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#1I. Tier System Empty I. Tier System Fri Apr 08, 2016 6:33 pm

Kuroi

Kuroi





TIER SYSTEM



Introduction:

The level of power between two characters, is a crucial factor in combat. If you're an experienced roleplayer, you might know very well, that sites tend to have different systems on how exactly this works. Some utilize precise, more or less mathematical stat systems to gauge the difference of power between characters, while others might have a class system established for the sake of simplicity and fairness. Here on Bleach Story, we have decided to base the difference of power with the more traditional concept of tier system, instead of a stat system, because we wanted to have an atmosphere, that welcomes both new and experienced roleplayers to our site. That said, we have opted to craft our tier system so, that it is simple and easy to understand for newer roleplayers, as well as versatile and original enough to give challenge to the more advanced writers.

Tiers & Ranks:

Our system begins from the Tier 5, a level for the weakest and the least refined characters, and goes up to Tier 1, a stage reserved for the most powerful characters. As you can deduce from there, the closer your character's tier gets to zero, the more powerful and skilled they are - most often, the level of power and skill is directly tied into the character's position in an organization, but not always. In other words, the tiers reflect your character's level of power, but also the rank they might be able to achieve in an organization. By comparing the tiers of two characters at the most basic, you can see, that if Ganju, who would be somewhere around the Tier 5, were to face against Yamamoto, who would stand on the Tier 1, the former would be likely to lose in one-versus-one combat.

If you're still following, let us introduce you to sub-tiers. That's right - within each tier, there is three sub-tiers, which are used to gauge a more accurate difference of power under the same tier class. The Tier 2 is the best example on this, as the individuals at this level would be captain-class combatants in power. If you've watched the series or read the manga, there is a subtle difference in power between some captains. A more older captain, like Kyoraku, might be stronger than a newer captain, such as Soifon, which means they are higher on the sub-tier scale, even if they are both of the same tier class. Another example would be from Tier 3, where you can see, that Renji has a Bankai and is stronger than most vice-captains, but not quite as powerful as his captain. As you might notice, if you stick around, the members of our site rarely use the world sub-tier, and instead refer to the sub-tiers as tiers. This is a practical custom adopted because of our tier training system, and because all characters have a set sub-tier to them, rather than just a tier class, so don't let it confuse you.

[ NEOPHYTE || Tier 5 ]

Weak Level [5-3]: An individual, who is relatively new to his/her spiritual powers and fairly untrained in it's use, but above an average human.
» Example: A human, whose spiritual powers have just awakened.
Average Level [5-2]: An individual, whose spiritual powers have been trained, but only slightly, and thus, remain fairly undeveloped.
» Example: An average shinigami in training at the Shin'o Academy.
Strong Level [5-1]: An individual, who has received a decent training and now has a basic understanding of using his/her spiritual abilities.
» Example: An unseated shinigami fresh out of the academy, a fullbringer whom can summon their fullbring at will or a quincy apprentice.

[ IMMATURE || Tier 4 ]

Weak Level [4-3]: In this category, you find those whom have gone beyond the basics and have begun to tap into the real potential of their power.
» Example: A shinigami seated between 20-15, an average hollow.
Average Level [4-2]: Individuals, who have trained and developed their spiritual powers to be considered average among the majority of souls.
» Example: A shinigami seated between 14-10, a fullbringer who's powers are evolving, or a hollow whom has begun to eat other hollow.
Strong Level [4-1]: Here, one finds individuals whom rise above the average in power, and are taking their first steps into the realm of the elite.
» Example: A shinigami seated between 9-4, who has attained a Shikai; a menos grande class hollow, or an ordinary hollow turned arrancar.

[ ADVANCED || Tier 3 ]

Weak Level [3-3]: In this group, are the promising elite, seen as stronger than most of their peers, and now very close to their spiritual powers.
» Example: A third seat shinigami with practiced shikai, a new adjuchas hollow, an average gemischt quincy or a gillian turned arrancar.
Average Level [3-2]: This rank is used to designate those, whom have earned great power and usually have the authority worthy of said strength.
» Example: A fukutaichou, an strong adjuchas, an average echt quincy.
Strong Level [3-1]: Those whom earn this rank are definitely the creme of the crop so to speak. Only a few ever reach this level of power and the number of foes whom have fallen at their hands is usually abundant.
» Example: A fukutaichou with new Bankai, a weaker vasto lorde, an adjuchas made arrancar, or a fullbringer, whose power has evolved to it's final form.

