Sonic Online: All you need to know about Stats - Sonic Online

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All you need to know about Stats Stats effect combat, obstacles, + more

#1 User is offline   Pyroman Icon

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Posted 07 March 2008 - 04:44 AM

Those of you who read the Character Creation Form should know that we are implementing a new "Stats" system around here. I will guide you through how they effect the RPs with this topic.

First, let's go over the Stats once again:

Strength: How hard you can hit, how much weight you can can carry, ect...

Agility: How fast you are, how flexible your are, how coordinated you are, ect...

Vitality: How much damage you can take, how far can you push yourself, ect...


Out of all of them, Vitality can be seen as the most valuable by many as it is what keeps the character in the game. If Vitality ever reaches zero (0), the character is incapacitated. Depending on the rules of the RP, this could mean that they are anything from unconscious to dead.

Keep in mind, that object of an RP is not necessarily to reduce all other characters' Vitalities to zero. However, it is advised that you at least keep your own character's Vitality above zero.

Numerous things can lower Vitality. The three main things you have to watch out for are:

1) Attacks from a hostile character (player or NPC).

2) Traps or other obstacles that can damage the character.

3) Exhaustion (This is overall Vitality, not simply Hit Points).


Depending on the specific rules of the RP, running out of Vitality can be either a horrid tragedy or a minor annoyance. Either way, keep track of this stat and post whenever it changes.

Vitatlity can be regenerated with enough rest and with the proper equipment (mostly medical supplies and the right know-how).

Next section should include Strength and Agility. In the mean time, I have to take care of something.

This post has been edited by Pyroman: 07 March 2008 - 07:24 AM

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#2 User is offline   Pyroman Icon

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Posted 07 March 2008 - 05:43 AM

Ok, time for part two: Concerning Strength and Agility.

Strength and Agility are basically used the same way for different kinds of situations. Both of them, unlike Vitality, regenerate by two points in any post that aren't used (doubled if the character is resting). If you ever run out of Strength or Agility, you may spend Vitality instead, but you can't spend more Vitality than your maximum Strength or Agility and the Vitality you do spend this way will not regenerate.

Seeing as this is best explained when broken down, we'll cover Strength first.

Strength represents your character's physical might. This is how much weight they can carry, how hard they can hit someone/thing, how hard a hit they can stop, and other such things. Whenever your character has to push a heavy object, pick up a heavy object, try to break down a door, attack someone at close range, or anything else like that, it takes from their strength.

When using Strength on an obstacle, the obstacle will have a certain number of points. In order to get rid of the obstacle, that number of points worth of Strength must be spent. Example:

Prima:

Quote

Rave tried his best to open the door, but it was locked. Looking over it, he thought about whether or not he could break it down.


Secunda (RP starter or me in this case):

Quote

((Door is worth 5 Strength points))


Prima:

Quote

((No prob, Rave has 12))
Rave took several steps back and charged the door, shoulder first ((12-5=7)). The door falls and Rave tumbles into the next room, brushing himself off after regaining his senses.


Easy, huh?

Now, when using Strength offensively (for an attack), the attacker picks a certain number of points to use for the attack.

Prima:

Quote

After getting up, Rave saw Feral. Taking the opportunity at hand, he threw a hard punch ((3 Strength)) directly at her stomach. ((7-3=4. Rave has 4 Strength left))


Much like the obstacle, Rave's punch can be taken care of with a show of Strength. Rave's Punch is worth 3, so Feral has to spend at least 3 strength to block it.

Secunda:

Quote

Feral ((10 strength)) reached forward quickly and grabbed Rave's fist, blocking the blow ((10-3=7)). "Is that all you got?" She challanged, balling up her own fist and throwing an attack of her own ((2 Strength)).


More about combat later, that's all there is to strength for now. Only one stat left to talk about; Agility!

This post has been edited by Pyroman: 07 March 2008 - 07:26 AM

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#3 User is offline   Pyroman Icon

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Posted 07 March 2008 - 06:08 AM

Last part of the basics; Agility.

Agility is how fast, coordinated, flexible your character is as well as a reflection of their reaction time, balance, and accuracy at long range. Like Strength, Agility can be used to overcome obstacles, avoid attacks, and even use some attacks of your own.

When using Agility to avoid or get past an obstacle, the obstacle has a certain number of points you have to spend to get through it. Example:

Prima:

Quote

Op stood on one end of the chasm, looking for a way around it. She noticed that no other way existed except for the old tree trunk that had fallen across it. Taking a deep breath, she steadied herself on the old foliage and began her journey across.


Secunda (RP starter or me in this case):

Quote

((That'll cost you 6 Agility))


Prima:

Quote

((I can take it. 20 Agility-6=14))
Making it to the other side, Op let out a sigh of relief. "That was scary," she whispered to herself, "Hope I never have to do that again."


Simple, but what if Op needs to avoid an attack?

Secunda:

Quote

Leaping out of the nearby bushes, Luke lunged at Op with a devastating kick ((10 strength. Luke is going all out!))!


You can use Agility to dodge the same way you use Strength to block.

Prima:

Quote

Op jumped backwards, avoiding Luke's kick ((14-10=4)). She then pulled out one of her knives and threw it directly at the bat's face ((2 Agility+ the knife's score or 3 = 5))!


As you can see, Op not only demonstrated how to use Agility defensively, but offensively as well. Most, if not all, ranged weapons take Agility to use rather than Strength and, like all weapons (we'll also cover this in the weapons topic) have a value of their own.

This system is not that hard to work with. Just keep in mind that not everything can be blocked or dodged and that regardless of how many points you have, you will probably get hit at some point.

If at any point you do not block or dodge something that would damage you, you take whatever damage it's worth. Example: if Feral didn't block Rave's punch, she would have taken 3 damage. It's not always equal like this though, if Op had fallen down the chasm, it would have cost a lot more than 6 Vitality!

This post has been edited by Pyroman: 07 March 2008 - 06:23 AM

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#4 User is offline   brad873 Icon

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Posted 07 March 2008 - 08:16 AM

so very many rules. if we make our own RP, can we choose to get rid of some rules just for that one
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#5 User is offline   Pyroman Icon

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Posted 07 March 2008 - 08:22 AM

Brad, I know it's a lot to look at, but it's for the good of the RP section. At least you aren't the one that had to write them all. Besides, this is more like a tutorial through the new system.

Anybody have any questions? PM me.

This post has been edited by Pyroman: 07 March 2008 - 08:23 AM

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