Latest topics
» Marine Hunter (waiting for verification)
Sun Jun 17, 2018 2:53 pm by Ember jailer

» Character Creation & Combat System
Tue Jun 12, 2018 7:25 pm by Miale-Sempai

» Hold the phone!
Fri Jun 01, 2018 11:01 am by josh64male

» Inkwell Leviathan vs Celeste Diamond
Wed Feb 07, 2018 9:57 am by josh64male

» Spring Rain Ribbon (Waiting for Feedback)
Sat Feb 03, 2018 11:44 am by Miale-Sempai

» Marine Hunter (wip)
Sun Jan 28, 2018 6:33 pm by Miale-Sempai

» Iron Tyrant (Completed)
Tue Jan 23, 2018 11:00 am by Miale-Sempai

» Celeste Diamond(revised)
Tue Jan 23, 2018 10:52 am by Miale-Sempai

» The Character Sheet
Tue Jan 23, 2018 9:56 am by Miale-Sempai


Stat system workshop

Go down

Stat system workshop

Post by Royal Duke on Tue Dec 10, 2013 2:11 pm

Potential distribution system

Well, let’s get started. For the start I’ll begin using my good old stat system with some mods and from there we’ll see what technical problems come up and such.

1. Base Stats

Melee Prowess – How dangerous your Duel Avatar is at melee. Other than obviously physical strength it also factors in skill, being in other words the stat that determines how well and at what speed you parry blows and attack

Ranged Prowess – Overall threat of your Duel Avatar with long range attacks. Determines how precise your aim is thanks to system support, allowing you to find gaps in the opponent’s armor and shoot them or can be increased as well by the weapon’s own firepower.

Indirect Prowess – How much affinity your Duel Avatar has with Indirect techniques that lower combat ability of the opponent such as traps, jamming, status effects, ally buffs, illusions, etc.

Speed – How fast your Duel Avatar moves. It does not embody skill nor it represents reflexes, it’s simply how fast you dash or how far you jump.

Endurance – Amount of punishment your Duel Avatar can take before going down. It represents both how much stamina you have and how sturdy your armor is. At high enough levels it will take a ridiculous amount of normal blows before you die.

Special – Amount of potential put into your Duel Avatar’s unique Ability or Enhanced Armament.

Note: The power of offensive AoE skills is calculated from their Range Prowess + Melee Prowess, with each stat indicating how effective the skill is at each range as well as how far it can reach

We start out from a simple sheet, which is like this:

Cyan Pile

Melee Prowess - 0
Indirect Prowess - 0
Ranged Prowess - 0
Endurance - 0
Speed - 0
Special - 0

This means our character is completely our average joe. 0 here is neither cold nor hot. Let’s get to fixing that, shall we?

All Duel Avatars have the same potential, BUT not in the same places. In other words, feel free to redistribute these stats as you see fit. For instances, Cyan Pile , a pure melee fighter with a maximum range of 1 metre, he won’t be needing ‘Ranged Prowess’ and much less ‘Indirect Prowess’; he ain’t gonna be snipin’ anyone, son.

Thus here comes customization. First, we’ll freely distribute points, keeping in mind that the minimum stat one can have is -4, and the maximum one can have is 3, except in Special where you can have up to 8 points. Bear in mind that you need at least a Special of 3 if you want to do something worthwhile in the RP: below 3 is reserved solely for mooks and limeys.

Melee - 0
Range -  (-4)
Indirect – (-4)
Endurance - 1
Speed - 2
Special - 5

A large amount of his potential went over to his Pile Driver. At the same time, we added leftover points in a balanced spread, just like a true warrior.

Wait, something is amiss. Don’t say it. Yeah, this is too little customization? Don’t worry!


I’ll merely explain the bonuses here as I’m sure everyone is a nice kid and knows that the Duel Avatar’s affinities are embodied by his way to face life’s hardships and all that.

Class bonuses, yaaay!

Blue bonus: +3 Melee, + 1 Endurance

Red bonus: +1 speed, + 3 ranged

Yellow bonus: +3 Indirect, +1 speed

Green bonus: +3 endurance, +1 indirect or the opposite (+3 indirect, +1 endurance) or +2 indirect, +2 endurance.

