I did say I had no real plans for them, didn't I? xD
Unless I find something that would make Nene considerably scared again, the demon won't manifest itself... And even then, it's more likely for him to take over her body than to actually do a physical manifestation.
Chances of a relationship developing out of this are honestly pretty slim. The time in the world of the dead was exceptional because it's not really a material plane IMO, so there isn't much of a place for him to stay at. Not to mention Nene wasn't technically alive while there, so their deal wasn't really online at that moment either, which meant his interventions had to be of a different nature of how he'd usually do things.
Maybe something will still happen, but I'd need the right opportunity to do it. Right now he is more of a lurking presence in the back of Nene's mind than anything~
I did say I had no real plans for them, didn't I? xD
Unless I find something that would make Nene considerably scared again, the demon won't manifest itself... And even then, it's more likely for him to take over her body than to actually do a physical manifestation.
Chances of a relationship developing out of this are honestly pretty slim. The time in the world of the dead was exceptional because it's not really a material plane IMO, so there isn't much of a place for him to stay at. Not to mention Nene wasn't technically alive while there, so their deal wasn't really online at that moment either, which meant his interventions had to be of a different nature of how he'd usually do things.
Maybe something will still happen, but I'd need the right opportunity to do it. Right now he is more of a lurking presence in the back of Nene's mind than anything~
*silently prays to Nene's goddess that she'll change the fear demon's heart and he'll fall in love with Nene, entering her dreams and having conversations with her in them*
*silently prays to Nene's goddess that she'll change the fear demon's heart and he'll fall in love with Nene, entering her dreams and having conversations with her in them*
The Market thread has some stuff for sale! You can base prices on those! ^^)/
As for health... I don't use numbers and what not, I just assume you'd die from blodloss if you got a severe wound and stuff... More of a common sense-chan thing than anything~
"No, that's not it, Okarin. I loved hearing you say that, and it makes me feel happy that you see me in such a positive light, but I can't go out and repeat that to strangers! It'll sound conceited coming from my own mouth, and besides, by the time I finished saying that to one person, I would have missed the opportunity to rescue two or three more. Self-introductions have to be short."
Giggling a little, her cheeks still a faint shade of pink, Vicious patted the slime on the head gently. Then she got around to thinking of an example...one particularly good one came to her head soon, along with the mental image of the person saying it. So the Liberi straightened up, held one hand in front of her chest, and mimicked her colleague's words with a smile.
"Vicious, Vanguard Operator. I will be your shield, your blade, your fortress. Very glad to meet you, stranger."
*laughs* His personality isn't very clear to me yet, but I guess he has a bit of a tsun in him~
Murdered~
*rolls laughing* Maybe, unlikely though~
The Market thread has some stuff for sale! You can base prices on those! ^^)/
As for health... I don't use numbers and what not, I just assume you'd die from blodloss if you got a severe wound and stuff... More of a common sense-chan thing than anything~
More of like, she's stuck doing deskwork and I don't have the energy to do that, so just treat her as occasionally helping out in the receptionist area and pulling pranks and stuff. She's more suited for NPC material, tbh.
I just think the circumstances required for a romantic relationship to be developed between a priestess and a demon that possesses her are really really tough to be met. Especially when the author doesn't have much plans for both characters, which means things will be developed by the flow and stuff~
I just think the circumstances required for a romantic relationship to be developed between a priestess and a demon that possesses her are really really tough to be met. Especially when the author doesn't have much plans for both characters, which means things will be developed by the flow and stuff~
This this game is more interpretative than a hard statistic, things a pretty fluid. But I do understand the need to measure how things get stronger in a more tangible way...
