RPG Events |
|
Latest topics | » Healers Delight Shop.Mon Nov 16, 2015 5:35 pm by Shuao » Banter!Mon Nov 16, 2015 5:06 pm by Shuao » Biography RulesWed Aug 05, 2015 11:30 am by Tsunami» Biography GuidelinesMon Jul 13, 2015 3:21 pm by Tsunami» General Submission RulesThu Jul 02, 2015 8:19 am by Tsunami» Submission GuidelinesTue Jun 30, 2015 7:21 pm by Tsunami» Submission RulesMon Jun 29, 2015 5:40 pm by Tsunami» FameSun Jun 28, 2015 5:19 pm by Tsunami» Opening Adventure Event!Sun Jun 28, 2015 2:39 pm by Tsunami» 2015, Biography Event!Sun Jun 28, 2015 2:38 pm by Tsunami» Hunter x Hunter LocationsSun Jun 28, 2015 8:43 am by Tsunami» Fighting ProfessionsSun Jun 28, 2015 8:36 am by Tsunami» Hatsu MasterySun Jun 28, 2015 8:16 am by Tsunami» Nen Percent ChartsSun Jun 28, 2015 7:45 am by Tsunami |
March 2024 | Mon | Tue | Wed | Thu | Fri | Sat | Sun |
---|
| | | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | Calendar |
|
Poll | | Who's your favorite HXH Character? | Gon | | 10% | [ 1 ] | Killua | | 30% | [ 3 ] | Hisoka | | 20% | [ 2 ] | Mereum | | 0% | [ 0 ] | Illumi | | 10% | [ 1 ] | Chrollo | | 0% | [ 0 ] | Feitan | | 10% | [ 1 ] | Netero | | 0% | [ 0 ] | Ging | | 0% | [ 0 ] | Kurapika | | 10% | [ 1 ] | Leorio | | 10% | [ 1 ] |
| Total Votes : 10 |
|
| | Hunter Points | |
| | Author | Message |
---|
Tsunami Admin
Posts : 131 Location : Destiny Island Hatsu : Emission
| Subject: Hunter Points Fri Jun 05, 2015 4:30 am | |
| Hunter Points
Every Character in the Hunter x Hunter RPG will have Hunter points (HP for short).The HP can also be called the statistics or ability points system because it helps players in the RPG identify with things like, who might be faster, stronger, or more durable than them. It also aids with decimating the purpose of heated debates which could lead to disrespecting one another. If anything, statistics do not lie. HP is tied in with the rank system as well, because as stated - every RPG character starts with HP . More HP is garnered when you increase your rank by earning EXP from missions, events, ect. Finally, depending on which clan or race you have chosen, you may get an additional set of of HP for your character. The reason for this is because in the world of Hunter x Hunter you have the Kurta clan (which is now extinct with Kurapika left) that have the scarlet eyes which enhance their physical capabilities outlandishly. Lastly you have the chimera and i'm pretty sure those of you who are true fans know what their capable of.
General Attributes
General physical attributes are allocated to 5 categories. These categories are Strength, Speed, Endurance, Stamina and Accuracy. I would like to note that you should not be confused about me saying General Attributes, because they're only ability points, or the same thing as Hunter points. Call it whatever you like.
Attributes can be added to your biography, by using the template below. You can check how much HP you have to spend on your character from the rank of your character that is known as "base" HP, and any extra HP due to being from the Kurta clan or chimera is added to the base HP and goes in the total HP field. You don't have to spend all HP at once, the spent amount goes into "HP spent", and is assigned to each of the five attributes.
