General About Stats:
- Every character gets ONE fixed stat set. The only acception or differentiation to this is if the Trans stat is utilized. Otherwise, your stats are fixed and may not be moved or adjusted for any reason, skill, or spell.
- Also, please remember that we are a Role Playing Group, not a Table Top RPG. The flow of a battle is determined by the RPers, not by the stats (aka My Str is higher than your Vit, so I win!) There is no fun in that! Status points are to give you an idea of the other character's 'built' and to determin the amount of skills, abilities, spells,... they have. In fights, it is still up to the users to dictate how the ebb and flow of battle goes; to be fair and not god mode regardless of numbers present.
Starting Points:
Members: 120 total
Mods: 180 total
Admin: 260 total
Stat Point Caps:
What this means is that only one stat may have up to these many points when applying, no more. These numbers are ⅔ of your starting points.
- The only way to go past this cap is with points earned through Story Quests and Side Missions.
Members: 80 max
Mods: 118 max
Admin: 171 max
Members: 120 total
Mods: 180 total
Admin: 260 total
Stat Point Caps:
What this means is that only one stat may have up to these many points when applying, no more. These numbers are ⅔ of your starting points.
- The only way to go past this cap is with points earned through Story Quests and Side Missions.
Members: 80 max
Mods: 118 max
Admin: 171 max
The Stats: followed by examples
Strength: The physical strength of a character. How hard they can hit, how much they can lift. This is outward physical force. Even at max, a character is not able to destroy anything and everything though.
0: Morbidly weak. Could barely lift themselves into a sitting position let alone hitting other objects. Unless your character is an invalid in bed, this number is not possible for a stat.
1-5: On the weak side of normal. Can walk around just as anyone but not do anything of note. Lifting heavy boxes would be nearly impossible. 1 is the bare minimum for a functioning character though be aware this is as weak as a wet noodle.
10-25: Normal range for a healthy and active person. They can move items of medium weight and perform a few attacks, though anyone with actual battle experience would probably not find it particularly impressive.
30-45: Rather strong. Can lift heavy items and produce decent hits that could be considered battle worthy.
75-80: Remarkably strong. Their hits, if connected, are hard to withstand and can destroy weaker armors or objects.
Vitality: The fortitude of a character. How much damage they can take before it affects them obviously. Also their general health state. Even if they are at max cap though, this does not mean a character is invincible or even close to it.
0: Frighteningly weak and vulnerable. The smallest of hits would lay them flat, and they are probably constantly and seriously sick. 0 is impossible for a functioning character.
1-5: Still very delicate. Being simply bumped into would cause damage and sicknesses of all types would be hard to resist. 1 is the bare minimum for a functioning character, though be aware this is still incredibly frail.
10-25: Normal range for a healthy person. They would not be able to withstand being beaten up in a fight and might get sick once in a while if not careful.
30-45: Rather resilient. Generally of quite good health, and can take a few well placed hits before going down in a real fight.
75-80: Exceptionally sturdy. Rarely -ever- sick, and can take many hits and shrug them off before even staggering.
Agility: The ease of which a character moves. How adept they are at tumbling, evading, or reacting, as well as their general speed at performing tasks. However, even at max cap, your character is not necessarily ‘untouchable’.
0: Literally unable to respond to things around them. Their every action is a danger to their lives or others. 0 is impossible for a functioning character.
1-5: Remarkably slow and unresponsive, however still able to get out and about though in a mostly oblivious way. 1 is the bare minimum for a functioning character, though be aware that they would probably break a bone by bumping into ten different things before even leaving the house in the morning.
10-25: Normal range for an average person. They can react to the regular world around them quite well, and might have a bit of fighting ability, but would begin to have trouble if things picked up pace in a true battle outside of practice.
30-45: Quite spritely. Could probably dodge a fourth of what comes at them with ease, even in the pace of battle. Pretty fast in actions and reactions.
75-80: Very quick in actions and reaction. Dodging is like second nature, and they could perform hard tasks of climbing, balancing, running, or otherwise agile actions with ease.
Dexterity: The precision a character possesses in things require more careful skill and attention. How well your fingers function while picking a lock, how well your body coordinates with its self to draw a bow and aim properly. This stat does not necessarily mean how -many- weapons you can use, but rather the effectiveness and knowledge you possess with what you do know.
0: Cracks an egg by smashing it on the floor obliviously. Wouldn't be able to get their feet into their shoes without help, let alone make a sandwich. 0 is impossible for a functioning character.
1-5: Still rather helpless. Able to manage every day tasks though in a very clumsy way. 1 is the required minimum for a functioning character, though keep in mind this would be equal to helplessly bumbling through life.
10-25: Normal range for a normal person. They might even be particularly skilled in every day tasks, however with more specialized goals they would start to have issues and probably not be able to perform as well.
