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 Gameplay, Rules and Terms

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Omnicron
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PostSubject: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptySun Jul 29 2018, 01:08

~ Naruto Jidai Toko ~

o Section 1 - NJT Introduction
o Section 2 - NJT Rules
o Section 3 - Daily Routine
o Section 4 - Seeds & Jutsus
o Section 5 - Survival System
o Section 6 - Cycle of Rebirth
o Section 7 - Gear & Inventory System
o Section 8 - Ninja Military
o Section 9 - Special Events
o Section 10 - F.A.Q & Lore
o Section 11 - Terms
o Section 12 - Blacksmith & Inventing


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptySun Jul 29 2018, 01:20

~ NJT Introduction ~
x Naruto Jidai is a site that is an Roleplaying game site that allows the use of custom made characters to come to the world of Naruto. With new location and new homes that allows players to see from a different point of view of things. Allowing the birth of new legends and new heroes and awaken the old world that we have known to exist. We have since been working on editing and growing for new players to come. Even more so we continue to strive to improve not just each other but also the home that we call Naruto Jidai Toko.

x The site is designed solely by myself, Omnicron. This is the very first site that I have designed on my own and continue to learn new things and amazed about the way people continue to think and grow with others. I find this place to be a home away from home but sometimes a home does get messy and I wish to clean it up and keep it clean. So please do not seem like I will shy you away I love to continue to learn about people and do not turn down a good conversation. We have a Discord which you can join our channel by clicking here on the link. [Join Us!]

x With that I would like to welcome you to NJT and I hope you experience new things and enjoy the site.
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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptySun Jul 29 2018, 01:33

~ NJT Rules ~

x Do not Disrespect, Lie, Steal from another player or from another site. We do not allow plagiarizing on the site. If you are caught or believe someone is doing so please contact a staff member. Note that If its a Canon technique from the series we ask the name be changed and description written in the form of what you believe it does.

x Keep it to PG-13 Rated in posts, we allow some mild to Rated R content but give heads up in the Title.

x. Doujutsu Clan Characters - All members are limited to only 2 Per Member. Allowing others to either Role-play them.

x. Members cannot start with Yin or Yang or Mixtures of Yin/Yang.

x. No God Mod.

x. Techniques cannot be created with, Reincarnation, Incarnation, Country/Village destruction level, Training Bonuses and will be removed. Only site creation base can have.

x. Members: If Inactive for 5 days, all characters are killed off and allowing them to perform Samara. [IF slot character member cannot select that same slot anymore of that same clan.]

x. x2 Rule: No attribute can be x2 of the lowest attribute. [ie. Brawn cannot be 100 if Endurance is 50.]

x Ban Hammer: If a member is caught breaking these rules please review the chart below.
1 - Warning: 1 Day
2 - Warning: 3 Days
3 - Final Warning: 1 Week
Afterwards: Permanent


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptySun Jul 29 2018, 01:56

~ Daily Routine ~

- Important Terms -

- Training Points [TP] -
+ Max: 7
x At midnight central time zone, you regain back 7 TP to use once more. They do not carry over. so if you use 1 and have 6 by midnight you just regain +1 TP.

- Experience [EXP] -
+ Formula: B.Lv x 100
x Members earn EXP doing anything with a said character. They are gained during Bounties, Missions, Trainings, Quests and Events. Do not let any EXP escape you.

- Role-Playing Storyline -
x Members are able to create a storyline for their character and continue to grow daily with gaining experience in order to improve themselves and unlock new things.

- Surviving "Battles" -
x Members will be thrust into battles rather quickly as the world continues to grow and become more threating. One should always review on how to survive and be able to continue on living the battles.

- Bounties -
x Members can do a search and locate a bounty that is on the bingo book or even take up a treasure hunting mission to locate powerful and rare items that do not exist just yet. Selling them to the highest bidder allows more growth in money.
[Bounties]

- Missions -
x Go on missions with a friend or team. As each member must hit the word requirement needed in order to complete the mission every still gets paid.
[Missions]

- Quests -
x Take a up to 5 quests and improve your knowledge and aqcuire new feats that nobody else ever had. Some quests will even allow battles to which you can obtain greater powers or even incredible knowledge.

~ Heads Up! ~
1) Post Reply on (QM) Thread to Accept Quest (Max: 5), cannot request until at least 1 Quest is completed.

2) Last post must have "Thread Completed" Bold and Size: 16 Font to show it was completed by Character.

3) Legendary Quest are color coded black, and have a time limit to be completed | First to complete gets the reward.

4) Speed Rush - This is allows a faster completion, in doing this though, Total EXP is Halved and Rewards are halved, unless Item.

~ Quest Mission Symbols & Type ~
(B) = Battle
- These are QM's with a battle in them, usually a battle of Characters/Items will appear

(Ev) = Event
- One of time special quest, this allows special rewards not found anywhere else.

(L) = Limited ie. Weapons or Items
- It can be done after the first time but it will be the last time as only one can exist!

(Ot) = One-Time
- Allowed only to be done one time, after which its locked from Character/Player to do again.

(Re) = Repeat
- Can be done more than once, but rewards decrease after first time.


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptySun Jul 29 2018, 02:33

~ Abilities & Seeds & Jutsus ~

-------- Ability Breakdown
All Abilities Cost AP to purchase.

Primary Types

Inactive: Require 1 Action/Attack to Trigger
Passive: Are always triggered.

+ Free Costing: These a player can start by adding them to the bio or add later on without charge.

+ AP Cost: These require a AP amount to obtain.

+ Limit: These are limited to how many characters can have onto them.

+ Abilities: Special traits that allow one to improve or make their character unique.

-------- Seeds

- Ninjutsu Seed -
x Take up the first of 7 of the different classes or seeds of Naruto Jidai. Ninjutsu Seed helps with controlling the powers of Ninjutsu and using them to the fullest in battle.

- Genjutsu Seed -
x Take up the second of the 7 different classes or seeds of Naruto Jidai. Genjutsu Seed help with increasing the effects or improving the arts of illusion to a new level that seem impossible to beat.

