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Administrator
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- Chatango Username
- LexLuthor
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Stat System
Statistics
For the purpose of feats and combat potency, this site uses a combination of statistical and free form role play. There are five primary statistics, along with several meta-statistics, that are used as a rough guideline to help aid players in understanding combat interactions. This also helps us gauge the relative strength of players. The five statistics are as follows:
- Strength - Stamina - Speed - Accuracy - Fortune
Below is a series of clarifications for approximate feats capable of being performed based on any given statistic's level. Please keep in mind that these divisions are provided for purposes of helping players understand the basic capabilities within certain stat ranges, and that there are NO cutoff points whereupon a stat suddenly becomes much more important than before. For example, the difference between a Strength Score of 50 and 51 is no more significant than the difference between a score of 49 and 50; the bracket simply ends there for reasons of simplicity.
Strength StrengthStrength is a measure of a character's muscle or physical power. Strength determines how much power is behind a melee attack and how heavy an object a character may lift. It allows them to hold or grapple others, as well as to break out of restraints. Effectively, for any task where inertia is changed, strength is the relevant statistic. - 1-7: Weak. This strength is what you'd expect of a frail woman or child. People with this usually can't lift more than 20kg. Melee attacks are very weak and cause little damage.
- 8: Average. This is the strength of an average human male.
- 9-50: Athletic. Athletic. A character with this stat is above average, basically a trained soldier or a manual laborer. They can lift 2x their strength score in kilograms. Melee attacks at the lower end cause as much damage as a relatively fit man. Mele attacks at the higher end cause as much damage as a lightweight boxer or a bar brawler might. People with this strength can break thin planks of wood or sheet rock, and at its peak represents the pinnacle of regular human ability.
- 51-100: Weightlifter This is the range where characters start becoming abstract. At the lower end Lifting 100kg becomes an easy task, and breaking wood is normal for them. At the higher end is where characters are super-human. Lifting 250kg+ becomes an easy task, and melee attacks are comparable to pistons. They can pierce through thin stone surfaces or wooden beams. People of this strength may lift 4x their strength score in kilograms
- 101-300: Herculean. Characters with these strengths are well beyond the normal level exhibited by most humans. They can lift 10x their strength score in kilograms, are capable of bending pieces of metal, and towards the higher end of this range melee attacks do as much damage as cannons or guns. They can easily break through thick stone walls, entire trees, or sheet metal up to an inch thick.
- 301-500: Titanic. This is the range of strength normally only capable of being achieved by giants. Characters with strength in this range can lift 25x their strength score in kilograms, can mold metal with their bare hands, and can snap trees like twigs. A full power melee attack at full force is instantly deadly to normal people, and hit with many times the force of a cannon. They can break though several meters of stone or barriers of solid steel with little problem.
- 501 - 1,000: Colossal Strength. The earth and mountains themselves tremble, and the sea parts when these people attack. Normal stone and wood are no barrier to them, and it takes a meter of reinforced metal to stop them at the least. The force of their full strength melee attacks will disintegrate most normal people and objects and they may lift 50x their strength score in kilograms.
- 1,001 +: Otherworldly Power. The skies themselves will part with the raw power of your attacks, and the oceans waves may even reverse themselves from the shockwaves created by your punches. The force of these attacks is such that only those as powerful as the strongest of Elbaf giants can compete in raw force. They may lift 75x their strength score in kilograms.
Stamina StaminaStaminaStamina is how healthy and sturdy someone is. It affects their tolerance to sickness and natural poison, as well as how many hits they can take before going down. Stamina determines how fast you heal and how long you can endure strenuous activity, such as holding your breath or running. In addition, those with high stamina have much more resistance to the extreme hot or cold of nature, and can live for much longer with serious, untreated wounds. - 1-7: Frail. People of this level are classed as generally unhealthy; they have a tendency to catch illnesses with relative frequency and suffer dire effects from even mild toxins. They tend to have trouble holding their breath for more than a handful of seconds or running for more than a minute. In terms of physical resistance, a single punch from an average strength opponent would most likely knock them flat. May perform at full strength for 1 minute per point of stamina, after which time they are exhausted.
- 8: Average. They can take a few punches before succumbing to unconsciousness, and have little resistance to illness or poison. They have a mild tolerance for hot or cold weather, can jog for long stretches, and can run for a few minutes before tiring. They may hold their breath for about a thirty seconds, and may perform at full strength for 2 minutes per point of stamina before growing very tired.
