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 Attribute Guide

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Join date : 2010-11-10

Attribute Guide Empty
PostSubject: Attribute Guide   Attribute Guide Icon_minitimeFri Nov 12, 2010 6:47 pm

This guide will tell you how each attribute works, and what level lets you do what. You may only make 2 stats reach their cap in each character.. All the rest must remain below the cap.

Attributes

Agility:
Probably the most important stat to deal with. Controls how fast you move. It also has some effect on how flexible your character is. From 1-10 speed, a turtle riding a snail could move faster than you and flex more. From 11-50 you are about average for a human and can move around as such, flex about averagely. From 51-100 you are athletic, and can run around with ease, and flex at an athletic level. At 101-150, you can run faster than Olympic Track Runners, outspeeding a car on the free way when moving max speed, and you can stretch like Voldo. From 151-200 you are hard to detect by the normal eyes, becoming a living blur, and capable of contorting your body like you are double jointed everywhere. From 201 to 250 you are literally a flicker when you run. You can actually move enough to outrun a formula car. From 251-300 the speed you run at is just ridiculous, your motions are barely sub-sonic at max. 301-350, is the cap at which point you will never move faster. You will be able to run at speeds that break the sound barrier, causing distinct sonic booms, wherever you run. Please note that to be able to move this fast is whenever you want to, you can move like a normal human when you feel like it so long as you can move that fast. Also, to move this fast would be extremely pointless if you cannot perceive where you are going, and you will crash if you are unable to perceive it.

Endurance:
Endurance is your second most important attribute. It determines your ability to take damage, reducing damage, and your stamina for how long you can battle while taking damage. From 1-10, you are more frail than a newborn baby, if a kitten nibbled on your finger you would die from the agony. Diseases hit you constantly and you barely survive each. You are less likely to survive the sea than a person with AIDS. At 11-50, you are about normal, lower end being rather child-like the higher end being more adult like. You can take a short licking, and diseases and poisons will affect you like normal. You can withstand heated combat for almost an hour. 51-100 you are about athletic, and you are naturally able to take a great amount of damage without going unconscious, as well as having a natural resistance to weak poisons. A flu will last a day if that. You can perform in heated combat for a couple hours before exhaustion. 101-150, you are able to take damage that is otherwise fatal like a heavy blow instead. You never get sick unless it is rare and deadly, and even then you heal it off in a week. Medium-strength poisons have little effect on you. You can also perform at max for hours on end before even breaking a sweat usually. At 151-200 you are like a machine. Normal blows can be shrugged off like nothing, heavy blows are like pinches, and fatal blows are like normal blows. You are pretty much immune to most poisons, only strong ones able to effect you at all. 201-250 you are just not normal. A normal-strength blow won't even signal your nerve endings or do anything to your body at all. You become completely immune to disease and are only affected by extremely strong and deadly poisons, and even those have hardly noticeable effects on you. You could fight for a week at full power without even breaking a sweat. If you wanted to sleep, you could, but you no longer need to. 251-300 you can tank the whole military's ammo supply and have little to no damage on you at all. Your skin practically deflects anything that isn't fatal, and fatal wounds have little effect otherwise. You are immune to all but the deadliest poisons, and those will barely do anything. You can fight at full power for weeks without a sweat. 300-350 is the cap. You can now perform at full strength for an entire month before you are exhausted. None but the most powerful attacks can faze you, at all. No poisons affect you, at all.

Swordsmanship:
It determines your cutting strength, swinging speed, your eye perception when it comes to hitting your opponent, and your ability to defend from attacks. 1-10 you shouldn't be holding a sword, but since you cannot throw a punch either, you have to make due, you can cut skin a bit but don't expect to make a good kill. 11-50 you are set to fight people with a sword, and can land killing blows with good enough accuracy. 51-100 you are relatively skilled in sword combat. You are more lethal and can cut into bone with relative ease. 101-150 you are about the level where you could teach people to be swordsmen. You are extremely good at swinging a blade and able to block just about anything, given your reaction time is enough. You can cut into iron with relative ease, even if using an iron sword. 151-200 you are what is considered a master of swordsmanship. If you try to teach people you are in danger of actually killing them with your lessons. You can cut into steel with relative ease. 201-250, you are extremely dangerous with a sword. You could take on hordes of enemies with a sword and not take a scratch, and probably kill the majority of them. 251-300 you are ludicrously good at wielding your sword, people need to face it, you are too tough for them you can cut titanium with ease, even with an iron sword. 301-350 is the cap, someone would have to be insane to challenge you to a swordfight. At this point you are also capable of holding your own in hand to hand combat as well. You can cut diamond with ease, even with an iron sword.