Purple bonus: +2 ranged, +1 melee, +1 speed/+2 melee, +1 ranged, +1 speed/ +2 speed, +1 ranged and melee/+2 melee, +2 speed.

Purple and Green were the trickiest of all colours as I couldn’t find anything that let me balance well enough gains, so I just made different spreads depending on how one wants to surpass caps, etc.

Orange: +3 indirect, +1 direct, the opposite, or +2 indirect, +2 direct.

Metal colours do not gain stat boosts besides a +2 to armor resistance, but instead gain resistances and weaknesses depending on the metal used in a case by case basis. For instance, Silver Crow:

Special Resistances

Poison resist: FULL
Fire resist: +4
Pierce resist: +2
Cutting resist: +2
Electricity: -4
Blunt damage: -2

So, what does our sheet look like now?

Cyan Pile

Melee – 3
Ranged – (-4)
Indirect – (-4)
Endurance – 3
Speed – 2
Special – 5

Allright, this looks slightly better now. But still, I get the feeling I’m missing something, boss!

Don’t worry, man. Not quite done yet. There’s still two more modifiers to account for.

Body Type & Duel Avatar Type

-Lightweight: +2 to Speed. Bonus modifiers to stunts such as long distance jumps and acrobatics, as well as a significant reduction of Presence which gives a bonus modifier to Precision blows.

-Normal: +2 to indirect, ranged or melee, +1 to speed. No special bonuses or penalties are given.

-Heavyweight: +2 to melee, +2 to endurance. Ability to perform stunts receives penalties, and detection by enemies become easier due to a greater presence.

Duel Avatar types

A Battle Type Duel Avatar (that is, a Duel Avatar whose owner desires to fight) obtains a bonus of +2 to Endurance as well as the Special Resistance Reinforced Armor, which filters all types of damage by 2, while a Technician type gets a bonus of +2 to Special.

So this is how at the end Cyan Pile looks like:

Melee – 5
Ranged – (-4)
Indirect – (-4)
Endurance – 6
Speed – 2
Special- 5

Heavy body, Battle Type

Special Resistance

Reinforced Armor  - All kinds of damage are resisted with a +2.

Soo here we are. Essentially, decent speed, good body strength thanks to massive build + being melee, superb body endurance great at taking hits, and pretty good overall.

2. Ability/Enhanced Armament Creation

Here is when the players and the GM need to be in contact the most: What do I want for my character?

Generally, a Special of 4 or above should give you a unique enough weapon, while 6 is for the once-in a lifetime stuff.

What you get is what you put there, depending in the sort of ability we want. For Black Lotus, for example, she’d have a clause where objects whose boosts cannot individually surpass her Termination Sword’s potential (+6) will be mercilessly cut down. Adding a weakness clause that her blade limbs can be attacked from the side without harm and destroyed in a few hits lets us buff that 6 to a 8, meaning that most lesser Enhanced Armaments and armor will be beautifully cut in the spot.

A passive Ability with no cost that stays active over time will be allocated the exact amount of points put in it for its power. But you can still enhance your abilities by adding relevant weaknesses (emphasis in relevant) which are not obviously derived from its affinity: for instance, Silver Crow’s weakness to long range doesn’t really count as such, as it’s derived from the obvious fact that when you’re up high you’re more exposed than hidden behind the buildings.

In Cyan Pile’s case for example, as his ability is a passive with no cost, yet it’s an offensive move that is only active for seconds and has a cooldown, we will give him 3 additional pints. Then, the Pile Driver will fire a single attack, with 8 melee prowess. Furthermore, as the Pile Driver weighs him down, whenever its main attack is not used his melee prowess goes down from 5 to 0 (average) as he has only his left hand to throw punches. In exchange, the weapon whenever fired has a bonus that allows it to ignore up to 5 points of his opponent’s speed for the purposes of damage calculation. (Which will be expanded upon later)
So we have +8 melee prowess, +5 speed at Level 1. Cool.

So how do we operate with KG costs? Very simple. The more it costs, the more it gets.

Silver Crow’s ability, Aviation, has in this instance an amount of 8 points poured in it (Technician bonus and 6 points of Special).