- Taijutsu Seed -
x Take up the third of the 7 different classes or seeds of Naruto Jidai. Taijutsu Seed help with improving the body for unlocking Hachimon and leaving the enemies crying for mercy.

- Bukijutsu -
x Take up the fourth of the 7 different classes or seeds of Naruto Jidai. Bukijutsu Seed help with allowing someone to take up the powers of using the weapons to the fullest in battle becoming a deadly force.

- Styles -
x Take up the fifth of the 7 different classes or seeds of Naruto Jidai. Styles allows one to use various powers in battle allowing them to be battle stronger opponents.

- Elemental -
x Take up the sixth of the 7 different classes or seeds of Naruto Jidai. Elemental allows one to control the various elements easily without fear but with a greater cost behind it.

- Tamer -
x Take up the final and seventh class or seed of Naruto Jidai. Tamers are able to control a large variety of summons and be able to allow a better control of their energies.

- Techniques - [Jutsus]

-------- Types

- Offensive Types -
x These types of jutsus are the ones that generate damage in battles.

- Defensive Types -
x These types of jutsus are the ones that generate abilities to block damage or improve impact from damage.

- Supplementary Types -
x These types of jutsus are the ones that generate some form of buff or debuff by helping allies/enemies or hurting all on the field.

- Hybrid Types-
x These types of jutsus are the ones that generate two or more forms of types in one technique.

-------- Contact Types

- Visual Types -
x These types require one to make eye contact with a person in order to be used.

- Hearing Types -
x These types require a unique noise for the target to hear in order to be used.

- Feeling [Touch] Types -
x These types require some form of contact with skin in order to be used. [These require one to roll d20.

- Smell Types-
x These types require some form of odor for one to smell in order to be used.

- Taste Types-
x These types require some form of taste in order to be used.

-------- Ranks

- E Rank - Beginner -
+ Damage Range: 25% of Damage | + Cost: 20%
x These are the starter and Academy ranked jutsus, everyone has to start somewhere. Using the basic  fundamentals of all jutsus.

- D Rank - Novice -
+ Damage Range: 35% of Damage | + Cost: 30%
x These techniques are when one finds their calling in the use of jutsus. It is usually known around the time of Genin Rank.

- C Rank - Intermediate -
+ Damage Range: 45% of Damage | + Cost: 40%
x These techniques are usually learned by those that have extensively. The rank is usually used by those of Chunin Rank.

- B Rank - Expert -
+ Damage Range: 55% of Damage | + Cost: 50%
x These techniques are used by Jounin ranked and sometimes require high levels of chakra to even use them in battle.

- A Rank - Advance -
+ Damage Range: 65% of Damage | + Cost: 60%
x These techniques are used by Kage ranked and sometimes took a large amount of time to control and learn. They have also required a greater control of their chakra to use and sometime could be forbidden to use in ever.

- S Rank - Master -
+ Damage Range: 75% of Damage | + Cost: 70%
x These techniques are usually personal and have some form of uniqueness to the its user. This can also comes some issues as its powers cannot be obtained so easily by others.

- S+ [?] - Unknown -
+ Damage Range: 0% to 85% of Damage | + Cost: 0% to 80%
x These techniques are usually classed for Kekkei Genkai or even abilities that go beyond normal means.

Q - What does Damage Range Mean?
A - Damage range is how much damage the Rank technique is able to generate in battle. A good example is if one uses an E Rank Ninjutsu with a DEX of 150, they can only draw out 25% of that for damage. Allowing them to deal 38 Points of damage.

Q - What does Cost mean?
A - Cost is the amount it takes to perform that said technique, unless it shows otherwise.

Q - What happens if I take Damage from a Counter?
A - It is treated like normal, Total Damage subtracted from the target's Endurance.

+ Purchase Jutsu Scrolls to learn technique +
< - Odd Tree Library- >
+ 2 Requirements must be met in order to learn the technique.
- - "____" Jutsu [Excluding Taijutsu] = B.Lv + Chakra Control
- - Taijutsu & Bukijutsu =  B.Lv + N.Attribute

< - Jutsu Requirement Chart - [JRC] - >
+ Rank E – B.Lv 01 - CC: 0% or {Tai} 1 N.Att = 1 to 160
+ Rank D – B.Lv 05 - CC: 20% or {Tai} 1 N.Att = 161 – 320
+ Rank C – B.Lv 15 - CC: 40% or {Tai} 2 N.Att = 321 - 680
+ Rank B – B.Lv 35 - CC: 60% or {Tai} 2 N.Att = 681 – 920
+ Rank A – B.Lv 55 - CC: 80% or {Tai} 3 N.Att = 921 - 1500
+ Rank S – B.Lv 75 - CC: 100% or {Tai} 3 N.Att = 1501 - Above

+ - Hachimon Requirement Chart [HRC] - +
+ Unlocking Gate: 100 x Gate "#" = Word Count & Where END needs to be at.

-------- Battle Effects

Blinded - BLN
> Player/Target are unable to see anything due to sight missing.
+ Effect: Any abilities that use sight are negated | (Rolls = 0)

Burned - [BRN]
> Player/Target body is burned based upon rank and have a loss of damage.
+ Effect: -10 HP Per Turn + Body Part “Unusable & x.25 (Nexus Attribute)
+ Note: +15 HP & +.25 Per 2 Ranks & Arms = STR | Body = END | Legs = DEX

Charmed/Hypnosis – [HYP]
> Player/Target are unable to attack or even target the caster and obey their words without question.
+ Effect: Unable to control Character, Caster controls character for “X” Turns.

Cursed - [CRS]
> Player/Target must follow the rules of a curse placed onto them. Effects vary based upon curse.
+ Effect: Varies

Deaf - [DAF]
> Player/Target are unable to hear anything coming towards or at them. This destroys their equilibrium.
+ Effect: Any abilities that use hearing are negated. (Rolls = 0)
Frightened [FER]
> Player/Target are unable to strike or even target the one that is generating the fear.
+ Effect: one under frightened is unable to strike or have rolls halved. When targeting one generating fear.

