Preface
This is a very long thread. It is not for the faint of heart.
Introduction
A hobby of mine besides wanking Linlin in the past few years is the creation of tabletop games and systems. I originally started with Hunter x Hunter then moved to One Piece. For the past 4+ years now, I've been running Hunter x Hunter and One Piece games for a group of friends I met online during the weekends. In the past, I created a few threads showing off how some characters look in my game system using the character sheets I would normally use with my players to recreate canon characters like Linlin,Kaido,Shanks,Sakazuki. I update my game system very frequently partly because I am obsessed with recreating the worlds of H x H and One Piece in a manner that is as close to canon as one can get and in a way that simulates that canon in a complex but also fun way. The purpose of this thread is to outline my game system for anyone interested in trying it out themselves also because I have more time on my hands because my exams are over.
I'm not sure how interested the people on this forum are in regards to tabletop games or even playing a One Piece Game but I still want to at least share something that I've poured in 100's of hours for. I don't regret anytime I have dedicated to any of my games because it's something I really love to do. It is also worth mentioning that the characters (Linin, Kaido, Shanks, Sakazuki) that I linked above were created using a very old version of the character sheet and current system. There has likely been at least a few dozen updates between the time I create this thread and the time I created those character sheets.
The Main System / Rules : Link To The Entire Documents/Ruleset
I won't bother doing an elaborate explanation of the core dice rolling system / mechanic. The core system itself is very simple to understand and it is structured around d10 dice system.
In the system, characters have attributes and abilities. Main Attributes come in the form of Physical (Strength, Endurance, Durability, Speed, Dexterity), Mental (Intelligence, Perception, Wits), Social (Charisma, Manipulation Wits). Other Attributes are things like Willpower and Haki Stats. Attributes usually range from 1-100 and the higher that number is, the better. Abilities on the other hand are supplementary to Attributes. Abilities include things like Combat Skills, Knowledges, Talents, and other skills. Abilities and attributes work in tandem. When rolling the dice for a skill check, characters roll their Attributes + Ability Successes. Levels in an ability confers automatic successes towards the task that the individual wants to fulfill. The individual with the most successes usually wins a contest of dice.
Almost everything in the system is structured around this simple system of rolling a 10 sided dice based on your level or attributes and adding the successes from your ability into your roll.
The Character Sheet: Link To The Character Sheet
The Character sheet itself is a major portion of the system. Almost every mechanical aspect of the game can be performed through the character sheet. The goal is to make it as comprehensive as possible. If my goal is to create a system that is as accurate as possible while maintaining mechanical complexity, the goal is to avoid oversimplification while avoiding too much complexity. In such a system, a lot of math has to be done. In the first iteration of my Hunter x Hunter system, since the nen system is so complex with the type of math behind the system itself, I found that I had to have so many of the calculations done by hand. This ultimately stalled the game making combat a long and arduous process. Consequently, I decided to adopt a spreadsheet for the character sheets to automate most of this math with only minor bits of human input being necessary in playing.
The Character Sheet for the One Piece System tries to account as much of the world powers as possible while still making much of that account nearly automatic in regards to the calculations necessary.
The Character Sheet/Spread Sheet is Color Coded to make things easier and follows the following rules for 95% of the entire sheet.
1. Green = Output = Do Not Touch This. There are formulas in the Green boxes so they are not to be touched
2. Yellow = Input = You Can Touch This. The Yellow boxes are the parts where players have their personal inputs for stats so the green boxes can spit out relevant information.
3. Blue = Drop Down List = This can also be touched but anytime you see Blue, it usually means drop down to select some relevant information.
Exceptions to these Rules. The Few Exceptions to these general rules are the following.
1. Selection of Zoan State (Hybrid, Fullform, Awakened, Etc) These are coated in different colors to help differentiate the different Zoan Types (Ancient, Mythical, Etc)
2. Selection of Haki Specialties (Armament and Observation) These are coated in White despite being a dropdown list because it makes the sheet look less cluttered.
The Different Sheets/Pages On the Spreadsheet
There are a total of 7 Sheets within the spreadsheet but players only need to worry about 3-4 of them.
The Character Sheet
The Character Page is the most important and primary sheet. 95% of the game can be played with this sheet alone and it is where most of the more relevant outputs are for the system. There are multiple portions to this page so I will break it down piece by piece.
This is the End of Part 1
[automerge]1593873416[/automerge]
This is a very long thread. It is not for the faint of heart.

