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#91
Clans / Clan List
Last post by Codemaster Jamal - Feb 12, 2025, 12:29 PM
Clan List

Below are a list of all of the approved Clans.

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#92
NPCs / Non-Player Character List
Last post by Codemaster Jamal - Feb 12, 2025, 12:26 PM
Non-Player Character List

Below are a list of all of the approved Non-Player Characters. Some Non-Player Characters belong to Player Characters, some are used as Clan Leaders and others may be used for events and quests. You are not allowed to use an NPC without the creator's permission but, in most cases you won't need their NPC. NPCs can belong to any Faction. They are listed Family Name (if any), Given Name and Village (if any) or Country Name (if any).

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#93
The Syndicate / Syndicate Character List
Last post by Codemaster Jamal - Feb 12, 2025, 12:22 PM
Syndicate Character List

Below are a list of all of the approved Player Character that belong to the Syndicate. The Syndicate are not an alliance but, simply a faction in the world of Shinobu. The Syndicate can have inner conflict and turmoil with one another. They are listed Family Name, Given Name. Not all Syndicate members may have Family Names.

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#94
The Imperials / Imperial Character List
Last post by Codemaster Jamal - Feb 12, 2025, 12:21 PM
Imperial Character List

Below are a list of all of the approved Player Character that belong to the Imperials. The Imperials are not an alliance but, simply a faction in the world of Shinobu. The Imperials can have inner conflict and turmoil with one another. They are listed Family Name, Given Name and Country Name.

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#95
The Ninja Villages / Ninja Village Character List
Last post by Codemaster Jamal - Feb 12, 2025, 11:42 AM
Ninja Village Character List

Below are a list of all of the approved Player Character that belong to the Ninja Villages. The Ninja Villages are not an alliance but, simply a faction in the world of Shinobu. The Ninja Villages can have inner conflict and turmoil with one another. They are listed Family Name, Given Name and Village.

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#96
Rulebook / Combat
Last post by Codemaster Jamal - Feb 12, 2025, 11:34 AM
Combat

Generally speaking, combat is a tad bit different on this site. While we do have stats on this forum, with HP and Qi, it is not always recommended to use them in every fight. For example, if you and one of your friends decide to have a fight between your characters, you don't HAVE TO use stats for your fight. If you prefer to do a pure text-based fight, then go right ahead. In most cases, even when it comes to future tournaments, we will allow combatants to do a pure text-based fight if both players agree on this. Despite this, we still have a system for combat when it comes to fighting on the site. In all quests, you will be required to fight in this style in-order to win fights and finish the quest. The rules are really simple and we are trying our best to keep it as simple as possible. We want to focus more on the fighting versus doing math calculations. Use Ctrl+F to search up any of the topics in this chapter below.

  • General Rules
  • Basic Actions
  • Basic Attacks
  • Combos
  • Blocking
  • Counters
  • Qi Enhanced Attacks
  • Qi Enhanced Blocks
  • Damage Calculation
  • Dispelling Illusions
  • Qi Cost
  • Evasion
  • Quests and NPCs
  • Death/Knockout
  • Regeneration

General Rules

The general rule for combat is to be courteous of your opponent. Respect them and try not to cheat. If you have any issues with the fighting system, make sure to leave comments and give us ideas on how to fix it. Currently, this fighting system is still being tested out so it will take some time to perfect it. Try to be reasonable when attacking your opponent. This is why we have stats in the first place is to stop characters from pulling off actions that would be otherwise impossible. And this is to also make sure that fights eventually end and do not carry on forever. When attacking your opponent, be reasonable. Try not to overplay things.

Some general rules will also include:

1. Do not post your actions at the end of your post. It's okay to list what jutsu you used by make sure you explain how you use your jutsu in your post and be very clear. If you use a jutsu, deduct it from your Qi pool. Make sure you do your own deductions and try not to cheat your opponent. In most cases, we will allow Narrators to keep track of your character's Qi.

2. Quests and certain events are done with a Narrator. You cannot complete a quest or training without a Narrator. There will be a list of approved Narrators later. You will not need a Narrator to referee most friendly fights but, if you need one, feel free to message a Narrator or put in a request. In most cases, it's your choice to use a Narrator or not.

3. You are allowed to use multiple techniques in a single post just make sure to deduct it from your Qi. You will only need a Narrator if you see someone cheating or if the fights become unfair.

Basic Actions

Every character, regardless of their class are allowed some basic actions. This includes Player Characters, NPCs, Wild Beasts and Demons. These are all basic actions that anyone are allowed to do regardless of their class, rank or species.

