Welcome to Ninja Academy! So how do you actually play this game called Ninja Academy? Well to start, the entire game is played on our forum (found here). Players take turns posting with their characters, describing their actions with words. The game has three major aspects to it; Role Play, Battle and Creation! They are not mutually exclusive, but understanding the difference between the three and how they work together is key to the game.
Role Play
If you have never played a role playing game, the concept is that you create a character and then take on the role of that character; like actors in a play. You experience what life is like for your character in this world and interact with others while taking turns posting. This can be casual meetings of characters in places or it can be missions where you and teammates go off and take turns posting to overcome obstacles. Experience is generally gained based on the number of words written, though others things such as powerful role play or quality of writing can reap bonuses!
Battle
In Ninja Academy battles take place much like role play. Character take turns going through the structure of a turn, with both characters trying to bring their opponent's Health to zero (0) before theirs. Whichever character manages to bring the opponent(s) to zero (0) Health first wins! Each turn of your combat begins with your character reacting to the actions of your opponent; most often trying to dodge their attacks! After that you take your own actions that your opponent will need to response too. For more information on how combat works check out the Battle System.
Creation
In Ninja Academy you can make anything you want, as long as it is balanced within the game. We encourage players to make their dream character, and often that involves creating pieces for your character that have never been in the game before! The process of creation can be daunting, but if you take each piece of it one at a time it will come naturally.
Overview of Your Character
So now that you know the three core pieces of playing the game let's look at what a character is made up of! Besides History, Appearance, Personality, and all the other pieces that tell who your characters is, there are four key mechanical parts of every character; Stats, Skills, Techniques, and Equipment.
• Skills — These are the permanent defining characteristics of your character. Each skill has a strong effect that adds to your character and helps make them different than others. For more information on these, check out the Skills page.
• Techniques — Also known as 'Jutsu', these are the actions you can take in combat! These are your flashy special attacks and will most often be what you are using in combat to bring your opponents down. Many characters are defined by their techniques; just like a certain yellow haired ninja and his Rasengan! To find already made techniques check out the Techniques page. If you're feeling adventurous, check out the Jutsu Rules to see how you can make your own!
• Equipment — The final piece is a character's equipment. This is the armor, weapons, and tools that they have access to in battle. Anything from a sword, to a piece of chest armor, to a medical kit are all items that your character has access to within the game! Check out the Ninja Gear Outlet to find items ready to buy or hop over to the Equipment Rules for more information on how they work!
Role Play Traits are a set of non-battle stats that unlock at level 10 for a character to help define their strengths and weaknesses. Role Play Traits are used outside of battle by gamemasters as a way to gauge how well you can deal with individual situations. All characters start with a score of 1 in all Traits. This represents the baseline ability that all ninja have in each.
How are Role Play Traits Used?
A gamemaster may ask you during the game to make a "Trait Roll". To do this you use the die roller and roll a 50 sided die (1d50). Once you have your result you add your score in the Trait times 10 to the roll. Remember that it is important to put the Trait you are rolling into the description for the roll so it's known what you are rolling for. So to be clear, the equation for a Trait Roll is the following, where x is your score in that Trait...
Higher numbers are better, meaning the higher you roll the more successful you are at the action. Whether or not a Trait Roll is high enough to succeed and what it means is always up to the gamemaster who requested the roll.
Unlocking & Leveling Role Play Traits
At level ten a character receives twelve (12) points to distribute amongst their Role Play Traits. Remember that all characters start with 1 in each trait, so if you put a single point into a trait it will go from a 1 to a 2. From then on every five (5) levels a character gains 1 additional point to add to any trait of their choosing. A Role Play Trait may never be higher than a five (5).
• A character gains +1 point every 5 levels after level 10.
In addition to leveling, a player may gain Role Play Traits from other sources such as starting village, advanced paths, other skills, or gamemaster rewards. If a character would ever gain a point in a Role Play Trait that would put that Trait over five (5) you may instead place that point anywhere of your choosing.
Lastly, some effects may temporarily increase a character's Role Play Traits, such as jutsu or equipment. If a character would gain a temporary bonus to a Role Play Trait that would put that Trait over five (5), that Trait is instead treated as if it was five (5).
