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1Attributes System Empty Attributes System Thu Dec 07, 2017 1:23 am

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attributes
Attributes illustrate a character's capabilities within a certain field.
  • Strength & Power: Strength deals with a character's ability to generate force with their body to lift, strike, cut, throw, etc. Power covers one's ability to output power in the sense of any special powers they could have from Devil Fruits. In most cases it's used offensively to cause damage.
  • Speed & Agility: The Speed Attribute illustrates how quickly things travel, while Agility addresses one's dexterity and how nimble and agile they are. It has no relation to reaction time.
  • Durability & Endurance: Durability is how resistant your character is to being damaged. While Endurance would refer to their ability to persevere through harsh conditions and their stamina reserves. A Character's maximum Stamina increases as their Durability & Endurance raises.
  • Perception: The Perception Attribute deals with your five senses, seeing far, hearing sharply, smelling faint smells, etc and in some flavors, one's instincts. The better your Perception the better your ability to detect people in hiding, traps, or pick up on cues.
  • Spirit & Willpower: The Spirit Attribute is concerned with a character's internal strength and their willpower. The higher their Spirit the more unyielding they are to pain or hardship in general. Additionally Spirit deals directly one's Haki potential.

Tiers
Attributes have 17 natural Tiers and 5 additional unconventional Tiers, totaling up to 22. Each Tier represents more prowess and more capability in that Attribute. By default a character is Tier 1 in every Attribute.
  • Tier 1-3: Four Blues Luffy, Zoro, Sanji
  • Tier 4-6: Whiskey Peak - Skypiea Luffy, Zoro, Sanji
  • Tier 7-9: Enies Lobby - Sabaody Luffy, Zoro, Sanji
  • Tier 10-11: Fishman Island - Dressrosa Zoro, Sanji
  • Tier 12-13: Dressrosa Luffy
  • Tier 14: Wholecake Luffy, Wano Raid Sanji
  • Tier 15: Pre-Wano Raid Luffy, Wano Raid Zoro
  • Tier 16: Wano Raid Luffy
  • Tier 17: Prime Legends, Garp, Roger, Whitebeard, Kaido, etc.

How to Climb the Tiers
Tiers 1-17 can be climbed through Feats. As a character journeys the seas, makes accomplishments, and does things that are highlight worthy, they will be acknowledged as Feats and propel the Attribute up a Tier or multiple.

Like everything else, Attribute Tiers are easy to climb on the low end, but become more difficult to grow in the higher Tiers.

Make these claims on your **Character Updates**.

Primary & Secondary Attributes
Your Primary and Secondary Attributes represent your character's natural leniency towards or gift in a particular Attribute.
  • You can declare a Primary Attribute at Character Tier 3.
  • You can declare a Secondary Attribute at Character Tier 5.

Declaring a Primary and Secondary Attribute gives +2 Tiers in the respective Attribute & grants the character Perks.

Perks
With the corresponding Attribute claimed as a character's Priorities they gain access to the respective Perk.
  • Strength & Power: At the cost of 10% of your Total Stamina you can increase your Strength & Power by 1 Tier for 2 posts or 20% of your Total Stamina for 2 Tiers of Strength & Power. 4 Post Cooldown.
  • Speed & Agility: At the cost of 10% of your Total Stamina you can increase your Speed & Agility by 1 Tier for 2 posts or 20% of your Total Stamina for 2 Tiers of Speed & Agility. 4 Post Cooldown.
  • Durability & Endurance: At the cost of 10% of your Total Stamina you can increase your Durability & Endurance by 1 Tier for 2 posts or 20% of your Total Stamina for 2 Tiers of Durability & Endurance. 4 Post Cooldown.  
  • Perception: Half of your Character Tier, rounding down, is applied to your Perception Tiers. This will naturally make you more aware, accurate, and perceptive.
  • Spirit: Half of your Character Tier, rounding down, is applied to your Spirit & Willpower Tier. This will passively strengthen the effectiveness of your Haki.

