Tier System
May 23, 2012 13:15:14 GMT -8
Post by zoi on May 23, 2012 13:15:14 GMT -8
[Summary]
AK uses a system of corresponding tier levels to supply one's stat levels and skill in four areas of combat as well as abilities related to each particular set. For our purposes, the reiatsu stat and reiatsu skill are of course connected, the strength stat and hand to hand skill are used together, the stamina stat and and weaponry skill go hand in hand, and finally, the speed stat and footwork skill play off one another. You can see a visual representation of the stat and skill tier relationship located below:[Roleplay Points]
To maintain a balance, you will only be able to unlock all four tiers of one branch of the above image. Then you may raise another to three of the four tiers. The remaining two can be brought up to the level two tiers. Tier One for stats and skills is often referred to as the 'Poor' level, Tier Two is the 'Average' level, while Tier Three is the 'Good' level, and Tier Four is the 'Excellent' level. Though you will start with at least the first tier of each stat and skill unlocked, you will require RP to raise them to a new level and to purchase the specific abilities connected to each of the skill tiers. All characters, during Registration, will have a total of five points to spend in order to increase their Stats, Skills or to gain Abilities as they see fit.
RP, also called roleplay points, are a type of currency used specifically for the tier system. Rather than grinding your character through trainings, RP is given through participation in regular roleplay, to encourage people to be active. The more you post, the stronger you can make your character. The standard rate of gaining RP in a normal thread is one RP per post, though exceptionally well written posts may gain more. Also, things such as events and missions will provide RP based on how much the character actually does within them.[Stats & Skills]
The cost of unlocking new tiers and abilities is based on the average number of posts, and therefore points, a person will get in a regular thread; which is about ten. As you start with Tier One, these do not have a price. Tier Two for stats and skills requires 25 RP to unlock, Tier Three requires 50 RP, and Tier Four requires 100 RP. Abilities are priced based on which Tier they can be gained at. So Tier One abilities cost 10 RP each, Tier Two abilities cost 20 RP each, Tier Three cost abilities 30 RP each, and Tier Four abilities cost 40 RP each.
As well, characters now have the option of increasing their Tier Caps at a cost. While characters begin with Tier-spreads of 4-3-2-2, for the cost of the next Tier up, the total max Tier Caps could be 4-4-3-3; therefore, the cost of increasing from cap 3 to 4 would be 100 RP, and the cost of increasing a Tier 2 to 3 is 50 RP.
RP is consumed when you use it to unlock a new stat tier, skill tier, or ability.
For a roleplay forum which involves combat on any level, stats and skills[footnote:1]Stats refer to the attributes of the body and skills refer to the level of adeptness your character has with the associated style. So while they are both technically a 'stat' they function differently.[/footnote] are considered a necessary evil. While necessary, that doesn't mean they should be complicated, so we use four basic levels for every stat and skill. There is poor, average, good, and excellent. They are exactly what the names suggest, though for those who need or enjoy more detailed explanations, you can find that below.[footnote:2]Credit to Cain for writing the stat and skill descriptions.[/footnote][Abilities]
There are a couple of things that you should keep in mind when thinking about stats and skills. While in Bleach, people are capable of awesome displays of strength and speed, we have toned it down quite a bit on AK. The reason is so that we can apply some type of logic to what would happen in a situation realistically. With blurring speed and mountain crushing strength, this becomes nearly impossible. By toning it down, people can RP within a range they legitimately understand. Secondly, while stats and a character's skills are important, an RPer's skill is as well. Simply having high stats and skills on a character does not mean you are going to overwhelm a 'lesser' opponent in a fight. Making the best of what your character has at their disposal is what will win you a match. So even though you could consider the stats and skills as a guideline, they do determine what you can do, and you should RP within their bounds.
Reiatsu/Reiatsu Skill - At Reiatsu Tier 1, characters are considered unlearned with their Reiatsu, having a mediocre amount and as much training with Reiatsu. At this level, a Shinigami could expect to, for instance, use a first tier Kidō three times, Shunpo four times, and recall their weapon up to five times - approximately. A Rukon Citizen with a one-off use ability or an ability that creates something could expect to use it five times and Hirenkyaku thrice - because of the more spiritually draining aspect of Hirenkyaku, again all as a rough example. These examples are general, and naturally circumstances may alter them, but the gist is the same - with both stat and skill at level 1, Reiatsu use is quite limited, and this is without taking into account the possibilities of passive powers or powers who's duration may be controlled. Equate Tier 1 to an abysmal, almost comical level, where Reiatsu should be used sparingly if at all - because one is just as liable to detonate a Cero in their own face as their opponent's.
Tier 2 is where the 'averages' begin coming into play, being considered the level at which characters have become familiar with their reiatsu and have gained an amount that, while perhaps not at stand-out levels, would be called respectable by their peers. With a Tier 2 stat and skill level, characters can begin to expect being able to use their Reiatsu more freely - ability failures become less common with Tier 1 abilities, though Tier 2 still stand a moderate chance of less-than-wonderful results, and Tier 1 abilities may be used more freely, though Tier 2 will still be more taxing comparatively.
With Tier 3 Reiatsu, a person's amount is considered above-normal, a status that less than half of most folk will achieve - that would be the definition of above-normal, after all. With this amount of Reiatsu, Tier 1 and 2 abilities may be used more frequently, almost often. Tier 3 abilities should still be held in reserve, though less as much once the third tier of skill is unlocked. Ability failures are now uncommon, though have been known to occur - and with these levels, disastrously. Still, at Skill Tier 3, characters may tend to toss abilities about more freely, and sometimes for good reason.
