom breeds do not have the same benefits of standard or Hunter breeds, instead creating their own which must be listed and not as simple increases to standard breeds' abilities and functions. More can be found within the Rules and Jutsu thread.
 

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¤ Ninja World Updates ¤
Arc 15 & 2nd Year Anniversary Updates


Arc 15: The Fallen Star is nearing, beginning on August 5th and lasting until September 5th. This arc marks the beginning of the Second Story Saga of the Ninja World, which is titled The Twin Pillars of Existence. The legacy of Tiamat still haunts the Ninja World; the Hokubu Ocean remains a tainted void of the remnants of the Sea of Life, the Children of Tiamat have taken to the land, and the Great Mother Cult still perseveres. Mysteries are afoot and with the passing of the Red Fever the world has never been weaker than it is today. Yet despite the forces at play, things are not always as they seem.

Coming with this story arc are a very large number of changes. First and foremost, the Ninja World Rules have been revised and brought up to speed for 2020. These rules will remain in effect until the Summer of 2021 when I'll revise them again. Unlike the first revisions, which really didn't see huge and radical changes, the 2nd Anniversary updates will be considerably larger. This time around I've taken very hard looks at the Witchwood Arena, Artifacts, Village Systems, and Bounties. Below a detailed change log can be found to quickly access and reference the changes that were made to the thread.

I'm posting these rules early to give people a chance to read over the changes and adjust. Some of these rules, like the Dark Tower, won't be available until Arc 15 actually starts. Others, like the adjustments to Colonial Income, Bounties, and Artifacts, will be taking place the moment this is posted.

Ninja World Changelog
Ninja World Travel:
Space/Time Travel Rules: Space/Time techniques that allow one to travel throughout the Ninja World have been granted some leniency; before, these techniques could not allow one to teleport to any landmark freely. You must have traveled to the landmark you wanted to teleport to beforehand. With these changes one is able to now teleport to any Marketplace, even if they haven't visited it, as well as their village landmarks or Clan Sanctuaries. Rules for landmarks that are not Marketplaces remain in place, requiring that they have traveled to these landmarks within the same Arc before teleporting there.

Automated Travel: Automated Travel has been made a permanent addition to the Ninja World travel rules. I wanted to take a moment to remind everyone about the basic requirements to use Automated Travel.
  • Times listed in itinerary must be adjusted for Eastern Standard Time (EST).
  • Standard 45 minute time for travel is increased to one hour
  • Travel time cannot be reduced by artifacts, or any other means.
  • One cannot travel over Ocean Landmarks using Automated Travel; their travel is strictly confined to the continent they are on, either the Mainland or Tobusekai.
  • Automated Travel can only be used when crossing a minimum of five landmarks
  • While in travel techniques cannot be activated, and one cannot gather natural energy through any means.
Ninja World Arenas:
The Witchwood Arena: Witchwood has seen significant updates to its format and rules. The most significant change is the addition of Witchwood Arena Rulesets. Rather than have rotating rules each arc, which would lead to fluctuating activity, these rules can be selected at any time for each individual fight. Combatants must agree on a ruleset, and if they cannot a Ninja World Moderator is to be contacted to choose for them. Please read the entire Witchwood Arena rules in the Ninja World Rules thread, but below major changes can be found:
  • Standard fight timelimit in the Witchwood Arena has been increased to 48 hours.
  • Added Witchwood Rulesets; these are sets of limitations or engagement rules that can change a fight. Both combatants must agree on the ruleset for a single fight.
  • Witchwood Prizes have been revamped. All previous prizes have been replaced by Kumi. Establish a long win streak to earn progressively higher Kumi rewards.
  • Added the Witchwood Leaderboard in the Ninja World Arenas thread.
The Dark Tower: The Dark Tower has been added as a Ninja World Arena with the purpose of a PvE Arena to fight against proctors for a chance at rare artifacts and items.

Arena changes will be arriving with Arc 15, rather then when these rules are posted.

Village & Clan Systems:
Colonial Income: Reduced Colonial Income from Tobusekai landmarks from by 200 Kumi per landmark, a 60% reduction. This adjustment represents a drain on Tobusekai's natural resources, now becoming more scarce than they had been originally when the Western clans had made their incursion in the East in Arc 8. Village Kumi allocation to missions has been capped at 10% (meaning an S-Rank can only offer up to 1,650 Kumi now, and so on). Village Kumi still cannot be directly allocated to members of that village.

Bounties/Bingo Book: Bounties that are funded by Village Kumi and Colonial Income can only be issued on other roleplayer's heads. This means that these bounties cannot be made against NPCs, or any other fights that can be scripted. All bounties issued in this system must be approved by the Ninja World Head Moderator.

Clan Levels: Reduced the time required to hold Level Four and Five clans for their respective upgrades (Level Five & Village Status) by one month each. Reduced the time required to hold a Level Two clan by two weeks (now currently two weeks) to achieve Level Three. Increased all Clan Level allocation points by 5. Time required to obtain a Level Four clan reduced by one month.

Landmark Upgrades: This is less of an update and more of an announcement. Landmark Upgrades for villages and clans will be coming in Arc 16. These upgrades will allow villages to purchase, with their Ryo, powerful additions to their currently claimed landmarks. These upgrades include structures, barriers, traps, blessings, and other official modifications to a landmark that can hinder enemies, slow down travel, or speed it up. These are powerful additions meant to protect important locations; their cost will reflect their value. Mentions of Landmark Upgrades and some of their rules, as they will be when available in Arc 16, can be found in the new rule thread. Some upgrades will only be available to villages, while others will be available to both, though clans must be a higher level to purchase them.

Independent Banks: Increased the amount of Ryo an Independent Bank can carry to 100,000 Ryo.

