Stat System

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Stat System

Post by Admin on Wed Feb 08, 2017 11:14 pm

On God, part of the way your strength is measured is through the level of your stats. Stats include things like how fast you are, or how powerful your ki attacks are,and also your strength This stat training system allows you to train the areas of your character that you want to focus on.GOD has six Tiers and each of those tiers represents what level of fighter you personally are. The following information is the list of physical stats on GOD, an explanation of each of them, and information on their ranks and how to train them up.

Strength (STR).
Speed (SPD).
Reaction time (RT).
Ki Control (Ki).
Endurance (END).






Strength governs how strong your character is physically, how much weight they can lift, how much force is behind their punches and how hard they can swing a weapon. In general, strength makes you do more damage when you attack people with basic strikes, the higher your strength stat, the harder your hits. As your strength stat increases, your damage with basic strikes does as well. 
Tiers wrote:
Tier 1.
0-10: Very light bruising if at all, low level knock back (<1ft).
11-20: Light bruising, higher knock back (can cause stumbling).
21-30: Light bruising and slight soreness in the hit area, direct hits can knock down opponents.
31-40: Direct hits cause notable soreness and can knock back 1 meter.
Tier 2.
41-50: Moderate Bruising, jarring knock-back.
51-60: Moderate bruising, direct hits can tear the skin, or may wind an opponent if hit in the right area.
61-70: Moderate bruising, can break cartilage but not bone.
71-80: Deeper bruising, hits cause tears in skin, can break cartilage and cause minor fractures in bone with repeated hits to the same area.
Tier 3.
81-90: Heavy Bruising, up to one meter knock back.
91-100: Direct hits cause severe topical bruising, sustained force (such as a tight grip) can cause a major fracture in bone.
101-110: Internal bruising/concussion if hit in the head, 2 direct hits to the same area can cause minor fractures.
111-120: Internal bruising/concussion, 2 hits can cause minor fractures, sustained blows to the head can cause unconsciousness. Attacks with the body break the skin with ease.
Tier 4.
121-130: Deep internal bruising, hits can cause minor fractures, three meter knock back.
131-140: Hits cause minor fractures, five meter knockback, direct hits can cause multiple fractures.
141-150: Direct hits can outright break bone, cause internal bruising, up to seven meter knock back.
151-160: Direct hits can break bone, serious internal bruising (but not bleeding), up to ten meter knock back.
Tier 5.
161-170: Hits can break bones, direct hits can cause internal bleeding and organ damage.
171-180: Direct hits can still cause internal bleeding and hits can still break bone, sustained direct hits can cause serious organ damage.
181-190: Hits can cause internal bleeding and rupturing and can break bone, direct hits can cause serious internal organ damage.
191-200: Hits can break bone and cause internal bleeding, sustained direct hits can cause lethal organ failure.
Tier 6
201-210: Direct hits shatter bone and cause serious organ damage/failure and internal bleeding. 
211-220: Hits can shatter bones, or fracture all the bones in a larger area and cause internal bruising and lethal internal bleeding, direct hits can go through a human body.
221-230: Hits can go through a human body, sustained force can tear off limbs such as an arm or a leg. 
231-240: Hits can tear limbs off of a human body, direct hits can cause multiple serious fractures over most of the body. 




As the name suggests, Speed is how fast you are. Speed is the measure of how fast you can run from place to place. You speed increases your ability to dodge attacks, the faster you move, the harder you are to hit. Speed is also a factor in determining whether or not your opponents can react to you. For a highly mobile character, speed is the most important stat.

Tier 1

0-10: This fighter is averagely fast for a fighter, they can easily run anywhere from 0-10 meters per second

11-20: This fighter can move  at 11-20 meters per second.

21-30: The fighter can at 21-30 meters per second.

31-40: The user can move at 31-40 meters per second.

Tier 2.

41-50: Can move 41-50 meters per second.

51-60 Can Move 51-60 meters per second

61-70: Can move 71-80 meters per second

71-80: Can move 71-80 meters per second.

Tier 3.

81-90: The fighter can now move  at 81-90 meters per second

91-100: The fighter can now move  at 91-100 meters per second

101-110: The fighter can now move  at 101-110 meters per second

111-120:The fighter can now move at 111-120 meters per second

In short terms what ever amount of stat you have in speed is how many meters you can move per second.