[ MASTER || Tier 2 ]

Weak Level [2-3]: Ah, the mighty few whom reign supreme over others; those, who stand in these ranks are the best of the best and are usually in some position of great authority - to dream even further is rare.
» Example: A new taichou, a vasto lorde, or an espada from 10-8.
Average Level [2-2]: Those, who have trained their powers for countless decades and are outclassed by very few are designated here.
» Example: An average taichou, vasto lorde turned arrancar, an espada 7-5.
Strong Level [2-1]: Count the number of souls to have ever attained this level of power in all history and it would still be a fairly exclusive group.
» Example: A veteran taichou or an espada 4-1 with Segunda Etapa.

[ VAST || Tier 1 ]

Weak Level [1-3]: Those whom rule over even the strong, beings worthy of being in charge of great warriors with vastly unmatched power of their own belong in this group. At any given time, their numbers usually are so low that one can count them on both hands and still not use all digits.
» Example: Soutaichou, King/Queen of Las Noches.
Average Level [1-2]: Leaders and legends of their time, those of this level could see centuries fly by without meeting a challenge they could not handle. Putting the power they hold into words could never do their strength justice.
» Example: A captain promoted to the legendary Royal Guard.
Strong Level [1-1]: Beings, whose powers transcend all comprehension belong here. They are gods among mortals and have little to no peers. However, like a flame burning itself out, the power of this level cannot be maintained permanently, and alll those whom stand here will fall. Their powers, having reached the peak of their mortal limits, collapses upon themselves and is reduced into nothingness, stripping them of power.
» Example: The final stage Hogyoku's fusion, Ichigo's Mugetsu form.




F/AR SYSTEM



Advantage Rating:

Now, that you understand the different levels of power, and the basic idea, that power difference between two characters can be gauged via their tier, we will now move to our next system. This system will help you to comprehend how you can gauge the difference in power and it's effect on the battle.

Advantage Rating, or AR, governs the advantage, that one character has over another in terms of combat. With each tier (sub-tier) you are above your opponent, you will gain 1 AR against the opposing character. However, from the perspective of your opponent, they will lose 1 AR, per each tier they are below you. In other words, AR can play out to your advantage or your disadvantage - or, if your foe is of equal rank, AR might not have any effect.

Here's a few example situations and their AR:

Player A = Tier 5-3
Player B = Tier 5-3

Both Player A & B have an AR of 0.

Player A = Tier 5-3
Player C = Tier 5-1

Player C has an AR of +2, while Player A has an AR of -2. This is because there is only two tiers (sub-tiers) between the characters.

Player C = Tier 5-1
Player D = Tier 4-3

This is a tricky one. How can you gauge the difference between someone from Tier 5 and someone from Tier 4? It's pretty easy to deduce the difference, if you look at the tier scale and ignore the tier classes. See? There is only one tier between them, so the AR of Player C is -1 AR, and Player D's is +1 AR.

Do you think you understand it now? You do? Great. Then, we think it's about the time, that we move to what effect the +/- AR has!

AR +/- 0:
Both of the characters are standing on even ground. They are more or less equal in power. It is possible to kill your opponent in a single strike assuming you're able to hit a vital spot and catch the opponent off guard, however generally most attacks between two characters of this level can be blocked and weakened to minor damage with reiatsu. This means insignificant burns and scratches that hardly bleed. Fights on this scale will probably be longer and more drawn out until both fighters reach a point of exhaustion.

AR +/- 1:
There is a slight, but notable advantage here. The weaker player can no longer negate attacks to minor damage with reiatsu alone. Despite defending, some damage will still get through and cause injury such as light burns and bleeding cuts. Attacks blocked with a weapon would also cause stress on the hands and weapon itself over time. The player with the advantage will enjoy a slight edge over their opponent. While the other player takes a bit more damage, this player will take a bit less from attacks so long as they have their guard up. It is still possible for the stronger individual to receive full damage from an attack if you are not guarding with reiatsu, and the chances of weaker party's victory do exist, so you should be careful.

AR +/- 2:
The gap has grown and can now be labeled as a significant difference in power. The weaker player will take moderate damage even while defending. This means deep cuts, and painful moderate burns. The player with the advantage can now mitigate some incoming damage even without guarding with reiatsu. The reiatsu they unconsciously give off is enough to reduce the opponents attacks to a point that you could no longer be killed in a single attack. However you can still take heavy damage, if you are caught off guard.