Frosbite | Frozen – [FRZ]
> Player/Target have their body frozen making it harder to move. Can cause one to be frozen solid causing instant death.
+ Effect: -15 HP Per Turn + Body Part “Unusable" & x.25 (Nexus Attribute)
+ Note: +15 HP & +.25 Per 2 Ranks & Arms = STR | Body = END | Legs = DEX

Grappled | Bind | Restrained - [GRP/BIN/RES]
> Player/Target are unable to move as they are trapped
+ Effect: Dexterity = 0 | Rolls = 0

Guided | Homing - [HOM]
> Player/Target are able to hit their target without missing.
+ Effect: Rolls = 11 (Automatically, Cannot Gain or Reduce in battle)

Invisible – [INV]
> Player/Target are able to hide or unable to see their target.
+ Effect: Rolls against you = x.50 | Roll from you = x1.25
Near Death-State – [NDS]
> Player/Target are in a stated that is close to death but are still alive.
+Effect: All Attributes are halved (/2) for 2 weeks.

Paralyzed – [PAR]
> Player/Target are unable to move and speak.
+ Effect: Rolls = 0  | Strength & Dexterity = 0

Petrified – [PET]
> Player/target is transformed, along with non chakra based item(s) or object(s) or carrying. They are unable to move and speak.
+ Effect: Strength & Dexterity = 0 | All Damage Negated | Rolls = 0 | Poison/Diseases triggers after release. | Weight x10 | Unable to move and speak.

Piercing – [PIR]
> Player/target are able to cause direct damage to a target allowing them to drill through one’s endurance.
+ Effect: Ignore END

Poison – [PSN]
> Player/target take on a disadvantage that causes them to be sick or feel weaken.
+ Effect: Varies | -“X” HP
Shadow – [SHD]
> Player/target performed Shadow Clone Jutsu to increase their training gains
+ Effect: All Attributes halved (48 Hours after training) | Can stack and will reset time.

Stun [STN]
> Player/target are unable to move and unable to fight correctly.
+ Effect: Unable to Converse and Skip Turn
+ Note: Last only 1 Turn

-------- Element Ability

x Each element has a special ability that can be triggered by a jutsu of certain type or by the use of chakra flow into a chakra made weapon. Below is their effects and ties to the element they are used with. Some Element Ability also tie into a Battle Effect. These abilities can be used outside of battle also.



Acidic - [ACID]
> Player/Target are able to melt away Defensive Techniques with ease causing them to weaken.
+ Effect: Able to weaken Defensive Techniques Effects.
+ Element: Futton [Boil]

Absorb - [ABSB]
> Player/Target are able to pull in chakra adding it to one's body.
+ Effect: One is able to absorb Chakra into their bodies when making contact.
+ Element: Meiton [Shade]

Attraction - [ATRC]
> Player/Target are able to pull metal to them in order to save up on items.
+ Effect: Metal Items that were used return back to Inventory.
+ Element: Jiton [Magnet]

Auto Cancel - [AUCL]
> Player/Target are able to cancel the powers of a chakra based technique.
+ Effect: Cancel the powers of a Chakra Based Technique.
+ Element: Onmyouton [Yin/Yang]
+ Requirement: Sealing Juubi | Yoton & Inton

Auto Eruption - [AUCL]
> Player/Target are able to destroy the powers of a chakra based technique.
+ Effect: Explode the powers of a Chakra Based Technique.
+ Element: Konton [Chaos]
+ Requirement: Sealing of "Chatoras" | Yoton & Inton

Burn - [BRN]
> Player/Target body is burned based upon rank and have a loss of damage.
+ Effect: Same As Battle Effect
+ Elements: Katon [Fire]

Blaze Devour - [BLZD]
> Player/Target jutsus are able to devour the damage of any Enton jutsus adding the power to itself.
+ Effect: Absorb Enton DMG adding it into Shounetsuton's DMG
+ Elements: Shounetsuton [Inferno]

Crystallized Guard – [CRYG]
> Player/target using Defensive Jutsu always give a bigger boost in END due to the Element.
+ Effect: +"X" END | X = +2 Every 1% Control
+ Element: Shouton [Crytstal]

Frosbite | Frozen – [FRZ]
> Player/Target have their body frozen making it harder to move. Can cause one to be frozen solid causing instant death.
+ Effect: Same as Battle Effect
+ Element: Hyouton [Ice]

Forever Burn - [F.BRN]
> The black flames continue to burn even outside of battle and cannot be healed by normal means.
+ Effect: -10% DMG = -HP Per Turn on Target/Player | Cannot be healed by Normal Means. | Carries over after battle.
+ Element: Enton [Blaze]

Guided | Homing - [HOM]
> Player/Target are able to hit their target without missing.
+ Effect: Rolls = 11 (Automatically, Cannot Gain or Reduce in battle)
+ Element: Ranton [Laser]

Heavy Guard – [HVG]
> Player/target using Defensive Jutsu always give a bigger boost in END due to the Element.
+ Effect: +"X" END | X = +1 every 1% in Doton
+ Element: Doton [Earth]

Impact Resistance – [IPR]
> Player/target using Defensive or Supplementary Suiton Jutsus are able to reduce the impact of incoming Offensive techniques.
+ Effect: Halve offensive Jutsu DMG
+ Element: Suiton [Water]

Paralyzed – [PAR]
> Player/Target are unable to move and speak.
+ Effect: Same as Battle Effect.
+ Element: Raiton [Lightning]

Nature Abstraction - [NABSTR]
> Player/Target are able to pull in a certain amount of Nature Energy into Supplementary Techniques but its very limited.
+ Effect: Absorb Nature Energy
+ Element: Mokuton [Wood]

Max Burn – [MBRN]
> Player/Target are given burns that are Grade 3.
+ Effect: Grade 3 Burns with Offensive Jutsus
+ Element: Youton [Lava]

Mummification – [MUM]
> Player/Target are unable do direct damage with the scorching flames but also leave burns
+ Effect: Ignores END when dealing Damage equal to Control.
+ Element: Shakuton [Scorch]

Vacuum Slice [VSL]
> Player/target are able to create a sharp blade of air that cuts through things even if it looks like it missed.
+ Effect: DMG Ignores "X" END when making contact | X = Damage Range
+ Element: Fuuton [Wind]


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptySun Jul 29 2018, 05:03

~ Survival ~

--------~ Battle Steps ~

+ Player A's Turn

^ Upkeep Step ^
x After activation of Ability, Jutsu, or even Item. One must continue to pay for the use of it. If not they effect end at the start of the turn.