Basic Attacks


By default, you are allowed to perform basic attacks. These are attacks and actions that anyone can perform. These are based around Martial Arts and Weapon Skills but, can be amplified with Destruction Magic. A basic hand to hand attack is based on a character's Martial Arts attribute. If the attribute is 5, then they do 5 damage for each strike. If a character has a weapon equpped such as kunai or katana, they may also perform a basic attack as well. This is based off of their character's Weapon Skills attribute. If the attribute is a 5, then they will do 5 damage. However, there are some cases where the amount of damage from Weapon Skill attacks will change based on the weapon used.

Combos


Characters are also allowed to perform a string of hand of attacks. Normally, you can pull off a 3 hit combo but, every attack will cost an additional 5 Qi after this. This means, the 4th hit will cost 5 Qi, the 5th hit will cost 10 Qi and the 6th hit will cost 15 Qi and so on and so forth.

Your opponent can also choose how they respond to each hit. For example, they can choose to Block, Evade or counter each hit. When it comes to a Free Dodge, you can use 1 Free Dodge to avoid 1 string of combos. Free Dodges allow you to completely avoid damage without paying any Qi. So you can avoid an entire combo with a Free Dodge.

Blocking


You are allowed to block basic attacks and jutsu. When it comes to Illusion Magic, it will require some additional thinking to avoid or block it however, when it comes to Martial Arts and Weapon Skills, you will need to block it by doing the same. You cannot block a weapon attack without having a weapon equipped. Blocking does not cost you any Qi but, you will still take damage. When you take damage from a Martial Arts attack, deduct your Martial Arts attribute from the damage. For example, your opponent does a 3 hit combo that does 15 damage. You can block the 3 hit combo and take 12 damage instead of 15. This is because you have 3 in Martial Arts. When you block an attack, you are choosing to take the full amount of damage.

When blocking Martial Arts, use your Martial Arts attribute. When blocking Weapon Skills, use your Weapon Skills attribute. When it comes to Destruction Magic, you are allowed to use either or depending on if you have a weapon equipped or not.

Counters


You can choose to counter your opponent's attack with an attack of equal or similar power. For example, if you opponent does a 3 hit combo that does 15 damage, You can counter with a 3 hit combo that does 9 damage. In this case, you will take 6 damage instead of 15. When you choose to counter, you are also choosing to pay 1 Qi every time you counter. This is only if you choose to counter Martial Arts with Martial Arts or counter Weapon Skills with Weapon Skills. You can complete evade the damage by choosing to use Destruction Magic or Illusion Magic. This way, the attack does not connect at all. You can combine counters with evasion, as long as it's not a Free Dodge.

Qi Enhanced Attacks


This is something one cannot pull off until they are at least Genin rank. As a basic attack, the user can combine their Qi to enhance the power of their basic attacks. This can be come with Martial Arts and Weapon Skills. When this is done, you are combining your Martial Arts and Destruction Magic attribute. If you have a 3 in Martial Arts and 5 in Destruction Magic, this mean you will do 8 damage for each of your combos. Normally, you would do 15 damage but, instead you do 24 damage.

Qi Enhance attacks come with a cost, as it will cost you 20% of the total amount of damage in Qi. This means it will cost you 5 Qi to perform this feature. This is 4.8 rounded up.

Qi Enchanced Blocks


This is also another feature one cannot pull off until they are at least Genin rank. As a basic block, the user is able to use their Qi to enhance their physical ability. When this happens, combine your Martial Arts or Weapon Skills with your Destruction Magic. Let's say you have a 3 in Martial Arts and a 2 in Destruction Magic. Your opponent uses a 3 hit combo which does 15 damage. Your opponent deals 10 damage instead of 15. It will only cost you 10% of the damage in Qi. In this case, it will cost you 1 Qi.

Basic Attacks, Combos, Blocking, Countering, Qi Enhanced Attacks and Qi Enhanced Blocks are all actions that anyone can use in battle. This is basic combat that can be taught at any Qi Academy. If any of these concepts are confusing, then please feel free to message us so we can better clarify any of these actions.

Damage Calculation

In all calculations, we always round up. Determining the damage for jutsu is very simple. It is based on the attribute multipled by the amount of Qi used. For example, if the Fire Style: Fire Ball Jutsu costs 20 Qi and you have 10 points in Destruction Magic, the jutsu will deal 200 damage. Damage calculation for Jutsu is very simple. The amount of damage a jutsu causes is also an indicator for how effective a jutsu is. Essentially, the more Qi a jutsu costs, the more damage it does. However, this concept can become more complicated as one learns to control their Qi better.

