Post by Misara on Sept 22, 2009 2:11:22 GMT -5
The Tier system was originally developed by the creator of the Bleach Role play called Threshold, Setsuka Fujikawa, she has graciously given us permission to use her system in our Rp.
The Tier System is being expanded in order to increase the gulf in power between ranks of shinigami/vizard/arrancar/etc. Rather than simply 5 classes, each class will be broken up into 3 levels, meaning a total of 15 levels of power, plenty of space to show superiority in strengths. The higher the level, the closer you are to moving onto the next tier. Novice consists of levels 1-3, Amateur 4-6, Competent 7-9, Professional 10-12, and Master 13-15. For the more visual types, here’s something for you to look at: i7.photobucket.com/albums/y262/thornchaos/parameter.gif?t=1230099999
Each Parameter will be given a “Level”, which in turn will fall into one of 5 Classes. For example, A 5th Level parameter falls under the Amateur Class. A 13th Level parameters falls under the Master Class.
This leads one to wonder: “With the new number of tiers, how will going up in strength change?” Simple. Merely multiply the level you are next aiming to reach by 2, and this is the amount of AP you must accumulate to reach it. Example: To move from 5th Level to 6th Level requires 12 AP, and to move from 14th to 15th Level requires 30 Ap. Growth starts quickly, then plateaus out as you get stronger.
AP is gathered by fighting be it a spar or a battle to the death. Now spars are worth two Ap per fight for both parties if they are within five ranks of each other (Meaning a Captain cannot train a 20th seat.) The spar must last at least 5 posts each, this means no...one post spars and earning 50 Ap a day. Spars are to be logged so they may be reviewed if a problem is discovered in your profile. Kills are worth 5 Ap, Battles are worth 3 Ap if you win and only 1 Ap if you lose. A won battle does not have to result in death, only retreat of the foe.
Shikai Boost: When a shinigami fights with their shikai, it enables up to 2 of their physical parameters. How much is determined by your Weapon Skill.
Weapon Skill Level 1-5 Shikai Boost is +1
Weapon Skill Level 6-10 Shikai Boost is +2
Weapon Skill Level 11-15 Shikai Boost is +3
Bankai/Resurreccion/A: Bankai and Resurreccion work on the same premise as each other. The boost given by Bankai/Resurreccion is dependant on the level of Bankai/Resurreccion Skill. If you attack in the same turn you transform, that counts as a turn used.
Level of Novice: +3 Boost to 3 physical parameters for 3 turns.
Level of Amateur: +3 Boost to 3 Physical parameters for 5 turns.
Level of Competent: +4 Boost to 1 Physical Parameters and +3 to two for 7 turns.
Level of Professional: +4 Boost to 3 Physical Parameters for 10 turns.
Level of Master: +5 Boost to 1 Physical Parameter and +4 to two others until the point you are unable to fight any longer.
Mask Time: Works similarly to Bankai. Dependant on the Mask Parameter. Mask is stackable with Bankai, meaning one can be in Mask Mode and Bankai at the same time. At no level does the Mask become permant.
Level Novice Mask: +3 Boost to all Physical Parameters for 1 turn.
Amateur Mask: +3 to three Physical Parameters for 2 turns.
Competent: +3 to three Physical Parameters for 3 turns.
Professional: +3 to three Physical Parameters for 4 turns.
Master: +3 to four Physical Parameters for 5 turns.
A Novice Shinigami starts with 15 Levels they can allocate to their Physical Pameters, and 5 That they can allocate to their Proficiency Parameters. No parameter can be left without a level (Except Bankai), so every parameter must have at least 1 Level.
A Captain Shinigami starts with 75 levels they can allocate to their Physical Parameters and 40 levels they can allocate to their Proficiency Parameters. Again, all parameters must have at least 1 level.
A Lieutenant Shinigami starts with 60 Levels they can allocate to their Physical Parmeters and 30 they can allocate to their Proficiency Parameters. The Bankai Parameter is left blank.
Espada level: Begin with 77 Physical points and 42 proficiency points
Fraccion: Fraccion level Arrancar begin with 62 physical points and 32 proficiency points, there release works on the same grounds as the Bankai.