^ Attack Step ^
x One performs an attack during this step, if one has double the Dexterity [DEX] over their target. They are given +1 Attack during the turn.

^ Converse Step ^
x During which a Target performs a Attack, the Player is able to trigger their "Conversing" Jutsu at the target in order to strike back. If a Converse jutsu is triggered then it goes backwards from Enemy to Player's jutsus. If an Effect is on jutsu the party will take its effect still as they are not negating the effect just the force of the technique.

x Note: These are usually auto hits because the target is coming at the player, but they take up 1 pt from Converse Gauge. It takes 2 Turns to gain back 1 point for converse.

1. "Normal" Converse Jutsu - These allow one to either evade or strike the incoming target from the blind spot. [ie. Kakashi using the Chidori without the Sharingan.]

2. "Looping" Converse Jutsu - These never fade as they are forever looping on the player allowing them to some kind of special ability with a powerful cost behind it.
Note: These are counted like a "Normal" Converse

3. "Counter" Converse Jutsu - These are the fastest and cannot be conversed once performed. But they can only be performed when a Converse of either Normal or Looping has be used.
Note: These cannot be countered once used, but usually have a heavy price.

^ Finished Step ^
x Finishing up everything, one recaps what was done during the Upkeep Step, to the Attack Step to the Converse Step if it was used to finally allowing the next turn to be taken up.

--------War Battle

Country's Population = Splitting points into Offensive Power & Defensive Power
Country's HP = Offensive Power
Special Attack Gauge Recharge Rate: 3 Turns = +1 SAG

^ Setup Step ^
x During this step, the leader sets up his/her forces to get ready for war against an invading force.

^ Attack Step ^
x If invading a country, the defending country moves first with their strike or activate special buildings. After which one chooses to either attack or use a "Special Attack."

^ Special Attack Step ^
x This allows one to user powerful military weapons that can be located on the General Contractor's Shop. This also works with Tailed Beast dealing damage with the use of an attack. Each Special Attack however costs points from the Special Attack Gauge.
Special Attack Gauge: This allows a country's leader to use powerful and devastating force on an invader or target.
- > Village Type: Major = 2 Max SAG | Minor = 1 Max SAG
- > Alliances: +1 Max SAG

^ Finish Step ^
x Recap the entire steps to the point of what was use in the turn and end the turn allowing next part of the turn.

--------Warfare Benefits

^ Alliances ^
x Those with alliances gain 25% of another Alliances Population to add into their Offensive and Defensive forces. It also helps improve the Max SAG by +1 per Alliance.

^ Underhand Dealing ^
x If an Alliance is shared between both countries that are fighting. Then they will also gain the Alliance Benefit.

^ Country Status ^
x A country can lock their boarders to which nobody can enter unless they sneak into the country. They can also be known for their standings. This is controlled by the Daimyo of the Country.
x Friendly: They have good ties with outsiders.
x Neutral: They are okay with outsiders but will not help.
x Enemies: They do not like outsiders and will attack without warning.
x Unknown: The country's people cannot be found or are in hiding.

--------> Action(s) <

o Items: Performing the use of an item takes up the use of 1 Attack for a Player's turn, these are used to recover or escape for certain fates.

o Tools: This allows one to release several "tool" like weapons in a battle with a max of 5 to equal 1 Attack for a Player's Turn.

o Style(s) + Transformations: Their exist many different styles in the world, but using them takes up 1 Attack which allows the use of many or even greater jutsu forces.

o Abilities: Using any for of talents or abilities will take up 1 Attack. These sometime help increase greater damages onto a player's attack.

o Evading: A player is able to evade an incoming attack as long as they have Dexterity to do so. Dexterity x2 of Incoming Damage. This counts towards 1 point of Conversing.

o Converses: The amount of Counters "Converses" equals up to 4. Once used up they recharge, it takes 2 turns for 1 point to return. So use them wisely.

o Escape: A player can run from battle as long as they have double their enemies speed, escape item or escape technique. If Escape Fails the player can redo their turn.

o Attacks: The use of melee to jutsus in a battle no matter what the use costs 1 action during the turn.

--------> Battle Types <

PvE - 1 on ?
- Player: Highest DEX
- Continue in Turn Format Highest DEX > Lowest DEX

PvP - 1 on 1
- Player: Highest DEX
- Player’s Continue in Turn Format

TvT - 4 on 4
- Team: (Team A’s Total DEX vs Team B’s Total DEX) = Highest gains First Move
- Continue in Turn Format Highest DEX > Lowest DEX

CvC - War
- Defending Team [Gives a chance to defend country.]

--------~ Formulas for Attacks ~

< - Basic Formula - >
+ Melee: (BRW) /2 + *IF* [Weapon/Tool Base DMG] = MAX DMG

+ Projectile: [Tool Base DMG] + DEX/2 + *IF* [Effect] = MAX DMG

< - Jutsu Formula - >
+ Ninjutsu: DEX = = DMG [Before Rank Damage Range]
[Sub-categories follow this system]

+ Taijutsu: BRW = = DMG [Before Rank Damage Range]

+ Genjutsu: Opponent's Sanity, higher than targets | Contact Type = Touch [Roll is need, otherwise do not Roll]

+ Bukijutsu: Weapon Damage / Tool + (BRW) + (DEX) / 2 = DMG [Before Rank Damage Range]

< - Puppet Formula - >
+ Puppet Melee: Player Melee + Pup. STR & DEX  + *IF* (Weapon/Tool Base DMG = = DMG [Before Rank Damage Range]

+ Puppet Jutsu[s]: Pup. DEX + Player DEX (Speed to Execute) = = DMG [Before Rank Damage Range]

--------~ Dealing Damage ~

x Rolling xd20 [x = Number of Attacks performed]

- Results: 1 - 5 = Nightmarish Fail (Where were you aiming?)
- Results: 6 - 10 = Fail (Off by a little!)
- Results: 11 - 15 = Successful Hit (There you go.)
- Results: 16 - 20 = Critical Success [DMG x 1.15] (Awesome Hit!)