This means that his total cost of staying in flight is 100%/8, which is 12% KG per turn to trigger Aviation at its minimum speed. However, this amount can be increased anytime to up to half his KG for the sake of a punch or a kick: when burning through additional KG (if he burns 50%, he will be able to boost that amount to +11 speed for the sake of a single attack = 8 (Silver Crow's base flight speed) + 3 points attained from consuming ~38% additional gauge to boost speed, +1 per turn.)

Next up are Active Abilities, which have a fixed cost. It is possible to have two versions, one with a simple cost and other with its cost doubled.  

For every 10% required for activation until 20%, add +1. For every 5% additional from 20% onwards to 70%, add +1 point. For every 10% additional from 70% onwards, add +3 points.

In this case it doesn’t give us as much as a number as the ridiculousness of the scale we’re talking about.

This also applies to Special Moves learned via Level Up Bonus.

So now that I’ve got a character done and it’s all neato, how do I apply this to battles?

3. Combat

For the sake of calculating combat results, we'll apply this rule of thumb:


Turn: Your character’s time to take an action.

Round: A round has passed once all the characters involved in a certain scene have taken action.

Result estimate: After all that has to be checked has been checked (opponent's melee prowess vs yours, etc.), look at this table to see overall how well you fared:

+6 -> Legendary
+5 -> Epic
+4 -> Superb
+3 -> Great
+2 -> Good
+1 -> Fair
0 -> Average
-1 -> Mediocre
-2 -> Poor
-3 -> Terrible
-4 -> Abysmal

Health Gauge: How much health you’ve got. From 100% to 0%. Hitting 0% = Loss. Here’s a table of damage results after all is said and done:

Below poor: Didn’t do jack. Possibly you even /took/ damage.

Poor: 1%

Average damage: -2-3%

Fair: ~5%

Good: ~10%

Great: ~15%

Superb: ~20%

Epic: ~25%

Legendary: 30% or higher. Add 5% every 2 points, or just go crazy with the numbers from this point onwards.

Killer Gauge: Recharges either by damaging (x0.75 ratio) or by taking damage (x1.5 ratio). Both are expressed in %, from 100 to 0.


-Attacking, Dodging, Parrying and Tanking: Whenever attempting to damage something, inflict an effect, parry a blow or tank it the very first thing you’ve got to check is your range and specialization. Being aware of your limits and using the resources you’ve been given cleverly is the difference between life and death.

Example: We’ve got two Duel Avatars, Blood Calibre and Rhenium Jet. First has a sniper rife and is ranged focused, while the second one is mostly melee focused and thus has no system assist to support his aiming with a gun.

First, let’s assume we give both a rifle that grants both +5 to ranged prowesswhile using it. Technically, both are at the same distance, standing at the same height and they have the same weapon and shoot at the same time, so damage inflicted should be more or less the same, right?


Blood Calibre gets a clear shot at Rhenium Jet’s face, while Rhenium Jet only manages to get in a blow to the shoulder. How is that even possible?

Blood Calibre: ◼◼◼◼◼◼◼◼◼◼
Rhenium Jet: ◼

Blood Calibre already has top class aiming skill thanks to system assist, while poor Rhenium Jet-kun has not only ever touched a gun, but has never desired for a gun.

Now, let’s assume Calibre has had a fair bit of experience with his gun, and has even gained skills of his own, gaining a +1 modifier whenever using this rifle.

Blood Calibre: ◼◼◼◼◼◼◼◼◼◼◼
Rhenium Jet: ◼

It’s pretty clear that even if given the same weapon, Jet is fated to lose.

However, Rhenium Jet has not given up at all. He decides to go #yolo lyk a pro and goes down. Rhenium Jet is no longer trying to attack, but instead trying to avoid the opponent’s shots.

His base speed is 3. However, his Jet Burst ability at max capacity gives him +10 to speed for a single turn, allowing him to avoid a direct hit. Furthermore, his running speciality in real life makes him tricky to follow with a scope, as he just goes faster and faster, adding another +2 to his movement speed.

Blood Calibre: ◼◼◼◼◼◼◼◼◼◼◼
Rhenium Jet: ◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼

The difference between the two’s skills is clear: it’s +4 in Rhenium Jet’s favor, meaning that Calibre misses his mark entirely, and Jet covers the distance between the two.

