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Horizons Rebirth

Experience: Difference between revisions

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{{DISPLAYTITLE:Experience and Leveling}}
As you go on missions, join events, spar with others, or engage in most other activities, you will gain '''EXP''' (experience). Experience rewards are divided into categories for '''Missions''', '''Sparring''', and '''Crafting'''. '''Spar and Crafting EXP''' are static, while '''Mission EXP''' may be increased by the Mission Runner if you perform exceptionally.
As you go on missions, join events, spar with others, or engage in most other activities, you will gain '''EXP''' (experience). Experience rewards are divided into categories for '''Missions''', '''Sparring''', and '''Crafting'''. '''Spar and Crafting EXP''' are static, while '''Mission EXP''' may be increased by the Mission Runner if you perform exceptionally.


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After earning enough experience, you will '''level up'''. Each new level requires more experience than the previous one. For example, reaching '''Level 2''' requires '''15 EXP''', while reaching '''Level 3''' requires '''another 30 EXP''', and so on. Experience gained resets to 0 upon levelling up, and progression follows the tables below.
After earning enough experience, you will '''level up'''. Each new level requires more experience than the previous one. For example, reaching '''Level 2''' requires '''15 EXP''', while reaching '''Level 3''' requires '''another 30 EXP''', and so on. Experience gained resets to 0 upon levelling up, and progression follows the tables below.


==== ''Level and Experience Required Levels 1-20'' ====
==== ''Level and Experience Required Leveling Table'' ====
{| class="wikitable"
{| class="wikitable"
|Level
|Level
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|20
|20
|285
|285
|}
==== ''Level and Experience Required Levels 21-40'' ====
{| class="wikitable"
|Level
|Experience
|-
|-
|21
|21
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|40
|40
|585
|585
|}
==== ''Level and Experience Required Levels 41-60'' ====
{| class="wikitable"
|Level
|Experience
|-
|-
|41
|41
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|}
|}


== Scene-Based Requirements ==
[[Category:System Rules]]
In the Horizons Rebirth system, training is essential for character growth. To better encourage interactive and immersive roleplaying, the training system has been updated from paragraph-based to scene-based requirements.
 
=== ''General Scene Training Rules'' ===
 
* A '''scene''' is defined as a collaborative interaction between two or more characters, with each participant contributing at least '''three posts''' per scene. Each post must consist of '''at least 600 characters''' (letters, spaces, and punctuation included), reflecting the length of a typical full paragraph.
* '''Solo scenes''' (where a character trains or engages in a scene alone) require '''double the post count'''. For solo training, a minimum of '''six posts''', each consisting of at least '''600 characters''', is required.
* '''Training Limits''': Only one scene per day may count toward the training of any particular technique, skill or attribute. This limitation ensures consistent and gradual progression rather than rapid advancement. In any single area.
 
=== ''Technique Training'' ===
To train a specific technique, characters must participate in scenes that actively focus on the use or practice of the technique. Training is cumulative, and the number of scenes required depends on the technique's rank:
 
* '''D-Rank Techniques''': Require '''1 scene''' to complete training.
* '''C-Rank Techniques''': Require '''2 scenes''' to complete training.
* '''B-Rank Techniques''': Require '''3 scenes''' to complete training.
* '''A-Rank Techniques''': Require '''4 scenes''' to complete training.
* '''S-Rank Techniques''': Require '''5 scenes''' to complete training.
* '''Capstone Techniques''': Require '''double the scenes''' (e.g. 10 scenes for an S-Rank Capstone technique).
 
Each scene must directly involve the use, study, or practice of the technique being trained. For example, a character might engage in combat where they repeatedly attempt to refine the technique or undergo specialised training with a mentor.
 
=== ''Attribute Training'' ===
Attributes do not require direct, technique-specific training. Instead, attributes are trained over time through a variety of roleplay scenes as a secondary benefit of those other activities. To increase any attributes, a character must have completed at least seven scenes over the course of a week. These scenes can involve missions, sparring, jutsu training, or other in-character activities, but they must relate to the attribute being trained.
 
This training applies to any free Attribute Points (AP) gained through ranking up or any potential special rewards. Characters cannot apply their attribute increases without completing the required scenes. But by partaking in scenes that make sense to increase their attributes, all available points can be trained at the same time.
 
If a character wishes to train multiple attributes during the same period, each scene must clearly demonstrate the use or development of each different attribute. For example, if a character is working on both Body (BOD) and Speed (SPD), a single scene must include activities that involve both physical exertion (for BOD) and agility or reflex-based actions (for SPD). Alternatively, the character can do one scene per day per attribute being trained if a single scene does not make sense for training multiple things.
 