When assigning HP, any points earned that are not from base HP must be written separately as base +(extra) as shown in the example below where +6 Hunter points was earned by the individual from being naturally affiliated with the Kurta clan. Once HP is assigned to the attributes and the biography is approved, you cannot make edits to it, even in the next update you can't change it, you can only add to it, not subtract from it. Your character's stats won't lessen but will only increase overtime.- Example:
Base HP: This is earned HP according to your RANK.Total HP: Base + any extra HP earned by using accessories or weapons. Do not include temporary stats. Such as a battle perk or pill enhancement. HP Spent: The amount of HP spent on the attributes below goes here. HP Saved: HP saved lets mods and admins know the HP you have chosen not spend. - Attributes Template:
- Code:
-
[B]Base HP:[/B] [B]Total HP:[/B] [B]Spent HP:[/B] [B]Saved HP:[/B]
[B]Attributes:[/B]
Example 2 : Base HP: 60 + 6(Kurta Clan) Total HP: 66 Spent HP: 60 Saved HP: 6 Attributes •STR: 20 •SPD: 10 •END: 10 •STA: 10 •ACC: 10 Okay, so in example two I basically showed you how a higher level character's stats would look, let me go into detail now just in case you might be confused. If you still fail to understand, there is a more simple example below this which is example 3. Now, let's get started. This Kurta Character has Hunter Points with a base of 60 and with Kurta running through his blood, those stats enhance his physical capabilities by 6 extra points that he can evenly dump into his statistic categories. If you pay attention, the character already has a base of 60 hunter points and another 6 additional points based off his clan. Together, that's 66, but you'll notice, only 60 points were spent on his category statistics, six points have been saved. As I've said, you have the power to choose how you want to spend your Hunter points and when you spend them. (But if you're in the Kurta clan or a Chimera ant, it makes sense for you to just spend all your points earned from the affiliation.) But let's say you choose to use a specific weapon or accessory that gives you a boost in stats. You would take that weapon's stats and add it to your base stats, then show us the total that you've gotten. - Example:
Base HP 20 +5STR (Weapon: Ryuuko) < --Ryuuko is just the name of the weapon. Total HP: 25 However, the physical boost points from those weapons, and accessories will not be distrusted randomly to each statistic category, weapons will only influence specific categories like speed, strength or stamina. In this example you can clearly see that the weapon favors his strength over anything. Another thing I would like to point out is, yes you can always keep a weapon for as long as you want, but if you should trade it, give it away, or break it - those stats the weapon gives you will be lost forever. This will force you to subtract those points that were given to you by that weapon. In a sense, weapon stats are temporary but work different than your regular temporary stats. - Regular Temporary Stats:
I'd hate to leave you left in the dark about regular temporary stats, so I've been using that random Kurta clan member as an example and i'll do it here as well. Naturally he has 6 extra base points, those points will always remain permanent, no matter what he does (Unless he lost his eyes that is), but if he was to use the eyes in battle they would increase his stats in ONLY strength by 3, nothing else. Those are what temporary stats are and do. They don't remain, they only act when your special battle mode or battle enhancement is activated.
Normal Example: (3rd Example) Everyone in the RPG will start with 10 Hunter Points, let's say you're a normal character with nothing special. Base HP: 10Total HP: 10HP Spent: 10 (It's 10 HP spent because you spent every bit of HP you had on your categories, simple enough? No? Let's have one more example.) Attributes •STR: 3 •SPD: 3 •REA: 2 •PER: 1 •END: 1
3rd Example: part 2 For this example, you're still a normal person. Let's say you have an accessory which is a ring and it grants you +4STR (red ring) and a staff that gives you +4END Base HP: 10+ 4STR(Green ring) +4END (Long staff)Total HP: 18 (Add 10+4+4 = you get 18) HP Spent: 10 ( As you know, the accessory and weapon aren't permanent stats, but in a way they can be,either way they can not become spent stats, because they were not and, can never be earned as base points. By adding the total of those two items you'll get 18 Hunter points. You only have 10 points to spend on yourself.) •STR: 2 •SPD: 2 •END: 3 •STA: 2 •ACC: 1
Example 4: Final Example I'm doing a completely normal example. Base HP: 10 Total HP: 10 HP Spent: 10 HP Saved: 0
•STR: 1 •SPD: 2 •END: 3 •STA: 3 •ACC: 1
I spent all of my 10 hunter points on every category I had by trying to even it out towards my taste of fighting.