- 9-50: Athlete. This stat range indicates a normal person at the peak of their physical health. Those in this range succumb to illnesses only occasionally, and can take a bit more of a beating before going out for the count, compared to an average person that is. Bruises and cuts will heal a bit more quickly than normal. They can stand very hot or freezing weather for some period of time, and rarely get sick from normal illnesses. Non-weaponized toxins work through their system quickly, and they have an easy time developing resistance upon repeat exposure. They can jog for over an hour without tiring, and can hold their breath for just over a minute. They may perform at peak strength for 2 minutes per point of stamina before growing fatigued.
- 51-100: Super Soldier. Wounds which would incapacitate a normal person are simply taken as heavy blows, and they heal almost twice as fast as an average person. These people may continue to function with open wounds for prolonged periods of time. They can jog with the ease a normal person would walk at, and can run for huge periods of time. Strong naturally occurring toxins and mild illnesses run through their duration more quickly. Individuals with this stamina can take dozens of normal blows before being rendered unconscious. They may hold their breath for roughly five minutes, and may perform at full strength for 3 minutes per point of stamina before growing weary.
- 101-300: Beast-like. Blunt strikes which would bring even strong men to their knees become easily bearable to these individuals, who can also run for hours without breaking a sweat. They rarely grow ill naturally, only becoming sick when exposed to rare and deadly diseases. Wounds, even serious ones, heal at alarming speeds. They develop tolerance for naturally occurring toxins at alarming rates. They can hold their breath for over ten minutes, and perform at full strength for 10 minutes per point of stamina. Hot and cold within normal climactic bounds have no bearing on these individuals.
- 301-500: Machine-like. No number of ordinary strikes can harm this person; they can barely even feel any but blows that giants would feel. Weather, within the limits that do not physically destroy the matter of which the individuals are made, have no effect on their well-being. Most naturally occurring poisons and disease have no noticeable effects; only the deadliest of either will make an impact. Such individuals may run indefinitely, and perform at full strength for any amount of time they like without tiring greatly. When it comes to weather, heats well above boiling and colds well below freezing do not effect these individuals. They can stay awake for days without issue. They can hold their breath for nearly an hour, and any non-fatal wounds tend to close in less than 24 hours.
- 501 - 1000: Diamond Resilience. There is virtually nothing that will put you down immediately, for even your internals are so solid they resemble steel armor in the face of impact, your very flesh and bones practically a fortress wall to your opponents blows. Though you are still able to be cut by sharp weapons when caught unawares, this person can bear the blows of mighty giants and almost completely negate most heat or frost damage from nature. Non-weaponized poisons and toxins of normally lethal doses are tolerable and manageable for lengthy periods of time. One with this stamina can continue at the user's peak capabilities for days on end.
- 1000+: Impervious. Almost no naturally occurring poison or illness in the entire world can phase them. They only occasionally require sleep and regenerate most wounds almost as fast as they receive them. The only form of harm these individuals are normally subject too, aside from forces of nature, are old age, starvation, dehydration, and suffocation.
Speed SpeedSpeedSpeed determines how fast someone's body can move. Higher speeds allow characters to run faster, jump further, and dodge attacks that they're aware of. When this stat is high, the character is more mobile and difficult for enemies to hit under normal circumstances. - 1-7: Slow. Characters in this range are usually overweight, injured, or have short legs. Their movements are sluggish and predictable. Getting to 15km per hour would be hard for them
- 8: Average. This is the normal speed and agility for a typical human male. Their movements are easily seen and not difficult to predict. Running speed is about 15km per hour.
- 9-50: Athletic-Track Runner. This is the equivalent of an athletic runner to an Olympian level. They can move swiftly and fairly gracefully, giving them an easier time dodging conventional attacks. They can sustain running speeds of about 48km per hour and strike at regular to trained athletic speeds.
- 51-100: Super Human. The heights of champion material among normal humans. This individual's speed is high even among non-human land mammals, and surpasses all normal human standards. Their movements are very quick, and near 100 it would be hard for normal people to follow them accurately. When running, their max sustained running speed is equal to 1.6km/hour per point of speed.
- 101-200: Beastly. At this level of speed their movements are almost impossible for average humans to track, and they appear to blur when they move at full speed. They can dodge attacks by most non-firearms at normal speeds without too much difficulty as they progress. Dodging normal attacks is child's play to those with a keen eye, and their top sustainable speed is equal to 2.4km/hour per point of speed.
- 201-500: Untraceable. Individuals with this stat have speed beyond the normal limits of living beings. Capable of moving at speeds that are almost imperceptible by normal standards, with short-range movement almost invisible to the average human eye. Dodging normal attacks and even firearms is child's play. They can basically dodge anything they are aware of that's moving at subsonic speeds. Top sustained running speed is 3.2km/hour per point of speed.