Dispelling Illusions


By default, one cannot simply dispel illusions. In some cases, when up against low level illusions, some characters will be able to decipher illusions. In most cases, dispelling illusions will be similar to figuring out a maze. If you can figure out how the illusion works or how to "get out of the maze", the illusion will disperse. However, there are some illusions that are so strong that it will simply require more than walking out of the maze.

Illusions have the unique ability of altering or tampering with someone's memory. Most Illusions from Non-Illusion Magic Specialist will generally be able to be deciphered or dispelled. Illusion Magic Specialist will require a lot more work and in some cases it will be impossible to dispel the illusion yourself. In many cases, you will need one of your team mates to place their Qi into your body in-order to stop the effects of the Illusion. This is mainly with Illusions that target a single user.

The Kai (Dispel) technique is a special technique that is used to dispel illusions. The user can use their own Qi to force the Qi of the caster out of their mind and sometimes body. If this doesn't work, they will have to rely on their team mates to use the Kai technique on them. In most cases, illusions cause people to either hallucinate or fall asleep. Most illusions are not physically harmful but, are a great way to subdue their enemy quickly.

When using Kai, you will need to use half of the damage of the Illusion in Qi. While illusions do not deal damage, they have a level of effectiveness. Let's say you have 10 in Illusion Magic and you use a C-Rank Illusion that costs 20 Qi. This illusion has an effectiveness of 200. You will need to use 25% of the illusions effective in Qi in-order to dispel the illusion. This means it will cost 50 Qi to dispel the illusion. This doesn't stack and next time that illusion is casted on them, the illusion will be half as effective. This means if they use the illusion again in the same fight, even though the caster will pay the same amount of Qi, you will need even less Qi to dispel it.

Every time you dispel an illusion, the amount of Qi needed to dispel it will be half as much. So in the example above, if the illusion was used on your character again, it will cost 25 Qi instead of 50 (12.5%). If used again, you will need to pay 13 Qi (6.25%). If it happens again, you will need to pay 7 Qi (3.125%). And so on and so forth. At some point, the same Illusion should not be able to work on your character but, there are different circumstances for how effective an illusion is against certain characters.

Qi Cost

By default, all E-Rank Jutsu cost 5 Qi. All D-Rank Jutsu cost 10 Qi. All C-Rank Jutsu cost 20 Qi. All B-Rank Jutsu Cost 50 Qi. All A-Rank Jutsu Cost 75 Qi. All S-Rank Jutsu Cost 100 Qi. What this means, is that no matter what, an E-Rank Jutsu does 5 * Attribute = Damage. However, as one learns to control their Qi better, they can perform Jutsu for a lower price but, at the same time, the jutsu will still do the appropriate amount of damage. There are two jutsu that allows a Qi to control their Qi better. That is the Act of Tree Climing and the Act of Water Surface Walking. Learning both of these jutsu allows a Qi user to use a jutsu for less Qi while still doing the same amount of damage.

When a Qi user learns the Act of Tree Climbing, they are learning how to use their jutsu with the least amount of Qi as possible. All E-Rank Jutsu cost 3 Qi instead of 5. All D-Rank Jutsu will cost 7 Qi instead of 10. All C-Rank Jutsu will cost 15 Qi instead of 20. All B-Rank Jutsu will cost 45 Qi instead of 50. All A-Rank Jutsu will cost 70 Qi instead of 75. This training does not apply to S-Rank Jutsu as all S-Rank Jutsu require 100 Qi regardless of this level of trainig.

When a Qi yser learns the Act of Water Surface Walking, they are taking their Qi Control to the highest level and learning how to refine and master jutsu. All E-Rank Jutsu will cost 1 Qi instead of 3 Qi. All D-Rank Jutsu will cost 5 Qi instead of 7. All C-Rank Jutsu will cost 10 Qi instead of 15. All B-Rank Jutsu will cost 40 Qi instead of 45. All A-Rank Jutsu will cost 65 Qi instead of 70. And once again, this amount of Qi Control does not apply to S-Rank Jutsu because most S-Rank Jutsu are either forbidden or naturally requires an amount of Qi that is sometimes not even humanly possible.

By completing both of these trainings, a Qi user will have mastered their Qi. In an earlier example, we used an example of damage calculation using the Fire Style: Fire Ball Jutsu. In this example, the user has 10 in Destruction Magic. In this example, after completing the training, the user will be able to use the same Jutsu for 10 Qi instead of 20 but, the jutsu will still do 200 damage, as if it costed 20 Qi. And this means, they will be able to perform the Fire Style: Fire Ball Jutsu for 10 Qi but, it will still do 200 damage because, the jutsu normally costs 20 Qi. This rule only applies to actual Jutsu and not basic actions.

