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fallen blades
April Activity Check Apr 19, 2024 18:56:16 GMT -5
Yoritomo
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Yoritomo



Character Names.



Akimichi Chono [Konohagakure] Kept (July 23rd, 974)

Sourei Kobashi [Kirigakure] Kept (July 23rd, 987)

Nue Toru [Yukigakure]Kept (July 23rd, 883)

Yasuraka Hitsukai [Sunagakure] Kept (July 23rd, 996)

Maboroshi Masao [Amegakure] Kept (July 23rd, 926)

Himishi Raisuke [Iwagakure] WIP

Hideo Orochi [Kusagakure] WIP

Abe Nobu [Kumogakure] WIP




Face Claims.



Fate Stay/Zero - Iskander/Rider is Akimichi Chono

Are You Alice? - White Knight is Sourei Kobashi

Bleach - Madarame Ikkaku is Yasuraka Hitsukai

Jormungand - Lehm is Himishi Raisuke

Paranoia Agent - Mysterious Old Man is Maboroshi Masao

Metal Gear Series - Big Boss is Hideo Orochi

Bleach - Sajin Komamura is Abe Joru

Yowamushi Pedal - Midousuji Akira is Nue Toru



Clans | Religions | Organizations.

Jutsu.

Equipment.

Summons | Familiars | Other.

Limited Techniques & Positions.



Shibuki [Blast Sword] | Sourei Kobashi - Kirigakure

Weighted Rock Package | Himishi Raisuke - Iwagakure (WIP)



Additional Notes.


For those who wanna complain about having to do this, the staff are doing it too. >.> And quiet! I'm not late to posting this! You're late to posting this! Stahp judging me! (Although I know you'll keep doing it.)


has written 844 posts
Nue Clan Jutsu Vol. 3Mar 17, 2024 13:25:41 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
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My issue with this technique is that it's effectively just an off-brand version of Creation Rebirth from the SA&W list. In the end it's rapidly regrowing any damaged cells instantaneously and just to show, here's a quote out of the Creation Rebirth technique: "In essence, the technique doesn’t heal the existing cells within one’s body; rather, it causes the growth of new cells to occur at a much more rapid pace. Once the technique is used, any grievous injuries suffered by the user are instantly restored to its undamaged, initial state before all aforementioned injuries were inflicted."

The only real difference is that you say you can use it for up to three posts twice a thread. I also think while the Nue have a genetic ability where their cells don't degrade from cellular division, this is not the case for those they're merged with. You'd either be forced to replace the damaged areas/cells of the one you're merged with, with your own Nue cells (which is placing a larger strain on you) or there'd have to be a more significant drawback for the person you're merged with.

I would probably ask that the wording be changed so that the technique can rapidly (not instantly) repair serious wounds for a total of five rotations and can only be used once in a thread. Anything that would cause extreme damage would outpace this healing and lead to death. Furthermore I'd ask that if it's being used in conjunction with a host the Nue has merged with it the healing either comes from the Nue's cells solely in which case the merged host might temporarily lose any KG abilities (since so many of their cells would be Nue cells rather than their own) or if you divide the host's cells as well then they'd become exhausted/uncoordinated at the end of the five rotations.

Lastly I'd ask the the chakra cost get bumped up to Very High instead of High.

I believe these are reasonable drawbacks to the technique and keep it from stepping on the toes of the SA&W medic package. Given the extreme degree of changes I'm asking for I'll also message Exo to double check Exo is still fine with the technique as well.
has written 844 posts
Nue Clan JutsuMar 14, 2024 12:14:43 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
quote
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I was asked to weigh in given I made the Nue.

Fully agree with the sentiment that by the very nature of how the Nue work it'd be sort of impossible to pair them with another bloodline. I do think they could potentially have the dual-bloodline slot, but it would need to be paired with a hijutsu rather than another bloodline.

Even if I ignored the rest of Yofie's points, the aspect of "This allows them to make medications or surgeries to pass on the abilities to others, but they must still follow the 2 kkg limit." is by far the most broken aspect of this ability, since it effectively would mean unlimited dual or triple bloodline slots that the Nue could hand out to whoever they want whenever they want.

2/2 Denied - The application will be removed from notify.
has written 844 posts
Civilian Rules [Updated 02-16-2024]Feb 16, 2024 8:41:37 GMT -5
Yoritomo
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Civilian Guidelines



Civilian Overview

The shinobi world is only one small piece of the Naruto Fallen Blade universe; civilians ply their wares, commission assistance from shinobi nations, and are present in every facet of a shinobi’s day-to-day life. A civilian tradesman takes just as much pride and care in their work as a shinobi does, and is able to expand their skill set and improve their reputation in much the same way!

The civilian character application can be found here.


EXPERTISE

Expertise is the civilian equivalent of a shinobi’s military rank. There are four ranks of expertise: Novice, Journeyman, Expert, and Master.

