We've created a new section within the Training Grounds called
You must be registered for see links
.
One of the things we noticed over the years was how much of the knowledge members had about the RP was lost over time. There was no real "passing on" of the knowledge many knew. While rules are always kept and accessible, some details of how to fight or what a skill is capable of or tricks on how to use a given skill to its outmost potential normally aren't passed from member to member. Some people teach one or two individuals these things but the knowledge itself rapidly becomes lost within the multiple threads and posts in the RP. The knowledge of how to properly use Wood Release by a Master user such as Scary Yamato, the mastery over Genjutsu of Lili-Chwan or the incredible skill in Close Quarter Combat of Zenryoku.... many more examples of knowledge and talent that shouldn't be lost exist but up until today, there was no real way to record these and pass them on in a structured manner. And this is where the Custom RP Guides section comes in. We wanted to create a specific are of the RP where someone could write down and record their knowledge of a given subject so that it could be available to others in the future.
So, in this new section you can write down information in the form of a guide to skills, techniques, etc. You can even write down how to increase your training efficiency or how to better network through the RP. It can be anything from a guide on a given element to a guide on a single technique. There is no real format or template; no real structure enforced upon it. The only thing you need to abide to are the guidelines stickied in the section. From time to time, we will approve and verify the knowledge contain in some guides, making them "official". These will be easily identified.
and how the whole system works. I'm now the one in charge of issuing Sage Missions and Sage Titles.
One of the things we updated was the perks that come with the Sage title by adding a few, some of which very important, new perks. Most noticeable, the 5 CE cap and the 3 CFS cap.
You should read the post carefully. You can apply for Sage Missions from me but there is no garantee you'll get a reply. Missions vary. At times they may be issued individually, at other times they may be issued as RP Events for the whole of the RP population. They can appear as random events or directed tasks. They can be RP exclusive or a mix of various steps and stages. There won't be 2 missions that are the same though. Each mission is individual.
Oh, and I keep all the PMs regarding Sage Missions stored. So if you don't get a reply, there is no need to spam my inbox with addicional requests.
After some time, the NW revamp is finally here!! While I can't list every single thing that changed in this post, the most important of which to note is that Village tournaments have finally returned ( complete rules can be found
You must be registered for see links
and in
You must be registered for see links
), official wars can be waged now, with prizes as well for winning ( more rules can be found
You must be registered for see links
), a review of the NW's past can be found
You must be registered for see links
and more additional rules can be found
You must be registered for see links
. I will create a thread soon for people to post if they wish to retrieve certain threads of theirs, namely their "quick links" threads. I'd go into detail explaining everything, but this post will just go on forever lol.
I'd like to give a special thanks to Lili-Chwan, Akasha, Zero Kelvin, Gobi Goblettson, LonelyAssassin, Shinta, Mathias, and the rest of the RP staff who contributed and helped. A large portion of this couldn't have been completed without your help, and I can't thank you all enough for your help!
After a discussion between the RP Mods, we decided that we should clarify and explain some rules regarding the boosting of jutsus. In the past, techniques have been boosted to tremendous levels, such as +200 damage to attacks, that make said attacks near un-counterable and with several different boosts applied, it becomes even harder. Now, we have simplified this:
You can only apply 1 passive and 1 active boost to a technique at a time. The highest of these are applied. The highest passive boost you have is applied and the highest active boost is applied
-For example, for EIG users, they gain a +10 damage to Taijutsu. This is considered a passive boost. Should they use the third Gate, which adds a +15 damage boost, this is considered an active boost, requiring a mode or activation of the jutsu to be used. These would combine to form a +25 damage.
-If an EIG user were to own the Three Ring as part of the Akatsuki, instead of gaining a +10 taijutsu from both the ring and another +10 from being an EIG user, they would only gain a +10 damage. Both of these passive boosts do not stack.
-If one were to wield an elemental Akatsuki ring that adds +20 damage to elemental attacks as well as a bio that has a passive elemental boost ( such as a Jinchuriki bio ), then the highest boost would apply, namely the Akatsuki boost in most cases. Both of these passive boosts do not stack.
-If one were to activate Sage Mode and gain a +10 or +20 damage to their elements as well as a jutsu that applies a +20 damage boost to their aforementioned element, then the highest boost would apply. These active boosts do not stack.
This thread may be updated more as the week goes on with the ruling of other situations being clarified on.
No, I haven't been lost in the bermuda triangle for the last few weeks. But I have been inactive in a way I wasn't both expecting and that I hadn't yet experienced. As a result, some of the things I was responsible for in the RP got backed up. I am trully sorry for that. Sometimes, personal life walks this perfect straight line and you get to your goals fast and easy...Sometimes, it just seems to find itself in a maze for no apparent reason. Only thing I can say is that I'll be working to return normal online/activity times from my end and do my best to get everything up to date.
