Gaining levels for your character involves earning Experience Points while playing the game. There are a number of ways to earn Experience Points (EXP) throughout the game, and you can find a list of the major means of gaining EXP in the following section 4.02; Earning Experience. A quick start to Experience if you are unfamiliar with the concept is as follows...
• It is important to keep track of where, when and how you gained Experience on your character sheet. When you gain EXP add it into your log first by making a note that shows the amount of EXP gained, the date it was gained, and a link to where it was approved.
• When you gain EXP you add it to your Total Experience Points (TXP) on your character sheet.
• A certain amount of EXP will merit one level. The amount of EXP needed to gain a level increases as you get higher in level. Listed below is the amount of EXP you need to gain a level.
Level 31-60 — 500 EXP
Level 61-80 — 600 EXP
Level 81-100 — 700 EXP
Level 101-120 — 800 EXP
[ Leveling Guide ]
Each time you level up you gain the following.
• You receive x Jutsu Points (See below).
• You receive x Skill Points (See below).
• Level 16-30 — 2 per level
• Level 31-45 — 3 per level
• Level 46+ — 4 per level
• Level 11-50 — 1 every 2 levels
• Level 51-120 — 2 every 5 levels
• You may not learn Jutsu or Skills during a battle or mission.
• Consult with your GM if you have one when learning Jutsu or Skills during a story arc.
Jounin Taught Jutsu
These are techniques which can be learned from a jounin-rank shinobi or higher. At character creation, a character is allotted twelve (12) Jutsu Points that can be used for this purpose. For each jutsu point that the technique cost, the character learning must do a one (1) post training with the teaching character. This is in addition to any training requirement that the original technique cost, if applicable.
Jounin Taught Skills
These are skills learned through training from a jounin-rank shinobi or higher. At character creation, a character is allotted four (4) Skill Points that can be used for this purpose. For each Skill Point that the skill cost, the character learning must do a five (5) post training with the teaching character. This is in addition to any training requirement that the original skill may have.
Experience Points can be earned in any of five different ways. Each of these ways are categorized to help players understand how each works. Normally Experience Points are counted by the amount of words posted, however in the past we have used other terms to describe word counts, their definitions are listed here.
• Post — A Post is 10 Lines.
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.
• Bonus to Others — +0.5 EXP* per Line.
• Maximum EXP per Line — 5 EXP
• Bonus to Others — +0.5 EXP* per Line.
• Maximum EXP per Line — 5.5 EXP
• Bonus to Others — +1 EXP* per Line.
• Maximum EXP per Line — 6 EXP
• Bonus to Others — +1 EXP* per Line.
• Maximum EXP per Line — 6.5 EXP
* — 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.
Additional Rules and Notes
• 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.
Battle Experiences is based the amount of words written in character and on the intent of each player when the battle comes to an end. For more information on the three (3) types of battles and their rules see Battle System 3.09; Battle Intent. You do not need to fully grasp those rules, but if you do not simply understand that 'Friendly Battle' is the default type of battle and is for sparring and practicing while 'Hostile Battle' is a clash between enemies that has serious consequences for the loser of the fight.
If a battle ends while your character is in Friendly Intent, you gain the following experience. The value of x is equal to the number of levels the opponent was above your ninja and may never be greater than 15 or less than 0. A character may only gain EXP from a spar once per real life week.
• Loser's EXP — 50 + [40 * Your Ninja Rank] + 10x
If a battle ends while your character is in Hostile Intent, you gain the following experience.
• Loser's EXP — [Enemy Level] * 10 (minimum 100)
If a battle ends while your character is in Killing Intent, you gain the following experience. If your character had switched to Killing Intent after their first turn and within the last three turns they had in battle, they are instead considered to have ended the battle in Hostile Intent. This can be appealed to staff.
• Loser's EXP — [Enemy Level] * 15 (minimum 150)
Additional Rules and Notes
• Enemy players do not add to the experience gained per line.
• 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.
• If a character's level is at or below level 0, they are considered level 1 instead for purposes of calculating EXP.
• If players are caught purposefully abusing these rules for EXP gain they will be punished with loss of EXP and rewards.
