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1Attribute System Empty Attribute System Fri Oct 07, 2016 2:09 pm

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Attribute System

The Attribute System is a compilation of four Attributes, Strength, Speed, Durability, and Perception, that work to gauge character capabilities. As you gain EP your Attributes naturally grow, but at some point in time they will stop doing so. This is all dependent on your character's priorities. With there being four Attributes, there are only two that can be listed as your character's top priorities. Like your Skillsets, you have a Primary and Secondary priority, then the other two unchosen Attributes, will be considered non-prioritized. You will find a section in your **Character Updates** that ask you about your character's priorities and there you will show them.

Here we will explain how these priorities work. Basically if you want your character to be focused on Speed and be able to reach top Speed per the site's Tier listing (found below) you'd say Speed is their Primary, so on so forth, with Strength, Durability, or Perception. Each of these Attributes being explained in depth further below.

While you Primary can grow to the highest Tier the Attribute has, your Secondary stops at Tier 5, then your non-prioritized Attributes stop at Tier 4. Again, you gain Tiers by accumulating more EP, your Total EP more specifically, so feel free to spend all the EP you get.

Below is how the growth for each prioritization works out. Once you enter the EP bracket, you automatically move up to the corresponding Tier. The Roman Numerals numbering each Tier.

Primary


  1. 0-14,999 EP

  2. 15,000-24,999 EP

  3. 25,000-49,999 EP

  4. 50,000-99,999 EP

  5. 100,000-299,999 EP

  6. 300,000-649,999 EP

  7. 650,000+ EP

Secondary


  1. 0-24,999 EP

  2. 25,000-99,999 EP

  3. 100,000-299,999 EP

  4. 300,000-649,999 EP

  5. 650,000+ EP

Non-Prioritized


  1. 0-24,999 EP

  2. 25,000-99,999 EP

  3. 100,000-449,999 EP

  4. 450,000-649,999 EP

An example would be as follows.

Primary: Perception
Secondary: Speed
Non-Prioritized: Strength & Durability

Total EP: 367,000 EP

My Perception would be Tier 4
My Speed would be Tier 4
My Strength & Durability would be Tier 3


Code:

<div align="center"><div style="width:450px;font-family:garamond;font-size:13px;line-height:13px;text-align:justify;">
[b][size=18][center]Attribute System[/center][/size][/b]
The Attribute System is a compilation of four Attributes, Strength, Speed, Durability, and Perception, that work to gauge character capabilities. As you gain EP your Attributes naturally grow, but at some point in time they will stop doing so. This is all dependent on your character's priorities. With there being four Attributes, there are only two that can be listed as your character's top priorities. Like your Skillsets, you have a Primary and Secondary priority, then the other two unchosen Attributes, will be considered non-prioritized. You will find a section in your [url=http://op-piratenation.forumotion.com/f38-character-updates]**Character Updates**[/url] that ask you about your character's priorities and there you will show them.

Here we will explain how these priorities work. Basically if you want your character to be focused on Speed and be able to reach top Speed per the site's Tier listing (found below) you'd say Speed is their Primary, so on so forth, with Strength, Durability, or Perception. Each of these Attributes being explained in depth further below.

While you Primary can grow to the highest Tier the Attribute has, your Secondary stops at Tier 5, then your non-prioritized Attributes stop at Tier 4. Again, you gain Tiers by accumulating more EP, your Total EP more specifically, so feel free to spend all the EP you get.

Below is how the growth for each prioritization works out. Once you enter the EP bracket, you automatically move up to the corresponding Tier. The Roman Numerals numbering each Tier.

[b][left][size=16]Primary[/size][/left][/b][hr]
<ol type="I"><li>0-14,999 EP</li>
<li>15,000-24,999 EP</li>
<li>25,000-49,999 EP</li>
<li>50,000-99,999 EP</li>
<li>100,000-299,999 EP</li>
<li>300,000-649,999 EP</li>
<li>650,000+ EP</li></ol>
[b][left][size=16]Secondary[/size][/left][/b][hr]
<ol type="I"><li>0-24,999 EP</li>
<li>25,000-99,999 EP</li>
<li>100,000-299,999 EP</li>
<li>300,000-649,999 EP</li>
<li>650,000+ EP</li></ol>
[b][left][size=16]Non-Prioritized[/size][/left][/b][hr]
<ol type="I"><li>0-24,999 EP</li>
<li>25,000-99,999 EP</li>
<li>100,000-449,999 EP</li>
<li>450,000-649,999 EP</li></ol>
An example would be as follows.

