.:Main:.
: Splash Page :
: Welcome! :
: About :
: Rules of Conduct :
: Link to Ninja Academy :
: Donations :
: Staff :


.:RPG:.
: Forum :
: Wiki :
: Techniques :
: Skills :


.:RPG Tools:.
: Die Roller :
: World Map :
: NA Calendar :
: Speed Calculator :
: Sound Library :
: Leveling Guide :


.:Market:.
: Ninja Gear Outlet :
: Blacksmith's Forge :


.:RPG Rulebook:.
: Basic RPG Rules :
: Statistics & Status Effects :
: Battle System :
: Leveling System :
: Jutsu Rules :
: Equipment Rules :
: Terrain Rules :
: Clones, Pets and Summons :
† Rules Index †
† Glossary †


.:RPG Guides:.
: Frequently Asked Questions :
: Beginner's Guide :
: Creating a Character :
: Joining & Creating Clans :
: How to Role Play :


For a beginner rule guide, please click here.

: Basic RPG rules :
• 1.01: How to Play Ninja Academy
• 1.01a: Role Play
• 1.01b: Battle
• 1.01c: Creation
• 1.01d: Overview of Your Character
• 1.02: Role Play Trats
• 1.02a: How are Role Play Traits Used?
• 1.02b: Unlocking & Leveling Role Play Traits
• 1.02c: Are Role Play Traits Required?
• 1.02d: Role Play Trait Definitions
• 1.02e: Advanced Rules
• 1.03: Approvals
• 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
• 1.09a: Visibility
• 1.10: Character Compatibility
• 1.11: Bloodlines
• 1.12: Bloodline Stealing
• 1.12a: Storing a Bloodline
• 1.13: Bloodline Transfusions
• 1.14: Death and Bonuses
• 1.14a: Death
• 1.14b: Retirement
• 1.14c: Death Bonuses
• 1.14d: List of Death Bonuses
• 1.15: Forum Rules

: Effects and Stats :
• 2.01: Character Statistics
• 2.02: Status Effects

: Battle System :
• 3.01: Response Phase
• 3.01a: Advanced Response Phase Rules
• 3.01b: Responding to Attacks Not Aimed At You
• 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
• 3.10a: Basic Unarmed Attacks
• 3.10b: Basic Weapon 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 :
• 4.01: Gaining Levels
• 4.01a: Leveling Rewards
• 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
• 4.02: Earning Experience
• 4.02a: Training EXP
• 4.02b: Battle EXP
• 4.02c: Gamemaster EXP
• 4.02d: Mission EXP
• 4.02e: Bonus EXP
• 4.03: Multiplayer Battle Experience
• 4.03a: Free For All Battles
• 4.03b: Team Battles
• 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 :
• 5.01: Jutsu Requirements and Tags
• 5.02: Taijutsu
• 5.03: Ninjutsu
• 5.04: Genjutsu
• 5.05: Medical Jutsu
• 5.06: Evolving
• 5.07: Ninjutsu Elements
• 5.08: Combinatorial Elements
• 5.08a: Damage Reduction With Combinatorial Elements
• 5.08b: Multi Element Techniques; Not Combinations
• 5.09: Elemental Specialties
• 5.10: Taijutsu Styles
• 5.11: Area of Effect Jutsu
• 5.12: Hybrid Jutsu
• 5.12a: Ninjutsu & Taijutsu
• 5.12b: Genjutsu & Ninjutsu
• 5.12c: Taijutsu & Genjutsu
• 5.12d: Genjutsu, Ninjutsu & Taijutsu
• 5.13: Barrier and Shield Jutsu
• 5.13a: Barrier Jutsu
• 5.13b: Shield Jutsu
• 5.13c: Additional Barrier & Shield Rules
• 5.14: Kinjutsu (Forbidden)
• 5.15: Fuuinjutsu (Sealing)
• 5.17: Multiple Target Jutsu
• 5.17a: Multiple Turn Stat Reduction Modifiers
• 5.17b: Multiple Turn Damage Modifiers
• 5.18: Ghost Damage
• 5.19: Multi•Rank Jutsu
• 5.20: Chakra and Stamina Damage
• 5.21: Auto•Hit Attacks
• 5.22: Weapon Jutsu
• 5.22a: Creating Weapon Jutsu
• 5.24: Response Phase Jutsu
• 5.25: Setup Phase Jutsu
• 5.26: Trap Jutsu
• 5.26a: Dynamic Traps
• 5.26b: Set Traps
• 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 :
• 6.01: Weapon Carrying Limits
• 6.02: Weapon/Attribute Rules
• 6.02a: General Weapon 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
• 6.03: Armor/Equipment Rules
• 6.04: Repairing Equipment
• 6.05: Scrolls
• 6.06: Poisons
• 6.06a: General Poison Rules
• 6.06b: Liquid Poisons
• 6.06c: Gas Poisons
• 6.06d: Creating Custom Poisons
• 6.07: Puppets
• 6.07a: Puppeteering
• 6.07b: Puppet Combat
• 6.07c: Building A Puppet

: Terrain Rules :
• 7.01: Terrain & Climate Overview
• 7.02: Terrain & Climate Creation Guide
• 7.02a: Cost Points of Effects
• 7.03: List of Terrain
• 7.04: List of Climate

: Clones, Pets and Summons :
• 8.01: Clones
• 8.01a: Clone Basic Rules
• 8.01b: Clone Turn Rules
• 8.01c: Clone Costs
• 8.01d: Clone CP Maximums
• 8.02: Summons
• 8.02a: Learning Summons
• 8.02b: Summoning Rules
• 8.02c: Creating Summon Families
• 8.02d: Creating Summons
• 8.03: Pets
• 8.03a: Training & Acquiring Pets
• 8.03b: Pet Actions
• 8.03c: Pet Statistics
• 8.03d: Creating Pet Abilities
• 8.03e: Creating Pet Techniques
• 8.03f: Additional Pet Rules
• 8.04: Pet Abilities

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