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05. STATISTICS
Nov 5, 2013 9:13:29 GMT
Post by SPIKE on Nov 5, 2013 9:13:29 GMT
RECOMMENDED READ | 05. STATISTICS
A statistics page will be posted upon acceptance to CYE; at first glance, it may seem rather overwhelming but these numbers can be used in a lot of practical ways. These numbers reflect your characters level and capabilities in comparison to all other characters on the site in addition to giving you a reference point in regards to the 'average' human capabilities. These numbers should be considered when deciding what your character should do - for example a character with a SPD of 3 will not be able to retreat from a character with a SPD of 5. They help estimate outcomes of actions which provide players with obstacles they must creatively get around. Stats are also used to pass what are called 'stat checks'. In events and quest threads a character may need to meet, exceed or be under a certain stat, individuals who do not are impacted (usually negatively) while those who pass the stat check are unfazed or rewarded.
All stats are based off of your biography; this being said an amazing biography does not mean better stats. Stats are determined by the occupation, history, gender and to some degree their personality traits. Most of all stats develop over time depending on how you play your character. Primary stats tend to be more physical, they can decrease upon breaking a bone or increase by training. Secondary stats are more in depth and look at how much your character knows based on past experience or instincts. These things include mastery of hand to hand combat or how much they know about the history of the world they live in. Finally there are affinities which develop situationally throughout time and impact not only your primary stats but also affect the abilities and feats your character may discover. PRIMARY STATS
STRENGTH, STR - Represents your characters physical strength. 10 is the highest natural strength and would be comparable to the strongest man in the world. The average individual is a 4 or 5, while an infant would be considered a 1. This stat is important for actions such as throwing a punch or pulling your body out from under a heavy object.
DEXTERITY, DEX - Represents reflexes and physical mobility. 10 is the highest natural dexterity which is similar to the mobility of an olympic gymnast or the reflexes of a world renown fencer. On average 4 or 5 is pretty common. This stat is rather susceptible to change as physical harm may cause this stat to drop. Dexterity is important for actions such as trying to dodge an attack or wield a weapon.
CONSTITUTION, CON - Represents physical endurance/resistance. 10 is the highest CON stat, individuals would be able to take a punch and have the stamina to keep fighting. Anywhere from 3 to 5 would be considered average. This stat is very important when it comes to battles as CON is used to determine your characters defence and overall ability to keep fighting.
SPEED, SPD - Represents the agility and speed of your character. 10 would be the fastest man in the world while 1 would have the speed of a tortoise. 4 or 5 are pretty common for humans but this stat may be trained over time. This stat is important for retreating from battles and decreasing transportation time when on foot.
PERCEPTION, PER - Represents the awareness and perception of their character. This stat refers to not only physical cognitive awareness but also a characters instincts. A character with a PER of 10 would be able to sense non-physical things such as when danger is approaching or even be able to see through illusions and traps. The average person has a range from 4 - 6. This stat is important when trying to make or avoid a surprise attack and when trying to identify the statistics of other individuals.
SOURCE, SRC - Represents a characters 'source' or ability to produce energy. Source is required to perform phenominon unexplained to humans but occasionally happens. Humans have an average of 1 or 2 but occasionally summon enough source to awaken their potential as seen in stories of mothers lifting cars to save their children. This stat tends to be very low and capabilities of high stats are unknown. This stat is very important in order to unlock abilities but also influences how many times an ability may be activated or for how long it may be used. This stat is very hard to train and usually increases or decreases in bursts due to environmental factors.
POWER, POW - Represents a characters magical power. This stat is how strong a characters potential may be. The average human is around a 2 but most humans lack a high enough SRC to use any sort of ability. Power may be thought of as potential strength. This stat is very important when looking at the effectiveness of an ability and determines the severity of their potential.