• If players are caught trying to abuse Killing Intent for EXP gains, especially by changing to Killing Intent late in a battle they are nearly impossible to lose for no purpose other than to gain larger EXP rewards, they will be punished with loss of EXP and rewards.
Arc & Gamemaster EXP
An 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.
• Level 21-60 — 4.5 EXP per Line
• Level 61-100 — 5 EXP per Line
• Level 101+ — 5.5 EXP per Line
The Base EXP is increased by 0.5 EXP per Line for each other player character in the thread, to a maximum of four (4) total characters. The gamemaster never adds to this count.
Additional Rules and Notes
• 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.
Missions are assigned tasks that a player completes on their own or with a team of up to four (4). These are guided by the player themselves and do not involve a gamemaster. Once the word amount is met, a staff member will review the mission and then award EXP accordingly. This is different than training in that it has a specific goal and word requirement.
There are many ways to get a mission, but they are always assigned either directly or indirectly from your Kage or a staff member. Many villages have mission boards where you can take pre-made missions for yourself. However you also always have the option of asking your Kage or a staff member for a more customized mission. These customized missions often are more directly tied to the stories of the village and help your character build a reputation!
Mission Rank & Level Requirements
• C Rank Missions — Available to any rank.
• B Rank Missions — Available to Chuunin+ rank.
• A Rank Missions — Available to Chuunin+ rank of level 45+.
• S Rank Missions — Available to Jounin+ rank of level 70+.
Mission Word Requirements & Rewards
Bonus Exp accounts for any Experience Points obtained outside of the above four listed possibilities. Though these occurrences are rare and far between, they include events such as holiday give-aways, time skips, world events and other staff approved situations.
Free For All Battles
A Free For All Battle is a battle where there are multiple people fighting against one another or multiple teams fighting against one another. The defining characteristic of a Free For All Battle is that there are multiple "teams" (a "team" can be made up of one player). Because there are multiple "teams" in a Free For All Battle, characters only gain experience for opposing players their "team" delivers a finishing blow* to or when a member of their "team" receives a finishing blow from an opponent. This section will handle specifically one character "teams", but the concepts can be applied to Team Battles when combined with the rules in 4.03b; Team Battles below. All EXP is calculated at the end of the battle.
Ninjas A, 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.
Ninja A -> Loses to C
Ninja B -> Ties with D
Ninja C -> Beats A, Loses to E
Ninja D -> Ties with B
Ninja E -> Beats C
Ninja A gains EXP for losing to C.
Ninja B gains EXP from drawing with D.
Ninja C gains EXP from defeating A and losing to E.
Ninja D gains EXP from drawing with B.
Ninja E gains EXP from defeating C.
In team battles, a team splits the EXP earned evenly between them (rounded up). A team earns EXP when a member of their team either delivers the finishing blow* to an opponent or when a member of their team receives a finishing blow* from an opponent. All EXP earned is based on the player who lands the finishing blow*. In addition, if there are multiple teams in a battle these rules can be combined with the above rules 4.03a; Free For All Battles to find the results. All EXP is calculated at the end of the battle.
Team AB (Ninja A & B) versus Team CDE (Ninja C, D and E)
Ninja A -> Defeats C and D, loses to E
Ninja B -> Loses to C
Ninja C -> Loses to A
Ninja D -> Loses to A
Ninja E -> Defeats Ninja A
Team AB Conclusion:
Both Team AB members gain 1/2 EXP for A defeating C.
Both Team AB members gain 1/2 EXP for A defeating D.
Both Team AB members gain 1/2 EXP for A losing to E.
Both Team AB members gain 1/2 EXP for B losing to C.
Team CDE Conclusion:
All Team CDE members gain 1/3 EXP for C defeating B.
All Team CDE members gain 1/3 EXP for C losing to A.
All Team CDE members gain 1/3 EXP for D losing to A.
All Team CDE members gain 1/3 EXP for E defeating A.
* — A finishing blow is defined as the attack that removes a player from the battle.
Additional Rules and Notes
• For Team Battles, if a player changes teams mid battle treat the EXP as if a player fled the battle on their original team and a player joined the battle on their new team. A player only gets EXP for finishing blows delivered by a team they were on when the finishing blow occurred.
The level cap for the game is 120. After that, a player may obtain Currency Experience Points.
