Characters in the world of Shonen-Verse possess [10] Attributes. These attributes are grouped into three main categories: Physical; Mental; and Spiritual.
Each attribute has a wide range of values based on their Rank which is a letter-based value from [D] to [SSS]. While [F] and [X] rank attributes do exist, these ranks are reserved exclusively for very weak (and very strong) NPCs respectively, and cannot be possessed by PCs, outside of temporary adjustments.
Your character's Strength is a representation of their ability to Lift heavy weight, as well as the Impact Force of their physical melee attacks. Characters with Supernatural Strength are capable of wall-busting melee attacks (of varying magnitudes), as well as performing incredible feats of strength (such as bending steel; and lifting/throwing cars, trucks, and other massive objects of incredible weight). Such characters are also capable of tearing up chunks of ground itself and hurling them at their opponents as massive ranged projectiles.
Most characters only fight using a fraction of their Strength(typically 25-50%) as fighting at maximum Strength is not only tiring, but risks causing self-injury through over-exertion.
{F Subhuman}[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand]weapons; and their unarmed attacks are incapable of causing serious injury.
{D Weak}Carry [10kg]; Lift [20kg]; Throw [1kg] [5m] Your strength is equivalent to an [8-12yo]child. You are unable to use [2-hand] weapons. Your unarmed attacks are incapable of inflicting serious injury without effort. Max Size [1.8m]
Your strength is typical for an adult human. With proper training, you can wield [3kg] [Melee]weapons. Your unarmed attacks can inflict knockdown; and occasionally break bones.
Your strength is equivalent to that of a trained soldier, athlete, or martial artist, and can wield [6kg] [Melee] weapons. Your strongest unarmed; and [Blunt] weapon Attacks can frequently break bones. You can throw heavy objects weighing [25kg] [5m].
Your strength is equivalent of an Olympic athlete, weight-lifter, or strongman. Your unarmed; and [Blunt] weapon attacks reliably break bones; and can inflict knockback [2m]. You can throw heavy objects (such as caber toss logs) weighing [80kg] [5m]. With extreme effort, you can pull buses [5m].
Your strength rivals that of a gorilla, tiger, or bear. Your unarmed; and [Blunt] weapon attacks can snap bones like twigs; tear limbs from their sockets; and inflict knockback [5m]. You can throw heavy objects weighing [250kg] [5m]. With extreme effort, you can pull a commercial aircraft [5m]; or swing telephone poles weighing [325kg] like a club.
Your strength rivals that of an elephant, or whale. Your unarmed; and [Blunt] weapon attacks can shatter wood; concrete; and masonry; (without using a technique); send enemies flying [25m]; punch holes through armour; and casually tear limbs from their sockets. You can throw heavy objects weighing [5t] [5m]; casually flip cars/vans; make [10m] vertical leaps; and bend steel.
Your strength rivals the largest dinosaurs, and whales. Your unarmed; and [Blunt] weapon attacks can send enemies flying [100m]; and casually dismember enemies. You can throw tanks weighing [55t] [5m]; casually flip buses/trucks; bend steel like paper; make [25m] vertical leaps; and create impact craters. Finally, your [Melee] weapons are capable of punching holes in tank armour.
Your strength is unmatched in nature. Your unarmed; and [Blunt] weapon Attacks can send enemies flying [500m]; and dismember large animals. You can casually flip tanks; and throw tanks weighing [80t] [25m]. Finally, your [Melee] weapons can tear through tank armour; like butter.
Parry/Deflect [Defense]
Strength can be used to defend yourself in combat by Parrying or Deflecting an incoming attack with a Melee Weapon (such as a sword or shield), Unarmed Block, or other held object.
Outside of using a special technique, most Melee Weapons can only Parry the attacks of other Melee Weapons.
Shields are an exception to this rule, and can both Parry and Deflect both melee and ranged attacks, of varying kinds (including projectile weapons, and various elemental attacks).
Bracing for Impact [Defense]
By planting your feet firmly against the ground and leaning toward an attack, you can Brace yourself against the impact of an enemies attack, in an effort to prevent the effects of Knockback.
When Bracing against an attack, treat your Strength as being [1] Rank higher than normal for the purpose of resolving Knockback (but not any other effects of the attack, such as reducing damage).
Bracing requires you to shield your body against harm either with a held Shield (or similar object), or by crossing your arms protectively in front of you. All damage inflicted by the attack will first impact against your Shield; or against your character's crossed Arms; rather than striking your character's Torso directly.