Artifacts: Artifacts have undergone significant changes. Before I get into the particular details, I want to take a moment to explain what the initial vision for Artifacts was. When the Ninja World as it is now was first conceived between 2017 and early 2018, ZK and I had discussed artifacts at great lengths; we both had agreed that artifacts, while they could have limited viability as tools for battle, should not become Custom Weapons. It was a difficult balance between us wanting roleplayers invested in the Artifacts they earned and created through missions, or ones purchased at the Marketplace. But in the roleplay today, if something does not have a practical application in battle, it might be pushed to the side. And so, overtime, I gradually loosened the restrictions on submissions for artifacts. The rate at which players could earn them through missions was remarkably high, which eventually saw to a significant decrease in their drop rate. But people complete a lot of missions every week; and even if something has a 10%, or a 5% drop rate, you could still see a lot of them submitted over a long period of time. So eventually, after so many submissions, Artifacts simply became tools and weapons almost exclusively for battle. This deviated considerably from the original vision for them; we wanted items that could have some use in battle, but were mostly supplementary and primarily designed to be used in the Ninja World itself. Items that could increase travel speed, erect barriers in landmarks, and set up traps in a clan's claimed territory. Not items that increased healing over time, gave damage boosts, or whatever else.

The second issue is that Artifact power scaling became ridiculous. Probably around the time of the Doubles Tournament during the Season of the Rose do we see this happen. Artifacts morphed into rare tier 5 items that were absolute game changers in battle. And while this is fine in a vacuum, it just became too much. It accelerated that pace at which people submitted items that were more like Custom Weapons instead of Artifacts.

And so with the release of Arc 15, Artifacts are going to see some fairly radical changes. The first, and most important change, is that all Artifacts, with the exception of Sage Weapons (though Sage Weapons are not considered Artifacts in the first place), will be phased out. After the beginning of Arc 15 all Artifacts that were obtained between Arcs 1 and 14 will be removed, after two full arcs or four uses in the Ninja World; whichever comes first. This means that, even if they go unused, all Artifacts from between Arcs 1 and 14 will be removed by Arc 17. This is a gradual phasing out of Artifacts, giving everyone a chance to use them before they go.

A brief summary of the changes going forward:
  • Custom Artifact rewards from missions will see a reduced drop rate.
  • All Artifacts obtained between Arcs 1 and 14 will be phased out by Arc 17, or after four uses in the Ninja World; whichever comes first.
  • Biographies can now only carry three total artifacts; of these, only one battle related Artifact, down from two.
  • Going forward, Artifacts cannot give damage boosts, increase the effective rank of techniques or their chakra, increase an individuals speed, reduce an enemy's speed, mold elemental chakra, interact with spiritual entities, or create spiritual entities. Moderators hold discretion on certain aspects of Artifacts that are deemed too battle oriented, not necessarily explicitly listed here.
  • Artifacts can increase one's travel speed in the Ninja World (note that this does not stack with other sources of increased travel speed, selecting the highest). They can create barriers and other obstacles in landmarks that slow others, they can create structures, modify landmarks, and other Ninja World supplementary tools.
  • Artifacts can still have purpose in battle, but these typically will be obtained in the Dark Tower or from other special events. You can submit battle-related Artifacts as well, but their utility should be unique and significantly separate themselves from the standard Custom Weapon or battle tool/item.
Biography Rules/Story Arcs: Updates and additions were made to the Story Arc rules, including adjustments and additions to how certain abilities in the RP work within Story Arcs. I would also like to remind all roleplayers that only an approved biography can be used in the Ninja World.

Landmarks: Various landmarks throughout the world, primarily in Tobusekai, have been updated to reflect changes in the world, in particular the mysterious and sudden disappearance of the Great Mother Cult.

Sage Missions: Sage Mission applications are going to open soon. Review the requirements before applying. I will be taking one, potentially two, applicants for this cycle.

Quoting Rules: Quoting in the NInja World has been significantly updated and clarified. Note, this does not apply to quoting in the Witchwood Arena. Those remain rules that diverge from standard Ninja World fights. In Standard Ninja World Fights (not including special events or Witchwood Arena), when a valid quote is made the timelimit is paused. This gives combatants time to discuss their move, post in the resolution thread, and then contact a Sensei as necessary. Once a sensei as issued their verdict, time limit is unpaused. Timelimit can only be paused again once a second Sensei has been contacted to issue a second verdict. This pattern repeats with the third check, the moderator deciding check. Please see the rule thread for exact details on Quoting and the Timelimit.
 
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¤ Prestige System Updates ¤

The Prestige System has been updated and separated into it's own individual thread, with updated rules. These rules will be updated slightly overnight to account for additional rules and sections to come. These can be found in the thread here.

¤ Bio Rule Updates ¤

A series of smaller Updates have taken place alongside two character rule updates. The Specialty list was updated, specifically in regards to the Materializing Specialist specialty. Given the issues that surrounded it, it was split into 2, both can be found as Secondary Specialties. Should you have had one on your bio, you are able to get this replaced with one of the 2 updated versions found here. In addition to this, Hiruko rules had a slight update as well as Orochimaru. In the case of the latter, his character exclusive techniques have likewise been updated with additional ones added.

¤ Custom Updates ¤

A smaller update, the Custom Mangekyou Submission Thread has been updated to account for various Doujutsu. Now existing as the Custom Doujutsu Submission thread, custom techniques for the Ketsuryūgan, Sharingan, Rinnegan and both variations of the Tenseigan can now be submitted here exclusively. Though the name says Custom Doujutsu, this does not enable one to create their own Doujutsu for submission.
 