Are Role Play Traits Required?
Nope! If you do not like Role Play Traits or do not wish to use them you can simply ask your gamemaster to not use them! These are meant to be an optional way to enhance your character, but they are not required.
Role Play Trait Definitions
The following is the list of eighteen (18) Role Play Traits. They are broken into three types; Physical, Mental and Social. Each Trait is listed out with a short description that gives the essence of what the Trait is about. Traits are a bit loose and can be applied in many ways depending on the way your character goes about certain tasks. A gamemaster has final say in exactly what traits apply to situations and may bend these definitions when it makes sense!
• Agility — Physical feats of agility.
• Athletics — Physical feats of endurance.
• Ninja Tools — Identifying and using tools outside of combat.
• Perception — Ability to notice details or movements.
• Stealth — Moving silently and without notice.
• Survival — Enduring harsh environments.
Mental Traits — These are mental abilities. Knowledge this character has!
• Academics — Technology, physical, natural sciences.
• History — Knowledge of history.
• Instinct — "I don't know, that just seems right."
• Investigation — Seeing patterns and finding evidence.
• Ninja Arts — Knowledge of ninja abilities and origins.
• Politics — Relations of state, both national and international.
Social Traits — These are social abilities. Ways to read & interact with people!
• Culture — Knowledge of practices and customs for various regions.
• Insight — Observing emotions and intentions.
• Intimidation — Coercing via force and threat.
• Charisma — Convincing others and inspiring their emotions.
• Streetwise — Fitting in with crowds and criminal/underworld elements.
• Subterfuge — The art of deception.
Advanced Rules
A player may choose to gain the 12 points they would gain at level 10 early. To do so, simply add Role Play Traits to a character's sheet. This does not require staff approval. The character does not however start gaining additional points until level 15, as described above.
Each creation has a certain criteria of approvals that it must pass before it is officially allowed to be used in the game. Depending on the creation these can be quite different. Shown below is a list of each creation type and how many approvals are needed.
• Characters Creation — Needs 2 Approvals
• Summon Families — Needs 0 Approvals
• Summon Creation — Needs 2 Approvals
• Clan Creation — Needs 2 Approvals
• Bloodline Creation — Needs 2 Approvals, One must be a Moderator+
• Technique Creation — Needs 2 Approvals, One must be a Moderator+*
• Status Effects — Need 4 Approvals, One must be Cntrstrk14
• Terrain & Climate Creation — Needs 3 Approvals, One must be an Administrator
• Item Creation — Needs 3 Approvals, One must be a Moderator+*
• Skill Creation — Needs 2 Approvals, One must be a Moderator+
• Pet Ability Creation — Needs 3 Approvals, One must be a Moderator+
• Custom Path Creation — Needs 3 Approvals, One must be an Administrator
• Organization Creation — Needs 2 Approvals
• Market — Needs 1 Approval
* — If the creation uses only main site rules then a Moderator+ is not needed and it may be approved by anyone.
In Ninja Academy you can age your character at your own rate. There is a global timeline that progresses, but the individual ages of characters is not as important to the world as it is to the individual. As such, we are lenient on the age of your character within reason. In addition, there are rules for characters who are above a certain age, explained below.
Additional Rules for Age 60+
• You may choose where the stat points are taken away.
• Most people will die way before this point.
Primary Location: Your character's primary location is where the "main" arc of their story is progressing. These are generally GM arcs or mission threads that will have meaningful impact on the advancement of your character.
Side Location: Similar to "filler" arcs or side stories, characters are allowed to be in one (1) additional location as long as they meet the following requirements:
• It must fit into the storyline and timeline without being disruptive.
• It must not create time paradoxes (no losing your arm in your "morning" training thread when you have two arms in your "afternoon" GM arc).
• Your current gamemaster has final say on whether or not a character may participate in a Side Location.
Traveling in the world of Ninja Academy involves paying a tax of words to move from one country to another. Please be aware of the following guidelines and rules for traveling.
• If you are a Jounin+ it is good to inform your Kage before you travel to another country. Disappearing often without your Kage's knowledge could gain you Missing Ninja status.