==== ''Example training activities;'' ====
 
* Body (BOD): Scenes must involve physical exertion, such as combat, strength training, or endurance activities. A week of playing chess, for example, would not qualify unless it was part of a physically strenuous activity like chess boxing.
* Speed (SPD): Scenes must involve activities that challenge speed, agility or reflexes, such as dodging, sprinting, or evading attacks.
* Mind (MND): Scenes must involve mental or strategic challenges, such as planning missions, solving puzzles, or the use or training of Genjutsu, medical or sensory abilities.
* Power (POW): Scenes must focus on improving Ninjutsu, barriers, or other chakra-intensive techniques.
 
==== ''Note'' ====
The above are just examples, they are not exhaustive or all inclusive. If you think something fits, but aren’t 100% sure, just ask a member of Staff for confirmation.
 
=== ''Example of Scene-Based Training'' ===
 
==== ''Training a D-Rank Jutsu:'' ====
 
* Character A participates in a sparring session where they repeatedly attempt to use a new D-Rank technique. Over the course of three posts (each at least 600 characters long), Character A focuses on refining the chakra control needed to maintain the technique's strength and accuracy. Then, after one completed scene, they have fulfilled the requirement to learn their D-Rank jutsu and it can be added to their list of known jutsu and used normally in scenes without issue.
 
==== ''Training Body (BOD):'' ====
 
* Character B has just reached C-Rank, and wishes to invest all their Free Rank Up Attribute Points (AP) into BOD. Over the course of a week, Character B completes seven scenes involving various missions, training, and combat situations. These scenes include running long distances, taking heavy blows, and enduring extreme conditions. At the end of the week-long training, Character B will have gained all those available AP in BOD.
 
==== ''Writing example of 600 Characters'' ====
Naruto stood in the clearing, his brow furrowed in concentration as he focused on the spinning chakra in his hand. The Rasengan, a jutsu passed down by his father, was proving to be an incredible challenge. His shadow clones surrounding him, each mirroring his every move, practising tirelessly. Sweat dripped down his face, but he refused to stop. He could feel the swirling energy pulsing, unstable but powerful. "I’m almost there," he muttered, determination flaring in his eyes. One more push, and he’d finally master the Rasengan, his father’s legacy becoming his own, a true mark of his growth.
__FORCETOC__
{{DEFAULTSORT:Experience and Leveling}}

Latest revision as of 17:18, 29 September 2024

As you go on missions, join events, spar with others, or engage in most other activities, you will gain EXP (experience). Experience rewards are divided into categories for Missions, Sparring, and Crafting. Spar and Crafting EXP are static, while Mission EXP may be increased by the Mission Runner if you perform exceptionally.

Whenever you level up, your current experience resets to 0, and you must gain the required experience for the next level from scratch.

Sparring

The first method of gaining experience is to spar with other players. You can engage in up to 5 spars per week, with a limit of 3 active spars at any given time. Whether you win or lose, the experience gained remains the same.

All spars must have a minimum of 1 scene per sparring partner, with each scene consisting of three posts of at least 600 characters per participant. Additionally, an introductory scene is required to set up the spar (e.g. 1 scene of setup, followed by 1 scene of actual sparring). Failure to meet these requirements will count as an in-character (IC) attack and not a spar, resulting in IC repercussions.

Experience from Spars based on your Opponents Level

When sparring with someone of a higher level bracket, you will gain experience as though they were one level bracket higher than you. For example, if a level 5 character spars with a level 45 character, the level 5 Character would gain 10 experience instead of just 2.

Experience Table by level brackets

Level 1-10: 2
Level 11-20: 10
Level 21-30: 20
Level 31-40: 40
Level 41-50: 80
Level 51+: 160

Missions

The primary way of gaining experience is through missions. Missions offer more EXP than sparring and provide additional benefits, but they also come with more risks, especially at higher levels. The number of missions a character can request depends on the mission rank, balancing higher mission availability at lower ranks with greater difficulty and risk at higher levels.

Mission Request Limits by Rank:

D-Rank Missions: Can be requested once per day.

C-Rank Missions: Can be requested up to twice per week.

B-Rank Missions: Can be requested once per two weeks.

A-Rank Missions: Can be requested once per month.

S-Rank and higher: Not generally requestable but may be offered based on the character’s rank and skill in response to important events or high-level tasks.

