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A Resident Evil Roleplay forum that allows you to take the role of one of the men and women tasked with destroying the forces unleashed by Umbrella and the like, or the role of one of their vile creations. Lives are at stake, will they lose them to the vi
 
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 Stat System and Guide

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Join date : 2010-03-27

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PostSubject: Stat System and Guide   Stat System and Guide Icon_minitimeSat Mar 27, 2010 8:30 pm

REC makes use of a Stat system, similar to the Stats found in most common RPG's, and this is one of most fundamental parts of the forum. Every living creature on the site, from Humans to Tyrants, makes use of the Stat system and thus every member needs to be aware of how this system works. At its base, it appears as a standard RPG stat display...

Strength
Endurance
Intellect
Dexterity
Speed


(Note: While HP is indeed a Stat, it is not included here because it is incredibly basic and does not explanation. HP functions as it commonly does, damage is subtracted from it when inflicted, if it reaches 0 the victim dies (or re-dies) and if it drops to -15 or lower in a single shot the body is destroyed by sheer force. HP is at a base of 25, and can be invested into like any other stat, except that every point invested into HP leads to a 5 point increase rather than one, the same works in the opposite direction. Human max is 50.)

The five stats, SEIDS, are each different and distinct, another feature common to RPGs. They do not, however, function the same way as most video games because this is a Roleplay forum and thus, not a video game. There is a limit alloted to each level of character however to how many stat points they may have, but this is discussed in a separate topic on levels. Each stat has its own impact on combat situations, since this is a combat oriented forum, and these will be detailed below...

Strength~~~

Albert Wesker wrote:

The only thing that can defeat power is more power. That is the one constant in this universe.

The physical power of a being. Those with low strength are capable of little, finding even firearms to be a burden to carry around all the time, while those with high strength have little trouble lifting up said whiners and throwing them through six inches of concrete like they were a rubber ball.

Strength influences the damage inflicted by melee weapons on opponents, how powerful close range combat is, and how physically fit a being is. Strength increases the damage dealt by melee weapons by +1 per point of Strength, increases the number of action points available for close range combat by +5 per 10 Strength, and enables the usage of heavier weapons with more kickback. Strength is limited to 15 in Humans.

Ex. Steve, encountering the dull soulless eyes of the animated dead staring directly into his own as he rounded a corner which appeared to house nothing, withdraws his serrated knife blade from his sheath, holding it out towards the zombie and recoiling to a more combat efficient position. Making a silent prayer and pulling back his arm, Steve dove towards the bloody zombie...

[Low Strength]
(Damage: 1 [Knife] + 3 [Strength] = 4 Damage)
Steve plunges his knife into the creature, sticking into its shoulder and finding his blade stuck, the creature not even bothering to recognize that it had been harmed and instead turning to look at the now conveniently close prey to himself. It was a good day to be a zombie, but it was a bad day to be Steve as he tried to wrench his knife out of the creature's shoulder as it leaned out for a bite.

[High Strength]
(Damage: 1 [Knife] + 12 [Strength] = 13 Damage)
Steve, with a grin on his face, slashes into the zombie, shoving the blade straight through the creature's heart, tearing through its police uniform, and then withdraws his blade with incredible ease as if it were mere paper holding it. The zombie, letting out a moan, crumbles to the ground, falling into a pool of its own saliva and blood as Steve moved on to fight other undead unfortunate enough to get in his path.

Endurance~~~

Victims wrote:

They keep getting back up!

Endurance describes the defensive power and stamina of an individual. Those with low Endurance are easily harmed by attacks from opposing forces and tire easily from the physical demands of most missions, while those with high Endurance have little trouble shaking off bullet wounds at close range and can move for mile upon mile without showing a single sign of tiring, probably ending up carrying his tired companion as well.

Endurance reduces the amount of damage taken by attacks by -1 per two points of Endurance, in addition it provides the action point pool for characters, enabling them to move, attack, and travel. Endurance effects a being's ability to shrug off certain effects of attacks, such as poison or radiation, and this type of resistance is detailed in the effect itself. Endurance is limited to 15 in Humans.

Ex. The horde of zombies moving down the hall was the least of Steve's worries since he'd recently emerged from an experimental research storage room and unwittingly awakened some prototype creatures whose strength was being aptly displayed by throwing the closed door he'd just came through off the hinges as it made its way towards him, throwing off those undead that were in its path. "Shit." Steve cursed as the mutant creature reached out with its claw to tear at Steve's shoulder...

[Low Endurance]
(Damage: 5 [Claw] - 2 [Endurance] = 3 Damage)
The pain in his shoulder was evident as he felt his flesh and muscle being split apart by the sharp claws of the creature and he was equally blessed to watch the claw retract, blood still dripping, with his flesh attached to it. It seemed to have little trouble with him and he could only let out a mental groan as it reached in for another attack, finding his target a very good piece of flesh for cutting.

