Mental Stat System

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Mental Stat System

Post  Rasher on Wed Dec 26, 2012 8:51 am

Intelligence

Though all characters will require craft and cunning, any experienced hero will tell you that the years spent in schooling weren’t just for learning knife throwing, hero are well versed on many subjects and their knowledge as adolescents tends to already exceed some adults in the outside world.

Memorization:
Intelligence determines your character’s ability to remember things, namely the order of arcane gestures for each and every spell they have, as well as the stances and steps to every martial arts combo, the pattern and symbols on every seal scroll. The tier of a character’s intelligence determines how many techniques they can have in their list! How many they start with, how many techniques they can learn and how many more are added to their maximum technique count as they gain ranks. (this is not limited to in-rp rank ups like archetypes are, for example a tier 8 rank c character would have 26 named techniques in their technique list)
consult the table below
Spoiler:

Regardless of tier you are aloud 1 technique tree per specialty, the minimum tree limit set by tier includes this (meaning a d rank tier 2 intelligence character with two specialties can have 2 technique trees, not three)
Tier 0
-the character’s list can be comprised of technique from up to 1 technique tree and have 6 base technique, the character gains 2 techniques a rank
Tier 1
-the character’s list can be comprised of technique from up to 1 technique tree and have 7 base technique, the character gains 3 techniques a rank
Tier 2
-the character’s list can be comprised of technique from  up to 1 technique tree and have 8 base technique, the character gains 3 techniques a rank
Tier 3
-the character’s list can be comprised of technique from up to 2 technique tree and have 9 base technique, the character gains 4 techniques a rank
Tier 4
-the character’s list can be comprised of technique from up to 2 technique tree and have 10 base technique, the character gains 4 techniques a rank
Tier 5
-the character’s list can be comprised of technique from up to 2 technique tree and have 11 base technique, the character gains 5 techniques a rank
Tier 6
- the character’s list can be comprised of technique from up to 3 technique tree and have 12 base technique, the character gains 5 techniques a rank
Tier 7
- the character’s list can be comprised of technique from up to 3 technique tree and have 13 base technique, the character gains 6 techniques a rank
Tier 8
- the character’s list can be comprised of technique from up to 3 technique tree and have 14 base technique, the character gains 6 techniques a rank
Tier 9
- the character’s list can be comprised of technique from up to 4 technique tree and have 12 base technique, the character gains 7 techniques a rank
Tier 10
- the character’s list can be comprised of technique from up to 4 technique tree and have 15 base technique, the character gains 7 techniques a rank
Tier 11
- the character’s list can be comprised of technique from up to 4 technique tree and have 16 base technique, the character gains 8 techniques a rank
Tier 12
- the character’s list can be comprised of technique from up to 5 technique tree and have 17 base technique, the character gains 8 techniques a rank
Tier 13
- the character’s list can be comprised of technique from up to 5 technique tree and have 18 base technique, the character gains 9 techniques a rank
Tier 14
- the character’s list can be comprised of technique from up to 5 technique tree and have 19 base technique, the character gains 9 techniques a rank
Tier 15
- the character’s list can be comprised of technique from up to 6 technique tree and have 20 base technique, the character gains 10 techniques a rank
Tier 16
- the character’s list can be comprised of technique from up to 6 technique tree and have 21 base technique, the character gains 10 techniques a rank
Tier 17
- the character’s list can be comprised of technique from up to 6 technique tree and have 22 base technique, the character gains 11 techniques a rank
Tier 18
- the character’s list can be comprised of technique from up to 7 technique tree and have 23 base technique, the character gains 12 techniques a rank
Epic Tier
-Epic Tier memorization, the character has no maximum technique limit (but their list requires re-approval each time a new technique is added, the character is also not aloud to go back and learn new trees from start to finish just to acquire new s rank techniques)

Knowledge:
The intelligence tier of your character also determines their knowledge, basically how much about the world and all the things that make up it. Though you yourself know basically anything you can look up with the Internet your character does not. Your character’s in rp knowledge base is limited to what a teacher directly told them (yes in rp), the experiences they have had on missions and in training (also in rp-only) what they can immediately see, hear and experience and what they have studied in their past, which is where the intelligence tier comes in to play. Characters with higher intelligence tiers than your character are just plain smarter, they will recognize things faster and have an innate advantage.
For example, one would assume that every spell user knows that lightning magics are made deadly the target being covered in water, not so if the character is low-tiered intellect, they would have to learn it the hard way, unless of course told so before hand (That’s what teachers are for). This extends to the knowledge your character has of the rp's universe in general, such as the relations between the kingdoms and other 'lore' details. Characters with lower intelligence will have to learn lessons multiple times in rp before it becomes obvious to them.