30-45: Eye-hand coordination is respectable. Could perform intricate actions with concentration and achieve solid results. Marksman would hit their target often and wielders of other weapons would know more than enough to be considered particularly good.
75-80: Very adept at finer tasks that require your body to work with your mind. Llockpicking would be easy, and trick shots would be the norm. Wielders of chosen weapons would be considered technical masters by most cultures.
Ether: The depth of knowledge as well as ability a character has in regards to magic. This dictates how many spells, and their strength. Keep in mind that even at max cap, it does not mean a character can have effective spells for every single situation.
0: No access to ether manipulation whatsoever. Not even lighting a tiny candle or healing the smallest of scrapes.
1-5: Could perhaps light a candle or conjure a cup of water only.
10-25: Knows a few weaker spells, but nothing that could be considered 'highly specialized' or overly impressive.
30-45: Knows decent spells. Either a selection of weaker ones, or a few in particular that they really specialize in only. Medium sized fire balls, healing deep cuts, or erecting shields that can deflect some damage would be normal.
75-80: Learned mages. These characters would know a good deal of spells and have a few they are very strong at. Healing grievous wounds, producing mighty offensive forces based on their chosen element, or having shields than can protect from a great deal of both physical and magical damage. Can be considered masters.
Transformation: The character’s ability to change shape. Any changes to their physical form must be put here. From sprouting a pair of wings to becoming a more human shape compared to what might be a more demonic shape that empowers spells or vice versa. Transformations will have two stat sets, which will be explained more fully below.
0: Absolutely no changes at all. They are exactly the same looking all the time.
1-5: Small changes that can have aesthetic effects, but change very little of the character's over all power set up.
10-25: Can have half or full body changes, though their abilities would not be effected much in general.
35-40: Their form changes from about half way to fully. About ⅓ of their strength is stored in their other form, so when switching to it, they are powered up or augmented by that amount.
75-80: Half or full form change, but even more power is stored in that second form.
Strength: The physical strength of a character. How hard they can hit, how much they can lift. This is outward physical force. Even at max, a character is not able to destroy anything and everything though.
0: Morbidly weak. Could barely lift themselves into a sitting position let alone hitting other objects. Unless your character is an invalid in bed, this number is not possible for a stat.
1-5: On the weak side of normal. Can walk around just as anyone but not do anything of note. Lifting heavy boxes would be nearly impossible. 1 is the bare minimum for a functioning character though be aware this is as weak as a wet noodle.
10-25: Normal range for a healthy and active person. They can move items of medium weight and perform a few attacks, though anyone with actual battle experience would probably not find it particularly impressive.
30-45: Rather strong. Can lift heavy items and produce decent hits that could be considered battle worthy.
75-80: Remarkably strong. Their hits, if connected, are hard to withstand and can destroy weaker armors or objects.
Vitality: The fortitude of a character. How much damage they can take before it affects them obviously. Also their general health state. Even if they are at max cap though, this does not mean a character is invincible or even close to it.
0: Frighteningly weak and vulnerable. The smallest of hits would lay them flat, and they are probably constantly and seriously sick. 0 is impossible for a functioning character.
1-5: Still very delicate. Being simply bumped into would cause damage and sicknesses of all types would be hard to resist. 1 is the bare minimum for a functioning character, though be aware this is still incredibly frail.
10-25: Normal range for a healthy person. They would not be able to withstand being beaten up in a fight and might get sick once in a while if not careful.
30-45: Rather resilient. Generally of quite good health, and can take a few well placed hits before going down in a real fight.
75-80: Exceptionally sturdy. Rarely -ever- sick, and can take many hits and shrug them off before even staggering.
Agility: The ease of which a character moves. How adept they are at tumbling, evading, or reacting, as well as their general speed at performing tasks. However, even at max cap, your character is not necessarily ‘untouchable’.
0: Literally unable to respond to things around them. Their every action is a danger to their lives or others. 0 is impossible for a functioning character.
1-5: Remarkably slow and unresponsive, however still able to get out and about though in a mostly oblivious way. 1 is the bare minimum for a functioning character, though be aware that they would probably break a bone by bumping into ten different things before even leaving the house in the morning.
10-25: Normal range for an average person. They can react to the regular world around them quite well, and might have a bit of fighting ability, but would begin to have trouble if things picked up pace in a true battle outside of practice.
30-45: Quite spritely. Could probably dodge a fourth of what comes at them with ease, even in the pace of battle. Pretty fast in actions and reactions.
75-80: Very quick in actions and reaction. Dodging is like second nature, and they could perform hard tasks of climbing, balancing, running, or otherwise agile actions with ease.