• If you have permission, post your travel thread in the Travel subforum in The World.
• Check the following chart for the minimum amount of words needed to travel from one country to another.
• When the travel is complete, contact a staff member to get your permissions updated to allow you to post in the new country.
• Be sure to account for time traveled. If you recieve a letter from someone you will not be able to travel across the continent in an hour.
Fang | Rice | Fire | Grass | Wind | Earth | Light | Water | Coal | Snow | |
The Country of The Fang | - | 487 | 315 | 337 | 412 | 660 | 960 | 1012 | 290 | 900 |
The Country of Rice Fields | 315 | - | 232 | 307 | 465 | 622 | 555 | 847 | 405 | 831 |
The Country of Fire | 315 | 232 | - | 360 | 675 | 712 | 637 | 772 | 367 | 950 |
The Country of Grass | 337 | 307 | 360 | - | 457 | 382 | 862 | 1087 | 97 | 625 |
The Country of Wind | 412 | 465 | 675 | 457 | - | 465 | 1290 | 1410 | 360 | 687 |
The Country of Earth | 660 | 622 | 712 | 382 | 465 | - | 1140 | 1492 | 380 | 250 |
The Country of Lightning | 960 | 555 | 637 | 862 | 1290 | 1140 | - | 540 | 945 | 1325 |
The Country of Water & E.O. | 1012 | 847 | 772 | 1082 | 1410 | 1492 | 540 | - | 1132 | 1675 |
The Countries of Rain & Coal | 290 | 405 | 367 | 97 | 360 | 380 | 945 | 1132 | - | 625 |
The Country of Snow | 900 | 831 | 950 | 625 | 687 | 250 | 1325 | 1675 | 625 | - |
Elsewhere | 880 | 880 | 880 | 880 | 880 | 880 | 880 | 880 | 880 | 880 |
To communicate with another character in another village you must send them a communication somehow, or arrange to talk to them in person. In general, instant communication between hidden villages does not exist, and often communication will be done through letters. If you wish to contact a character in another village please check with your village leader for what means of communication are available to you in your country. In general, it is good to keep in mind that communication between characters should be logical and not be attempts to break or bend the game rules to advantage. Please keep in mind the spirit of the game when trying to communicate with other players.
Bad Example: Ninja A wants to sell Ninja B an item. These two characters have never met. Ninja A sends the item in the mail to Ninja B in another country.
A player is allowed to have additional characters after they have proven their dedication to activity. Once a player's first character reaches a certain level they will be allowed to make an additional character. As a player gains more levels, they are allowed more characters, the idea being that the more active you are the more characters you are trusted to balanced at once without dropping. The rules exist to prevent too many people disappearing and stopping otherwise active members from posting.
• For rules on second and third character bonuses, please read Basic Rules 1.14; Death and Bonuses.
• There are no in-game bonuses to having two characters. Your characters cannot share money, items, or knowledge without an in-character explanation and interaction. Any training, word, or mission requirements must be met on a per character basis, and you do not receive any "Bonus to Others" benefits between your characters.
• Any characters beyond a third must be approved by a majority of Staff.
• Players may request Staff permission to create a third character before meeting the standard level requirements.
• You are not part of a village, and cannot take part in events, tournaments or exams in any village. The only exceptions to this will be if someone can role play their way into such events (steal an identity, etc.)
• The only way you can advance in rank is by hitting the level cap for the rank you currently hold. Level caps are Level 30 for Chuunin, Level 60 for Jounin and Level 100 for Sennin.
• You will spend most of your time in the Non-Village Location forum.
Hunting
Anyone can hunt a missing-nin and kill them on sight. See visibility rules below.
====================
D-Rank
====================
The weakest and least hunted of the missing-nin classes. Often runaways or tired shinobi sick of their duties. D-rank class missing-nin are normally of the Gennin or Chuunin rank and in some rare cases, Jounin or academy students. Most D-rank missing-nin won't wear the Hitai-Ate (headband) of their old village in fear of being caught. Obscurity is a blessing to this class of criminal as they could easily move from one village to another without being targeted.