Novice: Very simple tasks that may not need rigorous training, merely familiarity and tinkering. Range of most skill is basic, but relevant to trade being pursued. Characters are typically between the ages of 10-20.

Journeyman: A level of training or guidance is recognizable. The character has a working knowledge of their area and can perform routine tasks involving the skill and can explain a considerable amount to others. Characters are typically between the ages of 20-35.

Expert: Detailed knowledge and experience in their trade. The character is hardly bothered by the more complex aspects of the skill and could take on an apprentice to pass on their skills. Characters are typically between the ages of 30-45.

Master: The character has likely gone beyond what their teachers and/or mentor were able to teach them and has learned on their own. They are considered a master on the subject or topic and potentially even renowned for their abilities. They can expand the field by coming up with innovative ideas and strategies. Characters are typically 41 or older.


TRADE


There are a multitude of fields and trades in the shinobi world that play a pivotal role in commerce. Such trades include and are not limited to areas such as Smithing, Botany, Vending and so forth. While non-shinobi characters cannot perform jutsu, they can focus on ordinary skills with broad applicability and become a renowned expert. A character with an elevated level of proficiency in a trade has the potential to become a significant anchor of their respective nations or villages. While shinobi focus on keeping a nation safe, civilians in a trade keep it thriving.

Trade Protocol
This section of the application is intended to describe how a civilian approaches their business, trade, or craft. What is their philosophy? How do they interact with their clients? What is their specialty or focus? Anything that pertains to how the civilian plies their trade and makes theirself of value to their clients will go in this section.


SPECIALIZATIONS


There are six major categories that define a citizen’s capabilities in their trade: Academia, Communication, Tasks, Business Sense, Contacts and Criminality. A player may choose that their character be proficient in two of the six (Primary and Secondary), or spend more focus in being particularly skilled in one of these areas (Sole Specialization). A player can also choose to pursue a character who is moderately good in all areas other than criminality (Generalist), but will be unable to take Master (Tier IV) Skills as a result.

Academia
These are knowledge based skills that typically require few, if any, tools, tasks or procedures to implement. You know—scholarly knowledge. Academia can range from the fundamentals to the more intellectual concepts. The character can rattle off information about many academia skills they possess and tend to concentrate attention towards discovering knowledge in a field of endeavor.

Communication
By being able to connect with individuals, broadcast the right messages, and listen carefully to others, a person can go quite far. Communication skills typically need an individual to have a level of charisma and the ability to read an atmosphere. They make adept managers, can be very convincing, and are capable of building and maintaining relations. This skills are often related to performance arts. Those that specialize in this area typically do not need many tools for their trade.

Tasks
Task-oriented skills are those which require some sort of hands-on action and/or set of procedural actions to successfully use them. These include things like painting a portrait, brick laying, pottery, repairing machinery, etc. They almost always learn from others to gain experience. Tools allow characters to master the use of certain types of skills or may be a prerequisite to bump up the quality of workmanship/craftsmanship. One can typically equate those in the task fields to be laborers, or in a field that is associated with a union or guild.

Business Sense
While Academia might enable you to know more about a given topic, communication afford you the ability to speak with great confidence about matters or sway your customers to making a purchase they wouldn't otherwise make; business sense is that gut feeling you either have or you don't that opens up the doors of opportunity and the initiative to seize those moments. Those with Business Sense might find themselves able to get great deals on raw resources, may see an opportunity to negotiate a deal that heavily favors their interests or receive (or connive to get) invitations to be part of large scale projects within their village

Contacts
This specialization is defined by one key aspect... people. Knowing the right person in the right moment at the right place to get an edge up on your competition. These contacts could be people you've done business with in the past, people who owe you a favor for money lent out to them or just somebody who you know as the friend of a friend. Typically these contacts can be used to help you do something you might not be able to do with your own skills by supplementing their own to some degree although typically for some sort of price.

Criminality (Must be taken as a specialization)
While it is possible for one to unknowingly get wrapped up with criminal elements or even just a single less than legal situation, it takes a certain kind of person to knowingly make their living from illegal activities. Criminality is an ecompassing ability that somewhat covers other specializations, but only in regards to where they might connect with nefarious deeds.

Criminality gives you the Sense to know people likely to take a bribe to look the other way or potentially even aid you in your endeavors. It may give you some insight into other criminals of your part of the world and even a vague idea of criminals abroad even if only by reputation. You might be able to cite certain scams, famous criminals from the past, their exploits and what illegal goods might fetch on the black market.

While it gives you some additional insight into the criminal world and potentially some ability to maneuver around the law, how you will apply this knowledge largely depends on what other specialization it is paired with. Pairing it with Academia might mean you're an information broker looking to sell or trade secrets while pairing it with something like contacts might make you quite skilled at smuggling.



SPECIAL SERVICES


Some of the most important customers citizens have are their shinobi counterparts. Given the economic might within shinobi villages, it can be advantageous to an entrepreneur if one can serve some of their military needs. Citizens can exploit their craft to hone in on shinobi demands to give their village an edge over others. These will serve as the incentives for shinobi to do dealings with them.

