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| Tier Information | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Tier Information 14th October 2015, 12:07 pm | |
| Tier InformationTiers are essentially this site's equivalent to Stats, they range the same as any other technique in terms of being able to train them and the maximum rank they can get up to. However each tier has a specific method of organization which determine exactly how they match up in relation to one another. Likewise each tier has it's own specific function & can be combined with each other which is called Tier Chaining (which will be explained below). There are 9 Tiers on the site, Speed, Strength, Endurance, Defense, Reaction, Barrier, Chakra, Spirit, Nature. Only 6 are available dependent on race Chakra is limited only to Jinchuriki & Bijuu, Spirit is limited only to the Shinigami, His Pantheon, Those who have sealed an Avatar of the Shinigami within themselves, Minor Deities who ascended as a result of assimilating an Avatar of the Shinigami's power & True Grim Sages while Nature is limited only to Gaia, Her Pantheon, Those who have sealed an Mythic God Beast within themselves, Minor Deities who ascended as a result of assimilating a Mythic God Beast's power & True Gaia Sages. Each of these tiers are split into 2, Active & Passive. Active Tiers consume stamina to use and must be "activated" to use whereas Passive Tiers are always active and do not consume stamina to use. The active Tiers are Speed, Strength & Reaction while the passive tiers are Endurance, Defense, Barrier, Spirit & Nature. Races each Tier is associated withHuman - Endurance, Strength & Defense Nova - Reaction, Speed & Strength (Defense & Endurance Awakening Only) Zireh - Reaction, Barrier & Endurance (Defense Awakening Only) Beast - Varies *Note Samurai & it's Awakening Reaper can learn any of the 6 Tiers available to Races. Tier Technique List (For Reference)Tier Match-Ups- Spoiler:
Tiers exist in 3 different ways, either natural tiers which are the physical tiers which differ among race & class, energy based tiers which are tiers granted as a result of techniques with the commonality being them requiring an energy source whether chakra, blood etc, finally activation tiers which are tiers granted as a result of a transformation or special mode like the Eight Gates, Sage Mode or as a result of a Dojutsu being activated.
Regardless of the type of tier they all match up against each other in a specific way. This is explained as follows using Less Than (<), Greater Than (>) & Equals to (=) symbols.
Tier Ranks = F (Negative only possible via debuffs), E (Civilian Level Tier everything possesses these), D, C, B, A, S, SS, SSS, Z (Peak Pirate Only).
Match-ups Negative Tier < Civilian Level Tier < Base Tier = Energy Source Tier < Samurai Lvl = Activation Tier < Base Tier Chain < Sam. Lvl Tier Chain = Reduced 1-rank Up Tier < 1-rank up Tier
Complete Match up: F (Absolute Min) < E < D- < D < D+ (Sam. Lvl) < D++ (Tier Chain) < C- (Sam Lvl. Tier Chain) < C < C+ < C++ < B- < B < B+ < B++ < A- < A < A+ < A++ < S- < S < S+ < S++ < SS- < SS < SS+ < SS++ < SSS- < SSS < SSS+ < SSS++ < Z- < Z (Absolute Max)
Speed & It's Mechanics- Spoiler:
Speed is the only tier which is Universal meaning every race & class possesses or has the ability to learn Speed Tiers. Speed has a close relationship with distances and the balance of the two is what determines things like spacing and how much distance an individual can cover in a single post. Speed covers the following: Movement including Locomotion, Acceleration, Hand-Seals. The Distance one can cover in a single post depends on the size of the target moving at a set speed, this is explained as follows: Tiny = Speed Tiers can cover Contact Distances in 1 Post (Total) Small = Speed Tiers can cover Contact-Short Distances in 1 Post (Total) Humanoid = Speed Tiers can cover Short Distances in 1 Post (Total) Medium - Speed Tier can cover Short-Mid Distances in 1 Post (Total) Large - Speed Tiers can cover Mid Distances in 1 Post (Total) Bijuu - Speed Tiers can cover Mid-Long Distances in 1 Post (Total) Colossus - Speed Tiers can cover Long Distances in 1 Post (Total) Titanic - Speed Tiers can cover Long-AOE Distances in 1 Post (Total) Juubi - Speed Tiers can cover AOE Distances in 1 Post (Total) For Example: A person moving at D-rank speed can cover 5ft in 1 P.T meaning after 3 P.T they have covered 15ft. A Medium (M) sized creature moving at the same speed however can cover 10ft in 1 P.T meaning after 3 P.T they have covered 30ft. *Note: When in battle with things larger than oneself such as Medium, Large, Colossus or even Titanic creatures it is possible to increase the distance one covers during a movement by a scale modifier, this is done by either multiplying the stamina price to move by the scale one wishes to reach or paying a chakra price equal to ones rank each time the scale multiplier is to be increased by 1x while moving normally. In Relation to SpacingBecause distance plays a factor in terms of how fast one can get from point a to point b spacing comes into play. This because depending on the distance one is from another person they can potentially use a lower amount of speed to avoid/attack a faster object due to dodging or attacking while the other target is still incoming. This is affected greatly by Reaction, as Time-Slowing/Muscle Tension & Sensory only make this more effective. For Example: An incoming opponent moving at B-rank speed can cover 15ft in 1 P.T, & attempts to cut another opponent. If they are within 15ft they require B-rank speed to dodge bar any sensory/reaction mediums etc. If they are 30ft away however, the opponent can travel 30ft in 2 P.T meaning, if they have C-rank speed which only allows them to move 10ft in 1 P.T they can avoid that initial attack by moving away. This is because by 2 P.T (For the Opponent) or 1 P.T for them they will be 40ft away from the opponents initial starting point & said opponent would thus be 10ft away from them. - In Relation to Ranged Weaponry:
Ranged Weaponry differs from Thrown Weaponry in that a tool of some kind serves are the method to launch the projectile (also known as ammo) towards a victim. The main determinant of the scale of ranged weapons, unlike with thrown weaponry is the size of the weapon rather than the size of the individual. To that end the distances covered by the ammo launched by ranged weaponry follows the chart below:
Type of Propulsion Weaponry - Distance Covered in 1 P.T. (Examples of Distance) Pneumatic - Short (5 ft at D-rank Speed to 35 ft at SSS-rank Speed) Leverage - Short-Mid (7 ft at D-rank Speed to 52 ft at SSS-rank Speed) Elastic - Mid (10 ft at D-rank Speed to 70 ft at SSS-rank Speed) Mechanical Elastic - Mid-Long (15 ft at D-rank Speed to 105 ft at SSS-rank Speed) Explosive - Long (20 ft at D-rank Speed to 140 ft at SSS-rank Speed) Mechanical Leverage - Long-AOE (30 ft at D-rank Speed to 210 ft at SSS-rank Speed) Mass Driver - AOE (40 ft at D-rank Speed to 280 ft at SSS-rank Speed) Directed Energy - Varies from Short-AOE (Uses one of the above)
Examples of Each Type of Ranged Weapon Pneumatic - Blowgun, Gunlance Leverage - Sling, Spear-Thrower (Atatl, Amentum etc) Elastic - Bows (Short, Long, Recurve, Compound etc), Slingshot Mechanical Elastic - Crossbow, Ballistae Explosive - Projectile Accelerator (Firearms) Cannon Mechanical Leverage - Siege Engines (Catapult, Trebuchet etc) Mass Driver - Coilgun, Railgun, Gauss Rifle etc Directed Energy - Microwave (Contact), Particle Beam (Short), Sonic (Short-Mid), Laser (Mid), Plasma (Mid-Long)
Strength & It's Mechanics- Spoiler:
Strength is associated with four main things, physical damage, carrying/lifting/throwing objects, knock-back/counter knock-back & finally strengthening other tiers. If Speed can be considered the universal tier then Strength can be considered to be the most important in regards to tier chains. It's relationship with inflicting physical damage is fairly simple as depending on the rank of strength one had they are able to inflict that amount of damage without the use of a physical based technique. Strength is also the primary tier used in swimming & flying with wings. When swimming with Speed users move at Tier- Speeds while Strength move at normal Tier Speed, when flying with wings using Speed user's move at Tier- Speeds while strength move at normal Tier Speed. Lifting, Carrying & Throwing ObjectsStrength is tied into the Weight Limits as is explained in the Item & Measurement Information however besides that it is also what determines exactly what size of objects can be lifted & thrown. Bar techniques & having a completely unburdened carry weight the size of things which can be lifted follow this chart: - Spoiler:
F - None E = Up to Humanoid or 1-10 WL (Weight Limit).
D = Up to Medium (M) or 20 WL & Below D+ = Up to Medium (L) or 21-25 WL D++ = Up to Medium (L) or 26-30 WL
C- = Up to Medium (XL) or 31-40 WL C = Up to Medium (XL) or 40 WL & Below C+ = Up to Medium (XL) or 41-45 WL C++ = Up to Medium (XL) or 46-50 WL
B- = Up to Large (S) or 51-55 WL B = Up to Large (S) or 60 WL & Below B+ = Up to Large (S) or 61-65 WL B++ = Up to Large (S) or 66-70 WL
A- = Up to Large (M) or 71-75 WL A = Up to Large (M) or 80 WL & Below A+ = Up to Large (M) or 81-85 WL A++ = Up to Large (L) or 86-90 WL
S- = Up to Large (XL) or 91-95 WL S = Up to Large (XL) or 100 WL & Below S+ = Up to Bijuu or 101-125 WL S++ = Up to Bijuu or 126-150 WL
SS- = Up to Bijuu or 151-200 WL SS = Up to Bijuu or 200 WL & Below SS+ = Up to Bijuu or 201-250 WL SS++ = Up to Bijuu or 251-300 WL
SSS- = Up to Bijuu or 301-350 WL SSS = Up to Bijuu or 400 WL & Below SSS+ = Up to Colossus or 401-500 WL SSS++ = Up to Colossus or 501-600 WL
Z- = Up to Titanic or 601-700 WL Z = Up to Juubi Sized or 800 WL & Below
Throwing- Spoiler:
Throwing is based on two factors, Strength & Speed. Typically Strength is used to determine how far things can be thrown while Speed can be used to substitute for strength but is subject to distance cripples when dealing with larger objects. When both are used together, Speed determines the distance covered while strength determines the size modifiers used to figure out exactly how much distance can be covered by a thrown object.
Speed Tier - Distance Covered in 1 P.T. - Size of Target (Distance Modifier) D - 5 Feet - Tiny (Quadruple Distance) C - 10 Feet - Small (Triple Distance) B - 15 Feet - Humanoid (Double Distance) A - 20 Feet -Medium (Normal Distance) S - 25 Feet - Large (Half Distance, B-rank Str = Normal) SS - 30 Feet - Bijuu (One-Third of Distance, SS-rank Str = Normal) SSS - 35 Feet - Colossus (Quarter Distance, SSS-rank Str = Normal) Z - 40 ft - Titanic (One-Fifth of Distance, Z-rank Str = Normal)
Strength Tier in relation to light-weight objects Using the Chart above, every 2-ranks of Strength Above the Weight of an object results in an additional 2x multiplier. This multiplier stacks (meaning 4-ranks higher will result in a 4x multiplier, 6 ranks higher will result in a 8x multiplier). Tiny requires B-rank Strength to throw 8x the distance. Small requires A-rank Strength to throw 6x the distance. Humanoid requires S-rank Strength to throw 4x the distance. Medium Requires SS-rank strength to throw 3x the distance. Large requires Z-rank Strength to throw 2x the distance.
When Throwing an object with a throwing technique Tier Levels come into play. Tier- = Cover Contact Distances in 1 P.T Base Tier = Cover Short Distances in 1 P.T Tier+ = Cover Mid Distances in 1 P.T Tier++ = Cover Long Distances in 1 P.T 1-rank Above Tier- = Cover AOE Distances in 1 P.T Note this only applies to Humanoid sized beings and below, those above this size use their normal distance scale modifiers.
