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Black Clover RP

An AU Black Clover RP where you can live out your dreams of becoming an exemplary mage! With systems allowing maximum freedom, come and have a good time!
 
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 Characteristics System

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Kosuke
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Kosuke


Posts : 42
Join date : 2021-01-30

Characteristics System Empty
PostSubject: Characteristics System   Characteristics System Icon_minitimeSun Jan 31, 2021 2:49 am

Characteristics System

Here is where you will find information regarding your character's "stats". As we run using Tiers, we do not have an official stat system and instead base these things on your tier, but you may choose up to three areas to get a slight boost in, but you must choose an equal number to take a hit in. Below we will list the descriptions of the stats. You may use all three of your boosts on a single stat, but you still must choose an area to take an equal hit, or distribute the three negatives to three other stats. If a stat is not counted among the positives or negatives, it is treated as equal to your tier.

Strength: This is a measure of your characters raw physical might.

Agility: This is a measure of your characters speed and flexibility.

Endurance: This measures your characters stamina and pain tolerance.

Durability: This is the pure durability of your character, saying how much of a hit they can shake off.

Mana Pool: This determines how much magical energy your character has, and thusly, how many spells they can use before tiring.

Mana Control: This determines the overall control over your mana that you have which effects accuracy as well as the power of your spells.




Stat Comparisons

Negligible Advantage: equal or +/- 1 tier. The characteristics are so close in this case that you will not gain an advantage one way or the other, and will have to rely on other factors to get the upper hand.

Slight Advantage: +2 tiers. The difference here is enough that it can be seen, however, the lower stat can still hold their ground and fight back. It will not be certain doom, but will be enough to secure an advantage.

Moderate Advantage: +3 tiers. The difference here is clear, and starting to become oppressive. Get out of this situation if you can, or rely on other character abilities.

Heavy Advantage: +4 tiers. In this situation, the lower stat cannot reliably hold their ground. It is dangerous and unwise to be caught in a situation where these stats are matched against each other.

Decisive Advantage: +5 tiers. If caught in this situation, it is almost certain doom. Run away, or focus on something different. You cannot win this way.

Impossible: 6+ Tiers. You gon' die.

It is important to note that if any point the range between the fighters is extended to 10 meters (within reason) or longer, the chain is broken and the slower party will recover enough to defend themselves.  This range is extended in the case of larger opponents, as with large range/AoE spells.  This is also the case for if there is intervention by another party, or forcing the faster party on their heels with traps or surprise magic.

Speed vs. Projectile Speed

Projectile speed is different from character speed.  You can throw projectiles faster than you can run, and this difference is reflected on BCRPG.  Thus, even if you have the same speed as a thrown projectile, this does not mean you can run alongside it, and this is the case for both spells and ranged weaponry. Additionally, this guide provides details for a medium range.  If it is long range, shift the advantage up by one in favor of the defending character.  Finally, some attacks are broad enough or large enough that simply ducking is not enough to avoid them.  In these cases, it is possible to shift advantage in favor of the projectile but it MUST be stated in the spells description that the spell is large enough to do so.

Negligible Advantage: The difference is low enough that if the defending party sees the attack launched, they will almost always be capable of avoiding it.  Thus, one would have to launch a series of attacks, have some kind of setup, or attack from a blind spot.  Think about it like dodging footballs being thrown at you, but factoring in a great reaction speed.

Slight Advantage: If the character is faster, it would take a bit of setup or attacking from a blind spot to gain an advantage here.  If the projectile is faster, dodging will certainly put the character on their heels, but in favorable conditions, it will not cause too much trouble.

Moderate Advantage:  If the character is faster, even noticing the projectile mid flight would give them fair time to react and be capable of dodging.  If the projectile is faster, dodging will cause the character to be forced onto their heels, and they may find it difficult to launch a counter attack.

Heavy Advantage: If the character is faster, dodging is routine, and noticing the projectile mid flight is not enough to truly gain an advantage here.  Do not expect to hit this character unless you come at it with a creative strategy.  If the projectile is faster, the character would have to have optimal conditions to dodge, such as seeing that attack as it is launched, having a terrain free from obstructions, and not having to simultaneously deal with other attacks.

Decisive Advantage: If the character is faster, unless the attacker manages to distract or restrain them, they probably will not be able to land an attack.  If the projectile is faster, the defender cannot dodge without preparation.

Impossible: If the character is faster, the attack simply will not hit unless they are completely immobilized or unaware of the attack.  If the projectile is faster, it will almost always hit unless the attacker is put off balance by something or somehow misses.


Damage vs. Durability

This section will be a basic guide to how much damage is done with a basic strike or by weapons when they land.

Negligible Advantage: The defender will interact with these attacks as they would from similar attacks in real life.  A person would not be able to kill them or sever body parts in one strike.

Slight Advantage: If damage is higher, glancing blows do a bit more damage, and if an attack is landed completely cleanly, they can cause permanent damage, outside of basic punches and kicks.  If a vital organ is struck with a weapon, they can sometimes kill.  If durability is higher, cuts, bruises, and the like will be slightly less severe.

Moderate Advantage:  If damage is higher, a glancing or off-balance strike can do as much damage as negligible advantage, and a clean strike certainly has potential to kill or maim with a weapon, or break bones with bare fists. If durability is higher, the defender can probably afford to tank a strike in order to gain the opportunity to inflict more serious damage on the attacker. Death or maiming is only really possible if the attacker hits the same spot many times, or the defender is restrained.

Heavy Advantage: If damage is higher, their glancing blows behave as they would with a slight advantage.  The attacking party can break bones with bare fists and even cause internal damage.  With a weapon, if a blow lands cleanly and is intended to kill, it probably will, or at least would put a person in a state where there are incapable of fighting back.  If durability is higher, glancing blows do not hurt the defending party, and clean shots can do little more than severe bruising or cuts.

Decisive Advantage: If damage is higher, glancing blows behave as if they have moderate advantage. Clean strikes will do exactly the same amount of damage as intended, whether it is simply bruising the defender up or killing them.  If durability is higher, glancing blows simply will not hurt them.  Additionally, they can realistically tank a hit with this much damage and only receive superficial cuts or bruises.

Impossible: If damage is higher, they tear the defender apart.  If durability is higher, your 2 year old brother is hitting you and it might annoy you.

Spell Power vs. Durability

Spell Power vs. Durability functions exactly the same as Damage vs. Durability.  The difference, however, is Spell Power does not match against a person's current durability, and instead matches against either their base Durability, or the amount that their strongest Durability buffing spell buffs their Durability by, whichever is higher.  This is partly because of balance (because otherwise, magic would be impractical) and is rationalized by the idea that if a spell is causing damage to someone, and another spell is enhancing their durability, then those spells are pitted directly against each other.  With the strongest durability buff out of the way, no other buffs, nor the person's body, would stop the jutsu from ripping through them.

Spell Power vs. Spell Power

If two spells projectiles are launched at each other, the one with the higher power will overpower the weaker one, and continue toward the target unimpeded.  However, if a spell is launched at a barrier, that spells power is reduced by the power of the barrier.  If the spells power is reduced to zero or lower, the jutsu is simply halted completely.

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