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 The Speed Stat

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GM_Knight
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The Speed Stat Empty
PostSubject: The Speed Stat   The Speed Stat I_icon_minitimeMon Aug 05, 2013 3:34 am

This is the Speed page, and one of the stats that your character has.

Listed below will be a detailed layout of how the Speed stat works. There will be a category explaining what benefits Speed gives and at what amount of the stat you need in order to reach the next benefit. Below that will be a similar category explaining the downfalls of having a lot of Speed.




Benefits



5 - Can run at a normal pace of 10mph max without growing tired.

10 - Can sprint at a pace of 15mph.

15 - Can sprint at a pace 20mph.

20 - Can sprint at 25mph.

25 - Can sprint at 30mph.

30 - Can sprint at 40mph.

40 - Can sprint at 50mph.

50 - Can sprint at 75mph. (Cap)

Sounds good, right? While you better hope you have the other stats to back it up.

Negative Effects

(Note: Immediate stopping/turning is determined by a moderator, so please try to be realistic and no staff members will have to step in to correct you. As long as you maintain realism, you will be fine. The "Immediate stopping/turning" rules apply as long as you are running, you do not have to be sprinting. You can jog at a pace half of what your speed cap is to receive no limitations (minimum of 10mph due to that being base speed). Only the "Resting" rule applies if you go into a full sprint.)

5 - No repercussions.

10 - Immediate stopping or turning on a dime causes tripping and falling if Agility is not within 2 points of matching, which causes body-wide bruising. Can sprint for 1 post before having to stop to catch breath for one post. Length of sprint doubled if Endurance is within 2 points of matching.

15 - Immediate stopping or turning on a dime causes tripping and falling if Agility is not within 2 points of matching, which causes body-wide severe bruising. Can sprint for 2 posts before having to stop to catch breath for 2 posts. Length of sprint doubled if Endurance is within 2 points of matching.

20 - Immediate stopping or turning on a dime causes tripping and falling if Agility is not within 2 points of matching, which causes body-wide severe bruising and very small bone fractures. Can sprint for 3 posts before having to stop to catch breath for 2 posts. Length of sprint doubled if Endurance is within 2 points of matching.

25 - Immediate stopping or turning on a dime causes tripping and falling if Agility is not within 2 points of matching, which causes body-wide severe bruising. Can sprint for 4 posts before having to stop to catch breath for 3 posts. Length of sprint doubled if Endurance is within 2 points of matching.

30 - Immediate stopping or turning on a dime causes tripping and falling if Agility is not within 2 points of matching, which causes body-wide severe bone fracturing. Can sprint for 5 posts before having to stop to catch breath for 3 posts. Length of sprint doubled if Endurance is within 2 points of matching.

40 - Immediate stopping or turning on a dime causes tripping and falling if Agility is not within 2 points of matching, which causes body-wide bone breaking. Can sprint for 6 posts before having to stop to catch breath for 3 posts. Length of sprint doubled if Endurance is within 2 points of matching.

50 - Immediate stopping or turning on a dime causes tripping and falling if Agility is not within 2 points of matching, which causes body-wide bone breaking. Can sprint for 7 posts before having to stop to catch breath for 4 posts (Although honestly I don't even know why you'd be sprinting for that long at this point). Length of sprint doubled if Endurance is within 2 points of matching. Character is INCAPABLE of ever moving at less than 25mph, and their speech is so fast that it is more difficult to comprehend. If Agility and Endurance aren't both at 40 or higher, you catch on fire that gives immediate 2nd degree burns. If left aflame for more than one post, the burns increase to the 3rd degree. If left aflame for two posts after, the character dies.
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