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¤ General Updates ¤

As announced over Discord yesterday, there are new limits set on Kumi trading. They are as follows:

Biography templates can only be sold for a maximum of 1,000 Kumi.
Regular Custom Jutsu can only be sold for a maximum of 1,500 Kumi.
CFS/CE/CC/CSC can be sold for a maximum of 5,000 Kumi.

As a reminder, any attempts to trade Kumi to alts will result in a ban. This includes trading through a third party.

Ninja World Missions and their Kumi gains have also received a slight adjustment: clones can now only perform two missions in a single Ninja World arc. The main biography can still perform missions as normal, but going forward clones may only perform 2 missions in a single arc. This isn't on a clone by clone basis; this means 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.
 
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¤ General Updates ¤

The ranking up rules in regards to Kumi gains have been updated, following the update to Custom trades to allow for more Kumi gains. To make it short, an excerpt can be found here:
Fighting an opponent of equal rank will award the winner with 1000 Kumi. This increases or decreases by 250 Kumi per rank. For example, a Chunin beating a Genin would gain 750 Kumi. Should you lose the battle, half of the Kumi will be acquired.
Prestige System has some updates and edits for clarification that explained a lot in regards to the custom limits as well as what can be obtained via Prestige Crowns. This thread has also been made into it's own thread, which can be found here.

In addition to these updates there has been an update in regards to the official Tier List, found here. This update has shifted the placement of some abilities and added a new Tier as well, reflecting pricing in regards to things. Tier 6 abilities are basically the Juubi Jin characters and full Yin-Yang while Tier 5 has been changed to essentially the various Rinnegan characters as well as the None Juubi Jin Six Path characters.
 

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¤ Custom Updates ¤

Custom Summoning Contract Rule Changes
  1. You are no longer allowed to boot people off a custom summoning contract, nor can people drop their spots on them to bring them inline with other custom fields.
  2. Custom Summoning Contract Jutsu (CSCJ) will no longer count towards the normal Custom Jutsu slot limit. Thus each owner of the CSC will be allotted 10 CSCJ slots. If you currently have more than 10 CSCJ for your contract, the remainder will stay as normal custom slots and you will no longer be allowed to make more CSCJ. Note that you MUST move any possible current CSCJ to those new allotted CSCJ slots, basically freeing up your normal CJ slots Reminder that the summoning themselves do not count towards these CSCJ slots. The breakdown is as follows:
Normal Contracts - 10 Summonings (do not count towards CJ slots) and 10 CSCJ (do not count towards CJ slots)
Ancient Contracts - 10 Summonings (do not count towards CJ slots) and 10 CSCJ (do not count towards CJ slots)
Mythical Contracts - 5 Summonings (do not count towards CJ slots) and 5 CSCJ (do not count towards CJ slots)
Legendary Contracts - 3 Summonings (do not count towards CJ slots) and 5 CSCJ (do not count towards CJ slots)

3. CSC will now function like CFS. You are able to learn/sign as many CSC as you want but you are only able to have up to 2 on your bio (up to 3 if you are a Sage)

Note: these only apply to Custom Contracts Canon Contracts jutsu will still take up normal CJ slots. Canon Summonings get 10 summonings like normal that do not count towards the normal CJ count.
 

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¤ Ninja World Updates ¤
Arc 15: The Fallen Star


Arc 15: The Fallen Star has begun as of this post, as well as the post in the Story Arcs thread in the Ninja World subforum. This arc marks the beginning of the second major chapter in the Ninja World story where the Voice, who has now been revealed as Imeroth, has initiated the beginning phase of his grand design. He has recruited Madara Uchiha as leader of the Akatsuki, wielding the staff Kuniumi as his weapon. The staff is forged from a mysterious meteorite which plummeted to the earth hundreds of years ago, as well as pieces of the God Tree and the bones of Tiamat herself. Meanwhile, a child emerged from the Hokubu Ocean with miraculous powers, capable of curing people of the Red Fever.

In order to be cured of the Red Fever, one must visit this child. Currently the child can be found in Last Bastion; please view the Noticeboard for more information. Be aware that the child is endowed with seemingly divine powers, and interfering with it might result in dire repercussions. You are only cured once in the presence of the child and it is confirmed in character. Be aware that interfering with the child or his purpose might have severe repercussions.

The Dark Tower and the Witchwood Arena have both opened as well. Their rules have been updated, please view the Ninja World rules thread above to read more.

As a bonus to activity this arc, all missions completed will reward an additional 20% Kumi and Ryo! Additonally, those afflicted with a severe Red Fever infection will be rewarded 6,500 Kumi if they kept their biography between Arcs 13 and 15. Send me a VM or DM over Discord for your reward (I have a list, and if needed I might ask for biography links to make sure you didn't change bios). All roleplayers will also be rewarded with a New Beginnings Artifact once they visit the child to be cured of their disease.

(Aratana Hajimari) – New Beginnings
Type: Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: With the arrival of the God Child, the people pray for a blessed and auspicious future. They look forward with open eyes and a clear heart, hopeful for peace one day. It is a small broach with a blue diamond housed within the center of a gold inlaid metallic surface, no more than a few inches wide. Its origins are mysterious, appearing in the hands of those who fought bravely against a foe of primordial origins and only after a new star has been born. Those that hold it are imbued with a great sense of honor and duty, feeling hope for a better tomorrow. The artifact can be used three times in total. When used the user’s chakra reserves will be replenished by 25% and they gain increased travel speed in the Ninja World for five turns, reducing travel time by 25 minutes. While it is active their passive health regeneration in the Ninja World will be increased by 15 health per day, up to a maximum of 60 regenerated health. Note that this healing can only be used outside of combat and is done passively alongside the basic Ninja World Health regeneration. Once it has been used three times the artifact will go dark, becoming useless. Though it might be prudent to hold onto it, even after its purpose has been fulfilled as it might hold other mysteries. This does not count as a battle-based Artifact.
 