Humans start with 10 Physical Parameters and 5 Proficiency. Humans are not presented with as many opportunities to grow, however Humans gain .5 more AP in Soul Society (This means if a human made an enemy kill in Soul Society, rather than 3 AP they would earn 6). Due to the circumstances, humans may be trained by Yoruichi or Urahara or any currently posted Shinigami in Karakura this is where the main amount of human rping will take place.
Profile Setup
Name:
Age:(Apparent age and real age if you want to put it. Be reasonable...Yamamoto is only slightly over two thousand years old.)
Appearance:
Height:
Weight:
Eye Color:
Hair Color:
Notable Features:(Anything noticeable on your character)
Race:(Shinigami,Arrancar,Human,Quincy)
Quote: (If you want one)
PHYSICAL PARAMETERS: (For Arrancar, Shunpo/Flash Step are replaced by Sonido. For Quincy, Shunpo/Flash Step are replaced by Hirenkyaku)
Strength
Physical: Physical strength and striking power. Includes zanpakuto attacks.
Kidou: Strength of Kidou attacks.
Hollow Attacks: Used only for Arrancar Vizard. Strength of Cero, Bala, etc.
Reishi Shot: Determines the overall might of a Quincy’s arrows.
Reiatsu: Dictates Spiritual Pressure
Endurance
Constitution: Dictates how much abuse a character can physically take before collapsing. More important for direct fighters.
Stamina: How long one can fight or perform strenuous activity overall. Higher levels mean more stamina. This includes energy expended casting kidou.
Hierro: Used only by Arrancar. Higher levels mean denser hierro.
Reishi Control: Determines toll continuous firing of Reishi Arrows has on the body. Used by the Quincy.
Agility:
Natural: Natural, unaided movement speed.
Shunpo: Speed of one’s flash step. Higher numbers means faster shunpo.
Firing Rate: The speed at which a Quincy may fire arrows consecutively (In a single turn). Higher numbers equate to the firing of more arrows per turn.
PROFICIENCY PARAMETERS:
Proficiency Parameters change from race to race. Here is a list of all of them, organized by race.
Shinigami
Hakuda/Melee: Dictates skill with hand-to-hand attacks. All races have the Hakuda Parameter. Whether you want to put Hakuda or Melee is up to you.
Zanpakuto
Weapon Skill: Skill of using your zanpakuto in combat. The higher the level, the more attacks your zanpakuto can have, and the better you can use them.
Bankai: Only used by those who have reached bankai. Dicates skill with bankai and overall boost received by bankai. Used only for Shinigami.
Kidou
Bakudo: Binding Spell Skill
Hado: Destructive Spell Skill
Hollow/Arrancar
Hollow Powers
Zanpaktou:Skill of using your zanpakuto in combat. The higher the level the more proficent you are wielding the weapon. (Arrancar do not get Zanpaktou powers, there abilities are dictated by Resurrecion level)
Cero: Cero Skill.
Bala: Bala Skill.
Resurrecion: Dicates overall skill and power with resurrecion. This also dictates the powers in Resurrecion form and the number it can have. Used only by Arrancar.
Quincy
Quincy Abilities: Proficiency with the skills and methods of the Quincy.
Silver Spells: The skill at performing Quincy Magic.
Quincy Artifacts: Skill at using Quincy Battle Charms and Accessories. Higher skill allows for better utilization and prolonged longevity of the object. Used more by Quincy who have lost their powers.
Humans
Spiritual Powers: Used mainly by humans. Dictates ability to interact with the spiritual realm and manifest powers. Spiritual Powers can be established by exposure to a spiritual being with great power, but also be having a keen spiritual sense oneself.
Spiritual Sense: The ability to see and hear spiritual beings. Higher levels increases ones awareness and ability to interact with souls.
Spirit Ability: The skill a person has with their innate spiritual ability/abilities. Higher levels means stronger powers.
Bankai
The method to attain Bankai is very similar to how you grow in stats as well, so here we will list what you require to attain Bankai as well of course as having it approved by a moderator.
-A Reiatsu score of at least 10.
-A Zanpaktou score of at least 10.
-Must attain 40 Bankai points, Bankai points are attained by simply being on and posting daily, you get one point per day for doing this, two for fighting and three for killing someone, you can only begin to attain Bankai points after you have reached the right Reiatsu level and Stamina level, it has been approved and you are actively learning it.