When Jumping one's strength tiers allow the user to ascend upward using their speed for a set amount of time. The height that can be covered can however be adjusted by jumping techniques while they will fall downward twice the distance they ascend each P.T once their maximum ascension has been reached in the absence of flight, levitation, falling or diving techniques. None = 1 P.T D = 2 P.T C = 3 P.T B = 4 P.T A = 5 P.T S = 6 P.T SS = 7 P.T SSS = 8 P.T Z = 9 P.T
Knock-back & Counter Knock-back- Spoiler:
Knock-back is essentially a status effect which sends a target flying thus "knocking them back" either to create distance, knock them off their feet to make them vulnerable to a follow up, smash them into or through another object or render them airborne to prevent them from being able to dodge without an air movement technique. This is based on the range of the technique in question and follows the Item & Measurement Information The gist of this is that one adds on the knock-back distance to the range of the attack after it is triggered. For example, A D-rank technique causes knockback upon contact: 1. If preformed without Strength Tiers it will cause the knock-back to occur over Contact distances. 2. If preformed with Strength Tiers it will cause the knock-back to occur over Short distances. 3. Distance Modifier still applies to the various sizes. Counter Knock-back simply entails using strength tiers to root oneself in place in order to avoid being knocked back. This can be done with strength tiers by: 1. Rooting oneself into a solid object typically being the ground. If one possesses an insufficient amount of strength based on increments (I.e C is needed but one only has D++) then the victim will still be knocked back albeit at a reduced amount leaving grooves in the object anchored into. This does not apply when using chakra to stick to a surface instead the user simply pays a chakra price to do so. 2. Spreading or Flapping one's wings while airborne to avoid being launched due to increasing one's air resistance or propelling oneself with enough strength to equate the knock-back respectively. 3. Using one's fins to swim in order to counter knock-back while in or underwater.
Endurance & It's Mechanics- Spoiler:
Endurance is the primary tier for physical exertion, resisting most status effects and mitigating chakra based damage sustained. It is mainly useful as a supplementary tier and due to that shines when used in tier chaining. Endurance is considered to be the most important Passive Tier primarily because of it's primary and secondary effects being perhaps the only defense against status effects that are currently affecting a victim. Chakra Damage ReductionEach rank of Endurance works to reduce the chakra damage sustained by half as long as said damage is equal or less than the tier in question. Half being the same as sustaining 1-rank lower in terms of damage in regards to D-rank damage it gets reduced to E (Non-effectiveness other than a visual). This applies to normal damage as well as piercing but has no effect against bypassing damage. Physical Exertion- Spoiler:
Physical Exertion refers to several things such as: Same Tier Chain - Same Tier Chain refers to either: retraining a tier after using some factor to bolster it, utilizing it along with an energy source or a trigger, or basing it off of a fighting style resulting in a tier chain without having to use another tier. The drawback is that it is more physically demanding than the normal use due to being superior to the normal tier. Depending on the level of tier granted this can result in anywhere from 2x to 5x the stamina cost in comparison to normal. This is mitigated however by the use of Endurance. Tier Granted - Stamina Loss - Stamina Loss + Endurance Tier Equal to Speed Tier+ - 2x - 1x Tier++ - 3x - 2x 1-rank Above- -4x - 3x 1-rank Above - 5x - 4x (Can Trigger Recoil)
Suffocation/Drowning - Endurance Tiers also determine how long one can go before needing to take a breath. This is factored dependent on one's Endurance Tiers & are completely separate from breath holding techniques. It is always added to the time determined by the technique unless said technique specifically states that it negates the use of endurance tiers in regards to holding breath as some can do so. Endurance Tier = Additional Posts (total) till Suffocation None = +0 D = +5 C = +10 (Includes D) B = +15 (Includes D & C) A = +20 (Includes D, C & B) S = +25 (Includes D, C, B & A) SS = +30 (Includes D, C, B, A & S) SSS = +35 (Includes D, C, B, A, S & SS) Z = +40 (Includes All Above) *For Example: Victim will suffocate in 10 posts (total), if they have D-rank Endurance it gets extended to 15 P. T if they had B-rank endurance it would of gotten extended to 20 P.T instead.
Swimming - Swimming is by nature more tiring than running this is due to the density of water in comparison to air. Without fins the stamina loss regardless of how one swims (Speed, Strength or Tier Chains) is always 2x than the normal equivalent in regards to running. However this is mitigated by possessing Endurance Tiers equal in rank to the swimming speed being used.
Status EffectsStatus Effects are typically offset by Endurance Tiers, this allows for either shortening the duration of effect (Poisons), increasing the amount of time until symptoms occur (Diseases), or Negation to only succumb to the damage from the technique (Other). The various status effects Endurance & the other Tiers offset can be found in the Status Effect List Defense & It's Mechanics- Spoiler:
Defense is the primary tier for physical damage blocking, few status effects and beyond that acting as the 2nd most useful tier in regards to Tier Chaining after strength due to it's unique relationship with most Passive Tiers. Defense Tiers by nature work on the surface level, they block incoming physical damage however are unable to block piercing damage. There are other uses besides damage blocking however and those uses are why Defense is such a coveted tier to possess.
Physical Damage Blocking Defense Tiers differ from the rest of Passive Tiers (excluding Chakra) in that it is capable of completely blocking the damage from physical attacks. This means that the damage as a whole is rendered in effective as long as it is not either piercing or bypassing. In terms of rping, defense tiers may completely block the damage sustained but without strength to root oneself in place the user may still be knocked back, in addition it only applies to one's own body not clothing or weapons etc.
Weapon Ability Negation Weapons are by nature physical, and as a result their abilities fall under Defense Tiers in regards to negating them if the weapon is equal rank or below that of the defense tier defending against it. This only applies to abilities which affect others and not oneself (I.e Weapon Ability allows A-rank sword to set things ablaze, A-rank defense causes said weapon's ability to be negated). Depending on the type of weapon the various levels of defense can negate a type of weapon's ability.
Level of Defense - Weapon Type Tier- - Normal Weapon Ability Tier - Samurai Sword Tier+ - Reaper Scythe Tier++ - Living Weapon 1-rank Above- - Legendary Weapon.