Evasion

By default, you are given an amount of free dodges. This means that regardless of how strong your opponent is, you may dodge their attack for free without having to use any Qi or jutsu. Even after you have run out of free dodges, you can still dodge your opponent by using your Qi and specialized jutsu. There are techniques that allow the user to avoid damage, such as the Replacement/Substitution Jutsu. However, this will require the use of Qi and there are always a chance. Everyone is allowed 3 Free Dodges every battle.

Outside of this, you are also allowed to pay Qi in-order to evade more attacks. This is allowed under the idea that everytime you dodge, it becomes harder and harder to dodge. You are allowed to pay 15% of the damage an attack would normally do in Qi in-order to avoid it. However, every time you perform this action, the rate in which you pay goes up by 5%. This means next time you want to dodge, it will be 20%. For example, let's say an attack does 100 damage. It will cost 15 Qi to avoid the damage of the attack.

Quests

During quests, you are going to need to get use to using this combat system. That being said, we are very lenient with this combat system. Any NPC that you encounter in combat will have HP. In some cases, their Qi will not be taken into account when fighting against you unless it's a major event. Usually the tougher opponents will have the Qi listed in-order to make things more fair. To make things fair, you can only face up to 4 enemies at a time. Your only objective is to take them down. In some quests, combat will be required in-order to finish it. Do your best. Remember, it's a game at the end of the day.

Death/Knockout

Character death is something that is very real on this forum. Your character can only die under three circumstances.

1. You personally choose to write off your character.

2. Your character dies during a quest, battle or major event.

3. Old age (If your character passes the age of 100, every arc, there is a higher chance of your character dying from old age. In which case, you will be allowed to create a new character at a younger age, lower rank and in the Faction of your liking.)

The rules for death does not apply during Spars.

If your character's HP is droped to zero during a fight, then your character is considered to be knocked out. They are still alive and can get back up later but, they can still take damage while knocked out. If your character's HP is the negative value of half of your maximum HP, then they are considered dead. This means, if you have 100 HP and you HP is dropped to -50. Your character is considered dead.

There are ways to escape this. Hopefully you can be rescued by a squad member or comrade. There's also the possibility that your enemy did not notice and you can escape. As long as your HP is not the negative value of half of your maximum HP, you will still be able to crawl and escape the battle field. Nonetheless, the moment your HP drops below zero, you will have to wait at least one post before moving. This is one of your own posts where you express how exhausted your character is. After this, you will regain 1 HP and will be able to slowly crawl off the battle field. During this time, your opponent can do whatever they want. They can choose to spare you or they can choose to end your character's life.

As we said before, we know people have very close emotional connections to their characters, so we will allow people to reincarnate characters. This is either by allowing them to make a character that is either the same rank as their deceased character or one rank lower. If your HP is dropped to the negative value of half of your maximum HP from your opponent's last attack, it is going to be an automatic death. This can mean, you have 30 HP one post, and then get hit by a 200 damage Fire Style: Fire Ball Jutsu the next post. Because your maximum HP is 100, this jutsu brings your HP to -170. This means that your character is automatically dead.

Regeneration

You are allowed to regenerate your Health and Qi in the middle of battle. Usually this is from the use of some kind of Healing Magic but, in most cases, you will need to escape battle before you can regenerate your character. This requires you to disengage from combat and completely leave the battle field. If your character has a Free Dodge left, you are allowed to use this to escape battle. Once you have completely escaped battle, you will be allowed to recover your Health and Qi. Your escape has to be confirmed with a Narrator.

For every post that your character is not in combat, you will recover 10% of your Health and Qi. As long as you are in the fight topic, you will only be able to recover 80% of your maximum Health and Qi. If you leave the fight topic, you will not be able to come back. You also will not be able to recover any of your Free Dodges while you are in the fight topic. That being said, you can always live to fight again.
#97
Template Changes / Template Changes
Last post by Codemaster Jamal - Feb 11, 2025, 07:07 PM
Template Changes

Use this template whenever you need something changed on your profile.

Character Link:
Change Link:

Changes Needed:

All changes needed must be approved by a Staff Member before requesting for a Template Change. For Missions, they have to have been moved to the Completed or Failed sections in-order for them to be approved for your Template Change.

The Code:
[b]Character Link:[/b]
[b]Change Link:[/b]

[b][u]Changes Needed:[/b][/u]
#98
Rulebook / Quests
Last post by Codemaster Jamal - Feb 11, 2025, 07:04 PM
Quests

Quests are a form of adventuring. In this RPG, it is a chance to earn Ryo but, also a chance to learn Attribute points and a possible Jutsu or Affinity. Quests are normally difficult but, there isn't a test that no one can pass. And that is the philosophy behind questing. There will be tests but, it is only meant to test your understanding of the game and your ability to use your character to manuever certain obstacles. Questing is more about how well you know your character and how well you can use your character. Questing will involve a bit of combat and a lot of puzzle solving.

