Stat System
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Stat System
The Stat System
In order to properly determine the rough capabilities of your character, they are designated statistical information. In turn, as a character gains more experience in life, they will receive additional stat points to differ that. As always on an RP forum, a character’s stats are not ‘End-All-Be-All’, but rather, a rough guideline that allows for smoother, more realistic literature as the authors have a quick reference guide. If all participants are in agreeance, or a story would greatly benefit from it (or users just plain don’t want to), the use of the stat system can be (temporarily or permanently, at each user’s discretion) eschewed.
Static Stats
-These stats have points placed into them outside of combat, and remain the same (barring buffs/debuffs) for the duration of an instance.
Strength - Determines ability to exert physical force, such as pushing and striking with a weapon.
Speed - Determines movement speed and the maximum distance they can move in a turn, as well as how quickly they can instigate or react to situations..
Constitution - Determines the body’s ability to withstand damage before actually breaking, dealing with toxins, and regenerating from damage taken.
Will - Determines emotional strength and fortitude, translating to power and defense for mental attacks.
Wisdom - Determines general ability to gather and retain knowledge and then apply it, such as learning and using skills.
Senses - Determines ability to gather empirical knowledge from the five basic senses (sight, sounds, smells, tastes, touch) as well as one’s ‘danger-sense’.
Dynamic Stats
-These stats are constantly changing throughout an instance, to accurate represent the over-all state of the character at any given moment.
Energy - Determines the total energy within a body. This is essentially the ‘Health’ and ‘Mana’ stat combined, decreasing as a character takes damage and uses techniques. When this stat reaches 0, a character will die if immediate medical attention is not provided.
- Determined by combining all stat points together.
Stat Acquisition
All characters, upon approval, are immediately rewarded 20 stat points to be distributed as they see fit to their character. These can be given in any fashion, with no upper or lower cap to any stat. This is not to encourage players to min/max (and those that do will quickly learn why), but to instead allow for ease of stat management without requiring too much math.
After a player has completed a Story Arc, they may have it graded. Once done, the player will receive a number of EXP points that may be converted into Stat Points, Skill Points, and Tech Points. These are then spent on their namesakes, respectively. Alternatively, certain in-game items will allow for a player to increase their stat points, although these usually come with a heavy price.
Stat Charts
Stat usage in-game is meant to be quick and intuitive. Despite that, without a guide to refer the numerical values to, they mean nothing. As such, the following is a collection of charts that help further break the individual stats down. Certain stats can operate to a similar goal, using only a different medium to accomplish this. As such, they will be grouped together under a like-themed chart. Please note that the charts do not define ALL ways that stats can be used, only the specific ones they detail. For a more general usage on Stat Checks, see below.
If a player is using two stats at the same time, such as Strength and Will or Senses and Wisdom, the total value is half of both stats combined (example being a Strength of 15 and Will of 10 giving a total value of 12). By doing this, a player can make up for a lack of points in one area by boosting it slightly with another.
Force/Durability Chart
- Determines the numerical value required to move objects with a display of power. Depending on how it is done, a Force check can come from the Strength or Will stats.
Likewise, this chart can determine how much damage can be taken before breaking. A Durability check usually comes from Constitution, but can also come from the Will stat.
Movement/Sensory Chart
- Determines the numerical value required to move a specific distance within one turn, as well as the maximum distance one is capable of moving. Movement counts as long as the player is translating from their original position, such as dodging and moving in circles. Generally comes from the Speed stat, although may occasionally come from the Will stat.
- Determines the numerical value required for a player to sense activity happening away from them. To do this, multiply the maximum distance value by 10 to use the player’s Senses stat. For example, with a Senses stat of 5, a player can sense movement and activity happening up to 100 meters away.
Learning Chart
- Determines how quickly a player is able to learn new Skills, Techniques, Abilities, and Forms. This is determined by the character’s Wisdom stat.
Organic Regeneration Chart
- If a character does not possess a Regeneration Skill, they may not use regeneration.
Determines how quickly a body will repair itself from injury. Organic Regeneration is determined by the Constitution stat.
Although other forms of regeneration exist, they generally run off different components, and as such, will most likely use a different stat.
Damage Chart
Superfluous - Results from an Equivalent Stat Check (a difference of 0-2 between stats). [A faint mark or small line along the body.]