Introduction
A hobby of mine besides wanking Linlin in the past few years is the creation of tabletop games and systems. I originally started with Hunter x Hunter then moved to One Piece. For the past 4+ years now, I've been running Hunter x Hunter and One Piece games for a group of friends I met online during the weekends. In the past, I created a few threads showing off how some characters look in my game system using the character sheets I would normally use with my players to recreate canon characters like Linlin,Kaido,Shanks,Sakazuki. I update my game system very frequently partly because I am obsessed with recreating the worlds of H x H and One Piece in a manner that is as close to canon as one can get and in a way that simulates that canon in a complex but also fun way. The purpose of this thread is to outline my game system for anyone interested in trying it out themselves also because I have more time on my hands because my exams are over.
I'm not sure how interested the people on this forum are in regards to tabletop games or even playing a One Piece Game but I still want to at least share something that I've poured in 100's of hours for. I don't regret anytime I have dedicated to any of my games because it's something I really love to do. It is also worth mentioning that the characters (Linin, Kaido, Shanks, Sakazuki) that I linked above were created using a very old version of the character sheet and current system. There has likely been at least a few dozen updates between the time I create this thread and the time I created those character sheets.
The Main System / Rules : Link To The Entire Documents/Ruleset
I won't bother doing an elaborate explanation of the core dice rolling system / mechanic. The core system itself is very simple to understand and it is structured around d10 dice system.
In the system, characters have attributes and abilities. Main Attributes come in the form of Physical (Strength, Endurance, Durability, Speed, Dexterity), Mental (Intelligence, Perception, Wits), Social (Charisma, Manipulation Wits). Other Attributes are things like Willpower and Haki Stats. Attributes usually range from 1-100 and the higher that number is, the better. Abilities on the other hand are supplementary to Attributes. Abilities include things like Combat Skills, Knowledges, Talents, and other skills. Abilities and attributes work in tandem. When rolling the dice for a skill check, characters roll their Attributes + Ability Successes. Levels in an ability confers automatic successes towards the task that the individual wants to fulfill. The individual with the most successes usually wins a contest of dice.
Almost everything in the system is structured around this simple system of rolling a 10 sided dice based on your level or attributes and adding the successes from your ability into your roll.
The Character Sheet: Link To The Character Sheet
The Character sheet itself is a major portion of the system. Almost every mechanical aspect of the game can be performed through the character sheet. The goal is to make it as comprehensive as possible. If my goal is to create a system that is as accurate as possible while maintaining mechanical complexity, the goal is to avoid oversimplification while avoiding too much complexity. In such a system, a lot of math has to be done. In the first iteration of my Hunter x Hunter system, since the nen system is so complex with the type of math behind the system itself, I found that I had to have so many of the calculations done by hand. This ultimately stalled the game making combat a long and arduous process. Consequently, I decided to adopt a spreadsheet for the character sheets to automate most of this math with only minor bits of human input being necessary in playing.
The Character Sheet for the One Piece System tries to account as much of the world powers as possible while still making much of that account nearly automatic in regards to the calculations necessary.
The Character Sheet/Spread Sheet is Color Coded to make things easier and follows the following rules for 95% of the entire sheet.
1. Green = Output = Do Not Touch This. There are formulas in the Green boxes so they are not to be touched
Exceptions to these Rules. The Few Exceptions to these general rules are the following.
1. Selection of Zoan State (Hybrid, Fullform, Awakened, Etc) These are coated in different colors to help differentiate the different Zoan Types (Ancient, Mythical, Etc)
The Different Sheets/Pages On the Spreadsheet
There are a total of 7 Sheets within the spreadsheet but players only need to worry about 3-4 of them.
The Character Page is the most important and primary sheet. 95% of the game can be played with this sheet alone and it is where most of the more relevant outputs are for the system. There are multiple portions to this page so I will break it down piece by piece.
This is the End of Part 1
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Part 2: The Sheets In The Sheet.
I will be using what Kuzan would look like in my system to explain portions of the sheet.
Attributes
I have already somewhat touched on Attributes but, here I will go into greater detail on the main attributes and what they do and how they affect the sheets.
1. Social Attributes: The Input of the Social Attributes (Charisma, Manipulation, Appearance) do not affect anything on this sheet. It is mostly there for book keeping. The Social Attributes are for the most part self explanatory from their names. For example, Luffy is more charismatic than he is manipulative and Doffy is probably more manipulative than he is Charismatic. Charisma and Manipulation can be used to accomplish the same goals but just in different ways. Appearance can denote being physically attractive or can denote being physically imposing. There is a lot of gray in what having a high level of appearance can mean.