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¤ Custom Updates ¤

After deliberating with one another, the mods and I have decided to open up older CE and Contracts to allow people to reinvigorate these fields to allow more use out of them. The ways these are allow vary for each. In regards to Custom Elements, the staff will cull the previously approved Custom Element threads to choose select Custom Elements that have both been unused for years and offer more than simply an enhanced version of the base elements. In order to protect the original user's rights to their CE, previously approved CEJ for these fields will be unobtainable by new users and original users, should they return, will gain a passive buff to their skill.

In regards to CSC much like CE contracts of at least 3 years old without active members, contracts are able to be picked up by newer members. These are more open than CE and will be considered a canon contract and the user is still capable of creating 5 Summonings. However, much like CE, the new holders cannot gain any of the previously approved summonings. To determine what summonings are useable here, a thread may be posted to take suggestions from the community.

Perhaps an even bigger update and one that is long overdue, we have also decided in limit fashion to allow people to drop Custom Elements altogether. This, of course, has it's own set of limits on how this works: If you are a Student, you can drop a CE you are listed on. If you are a Creator or Co-Creator, you are capable of dropping a CE only if someone exists on the CE to claim it after you drop it. Students who have not received any official training are capable of being dropped from a CE. You can only drop up to 2 CE in total and it must be cataloged in the appropriate thread for this for record keeping.

¤ Bio Rules ¤

In addition to the above, we have added several Specialties for various KGs and have slightly shifted what is considered one. Boil has been moved to AE ( capable of being utilized by more people now ), allowing KG to have only Doujutsu and Body related abilities and all Elemental abilities have been moved to AE officially. Because of this change, Mei had small updates done to her as well. In addition to this, FTG has been updated and reworked for the RP.
 
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¤ Bio Rules ¤

As mentioned in the above Update, we have started the process of choosing select old/unused Custom Elements and allowing them to be used on a wider scale. In order to make the selections actually meaningful, we decided to start small with 2 CE that are unique in their form and aren't solely a stronger version of one element, such as Diamond Release or Dark Fire Release. The two chosen, Liquid Fire and Heaven's Earth, are elements that takes an element and mixes it with an opposing one to eliminate a general weakness. We created a small handful of techniques based on canon Jutsu to help give members starter techs but the rest is up to you. Black Lightning has also been opened up with rules similar to Typhoon Release. More updates to come in the coming days/weeks. Until then, have fun!
 
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Arc 17: The Assault on Tobusekai

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Conqueror’s End 2020

Welcome to Conqueror’s End, a Halloween event last took place in 2018! Like its first iteration, Conqueror’s End is heavily rooted in the Ninja World story. In 2018 Conqueror’s End first introduced the four necromancers that we now call Voidlords: Demetrias, Phetra, Basel, and Nefarian. Their master, who for over a year used the pseudonym ‘the Voice’, was revealed shortly after as Imeroth, the former vessel of the Chief-God, Marduk. These five have acted as the primary antagonists between Saga 1 and Saga 2. And much like the first Conqueror’s End, they are the driving force behind Arc 17.

But unlike Arc 4, which featured the rise of Cassander Uchiha from the grave, Arc 17 will see the release of an army of spirits from Irkalla, the Underworld, into our world. Conqueror’s End will actually span over two arcs, arcs 17 and 18, though featuring two separate events. The first is the march of the undead, rallied by the Voidlord Phetra (who is also the Ruler of the Underworld) to attack Last Bastion. From there the Voidlord will send her minions out to roam Tobusekai, searching for a key location critical to the cause of the Voidlords. It will be up to humanity to hinder her efforts, slaying her minions and driving them back into the portal from where they came from. This will reach its climax just before Arc 18. Humanity will then take the fight to Phetra in Irkalla itself, the stronghold of the Underworld. This is a raid event which will require roleplayers to be equipped with artifacts awarded in Arc 17, for without them the dark forces of Irkalla will overwhelm the forces of humanity.

Arc 17: Conqueror’s End Bonuses and World Events:
  • Roleplayers will receive 10% increased Kumi from missions featuring Phetra’s army, specifically ghosts, spirits, zombies, skeletons, and other monsters that the Ruler of the Underworld calls forth from her domain. These missions must also take place in Tobusekai specifically for the bonus to be applied.
  • World Missions: A ‘World Mission’ will periodically be posted in the Noticeboard by myself. These missions are universal and require a certain number of missions to be completed by a group of roleplayers; for example, I might post a mission where a wall needs to be destroyed, and it requires four S-Rank missions involving that wall to be completed. If these World Missions are completed (by achieving all necessary missions within them) then all roleplayers involved will receive bonus Kumi.
  • Veskal’s Exchange has been updated; all items and modifications purchased from the Spider are reduced in cost by 25% for the duration of Arc 17.
  • Missions that are completed (that also meet the criteria for the 10% bonus), have a chance to drop their own unique artifacts; the artifacts will be necessary for the counterattack on the Underworld in Arc 18. Withou them, roleplayers will find the dark forces of Phetra’s Irkalla to be insurmountable.
  • Last Bastion may have been sacked by the forces of the Underworld, but its peoples’ spirits are not broken. The Witchwood Arena Company has pooled its funds for this arc, increasing winstreak rewards for Witchwood fights by 50%. This bonus will last until the end of Arc 18.
  • For the time being, Colonial Income is disabled. This reflects the destruction wrought throughout Tobusekai by Phetra’s armies.
To submit a World Mission one must submit all missions together in a single post, following the template below. Only one roleplayer in the team needs to submit it for all members. If any of the missions are downgraded in rank when checked then the World Mission is failed; they must retain the required rank. It is not advised to do missions of higher rank within the World Mission. A Ninja World Moderator will award proper Kumi to each member for their completed missions, as well as the bonus Kumi for the entire team should the World Mission succeed. Note that a World Mission, while composed of multiple missions, does not award each member Kumi for each of the missions (only the member completing an individual mission will gain the Kumi). Missions still need to be comprised of appropriate elements, still be of proper rank, and each roleplayer must complete at least one mission individually for the World Mission to be successful. A World Mission can only be completed once by one team of roleplayers, but any number of teams can complete a World Mission within the timeframe.