-Third or Lieutenant in a squad seating rank or if your squad has those spots taken, discuss it with a moderator and they will decide if you're character has been around enough.
The Tier System is being expanded in order to increase the gulf in power between ranks of shinigami/vizard/arrancar/etc. Rather than simply 5 classes, each class will be broken up into 3 levels, meaning a total of 15 levels of power, plenty of space to show superiority in strengths. The higher the level, the closer you are to moving onto the next tier. Novice consists of levels 1-3, Amateur 4-6, Competent 7-9, Professional 10-12, and Master 13-15. For the more visual types, here’s something for you to look at: i7.photobucket.com/albums/y262/thornchaos/parameter.gif?t=1230099999
Each Parameter will be given a “Level”, which in turn will fall into one of 5 Classes. For example, A 5th Level parameter falls under the Amateur Class. A 13th Level parameters falls under the Master Class.
This leads one to wonder: “With the new number of tiers, how will going up in strength change?” Simple. Merely multiply the level you are next aiming to reach by 2, and this is the amount of AP you must accumulate to reach it. Example: To move from 5th Level to 6th Level requires 12 AP, and to move from 14th to 15th Level requires 30 Ap. Growth starts quickly, then plateaus out as you get stronger.
AP is gathered by fighting be it a spar or a battle to the death. Now spars are worth two Ap per fight for both parties if they are within five ranks of each other (Meaning a Captain cannot train a 20th seat.) The spar must last at least 5 posts each, this means no...one post spars and earning 50 Ap a day. Spars are to be logged so they may be reviewed if a problem is discovered in your profile. Kills are worth 5 Ap, Battles are worth 3 Ap if you win and only 1 Ap if you lose. A won battle does not have to result in death, only retreat of the foe.
Shikai Boost: When a shinigami fights with their shikai, it enables up to 2 of their physical parameters. How much is determined by your Weapon Skill.
Weapon Skill Level 1-5 Shikai Boost is +1
Weapon Skill Level 6-10 Shikai Boost is +2
Weapon Skill Level 11-15 Shikai Boost is +3
Bankai/Resurreccion/A: Bankai and Resurreccion work on the same premise as each other. The boost given by Bankai/Resurreccion is dependant on the level of Bankai/Resurreccion Skill. If you attack in the same turn you transform, that counts as a turn used.
Level of Novice: +3 Boost to 3 physical parameters for 3 turns.
Level of Amateur: +3 Boost to 3 Physical parameters for 5 turns.
Level of Competent: +4 Boost to 1 Physical Parameters and +3 to two for 7 turns.
Level of Professional: +4 Boost to 3 Physical Parameters for 10 turns.
Level of Master: +5 Boost to 1 Physical Parameter and +4 to two others until the point you are unable to fight any longer.
Mask Time: Works similarly to Bankai. Dependant on the Mask Parameter. Mask is stackable with Bankai, meaning one can be in Mask Mode and Bankai at the same time. At no level does the Mask become permant.
Level Novice Mask: +3 Boost to all Physical Parameters for 1 turn.
Amateur Mask: +3 to three Physical Parameters for 2 turns.
Competent: +3 to three Physical Parameters for 3 turns.
Professional: +3 to three Physical Parameters for 4 turns.
Master: +3 to four Physical Parameters for 5 turns.
A Novice Shinigami starts with 15 Levels they can allocate to their Physical Pameters, and 5 That they can allocate to their Proficiency Parameters. No parameter can be left without a level (Except Bankai), so every parameter must have at least 1 Level.
A Captain Shinigami starts with 75 levels they can allocate to their Physical Parameters and 40 levels they can allocate to their Proficiency Parameters. Again, all parameters must have at least 1 level.
A Lieutenant Shinigami starts with 60 Levels they can allocate to their Physical Parmeters and 30 they can allocate to their Proficiency Parameters. The Bankai Parameter is left blank.
Espada level: Begin with 77 Physical points and 42 proficiency points
Fraccion: Fraccion level Arrancar begin with 62 physical points and 32 proficiency points, there release works on the same grounds as the Bankai.
Humans start with 10 Physical Parameters and 5 Proficiency. Humans are not presented with as many opportunities to grow, however Humans gain .5 more AP in Soul Society (This means if a human made an enemy kill in Soul Society, rather than 3 AP they would earn 6). Due to the circumstances, humans may be trained by Yoruichi or Urahara or any currently posted Shinigami in Karakura this is where the main amount of human rping will take place.
