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Layman Iconoclast
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Stat guide Empty
PostSubject: Stat guide   Stat guide Icon_minitimeTue Jun 07, 2011 3:15 am

-Stats-
 
Strength:  (how much force your character can exert and weight they can lift)
Endurance: (a function of how much punishment your character can take and their physical stamina)
Speed: (how fast they are capable of running)
Agility: (Flexibility, balance, jump height, dexterity, and reaction speed for dodging)
Skill: (Reflexes, timing, accuracy, co-ordination, finesse, tool/weapon use and timing, reaction time for blocking)
Tactical intelligence: (your characters ability to come up with plans, assess situations, ect)
Practical intelligence: (required for medical and mechanical knowledge, healing, building, repairing, cooking, navigating ect)
Perception: (the five senses, reflexes and the ability to search and spot as well as use distance techniques)
Charisma and leadership: (a high leadership stat is required to command and convince others to join a crew)
Devil fruit control: (how skilled one would be with a devil fruit (characters without remain at zero))
 
100% = the threshold for human vs. super human (devil fruit use cannot exceed human limits)
 
0% = cannot perform anything using this stat category (for example 0% endurance would mean the character would faint if struck physically, 0% knowledge = can not read ect)
 
10% = considered average for most common (npc) people
 
The average npc:
 
Strength: 10%
Endurance: 10%
Speed: 10%
Agility: 10%
Skill: 10%
Tactical intelligence: 10%
Practical intelligence: 10%
Perception: 10%
Charisma and leadership: 10%
Devil fruit control: 0%
100% total
 
Your characters may start with 110% total
 
Note on stat grouping: it's important to not only chose your individual stats wisely but also to tailor the entire stat list to your character's skill set, for example a sharpshooter with a high skill stat and low perception stat would be useless as though he would have the accuracy to shoot long distances he would not be able to see his targets sufficiently.  While distributing stats, users may not distribute at until less than 5%.  Only whole numbers that make the stat a 5 or 10 maybe be given.  There is one exception to this rule, at 100% a user may distribute 1% to obtain 101% and ergo superhuman.  You may group stats when using a technique, but not during a regular attack.  A sword slash at 70% skill is a sword slash at 70%.  A sword technique with 70% skill and 30% strength does damage equal to the combined totals at 100%.  Only two stats can be grouped or stacked at a time, even if the technique requires more than two stats to use.
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Layman Iconoclast
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Layman Iconoclast


Posts : 10667
Join date : 2008-07-01
Age : 31
Location : I am everywhere I see everything

Stat guide Empty
PostSubject: Re: Stat guide   Stat guide Icon_minitimeTue Jun 07, 2011 5:52 am

Overview on how to use stats: Primarily a stat is used to explain who can outperform who, if someone with a strength of 20% were to kick someone with an endurance of 50% the kick would hardly do any damage at all as the 20 percent would only take away 20 percent of the defender‘s guard, but if the strength of the kicker and the endurance of the other character were equal the damage would be received with out being reduced. The intellectual stats determine just how much of the ideas you have for your character can actually happen, for example, if you think of a complex, round about way to avoid damage but your character only has a tactical intelligence of 3% its not going to happan because your character just isn’t as clever as you, ect.
 
Strength:
0% Can lift things but no more than about ten pounds and that is with considerable effort and strain, cannot really throw a punch or kick of any kind and would not be able to hold weapons
10% A person of average strength, they can lift about half their weight and throw a punch strong enough to damage someone of equal endurance able to carry most simple weapons and wear small armaments
20% Typically this is as strong as most solders and guards get, able to wear heavy armor and carry large weapons, lift their own weight and have a punch that can be considered strong enough to cause weaker individuals to collapse
30% At this stage the character is capable of carrying a cannon ball in one hand and throwing it five yards
40% At this stage the character can punch out a minor seastrand
50% the character can lift up to three times their body weight
60%The character can lift up to six times their body weight and break iron
70% The character can lift up to eight times their body weight
80% At this stage a character can throw a cannon ball more than twenty leagues and lift nine times their body weight and punch out a seaking
90% The character can lift up to ten times their body weight and smash very large boulders with their fists
100% The character can lift structures, such as a house or ship, even punch holes in to solid steel
101%+ Superhuman strength, can use Shigan and its variations
 
Endurance: (a function of how much punishment your character can take and their physical stamina)
0% Totally fragile, this character cannot run distances or take any kind of abuse, would faint from a mere slap across the face
10% A person of average endurance, can run some distance before getting tired and can take a few punches before losing the ability to withstand them
20% A typical marine, they can do push ups for long periods of time and can get in to regular fist fights
30% Gains the ability to be knocked in to a  piece of drywall hard enough to crack the material and pull themselves out unnamed
40% Can exert themselves for hours and take blows from people with less strength than their durability with out noticeable harm
50% Able to run marathons, this person can be kicked and punched by multiple assailants and get back up
60% Can tense their body so that wooden sticks can be broken over them with minimal brushing
70% Able to run marathons with out having to catch their breath for more than a couple of minutes, able to take a pipe to the solar plexus and get back up
80% The user can totally disregard pain if they see it coming (but not damage)
90% The user can actually catch blades in their body and hold them there
100% Blunt objects swung by normal people are basically useless in damaging this person, even a giant steel bat to the face wouldn’t take them out of commission, this person can run for a mile at top speeds with out so much as breathing heavily or breaking a sweat
101%+ Superhuman endurance, can use Tekkai and its variations
 
Speed: (how fast they are capable of running)
0% Cant outrun most things, a wheelchair might actually be faster than their own legs.
10% an average person can run about 15 miles per hour
20% 20 mph
30% 25 mph
40% 30 mph
50% 35 mph
60% A one minute mile
70% 70 mph
80% 75 mph
90% 80 mph sprints
100% A thirty second mile, 120 mph
101%+ Superhuman speed, can use Soru  (speeds approaching match 1)
 
 
Agility: (Flexibility, balance, jump height, dexterity ect)
0% This person with no ability at all, utterly bound to walkways and would find even a hike to difficult
10% a person of average ability can jump, climb, leap, and perform all necessary feats of adility to sail within some degree.
20% The user can walk a tightrope and tumble, handstands are simple  
30% The user can be considered a free running expert dogging normal punches is simple
40% The user can be considered a master gymnast dogging ordinary arrows is possible
50% The user’s ability is on par with that of a circus performer, able to judge, balance on a ball and jump through flaming hoops, dogging simply thrown knives is possible, they can also jump about half their hight
60% Activities like surfing, rock climbing, belaying, and dogging an average sword swing are child splay
70% The user can balance on just their fingers, jump their height with a running start
80% The user can scale brick walls with their bare hands, wall run for extended distances, even stand on the dull edge of moving swords  
90% The user jumps twice their height and can balance on a single finger and stand on someone’s moving fist
100% The user can actually stand on cannon balls as they fly through the air.
101%+ Superhuman Agility, can use Gheppou and Kami-e  
 
Skill: (Reflexes, timing, accuracy, co-ordination, finesse, tool/weapon use and timing)
0% This character couldn’t hope to peal a potato much less wield a weapon
10% the average person can wield a weapon and fight, but lacks training
20% most seasoned fighters are on this level, they can shoot a gun accuracy enough and take actual combat stances
30% skill on par with a black belt of a given martial art,
40% Skill on par with an Olympic fencer
50% skill on par with that of a martial arts master and military sniper
60% the user can shoot the a coin mid air more than once and cut a piece of straw mid air vertically with an edged weapon and cut iron
70% the user can balance a spinning top along the point of a sword or fire a handgun and hit a target a full mile away and cuting the air itself to make gusts
80% The user can cut steel with a steel weapon and shoot a single petal off of a flower from a mile away the user can knock over people with the air coming off their weapons
90% The user is capable of cutting the air itself to slash through objects and can throw a small object beter than a marksman can fire a bullet
100% Ready to act in a split second and able to end fights in just the same length of time, can actually moves, the user can flick coins in to ships and sink them
101%+ Superhuman Skill, can use Ryankyaku
 
Tactical intelligence: (your characters ability to come up with plans, assess situations, ect)
0% The character cannot even win a simple game of tick tack toe much less create a strategy of any kind
10% The average person can form simple tactics and plans but cannot come up with truly effective ones on the fly and requires careful planning
20% The character probably enjoys tactical games and strategy puzzles as they are certainly very good at them, this character excels on paper but their plans often finds that unexpected chance occurrences interfere with their plans
30% The character considers multiple possibilities and plans for different eventualities and can manipulate situations to their favor if given sufficient opportunity
40% The users plans now come with a calculated margin of error and are meticulously planed out to the point of being a formula
50% The user is capable of long standing plans and even schemes that take years to come to fruition and always accounts for their plans backfiring
60% The user can get through most situations with out having to make sacrifices and is capable of constantly keeping the big picture in mind while micromanaging ever last detail of the present plan
70% The user can now command not just a few individuals but is ready to be a military strategist
80% The user could command troupes in real combat situations in real time
90% a seasoned tactician that can turn the tides in wars.
100% A military genius the likes of which could conquer entire nations with the right army
101%+ A military icon equivalent to that of histories greatest conquerors, can easily overwhelm an army that out numbers theirs ten to one using prefect strategy, one who could potentially take over the world
 