World Mission Title:
Roleplayers Involved:
Missions Completed:


Veskal’s Exchange:

The first half of the anticipated Ryo update has arrived; it features the landmark Veskal’s Exchange in the heart of Tobusekai. The Exchange, for centuries, has been dominated by cutthroat merchants and shady individuals who come there to seek wares or to sell less than reputable goods. But it hasn’t been until recently that a single individual has dominated the Exchange, a unique feat. His name is the Spider. How he has achieved this is a mystery. Many attribute it to the coalition of bounty hunters, mercenaries, and former Hangurian officers he has recruited. But that doesn’t quite sit right with other notable individuals, who suspect something much more sinister at play. And as Phetra’s forces march across Tobusekai the Spider has opened his shop to the general populace to assist in defeating the Ruler of the Underworld. But, as any industrious merchant would, they do not come at great cost. The goods he offers typically revolve around body modifications. The Spider is also keenly aware of many other secrets in Tobusekai, and can at times be a valuable source of information. Perhaps his goods and services aren't the only purpose this shady merchant has.

For a roleplayer to purchase a modification at Veskal’s Exchange from the Spider they must be in the landmark. There they will, in character, purchase from the shady merchant. They will send this to a Ninja World Moderator for approval. It is imperative that accurate Ryo accounting is maintained for these purchases; at times these items and modifications will also be available for Kumi, or a combination of Ryo and Kumi. Many of them act as a money sink for roleplayers, offering various luxury modifications and niche abilities at great cost. Unlike old surgeries in the roleplay these do not require a roleplayer’s Ninja World biography go inactive for a period of time; instead, they simply need to wait for approval and can leave as soon as they have it with their new modification.

Other Links:
Lore and Arc
Phetra, Ruler of the Underworld
The Assault on Last Bastion
First World Mission
 

Drackos

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¤ Ninja World Updates ¤

After a few months of considering it, and a push from my new Ninja World Moderator (Goetia), I have decided to unify the Bounty System with Missions. This was a suggestion made a while back when I was writing the 2nd NW rules revision, and it was made because people thought that the world should be more 'alive.' And it should. One's actions should have consequences. What this means is that when you do a mission, those in the mission that you interacted with, killed, helped, hurt, stole from, or whatever, might impact you as well in some sense. If you massacre a landmark, or kill a group of bandits, people might be upset with your biography. To reflect this, going forward there will be a random chance that your biography will have a bounty put on its head. This chance is proportional to what you do in your mission, as well as the mission's rank. If you wipe out a landmark, incinerate it, drop a meteor on it, kill an army, wipe out a bandit encampment, etc, you run the risk of having a bounty put on your head.

This means that it isn't just 'evil' actions that run this risk. If you save a group of villagers from angry pillagers or murder a thief, someone else might put a bounty on your head. Good actions are just as consequential as evil ones, and ultimately reflect how every action made in the world is typically going to be relative to perspective. That said, if you save Last Bastion from zombies, or kill a significant portion of Phetra's army during the event, you run much less of a risk of having a bounty put on your head. That's because there really isn't anyone invested or concerned with that group as there would be if you kill bandits or murder a village. It's all about perspective and continuity in the story.

In an arc or two I will review how this has gone. The world should be alive, the story should shape itself, and your actions have consequences. Those are all real things when it comes to true roleplaying.
 
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¤ Bio Rules ¤

Two new Kenjutsu based abilities have made their way into the RP as many of you have seen, one of them coming from our WSE NW Storyline with the other being part of the goal to expand our player options to use. Ronin, the group of swordsmen the main NPCs and antagonists of the 13th and 14th Ninja World Arcs belonged to, have become open for members to join with their own set of rules and techniques. Samurai also received a facelift alongside this, aiming to put the two on equal footing and allow them both to be competitively used against other Ninja bios of high power.

The second addition was the creation of a field and Mode unique to Swordsmen, since Taijutsu Modes are covered by EIG and SHB. Dokkodo is based on the fusion of Senjutsu with Kenjutsu and giving it both one canon trait and a custom one to make it a unique ability on it's own. Samurai and Ronin both have their own passive abilities in relation to Dokkodo which can be read in their respective rule threads. It can be comparable in terms of power and useability as Sage Mode and offers a new way to combat the reigning "super" abilities Yin-Yang.

The next set of planned updates relate to the various weapons of the RP, Namely the two Sets of Seven Swordsmen Swords, as well as an update to the power scaling of the Various Bijuu and exclusive Specialties for them. As always, content from Boruto will continue to be added to the RP as it is shown, explained and better understood. Until then, have fun!
 

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¤ Grand Roleplay Tourney¤

The long awaited Grand Roleplay Tournament has started! The application thread can be found here and all the short requirements are there as well. More information about each event will be announced as they start. That said, good luck to all who enter. Be sure to have your CJ threads up to date as well as your biography before applying! Apps will be open for roughly a week. Until then, good luck and have fun!
 