- 501-1000: Supersonic. At this speed, individuals move fast enough to appear as a mirage to the unawares, disappearing and reappearing at will to all but those able to track such movement. Traversing the lengths of entire large cities can take mere minutes and they can dodge all but the fastest of earth bound objects with relative ease. Movement at this stage can reach true supersonic speeds. Maximum sustained running speed is 4.8km/hour per point of speed.
- 1000+: The Flash. Any living being with this speed basically move outside of normal time. Their physical bodies can achieve Hypersonic speed, and they are can become completely invisible in short bursts to even the advanced eye. While moving short distances they often cause distinct "booms" as they displace the air around them with their movements. They can dodge almost anything they can perceive. Minimum sustained running speed is 8km/hour per point of speed, and that speed increases by 1km/hour for every 100 more points earned.
Accuracy AccuracyThe Accuracy stat determines a character's depth of perception. Even with the speed of a God, characters require accuracy to be able to follow the movements of others and react to the world around them. This is the stat that primarily deals in one's aim and reflexes. - 1-7: Clumsy. This is the stat level most children and white-collar workers would fall into. They have a difficult time performing any task that requires coordination and lose track of all but the slowest objects.
- 8: Average. At this level basic tasks can be performed. They can see and catch objects moving at 15MPH per hour or less without difficulty, and can easily land a punch or simple weapon stroke on stationary objects.
- 9-50: Exceptional. Most game hunters are at this level. Hitting targets with ranged weapons at a distance of up to 3 Meters per point of accuracy is fairly simple, and melee strikes against moving targets are not very difficult. Quick moving objects are easy to track, and attacks become easier to react to in time. They can see and catch objects moving at 90MPH per hour or less without difficulty.
- 51-100: Profession Sniper. This is the level of professional marksmen. Your eyes have become trained to track and follow even very quick moving objects or persons. Ranged attacks are accurate up to 5 Meters per point of accuracy, and incoming attacks of regular speed and aligning speed statistics are capable of prediction. They can see and catch objects moving at speed beyond human range.
- 100 - 300: Eagle Eye. At this level the character has reached a high awareness of the world around them, including how things move and react. In addition, they possess extraordinary reflexes and coordination. Hitting ranged targets at up to 8 Meters per point in accuracy is very easy. During combat normal people appear to move in slow motion and melee attacks will almost never miss targets who are the same speed or slower than the target. And the same goes for perceiving aligning speed statistics.
- From 100 on, every additional 100 points put into accuracy will increase your meters per accuracy point range by 8. So at 200 your range to hit a target accurately is 16 meters per accuracy point.
- 301 - 500: Pseudo-Robotic. The character with this statistic has achieved pin-point accuracy. Within up to 24 meters per point of accuracy, ranged attacks are almost guaranteed to land. Incoming attacks from normal people look as if they're suspended in time, and the character will notice even very subtle or distant actions taken against them. An understanding of the movement of all things allows them to predict trajectories of almost anything they can see.
- 501 - 1,000: Infallible. A character that possesses this amount of accuracy can take in the world around them almost as far as the eye can see, and precisely locate small objects visible within the landscape anywhere their eyes are laid upon with ease. With crystal clear vision and the ability to easily land attacks up to 40 times their accuracy stat in meters away, the wind distortions of bullets blasting out of normal guns are practically slow motion to characters at this level. Supersonic speed levels can be tracked at this level of accuracy and corresponding speed statistics within accuracy's reach are all perceivable.
- 1,000+: Unimaginable. A character with this accuracy is always aware of everything happening around him and can react to things happening at supersonic speeds. They can hit anything with a ranged weapon that they are familiar with as long as the weapon is powerful enough to reach what they're aiming at, extending to objects up to 80 meters per point of accuracy away with total precision. They have complete control over every last nerve in their body and every motion they make is precise down to the micron.
Fortune Fortune
Fortune is unique among the stats, and derivative from all of them. Fortune is the average of the other four primary statistics, and thus is a representation of average or overall strength, and will not change regardless of how evenly or lopsidedly the other statistics are distributed. This means that Fortune is all of your other stats divided by 4. For example, all starting characters get 32 stats, therefore their fortune is 8. If you have an odd number, it is simply rounded down. I.E. 35 Equals 8, not 9.
Fortune has several purposes: foremost, it is key in determining the number of technique ranks a player is allowed, as well as the max rank that any given technique may be. Additionally, it is the go-to stat for many Out Of Character calculations, such as comparison of relative strength. Finally, it can be used as the relevant statistic for attacks of elemental or abstract origin.