Examples
A Blacksmith uses their Task skills to provide superior armaments. [Village Equipment created by this Blacksmith has a free Enhanced Durability SA.] [Note: In examples like this, the equipment must be forged or created IC, and the thread in which the item is crafted must be cited in the equipment application in order for it to gain the additional free affect.]

An Apothecary uses their Task skills to assist in medical care, providing poultices, bandages, and tinctures. [Village shinobi can seek treatment from the apothecary to cure poisons, diseases, and tend to severe wounds.]

A Botanist uses their Academia skills to nurture Cultivable Plants so that a village’s shinobi have easier access to materials for poisons and poultices. [Village Shinobi have access to Common/Uncommon/Rare cultivable plants to replenish their stocks of poison.]

A Breeder uses their Academia skills to select, rare, and raise animals for their desirable traits to make them top notch familiars. [Village Familiars created by this Breeder are extremely obedient and receptive to commands.]

A Magician uses their Communications skills to make Genjutsu Triggers far less noticeable. [The magician accompanying shinobi on a mission or venture is able to improve the effectiveness of their allies' genjutsu.]

A Vendor uses their Communication skills to expand their international trade routes, bringing more business into the country. [The vendor's Investments are weighted more heavily when used as evidence towards an increase in Village Rating.]

Special Services are the civilian equivalent of a shinobi’s Special Abilities. The number of special services a civilian can provide at creation is dependent on their rank of expertise.

Novice: No Special Services
Journeyman: 1
Expert: 2
Master: 3

Acquiring New Special Services
Civilians are able to appeal for some additional Special Services as they develop their skills in their grade. This is a level two appeal process. The appeal must present a logical, traceable order of events that would lead to what you believe would be your character's acquisition of a special ability. We should be able to see their experiences and learning.

The appeal should consist of at least six threads. About 4 of these threads must be centered around training to develop the skills necessary to provide the service, centered around the same idea; these can be either ventures, investments, or other relevant threads. The final 2 of these threads must be centered around coordinating with a shinobi village to supply the service in question; this can include coordinating with the villager's Lord or Kage, the Shinobi council, or drumming up business in a more grassroots fashion by interfacing directly with the rank and file.

Novice Route
Novice starts with 0 SS. Appeal for SS 1.
Journeyman promotion to SS 2. Appeal for SS 3.
Expert promotion to SS 4.
Master Promotion to SS 5.

Journeyman Route
Journeyman starts with 1 SS. Appeal for SS 2.
Expert promotion to SS 3.
Master promotion to SS 4.

Expert Route
Expert starts with 2 SS. Appeal for SS 3.
Master promotion to SS 4.

Master Route
Master starts with 3 SS, and cannot earn any additional SS.



SKILLS


Skills are the civilian equivalent of a shinobi’s jutsu. There are four ranks of skills: Novice, Advanced, Expert, and Master, also referred to as I, II, III, and IV Tier Skills. Skills can be found in the civilian skills board and in the approved civilian skills board. A created civilian is able to start with a number of skills dependent on their rank of expertise.

Novice: 6 Novice-Advanced (I-II) Skills, or 4 Novice-Advanced (I-II) Skill and 1 Expert (III) Skill.

Journeyman : 8 Novice-Expert (I-III) Skills, or 6 Novice-Expert (I-III) Skill and 1 Master (IV) Skill. No more than 1 Expert (III) Skill can be taken.

Expert: 10 Novice-Expert (I-III) Skills and 1 Master (IV) Skill, or 8 Novice-Expert (I-III) Skill and 2 Master (IV) Skills.

Master: 14 Skills of any Tier. No more than 3 Master (IV) Skills can be taken.



SKILL PURCHASE COSTS


Civilians are able to purchase additional skills after creation. The cost depends on both the civilian's rank and the rank of the skill being purchased.

Novice (Tier I)
100 XP - Novice (Tier I)
150 XP - Advanced (Tier II)
350 XP - Expert (Tier III)
750 XP - Master (Tier IV)

Journeyman (Tier II)
75 XP - Novice (Tier I)
125 XP - Advanced (Tier II)
200 XP - Expert (Tier III)
300 XP - Master (Tier IV)

Expert (Tier III)
60 XP - Novice (Tier I)
100 XP - Advanced (Tier II)
150 XP - Expert (Tier III)
275 XP - Master (Tier IV)

Master (Tier IV)
50 XP - Novice (Tier I)
75 XP - Advanced (Tier II)
100 XP - Expert (Tier III)
200 XP - Master (Tier IV)



VENTURES


Ventures, the civilian equivalent of a shinobi’s training, are an enterprise where citizens undertake a project or initiative in hopes of acquiring capital or making a profit. They are the equivalent of shinobi missions in that there is an inherent risk in the form of being in the red, creating poor/faulty products which dissatisfied customers, and even death [Death Enabled], but there is the potential to also expand their name recognition and acquire important experience in the field.