Note: This only applies to weapons which have physical form. Intangible Weapons have their abilities bypass Defense Tiers, while the Scythes of the Apocalypse each are comprised of weapons without a physical form, out of which only the Chakra one can be negated by possessing just 1 Tier. The others require Defense+ The Tier defending it of choice (I.e Defense+Spirit/Nature/Barrier)
Barrier & It's Mechanics- Spoiler:
Barrier is the primary tier for mental exertion, resisting limit depletion and mitigating mental based damage sustained. It is mainly useful as a supplementary tier and due to that shines when used in tier chaining. However beyond that barrier tiers actually determine ones mental threshold, namely the amount of mental damage it takes to knock someone unconscious as well as the more adverse effects from mental damage. Furthermore Barrier Tiers deal with mental status effects and prevent recurrences in regards to mental damage accumulation & state limit depletion. These are broken down below: Mental Damage ReductionEach rank of Barrier works to reduce the mental damage sustained by half as long as said damage is equal or less than the tier in question. Half being the same as sustaining 1-rank lower in terms of damage in regards to D-rank damage it gets reduced to E (Non-effectiveness other than a visual). This applies to normal damage as well as piercing but has no effect against bypassing damage. Mental ThresholdMental Damage differs from physical damage in that it typically doesn't leave outward damage, however by the same token mental damage isn't capable of being healed by things which deal with healing physical or chakra based damage because it doesn't affect the physical body but the mind of the target. Because of it's finicky nature there is a threshold at which mental damage can trigger certain effects which can be used to finish off opponents. - Without Barrier Tiers:
When the mental damage has reached - It Triggers this S - Unconsciousness with no recurring effects SS - Unconsciousness with mild brain damage if not treated (Impairs ability to learn All Training's cost 2x as much word count/posts) or Coma for 1 Year (IC) SSS - Same as above with some brain damage if not treated (3x Word Count/Posts), Coma for 2 Years (IC) or Complete brain death if victim already possesses untreated brain damage. Z - Same as above with severe brain damage if not treated (4x Word Count/Posts), Coma for 5 Years (IC) or Complete brain death if victim already possesses untreated brain damage. X - Coma for 10 Years (IC) or Complete brain death if victim already possesses untreated brain damage.
Sanity & it's Relation to Mental Threshold Sanity or rather the loss of it has a unique relationship with the amount of mental damage one can take, due to the loss of a conscious mind upon the depletion of one's sanity limit the overall damage their mind can take is increased, however this refers the the overall amount of damage they can take before suffering brain damage. Due to this those who are insane are a lot more resistant to suffering from mental damage, but their erratic behavior comes with it's own downsides as they are prone to attacking others, themselves, nothing as well as doing things randomly and without reason.
Depending on the Depletion of the Sanity Limit, the amount of mental damage an individual can take before their threshold is reached varies: Amount of Sanity Remaining - Effect on Mental Threshold Full - No Change Three-Quarters - 1.5x Damage Required to Reach M.T. Half - 2x Damage Required to Reach M.T. Quarter - 2.5x Damage Required to Reach M.T. Empty - 3x Damage Required to Reach M.T. Double Empty (Psychotic) - 4x Damage Required to Reach M.T.
- With Barrier Tiers:
1. Possessing D-S rank Barrier Tiers reduces the chance of being put into a coma forcing a Success Chance Dice Roll. If passed instead of being put into a coma the victim slips into unconsciousness for the amount of time they would have been put into a coma done with number of topics instead of years. (For example a Coma of 10 Years would instead be unconsciousness for 10 Topics)
Rank of Barrier Tiers - Roll to Avoid Coma D - 1 C - 1 or 2 B - 1, 2 or 3 A - 1, 2, 3 or 4 S - 1, 2, 3, 4 or 5
2. Possessing SS-Z Barrier Tiers reduces the chance of becoming brain dead as a result of mental damage forcing a Success Chance Dice Roll. If passed instead of being rendered brain dead, the victim becomes comatose for a set amount of Years (IC) depending on what they rolled.
Rank of Barrier Tiers - Roll to Avoid Coma SS - Any but 1 SSS - Any but 1 or 2 SSS+ - Any but 1, 2 or 3 SSS++ - Any but 1, 2, 3 or 4 Z- - Any but 1, 2, 3, 4 or 5 Z - Above 6.
Recurring Effects Barrier Tiers are geared towards more than just reducing damage from mental based techniques but often are used to reducing recurring damage from them to a single count. Similarly it works to offset limit reduction due to recurring effects, this forces those who wish to utilize limits to instead utilize techniques to actively force their depletion instead of a steady depletion overtime. This works on an equal rank basis (I.e B-rank Barrier Tiers will cancel out the recurring depletion from a B-rank or below passive which depletes a victims hunger limit.)