I am trully sorry for any issue my inactivity has brought to your RP experience here in NB. I'll try to mitigate it as best I can come the following days. I haven't opened any pms or vms since the last time I was online so if you have something pending a reply from me, please wait a bit and I'll reply when I check the vm/pm.
Due to recent and past traveling within the NW, the traveling rules have been edited. This specific edit is now:
"When traveling, you also should link your last post as part of your traveling, to ensure that your path is being traveled correctly and there is a mandatory one ( 1 ) hour wait time in between posts."
What this means is that one now has to wait at least an hour in between making traveling posts from one island/landmark to another. This does not mean that villagers, however, have to wait while traveling throughout their own village. This applies to members traveling within landmarks that are not their respective villages. This change can be found
You must be registered for see links
under teh "Traveling Around The NW" subsection and under the "Passing Landmarks" point.
In addition to this, a larger update involving battle and war mechanics has been introduced as well. Following the several inquiries and comments to me and my PM box ( and even a few on Skype ) regarding invading villages, rules for hostile takeovers have been introduced.
These rules are separated into two types: Revolutions ( staged by members of the village ) and Takeovers ( staged by outside forces ). Revolutionists cannot be removed from their village during a revolution and takeovers must occur in the respective Land forum, meaning that if members of Iwa try to take over the village, they cannot be removed and inversely, if invaders of Iwa try to take over the land, then the invasion must naturally occur in the Land of Earth. Both of these require Head of the NW's permission to occur. These specific rules can be found
You must be registered for see links
, under the "Village Revolutions and Takeovers" subsection.
Added to the NW Warfare post in the Ninja World rules thread ( found
You must be registered for see links
), a small note was added in reference to battles and getting moves checked. That can be read below:
Any fight can only be checked a max of 3 times. Meaning by the time the third check is done, whether done 3 times by one person or twice, the fight will be decided in that post to prevent the constant posting and "quoting" of a person's move.
What this means is that a fight can only be checked 3 times now, with the possible outcomes being KO/DKO, Someone winning/losing and a No contest, where both parties are forced to move away from the fight as if it never existed. Once again the only way these posts can be ruled as such are if an official Sensei, Mod, or one with power to check fights vested by the Head of the NW posts, only after being asked to do so. If they have not been asked, then their posts is auto invalidated unless done by the Head of the NW.
: Regarding Toad and Snake sage modes, in order to take a test for those two specific sage modes, a member must go through the signing and training process for that animal contract before being eligible for a test. This includes bios that possess the contract animals and techniques automatically such as Jiraiya, Orochimaru, Kabuto, etc.
Some special fields of customs were banned from being submitted because they pertained to special abilities which, if developed upon in terms of customs, had a high potential for being either Overpowered or Unbalanced. However, after reviewing that long list, we decided to allow some things, though following a minor set of additional guidelines to prevent abuse and to maintain the balance. Keep in mind this list may change, be altered, or even removed entirely over time.
Rules:
Each of the customs for the fields listed below is to be submitted in the regular CJ thread
These customs cannot be taught and can only be used by the creator
You must abide by the logic and the usage seen in the manga
They must be reasonable and feasible but also balanced; no overpowered submissions
All of these special customs count towards your normal custom limit (35 if you are a normal RPear, 45 if you are an Official Sage)
Fields:
Rinnegan: You can create customs for each Path excluding Deva Path and Outer Path.
Dust Release: You can create 3 Dust Release customs but they cannot be higher than S-Rank.
Swift Release: You can create 5 Swift Release Customs melee attacks or defenses.
Dark/Scorch: CWs for these KGs can be created but cannot exceed S rank.
Due to the large influx of members leaving their villages for others recently, the one month rules is reinstated. What this means is that when you leave your village, you must wait at least one ( 1 ) month before being able to join a new village. Failure to abide is grounds from infractions and other NW punishments. Depending on how this is followed, it might be changed or lifted later. In addition to this, several other NW updates will follow through the week, so be sure to subscribe to this thread and to read over the NW Rules as a whole closely.
Updated most of the "kisame only" water techniques. For most, the requirement now is to either have a Kisame bio or have signed the shark summoning contract. Some are, however, still bound to kisame as they either require samehada or are unique to him.
The NW Blood Prison has returned - with a few changes as well as more rewards! The rules for the prison can be located
You must be registered for see links
as well as the actual Prison Landmark being
You must be registered for see links
. More updates and minor edits will be listed below as well. Be sure to fully read the right threads when jailing someone, they might take advantage of what you failed to read.
Update:
~ Edits to the Landmark application thread have been made and now, when you perform noteworthy alterations to a landmark, you're able to submit an edited description of the landmark to reflect this.
Small updates have been made to the Akatsuki usergroup. These updates bring the group back to one of it's older and original incarnations by having what is called Junior Members. These are generally rogue members allied with Akatsuki and as such, enjoy several benefits. These benefits are explained in full in this link here: (
have been released. What follows in this post are the rules for bio combinations regarding special grade abilities. You will get the same information by simply reading one or all of the ability threads and deducing logically the combinations. However, for those of you who are understandably lazy and/or potentially slower on the uptake (I'm one of them) this should make things clearer.