Dexterity: The precision a character possesses in things require more careful skill and attention. How well your fingers function while picking a lock, how well your body coordinates with its self to draw a bow and aim properly. This stat does not necessarily mean how -many- weapons you can use, but rather the effectiveness and knowledge you possess with what you do know.
0: Cracks an egg by smashing it on the floor obliviously. Wouldn't be able to get their feet into their shoes without help, let alone make a sandwich. 0 is impossible for a functioning character.
1-5: Still rather helpless. Able to manage every day tasks though in a very clumsy way. 1 is the required minimum for a functioning character, though keep in mind this would be equal to helplessly bumbling through life.
10-25: Normal range for a normal person. They might even be particularly skilled in every day tasks, however with more specialized goals they would start to have issues and probably not be able to perform as well.
30-45: Eye-hand coordination is respectable. Could perform intricate actions with concentration and achieve solid results. Marksman would hit their target often and wielders of other weapons would know more than enough to be considered particularly good.
75-80: Very adept at finer tasks that require your body to work with your mind. Llockpicking would be easy, and trick shots would be the norm. Wielders of chosen weapons would be considered technical masters by most cultures.
Ether: The depth of knowledge as well as ability a character has in regards to magic. This dictates how many spells, and their strength. Keep in mind that even at max cap, it does not mean a character can have effective spells for every single situation.
0: No access to ether manipulation whatsoever. Not even lighting a tiny candle or healing the smallest of scrapes.
1-5: Could perhaps light a candle or conjure a cup of water only.
10-25: Knows a few weaker spells, but nothing that could be considered 'highly specialized' or overly impressive.
30-45: Knows decent spells. Either a selection of weaker ones, or a few in particular that they really specialize in only. Medium sized fire balls, healing deep cuts, or erecting shields that can deflect some damage would be normal.
75-80: Learned mages. These characters would know a good deal of spells and have a few they are very strong at. Healing grievous wounds, producing mighty offensive forces based on their chosen element, or having shields than can protect from a great deal of both physical and magical damage. Can be considered masters.
Transformation: The character’s ability to change shape. Any changes to their physical form must be put here. From sprouting a pair of wings to becoming a more human shape compared to what might be a more demonic shape that empowers spells or vice versa. Transformations will have two stat sets, which will be explained more fully below.
0: Absolutely no changes at all. They are exactly the same looking all the time.
1-5: Small changes that can have aesthetic effects, but change very little of the character's over all power set up.
10-25: Can have half or full body changes, though their abilities would not be effected much in general.
35-40: Their form changes from about half way to fully. About ⅓ of their strength is stored in their other form, so when switching to it, they are powered up or augmented by that amount.
75-80: Half or full form change, but even more power is stored in that second form.
More about Ether:
- -All ether exists in the forms of the four main elements, Wind, Water, Earth, and Fire. There are no other elements, and there is no ether that is of no aspect.
- If you want something like ‘light’ or ‘shadow’, you must come up with a combination of the elements to create this effect, though it will still be elementally of the original four. This basically means, you are allowed to use for example darkness as affinity of your character and his/her skills, but there is no darkness ether.
- -Also, please keep in mind that Fire opposes Water, and Wind opposes Earth. Combinations of opposing elements will not be allowed.
- -Healing is possible in all elements, just be creative with as to how.
- -‘Buff’ spells that effect stats/effects of stats, are not allowed. Meaning no ether abilities can be made to add to already established stats of yourself or anyone else (i.e. Speed up spell, strength up spell and so on)
More about Trans:
- Any character that wishes to be able to change shapes must be allocating the appropriate amount of points into the Trans stat.
- There are only a few exceptions to this rule for smaller things that are race related only. If your character is a bird hybrid, wings are allowed to be put away or taken out. If your character is fish related and has gills, they are able to put away and take those out as a ‘racial’ ability.
Anything more requires points in Trans.
- This is how your sheet should look initially. (numbers allocated are just an example)
Str:20
Vit:15
Agl:10
Dex:5
Ether:0
Trans:60
When they are in the weaker of their two states, the power up points are ‘saved’ in the trans stat.
Say this is a human looking character. Then, when they change they become a fire looking being with ashy skin, lava peeking through cracks here and there, long horns, and great black smoky wings from their back. In this form, they are able to cast spells as well as buffing a few of their previous stats.
Str:20
Vit:20 ( ←- +5) can take a few more hits
Agl:15( ←-+5) for flight
Dex:5
Ether:50 (←-+50) for spells
Trans:-
The trans stat is null, and the points are transferred to where they are wished to be. Please note that there is a maximum of 2 sets allowed, meaning a maximum of two forms.- Note: It is impossible to completely rearrange stats for this. All that is possible is adding on to the already established numbers.
- Note: It is impossible to completely rearrange stats for this. All that is possible is adding on to the already established numbers.
- Even if the ashy fire demon state is their race, it is still necessary to use the trans stat.