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¤ Bio Rules ¤

Several new Character Rules from the Kara group in Boruto have been added to the RP over the last month. Victor and Deepa have both been added to the RP as well as Jigen and his Otsutsuki host, Isshiki. Each of these Kara characters, as well as Boro, Delta, and Koji Kashin, all require Official Sensei status to acquire. In addition to these, Izuna Uchiha has also been added to the RP with his own set of rules, Sharingan Jutsu and Weapon.

As part of a large project meant to make the various Tailed Beasts more powerful, the One-Tails Jinchuriki has had it's rules updated. These rules include the ability to have a custom Jinchuriki with skills normally inaccessible to them like a different KG/AE/AN/HA. Perhaps the largest update to it's rules is the implementation of a Skill Pathway tree which allows each Jinchuriki to gain different skills and master their connection with the Bijuu differently. These require Ninja World missions to level up the various aspects of the Skill Tree with missions submitted directly here after approval. While only the One-Tails is currently updated like this, the goal is to update all the Bijuu over time to allow for more customization. Work on the Two-Tails will begin soon now that the overall skeleton is created.

¤ Custom Updates ¤

Technology rules, or more specifically Technology Specialties, have been slightly updated to allow a new ability to be created; the Mechanic Specialty now allows for the use of Cybernetic Doujutsu. There are their own limitations associated with this ability, much like the ability to create Vehicles comes with it's own limitations. These limitations, created by the Head of Customs, are as follows:
  • You are only able to create one (1) Cybernetic Dojutsu for your Custom Cyborg.
  • These Cybernetic Dojutsu cannot be taught to others.
  • These Cybernetic Dojutsu can have 4 abilities total with a combination of passive and active abilities. For example, you can have two passives and two active abilities. However, there are limitations to this. You can have any combination of active and passive abilities as long as the number of passive abilities do not exceed 2.
  • Custom Weapons cannot be used in the same battle as Custom Dojutsu.
In addition to these perks, the limitations associated with them can be found in the Custom Submission Rules thread, though these essentially boil down to no Y/Y based Dojutsu nor Damage/Chakra Boosting.

In addition to this, more Specialties will soon be added to the RP and unlike usual, these will fall under Primary, Secondary and Apex fields. There are also pending Prestige Updates that will unroll shortly. Over the course of the next month or two, Character Rules will be revisited and rescaled to account for new characters from Boruto which may see some Characters either rise in power or experience a slight nerf in terms of power. The goal is to create a more accurate scaling in terms of power as well as customization to always allow for more options for bios to create more unique bio set ups before Custom Jutsu are even bought into account. Until then, have fun!
 
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¤ Ninja World Updates ¤
Arc 18: Irkalla

Phetra's ranks have broken at the Dead Rivers, locked in a stalemate with defenders of humanity. It has left the Ruler of the Underworld vulnerable. The time is nigh for the Champions of Humanity to mount a counterattack on the Underworld itself, and strike a devastating blow against the Voidlords and their master, Imeroth. But such an attack has not been attempted for nearly eight thousand years, last made by the Chief God Marduk in the Great Civil War; the attack ended terribly for the Aspect of Justice and his brother Enlil, shattering their own armies and leaving a void of power behind. A void that would be quickly filled by Imeroth, leading to a sequence of events to present day. But this will not stop the Champions of Humanity for claiming justice for Last Bastion, a city mercilessly sacked by Phetra and leaving only destruction in its wake. Will you descend into the Necropolis to face the terrors that lurk in Irkalla to avenge the thousands of lives lost to Phetra's nefarious design? Armed with technology developed by the Spider and information provided by Solomon, you must brave those terrors to lay siege to Ganzir, Palace of the Underworld, and liberate the Afterlife for the millions that have died before, and those that will die after.

Arc 18: Irkalla will begin once the entrance to Irkalla has been discovered and opened. Currently two roleplayers are on the path to discovering its location; once the gates have opened a single team, the Champions of Humanity, can be formed with as many roleplayers as desired to take on the threats that lurk in the depths of Irkalla. Descending into Irkalla is linear; roleplayers will enter from [REDACTED], finding themselves in the Necropolis. Once the Twin Fates of the Necropolis have been defeated they will traverse a portal into the Fields of Suffering where they will face the Burial King. His defeat will open the way to the Seven Gates of the Underworld which stand as insurmountable ramparts protecting Ganzir, the Palace of the Underworld. There the Voidlord Phetra reigns in the shadows, her palace standing strong above the Void itself.

Each landmark within the Underworld has its own boss encounter; in order and ascending difficulty: the Twin Fates, Falnir, the Burial King, the Seven Gates, and Phetra, Ruler of the Underworld. Unlike standard fights in the roleplay, each of the four encounters within the Underworld has their own unique mechanics and rules that will dictate the course of a fight. Many of these bosses possess their own Divinity, making many direct attacks against them useless. Roleplayers will need to tap into the advantages afforded to them by the Spider to leverage an opening to inflict damage on them. Needless to say, the dangers within Irkalla are many. It is a treacherous landscape, where the very environment will be geared against the Champions of Humanity. Permanent death is active in Irkalla, where one's death will result in the permanent demise of their biography. However, this can be circumvented with the Soulstone; a device provided by the Spider that as long as one Champion of Humanity stands at the end of a battle, then all can be revived. But if the entire party perishes, then all will die. It will be imperative to work around these devices to protect yourselves and ensure survival. But while the dangers are great, so too are the rewards. Each of the encounters will drop unique artifacts, as well as a lump sum of Kumi. The Champions of Humanity will need to divide the rewards as they see fit. Elsewhere in the world the Akatsuki stirs; led by Madara Uchiha, they arm themselves with ancient Relic Weaponry - weapons forged using bones of Tiamat and the God Tree itself. Their purpose and relation to Imeroth's grand design is unclear.