RESISTANCE, RES - Represents a characters magical constitution. This stat is applicable as a defence to abilities and determines how much magic an individual may withstand before getting hurt by another individuals POW. Individuals with a high RES are able to withstand abilities of other players and tend to be useful when fighting against more than one individual with abilities. |
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05. STATISTICS
Nov 5, 2013 10:16:50 GMT
Post by SPIKE on Nov 5, 2013 10:16:50 GMT
RECOMMENDED READ | SECONDARY STATISTICS
COMBAT, hand to hand, ranged, melee, ability - These statistics determine the mastery of outlined skills. A 10 in melee would be comparable to a sword master while a 2 in ranged combat would imply they have never fired a gun but have seen one shot before. These stats are used mostly to help give the player an idea of what your character is capable of. These stats may suddenly increase upon discovery of potentials or abilities but for the most part must be trained over years. These stats can be used for stat-checks but are also used to have access to certain feats or abilities.
POTENTIAL, offence, defense, passive, utility - These statistics are a characters effectiveness when using their potential. If individuals do not have a potential these stats will be 0 as they do not have access to their SRC and can’t access any abilites. These stats are dependent on how often characters use their abilities and how they use them. Characters who continuously use their potential for attacking will have a higher offensive stat vs. characters that use their ability outside of battle to perform creative tasks. These stats are very useful when characters are trying to control their abilities in and out of battle and stat checks tend to be very risky to meet.
KNOWLEDGE , medicine, technology, vehicle, society, stealth, genetics, history, void, persuasion, theft -These stats reflect what they know and what they have learned throughout their lives. Although these stats may not always be practical they may be required to meet prerequisites for quests or sometimes if a stat check is rather difficult or specific these stats may be used to predict outcome. As a whole these stats tend to come in handy to compliment who they are as a character; doctors have high medicine skill making them useful outside of combat but not necessarily useful in a combat setting. Individuals who are adept for combat tend to have lower knowledges. AFFINITIES
Each character may develop only 1 Affinity. Affinities are only applicable to individuals who have a potential, the randomization of these affinities is calculated in thread. Each primary stat is added up and a random number is generated; the number generated will determine which affinity is selected. Therefor individuals with a particularly high primary stat has an increased chance to have a complimenting affinity. Affinity stats are used to unlock abilities and feats and can grow based on a wide variety of situations.
FIRE, STR - By having an increased fire affinity, individuals will have abilities that increase and are dependant on their STR stat. They are weak against water and strong against earth. Fire affinities tend to be offensive and are reliant on being stronger than the opponent. These abilities may be rather draining or hard to control.
THUNDER, DEX - By having an increased thunder affinity, individuals will have abilities that boost and depend on DEX. They are strong against water but weak when facing air affinities. Thunder affinities allow access to feats and abilities that temporarily boost the individuals stats while giving them access to burst style fighting. These abilities are usually hard to control but provide a prolonged advantage for the user.
EARTH, CON - By having an increased earth affinity, individuals will have abilities that boost and depend on CON. They are strong against air but weak against fire. Earth affinities allow access to feats and abilities that are magic dependant but tend to protect the user. These abilities vary in power but are one of the most diverse affinities. Earth affinities do well in supporting other characters but may struggle when left alone.
AIR, SPD - By having an increased air affinity, individuals will have abilities that boost and depend on SPD. They are strong against thunder but weak against earth. Air affinities allow access to feats and abilities that provide buffs for the user while debuffing their opponents. These abilities are useful for characters with high utility potentials and can be used in combination to provide creative combos.
WATER, PER - By having an increased water affinity, individuals will have abilities that boost and depend on PER. They are strong against fire but weak against thunder. Water affinities allow access to feats and abilities that are generally well rounded. Not truly adept at any one fighting style water affinities are a jack of all trades so to speak. Useful for characters who may not already have a definitive fighting style.
LIGHT, SRC - By having an increased light affinity, individuals will have abilities that boost and depend on SRC. They are strong against spirit but weak against dark affinities. Light affinities allow access to feats and abilities that affect multiple targets or boost/hinder other individuals, their affects tend not to last long though. These abilities are useful to support other affinities and individuals but tend to lack damaging abilities.