or

Martial Arts:
It determines your kicking and punching strength, and attack speed, as well as your eye perception when it comes to hitting your opponent and your ability to defend from attacks. 1-10 your punches are weak, and you are better off not fighting at all. 11-50 you are a pretty okay fighter, about an average joe and can know a single fighting style. You can hit people with average force, and when you are lucky you can knock people flat on their backs. 51-100 you are about an average MMA fighter. You are dangerous and can know up to 2 fighting styles, and now you can use a preferred weapon (martial arts related though). 101-150 you are considered a master of close combat, capable of shattering bones with a single blow. Your normal blows are heavy blows, and your heavy blows can be considered fatal to people below your combat level. You can teach people martial arts at this point. 151-200 you are considered a master. Your Light blows are able to break bones at this point, and you can shatter metal up to steel with a normal punch, yes shatter it, meaning not only dent but make it shatter like glass. Most attacks you do are considered fatal, and you can know up to 3 fighting styles at this point. 201-250, you could take on hordes of enemies with close combat and wreck them. You are too dangerous to teach people anything in martial arts unless they are only slightly below your level. Your fists can break titanium with relative ease, and any punch you make may as well be fatal, due to turning bones to dust on a single impact. 251-300 you can blast through tungsten like its nothing. You can pretty much destroy any limb your fist impacts against. If you wanted to you could destroy a whole building by 'gently tapping' the surface of the wall. 301-350 is the cap, at which point you can completely annihilate a city area with your fist and shatter diamond like its nothing. If you punch someone, it is likely their entire skeletal structure will shatter unless their endurance is supernatural.

Marksmanship:
It determines your long distance vision, and ability to aim at a far distance and hit your target. It also determines the level lf lethal a gun or rifle is. It also determines your reaction time and how accurate you are in general. 1-10 you are pathetic and couldn't hit the broad side of a barn. You are likely clumsy and couldn't see a normal punch coming a mile away. 10-50 you are average. You can detect normal punches and have normal reaction time, you can see and shoot something that is 30 meters away with relative ease. You can catch a professionally pitched baseball at this level at max. 51-100 you are a very good shot, like a big game hunter. You perceive things faster than a normal person, but just slightly. You can shoot things that are 50 meters away with general ease. Bullets actually seem to move faster for you. You could see any normal attack coming with ease. Quick objects are easy to track. 101-150, you are like a profession sniper assassin as far as accuracy. You could no-scope anything that you can see within 100 meters of you. Normal people move in slow motion to you, but that could mean yourself too. Your melee attacks will almost never miss, given that the opponent is slower than you. 151-200, you can shoot anything from 175 meters away and closer with ease. It is rare to see you miss. You can detect people who are faster than you and react as best as you can, with severely acute senses.

Haki:
It is a boosting ability, to read movements or nullfill devil fruit abilities.

Haki will be disallowed unless properly quested for.

Devil Fruit:
It determines the level of power your devil fruit holds. Certain abilities is not affected, but some alot of fruits powers is based on the devil fruit. 1-10 you have a devil fruit, but you haven't eaten it yet, you don't even know what it does. 11-50 you have eaten it, and have learned to use up to stage one of your powers masterfully. 51-100 you have learned to use stage two of your powers masterfully. 101-150, through much practice through life experience you are able to use up to stage three of your powers with no difficulty, Zoan users are able to use one rumble ball per thread. 151-200 you have become a masterful user of your fruit and have earned stage four. This is the cap for paramecia users. Zoan users can use 2 rumble balls per thread. 201-250, you are quite powerful, and have mastered stage 5 of your Devil Fruit powers(logia only). Zoan users can use 3 rumble balls per thread now, that is the cap for them. 251-300 is the logia cap. They can use stage 6 of their powers masterfully.

or(only a Zoan User can have both Devil Fruit and Rokushiki)

Rokushiki:
It determines the level of power, your Rokushiki abilities will grant, and the level of bonus it will grant, to your agility. 1-10 you hardly know what Rokushiki is. 11-50 you can be a master of one form of Rokushiki. 51-100 you can be a master of two forms of Rokushiki. 101-150, you can be a master of 3 types of Rokushiki. 151-200, 4. 201-250, 5. At 251-300 6. Finally at 301-350, you can use the Rokuogan, the ultimate Rokushiki attack.


Good +,- : Good + & - can be earned throughout narrated story mode topics, or after free-roam. This is earned through being a good person, through helping people, defeating bad people for good reasons, and helping the whole shebang. These will not really help you in any case, just help decide the person's alignment. Your bounty can increase as a pirate even when being good, by messing with marine affairs for the good of it. As a marine, it is the best way to increase your rank, by doing your marine duties and fighting with pirates for the good of it.

Evil +, - : Evil + & - can be earned throughout narrated story mode topics, or after free-roam. This is earned through, being a bad, evil, or simply a horrible person, in whatever ways you can think of. You can earn this through senseless murder, reckless destruction, and doing bad things. As a pirate it is the best way to increase your bounty, along with generally the most fun, if you are like that. As a marine, you will generally grow slower but steadier, by pretty much bashing people and showing off how badass you are.
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