if it helps here are what DnD stats convert to laymen/ simple terms
Strength
1 (–5): Morbidly weak, has significant trouble lifting own limbs
2-3 (–4): Needs help to stand, can be knocked over by strong breezes
4-5 (–3): Knocked off balance by swinging something dense
6-7 (–2): Difficulty pushing an object of their weight
8-9 (–1): Has trouble even lifting heavy objects
10-11 (0): Can literally pull their own weight
12-13 (1): Carries heavy objects for short distances
14-15 (2): Visibly toned, throws small objects for long distances
16-17 (3): Carries heavy objects with one arm
18-19 (4): Can break objects like wood with bare hands
20-21 (5): Able to out-wrestle a work animal or catch a falling person
22-23 (6): Can pull very heavy objects at appreciable speeds
24-25 (7): Pinnacle of brawn, able to out-lift several people
2-3 (–4): Incapable of moving without noticeable effort or pain
4-5 (–3): Visible paralysis or physical difficulty
6-7 (–2): Significant klutz or very slow to react
8-9 (–1): Somewhat slow, occasionally trips over own feet
10-11 (0): Capable of usually catching a small tossed object
12-13 (1): Able to often hit large targets
14-15 (2): Can catch or dodge a medium-speed surprise projectile
16-17 (3): Able to often hit small targets
18-19 (4): Light on feet, able to often hit small moving targets
20-21 (5): Graceful, able to flow from one action into another easily
22-23 (6): Very graceful, capable of dodging a number of thrown objects
24-25 (7): Moves like water, reacting to all situations with almost no effort
Constitution
1 (–5): Minimal immune system, body reacts violently to anything foreign
2-3 (–4): Frail, suffers frequent broken bones
4-5 (–3): Bruises very easily, knocked out by a light punch
6-7 (–2): Unusually prone to disease and infection
8-9 (–1): Easily winded, incapable of a full day’s hard labor
10-11 (0): Occasionally contracts mild sicknesses
12-13 (1): Can take a few hits before being knocked unconscious
14-15 (2): Able to labor for twelve hours most days
16-17 (3): Easily shrugs off most illnesses
18-19 (4): Able to stay awake for days on end
20-21 (5): Very difficult to wear down, almost never feels fatigue
22-23 (6): Never gets sick, even to the most virulent diseases
24-25 (7): Tireless paragon of physical endurance
Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2-3 (–4): Barely able to function, very limited speech and knowledge
4-5 (–3): Often resorts to charades to express thoughts
6-7 (–2): Often misuses and mispronounces words
8-9 (–1): Has trouble following trains of thought, forgets most unimportant things
10-11 (0): Knows what they need to know to get by
12-13 (1): Knows a bit more than is necessary, fairly logical
14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16-17 (3): Fairly intelligent, able to understand new tasks quickly
18-19 (4): Very intelligent, may invent new processes or uses for knowledge
20-21 (5): Highly knowledgeable, probably the smartest person many people know
22-23 (6): Able to make Holmesian leaps of logic
24-25 (7): Famous as a sage and genius
Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2-3 (–4): Rarely notices important or prominent items, people, or occurrences
4-5 (–3): Seemingly incapable of forethought
6-7 (–2): Often fails to exert common sense
8-9 (–1): Forgets or opts not to consider options before taking action
10-11 (0): Makes reasoned decisions most of the time
12-13 (1): Able to tell when a person is upset
14-15 (2): Can get hunches about a situation that doesn’t feel right
16-17 (3): Reads people and situations fairly well
18-19 (4): Often used as a source of wisdom or decider of actions
20-21 (5): Reads people and situations very well, almost unconsciously
22-23 (6): Can tell minute differences among many situations
24-25 (7): Nearly prescient, able to reason far beyond logic
Charisma
1 (–5): Barely conscious
2-3 (–4): Minimal independent thought, relies heavily on others to think instead
4-5 (–3): Has trouble thinking of others as people
6-7 (–2): Terribly reticent, uninteresting, or rude
8-9 (–1): Something of a bore or makes people mildly uncomfortable
10-11 (0): Capable of polite conversation
12-13 (1): Mildly interesting, knows what to say to the right people
14-15 (2): Interesting, knows what to say to most people
16-17 (3): Popular, receives greetings and conversations on the street
18-19 (4): Immediately likeable by many people, subject of favorable talk
20-21 (5): Life of the party, able to keep people entertained for hours
22-23 (6): Immediately likeable by almost everybody
24-25 (7): Renowned for wit, personality, and/or looks
But I'd say the only stats that apply is strength contituion and dexterty, since Charisma is subjective, intelligence and wisdom is hard to apply, I mean personally I am dumb as a sack of rocks, so making my character level up in wisdom and intellegence is possible as an author, the authenticity really stretches the imagination.
So I'd say a person on average would be 9 to 10 is a reasonable starting point.
But ultimately you might find numbers constricting and reductive in story telling. as @GDLiZy said there is no definitive way of saying what one health point is in reality.