DARK, POW - By having an increased dark affinity, individuals will have abilities that boost and depend on POW. They are strong against light but weak against spirit affinities. Dark affinities allow access to feats and abilities that charge to provide massive damage or long term hindering effects. These abilities are very useful when only facing one opponent but may struggle if outnumbered.
SPIRIT, RES - By having an increased spirit affinity, individuals will have abilities that boost and depend on RES. They are strong against dark but weak against light affinities. Spirit affinities allow access to feats and abilities that are passive and provide permanent boosts or allow the user to continue to use their power practically outside of combat. These abilities tend to have easier success rates in quests as well as become central to character driven plot movement. |
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05. STATISTICS
Dec 6, 2013 5:07:55 GMT
Post by SPIKE on Dec 6, 2013 5:07:55 GMT
RECOMMENDED READ | ABILITIES & FEATS
ABILITIES, novice, adept, mastered - Initially, abilities are inaccessible to every character due to affinity statistics not being high enough to unlock any. Each ability outlines the logistics of the ability first; if an incantation is required/specific action required, any situation or environmental factors that are required, overall power of the ability and finally how comfortable/skilled a character is when using said ability. Following this information there will be a general description of what the ability actually is. There is a vast amount of abilities and what each one does; some of them must be activated and last a certain number of posts giving your character a temporary stat boost while others are an all out attack with a strong POW. Each ability will outline what it does, its limitations and how it works. Some abilities are more confusing than others so don't be afraid to ask questions. Just a note most affinities must be activated while others may be passive.
FEATS - There is a large array of feats available for characters to discover. Each feat may be unlocked by having a certain stat, primary or secondary, reach a certain number. Some feats require only one stat to surpass a certain threshold while others can be dependant on up to five. Most feats occur automatically when conditions are met, for example the surprise attack will be factored into BR numbers and therefore does not need to be stated. Some feats require some form of activation or the character to declare they are using the feat while others will automatically be triggered in certain environments. In the feat description not only does it outline the required statistics but also goes through how the feat works. SOCIAL, POINTS/GOODS & GOALS
SOCIAL, ALPHA, BETA, GAMMA, DELTA - The social point system determines how well renown a character is, initially most characters start off with a positive and negative value of 0. Depending on a characters occupation these values may vary slightly but as a whole social status must be earned. These values may increase by complete quests, each quest yields different bounty but as a whole each quest rewards some form of social status. Earning positive social status implies your character is a positive influence to those from the given sector, other characters may be inclined to approach said characters while negative social status implies characters are a negative influence and may invoke fear into other characters. Above all else social status helps determine how well known a character is. Some individuals may be a familiar face they have seen around the sector while other characters may be known by name across the sector for their honour and service. POINTS, green, blue, violet, yellow, orange, red - Points can be collected in a wide array of methods. There is a points shop where members may buy things for their characters, points are described a bit more in depth in this board located here. Any item bought at the store should be updated by the member to be displayed in the 'goods' section of their post. Some goods bought in the shop are OOC, they should be posted in the same section while other gods include in game items which should be updated in the item section. A very important part of the point section is a characters access level. This colour reflects how much access a character has not only within their sector but within all sectors. They will not be able to go outside of their access level without severe consequences, this is to ensure individuals do not overhear or oversee things they should not. This being said characters are encouraged to try and break this rule as much as possible. Every access level grants an additional three levels, so green is 0-3, blue is 0-6 and os on and so forth. Valuable information can be earned by sneaking around in floors you are not suppose to be in. Just be prepared to either hide, run or fight. It is very rare to upgrade in access level since it is heavily dependant on a characters occupation. If a character receives a promotion or there is a change in management or your character has a very high social status; their access level might change. GOALS, planning, in progress, successful or failed - Members are encouraged to post goals in their statistic pagesThe status of a goal is very important, it not only lets other members know what your character is up to but also gives staff an idea of what you are aiming to achieve. Successful goals may be rewarded with points if they are challenging or well RPed out. Upon completing a goal, a new goal should be posted above the completed goal. By completing enough goals it may cause stats to increase as it is proof a character has been training certain stats. |
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