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Stat System; How stats work here in OPEX
Topic Started: Jul 24 2009, 09:35 PM (4,806 Views)
OPEx
Stat System
Stat System © One Piece Explore 2008 - 2009.


Statistics

For purposes 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, as well as gauging relative strength of players. The five statistics are:

- Strength
- Stamina
- Speed
- Accuracy
- Fortune

Below are a series of clarifications of approximate feats capable of being performed based on a 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. 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
Strength 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 woman or child. People with this usually can't lift more than 40kg. Melee attacks are very weak and cause little damage.
8: Average. This is the strength of an average human male.
9-30: Strong. A character with this stat is above average, basically a trained soldier or a manual laborer. Can easily lift up to 100kg, max-capacity becomes around 130kg. Melee attacks cause as much damage as a lightweight boxer or a bar brawler might. People with this strength can break thin planks of wood or sheetrock.
31-80: Weight-lifter. This is the range where characters start becoming super-human. Lifting 200kg becomes an easy task, and melee attacks are comparable to pistons. They can pierce through thin stone surfaces or wooden beams.
81-150: Superhuman. Characters with these strengths are well beyond the normal level exhibited by most humans. They can lift 10x their strength score in kilograms, can bend thick pieces of metal, and their 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.
151-250: Monstrous. This is the range of strength normally only capable of being achieved by giants. Characters with strength in this range can lift 20x their strength score in kilograms, can mold metal with their bare hands, and can snap trees like twigs. Their melee attacks at full force are instantly deadly to normal people, and hit with many times the force of a cannon. They can break though several meters of stone or a third meter of solid steel.
251+: Godlike strength. The mountains tremble and the sea parts when these people attack. Stone and wood are no barrier to them, and it takes a meter of reinforced metal to stop them. The force of their melee attacks will disintegrate most normal people and objects. They may lift 40x their strength score in kilograms

Stamina
Stamina is how healthy and sturdy someone is. It effects their tolerance to sickness and 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 extreme hot or cold, 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.
9-30: 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 than the average person could. 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. Toxins work through their system quickly, and they have an easy time developing resistance upon repeat exposure. They can jog indefinitely, or run for over an hour without tiring, and can hold their breath for just over a minute. They may perform at peak strength for 3 minutes per point of stamina before growing fatigued.
31-80: Superhuman. Wounds which would incapacitate a normal person are simply taken as heavy blows, and they heal almost twice as fast as normal. They 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. Weak toxins and mild illnesses have no noticeable effect on the body, while stronger ones run through their duration more quickly. Individuals with this stamina can take dozens of normal blows before being rendered unconscious. Hot and cold within normal climactic bounds have no bearing on these individuals. They may hold their breath for roughly five minutes, and may perform at full strength for 5 minutes per point of stamina before growing weary.
81-150: Beast-like. Attacks 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 never 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 toxins at alarming rates, and are affected by only the most powerful of poisons They can hold their breath for over ten minutes, and perform at full strength for 10 minutes per point of stamina. Heats well above boiling and colds well below freezing do not effect these individuals.
151-250: Machine-like. No number of ordinary attacks can harm this person; they cannot even feel any but the mightiest blows. Hot and cold, within the limits that do not physically destroy the matter of which the individuals are made, have no effect on their well-being. Most 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. They require almost no sleep, can hold their breath for nearly an hour, and any non-fatal wounds tend to close in less than 24 hours.
251+: Impervious. Almost no poison or illness in the entire world can phase them. They do not need sleep and regenerate 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
Speed 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. They can run roughly 2km/hour per point of speed.
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 3km/hour per point of speed.
9-30: Fast. This is the equivalent of a athletic runner. They can move swiftly and fairly gracefully, giving them an easier time dodging conventional attacks. They can sustain running speeds of about 3km/hour per point of speed.
31-80: Track Runner. This is champion material among normal humans. Their movements are very quick, hard for normal people to follow accurately. They can dodge attacks at normal speeds without too much difficulty. When running, their max sustained running speed is 4km/hour per point of speed.
81-150: Cat-like. This individual's speed is high even among non-human land mammals, and surpasses all normal human standards. At this level of speed their movements are almost impossible for normal humans to track, and they appear to blur when they move at full speed. Dodging normal attacks is child's play, and their top sustainable speed is 4.5km/hour per point of speed.
151-250: Unreal. Individuals with this stat have speed beyond the normal limits of living beings. Their actions are almost imperceptible by normal standards, with short-range movement almost invisible to the naked human eye. They can basically dodge anything they are aware of that's moving at subsonic speeds. Top sustained running speed is 6km/hour per point of speed.
251+: Ludicrous. Any living beings with this speed basically move outside of normal time. Their physical bodies can achieve barely sub-sonic speed, and they are completely invisible while moving short distances, distinct "booms" as they displace the air around them with their movements. They can dodge almost anything they can perceive. Maximum sustained running speed is 8km/hour per point of speed.

Accuracy

The 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 50km per hour or less without difficulty, and can easily land a punch or simple weapon stroke on stationary objects.
9-30: 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.
31-80: Eagle-eye. This is the level of professional marksmen. Your eyes have become trained to track and follow even very quickly moving objects or persons. Ranged attacks are accurate up to 5 meters per point of accuracy, and incoming attacks of regular speed are easy to predict.
81-150: Sniper. At this level the character has a very 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 10 meters per point in accuracy is very easy, and normal people appear to move in slow motion around them. Melee attacks will almost never miss targets who are the same speed or slower than the target.
151-250: Mechanical. The character with this statistic has achieves pin-point accuracy. Within up to 15 meters per point of accuracy, ranged attacks are almost guaranteed to land. Incoming attacks 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.
251+: Infallible. 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. They have complete control over every last nerve in their body and every motion they make is precise down to the micron.

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.




If you really need help about how you can allocate it, about your fortune or if you just want to plot how your stats look, feel free to ask a mod or admin: Admin/Mod List
Edited by coreith, Apr 22 2012, 09:37 AM.
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