The current bonus to Witchwood Arena will persist through Arc 18, netting combatants 50% increased Kumi from winstreaks. Should Irkalla be liberated, the Champions of Humanity will turn their eyes to new threats in Arc 19. Many mysteries still linger in the Ninja World, waiting to be answered: the Armory of Marzan and the mysteries of the God-Slaying Tools, the Divine-child Enkidu, the identities and powers of Basel and Nefarian, the Voidlord Demetrias, and Imeroth himself. The Sentinels, a race of shamanistic Fish-people, has emerged in the depths of the Hokubu shrouded by the Sea of Life. They are a unique breed of Children of Tiamat, and currently tend to a mysterious void-touched tree that grows at the floor of the ocean itself.

Steel yourselves, Champions of Humanity. For soon the Underworld's gates will open at the Chasm. Take vengeance for the innocent lives lost at Last Bastion, and liberate Irkalla to reclaim its original purpose as ordained by Nergal. A thread to claim prizes from the Spider will be posted soon for those who participated in World Missions.

The Twin Fates
Born as creations of Nergal after the war against Tiamat, the Twin Fates toil for eternity at the strings of fate and destiny itself. They are faithful servants of the Underworld, guarding the Necropolis against unwanted intruders and incursions as well as weaving and unweaving the destinies of all who dare oppose the Inevitable Master.

Falnir, the Burial King
Blessed by Nergal himself on the eve of the Great Civil War, Falnir has served for thousands of years as the Burial King. It is he who sentences each soul that passes into the Underworld to either an eternity of paradise or torment depending on the soul's actions and decisions in life.

The Seven Gates
The Seven Gates of the Underworld are the imposing ramparts constructed by Nergal to defend Ganzir. Unbreakable and towering over the Void itself, each poses a single riddle to those who wish to advance. Failure to advance or incorrect answers are punished by the Heart of the Swarm. But be wary, time is of the essence.

Phetra, Ruler of the Underworld
She has gone by many titles: Ruler of the Underworld, Queen of the Night, Queen of the Dead, Necromancer, Voidlord. Since time immemorial she has served Imeroth, acting as one of his four Champions alongside Demetrias, Basel, and Nefarian. She has been charged with ruling the Underworld after the disappearance of its former Queen, Ereshkigal. Using her powers, and the Crown of the Undying, she has warped Irkalla's original purpose into one of self serving; she has weaponized the souls within Irkalla, using them as her pets and servants to advance Imeroth's plan over thousands of years. Lead the insurrection against her and liberate the Underworld from tyranny.
 

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¤ Ninja World Updates ¤
Arc 18: Irkalla

Arc 18: Irkalla, the Underworld has begun. As a small band of Champions of Humanity converge on the Threshold in the far Western regions of the world, Phetra readies her armies within Irkalla. In order to face Phetra in the Underworld, the Champions must face three encounters: the Twin Fates, Falnir, the Burial King, and the Seven Riddles to unseal the Gates of the Underworld. These Champions will then face Phetra herself at the Palace of Ganzir, coming face to face with the Ancient Keepers in a climactic battle that will determine who controls the once sacred resting place of Nergal's soul.

There are certain rules of engagement within the Underworld that separate it from standard battles. Once a battle has begun against a Servant of the Underworld, no one may leave or enter that battle OR the landmark. Likewise, it is impossible to advance in the Underworld until the Servant in the previous landmark has been defeated. This means that you cannot enter the Fields of Suffering until the Twin Fates in the Necropolis have been overcome. It also means that once the Twin Fates have been engaged in battle, no one may enter the Necropolis. This means that if you want to join the raid after it has already begun, it can only be done between battles.

All battles in the Irkalla against Servants of the Underworld begin when roleplayers indicate they are ready to begin battle. However, I will take first move in each of these fights. Champions of Humanity are limited to six techniques per move, with a set rotation of who posts (as set by the roleplayers). No single roleplayer can post again until each Champion in that battle has already posted, though they can use each others biographies as they can see fit. Champions of Humanity are also entitled to only have up to three abilities pre-activated (excluding body seals and other techniques active on the biography itself) per biography. Honestly, this is just to reduce how much I need to read per post. If I have to end up reading like 30 customs in a single post because someone's using a bunch of passives, I might go insane. Servants of the Underworld can use as many techniques as needed

The Soulstone is the only device capable of reviving fallen Champions. It cannot be used when engaged in battle. This means that if all Champions die against a Servant of the Underworld, then they will remain permanently dead. This is the risk that exists within the Underworld and for the rewards that come with it. Permanent death means that the likeness of your biography, its history, its position in any clans or villages, as well as all of your artifacts and Ryo are lost permanently. It also means that biography bound abilities like Leg Weights are lost. In battle I fully expect some roleplayers to die. The key is that at least one survives the battle. Retreat in the Underworld is not possible. When a battle begins that landmark is effectively sealed; even spacetime techniques will fail to transport you out. Though summoning techniques can bring summons to you still, you cannot use them to reverse summon out of battle.

It's important to remember that this is the first event of its kind in the Ninja World. I've tried my best to prepare, but it isn't possible to know every scenario or outcome. Many of these battles do not test your biography's absolute strength, but your ability to obey certain rules and work within them in a fight to leverage an advantage of find a weakness. Many of the fights are fights to survive, rather than fights to overpower. All of the Servants of the Underworld are, to some degree, immune to anything your biography does. This is called Divinity - a power that can be compared to Six Paths Senjutsu. It separates these entities on a different plane. This plays into the Twin Pillars of Existence.

