[RP Rulings]

Sinthorus

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RP Rulings

This thread is to compile rulings for reference that have been made in the RP in recent years. The aim is to find the most recent rulings on interactions and battle instances. Rules that have been added into threads will not be found here for the most part.


RP Update Thread
Leaf Dragon God Customs [x]
Customs Update: Techniques that are based on Leaf Dragon God, or uses of air pressure/air currents etc will now no longer be considered "devoid of chakra". Thus they can be absorbed etc etc. and going forward will be ruled as such in battles. Only EIG customs will be allowed access to uses of air pressure/currents that are "devoid of chakra."

Chakra vs Chakra / Damage vs Damage Clashes [x]
Chakra vs Chakra based clashes may only occur for abilities noted to allow it, namely select CCs who detailed this in submission/CCJ and Fuuin based customs. Abilities outside of this umbrella will continue to utilize damage vs damage (or DVD for short) as the default for all interactions. Customs that do not fall under this umbrella operating on Chakra value for their clashes will be considered voided.

In addition to this, it must be noted that one can only boost Chakra by 10, both effectively and literally. This means that should one lower an opponent's chakra cost within their technique, it must also be pointed out that they cannot raise their own chakra in their jutsu at the same time. This would effectively create a boost of more than 10.

Lastly, chakra based clashes operate similarly to damage based clashes where the victorious technique will suffer damage loss. This operates similarly to damage but with half the values (for example, a difference of 10 chakra is equivalent to a 20 damage difference, which means a loss of 20 damage or in this case, a loss of 10 chakra). Note that one can still infuse more chakra into attacks and potential auxiliary effects from it will still be able to combine, just not the damage potency or effectiveness of the technique.

Roll Based Customs [x]
An update to the previously post regarding Rolls; due to immediate issues and problems related to rolls, we have decided to slowly introduce these on a custom level to ensure proper understanding and limitations form. Because of this, the last update is revoked and instead, the only field that currently can create roll based customs is Shinkaigan based customs, which have their own notes and limitations. In the meantime, these will also be monitored and if done well, allow a greater use of rolls via customs.

Yin Release (Genjutsu) [x]
Yin Release cannot create Illusions that are "MS tier." MS tier refers to the idea of a Genjutsu being the same strength as Tsukuyomi. Tsukuyomi under normal circumstances cannot be broken unless you use your own Tsukuyomi, have immunity to visual Illusions, or use Kuninotokotachi (Kunino, Yin Release). So to make this amply clear going forward: there should be no custom submitted with the term "MS tier" referring to illusions UNLESS it is a Custom MS Genjutsu. Kunino cannot produce illusions that are of that level (they can still influence, and to some extent control, the mind).

Yin Release (Tethers) [x]
Going forward any tether, custom or otherwise, within Yin Release (or derivative abilities, like CE) can only Tether a single opponent four times in total. This is across all techniques, not a single technique; from Hungry Ghost to Phantom Dragons to whatever custom you have that might involve a Tether will only work on an opponent a total of four times. That said, if you exceed four tethers on a single opponent you can still use techniques like Phantom Dragons. But in this case you'd only get the offensive technique as a projectile without any of the tether effects.

Body seals [x]
Body Seal Rules on bios have been updated. Because so many people have tried to bypass the limit on seals that can be on the body via Ninjutsu that must be placed on the bio and because many customs exist that must be referenced in the bio, this change seeks to limit the number that can be on one bio. After recently checking a bio with roughly 10 additional techniques that “needs to be posted in the bio”, a change has been made. From here on, you are able to have up to 7 Body Seals on your bio. Only one of these can be Forbidden ranked and techniques that must be placed on your bio will share this limit even if they are not truly a body seal. This also means techniques that state “must be posted at the beginning of a battle/posted in bio” will either count towards your jutsu limit or need to be posted in your bio. This does not include reference techniques such as elemental CEJ you have been asked by staff to create. There is a pending Passive Technique nerf coming as well, restricting the number of passive techniques one can have active at any time. It won’t be placed yet but it is likely to be placed when I decide on what numbers I want to go with.

