The news files give important information on the game and it's systems. While the news files are available in game via the +news command, they're also included here for persual outside of the game. As they change and grow in game, this page will be updated.
| Rules | Gameplay | Setting |
| Uniqueness | Post CG | Clans |
| Stats | RP Skills | Training |
| XP | Combat | Costs |
Rules |
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| The rules exist as something for everyone to agree to. It's not expected you'll do any of the below and we'll ever need to point at them, but think of it as a safety net for everyone. If someone breaks rules, it can adversely affect play for everyone, and that's something we want to try and prevent. If you have any questions or concerns on the rules, please contact staff in game or in the discord. I promise, we're very friendly and open-minded. |
Treat each other, and staff, with respect. |
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| The Golden Rule. It is required that people treat each other with respect in an out of character capacity. Your character's can butt heads IN character, but OUT of character we expect you to be polite. You don't have to be besties, just respectful. |
Staff decision in any grievance is final. |
| This rule should never, ever have to apply, because we expect everyone to be able to get along and work things out. But, in the slim chance that staff is called in to a situation, their decision is final. |
In Character Actions = In Character Consequences. |
| Another rule that should never come into play. But, if your character does something exceedingly stupid (like, try to invade another village), and they haven't talked it over with the village leader or staff first, the consequences can be anything such as imprisonment. Your character won't die unless you want them to, in which case talk to staff and we'll work out something heroic. See +news gameplay for more details on how not to have this rule affect you. |
Out of Character knowledge does not transfer to In Character knowledge. |
| Let's face it, you yourself will learn things about other characters in game, or the game world in general, that your actual character should not know. This rule simply means that if you learn something OOCly, don't use it ICly. You know someone's a spy OOCly but have no indication ICly? Then you can't act on that information. It ruins the illusion of gameplay and the whole idea of roleplaying. |
Play to your character's ability, not your own. |
| Like the previous rule, you will know and can do things your character can not, and vice versa. Just like we don't expect you to jump from tree to tree in real life, we don't expect you to be have an IQ of 200 with an Intelligence stat of 5. Play to your stats and knowledge. Believe me, it's much more fun that way. |
Don't do anything illegal to the game. Follow your local real life laws. |
| Probably THE most obvious rule. Don't do anything illegal to the game. Don't try to hack the server. Don't try to break the game. We have two firewalls, and they both log incoming IPs. So does the game itself. We will find you, and we will ban you. |
Gameplay |
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Naruto: Village is what is called a MUSH. It's a multi-user experience, meaning that everyone online is a person, or player. These players all work together to create stories within the game, while also building their characters within these stories in the way they want. Though there are coded systems within the game, the real character building is done through RP, or role-play. That's where you describe your actions, speak, move, all the things a real living person would do. Games like these are typically based around working together, both in and out of character. Antagozation is of course expected in a game like this, but should remain strictly in character. While this form of playing gives you great freedom, it's a community effort to make everything work and run. There is no Game Master like in a table top role-playing game. With that being said, discussion is key. If you intend to fight someone, for example, it should be discussed before hand. If you're going to try and sneak into another village, it should be discussed with that village's leader or staff. Your character can run into consequences for their actions, if they are severe enough to warrant it, and there was no possible outcomes discussed prior. The expectation is for everyone to play together and have fun, and if they go into attack mode against every man, woman, and child they come across, that ruins the experience for many others. That's where the game's rules come into play. They are there for any severely bad folks as a way to say 'You agreed not to do this'. If you can't play nice, you'll be warned and we will try and guide you. If you still can't play nice, you may be removed from the game. As with anything, if you have questions, please contact staff. |
Setting |
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An Uneasy Peace: Thirty Years After the Feudal War Thirty years have passed since the end of the Feudal War. The smoke has settled, the battlefield has been buried, and in its place, shinobi villages have come into existence. One such village, The Hidden Leaf, was created within the Land of Fire. It is young, founded on cooperation and the dream of peace for younger generations. Former enemies now walk side by side. Clan banners fly together. However, the memories of the war remain sharp with older generations. Old blood rivalries have not been forgotten, only muted. Some believe they made the greatest sacrifices. Others believe they were betrayed, abandoned, and used as cannon fodder. Then there is the general public. Civilians. They have their own memories of the war and shinobi. Many hold chakra users responsible for what was lost, and only exist with them now out of necessity. Peace has been achieved, but, unofficially, the war never ended. It merely changed shape. Animosty remains, only kept in check by the strong hand of the Kage and the unwillingness to rekindle the fires of death. Yet rumors travel faster than orders. Looks last longer than they should. Every mission. Every promotion. Every failure. All are filtered through the prism of the past. Peace has been achieved. But it is fragile, and everyone knows it. |