Next turn, Rhenium Jet attacks. As they are in close range, his rifle can no longer be used. In a desperate attempt to fight back, Blood Calibre tries to punch back against Rhenium Jet’s +1 melee prowess, but it turns out to be useless as he has -4 in melee prowess, meaning he couldn’t punch a fly if he wanted to…

Blood Calibre: - - -
Rhenium Jet: ◼

Total result is +4, which is superb: meaning that Blood Calibre gets his face smashed in without the slightest resistance and takes heavy damage in the process, given how his Armor Density is much lower.

Melee unique factors

Now let’s factor two different things: Speed and Armor. The more momentum you put behind your attacks, the stronger they are. Similarly, the more armor that covers your body, the less damage you take.

However, neither you are going at full speed all the time nor armor covers every inch of your body. Thus, in melee combat, you can alter these modifiers depending on the situation:

1. Armor. Armor usually protects your body from hits, buffering damage. However, when under conditions such as a premeditated surprise attack or if attacks are aimed to specific parts of one’s own body (be it a precision modifier or just the player going out of his way beyond ‘I attack him’) like the head or unarmored parts, some bonuses from being a Battle Type, Metallic Colour, armor Enhanced Armaments and such may be lost.

Do not fret yet, my child. Look at the Prepared Guard modifier below and don’t say it’s a bad idea to put on some armor. If there’s less surface to hit, it becomes significantly easier to predict the opponent’s attacking patterns and perform successful defensive guards.

Reliance in defenses, shields, and endurance allows for a style of combat focused on predicting the way and the place the opponent will attack and moving accordingly, either parrying his blows or attacking before his own maneuver can be finished.

2. Speed. Speed is a factor of force. At any given time, you can invest your Speed points into melee prowess to boost the damage dealt by your melee techniques.

However, let’s also consider what Newton had to say about this in his third law. tl;dr version goes that for every action, there is an equal and opposite reaction. In other words, the harder you try to punch, the more you are leaving yourself open to being punched back in your opponent’s turn. Speed can be added to melee prowess at will, yet at the same time lowers endurance in battle calculations proportionally.

Speed can be also used defensively, to lower the impact Melee/ranged prowess has in a fight via the use of agility and footwork to lower damage taken from blows during the opponent’s counter attack.

This means in other words, Speed a stat that grants the Duel Avatar great adaptability, allowing a quick switch between offense and defense during fights.

Special Situation: Tug ‘o War/Dogfight

When two melee focused Duel Avatars are just trying to punch each other without activating any skills, they enter what is basically a battle where they both drag each other’s health down slowly until someone activates a new skill or something akin to that.

Only melee prowess and speed raw are factored into this, as performing a counter or an impact guard would already decisively change the flow of combat. It’s more of a double DPS thing than an actual battle.

Silver Crow (MP = 1; SPD = 3) VS Cyan Pile (MP = 0; SPD = 2)

(Vol 1 ch 8, right after Crow dodges Pile Driver’s Perforation)

Cyan Pile’s Pile Driver gives him a negative modifier to melee prowess due to how it basically weighs him and one of his arms around, while his speed isn’t that stellar, while Crow is unburdened and ready to fight. Thus:

Silver Crow: ◼◼◼◼◼◼
Cyan Pile: ◼◼

For a Tug ‘o War we add Speed + Melee Prowess and melee weaponry in case there’s one, and… Well. Whoever wins dominates the fight. Simple as that.

… That is, until prepped counters and Special Moves come in to turn the tides of battle upside down.

Similarly, for two gun totting Duel Avatars, the only way to go about it is to have a dogfight so that the best gunslinger may win. Attributes are added raw again, with the fastest managing to take cover more often and aim better until one changes something in the tide of battle.

Of course, there are always exceptions. Scarlet Rain vs Blood Calibre for instance:

Blood Calibre: ◼◼◼◼◼◼◼◼◼◼◼
Scarlet Rain: ◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼◼ (...)

It becomes blindingly obvious that regardless of how good of a marksman he is, if he tries to go straight up against the behemoth of dakka that is Invincible he’ll end up a pile of smoke before he can even pull the trigger once to inflict as much as a scratch upon her.

Now, let’s take Silver Crow vs a yellow colour Duel Avatar, both at Level 1. Silver Crow tries using his Aviation ability at full throttle for a Dive Kick, which gives him a +12 to speed and melee prowess, making a full hit from him = death.