Bounty: $40-80
Requirements (only one is needed):
• Runaway from your village
• Damage to village over $1,000
• Attack a high rank officer (ANBU or missing-nin hunter) for no reason
*Visibility: 10%
Example: Non-filler Mizuki
Rank: Normally Gennin or weak Chuunin (Gifted Gennin, very rare
====================
C-Rank
====================
Unlike the D-rank missing-nin, C-rank has done some form of crime. Often these ninjas have used their power to do minor, or in some cases major, crimes. C-rank missing-nin are normally Chuunin or gifted Gennin, and in rare cases, a below standard Jounin. Most C-rank missing-nin won't wear the Hitai-Ate (headband) of their native village, in fear of being caught or bear the target mark of a new village. Labeled as criminals most of their crimes are minor.
Bounty: $100-150
Requirements (only one is needed):
• Damage to village over $5,000
• A try to kill a high rank ninja (ANBU or missing-nin hunter) and fail
• Slay over 20% of a clan or race of people
*Visibility: 30%
Example: Any member of the 5 sounds
Rank: Chuunin or gifted Gennin
====================
B-Rank
====================
Classified along some of the more skilled Chuunin, a B-rank missing-nin could easily match a Chuunin in combat. Often wear their village Hitai-Ate (headband) with a slash through the symbol. Possessing the combat skills of a Chuunin or even ANBU level ninja, it's uncommon for a novice missing-nin hunter to be given a target of this level.
Bounty: $200+
Requirements (one is needed):
• Damage to village over $40,000
• Killing a high rank ninja (ANBU or Missing Nin hunter)
• Trying to kill a high rank ninja (ANBU Squad leader or missing-nin hunter Commander)
• Slay over 40% of a clan or race of people
• Member of a rebel group
• Aid in an attack against own home village
*Visibility: 50%
Example: Haku
Rank: Chuunin or Jounin
====================
A-Rank
====================
Left only to the elite or senior hunters, it's not uncommon to hear stories of legendary battles between Hunter Squads and A-rank missing-nin. As cocky as they come, they wear their village Hitai-Ate (headband) with a slash through the symbol. Fear the elemental jutsu of these shinobi for they are masters of their village element and perhaps several others.
Bounty: $400+
Requirements (only one is needed):
• Damage to village over $100,000
• Killing a high rank ninja (ANBU Squad leader or Missing Nin hunter Commander)
• Slay over 60% of a clan or race of people
• Second in command a of a rebel group
• Aid in an attack against own home village
• Trying to kill a high rank ninja (Kage or Sennin)
• Learning a Forbidden Jutsu
• Attempted assault/murder of a high rank officer (Jounin, ANBU or hunter nin)
*Visibility: 70%
Example: Zabuza
Rank: Jounin
====================
S-Rank
====================
Fear is a word these criminals don't know the meaning of. Bearing skill that surpasses even the greatest of hunters. Without a squad of elite shinobi, victory against an S-rank missing-nin seems out of reach. They wear the Hitai-Ate (headband) of their home village proudly, for all to see. Fear the elemental jutsu of these shinobi for they are masters of their village element and perhaps several others.
Bounty: Whatever Kage wishes; $1000+
Requirements (only one is needed):
• Damage to village over $500,000
• Killing a whole ANBU team
• Slay over 70% of a clan or race of people
• Leader rebel group
• Leader of an attack on home village
• Trying to kill a high rank ninja (Kage or Sennin)
• Killing a high rank ninja (Kage or Sennin)
• Killing a peace keeper
• Using a Forbidden Jutsu in an open area
• War Conspiring
*Visibility: 90
Example: Any Akatsuki member
Rank: Jounin and beyond
Visibility
Visibility is a system that helps a missing-nin hide their identity from others. Each rank has a set amount of visibility. Whenever a missing-nin enters a village they must post in the village's Kage Tower forum in a pinned topic called "Missing-nin Visibility" and roll a 100 sided die to determine visibility. If they roll higher than their visibility number no one will be able to recognize them. The missing-nin must roll for visibility every 5 turns if they are in battle or every 5 posts (1000 words) that they RP in a village. In all visibility posts make sure to post your visibility number is AFTER modifiers.