Practical intelligence: (required for medical and mechanical knowledge, healing, building, repairing,
cooking, navigating ect)
0% The user can not so much as hammer a nail, fry an egg, bandage a paper cut or find north, a total air headed scatterbrain with forgetful tendencies.
10% Self sufficient, the user can cook their own very simple meals, perform first aid on themselves, navigate streets and urban areas and has enough sense to get by.
20% at this level the users practical knowledge begins to segment in to a specialized field, the character fancying themselves either an armature chief, carpenter, navigator, nurse ect and can be called a practical person.
30% The user has become proficient in their chosen field, able to perform all the necessary tasks of their job to satisfaction but still has a long way to go before they can be called a master
40% The user could finally be called more than just “good” at what they do after having had much practice at it
50% This is the point where a doctor could perform emergency procedures, a navigator could read the weather, a shipwright could repair a cannon ball hole, a cook could prepare a feast, a weapons myth could temper steel ect
60% The user isn’t just a craftsmen or tradesmen but an artisan, the sort of skill that takes years to learn
70% This is the point where a doctor can perform surgery, a shipwright can reattach a downed mast, a navigator can make maps and predict weather before any signs of it occur, a chef can prepare even the most complex of dishes and make them delicious, a weapons smith can create arm a human in to a cyborg ect
80% The user can be master of one profession and able to perform one other
90% The user can be master of two professions
100% The user is beyond a total master at what they do, a lone doctor can perform lifesaving surgery on multiple patients with out losing a single one, a shipwright can build an entire fleet of ships if given the materials, a cook is a master gourmet chef, a navigator could circumnavigate the globe, a weapon smith could feed weapons devil fruits ect all in their primary field (A person can only be a complete master of two professions by this stage. When the person reaches 150% he will have a third profession to completely master and turn superhuman. All of these professions MUST be earned IC through some practical amount of training or prior knowledge.)
101%+ Superhuman practical knowledge. A doctor can know every herb in the world if it's part of his specialty. A chef can create foods out of trash if given the choice (that tastes awesome), a helmsmen can ride through even the harshest of waves, and a navigator could read weather that is hours away by the slightest hint of abnormality. If there are two professions, they are both superhuman. At 150% the person have three fields with superhuman practical knowledge in the field.
 
Perception: (the five senses, reflexes and the ability to search and spot)
0% the user isn’t blind or deaf but might as well be, they lose things constantly and even a stray dog could sneak up on them
10% the average person, has a standard range of perception
20% A sharply tuned sensory range, the user can spot and hear things most people often miss
30% The user can become fully aware of all that which is around them if they remain still
40% The user can fully destinies their surroundings while moving at very high speeds
50% The user is almost impossible to eavesdrop on and even harder to ambush as the slightest noise, sound, sight, vibration or even smell can alert them to the presence of others
60% the user can spot a specific person in a crowd of one hundred from ten yards away
70% the user can overhear conversations happening on the deck of a ship from the crows nest
80% The user now has a visual range equivalent to the range of the most advanced riffles, able to hit a target from miles away
90% The user can keep up with objects moving at bullet speeds, however slow their body might be and can distinguish differences between individuals in complete silent darkness
100% The user is more aware of their surroundings than most people are of themselves, nothing gets past them
101%+ The user can only be described as having extra sensory perception, their senses so fine tuned it appears that they predict all of that which is going on around them.
 
Charisma and leadership: (a high leadership stat is required to command and convince others to join a crew)
0% its very likely this character has no friends and could not so much order a glass of water from a resurtant much less order someone to do something
10% not a born leader but could lead if the situation called for it, not exactly charming but not repulsive either.
20% The character can be described as a people person, can befriend most people with some effort but cannot necessarily hold someone’s loyalty
30% a character that inspires conveyance and loyalty, though they can still be upstaged when left unchallenged its obvious that people will follow them
40% The user need not look for friends and subordinates, at this level they are often approached by them instead.
50% the character can be called a true leader, a captain and has earned the respect of their subordinates, they command faith and loyalty and often people are willing to hear them out even when the situation looks bad
60% Subordinates of this character will actively defend them against mutiny and overcome the bonds they have with each other for the sake of the leader
70% The user can get almost anyone to fall in love with them, and likewise get almost anyone to follow them but is still bound by the basic characteristics of the other person
80% The character can actualy get others to change themselves for the sake of their bond, however new and superficial it may be
90% The character’s charisma is so high that they need not form a bond with someone to order them around, mealy meeting them is all that’s necessary
100% The subordinates of this character would follow them to hell and back again, they would gladly die to protect their ideals and mutiny among their subordinates is unheard of, even if its painfully obvious that their leadership will result in catastrophic failure those the character leads will continue to follow them.
101%+ The character can influence others at an almost cult like level, they can inspire love and loyalty with one or two carefully chosen words and the crowd literally always roots for them, they are so skilled at manipulating others they could be called truly diabolical if their motives were ulterior.  
 
 
Devil fruit control: all devil fruits have their own use but the percentage of devil fruit control determines how well they can use that power, someone with a devil fruit control of zero wouldn’t be able to use their power at all, someone with a devil fruit control of 100 would be able to use ever aspect of the fruits power in every way, that being said 101%+ is impossible in this stat
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Cobdogred
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Stat guide Empty
PostSubject: Re: Stat guide   Stat guide Icon_minitimeWed Mar 25, 2015 12:23 am

Added a stipulation that users can't increase a stat less than 5%.

Update allowing up to, two stats to be stacked.

Update: agility is dodging reaction time, skill is blocking reaction time. and perception is used for distance techniques. Example: How far someone can shoot accurately.


Last edited by Cobdogred on Tue Jul 14, 2015 11:02 pm; edited 2 times in total (Reason for editing : Update)
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PostSubject: Re: Stat guide   Stat guide Icon_minitime

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