Methods For Rank Advancement
• Chuunin → Jounin — Jounin Test or Kage Approval.
• Jounin → Sennin* — Kage's Judgement.
• Sennin → Kage** — Elected or appointed by former Kage.
Suggested Level Range for Advancement
• Chuunin → Jounin — Level 45 - 60
• Jounin → Sennin — Level 100+
• Sennin → Kage** — Level 120
You receive these upon advancing to each rank.
• Jounin — 3 Skill Points, 10 Jutsu Points, & Chuunin Vest upgrades into Jounin Vest.
• Sennin — 4 Skill Points & 15 Jutsu Points.
* — Often will requires a great deed or service to the country.
** — For all mechanical purposes Kages are considered Sennin in rank.
At level 120 you cannot gain any more levels so all EXP you get from this point forward goes into a new category called Currency Experience Points (CXP). Once at this level add the following on your character sheet directly under your TXP.
The "current" amount being the amount of CXP you have not yet spent and the "total" being the amount you have obtained since becoming level 120. CXP can be spent in two (2) ways; to buy Stat Points or Skill Points. Remember that Jutsu Points can be trained directly for at any time (For more information see Level System 4.01; Training EXP.
• 1200 CXP — 1 Skill Point
All experience, money, or other rewards that are gained within the game must be approved by one of the following members of staff; Admin, Moderator, or Gamemaster. An Admin or Moderator are able to approve any rewards, but a Gamemaster is limited in the type of rewards that they can approve. See the following guidelines for more information.
• Training EXP
• Mission EXP
• Experience to Money swaps (3 EXP to $2).
• A bonus of up to 1.25x for good role play. Anything above that needs approval.
• Item quest as long as the quest is straight forward in its rules.
• Training for Skills or Techniques as long as the training is a simple word count.
• All other approvals not explicitly listed here must be made by an Admin or Moderator.
• Keeping a word count is entirely up to the player who is writing the posts. It is highly recommended that if there are multiple posts involved in a training thread that you keep track of your words in each post, as well as the total. Do not count formatting tags, out of character comments, mechanical notes, or anything aside the role play words written. This word count is usually written in a small tag at the bottom of each post.
• Poor role playing will also not be tolerated. Poor role play is described as a lack of effort or concern for the quality of work or its impact on others. A player whose poor role play impedes on the fun of others without improvement will be warned, and could result in EXP penalties.
• Cheating will not be tolerated. Any attempts to cheat the system will be met with punishment up to and including reduction of TXP or the termination of a character. This is up to staff discretion.
• In the rare case of discrepancy, Google Documents will be used to count words.
Stat Adjustment Training is exactly what it sounds like, training that allows a character to move Stat Points from one place to another after they have already been allocated at earlier levels. The rules for this are rather simple, but because we want to encourage players to stick to the choices that they make this system has built in diminishing returns. Like all training, this must be logged in your EXP log and kept track of accordingly.
• Stats may not change in the middle of missions or GM arcs without approval of Staff.
• In character time frames must make sense. Do not start a mission in the morning as a Ninjutsu specialist and then by afternoon become a Genjutsu specialist in another mission.
• Under no circumstances does Stat Adjustment Training allow a character to earn EXP/Money/etc. This includes any abilities or effects from Skills, Bloodlines, Advanced Systems or Advanced Paths that would otherwise allow this.
• Stat Adjustment Training has diminishing returns. As such, these are the amount of words needed to move points from one stat to another. Note that the "Stats Changed" is a lifetime total.
Stat Adjustment Training Word Requirements
• 1001-1500 Stats Changed — 60 words per stat
• 501-1000 Stats Changed — 40 words per stat
• 1501-2000 Stats Changed — 80 words per stat
• 2001+ Stats Changed — 100 words per stat
A character may learn techniques one ninja rank above their current base ninja rank* by paying twice the amount of Jutsu Points that the technique normally costs. When you reach your next ninja rank these points are NOT refunded. This can only be used to learn jutsu one rank above your base ninja rank. No abilities (including but not limited to Bloodlines, Death Bonuses, Clans and Skills) may allow you to learn jutsu two ranks above your base ninja rank.
* - A character's base ninja rank is the rank on their character sheets before any other ability would modify it.