This this game is more interpretative than a hard statistic, things a pretty fluid. But I do understand the need to measure how things get stronger in a more tangible way...
if it helps here are what DnD stats convert to laymen/ simple terms
Strength
1 (–5): Morbidly weak, has significant trouble lifting own limbs
2-3 (–4): Needs help to stand, can be knocked over by strong breezes
4-5 (–3): Knocked off balance by swinging something dense
6-7 (–2): Difficulty pushing an object of their weight
8-9 (–1): Has trouble even lifting heavy objects
10-11 (0): Can literally pull their own weight
12-13 (1): Carries heavy objects for short distances
14-15 (2): Visibly toned, throws small objects for long distances
16-17 (3): Carries heavy objects with one arm
18-19 (4): Can break objects like wood with bare hands
20-21 (5): Able to out-wrestle a work animal or catch a falling person
22-23 (6): Can pull very heavy objects at appreciable speeds
24-25 (7): Pinnacle of brawn, able to out-lift several people
2-3 (–4): Incapable of moving without noticeable effort or pain
4-5 (–3): Visible paralysis or physical difficulty
6-7 (–2): Significant klutz or very slow to react
8-9 (–1): Somewhat slow, occasionally trips over own feet
10-11 (0): Capable of usually catching a small tossed object
12-13 (1): Able to often hit large targets
14-15 (2): Can catch or dodge a medium-speed surprise projectile
16-17 (3): Able to often hit small targets
18-19 (4): Light on feet, able to often hit small moving targets
20-21 (5): Graceful, able to flow from one action into another easily
22-23 (6): Very graceful, capable of dodging a number of thrown objects
24-25 (7): Moves like water, reacting to all situations with almost no effort
Constitution
1 (–5): Minimal immune system, body reacts violently to anything foreign
2-3 (–4): Frail, suffers frequent broken bones
4-5 (–3): Bruises very easily, knocked out by a light punch
6-7 (–2): Unusually prone to disease and infection
8-9 (–1): Easily winded, incapable of a full day’s hard labor
10-11 (0): Occasionally contracts mild sicknesses
12-13 (1): Can take a few hits before being knocked unconscious
14-15 (2): Able to labor for twelve hours most days
16-17 (3): Easily shrugs off most illnesses
18-19 (4): Able to stay awake for days on end
20-21 (5): Very difficult to wear down, almost never feels fatigue
22-23 (6): Never gets sick, even to the most virulent diseases
24-25 (7): Tireless paragon of physical endurance
Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2-3 (–4): Barely able to function, very limited speech and knowledge
4-5 (–3): Often resorts to charades to express thoughts
6-7 (–2): Often misuses and mispronounces words
8-9 (–1): Has trouble following trains of thought, forgets most unimportant things
10-11 (0): Knows what they need to know to get by
12-13 (1): Knows a bit more than is necessary, fairly logical
14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16-17 (3): Fairly intelligent, able to understand new tasks quickly
18-19 (4): Very intelligent, may invent new processes or uses for knowledge
20-21 (5): Highly knowledgeable, probably the smartest person many people know
22-23 (6): Able to make Holmesian leaps of logic
24-25 (7): Famous as a sage and genius
Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2-3 (–4): Rarely notices important or prominent items, people, or occurrences
4-5 (–3): Seemingly incapable of forethought
6-7 (–2): Often fails to exert common sense
8-9 (–1): Forgets or opts not to consider options before taking action
10-11 (0): Makes reasoned decisions most of the time
12-13 (1): Able to tell when a person is upset
14-15 (2): Can get hunches about a situation that doesn’t feel right
16-17 (3): Reads people and situations fairly well
18-19 (4): Often used as a source of wisdom or decider of actions
20-21 (5): Reads people and situations very well, almost unconsciously
22-23 (6): Can tell minute differences among many situations
24-25 (7): Nearly prescient, able to reason far beyond logic
Charisma
1 (–5): Barely conscious
2-3 (–4): Minimal independent thought, relies heavily on others to think instead
4-5 (–3): Has trouble thinking of others as people
6-7 (–2): Terribly reticent, uninteresting, or rude
8-9 (–1): Something of a bore or makes people mildly uncomfortable
10-11 (0): Capable of polite conversation
12-13 (1): Mildly interesting, knows what to say to the right people
14-15 (2): Interesting, knows what to say to most people
16-17 (3): Popular, receives greetings and conversations on the street
18-19 (4): Immediately likeable by many people, subject of favorable talk
20-21 (5): Life of the party, able to keep people entertained for hours
22-23 (6): Immediately likeable by almost everybody
24-25 (7): Renowned for wit, personality, and/or looks
But I'd say the only stats that apply is strength contituion and dexterty, since Charisma is subjective, intelligence and wisdom is hard to apply, I mean personally I am dumb as a sack of rocks, so making my character level up in wisdom and intellegence is possible as an author, the authenticity really stretches the imagination.
So I'd say a person on average would be 9 to 10 is a reasonable starting point.
But ultimately you might find numbers constricting and reductive in story telling. as @GDLiZy said there is no definitive way of saying what one health point is in reality.