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▰ Custom Technique Rules

Custom Techniques created within the guild are required to fall within the boundaries, rules and guidelines described below. Any custom techniques that do not fall within these are not permitted. No grandfather clauses may be applied and custom techniques are subject to mandatory revision if they are affected by future and pending updates to the systems. Every character starts with [8] custom points at base to use as you desire.

Custom Abilities and Techniques Must

• Abide by guild systems and rules.
• Have a resource utilized in some manner. Techniques that have costs applied atop parent techniques are permitted.
• Be classified as Passive [ No Activation but have a Resource Cost ] or have an Active cost [ Activation and Resource Cost ].
• Genjutsu Techniques require upkeep costs.
• Variable X-rank techniques are broken into two instances for determining their cost E-B & B-S+. Having the variable stay within one of those two parameters will only have the custom cost [1] Custom Point. A variable technique that covers the ranks E-S+ will cost [2] Custom Points.
• Be able to be learned by the user within their class and learning restrictions.
• Have a duration of 2 posts maximally per rank. Techniques that wish to exceed this must have an upkeep cost of two ranks below the technique's executed rank.
• Be in line with technique's maximum ranges per rank. Below is the list of maximum ranges for Spiritual Taijutsu and Bukijutsu, Ninjutsu/Bloodline Ninjutsu techniques. Complex and Simple Bukijutsu are halved in range. Techniques that function by condensing their efforts into a single line may be increased in length within reason.
E: 10 feet
D: 20 feet
C: 30 feet
B: 40 feet
A: 50 feet
S: 100 feet
S+: 200 feet


Custom Techniques Can

• Add stat increases/decreases by [1] at E-C rank and [2] at B-S+ rank.
• Sealing techniques may hold up to an S+ Rank amount of chakra ( Raw or Techniques ) at one time. Abilities that allow raw chakra storage may have it done for a technique cost two ranks below it's maximum storage.
• Apply statuses; most may be granted to customs using this guideline: [ T1 for E-C / T2 for B-S+ ]. Alternatively, some statuses are ones the RPC has special access to, like drench for ninjutsu specialists, who would use this guideline: [ E-D: T1 / C: T2 / B-A: T3 / S-S+: T4 ]. Some statuses are completely class-locked like hex and jamming, or locked by bloodline like frostbite. Review the status effect system for more details.

Custom Techniques Can't

• Grant additional activations
• Utilize dice rolls or systems of chance.
• Carry resource reductions.
• Auto-Hit.
• Grant abilities that mimic specific functions or techniques of a bloodline not possessed by the user.
• Be altered by emotional states (Increases user's strength when angry, ect.)
• Copy class discipline effects.
• Copy career benefits.
• Restore resources without drawing it from another source.
• Have unbreakable genjutsu or genjutsu immunity effects.
• Have genjutsu that manipulate over 3 senses without the Master of Deception discipline.

▰ Keystone Technique Rules

Keystone Techniques created within the guild are required to fall within the boundaries, rules and guidelines described below. Any custom techniques that do not fall within these are not permitted. No grandfather clauses may be applied and custom techniques are subject to mandatory revision if they are effected by future and pending updates to the systems.

Keystone Concept and Description

Keystones are abilities made by a character that is tailored to their unique strengths and abilities, modeled off of existing skills or even a brand new concept. These can be anything that the user has access to normally, be it ninjutsu, genjutsu, etc. A custom technique will typically employ anywhere from one to two distinct effects where keystones are granted an additional effect and those with more limited versatility have a higher strength in exchange. An effect is a very loose term to describe what the Keystone is accomplishing, go wild and see what you create.

Keystone Techniques Must

• Follow the parameter of it's skill line [ Bukijutsu Keystone for Bukijutsu, Ninjutsu for Ninjutsu, ect ]
• Abide by guild systems and rules unless specified otherwise.
• Have a resource utilized in some manner. Techniques that have costs applied atop parent techniques are permitted.
• Be classified as Passive [ No Activation but have a Resource Cost ] or have an Active cost [ Activation and Resource Cost ].
• Genjutsu Techniques require upkeep costs.
• Have a duration of 3 posts maximally per rank. Techniques that wish to exceed this must have an upkeep cost of two ranks below the technique's executed rank.
• Be in line with technique's maximum ranges per rank. Below is the list of maximum ranges for Spiritual Taijutsu and Bukijutsu, Ninjutsu/Bloodline Ninjutsu techniques. Complex and Simple Bukijutsu are halved in range.
E: 20
D: 40
C: 80
B:120
A: 240
S:Topic
S+:Sub-Forum