AR +/- 3:
The difference in power is now a definitive gap that can be seen instantly. The player with the disadvantage here will feel their opponents reiatsu like a weight baring down on them simply be being nearby. Blocking with reiatsu will only mitigate about half the damage from your opponent. Despite your defenses limbs can be lost and it is possible to receive heavy burns that cripple limbs, your weapon could even be broken. The player with the advantage will only receive moderate cuts and burns if even without blocking an attack. If they do use reiatsu to defend against an attack and it is more than the opponent used, the weaker attacker may even get hurt instead.

AR +/- 4:
It is no longer feasible for the weaker character to fight back at this point. A mere glare from the player with the advantage and an increase in reiatsu can weaken and even immobilize their opponent. Even with all their power going towards defense, the weaker character could barely hope to survive an attack from the opponent. Should they survive, the damage would be severe and crippling. On the other hand, the stronger character can take their opponents best attack without defending and still get away with it.

AR +/- 5:
At this point there is no longer any meaning to comparing powers. It would be akin to an ant fighting a dragon. The same applies for any higher gaps.

Racial Perks:

Each species has different factors, that increase their power, be it through a release or their environment. It's worth of noting, that these factors can increase your AR, permanently or temporarily - however, even if an AR boost is permanent, it will not grant you a free tier-up, simply an innate advantage over others. These boost also do not stack unless stated otherwise.

Shinigami:
Shikai - The first release. It draws upon the power of your zanpakuto. +1 AR.
Bankai: - The final release. It is the peak of a pure shinigami's power. +2 AR.

Visoreds:
Donned Mask - Your hollow powers manifested and summoned. This boost will stack with shikai and bankai, but has a time limit. +1 AR.

Hollows:
Spiritual Environment - The nature of Hollow powers allows them to gain power in environments rich in reishi such as Soul Society and Hueco Mundo. This stacks with other boosts. +1 AR. [Doesn't apply to Arrancars.]
Sated Hunger - A hollow that has recently devoured a soul of equal or greater strength than its own will gain a stacking boost that lasts 3 threads. For every additional soul of equal or greater strength devoured, the time limit resets to 5 threads but the boost does not get stronger. +1 AR.

Arrancar:
Racial Bonus - An arrancar get an innate boost due to their innate hierro, but ONLY for defense/durability against attacks. +1 FAR.
Resurrección - Your sealed hollow powers resurrected. +2 AR.
Segunda Etapa - A deeper manifestation of your hollow powers. +3 AR.

Quincy:
Human Body - Your body isn't as tough as a spiritual one. You actually lose advantage, but ONLY when it comes to your own defense. -1 FAR.
Hirenkyaku - A high-speed movement technique, that leaves it's relatives looking pale in comparison. Quincy are granted a +1 FAR to speed.
Vollständig - An updated version of the original quincy release, a form that allows subjugation of the reishi around the user. +2 AR.
Spiritual Environment - The nature of Quincy powers allows them to gain power in environments rich in reishi such as Soul Society and Hueco Mundo. This boost will stack with other boosts. +1 AR.

Fullbringers:
Human Body - Your body isn't as tough as a spiritual one. You actually lose advantage, but ONLY when it comes to your own defense. -1 FAR.
Evoked Fullbring - This is when your powers are manifested through your fullbring medium, and released in their initial form. +1 AR.
Evolved Fullbring - This is the peak of your powers manifested. +2 AR.
Hollow Within - By embracing the primal nature of their hollow father and cannibalizing souls, a fullbringer can reach an diabolical, corrupted stage in their evolution - the darkbring. This grants them a stacking +1 AR boost.

Bounto:
Spiritual Environment - The nature of Quincy powers allows them to gain power in environments rich in reishi such as Soul Society and Hueco Mundo. This boost will stack with any other boosts. +1 AR.
Doll Summoning - Your doll has been called forth to serve you. +1 AR.
Fusionieren - You have combined with your doll and became a new life form with incredible powers. +2 AR.

Mod Souls:
Enhancement - As modified soul often possesses an enhanced physiology, they will get +1 FAR to a single, chosen attribute, be it offense or reiryoku.
Modified Form - By forcing their vessel to transform to better handle their innate power, the modified soul achieve a released state of +1 (F)AR.

Note: The maximum boost at a time can only be +3 AR. Don't try to get around this, or you will be punished accordingly.

Focus Advantage Rating:

You might have noticed a small mistake in the above racial boosts - however, that 'mistake' is not a mistake at all. As you can see, AR is a general increase or decrease in power, but in some cases above, only a specific aspect is enhanced by something called "FAR". For example, Hierro gives an arrancar a natural boost in defense, and defense only - but how this kind of thing plays out in the AR comparison scale? FAR, or Focus Advantage Rating, is an extension of the AR system, and governs over advantages in attributes of characters - instead of a general boost in power, a specific aspect of one's combat ability is enhanced.