Combination Rules For tl;dr version, see examples!
General
These set of rules will be referring to three distinct series of abilities that will be symbolically categorized for ease of understanding. The series' are: pseudo elements (PE), pseudo KG (PKG), and rouge clan.
PE are skills that are treated "like" elemental ninjutsu. They are either techniques that are derived from an actual element and have their own subset of techniques; or skills that possess properties of other elements and thus are treated like "elemental ninjutsu" without actually being one. Rain and Sound Release are the two skill sets within this series.
PKG are skills that are treated like a bio's KG for whatever reason (basically power scaling). They are non-elemental ninjutsu in nature and we consider them specialized forms of basic ninjutsu. Sensory, Puppetry, and Smoke are the skill sets within this series.
Rouge Clans (clan, singular, at the moment) are clans without actual KG or HA of their own. The only canon ability within this series is the Uzumaki clan.
Rules
A member can have only one PE on their bio; either sound or rain. PEs do not affect your ability to possess an advanced element, custom element, or basic element.
PKGs adhere to the rules of a KG; in other words members cannot have EIG, SM, HA, or KG on the same bio.
Members can possess one PE with one PKG or Rouge Clan. Alternatively they can possess 2 PKG abilities or a PKG ability and Rouge Clan. What this amounts to is two abilities total from these three series.
The Result of rules 1 - 3, thus, sums to the following:
If a member possesses a PE they can also possess EIG, SM, or a KG/HA. However having any of the aforementioned abilities disqualifies them from possessing a PKG in that bio.
Rouge Clans, by definition, do not have a KG or HA. However, a member can combine them with SM or EIG. That being said, the previous rule regarding PEs with EIG and SM will translate to the *Rouge Clan bios, disqualifying them from PKG.
*CC (Custom Clan) bios are special. They act are a clan and possess what is considered a KG/HA. They possess the exception where you are capable of possessing EIG which is the only difference between other KG and PKG bios. However, due to their nature they will constitute as 1 of your two possible combinations of PE, PKG, and Rouge Clan. As CC are actual clans, you are only allowed to combine one other PE with them.
Valid Examples
Sound + Smoke (PE + PKG)
Sensory + Puppetry (PKG + PKG)
Uzu + Rain (Rouge + PE)
Uzu + Sensory (Rouge + PKG)
Nekura + Sound (CC + PE)
*Binkan + EIG + Sound (CC + EIG + PE)
*The last example is valid despite having three combinations. Mentioned previously, CC are exceptions that can possess EIG without penalty and thus we can add the PE. As well, we still have a 2 series combination (CC + PE). We can extend this to Rouge clans. If a rouge clan has SM it can still possess a PE. This still adheres to the 2 series rule.
Invalid Examples
Uzu + Sensory + Sound (Combination of all 3 series)
Rain + Sound (PE + PE)
Sound + EIG + Smoke (PE + EIG + PKG)
Uzu + Sensory + SM (Rouge + PKG + SM)
Supernova + Uzu (CC + Rouge)
Kiyoshi + Rain + Smoke (CC + PE + PKG)
Yes, there are a lot of acronyms. If by some chance you still have questions regarding valid pairings you are always welcome to ask an RP mod or somebody experienced.
This has been proofed by another RP mod, however, I will say at the stake of my own humility, if everything doesn't logically add up and you feel I've missed something or contradicted myself, contact myself or another mod and this information can be appended.
As You've probably been noticing lately, quite a few Bio Rules have been updated and some added. I wanted to wait to make one large post about this.
You must be registered for see links
,
You must be registered for see links
,
You must be registered for see links
and
You must be registered for see links
of the Otsutsuki clan have had Bio Rules made. The
You must be registered for see links
has been added to the RP as well.
You must be registered for see links
has had an overhaul as well. Leg Weights were slightly updated. And a few Bios have had Chakra Increases to reflect their large reserves (Hashirama, Kisame, etc). More rules will be added and updated over time. Have fun!
For reasons beyond my control, I had to leave NB abrutptely for quite some time. I am back and will start by:
1) checking the pending 101 notifications I have on my profile
2) checking the Sage applications and missions pending to issue titles
3) checking the checks I need to do in both CEJs, CCs, CCJs, etc etc
4) catching up to the changes done in my absence so I can fully understand the current status of the RP
5) feed Caliburn some swords cuz he's getting a bit thin
6) find Lawliet's marshmallows and steal Tsuchi's cookies
7) spank Lili's butt - You know...because
8) hug my sons (virtually) because they've been holding down the fort
Sorry for any inconvinience that this might have brought to you but sometimes, RL does need to be put forwards and you need to fix it before it ends abrutply. Thank you!