Keystone Techniques Can

• Have custom techniques that use the Keystone as a foundation for their use.
• Add stat increases and decreases of [2] at E-C Rank and [4] at B-S+ Rank total. [1] point in [2] stats is possible at E-C Rank and [2] in [2] stats is possible at B-S+ Rank.
• Be flexible within their limitations and are approved on a case by case basis within reason.
• Have up to two separate yet related abilities without drawback. A third function may be added to the keystone technique for a drawback equal in value.
• Be Variable ranked as "Rank X". Those that are restricted to B-S+ rankings are capable of having the drawback removed from a third ability to the keystone.
• Sealing techniques may hold up 640 Chakra at once. Abilities that allow raw chakra storage may have it done for a technique cost two ranks below it's maximum storage starting at S+ Rank as a maximum.
• Apply statuses; most may be granted to customs using this guideline: [ T1 for E-C / T2 for B-S+ ]. Alternatively, some statuses are ones the RPC has special access to, like drench for ninjutsu specialists, who would use this guideline: [ E-D: T1 / C: T2 / B-A: T3 / S-S+: T4 ]. Some statuses are completely class-locked like hex and jamming, or locked by bloodline like frostbite. Review the status effect system for more details.

Keystone Techniques Can't

• Grant additional activations
• Utilize dice rolls or systems of chance.
• Carry resource reductions.
• Auto-Hit.
• Grant abilities that mimic specific functions or techniques of a bloodline not possessed by the user.
• Be altered by emotional states (Increases user's strength when angry, ect.)
• Copy class discipline effects.
• Copy career benefits.
• Restore resources without drawing it from another source.
• Have unbreakable genjutsu or genjutsu immunity effects.
• Have genjutsu that manipulate over 3 senses without the Master of Deception discipline.


▰ Custom Weapons and Armor Rules

Custom Armors and Weapons created within the guild are required to fall within the boundaries, rules and guidelines described below. Any customs that do not fall within these are not permitted. No grandfather clauses may be applied and custom techniques are subject to mandatory revision if they are affected by future and pending updates to the systems. Check the crafting guide thread for more information on how many custom weapons/armor you can make, as well as their limitations!

Custom Weapons and Armor Must

• Must be made under the crafting system's rules of hand made creations listed in Crafting Profession System.
• Custom weapons have a durability of S+ Rank.

Custom Weapons and Armor Can

• As an exception to the custom cost and slots, custom armor may be utilized as an entire set, requiring [6] custom slots. This set includes a Pair of gauntlets [ One item ] Pair of foot wear [ One item ] a helmet, and a chest plate. This counts as [1/2] custom slots the user may have.
• Have up to [2] passive abilities; any additional abilities, like the third granted to legendary weapons, must be custom techniques for the weapon and not a passive ability.
• Reduce stats of incoming techniques by one tier per custom ability used to do so. E.g., legendary armor can reduce incoming techniques' stats by T3 when they collide by using all three custom abilities to do so.
• May utilize bloodline abilities in armors but they will always be considered spiritual armor and thus treated spiritual in collisions.
• Be sentient beings (Samehada).
• Have mechanical functions such as being utilized for two categories of weapons for Bukijutsu so the user may utilize both styles with one weapon. Weapons must share similar properties to the style they're accessing or have a function to allow them to change shape by collapsing or a switch of some sort. Functions like this must simply be listed in description, not in the abilities and do not require activations. Exceeding two categories of weapon will take a custom ability.
• There is no projectile limit as there are natural limitations within bukijutsu utilization and easily accessible cloning techniques for projectiles anyway.

Custom Weapons and Armor Can't

• Give Activations.
• Have Genjutsu immunity functions.
• Reductions to technique costs.
• Grant Technique Slots.
• Be Unbreakable.
• Alter stat caps.
• Have abilities that affect collision or treat any technique a rank lower/higher.


▰ Custom Puppet Rules

Custom Puppets created within the guild are required to fall within the boundaries, rules and guidelines described below. Any custom puppet that do not fall within these are not permitted. No grandfather clauses may be applied and custom puppets are subject to mandatory revision if they are effected by future and pending updates to the systems.

Custom Puppets Must

• Be created for/by Puppet Class Shinobi only.
• Must abide by rules outlined in Puppetry System.