Unconventional Tiers
Tiers 18-22 are grounds familiar to the strongest beings in the world when they clash head to head. They can only be breached into while under the influence of Vantages.

Vantages
Vantages are counters that are attached to a character to signify a buff or debuff that would apply to them in that particular situation. Vantages are generated via two different methods.
  • Site Mechanics: Using Skills, using Haki, Food or Music Buffs, etc. Just by playing the game, you'll naturally produce Vantages.
  • Quality Writing & Storytelling: Doing things such as using real world principles like anatomy or basic physics, showing effective planning in posts, and using good writing and storytelling/plot to build impactful momentum.*

*The Strawhats and Bege's wedding crashing plot against Big Mom is a great example of how character's can not only be severely debuffed by having their weaknesses exploited, caught off guard, ambushed, etc, but also how characters can temporarily generate buffs from the positive momentum or morale of a situation. Just as quickly as they come, they go. Since these types of Vantages are assigned based on writing it is recommended to only use this play style when vs NPCs and not other players.

Advantages
Advantages are counters that characters can accumulate to gain momentary buff in their Attributes. Once a character generates a certain amount of Advantages for a particular Attribute, that Attribute can be given Tier Ups for as long as the Advantages apply. +6 Tiers in an Attribute is the cap.
  • 1 Advantage: +1 Tier in Attribute
  • 3 Advantages: +2 Tiers in Attribute
  • 5 Advantages: +3 Tiers in Attribute
  • 7 Advantages: +4 Tiers in Attribute
  • 10 Advantages: +5 Tiers in Attribute
  • 15 Advantages: +6 Tiers in Attribute

Disadvantages
Disadvantages exist as the inverse of Advantages. Disadvantages can be assigned when you become wounded.
  • 1 Disadvantage: -1 Tier in Attribute
  • 3 Disadvantages: -2 Tiers in Attribute
  • 5 Disadvantages: -3 Tiers in Attribute
  • 7 Disadvantages: -4 Tiers in Attribute
  • 10 Disadvantages: -5 Tiers in Attribute
  • 15 Disadvantages: -6 Tiers in Attribute

**Vantages that belong to the Spirit Attribute(high morale or positive momentum) act as wildcards and can be assigned freely to other Attributes.

The following are ways you can generate Advantages.
  • Exertion: When one uses Skills, they must choose how much effort, reflected by Stamina cost, they put into it. Exertion represents this. More information here SKILL-SYSTEM.
    • Standard: +1 Advantage to the Attribute of their choice.
    • Big: +2 Advantages to the Attribute(s) of their choice.
    • Super: +3 Advantages to Attribute(s) of their choice.

  • Skill Use: Skills are allotted an equal amount of Advantages as their Tier 1-7. These are to be fixed to specific Attributes that will be generated whenever the Skill is used. More information here SKILL-SYSTEM
  • Attribute Priority Perks: See above
  • Haki: The various Haki techniques provide many ways to generate Advantages.
  • Consumable Items: Things like food, drugs, or poisons.
  • Quality Writing & Story Telling: See above.

Extra/+Should actions accumulate enough Tiers to transcend the 22 Tiers outlined, they'd simply rack up a +, so 22+, 22++, etc.



Last edited by Admin on Tue Aug 31, 2021 12:33 pm; edited 3 times in total

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2Attributes System Empty Re: Attributes System Mon Aug 30, 2021 6:03 pm

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attributes in comparison
This section covers how Attributes duel against one another.

Strength & Power vs Durability & Endurance
Damage Severity
This list illustrates and classifies the total potential output of damage, versus the actual effect of the attack. A bullet to the neck can do Major damage and be fatal to someone, but just not considered Fatal class damage.
  • Fatal is something that can kill you in one hit or utterly destroy the weaker matter.
    • Slashing - Could cut completely through the target's torso or dice them into pieces.
    • Piercing - Could pierce through the target's body.
    • Blunt/Concussive - An impact so intense it could bash right through a person. (Akainu vs Ace)
    • Burning - Heat so intense that it turns even bone to ashes.
    • Other - Vaporization, erasing, eating, deleting, or displacement of matter, etc. Poisons that can cause death within 1 post if ingested, consumed, injected, etc. Voltage or viruses that can cause permanent nerve damage or shut down the body. Being frozen completely though as opposed to encased in ice.