Quests can be divided into 3 types. Errands, Missions and Crimes. Errands are general quests that everyone can perform but, typically the higher-ranked quests are reserved for the Imperials. Missions are quests that are meant for the Ninja Villages. Crimes are quests that technically anyone can take on but, doing so may change your Faction to the Syndicate. Quests are also an interesting part of storytelling as there can always be twists to the story. More importantly, the story behind quests are never the same. You may attempt the same quest with another character and the outcome will be completely different.

No matter what Quests must be done with a Narrator. There is a list of approved Narrators. If you need one send a request or simply PM that account. You can look for quests in the Looking for Group section of the forum. Use Ctrl+F to search up any of the topics in this chapter below.

  • Difficulty
  • Completing Quests
  • Failing Quests

Difficulty

Quests can range in difficulty. Much like the Faction Ranks, they can range between E,D,C,B,A and S-Rank difficulties. Errands begin at E-Rank and end at A-Rank. Only Imperials are able to take on B-Rank and higher Errands. Missions begin at D-Rank and end at S-Rank. Only the shinobi from Ninja Villages are able to take on Missions. Crimes begin at D-Rank and end at S-Rank. The moment you commit your first crime, you will considered a criminal.

E-Rank quests are the easiest quests and generally speaking anyone can complete them. They shouldn't be too difficult for anyone to complete. They typically do not involve any combat whatsoever. These quests should be smooth sailing without any plot twists.



D-Rank quests are somewhat just as easy as E-Rank but, they offer a bit more of a challenge to the player. They may include plot twists but, typically do not include any combat. Even though they don't have any combat, there is usually some aspect to the mission that will challenge your character.



C-Rank quests are basically when quests become difficult. Some combat will be involved and it is expected to have at least one plot twist. Fortunately, the highest threat level you will come across will be a Wild Beast.



B-Rank quests are difficult by nature. Combat is almost guaranteed and there's a moderate chance the quest will fail. The highest level of threat you will come across will be a Lesser Demon. There may or may not be a plot twist but, that won't be what makes the quest difficult.



A-Rank quests are essentially a pass or fail. You have a 50% chance of completing them or making your way back home. Combat is a must and there will definitely be a plot twist but, in some cases the quest is very straight forward. The highest level of threat you may encounter will be a High Demon. These quests also have the highest level of reward.



S-Rank quests are quests of the highest difficulty. These quests usually have a 10% success rate and there may or may not be a plot twist. In some cases the quests are straight forward but, that isn't the problem with these quests. Combat is 100% guaranteed and there is also the possibility of character death. It is also possible to live through the quest and not complete it at the same time. These quests are kept super secret so the reward for these quests can vary. The highest level threat you may encounter will be a Great Demon.

Completing Quests

Completing a quest comes with a reward. Rewards differ based on the level of difficulty for the Quests. All Quests are rewarded with Ryo and prestige. The more quests your character completes, the more of a name that character will have in the story. More importantly, when we write chapters for each Story Arc in this game, there will be a higher and higher chance of your character being mentioned in the text.

Outside of this, there are always a chance of being rewarded an item, a jutsu or mastery of a jutsu and mastery of an affinity. Very rarely will we reward Attribute points but, there is always a possibility. Especially if your character goes through some kind of character growth in the middle of the quest. Typically, lower ranked quests are easier to gain Attribute points from.

You can also be rewarded a new rank for completing certain quests. Especially quests of great difficulty. There is also the possibility of getting more random and secret rewards later, such as NPCs, more character slots or other things such as Popularity and Reputation points on MW Industries - Game Development and Software. Currently, our minds haven't entirely been made up on what type of rewards are available for quests other than Ryo. If you have any suggestions, please feel free to leave them in Questions, Comments and Concerns.

Failing Quests

Failing quests typically don't have that much of a consequence. Outside of lost of prestige, there's still a possibility that your character may be mentioned in the Story Arc. Completing quests also helps us write the Story Arcs. So you can fail the quest, without actually failing the quest. In some cases, you may still be rewarded Ryo even though you fail the quest. So don't take the failure so harshly, sometimes it's a part of writing the story. Usually these are quests of higher difficulty and there was probably a detail you missed which is why the quest ended in failure.