2. Mental Attributes: The Input of Mental Attributes (Intelligence, Wits, Perception) Affects the number of reactions to a character can have during an opponent's turn. Reactions are pretty much ways to counter abilities, protect yourself to a greater extent, or setup for something you anticipate. The Reactions one can have in a turn is dependent on the individuals perception + Wits and Observation Haki for those who specialize in precognition. Intelligence denotes how smart someone is and is usually rolled with knowledge abilities. Perception denotes how are of ones surroundings or how sensitive they are to their environment. Wits is similar to Intelligence but denotes how smart an individual is while being put on the spot. For example, Luffy may have subpar intelligence but he is very quick witted and can come up with solutions for real time problems in the heat of combat.
3. Physical Attributes: One Piece is a Battle Shounen so Physical Attributes are very important. The Physical attributes of (Dexterity, Agility, Endurance, Durability and Strength) determine a large portion of what someone is capable of doing during combat.
Strength affects how much damage one can deal with their blows in addition to how much they can lift, it also affects how high they can jump and other physical feats.
Durability Durability is all about how much damage you can take before you are actually hurt from a blow. I believe most One Piece Characters have subpar or "human" durability so it is easy to deal damage to them but, the strong ones make up for it with very high levels of Endurance.
Endurance: Endurance affects a multitude of stats and denotes the HP or Health Pool a character has. It is how much damage they can take before they faint or die. Most strong characters may have low durability but they can fight for a long time due to high levels of endurance that permits them to take more punishment.
Dexterity/Agility : Dexterity is about how fast someone can move in a straight line while agility is about how fast they can move being forced to move around in complex patterns. In the system, most attacks are carried out by the individuals dexterity whilst the act of evasion is carried out by Agility. Dexterity also plays a small role in the amount of damage/force that an individual can generate. The greater the speed behind the attack, the greater the amount of force.
Abilities
As stated previously, abilities determine the total amount of automatic successes that an individual has towards a particular type of roll. The higher the ability score, the higher the successes. The Abilities that are noted where Attributes are also noted, (Athletics, Melee, Martial Arts, Marksmanship, and Rokushiki) are combat abilities and they directly impact various portions of the sheet.
1. Athletics: Athletics denotes how many successes an individual has for evasive maneuvers but works in tandem with Endurance to denote how much energy an individual has to dedicate to combat and combat feats. It also plays a role in jumping height and Hex Movement (How many spaces individuals can move on a combat map each action they take).
2. Melee/Martial Arts/Marksmanship - These are the primary combat skills for Weapon Users, Unarmed Combatants and Range Combatants respectively. They affect the damage and provide how many successes any given attack possesses. Additionally, higher levels of these abilities provide the individual with a level of error negation. In the system, any 1's rolled during the dice roll is counted as a loss of a success. Higher levels of these combat abilities provide a certain level of negation to any 1's rolled during a contest of combat skills.
3. Rokushiki: The Rokushiki techniques are combat abilities but they differ from Melee, Martial Arts, Marksmanhsip and Athletics in that they do not confer skill successes. The Rokushiki techniques confer different bonuses and advantages to a practitioner. For example, Shigan and Rankyaku does more damage than any conventional blow from a fist or a kick while Tekkai can add damage to unarmed strikes or increase one's damage mitigation from an enemy attack. Soru provides individuals with a larger dice pool towards various maneuvers. Geppo provides a minor dice pool while providing the advantage of being able to take to the skies in combat without suffering any penalties. Kami-E provides bonuses for evasion. Lastly, Rokuogan cannot be unlocked unless all the other skills are at least 5. Once Unlocked, it gives a great deal of damage and also gives penetration damage which ignores durability.
4. Other Combat Abilities: There are other combat abilities like Fishman Karate, Fishman Jujutsu, Hasshoken, and Life Return which also have similar mechanics like Rokushiki in which they confer advantages and bonuses. Fishman Karate and Hasshoken provide higher levels of damage compared to conventional blows but also provide a level of penetrative damage that ignores durability. Life Return provides one the ability to change their body structure thus being able to rearrange their stats depending on their level of mastery during combat.
Devil Fruits:
During the creation of a character, players are permitted to roll 1d100 Twice. The Ruleset has a large list of devil fruits for each category that is put into a randomizer to determine the devil fruit a character acquires. Characters can opt to not take a devil fruit.