  • Severe is along the lines of putting someone in a dire state where they are at risk of dying in due time or just a massive amount of damage.
    • Slashing - Could cut clean through an appendage, bone and all. Or through ribs into the torso's organs.
    • Blunt/Concussive - Large amount of bone breaks from a single strike. Limb removal from force alone. Blows to the head will knock you unconscious.
    • Burning - Burns that eat through flesh and muscle and can begin to char bone. Burned organs (Whitebeard v.s. Akainu).
    • Other - Vaporization of skin and muscle, but not organs or bone. Poisons that can cause death within 2-3 post if ingested, consumed, injected, etc. Voltage or frostbite that causes long lasting nerve damage (more than 1 topic) and paralysis in a limb for more than 3 post.

  • Major damage isn't as bad as the two above it obviously, but it's still nothing to shrug at. Major damage can put you in a state where your life is on the line or make those of weak will consider leaving the battlefield, but with medical attention you'll be fine.
    • Slashing - Causes notable blood loss. Cuts deep into muscle, potentially to bone. (Zoro cutting Kaido)
    • Blunt/Concussive - Bone fractures, potentially breaks. Blows to the head that can cause brief loss of consciousness or daze you.
    • Burning - 3rd degree burns.
    • Other - Most wounds. Vaporization as deep as to muscle fibers. Base level for Poisons. Includes poisons that can cause death within 4-6 post or loss of consciousness (includes sleep) or loss of one of your senses if ingested, consumed, injected, etc. Voltage or frostbite that causes paralysis or loss ability for limb to function for 2 post.

  • Moderate encompasses things that can be shrugged off, but are still relevant and will eventually take a toll on you.
    • Slashing - Cuts that stop in the muscle, but definitely some medical attention if not light stitching.
    • Blunt/Concussive - Fractures, bruised bones, bloodied nose, busted lip.
    • Burning - 2nd degree burns.
    • Other - Base level for Vaporization. Vaporization that removes layers of epidermis, but not muscle. Voltage or frostbite that causes paralysis or loss ability for limb to function for 1 post.

  • Minor wounds are things you can brush off. Knicks and scratches, bruises, 1st degree burns. Sure they hurt a bit, but they're not going to slow you down.
Damage Chart wrote:The difference in Tiers between Strength and Durability determines the Severity of damage. How well your attack lands and where it lands, did they see it coming, did they block, etc also plays apart in determining damage. The following classifies damage as if it accrued during fair and aware combat.
  • Fatal: +5 Tiers.
  • Severe: +3-4 Tiers
  • Major: +1-3 Tiers
  • Moderate: -1-+1 Tier
  • Minor: -1-2 Tiers
  • Null: -3 Tiers
  • Minor Reflect: -4 Tiers, assailant suffers Minor Damage
  • Moderate Reflect: -5 Tiers, assailant suffers Moderate Damage
  • ...:Continues by -1 Tier until assailant takes Fatal Damage at -8 Tiers. This would be like punching someone and shattering your arm.
Speed & Agility vs Perception
Perception directly battles against Speed. When Speed exceeds Perception, one loses their ability to see this fast object clearly.
  • Speed +1: Movement can still be seen, but it'd be like trying to identify a face in a car speeding passed. Tracking it requires complete focus.
  • Speed +3: The movement is nothing but a blur, you'd be able to tell something is coming, but not clearly identify what it is assuming it's not large in size. If you blink or hesitate, you'll miss it.
  • Speed +5: Visually unperceivable, like tracking the bullet of gun.
*Moving at Speeds above your Perception is equally as disorienting.

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