Reaction Time is point-to-point movement; it allows a fighter to both attack physically and dodge attacks while staying relatively in the same spot. A fighter should be reasonably expected to be able to react (with reasonable cues) to an attack or other maneuver that was executed with speed of a rank/tier which is the same as or lower than the rank/tier of the ninja's reaction time. If it matches tier of your reaction time or is lower than it, and you have a reasonable IC cue, you can be expected to be able to dodge it with reasonable time to do so. This does not mean that you can dodge every attack with a speed rank equal to or lower than your reaction time. Reaction time only makes it possible to react, it does not make it guaranteed. 

Striking/Blocking Speed:
0-10: This fighter is averagely fast for a fighter, they can easily preforming a strike/block anywhere from 0-10 foot per second
11-20: This fighter can preform a strike/block at 11-20 foot per second
21-30: The fighter can preform a strike/block  at 21-30 foot per second
31-40: The user can preform a strike/block  at 31-40 foot per second.
Tier 2.
41-50: Can preform a strike/block  41-50 foot per second
51-60 Can preform a strike/block  51-60 foot per second
61-70: Can preform a strike/block  71-80 foot per second
71-80: Can preform a strike/block  71-80 foot per second.
Tier 3.
81-90: The fighter can now preform a strike/block  at 81-90 foot per second
91-100: The fighter can preform a strike/block  at 91-100 foot per second
101-110: The fighter can now preform a strike/block  at 101-110 foot per second
111-120:The fighter can preform a strike/block  at 111-120 foot per second
In short terms what ever amount of stat you have in reaction is how fast you can block or strike per second.




This force is a tangible energy inside every living being, with its major focus being in the center of the body. By drawing it out, an individual is able to manipulate it and use it outside the body. Ki can be used for many different techniques.When fighters gather ki, they are able to gain enhanced strength, speed, endurance, and can increase the power of their attacks to inflict greater damage to opponents. Normally, the more the ki is increased, the harder it is to control, so ki control is also important.

Tier 1: 

0-10: Very light bruising if at all, low level knock back (<1ft).

11-20: Light bruising, higher knock back (can cause stumbling).

21-30: Light bruising and slight soreness in the hit area, direct hits can knock down opponents.

31-40: Direct hits cause notable soreness and can knock back 1 meter.
Tier 2: 


41-50: Moderate Bruising, jarring knock-back.

51-60: Moderate bruising, direct hits can tear the skin, or may wind an opponent if hit in the right area.

61-70: Moderate bruising, can break cartilage but not bone.

71-80: Deeper bruising, hits cause tears in skin, can break cartilage and cause minor fractures in bone with repeated hits to the same area.

Tier 3:

 81-90: Heavy Bruising, up to one meter knock back.

91-100: Direct hits cause severe topical bruising, sustained force (such as a tight grip) can cause a major fracture in bone.

101-110: Internal bruising/concussion if hit in the head, 2 direct hits to the same area can cause minor fractures.

111-120: Internal bruising/concussion, 2 hits can cause minor fractures, sustained blows to the head can cause unconsciousness. Attacks with the body break the skin with ease.

Tier 4

121-130: Deep internal bruising, hits can cause minor fractures, three meter knock back.

131-140: Hits cause minor fractures, five meter knockback, direct hits can cause multiple fractures.

141-150: Direct hits can outright break bone, cause internal bruising, up to seven meter knock back.

151-160: Direct hits can break bone, serious internal bruising (but not bleeding), up to ten meter knock back

Tier 5

161-170: Hits can break bones, direct hits can cause internal bleeding and organ damage.

171-180: Direct hits can still cause internal bleeding and hits can still break bone, sustained direct hits can cause serious organ damage.

181-190: Hits can cause internal bleeding and rupturing and can break bone, direct hits can cause serious internal organ damage.

191-200: Hits can break bone and cause internal bleeding, sustained direct hits can cause lethal organ failure.

Tier 6

201-210: Direct hits shatter bone and cause serious organ damage/failure and internal bleeding.

211-220: Hits can shatter bones, or fracture all the bones in a larger area and cause internal bruising and lethal internal bleeding, direct hits can go through a human body. 