Where Jutsu Spawn [x]
Any technique that creates something such as a projectile, a streaming technique or a familiar, it should explicitly state that it forms somewhere other than near the user to be done like such. For example, a canon fireball can’t be created 10 meters behind someone and instead is fired off and travels towards an opponent. This will be the case for all techniques moving forward unless noted.

What this means is that techniques that do not directly state they form near an opponent or in any specific place will be created by or near the user as close as possible without causing harm. This allows techniques a better chance at defending as well as less broken and problematic combinations of techniques.

Use of Tethers - Spawning under opponent [x]
Techniques that are capable of spawning on or under opponents cannot be combined with techniques that are instant or apply tethers or debuffs on targets. If the secondary technique cannot spawn on or under the target, it cannot be applied to techniques that can spawn on them. Examples are Swamp of the Underworld, S/T techniques, Amaterasu and it’s related techniques, etc being combined with Yin tethers, other debuffs, etc.

Speed/Tracking [x]
1. Max you can debuff someone's speed is by 40%.
2. Debuffing speed or tracking will count as one of your own boosts.

1. Due to the severeness of current speed debuffs and how they effect the game, any Custom Jutsu, Field or Item that provides more than a 40% speed debuff is hereby revoked; a change that is sure to be frowned upon, customs that provide this much of a decrease should never exist - it is effectively similar to a custom that removes half the damage from a technique before clashes ( meaning this wouldn’t be akin to Damage Resistances ). Should any exist that are a CJ, Custom Tool, and CSC that currently debuffs targets base speed/tracking by more than 4 levels or debuffs overall speed by more than 40%, they will be considered Declined and unusable.

2. Effective immediately, Debuffing an opponent’s speed OR Tracking will count towards your own Speed or Tracking Boosts. This means that if you were to decrease the opponent’s speed by 5, you can only apply one ( 1 ) speed boost to yourself. This also holds true for any tracking debuff. This rule is designed to be like the Damage rules and hopefully, make speed blitzing less frequent or less of a strategy.

Mode/States [x]
Mode - This refers to those listed as modes in the Quick Access Thread, which count towards your bio loadout.
State - Any Effective immediately, Debuffing an opponent’s speed OR Tracking will count towards your own Speed or Tracking Boosts. This means that if you were to decrease the opponent’s speed by 5, you can only apply one ( 1 ) speed boost to yourself. This also holds true for any tracking debuff. This rule is designed to be like the Damage rules and hopefully, make speed blitzing less frequent or less of a strategy.


We saw there was a lot of confusion regarding what counts as a mode and what does not so we decided to step up and clarify this moving forward. Moving forward, Modes are one of the categories of canon abilities one can gain. To differentiate between things like Eight Inner Gates and Nekura's Tranquil Demon, the new term States will apply instead. States are techniques or abilities that grant an increase in 2 of more fields, such as Speed, Tracking, Strength or Durability. These apply to all of the Canon Modes one can have on their Biography such as Sage Mode, Eight Gates, Curse Mark, etc as well as Custom Clan abilities and Custom Jutsu, such as Nekura Clan's Tranquil Demon, Ion Particle Armor, etc.

These increases do not include Health or Chakra boosts. We have since updated several canon techniques to account for this. Several customs may fall victim to this classification but due to the sheer volume, customs will not be edited to make note of this but if they fall under the above classification, they count as a State. One of the reasons for this clarification was to better address the Mode Stacking rule. This primarily referred to the canon modes originally but expanded due to the RP's growth. An update to this rule is as follows: Mode and State stacking is banned except in the explicit case of Naruto in regards to his Bijuu Modes, Sakura and special bios in regards to Taijutsu damage, and Akimichi in regards to their respective technique

Old Summoning Contracts [x]
In regards to CSC much like CE contracts of at least 3 years old without active members, contracts are able to be picked up by newer members. These are more open than CE and will be considered a canon contract and the user is still capable of creating 5 Summonings. However, much like CE, the new holders cannot gain any of the previously approved summonings. To determine what summonings are useable here, a thread may be posted to take suggestions from the community.