Novice (Tier I)
These kinds of Ventures are typically aimed toward gaining experience. They involve watching and listening then subsequently trying yourself. A citizen may learn basic knowledge of an area and learn to ask themselves how such things could be profitable or made into a profit.

Advanced (Tier II)
These Ventures are where Citizens could be found trying to use their Trade to make a profit while competing with others in the trade. They will likely be trying their best to stand out or seek where they can provide goods/services where others cannot.

Expert (Tier III)
The citizen has proven that they can specialize in an area and work with their client in a high stakes situation. They will attempt to do something rare and unique which makes them well sought after.

Master (Tier IV)
The citizen is potentially commissioned with something grand that few others can do. They may be asked to discover something grand or something never made before. They probably are not catering to just anyone, but someone of real significance.

Rewards & Requirements
EXP is granted for the completion of a venture depending on the rank of the civilian.

Venture ExpTI VentureTII VentureTIII VentureTIV Venture
Novice75    ------
Journeyman 5595----
Expert457595--
Master405575150


Shinobi participating in ventures will also receive EXP: 60% of the amount awarded to the civilian.

There will be a minimum requirement of posts for the individual completing a venture.

Solo VentureTI VentureTII VentureTIII VentureTIV Venture
Novice10------
Journeyman 911----
Expert81013--
Master791420


If there are two people taking part in the venture, the post requirements will lessen for each participant.

Group VentureTI VentureTII VentureTIII VentureTIV Venture
Novice7------
Journeyman 68----
Expert5713--
Master461116


Sensei Bonus
There is a specific bonus for those that are teachers. Civilians teaching other civilians of lower expertise or shinobi about their trade in a venture will receive an additional 50 experience points.



INVESTMENTS


Civilians are able to make Investments, i.e. commission shinobi to assist them in some aspect of their trade. This could be gathering herbs, herding animals, escorting a caravan, disrupting a rival business, or anything else along those lines. The key difference between Investments and Missions is that the civilian has to be present for the Investment, taking part in the storyline in some capacity. Investments the primary way in which civilians can improve their expertise. They also count as mission participation for shinobi seeking to progress in their careers!

Investments can be made by using the mission application template here.

Investment Ranks
Investments Ranks follow the same guidelines as mission ranks, found here. The equivalence is:

Novice (Tier I) Investment - D-Rank Mission
Advanced (Tier II) Investment - C-Rank Mission
Expert (Tier III) Investment - B-Rank Mission
Master (Tier IV) Investment - A-Rank Mission

Investment Participation
Novices may make Novice or Advanced (Tier I & II) Investments.
Journeymen and Experts make make Novice, Advanced, and Expert (Tier I, II, & III) Investments.
Masters may make Investments of any tier.

Rewards & Requirements
Completion of an Investment nets a reward for all participants. In order to complete an Investment, the objective must be realistically achieved, and an OOC posting requirement must be met as well.

Novice (Tier I) - 050 xp / 10 posts
Advanced (Tier II) - 100 xp / 15 posts
Expert (Tier III) - 150 xp / 20 posts
Master (Tier IV) - 200 xp / 30 posts

In the event that the participants fail the Investment, which happens from time to time, all participants will receive 50% of their normal EXP reward.

All Investments are Death Enabled.

Counter-missions can be apped for C-rank Investments and above, following the same procedure as countering a standard mission.

Shinobi are able to use completed Investments towards their promotion requirements in place of missions. Promotion evidence can be a mix of missions and Investments.

Civilians can participate in and claim shinobi missions as Investments when the narrative is reasonable. For example, a civilian wood-worker could participate in the mission Shoring Up The Bones alongside a shinobi partner, and claim it as a Tier I Novice Investment. Similarly, a civilian can participate in missions structured around the premise of safely escorting a civilian or group of civilians, and claim those as Investments, if the occupation of the said civilian matches that of the mission civilian. For example, a scholar being escorted somewhere, a blacksmith going to somewhere to acquire some ores, etc.



PROGRESSION


Just as shinobi can be promoted, civilians can improve their expertise and gain wider renown for their crafts. In progressing their expertise, they are also able to earn additional Special Services by providing the requisite evidence in their progression appeal.

This is a level 3 appeal process.

Novice to Journeyman
- 3 Novice or Advanced (Tier I or II) Investments
- At least 8 Skills of any Tier

Journeyman to Expert
- 3 Advanced or Expert (Tier II or III) Investments
- At least 10 Skills of any Tier

Expert to Master
- 3 Expert (Tier III) Investments
- At least 12 Skills of any Tier, at least two of which must be Master (Tier IV) Skills.