Scratch - Results from a Slight Difference Stat Check (a difference of 3-6 between stats). [The first layer of skin will break, causing a small scratch.]
Minor - Results from a Minor Difference Stat Check (a difference of 7-10 between stats). [Larger, deeper scratches and bruises, still nothing serious.]
Moderate - Results from a Moderate Difference Stat Check (a difference of 11-14 between stats). [Wounds can cause bleed-out if not looked after soon-enough. Ribs and cartilage will break. First-Second degree burns]
Major - Results from a Major Difference Stat Check (a difference of 15-17 between stats). [Larger bones can snap and break, Second-Third degree burns, deep wounds will bleed-out in a matter of posts.]
Fatal - Results from a Dominant Difference Stat Check (a difference of 18 or higher between stats). [Wounds will bleed out in a matter of actions, Third degree and higher burns, complete disembowelment, bones shattering, etc.]
Advantage
During a normal stat check, players compare their characters clashing stats to determine the outcome. Although this has been described before in the ‘Damage Chart’, it will be defined again to include all stat check equations. For the sake of clarity, comparing two different stats is called a ‘Check’, while comparing two of the same stats is referred to as a ‘Contest’. While a stat difference can seemingly make the RP aspect moot, it allows for a realistic reading on what an individual accomplishes with their RP, and allows for more fluid writing. Furthermore, while a ‘Dominant Advantage’ can seem scary, it’s essentially the equivalent of a newborn baby vs Goku. What is that newborn babe doing fighting Goku? It is not the responsibility or liability of staff to compensate for putting yourself in a situation you shouldn’t have.
Advantage Type | Stat Difference | Effect
Equivalent | 0-2 | There is no difference between the stats, resulting in a stalemate between clashes. Strength vs Constitution of this factor will show no damage, whereas racers will finish at the same time, etc.
Slight | 3-6 | There is a very small difference between the stats, resulting in the higher participant having a hairline advantage. However, the many other factors of a situation can result in the lower still easily winning.
Minor | 7-10 | This is the first true indication that there is a difference between participants. Racers will find a noticeable victor by several seconds, whereas damage checks display noticeable damage.
Moderate | 11-14 | This is a fair advantage that allows one player to significantly out-maneuver the other. When a check or contest of this difference occurs, the higher may struggle momentarily before pulling out a clean victory. For example, a strength or speed contest will result in the higher outmatching their opponent almost every time. Other factors can still make an impact here, although it is significantly less.
Major | 15 -18 | Without a serious secret weapon, the lower end of the clash is almost guaranteed to lose. A Major Advantage will provide the higher stat wielder to almost ignore any other field conditions and focus solely on obliterating the lower. It would take some serious skill to out-class someone with a Major advantage on you.
Dominant | 19+ | There is nothing except the Grace of the Almighty that can save you when someone has a Dominant Advantage over you. Strength will cleave through Constitution as if it isn’t there, and the superior Racer will flash past the other. There is very little that can help survive a Dominant Advantage.
In order to properly determine the rough capabilities of your character, they are designated statistical information. In turn, as a character gains more experience in life, they will receive additional stat points to differ that. As always on an RP forum, a character’s stats are not ‘End-All-Be-All’, but rather, a rough guideline that allows for smoother, more realistic literature as the authors have a quick reference guide. If all participants are in agreeance, or a story would greatly benefit from it (or users just plain don’t want to), the use of the stat system can be (temporarily or permanently, at each user’s discretion) eschewed.
Static Stats
-These stats have points placed into them outside of combat, and remain the same (barring buffs/debuffs) for the duration of an instance.
Strength - Determines ability to exert physical force, such as pushing and striking with a weapon.
Speed - Determines movement speed and the maximum distance they can move in a turn, as well as how quickly they can instigate or react to situations..
Constitution - Determines the body’s ability to withstand damage before actually breaking, dealing with toxins, and regenerating from damage taken.
Will - Determines emotional strength and fortitude, translating to power and defense for mental attacks.
Wisdom - Determines general ability to gather and retain knowledge and then apply it, such as learning and using skills.
Senses - Determines ability to gather empirical knowledge from the five basic senses (sight, sounds, smells, tastes, touch) as well as one’s ‘danger-sense’.
Dynamic Stats
-These stats are constantly changing throughout an instance, to accurate represent the over-all state of the character at any given moment.