[b]Primary:[/b] Perception
[b]Secondary:[/b] Speed
[b]Non-Prioritized:[/b] Strength & Durability

[b]Total EP:[/b] 367,000 EP

My Perception would be Tier 4
My Speed would be Tier 4
My Strength & Durability would be Tier 3</div></div>

2Attribute System Empty Re: Attribute System Sat Oct 08, 2016 1:08 pm

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Attribute Charts

Strength Chart


The Strength Chart is a compilation of tiers with canon comparisons used to measure one's natural/passive strength. This means their strength without Skill use, just their innate strength levels as they perform physical feats and not so much fight. It is possible to climb through the Strength Chart through Skill Usage, EP Growth, Devil Fruits, and many other ways.

The gaps do not signify equivalence nor do the numbers signify a specific value. What this means is, one cannot say No.6 on the chart is x2 stronger than No.3. That is not how the chart works, as these are just strengths listed to give people an example of what they can manage at each tier of strength.

When it comes to the power of basic strikes/non-Skill attacks, their power is equal to the user's Strength -2, with a minimum of 1. So someone with Tier 7 Strength deals Tier 5 Damage with their basic attacks. This is only the case for physical attacks like punches, kicks, and melee weapon strikes.

For the power of Skills, their power (Tier of their attack) is equivalent to their Strength+the Tier of the Skill they used divided by 2. So a person with Tier 7 Strength using a Tier 1 Skill, boosts the Skills power output to Tier 4. (7+1)/2=4. In this case you get a number that has a decimal, you round up.

  1. Normal Human in Peak Condition

  2. Pre Time Skip Sanji

  3. Rob Lucci

  4. Time Skip Sanji

  5. Time Skip Zoro

  6. Tom

  7. Garp




Durability Chart


Durability is how resistant your character is to damage. 1 Durability and Durability can be gained through various means like Skill use and wearing Armor.

In relation to Skills, Durability wouldn't really effect them much. While one can make Skills that enhance Durability, usage of Defensive Skills are just more optimal since they block raw Tiers of damage above their own Tier.

How Durability works is by lessening the degree of damage, in rare instances they will outright block something. With the way things are, a Tier 1 Skill can be used to cause fatal damage if administered correctly, but with Durability you can lessen these attack's potential damage. Our degrees of damage are Fatal, Severe, Major, Moderate, then Minor.

  • Fatal is something that can kill you in one hit without having to be precise. Perhaps a fire ball that just instantly eats away at you and kills you as soon as it engulfs you or a full on body slam that literally crushes your character and destroys their vital organs. Akainu killing Ace would be an example of this. Melting and other forms of damage that instantly vaporize or eat matter also fall under this bracket.
  • Severe is along the lines of putting someone in a dire state where they are at risk of dying in due time or just a substantial amount of damage. An example is a severed limb, damaged vitals like when Akainu scorched Whitebeard's organs, 4th degree burns (scorched to the bone), or something more straight forward like just having a large amount of bone breaks inflicted from one strike.
  • Major damage isn't as bad as the two above it obviously, but it's still nothing to shrug at and can put you in a state where your life is on the line or you'll lose a significant amount of blood. Deep cuts like when Mihawk cut Zoro in their first encounter fall here, bone breaks, 3rd degree burns, and force that can cause concussions or loss of consciousness.
  • Moderate encompasses things like fractures, 2nd degree burns, small breaks (knuckles, fingers, toes), fair sized cuts that don't mean you can't operate any longer, but are still relevant and take a toll on you.
  • Minor wounds are things you can brush off. Knicks and scratches, bruises, 1st degree burns. Sure they hurt, but they're not gonna really slow you down much or make you stop fighting.


  1. Normal Human Durability

  2. Reduces the severity of Minor and below wounds by one stage.

  3. Reduces the severity of Moderate and below wounds by one stage.

  4. Reduces the severity of Major and below wounds by one stage.

  5. Reduces the severity of Major wounds by one stage. Reduces the severity of Moderate and below wounds by two stages.

  6. Reduces the severity of Severe and below wounds by one stage. Reduces the severity of Major and below wounds by two stages.