Because Fortune is a statistic that is purely relative, there is no need to list feats as divided by brackets. If at some point future uses for the statistic are found which may seem arbitrary in nature, a proper bracketed explanation of possible feats per score will be provided.
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Ball of Sunshine
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Stat Parameters
These Tiers are designated power levels for the various ranks of Pirates/Marines that exist and/or are created. While characters will sometimes venture above their parameters as they journey as a PC this guideline will help Mods/Admins understand the general power stats of characters being created -- and the amount of bounty to bestow on someone of such a level as appropriate crimes are committed, or strength (and by extension, physical threat) levels reached. Revolutionaries and Bounty Hunters will be updated as both the story moves along and as they are created / perform acts of import on this site, but their rankings parallel and reflect those of the Marines/Pirates.
Base Number = Fortune Bracketed Numbers [ ] = Equivalent Stat Amounts
20 [80] - average Lieutenant
40 [160] - average Marine Commander Level / P1 Buggy
60 [240] - average Marine Captain / Arlong / average 20,000,000 threat
80 [320] - seasoned Marine Captain / typical 20 - 40m Threat / Veteran Bounty Hunter
100 [400] - average Commodore / typical 40 - 60m Threat / CP8 member
125 [500] - CP8 Leader / average Rear Admiral / typical 60 - 80m Threat / Mr 1
150 [600] - average CP9 Member [Blueno, Chapapa] / rookie Vice Admiral / seasoned Rear Admiral
175 [700] - seasoned CP9 Member [Kaku, Jyabura] / Pt. 1 Franky / typical 80 - 100m Threat
200 [800] - average Vice Admiral Level [Maynard, Ronse] / Supernova [P1 Law, P1 Luffy/Zoro, P1 Kidd] / Lucci
225 [900] - Luffy G2 (Part 1) / Smoker (Pt. 1)
250 [1000] - Pacifista / Seasoned Vice Admiral [Dalmation, Momonga] / P1 Blackbeard
275 [1100] - Elite Coliseum Combatants [Ideo, Blue Gilly, Suleiman, Kelly Funk]
300 - 325 [1200 - 1300] - Joker Officers [Lao G, Gladius, Senor Pink] / Don Chinjao, Hajrudin
350 - 375 [1400 - 1500] - Joker Executives [Pika, Diamante, Trebol] / Don Sai / Coluseum Winners [Burgess, Bartolomeo]
400 - 425 [1600 - 1700] - Average Shichibukai [Pt. 2 Trafalgar Law, Pt. 2 Regular Luffy/Zoro, Pt. 2 Eustass Kidd]
450 - 500 [1800 - 2000] - Pinnacle Pirate Level [Doflamingo, Mihawk, Jack, Sabo] / G2-3 Luffy (Pt. 2)
500 - 600 [2000 - 2400] - Admiral [Admiral Kizaru, Admiral Fujitora] / Blackbeard / G4 Luffy
625 - 750+ [2500 - 3000+] - Fleet Admiral [Admiral Akainu, Admiral Sakazuki] / Yonkou [Big Mom, Kaidou, Shanks]
1,000 [4,000] - The Worlds Most Powerful Individual
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Ashara Ackerman - Malicious Queen/CP7 Chief Unclaimed DP Violet Valentine - Maiden of Glass/Zetsubo-Co Bounty Hunter
Unclaimed DP November Appreciation - 5 DP & 5,000,000 You're cruel to be kind - 11 DP & 8,000,000 Advertising Event - 15 DP & 15,000,000 Krampus Event - 10 DP & 8,000,000 Merry Kringlemas Event - 12 DP & 12,000,000 New Years Giveaway 2017 - 18 DP & 18,000,000 Love Letters Event - 10 DP & 10,000,000 March Appreciation - 10 DP & 10,000,000  Zhu Hei Long - Dean of Physics/Pirate
Unclaimed DP Pit stop at half beast Island - 15 DP & 10,000,000 + 500,000 bountyNight of the First Day - Dragon Dildo Dilemma - 16 DP & 12,000,000 Merry Kringlemas Event - 12 DP & 12,000,000 New Years Giveaway 2017 - 18 DP & 18,000,000 Nanny and Nahni's Odd Order - 18 DP & 12,000,000 Chillin' in Celia's Cabin - 15 DP & 9,500,000 Mock Vacation in Mock Town - 15 DP & 10,500,000 Mock Vacation in Mock Town Pt. 2 - 15 DP & 10,500,000 + 70,000 bountyMock Vacation, Mocking the Weak - 13 DP & 9,000,000 Love Letters Event - 10 DP & 10,000,000 March Appreciation - 10 DP & 10,000,000 Catfishing...but different - 15 DP & 10,500,000 
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