Bare with me, you're almost done reading this boring thread. I'm not sure if many will question this, but intuition is just telling me. "What if I keep ranking up, won't my HP spent just keep getting larger, what do I do with it?" I advise you to keep it the same, honestly. Whenever your rank updates occur, just add the new HP that you've spent to the old HP you've Spent. It's going to keep getting larger and larger which is fine, so don't stress. Now I can show you the charts I made for you guys to make your lives easier!
Last edited by Tsunami on Mon Jun 29, 2015 5:23 pm; edited 10 times in total | |
| | | Tsunami Admin
Posts : 131 Location : Destiny Island Hatsu : Emission
| Subject: Re: Hunter Points Fri Jun 05, 2015 7:08 pm | |
| [STR] StrengthStrength can be conceived of as a combination of actual muscle mass, body size, and physical economy. While an extremely low or high STR is likely noticeable, it doesn't have to mean you're a stick or a mobile wall of muscles. Consider your clan, height, training, race and health when describing and role playing your strength. Essentially, any melee attack is focused on strength, however, it is important to keep in mind that without some investment in other statistics, your character will find it hard to hit their opponents, or to move in a manner fast enough to not have the attack avoided. Neglecting to invest in strength if you're an archer, or like to throw things, it is not suggested. The following list discusses each level of strength that you can achieve by allocating points to STR, and the description of that level in terms of strength. STR | LVL | Information | FEAT | DMG | Melee SPM | 0-3 | Weak | A very weak character with child-like strength. | None | +0 | 0 | 4-9 | Adequate | Still weak but enough to get the job done. Strength is compared to a skinny adult. | None | +0 | 0 | 10-19 | Average | Standard Human Strength | None | +0 | 1 | 20-29 | Above Average | Physically fit, well above standard human strength, but still convincing. | Able to lift 3 tons. | +0.5 | 1.5 | 30-39 | Athlete | Shishou of strength, astonishing body that is comparable to calisthenics training. | Able to lift 8 tons. | +1 | 2 | 40-49 | Vigorous | Strength is still believable but can defy some weight limitations and put dents in dense objects. | Able to jump 5 meters off the ground. Can lift 16 tons. | +1.5 | 2.5 | 60-69 | Super-Human | Completely out of a human's realm of strength, a simple mind cannot comprehend these levels of might. | Able to throw objects to match the speed of a bullet. Can Lift 64 tons. | +2 | 3 | 70-79 | Titanic | Incomprehensible strength. | Able to lift 100 tons, can jump 15 meters. | +2.5 | 3.5 | 80-89 | Behemoth | Unnatural, crushing strength, giant like might. | Can lift 5,000 Tons. | +3 | 6 | 90-100 | Cosmic | Strength on par with the entire universe, even put together. It has become unreal. | Capable of moving mountains, strength is ultimately incalculable. | +5 | 7 |
Be aware that just because you gain accessories that enhance your strength, it doesn't mean your PHY DMG will increase. Your physical DMG will always remain the same, Your strength damage and weapon damage are separate entities, but they can still work together. Through the strength of your weapon, it will naturally enhance your physical damage (if only the weapon is on you) A weapon's DMG will not enhance your own STR DMG though. In simple terms, weapons may enhance your strength, which could possibly give your more physical DMG; but your weapon's Damage will not be added to your physical damage because the two are different. Also, in the beginning stages of DMG when related to STR, there won't be any until you reach the level of average. Weapons can imbue your strength or other stat categories depending on what you've bought, earned or made.
* DMG defines how much stronger you are than another who may be close to the same level as you.