  7. Reduces the severity of Fatal and below wounds by two stages.


Additionally, every two Tiers of Durability you gain gives you a single Tier of natural defense that is regarded as a Defensive Skill.
Skill System wrote:
  • Defense Skills are Skills that are normally used in a Defensive nature. This doesn't limit them to not being able to cause harm, but that is not their primary function. Something like erecting a wall or Tekkai is a Defensive Skill. Defensive Skills are special because they can block one Skill that is a Tier higher than their own Tier, counter two Skills that are equally Tiered, three Skills that are two Tiers lower, then an infinite amount of Skills that are any Tier lower than that. Busoshoku Haki operates like a Defensive Skill.
At 2 Tiers of Durability your natural defenses are passively regarded as a Tier 1 Defensive Skill. At 4 Tiers of Durability, it would be a Tier 2 Defensive Skill, etc, etc. Should this natural defense get broken, the natural defense goes on a cooldown of 3 post. During this cooldown your Durability still works to reduce the severity of damage, but you have no natural defense that blocks raw Tiers of damage. An example is Bobby has 7 Tiers of Durability, so he has a natural defense equal to a Tier 3 Skill. He gets hit by a Tier 4 Skill, so while the damage of that Tier 4 Skill is negated, his natural defense is broken and he's vulnerable to damage again, though it will be reduced accordingly to the listing above.

Natural Defenses refresh every 3 post damage is not taken. Even if it is a strike your Natural Defense will soak up and fully negate, the attack will restart your Natural Defense's refresh timer.

Speed Chart


The Speed System is a compilation of tiers used to measure one's own speed or the speed of a technique they use and roughly all things speed related. This is done without the presence of numbers and through the use of comparison. One climbs the Speed Chart through Skill Usage, their EP Growth, and many other factors like Devil Fruits.

Below is the Speed Chart and examples of each Speed Tier. Having the Gomu Gomu and going Gear 2nd doesn't gift you Speed Tier 3 off the bat, this is simply a canon relation so you can have an idea of how fast it actually is. While Pika Pika is the Light Logia it does not move at the speed of light here, fruits with static speeds like the Light, Sound, and Lightning fruit automatically move at the speeds listed below. The gaps do not signify equivalence nor do the numbers signify a specific value. What this means is, one cannot say No.6 on the chart has x2 the speed that No.3 does. That is not how the chart works, as these are just speeds ordered slower to faster. Max speed is also not attained upon take off or with a single step. These are more so general speeds and one cannot instantly accelerate to max speed safely without skill use meant for speed.

Physical based Skills move at the user's own Speed. While physical based non-skills/basics, move 1 Tier lower.

  1. Normal Human in Peak Condition Top Speed

  2. Smoker at Marineford Flying Speed, Vergo when Fighting Law

  3. After Time Skip Coby, Luffy's Gatling Gun

  4. Bullet Speed from an NPC's Firearm*/Gear 2nd Luffy vs Blueno

  5. Time Skip Luffy Gear 2nd, Goro Goro no Mi

  6. Oto Oto no Mi (Sound Logia)

  7. Luffy 4th Gear, Pika Pika no Mi


*Unless stated otherwise.

Perception


Perception deals with your senses and the environment around you. While it directly enables you to have heightened senses, through smell, hearing, taste, and touch, it has a more direct effect on the eyes. Perception's focus is to give the user the ability to track movements. Any movements that occur on a Speed Tier higher than someone's Perception simply appear as a blur to that character. So if you have 2 Perception and your opponent kicks at Tier 3 Speeds, that kick will be a blur. This does not mean you can't react to it still, but your eyes will not be able to clearly make out the movement.

The degree of the blur is always the same regardless of how many tiers above you in Speed the movement is. That is until we get to movements that occur at a Speed 3 Tiers above your Perception. From there, all movements aren't perceivable as far as vision goes, basically resulting in the movements just being invisible. With Perception not growing naturally with one's Speed, that means one most gauge how fast they want their character's to move and can't always blast off at maximum speed. Should you move faster than your own Perception, you experience a tunnel vision effect. There are 7 Tiers of Perception.


