Post by trueblaze on Nov 28, 2007 10:40:31 GMT -6
I've decided to keep the stat system relatively simple considering how complex systems seem to result in the deaths of RP >.>". The stats will rank from 1 to 20. 1 being the lowest, 8 being the human average, 15 being the human max without augmentations, and 20 being the best possible. Rather than assigning points to distribute among th attributes, I'll let you decide what each stat should be so long as they are reasonable and fit the character.
The main attributes are as follows:
Strength: Your ability to lift, push, pull, bend, or break objects. (EX: 1: lifting anything more than a five pound bag is a strenuous activity. 8: You can easily lift fifty lbs over your head but prolonged heavy lifting wears you out quickly. 15: You can lift more than a professional weightlifter and can do so for long periods of time. 20: You were once spotted bench pressing a Honda and complaining it wasn't heavy enough.)
Dexterity: Determines how fast and agile. Necessary for both moving quickly and being able to manipulate small or had to maneuver objects. Note: someone can be fast but not agile or agile but not very fast this is simply an over all average of the two as determined by the character. (EX: 1: You can be out passed by a tortoise and fumble just about everything you pick up. 8: You can run pretty quick when you want to and don't usually drop things so long as they have a decent place to grip. 15: Your an Olympic style sprinter. 20: You played tag with the Roadrunner and won.)
Accuracy: Determines how accurate your close range combat skills are. (EX: 1: The best way to avoid being hit by you is not to move. 8: You can hold your own against the average person. 15: You could catch a dragonfly out of mid flight. 20: Even the fastest opponent finds himself face to face with your fists.
Aim: Determines how accurate you are at long range combat. (EX: 1: You couldn't hit the broad side of a barn if the barrel of your gun was pressed up against it's wall. 8: shooting cans at fifty feet is no problem. 15: You're a top notch sniper. 20: you can shoot the wings off a fly sitting on a horses ear half a mile away without breaking the horse's stride.)
Constitution: Determines how much of a hit you can take. (EX: 1. You were hit by a pebble on day and haven't been able to get out of bed since. 8. You can take a punch or two but not much more. 15: You can take a pounding from Mike Tyson and still walk away. 20: Getting hit by a semi would do more damage to the semi than to yourself.)
Intelligence: Not only how smart you are but well you can use said knowledge. (EX: 1: You rode the shot bus to school assuming you even went to school. 8: Basic problem solving is easy, but complex problems can be difficult. 15: You're an excellent tactician and have a grasp on some of the most difficult subject matters. 20: You can weave plans within plans within schemes within traps within deceptions with ease.)
Charisma: How charming you can be. (EX: 1: charm is as foreign to you as the other side of the universe. 8: You get along well with others but convincing people to do things you do not want to do can be quite difficult. 15: You can have breakfast at the in-laws, lunch with a king, and go out drinking with sailors without missing a beat. 20: Given five minutes you could talk your way out of any situation.)
Appearance: How physically attractive your character is. (EX: 1. Even the ugly tree wants nothing to do with you. 8: Your not bad looking...not great...but not bad. 15: You could win the Miss Universe Pageant. 20: Your beauty could distract a blind man.
Fear: Determines your ability to cause fear in others as well as getting information from others through intimidation. Unless otherwise stated, the fear ability isn't always active, you usually have to attempt to scare someone to do so. However, some characters can be naturally scary and simply give off an oara of fear just by having them near by. At the same time those with a low score can have a tendency to radiate an oara of calm that erase fear from comrades. (EX: 1: Your attempts to scare others would make the Cowardly Lion laugh. In fact you seem to radiate calm that seems to put those at ease. 8: You usually don't scare others unless you put a lot of effort into it. 15: You can get someone to confess to cheating on their fourth grade math test just by staring at them intensely. 20: When you walk into town, everyone runs in doors and cowers under their beds.)
The main attributes are as follows:
Strength: Your ability to lift, push, pull, bend, or break objects. (EX: 1: lifting anything more than a five pound bag is a strenuous activity. 8: You can easily lift fifty lbs over your head but prolonged heavy lifting wears you out quickly. 15: You can lift more than a professional weightlifter and can do so for long periods of time. 20: You were once spotted bench pressing a Honda and complaining it wasn't heavy enough.)
Dexterity: Determines how fast and agile. Necessary for both moving quickly and being able to manipulate small or had to maneuver objects. Note: someone can be fast but not agile or agile but not very fast this is simply an over all average of the two as determined by the character. (EX: 1: You can be out passed by a tortoise and fumble just about everything you pick up. 8: You can run pretty quick when you want to and don't usually drop things so long as they have a decent place to grip. 15: Your an Olympic style sprinter. 20: You played tag with the Roadrunner and won.)
Accuracy: Determines how accurate your close range combat skills are. (EX: 1: The best way to avoid being hit by you is not to move. 8: You can hold your own against the average person. 15: You could catch a dragonfly out of mid flight. 20: Even the fastest opponent finds himself face to face with your fists.
Aim: Determines how accurate you are at long range combat. (EX: 1: You couldn't hit the broad side of a barn if the barrel of your gun was pressed up against it's wall. 8: shooting cans at fifty feet is no problem. 15: You're a top notch sniper. 20: you can shoot the wings off a fly sitting on a horses ear half a mile away without breaking the horse's stride.)
Constitution: Determines how much of a hit you can take. (EX: 1. You were hit by a pebble on day and haven't been able to get out of bed since. 8. You can take a punch or two but not much more. 15: You can take a pounding from Mike Tyson and still walk away. 20: Getting hit by a semi would do more damage to the semi than to yourself.)
Intelligence: Not only how smart you are but well you can use said knowledge. (EX: 1: You rode the shot bus to school assuming you even went to school. 8: Basic problem solving is easy, but complex problems can be difficult. 15: You're an excellent tactician and have a grasp on some of the most difficult subject matters. 20: You can weave plans within plans within schemes within traps within deceptions with ease.)
Charisma: How charming you can be. (EX: 1: charm is as foreign to you as the other side of the universe. 8: You get along well with others but convincing people to do things you do not want to do can be quite difficult. 15: You can have breakfast at the in-laws, lunch with a king, and go out drinking with sailors without missing a beat. 20: Given five minutes you could talk your way out of any situation.)
Appearance: How physically attractive your character is. (EX: 1. Even the ugly tree wants nothing to do with you. 8: Your not bad looking...not great...but not bad. 15: You could win the Miss Universe Pageant. 20: Your beauty could distract a blind man.
Fear: Determines your ability to cause fear in others as well as getting information from others through intimidation. Unless otherwise stated, the fear ability isn't always active, you usually have to attempt to scare someone to do so. However, some characters can be naturally scary and simply give off an oara of fear just by having them near by. At the same time those with a low score can have a tendency to radiate an oara of calm that erase fear from comrades. (EX: 1: Your attempts to scare others would make the Cowardly Lion laugh. In fact you seem to radiate calm that seems to put those at ease. 8: You usually don't scare others unless you put a lot of effort into it. 15: You can get someone to confess to cheating on their fourth grade math test just by staring at them intensely. 20: When you walk into town, everyone runs in doors and cowers under their beds.)