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Stats & Their Associated Calculations Empty Stats & Their Associated Calculations

Thu Mar 21, 2024 6:51 am

Stats

Stats are the very baseline of your character, and determine how effectively they perform the feats relevant to the stats in question.

Strength: Ability to lift, strike and generally influence one’s surroundings with physical aptitude.
Reflex: Reactionary prowess, be it detecting or tracking stimuli.
Durability: Withstanding physical force from preexisting constructs like a fist, blade or body of water.
Attack Speed: The speed a character strikes, moves or performs gestures with any part of their body.
Speed: How fast a character moves. Namely rooted in the movement of their legs, such as turning.
Physical Skill: Level of talent in close quarters, namely for displacing an adversary’s strikes or gestures.
Control: Harness over reiryoku / reishi, and usually the pace at which it moves through spiritual beckoning.
Spirit: Force of reiryoku / reishi, and generally its ability to harm.
Spirit Defense: Resistance to the reiryoku / reishi of others.

General Calculations

The calculations that are used by most things in the game. If something doesn't specify one of these, this is usually what that something abides by in stat interactions.

Strength VS. Durability:
Default Physical Damage Calculation.
Spirit VS. Spirit Defense:
Default Spirit Damage Calculation.
Reflex VS. Speed / Attack Speed / Control:
Ability to track a character’s movements (vs. Speed for them moving across tiles, vs. Attack Speed for them performing an action) or using a spiritual one (vs. Control).
Physical Skill + (Attack Speed)/2 + (Reflex)/2 VS. Physical Skill + (Attack Speed)/2 + (Reflex)/2
Deflection of attacks, via. Parrying.
Physical Skill + (Attack Speed)/2 + (Reflex)/2 VS. Projectile Speed * 1.7
Deflection of a ranged attack via. Parrying.

Sub-Calculations

Niche, but applicable to some scenarios.

Lift: Strength Statistic X 50, as pounds. This is generally a fluff tool.
Tracking: Reflex Statistic. Unlike reacting to a gesture, which requires following Degrees, a character only needs the Speed of something to be in their traditional Reflex Range to perceive it.
Gesture Speed: Attack Speed + 10. Pertinent to aiming. There are some cases where it can be replaced by a character's direct Control Statistic, but it is rare. It's worth noting like it was on the Combat Rules that this is not a parryable action, as there is little commitment to its motions beyond simply pointing at something.
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