.:Main:.
: Splash Page :
: NA Frontpage :
: About :
: Staff :
: Link to Ninja Academy :
: Affiliates :
: Contact/Feedback :
: Donate/Support :
: Legal Terms :


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


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


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


.:RPG Rulebook:.
: Basic RPG rules :
: Effects and Stats :
: Battle System :
: Leveling System :
: Jutsu Rules :
: Equipment Rules :
: Terrain Rules :
: Clones, Pets and Summons :
† Rules Index †


.:RPG Guides:.
: Beginner's Guide :
: FAQ :
: How to Role Play :
: Creating a Character :
: Joining & Creating Clans :
: Blank Sheets :
† Glossary †




   The way of leveling is determined by the amount of experience points you receive. Experience points are earned through training, missions and most importantly, good role playing.

4.01
Leveling Rules

- All experience points (EXP) are added onto your character sheet by first making a note, date and link in your update area on your character sheet, and then adding the amount of EXP you earned to your Total Experience Points (TXP).
- A certain amount of EXP will merit one level. Each level has a different amount of EXP that it takes to get to the next level. Listed below is the amount of EXP you need to level.


Level 1-10: 100 EXP
Level 11-20: 200 EXP
Level 21-75: 400 EXP
Level 76-100: 800 EXP
Level 101-120: 1200 EXP
Comprehensive TXP Table

It stops increasing at 1200 EXP, so for the rest of the levels you need 1200 EXP each time to level.

Leveling Rewards
-Each time you level you gain 100 stat points. Use them at your own discretion.
-You receive x technique points. (See below).
-You receive x skill points every level. (See below).


Technique Points
-Level 0-15: 1 per level
-Level 16-30: 2 per level
-Level 31-45: 3 per level
-Level 46+: 4 per level


Skill Points
-Level 1-10: 1 per level
-Level 11- 50: 1 every 2 levels
-Level 51 – 120: 2 every 5 levels



4.02

How to Earn EXP, and EXP Amounts

Definition of a Post/Line:
Line: A Line is 20 Words.
Post: A Post is 10 Lines.


Regular Training (Non-Mission)

   Training is the most common and day to day regiment of a ninja. Though there are many ways in which a ninja can train their different skills, all ninja must put in time and effort in order to become stronger. Listed below are the guidelines for training your character in order to help them become the best that they can be. The following lists the information for what your character gets per line in experience points when training based on their own level. The "Training Alone” number is the amount of EXP you get per line when training alone, the "Bonus to Others” is the bonus EXP you give to characters within your thread of the same rank or higher and "Maximum EXP per Line” is the maximum EXP that your character may get per line of training. When training in a group you get your Training Alone EXP, added to by other characters' Bonus to Others up to your own Maximum EXP per Line.

Level 1-10:
When Training Alone: 2 EXP per line.
Bonus to Others: +0.5 EXP* per line.
Maximum EXP per Line: 4 EXP

Level 11-20:
When Training Alone: 2.5 EXP per line.
Bonus to Others: +0.5 EXP* per line.
Maximum EXP per Line: 4.5 EXP

Level 21-75:
When Training Alone: 3 EXP per line.
Bonus to Others: +1 EXP* per line.
Maximum EXP per Line: 5 EXP

Level 76-100:
When Training Alone: 3.5 EXP per line.
Bonus to Others: +1 EXP* per line.
Maximum EXP per Line: 5.5 EXP

Level 101-120:
When Training Alone: 4 EXP per line.
Bonus to Others: +1.5 EXP* per line.
Maximum EXP per Line: 6 EXP

Other Rules and Notes:
- * These bonuses are for characters of your rank or higher. A character who is a lower rank than your own gains an automatic +2 EXP per line.
- You may train to learn Jutsu Points instead of gaining experience points. For every 100 points of EXP you would get, you may swap it out for 1 Jutsu Point.
- You may only train a maximum of 1000 lines per week. This begins Monday morning at 12:01 AM and goes through until Sunday at midnight.
- All of the above bonuses are the same for NPC or PC use.
- When teaching skills or techniques for free, the teacher must know the skill or technique being taught. As well, the teacher must be of higher skill than the user (usually level).
- When training for a jutsu, skill or any other ability that requires 'Training' to unlock or obtain, you do not gain any EXP, Money or any other reward aside the object the training is trying to give you. This means that while training for "Iron Skin" you do not also gain EXP.
- In Character posts that are not missions, GM arcs or battles do not automatically default as training. It is entirely possible to write a post that will gain you no EXP. Staff may decide that training does not gain EXP based on content.


