In Rising Spirit, we want to make it known that actions have consequences. To say that we take the phrase "do it in character" has weight, and that real choices create lasting change. Villages do still exist as safe zones (non-death enabled) - outside the village is dangerous (death enabled) and events and missions are most certainly going to be dangerous.
The true purpose of this guide is to outline the danger of power scaling between ranks. To put it shortly: Genin on this site are akin to Team 7 from the Zabuza arc in that had it not been for Kakashi himself, they would have all been slaughtered in their first fight by his swordsmanship.
Jōnin are dangerous, capable of wiping out lots of Genin and even Chūnin without too much difficulty in their chosen arts.
A Journeyman proficiency is a "peak human condition/Olympian" level, half way up the proficiency list, where this is generally the starting level of Genin on other roleplay sites. An apprentice proficiency would only accomplish as much of a 'Lion Combo' and be as physically fit thereabouts as a trained military combatant or devoted hobbyists and their knowledge of that subject.
A Master proficiency is still only as powerful generally to produce combat effects to the size of a city block that are still intensely draining to those 'Masters', which even then have been toned down on Rising Spirit.
We want people to focus on stories and not for accolades between role-players and their characters; a fight can be used to demonstrate narrative as equally well as it is to have legitimate friction for narrative, but we want that friction to be located in character and not out of character. The government mandated death refund renewal system was created expressly for this reason, and we hope you put it to good use.