Fuuinjutsu Sealing and boosting chakra [x]
1. Fuuin can seal jutsu of equal chakra
2. You can only boost chakra values by +10 in any jutsu

Due to the discrepancy in Fuuinjutsu usage, all sealing and absorption will follow the same rule, they interact based on chakra alone now. So if your Fuuin can seal up to S rank, that technique you are trying to seal had better have 40 chakra. Like any other thing, Fuuinjutsu is capable of being boosted by a max of +10 chakra. i.e. If you boost your sealing tech to absorb F ranks now, the max chakra it can seal/absorb will be 50 chakra. Naturally, this does not apply to things such as the Rinnegan Blocking Seal technique.

For if you just make an easy payment of 10,000 Kumi, you will be able to gain access to Advanced Fuuinjutsu. This will allow you to make Fuuinjutsu with a naturally higher chakra cost (with a max of 70) allowing you to absorb/seal techniques up to that chakra cost if your Fuuinjutsu permits it. Disclaimer: Just because you purchase advanced fuuin doesn't mean that your 40 chakra Fuuin Techniques can now absorb up to 70 chakra. No sir. For the new techniques you make for Advanced Fuuin be sure to include the note "Note: Must have Advanced Fuuin to use." to better differentiate between Advanced Fuuin and Normal Fuuinjutsu.

Tag Battle Rules [x]
A long overdue update, tag battle rules will now be allow for a different set up than before: For every addition person above 3 members on one side in a battle, the user will gain 1 additional move per turn to battle with. This means if there is a 4 vs 2 fight in progress, the side with 4 members will be allocated 4 Jutsu per turn to use. This update is done to allow those with more members on one side to be more beneficial than a hindrance as possible now. This update does not apply to a Ninja with 3 Summonings or 3 Puppets out, for example, but 3 actual Ninja or Clones is acceptable. With this system, there is now no cap on how many people can be in one battle at any given time.

Interrupting the Time Frame [x]
The second is slight update to timeframe rules. In order for a person's jutsu to be considered interrupted, the opponent must actually interrupt the used sequence of jutsu upon changing the timeframe by using their own techniques, such as forcing the original poster to change the aim, trajectory, speed, etc. of their own move. For instance: Person A activates Chakra Sensory and then uses Powerful Blasting Rain Trench to create a wave that they ride towards the opponent. The timeframe is established as Chakra Sensory>Rain Trench. Person B responds by causing a lightning bolt to strike from the sky to the spot the opponent stood on when they activated sensory, prior to their usage of Rain Trench, changing the timeframe to Chakra Sensory>Lightning>Rain Trench.

Previously, this would require the original user to repost the Rain Trench technique before proceeding with their move. With this update, if Person B's reply does not make it a requirement for Person A's move to be changed in some way, such as changing aim, trajectory, or jutsu used, Person A's move will proceed as described. Of course, should this be in dispute at any time within a fight, it will be checked as all other issues are.

Pre Used Jutsu [x]
In addition to this, there is an update in regards to battles in the RP, both Battle Arena and Ninja World in relation to pre-set jutsu and items that are activated before a fight or come into play before a fight. In regards to the Battle Arena, all passives, summons, Edo, seals, etc. are to be posted within the same post that one posts their bio to take effect in the battle unless stated in the bio, such as personal summons and body seals, and must be specified as being pre-set for battle. In regards to the Ninja World, all jutsu or items previously mentioned as well as ones brought into play during travel must be posted at the start of the fight to play a factor in the fight itself. If present within the bio, they must be mentioned and acknowledged at the start of the battle. More Updates are planned as time goes by.

Boosting Rules [x]
In the Past, Damage Boosting Rules were made so that you could only use 1 Passive Boost and 1 Active boost at any time. You could also not boost any Jutsu if you forced a Debuff to the opponent. This has changed slightly now: You can have up to 2 Boosts applied at any time (Active and Passive, 2 Active or 2 Passive Boosts) and you can only have 1 Damage Boost of any kind added when you Debuff an opponent by any level.

