One Piece - Grand Line Adventures
Character Statistics
Character Statistics
1. When a character is made, it should be linked in your topic in the Character Development Logs forum.
2. In this topic, you will find that you have stats to fill out. The explanations for how many you have to start with are in the topic, ready for you to copy over to your own.
3. You must not modify the information in italics, including the starting values that you may have for each area.
4. You may distribute the starting stats given amongst each area. So for example, if you have 2 stats to start with in the minor areas, you can put these two in any of the given minor areas.
5. You cannot have less than 0 points in each area.
For comparison purposes, here is a chart of how each level in each stat compares (Fruits and cyborgs not included, these are dependent on the fruit/cyborg itself. The classes are also left blank for this same reason, as level 5 could give you the ability to cut steel with a cutlass (in swordsman class), but not with a hammer, for example.)
CLASSES
Training up levels in a class does nothing on its own, but allows you to use a wider variety of skills at higher levels, and only those skills that are related to your class.
For example, if you are a medic, you cannot use swordsman or marksman skills or items (where restricted), but if you make a medical skill or purchase one to train with, then you can correlate your skill in that class to the skill level in that skill.
I.E: A basic healing skill under the medical class would allow you to use level 3 of that skill if you purchase that skill and have level 3 in your class.
MAJOR AREAS
Health
0: Can withstand a few punches.
1: Can withstand a shallow cut.
2: Can withstand a couple of shallow cuts.
3: Can withstand a single deep cut to a non-critical limb.
4: Can withstand a few deep cuts, as long as they are patched up shortly.
5: Can remain standing after a few deep cuts, can probably withstand a drop from a third-story window.
6: Can remain conscious even after several strong blows to the head.
7: Unlikely to have a bone broken by someone with strength less than 6.
8: Can withstand a limb being torn off, as long as prompt medical care is given.
9: Can withstand hundreds of deep cuts to the body, but can still die if the vital organs (including the head) are hurt severely.
10: Rumored only to be able to die to a group of 10-strength pirates (unless a vital organ is struck, of course!).
Speed
0: Can run at 5 miles per hour on average, without breaking a sweat
1: Can manage 7 miles per hour
2: Can manage 9 miles per hour
3: Can manage 11 miles per hour
4: Can manage 13 miles per hour
5: Can manage 15 miles per hour
6: Can manage 17 miles per hour
7: Can manage 19 miles per hour
8: Can manage 21 miles per hour
9: Can manage 23 miles per hour
10: Can manage 25 miles per hour
Please note that in regards to speed, it follows the laws of physics: Travelling at top speed means you are unable to stop suddenly, you have to slow down. This also means you can't be standing in front of someone and suddenly appear on the other side of them. Reaction speed is the same as an average human's - they are likely to be able to 'react' and 'detect' someone moving at 25 miles per hour, but unlikely to be able to actually run out of the way of their attack, if their speed is lower.
Strength
0: Can hold a light sword.
1: Can bend a spoon.
2: Can hold an average-sized sword.
3: Can crush most lightweight materials.
4: Can break someone's bone if sustained force is applied.
5: Can punch someone 5 meters away, or snap thick wood.
6: Can break a small rock by punching it.
7: Can break a moderately-sized rock by punching it.
8: Can break a large rock.
9: Can toss heavy objects about 20 meters away.
10: Can break through the defenses of even someone with health 10.
For roleplaying purposes, maximum jump height in meters is calculated as: (Speed + Strength) / 2
And here are approximate bonuses applied for the minor areas.
MINOR AREAS
Shipwright
1: Very basic repairs - sewing the sails, for example.
5: Can repair more parts of the ship, including the wooden railings, masts and so on.
10: Can repair nearly any single large piece of damage within an hour, unless the hull itself has snapped.
Musician
1: Can play a basic song to raise morale.
5: A basic song can be played to increase the speed of those who hear it by 1, for 3 posts.
10: A basic song is played to increase the speed of those who hear it by 2, for 4 posts.
Chef
1: Can cook basic meals post-battle to heal minor injuries.
5: Can cook delicious meals pre-battle to prevent one minor attack (such as a basic sword swipe) damaging the consumer.
10: Can cook gourmet meals pre-battle that increase the health of the consumer by 1, and their strength by 1, for 5 posts.
Navigator
1: Can sail to the Reverse Mountain that marks the entrance of the Grand Line.
5: Can predict weather patterns (can alter weather in-character, as long as it is reasonable).