To earn a Special Service alongside their expertise progression, the player should provide evidence of at least six threads. About 4 of these threads must be centered around training to develop the skills necessary to provide the service, centered around the same idea; these can be either ventures, investments, or other relevant threads. The final 2 of these threads must be centered around coordinating with a shinobi village to supply the service in question; this can include coordinating with the villager's Lord or Kage, the Shinobi council, or drumming up business in a more grassroots fashion by interfacing directly with the rank and file.



has written 844 posts
Travel Restrictions & MapsFeb 16, 2024 8:24:15 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
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travel restrictions & maps

Each village has its own set of travel restrictions for its shinobis. If a mission does not specify that it is a joint mission between villages (all of the nation leaders involved have agreed on the mission), one should obtain permission from their village leader, and if one is leaving the village for any reason other than a mission, one should also obtain permission. The permission should be stated at the start of the thread.

*Please note, that the failure to receive permission for travel generally will come at the risk of IC consequences at the ruler's discretion (suspension, being labeled a missing-nin, etc.) should your transgression be discovered. Typically if you want to ignore these travel rules as part of a plot, then you should be having to bypass security to slip out of the village or some other reasonable attempt at avoiding notice for the crime. The core staff do reserve the right to invalidate or retcon threads should we determine them unrealistic or ignore the potential for any consequence.


world maps




konohagakure


Academy Students: Village Only

Genin: Country only, but Allies can be visited with Kage's approval.

Chuunin: Country and Allied villages and nations. ANBU Exempt from permissions but may be denied by the ANBU Captain or Hokage.

Special Jounin: Country and Allied villages. Can visit enemy nations with Kage's approval.

Jounin Up: Free Travel, but understood to be representing the village at all times.

*Allied Missions: Can be done by
Genin (only if they have asked the Hokage beforehand, and even then with implied Jounin to get them to where they're going (D-C));
Chuunin (up to B);
Sp. Jounin (up to A);
Jounin (up to S).

Stance on wandering-nin: -

*Individual Exceptions:
Tateyama Yakitsukeru: allowed to solo travel to allies.


iwagakure


Academy Students: Village Only unless accompanied by a Special Jounin or higher.

Genin: Village Only, but can travel country with the accompany of a Chuunin, can travel allies with a Special Jounin or higher, as well as visit events.

Chunnin: Country Only, Allies can be visited with Kage approval or a Chuunin or higher companion.

Special Jounin: Country and Allies, can travel to enemy countries with Kage approval, on specific missions, or for specific events.

Jounin Up: Free Travel, but understood to be representing Iwagakure at all times.

*Allied Missions: -

Stance on wandering-nin: -

*Individual Exceptions:
None


kirigakure


Academy Students: Village Only. No exceptions.

Genin: Village Only, but can travel country with the accompany of a Chunin or higher. No travel to allies is permitted unless during a special event, in which case an escort will be provided by Jounin or higher.

Chunnin: Country Only, Allies can be visited with Kage approval and a higher companion. Hunter-nin only requires Kage's approval for this.

Special Jounin: Country and Allies, can travel to enemy countries with Kage approval for specific missions or events, and must have a Jounin or higher present.

Jounin Up: Free Travel, but understood to be representing Kirigakure at all times. High-ranking Jounin leaders [Hanchou etc.] must attain Kage approval and state their reasoning before leaving the village or country, as they are integral to aiding with the running of the village and other Jounin. If travel is denied and a Jounin tries to leave, they will be detained for punishment.

Special Note: Members of the Seven Swordsmen of the Mist are gifted free travel, but must always return within a week of leaving the village. Leaders of the Kirigakure Navy and its Subdivisions are also granted free travel when related to their occupation. Otherwise are restricted to their rank limitations.

*Allied Missions: Can be done by none - unless it’s a special board or The Mizukage has been asked for permission.

Stance on wandering-nin: -

*Individual Exceptions:
None


kumogakure


Academy Students: Village Only unless accompanied by a Special Jounin or higher.

Genin: Village Only, but can travel country with the accompany of a Chunnin, can travel allies with a Special Jounin or higher, as well as visit events.

Chunnin Up: May travel freely to allied and neutral countries but require Kage permission to travel to enemy territory.

*Allied Missions: Can be done by
Genin with implied Sp. Jounin to get them to where they're going (D-C);
Chuunin (up to B);
Sp. Jounin (up to A);
Jounin (up to S).

Stance on wandering-nin: -

*Individual Exceptions:
None


sunagakure


Academy Student: Village Only unless accompanied by at least two Chunin or a single Special Jounin. (Excursions outside the village are to outposts and stations only)

Genin: Village Only. May travel to the outskirts of the village. Need to be under the supervision of a Chunin or Higher as part of a three-man team under a Sensei. May travel outside the country for participation in Chunin Exams.

Chuunin: Country and Allied Nations only. Can travel within the country with full autonomy or as a part of a unit. Visits to allied countries require the approval of Kage.

Special Jounin: Country and Allied Nations. Can operate in enemy countries with the approval of Kage for missions or specific events, preferably as part of a team.