[High Endurance]
(Damage: 5 [Claw] - 7 [Endurance] = -2 Damage)
Steve hardly felt a thing as the mutant's bony claw struck him, and much to the creature's surprise, its claw did little to penetrate his flesh, instead finding themselves stuck in the surface. The original 'victim' smiled at the undead being, recognizing it as one of Tyrants, and wondered how it would respond to him now that he was aware that his claws weren't going to get him anywhere.

Intellect~~~

Lisa Trevor wrote:

Mo... ther...

Intellect is a measurement of how smart a being is, typically in comparison to a human's level of intellect. Something with low Intellect would find things like opening a door, discovering traps, or watching its surroundings as incredibly difficult; while something with high Intellect would have little trouble abusing the failings of the less intelligent by rigging up explosives and other traps like they were lego bricks.

Intellect is one of the stats that has little direct effect on a combat situation, though it does provide for knowledge of enemies and allows for one Knowledge per point of Intellect. All Humans have a base of 10 Intellect, the average human level, and cannot increase it beyond 15 as long as they remain human; while infected individuals usually have lower Intellects, the average zombie having only 2. Intellect determines how smart beings are, but this is less measurable in terms of numerals.

It just wouldn't go down, and Steve had unloaded quite a few bullets into the giant creature lumbering towards him. It seemed to be impervious to his bullet fire, simply ignoring most wounds and Steve was quickly running out of options to combat it. He tried to reach back, tried to remember what exactly he knew about this type of creature and if anything he knew would help him dispatch it.

[Low Intellect]
(Intellect = 10)
Steve drew a mental blank, all he knew was that the thing was getting closer and that he didn't have the ammunition to take it down easily. He reached for the leather strap on his back, placing his finger on it and separating the velcro as the solid metal tube of his back-up weapon hit his palm. He turned the head of the rocket launcher towards the enemy and loaded a bullet into the back. It was his only rocket, but he had no other choice.

[High Intellect]
(Intellect = 15)
Of course, he couldn't believe he had to even bother with wasting his bullets in the first place, he'd been working for Umbrella for ages and of course he knew what this thing was. He didn't even need to bother with wasting another bullet, the Tyrant line was so pathetic if you knew how to get around it's weaknesses. Steve pulled a knife from his pocket, looked to find the creature's externally exposed heart, and threw the knife straight into it, stopping the mutant in its tracks as blood spurted out and it fell to its knees. Steve walked over, lifted the Tyrant up, pulled out his knife, wiped it clean, and whistled as he walked past it twirling the knife in hand.

Dexterity~~~

Victims wrote:

Theres no way anything human could react so quickly!

Dexterity describes a creature's ability to move quickly in close range situations, its attack speed, its efficiency with fire arms, and its overall light-footed-ness. A creature with low Dexterity is little more than a lumbering mass of flesh and muscle whose attacks are so slow that they can be dodged by simple movements like ducking. A creature with high Dexterity has little trouble swatting away bullets with its bare hands, inflicting numerous wounds in mere seconds, and striking at such speeds that even involuntarily bodily reactions can't keep up.

Dexterity directly effects the number of action points you can use per post, which is detailed elsewhere, can enable you to dodge attacks from opponent's with less Dexterity. This is figured through a very simple chart that compares to Dexterity of the defender, including whatever bonuses are applicable, and the Dexterity of the attack against the defender, also including applicable bonuses. Dexterity caps at 15 for humans.

The chart below compares the Defender's Dexterity (the left-hand column) and the Attacker's Dexterity (the upper row) and provides a roman numeral that can then be attributed to a certain dodge chance. Dodge chances are not set in stone, and are meant to be reflective of the accuracy of hits, not the environment or conditions they occur in, thus they can be changed through other effects. Be wary, however, because even with environmental features continually dodging Low Dodge or No Dodge level attacks will be considered god-mod and you will receive the appropriate punishment.

(Note: Dodge chance does not represent always represent a full dodge, it can instead represent the ability to respond to attacks that are usually to fast to completely 'dodge' such as bullets. Dodge chances concerning these types of attack may instead display the damage of the attack to vital organs with a hit with No Dodge hurting a vital, Low Dodge hurting some internal organ, Low-Mid hitting the body but not substantially, High-Mid hitting the body but only by grazing, and High just plain dodging. Either way this is simply a visual aid, not dodging the attack completely incurs the same amount of damage no matter how minor the wound, this can be explained in-RP through trauma or blood-loss.)

Dexterity Amount0-56-1011-1516-2020+
0-5(III)(II)(II)(I)(I)
6-10(III)(III)(II)(II)(I)
11-15(IV)(III)(III)(II)(II)
16-20(IV)(IV)(III)(III)(II)
20+(V)(IV)(IV)(III)(III)

I. [No Dodge] The defender is unable to dodge attacks of this Dexterity.
II. [Low Dodge] The defender has a 1/10 (10%) chance of dodging an attack at this Dexterity.
III. [Low-Mid Dodge] The defender has a 1/5 (20%) chance of dodging, with a 1/6 chance of retaliation.
IV. [High-Mid Dodge] The defender has a 1/3 (33%) chance of dodging, with a 1/4 chance of retaliation.
V. [High Dodge] The defender has a 1/2 (50%) chance of dodging, and a 3/4 chance of retaliation.