You will not lose Ryo for failing a quest but, you simply won't gain anything for failing it. You won't lose progress on learning your jutsu or affinity and you won't lose any Attribute points for failing. Though, there is always that possibility of being apart of the Story Arc even though you failed. Remember, at the end of the day, this is all about having fun. Try not to take yourself to serious. It's not an absolute failure unless your character gets killed off in the process. Even so, if your character dies, we are willing to let you create a new character that is either the same Rank or one rank lower than your killed character. We're all friends at the end of the day so try not to feel so bad about losing at a game.
#99
Rulebook / Training
Last post by Codemaster Jamal - Feb 11, 2025, 07:03 PM
Training

In Shinobu, a ninja advances everyday through training and perseverance. The longer a shinobi perseveres the stronger they become. Of course, there are some shinobi who are exceptions to this rule. Some shinobi are natural geniuses and because of that, they acquire their abilities much sooner than other shinobi. Though, one should not fear because even if the weakest of the herd trains, they too can eventually lead the pack.

In this RPG, there is only one general rule when it comes to training: you may not participate in multiple training topics for a single character at one time. You can go on quests and train at the same time but, you can do one quest and one training at a time. Your character also will not gain any additional traits until you have finished both the quest and training. This means that you won't be able to use any additional jutsu or attribute scores until after you have finished your quest.

There are five different types of training: General, Jutsu, Affinity, Bell Test and Sparring. Each form of training is designed to bring out a ninja's fullest potential. Most trainings cannot be done without a Narrator. The main point of training is for you to post your character's actions and for someone else to post if your training was fruitful or not. For example, you could say that your character attempted to do 100 push ups and you could explain how hard your characte struggled to do those push ups. The Narrator will then respond if your character succeeded at the push ups, and if they did, they will gain experience in the appropriate place.

When training, you are required a two paragraph minimum on every post. This is one paragraph more than the usual post. Unless it is a Bell Test or Spar, this rule is mandatory. Make sure to list what type of training you are performing in your topic, either OOC or IC. By default, if you post at least 5 paragraphs, you will get the bare minimum needed to pass the training. Use Ctrl+F to search up any of the topics in this chapter below.

Table of Contents
  • General Training
  • Jutsu Training
  • Affinity Training
  • Bell Test
  • Sparring

General Training

General Training is a form of training that one can do to increase their attribute scores. For every post, you make, you can either gain a point or gain no points. How many points you gain isn't based on how long your paragraph is. Try your best to write an interesting story. Explain your character hardships if they have any and if it is an easy training for your character explain how. It's also up to you to come up with any training method for your character. You are allowed to use any training mantage from an anime as an example. By default, you will be rewarded 1 Attribute Point for writing a minimum of 5 paragraphs of training but, you must be actively controlling your character in that post. Be careful, as this only means that you will get a minimum of 1 Point. This means you can write a 10 paragraph post and still be rewarded one point. Try to keep this in mind when you are writing your training. We care more about post quality versus post quantity.

For the most part, you are allowed to train one Attribute at a time until you get better at training with Attributes. You can train by yourself as a Student or Genin but, training with a Sensei will make your training more effective. Your Sensei can be an NPC or Player Character but, if it is a Player Character, the Player Character will also gain Attribute points for assisting you in your training. You can still use an instructor as a Chunin but, after Jounin, you may only do General Training with other Jounin or by themselves. After Chunin, they should be able to train themselves but, sometimes training with stronger ninja is necessary. If you do General Training with a Chunin as a Jounin, it is going to be considered a spar.

To begin to train an Attribute, first indicate what Attribute the character is focusing their training in. If they are performing Martial Arts Training, then they would probably roleplay their character lifting weights or practicing martial arts moves. If they are Destruction Magic Training, they would probably roleplay their character practicing hand seals, or experimenting with their jutsu. If they are Illusion Magic Training, they would probably roleplay their character reading a book about specific information or doing another activity that increases their brain functions. If they are Weapon Skill Training, they would probably be practicing throwing shuriken or kunai. They type of training you are doing should reflect the type of Attribute you are trying to increase. Otherwise, you will be given a default 1 Attribute point.

The main purpose of General Training is to increase your Attributes. Consider General Training a form of excercise or "working out". You may only do one type of training at a time. There is no form of Rank Training that can be used to increase a character's Rank. Currently, you can only rank up from time skips and events.

Jutsu Training

It should be noted that you will not have to Jutsu Train for any jutsu that are the same Rank as your character unless it is a Secret, Forbidden or Signature Jutsu. This does not count for Academy Students who need to Jutsu Train in-order to leave the Academy. Your character's Personal NPC's also do not have to perform Jutsu Training but, they are not able to use Jutsu that are higher rank than themselves. You only have to Jutsu Train for Jutsu that are higher ranked than your character. For example, a Genin which is considered D-Rank, will need to Jutsu Train to learn the Shadow Clone Jutsu, which is B-Rank.