If a person is able to see you because of your roll then they may attack you or identify you to others as a missing-nin. However, there is a good chance they will not look at the pinned visibility topic and may not even notice you are there even if you do roll under your visibility number.
When you leave a village make sure to make a post saying you left. This is to make sure that no one tries to attack you in old topics after you are already gone.
Visibility number can be changed and below are some modifiers. If a player role plays any visibility modifiers that are not listed below they must PM an admin and the admin will tell them if the role playing reason works, and if it does how much of a bonus it gives.
• Heavy clothing/covering -10%
• When in your former home village +20%
• When in the capital +10%
• When spotted by a missing-nin hunter with a bounty on your head +20%
• When spotted by a Kage +30%
• Name change -10%
• When unspotted for one IC year -10% (Per year)
If a player is actively looking for a missing-nin they may post a 5 post (1000 word) search topic. They gain no training or EXP from this and at the end of the 5 posts they may make a visibility roll. If they roll under the missing-nin's visibility they will be able to see them. A player may only do this once every real life day.
NOTE*** You must have a reason to search for a missing-nin, you may not search based off of out of character knowledge. A reason could be "heard rumors a missing-nin was heading to your village", etc.
Q: I'm new to the site; can my first character be a missing-nin?
A: Yes, but in most cases they'd be a D-rank, ex-Gennin.
Q: Can anyone kill a missing-nin?
A: Yes.
Q: If anyone can kill a missing-nin then what is the point in the missing-nin hunter class?
A: Hunters have extra abilities and privileges based on killing missing-nins.
Q: If my character does more than one of the requirements what will happen?
A: Their bounty will go up. But if they are able to do all of the requirements then they will go up one rank.
If a player creates a character and decides that they no longer desire to play the character for any reason, they may transfer all statistics of that character to a new one. This may only be done if the character in question is within ten levels of their starting level at creation. For characters over level 50, there is a six month limitation to this exchange. All players are guaranteed one Character Compatibility per Character Slot with no questions asked*. To do so, please contact a staff members and inform them of your decision so that they may move your character sheet to the appropriate area. Staff reserve the right to deny or approve character compatibility requests given extreme circumstances. The original character is considered retired.
• Death Bonus (only transfers once**).
• All items and equipment are liquidated into money***.
• All remaining money****.
The following do not transfer to the new character
• Out of character non-item rewards or gifts (Holiday Gifts, Prizes from Contests, etc).
• Character Bundles (JP and Money).
• Skills & Techniques (only the points transfer).
• Training to unlock items, skills, techniques or other abilities.
• Yokai or other non-item GM Bonuses that were given.
In addition, if a player decides they would like to start their character with a lower amount of TXP than what they were allowed, they may exchange EXP for money at a rate of 15 EXP for $6 (must be done in increments of 15 EXP). This money is then broken into three equal amounts which are awarded at Genin, Chuunin and Jounin ranks respectively*****.
* — If you wish for a second+ Character Compatibility you must contact staff and have a 1 on 1 meeting about your character and the problems you are having. Staff want to help you solve the problems you are coming across.
** — If a player does a second Character Compatibility, the Death Bonus will not continue to transfer without special staff permission.
*** — Items and equipment that are transferred are first liquidated into money. That means that if the item was purchased with money, that money is refunded for the purchase price. If the item was a reward given by a gamemaster, the item will be turned into its monetary equivalent. If an item for whatever reason does not have a list price, contact staff and they will give a price.
**** — This excludes any monetary gains that are listed above as non-transferable.
***** — Each sum of money is awarded when the character gains the rank. If the player starts at a higher rank they gain the money for the current rank and all ranks that preceded it.
Bloodlines are skills that are specific to a clan or character based on their genetic information, most often a result of their heritage. These abilities are regularly the headline abilities that draw players to clans and often are allowed to bend the rules more than regular skills since they cannot be taken with other Bloodline skills. Bloodline skills differ from Clan skills in that they require the genetic composition (body) of the character to whom they are attached. A character with a Bloodline skill may not teach another character that Bloodline skill unless the learning character also has access to the same genetics. This makes Bloodlines, and the genetic material attached to them, a coveted secrets that are closely guarded between villages. A character may only possess a single Bloodline at a time. There are two types of Bloodlines; Organ-based and Blood-based.
