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    Understanding your Stats

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    Understanding your Stats  Empty Understanding your Stats

    Post by Admin Fri 26 Apr 2024 - 21:15

    STATS


    Genki -- These are your health points. Once they reach 0, you are knocked unconscious. The difficulty of Genki is that there aren't many opportunities to increase it through training, so it must be protected.

    Power Level -- Also known as Ki, is a combined measure of Strength, Speed, Stamina, Ki Control, and Focus. It often determines the potency of your 'Full-Powered Attacks'. When your stats are decreased due to damage or fatigue, your Power Level decreases accordingly.

    Strength: Your capacity for physical damage and blocking power, whether through hand to hand or weapon techniques. It also determines the durability of your limbs and vitals, such as legs, head, etc. Every time a specific limb takes 10 damage, the correlating stat drops by -1. But '5 x Your Strength Level' = How much before the limb breaks.

    -- Example: If your Strength is 16, you can do 16 damage with an attack. If someone is attacking your legs, they need to do '5 x 16= 80 damage' either at once or over a period of time to break a single leg.

    Speed: Determines many actions your character can perform in a single turn, often simplified into AP (action points). Includes movement, dodging and attacking. 1 Speed level = 1 AP. Basic movement usually requires 1AP to travel 1 space on the map. You can cast your techniques at any speed as long as it's within the parameters of your level. How much AP used = how much AP is required for the enemy to dodge.

    -- Example:  If you have a speed level of 8, you can travel up to 8 spaces across the map. Or you can attack with a maximum of 8 AP, which will require the enemy to have at least a speed level of 8 to dodge.  

    Stamina: Determines how much you can accomplish in a single turn before experiencing fatigue. Dodging, attacking, and moving are free actions as long as they don't surpass your current stamina level. At the end of a round (10 turns), your stamina automatically decreases by -1 for the duration of the battle.

    If you exceed your stamina capacity within a single turn, all your stats will temporarily drop by the excess amount during the next turn, with the limit being the amount needed to bring your stamina level to 0. Your stamina level CANNOT go below 0. Your stats will return to normal on the following turn. This mechanic simulates catching your breath in the game

    -- Example: If your speed is 12 and your stamina is 8, as long as you only use up to 8 AP, you won't suffer any adverse effects. But if you go all out with 12AP, you've exceeded your capacity by 4. During the next turn, your stats will all drop by -4. They'll return back to normal during the following turn.

    Ki Control: This stat determines how much damage your energy attacks can do. It's also your source for powerups.

    -- Example: If your Ki Control is 5, your energy attacks will do 5 damage.

    Focus: Weaponizes your mental fortitude, enabling you to execute "counterattacks," each costing -1 focus. Additionally, focus serves as backup stats, enhancing any of your stats for a single turn -- whether used at once or spread across multiple stats and/or turns. Focus will not replenish until the end of the round (10 turns), but in doing so it drops by -1 for the duration of the battle.

    -- Example: If you have a focus of 4 and a strength level of 9, you increase the damage up to (9+4=) 13. Or you can increase it to (9+1 =) 10 for four turns. You also have a max of 4 counterattacks per round.

     

    ATTRIBUTES


    Attributes can be considered 'informal stats' or 'substats'. They're not meant to be trained but are the result of specific abilities that can expand or restrict your stats. These can include --

    Range -- Your attack's reach. Attacks are generally locked into a specific range, based on the type of attack. Some abilities give you the opportunity to shorten or lengthen the range. For more information on techniques, click HERE.

    Defense-- When you take damage, an increase of 'Defense' can absorb some of the punishment and a decrease can add to it. This defense often replenishes for every attack. Sometimes is just referred to as 'Replenishing Defense'.  

    -- Example: You might have a racial that increases your defense by +5. So if you take 20 damage, you can subtract that 5 from 20 = 15.

    Durability -- It's like defense, except it doesn't replenish. Once it's gone, it's gone for at least the duration of the battle.

    -- Example: Equipment such as armor or weapons have durability but will eventually break after a point.

    Offensive Damage -- Damage that can be added or subtracted only when attacking offensively, so counterattacks don't count.

    General Damage -- Damage that can be added or subtracted in general, regardless of whether the user is attacking offensively or using a counterattack.

    Movement Speed or AP -- Exclusively related to how many spaces you can travel.

    -- Example: If your speed level is 10, but perhaps you have an ability that decreases your movement speed by -2. You can still attack with your entire level, but can only travel a max of 8 spaces.

    Dodging Speed or AP -- Exclusively related to how much you can dodge.

    -- Example: You might have a stance that increases your dodging speed by +1. If your speed is 16, you can move or attack with that level, but can dodge as if you have 17.

    Offensive Speed or AP -- Speed that can be added or subtracted only when attacking offensively, so counterattacks don't count.

    Defensive Speed or AP -- Speed that can be added or subtracted when attacking defensively. Sometimes includes counterattacks.

    Encumbrance -- Your item capacity during battle. It's almost always restricted to '5 items'.

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