Info Guide to Stat Points and Leveling

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#1
#2
This will explain the purpose of what a statistic or stat trait is used for. As it's part of representing and building up your character's data sheet and also part of the main game's mechanics for the RPG!

Overview of the leveling system
As soon as you start your RPG experience and start your journey. You will be boosted to level 20 to start you off and start playing. Though in certain circumstances you might be given another level given to you by the Game Master also short for GM! While leveling up, The player will also be given 5 stat points for each level as they progress!


Each stats are categorized into a group, or set to other stat groups such as optional or sub stat beside the main ones. The main stats you use, Will mostly be put into your character sheet. As the main required stat points are as listed below.

Main Stats for your character:
~Strength
~Agility
~Vitality
~Fighting Style


you may also choose to invest in other optional stats listed below if choose so.

Optional stats for your character:
~Intellect (players who want to invest more into Intelligence)
~Haki (Given to players who want to start off using Haki with GM permission)
~Devil Fruit (Given to players who want to start off with a Devil Fruit with GM permission)
~Cyborg (Players who are Cyborg)


The stats listed below also include sub stats, which are calculated and determined by how many points you have spent into your main stats! The given points available for each sub stats to the main stat follow will give 2x

So depending on which main stat/optional stat you decide to choose, it will include 2 sub stats as shown below as reference.

Agility
~Reaction (sub stat)
~Movement (sub stat)


Vitality
~Resilience (sub stat)
~Endurance (sub stat)


Intellect
~Medicine (sub stat)
~Weather/Navigation (sub stat)
~Cooking (sub stat)
~Beast Mastery (sub stat)


Haki
~Armament Haki (sub stat)
~Observation Haki (sub stat)


Fighting Style
For fighting styles, this will not have a determined stat! Instead, you will put mastery stats into the different fighting techniques you've chosen! You may also have the option to include in a canon style attacks, which is listed here, and will be explained on how to require them!
~Ittoryu (sub stat)
~Gunslinging (sub stat)


Cyborg
Where the other stats only have 2x given points in sub stats. Cyborgs will have 4x points. So when you reach 100 mastery that will give you 400 stat points into your cyborg sub stats.
~Destruction (sub stat)
~Armor (sub stat)
~Power (sub stat)
~Utility (sub stat)


Though to be noted, That the three main stats such as Agility, Strength and Vitality cannot be left as 0, nor their subcategories. Also furthermore you don't have to put any points into stats you won't use, such as devil fruits or cyborgs if don't use either.

You may use the blank sheet below with all the stats and the multipliers. Y is the blank slot where you will replace the Y and put your own stats in!
Level Z
Zx5= 5Z
Strength: Y
Agility: Y

Yx2=2Y
-Reaction: Y
-Movement: Y
Vitality: Y
Yx2=2Y
-Resilience: Y
-Endurance: Y
Intellect: Y
Yx2=2Y
-Medicine: Y
-Weather/Navigation: Y
-Cooking: Y
-Beast Mastery: Y
Haki: Y
Yx2=2Y
-Armament Haki: Y
-Observation Haki: Y
Devil Fruit: Y
Fighting Style: Y

Yx2=2Y
-XX: Y
-XX: Y
Cyborg: Y
Yx4=4Y
-Firepower: Y
-Armoring: Y
-Energy: Y
-Utility: Y

The example below shows how your stats can be distributed at level 50, note race or boost not include in the example.
50 x 5 = 250
Strength: 40
Agility: 60

60x2=120
-Reaction: 70
-Movement: 50
Vitality: 30
30x2=60
-Resilience: 20
-Endurance: 40
Intellect: 20
20x2=40
-Medicine 40
Haki: 40
40x2=80
-Armament Haki: 50
-Observation Haki: 30
Fighting Style: 60
60x2=120
-Swordsmanship: 60
-Brawling: 60

Level 77 below as an example.
77 x 5 =385
Strength: 61
Agility: 81

81x2=162
-Reaction 81
-Movement 81
Vitality: 61
61x2=122
-Resilience 61
-Endurance 61
Haki: 71
71x2
-Armament Haki 81
-Observation Haki 61
Devil Fruit: 81
Fighting Style: 30

30x2=60
-Rokushiki: 60

If you are below level 40, you will not have access to haki. Skypeans can use observation haki at level 30 but they do not have armament.
30 x 5 =150
Strength: 40
Agility: 40
40x2=80
-Reaction: 40
-Movement: 40
Vitality: 40
40x2=80
-Resilience: 40
-Endurance: 40
Fighting Style: 30
30x2=60
-Fencing: 60

The Stat Cap
Once you reach cap level 120, it means you can no longer put more than 120 base stats that you acquired into other stats you've obtained from leveling. This will not include the bonuses from races which will be explained later.