At fourth tier stats, a person is considered to have a truly impressive amount of Reiatsu, and can begin tossing abilities about with impunity. However, even at Skill tier four, where one is considered a master of their own Reiatsu, failures are still a rare occurrence, and when they do happen, results tend to be stunningly depressing. Still, with both Stat and Skill in the fourth tier, characters have reached a level where they may deservedly use their abilities generally without fear.
Speed/Footwork Skill - The Footwork Skill-set is defined and controlled by the Speed statistic, and at Tier 1, this is unimpressive to say the least. With the most basic level of Speed, a character can safely run in a straight line without sprawling into the dirt, but that's about it - fortunately, they'll only be moving fast enough at that point to at worst twist something, or get a nasty cut if they land on something pointy. A character with Tier 1 speed and skill should count themselves lucky if they can come to a safe, gradual halt from a sprint, which would be a speed in the average human range.
With Tier 2 levels of speed, characters will begin seeing real results in movement - at a dead sprint, a character could expect to keep the same pace on level ground as they would otherwise by running down hill. And with the second tier of footwork, fancy tricks such as side-stepping or safely, rapidly stopping move from the realm of fantasy to reality.
At the third tier of speed, a character could keep pace with a fleeing cat, for instance; with the equivalent skill tier, the character could also begin to add such impressive techniques to their movement repertoire such as being able to jump whilst running, and not only once in a while, but actively - though their stamina may not back up this sudden boon.
At the final speed tier, characters are now able to achieve with a regular sprint speeds exceeding what they could with their lowest-level of Rapid Movement - and with the equivalent skill tier, little is out of the question in terms of movement range, from such tricks as rapidly side-stepping to sudden halts and alterations in direction.
Stamina/Weaponry Skill[footnote:3]We chose to use stamina in conjunction with weaponry because in most cases, you are carrying extra weight around that will be waved, flung, and hefted among other things which drains stamina faster than if you were not doing these things.[/footnote] - The Stamina Stat is what decides how much physical energy a character has to expend, and at Tier 1, that amount is most certainly wanting. At Tier 1, a character may expect to jog for roughly five minutes, or perhaps even fight for three - breathing at this point will be painful, and require every thought in their head, but they could do it. At Tier 1 Weaponry, most characters will begin mastering the ancient art of taking a half-step forward while slashing with their katana, though they may be docked points for forgetting their war-cry.
At Stamina Tier 2, characters may be able to consider jogging for several city blocks, though they may wish to be certain there is a barrel of water and something soft to sit on waiting for them. Weaponry Tier 2 will allow the characters more familiarity with their weapons, allowing them to reach the level of an accomplished student with their chosen weapons.
Stamina Tier 3 is where the real go-getters will reach, now being able to comfortably handle, say, a marathon around Seireitei, though again, efforts should be made to be certain hydration and rest are available. Weaponry Tier 3 is the level of skill wherein teachers are made - these characters will be skilled enough that their names are known particularly for their handling of their chosen weapons.
Tier 4 is where the two begin to mesh, as characters at this level will have enough Stamina to battle for what seems like a day and a half - presuming the fight even lasts that long, as these characters have reached a level of skill with their weapons that would cause other men to retreat to the mountains and meditate on their peerless abilities.
Strength/Hand to Hand Skill[footnote:4]We chose to use strength with hand to hand because force is what the majority of hand to hand users will need for their attacks to do damage, whereas a weapon user wouldn't need it quite so much.[/footnote] - The Strength stat tier goes hand in hand with - well, hand to hand skills. The first Tier of Strength is comprised of people who sweat thinking about going to the gym - they should not be using their bodies for any physical feats, and their Hand to Hand Tier backs that claim up drastically.
With a stat tier of 2, characters wouldn't be mewling kittens, no, but they could also expect to have a hell of a time with such straining activities as hefting anything equivalent to their own body weight around - and the second tier of Hand to Hand would be just enough to keep them from harming themselves with their own impressive might.
At Strength Tier 3, characters could, for instance, begin erecting single-story wooden pillars with their bare hands - and ample breaks in between each one. The equivalent Skill tier would, again, allow the character to do this without puling any muscles - though it would be close, and a good icing would be in order.
Tier 4 Strength is where the real men are separated from the man-children of before - Tier 4 calls for the type of man who places both hands upon a solid stone twice his size and, with a loud grunt and serious effort, pushes the stone to the top of the hill. And with the equivalent Skill tier, they'd have been able to do two more before hurting themselves!
The abilities referred to here are ones unique unto each faction rather than an individual. As such, descriptions for each ability can be found in its respective faction thread. Each faction ability relates to a Skill Tier. Which tier they were assigned to was determined by which a combination of which style needed them the most, could make the most use of them, and needed a slot filled.
With the exception of Reiatsu Skill, each skill branch of the tier system has six abilities. There is at least one ability assigned to each level of the skill tier and an additional ability assigned to two of the tier levels. This is dependent on the faction and tier branch in question. Because so many things in Bleach, and any type of roleplay similar to it, revolve around a non-physical energy, which in this case is reiatsu, the Reiatsu skill tier has 13 abilities associated with it and does not follow the above description of how many abilities are assigned per tier.