Uniqueness |
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So, you want to be an Uchiha who is into lightning rather than fire, or have a different style of clothing than others in your clan? Well here, that's possible. We don't hold to the norms here, because we want everyone to create and play whoever it is they want to be. There is no reason we have to play things exactly as they are in the manga and show, but instead we have the chance to be unique. So be unique. Your character doesn't have to have all the things their clan normally would, from physical characteristics to elements. |
Post CG |
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So, you've finished creating your character in CG and have been approved. Now what? Great question! Herein you'll find some information to guide you on finishing setting up your character, as well as giving you some suggestinos on other items to review! Now that you are approved, you have access to the OOC Room, the grid, and the RP Rooms. The OOC Room is a place to hang out and talk OOCly (Out of Character) with others. It's just a central place to chill. The grid the main RP area of the game. This is where you'll find rooms containing the official locations of the game. When you're ready to start RPing, you'll want to go to the grid and look for others to play with! Pick a location to meet, or if they're already in public just swing by! To begin with, the grid will contain a group of rooms to represent Konoha and the surrounding area. As time goes by and suggestions or requests are sent in, this will expand. The RP Rooms are a location off the OOC room where anything can happen. While the main reason for them is to be a place for you to go to that can represent somewhere you want to RP that does not exist on the grid at this point. However, they can also be used for more private scenes between individuals if necessary. And, just because, it can be used to represent an entirely different world in a way and place that isn't official and doesn't affect your character's, officially. Now that you know where to go play, let's finish setting up a few things. Depending on your rank at approval, you may be eligible for your first element, as well as a free style or two, and some free jutsu to get you started beyond just the generic items that everyone has. While the elements are fairly limited, styles and jutsu can be created using the systems found in +help ability creation. You can either pick styles and jutsu that already exist for your free post CG items, as long as they aren't unique or restricted, or create your own and add them once they are approved. You can check out +help post cg for the commands. Stats and RP skills are raised via XP. XP is earned as you RP with other players. There are separate pools of XP for stats and RP skills, so you don't have to choose between one or the other type. For more information on XP, please see +news xp. At this time, RP skills are for flavor. However, systems will be added for them as time goes on, so don't neglect them. If you have suggestions for additional RP skills, or how you'd like to see the systems developed for a particular one, please feel free to send in a +request (See +request/help) Combat - whether it's training with others, a mission, or just a random incident - is a large part of the Naruto universe. With that in mind, there is a combat system in place to use against other players. See +help combat order and +help combat system for more information and commands. While the system is somewhat basic at the moment, it will be expanding over time. There are plans for it to add things such as weapons, status effects, ninken, summons, etc. This will slowly be included over time, and players are encouraged to send in their suggestions and feedback. That doesn't just go for combat either. If there are other systems you'd like to see changed or added, please send in a +request so someone can talk with you and get your feedback. Also, we believe in transparency, so if you have questions about the details behind systems, how they work, the numbers, etc, please send in a +request and we'll be happy to share. The thought is, with the insight into the behind-the-scenes, we hope you'll have ideas to make it even better in the future! And that's it! This is just a brief overview of some things to get you started, and hopefully answer any questions you might have. Please peruse the rest of the +news files as well as +help. If you have questions, don't be afraid to ask. As we grow, so to will this file to encompass some of the new things for people to play with. Reach out to any available staff or use the +request system so we can get in touch with you about anything you might want to discuss. Welcome to the game. Please enjoy your stay! |
Clans |
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Currently Available Clans
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Aburame |
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The Aburame are quiet. Not in a shy way- more like they don't waste words. They wear high collars and dark clothing and if you've never dealt with them before you might not even realize why until it's too late. They fight using insects that live inside their bodies. Not pets. Not summons. They're born together and die together. The bugs drain chakra, scout ahead, and kill without much spectacle. Aburame shinobi tend to watch more than they act. They gather information wait for patterns and strike when the outcome is already decided. If one of them is paying attention to you it's usually for a reason. |
| CG Free Style: Aburame Clan Style |
| CG Free Transformation: Hive Conditioning |
| Additional Bonuses: Increase to tracking and perception |
Akimichi |
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The Akimichi are easy to spot and hard to forget. Big personalities, big laughs, and even bigger appetites. Food matters to them. Not just eating but sharing meals, bonding, and celebrating survival. Their jutsu revolve around body expansion and raw physical power. What looks slow or clumsy usually isn't. When an Akimichi commits to a fight it's overwhelming and direct. They tend to be loyal to a fault. Insult one of theirs and you'll likely find the whole clan remembering your name. Treat them well though and you'll have friends who don't forget favors. |