Restrictions to Stats
The maximum stat limit you may put into your character stats depends on the level you currently are at. This rule is also applied to main stats and sub stats. All the way up to level 40 and above.

So for example, if you're level 22, you will get 42 points added in any stat of your choice as the current limit!

By level 30 you may put up to 50 points into your stats points for the current limit to this level. And after level 40, it will be set to 60 as the stat limit.

Example to stat chart below for all levels.
Level 10-40: 20 above level
Level 41: 61
Level 42: 63
Level 43: 64
Level 44: 66
Level 45: 67
Level 46: 69
Level 47: 70
Level 48: 72
Level 49: 73
Level 50: 75
Level 51: 76
Level 52: 78
Level 53: 79
Level 54: 81
Level 55: 82
Level 56: 84
Level 57: 85
Level 58: 87
Level 59: 88
Level 60: 90
Level 61: 91
Level 62: 93
Level 63: 94
Level 64: 96
Level 65: 97
Level 66: 99
Level 67: 100. Anyone at this level or above may put 100 in any stat.


This will also include four main restrictions to the current stats listed below.

Racial Bonus (explained more below)
Haki Available at level 40.
Other races that are not Fishman may only put stats points that are current to their level in Fishman karate.
Also other NPC you will encounter such as the jailer beast from impel down! They will have stats that surpass caps set for the players. Which makes their encounter more cannon version without making them overpowered.
 
#3
This will discuss and explain what each stat does. And how it will affect your combat. As well as explain how either the stats you chose such as the main/optional/sub stats will affect each other.

Also to ensure all fairness for players' character progress. While the stats are most important to build up your character. You should never focus on just one stat for your combat. But also focus on other ones such as plotline/characters bio/having fun RPG!

Brackets
This term will sometimes be seen briefly discussed in RP. The bracketed term refers to the number of statistical points to 20. As example, 1 bracket=20 stat points and 2 brackets=40 stats etc. As noted there is a stat gap for each point going forwards in the 'brackets' This will also be the rule for every combat interaction from then on.


Agility
The first stat we will talk about is the agility to start off with! Before moving onto the rest! As below will discuss the difference in speed effects for sub stats to agility.


Movement Speed (sub stat to agility)
A sub stat that lets your character travel very fast at a great distance and more. This stat is also similar to Traversal and won't affect your attack speed.


Reactions Speed (sub stat to agility)
This stat is used for quick reflex/reactions/blocking/dodging etc to the fast response that happens depending on the current situation that the player encounters. So for example, if someone using great speed in their attacks at you, your eyes will be able to keep up with where they are, where people who don't have points in sub reaction stat won't see it.


For more examples of this, and the difference between these two stats. Will use Captain Kuro for this example. Being that he was able to move very fast but he could not even see his own attacks in the way he moved.

Attack Speed
This stat will mostly be determined by how much you've put into Fighting Style stats. For the more skilled Fighting Style you have, the faster your character will move in a faster fluid motion that fits their fighting style. An example is that a player invested with 61 stats into Ittoryu and 41 into Fishman karate. Will make their Ittoryu attacks have the speed of 61 and Fishman Karate attacks speed of 41.


Also to some types of technology like weapons and guns or devil fruits. Kizaru's DF being pica pica no mi, for example, can have a set start or variable speed stat that is not associated with Mastery.