... Are you following? No? Let us rephrase then.

Maybe your character has a melee-type release, much like Ikkaku's zanpakuto. It doesn't have any fancy reiryoku-based powers, or any special powers to be honest - in fact, the cutting power of your blade is the only thing, that is enhanced, when you release. Now, in an ordinary scenario, you would get a +1 AR in Shikai, but since you deliberately chose to sacrifice all other aspects of your boost, except for offense, you get +1 FAR to the said attribute. But why would you, or anyone, chose a single, concentrate boost, if you can have your zanpakuto enhance every aspect of your character's combat abilities with an all-around AR boost? Well, the trick is, that FAR is, in fact, more powerful than an AR, giving your character a slight advantage over those with a regular boost.

Here's a few examples for clarification:

Player A = +1 AR
Player B = +1 FAR

Here, the Player B has an advantage in a chosen attribute, but disadvantage over all other attributes, when compared to the Player A. In other words, the Player B will be stronger, more durable, faster or more proficient with his/her reiryoku, than the Player A, but weaker in the others.

Player B = +1 FAR
Player C = +2 AR

Which one has the advantage here, then? Unfortunately, the Player C will possess it this time, as +1 FAR still doesn't exceed the capability of +2 AR. If the Player B was to have +2 FAR, then (s)he would once again, have the advantage. This said, FAR will only ever give one tier advantage.

An important thing you need to know, is that AR and FAR do not like each other, and prefer a life of solitude. In other words, an AR boost and a FAR boost at the same time should be avoided at all costs - you can chose an AR or a FAR boost for your release, but never both or any hybrids in-between. You do not get +2 AR and +2 FAR in Bankai. Understood? That's great!

Attributes:

In case, that you're wondering what attributes can be enhanced with the FAR, we are happy to tell you, that the list is very minimal and simple. It comprises only of four aspects, which are the following:

Offense - Governs over the physical strength, ie. the cutting power of your sword or the force of your punches and kicks.
Defense - Governs over the physical defense, ie. how much damage you will take from the attack of an opponent.
Speed -  Governs over the physical swiftness, ie. how fast can you move/react, as well as skill with high speed movement.
Reiryoku - Governs over the reiryoku control, which in turns reigns over the effectiveness of your spiritual powers, ie. Kido, elemental techniques, etc. For quincy and bounts, this attribute reads as 'Reishi' instead of reiryoku.

Note: You can exchange your AR boost to FAR boost, which gives you an option to chose one or two attributes, that your release will enhance.

Variables of FAR System:

We're not done with you yet, so don't even think of stopping reading!

There is more to strength hierarchy of Bleach universe, than just raw strength. We've seen our favorite recurring characters defeating stronger opponents with cleaver, unexpected means - and we know, by fact, that some powers play better against others. This means, that there might be unexpected variables in combat, that affect the advantages and disadvantages between characters. If you think of a situation, where an opponent is standing on water, and you cast a lightning-based technique on your enemy, it makes sense that the attack would be more effective than normal, doesn't it? In a scenario like this, your attack gets a +1 FAR in effect. In reverse, you might be faced by a fire-type zanpakuto, while your own is water-type; when using your water against an enemy's fire, your enemy's attack will lose -1 FAR in effect.

Now, that you understand how a 'variable' can affect the advantages and the disadvantages of a battle, you surely get, that it is impossible to establish a fully-fleshed system, since characters often have unique powers. Instead, these 'variables' of FAR system are decided by two players opposing each other, who preferably discuss them before the battle. It can be anything, that in your opinion plays out to weaken or strengthen an attack, to be honest and we don't want to restrict your creativity with this. This system is meant to be used by seasoned roleplayers, who understand how not everything in battle is black-and-white and based on tiers, and it's completely voluntary to use it in a thread - if both parties agree, the law of variables can be negated for the duration of that thread.

Last Words:

AR and F/AR systems have their own advantages, but we recommend you to chose to be a jack-of-all-trades, unless your released abilities plays against this, especially if you're new to the world of roleplay. If you have any question, feel free to shoot a question in the direction of staff team by PM or posting in the Questions/Help Board - we will do our best to get back to you with an answer as soon as possible. We hope, that our systems will help you to have a better roleplaying experience. Play fair, but have fun as well!

Finally, credits for the original AR system belong to @Duquin. The FAR system addition was introduced to the site by our @Fauna Yasenha.


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