Speed traits in Strength is defined as Speed magnitude (SPM) and it's used for people who fight with weapons like swords, staffs ect. (other professions only if they attempt similar feats.)
Last edited by Tsunami on Sun Jun 28, 2015 4:44 am; edited 11 times in total | |
| | | Yasuno
Posts : 7 Location : BloodMoon Island Hatsu : Manipulator
| Subject: Re: Hunter Points Fri Jun 05, 2015 7:21 pm | |
| [SPD] SpeedSpeed is the combination of someone's overall quickness in physical movement. This type of attribute is not as easily noticeable as the rest as one could have either explosive acceleration or constant fast velocity depending in their physical build. Speed is mainly in charge of your physical movement, such as attacking and avoiding attacks. It is not recommendable to deprive yourself from this attribute, as you would find it difficult to hit opponents, avoid their attacks and keep up with their physical movement. As one increases their attribute, they become much more faster and increase their physical reaction speeds. The "Speed Magnitude" (SPM) increases as one becomes faster. One with a "2 SPM" will be faster than one with "1 SPM" and so on. The following tables relates the spent PHY with the levels and speed magnitudes of the ranks. SPD | LVL | Information | SPM | FEAT | Melee SPM | 0-3 | Sluggish | A very slow character. | 1 | None | 1 | 4-9 | Below Average | Inadequate human speed. | 1.5 | None | 1.5 | 10-19 | Standard | Standard human speed. | 2 | None | 2 | 20-29 | Dynamic | Becoming well trained and progressing into foreign movements of speed. | 2.5 | None | 2.5 | 30-39 | Athlete | A speed master; body compared to calisthenics but still conceivable. | 3 | Capable of leaving behind one after image. | 3 | 40-49 | Peak Human Speed | Faster than the average and above to well above average. Can outrun moving vehicles. | 3.5 | None | 3.5 | 50-59 | Prodigy | Genius, gifted human speed. | 4 | Able to leave behind 3 after-images | 4 | 60-69 | Supernatrual | A simple mind cannot comprehend this level of demi-god type of speed. | 4.5 | Can create four speed clones. (Lasts one post) | 4.5 | 80-89 | Hyper Speed | Unnaturally fast, flash speed. | 6 | Able to create 8 After images. | 5 | 90-100 | Cosmic | Unreal, mind boggling. Speed is on par with cosmic levels. | 7 | Able to create 11 after images, can move with incredible speed that is blinding.Beyond teleporting speed. | 6 | Melee speed traits are defined for Martial Artists (other professions as well, only if they attempt similar feats.) | |
| | | Yasuno
Posts : 7 Location : BloodMoon Island Hatsu : Manipulator
| Subject: Re: Hunter Points Fri Jun 05, 2015 7:29 pm | |
| [ACC] AccuracyUse of Accuracy: •Use of freeform in a fight. •Preciseness in close and ranged wielding weapons. •Increase in DMG, for ranged and close range custom moves. Accuracy is a measure of a person’s perceptive ability. Its probably not the easiest stat to demonstrate with your role play, because in real life many of those abilities are handled by very different physiological systems. It primarily affects aim and reflexes, and also allows the character to follow movements more easily, and react to things around them, although a reasonable level of speed would still be required to physically react. It is invaluable to ranged fighters, as an impressive perceptive ability allows them to hit harder, and requires less physical strength for their attacks. Melee fighters also need an appropriate level of this to actually hit their targets. The following table discusses each level of accuracy that you can achieve by allocating points to