On the Character Sheet, Devil Fruits are given "Tier" listings to determine how powerful they are. To determine Damage and Mitigation potential for a devil fruit, I usually set these tiers myself but I sometimes randomize it as a roll. The tiers go from F<D<C<B<A<S<S+ with F being the worst and S+ being the highest. For example, Sakazuki's Magu Magu No Mi would occupy a place in the S+ tier for damage while I would place Kuzan's Hie Hie No Mi at "just" S.
Additionally, there are other tiering systems which range from 1-7 with 7 being the highest and 1 being the lowest.
1. Attack Tier - Determines the amount of successes the devil fruit user gains above a base threshold for their attack rolls.
2. Defense Tier - The same deal with Attack Tier.
3. Utility Tier - Determines how much utility a devil fruit has in regards to uses outside the scope of combat. A devil fruit like the Hie Hie no Mi is extremely useful outside of combat so It has a 6 Tier level while something like the Magu Magu No Mi which is purely an offensive and destructive fruit would be at a 1 or 2 Tier Level. How you determine these things is up to the Gamemaster running the game. I usually just have my players roll for their tier systems for their fruits with the exception of damage and mitigation.
4. Awakening Successes - Determines how effective a devil fruit is once a user activates their awakening. Awakening is only attained by reaching 100 in Devil Fruit Score. The purple Checkbox in the image above enables awakening and it vastly improves the damage and successes to a devil fruit user. Awakening lasts 10 turns.
5. Awakening Base Damage Tier: Determines the multiplier an individual has when they have reached 100. Reaching 100 implies full mastery and multiplies the base damage without activating awakening.
6. Awakening Overall Damage Tier: Designates the macro multiplier attacks get while awakening is active. The Usual Trend is that if an individual has a an S Tier DF for Damage then their Base and Overall Tiers will be at least a 6. During a roll to determine these tiers, a roll lower than a tier 6 is ignored.
7. Range Tier: Range Tier determines the Max Range a DF user has with their devil fruit in meters. Higher tiers mean greater range.
The values in the picture above change depending on ones mastery over their devil fruit. Some Devil Fruits can be augmented with Haki to increase their damage or mitigatory outputs.
Zoan Devil Fruits
Zoan Devil Fruits are somewhat complex because different animals confer different advantages. For example, A Leopard would not have the same stats conferred to its user when compared to something like a Bison or Elephant. Consequently, the goal is to simulate these differences between animals in the most effective way possible. Additionally, I believe there is a difference between the stats conferred in full form than those conferred in hybrid form.
If Someone Eats a Zoan Devil Fruit, then their attributes are set depending on the animal they get. For example, Rob Lucci who is a Leopard would have the following stat priority.
Primary = Dexterity/Agility
Secondary = Agility/Dexterity
Tertiary = Strength/Endurance
Quatenary = Endurance/Strength
Quinary = Durability
When the user is in their full animal form, they only gain their Primary to Tertiary Stat gains whilst in hybrid, they gain all 5 stats but the first 3 stats are much lower in this hybrid form. Awakening boosts these stats significantly.
Much like in Canon The Heirarchy goes Mythical Zoans>Ancient Zoans > Normal Zoans.
Additionally, additional levels of distinctions is necessary. For example when comparing at Carnivorous Zoans and Herbivorous Zoans, the carnivores are more blood thirsty and aggressive while the herbivores are likely more defensive and come out tanker. To simulation of these differences is Modifiers to attack and Defense also the stat priorities.
A carnivorous Zoan would have their primary modifier set for their attack while their secondary will be set for defense . A Herbivorous Zoan would have this stat priority reversed.
Also, since I'm a fiend for minutia, I believe there is a difference between Mythical Zoans. For example, I don't Marco's stat gains are as significant as Kaido's because Marco's Mythical Zoan seems to be far more based on his regenerative ability rather than purely physical gains while Kaido's Dragon seems to be more physical. For this reason the stat gains for what I define as "Physical" and "Ability" Mythical Zoans are different.
The Stats gained by Zoans are added to their base physical stats so it reinforces that Zoans are the best devil fruits for close combat.
Conclusion Part 2: The First Sheet has a lot of interplay and is the meat of the entire system. Almost everything you need to play the game itself is on this first page and most of the stats and inputs seen work together in tandem.
This is the End of Part 2
I will be using what Kuzan would look like in my system to explain portions of the sheet.
Attributes
I have already somewhat touched on Attributes but, here I will go into greater detail on the main attributes and what they do and how they affect the sheets.