Code:

<div align="center"><div style="width:450px;font-family:garamond;font-size:13px;line-height:13px;text-align:justify;">
[b][center][size=18]Attribute Charts[/size][/center][/b]
[left][size=18][b]Strength Chart[/b][/size][/left][hr]
The Strength Chart is a compilation of tiers with canon comparisons used to measure one's natural/passive strength. This means their strength without Skill use, just their innate strength levels as they perform physical feats and not so much fight. It is possible to climb through the Strength Chart through Skill Usage, EP Growth, Devil Fruits, and many other ways.

The gaps do not signify equivalence nor do the numbers signify a specific value. What this means is, one cannot say No.6 on the chart is x2 stronger than No.3. That is not how the chart works, as these are just strengths listed to give people an example of what they can manage at each tier of strength.

When it comes to the power of basic strikes/non-Skill attacks, their power is equal to the user's Strength -2, with a minimum of 1. So someone with Tier 7 Strength deals Tier 5 Damage with their basic attacks. This is only the case for physical attacks like punches, kicks, and melee weapon strikes.

For the power of Skills, their power (Tier of their attack) is equivalent to their Strength+the Tier of the Skill they used divided by 2. So a person with Tier 7 Strength using a Tier 1 Skill, boosts the Skills power output to Tier 4. (7+1)/2=4. In this case you get a number that has a decimal, you round up.
<ol type="I">
<li> Normal Human in Peak Condition</li>
<li> Pre Time Skip Sanji</li>
<li> Rob Lucci</li>
<li> Time Skip Sanji</li>
<li> Time Skip Zoro</li>
<li> Tom</li>
<li> Garp</li>
</ol>


[left][size=18][b]Durability Chart[/b][/size][/left][hr]
Durability is how resistant your character is to damage. 1 Durability and Durability can be gained through various means like Skill use and wearing Armor.

In relation to Skills, Durability wouldn't really effect them much. While one can make Skills that enhance Durability, usage of Defensive Skills are just more optimal since they block raw Tiers of damage above their own Tier.

How Durability works is by lessening the degree of damage, in rare instances they will outright block something. With the way things are, a Tier 1 Skill can be used to cause fatal damage if administered correctly, but with Durability you can lessen these attack's potential damage. Our degrees of damage are Fatal, Severe, Major, Moderate, then Minor.
[list]
[*][b]Fatal[/b] is something that can kill you in one hit without having to be precise. Perhaps a fire ball that just instantly eats away at you and kills you as soon as it engulfs you or a full on body slam that literally crushes your character and destroys their vital organs. Akainu killing Ace would be an example of this. Melting and other forms of damage that instantly vaporize or eat matter also fall under this bracket.
[*][b]Severe[/b] is along the lines of putting someone in a dire state where they are at risk of dying in due time or just a substantial amount of damage. An example is a severed limb, damaged vitals like when Akainu scorched Whitebeard's organs, 4th degree burns (scorched to the bone), or something more straight forward like just having a large amount of bone breaks inflicted from one strike.
[*][b]Major[/b] damage isn't as bad as the two above it obviously, but it's still nothing to shrug at and can put you in a state where your life is on the line or you'll lose a significant amount of blood. Deep cuts like when Mihawk cut Zoro in their first encounter fall here, bone breaks, 3rd degree burns, and force that can cause concussions or loss of consciousness.
[*][b]Moderate[/b] encompasses things like fractures, 2nd degree burns, small breaks (knuckles, fingers, toes), fair sized cuts that don't mean you can't operate any longer, but are still relevant and take a toll on you.
[*][b]Minor[/b] wounds are things you can brush off. Knicks and scratches, bruises, 1st degree burns. Sure they hurt, but they're not gonna really slow you down much or make you stop fighting.
[/list]
<ol type="I">
<li> Normal Human Durability</li>
<li> Reduces the severity of Minor and below wounds by one stage.</li>
<li> Reduces the severity of Moderate and below wounds by one stage.</li>
<li> Reduces the severity of Major and below wounds by one stage.</li>
<li> Reduces the severity of Major wounds by one stage. Reduces the severity of Moderate and below wounds by two stages.</li>
<li> Reduces the severity of Severe and below wounds by one stage. Reduces the severity of Major and below wounds by two stages.</li>
<li> Reduces the severity of Fatal and below wounds by two stages.</li>
</ol>
Additionally, every two Tiers of Durability you gain gives you a single Tier of natural defense that is regarded as a Defensive Skill.
[quote="Skill System"]
[list][*]Defense Skills are Skills that are normally used in a Defensive nature. This doesn't limit them to not being able to cause harm, but that is not their primary function. Something like erecting a wall or Tekkai is a Defensive Skill. [b][u]Defensive Skills are special because they can block one Skill that is a Tier higher than their own Tier, counter two Skills that are equally Tiered, three Skills that are two Tiers lower, then an infinite amount of Skills that are any Tier lower than that. Busoshoku Haki operates like a Defensive Skill.[/u][/b][/list][/quote]
At 2 Tiers of Durability your natural defenses are passively regarded as a Tier 1 Defensive Skill. At 4 Tiers of Durability, it would be a Tier 2 Defensive Skill, etc, etc. Should this natural defense get broken, the natural defense goes on a cooldown of 3 post. During this cooldown your Durability still works to reduce the severity of damage, but you have no natural defense that blocks raw Tiers of damage. An example is Bobby has 7 Tiers of Durability, so he has a natural defense equal to a Tier 3 Skill. He gets hit by a Tier 4 Skill, so while the damage of that Tier 4 Skill is negated, his natural defense is broken and he's vulnerable to damage again, though it will be reduced accordingly to the listing above.