Once again, training with a Sensei will make the process of Jutsu Training easier but, your character still needs to put in the effort. When Jutsu Training you will start off with 0% mastery and with a Narrator, you will basically roleplay until you reach 100%. Once you have learned a Jutsu at 50%, you can use it in combat but, it will still require additional training to use it. More importantly, until the Jutsu is mastered, the jutsu will not work entirely. This means that it may cost you more Qi than normal or will not induce a status effect.

Due to the 5 Paragraph Rule when it comes to training, you will gain 10% Jutsu Mastery for every 5 paragraphs of Training. With a sensei, this will become 15%. This is the default reward for just making the post. However, this is if the Jutsu is one rank higher. If it is two ranks higher, then you will receive 5% without a sensei and 8% with a sensei. If the jutsu is three ranks higher, you will receive 3% without a sensei and 5% with a sensei. In terms of tutelage, it is required for the sensei to actually know the jutsu in-order to assist you with training. If the sensei does not, then you will receive 2% less than you normally would. They can still help in other ways. More importantly, training can also help your sensei gain more reputation in your village.

Your Mastery of the Jutsu must be kept on your character's profile until they have completely mastered it. Fortunately, you are allowed to stop your Jutsu Training and come back to it later. There are some limits to what jutsu a character can train based on their Rank. Academy Students can learn E-Rank and D-Rank Jutsu. Genin can learn E-Rank Jutsu up to A-Rank Jutsu but, any Jutsu higher than D-Rank usually requires a Sensei. Chunin no longer require a sensei to learn higher Rank Jutsu but, cannot learn Jutsu higher than A-Rank. Jounin can learn up to S-Rank Jutsu.

Affinity Training

Affinity Training is the third form of Training. In the world of Shinobu, one does not automatically gain Elements Affinities or Special Affinities. Special Affinities only become available after the user has acquired the necessary affinities to create it. That character must also have the Bloodline that is necessary for creating that Special Affinity. Otherwise, you do not have to train to acquire your Special Affinity.

Affinity Training is very similar to Jutsu Training in terms of posting and completing. When you post yourself training for an Affinity, you start with 0% and work your way up to 100%. When you have reached 100%, you can begin training Jutsu that are related to said element. Much like Jutsu Training, you can stop Affinity Training at any time and come back to it. The first element your character learns will be considered your character's Primary Affinity. You will not be able to perform any jutsu until you have completely mastered that Affinity.

Much like Jutsu Training, Affinity Training is much easier but, only if the sensei has already Mastered the same element that your character is training for. Otherwise, having a sensei will not. By default, if you provide a post with at least 5 paragraphs, you will be rewarded 10% Mastery on that Affinity. With a sensei that has mastered the element, you will be given 15% Mastery. This Mastery stacks until you have completely mastered the element. Learning how to transform one's Qi is an essential element of most forms of fighting in Shinobu.

After learning your Primary Affinity, you will be able to learn more Affinities including Affinities that even your sensei has not mastered. As such, you will not be required a sensei unless it is needed or if your sensei knows the same element. This form of training is not based on Rank but, you cannot begin Affinity Training until your character is at least a Genin. Genin can only begin Affinity Training with a sensei. Chunin are allowed to do Affinity Training all on their own, even if they have not mastered an element yet.

Once you have learned your Primary Affinity, which can only be one of the 5 basic elements: Fire, Water, Wind, Earth and Lightning. Affinity Training becomes a bit easier. Instead, you will gain 15% when training by yourself and 20% when training with a sensei. More importantly, anyone can do Affinity Training for Light and Darkness elements with or without a sensei. You can perform Affinity Training for Light and Darkness elements before acquiring a Primary Affinity.

Bell Test

While not really a form of training, your sensei and your squad members will be rewarded Ryo for completing a Bell Test. The Bell Test is a special type of training involving a Jounin Sensei or Squad Leader, and his/hers three Genin or Squad Members. It is a simple type of training in which the Squad Leader has two bells that they keep around their waist. The object of the training is for the Squad Members to work together to acquire the bells around the Squad Leaders waist. This training can only be completed by learning to work with your Squad Members. The purpose of this training is to teach a Squad teamwork and for the Squad Leader to better assess his/her Squad Members skill.