1. Social Attributes: The Input of the Social Attributes (Charisma, Manipulation, Appearance) do not affect anything on this sheet. It is mostly there for book keeping. The Social Attributes are for the most part self explanatory from their names. For example, Luffy is more charismatic than he is manipulative and Doffy is probably more manipulative than he is Charismatic. Charisma and Manipulation can be used to accomplish the same goals but just in different ways. Appearance can denote being physically attractive or can denote being physically imposing. There is a lot of gray in what having a high level of appearance can mean.
2. Mental Attributes: The Input of Mental Attributes (Intelligence, Wits, Perception) Affects the number of reactions to a character can have during an opponent's turn. Reactions are pretty much ways to counter abilities, protect yourself to a greater extent, or setup for something you anticipate. The Reactions one can have in a turn is dependent on the individuals perception + Wits and Observation Haki for those who specialize in precognition. Intelligence denotes how smart someone is and is usually rolled with knowledge abilities. Perception denotes how are of ones surroundings or how sensitive they are to their environment. Wits is similar to Intelligence but denotes how smart an individual is while being put on the spot. For example, Luffy may have subpar intelligence but he is very quick witted and can come up with solutions for real time problems in the heat of combat.
3. Physical Attributes: One Piece is a Battle Shounen so Physical Attributes are very important. The Physical attributes of (Dexterity, Agility, Endurance, Durability and Strength) determine a large portion of what someone is capable of doing during combat.
Strength affects how much damage one can deal with their blows in addition to how much they can lift, it also affects how high they can jump and other physical feats.
Durability Durability is all about how much damage you can take before you are actually hurt from a blow. I believe most One Piece Characters have subpar or "human" durability so it is easy to deal damage to them but, the strong ones make up for it with very high levels of Endurance.
Endurance: Endurance affects a multitude of stats and denotes the HP or Health Pool a character has. It is how much damage they can take before they faint or die. Most strong characters may have low durability but they can fight for a long time due to high levels of endurance that permits them to take more punishment.
Dexterity/Agility : Dexterity is about how fast someone can move in a straight line while agility is about how fast they can move being forced to move around in complex patterns. In the system, most attacks are carried out by the individuals dexterity whilst the act of evasion is carried out by Agility. Dexterity also plays a small role in the amount of damage/force that an individual can generate. The greater the speed behind the attack, the greater the amount of force.
Abilities
As stated previously, abilities determine the total amount of automatic successes that an individual has towards a particular type of roll. The higher the ability score, the higher the successes. The Abilities that are noted where Attributes are also noted, (Athletics, Melee, Martial Arts, Marksmanship, and Rokushiki) are combat abilities and they directly impact various portions of the sheet.
1. Athletics: Athletics denotes how many successes an individual has for evasive maneuvers but works in tandem with Endurance to denote how much energy an individual has to dedicate to combat and combat feats. It also plays a role in jumping height and Hex Movement (How many spaces individuals can move on a combat map each action they take).
2. Melee/Martial Arts/Marksmanship - These are the primary combat skills for Weapon Users, Unarmed Combatants and Range Combatants respectively. They affect the damage and provide how many successes any given attack possesses. Additionally, higher levels of these abilities provide the individual with a level of error negation. In the system, any 1's rolled during the dice roll is counted as a loss of a success. Higher levels of these combat abilities provide a certain level of negation to any 1's rolled during a contest of combat skills.
3. Rokushiki: The Rokushiki techniques are combat abilities but they differ from Melee, Martial Arts, Marksmanhsip and Athletics in that they do not confer skill successes. The Rokushiki techniques confer different bonuses and advantages to a practitioner. For example, Shigan and Rankyaku does more damage than any conventional blow from a fist or a kick while Tekkai can add damage to unarmed strikes or increase one's damage mitigation from an enemy attack. Soru provides individuals with a larger dice pool towards various maneuvers. Geppo provides a minor dice pool while providing the advantage of being able to take to the skies in combat without suffering any penalties. Kami-E provides bonuses for evasion. Lastly, Rokuogan cannot be unlocked unless all the other skills are at least 5. Once Unlocked, it gives a great deal of damage and also gives penetration damage which ignores durability.
4. Other Combat Abilities: There are other combat abilities like Fishman Karate, Fishman Jujutsu, Hasshoken, and Life Return which also have similar mechanics like Rokushiki in which they confer advantages and bonuses. Fishman Karate and Hasshoken provide higher levels of damage compared to conventional blows but also provide a level of penetrative damage that ignores durability. Life Return provides one the ability to change their body structure thus being able to rearrange their stats depending on their level of mastery during combat.