Thinking through Illusions:
When caught in an illusion more intelligent characters often try to ponder weather or not the situation they find themselves in is possible and think through the logistics. Sometimes if the bonds of the illusion are weak enough the character can realize that it is a illusions, though this doesn't allow them to break the illusions by themselves it allows them to employ other actions to take measures against it. Intelligence along with willpower factor in to the rank of one's illusionary resistance, having a high willpower alone will often times not be enough, intelligence is also a factor (see technique information for a longer explanation on how illusions resistance works)


Last edited by Rasher on Sat Aug 01, 2015 4:09 am; edited 18 times in total
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Re: Mental Stat System

Post  Rasher on Wed Dec 26, 2012 8:52 am

Tactics

Tactics differ from intelligence in that intellect is knowledge but tactics are strategy, anyone who thinks a highly tactical character isn’t bright need only sit down for a game of chess to be proven otherwise. However tactics is the art of applying knowledge practically, a hero with a high intelligence and low tactics would be all ‘book smart’ and with no ‘street smart’ their knowledge of applied theories, such as combat would be theoretical at best, and they’d be easy to deceive. Tactical characters also think on their feet faster, even if they lack the knowledge base of more intelligent character. Characters who underestimate their opponents frequently are not low on intelligence; they are low on tactics, as part of strategy is knowing when a situation is un-winnable. Tactical characters know both themselves and their enemies, and always plan several moves ahead.

Observation:
Part of tactics is the ability to spot and identify points of importance to ones objectives. For the purposes of the rp ones tactical observation denotes their ability to spot weak points in enemies, holes and flaws in their techniques, openings in defenses and also their surroundings and the exact details of objects around them. Observation also allows a character to make one’s plans and tactics less obvious, compensating for the flaws, concealing the giveaways, being aware of their advisories range of vision and hearing, etc. A more observant character will also fall for the enemy’s tricks less often.  

Strategy:
Adventurers are almost always well aware that their advisories are just as powerful and deadly as they are, often times even more lethal. For this reason they almost always employ clever plans, deception, misdirection, and calculative strategies to gain the upper hand on an unsuspecting foe. Some simply use tactics to insure they do not waste a powerful spell and valuable mana failing to subdue an enemy, as their mana is often limited and weapons, though plentiful are finite. A character’s tactics tier determines the depth and complexity their strategy can entail, as well as their sense of weather a fight is winnable or not based on circumstance.

Tactical advantage
Characters with high tactics can fool characters with lower tactics with tricks, spring prepared traps on them, and easily catch them in team techniques and spell combos. This is because of the gap between out of character knowledge and in character knowledge, as well as player’s tactics and character’s tactics. Tactical advantage is based on the number of tiers the character with advantage has over the disadvantaged character. See the chart below:

Spoiler:

No tiers of advantage (the two characters have the exact same tier in tactics): no one has the advantage so the match is a variable chess game of tactics, characters can notice anything that is immediately observable and infer what they like from it, as well as use the full extent of their opponents past actions as a frame of reference.

1 tier of advantage:  The advantage is very slight, only becoming clear at the end of the strategic showdown, the character with the advantage would still be a fool to over-estimate their advisory, if they get cocky they can easily still overlook things but a focused combatant with this level of advantage can expect to win against an opponent that matches their ability in other areas.

2 tiers of advantage: Carelessness becomes less of an issue as the disadvantaged character will not be able to predict or plan for the advantaged character's fail-safes, as well as their variable ace in the hole as a combatants. Tactics used to escape or avoid serious danger will tend to succeed, such as sending in a clone alone to face an enemy to gauge their abilities while remaining hidden.  However with tactics alone the advantaged character is still far from deciding the battle and will still need more than cunning to win.

3 tiers of advantage: The character with the advantage can use their common tricks with great results, hiding an explosive tag on a key tree branch becomes a viable strategy with this level of tactical advantage when normally character would spot-check for them before jumping to the next branch. The character advantage dose not have to put much effort in to fooling the enemy but the disadvantaged character will have a very hard time fooling the advantaged character on their own, simple tricks like the kind the advantaged character can employ will no longer work.

4 tiers of advantage: the disadvantage for the lower-tiered character is becoming clear, they will repeatedly fail to notice plans and plots outside of what is obviously visible every time, a concealed or hidden attack will remain hidden and a little effort is all that’s needed to pull off a successful plan on the part of the character with the advantage. The disadvantaged character will only be able to fool the advantaged character with a plan complex enough to involve a teammate, and only if the plan is not inherently obvious.

5 tiers of advantage: The disadvantaged character is heavily outclassed, they cannot see through the higher-tiered character's tactics at all, but they have enough of an inkling that the enemy is crafty to listen to allies who might be more tactical. The disadvantaged character will typically give away even team-based strategies to the advantaged character

6 tiers of advantage: The disadvantaged character is totally outmatched; they will fall for every ploy and trick and trap the enemy uses on them, even if an ally warns them. Obviously the character will not fall for exactly the same ploy twice in a thread, but will disregard indications that clever tricks are being used as unlikely (However the disadvantaged character can take actions to save themselves once the ploy or trap succeeds and the rules of calling hits and the laws of damage still apply) The disadvantaged character is also unable to fight with anything accept attacking head on if they hope to fight with any degree of effectiveness.