• Blood-based Bloodlines — These are Bloodlines that are not based in a single organ, but in the blood of the character who carries it. If another character gets a sizeable sample of their blood under the right conditions, they can steal the genetic information from that character without removing the Bloodline from the original character themselves. See RPG Rules 1.13; Transfusions for more information.
Bloodlines may be stolen from Unconscious or recently* killed characters in the course of the game. This does not give the Bloodline thief access to the Bloodline, but it does give them the ability to start a Bloodline Transfusion with the stolen Bloodline. In order to steal a Bloodline from another character, you must be sure to meet the following three conditions.
• Must have three full turns in which to 'collect' the Bloodline in which you may not take any damage or take any actions. If damage is taken you must begin the process again.
• Must have an item designed to contain the blood or organ (based on the type of Bloodline). The minimum cost for such a non-reusable item is $150.
Storing a Bloodline
In order to keep a Bloodline for an extended period of in character time, you must have an item designed to hold a Bloodline indefinitely or you must replace the item which holds the Bloodline every two (2) months in character. The base cost for a non-reusable container for a Bloodline is $150, the base cost for an indefinite non-reusable container is $600.
* — The time frame of 'recently' is ultimately up to staff to decide, however any longer than twelve hours will need to be approved with special permission.
A Bloodline Transfusion is the action of taking a Bloodline from one character and giving it to another. The Bloodline can be from either a willing character or from a stolen Bloodline. When receiving a Bloodline Transfusion, the character replaces any current Bloodlines they possess with the newly transfused Bloodline. This means that they lose all Bloodline abilities and skills they currently possess, are refunded the associated Skill Points, and are no longer considered to have the Bloodline. The way in which a Bloodline Transfusion works is different based on the type of Bloodline being stolen.
A character who donates, willingly or not, an Organ-based Bloodline loses the donated organ and the Bloodline abilities/powers associated with it. Each Organ-based Bloodline will govern what the loss of said organs means in the case that the Bloodline lives in more than a single organ (two eyes). The character receiving the transfusion has access to all Bloodline skills given by that Bloodline, but starts with no ranks of any skills unless otherwise required by the Bloodline itself.
Blood-based Bloodlines
A character who donates, willingly or not, a Blood-based Bloodline does not lose access to their Bloodline. However, characters with Blood-based Bloodlines may only ever have their Bloodline transfused or stolen from them (willingly or not) once in their lifetime. Any attempt to transfuse the Bloodline from a character who has already transfused or has had their Bloodline stolen will result in a failed transfusion. The character receiving the transfusion has access to all Bloodline skills given by that Bloodline, but starts with no ranks of any skills unless otherwise required by the Bloodline itself.
In addition to the above requirements, all Transfusions must be done within a medical environment*. This procedure costs $750 in equipment to safely perform. The procedure takes one hour in character to perform and requires twenty four hours of rest afterwards before they may safely access their new abilities. Any attempts to access their abilities before this time period is finished will result in consequences determined by your active GM.
* — A medical environment is considered to be a hospital location or a makeshift medical environment with a medical ninja of Jounin rank or higher.
Death
A death is when a character is killed through battle or other course of the game naturally. A player who colludes to have their player killed to get the bonuses of death rather than retirement is subject to getting bonuses for a retirement instead, and may be docked retirement rewards for attempting to collude. Death is meant to be rules used for players who are killed in the normal actions of the game.
• A new character for this character slot may have up to 100% TXP from the killed character based on staff decision.
• A new character for this character slot that wishes to roll for a Death Bonus may have up to a 85% TXP from the killed character based on staff decision. See the Death Bonus section below for more information.
• A character who is above level 0 when created gets money according to the following equation. [$125 + $25x; whereas 'x' is equal to the level of character at creation.]
• If a character decides to start with a lower amount of TXP than what they were allowed, they may exchange EXP for money at a rate of 15 EXP for $6 (must be done in increments of 15 EXP). This money is then broken into three equal amounts which are awarded at Genin, Chuunin and Jounin ranks respectively.