Jounin Up: Free to travel. Representatives of the village at all times. Preferably as part of a 2+ man team.

*Allied Missions: Can be done by
Genin with implied Jounin to get them to where they're going (D-C);
Chuunin (up to B);
Sp. Jounin (up to A);
Jounin (up to S).

Stance on wandering-nin: -

*Individual Exceptions:
None


amegakure


Academy students: Cannot leave the village unless accompanied by a Sp. Jounin or above, and that is usually to other allied nations to be with other students

Genin: Can travel inside the country, and to allied nations with approval.

Chuunin: Are allowed to travel inside the country and to allied countries without supervision.

Special Jounin: Are allowed to travel inside the country, allied counties, and neutral territories.

Jounin Up: Have all previous permissions and can work as a singular unit. Even on high-risk missions, they can go alone though it's not recommended. Jounin are the top-tier individuals of the village system. Always recommended to go with a support squad or one skilled teammate.

*Allied Missions: Can be done by
Genin (D-C);
Chuunin (up to B);
Sp. Jounin (up to A);
Jounin (up to S).

Stance on wandering-nin: -

*Individual Exceptions:
None


kusagakure


Academy Students: Village Only unless accompanied by a Special Jounin or higher.

Genin: Village Only, but can travel country with the accompany of a Chunin, can travel allies with a Special Jounin or higher, as well as visit events.

Chunnin: Country Only, Allies can be visited with Kage approval or a chunnin or higher companion.

Special Jounin Up: Country and Allies, can travel to enemy countries with Kage approval, on specific missions, or for specific events.

*Allied Missions: -

Stance on wandering-nin: -

*Individual Exceptions:
Sage and Sage Apprentice are Free to Travel to Non-Animus Nations.


yukigakure


Academy Students: Cannot leave the village unless on a mission/accompanied by a Chuunin or above.

Genin: Cannot leave the country (but can leave the village) unless accompanied by Jounin or above.

Everyone else can go where they want but are expected to behave appropriately, to not disgrace Yukigakure
If they wanna go to the territory of other villages that aren't allies, they must request the Leader's Permission.
Young Diplomatic Corps members can travel as part of the Diplomatic Corps to allies with an older member.

*Allied Missions: Can be done by
Genin with implied Jounin to get them to where they're going (D-C);
Chuunin (up to B);
Sp. Jounin (up to A);
Jounin (up to S).

Stance on wandering-nin: -

*Individual Exceptions:
None


takigakure


Academy Students: Village and False Village Only unless accompanied by a Special Jounin or higher - Restricted to Country max, as well as visit events only with special permission.*

Genin: Village and False Village Only, but can travel country with the accompany of a Chunin, can travel allies with a Special Jounin or higher, as well as visit events.*

Chunnin: Country Only, Allies and Non-Shinobi Nations can be visited with Kage approval or a Chunin or higher companion.*

Special Jounin: Country and Allies including Non-Shinobi Nations, can travel enemy countries with Kage approval, on specific missions or for specific events.*

Jounin Up: Free Travel*, but understood to be representing Takigakure at all times.**

* Takigakure-Specific: Travel Restrictions apply to Sages/Sage Apprentices.
** Applies to all ranks.

Allowances/Caveats:
*Allied Missions: Can be done by
Genin with implied Sp. Jounin+ to get them to where they're going (D-C);
Chuunin (up to B);
Sp. Jounin (up to A);
Jounin (up to S).

Wandering Nin: May be permitted in country only; No hostility is allowed

Allies: Allowed in country and False Village only

Missing-Nin: Due to the peculiar circumstances of Missing Nin and Wandering Nin, Missing Nin of Animus Countries are allowed in country only, detainment is preferable but should never supersede safety. Allied Nuke-nin follows their policy if applicable. Own varies by degree and nature of crime, please see Leader for details; most default to death.

*Individual Exceptions:
None


last edit by Yofie on Mar 30, 2024 8:45:44 GMT -5
has written 844 posts
February Activity CheckFeb 1, 2024 16:48:01 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
quote
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age 32 years old birthday rank occupation
Yoritomo



Character Names.



Akimichi Chono [Konohagakure] Kept (July 23rd, 974)

Sourei Kobashi [Kirigakure] Kept (July 23rd, 987)

Nue Toru [Yukigakure]Kept (July 23rd, 883)

Yasuraka Hitsukai [Sunagakure] Kept (July 23rd, 996)

Maboroshi Masao [Amegakure] Kept (July 23rd, 926)

Himishi Raisuke [Iwagakure] WIP

Hideo Orochi [Kusagakure] WIP

Abe Nobu [Kumogakure] WIP




Face Claims.