Devil Fruits:
During the creation of a character, players are permitted to roll 1d100 Twice. The Ruleset has a large list of devil fruits for each category that is put into a randomizer to determine the devil fruit a character acquires. Characters can opt to not take a devil fruit.
On the Character Sheet, Devil Fruits are given "Tier" listings to determine how powerful they are. To determine Damage and Mitigation potential for a devil fruit, I usually set these tiers myself but I sometimes randomize it as a roll. The tiers go from F<D<C<B<A<S<S+ with F being the worst and S+ being the highest. For example, Sakazuki's Magu Magu No Mi would occupy a place in the S+ tier for damage while I would place Kuzan's Hie Hie No Mi at "just" S.
Additionally, there are other tiering systems which range from 1-7 with 7 being the highest and 1 being the lowest.
1. Attack Tier - Determines the amount of successes the devil fruit user gains above a base threshold for their attack rolls.
2. Defense Tier - The same deal with Attack Tier.
3. Utility Tier - Determines how much utility a devil fruit has in regards to uses outside the scope of combat. A devil fruit like the Hie Hie no Mi is extremely useful outside of combat so It has a 6 Tier level while something like the Magu Magu No Mi which is purely an offensive and destructive fruit would be at a 1 or 2 Tier Level. How you determine these things is up to the Gamemaster running the game. I usually just have my players roll for their tier systems for their fruits with the exception of damage and mitigation.
4. Awakening Successes - Determines how effective a devil fruit is once a user activates their awakening. Awakening is only attained by reaching 100 in Devil Fruit Score. The purple Checkbox in the image above enables awakening and it vastly improves the damage and successes to a devil fruit user. Awakening lasts 10 turns.
5. Awakening Base Damage Tier: Determines the multiplier an individual has when they have reached 100. Reaching 100 implies full mastery and multiplies the base damage without activating awakening.
6. Awakening Overall Damage Tier: Designates the macro multiplier attacks get while awakening is active. The Usual Trend is that if an individual has a an S Tier DF for Damage then their Base and Overall Tiers will be at least a 6. During a roll to determine these tiers, a roll lower than a tier 6 is ignored.
7. Range Tier: Range Tier determines the Max Range a DF user has with their devil fruit in meters. Higher tiers mean greater range.
The values in the picture above change depending on ones mastery over their devil fruit. Some Devil Fruits can be augmented with Haki to increase their damage or mitigatory outputs.
Zoan Devil Fruits
Zoan Devil Fruits are somewhat complex because different animals confer different advantages. For example, A Leopard would not have the same stats conferred to its user when compared to something like a Bison or Elephant. Consequently, the goal is to simulate these differences between animals in the most effective way possible. Additionally, I believe there is a difference between the stats conferred in full form than those conferred in hybrid form.
If Someone Eats a Zoan Devil Fruit, then their attributes are set depending on the animal they get. For example, Rob Lucci who is a Leopard would have the following stat priority.
Primary = Dexterity/Agility
Secondary = Agility/Dexterity
Tertiary = Strength/Endurance
Quatenary = Endurance/Strength
Quinary = Durability
When the user is in their full animal form, they only gain their Primary to Tertiary Stat gains whilst in hybrid, they gain all 5 stats but the first 3 stats are much lower in this hybrid form. Awakening boosts these stats significantly.
Much like in Canon The Heirarchy goes Mythical Zoans>Ancient Zoans > Normal Zoans.
Additionally, additional levels of distinctions is necessary. For example when comparing at Carnivorous Zoans and Herbivorous Zoans, the carnivores are more blood thirsty and aggressive while the herbivores are likely more defensive and come out tanker. To simulation of these differences is Modifiers to attack and Defense also the stat priorities.
A carnivorous Zoan would have their primary modifier set for their attack while their secondary will be set for defense . A Herbivorous Zoan would have this stat priority reversed.
Also, since I'm a fiend for minutia, I believe there is a difference between Mythical Zoans. For example, I don't Marco's stat gains are as significant as Kaido's because Marco's Mythical Zoan seems to be far more based on his regenerative ability rather than purely physical gains while Kaido's Dragon seems to be more physical. For this reason the stat gains for what I define as "Physical" and "Ability" Mythical Zoans are different.
The Stats gained by Zoans are added to their base physical stats so it reinforces that Zoans are the best devil fruits for close combat.
Conclusion Part 2: The First Sheet has a lot of interplay and is the meat of the entire system. Almost everything you need to play the game itself is on this first page and most of the stats and inputs seen work together in tandem.
This is the End of Part 2