Natural Defenses refresh every 3 post damage is not taken. Even if it is a strike your Natural Defense will soak up and fully negate, the attack will restart your Natural Defense's refresh timer.

[center][size=18][b]Speed Chart[/b][/size][/center][hr]
The Speed System is a compilation of tiers used to measure one's own speed or the speed of a technique they use and roughly all things speed related. This is done without the presence of numbers and through the use of comparison. One climbs the Speed Chart through Skill Usage, their EP Growth, and many other factors like Devil Fruits.

Below is the Speed Chart and examples of each Speed Tier. Having the Gomu Gomu and going Gear 2nd doesn't gift you Speed Tier 3 off the bat, this is simply a canon relation so you can have an idea of how fast it actually is. While Pika Pika is the Light Logia it does not move at the speed of light here, fruits with static speeds like the Light, Sound, and Lightning fruit automatically move at the speeds listed below. [b]The gaps do not signify equivalence nor do the numbers signify a specific value.[/b] What this means is, one cannot say No.6 on the chart has x2 the speed that No.3 does. That is not how the chart works, as these are just speeds ordered slower to faster. Max speed is also not attained upon take off or with a single step. These are more so general speeds and one cannot instantly accelerate to max speed safely without skill use meant for speed.

Physical based Skills move at the user's own Speed. While physical based non-skills/basics, move 1 Tier lower.
<ol type="I">
<li> Normal Human in Peak Condition Top Speed</li>
<li> Smoker at Marineford Flying Speed, Vergo when Fighting Law</li>
<li> After Time Skip Coby, Luffy's Gatling Gun</li>
<li> Bullet Speed from an NPC's Firearm*/Gear 2nd Luffy vs Blueno</li>
<li> Time Skip Luffy Gear 2nd, Goro Goro no Mi</li>
<li> Oto Oto no Mi (Sound Logia)</li>
<li> Luffy 4th Gear, Pika Pika no Mi</li>
</ol>
*[size=10]Unless stated otherwise.[/size]

[center][size=18][b]Perception[/b][/size][/center][hr]
Perception deals with your senses and the environment around you. While it directly enables you to have heightened senses, through smell, hearing, taste, and touch, it has a more direct effect on the eyes.  Perception's focus is to give the user the ability to track movements.  Any movements that occur on a Speed Tier higher than someone's Perception simply appear as a blur to that character. So if you have 2 Perception and your opponent kicks at Tier 3 Speeds, that kick will be a blur. This does not mean you can't react to it still, but your eyes will not be able to clearly make out the movement.

The degree of the blur is always the same regardless of how many tiers above you in Speed the movement is. That is until we get to movements that occur at a Speed 3 Tiers above your Perception. From there, all movements aren't perceivable as far as vision goes, basically resulting in the movements just being invisible. With Perception not growing naturally with one's Speed, that means one most gauge how fast they want their character's to move and can't always blast off at maximum speed. Should you  move faster than your own Perception, you experience a tunnel vision effect. There are 7 Tiers of Perception.
</div></div>

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