Fate Stay/Zero - Iskander/Rider is Akimichi Chono

Are You Alice? - White Knight is Sourei Kobashi

Bleach - Madarame Ikkaku is Yasuraka Hitsukai

Jormungand - Lehm is Himishi Raisuke

Paranoia Agent - Mysterious Old Man is Maboroshi Masao

Metal Gear Series - Big Boss is Hideo Orochi

Bleach - Sajin Komamura is Abe Joru

Yowamushi Pedal - Midousuji Akira is Nue Toru



Clans | Religions | Organizations.

Jutsu.

Equipment.

Summons | Familiars | Other.

Limited Techniques & Positions.



Shibuki [Blast Sword] | Sourei Kobashi - Kirigakure

Weighted Rock Package | Himishi Raisuke - Iwagakure (WIP)



Additional Notes.


For those who wanna complain about having to do this, the staff are doing it too. >.> And quiet! I'm not late to posting this! You're late to posting this! Stahp judging me! (Although I know you'll keep doing it.)


last edit by Yoritomo on Feb 2, 2024 6:39:02 GMT -5
has written 844 posts
Kazekage Position OpenedNov 12, 2023 17:48:05 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
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groupFounder / Owner
age 32 years old birthday rank occupation
Greetings NFB,

The Sunagakure Ruler position is now open. As usual, in an attempt to find a stable ruler for the village, those interested will need to submit a preliminary application to be considered for the position. Naturally, those interested should look at this page and refresh your understanding of what exactly is expected of rulers as well as the privileges they enjoy. Take further note that we want to see active participation in site endeavors. Whether that's recruiting in cbox/discord, registering missions, making events, or posting actively. In the case that a leader may be busy, they need to let staff know they'll be absent rather than vanishing without warning.

Anyone interested in a position should send a Private Message to all of the core-staff team: // // // // // // // // // //

People running for the position will have until the end of 11/26/2023 [November 26th] to submit applications. The final decision will likely be announced 12-10-2023 [December 10th] at the latest. Please be patient until then.


Note: Please be aware we've given the okay for Harukei to finish up certain threads as Kazekage.




Interest in Leadership Position

Character Idea/Outline -
We would like a general concept of the idea. Who is this character going to be both in ability and in ideology? How does their story fit into the timeline and why would they have been chosen?

Character's and Nation's History - Max of 500 words inhow they were involved with the nation and why they're an asset to be considered for position of Leader. The main purpose of this section is to show that you are aware of the village's timeline and their past Leaders. How your character fits into that is the smaller portion of this section, we want to know you have a working knowledge of the nation's history so that you can keep the timeline correct, check character and clan histories, and be able to either answer questions or know where to go to find the answers.

Plans for the Nation - If you were given the position, would you be active and help the village grow? What are your plans for the village? OOC and IC plans would be encouraged to mention. Not only plots, but what jobs you would take on for your beloved village OOC as well. What do you think best shows an active and welcoming leader for site and IC nation?

Interest in the Position - Why do you personally want to play the position? What do you think has you well set up for it?

[div style="text-align:center;"][u style="font-size:10pt;font-weight:bold;"]Interest in Leadership Position[/u][/div][/blockquote][/blockquote][/div][b]
Character Idea/Outline -[/b][span style="font-size:10pt;"] We would like a general concept of the idea.  Who is this character going to be both in ability and in ideology?  How does their story fit into the timeline and why would they have been chosen?

[/span][b style="font-size:10pt;"]Character's and Nation's History - [/b][span style="font-size:10pt;"]Max of 500 words in how they were involved with the nation and why they're an asset to be considered for position of Leader. The main purpose of this section is to show that you are aware of the village's timeline and their past Leaders.  How your character fits into that is the smaller portion of this section, we want to know you have a working knowledge of the[u]nation's[/u] history so that you can keep the timeline correct, check character histories, and be able to either answer questions or know where to go to find the answers.[/span][span style="font-size:10pt;"]

[/span][b style="font-size:10pt;"]Plans for the Nation - [/b][span style="font-size:10pt;"]If you were given the position, would you be active and help the village grow?  What are your plans for the village?  OOC and IC plans would be encouraged to mention.  Not only plots, but what jobs you would take on for your beloved village OOC as well.  What do you think best shows an active and welcoming leader for site and IC nation?

[/span][b style="font-size:10pt;"]Interest in the Position -[/b][span style="font-size:10pt;"] Why do you personally want to play the position?  What do you think has you well set up for it? [/span]

last edit by Yoritomo on Nov 15, 2023 3:23:58 GMT -5
has written 844 posts
October Activity Check Oct 16, 2023 5:02:45 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
quote
Yoritomo Avatar
groupFounder / Owner
age 32 years old birthday rank occupation
Yoritomo



Character Names.



Akimichi Chono [Konohagakure] Kept (July 23)

Sourei Kobashi [Kirigakure] Kept (July 23)

Nue Toru [Yukigakure]Kept (July 23)

Yasuraka Hitsukai [Sunagakure] Kept (July 23)

Maboroshi Masao [Amegakure] Kept (July 23)

Himishi Raisuke [Iwagakure] WIP

Hideo Orochi [Kusagakure] WIP




Face Claims.



