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Stats & Skills

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Stats & Skills Empty Stats & Skills

Post by Admin Fri Oct 05, 2018 2:31 pm

Stats

A final, brief note on stats before we begin. We want to quantify what each stat does and how it benefits you in combat RP. The list and definitions are listed below.

Power: Power is quite straight-forward. It's your raw power for combat purposes, and as such dictates how hard you can hit.

Accuracy: Everything requires some measure of aiming. Accuracy determines the level of your ability to be able to hit your target.

Speed: This is a character's mobility. Their ability to evade incoming attacks and get the hell out of the way.

Toughness: The individual's ability to resist damage and a myriad of physical attacks. 

Willpower: Some attacks don't come at you physically, but they attack your mind. Additionally, those with a high willpower may even find themselves able to push past physical pain to some degree.

One's ability to AVOID damage is based on a myriad of factors which don't really have anything to do with Toughness (mostly being a mix of roleplay, skills, and technical choices.) The chart below displays the general level of damage one takes based on the opponent's Power stat compared to the recipient's defense.

Also keep in mind that even damage as weak as that against a Superior Defender can accumulate if one takes enough, especially if that damage can be delivered repeatedly to the same target zone.

Stamina: Your reserve of energy, doing anything in combat is likely to deplete your stamina.  (Equal to half of your Power Level.)

Power Level: This is the way to differentiate what level you and your enemies or allies are on. This is literally your day to day potential as a game character. (This is all Strength, Accuracy, Speed, Toughness, and Willpower all added together.)

Stat GP Purchase Rates

  • 0-100 SP (5 GP:1 SP)
  • 101-200 SP (10 GP:1 SP)
  • 201-300 SP (15 GP:1 SP)
  • 301-400 SP (20 GP:1 SP)
  • 401-500 SP (50 GP:1 SP)
  • 501-600 SP (100 GP:1 SP)
  • 601+ SP (200 GP:1 SP)


Comparison Tiers

These tiers are used to give a general guideline of how your stat will interact with an opponent's stat in combat. Furthermore, they are quite valuable for technique design for effect-based techniques, and for designating what tiers of comparison create which effects.
STAT TIERS:

STAT TIER COMPARISONS:

*****

Stat Limitations
Certain limits exist to promote fairness and limit overspecialization, as well as to encourage writing growth. As such, a character of a given 'class' has a limit to their total
Power Level, and a limit to how high they can raise a base stat. (Keep in mind that this limit also applies to buff techniques. A base stat can’t be buffed above the class limit.)

BASE STAT CAPS
Non-Prestige - 400 MAX Power Level
Prestige - 500 MAX Power Level
Ascended - 600 MAX Power Level


Skill Ranks and Costs

The skills system is a tool for further character customization and for expressing one's strengths and weaknesses. On the chart for stat comparisons, one's capability in combat with their skills functions in a similar manner. When two equivalent skills clash, each difference in rank is treated as one more notch up the chart. (As an example, Two Novice swordsmen are Equivalent while an Acolyte swordsman has Advantage over a Novice swordsman, a Trained swordsman has Superiority over a Novice Swordsman, and an Adept swordsman has Dominance over a Novice swordsman). This sort of comparison is used for clashes of skill/power, attacks and ripostes, etc.

Some skills do not compare against a skill for purposes of modifying the 'advantage', but instead have either direct effects either on stats, or (as detailed in the following paragraph) be purely intended as an influence on techniques.

It's not uncommon for techniques to have variable effects based on skills, starting weaker at lower skill ranks, and becoming stronger at higher ranks. In these cases, the 'baseline' value will be intermediate or advanced, depending on the technique in question, while being inferior at lower ranks and superior at higher ranks.

Below are the skill ranks and costs themselves. Note that these are the TOTAL cost of a rank. If ranking up from one rank to another, pay the difference between them.

Skill Ranks:

General Skills

Weapon Skill
  • None:
  • Novice:
  • Adept:
  • Trained:
  • Proficient:
  • Master:
  • Grandmaster:
  • Mythcial:


Hand to Hand
  • None:
  • Novice:
  • Adept:
  • Trained:
  • Proficient:
  • Master:
  • Grandmaster:
  • Mythcial:


Quirk Control
  • None:
  • Novice:
  • Adept:
  • Trained:
  • Proficient:
  • Master:
  • Grandmaster:
  • Mythcial:


Perception
  • None:
  • Novice:
  • Adept:
  • Trained:
  • Proficient:
  • Master:
  • Grandmaster:
  • Mythcial:


Teamwork
  • None:
  • Novice:
  • Adept:
  • Trained:
  • Proficient:
  • Master:
  • Grandmaster:
  • Mythcial:


Equipment
  • None:
  • Novice:
  • Adept:
  • Trained:
  • Proficient:
  • Master:
  • Grandmaster:
  • Mythcial:



Custom Skills

Each character has two slots custom skills on top of the general skills they begin with. With the rank up to Prestige and Ascended the character will gain an additional custom skill slot respectively. Additional custom skills are possible to earn through requests. The more custom skills one has earned through request the more difficult they will be to earn. Only one custom skill can be earned per request.

Admin
Admin

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Join date : 2018-10-04

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