ACC, and the description of that level in terms of perception. There are some special levels that give + DMG to all ranges, here are some special levels that give + DMG to all ranged canon moves and custom moves the character obtains and freeform that he/she will use during the role-play battles provided it relies on the ACC attribute. ACC | LVL | Information | FEAT | DMG | | 0-3 | Rookie's Karma | A character with no sense of precision. | None | 0 | | 4-9 | Below Average | Better precision but still sluggish. | None | 0 | | 10-19 | Standard | Underdeveloped perception. | None | 0 | | 20-29 | Dynamic | Better at tracking movement, good precision. | Can send or throw projectiles while running. Can focus on 2 opponents in battle. | +0.5 | | 30-39 | Precise | Good enough to strike minor organs. | Can focus on 3 opponents and hit minor organs. | +1 | | 40-49 | Decisive | Master of Accuracy and exactness. Amazingly good precision, but still conceivable. | Can throw or shoot projectiles 15 meters off ground; capable of focusing on 5 opponents at once. | +1.5 | | 50-59 | Foreseer | Unbelievably precise. Cannot be comprehended by simple minds. Good enough to strike major organs. | Can hit vital organs and strike in areas with low viability such a smoke. | +2 | | 60-69 | Hawk's Eye | Natural exactness, always on hit. | Can multi-focus on 8 opponents simultaneously. | +2.5 | | 80-89 | Devil's Eye | Vision of an immortal, compared to nature its self. | Can see at a very long range (100 meters) with the naked eye. | +3 | | 90-100 | Divine Eye | Vision on par with a divine, exactness to extremes. | Internal accuracy, able to see minute detailing which allows one to use less energy. Extreme calculation of muscles, movements and wind. +4SPM (Speed magnitude attribute) | +4 | |
Accuracy stat also comes with a characteristic of reaction to those given speeds. The simplicity is, are you even able to follow a speed with your eye? And if yes, how fast of a speed your eyes can follow? The following table covers at what speed magnitude you can follow what speeds: - Accuracy:
Accuracy | Tracking | 0-3 | Nothing | 4-9 | Keeps up with 1 SPM
- Can Track Movements and Attacks.
Barely keeps up with 1.5 SPM
- Can track attacks, not movement
- Can't keep up with 2-7 SPM
Cant track its movement or attacks.
| 10-19 | Keeps up with 1.5 SPM
- Can track movements and attacks
Barely Keeps up with 2 SPM
- Can only track attacks, not movement.
Cannot Keep up with 2.5 - 7 SPM
Can't keep up with attacks or movements.
| 20-29 | Keeps up with 2.5 SPM
- Can track movements and attacks.
Barely keeps up with 3 SPM.
- Can only track attacks, not movements.
Cannot keep up with SPM 3.5 - 7;
- Cannot keep up with attacks or movements
| 30-39 | Keeps up with 3 SPM
- Keeps up with attacks and movement
Barely keeps up with 3.5 SPM.
- Can only track attacks, not movement.
Cannot keep up with SPM 4 - 7
- Can't keep up with movements or attacks.
| 40-49 | Keeps up with 3.5 SPM
- Can track attacks and movement.
Barely keeps up with 4 SPM.
- Can only track attacks, not movement.
Can't keep up with SPM 4.5 - 7
- Can't track attacks or movement.
| 50-59 | Keeps up with 4 SPM.
- Can track attacks and movement.
Barely keeps up with 4.5 SPM
- Can only track attacks, not movement.
Cannot keep up with SPM 6 - 7 | 60-69 | Keeps up with 4.5 SPM.
- Can track attacks and movements.
Can't keep up with 6 SPM.
- Can't keep up with SPM 7.
| 70-79 | Keeps up with 6 SPM.
- Can track attacks and movements.
Barely keeps up with 7 SPM
- Can track attacks, not movement
| 80-89 | Keeps up with 7 SPM
- Can track attacks and movements.