Battles

   There are two types of battles in this game. They are "Life & Death” and "Spars”. As you can probably guess, "Life & Death” battles are to the death or severe hospitalization of the loser. A "Spar” is in which there is relatively no harm that is done to either player except maybe their pride. For more information on types of battles, please see 3.09: Types of Battles. Below will simply list the rules for earning EXP within each of these two types of battles.

Life & Death
   A Life & Death battle is a just as it sounds, a battle that has the intent of one of the parties dying. Though not all Life & Death battles end with the death of one of the participants, very often they will be severely hospitalized and have to undergo a recovery period. This is the type of battle you will come across on a mission in a foreign land or when encountering an enemy. These battles will give a higher amount of exp based on the level of the opponent. The equations for life and death battles are as follows.

Winner: EXP = [Enemy Level] * 20 (minimum 75)
Loser: EXP = [Enemy Level] * 10 (minimum 50)

Note: If Level is equal to 0, then treat the level as if it was equal to 1.


Spars
   Sparring is another form of training that many ninja participate in order to raise their abilities and experience on the field. A spar is a friendly contest of strength in which two or more partners fight until a winner is clear. Spars are not meant to hurt either of the combatants, despite how much like a real fight they are. Sparring will merit an amount of Experience Points based on two things. The equations for sparring are as follows:

Winner's EXP = x + 15y
Loser's EXP = 0.5x + 10y (y is capped at 20 for loser)

- The value of ‘y' is the number of levels the enemy has ABOVE you. If they are a lower or equal level to you then ‘y' is treated as 0.
- The value of ‘x' is based on the level of the lowest character in the spar, as shown below.

Level 1-10: x = 20
Level 11-20: x = 40
Level 21-75: x = 80
Level 76-100: x = 160
Level 101+: x = 240

Other Rules and Notes:
- A draw is counted as a loss for both characters.
- A forfeit is counted as a loss. If a character forfeits before the third turn of a battle neither player receives EXP. This may be overturned by staff.
- You may only gain EXP from a spar once per real life week.
- You may not purposely lose battles in order to gain EXP. Purposely losing will result in EXP loss for both participants.


Arc & Gamemaster EXP Guide

   A arc is an experience in game that is guided by a gamemaster or another staff member. These are adventures that are not quite training and not quite missions either, but more up to the whim of the person running them. They also tend to not have a set word minimum. The following rules are meant to be a guideline to standardize the amount of EXP given out during these arcs, and not a written in stone rule. Gamemasters are allowed to give more or less than these guidelines allow based on the quality of role play and other things involved.

Base EXP
Level 1-10: 3 EXP Per Line
Level 11-20: 3.5 EXP Per Line
Level 21-75: 4 EXP Per Line
Level 76-100: 4.5 EXP Per Line
Level 101+: 5 EXP Per Line

Possible Modifiers
- Up to 1.5x EXP can be given for good role play, with 1.5x is the most spectacular thing ever written by human creation. Most gamemasters will give some type of bonus here.
- Money can be exchanged at a rate of $2 for every 3 EXP at the gamemaster's discretion.
- Length of a plot may also factor into additional EXP to reward players who are patient.
- EXP will most often not exceed 150% of the base in total. Majority staff permission required to do so.



4.03

Free For All Battles

   For multiple player fights (free for alls) a player only gets experience for ninja they defeat or are defeated by.

Example:
, B, C, D, and E are in a fight. C is strongest, and beats A in one move. B and D fight, and draw out. Then C is stunningly beaten by E.

   To determine EXP you look at people who you have defeated and who defeated you.

A = Loses to C
B = Ties with D
C = Beats A, Loses to E
D = Ties with B
E = Beats C

   B and D gain no experience from the fight between A, E and C but gain EXP for their draw. A gains EXP for losing to C. C gains EXP for beating A and losing to E. E gains EXP for beating C.

- Unlike the 1v1 matches, FFA EXP is decided no matter if it is a FFA spar or Death Match
- Each time you deliver the finishing blow to an opponent you calculate EXP using the above equation. You use the person you defeated, and yourself, to decide Y.