Fate Stay/Zero - Iskander/Rider is Akimichi Chono

Are You Alice? - White Knight is Sourei Kobashi

Bleach - Madarame Ikkaku is Yasuraka Hitsukai

Jormungand - Lehm is Himishi Raisuke

Paranoia Agent - Mysterious Old Man is Maboroshi Masao

Metal Gear Series - Big Boss is Hideo Orochi

Bleach - Sajin Komamura is Abe Joru

Yowamushi Pedal - Midousuji Akira is Nue Toru



Clans | Religions | Organizations.

Jutsu.

Equipment.

Summons | Familiars | Other.

Limited Techniques & Positions.



Shibuki [Blast Sword] | Sourei Kobashi - Kirigakure

Weighted Rock Package | Himishi Raisuke - Iwagakure (WIP)



Additional Notes.


For those who wanna complain about having to do this, the staff are doing it too. >.> And quiet! I'm not late to posting this! You're late to posting this! Stahp judging me! (Although I know you'll keep doing it.)


has written 844 posts
Shouki Clan Hijutsu PoisonsSept 3, 2023 12:44:31 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
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age 32 years old birthday rank occupation
I was asked to take on the first review due to having the most familiarity with the poison ranking guide. Now at the outset, I will say that the guide was not originally intended to be used for jutsu, but I personally don't see why it could not be at least in part. The major limitation is that some categories could get a little weird. For example rarity of ingredients simply won't work as they were originally intended since the poison(s) come from the clan member's body.

I see that you've tried to shift rarity into requiring a certain rank to acquire the jutsu which doesn't really work as a viable replacement since the intention of the rarity of ingredients is to require so many threads between usages unless you go to get more in a mission. Doing it by rank just means the higher rank shinobi can get away with having more powerful poisons with the only downside being the low rank shinobi who typically never have a S rank technique anyways couldn't even buy it should they save up the thousand xp or whatever it is to get it. So for the purposes of adapting the poison guide to jutsu, I don't think it really works as it just becomes a restriction that's not really a restriction. Additionally if we did it by rank you'd be removing the amount of doses you can get from a poison which in turn acts to limit how many times it can be used, especially when it comes to personalized poisons since all these techs are poison clouds that's extremely draining on the dose amount you get from ingredients.

So, I have two potential ways we can go about fixing this. The easiest way would be to change it so that the rarity of ingredients essentially would mean the clan member would have to consume that ingredient to introduce that toxin/poison to their body and replenish it as they would normally need to if it were an applied poison. Of course you need to account for the clan member's basic/constant poison they have in them which would mean working around needing to have an abundant plant that would allow them to at least constantly have that basic version.

Option two would be me possibly expanding on the poison guide to have a small section with chakra costs allowing for ranks to go up or down depending on how much chakra is used. Obviously I'd need to consider the increase/decreases a bit, but for the moment we can consider medium being the base Very High lowering the rank by say two and Very Low raising it by two or something. Probably we'd have to make the ingredients an equipment only category while the chakra cost would be a jutsu only category. That way you can't dip into both to try and push the effects to ridiculously lethal levels.
has written 844 posts
August Activity Check Aug 15, 2023 15:33:06 GMT -5
Yoritomo
Nindo Goes Here: Edit Profile > Personal > Most Recent Status
quote
Yoritomo Avatar
groupFounder / Owner
age 32 years old birthday rank occupation
Yoritomo



Character Names.



Akimichi Chono [Konohagakure] Kept (July 23)

Sourei Kobashi [Kirigakure] Kept (July 23)

Nue Toru [Yukigakure]Kept (July 23)

Yasuraka Hitsukai [Sunagakure] Kept (July 23)

Maboroshi Masao [Amegakure] Kept (July 23)

Himishi Raisuke [Iwagakure] WIP

Hideo Orochi [Kusagakure] WIP




Face Claims.



Fate Stay/Zero - Iskander/Rider is Akimichi Chono

Are You Alice? - White Knight is Sourei Kobashi

Bleach - Madarame Ikkaku is Yasuraka Hitsukai

Jormungand - Lehm is Himishi Raisuke

Paranoia Agent - Mysterious Old Man is Maboroshi Masao

Metal Gear Series - Big Boss is Hideo Orochi

Bleach - Sajin Komamura is Abe Joru

Yowamushi Pedal - Midousuji Akira is Nue Toru



Clans | Religions | Organizations.

Jutsu.

Equipment.

Summons | Familiars | Other.

Limited Techniques & Positions.



Shibuki [Blast Sword] | Sourei Kobashi - Kirigakure

Weighted Rock Package | Himishi Raisuke - Iwagakure (WIP)



Additional Notes.


For those who wanna complain about having to do this, the staff are doing it too. >.> And quiet! I'm not late to posting this! You're late to posting this! Stahp judging me! (Although I know you'll keep doing it.)


has written 844 posts