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Statistics

Series spanning stats

These are stats that are used throughout the entire series. From Chaos Advent to Attention Rookies 2.

Speed

This is how fast your character can move around. This is your character's top speed for running or flying. A high speed just means your character can move really fast. But this doesn't mean they react fast at all. A higher speed also means they don't get quite as tired running either when carrying something or not. A reploids speed is much higher than a human’s… A reploid with a speed of 1 is able to run at about 100 miles per hour (160 kilometers per hour.) And for every point over 1, the reploid can run an additional 50 miles per hour faster.

Stat points Speed (MPH) Speed (KPH)
0 10-40 16-65
1 100 160
3 200 320
5 350 565
10 600 965
15 850 1370

Agility

This is your character's reaction time. So it is how likely your character is able to dodge opponent attacks, this is also how manoeuvrable they are. Higher agility means they can dodge and weave faster and react quicker. It also affects how fast they can reach top speed.

This is compared to enemy dex to determine if your character dodges successfully.

their dex is Your character
1-3 higher than your speed might not be hit at all
4-6 higher than your speed will probably be hit, maybe critically
7-10 higher than your speed is hit, probably critically

A reploid with 1 in agility has a reaction time of 200 milliseconds. (This is about 150 milliseconds quicker than a human can react. ) And for every point put in, a reploid can react 20 milliseconds quicker.

Stat points Reaction time in milliseconds
0 350 - 280
1 200
3 160
5 100
10 1
15 .01

Strength

This how much your character can lift (and how strong your character's physical attacks are.) At 5 your character can lift the civilian reploid max of 5 tons, but for every point over 5, they can lift one more ton. (Or an additional 2200 lbs.)

Value Tons Lbs
0 0 100-300
1 1 2200
3 3 6600
5 5 11,000
10 10 22,000
15 15 33,000

Defence

This is how strong your character's armor is. Strong armor means your character takes less damage from all types of attacks (barring any elemental weaknesses which negate this.) This is compared to strength to determine physical damage or skill level to determine special attack damage.

When strength/skill level and defense are equal the defender takes 5 damage. If defense is 1 higher, defender takes 4 damage, If attack is 1 higher, defender takes 6 damage. ex- if def is 3 and attack is 7 dmg would be 9 (5 + difference)

Dexterity

This is how skilled your character is with their chosen weapon. Also includes how accurate they are with their weapon, how likely they are to hit and how likely they are to hit in a critical area (IE the jugular in the neck.) This is compared to enemy agility for dodging attacks.

If they have higher agility:

Their agility is Your character
1-3 higher than your dex probably misses critical areas, but hits in general area.
4-6 higher than your dex might miss altogether.
7-10 higher than your dex probably won't hit at all.

Skill limit

This is how many skills your character can have. These are your character's own personal moves, that your character innately has. You are limited to setting as many moves as you have skill limit, you CANNOT create multiple moves and cycle them as you feel like. Once you pick your moves you must stick with them.

This stat has a hard limit of 12. (So even if a character has 13 or more points, they can only have 12 skills.)

Skill level

This is how proficient your character is with their skills. A higher skill level means your character can do more damage and/or use their skills more effectively. This gets compared against defence when your character uses their special moves to inflict damage.

For new generation reploids, skill level determines the number of transformations that they can make.

Constitution

This is how hardy your character is. High constitution means you can perform at peak levels for longer with out getting tired (or running out of energy), it also means that when resting you get rid of your tiredness faster and also affects how effectively your nanites can repair damage and how long can survive after taking critical damage before running out of nanites and suffering a massive malfunction. In determining the recovery time it isn't how many seconds it takes to recover. It only affects how long damage will take to heal if left untreated.

Damage Classification Example
Minor damage a dent in the armour
Medium damage a slash/shot that wounds an extremity or non vital system, but can still impair functionality.
Severe damage a stab or shot wound to a vital system.
Critical damage Multiple wounds to vital systems, removal of multiple systems.
Death imminent unless victim receives medical treatment.
Constitution of Minor damage Medium damage Severe damage Critical damage
0 constitution damage does not heal at all.
1-3 takes a day takes a week Requires medical attention within 6 hours requires medical attention or else victim will die in less than 30 minutes.
4-6 takes up to 3 - 6 hours takes a day Requires medical attention within 12 hours requires treatment within 2 - 3 hours.
7-10 takes around 1 - 2 hours takes 6 - 12 hours takes 2 - 3 days requires treatment within 3 - 6 hours.
over 10 heal in under 30 minutes under 6 hours takes 1 - 2 days requires treatment within 6 - 12 hours

Game specific stats

These are statistics which were only used in one game or were used differently in one game.

Speed - AR:0

In Attention Rookies: Zero, speed and agility were folded together into one stat. Having a high speed stat could mean that either characters were fast or they had high agility, depending on what the situation called for.

In this case, speed was compared to dexterity to determine whether hits were landed.

When characters transition to AR1 or AR2 they would have identical agility and speed stats. (Even if that means characters break the limit of 40 stat points.)

Intelligence - AR2

This was only used in Attention Rookies 2

This was later folded partly into Skill Level and partly into IQ.

This was supposed to give a number to how characters reacted to stress in battle. How it affected their ability to think, react and fight. This also was to show how adept at problem solving and remembering important details.

Though this trait was never really utilized and was scrapped.

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