Attack speed Vs Reaction speed, when to judge the situation.
  • If your bracket speed stats are two levels below your current opponent's movement and attack speed. (-40) You will barely be able to see their movement as it will look like a blur. But you can still react just barely to the current difficulty of the situation.
  • If your reaction speed is only one bracket below your opponent's movements/attack speed. (-20) The player will have a hard time keeping up with their opponent. But will still see some, if most of their movements in the fight.
  • In a situation where your reaction speed is even to your opponent's attack speed/movement speed. You can react to most of their incoming moves/attacks
  • In a situation where your reaction speed is above one bracket of your opponent's attack/movement speed. You will react with no problem to their movements.
  • If you are above two or more brackets then your opponent's current attack speed/movement speed. you will have no problem and have a more easy time seeing their incoming movement with much more clarity and ease.

This is the known basics for how the speed stat function while in combat. Though keep in mind that the similarity between the attack/movement speed and reaction stat also applies to your character. So try not to stack too much of your stat points into just one stat only. Or your character will have trouble with either reaction/movement speed if the other is higher than the other. Making it a weakness. So for example, if you only chose movement stat more and not reaction. You will not be able to see your character's movements because reaction points were low.

Strength
  • See the detailed explanation here for the damage scaling in combat
Strength will refer to how physically strong your character is as well as their fighting styles that are based on strength. An example being Swordsmanship or Martial Arts, which will use the strength stat to calculate their power/strength damage output.


Vitality
  • See the detailed explanation for Vitality here
This stat is primarily made up of Resilience and Endurance as the sub stats.

Resilience (sub stat)
This sub stat refers to your character having the ability to absorb incoming damaging attacks or resist incoming fatal attacks, which can make your character avoid being injured. A player's character with high resilience will avoid being damaged/injured by a weaker type of attack because of this. But if your character has lower resilience, They will take a certain amount of damage/injury based on the strength put into the attack.


Resilience Examples of how it functions
  • If the player's resilience(Sub stat) is by two brackets under your opponent's damage potency rating (DPR) -40, The player character takes medium damaging attacks (deep cuts, wounds and minor broken bones in the body, etc.
  • If the player resilience(sub stats) is only one bracket under their opponent's DPR (-20) The player's character will withstand medium-light damaging attacks such as Bruising, simpler cuts, etc)
  • If the player's resilience is evenly matched to their opponent's DPR, they will take light damage from the opponent's attacks. Such as minor cuts, bruising, etc.
  • If the player's resilience is above the bracket by one, of their opponent's DPR. Their character will feel some pain but will not take in a large amount of damage from the opponent's attack.
  • If the player's resilience is above the opponent's DPR, In brackets by two or more. Their character will not receive any injury's
For example, a character throwing a punch with 21 strength would give a character with 21 resilience a minor injury like a bruise or a bloody lip, but a character attacking with 61 strength would give a character with 21 resilience a much more serious injury, like a broken bone.

Endurance
This refers to how many actions you can use for your character. So that they can perform more than one action while in combat. As long it makes sense as if your character not highly wounded in battle. Plus the great thing about endurance is that there is no set limit to the stamina system! This also explains how your character can perform more than one action while in combat. As there is a general guideline for this. Also when endurance is greatly improved by willpower, it also means it's a character trait. That it does not measure fully, meaning there can't be harder rules on this type of system.


Use the following as a general guideline but feel free to be more creative in your work.
  • 1-20 Superhuman Endurance
  • Can perform simple techniques 3-5 times in an encounter
  • 21-40 Bountiful Endurance
  • -Can perform more complex techniques or abilities 3-5 times in an encounter
  • 41-60 Extreme Endurance
  • -Can perform big techniques or abilities 3-5 times in an encounter
  • 61-80 Immense Endurance
  • -Can perform highly advanced abilities (such as awakening attacks for DF users or advanced Haki technique) 5-7 times in combat
  • 81-99 Vast Endurance
  • -Can perform the highest tier of attacks 5-7 times in combat
  • 100 Near Limitless Endurance
  • -There is no real limit to how many techniques your character can perform in combat so long as they aren’t incapacitated by injuries

Also, try not to go way overboard over these general guidelines, as you can be creative as mentioned!

This will now conclude for the basic explanations to using stats, and their working mechanics in combat. For more guidelines and explanations on other stats and techniques. You can visit this section. Skills and Abilities Section. To learn more.
 