| CG Free Style: Akimichi Clan Style |
| CG Free Transformation: Digestive Conditioning |
| Additional Bonuses: TBD |
Hyuuga |
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The Hyuuga carry themselves with discipline and control. Their posture is straight. Their eyes - pale and unblinking miss very little. Their Byakugan allows them to see chakra pathways and strike with precision. They do not fight to overwhelm. They fight to shut you down. A single mistake against a Hyuuga can end a battle before it feels like one began. |
| CG Free Style: Hyuuga Clan Style |
| CG Free Transformation: Inner Stillness |
| Additional Bonuses: Increase to perception |
Inuzuka |
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Tradition matters to them. Structure matters. How reliable or rigid they are depends on who you ask. You'll usually hear an Inuzuka before you see them. Loud voices. Sharp laughs. Barking dogs. They live and fight alongside their ninken partners. Bound by instinct and trust rather than formal contracts. They favor aggressive close-range combat. Fast. Relentless. Coordinated. An Inuzuka rarely fights alone and they don't like drawn-out standoffs. Once they pick up your scent. They don't let go. They value loyalty, strength, and honesty. If you lie to one, expect them to know. If you stand your ground, they'll respect it-even if they still want to fight you afterward. |
| CG Free Style: Inuzuka Clan Style |
| CG Free Transformation: Feral Stance |
| Additional Bonuses: Increase to tracking and perception |
Nara |
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The Nara are thinkers. Strategists. The kind of people who seem lazy until you realize they've already solved the problem three steps ago. Their shadow techniques allow them to restrain, manipulate, and control the battlefield rather than dominate it. They don't rush. They wait until everything lines up. They prefer peace because conflict is inefficient-not because they're afraid of it. When a Nara steps into a fight seriously, it's usually because they've run out of better options. |
| CG Free Style: Nara Clan Style |
| CG Free Transformation: Tactical Focus |
| Additional Bonuses: Increase to stealth |
Uchiha |
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The Uchiha are intense. Even when they're calm. There's pressure there-like something always on the edge of ignition. Their Sharingan grants heightened perception and powerful ocular techniques. But it comes with a cost. Strong emotions fuel their abilities. And that has shaped how others see them over the years. They value Strength. Pride. And Legacy. An Uchiha's loyalty runs deep. But when it breaks, it tends to break violently. |
| CG Free Style: Uchiha Clan Style |
| CG Free Transformation: Blood Stirring |
| Additional Bonuses: Increase to perception |
Yamanaka |
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The Yamanaka deal in the Mind-thoughts. Memories. Perception. They're often involved in intelligence work, interrogation, and communication. Their techniques allow them to enter or influence another's consciousness. It's unsettling to fight someone who doesn't need to move your body to defeat you. In person, many Yamanaka are surprisingly social and expressive. That doesn't mean that they aren't watching you. It just means they're better at hiding it. |
| CG Free Style: Yamanaka Clan Style |
| CG Free Transformation: Mental Clarity |
| Additional Bonuses: TBD |
None (No Clan) |
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Not everyone belongs to a major family. Some come from smaller bloodlines. Some are orphans of the war. Some simply never inherited a name that mattered. Some are simply civilians and not shinboi. No Clan shinobi tend to carve their own paths. They rely on Personal Skill. Unconventional Tactics. Sheer stubbornness. They are unpredictable. And that can be dangerous in its own way. In a village built on legacy, having none can be either a weakness? or freedom. |
| CG Free Style: Choice on non-clan style |
| CG Free Transformation: Choice of non-clan E rank transformation |
| Additional Bonuses: None |
Stats |
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Available Stats
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Taijutsu |
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Taijutsu is the category of abilities that are based off of physical attacks involving the body or weapons. It uses more physical energy than the other two categories. Raising this stat will give a small increase to taijutsu skill hit, damage, and lower speed points required to use taijutsu skills. |
Ninjutsu |
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Ninjutsu is the category of abilities that are based off elemental attacks. It uses more chakra and mental energy than taijutsu, and similar to genjutsu. Raising this stat will give a small increase to ninjutsu skill hit, damage, and lower speed points required to use ninjutsu skills. |
Genjutsu |
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Genjutsu is the category of abilities that are based off mental attacks. It uses more chakra and mental energy than taijutsu, and similar to ninjutsu. Unlike taijutsu and ninjutsu, which does physical damage, genjutsu skills drain a targets mental energy. Raising this stat will give a small increase to genjutsu skill hit, damage, and lower speed points required to use genjutsu skills. |
Power |
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Power is the strength of your abilities and character in general. This stat is how strong your ability in combat is and how badly things will hurt. Raising this stat will do more damage with taijutsu and ninjutsu, increase your healing jutsu, as well as drain more mental energy with genjutsu. |
Stamina |
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Power is the strength of your abilities and character in general. This stat is how strong your ability in combat is and how badly things will hurt. Raising this stat will do more damage with taijutsu and ninjutsu, increase your healing jutsu, as well as drain more mental energy with genjutsu. |
Speed |
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Speed is a determination of how fast your character physically is. The faster your speed, the more you can fit into a round of combat. Raising this stat will give you more speed points to use in combat. |