| 90-100 | |
| |
| | | Tsunami Admin
Posts : 131 Location : Destiny Island Hatsu : Emission
| Subject: Re: Hunter Points Fri Jun 05, 2015 7:43 pm | |
| [END] EnduranceUse of Endurance: •Use taking attacks and durability Endurance is a measure of health, fitness and physical resilience. Toughness is another word that comes to mind. Even more so than Strength, a high or low endurance might not be immediately obvious by looking at someone's body. But extreme scores are probably noticeable. Remember that your END score is a measure of healthiness throughout your character's life. It also deals with their resistance to toxins and disease, and a person’s endurance for strenuous activities, towards temperature extremes, and it also measures their overall vitality. It is interrelated with damage magnitude of a move because that allows us to measure how much tough a person is in a fight. The following table shows how at how much endurance points you can take how much DMG from various ranks of techniques. This is all you can take, not a single extra hit. This is your character's upper limit of taking damage. Note: In earlier information for Speed, Yasuno Yuma touched up on freeform moves, for your freeform attacks (which is basic fighting) subtract the DMG by 0.5; So if your Endurance DMG is set to 14 and you get hit once, your DMG will drop to 13.5; freeform moves only do half DMG. Your characters will continue to grow in physical strength and the stronger they get, their DMG will naturally increase so you can add 0.5 to your ranking STR DMG levels to become more effective during combat. END | LVL | FEAT | DMG Gauge | 0-3 | Paper | None | 2 | 4-9 | Below Average | None | 4 | 10-19 | Standard | None | 6 | 20-29 | Robust | None | 8 | 30-39 | Rock | *Prevents E-D Laceration, but not dmg. | 10 | 40-49 | Brick | Can survive minor organ destruction. | 12 | 50-59 | Iron Wall | Prevents E-B Laceration, but not dmg. | 14 | 60-69 | Tank | Bones can no longer be broken or shattered. | 16 | 70-79 | Castle Fortress | Can survive major organ destruction. | 18 | 80-89 | Demi-god | *Prevents E-S Laceration, but not dmg. | 20 | 90-100 | Cosmic | Can survive total organ destruction. | 22 | *Prevents Laceration* <- this is closely related to any technique done from a hatsu, which means they can't break or tear your flesh open. The only thing you'll take is DMG. In addition, laceration means your movements won't be hindered by a ranks damage; you can charge without worry but you will still take damage, you just won't slow down. There are other methods to slowing down an opponent though but that depends on self and freeform knowledge. This was only set in place for hatsu techniques.Before I end this section, I'd like to say what the DMG represents on the Endurance chart even though I said it earlier in this post, you should only look it at the DMG as a health gauge in a sense. The more DMG you take, the lower your endurance will be, the more endurance your gain by ranking up will determine how much DMG you can withstand. In the spoiler below, you'll see 3 additional DMG gauges that can only be obtained through special missions when you reach the later rank stages. - Special DMG Gauges:
FEAT | DMG Gauge | *Prevents E-SS Laceration | 24 | | 26 | *Prevents Z Laceration. | 28 |
- Organ Chart:
Minor Organs | Major Organs |
- Lungs
- Kidneys
- Stomach
- Intestines
- Eyes
- Pancreas
- Liver
|
|
Last edited by Tsunami on Sun Jun 28, 2015 3:12 am; edited 3 times in total | |
| | | Tsunami Admin
Posts : 131 Location : Destiny Island Hatsu : Emission
| Subject: Re: Hunter Points Fri Jun 05, 2015 8:30 pm | |
| [STA] StaminaUnlike the other charts, this is a single column, because it's mainly used for special custom techniques or techniques that can be found in the RPG Shop that are fixated on fighting professions. If you don't always want to rely on your nen to save you in a battle, you can rely on this system. The higher stamina you posses, the more physical moves you can perform, and powerful ones included. All moves, whether custom or bought will cost stamina points. For a small example, if you have 10 Stamina and the technique you want to use costs 5 stamina points, you have to use half of your 10 stamina points to perform the desired technique.