#4
Racial Bonuses
Playing as a different race will grant your character different advantages and disadvantages in and out of combat. Bonus stats are given extra every ten levels, starting at level 10, and can either become very powerful or very limiting as the game progresses, so consider carefully which race you want to play as.

These boosts can surpass stat caps, while base stats cannot surpass the cap, which will be elaborated on at the end of this post.


Humans

+2 Vitality
+2 Agility
+2 Strength
+3 That can be put anywhere(Depending on what special feature you have chosen, if any, 2 of them may need to be assigned a specific stat. The specific stat is listed next to the special feature.)

-No hard restrictions
-Can choose to have one special trait that normal humans do not have:
-Horns
-Long Arms(strength)
-Long Legs(speed)
-Long Neck
-Three Eyes(Mind)
-Large human(Max 29 feet tall)
If there are any other special features you want, contact the GMs for approval.


Giants

+8 Strength
+7 Vitality
-2 Agility
-2 Intellect

-Movement and Reaction speed stats cap at 80
-Can be cyborg, but attaining enough materials needs to be done in an event, and can max put 80 points into it
-Must be minimum of 30 feet tall


Fishmen

+4 Strength
+4 Vitality
+2 Agility

-Can have fishman karate without learning it from someone else as long as they invest martial arts points into it.
-Can freely travel and fight underwater, though Fishmen cannot travel to different locations underwater until Level 70
-Speed stats increased by a bracket (+20) underwater
-Can not be cyborgs


Skypieans

+2 Agility
+2 Vitality
+2 Strength
+2 That can be put anywhere.

-Can choose 3 dials without purchasing them
-No hard restrictions


Dwarves

+4 Strength
+4 Agility
-2 Intellect(You cannot have negative mind points.)

-Can use the Tontatta fighting style without learning it from someone else
-Intellect stat caps at 80


Humandrill

+3 Strength
+3 Vitality
+2 Agility
+3 Fighting Style
-3 Intellect(You cannot have negative mind points.)

-Is the only race with access to Mimick Mastery
-Can not be cyborgs (too different from humans)
-Intellect stat caps at 70


Minks

(may have two of the below boosts, depending on the type of mink. e.g. Badger: strength and vitality. Leopard: agility and strength)
+4 Speed
+4 Strength
+4 Agility
+1 in any stat.
During a full moon, Level 40+ Minks can access Sulong, where they will receive two of the following boosts (must be chosen prior to entering into a story event and not moments before transformation)
+4 Strength
+4 Agility
+4 Vitality

-Can not be cyborgs(too different from humans)


Sentient Beasts
+5 Strength
+5 Agility
+5 Vitality
-4 Intellect(You cannot have negative mind points.)

-Intellect stat caps at 70


Demons

+2 Strength
+4 Intellect
-2 Vitaliy
+3 that can be added anywhere
Demons naturally have powerful temporary hybrid transformations called Devil Trigger, similar to Zoan Transformation or Sulong, that can be accessed at any time but also come with a heavy cost. When activated:
+4 Strength
+3 Agility

-Devil Trigger can last anywhere from 1-3 turns. When it wears off, Demons will receive 10% damage to their maximum health for each turn they were possessed (30% at maximum to their maximum health) "Health" is a player-determined concept and is determined by the player RP-ing the Demon.

Wano Native

(Not a “race”, but will be counted as one for Bonus purposes)

+2 Vitality
+4 Strength
+3 That can be put anywhere.

-Can choose 3 dials without purchasing them
-Unlocks Armament Haki at level 30 instead of level 40
-No hard restrictions


Noble

(Not a “race”, but will be counted as one for Bonus purposes)

+The Noble will receive NO racial bonuses. Instead, the Noble will unlock Conqueror’s Haki right at the start of their play-through. This can make the Noble an extremely fun class to play, unlocking one of the rarest abilities in the game instantly.
-However, lack of racial bonuses can severely impede the Noble the higher their own level becomes and the stronger the enemies they attempt to face. Choose to play as the Noble wisely.

