| Stat System Details | |
|---|---|
| Tweet Topic Started: Mar 17 2008, 02:15 PM (285 Views) | |
| Ryumaru | Mar 17 2008, 02:15 PM Post #1 |
|
Administrator
|
For those not familar with Stat Systems, or for those that want to know the full details of what means what when it comes to the Stat System here, then you've come to the right place, as I'll state the specific details of each stat. Power - This is the stat of Physical Strength, and effects how strong your physical/melee attacks are. Any basic physical blow (Punch, Kick, etc) does a maximum of 1x Power, or basically the value of the stat itself, with the option of doing any amount less for any reason whatever. Any attack or item that uses the stat for damage can also replace the stat itself with a lesser value, however the lesser value is still applied normally with the multiplier of the stat. Any Skill which draws upon the physical strength of the user will also use Power, but how much exactly will be stated on the skill itself. Skill - This is the stat of Spiritual/Ki Control, and effects how strong you are with Ki attacks, as well as how skilled you are with controlling your energies. Everyone with at least 10 of this stat knows the universal power "Ki Blast", which allows you to shoot a small blast of Ki energy which causes .1x Skill damage for every point of Reiki/Youki you spend, for a max of 1x Skill at the cost of 10 Reiki/Youki. Any other skill which uses Ki will draw upon this stat as well. Seiki - Literally meaning "Life Energy", or at least intended as such, This is the stat of Life Force, and effects how Health, referred to as "Seiki", you have. The amount of Seiki you have within the RP is 10x the stat, or basically the value of the stat with a 0 added at the end. You lose Seiki from damage dealt to you by attacks and/or effects, but regain it outside of battle at a rate of 10%, or 1/10 your total, per post. When your Seiki reaches 10 or less, you are knocked out and unable to do anything but recover, and if it reaches 0 or less... your character dies. Reiki & Youki - Literally meaning "Spirit Energy" and "Youkai Energy" respectively, These are the stats of Ki and effect how much of each you have, the energy's name being the same as the stat itself. Humans only have Reiki and Youkai only have Youki, but Hanyou have both. The amount of Reiki/Youki you have is 10x the stat, or basically the value of the stat with a 0 added at the end. You lose Reiki/Youki from Skill Costs, and regain it at the rate of 10%, or an amount equal to the value of the stat you have for it, outside of battle, and 1%, or 1/10 the value of the stat you have, inside of battle. Nothing happens if you reach 0 on either, expect that you won't be able to use your skills. |
![]() |
|
| Ryumaru | Mar 18 2008, 11:27 AM Post #2 |
|
Administrator
|
In combat, each character has a turn, and during each turn, said character has one move (unless they have a skill which allows them to have more) during which you can attack, either directly or with an item, or use a skill/item. Not all skills or items count as a move, only ones which: A.) Target with someone other than yourself B.) Take time to charge or otherwise require more than a second to use C.) Do both all of the above |
![]() |
|
| Ryumaru | Apr 7 2008, 04:20 PM Post #3 |
|
Administrator
|
As some effects are very useful or otherwise used often, these effects are called "Standardized Effects", and to make them easier to read and type, we provide a standard short-hand way of writing them. Note that the option of replacing "target" with "user" is possible, though it means that it'll only work for you. Burn(Fire): A very common effect which continues to inflict damage on a target after being initially hit. The effect damage starts the turn after the main Damage of the attack, unless the attack has no main Damage, and continues for set amount of turns, usually 5 or 10. The burns can be put out or stopped if someone takes a turn to do so, is hit by a Water-based skill, or targeted by healing magic. The cost is based on the total damage done.
Burn(Acid): Same as the Burn(Fire) effect, but without the possibility of being put out save by healing magic, however costing more energy to use per damage. Poison works pretty much the same way, just modify slightly to refer to poison instead of acid.
Binding: An effect which restricts the targets movement for a number of turns based on the strength of the bind. Each turn, instead of their normal move, the stat which is used to calculate the strength of the bind for the user can be used by the target to calculate the amount of effort he/she can make towards breaking the bind, reducing the strength of the bind by that amount until it reaches 0 or less and the bind is broken. Only Power or Skill can be used to calucate the strength of a bind. A bind can be reapplied to a target, but the strength of a single bind skill will not stock upon the strength of the previous application, nor can additional binds be applied on top of the current one.
Freezing: Similar to Binding, but is Water/Ice-based and forces the user to try and break the freeze with the Power Stat rather than the stat used to calculate the strength of the freeze. However, a freeze's strength can also be weakened by an Fire-based attack, and doesn't harm the frozen person unless the attack is stronger than the strength of the freeze. Unlike Binding, however, the strength of Freezing powers CAN stock upon one another, but Like Binding, only Power and Skill can be used to calculate the strength.
Shield: A very common defensive effect, which creates a frontal wall of Ki that blocks attacks up to it's strength. Attacks higher than the shield's strength will break through, but only inflict the difference between the strength of the attack and the shield.
Barrier: A uncommon but often used defensive effect, which creates a dome or bubble of Ki that blocks attacks up to it's strength. Unlike Shield, Barrier will block the entire attack when it breaks, but afterwards is unusable for a set amount of turns.
Aura: A rarely used but powerful defensive effect which covers a target in a protective aura. All attacks done on the target will reduce the damage by the strength of the aura, with attacks weaker than the strength being blocked completely. Much like shield, however blocks from all sides, but only able to target a single person.
Healing: A very useful effect which allows one to convert Reiki and/or Youki into Seiki in yourself or other. Any healing increases Seiki in the target equal to the strength of the heal, unless doing so would put the current Seiki over the maximum Seiki, in which case the target is fully healed. Healing also neutralizes any and all effects which deal damage.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Announcements & News · Next Topic » |




2:55 AM Jul 11