Retirement
A retirement is when a character is killed or set aside purposefully by the player who controls them. This often happens when the love for a character is lost and a player wants to try something new. The key different here from a death is that a retirement is a choice made by the player to end their relationship with a character.
• Staff decide the amount of bonus you get depending on the circumstances of the retirement. You may choose any % of your TXP lower than what the staff says you may have. Collusion of any kind revolving around a retirement may result in lowered TXP or money awarded for the new character. This includes, but is not limited to, giving away items before retirement or purposefully losing battles to give away items.
• A new character for this character slot may have up to 85% TXP from the retired character based on staff decision.
• A new character for this character slot that wishes to roll for a Death Bonus may have up to 70% TXP from the retired character based on staff decision. See the Death Bonus section below for more information.
• A character who is above level 0 when created gets money according to the following equation. [$125 + $25x; whereas 'x' is equal to the level of character at creation.]
• If a character decides to start with a lower amount of TXP than what they were allowed, they may exchange EXP for money at a rate of 15 EXP for $6 (must be done in increments of 15 EXP). This money is then broken into three equal amounts which are awarded at Genin, Chuunin and Jounin ranks respectively.
Death Bonuses
Death Bonuses were created as a means to give consolation prizes to characters who were killed against their will in game. Since then they have changed and are now a sought after bonus that you may have on up to one character that you control. All bonuses are designed to be boosts at a particular level, but are just as effective as leveling up. Please refer to the following list of guidelines for Death Bonuses and the following descriptions for each.
• A player may only have one (1) character approved in game with a Death Bonus at a time. If they would ever be granted a Death Bonus roll but currently have a character approved and in game that has a Death Bonus, they instead do not get a roll.
• Whenever a player is allowed a "Character Slot" for the first time beyond their first character, they are eligible for a Death Bonus roll for this new character.
• If a player is allowed a Death Bonus roll for any purpose and they currently have two (2) or more characters approved and in game, they may roll a second time after their first roll. If the player chooses to roll a second time they MUST take the second roll result.
• Death Bonuses are non•transferable. If your character dies or is retired, the bonus is lost.
• Death Bonus rolls are made on 1d100. Your result will determine the type of bonus you get.
• Death Bonus rolls are made only when you are planning to make the character who it will be applied to. The character sheet must be posted within 14 days of the roll or the roll will become invalid and you may not be able to roll again. Appeals can be made to staff for final decisions.
• You may only roll once for your Death Bonus. Any attempts to circumvent this will result in the loss of any Death Bonus and possible other punishment. Appeals can be made to staff for final decisions.
Death Bonus Roll Ranges
• Gifted — 51-70
• Genius — 71-85
• Prodigy — 86-95
• Legend — 96-100
List of Death Bonuses
The following outlines what each of the individual Death Bonuses mean both thematically and mechanically. Remember that a Death Bonus is only a natural advantage a character has, it does not make or break a character!
Considered the 'average' shinobi, without special gifts or abilities. Don't feel too bad, you have a lot of good company here!
Gifted
A gifted shinobi is one of high latent potential and great promise. These ninja tend to have an IQ far above that of an average person, and seems to represent their battle mind through tactical advantage and intuition, more so than typical training exercises and the normal procedures of combat.
• Character is treated as being one (1) ninja rank and ten (10) levels above their own for the purposes of learning Bloodline and Advanced System skills.
• Character is treated as being one (1) ninja rank and ten (10) levels above their own for the purposes of learning and using techniques.
• Character gains +10% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner.
Genius
A genius shinobi is one of incredible improvisation and tactic, relying upon stratagem and intelligence to overcome a foe, more so than raw power. These ninja are calculating and meticulous, surprising even the most experienced of shinobi in combat with well timed traps or mastery over a unique bloodline. Going above and beyond the expectations of others, these ninja take the world by surprise with their incredible ability to overwhelm with sheer prediction and maneuver.
• Character is treated as being one (1) ninja rank and fifteen (15) levels above their own for the purposes of learning Bloodline and Advanced System skills.