BONUS EXPLANATION

As stated earlier, bonus stats are given extra every ten levels, starting at level 10. For a quick example of what a level 30 Fish-Man would look like:

[Fish-Men receive +4 Strength, +4 Vitality, +1 Agility]
Level 30
30x5=150
Strength:20+12=32
Agility: 20+3=23
23x2=46
-Movement: 25
-Reaction:21
Vitality:30+12=42
42x2=84
-Resilience: 42
-Endurance:42
Fighting Style: 20
20x2=40
-Fish-Man Karate: 20
-Gun: 20
Intellect: 30
30x2=60
-???:30
-Engineering: 30
Haki: 30
30x2=60
-Armament: 30
-Observation: 30
[You do not need to color-code or underline stats, this was done to illustrate the point]

Following all Stat rules. The underlined stats are the ones that will be counted towards your stat total (levelx5). The underlined stats are also the stats that cannot exceed the stat cap, while racial boosts can.
 
#5
(If not seen the previous guide to the basic of stats in combat, go here)

Damage Potency Rating (DPR)
This will explain the base to your character's level of destruction from your current fighting stats and so on. By having Martial arts this will determined your strength in damage. As well as having Devil Fruits or extra fighting styles such as Cyborgs. The mastery stat will also determine the strength to your base attacks. One being Devil Fruits as well as Martial Arts in some cases. As both strength and mastery will be calculated and determined for the base damage output.


Your base damage will look like this:
Attack Potency

1-20: [Bracket] 1. Below Street Level
21-40: 2. Street Level
41-60: 3. Wall/Tree Level
61-80: 4. Small Building Level
81-100: 5. Large Building Level
101-120: 6. City Block Level
121-140: 7. Town Level
141-160: 8. City Level
9. Mountain Level
10. Small Island Level
11. Island Level
12. Small Country Level
13. Large Country Level
14. Small Continent Level
15. Large Continent Level
16. Multi Continent Level


Next will be the explanation of how your character can perform attacks of multiple tiers that are above the current stat cap. As every ability will have a rank set to how much damage it can do and deal. So each rank will give an extra amount to certain destruction levels as your character progresses.

D:+0(this is unnamed punches, sword slashes, etc)
C:+1 Bracket
B:+2 Brackets
A:+3 Brackets
S:+4 Brackets
S+:+5 Brackets


Base Resilience:
By looking at the resilience's tiers. You will notice for example how each resilience tier is set 2 brackets above the attack tier. This means that attacks of even equal power to resilience will not be capable of KO on a character. But instead, it will deal a damaging effect over time. This is also already explained in the basics combat info.


1-20: 1. Wall/Tree Level
21-40: 2. Small Building Level
41-60: 3. Large Building Level
61-80: 4. City Block Level
81-99: 5. Town Level
100: 6. City Level
101-119: 7. Mountain Level
120: 8. Small Island Level
9. Island Level
10. Small Country Level
11. Large Country Level
12. Small Continent Level
13. Large Continent Level
14. Multi Continent Level



There are different forms of armaments that can give a wide range of boost in either attacks or defenses, of any type. As well as certain types of Devil fruits and Technologies which also use the augment defense as well.

Clashing Attacks
Attacks can be used as a defensive counter to clash against other Clashes. By subtracting the DPR from incoming clashing attacks, That have higher DPR. The clashes that have higher DPR will win the clash counter. And the remaining DPR from the clash will still continue toward its target.


Using your body to Block (Tanking)
By using the body to block, It will scale off your resilience and Haki reinforcements.


Movement Speed
1-20 Superhuman Speed
21-40 Faster Than Eye Speed
41-60 Supersonic Speed
61-80 Hypersonic Speed
81-99 Massively Hypersonic Speed
100 Sub-relativistic Speed
101-120 Light Speed


Reaction Speed
1-20 Superhuman Speed
21-40 Faster Than Eye Reactions
41-60 Supersonic Reactions
61-80 Hypersonic Reactions
81-99 Massively Hypersonic Reactions
100 Sub-relativistic Reactions
101-120 Light Speed Reactions


For the Movement and Reaction Speed brackets, It will remain the same.