Seals |
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Seals are how well you can use hand seals to and channel your inner chakra to make better use of it with less resources. Raising your seals stat will increase your chakra conversion rate, and may have other effects depending on feedback. |
Intelligence |
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Intelligence is how smart and perceptive your character is. Raising this stat will give you more mental energy than other stats, raise your perception and tracking abilities (Once they're in), and is key to the first defense against genjutsu. |
Will |
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Your strength of will tells how far you can go against the greatest of odds. Raising this stat will decrease damage taken, and has other uses in the future, including a last stand type of feature. |
RP Skills |
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Due to the sheer number of RP skills (18 as of this update) this has been moved to it's own page. |
Training |
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Training in Naruto: Village is the way that your character will learn any new style, jutsu, or transformation, as well as tree and water walking if you don't know them. If you're able to learn an item, you can use the commands found in +help training system to start learning. After you start learning something new, you will learn the ability in the background as you RP, whether you RP training or just normal RP. It's meant to be learned with the thought that time you aren't RPing, you would sometimes be training. If you have a teacher that knows the ability, and they are training you in the scene, you will get a small bonus towards your ability. If an ability is unique, that means it can't be learned unless you have a trainer to start teaching the ability to you. Only the initial lesson is required, the rest of the time will pass as normal for learning the ability. |
XP |
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XP is earned based on your RP and RP alone. The factors include: How long you RP for, how many people are in the scene actively RPing, and whether or not it's a staff run plot. There are diminishing returns over a week to insure that people don't blast far ahead of everyone else. This resets Sunday at Midnight, Pacific Time. You can see your current rate of XP gain in +xp. At the moment, the rates are: 100% up to 50 XP, 70% up to 90 XP, 50% up to 120 XP, and 20% up to 150 XP. |
Combat |
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Combat in Naruto: Village is coded. While currently somewhat basic, there are big plans to make it more advanced and in depth as the game grows, hopefully with feedback and suggestions from the player base. Before your first combat scene, you should review the commands under +help combat order and +help combat system. The combat order keeps track of who's turn it is and anyone participating in combat is required to have joined the order. The combat system contains the commands for the actual combat. In order to not overload you, the combat news file is broken down into basic and advanced information. If you just want to participate, the basic information will give you a nice overview of how things work. The advanced information has more details on how the combat system works behind the scenes for those that are interested. For basic information everyone should know, please review +news combat basics. For advanced information, please review +news combat advanced. (Due to tuning changing numbers, this is only available in game) |
Combat Basics |
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Combat is where you get to use all the jutsu you've trained to fight others. All jutsu, no matter the category, uses all three resources: Physical Energy, Mental Energy, and Chakra. How much is used depends fully on the category and rank of the jutsu. Taijutsu uses more physical energy than the other two, ninjutsu and genjutsu both uses less physical energy and more mental energy and chakra. Details can be found in the advanced combat section. The number of attacks you can take on your turn depends on your speed points, the rank of jutsu you use, and your stats in the three main categories. You can blend any types and ranks of attacks against any variety of other targets as long as you have the resources and speed points for it. When the turn comes back around to you - and if others have attacked you - the first thing you'll need to do is defend. You'll be prompted by the attack you need to defend against. Defensive jutsu use the same resources that attack ones do. Defending does not require or use speed points, and your speed points are returned to full when it comes to be your turn again. Once you've finished defending, it will be your turn to attack again. When combat first begins, all players who are going to participate will want to join the combat order. This should be joined in the order that the current RP is going in so that no one gets skipped. Usually at this time you'll want to focus some of your energy into chakra reserves, depending on your fighting style and ability. The main way to roleplay when in a combat scene is to do things in this order. Defend against any incoming attacks, do your own attacks to be sure you have enough resources to do everything you have planned, then pose in the scene, both the outcome of your defense as well as your own attacks. Once you're done posing, you can end your turn in the combat order and the scene will continue on with the next person in line. Combat ends when all players involved mutually agree that it should (such as in a spar), when one side has no one left with any health, or when one side has no one left with enough resources to attack anymore (this means your character is exhausted and can't fight anymore). Once combat has ended, everyone can freely leave the combat order and the scene can either continue without it, or end, depending on what those involved want to do. And that's it! That's the basics of how combat works at this time. If you have any questions don't be afraid to ask! |
Costs |
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I'm not going to list out the costs here as it would be exceedingly time consuming and may change on feedback. Please check the +news file in game. |