Last edited by Tsunami on Sun Jun 28, 2015 4:51 am; edited 2 times in total | |
| | | Tsunami Admin
Posts : 131 Location : Destiny Island Hatsu : Emission
| Subject: Re: Hunter Points Mon Jun 08, 2015 7:30 pm | |
| Special Stats
In Hunter x Hunter many characters have impressive passive skills that were earned from their ways of living. Some examples would be Gon's incredible sense of smell and will, Kurapika's vast amount of knowledge, Killua's assassin skills and Chrollo's Charisma. Those skills will be implemented into this RP, to help your characters out. You can have every last one of this passive skills if you please, but if you tried to rank them up at once, or evenly, that would take forever. Professing in a passive category makes you interesting to learn about, you could call this a personality perk if you will. Every character in the RP will choose one of the passive skills listed below. Your primary skill must reflect your personality and back ground. Don't worry though, this is just a single skill you start out with, specific missions for other skills you want will be available in the mission forum. These skills don't only effect you, they will also effect other RPG characters, so it's important that no one will over-look anothers influence or special skills. This just to make the RPG more enjoyable.
- Will - Exposes just how crazy you can be in battle, even when your endurance gauge has hit zero, you're capable of standing back up for a few more licks to the face.
- Charisma - You don't really need to go out and search for people, because they will always come to you. They naturally adore you, and just about listen to anything you say, and are willing to help you. You can persuade just about anyone, even very knowledgeable individuals.
- Knowledge - Something that is vital for every being to have, the more knowledge that is obtained, the more you can address any situation properly. Even identify things quicker than your average knowledgeable person.
- Stealth - Stealth enhances your Zetsu even more, you can barely be heard or seen by anything.
- Hearing - Hearing during combat is something very vital, you may not be able to keep up with speeds, but you can certainly detect their movement through sound.
- Smell - Keeping a good smell can help you identify locations, storms, even people.
- Taste - Taste could possibly help you tell if someone is trying to poison you.
- Poison Immunity - There may be poisons out there that can drop killer whales in 5 seconds, but not you!
Will Tenacity | 4 - 29 | Having some hope you can change the tide of the battle if you stand once more. Enough to impress some, but not all. | Can only withstand 1 more hit. | Formidable | 30 - 69 | Many find your level of taking damage very interesting, and slightly scary that you can stand up from such attacks. They will feel fear, but won't show it on their face, only some will. | Can withstand 3 more hits. | Terrifying | 70 -89 | One in a million, a multitude of people can't understand why you can stand. Fear is written all over an opponent's face - to some you protect, they feel hope, but to an enemy, they are baffled and scared straight. | Can withstand 5 more hits. | Monster | 90-100 | Just what the hell are you? Is there an end to this punishment you'll take?! Many believe you weren't sent by god, but the devil himself. Most opponent's quit and leave you alone by now. | Can Withstand 7 more hits. |
Knowledge Adequate | 4-29 | Not the best crayon in the box, but you do hold a basic level of knowledge, like traveling, animals, or anything nature related. With this skill, you can slightly meta-game when things are related to nature, don't get out of line with it though. | Well-Read | 30-69 | You've gained more world knowledge on famous people, sites, and trivial things the world has to offer. Your knowledge has grown so vastly, you can identify what any symbol means. | Genius | 70-89 | Your quite the special one, because you can closely watch how people fight. You can predict certain movements now, and figure out how techniques work in a matter of minutes. An intellectual force to be reckoned with. Many praise you to the point they want you on their team, and will offer handsome offers of Jenny just to get you. | Professor | 90-100 | With the level of knowledge you possess, you're almost untouchable, you know just about every region in the world, how to get there through safe travels, an expert in nature, sea, music, famous people, video games. You're practically able to explain almost anything and everything there is now. |