However, Dream Firework has other intentions. Specialized in Indirect (+5) and having invested everything into Special as well, all his stats are lackluster but he has a trick up his sleeve: his ability <> at full throttle as well, which allows him to launch extremely bright fireworks from what Crow believed wrongly to be missile launchers (+12).

Thus Silver Crow instantly closes into range and then:


This means that Silver Crow’s final result is… -5, which is a failure beyond spectacular. Due to the distraction, he not only buries himself deep in the ground taking damage in the process, but fails to hit Dream Fireworks at all.

Indirect abilities do not have a specific range per se except the one stated in the ability itself, anything goes really as long as it makes sense.

Area of Effect abilities are unique, in the sense that they can use both melee and ranged prowess as their stat to inflict damage. Think of an ability to generate whirlwinds or explosions at will, the ability to cut as long as you are within a certain range regardless of distance, the ability to generate and launch barriers from point blank to 10 metres, etc. A gunblade *could* work as such from a purely mechanical standpoint, but it’s best considered as what it is: a mere mashup of two entirely different things altogether.

4. Modifiers

Not everything in battle is straightforward, and not all battles are NO ITEMS FOX ONLY FINAL DESTINATION. The same way as real life, lots of things change depending on the situation, and that is where logic comes in. To make things flow faster here are a few suggested commonplace modifiers:

-Coordinated attack - Per each guy involved in the attack, a +1 modifier is gained.

This is simple to understand. The weak find their own brand of strength in their numbers; even the strongest martial artists, if not used to 2 or 3 on one matches may end up miserably losing. If you assemble a numerous enough force of Level 4-5 mooks, even taking down a King is possible under the right conditions.

… Unless you have Area of Effect attacks, that is. If for instance you have a flamethrower type attack, or missile barrages you can pretty much laugh at whatever shit they have.

-Height - Use logic here, but in Layman terms...

If you are significantly higher AND within range, add a +1/+2 to your attack. If you are in a stair and your opponent has the higher ground in a melee pray it’s a mook because otherwise your life just became a lot more complicated.

And let’s not even get started with campers, shall we.

-Surprise attack: If you manage to sneak around and inflict a hit, well, duh. +1 for effort.

-Prepared Guard: Based in kendo. Essentially, by calling this action during your turn you make an attempt to predict the opponent’s attack as well as roughly it’s type (a hit, a special, a shot, etc.) and if you’re successful you not only endure through it, but inmediately counter during the opponent’s turn with a +3 modifier. However if you make a blunder, you leave yourself open to an attack with a free +3 modifier from your opponent, so do be careful.

-Impact Guard: Similar in principle to the Prepared Guard. However, instead of taking damage, you use your raw melee prowess, regardless of speed to overwhelm your opponent in a clash and deal damage to him in his own turn.

-Impact Strike: Based in kendo again. You predict your opponent’s action (attacking, defending a body part, whatever), but instead of taking the attack you attack before the other can. This requires a higher ranged prowess if ranged and a higher melee prowess if we’re in melee, as well as managing to predict what the opponent’ll do. Otherwise the same as above applies.

Of course, these modifiers can only be used to full effect in melee combat, and a counter attack can only be performed if you have enough speed to get into range.

-Precision hit

Whenever hitting a target you generally just try to stab the bastard and try to not get stabbed. However, there is a chance to try and aim for a specific part of your opponent's anatomy, such as trying to rip off a leg, stab eyes, or snipe from a safe distance.

Roll 1d20, with success (usually) being 18 or above. Damage is multiplied by 1.5, and body parts can be lost.

While this is a great method to inflict damage and handicap your opponents, it's not /free/ to use. You are literally telling your opponent you are dangerous, and thus each time it's used your opponent gains a +2 modifier to dodging any of your attacks next turn as well as free willpower.

So it's kinda like... If you're going in for the kill, you might as well make sure they stay dead, right?

This modifier can be used by both melee and ranged combat users anytime anyday.[/size]

Last edited by Bunting Martel on Thu Dec 19, 2013 1:11 pm; edited 11 times in total
Royal Duke

Posts : 257
Join date : 2013-03-17

Character Stats
Name: Royal Duke
Level: 1
Burst Points:
150/300  (150/300)

View user profile

Back to top Go down

Re: Stat system workshop

Post by Royal Duke on Tue Dec 10, 2013 4:42 pm

5. Willpower

Willpower will be from a mechanical standpoint similar to Fudge points. They are called ‘Fudge’ because they alter rolls, allow learning new skills, etc, etc and fudge up the world’s logic from a metagame standpoint.