Example:
• Leg Weights (Active Boost) and Sage Mode being activated (Active Boost)
• Cali Swordsmen Swords (passive) and Curse Mark (Active)

You can have One Specialty Speed Boost and One Jutsu Speed Boost applied at any time. Specialty Speed boosts refer to speed boosts granted from a Specialty (Primary, Apex or CFS related ones) and Jutsu Speed Boosts are any that come from a Jutsu, Mode, or Artifact. Its named due to the fact that all of these are in Jutsu form.

Discord Rules
Custom Jutsu & Handseals
Small note/reminder: As per a previous update (will link when I go to the Updates thread), all techniques of B rank and higher will use hand seals unless it's a body arts based technique or the field doesn't require hand seals. That means all customs approved from 2016 and up will require handseals even if the description does not detail this. This includes Arali techniques (using the appropriate amount of Sigils in place of Seals ), most HA/KG, all AE, and several other fields. I point this out because I notice members have began to remove mention of hand seals from techniques again and this doesn't mean this update is not still in place.

Rifts - Editing Moves
Editing combat posts, in Rifts or in Ninja World battles, can be done within 50% of the agreed upon time limit (36 in the event of standard timelimit) OR 24 hours if there is no set TL. Edits can be permitted on a case by case basis outside of these situations as long as each combatant agrees. The only exception is in Rifts where all combatants are bound by this rule and cannot edit their post beyond above set timelimits.

Rifts and Lockouts
A Rift can be engaged by any number of parties (group of allied players) at once. Rifts are typically repeatable; if someone claims a Rift Title that Rift can still be done by other parties. It can also be repeated by the same group, though it must respect the “Lockout” window. A Lockout refers to the period of time where, either after success or failure, a group cannot engage another Rift. This period lasts for two weeks from all Rifts.

Tools/Artifacts/Supplies
Tools are technology based Items designed to enhance or augment your battle skills, provide you with scientific tools or make general life easier. These do not, generally, incorporate the Official Roll System nor are they allowed to *not* be technology based - a strict requirement.

Artifacts are story gained Items that either directly or indirectly play a part in the NW’s narrative. These are only gained via mods and story interaction, unable to be gained via members, theft, or any form of trade. These tend to utilize the Official Roll System as well as Infusions.

Supplies are none technology based items that can be consumables or topical ointments or various trinkets that award the user some small benefit. These cannot be technology based in any form nor are these advanced weapons that could be a CW. Jewelry, potions, small armors, glasses, explosive tags in the form of dolls, etc - all of these items that do not fall under Tools or Artifacts typically count as a Supply.

Active Techniques Entering Rifts
Going forward you won't be able to have active techniques when you enter a Rift. The exception to this rule is Doujutsu, basic forms of sensory, and of course anything active that is on the biography (body seals, etc). But pooling Sage chakra, entering in Sage mode, Atavistic Modes, having a whole bunch of preactivated techniques - all that stuff is not allowed. Those techniques, if you choose to prepare like that, will just deactivate at the start of a battle in a Rift.

Chakra/Fuuin/Boosting Chakra
While this has been an unofficial ruling for a while, this will make it official across the board: Chakra vs Chakra based clashes may only occur for abilities noted to allow it, namely select CCs who detailed this in submission/CCJ and Fuuin based customs. Abilities outside of this umbrella will continue to utilize damage vs damage (or DVD for short) as the default for all interactions. Customs that do not fall under this umbrella operating on Chakra value for their clashes will be considered voided.

In addition to this, it must be noted that one can only boost Chakra by 10, both effectively and literally. This means that should one lower an opponent's chakra cost within their technique, it must also be pointed out that they cannot raise their own chakra in their jutsu at the same time. This would effectively create a boost of more than 10.

Lastly, chakra based clashes operate similarly to damage based clashes where the victorious technique will suffer damage loss. This operates similarly to damage but with half the values (for example, a difference of 10 chakra is equivalent to a 20 damage difference, which means a loss of 20 damage or in this case, a loss of 10 chakra). Note that one can still infuse more chakra into attacks and potential auxiliary effects from it will still be able to combine, just not the damage potency or effectiveness of the technique.







Battle Rulings


 
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