Experience Gains

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Here are experience and credits gains for each mode of playing, as well as the requirements for any additional gains you can get. For any mention of Equipment Upgrades, the list that must be rolled for is on their page. Players may not choose which upgrade they recieve.

  • When receiving quest gains that you need certain levels to obtain or differ depending on your level, your level is considered as it would be after receiving experience from that quest.
    • For example, if you are Level 9, but are doing a quest that would give you enough EXP to hit level 11, you can get an A-Rank Accessory. Or, if you are Level 19, but a Legendary quest would give you enough EXP to hit level 21, you can quest for that Legendary, but only if the quest would give you enough EXP for it.

Every time you gain Experience Points, you gain points for the EXP Buy system.


Primary Gains

Forum Questing

  • 5 EXP per paragraph
  • 15 Credits per paragraph
    • A paragraph is defined as 65 words.
  • A free loot roll every 20 paragraphs. (Doubled to two every 20 paragraphs with the Accessory effect "Treasure Whore".)


For the following (Except the Skill + and the Automatic loot), think of your paragraphs like tickets in an arcade. You spend hours hammering away at the keyboard and get a bunch of paragraph tickets. Then you save them up and buy a stuffed animal. Or, in this case, you "spend" your paragraphs on the below stuff until you can't spend any more, or just don't want to. Paragraph tickets do not carry over between seperate board quests. (Things marked with "Lore" means you need required item Lore to get it.):

  • Extra Loot :: 10 Paragraphs (Not affected by Treasure Whore)
  • Armor :: 30 Paragraphs
  • Weapon :: 40 Paragraphs
  • Equipment Upgrade :: 40 Paragraphs (You may select if it's an Upgrade-X, W, or A, but it's otherwise rolled randomly)
  • Accessory :: 50 Paragraphs
  • Personal NPC :: 50 Paragraphs
  • Rare Armor :: 60 Paragraphs (Level 11+)
  • Rare Weapon :: 70 Paragraphs (Level 11+)
  • Keystone :: 70 Paragraphs (You may select its Affinity)
  • Rare Accessory :: 80 Paragraphs (Level 15+)
  • Legendary Armor :: 110 Paragraphs (Level 21+ ; Must have a Knowledge for the location the item is in.)
  • Legendary Weapon :: 130 Paragraphs (Level 21+ ; Must have a Knowledge for the location the item is in.)
  • Legendary Accessory :: 150 Paragraphs (Level 21+ ; Must have a Knowledge for the location the item is in.)

When you have less than 10 Paragraph Tickets left to spend, each remaining paragraph is converted to 5 extra Credits.


Questing for a Skill + always costs the number of paragraph tickets required in the listed quest type being done. Additionally, if doing it through a Training School quest, you recieve no Credits for the first 80 paragraphs, and for the 40 paragraph one-time deal you get no EXP, Credits, Loot Rolls, or any other gains apart from the Skill + for the first 40.


If you write a board quest about an NPC or someone who is otherwise not one of your normal characters, you can still select a normal character to get gains from that quest, but they cannot recieve character-specific gains from it. These include Skill Pluses, returning from Death (aside from the second-person helping with another player's death revival as specified for Death 3+), Rare equipment, or Legendary equipment. This also applies to GMing gains in a forum-based saga. (The Accessory effect "Treasure Whore" does not come into play if gains are recieved in this way.)


In a similar vein, when a character at level 30 participates in a board quest and recieves gains for themselves, because they cannot recieve EXP any more, any EXP they would earn can go to another character, but only at a rate of 2 EXP per paragraph instead of the full 5.


In forum based sagas, the GM gets a free paragraph for every 10 paragraphs they write.


Equipment

When you acquire a piece of equipment, roll a dice depending on the quester's level group (at the start of the quest) to determine the item's level.

1-10: 2d3
11-20: 10 + 2d3
21-30: 20 + 2d3

For Accessories, you always get Rank A when level 11 or above when going for normal ones. When level 10 or under, you can go for Rank A instead of Rank B if you choose to, but remember you cannot equip Rank A until level 11.

Rare and Legendary equipment can only be acquired with Lore.


AIM RPing

AIM RPing, as its name implies, refers to RPing over AIM. There are various ways in which this can be done, each with their own set of gains.

The most common form of this is AIM Free RPing, where a standard RP is held in the AIM chat and open to anyone for participation. Further forms are listed below.


AIM One-on-one RP

Any Free RP held between just two people for most of its length is a one-on-one. (So, if it's 70% one-on-one, that's what it counts as.)

  • 10 EXP and 15 Credits per full hour
    • 5 EXP and 10 Credits for an extra half-hour


AIM Free RP

As explained above, a Free RP is a standard RP held in the AIM chat. It's a Free RP if it's not GMed and there are three or more people participating for most of its length.