Note:Critical can only be obtained IF and only IF the rolls are not improved by Abilities, Items, and/or Techniques. The roll cannot exceed pass "20" even with bonuses.

--------~ Conversing a Technique ~

x One is able to converse or counter a technique. If the attack is successful or higher then you are able to converse it. If the technique is or does an Area of Effect [AoE] then the player can counter some of its powers but not all of it depending on the rules of the jutsu.

Orders of Converse
- "Normal" Converse
1. Player A's Attack Hits
2. Player B Converses w/ Kawarimi no Jutsu
+ Results: Player B's converse goes first then Player A's Attack causing them to miss.

- "Looping" Converse
1. Player A's Attack Hits
2. Player B's Loop Converse triggers "Auto Regen"
+ Results: Player A's attack makes contact dealing damage, but the jutsu or ability auto regen triggered causing them to recover.

- "Counter" Converse
1. Player A's Attack Hits
2. Player B Converses w/ Kawarimi no Jutsu
3. Player A's Attack Triggers Counter Converse effect, dealing damage.
+ Results: Player B was able to evade but in doing so, Player A's jutsu was able to keep up and strike Player B faster.

--------~ Boosting Up ~

x Player's have transforms, styles and even techniques that boost certain attributes. Even with the help of gear this can change the flow of battle. Yet how to reach that is a different story.

Ie. Jounin A has a base Brawn of "300" He also carries a blade that gives an extra +15 BRW with its Primal Effect or P.Effect. But the Jounin also knows how to increase their attributes by x2 with a jutsu. They use the sword and the jutsu what is their new BRW...you may say 630, but no the correct is 615.

Reason is because of PEMDAS: Base: 300 [x2] [+15] = New Attribute.

--------~ Honoring a Battle - With Lose and Wins ~

- Jutsu Listing: Each Player can only go into battle with the use of 8 techniques. (ie. Doujutsu shifting counts as 1 > Sharingan to Mangekyou to > Rinnegan)

- HP is zero "0" = KO'd

- HP is -1  = Killed, HP has to be at “0” for finishing blow [DM Only] = Dead/Killed | UNLESS stated otherwise.

- Stamina hits zero "0" = Every other Turn [Skip 1 Turn]

- Parties: 48 Hr window from last post = Default Lose [Includes Event’s NPC depending on Staff Member]

- Carry Over: Damage/Effects are carried over. Seek an Inn, Hospital or Help from others.

+ PvP Rewards
- Winning = Player's WC x 1.25 = EXP + Request to Loser
- Losing = Payout (Whatever Winner asks for) Ie. Player A asks for an Rare Item or Item
- Draw = Player's WC = EXP

+ TvT Rewards
- Winning = Team's Total Words = EXP + Request to Losing
- Losing = Payout (Whatever Winners asks for) Ie. Player A asks for an Rare Item or Item | Player B Asks for Ryo.
- Draw = Team's Total Words / 4 = EXP


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptyMon Jul 30 2018, 00:15

~ Cycle of Rebirth ~

-------- ~ Continue ~
x As you have been killed but escaped “Death’s” embrace you’ll be allowed to continue on living. But whatever happen to your body will stay the same way no matter what. But there are benefits to it all if you choose this choice.

+ Advantage +
- Complete "A dark deal with the God of Death" w/n 1 Week to return.
- Keep your character and continue getting stronger.
- Removed from Bingo Book.

+ Disadvantage +
- If Head/Heart is destroyed cannot return.
- Items can be stolen off of you [including ryou]
- Body remains in the state it is left in.
OR
- Break deal w/ Shinigami = Instant Kill

-------- ~ Death ~
x One requests to erase their previous life and become nothing but a faded memory. When this happens everything is forfeit and all rare items owned are returned to the Quest unless they are under another ownership UNLESS player does not leave a will and has not made contact.

+ Advantage +
- Able to obtain Items early if given to someone.
- Able to start from the beginning again.

+ Disadvantage +
- Gain nothing from coming back.

-------- ~ Samrasa ~
x The cycle of death and rebirth never stops, one is welcome to return back the Impure World yet without memories of their past life. One can follow their past life's footsteps this will unlock a bonus.

+ Advantage +
- Gain Sosei Ability after {Age, Poison and/or death}
- Gain a small percentage of Total EXP back [10%] after Training.
- Gain Ability: "Sosei" Old life Techniques, Abilities, etc requirements -75% [x.75] [Can be done 1 time]

+ Disadvantage +
- Suicide FORFEITS Pass Life + EXP through-out Sosei
- Ability Sosei + EXP can only be done 1 time.


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptyMon Jul 30 2018, 00:16

~ Gear & Inventory System ~

-------- Gear

x All Items have a rarity.

- White - Common:
x These items are found all over and usually in the shops. They sell for cheap as they are easy to find and locate.
+ Equip Limit: - - -

- Red - Uncommon:
x These items are rarely used by others and are usually found in shops but sometimes in the hands of those unique.
+ Equip Limit: - - -

- Green - Rare:
x These items are not found in the shop and usually located in Quests or Special Shops.
+ Equip Limit: - - -

- Blue - Super Rare:
x These items are not found in the shop and sometimes located in Special Events and some Quests.
+ Equip Limit: 3

- Violet - Legendary:
x These items are only found by Event usually.
+ Equip Limit: 1

-------- ~ Equipment ~

x Character's are given slots in order to equip items they cannot be increased unless by certain gear that is worn.

- Head Slot -
x This slot is for the characters head and face.
x This also has a slot for Neck Accessories.