Notes

While it may be possible to request more than one mission a week for some ranks, if a mission runner is not available it could result in delays to the frequency you get a mission. If this happens for extended periods of time plays may be rewarded bonus experience to compensate for lost progression.

Higher-ranked characters, such as Jonin and ANBU, may request S+ Rank Missions, but availability is not guaranteed.

Experience from Missions based on the Missions Rank

The amount of experience gained from missions is scaled according to the frequency with which they can be requested. Lower-ranked missions, which can be completed more frequently, grant less EXP, while higher-ranked missions, available less frequently, provide significantly more EXP.

D-Rank: 5
C-Rank: 30
B-Rank: 100
A-Rank: 500
S-Rank: 1000
SS-Rank: 2000

Expected Average Posts per Mission by Rank

The number of posts required for a mission increases with the mission’s complexity and difficulty, reflecting the immersive roleplay and challenges involved. The following guidelines outline the expected number of posts based on the rank of the mission. All posts must follow the scene-based training rules, meaning each post should be at least 600 characters in length.

D-Rank Missions:

  • Average Posts per Participant: 6 posts
  • Minimum Scene Requirement: 2 scenes (each consisting of 3 posts per participant)
  • Description: D-Rank missions are typically low-risk, routine tasks. They require fewer posts as they often involve simpler objectives like errands, low-level disputes, or basic reconnaissance.

C-Rank Missions:

  • Average Posts per Participant: 9 posts
  • Minimum Scene Requirement: 3 scenes (each consisting of 3 posts per participant)
  • Description: C-Rank missions involve moderate risks, such as dealing with minor threats, protecting clients, or investigating unusual events. These missions require more interaction and complexity.

B-Rank Missions:

  • Average Posts per Participant: 12 posts
  • Minimum Scene Requirement: 4 scenes (each consisting of 3 posts per participant)
  • Description: B-Rank missions carry significant risks, such as combating rogue ninja, dealing with dangerous environments, or protecting important individuals. These missions require more extensive planning, combat, and dialogue, demanding additional scenes.

A-Rank Missions:

  • Average Posts per Participant: 15 posts
  • Minimum Scene Requirement: 5 scenes (each consisting of 3 posts per participant)
  • Description: A-Rank missions involve high stakes and often require advanced tactics, powerful enemies, or covert operations. These missions are long and require multiple stages of planning, execution, and follow-up.

S-Rank and Higher Missions:

  • Average Posts per Participant: 21+ posts
  • Minimum Scene Requirement: 7 scenes (each consisting of 3 posts per participant)
  • Description: S-Rank and SS-Rank missions are extremely dangerous, involving life-threatening situations, critical tasks, or high-profile targets. These missions span multiple scenes and require significant coordination, character development, and high-level roleplaying.

Level

After earning enough experience, you will level up. Each new level requires more experience than the previous one. For example, reaching Level 2 requires 15 EXP, while reaching Level 3 requires another 30 EXP, and so on. Experience gained resets to 0 upon levelling up, and progression follows the tables below.

Level and Experience Required Leveling Table

Level Experience
1 0
2 15
3 30
4 45
5 60
6 75
7 90
8 105
9 120
10 135
11 150
12 165
13 180
14 195
15 210
16 225
17 240
18 255
19 270
20 285
21 300
22 315
23 330
24 345
25 360
26 375
27 390
28 405
29 420
30 435
31 450
32 465
33 480
34 495
35 510
36 525
37 540
38 555
39 570
40 585
41 600
42 615
43 630
44 645
45 660
46 675
47 690
48 705
49 720
50 735
51 750
52 765
53 780
54 795
55 810
56 825
57 840
58 855
59 870
60 885

Creating

Another method of gaining experience is through creating (e.g. crafting items, making pills). Like sparring, crafting requires scenes.

  • A solo creator must complete 2 scenes to register their crafting and earn EXP.
  • When crafting with someone else, the requirement is reduced to 1 scene per participant, for a total of 2 scenes between the participants.

Each creation counts toward the weekly spar/crafting limit. The experience gained is based on the highest-level participant involved much like with sparring and uses the same experience progression as sparring.

Level Limits

Depending on your Title Rank, your maximum level is limited as follows:

Title Rank Level Limit
Genin: 30
Chunin: 45
Jonin: No Limit
ANBU or Similar No Limit
Rogue: No Limit

Once you reach your level limit, you may only request promotion missions to increase your Title Rank. Promotion missions are more challenging and carry more risks, but successfully completing one will result in a rank promotion.