  • 15 EXP and 25 Credits per full hour
    • 5 EXP and 10 Credits for an extra 15 to 29 minutes
    • 10 EXP and 15 Credits for an extra 30 to 49 minutes

To clarify, every hour is 15 EXP and 25 Credits. If you've gone a bit over an hour, between 15 and 29 minutes over, add another 5 EXP and 10 Credits. If you're between 30 and 49 minutes past an hour, make it an extra 10 EXP and 15 Credits instead. If you're at 50 or more minutes past an hour, round up to a full hour.


AIM Guided RP

Guided RPs are defined as a GMed RP done on the fly, without signups ahead of time. They are similar to Free RPs, but are more structured.

  • 20 EXP and 30 Credits per full hour
    • 5 EXP and 10 Credits for an extra 15 to 29 minutes
    • 10 EXP and 15 Credits for an extra 30 to 44 minutes
    • 15 EXP and 20 Credits for an extra 45 to 59 minutes


AIM Questing (GM Ran)

AIM Quests are defined as GMed RPs that are planned with signups ahead of time.

  • 25 EXP and 50 Credits per full hour (Lower totals listed below)
    • Lowered gains can be given for partial involvement. Full/partial involvement is defined by the GM. Expect to be judged reasonably.
  • Due to the extra work involved, GMs receive an additional 5 EXP and 10 Credits per hour, for a total of 30 EXP and 60 Credits per full hour to them.

For normal participants, every hour is 25 EXP and 50 Credits. If you've gone a bit over an hour, between 15 and 29 minutes over, add another 10 EXP and 15 Credits. If you're between 30 and 49 minutes past an hour, make it an extra 15 EXP and 25 Credits instead. If you're at 50 or more minutes past an hour, just round up to a full hour. The judging of this is up to the GM, and they can give different increments of gains for between-hours at their own discretion.


  • A free Loot Roll is received for every 4 hours of participation, but given at the end of the saga by the GM. (These are seperate and do not affect Hour Ticket costs of the below gains. Hours of participation are to be judged by the GM. These are doubled to two every four hours with the Accessory effect "Treasure Whore".)


For every hour of participation, you earn an Hour Ticket. These work much like Paragraph Tickets, as explained above, and can be used to "buy" extra gains. If a GM wishes to force certain types of gains from the Hour Ticket list, they may do so. Hours of participation are to be judged by the GM.

  • Extra Loot :: 4 hours. (Not affected by Treasure Whore)
  • Armor :: 6 hours.
  • Weapon :: 8 hours.
  • Equipment Upgrade :: 8 hours.
  • Accessory :: 10 hours.
  • Keystone :: 15 hours. (You may select its Affinity)
  • Rare Armor :: 20 hours.
  • Rare Weapon :: 22 hours.
  • Rare Accessory :: 24 hours.
  • Legend Armor :: 40 hours.
  • Legend Weapon :: 40 hours.
  • Legend Accessory :: 40 hours.

When you are completely out of options for things to spend Hour Tickets on, each remaining Hour Ticket is converted to 35 extra Credits.


(The Accessory effect "Treasure Whore" does not come into play on GM gains or other gains received for a character who wasn't part of a saga.)


AIM Quests can be chained together over days or weeks or whatever the GM wants, normally called a "saga", in which case equipment gains can be held out until the end. So you don't have to do 20 hours in one sitting; you could do five 4-hour quests.

Note that regarding item gains from AIM quests, there are no guarantees. You can probably expect less gains than this chart points to unless you maintain outstanding participation or there is a high difficulty level. This chart depicts minimum requirements before the GM is even allowed to consider giving you these gains.


AIM Fighting

Base totals:

  • 50 EXP and 100 Credits for victory
  • 25 EXP for defeat
  • 40 EXP for reffing
  • In boss battles only, the GM gets the same as victory gains.
  • People on the winning team in a stat battle who were KOed get victory gains for the amount of time they were in the battle until they were KOed.
  • In the event of Double K.O., the person with the least-negative HP is the official "winner", but both players get 40 EXP and 60 Credits instead of loss or win gains.


The above are the base totals received for the first hour of battle. These are added to for every additional 1.5 hours of battle.

So, for 2.5 hours, victory gains for example would be 100 EXP and 200 Credits. 4 hours would be 150 EXP and 300 Credits. As with RPs, time halfway in-between would also get some halfway gains. (About 3 or 3.5 hours would get 125 EXP and 250 Credits.)

If someone leaves during a battle for an extended period, much like when being gone for a while during an RP, they shouldn't have the time they're gone counted.

Additionally, if someone is intentionally slowing down battles by arguing over silly mistakes and the like, they receive only +15 EXP for that time period for partial participation. This is to prevent artificial turn extension.


