SixStat is a six-digit number used to calculate a characters' overall power level in battle. The six numbers each correspond to one stat (see Stats), each represented by a number between 0 and 9 (see Numerical Meanings). Use the syntax below as a guideline for using SixStat:
The resulting code will look like this (if all of the "#" signs are replaced with "0"s):
sixstat code is
See below for more details on what the stats and numbers mean for this particular system.
Healthequates to how much damage the character can take before being knocked out, injured, or killed.
Damageequates to how much damage the character can deal.
Speedequates to how fast the character can move.
Reflexesequates to how fast the character's reflexes are. Higher reflexes let the character deal damage and move out of the way more accurately, and also sense critical weaknesses via pure intuition.
Intelligenceequates to how good the character is at analyzing situations and determining what the best course of action would be.
Regenequates to how quickly the character recovers from damage.
All stats have to be one-digit numbers (between 0 and 9), but the average number is 3, and most stats should be between 0 and 6 for a normal character. Let me elaborate:
- 0 represents virtually nothing in a given stat.
- 1 represents a small amount of a given stat.
- 2 represents a below-average amount of a given stat.
- 3 represents an average amount of a given stat.
- 4 represents an above-average amount of a given stat.
- 5 represents a large amount of a given stat.
- 6 represents a very large amount of a given stat.
- 7 represents an incredibly large amount of a given stat.
- 8 represents an insanely large amount of a given stat.
- 9 represents an almost godly amount of a given stat.
As such, most characters should have stats between 0 and 6. Stats higher than 6 should have a pretty good justification in-universe.
If you have any questions, please let me know on the talk page or on my message wall.
This template is heavily based on Template:Fourstat and would never have existed without it. Despite my changing it around a lot to suit my personal needs better, this template and the resultant system would never have existed if Akrivus hadn't created Fourstat. Thanks, Akrivus! :)