Reaction & It's Mechanics- Spoiler:
Reaction is the primary tier for sensory and reaction speed, while the former is mainly standalone the latter is closely related to speed which only ends up benefiting Reaction when the two are used alongside each other or via tier chains. In regards to sensory, possessing reaction tiers modifies sensory mediums in regards to enhancing distance, detecting concealment, & can offset a few status effects which deal with hampering one's senses. It is helpful with dodging but essentially for aiming & accurately targeting things over distances. The Five Traditional SensesWhen determining the distances for sensory techniques each of the five traditional senses has a set range associated with it, furthermore when increased or decreased past the normal threshold these senses have a scale modifier by which one multiplies the range to figure out exactly how far one can detect something with said altered senses. Levels of Senses - Sensory Distance ModifierSensory Loss - 0x Min - 1/4 Lowered - 1/2 Reduced - 3/4 Normal - 1x Raised - 1.5x Heightened - 2x Enhanced - 3x Max - 4x Above Max - 5x Super Sensory - 10x - Sight:
Sight as well as sensory techniques revolving around vision all have a range which peaks at Long. This is what is typical among humanoids however exceptions exist though the 3 primary sentient races all have relatively same thresholds in regards to visionary perception. Depending on the level this sense is altered various things may become available: Level - Effect Sensory Loss - Blindness Min - Blindness in Dim Light Lowered - Blurry Vision Reduced - Colorblindness Normal - Normal Range of Vision Raised - Night Vision (Without Light Sensitivity) Heightened - Night Vision (Light Sensitivity) Enhanced - Infa-Red Max - Ultra-Violet
In-Relation to Tiers & Dojutsu Tier Level - Vision Equivalent Tier- = Motion Blur Base = Normal Vision Tier+ = Muscle Tension, Time-Slowing Tier++ = Muscle Tension/Time-Slowing/Reaction Tier + Time-Slowing/Reaction Tier/Muscle Tension, Premonition/Precognitive 1-rank Above Tier- = Time-Slowing + Muscle Tension + Reaction Tier, Premonition/Precognitive + Muscle Tension/Reaction Tier 1-rank Above = Premonition/Precognitive + Muscle Tension + Reaction Tier
- Smell:
Smell as well as sensory techniques revolving around scent all have a range which peaks at AOE. This is what is typical among humanoids however exceptions exist though the 3 primary sentient races all have relatively same thresholds in regards to olfactory perception. Depending on the level this sense is altered various things may become available: Level - Effect Sensory Loss - Anosomia Min - Hyposomia (All but very pungent odors are undetectable) Lowered - Hyposomia (All but pungent odors are undetectable) Reduced - Hyposomia (Unable to detect faint odors) Normal - Normal Range of Smell Raised - Pheromones Detection (Without Pungent Odor Sensitivity) Heightened - Pheromones Detection (Sensitivity to Pungent Odors) Enhanced - Time of Scent Trail Determination Max - Scent Tracking during Rain/Upwind
- Hearing:
Hearing as well as sensory techniques revolving around sound all have a range which peaks at Mid. This is what is typical among humanoids however exceptions exist though the 3 primary sentient races all have relatively same thresholds in regards to auditory perception. Depending on the level this sense is altered various things may become available: Level - Effect Sensory Loss - Deafness Min - Deafness in one ear Lowered - Partial Deafness Reduced - Partial Deafness in one ear Normal - Normal range of Hearing Raised - Ultrasound (Without High Decibel Sensitivity) Heightened - Ultrasound (Sensitivity to High Decibels) Enhanced - Infrasound (Without Vibration Sensitivity) Max - Infrasound (Sensitivity to Vibrations & Tremors)
- Touch:
Touch as well as sensory techniques revolving around tactition all have a range which peaks at Short. This is what is typical among humanoids however exceptions exist though the 3 primary sentient races all have relatively same thresholds in regards to tactile perception. Depending on the level this sense is altered various things may become available: Level - Effect Sensory Loss - Anaphia (Pain Immunity) Min - Hypoesthesia (Pain Resistance) Lowered - Unable to detect Temperature Reduced - Pain Tolerance Normal - Normal Range of Touch Raised - Vibration Sensory (Without Pain Sensitivity) Heightened - Vibration Sensory (Sensitivity to Pain) Enhanced - Displacement Sensory (Without Temperature Sensitivity) Max - Displacement Sensory (Sensitivity to Temperature)
- Taste:
Taste as well as sensory techniques revolving around gustation all have a range which peaks at Contact. This is what is typical among humanoids however exceptions exist though the 3 primary sentient races all have relatively same thresholds in regards to gustatory perception. Depending on the level this sense is altered various things may become available: Level - Effect Sensory Loss - Ageusia Min - Hypogeusia Lowered - Unable to detect temperature of food Reduced - Bland Taste Normal - Normal Range of Taste Raised - Temperature Sensory (Without Extreme Temperature Sensitivity) Heightened - Temperature Sensory (Sensitivity to Extreme Temperatures) Enhanced - Raw Material Based Poison Detection Max - Carve Based Poison Detection The Other SensesThere are other senses follow a different modifier to range which is based on Reaction Tier Levels. There are numerous other senses available on the sight however the most notable are Chakra, Life, Kinetic, Electrolocation & Sages Senses (Also known as Natural Energy Detection). Tier Level = Sense ModifierTier- = 1/2 Base = 1x Tier+ = 2x (Motion Blur Negation) Tier++ = 3x (Counter Concealment) 1-rank Above Tier- = 4x (Counter Area Concealment) Chakra & It's Mechanics- Spoiler:
Chakra is the primary tier for chakra damage blocking & status effects which deal with chakra to a greater level than endurance. The use of Chakra Tiers are limited to Jinchuriki while their Tailed Beast Cloak is active while the Bijuu possess them normally. The only time Chakra Tiers can be used in Tier Chains however is upon the Jinchuriki Befriending their Bijuu & thus gaining the full advantages of this tier. Chakral Damage BlockingChakra Tiers differ from the rest of Passive Tiers (excluding Defense) in that it is capable of completely blocking the damage from chakra attacks. This means that the damage as a whole is rendered ineffective as long as it is not either piercing or bypassing. In terms of rping, chakra tiers may completely block the damage sustained but without strength to root oneself in place the user may still be knocked back, in addition it only applies to one's own body not clothing or weapons etc. Status EffectsStatus Effects are typically offset by Chakra Tiers to a higher level than Endurance, this allows for either shortening the duration of effect (Chakra Flow Halting/Disruption), increasing the amount of time until symptoms occur (Chakra Destruction), or Negation of the status effect (all Statuses which can be offset by Endurance). The various status effects Chakra & the other Tiers offset can be found in the Status Effect List Spirit & It's Mechanics- Spoiler:
Spirit Tiers come in two forms, the first which is only possible thanks to the unique ability of Gyuki (Hachibi) the Eight Tailed Beast, and the normal variant which is exclusive to those associated with the Shinigami at the highest level (True Grim Sages, the Shinigami's Pantheon, Avatars of the Shinigami & Minor Deities who ascended due assimilating the Shinigami's power). Spirit Tiers are able to negate certain status effects often these are the most dangerous ones, and act to mitigate Spiritual based damage. They along with Nature are the two rarest form of Tiers and due to what they are useful against are considered to be the most coveted. Spiritual Damage ReductionEach rank of Spirit works to reduce the spiritual damage sustained by half as long as said damage is equal or less than the tier in question. Half being the same as sustaining 1-rank lower in terms of damage in regards to D-rank damage it gets reduced to E (Non-effectiveness other than a visual). This applies to normal damage as well as piercing but has no effect against bypassing damage. Status EffectsStatus Effects offset by Spirit Tiers might be few in number however are typically more harmful than those negated by all but Nature, this allows for either shortening the duration of effect (Stun), increasing the amount of time until symptoms occur (Radiation), or Negation to only succumb to the damage from the technique (Bleed & Soul Affecting). The various status effects Spiritual & the other Tiers offset can be found in the Status Effect List Nature & It's Mechanics- Spoiler:
Nature is the rarest form of Tier due to only being exclusive to those associated with Gaia at the highest level (True Gaia Sages, Gaia's Pantheon, Mythic God Beasts & Minor Deities who ascended due assimilating Gaia power). Nature Tiers act to offset Petrification, block the dispersal of natural energy back into the environment as a result of Curse Marks, resist Erojutsu, and to mitigate Natural based damage. They along with Spirit are the two rarest form of Tiers and due to what they are useful against are considered to be the most coveted. Natural Damage ReductionEach rank of Nature works to reduce the spiritual damage sustained by half as long as said damage is equal or less than the tier in question. Half being the same as sustaining 1-rank lower in terms of damage in regards to D-rank damage it gets reduced to E (Non-effectiveness other than a visual). This applies to normal damage as well as piercing but has no effect against bypassing damage. Status EffectsStatus Effects offset by Natural Tiers might be few in number however are typically more harmful than those negated by all but Spirit, this allows for either blocking the effect if not occurring as a result of piercing or bypassing (Natural Energy Dispersal), resisting constant depletion over time in exchange for a single depletion (Erojutsu & Seduction Limit), or Negation to only succumb to the damage from the technique (Petrification). The various status effects Natural & the other Tiers offset can be found in the Status Effect List The Emergency ClauseShould anyone find themselves in a predicament where their tiers are lacking, usually in a serious life or death situation, they are able to take advantage of the "Emergency Clause". By paying a chakra or blood price, the individual is capable of forcing an unnatural increase in their body's capabilities, boosting a SINGLE tier to higher levels. In order to do this, one must pay either a Chakra Price equal to or a Blood Price one rank below the rank they want to achieve in said tier (i.e. C-Rank Chakra or D-Rank Blood for C-Rank Speed). However, this is not without its drawbacks. When enacted, the tier is increased but the body is also damaged heavily, receiving recoil equal to one rank above their own in return for the boost. The Emergency Clause cannot be used to go above one's tier caps, and when it is attempted one receives double the recoil from the Emergency Clause as well as from going over their cap, and the chakra or blood price is lost.
Last edited by Aurielle on 25th June 2021, 10:23 pm; edited 25 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Tier Information 14th October 2015, 1:42 pm | |
| Tier ChainingTier Chaining is the process of combining tiers via self combination techniques, Tiers while capable of functioning perfectly fine on their own due have unique traits which can only be expressed by combining them with another. Every type of Tier chain is unique, and there are various sub-divisions that can arise as a result of the different methods of using tiers. Finally Tier chains are split into 3 groups, Basic Tier Chains (which involves 2 Tiers either normal or at samurai level), Advanced Tier Chains (which involves 3 Tiers) & finally Complex Tier Chains (which involve tier chains which involve more than 3 Tiers). Furthermore Tier Chaining is only possible through Natural Tiers, meaning those tier's one is naturally capable of, though their are only two exceptions, the Eight Gates & external construct Activation Tiers, every other method of gaining tiers such as Energy Source or Activation are unable to be used for Tier Chaining purposes. This is because the Eight Gates has it's own drawbacks and are meant to exceed the natural limits of a normal body while external construct activation tiers require not only the pre-requisites to be present on the field but will be instantly lost if said requirements are destroyed. Likewise due to being based on Self Combination techniques one is unable to use Tier Chaining to acquire Z-rank Tiers. However one can only acquire Tier Chains upon training them from scratch, meaning if one wants a Strength+Speed Tier Chain they must train it separately from D-rank up to the level that they require. This is first done via a fighting style which is used to establish the abilities the tier chain will revolve around, before the Tiers are then capable of being trained. Tier Chains can be made signature however and as a result may not be available to everyone even if they do possess all of the required tiers to make it possible. But Tier Chaining is not able to be made exclusive as everyone possessing the required tiers is theoretically capable of chaining their tiers. Basic Tier Chains- Spoiler:
Active Speed+Strength = Enhanced Movement Speed+Reaction = Enhanced Perception Strength+Reaction = Enhanced Sensory Distance
Passive Defense+Endurance = Chakra Damage Blocking, Still vulnerable to Piercing & Bypassing Defense+Barrier = Mental Damage Blocking, Still vulnerable to Piercing & Bypassing Defense+Chakra = Chakra Damage Negation, Still vulnerable to Bypassing Defense+Spirit = Spiritual Damage Blocking, Still vulnerable to Piercing & Bypassing Defense+Nature = Natural Damage Blocking, Still vulnerable to Piercing & Bypassing Endurance+Barrier = Enhanced Nen Control Endurance+Chakra = Enhanced Chakra Control Endurance+Spirit = Enhanced Life-force Control Endurance+Nature = Enhanced Natural Energy Control Barrier+Chakra = State Limit Depletion Negation (Those which are equal to the Fatigue Limit such as Intimidation etc) Barrier+Spirit = Mind Limit Depletion Negation (Those which are equal to a Quarter of the Fatigue Limit such as High, Sanity, Fear etc) Barrier+Nature = Substance & Sin Limit Depletion Negation (Those which are equal to Half of the Fatigue Limit such as Seduction, Drunk etc)
Mixed Strength+Defense = Physical Damage Negation, Still vulnerable to Bypassing Strength+Barrier = Mental Based Status Negation Strength+Endurance = Chakra Based Status Negation Strength+Chakra = Chakra Damage Negation, Still vulnerable to Bypassing Strength+Spirit = Spiritual Based Status Negation Strength+Nature = Natural Based Status Negation Reaction+Defense = Physical Illusion Negation (Sense Affixed to determines type. I.e Sight = Optical) Reaction+Endurance = Chakra Sensory Reaction+Barrier = Nen Sensory Reaction+Chakra = Chakra Signature Masking Reaction+Spirit = Life Sensory Reaction+Nature = NE Sensory Speed+Defense = Physical Piercing Speed+Endurance = Tier Stamina Loss Mitigation Speed+Barrier = Genjutsu Detection Speed+Chakra = Hand Seal Elimination Speed+Spirit = Increased Lingering in non-native Dimensions Speed+Nature = Natural Energy Gathering Enhancement
Advanced Tier Chains- Spoiler:
Active Reaction+Strength+Speed = Muscle Tension Level Perception
Passive Defense+Barrier+Endurance = Mental & Chakra Damage Blocking, still vulnerable to Piercing & Bypassing Defense+Chakra+Endurance = Chakra Damage Nullification. Defense+Chakra+Barrier = Chakra & Mental Damage Negation, Still vulnerable to Bypassing Defense+Chakra+Spirit = Chakra & Spiritual Negation, Still vulnerable to Bypassing Defense+Chakra+Nature = Chakra & Natural Negation, Still vulnerable to Bypassing
Mixed Defense+Speed+Strength = Physical & Hybrid Piercing Defense+Speed+Barrier = Physical & Mental Piercing Defense+Speed+Endurance =Physical & Chakra Piercing Defense+Speed+Chakra = Physical Piercing & Semi-Tangible Contacting Defense+Speed+Spirit = Physical & Spiritual Piercing Defense+Speed+Nature = Physical & Natural Piercing
Defense+Speed+Reaction = Omni Physical Illusion Negation, Still vulnerable to Bypassing Defense+Spirit+Reaction = Omni Spiritual Illusion Negation, Still vulnerable to Bypassing Defense+Nature+Reaction = Omni Natural Illusion Negation, Still vulnerable to Bypassing
Defense+Strength+Endurance = Chakra Damage Negation, Still vulnerable to Bypassing Defense+Strength+Barrier = Mental Damage Negation, Still vulnerable to Bypassing Defense+Strength+Reaction = Sensory Loss Negation Defense+Strength+Chakra = Physical & Chakra Damage Negation, Still vulnerable to Bypassing Defense+Strength+Spirit = Spiritual Damage Negation, Still vulnerable to Bypassing Defense+Strength+Nature = Natural Damage Negation, Still vulnerable to Bypassing
Endurance+Strength+Chakra = Physical & Chakra Based Status Negation Endurance+Strength+Barrier = Chakra & Mental Based Status Negation Endurance+Strength+Spirit = Chakra & Spiritual Based Status Negation Endurance+Strength+Nature = Chakra & Natural Based Status Negation
Endurance+Barrier+Speed = Perfect Nen Control Endurance+Chakra+Speed = Perfect Chakra Control Endurance+Spirit+Speed = Perfect Life-force Control Endurance+Nature+Speed = Perfect Natural Energy Control
Reaction+Barrier+Endurance = Genjutsu Resistance, still vulnerable to Piercing & Bypassing Reaction+Barrier+Chakra = Fabrication Resistance, still vulnerable to Emotion keyed & Bypassing
Reaction+Barrier+Defense = Illusory Sensory
Reaction+Chakra+Barrier = Chakra & Nen Signature Masking Reaction+Chakra+Spirit = Chakra & Life Signature Masking Reaction+Chakra+Nature = Chakra & NE Signature Masking
Reaction+Strength+Endurance = Masked Chakra Sensory Reaction+Strength+Barrier = Masked Nen Sensory Reaction+Strength+Spirit = Masked Life Sensory Reaction+Strength+Nature = Masked NE Sensory
Complex Tier Chains- 4 Tier Chain:
Passive Defense+Chakra+Endurance+Barrier = Chakra & Mental Damage Nullification Defense+Chakra+Endurance+Spirit = Chakra & Spiritual Nullification Defense+Chakra+Endurance+Nature = Chakra & Natural Damage Nullification
Mixed Defense+Speed+Strength+Barrier = Physical & Mental Piercing Defense+Speed+Strength+Spirit = Physical & Spiritual Piercing Defense+Speed+Strength+Nature = Physical & Natural Piercing
Defense+Speed+Strength+Reaction = Omni Physical Illusion Nullification Defense+Speed+Spirit+Reaction = Omni Spiritual Illusion Nullification Defense+Speed+Nature+Reaction = Omni Natural Illusion Nullification
Defense+Strength+Endurance+Barrier = Chakra & Mental Damage Negation, Still vulnerable to Bypassing Defense+Strength+Endurance+Spirit = Chakra & Spiritual Damage Negation, Still vulnerable to Bypassing Defense+Strength+Endurance+Nature = Chakra & Natural Damage Negation, Still vulnerable to Bypassing Defense+Strength+Barrier+Spirit = Mental & Spiritual Damage Negation, Still vulnerable to Bypassing Defense+Strength+Barrier+Nature = Mental & Natural Damage Negation, Still vulnerable to Bypassing