Profile Setup
Name:
Age:(Apparent age and real age if you want to put it. Be reasonable...Yamamoto is only slightly over two thousand years old.)
Appearance:
Height:
Weight:
Eye Color:
Hair Color:
Notable Features:(Anything noticeable on your character)
Race:(Shinigami,Arrancar,Human,Quincy)
Quote: (If you want one)
PHYSICAL PARAMETERS: (For Arrancar, Shunpo/Flash Step are replaced by Sonido. For Quincy, Shunpo/Flash Step are replaced by Hirenkyaku)
Strength
Physical: Physical strength and striking power. Includes zanpakuto attacks.
Kidou: Strength of Kidou attacks.
Hollow Attacks: Used only for Arrancar Vizard. Strength of Cero, Bala, etc.
Reishi Shot: Determines the overall might of a Quincy’s arrows.
Reiatsu: Dictates Spiritual Pressure
Endurance
Constitution: Dictates how much abuse a character can physically take before collapsing. More important for direct fighters.
Stamina: How long one can fight or perform strenuous activity overall. Higher levels mean more stamina. This includes energy expended casting kidou.
Hierro: Used only by Arrancar. Higher levels mean denser hierro.
Reishi Control: Determines toll continuous firing of Reishi Arrows has on the body. Used by the Quincy.
Agility:
Natural: Natural, unaided movement speed.
Shunpo: Speed of one’s flash step. Higher numbers means faster shunpo.
Firing Rate: The speed at which a Quincy may fire arrows consecutively (In a single turn). Higher numbers equate to the firing of more arrows per turn.
PROFICIENCY PARAMETERS:
Proficiency Parameters change from race to race. Here is a list of all of them, organized by race.
Shinigami
Hakuda/Melee: Dictates skill with hand-to-hand attacks. All races have the Hakuda Parameter. Whether you want to put Hakuda or Melee is up to you.
Zanpakuto
Weapon Skill: Skill of using your zanpakuto in combat. The higher the level, the more attacks your zanpakuto can have, and the better you can use them.
Bankai: Only used by those who have reached bankai. Dicates skill with bankai and overall boost received by bankai. Used only for Shinigami.
Kidou
Bakudo: Binding Spell Skill
Hado: Destructive Spell Skill
Hollow/Arrancar
Hollow Powers
Zanpaktou:Skill of using your zanpakuto in combat. The higher the level the more proficent you are wielding the weapon. (Arrancar do not get Zanpaktou powers, there abilities are dictated by Resurrecion level)
Cero: Cero Skill.
Bala: Bala Skill.
Resurrecion: Dicates overall skill and power with resurrecion. This also dictates the powers in Resurrecion form and the number it can have. Used only by Arrancar.
Quincy
Quincy Abilities: Proficiency with the skills and methods of the Quincy.
Silver Spells: The skill at performing Quincy Magic.
Quincy Artifacts: Skill at using Quincy Battle Charms and Accessories. Higher skill allows for better utilization and prolonged longevity of the object. Used more by Quincy who have lost their powers.
Humans
Spiritual Powers: Used mainly by humans. Dictates ability to interact with the spiritual realm and manifest powers. Spiritual Powers can be established by exposure to a spiritual being with great power, but also be having a keen spiritual sense oneself.
Spiritual Sense: The ability to see and hear spiritual beings. Higher levels increases ones awareness and ability to interact with souls.
Spirit Ability: The skill a person has with their innate spiritual ability/abilities. Higher levels means stronger powers.
Bankai
The method to attain Bankai is very similar to how you grow in stats as well, so here we will list what you require to attain Bankai as well of course as having it approved by a moderator.
-A Reiatsu score of at least 10.
-A Zanpaktou score of at least 10.
-Must attain 40 Bankai points, Bankai points are attained by simply being on and posting daily, you get one point per day for doing this, two for fighting and three for killing someone, you can only begin to attain Bankai points after you have reached the right Reiatsu level and Stamina level, it has been approved and you are actively learning it.
-Third or Lieutenant in a squad seating rank or if your squad has those spots taken, discuss it with a moderator and they will decide if you're character has been around enough.