221-230: Hits can go through a body, sustained force can tear off limbs such as an arm or a leg.

231-240: Hits can tear limbs off of a body, direct hits can cause multiple serious fractures over most of the body. A fighter of this strength can split a mountain with a basic Ki blast. 

241-250:Hits can tear completely obliterate a person.

Piercing Scale:

Tier 1-1/4-3/4 inch cuts
Tier 2- 1-1½ 
Tier 3- 2-3 inch cuts
Tier 4-6-8 inches cuts
Tier 5 - Can cut or pierce directly through an individual
Tier 6 - Able to rend people apart with ease.



Ranges and sizes:
Tier I Ki blast range and size: 0-5m | 1m radius
Tier 2 Ki blast range and size:5-25m | 2-4m radius
Tier 3 Ki blast range and size:25-40m |4-6m radius
Tier 4 Ki blast range and size:40-60m | 6-15m radius
Tier 5 Ki blast range and size:60-80m | 15-30m radius
Tier 6 Ki blast range and size:80-100m | 30-50m radius.


Ki Cost and Substain:

Ki costs | Maintenance costs
Tier 1 - 5 ki | 5 ki every other turn

Tier 2 - 10 ki | 5 ki per turn

Tier 3 - 15 ki | 5 ki per turn

Tier 4- 20 ki | 10 ki per turn

Tier 5 - 25 ki| 10 ki per turn

Tier 6 - 30 ki | 15 ki per turn




Dodging other peoples attacks through speed or reaction time is not the only way to avoid damage. The Endurance stat decreases the amount of damage you take from basic strikes of other fighters. While having a high endurance does not do much to mitigate the damage from Ki, someone with a large amount of it can withstand long periods of physical damage because they have honed their bodies to withstand it.

Tier 1

0-10: Even Tier 1 basic attacks will do extra damage on this person, and will easily make them flinch. Wounds of any rank will severely limit their functionality in battle.

11-20: Average Endurance for a Fighter. No extra damage taken or damage mitigated.

21-30: Increased fortitude, the fighter is able to resist flinching against tier 1 basic attacks.

31-40: Able to resist knock down of tier 1 strikes.

41-50: Halves forced knock back from tier 1  basic attacks, able to fight through pain of tier 1 wounds unhindered.

Tier 2

51-60: Increased fortitude, the fighter is able to resist flinching against Tier 2 or lower basic attacks.

61-70: The Fighters body is honed to be tougher than average, it takes higher strength to break their cartilage than before (one tier higher).

71-80: It now takes a strength of one tier higher than normal for direct hits to tear the fighter's skin.

81-90: Halves forced knock back from Tier 2 or lower basic attacks, able to fight through pain of Tier 2 or lower wounds.

Tier 3

91-100: The Fighter no longer bruises as easily, reducing the bruises from basic strikes of Tier 3 or below to one tier lower.

101-110: The fighter is resistant to being winded and can withstand most basic attacks of Tier 3 or lower without much issue.

111-120: The user has honed their muscles and skin to reduce topical bruises by one degree (Heavy becomes moderate, moderate becomes light)

121-130: Halves forced knock back from Tier 3 or lower basic attacks, able to fight through pain of Tier 3 or lower wounds.

Tier 4

131-140: The fighter  can fight through pain, and maintain the use of limbs which have sustained minor fractures, with no penalty to their usage.

141-150: The user is able to endure enough that basic strikes from Tier 4 or higher strength are required to fracture bone.

151-160: Techniques and basic strikes that would break bone now cause minor fractures, it now takes repeated (two or three) fracturing blows to fully break bone.

161-170: Halves forced knock back from Tier 4 or lower basic attacks, able to fight through pain of A-rank or lower wounds.

Tier 5

171-180: The user can resist basic strikes of Tier 5 or lower breaking their bones (needing 2 more fractures than before to fully break).

181-190: The fighter can resist broken bones or internal bleeding of 181-190 or lower strength. Breaks become fractures, internal bleeding becomes deep internal bruising.

191-200: The fighter can resist broken bones or internal bleeding of 191-200 or lower strength, functioning through the pain of the reduced damage. Breaks become fractures, internal bleeding becomes deep internal bruising.