Endurance
There is no set endurance system, but use the following as a guideline:
1-20 Normal Endurance
-Can perform simple techniques 3-5 times in an encounter
21-40 Extraordinary Endurance
-Can perform more complex techniques or abilities 3-5 times in an encounter
41-60 Supreme Endurance
-Can perform big techniques or abilities 3-5 times in an encounter
61-80 Immense Endurance
-Can perform highly advanced abilities (such as awakening attacks for DF users or advanced Haki technique) 5-7 times in combat
81-99 Vast Endurance
-Can perform the highest tier of attacks 5-7 times in combat
100 Cosmic Endurance
-There is no real limit to how many techniques your character can perform in combat so long as they aren’t incapacitated by injuries


Intelligence
1-20 Average Intelligence
21-40 Above Average Intelligence
41-60 Prodigal Intelligence
61-80 Genius Intelligence
81-99 Inhuman Intelligence
100 Godly Intelligence


Medicine
This will allow a faster recovery process after using a special technique in the battle.
100 mastery = -50% the recovery time process.


1-20 Basic Mastery
21-40 Adept Mastery
41-60 Skilled Mastery
61-80 Proficient Mastery (Unlocks Rumble Balls)
81-99 Supreme Mastery (Unlocks Controlled Monster Point)
100 Absolute Mastery


Navigation
This will allow the character to have weather-related abilities as well as faster traveling.
100 mastery = -50% travel time between islands.


1-20 Basic Mastery
21-40 Adept Mastery
41-60 Skilled Mastery
61-80 Proficient Mastery
81-99 Supreme Mastery
100 Absolute Mastery


Beast Mastery
1-20 Basic Mastery
21-40 Adept Mastery
41-60 Skilled Mastery
61-80 Proficient Mastery
81-99 Supreme Mastery - Unlocks the second beast
100 Absolute Mastery


Fighting Abilities

Devil Fruit(Zoan)
1-20 Basic Mastery [Requires level 10/30/50(regular, ancient, and mythical)] - Beast Transformation two turns
21-40 Adept Mastery - Beast Transformation three turns
41-60 Skilled Mastery - Hybrid Transformation three turns, beast five turns
61-80 Proficient Mastery - Hybrid Transformation five turns, beast ten turns
81-99 Excellent Mastery - Hybrid Transformation ten turns, beast endless
100 Supreme Mastery - Hybrid endless
120 Absolute Mastery - Awakening


Devil Fruit(Paramecia)
1-20 Basic Mastery [Requires level 20]
21-40 Adept Mastery
41-60 Skilled Mastery
61-80 Proficient Mastery
81-99 Excellent Mastery
100 Supreme Mastery
120 Absolute Mastery - Awakening


Devil Fruit(Logia)
1-20 Basic Mastery - Can use elemental form 2 turns [Requires level 40]
21-40 Adept Mastery - Can use elemental form 3 turns
41-60 Skilled Mastery - Can use elemental form 5 turns
61-80 Proficient Mastery - Can use elemental form 6 turns
81-99 Excellent Mastery - Can use elemental form endlessly, until stamina runs out
100 Supreme Mastery - Can shape body around Haki attacks(requires future sight)
120 Absolute Mastery - Awakening


Fighting Style Mastery
1-20 Basic Mastery
21-40 Adept Mastery
41-60 Skilled Mastery
61-80 Proficient Mastery
81-99 Excellent Mastery
100 Supreme Mastery


Haki

Armament Haki
1-20 Basic Mastery [Requires level 40]
21-40 Adept Mastery
41-60 Skilled Mastery
61-80 Proficient Mastery
81-99 Supreme Mastery
100 Absolute Mastery


Observation Haki
1-20 Basic Mastery [Requires level 40(30 for skypieans)]
21-40 Adept Mastery
41-60 Skilled Mastery
61-80 Proficient Mastery
81-99 Supreme Mastery
100 Absolute Mastery



Engineering

Expertise - Requires level 60
A stat for those that want to be more proficient in more than one fighting style. As well as support styles. The same as with the fighting styles and intellect, etc. The points you choose to spend in Expertise will be doubled for the use on the sub stat. You can also spend any points into the sub stats that belong to the fighting styles as well as the intellect groups. Thus making you able to master up to four stats of either Martial Arts or Mind stats. Or you can choose 3 of each, or just simply pick an extra to choose so if you wish. Also the expertise, the main stat does not give any stat boost.
 
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