- Body Slot -
x This slot is for the character's Inner/Outer parts of the body.
x There is also a back slots for Back Accessories.

- Arm Slot -
x This slot is for the character's Arms and Hands.
x There is two Hand Slots used for Ring Accessories.

- Waist Slot-
x This slot is for the character's entire waist.
x There are three placements on this slot, [Left, Center and Right]

- Leg Slot -
x This slot is for the character's Legs.
x There is also a Feet Slot.


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptyMon Jul 30 2018, 00:32

~ Ninja Military ~

-------- ~ Start Up ~
x Upon reading everything we ask that its reviewed carefully for when feeling lost about something and wanting to come back it. You are welcome to making characters that share destinies like canon characters, but they cannot have any connection to canon and jidai NPC created characters.

x Character Image x
x We ask that an image be shown for your character IF have one. We request the size of the image be at least 350 x 350 and max of 500 x 500.

x Clans x
x There are canon clans and even non-canon clans that exist. They are located under their respected country. More clans comes up as time continue on even custom made clans. There are two types of clans.

- Unlimited: These clans usually do not have limited space and allow more than 5 members to become part of it.

- Limited [Slots]: These clans have limited spaces and only allow first come first serve. But if the player loses a spot they cannot get it back as they lost that chance.

x Home Country x
x All countries are opened for start. Though its best to start within a Major Country as many more will be starting in certain locations.

x Currency x
x All Member start a character with 5000 Ryo to use on anything they wish for. The way to making currency is by obtaining missions or doing odd jobs. There are several forms of Currency.
- Ability Points [AP]: This helps with purchases of Abilities.

- Memory Fragments [MF]: This helps with purchases with Passed Event Items, the more spend the more "The Ending" comes.

- Ryo: This helps with purchases in shops.

x Reputation Points x
x This allows one to know how well known a Character is in the NJT Site to NPCs. The higher the rank is the more people know of you. It increases by Missions,Events or becoming a controller of a Legendary Beast. This can be good and bad as it unlocks IC knowledge for NPC's to give to other members if they have your name.
0000 to 1000 = E Rank [Nobody knows you or cares]
1001 to 2000 = D Rank [Outside Friend Circle others know you]
2001 to 3000 = C Rank [Village Citizens know of you]
3001 to 4000 = B Rank [Village Citizens know and Respect you]
4001 to 5000 = A Rank [Country knows you]
5001 to 6000 = S Rank [Countries know of you]
6001 to xxxx = S+ Rank [World knows of you]

-------- ~ Elements ~

~ Starters ~
x All elements are welcome members can also start with 1 beginning element unless in a clan. But they must be one of the five basic elements.
Katon - Fire
Suiton - Water
Doton - Earth
Raiton - Lightning
Fuuton - Wind

~ Element Learning ~
> Training to master one's element is hard enough. As you progress learning or unlearning elements its best to know that certain conditions will leave you helpless if you are not ready for it all.
+ Training A Chakra Element: 2TP
+ Learning A Chakra Element: 150 Words + [x1 Chakra Paper] + 2TP
+ Forgetting A Element: 300 Words + 2TP

~ Elemental Ability ~
x Each Element can produce a powerful Elemental Ability which allows jutsus of certain ranks to perform deadlier in battle. Even give an edge in battle when given the opening. But its based upon the rank of the jutsu that determines the Elemental Ability's Output.
E Ranked - 0%
D Ranked - 10% Max
C Ranked - 15% Max
B Ranked - 20% Max
A Ranked - 25% Max
S Ranked - 30% Max
? [S+] Ranked - 0 - 35% Max

-------- ~ Character Attributes & Terms ~

x After creating a training post the members roll a d10 to determine the amount they gain from the training.
Ie. Player A trained END x2 [They roll 2d10 getting 3,6 = +9 END]

+ BATTLE LEVEL [BA-LV] -
xThis determines the characters battle experience. The higher does not always means the strongest.
- Determine: - - - -
- Basic: Help unlock newer ranks, jutsus and etc.
- Advance Each Level Up = +250 AP | +5% into Chakra or Stamina

+ EXPERIENCE [EXP] -
xThis determines the amount of experience one needs to obtain a level up.
- Determine: Battle Level x 100 = EXP needed.
- Basic: 1 Word = 1 EXP
- Advance 100 Words = 10 Memory Fragments

+ RANK [RNK] -
xThis determines the military rank of the shinobi/kunochi.
- Determine: Varies
- Basic: Complete Requirements.
- Advance - - - -

+ CHARACTER TYPE [CT] -
xThis determines the kind of soul one has for their character.
- Determine: Choose 1 [Asura or Indra]
- Basic: Unlocks many Abilities or Quest for that Character Type
- Advance - - - -

+ HEALTH [HP] -
xThis determines how long the body can last in a battle. It goes up depending on several factors.
- Determine: BRAWN = HP
- Basic: Survival during a battle.
- Advance Costs for Techniques.

+ CHAKRA & STAMINA (CHKR) | (STA) -
x These are the "Mana" and "Gas" for a character, both are used as cost for techniques to be performed. Though if Chakra hits 0% the Character is unable to perform jutsus and must recharge. If Stamina hits 0% the character will have their body straining causing the body to freeze every other turn.
- Basic: Costs for use of Techniques or Abilities.
- Advance n/a

+ CHAKRA CONTROL [CC] -
xThis determines how much control one has over their chakra.
- Determine: Training result
- Basic: Unlocks the use for more jutsus.
- Advance - - -
- Training Cost: -3 TP

+ ELEMENT CONTROL [EC] -
xThis determines how much control one has over their element.
- Determine: Training result
- Basic: Unlocks the use for more jutsus.
- Advance - - -
- Training Cost: -2 TP

+ MASTERY CONTROL [MC] -
xThis determines how much control one has over their kekkei genkai or legendary powers. ie Sharingan or Bijuu.
- Determine: Training result
- Basic: Unlocks more abilities if trained.
- Advance - - -
- Training Cost: -3 TP