10: Can sail to the last island on the Grand Line when the island before the last has been reached (you will be notified when this occurs).
BATTLE SKILLS
Accuracy only applies to Marksmen because it is needed for their weapons. However, even then, it is often only applied to the strongest weapons, preventing the weakest using the strongest. With this tie of level to the weapon, this means characters can truly power up with their weapons, without having to worry about things falling into the hands of those who haven't had training with the specific category of weapon. There is no accuracy stat for the hand-to-hand or Devil Fruit fighters because there are too many variables to be considered. This is a roleplay, just be realistic and it should be fine.
[b]Accuracy
1: Can shoot targets about 1-5 meters away
5: Can shoot targets about 6-11 meters away
10: Can shoot targets about 12+ meters away
Unarmed applies to the use of weaponless fighting, whether it be with the hands or legs. Because this stat isn't tied to a weapon, it is totally dependent on the user's skill. In conjunction with strength and speed, a character with high unarmed could become a force to be reckoned with. However, an unarmed user may not be able to surpass those with a powerful weapon. It is best applied when the user has lost their weapon, and the enemy is reasonably low on health.
- For balance purposes, the weapon has to be sheathed or not on the character for this stat to work.
- The stat bonus applies at the time of the attack(s), and not on the character sheet.
Unarmed
1: +1 Strength
5: +1 Strength
10: +1 Strength
The use of a dodge is best thought of as a 'get out of jail free' card, but it only really applies to some basic forms of attack - sword strikes, punches and one bullet (the latter only at the top level), and is best used in battles. This statistic still has to be used with caution, it can't be used to avoid what is essentially unavoidable (and better guarded against) such as a 10-meter-diameter fireball coming at you. Please respect the roleplay when using this statistic, and do not abuse it - keep in mind you can still dodge easily dodgeable or blockable things in the roleplay itself without using this statistic.
Dodging
1: Can dodge one sword strike or punch per topic.
5: Can dodge two sword strikes or punches per topic.
10: Can dodge three sword strikes, or one bullet, or two punches per topic.
HAKI
As explained in the Character Development Topic(s) where you lay out your statistics, you can only have two of the three possible types of Haki available, at maximum. Haki refers to the empowerment of the mind, enabling its use in battle. Because of the power of Haki, it has had to undergo changes to be usable in this roleplay. Because this is an alternate universe, the Haoshoku Haki (Haki of the King) that is normally reserved for one in a million people (as if this site is going to get that many!) can be awakened by anyone. But only training will awaken Haki.
Haki abilities last 5 posts, unless stated otherwise, and/or can be used once per topic.
[b]Kenbunshoku Haki
5: Can detect a person's presence from 5 meters away
6: Can dodge the physical (sword, punches) hits of those with 2 speed or less
7: Can dodge the physical (sword, punches) hits of those with 3 speed or less
8: Can dodge the physical (sword, punches) hits of those with 4 speed or less
9: Can dodge the physical (sword, punches) hits of those with 5 speed or less
10: Can dodge the physical and ranged hits of those with 6 speed or less
Busoshoku Haki
5: Overrides any physical defenses that Devil Fruits have in their abilities
6: Can create a defensive wall, protecting from physical attacks with strength 2 or less
7: Can create a defensive wall, protecting from physical attacks with strength 3 or less
8: Can create a defensive wall, protecting from physical attacks with strength 4 or less
9: Can create a defensive wall, protecting from physical attacks with strength 5 or less
10: Can create a defensive wall, protecting from physical attacks with strength 6 or less
Haoshoku Haki Ranks 6-8 (inclusive) last 1 post, 'attack round' refers to an attack, but enemy can still try to run or defend.
5: Scare away wild animals within 10 meters of the user
6: Can overpower one enemy's mind, forcing them to lose an attack round in their next post, if they have less than 1 rank in Haoshoku Haki.
7: Can overpower one enemy's mind, forcing them to lose an attack round in their next post, if they have less than 2 rank in Haoshoku Haki.
8: Can overpower one enemy's mind, forcing them to lose an attack round in their next post, if they have less than 3 rank in Haoshoku Haki.
9: Can render one enemy with a Haoshoku Haki rank that is 4 or lower, unconscious for 2 posts
10: Can render one enemy with a Haoshoku Haki rank that is 5 or lower, unconscious for 3 posts
Last edited by Dragon on Sat Aug 24, 2013 4:24 am; edited 4 times in total
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