• 1.02: Role Play Trats
• 1.02b: Unlocking & Leveling Role Play Traits
• 1.02c: Are Role Play Traits Required?
• 1.02d: Role Play Trait Definitions
• 1.02e: Advanced Rules
• 1.04: Aging Rules
• 1.05: Location Rules
• 1.06: Traveling Rules
• 1.07: Inter•Village Communication
• 1.08: Second and Third Characters
• 1.09: Missing•nin Rules
• 1.11: Bloodlines
• 1.12: Bloodline Stealing
• 1.14: Death and Bonuses
• 1.15: Forum Rules
: Effects and Stats :
: Battle System :
• 3.02: Setup Phase
• 3.03: Main Phase
• 3.04: Loss Tag
• 3.05: Starting a Battle
• 3.06: Phases & Actions
• 3.07: Death & Unconsciousness
• 3.08: Ending a Battle
• 3.09: Battle Intent
• 3.10: Basic Attacks
• 3.11: Critical Hits
• 3.12: Blocking
• 3.13: Multiple Strikes and Modifier Division
• 3.14: Damage Reduction
• 3.15: Multiple Person Battles
• 3.16: Role Play Within Battles
• 3.17: Advanced Systems
• 3.18: Multiple Turns in a Row
• 3.19: How to Calculate Modifiers
• 3.20: Timing of Effects and Costs
• 3.21: Types of Effects
• 3.22: Losing Phases and Actions
• 3.23: Chance to Fail
: Leveling System :
• 4.01b: Jutsu Points
• 4.01c: Skill Points
• 4.01d: When You May Learn Jutsu & Skills
• 4.01e: Jounin Taught Jutsu
• 4.01f: Jounin Taught Skills
• 4.02b: Battle EXP
• 4.02c: Gamemaster EXP
• 4.02d: Mission EXP
• 4.02e: Bonus EXP
• 4.05: Level Cap
• 4.06: Rank Advancing
• 4.07: Currency Experience Points (CXP)
• 4.08: Experience Approval
• 4.09: Stat Adjustment Training
• 4.10: Learning Higher Rank Jutsu
: Jutsu Rules :
• 5.02: Taijutsu
• 5.03: Ninjutsu
• 5.04: Genjutsu
• 5.05: Medical Jutsu
• 5.06: Evolving
• 5.07: Ninjutsu Elements
• 5.08: Combinatorial Elements
• 5.08b: Multi Element Techniques; Not Combinations
• 5.10: Taijutsu Styles
• 5.11: Area of Effect Jutsu
• 5.12: Hybrid Jutsu
• 5.12b: Genjutsu & Ninjutsu
• 5.12c: Taijutsu & Genjutsu
• 5.12d: Genjutsu, Ninjutsu & Taijutsu
• 5.14: Kinjutsu (Forbidden)
• 5.15: Fuuinjutsu (Sealing)
• 5.17: Multiple Target Jutsu
• 5.18: Ghost Damage
• 5.19: Multi•Rank Jutsu
• 5.20: Chakra and Stamina Damage
• 5.21: Auto•Hit Attacks
• 5.22: Weapon Jutsu
• 5.25: Setup Phase Jutsu
• 5.26: Trap Jutsu
• 5.27: Increasing a Jutsu's Critical Strike Chance
• 5.28: Definition of Attack and Strike
• 5.29: Seal•less Jutsu
• 5.30: Genjutsu Archetypes
• 5.31: Coalescence
• 5.33: Removing Status Effects
: Equipment Rules :
• 6.02: Weapon/Attribute Rules
• 6.02b: Small Weapons
• 6.02c: Medium Weapon
• 6.02d: Large Weapons
• 6.02f: Weapon Attributes
• 6.02g: Weapon Special Abilities
• 6.02h: Dropping a Weapon or Item
• 6.04: Repairing Equipment
• 6.05: Scrolls
• 6.06: Poisons
• 6.06b: Liquid Poisons
• 6.06c: Gas Poisons
• 6.06d: Creating Custom Poisons
: Terrain Rules :
• 7.02: Terrain & Climate Creation Guide
• 7.04: List of Climate
: Clones, Pets and Summons :
• 8.01b: Clone Turn Rules
• 8.01c: Clone Costs
• 8.01d: Clone CP Maximums
• 8.02b: Summoning Rules
• 8.02c: Creating Summon Families
• 8.02d: Creating Summons
• 8.03b: Pet Actions
• 8.03c: Pet Statistics
• 8.03d: Creating Pet Abilities
• 8.03e: Creating Pet Techniques
• 8.03f: Additional Pet Rules