Charisma Special | 4-29 | There's an atmosphere about you many can't put their finger around, it's so interesting they have to follow, and spend more time with you. Your ability at attracting people is in it's baby stages, but if anything, it's impressive. | A light | 30-69 | You've reached a point where you feel like speaking your mind a lot more often than others, and this time around people will hear your voice. The steady rhythm and passion that you speak with, draws many people in, they want to follow you and your commands. | Natural Born Leader | 70-89 | Many don't have the confidence you do, or the words to make someone awaken the strength they've kept locked away. If anything you have the vocal capabilities of pulling this off. Many compare you to god, or their god - they praise you constantly, even in death. You can impress anyone at this point without giving a back story. | God's Vessel | 90-100 | When you die people will make up stories about you being alive, this is how powerful your influence has become. By this point, without releasing nen, you're already terrifying. Either that, or a warm presence people simply love to be around. You can literally charm every, and everyone. Many place you a step above god, even though they shouldn't. |
*Charisma is something extremely rare to come by, only some people will have access to this trait, which will be confirmed by a moderator, but if you want this skill, even if you've been approved - your background must be... somewhat of an interesting one.* Stealth Mouse Stepper
| 4-29 | You're a quiet one alright, those with normal ears can't hear you at all, but you're still sloppy, tighten up! | Non-existent | 30-69 | You've gotten a real grasp on the art of stealth, many don't reach this talent. Very, Very impressive, people with average ears can't even detect your soundless movement, or your lack of presence. | Buddha | 70-89 | As quiet as the buddha whenever he's meditating , you're like a ghost now, even in plain site you can be hard to detect. Not only through sound but some what physically. | Ghost | 90-100 | A master of stalking, only highly advanced ears can pick up the sounds of your movements. | HearingGifted | 4-29 | You were born with a very special talent, a talent that involves hearing. You can differentiate between anyone's foot steps. This will help you track down enemies or save friends - or you could use it for other purposes. | Satellite | 30-69 | Your ears are like satellites now, because they've become good enough to hear a person's emotional state based on their heart beats. You can even tell if someone is lying due a heart beat. | God's messenger. | 70-89 | You can hear a whisper from 100 meters away, under rain, lightning, and car traffic. You're ears are so great by now, that even someone with the highest level of stealth couldn't mask enough sound around you. | Divine | 90-100 | The ears that are one of a kind, no one has a pair of those! you can literally hear 200 meters away! there's almost nothing that you can hear. |
Last edited by Tsunami on Sun Jun 28, 2015 8:00 pm; edited 12 times in total | |
| | | Tsunami Admin
Posts : 131 Location : Destiny Island Hatsu : Emission
| Subject: Re: Hunter Points Sat Jun 13, 2015 10:43 pm | |
| Endurance and StrengthWhen it comes to defense and Offense, Endurance serves to be defense and strength would be offense. Just because you block offense does not mean you're in the clear running. You can still lose endurance damage, but not a lot. For example, your DMG for END is 16 and my strength damage is 3. Based off the free form system, I can add 0.5 to that 3 and get 3.5; this is how much damage I can inflcit on you. If that were to connect - your END DMG gauge would go down to 12.5; Let's say if you did block, you could reduce my dmg by 3.4; So you're DMG gauge is 16 and you block my physical attack that has a dmg rate of 3.5; your health would only drop to 15.9;
For a basic and quick summary, if that was to much for you, you can think of this as The rule of 3.4; The rule of 3.4 reduces all STR DMG [10 - 69] by 3.4; I'm keeping it at 3.4 to stay away from over complicating things. Now for STR DMG [70 - 100], you can only reduce those attacks by 2.3 if you're in a lower number category (10-69). So please remember the rule of 3.4 for STR DMG [10 - 69] and remember the rule of 2.3 for STR DMG [70 -100.] If you're in the number category for 70-100 and your opponent is as well, you will follow the rule of 3.4, opponents that aren't in your number category [70-100] will only be able to reduce your attack by 2.3; these people will most likely be in the number range of [10 - 69].
This is just an example that needs to be applied to everything when you block attacks, also do not confuse this system with the nen system, this system is only active when nen is not present in a battle. | |
| | | Sponsored content
| Subject: Re: Hunter Points | |
| |
| | | | Hunter Points | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |