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Stats

Stats represent your character’s aptitude in four generalised areas. These are:

ATTACK (ATK): Your character’s raw offensive strength, or the offensive strength of their weaponry. You’ll need proficiencies, powers and moves to make the most of it; for example, even if your attack is high, you won’t punch hard unless you buy the physical strength proficiency.
DEFENSE (DEF): Your character’s raw defensive power, or the defensive strength of their equipment. It determines how hard they are to kill, either through sheer resilience or defensive moves like shields. It also augments the power of abilities that heal or shield other characters, and increases their resistance to debilitating moves.
SPEED (SPD): How fast your character can move and react. This obviously increases your running speed (and flying speed, for those with Flight), but also movements like punching, dodging, or shooting a semi-automatic like a pistol. It doesn't decrease stated charge times in your moves. Try using Burst Movement or Super Speed to double your limits!
TECHNIQUE (TEC): Your character’s general fighting skill (whether innate or otherwise), representing their ability to land hits (both at melee and range), block and deflect, read opponent's incoming moves, and more. It also increases the power of debilitating effects like slowing, or stunning, and determines telepathic offense and defense.

A single stat may be as low as ‘0’. You may not put more than half of your stat points into a single statistic. All characters begin with 10 stat points to distribute between their four stats, meaning that the maximum you may start with in any one stat is 5. Later, you'll be able to increase these stats through temporary transformations and permanent augmentations.

Numbers, though. What do they mean? To give you a rough idea of what your character’s numbers mean for your roleplaying enjoyment, here are some descriptions! These are intended as rough guidelines, and – particularly for attack and defense – vary depending on the particular move. For example, if two players have 3 ATK and 6 ATK, respectively, and they perform the exact same move (like a standard punch), the one with 6 ATK will obviously be more powerful. However, if the player with 3 ATK had a move which required a long time to prepare and execute (such as a charged-up punch), it might be several times more powerful than even the 6 ATK player's normal punch. For more details, see the Moves page. ‘Normal moves’ in these descriptions refer to non-super moves.

For ATK, DEF and SPD, 0 in a stat represents 'elderly or infirm', 1 represents 'average human', 2 represents 'highly trained human', 3 represents 'theoretical limit of human ability' and 4 and upward represents ability that is beyond human levels, requiring either superhuman powers or the use of technology.

ATTACK:
0: Basic. Your character hits like a weak or elderly human.
1: Healthy human strength.
2: Very strong for a normal human.
3: Almost unbelievably powerful. Required for near realistic-strength firearms.
4: Beyond normal human strength. Can break concrete with normal moves.
5: Overwhelmingly strong. Can mostly use firearms at normal strength.
10: Terrifyingly strong. Can pierce steel plating with normal moves.
20: Can level buildings with normal moves.

DEFENSE:
0: Basic. The resilience of an elderly human. Better hope you’re good at dodging.
1: Healthy human resilience.
2: Very resilient. Either works out or is naturally more resilient than the average person.
3: Astoundingly resilient, the kind of person who would make doctors marvel.
4: Inhumanly resilient, as though wearing armor all over.
5: Mega resilient, most-calibur bullets will not break skin with just one bullet.
10: Monstrous defense. Being hit by a real-life ballistic missile wouldn't kill them.
20: Nearly impossible to kill through conventional methods.

SPEED:
0: Basic. As fast as a fat teenager. (~5mph)
1: Average runner. (~10mph)
2: Very fast runner. Required for parkour-like feats (e.g. running along walls for a short distance) (~20mph)
3: Pushing the human limits of speed. Could beat Usain Bolt in a footrace, or Billy the Kid in a quick draw (assuming you have the TEC to land the shot!). (~30mph)
4: Inhumanly fast. (~40mph)
5: Runs almost as fast as any known animal (~50mph)
10: Angelic speed. Can run on the surface of water or along walls almost indefinitely. Very difficult to hit. (~100mph)
20: Almost impossible to hit while moving. (~200mph)

TECHNIQUE:
0: Basic. Really bad at fighting or mindless.
1: Neither terrible nor particularly skilled.
2: Skilled fighter. Required for effective debilitating moves.
3: Very skilled. Can intentionally deflect projectiles back to their attacker with a degree of luck and the right move.
4: Extremely skilled. Has a noticeable advantage in melee combat, and can bullseye targets from afar.
5: Unbelievably skilled. Can reliably block most attacks from an unskilled fighter, although they still might get hurt with low DEF.
10: Transcendant skills. Able to reliably bullseye moving targets from afar without having to use sights.
20: Godlike skills.

Permanent Stat Upgrades

While Transformations are the main way to increase your power in the Omniverse, it IS possible to permanently increase the stats of your base form. As you can see, this is very expensive and the cost ramps up with each increase. Therefore, consider these upgrades as more of a long-term goal for when you've already got most of the other things you want. Stat Upgrades should be represented on your roster under Unlocks.

Stat Upgrade I1000 OM
Stat Upgrade II2000 OM (3000 total)
Stat Upgrade III4000 OM (7000 total)
Stat Upgrade IV7000 OM (14,000 total)
Stat Upgrade V11,000 OM (25,000 total)
Stat Upgrade VI16,000 OM (40,000 total)
Stat Upgrade VII22,000 OM (62,000 total)
Stat Upgrade VIII29,000 OM (91,000 total)
Stat Upgrade IX37,000 OM (128,000 total)
Stat Upgrade X46,000 OM (176,000 total)

Each upgrade allows you to add 1 to any base stat, providing it does not boost that stat to over half of your stats. If you have any alternate forms or powered-up forms, these also get a stat increase at no extra cost, and this stat may differ from the one you chose for your base form.

It's also possible to increase the power gained from your Power-Ups and Powered-Up Forms. See Power-Up Boosts for more information.

Fatigue

Fatigue isn't a stat, but an important concept that merits explaining.

The Omniverse aims to provide a storytelling environment, so of course, all characters fatigue. This is a nebulous concept, because we don't keep track of it in numbers, but running, jumping, and swinging a sword will all tire you out. Omniverse characters are assumed to be fairly superhuman in that respect (theoretically at peak human condition or better, unless you prefer to keep it lower for roleplaying reasons) and as your numbers go up your characters will be able to do more - run faster, in the case of SPD, swing a sword harder, in the case of ATK, etcetera - for the same fatigue cost. We think of fatigue both in the short term (getting puffed out) and the long-term (your muscles are tired from constant movement without rest). Robots and the like might use concepts of 'energy' or 'wear' instead for in-character purposes, but the idea is the same. Fatigue cost can also be used as an extra downside in moves.

As mentioned, we never keep track of this in numbers, but going through an intense multi-round fight, or across a storyline, your characters should expect to slow down, feel the pain, or be able to do less as it gets harder and harder to move. Of course, since this is a storytelling environment, we want to hear about pushing your limits and going beyond - but striving to represent your character realistically will give you bonus points in aspects of judgement, and the opposite is true: roleplaying your character as immune to the effects of fatigue can be considered godmoding, and won't score you any points in a fight or storyline judgement.

Focus

Similar to fatigue, focus isn't really a stat, but a concept. Doing things takes focus, concentration. Particularly difficult feats like hitting a bullseye, throwing a lasso over a distant jutting ledge, nailing a break in your enemy's armor with your sword, and so on. All martial skill is, of course, based on your TEC, but trying to do more than one thing at the same time is going to split your focus. Running and gunning is harder than standing still and taking aim, for example. This is just a concept, but it can be used in moves, for example to make moves more effective by requiring that you stand still and focus entirely on a move.

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