Forum Questing (GM-Run)

  • 5 EXP per paragraph
  • 15 Credits per paragraph
    • ^Any EXP from AIM fighting uses difficulty check.
  • In forum based sagas, the GM gets a free paragraph for every 10 paragraphs they write.


    • Additional gains are the same as Forum Questing, minus the Lore requirements for rare and legendary equipment, if the GM wants to give such items as a reward.

Loot Rolls

The Loot Roll (1d100)

  • 1-20: Reagent (For craft of choice) (See below)
  • 21-40: Grenade (See below)
  • 41-60: Potion (See below)
  • 61-80: Equipment Upgrade (See below)
  • 81-90: Credits (5d100)
  • 91-95: Keystone (See below)
  • 96-100: Accessory (Highest available rank before receiving the quest's gains; A or B only. If you get this roll, you may instead opt for a weapon or armor equal to the quester's level before receiving the quest's gains.)


Reagents

See article: Harvesting#Reagents

If you roll for loot and get a reagent, the player may choose the Craft in which to get reagents for. When chosen, roll a d50 from the respective list to determine which reagent is recieved. Roll a d4+1 to determine how many of that reagent you get. (That is, you roll a d4 and add 1 to the result, so there will be a minimum of 2 and maximum of 5.)


Blacksmithing

  • 1-8: Propane
  • 9-16: Cotton
  • 17-24: Bronze
  • 25-30: Coal
  • 31-36: Denim
  • 37-42: Iron
  • 43-45: Leather
  • 46-48: Steel
  • 49-50: Gold


Chemistry

  • 1-6: Rue
  • 7-12: Poppyseed
  • 13-18: Elderberry
  • 19-25: Alcohol
  • 26-30: Ginger
  • 31-34: Chili Powder
  • 35-38: Ojo Sap
  • 39-42: Saffron
  • 43-45: Belladonna
  • 46-48: Pomegranate
  • 49-50: Mandragora


Enchantment

  • 1-6: Ojo Powder
  • 7-10: Ruby
  • 11-14: Emerald
  • 15-18: Sapphire
  • 19-22: Jade
  • 23-26: Amber
  • 27-31: Paper
  • 32-34: Pearl
  • 35-37: Obsidian
  • 38-40: Amethyst
  • 41-43: Lucid Prism
  • 44-46: Lodestone
  • 47-48: Moonstone
  • 49-50: Orichalcum


Engineering & Gunsmithing

  • 1-5: Plastic
  • 6-10: Aluminum
  • 11-15: Wires
  • 16-21: Screws
  • 22-24: Tungsten
  • 25-27: Power Cell L1
  • 28-30: Gunpowder
  • 31-33: Rubber
  • 34-36: Plexiglass
  • 37-39: Gas
  • 40-42: Coolant
  • 43-44: Titanium
  • 45-46: Power Cell L2
  • 47-48: Silicon
  • 49-50: Insulation


Grenades

See article: Gunsmithing#Explosives/Grenades

If you roll for a grenade, roll a d10 to determine which grenade type you receive.

  • 1: Fragmentation Grenade
  • 2: Incendiary Grenade
  • 3: Smoke Grenade
  • 4: Flashbang
  • 5: Plasma Grenade
  • 6: Proximity Mine
  • 7: Blood Grenade
  • 8: Glue Grenade
  • 9: Knockback Grenade
  • 10: Flare


Potions

See article: Chemistry#Potions

If you roll for a potion, roll a d12 to determine what rank D potion you receive.

  • 1: Tincture of Rue
  • 2: Tincture of Poppyseed
  • 3: Ginger Ale
  • 4: Root Beer
  • 5: Sleeping Draught
  • 6: Spirit of Vitriol
  • 7: Spirit of Aberum
  • 8: Spirit of Wine
  • 9: Spirit of Phobium
  • 10: Elixir of Silence
  • 11: Elixir of Immobility
  • 12: Draught of Disguise (Blood for the disguise must still be added before use)


Equipment Upgrades

See article: Equipment Upgrades

Whenever an Equipment Upgrade is received, whether as Paragraph Ticket gains or a Loot Roll, the upgrade earned is rolled randomly from the list on the upgrades page. Players may not select them on their own.


Keystones

See article: Keystones

Upon receiving a Keystone from a Loot Roll, it is of a random affinity. Roll a d8 to determine which one it is.

  • 1: Water
  • 2: Fire
  • 3: Sky
  • 4: Earth
  • 5: Sun
  • 6: Moon
  • 7: Rift
  • 8: Void

Note that this is only when rolled as a Loot Roll. If specifically quested for with Paragraph Tickets, the quester may select its affinity.


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives