Stat Guidelines

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Stat Guidelines

Post by Cloaked Figure on Tue Oct 03, 2017 3:46 pm

What your Stats are

Stats are the sites system for measuring a character's physical (and some non-physical) capabilities. Of course, there are things that enhance a ninja's abilities in various ways such as jutsu and items; however, the stat system here is entirely mentioned for the sake of a character's natural physical ability. The site uses a point system with a lot of numbers and a total pool of points to choose how a person can build their character to their own wishes but at the same time there are some limits and caps for the absolute limits of the human body.

Each of the five core stats: Speed, Strength, Endurance, and Perception are measured from the point 0 and can reach a maximum cap of 1000 naturally. For all cases, 0 points means that a character is untrained in the category and below the average case for a normal human being much less a super-powered ninja. Whereas the 1000 point mark is the absolute natural limits of the human body with respect to a ninja. Characters who possesses a stat of 1000 has trained the body to the highest point to endure the stress of reaching near meta-human status and still finding a way to push the limits of it. Though, each ninja will have the ability to train their stats to 1000 (as long as there are no other stipulations against one's ability to train a stat), the total of one's ability to train stats is limited to 3000 points total to distribute between each of the 5 categories. This means that a person can choose to maximize their character in three categories, but yes, they will carry 0's in two others.

What your Stats do

Each of the five natural stat categories mark the physical abilities of a ninja in the universe. Listed below each of the stats are some common markers for what the stats earn you as you enhance them and build them up.

Strength: This is a measure of a character's physical power, in more complex terms, a character's ability to apply force using their body's natural power. This includes but is in no way limited to a their ability to lift an object, to push, pull, etc... anything within reason. Just because a character is incredibly strong though does not mean they can lift anything with ease, awkwardly shaped objects and balance are still intuitive to successfully performing. But beyond that, the more  a character's strength stat increases the more force they can naturally apply to other objects.

Strength Benchmarks:


  • 0 points: Below average human strength. Even menial tasks like lifting boxes and items that weigh 25-50 lbs will require considerable effort and exert great energy. Basic attacks (kicks, punches, etc...) will do negligible damage regardless of the opposing persons endurance.
  • 100 points: This is the average human strength. Most menial tasks don't require great effort unless continued for long periods of time and items that weigh 25-50 lbs can be lifted continuously without immediate strain but long term will require effort. Basic attacks that land cleanly will do damage equivalent to 1 point on the jutsu scale.
  • 200 points: This is very above average human strength. Most tasks of lifting and strength are in reach for the ninja and they can easily carry items that weigh 100-200 lbs with varying success. Menial tasks are hardly noticeable in effort and take very extended periods of time to place a strain on their body. Basic attacks that land cleanly will do damage equivalent to 2 points on the jutsu scale.
  • 300 points: Those who hit this marker have reached the absolute peaks of normal human strength. The heaviest objects can be lifted off the ground with effort for a very short time. Boulders and wagons full of items and other sizeable items can be lifted with natural strength and things can be pushed and pulled with similar ease. Basic attacks that land cleanly will do damage equivalent to 2 points on the jutsu scale.
  • 400 points: This is the tier where a persons strength is beyond normal capacity and approaching super human. At this rank there are fewer things they cannot lift and impose force upon than they can. The same items from before can now be lifted reasonably though not held for long periods of time. Basic attacks that land cleanly will do damage equivalent to 3 points on the jutsu scale.
  • 500 points: Truly lining super human strength, a ninja at this level can easily lift full wagon carts and push boulders around with some effort. There very hits leave impressions of nearly an inch in every direction against natural surfaces and they can impose their force on most things with ease. Basic attacks that land cleanly will do damage equivalent to 3 points on the jutsu scale.
  • 600 points: Super human strength at its core, a ninja can further lift heavier objects with ease and can maintain their strength over time as well. Their hits can shatter small areas around them in earth and stone up to 6 inches and they can easily crush softer materials with a single hand. Basic attacks that land cleanly will do damage equivalent to 4 points on the jutsu scale.
  • 700 points: Starting to reach the limits of super human strength, a ninja has little concern with the weight, size, or shape of an object and can push/pull almost anything and lift nearly as many as that too with ease. Basic strikes against natural stone and earth leave small craters of up to half a meter in depth and size. Basic attacks that land cleanly will do damage equivalent to 4 points on the jutsu scale.
  • 800 points: Exceeding the limits of super human strength, the ninja has the capability to shatter the walls of small buildings with their fist and can leave craters in the earth of a full meter in depth and size. Basic attacks that land cleanly will do damage equivalent to 5 points on the jutsu scale.
  • 900 points: Beyond super human, the ninja can shatter the walls and structural points of almost any building they wish to, and can leave craters in the earth of a full five meters in depth and size. Basic attacks that land cleanly will do damage equivalent to 5 points on the jutsu scale.
  • 1000 points: Strength hardly measures on any earthly scale. The ability to apply force is unmatched by any creature or force on the planet naturally and even the strongest unprotected structures can be broken apart at whim. Basic attacks will still do damage equivalent to 6 points on the jutsu scale but it no longer requires direct hits to do so, even glancing blows and hits without the players full might (3/4 effort) can deal damage of 5 points on the jutsu scale and direct blows apply the damage to a larger area around the target.


Speed: This is a measure of a character's ability to move quickly, or rather, how much velocity they can create with their body in both terms of inter-muscular movement (ie. how quickly a person can throw a punch) as well as a things like how quickly they can run. Obviously there are limitations to that, natural fatigue and that a person cannot instantly accelerate to full speed and other such nuances that should be role-played out depending on a variety of factors. It goes to point though, the higher a speed stat and the faster your character is going to be able to move.

Speed Benchmarks:


  • 0 points: This is below average human speed by an untrained person, a person can move with a full speed of around 3 meters per second (m/s) for a short distance run. In their inter-muscular movement (punches, kicks, etc...) they can move at around 3 m/s.
  • 100 points: This is the normal human speed by someone who would be considered in good shape, they can maintain a full speed sprint of around 8 m/s over a short distance. In their inter-muscular movements they can move at around 6 m/s.
  • 200 points: Those who have trained their body to a peak point and have honed their skills to the most advanced of a normal human speed and agility can move at a full speed of around 12 m/s over a short distance. In their inter-muscular movements they can move at around 10 m/s.
  • 300 points: These are the absolute limits of human physical capabilities, surpassing any normal human running speed, they can move at a full speed of around 16 m/s over a short distance. In their inter-muscular movements they can move at around 12 m/s.
  • 400 points: Moving at near super human speeds now, the ninja reaching this point can move at a full speed of around 20 m/s over a short distance. In their inter-muscular movements they can move at around 15 m/s.
  • 500 points: Encroaching truly super human speeds, the ninja can move at a full speed of around 25 m/s over a short distance and in their inter-muscular movements they can move at around 18 m/s.
  • 600 points: Pushing the limits of super human speeds, the ninja can move at a full speed of around 30 m/s over a short distance and in their inter-muscular movements they can move at around 21 m/s.
  • 700 points: Breaking the limits of super human movement speeds, the ninja can move at a full speed of around 35 m/s over a short distance and in their inter-muscular movements they can move at around 24 m/s.
  • 800 points: Starting to exceed the limits of super human movements, the ninja can move at a full speed of around 40 m/s over a short distance and in their inter-muscular movements they can move at around 27 m/s.
  • 900 points: Beyond even super human, the ninja can move at a full speed of around 45 m/s over a short distance and in their inter-muscular movements they can move at around 30 m/s.
  • 1000 points: No longer even measurable on the scales of humans, the ninja can move at a full speed of around 50 m/s over a short distance and their inter-muscular movements they can move at around 35 m/s.


Endurance: This is a measure of a character's ability to resist a force applied upon them, their ability to resist damage directly applied to them (in some cases), and is also a contributing factor to their stamina. As a ninja trains their body and excels, grows callouses and develops themselves, they will become more resistant to damage. Punches, kicks, etc... won't affect them as severely unless a more powerful force is applied to counter-act their body's training. In combination, endurance also allows a character to resist damage outright to their body. Finally, as a character naturally trains their body their natural stamina will grow with them and provide a basis of their bodies natural physical conditioning.

At all levels of endurance there is a simple rule to follow for calculating their resistance to damage from basic attacks only. For those who take a hit from a strength equal to the users endurance will have that damage reduced by one point while those who have an advantage of 100 points or more against the attackers strength will be reduced by two points in damage. If the users endurance advantage hits 250 points then the attackers damage value is halved (rounded up) and those users with an endurance advantage of 500 or more points negate the damage from basic attacks completely.

Endurance Benchmarks:


  • 0 points: This is below even normal human conditioning, a person has soft skin and weak bones, they can't resist any damage at any rate and basic attacks of those who are one tier (strength of 100 points or more) stronger will do extra damage on contact by one degree. Further, a person at this endurance can't maintain strenuous tasks for long at all without becoming winded and exhausted.
  • 100 points: This is the average human condition, a person still is weak in the grand scheme of things but has some degree of resistance. Basic attacks from strength above 100 points will leave a ninja reeling in pain of varying degrees.
  • 200 points: Above-average human conditioning, a person has finely trained their body and can maintain strenuous tasks for a decent time before tiring and much more difficult to damage than before.
  • 300 points: Training reaching near superhuman, those tasks that are even considered strenuous a ninja can do in repetition for a long time before tiring and exhausting.
  • 400 points: Truly superhuman endurance, the ninja can maintain menial tasks nearly indefinitely and strenuous tasks for long time as well.
  • 500 points: Superhuman endurance that grants the ninja far more prowess in their stamina than before, they can maintain their sprinting distance far longer than others while at the same time it takes far more strain to fatigue and exhaust a ninja at this level. While beyond that, they can even resist damage from jutsu with their natural fortitude and can reduce it by a full point outright.
  • 600 points: Pushing the limits of superhuman endurance, the ninja can endure the most strenuous of tasks almost indefinitely while menial things to normal people require little to no effort whatsoever. While beyond that, they can even resist damage from jutsu with their natural fortitude and can reduce it by a full point outright.
  • 700 points: Beginning to break the limits of superhuman endurance, the ninja can endure repetitive tasks requiring great effort indefinitely without truly tiring and takes only those feats that push other areas of their body (like speed and strength) to fatigue them. While beyond that, they can even resist damage from jutsu with their natural fortitude and can reduce it by a full point outright.
  • 800 points: Exceeding the limits of superhuman endurance, only tasks which directly tax against their endurance such as pushing the limits of their body in combat, using large amounts of chakra at once, or even getting close to running out of chakra are about the only things that can naturally fatigue a ninja in the short term. While beyond that, they can even resist damage from jutsu with their natural fortitude and can reduce it by a full point outright.
  • 900 points: Beyond superhuman in endurance, the ninja can only be easily fatigued by things that naturally exceed the limits of their body and even then, they are able to endure the pain for a time and elongate their efforts at the cost of their training. While beyond that, they can even resist damage from jutsu with their natural fortitude and can reduce it by a full point outright.
  • 1000 points: Endurance is now at the very peak of physical excellence and well beyond superhuman skills at that, the ninja is hardly fatigued by even the most encumbering tasks and only things that would drain large amounts of their chakra or keep them pushed to their limits on the scale of days will ever fatigue them. While beyond that, they can even resist damage from jutsu with their natural fortitude and can reduce it by two full points outright.


Perception: This is a measure of a character's ability to see and understand their surroundings in real time. Now, not to mistake this does not mean that a person with 0 perception is blind, deaf, include whatever else you wish there but rather, a character who has a trained perception has a natural eye to detect things out of place, to see things coming their way and to use their senses to project their awareness more completely to their surroundings. This does help measure their ability to react to an incoming attack or stimuli, but only in their ability to detect it. Their speed is still the measure of whether or not they'll be able to react to that stimulus within a reasonable amount of time.

Perception Benchmarks:


  • 0 points: Below average human perception, the person doesn't even carry 20/20 vision and struggles with their sense of balance in many situations that would require their extended efforts and poor hearing beyond anything of 10 meters away.
  • 100 points: Average human perception, just below 20/20 vision and can carry their balance in most situations and don't easily topple over while running and lifting, their balance is excellent and their hearing is at the human norm.
  • 200 points: Excellent human perception, perfect 20/20 vision and can clearly distinguish colors and their balance is impeccable as they can usually catch themselves after being lightly put off balance. Their hearing is excellent and they can hear single conversations clearly in quiet rooms and detect blunt sound even around corners up to 10 meters away.
  • 300 points: Exceeding the limits of normal human perception, 20/20 vision still but also carry a wider peripheral vision than most and divert their attention moderately to the events in their peripheral as if they had 100 points of perception in their peripheral alone. Their sense of balance is excellent and they can balance themselves in precarious situations and can usually catch themselves after being put off moderately off balance and as well, can hear distinct noises clearly within 10 meters and can make out conversations loosely even in crowded rooms. They can hear dull noises even around corners up to 20 meters away.
  • 400 points: Reaching superhuman perception, their vision is beyond 20/20 and they can see the full range of colors in distinct clarity while being able to see in their peripherals in near 20/20 vision as well. Their sense of balance is beyond excellent and they can balance themselves in the most precarious of spaces and can usually catch themselves when being put off balance. Their hearing is growing to a ridiculous point and can hear a pin drop within 10 meters of them even in crowded rooms while they can hear distinct noises even around corners within 30 meters. At this level a person can feel the minute differences in the textures of substances as well.
  • 500 points: Truly superhuman perception, their vision is well beyond 20/20 and they can see the full range of colors in exceedingly clear distinction while their peripheral vision is truly 20/20. Their sense of balance is beyond excellent and they can balance themselves in the most extreme of situations and make it look easy and can catch their balance with ease when being put off balance. Their hearing is also superhuman, able to hear a pin drop even in the most crowded spaces of up to 15 meters away and can hear distinct noises even around corners within 40 meters.
  • 600 points: Pushing towards the limits of superhuman perception, their vision can see faint glowing objects even kilometers away on a normal night while their peripheral vision is beyond 20/20 and the ninja can operate with their peripherals as cleanly as their normal vision. Their balance is beyond comprehension and as long as they have a foot on the ground, they can remain balanced naturally with ease and can almost always catch themselves when put off balance. Their hearing is still superhuman and able to hear a pin drop even in the most crowded spaces up to 20 meters and can hear distinct noises even around corners within 50 meters.
  • 700 points: Encroaching the limits of superhuman perception, their vision can see light in dark places kilometers away and can operate in darkness with the faintest source of light as if they had 20/20 vision and their peripherals operate with beyond 20/20 vision. Their balance is nearly untouchable and the ninja can catch themselves usually even when thrown completely off balance. Their hearing expands so that they can hear a pin drop in the most crowded spaces up to 30 meters and can hear distinct sounds even around corners up to 75 meters away. At this level a person can operate on hearing alone and maintain their balance and sense of a room fairly easily and the loss of one sense doesn't fully inhibit their ability to act.
  • 800 points: Pushing the limits of superhuman perception, their vision allows them to use the slightest light source and operate as if the room was fully lit as if they had beyond 20/20 vision still and their peripherals operate in darkness with 20/20 vision as well. Their balance is absolutely perfect and they can easily catch themselves when thrown completely off balance in most cases. Their hearing expands even further so that they can hear a pin drop in crowded spaces up to 50 meters away and can hear distinct sounds even around corners up to 100 meters away.
  • 900 points: Exceeding the limits of superhuman perception, the ninja's vision is excellent and they can operate in complete darkness on what is essentially no light as if they had 20/20 vision. The loss of one of their senses doesn't inhibit their ability to move about a room and be aware of their surroundings in the slightest and it is nigh impossible to truly throw a ninja at this level off balance without physically tackling them to the ground. Their hearing is so fine it can hear a pin drop in crowded spaces up to 75 meters away and can hear distinct sounds even around corners up to 150 meters away.
  • 1000 points: Perception that is in itself beyond comprehension, the ninja operates perfectly in complete darkness and hardly notices the loss of several senses. At the same time, they are able to project their senses and focus around them to perfectly map out a room up to 25 meters in size in real time on one or two senses alone. Their hearing is so finely tuned that they can hear a pin drop in the noisiest of spaces up to 100 meters away and hear distinct noises even around corners up to 200 meters away.


Chakra: This is the energy that is cultivated in the ninja's body as a combination of a person's spiritual and physical energy. This sort of fuel allows a ninja to exceed their limitations and perform jutsu, basic super human and supernatural acts that give part of the foundation of ninjutsu. As such, when a character trains a point into chakra, they get one point of chakra up to 1000 naturally and further, as a ninja's chakra pool progress so does their ability to control their own chakra. That is not to say that a person with 0 chakra has no chakra but rather they have no useable chakra for jutsu or otherwise. Chakra is the other measure of stamina a ninja can use naturally, in that their available chakra to use measures how much of their spiritual and physical energy they expend to use jutsu. As their chakra depletes, so does their stores of energy naturally until it is unavailable to use. As a character loses chakra there is a risk to it, hitting 0 chakra causes them to pass out at the end of their jutsu and if they do not have the chakra to complete a jutsu, their jutsu will fail and they will pass out at the expense of the chakra.

Where Stats Go

Every person will keep a stats page within the Training Section. On this stat page a person will list out their current stats, specs, and elements in the first post and post new links to have everything approved within that stat page. Whenever you need to updated your stat page, make a new post within the stat page with the things being updated and then like that to Training Modding Requests to be checked and approved. Once any training is approved it should be edited in the first post to reflect the new updates. There is no requirement to format the first post of your training page but as an example of what an appropriate stat page would look like, check out some that are already posted in the Training Section.

How Stats Interact

This is where things get needfully complicated as a character decides to compete against others in a variety of ways and usually, it is left up to the role-players involved to settle their skirmishes reasonably. This is merely a guide to help members distinguish how they should interact and of course, in the case of heated arguments, arbitration from staff can always be sought out. However, if a staff member makes a ruling in any case their word is final. The argument can be appealed to an admin in the case a moderator but after such then the verdict is final.

So, in a case where a stat with one player directly competes with the stat of another player such as when strength competes against strength in an arm wrestling competition or when two players are in a footrace against each other, the higher stat obviously wins. The degree of victory depends on the disparity between the two stats competing against each other. The shorter the distance between the stats the shorter the disparity between the abilities of the two characters. As a rule of thumb, anything from a difference of 1 to a difference of 50 is a very negligible disparity to overcome and the two will be almost identical to each other in the short term. With a difference of 51 to 200 in any stat the character with the higher stat will have a more noticeable short term advantage and a great long term advantage in any competition. A stat difference of 201 to 500 shows a noticeable short and long term advantage of the higher ability character and will be able to overtake their opponent in an incredibly short amount of time. Anyone with a stat advantage of 501+ points will be able to overshadow their opponent instantaneously and there is no reasonable competition between the two competing ninja.

As for the cases where stats may not compete directly, interpretation is a substitution for simplicity. Often times things will rely on a combination of stats to achieve a specific purpose, a good example would be one player noticing a fireball and reacting to it in time. The first instance, a character's perception to notice the incoming attack and then their speed to either weave hand seals and defend against it or to move out of the way in conjunction on that. This relies heavily on the kind of jutsu they are combating and interpreting if their perception is good enough to notice an attack incoming (even if a fireball is incredibly obvious it still takes some merit of perception) and then their speed which will depend on how quickly a jutsu moves compared to the player. Consulting a mod is often times appropriate where a collective decision can't be reached within reason and many variables will go into play with stats towards jutsu, items, and the entire ninja world.