Custom Puppets Can

• Be submitted and do not require approval unless custom mechanisms are utilized.
• Be crafted up to twenty feet in size at a maximum and as small as small as six inches.

Custom Puppets Can't

• Replicate bloodline abilities.
• Alter activation count.

Human Puppets
• Obtain Bloodlines unless Human Puppet acquired through role-play.
• NPC Human puppets have 200 chakra and stamina per body rank of the puppeteer using them with a maximum of 1,200 chakra and stamina at S+ body rank.
• NPC/other RPC Human puppets submitted as Custom Puppets cannot access sage, nature or corrupt chakras (including curse seals gained from bloodlines) unless your RPC has access to these special energies as well.
• NPC/other RPC Human puppets submitted as Custom Puppets may not maintain summon contracts with the Sage Lands except your own active RPC is made into a human puppet. Only your own character may keep or establish contracts.
• You cannot create an NPC/other RPC human puppet anticipating access to utilize any clan contract summons through the puppet. This includes restrictions on a human puppet possessing Scholar and/or Tamer class summoning benefits. Your RPC must have a contract with the desired summons and the benefits aforementioned to use them.
• NPC Human Puppets may not have unique personal attributes and are still subject to approval in the Puppet. Please follow the personal attribute rules for easy, approved attributes.
• NPC Human puppets submitted as Custom Puppets are not permitted access to advanced forms of doujutsu: Magekyou, Tenseigan, Ketsuryūgan.
• NPC/other RPC Human puppets with the puppetry class cannot give more puppet points, mechanisms, or have the ability to control more puppets outside of your RPC’s limitations. Slain puppeteers made into human puppets aren’t able to control puppets anymore.



▰ Custom Mechanisms and Technology Rules

Custom Mechanisms and Technology created within the guild are required to fall within the boundaries, rules and guidelines described below. Any custom Mechanisms and Technology that do not fall within these are not permitted. No grandfather clauses may be applied and custom Mechanisms and Technology are subject to mandatory revision if they are effected by future and pending updates to the systems.

Custom Mechanisms and Technology Must

• Have Mechanisms made for/by Puppet Class Ninja
• Scale to the following Ranks. [ E-C | B-A | S-S+ ]

Custom Mechanisms and Technology Can

• Have as many mechanisms as class provides.
• Utilize status effects. Paralysis, Blindness, Deafness, Disease, Muteness, and Trauma are all common effects that won't require much restraint.
xxxxx These following points are not a hard rule, just a general guideline for approval:
xxxxx• Non-ninjutsu puppeteers should be careful with applying ninjutsu status effects beyond T2 (reserve to unique mechanisms if exceeding). Utilize [E-C | B-S+] primarily.
xxxxx• Corrosion, frostbite, and dehydration should generally be reserved for puppeteers of the corresponding bloodline. However, do consider that poisons can cause these effects.
xxxxx• Genjutsu-centric effects like mental insanity and stress should be utilized by genjutsu-class puppeteers primarily.

Custom Mechanisms and Technology Can't

• Have Bloodline Attributes unless Human puppet obtained through role play.

Regular Mechanisms Can

• May have two abilities from the basic mechanism ability 'pool'.
• May utilize up to only two status effects from the Poison and Status Effects System thread should this resource be desired.

Unique Mechanisms Can

• May access higher tiers of status than basic mechanisms.
• May utilize status effects like frostbite despite not being Hyouton.
• May have three abilities, two from the basic mechanism ability 'pool' and one from the unique mechanism 'pool' which is access to the two things above. Cooldowns and drawbacks may enable greater access to the unique mechanism 'pool.'


▰ Custom Medicine and Poison Rules

Custom Medicine and Poison created within the guild are required to fall within the boundaries, rules and guidelines described below. Any custom Medicine and Poison that do not fall within these are not permitted. No grandfather clauses may be applied and custom Medicine and Poison are subject to mandatory revision if they are effected by future and pending updates to the systems.

Custom Medicine and Poison Must

• Be created through access to Pharmacology or Toxicology Professions. Outside of this, these items may only be made by Medical Class Ninja.
• Abide to the Poison and Status Effects System.
• Be listed in the inventory to be usable in combat. Follow Pharmacology rules in regards to the number of antidotes to be chosen for combat up to [5].

Custom Medicine and Poison Can

• Follow the rules listed in the Poison and Status Effects System.

Custom Medicine and Poison Can't

• Exceed limitations within Pharmacology and Toxicology.