Examples:
-character one is an example of bottom-tier tactics, relying on brute force he rarely if ever makes plans short of throwing a feint and all his advantage comes from his physical speed and power, the only thing that can even be called a proper tactic he ever does is switch which martial art style he is using
-Character two is an example of a hero with low-tier tactics, his mist cloud in to sword slash one-two punch and his water clone distraction are the extent of his tactics, he has a few tricks that have served him well and sticks to them but he mostly relies on his destructive power and high durability to win
-Character three is an example of a mid-tier tactical character, he uses the same few puppets for literally any situation, employing complex multi-puppet strategies. Though his manipulation of his puppets is masterful they were designed to function together and he cannot compensate for them once they are disabled. He also typically resorts to the same tricks with his puppets and has to avoid having his enemies gain to much information on them to remain effective.
-Character three is a caracter with high-tier tactics; he analyzes opponents easily and plans ahead for his missions, implying reconnaissance on his enemies to understand their weak points. He uses one solution for every problem, but does not falter when facing a hard counter to that solution, making his strategies adaptable and versatile.
-Character four is an example of a character with top-teir tactics, not only dose he use literally every technique he has in plans he can use them countess different ways, exploiting multiple uses for the same techniques. He plans for nearly every occasion, factors in almost every possible outcome and even uses tactics to cover the flaws in his spells, going as far as to turn his weaknesses in to advantages.

Note: epic tier tactics makes it so no character will ever see through your characters traps plans or ploys (However the disadvantaged hero can take actions to save themselves once the ploy or trap succeeds and the rules of calling hits and the laws of damage still apply)


Last edited by Rasher on Mon Jul 13, 2015 12:09 am; edited 8 times in total
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Re: Mental Stat System

Post  Rasher on Fri May 03, 2013 6:17 am

Willpower

Willpower is a vital mental attribute for heros, typically more-so than any other type of person. As the world of competing kingdoms is based off secrets characters must have iron wills to avoid falling to interrogation techniques, and as many encounter combat even at young ages resisting the shock and pain from injury is critical. Willpower plays a roll to resisting both violent methods interrogation, and more subtle ones such as seduction and bribery, as strength of ones conviction is part of willpower. People with poor willpower give in quickly to threats, harassment and interrogation, while typically backsliding on their commitments and giving up easily. A person with a high willpower might be called stubborn but they are also considered loyal and dependable, as they always commit to something once they set their mind on it

Force of will against Illusions:
Often times simply realizing one is caught in a illusion is not enough to actually do anything about it, the realization often makes the fact that you are caught in an illusion even more bleak, as one is powerless to resist. That situation is where willpower comes in, through pure force of will the victim of the illusion technique resists and rages against their mental bonds and in some cases it allows them just enough leverage to take action against the illusion, and very rarely break the technique altogether. Willpower and Intelligence together make up a person's resistance to illusionary techniques (see technique information for an explanation on how illusionary resistance works)

Focus:
Any hero can tell you, weather it be martial arts or magic spells, techniques take a tremendous amount of mental focus, and on missions this focus will surely be tested. Though a hero may be able to mold their mana in to a spell during their training during a battle is an entirely different story, people with exceptional focus can perform their most complex techniques under any pressure; be it the roaring noise of a battlefield, frigid cold, scorching heat, or even the very ground itself shaking beneath their feet, much less the call of allies. Heros with poor focus however fall apart when the pressure builds on them; tense situations in the field are not ideal for them as they choke when they are most needed.
The number of willpower tiers effect what conditions the hero can keep their concentration under, which is why medical technique users require a high focus.
The number of extenuating circumstances the character can tolerate while remaining focused enough to prepare or perform their most advanced techniques is dependent on their willpower tier
(this only applies to techniques that specifically require concentration, or are the highest rank technique the character can preform)
Heres a breakdown of how focus effects the role-play:
0 bottom tier focus: The character can tolerate 1 extenuating circumstance before breaking focus at the second
1-3 very-low-tier focus: The character can tolerate 2 extenuating circumstance before breaking focus at the third
4-6 low-tier focus: The character can tolerate 3 extenuating circumstances before breaking focus at the fourth
6-9 mid-tier focus: The character can tolerate 4 extenuating circumstances before breaking focus at the fifth
9-12 high-tier focus: : The character can tolerate 5 extenuating circumstances before breaking focus at the sixth
12-15 very-high-tier focus: The character can tolerate 6 extenuating circumstances before breaking focus at the seventh
15-18 top-tier focus: The character can tolerate 7 extenuating circumstances before breaking focus at the eight
Epic tier focus: the hero has literally unbreakable mental focus and can perform tasks as complex as surgery while being actively tortured

(Extenuating circumstances include intolerable noise, cold, heat, blinding light, extreme pain (such as from heavy injury), unstable footing and extreme mental duress (fear, grief, rage, any sort of mental breakdown))

Note: When a character breaks focus they regain it after a number of posts based off their tier in the group, for example a their 2 or 3 character's breaks focus after a third distraction but the tier 2 will recover after two posts where the tier three will recover in one. A character with broken focus cannot gather the resolve to use techniques, only basic actions
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