Jujutsu Kaisen: Dark Century
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Makishima
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Join date : 2023-12-07
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Tiers, Stats and Feats. Empty Tiers, Stats and Feats.

Fri Jan 05, 2024 10:47 pm
Tiers:
(Tier/Stat Points/Equivalent Power Level in-universe)
4-5 – 15 – Grade 4
4-4 – 17
4-3 – 19
4-2 – 21
4-1 – 23 – Grade 3
3-5 – 25
3-4 – 27
3-3 – 29
3-2 – 31
3-1 – 33 – Grade 2
2-5 – 35
2-4 – 37
2-3 – 39
2-2 – 41
2-1 – 43 – Grade 1
1-5 – 45
1-4 – 47
1-3 – 49
1-2 – 51
1-1 – 53 - Special Grade
0-5 – 55
0-4 – 57
0-3 – 59
0-2 – 61 – [Gojo Shenanigans]
0-1 – ?? – [Sukuna level shenanigans, NPC only]

Character Tier is a rough guide to how strong a character is, and how far along in their progression they are. As a story progresses, a character will naturally advance and grow in strength.

Each tier increases the amount of skill points that are available to distribute between stats and feats.

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Stats:

Physical
Strength: [How Physically Strong the character is]
Agility: [How quick and coordinated a character is]
Endurance: [How much damage a character can take]

Sorcery
Insight: [How capable a character is at sensing and understanding cursed energy]
Cursed Energy Output: [The amount of cursed energy a character can use at once]
Cursed Energy Control: [How precisely a character controls and generates their cursed energy]
Cursed Energy Pool:  [The overall maximum amount of cursed energy a character has at their disposal]

Combat Knowledge
Hand to Hand: [How skilled a character is fighting hand-to-hand]
Weapon Mastery: [How skilled a character is fighting with melee weapon]
Ranged Combat: [How skilled a character is using ranged weapon]

Stats are an estimation of a character’s level of expertise in a specific ability described above. Ranging from 0 (Untrained) to 10 (Supremacy).

1- Untrained
2- Beginner
3- Novice
4- Adept
5- Expert
6- Human Peak [Breakthrough required to advance]
7- (Advantage +1)
8- (Advantage +2)
9- (Advantage +3)
10- (Skill Supremacy) [Second Breakthrough required to achieve]

Explanation of Terms:

Breakthrough:  Breakthroughs are in-character achievements or showings of skill that prove a heightened level of knowledge. They can also be purchased with skill points as a feat. Each skill group requires its own breakthrough.

Skill Groups: The three skill groups are Physical, Sorcery and Combat Knowledge that encompass the skills below each heading above.

Advantage: Advantage is a term designed to help figuring out how interactions between abilities might work. These stack additively and may be applied to situations as they fit. (Example, someone with 8 Strength and 7 Hand to Hand would have a +3 total advantage to throwing a punch)

Supremacy is a pinnacle of utilizing a skill, potentially negating advantage.

Note – Dunno about the above, might not be worth keeping track of.

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Feats:

Feats are individual abilities, techniques and items that a character might have. These are intended to be fairly freeform. With an example being used here

Base Examples –
- Cursed Technique – [Name] (Rank 1-10)
A short explanation of what this cursed technique does as a baseline. Cost is equal to rank. Adding ranks allows for the addition of extensions (Specific uses of an ability), domain expansions, maximum techniques, and similar modifications.

Keep skill level in mind when increasing a cursed technique.

- First Breakpoint – [Skill Group – 3/6/9]
Purchasing a breakpoint allows a character to raise their base level skill beyond the human maximum. Costs 3 points per skill group. List all breakthroughs below and update the cost per group to keep track.[/b][/b]
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