Bear Techniques
Wall-Busting is an exclusive Trait of many Bear Techniques. Techniques with this ability can smash through concrete walls; tear up chunks of ground;and similar feats.
Speed
Your character's Speed is a representation of their agility, reflexes, movement speed; and combat speed. It is one of the four most important combat statistics (the other three being Power; Strength; and Durability;) and determines how fast your character can fight in a sustained combat.
Characters can temporarily release bursts of speed greater than this value through the use of Dashing; or techniques such as Flash Step however it is rare for characters to be able to attack at such speeds. Fighting at your maximum Speed is incredibly tiring, and as such - most characters typically fight at lower combat speeds (usually between 25% and 50% of their maximum speed).
{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{X Subhuman}Lorem Ipsum
Dash [Movement]
Dashing allows you to temporarily move at [2x] your maximum movement speed; as your character sprints around the battlefield. Dashing is primarily used to rapidly close the distance in combat, but can also be used to keep up with the movement speed; of a much faster enemy.
Dashing does not alter your combat speed (that is, the speed at which you can fight in combat). However, it is quite tiring, and causes [5] Fatigue damage to your Stamina during each post you Dash.
Dodge [Defense]
Speed can be used to defend yourself against an attack by Dodging away from an opponent's attack.
Dodging is a Speed Clash against your opponent's Speed. Even if you are unable to fully dodge an attack, the severity of the injury is still reduced by your character's Durability.
You may use Flash Step in order to Dodge attacks that are too fast for you to dodge normally (providing you can perceive the attack; see Speed Blitz below).
Hyperspeed Combat
Any time two (or more) combatants fight at combat speeds of [300]+ they are considered to be engaging in Hyperspeed Combat. Such combat is imperceptible to the average human, appearing as little more than flashes of light, and air displacement. Observers with [200]+ Senses can track the movements of characters engaged in Hyperspeed Combat.
All actions taken in Hyperspeed Combat cost [2x] the normal Stamina. This is in addition to any Speed [Fatigue] the user would normally experience due to fighting at such speeds.
Speed Blitz
If your combat speed exceeds another character's Senses; your actions appear as a blur of motion to that character. While such characters are still able to react to your actions, such characters are treated as having [-1] Rank in all combat skills used to Defend against such attacks.
If your combat speed exceeds your opponents combinedWits + Senses; your movements are nigh imperceptible; allowing you to Speed Blitz your opponent (that is, strike them without them even being aware you moved). Such attacks are impossible to defend against, outside of bracing or otherwise shielding themselves behind a barrier, or other obstacle.
Speed Blitzing should be used sparingly, as it can make combat rather one-sided, destroying the fun for your opponent.
Cheetah Techniques
After Image is an exclusive Trait of many Cheetah Techinques. Such techniques can leave behind an illusory duplicate of the user which fades after a few seconds. Such duplicates are realistic enough to fool the visual Senses; rendering the user's position unclear.
Durability
Your character's Durability represented their ability to withstand punishment without suffering injury. While Speed is used to Dodge attacks so that they never connect, Durability softens the impact of an enemy's Physical or Spiritual attack so that it causes less harm.
Unless otherwise specified, characters Subtract their Durability from the Power or Strength of an opponent's successful attack in order to determine the relative degree of injury suffered.
Characters with high offensive potential (Strength; and/or Power) but low Durability are typically called glass cannons. Unlike most other combat traits, it is rare for a power, or technique to Enhance a character's Durability without boosting the character's Durability Rank. Character's with exceptionally high Durability are often called tanks. Relying on your Durability as your primary means of defense is referred to as turtling and is the hallmark of the Turtle Soul.
{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler}{X Subhuman}Lorem Ipsum
Stamina
Whereas Durability represents your ability to tank punishment, your character's Stamina represents their ability to withstand the effects of Fatigue over a prolonged conflict. While a character can willingly use a fraction of their Speed; Strength; or Power;Stamina always starts at its maximum value and is diminished over the course of a prolonged conflict.
As your Stamina is expended, your character will feel increasingly more fatigued and find it that much more difficult to fight at their full potential. Therefore, while Stamina is not nearly as important as your character's offensive and defensive attributes, having a good Stamina reserve is of great importance for characters who like to push their character's limits on a regular basis.
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.
F
Subhuman
[NPC Exclusive] Strength equivalent to a [3yo] child. Such characters cannot wield [2-hand] weapons, and their [Unarmed]strikes are incapable of causing serious injury.