Leveling up your character involves earning Experience Points while playing the game. Experience Points are earned through training, missions, and (most importantly) good role playing.
- 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 31 - 60: 500
Level 61 - 80: 600
Level 81 - 100: 700
Level 101 - 120: 800
Comprehensive Leveling Table
Each time you level up you gain the following.
- You receive x Jutsu Points (See below).
- You receive x Skill Points (See below).
- Level 0 - 15: 1 per level
- Level 16 - 30: 2 per level
- Level 31 - 45: 3 per level
- Level 46+: 4 per level
- Level 1 - 10: 1 per level
- Level 11 - 50: 1 every 2 levels
- Level 51 - 120: 2 every 5 levels
When You May Learn Jutsu & Skills
- You may learn Jutsu and Skills between missions and battles.
- 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.
Line: A Line is 20 Words.
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.
When Training Alone: 2 EXP per line.
Bonus to Others: +0.5 EXP* per line.
Maximum EXP per Line: 4 EXP
When Training Alone: 2.5 EXP per line.
Bonus to Others: +0.5 EXP* per line.
Maximum EXP per Line: 4.5 EXP
When Training Alone: 3 EXP per line.
Bonus to Others: +1 EXP* per line.
Maximum EXP per Line: 5 EXP
When Training Alone: 3.5 EXP per line.
Bonus to Others: +1 EXP* per line.
Maximum EXP per Line: 5.5 EXP
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.
Battle Experiences is based 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.
• Winner's EXP: 100 + [50 * Your Ninja Rank] + 10x
• 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.
• Winner EXP: [Enemy Level] * 15 (minimum 150)
• Loser: 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.
• Winner EXP: [Enemy Level] * 20 (minimum 200)
• Loser EXP: [Enemy Level] * 15 (minimum 150)
Other Rules and Notes
- You gain additional EXP for the words you write in battle as if those words were training. See 'Training EXP' above for more information.
- 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.
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.
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
- 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.
Missions (described in fuller detail below in 4.04; Missions) are assigned tasks that a player completes on their own or with a small team of up to four. 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 because it has a specific goal and word requirement.
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.
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 AB 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.
- * Finishing Blow: defined as the attack that removes a player from the battle. Staff have final say.
- A player is only given EXP for finishing blows that occurred while they were in a battle. A player who receives a finish blow is still considered to be in the battle for calculations of EXP. This rule is to cover players who enter the battle after it has begun of for players who flee the battle.
- 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.
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.
- C Rank Missions: Available to any rank. These missions merit 800 EXP and $200 to each person.
- B Rank Missions: Available to Chuunin+ rank. These missions merit 1200 EXP and $300 to each person.
- A Rank Missions: Available to Chuunin+ rank of level 45+. These missions merit 1600 EXP and $600 to each person.
- S Rank Missions: Available to Jounin+ rank of level 70+. These missions merit 3200 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.
The level cap for the game is 120. After that, a player may obtain Currency Experience Points.
Methods For Rank Advancement:
- 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:
- 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.
You receive these upon advancing to each rank.
- Jounin: 3 Skill Points & 10 Jutsu Points.
- Sennin: 4 Skill Points & 15 Jutsu Points.
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 Stat Points or Skill Points. Remember, Jutsu Points can be trained directly for at any time. Each costs a certain amount of CXP, listed below.
1200 CXP = 1 Skill Point
- The following can be approved by a Gamemaster:
- 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.
- Training without Gamemaster involvement will almost always give the base experience allowed from the amount of words 'trained'.
- Keeping a word count is entirely up to the player who is writing the posts. It is highly suggested 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 or anything aside the role play words written. This word count is usually written in a small tag at the bottom of each post.
- 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.
- 501 - 1000 Stats Changed: 40 words per stat
- 1001 - 1500 Stats Changed: 60 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.