Team Battles

   In team battles players on teams help each other to win. However, you only get EXP for the people your team knocked out before you yourself are knocked out.

Example:
Team AB (A & B) versus team CD (C & D)

A = Beats C and D
B = Loses to C
C = Loses to A
D = Loses to A

   A beat D and C so A gets credit for them with the full EXP equation. B, however, helped A in the fight so B gets 1/2 of the normal victory equation. Now, D, B, and C all lost so they receive loss equations as usual. A, who did not lose or help them lose, gets none of the EXP in this respect.

* Unlike 1v1 fights, this system is used in both Spars AND Death matches.
* Each time you receive EXP use yourself and the person you defeated to decide who is lower leveled, and therefore, what Y will equal.



4.04
Missions

   To get a mission you must make a post in your Kage area asking for a mission and you may request a certain rank. Once your Kage tells you the mission and how to start it you can begin the mission. The Kage will also tell you the amount of posts and the EXP to be given.

- D Rank Missions: Available to any rank. These missions merit 300 EXP and $100 to each person.
- C Rank Missions: Available to any rank. These missions merit 600 EXP and $200 to each person.
- B Rank Missions: Available to Chuunin and Jounin rank ninja. These missions merit 1000 EXP and $300 to each person.
- A Rank Missions: Available to high level Chuunin, Jounin and Sennin rank ninja. These missions merit 1200 EXP and $600 to each person.
- S Rank Missions: Available to Jounin of at least level 60, and Sennin rank ninja. These missions merit 3000 EXP and $1200 to each person.


   Each mission takes a certain amount of posts to complete. For role playing purposes it will look favorable if you go over the amount. Below is a chart showing how many posts required for each rank mission and how it changes based on the amount of people in your team, 4 being the max, any more than 4 and the posts do not change. The Kage can change the amount; this chart is only for reference.

Mission Word Requirements
# of People 1 2 3 4
D Rank 2000 3600 4800 5600
C Rank 4000 7200 9600 11,200
B Rank 6000 10,400 13,200 14,400
A Rank 8000 13,600 16,800 20,000
S Rank 12,000 19,000 26,000 32,000


4.05
Level Caps

   The level cap for the game is 120. After that, a player may obtain Currency Experience Points.


4.06
Rank Advancing

Methods For Rank Advancement:

- Gennin to Chuunin: Chuunin Exams and/or Kage Approval.
- Chuunin to Jounin: Kage Test and/or Kage Approval.
- Jounin to Sennin: Up to the judgment of the Kage.
      Must have done some great deed for the village, many years of service, saving the village, etc.

- Sennin to Kage*: Elected and/or appointed by former Kage.

Suggested Level Range for Advancement:

- Gennin to Chuunin: Level 20-30
- Chuunin to Jounin: Level 45-60
- Jounin to Sennin: Level 100+
- Sennin to Kage*: Level 120

* For all purposes outside of their responsibilities, Kages are considered Sennin in rank.

Ranks Bonuses:
You recieve these upon advancing to each rank.

- Chuunin: 2 Skill Points & 5 Jutsu Points.
- Jounin: 3 Skill Points & 10 Jutsu Points.
- Sennin: 4 Skill Points & 15 Jutsu Points.



4.07
Currency Experience Points (CXP)

   At level 120 you cannot gain any more levels so all EXP you get goes into a new category called CXP. Once at this level add the following on your character sheet directly under your TXP.

CXP: Current/Total Obtained

   Your current amount being the amount of CXP you have not spent yet, and the total obtained is the amount you have gained since becoming level 120. CXP can be spent to buy Jutsu/stat/skill points. Each costs a certain amount of CXP, listed below.

500 CXP = 1 Jutsu Point
500 CXP = 20 Stat Points
1500 CXP = 1 Skill Point



4.08
Training Approval

-All training must be approved by your Jounin or another moderator/admin if your Jounin is not available.
-The Jounins ONLY job is to see how many posts you have so they can approve the amount of exp you earn. This is why you list how many posts you have.
-Cheaters, or very poor role players, will be warned (up to twice), and then will no longer receive EXP for their poor training. This is at the Jounins digression. If a person continually cheats or role plays poorly all their TXP may be taken away and their character terminated.
-At higher levels any mod/admin can approve training.

Ninja Academy Online