+ NATURE CONTROL [NC] -
xThis determines how much control one has over their chakra.
- Determine: Training result
- Basic: Unlocks for one becoming a Sage.
- Advance - - -
- Training Cost: -4 TP

+ BRAWN (BRW) -
x This shows the power or force a character has behind say a punch, kick or even using a Taijutsu. But this also shows how much the character can lift. As some weapons will require a certain required strength to be lifted. Be warned about that as well.
- Basic: Used for Weapons, Melee and Taijutsus
- Advance Makes up Health Points

+ ENDURANCE (END) -
x This shows how strong one’s body can resistance damage from incoming attacks. The higher this becomes the stronger the body is and the more Health or HP one can protect. Though be careful just because the number is high does not mean all damage can be blocked.
- Basic: Resistance to DAMAGE
- Advance: Reinforces Health Points

+ DEXTERITY (DEX) -
x This shows how fast or quick one’s reaction is or traveling from one point to another in a short distances. Now this is also used for Ninjutsus as the faster you move the powerful the force of the technique is. The higher the rating on this also increases how fast one is able to strike and react to attacks.
- Basic: Quick movements or helping with damage on attacks.
- Advance: Travel Time deduction [Every 500 DEX = -5 Hours off Travel Time]

+ SANITY (SAN) -
x This allows us to determines ones mental resistance the higher the easier for one to resist against mental attacks aka Genjutsus. When mixed with Intelligence it unlocks the power of "Soul"
- Basic: Mental survival bases
- Advance: Sanity + Intelligence = "Soul" or "Soul Energy"

+ AWARENESS(AWR) –
x This helps a character be able to detect vital clues, traps or hiding enemies depending on the situation at hand. It plays a large role when it comes to designing a character.
- Basic: Being able to detect things around more than others.
- Advance: Can be used with other features.

+ INTELLIGENCE (INT) –
x This helps showing how smart the character is able to gather knowledge. The higher this becomes the more knowledge that can be obtained and able to study over for later on. Some are able to gather knowledge allowing tactics or even help improve in trainings to grow faster. The faster you gain knowledge the better your training will become with experience.
- Basic: Obtaining & Using knowledge
- Advance: EXP Gained (After Training) + [X%] (INT /100 = X)

-------- ~ Training Calculations
x DO NOT COMBINE PERCENTAGES THEM UNLESS STATED Start with highest percentage and go down. This helps keep mistakes from begin made. We do this for a reason as the results change.
IF .5 Round Up | IF .4 Round Down

+ Training Increase(s) Formulas +
A - Training Results +[Training Grounds] or [Training Jutsu] or [Item 1 Effect] +[Item 2 Effect] = New Result

+ Battle Increase / Decrease Formulas +
A - Player A - Rolls: 20 | Player B's Doujutsu reduces it by -25% [The results of 20 is reduced by 4 points making it 16]

+ Attribute Increase / Decrease Formulas +
A - Player A's DEX is 250 and increases by +25% [250 x1.25 = New Dexterity]
B - Player B's DEX is 250 and lowers by -25% [250 x0.25 = -63 to Dexterity]

FAQ.
Q: What if there is +10 to Training Results and -2 to Training Result with x1.15
A: The formula must follow PEMDAS [Training Results x1.15[+15%] + 10 - 2 = New Results]

Q: Percentages give a higher value than just using +/- to effects or results.
A: Yes, That is correct we use both forms because you cannot be to sure how something reacts to one's body. As you lift weights it does not mean picking up 100 lbs will gives you +100 in Brawn.

Q: Discord Dice takes 16 points from my roll when i reduce by 25% my Results were 20 why so much?
A: The dice in discord gives the results of what 25% is to 20, we found this out in practice. To fix this just either do !r 20 - 4, that will give you the roll results of 16. In our Welcome Tab it will read !r X Y = Z. We are sorry about that. Or you can post up saying this is my results current after effect.

-------- ~ Helping Hand ~

x How to create Personal Jutsus [Hijutsus]? x
Example, Chidori is the Parent Jutsu to Chidori Sendon. One cannot just create a technique from then air as most techniques are parents from another. So be sure to do research of the techniques. Even so a Genjutsu (Seed) shinobi cannot create a Ninjutsu of say, medical ninjutsu as the knowledge is not present.
+ Requirements:
- Must have Rank (B.LV)
- Knows at least 1 or more Parent Jutsus.
- Must have Seed Knowledge "Ability"
- If Elemental one must have Mastery at said percentage.
+ Word Requirement: 100 x Rank

x How to create Personal Jutsus with Elements? x
+ - Element Control - +
+ 0% Element = Cannot use/create/learn Any Ranked Elemental Jutsu
+ 20% Element = Able to use/create/learn D Ranked Elemental Jutsu
+ 40% Element = Able to use/create/learn C Ranked Elemental Jutsu
+ 60% Element = Able to use/create/learn B Ranked Elemental Jutsu
+ 80% Element = Able to use/create/learn A Ranked Elemental Jutsu
+ 100% Element = Able to use/create/learn S Ranked Elemental Jutsu

x How many effects can a Hijutsu have and What range of effect for +/-? x
+1 Rank E = 1 Effect | +/- 15%
+2 Rank D =  1 Effect | +/- 25%
+3 Rank C = 1 Effect | +/-35%
+3 Style = 2 Effect | +/- 0% to 25%
+4 Rank B = 2 Effects | +/- 45%
+5 Rank A = 2 Effects | +/- 55%
+6 Rank S = 3 Effects | +/- 65%
+7 Rank ? = 3 Effects [Only for Clans] | +/- 75% or Lower

x How I teach someone a jutsu? x
> Learning a style or technique can be taught to someone. But both parties must have a certain requirements of posts and each post needs to have 175 words within it of trial and error to get perfection.
+ Learning Requirement: 5 Post [Each Post 175 Words]

x What is the layout for a Jutsu? x
[+ - Jutsu Name - +]
[> Jutsu Description]
[+ Type:] < - [Offensive, Defensive, Supplementary, or Hybrid]
[+ Hand Seal(s) + Rank:] < -[Add the number of hand seals needed] & [Choose Rank that suits.]
[+ Effect] < - [May vary based upon Approval.]
[+ Parent Jutsu:] < - [IF IC knowledge of the technique.]
[+ Creator:]

-------- ~ Ranks of Shinobi/Kunochi ~
There are six ranks in total within Toko Jidai, these are simple and cannot be skipped UNLESS by special means.