Sparring

Sparring is another form of Training. Sparring allows two shinobi to test their skills against one another in head to head combat. While both of these ninjas are allowed to go all out, it is against the rules to actually kill their opponent. When two ninja begin a spar, they begin by forming the Seal of Confrontation with one another. Then, they begin their spar. Once the spar is over, the two shinobi form the Seal of Reconciliation to show admiration and respect towards one fellow shinobi.

One does not gain any Ability Points for Training however, Sparring can be used to fully master and complete a Jutsu Training or Affinity Training. For example, once you learn a Jutsu at 70% Completion, you may use this Jutsu in a Spar and use this to gain more Completion towards your Jutsu. What better way to test your new Jutsu then to try it out against your comrades?
#100
Registration Desk / Bloodline Template
Last post by Codemaster Jamal - Feb 11, 2025, 05:29 PM
If you want your Bloodline to be approved quickly do us a favor and stick to having only one power. If you stack a bunch of abilities onto a single Bloodline, this will make your Bloodline overpowered, and this is something we don't want for the RP. We want to have fun with battles and more importantly, give EVERYONE a fighting chance. The best way to get your Bloodline accepted is to focus on a single attribute, or idea and expand on this idea. For example, if it's a Lightning Bloodline. The Bloodline allows the user to perhaps absorb Lightning which in turn regenerates their chakra. Then, you can create a Bloodline Jutsu where the user will be able to create a special green lightning from the lightning they absorbed. Or something around these concepts. Point blank, start with a simple idea and work and expand on this simple idea. This is the best method for Bloodlines.

Bloodline Jutsu should be jutsu that support the Bloodline. Clan Jutsu should be jutsu that support the members of the Clan with or without the Bloodline. Some of the Clan Jutsu can require the use of the Bloodline but does not expand of the Bloodline's use.

Do not use this Template for a Special Affinity unless it is a Special Affinity that is not Canon to the series. You are not allowed to submit a Bloodline that is similar to another Bloodline already submitted. We do not allow duplicate or replica Bloodlines. If you wish to use a Bloodline, contact the creator of the Bloodline. If you cannot contact the creator, contact a Global Moderator or Administrator for further assistance. DO NOT CREATE BLOODLINES THAT ARE MEANT FOR ONLY YOU TO USE.


Bloodline Name Goes Here
(We accept Japanese Names for Bloodlines though, we need an English Translation of the name)

Clan of Origin: Clan Name Here (If your Bloodline belongs to a specific Clan, then list it here. It should be noted that a Bloodline does not have to belong to a Clan though, there should be some specific rules you should include in-order for people to have your Bloodline. If your Bloodline has no Clan, then simply put None.)
Requirement: (if any)
Description: (What does this Bloodline do? How does it look like? Does it require a hand seal to activate, or does it naturally occur? How does one activate their Bloodline?)

Effect: (Does this Bloodline (when activated) boost a certain Stat? If so, how much. Does it increase the user's Health or Base Health? Does it make them vulnerable to Illusion Magic or certain Elemental Affinities? Explain. If this Bloodline boosts the user's Attribute Points, the maximum amount it can boost will be 25. In terms of Base Health, the maximum amount it can boost will be 100 Health. Bloodlines cannot increase Qi as it costs Qi just to activate it. More importantly, a Bloodline can either increase Base Health or boost Attribute points but, cannot do both.)

Cost: (How much Qi does this Bloodline cost per post? Bloodlines will automatically be treated as B-Rank Jutsu and will cost 35 Qi to activate and will cost 10 Qi to maintain every post afterwards. Act of Tree Climbing and Act of Water Surface Walking does not change the cost of activation or the cost of Qi per post.)

Bloodline Jutsu
(If any, then please list them. You can leave this section blank if you do not want any Jutsu for the Bloodline. The template for Jutsu is a little different.)

The Code:
[center][SIZE=7][b]Bloodline Name Goes Here[/b][/SIZE]
[i]English Name Here, if applicable[/i]

[b]Clan of Origin[/b]: [url=linktoclan]Clan Name Here[/url]
[b]Requirement[/b]:
[b]Description[/b]:

[b]Effect[/b]:

[b]Cost[/b]:

[size=5][b]Bloodline Jutsu[/b][/size]

[SIZE=4][b]Jutsu Name Goes Here[/b][/SIZE]

[b]Category[/b]: [i]Offensive, Defensive, Supplementary, Fighting Style[/i]
[b]Type[/b]: [i]Destruction Magic, Illusion Magic, Martial Arts, Weapon Skills[/i]
[b]Class[/b]: Bloodline Jutsu
[b]Rank[/b]: [i]E, D, C, B, A, S[/i]
[b]Requirements[/b]:
[b]Description[/b]:

[b]Effect[/b]:[/center]