Only that this time it represents an inherent mechanic of this verse: How IC imagination affects the world surrounding your character.

Usually, at the start your character has only a few, 2 Will points. However, as reward for facing one’s own fears, good quality RPing, or during moments of extreme emotional tension, one’s willpower points will peak massively.

They can be used to temporarily enhance abilities, increase one’s own odds of success at a certain action, do the impossible, seek the invisible, etc.

However, these powers are not without consequence. Each time they are used, you are using your own wishes, aspirations, dreams, or negative emotions as fuel. The GM has the option to call you out when according to his critera you're overusing them to make a roll when these points are used for two things:

Zero Fill: If the action using positive thoughts as fuel did not manage to reverse the tide (lower the opponent’s Health Gauge beyond yours at the very least) roll 1d2. If it’s 2 you enter Zero Fill, a state where all your stats base attributes rank down by 10, and your abilities/EAs lose 20 points for a turn.

Overflow: In processes where extreme negative emotions are involved or abilities that rely on Negative imagination are relied too much upon, roll a 1d2. If it’s 2 you enter Overflow, a state where your emotions are so strong, they overflow to the point that you gain a rank up by 5 points to all base attributes and +10 to all offensive abilities and Special Moves, however you lose control for 2d6 rounds over your character’s actions.

There’s also a convenient modifier. During extremely heated battles and situations (such as a life and death battle) it’s possible to call a High Tension. For a few turns, you get +10 willpower points and +4 to every skill and parameter.

However, should you fail to make a change in the situation, either despair or rage is abound...

6. Growth

Level Up Bonus

Once you’ve accumulated enough BP, you may Level Up consuming them. Then, your GM will give you (or if he’s lazy he’ll just let you make it yourself) four choices:

1. One Enhanced Armament.
2. A new Special Move.
3. A new Ability.
4. Upgrade what you started with.

All options get a total of  +6 points + (1xLevel reached).

Enhanced Armaments give the points they have.

Abilities give the points they have + cost goodies.

Lastly, Special Moves gain power, getting +2 points for every 10% they cost till they hit 50%. From that point onwards, get +3 points for every 10% it costs to use it.

Personal Growth

As characters progress, it becomes possible to learn new things, from animal care to English. If enough time and effort is put behind something IC, the GM should give the player the appropiate skill.

There exists even the possibility to create new skills with their own modifiers in game, such as Dive Kick, Aerial Combo or V-Twin Fist, with proper training.

Easy to learn skills start at Average (0)

Medium effort skills start at poor. (-1)

Difficult skills to master start at Terrible (-3)

Of course, willpower points can be spent anytime to make the skills learned usable with greater results. Even if IRL your bike riding skills won’t let you do a wheelie, if you think about it strongly enough something good should happen, with any luck.

Special clause: Learning abilities mid-battle

If one’s imagination peaks during a moment of adversity (read: both GM and player agree that it’s a situation worthy of whipping out the NARRATION) it becomes possible to master a new skill that one did not have before.

1. Leave out one’s ability till later.

It’s possible for the player to say ‘hey, I wanna start out as a mook before I activate my true skill so I can roleplay the reaction and make it awesome’. In that case, he starts out as Silver Crow: Punch, Kick, and Headbutt as his remarkable things.

Then, it’s up to the player to see a situation where it will be cool enough and it’s appropriately In Character (a random battle against an unknown person does not count as a moment of adversity, for example) and then it’s:


2. Learn a new skill.

After all is said and done, new skills can be learnt. However, unlike the former, which is a ‘hey let’s save this till later for fun times’ moment, no amount of willpower invested will give you a new skill. Your character has to really /need/ it, and not from a metagame perspective.

This is a good chance to throw a bone to players who are really desperate as well. For instance, if Cyan Pile has badly invested his Level Up Bonuses and his skills are all shitty, it would be a great time for him to learn the <> skill, which would let him turn his Pile Driver’s stake into a sword and wield it as a proper blade, allowing him to use his kendo skills (and not suck so hard).