Energy - Determines the total energy within a body. This is essentially the ‘Health’ and ‘Mana’ stat combined, decreasing as a character takes damage and uses techniques. When this stat reaches 0, a character will die if immediate medical attention is not provided.
- Determined by combining all stat points together.
Stat Acquisition
All characters, upon approval, are immediately rewarded 20 stat points to be distributed as they see fit to their character. These can be given in any fashion, with no upper or lower cap to any stat. This is not to encourage players to min/max (and those that do will quickly learn why), but to instead allow for ease of stat management without requiring too much math.
After a player has completed a Story Arc, they may have it graded. Once done, the player will receive a number of EXP points that may be converted into Stat Points, Skill Points, and Tech Points. These are then spent on their namesakes, respectively. Alternatively, certain in-game items will allow for a player to increase their stat points, although these usually come with a heavy price.
Stat Charts
Stat usage in-game is meant to be quick and intuitive. Despite that, without a guide to refer the numerical values to, they mean nothing. As such, the following is a collection of charts that help further break the individual stats down. Certain stats can operate to a similar goal, using only a different medium to accomplish this. As such, they will be grouped together under a like-themed chart. Please note that the charts do not define ALL ways that stats can be used, only the specific ones they detail. For a more general usage on Stat Checks, see below.
If a player is using two stats at the same time, such as Strength and Will or Senses and Wisdom, the total value is half of both stats combined (example being a Strength of 15 and Will of 10 giving a total value of 12). By doing this, a player can make up for a lack of points in one area by boosting it slightly with another.
Force/Durability Chart
- Determines the numerical value required to move objects with a display of power. Depending on how it is done, a Force check can come from the Strength or Will stats.
Likewise, this chart can determine how much damage can be taken before breaking. A Durability check usually comes from Constitution, but can also come from the Will stat.
Value | 1-3 | 4-7 | 8-12 | 13-18 | 19-24 |
Effect | The same strength as a normal human civilian. | Comparable strength to a top level human civilian, such as an athlete or martial artist. | Considered ‘super-human’, is able to crush stone and dent steel. | Steel can be torn through and bent severely; a single strike could shatter a skull. | Steel can be ripped through like paper, bones snap like twigs. |
Value | 25-32 | 33-41 | 42-51 | 52-62 | 63+ |
Effect | Tons of rock can be crushed under the impact. | Solid Steel can be crumpled like aluminium foil. Cliffs and hilltops can be razed. | The user can rip through any substance as if it were wet paper. Projectiles can fly outside the planet’s orbital pull. | Coal and other carbonous deposits can be crushed into diamond easily. A full display of power can destroy planets. | Star-strength gravity can be pushed through and destroyed, making this the height of power in the universe. |
Movement/Sensory Chart
- Determines the numerical value required to move a specific distance within one turn, as well as the maximum distance one is capable of moving. Movement counts as long as the player is translating from their original position, such as dodging and moving in circles. Generally comes from the Speed stat, although may occasionally come from the Will stat.
- Determines the numerical value required for a player to sense activity happening away from them. To do this, multiply the maximum distance value by 10 to use the player’s Senses stat. For example, with a Senses stat of 5, a player can sense movement and activity happening up to 100 meters away.
Value | 1-3 | 4-7 | 8-12 | 13-18 | 19-24 |
Effect | Can move 5 meters per turn, and up to 2 meters per action. | Can move 10 meters per turn, and up to 5 meters per action. | Can move 15 meters per turn and up to 7 meters per action. | Can move 20 meters per turn and up to 10 meters per action. | Can move up to 25 meters per turn and up to 12 meters per action. |
Value | 25-32 | 33-41 | 42-51 | 52-62 | 63+ |
Effect | Can move 30 meters per turn and up to 15 meters per action. | Can move 35 meters per turn and up to 17 meters per action. | Can move 40 meters per turn and up to 20 meters per action. | Can move 45 meters per turn and up to 22 meters per action. | Can move 50 meters per turn, up to 25 meters per action. |
- Determines how quickly a player is able to learn new Skills, Techniques, Abilities, and Forms. This is determined by the character’s Wisdom stat.
