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Stats & Skills

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Stats & Skills Empty Stats & Skills

Post by Admin Sat Oct 22, 2016 9:20 am

Stats

A final, brief note on stats before we begin. We want to quantify what each stat does and how it benefits you in combat RP. The list and definitions are listed below.

Strength: Strength is quite straight-forward. It's your raw physical power for combat purposes, and as such dictates how fast and how hard you can hit.

Agility: This is a character's mobility: their ability to evade incoming attacks and get the hell out of the way.

Æther: This is a character's inner power, their ability to channel energy and cast 'magical' type effects. Æther determines the power and Agility of things.

Defense: Perhaps better named described as durability, defense is an individual's ability to resist damage and various effects.

One's ability to AVOID damage is based on a myriad of factors which don't really have anything to do with Defense (mostly being a mix of roleplay, skills, and technical choices.) The chart below displays the general level of damage one takes based on the opponent's damage stat (that being Strength or Æther the vast vast majority of the time) compared to the recipient's defense.

Also keep in mind that even damage as weak as that against a Superior Defender can accumulate if one takes enough, especially if that damage can be delivered repeatedly to the same target zone.

Aura: Your reserve of energy that also acts as a secondary level of defense. While you can and will take damage while your aura is up it is lessened to a degree. Doing anything in combat is likely to depelte your aura. (Equal to half of your potential.)

Potential: This is the way to differentiate between your power and those of your enemies or allies. This is literally your day to day potential as a game character. (This is all Strength, Defense, Agility, and Æther all added together.)

Comparison Tiers

These tiers are used to give a general guideline of how your stat will interact with an opponent's stat in combat. Furthermore, they are quite valuable for technique design for effect-based techniques, and for designating what tiers of comparison create which effects.
STAT TIERS:
STAT TIER COMPARISONS:

*****

Stat Limitations
Certain limits exist to promote fairness and limit overspecialization, as well as to encourage writing growth. As such, a character of a given 'class' has a limit to their total Potential, and a limit to how high they can raise a base stat. (Keep in mind that this limit also applies to buff techniques. A base stat can’t be buffed above the class limit.)

BASE STAT CAPS: your different stats such as Strength, Agility, etc.
100 MAX for any one stat in Non-Prestige characters; 300 MAX Potential
150 MAX for any one stat in Prestige; 400 MAX Potential
200 MAX for any one stat as a Ascended; 500 MAX Potential


Skill Ranks and Costs

The skills system is a tool for further character customization and for expressing one's strengths and weaknesses. On the chart for stat comparisons, one's capability in combat with their skills functions in a similar manner. When two equivalent skills clash, each difference in rank is treated as one more notch up the chart. (As an example, Two Novice swordsmen are Equivalent while an Acolyte swordsman has Advantage over a Novice swordsman, a Trained swordsman has Superiority over a Novice Swordsman, and an Adept swordsman has Dominance over a Novice swordsman). This sort of comparison is used for clashes of skill/power, attacks and ripostes, etc.

Some skills do not compare against a skill for purposes of modifying the 'advantage', but instead have either direct effects either on stats, or (as detailed in the following paragraph) be purely intended as an influence on techniques.

It's not uncommon for techniques to have variable effects based on skills, starting weaker at lower skill ranks, and becoming stronger at higher ranks. In these cases the 'baseline' value will be intermediate or advanced, depending on the technique in question, while being inferior at lower ranks and superior at higher ranks.

Below are the skill ranks and costs themselves. Note that these are the TOTAL cost of a rank. If ranking up from one rank to another, pay the difference between them.

Skill Ranks:

Examples of Skills

Coming Soon

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