With this in mind, these rules might be subject to change and I still reserve the right to make decisions during the event. Arc 18 begins today and will last for an undetermined period of time, ideally ending when the epic conclusion is met. This is a major story driven event; the outcome of this will decide how the Ninja World will progress in its story. I've planned for both the death of Phetra and the demise of the Champions of Humanity. So good luck, have fun. I hope in the future I can take what I learn from this event and make another one that's even better.
 

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¤ New Canon Rules and Updates ¤

The infamous Yin-Yang update has finally arrived after a little more than a month of editing, most of which was spent on asking what would replace Toyokumono. But finally realizations were had and updates could be finished. So to the Yang Gang, please welcome the newest addition to your arsenal: Onibi. The addition of Onibi as the replacement for Toyokumono brings Yang Release more into line with Yin, and also sets Onibi as the opposite technique to Kunino rather than have something entirely different in the form of spatial warping. Just as Kunino augments and allows for significant manipulation over all of the user's Genjutsu, Onibi allows for augmenting all of their specialized physical techniques by empowering them with a unique form of Change into Hell. But this isn't your grandma's Change into Hell. This is a unique form that also allows for mutations, representing the inherent randomness and chaos in everything living. And it is also the maiden voyage of the new Official Rolls system in the NRP, done over our Discord server with the help of Tatsumaki. So whenever you use Onibi, you'll be living in the Official Rolls channel!

What else came with this update? Well...boy do I have great news. Clarifications were made on many Yin-Yang Release techniques.
  • Added clarifications on the chakra infusion to both Change into Hell, Heaven, and Five Elements Illusion.
  • Five Elements Illusion no longer makes any reference to Elemental Genjutsu.
  • Yin State and Yang State have had their Truth-Seeking Orbs removed.
  • Hands of Sloth is now simply invisible to the naked eye, rather than to all forms of detection (aside from Rinnegan and other Yin sensing). Now Doujutsu and sensor types can detect the invisible hands.
  • Change into Hell has been limited and clarified to support the logical limitations of the shape of sentient entities.
  • Yang State had its damage mitigation clarified.
  • Added Onibi. Your new best friend!
  • Toyokumono has perished, may it rest in peace.
(Onibi) – Onibi
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Said to be ghosts of light in ancient lore, these are the spirits of the dead that can be roughly translated as Will-o’-Wisps. Within the field of Yang Release it is the pinnacle manifestation of the field’s core concept: governing vitality and life, the ultimate display of a Yang Master as the giver of life. Onibi is activated simultaneously as Yang Mode, initiated passively once the Mode has been entered. Much like how Kuninotokotachi augments all of the user’s Illusionary techniques, Onibi augments all of the user’s specialized physical techniques; for the duration of Yang State all of the aforementioned techniques are enhanced by passively infusing them with Change into Hell. Each creation is endowed with 300 chakra points, 100 health, sharing their creator’s base speed, and their own form of sentience. Like with Change into Hell, creations through this technique are able to use techniques from the source they are produced from. As life is ever changing and mutating in each permutation, Onibi also grants two random mutations to each creation. These are to be rolled on each time a sentient creation is formed with Onibi. When Yang State expires the user’s techniques that are augmented with Onibi’s sentience and mutations also expire. The random mutations are as follows:

-Empowered Vitality: The user’s sentient entity’s vitality is empowered further, increasing its health pool by 80 additional points.
-Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
-Empowered Speed: The user’s sentient entity has its ability to move enhanced, increasing its speed by 8 base levels.
-Thickened Hide: Improved durability reduces all physical damage taken by 40.
-Empowered Reserves: The user’s reserves are empowered, increasing its base chakra reserves to 500.
-Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.
-Debilitating Aura: The user’s sentient creation radiates physical energy, destabilizing any living target within a five-meter zone around it. Reduces movement speed by 8 base levels, inflicts 10 damage per turn, and drains 10% of the targets chakra per turn. Can be resisted with a Yin Release technique of equal rank or Senjutsu that persists through this mutation’s duration.
-Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
-Overwhelming Vitality: The user’s sentient creation is empowered with Overwhelming Vitality, causing it to explode upon death in a mid-range radius explosion of violent energy. Anything caught within it suffers 120 damage.
-Prismatic Mutation: A mutation that takes on the combined effects of two random mutations, allowing for three total mutations on a creation. When this occurs, the user is to roll for the first mutation as normal, and then roll for one additional mutation and select one of the first four mutations. This allows for a total of three.
Be on the lookout for more updates in the future. Also, Sage Mission applications will be closing in the next few days. If you want to attempt a Forbidden ranked Ninja World mission and you meet the requirements (the second part of this is very important, read them all or you will be ignored!) then drop me a PM.
 
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¤ Bio Rules ¤

In order to be more clear about Tools since we have learned more since they first were added to the RP, a proper SNT rule thread was created for them to show the different types and hopefully provide more clarity to RPers. Alongside this, a new type of Artifact has been added to the Ninja World as well, known as Void Infused Artifacts. These artifacts are related to Irkalla, the underworld of the NW and offer special augmentations when unique conditions are reached.

In regards to techniques, Wood Release has had it's rule thread and some of it's techniques updated, notably the ones detailing how it interacts with Bijuu and Bijuu chakra for clarity. In addition to this, the Two Tails has had it's rules updated and it's Pathway released as well. More fields will have slight tweaks during the week, to reflect numerical changes and balancing. New abilities are also being worked on to be added to the RP as well as Bio Rules. Until then, have fun!

¤ Custom Rules ¤

As an update often requested, I and the other mods discussed it recently and it was agreed on that from now on, members are allowed to use their 5th Custom Element slot on any CE they choose, should it be one they submitted, learned or co-created. This does not, however, allow early access to this - just the ability to allocate any CE to it.
 
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