Training Stats

So, as a ninja you can naturally train your body into 3000 stat points across any of the five fields how you choose to do so. There is no limit or marker on where you can train them or how or in any specific order and you don't have to be any specific rank in order to train your person either. There is one simple measure in order to train stats and that is to train applicable word count (WC) in order to justify having trained any of the stats. The training count is listed below as a total of the points trained:


  • Points 1-1000: 50 words per point
  • Points 1001-2000: 75 words per point
  • Points 2001-3000: 100 words per point


A training page will be kept for your character and on that page you will keep track of your characters stats, specializations, elements, and other applicable training. In that page you will post updates to have your stats updated and have a place to keep track of everything at once and can then be linked into your signature for a reference. It is important to note that there is no limitation on word count, words can be trained by completing anything at all. A good and joking example of this would be to say that, "Drink tea, get faster" or basically that any word count not used for missions or other tasks can be freely applied to training. Beyond that though, the training for stats can not be split at any time. Meaning that if I want to train my 2500th stat point, I can not take 50 words from one thread and 50 words from a different thread and add them together to complete the training.

Specializations

Here we are not to define specializations but rather the system by which they work. Simply, specializations represent the training and skill put into a principle art of being a ninja in some form. Any character is able to use jutsu of E rank in any sort of specialization at will, there is no restriction on the jutsu of this level and represents a persons natural aptitude of any skill.

The next level is considered skilled, where a person has gained an advanced knowledge of the specialization where a person has put some considerable amount of training into any specialization and they may be considered skilled. (Takes 3000 words to become skilled in any specialization) Here, a ninja is able to use jutsu of up to C rank by becoming skilled in that respective spec.

After a skilled specialization is trained even further, a ninja can become proficient in the specialization they choose and represents an advanced understanding of the form itself. (Takes an additional 4000 words to become proficient in any specialization) Here, a ninja is able to use jutsu of up to A rank by becoming proficient in that respective spec.

Proficient specializations have one further step and that is to fully master the specialization. Representing a masterful understanding of the specialization and its nuances, there is no better understanding than your grasp of the skill set and ingenuity itself is the only place further to go (Takes an additional 5000 words to master any specialization). Here, a ninja is able to use jutsu of up to SS rank by becoming mastered in that respective spec.

In total, a ninja may utilize an incredible range of skills but will only be able truly master 2 specializations, become proficient in an additional 2 specs, and become skilled in 2 more specializations after that. This means a person may use advanced jutsu in 6 specializations and can use the natural affinity of any other specializations so long as they are capable of doing so.

Elements

Training elements is a more complicated system. Every standard ninja starts with access to use 1 elemental form of their choice. This allows them to experiment with manipulating shape, form, and all other aspects freely at any rank of jutsu once they have access to the form. A person may train a new element after their body is truly honed and they have greater understanding of their own chakra and skills. The general requirements for training elements are listed below,


  • First Element: Upon Character Creation
  • Second Element: 500 total points of stats and 150 points into Chakra, 1000 words to train.
  • Third Element: 1000 total points of stats and 300 points into Chakra, 2000 words to train.
  • Fourth Element: 2000 total points of stats and 600 points into Chakra, 3000 words to train.
  • Fifth Element: 3000 total points of stats and 1000 points into Chakra, 4000 words to train.


Advanced elements such as Ice Release or Lava Release can not have fourth or fifth elements and forgo them to have their specialized third element. For advanced element users the standard is that they start with their two constituent elements and when they have 500 points of stats total and 150 points in chakra, they may train their advanced element for the standard 1500 words.




Reminders

  • There are of course exceptions to the rules, certain trait's, jutsu, bloodline abilities, limited abilities, or rewards may be able to push a person over the normal limits at staff discretion as they see fit. This does not mean that everyone can take complete advantage over anything and everything to enhance their person but it all comes at a cost.
  • Some advanced elements in the form of Kekkai Tota or bloodline abilities may not fit into the system outlined, as such they will be handled on a case by case basis when created.
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