(Note: If both the attacker and defender have higher than 25, then please use the rules provided in this note. If the attacker has above 25, they may convert excess points into Strength for the purpose of that attack, though this not an actual Strength bonus, rather it is reflective of the damage inflicted by high-speed attacks. The defender may transfer excess points above 25 into Endurance, representing the difficulty to harm high-speed opponents, for the purpose of defending against attacks that are at 25 or exceed it. Thus Dexterity does not lose value once it reaches the cap of the chart and values above 25, though minor, become critical, similar to small differences being very important in professional sports of all sorts.)

Ex. Steve groaned as he limped from one area of the sewers, splashing about the watery pool below him as he took unsteady step after unsteady step. One of the Lickers in the previous room had speared through his thigh and made walking difficult, but his luck was going to continue down the slippery slope as he found himself face to face with another man, presumably escaping the facility as well. Unfortunately, when you've been shooting zombies all day, its hard to tell the difference between the living and the dead and the smoke of his Glock made this very clear.

[Low Dexterity]
(3 [Dexterity; Defender] VS 15 [Dexterity; Attacker = 5 Glock + 10 Attacker] = [No Dodge])
The bullet tore through Steve's lung, blood blowing out of the hole like a crimson red firework as the hot bullet clinked on the bottom of the water, the steam being carried off by the water the shell was now within. The rush of water was now a trivial thing to listen to, being overpowered by the beating of his heart as he clutched the wound and watched the man run off. "Fuck..." Steve said, not sure what to do now if further enemies made an appearance or if he'd even live to see more enemies, or another day.

[High Dexterity]
(15 [Dexterity; Defender] VS 15 [Dexterity; Attacker = 5 Glock + 10 Attacker] = [Low-Mid Dodge])
Steve, reacting to the bullet smoke, turned his body so that the bullet, flying through the air, struck him to the side of his chest, avoiding any organs but causing damage and blood loss all the same. He cursed under his breath as the shooter disappeared into the darkness of the sewers. The blood dripped out but it was better than a killing blow, and Steve brought his arm closer to his body to cover the hole, his shirt being stained with blood, as he followed the shooter as best he could on his bad leg.

Speed~~~

Umbrella Researcher wrote:

Its speed and amazing muscular development are particularly noteworthy. After transformation, it becomes more agile and aggressive.

Speed describes how quickly a being can move from one place to another, and can enable those with high speed to move from one location to another at a speed that makes running away ineffective. A being with low Speed would be similar to a stereo-typical zombie and lumber along, being easily outpaced, while a being with high Speed would have little trouble moving from one target area to another in an instant, leaving its prey very confused and very likely to be soon dead.

Speed is a very simple stat, but also a very vital one. Many missions are timed, and many creatures should be avoided rather than waste the time to mow them down, thus Speed is critical. Speed also enables a being to outpace another, preventing fleeing, allowing for stall tactics, or reaching a vital checkpoint before an opponent does. Speed does not have an effect on outright combat, but everything else is heavily influenced by it. Speed is compared in the below chart, using roman numerals to detail effects.

When you are simply moving from one location to another, without any enemy agent competing with you to be faster, then you are assumed to travel at a 'realistic pace'. This is dependent on your own Speed however, average human rate is 10, maxing out at 15. So a full speed human can't compare to most other beings that reach their maximum speed, the biological terrors of Umbrella being far past human limitations.

The speed is divided by categories of how many feet can be moved per post, per minute (which can be used to calculate hourly, daily, etc.) and a hurried minute's pace. For each hurried minute, their is a loss of 1 Endurance and 1 Strength, thus moving at high-speed constantly is not beneficial. This loss is caused by stamina reduction and is regained in +1 Endurance and +1 Strength increments per post that hurried movement is not in use, up to the maximum the being possesses.

0-5
Post: 5ft
Minute: 50ft
Hurried: 75ft

6-10
Post: 10ft.
Minute: 100ft
Hurried: 150ft

11-15
Post: 15ft
Minute: 150ft
Hurried: 250

16-20
Post: 25ft
Minute: 250ft
Hurried: 350ft

21-25
Post: 35ft
Minute: 350ft
Hurried: 500ft

26-30
Post: 50ft
Minute: 500ft
Hurried: 750ft

30+
Post: 75ft
Minute: 750ft
Hurried: 1,000ft

Naturally, keeping up with an opponent depends on how quickly they're moving, in comparison to yourself, and some other factors may come into play, such as having to stop to fight. A post is considered 6 seconds, thus 10 posts is a minute, and this provided the minute rate (the post rate x 10). A balance between combat ability and the speed with which you intend to complete missions is crucial to make good use of the hurried speed option.
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