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Stat System Explained

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Stat System Explained Empty Stat System Explained

Post  Admin Tue Aug 07, 2012 11:31 pm

[size=150]I[/size]n this universe, we will be using a basic stat system similar to that of your typical Dungeons and Dragons format.
However this system is called [size=150]FASERIP (Fighting, Agility, Strength, Endurance, Reasoning, Intuition, and Psyche).[/size]

Essentially each of these characteristics will help define your character's primary attributes, and they correspond with the classic D&D system.

[size=200]All characters will begin with *150 points to divide among these 7 basic stats.[/size]
[size=150]*With the exception of Aliens/Mythical Beings that begin with 200 points.[/size]

[size=150]Fighting[/size]
-BAB, or how well you fight and and basic melee attack power.

[size=150]Agility[/size]
-Dexterity, or how light on your feet your character is. Dexterity is essential for determining whether ranged attacks will hit and whether or not your character if fast enough to dodge certain attacks.

[size=150]Strength[/size]
-Strength, or how physically strong your character is, not to be confused with fighting ability. I.e. Batman is not as strong as Solomon Grundy, but is clearly a better fighter one on one. (please direct disagreements to a separate thread).

[size=150]Endurance[/size]
-Constitution, or how well your character defends against physical attacks.

[size=150]Reasoning[/size]
-Intelligence, or how smart your character is. This skill also corresponds with the number of powers and talents your character has. (See chart powers and talents sections for more details).

[size=150]Intuition[/size]
-Wisdom, or how experienced your character is. This skill also corresponds with the number of ranks you receive for your powers and talents. The total number of ranks you begin with is wisdom value, and that value is used among both talents and powers.

[size=150]Psyche[/size]
-Will power, or how well your character defends against mental attacks.


Yet, in addition to these stats, your character also has other qualities of great importance.


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[size=150]Health and Energy:[/size]

Health = (Endurance + Strength + Agility + Fighting)
Energy = (Endurance + Intuition + Reasoning + Psyche)

After each mission arc/battle, Admins will be responsible in managing health and energy of all characters by letting players know exactly how much health/ energy their hero has after an event or action.

When character’s health reaches zero they become unconscious/incapacitated and need to be revived by others.

When a character’s energy reaches zero they will be unable to use powers for three turns/posts, then energy is restored to full.
In addition, zero energy for a character, causes a -2 deduction from all basic stats (FASERIP) until energy is regained.

Each character recovers health at 10 HP per 1hr in-game or whatever is approved by the admins.
(Those with the regenerative healing power see the table for that power in a separate thread.)


[size=150]Initiative: [/size]

Initiative = Agility/2 (rounded up if need be)

This stat determines whether or not your character gets first strike capabilities. The higher the iniative the more likely you are to attack first.


[size=150]Languages:[/size]
For every 10 ranks in a hero's Reasoning stat, a hero gains 1 language. This can be any of the languages of the planet Earth and/or alien languages. (However these alien/magical/other dimensional languages are available only to the Alien/Mythical Beings and Robots initially. These languages become available to the other origins due to specific "talents", "powers", or from texts/other objects).


[size=200]Karma:[/size]

Karma = Reasoning + Intuition + Psyche

[size=150]Use 1: Chance[/size]
Unlike the D&D universe, this characteristic is new and functions as both an experience gage and as a luck modifier that will enable heroes to turn the tide of battle.
Karma allows characters to have the chance to alter their actions at the last second.

For example:
Spiderman is being squeezed to death by the tentacles of Dr. Octopus, but his karma is higher than Dr. Octopus, allowing him to somehow wriggle through the steely clutches of his enemy.