Also, a general saying: ‘Give your players the Sun and make them fight for the Moon’. Especially in awesome oriented campaigns, this translates as skills being learnt mid battle against near impossible odds where everything is at stake simply because that’s the most amusing way to go about it, for both the players who can go all narrative on their asses and the GM who has leeway to awesome up his players as he sees fit.
Royal Duke

Posts : 257
Join date : 2013-03-17

Character Stats
Name: Royal Duke
Level: 1
Burst Points:
150/300  (150/300)

View user profile

Back to top Go down

Re: Stat system workshop

Post by Belzera on Thu Dec 19, 2013 8:34 pm

Rewording suggestion on the colour bonus.
Green: 4 points split between Endurance and Indirect (1 minimum).
Orange: 4 points split between Indirect and Ranged (1 minimum).
Purple: 4 points split between Speed, Melee or Ranged (1 minimum).

Last edited by Belzera on Fri Dec 20, 2013 8:53 am; edited 1 time in total (Reason for editing : Whoops thanks for that Tus.)

Posts : 20
Join date : 2013-12-02
Age : 31

View user profile

Back to top Go down

Re: Stat system workshop

Post by Destination on Thu Dec 19, 2013 8:44 pm

Actually, Oranges should have their points split between Ranged and Indirect.

Signature added by Tusjecht
Rebuild Thread progress: 2/5 posts completed
To do: Rulebook, possible FAQ.
Lore: Fill up the story and integrate with current system of avatars.

Stuck on how to write a character? It's not about being different, it's about being clear and concise with your understanding. Come to the Discord channel!

Posts : 417
Join date : 2013-04-25
Age : 24
Location : Singapore

Character Stats
Burst Points:
0/0  (0/0)

View user profile

Back to top Go down

Re: Stat system workshop

Post by Kurosu on Sun Dec 22, 2013 5:20 am

Um, I'm new here but let me express my opinion. The system isn't bad but I think the status is a little bit too wide for example, Magenta Sniper is a archer in RL that should give him a bonus in Range Prowess but when that become a factor in the fight it would also increase his firepower.(this is what I understand) or like let say Blood Calibre has an EA that boost the firepower that should give him a huge boost in Range Prowess but actually his accuracy isn't that good. Now if he were trying to sniping a person from long distance, according to his Range Prowess he should be able to do it which seem confusing to me. I like the flexibility of the system but this is a problem. Well, my understanding might be wrong though.


Posts : 18
Join date : 2013-12-21

View user profile

Back to top Go down

Re: Stat system workshop

Post by Royal Duke on Sun Dec 22, 2013 5:42 am

Kurosu wrote:Um, I'm new here but let me express my opinion. The system isn't bad but I think the status is a little bit too wide for example, Magenta Sniper is a archer in RL that should give him a bonus in Range Prowess but when that become a factor in the fight it would also increase his firepower.(this is what I understand) or like let say Blood Calibre has an EA that boost the firepower that should give him a huge boost in Range Prowess but actually his accuracy isn't that good. Now if he were trying to sniping a person from long distance, according to his Range Prowess he should be able to do it which seem confusing to me. I like the flexibility of the system but this is a problem. Well, my understanding might be wrong though.


Well, this is pretty simple. In real life warfare, weaponry does most of the job for you. If you have a weapon with better specs, you can compensate for below average skill with a better weapon. The higher ranked long range weapons have specs so good and such precise aiming even a noob could use them to some effect. Furthermore, Blood Calibre is a ranged specialist, meaning he has system assist geared towards long range aiming.

However, even if your weapon is good, if you've spent not just a decent time, but hours upon hours of training, and you specialize upon your Duel Avatar's ability (which I assume is precisely long range aiming), Blood Calibre will get surpassed. That, or if the same rifle is wielded, yet one's own Duel Avatar ranged prowess is lower, it means that system assist isn't there to help you out and thus you will need a significantly higher amount of training and experience to get to the same level, and even then it's not guranteed that you will make it due to mental restraints.
Royal Duke

Posts : 257
Join date : 2013-03-17

Character Stats
Name: Royal Duke
Level: 1
Burst Points:
150/300  (150/300)

View user profile

Back to top Go down

Re: Stat system workshop

Post by Sponsored content

Sponsored content

Back to top Go down

Back to top

Permissions in this forum:
You cannot reply to topics in this forum