• Character is treated as being one (1) ninja rank and fifteen (15) levels above their own for the purposes of learning and using techniques.
• Character gains +10% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner.
Prodigy
A prodigy shinobi is one of fathomless untapped potential, just waiting to shine through the exterior of the ninja in the form of overall balance and mastery over the elements and the realms of combat. Typically seen boasting uncanny foresight and tactful mentality, these ninja can manipulate their bloodline traits with ease, and seem to dominate elements effortlessly. Great things await these ninja, and due to their impressively adaptive nature, those heights are certain to be reached.
• Character is treated as being one (1) ninja rank and twenty (20) levels above their own for the purposes of learning Bloodline and Advanced System skills.
• Character is treated as being one (1) ninja rank and twenty (20) levels above their own for the purposes of learning and using techniques.
• Character gains +20% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner.
• If this character does not have a Bloodline they get -1 jutsu points on all techniques, to a minimum of one (1).
Legend
A legendary shinobi is one who shows unequaled promise and untapped latent potential, capable of mastering elements with ease, and dominating every realm of combat without any difficulty. More likely than not, they choose one to master, and do so with unparalleled efficiency and grace. These are the ninja that are remembered in history, and make their marks with everything they do. Great heroes or villains, their faces are remembered forever.
• Character is treated as being one (1) ninja rank and twenty five (25) levels above their own for the purposes of learning Bloodline and Advanced System skills.
• Character is treated as being one (1) ninja rank and twenty five (25) levels above their own for the purposes of learning and using techniques.
• Character gains +30% EXP from Training, Battles, Gamemasters and Missions. Does not stack with Quick Learner.
• If this character does not have a Bloodline they get -2 jutsu points on all techniques, to a minimum of one (1).
Organizations are a group that can exist within the village, outside of a village, or multi-national. These are groups that are formed for the purpose of a single goal, whether it is to protect a village, hunt down missing shinobi, or even to be antagonistic. Examples of village organizations include: Anbu, B.O.L.T.S, IAF, Sound Four, and many others. Multi-national organization examples include Akatsuki and some others.
Creating Organizations
• Multi-National Organizations must be approved by the head of the village where the organization is based. If it is not within a country with a ninja village it must be approved by an admin.
• Creations for the organization, such as techniques, skills, etc, must be approved within the appropriate approval section before being posted in the organization sheet.
• Creations meant specifically for organizations must state which organization they are strictly for.
Organization Benefits
Organizations provide many benefits, other than being part of a group. While some organizations may have strict requirements to join (this varies based on the organization), each organization will give shinobi access to unique techniques, skills, equipment, weapons, or other creations.
Reputation Points
Reputation Points [RP] are an additional type of reward that can be given out through special Missions or GM Arcs. A character's total RP with a specific organization represents their current standing with that organization and how members of that organization may treat them. Shinobi with higher RP tend to be a member of an organization with a higher standing, some holding important positions, while others with higher RP maintain good relationships with the organization while not being a part of it. A character's standing with an organization can go up and down based on their actions in game, and it is entirely up to the owner of the organization to award or detract RP from individual characters at their discretion. The following is a guideline for RP rewards. Remember, RP is an additional reward that can be given on top of normal rewards. It is does not need to be substituted for other rewards.
Missions
• C Rank - 20 RP
• B Rank - 30 RP
• A Rank - 60 RP
• S Rank - 80 RP
Training & GM Arcs
Acquiring Creations
An organization may have creations that require a character obtain a certain minimum of RP with their organization before they may be purchased. These creations (whether they be skills, items, or techniques) all have normal costs associated with them where the RP is simply an additional requirement. The RP is not spent to purchase items, and it is not subtracted from your total. Reputation Point requirements for creations are determined by the organization owner and may be adjusted over time.
When making creations for your organization it is important to remember that the RP required does not get associated with the balance of an item, it is a flavor requirement and will not allow you to make more powerful creations than normal.
Organization Specific Missions
An organization may have specific missions that cater to the goals of the organization. These function as normal missions, however provide RP as rewards for their completion. A person may only complete a max of three (3) missions for their organization per week.