Value | 1-3 | 4-7 | 8-12 | 13-18 | 19-24 |
Effect | Learns all things at regular cost *2. | Learns all things at regular cost. | Learns skills at half cost. Learns all other things at regular cost. | Learns skills and techniques at half cost. Learns all other things at regular cost. | Learns all things at half cost. |
Value | 25-32 | 33-41 | 42-51 | 52-62 | 63+ |
Effect | Learns skills at quarter cost. Learns all other things at half cost. | Learns skills and techniques at quarter cost. Learns all other things at half cost. | Learns all things at quarter cost. | Learns skills, techniques, and abilities at fifth the cost. Learns forms at quarter cost. | Learns all things at fifth the cost. |
- If a character does not possess a Regeneration Skill, they may not use regeneration.
Determines how quickly a body will repair itself from injury. Organic Regeneration is determined by the Constitution stat.
Although other forms of regeneration exist, they generally run off different components, and as such, will most likely use a different stat.
Value | 1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 61+ |
Effect | Can repair superfluous damage in 1 turn, Scratch damage in 3 turns. | Can repair scratch damage in 1 turn, Minor damage in 3 turns. | Can repair Minor damage in 1 turn, Moderate damage in 3 turns. | Can repair Moderate damage in 1 turn, Major damage in 3 turns. | Can repair Major damage in 2 turn, can repair Fatal damage in 5 turns. | Can repair Major damage in 1 turn, Fatal damage in 3 turns | Can repair Major damage in 1 action, Fatal wounds in 2 turns. |
Damage Chart
Superfluous - Results from an Equivalent Stat Check (a difference of 0-2 between stats). [A faint mark or small line along the body.]
Scratch - Results from a Slight Difference Stat Check (a difference of 3-6 between stats). [The first layer of skin will break, causing a small scratch.]
Minor - Results from a Minor Difference Stat Check (a difference of 7-10 between stats). [Larger, deeper scratches and bruises, still nothing serious.]
Moderate - Results from a Moderate Difference Stat Check (a difference of 11-14 between stats). [Wounds can cause bleed-out if not looked after soon-enough. Ribs and cartilage will break. First-Second degree burns]
Major - Results from a Major Difference Stat Check (a difference of 15-17 between stats). [Larger bones can snap and break, Second-Third degree burns, deep wounds will bleed-out in a matter of posts.]
Fatal - Results from a Dominant Difference Stat Check (a difference of 18 or higher between stats). [Wounds will bleed out in a matter of actions, Third degree and higher burns, complete disembowelment, bones shattering, etc.]
Advantage
During a normal stat check, players compare their characters clashing stats to determine the outcome. Although this has been described before in the ‘Damage Chart’, it will be defined again to include all stat check equations. For the sake of clarity, comparing two different stats is called a ‘Check’, while comparing two of the same stats is referred to as a ‘Contest’. While a stat difference can seemingly make the RP aspect moot, it allows for a realistic reading on what an individual accomplishes with their RP, and allows for more fluid writing. Furthermore, while a ‘Dominant Advantage’ can seem scary, it’s essentially the equivalent of a newborn baby vs Goku. What is that newborn babe doing fighting Goku? It is not the responsibility or liability of staff to compensate for putting yourself in a situation you shouldn’t have.
Advantage Type | Stat Difference | Effect
Equivalent | 0-2 | There is no difference between the stats, resulting in a stalemate between clashes. Strength vs Constitution of this factor will show no damage, whereas racers will finish at the same time, etc.
Slight | 3-6 | There is a very small difference between the stats, resulting in the higher participant having a hairline advantage. However, the many other factors of a situation can result in the lower still easily winning.
Minor | 7-10 | This is the first true indication that there is a difference between participants. Racers will find a noticeable victor by several seconds, whereas damage checks display noticeable damage.
Moderate | 11-14 | This is a fair advantage that allows one player to significantly out-maneuver the other. When a check or contest of this difference occurs, the higher may struggle momentarily before pulling out a clean victory. For example, a strength or speed contest will result in the higher outmatching their opponent almost every time. Other factors can still make an impact here, although it is significantly less.
Major | 15 -18 | Without a serious secret weapon, the lower end of the clash is almost guaranteed to lose. A Major Advantage will provide the higher stat wielder to almost ignore any other field conditions and focus solely on obliterating the lower. It would take some serious skill to out-class someone with a Major advantage on you.
Dominant | 19+ | There is nothing except the Grace of the Almighty that can save you when someone has a Dominant Advantage over you. Strength will cleave through Constitution as if it isn’t there, and the superior Racer will flash past the other. There is very little that can help survive a Dominant Advantage.
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