Defense+Chakra+Endurance+Strength = Physical & Chakra Damage Nullification
Endurance+Strength+Barrier+Chakra = Physical, Chakra & Mental Based Status Negation Endurance+Strength+Barrier+Spirit = Chakra, Mental & Spiritual Based Status Negation Endurance+Strength+Barrier+Nature = Chakra, Mental & Nature Based Status Negation Endurance+Strength+Spirit+Nature = Chakra, Spiritual & Nature Based Status Negation
Endurance+Barrier+Speed+Strength = Absolutely Perfect Nen Control Endurance+Chakra+Speed+Strength = Absolutely Perfect Chakra Control Endurance+Spirit+Speed+Strength = Absolutely Perfect Life-force Control Endurance+Nature+Speed+Strength = Absolutely Perfect Natural Energy Control
Endurance+Barrier+Chakra+Speed = Perfect Nen & Chakra Control Endurance+Barrier+Spirit+Speed = Perfect Nen & Life-Force Control Endurance+Barrier+Nature+Speed = Perfect Nen & Natural Energy Control Endurance+Chakra+Spirit+Speed = Perfect Chakra & Life-force Control Endurance+Chakra+Spirit+Speed = Perfect Chakra & Natural Energy Control Endurance+Spirit+Nature+Speed = Perfect Life-force & Natural Energy Control
Reaction+Barrier+Endurance+Chakra = Genjutsu & Fabrication Resistance, still vulnerable to Piercing & Bypassing Reaction+Barrier+Defense+Chakra = Genjutsu Add-on Nullification
Reaction+Barrier+Defense+Speed = Acute Illusory Sensory (Includes Nen & Nuinjutsu Based Illusions)
Reaction+Chakra+Barrier+Spirit = Chakra, Nen & Life-force Signature Masking Reaction+Chakra+Barrier+Nature = Chakra, Nen & Natural Energy Signature Masking Reaction+Chakra+Spirit+Nature = Chakra, Life-force & Natural Energy Signature Masking
Reaction+Strength+Endurance+Barrier = Masked Chakra & Nen Sensory Reaction+Strength+Endurance+Spirit = Masked Chakra & Life Sensory Reaction+Strength+Endurance+Nature = Masked Chakra & NE Sensory Reaction+Strength+Barrier+Spirit = Masked Nen & Life Sensory Reaction+Strength+Barrier+Nature = Masked Nen & NE Sensory Reaction+Strength+Spirit+Nature = Masked Life & NE Sensory
- 5 Tier Chain:
Passive Defense+Chakra+Endurance+Barrier+Spirit = Chakra, Mental & Spiritual Damage Nullification Defense+Chakra+Endurance+Barrier+Nature = Chakra, Mental & Natural Damage Nullification Defense+Chakra+Endurance+Spirit+Nature = Chakra, Spiritual & Natural Nullification
Mixed Defense+Speed+Strength+Barrier+Spirit = Physical, Mental & Spiritual Piercing Defense+Speed+Strength+Barrier+Nature = Physical, Mental & Natural Piercing Defense+Speed+Strength+Spirit+Nature = Physical & Spiritual Piercing
Defense+Strength+Endurance+Barrier+Spirit = Chakra, Mental & Spiritual Damage Negation, Still vulnerable to Bypassing Defense+Strength+Endurance+Barrier+Nature = Chakra, Mental & Natural Damage Negation, Still vulnerable to Bypassing Defense+Strength+Endurance+Spirit+Nature = Chakra, Spiritual & Natural Damage Negation, Still vulnerable to Bypassing
Defense+Chakra+Endurance+Strength+Barrier = Physical, Chakra & Mental Damage Nullification
Endurance+Strength+Barrier+Spirit+Chakra = Physical, Chakra, Mental & Spiritual Based Status Negation Endurance+Strength+Barrier+Nature+Chakra = Physical, Chakra, Mental & Nature Based Status Negation Endurance+Strength+Spirit+Nature+Chakra = Physical, Chakra, Spiritual & Nature Based Status Negation
Endurance+Chakra+Barrier+Speed+Strength = Absolutely Perfect Chakra & Nen Control Endurance+Chakra+Spirit+Speed+Strength = Absolutely Perfect Chakra & Life-force Control Endurance+Chakra+Nature+Speed+Strength = Absolutely Perfect Chakra & Natural Energy Control Endurance+Barrier+Spirit+Speed+Strength = Absolutely Perfect Nen & Life-force Control Endurance+Barrier+Nature+Speed+Strength = Absolutely Perfect Nen & Natural Energy Control Endurance+Spirit+Nature+Speed+Strength = Absolutely Perfect Life-force & Natural Energy Control
Endurance+Barrier+Chakra+Spirit+Speed = Perfect Nen, Chakra & Life-force Control Endurance+Barrier+Chakra+Nature+Speed = Perfect Nen, Chakra & Natural Energy Control Endurance+Chakra+Spirit+Natural+Speed = Perfect Chakra, Life-force & Natural Energy Control
Reaction+Barrier+Endurance+Chakra+Defense = Genjutsu Immunity Reaction+Chakra+Barrier+Spirit+Nature = Chakra, Nen, Life & NE Signature Masking
Reaction+Strength+Endurance+Barrier+Spirit = Masked Chakra, Nen & Life Sensory Reaction+Strength+Endurance+Barrier+Nature = Masked Chakra, Nen & Nature Sensory Reaction+Strength+Endurance+Spirit+Nature = Masked Chakra, Life & Nature Sensory
- 6 Tier Chain:
Defense+Speed+Strength+Barrier+Spirit+Natural = Physical, Mental, Spiritual & Natural Piercing Defense+Strength+Endurance+Barrier+Spirit+Natural = Chakra, Mental, Spiritual & Natural Damage Negation, Still vulnerable to Bypassing
Defense+Chakra+Endurance+Barrier+Spirit+Strength = Physical, Chakra, Mental & Spiritual Damage Nullification Defense+Chakra+Endurance+Barrier+Nature+Strength = Physical, Chakra, Mental & Natural Damage Nullification Defense+Chakra+Endurance+Spirit+Nature+Strength = Physical, Chakra, Spiritual & Natural Nullification
Endurance+Strength+Barrier+Spirit+Chakra+Nature = Physical, Chakra, Mental, Spiritual & Natural Based Status Negation
Endurance+Chakra+Barrier+Spirit+Speed+Strength = Absolutely Perfect Chakra, Nen & Life-force Control Endurance+Chakra+Barrier+Nature+Speed+Strength = Absolutely Perfect Chakra, Nen & Natural Energy Control Endurance+Barrier+Spirit+Nature+Speed+Strength = Absolutely Perfect Nen, Life-force, Natural Energy Control Endurance+Barrier+Chakra+Spirit+Nature+Speed = Perfect Nen, Chakra, Life-force & Natural Energy Control
Reaction+Strength+Endurance+Barrier+Spirit+Nature = Masked Chakra, Nen, Life & NE Sensory
- 7 Tier Chain:
Defense+Speed+Strength+Chakra+Barrier+Spirit+Natural = Physical, Chakra, Mental, Spiritual & Natural Piercing Defense+Chakra+Endurance+Barrier+Spirit+Nature+Strength = Damage Nullification (Excluding Hybrid) Endurance+Chakra+Barrier+Spirit+Nature+Speed+Strength = Absolutely Perfect Chakra, Nen, Life-force & Natural Energy Control
- 8 Tier Chain:
Defense+Chakra+Endurance+Barrier+Spirit+Nature+Strength+Reaction = Omni Damage Negation, still vulnerable to Piercing & Bypassing Endurance+Chakra+Barrier+Spirit+Nature+Speed+Strength+Reaction = Absolutely Perfect Chakra, Nen, Life-force & Natural Energy Control & Tier Stamina Loss Mitigation
- 9 Tier Chain:
Defense+Chakra+Endurance+Barrier+Spirit+Nature+Strength+Reaction+Speed = Omni Damage Nullification
*********************** - Past is Past:
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