~ Academy Student ~
+ Beginner level for all, before being thrown into the large world of Jidai. Study over the basic and graduate the top of the class. Improving or staying to learning any and everything over again that is the choice. The ages for an academy student is usually four to twelve. Those that have failed passing are usually even older.
Requirement
> Starting Rank

Missin-Nin Requirement
> Defect from Village

Reward
> n/a

Missing - Nin Reward
> Become Missing-Nin - Bingo Book Rank: E
~ Genin / Novice ~
+ The apprentice level after graduating, there is a Solo, Npc or PC teams that will be open allowing one to join at this rank. Once reaching this rank a new window opens up for the character to grow stronger and learn more. Being serious with missions will allow you to grow even faster but proving to the mentor you can do it will help more.
Requirement
> Character’s Nexus Attributes: +50
> Completed Academy Exam Click Here!
> Battle Level +5
> Element(s): +10%
> Jutsu Knowledge: x3 Rank E | x1 Rank D

Missing - Nin Requirement:
> Defect as Genin
> Kill a Genin [Same Village] + [Optional]
> Attack a Genin [Same Village]

Reward
> +1,500 Ryo
> Forehead Protector x1 [Village]
> Experience Pool +15% (x1.15)

Missing - Nin Reward
> Become Missing-Nin - Bingo Book Rank: D
~Chunin / Intermediate ~
+The intermediate class or ranking one passes an exam previously showing promise for possible high ranking missions depending on results of the exam and skills shown during the time frame. Also they will be allowed to take up a Team of 2 Genins (PC) or (NPC) if wishing for that task.
Requirement
> Chunin Exam Event (Held 2nd Week every 3 Months.) (Can still be a Missing-Nin and compete.)
> Rogue Exam Event (Staff / Crime Boss gives a Mission to be completed)
> Character’s Nexus Attributes: +150
> Battle Level +15
> Element(s): +25%
> Jutsu Knowledge: x6 Rank E | x4 Rank D | x1 Rank C
> Missions Log: (Varies due to Event)

Reward
> +4,000 Ryo
> Experience Pool +25% (x1.25)

Missing Nin - Requirements
> Defect as Chunin
> Kill a Chunin [Same Village]

Missing - Nin Reward
> Become Missing-Nin - Bingo Book Rank: C
~ Tokubetsu Jounin / Expert ~
+ The expert class or ranking one that has worked in one general area to improve on a set skill. They show promise after which possibly able to lead a team in complete task on their own. This also helps with being able to selected by their respected Kage to join the special ops, “ANBU”
Requirement
> Staff / Kage Approval
> Character’s Nexus Attributes: +300
> Battle Level +35
> Element(s): +50% | +25%
> Jutsu Knowledge: x8 Rank E | x6 Rank D | x3 Rank C | x1 Rank B
> Missions Log: x12  ie.{x3 Rank D | x4 Rank C | x5 Rank B}

Reward
> +7,000 Ryo
> Experience Pool +35% (x1.35)

Missing Nin - Requirements
> Defect as Special Jounin
> Kill a Special Jounin [Same Village]
> Kill a Family [Optional]

Missing - Nin Reward
> Become Missing-Nin - Bingo Book Rank: B
~ Jounin / Advance ~
+ The advance class or ranking one that has acquired this rank have proven time and time again with their mastered skills and leadership skills. They are able to provide for their village by sending in an application for a team of their very own to watch over and teach.
Requirement
> Staff / Kage Approval
> Character’s Nexus Attributes: +500
> Battle Level +55
> Element(s): +100% | 50% | +25%
> Jutsu Knowledge: x10 Rank E | x8 Rank D | x5 Rank C | x3 Rank B  | x1 Rank A
> Missions Log: x20  ie.{x5 Rank D | x6 Rank C  | x7 Rank B | x2 Rank A}

Reward
> +10,500 Ryo
> Experience Pool+45% (x1.45)

Missing Nin - Requirements
> Defect as Jounin
> Kill a Jounin [Same Village]
> Kill a "Home" Clan [Optional]

Missing - Nin Reward
> Become Missing-Nin - Bingo Book Rank: A
~ Kage / Master ~
+ The master class of all ranks one hits this rank by mastering and been through a large amount of battles and experience. They are shown to have great knowledge and great respect. One can be voted on by their Village to become the next “Kage” Though gaining the rank and title are two different things in this world as one can be strong but sometimes never lead.
Requirement
> Staff / Kage Approval
> Character’s Nexus Attributes: +750
> Battle Level +75
> Element(s): 100% | 100% | 100%
> Jutsu Knowledge: x12 Rank E | x10 Rank D | x7 Rank C | x5 Rank B  | x3 Rank A  | x1 Rank S
> Missions Log: x30 ie.{x3 Rank D | x4 Rank C  | x5 Rank B | x8 Rank A | x10 Rank S}

Reward
> +14,500 Ryo
> Experience Pool +55% (x1.55)

Missing Nin - Requirements
> Defect as Kage
> Kill a Kage [Same Village]
> Kill a "Home" Clan [Optional]

Missing - Nin Reward
> Become Missing-Nin - Bingo Book Rank: S


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PostSubject: Re: Gameplay, Rules and Terms   Gameplay, Rules and Terms EmptyMon Jul 30 2018, 00:33

~ Special Events ~

x Events are known to pop up on the site. If one is wishing to join them they must sign up for it which is located on every board as a Read Now Message. Once signing up the member must place the bio of what they are using. They can only change the entire before the event comes.

--------~ Breaking News Feed ~

+ Issues happen in all countries this also includes player countries. It can range from Weather to Legendary Beast disasters. So everyone be ready for where ever the danger is you can be there or in the middle of it.


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