Use 2: Experience
In addition, karma also functions as an experience gage, in that you can use your karma points to purchase new powers, new talents, upgrades to basic stats, resource points, and popularity points.
However after purchasing, a hero must earn back the karma they spend by doing heroic deeds and other missions. This can be anything from defeating a major super criminal, preventing small crime, rescuing citizens, preventing natural disasters, etc. The amount of karma you will receive from your missions can be determined by the following table:

Rescuing a cat from a tree => 5 karma points
Rescuing citizens from non- life threatening danger => 5 karma points
Thwarting petty crime => 10 karma points
Apprehending drug dealers/drug busts => 15 karma points
Rescuing citizens from life threatening danger => 20 karma points (per each citizen)

Preventing natural disaster => 100 karma points

Breaking up street gangs => 20 karma points
Taking down crime syndicates (non-powered) => 50 karma points
Taking down major criminal boss (non-powered) => 50 karma points
Taking down super-powered criminal => (varies but no less than 120 karma points)
Taking down super-powered syndicates => (varies but no less than 150 karma points)

Rescuing teammates or fellow heroes => 200 karma points
Healing teammates or fellow heroes => 50 karma points for each 10pts of health recovered.

Reviving a teammate or hero form the dead => 1000 karma points.
Preventing city wide disaster => 500 karma points
Preventing regional/state-wide disaster => 1,000 karma points
Preventing national disaster => 2,000 karma points

Preventing global disaster => 10,000- 20,000 karma points. (point rewards will be decided by admins.)

[size=150]Negative Karma[/size]
In addition, karma points may be cancelled out by Negative Karma, or the result of your charcter doing malicious deeds. This in turn harms your luck modifier and can even be potentially deadly in tight situations. Negative Karma occurs when/if character’s are caught doing any of the following:

1.) killing civilians/innocent animals or allowing them to die
2.) killing villains or allowing villains to die
3.) failing in missions
4.) running away from a supervillain (note: this is different from luring a supervillain away from civilians).
5.) Letting criminals get away.
6.) Failing to save teammates
7.) Betraying teammates.
8.) Fighting other superheros.
9.) Using powers for personal gain (this is more geared towards actions such as robbing a bank, Stealing material goods, materializing money out of air to use. Using powers for a specific job (i.e. Peter Parker for the Daily Bugle, Clark Kent for the Daily Planet) is acceptable.

The administrator will be in charge of penalizing a player’s character for any of these crimes.


[size=200]Karma Purchases[/size]

Finally, the purchasing table for karma points is featured below:

1,000 karma points = 10 Basic stat points to be divided among any of the 7 basic stats of your character.

2,000 karma points = 1 new power of choice.

1,500 karma points = 1 new talent of choice.

5,000 karma points = to increase the maximum number of powers or talents allowed to your character by 1 slot.

50 karma points = to raise the rank of one power.

10 karma points = to raise the rank of one talent or skill.

100 karma points = raise popularity by 20 ranks

50 karma points = raise resources by 10 ranks.

[size=150]Popularity:[/size]

Popularity = Origin + (Positive Karma - Negative Karma)

This quality is associated with how well the public likes you based on your reputation. If your popularity is low, the public doesn’t know that you exist or they will attempt to attack you and deem you as a freak or monster. However, if your popularity is high, you gain support from the public and sometimes gifts of thanks (aka fan mail, a statue in the town square, your own museum, superhero funding). Good deeds increase popularity while bad deeds sully your reputation and decrease it. Popularity often times starts very low and takes a while to work up, but sometimes if your secret identity already has some fame in the world or if you have certain talents, then you can begin with some initial popularity. Origins also impact popularity as well (see origins thread).

[size=150]Resources:[/size]
This deals with how much money your character has. For example: Bruce Wayne is a primary example of a hero with high resources. This grants him the ability to purchase companies, super hero gadgetry, a personal housekeeper, lessons in fencing, travel expenses, a mansion, and basic necessities. Those without a lot of resources, tend to have problems earning money and have to get a job for their secret identity in order to pay the bills and meet the daily necessities that everybody needs (food, shelter, clothing, transportation, etc.)
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Any questions or suggestions you have for this material please place in the BBS thread.

Admin
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Join date : 2012-08-05

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