201-210: The fighter can resist broken bones or internal bleeding of 201-210 or lower strength, functioning and fighting through the pain of the reduced damage. Their organs do not rupture as easily from physical attacks, their bones are considerably hard to break, and they take 6 more hits in order for them to fail.

Tier 6

210-220: At this rank, the fighter can withstand damage of equal or lower strength, reducing it by 40 stats.

221-230: At this level, the fight can withstand damage of equal or lower strength, reducing it by 60 stats.

231-240: At this rank, the fighter can withstand damage of equal or lower strength, reducing it by 80 stats. 

241-250: At this rank, the fighter can withstand damage of equal or lower strength, reducing it by 100 stats.



How do I rank up stats?

Physical stats are divided into ranks. The Tiers are 1, 2, 3, 4, 5, and 6 In general, each level represents an average level of skill in an area for that tier. Training your stats has a word count (You must train every tier of a stat you wish to train up, you may not skip any.) You will make one post in the Training Stats section. All your stat training will be posted there and catered to. This also goes for Ki pool as well.

Method A.
Tier 1 stat(s)-100 words per stat point.
Tier 2 stat(s)-150 words per stat point.
Tier 3 stat(s)-200 words per stat point.
Tier 4 stat(s)-250 words per stat point.
Tier 5 stat(s)-300 words per stat point.
Tier 6 stat(s)-350 words per stat point.


Method B.

Complete a character's quest.Character quest are an important aspect of writing. They help tell a believable story and give characters and plots a chance to grow and develop at a steady pace. Quest  in other Role Play Realms and will probably be your main source of income early on. Each has a set post count and each also gives a ranged base amount of zeni, stat points, and other rewards.

To do a Quest you should start by creating one that suits your character. It should be noted that Quest come in all forms. Some may include invading a planet, while another may make a Quest fending off an invasion, or you may not even be fighting in one.

NPC
NPC Quest are your typical quest that you'd go on and complete solo. The topic remains under your complete control and the NPCs in the topic act as you write them out to act. NPC Task are considered [Closed].  

Complete a Tier 6 Quest: 30 Stat Points, 35z
Complete a Tier 5 Quest: 25 Stat Points, 30z
Complete a Tier 4 Quest: 20 Stat Points, 25z
Complete a Tier 3 Quest: 15 Stat Points, 20z
Complete a Tier 2 Quest:10 Stat points, 15z
Complete a Tier 1 Quest:5 Stat Points, 10z

PC
PC Quest are quest that are open for intervention from others, so they are considered [Open]. Quest can be made this way by choice or sometimes a moderator will ask you to change the Quest to a PC Quest. This is only asked of Quest that are seen as too large scale to be a Closed scenario such as destroying an planet, dragon ball search, etc. Another time a moderator will ask you to make your Quest PC is if it directly effects another PC or their planet.

Complete a Tier 6 Quest: 35 Stat Points, 40z
Complete a Tier 5 Quest: 30 Stat Points, 35z
Complete a Tier 4 Quest: 25 Stat Points, 30z
Complete a Tier 3 Quest: 20 Stat Points, 25z
Complete a Tier 2 Quest:15 Stat points, 20z
Complete a Tier 1 Quest:10 Stat Points, 15z

Method C.

Points for Killing People:
If you kill another fighter you will be rewarded with a set amount of stat points to spend however you wish. These points rewarded will be based off of the rank of the person you killed.

Defeat a Tier 6: 35 Stat Points
Defeat a Tier 5: 30 Stat Points
Defeat a Tier 4: 25 Stat Points
Defeat a Tier 3: 20 Stat Points
Defeat a Tier 2: 15 Stat Points
Defeat a Tier 1: 10 Stat Point

If you kill this person within five posts of the initial fighting starting than you will be given a bonus of 5 Stat Points.

Points for Sparring:
If you spar another fighter then you will receive a certain amount of points determined by the rank of the person if you defeat them. If you fail to defeat them and are the loser then you will receive only 1 stat points.

Defeat a Tier 6: 30 Stat Points
Defeat a Tier 5: 25 Stat Points
Defeat a Tier 4: 20 Stat Points
Defeat a Tier 3: 15 Stat Points
Defeat a Tier 2: 10 Stat Points
Defeat a Tier 1: 5 Stat Point

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