Promotion Missions

Outside of the exams the other way to go up a Title Rank is through special missions. These tend to be more difficult, and do have more risk associated with them than normal missions. Completing the mission successfully will result in your Title Rank going up.

Benefits from Levelling

As your character levels up, you gain AP (Attribute Points), SP (Skill Points), additional Nature Elements, and Jutsu Slots. Below are the benefits granted at each level.

Attribute Points (AP)

  • At Level 1, all characters begin with 1 AP in each attribute (Body, Speed, Mind, Power), for a total of 4 base AP.
  • Additionally, characters are given 14 extra AP at Level 1 to distribute freely among their attributes as they wish.
  • From Level 2 onward, characters gain 4 AP per level. These points can be spent on any attribute, and there are no restrictions based on rank or level beyond the attribute cap of 100.

Skill Points (SP)

  • At Level 1, characters start with 6 SP to allocate to their chosen skills.
  • From Level 2 onward, characters gain 1 SP per level. These points can be used to improve existing skills or to learn new skills, as long as the skill's attribute requirements are met.

Elemental Natures

Throughout their journey, characters will gain elemental natures, which allow them to wield powerful elemental techniques. The elemental natures available are Fire, Wind, Water, Lightning, and Earth.

  • At Level 1, characters gain their first base elemental nature, which reflects their elemental affinity. This affinity is determined by the player during character creation.
    • Clan-Specific Affinities: Characters belonging to clans with Kekkei Genkai (KKG) or extra elemental natures may choose their starting affinity based on their clan's special benefits.
  • At Level 10, characters gain their second base elemental nature.
  • At Level 30, characters gain their third base elemental nature.

Notes

The only way to gain additional affinities beyond the starting one is through specific traits chosen during character creation.

Feats

In addition to AP, SP, and Elemental Natures, characters will gain Feats at certain levels, providing specialised bonuses that enhance their skills, attributes, or clan abilities. Feats come in three categories: Skill Feats, Attribute Feats, and Clan Feats.

Skill Feats (SF)

Characters start with 1 Skill Feat at level 1, and gain 1 Additional Skill Feat every level.

  • Description: Skill Feats provide passive bonuses that enhance the effectiveness of skills a character possesses. These feats might reduce chakra costs, increase damage output, or add additional effects to techniques tied to specific skills.
  • Examples:
    • Precision Striker: Increases damage when using ranged weapons.
    • Chakra Efficiency: Reduces chakra consumption by 10%.

Attribute Feats (AF)

Characters start with 1 Attribute Feat at level 1, and gain 1 Additional Attribute Feat at level 2 and every 2 levels thereafter. At levels 20, 40, and 60 the Character will gain 5 additional Attribute Feats on top of what they would normally gain at those levels.

  • Description: Attribute Feats allow characters to draw more power from the attributes they have invested in. These feats provide boosts directly tied to an attribute, improving things like lifting capacity (BOD), speed (SPD), or chakra potency (POW).
  • Examples:
    • Brutal Strength: Increases damage from melee attacks that scale with BOD.
    • Swift Reflexes: Grants an additional dodge reaction each turn.

Clan Feats (CF)

Characters start with 1 Clan Feat at level 1, and gain 1 Additional Clan Feat at level 10 and every 10 levels thereafter.

  • Description: Clan Feats provide specialised enhancements to a character's clan-specific abilities. These feats further refine and strengthen the unique powers and techniques of each clan, giving them an edge in certain situations.
  • Examples:
    • Advanced KKG Mastery: Increases the power of your clan’s Kekkei Genkai.
    • Specialised Animal Companion: Grants additional abilities or bonuses to animal companions tied to specific clans.

Levelling Summary Table

Level Toughness AP Gained SP Gained SF Gained AF Gained CF Gained Elemental Nature
Level 1 5 14 AP 6 SP 1 SF 1 AF 1 CF 1 Base (Affinity)
Level 2+ 5/Level 4 AP/Level 1 SP/Level 1 SF/Level 1 AF/2 Levels - -
Level 5 - - - - - -
Level 10 - - - - 1 CF 1 Base
Level 20 - - - 5 Additional AF 1 CF -
Level 30 - - - - 1 CF 1 Base
Level 40 - - - 5 Additional AF 1 CF -
Level 50 - - - - 1 CF
Level 60 - - - 5 Additional AF 1 CF -
60 Total 300 250 65 60 45 7 3