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Post by Matsu on May 22, 2024 2:52:47 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Experience, Ranks, and Attributes [attr="class","likedoinfo"]The purpose of this system is to assign an objective value to a character's attributes. Though we do believe that Attributes are secondary to the story, we largely adhere to the system for the sake of fairness and balance. For more information on each of the Attributes, see the following posts below: Attributes, Quirks, Equipment, Skills, Super Moves. There are five letter Tiers, which represent the strength of an attribute. These Tiers can be divided into D, C, B, A, and S. Each Tier is further broken down into 3 Ranks (for example, D- D and D+ represent the ranks in D Tier). The lowest possible tier, D-, costs 0 EXP for any related skills, equipment, quirks, etc. Due to this, our system considers it the same as being unranked. In order to purchase or upgrade your Attributes, you must spend Experience—or EXP—relative to the appropriate rank. EXP is earnable in one of three ways: completing Missions, participating in Site Events, or through certain, miscellaneous OOC means (primarily Site Events). [PTabbedContent][PTab= Limit Breakers] [attr="class","likedosub"]The Mortal Limitation and Limit Breakers Each attribute follows a slightly different set of rules, which you can read in their attribute posts that explain them in detail [here!]. One rule that most of the Attributes share is the Mortal Limitation, which states that no character can raise an attribute or skill above B+ unless they use a Limit Breaker. So, What is a limit breaker? Put simply, Limit Breakers allows a character to gain the next available rank past B+. For instance, a character that has reached the Mortal Limit at B+ will need to use a Limit Breaker to raise themselves to A- alongside the normal EXP cost for this upgrade. The number of limit breakers per character start is as follows: 15k Start = 3 LBs30k Start = 4 LBs50k Start = 5 LBs75k Start = 6 LBs100k Start = 7 LBsHow do you gain more limit breakers? You will earn an additional limit break for every rank up past B+, including your starting quirk rank. This means they can gain six additional limit breakers by bringing your quirk to the highest rank, S+! You can also purchase Limit Breakers through event rewards found [here][/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Power Differentials] [attr="class","likedosub"]Power Differentials In order to understand the difference in power between the ranks of Attributes, refer to the following: 0-2 Rank Difference - Slight DifferenceCombatants are relatively equal in skill and power. All other things being equal, competitions between the two almost always end in a tie. Environment, matchup, strategy, and other outside factors are what will typically determine who wins. 3-4 Rank Difference - Distinct DifferenceThe character with the higher attribute has a distinct advantage in a competition. All other things being equal, competitions between the two usually result in the character with the higher attribute winning. Environment, matchup, strategy, and other outside factors still hold a strong influence over who wins. 5-6 Rank Difference - Overwhelming DifferenceThe character with the higher attribute has such a significant advantage that it is unlikely that said character would ever lose. All other things being equal, competitions between the two almost always result in the character with the higher attribute winning. Environment, matchup, strategy, and other outside factors are unlikely to influence the outcome. 7+ Rank Difference - Insurmountable DifferenceThe character with the higher attribute is so much stronger that they should win every competition. Environment, matchup, strategy, and other outside factors, unless they are incredibly influential, should not influence the outcome. It should be noted that the above is most helpful when you're comparing two things that do the same or very similar things (Strength vs. Strength, Boxing vs Judo, etc.). When it comes to comparing two things that do very different things (Strength vs Boxing, Fire vs Judo, etc.), it becomes less cut and dry. In certain instances, the guideline may apply (like in the case of Strength vs Durability, for example), but in most others, it would not because of nuance. Things can get especially messy when multiple variables are thrown into the mix. Remember that this is merely a guideline, and it should not be taken exactly as it is written. Remember that there are other factors to consider when in combat (environment, matchups, strategy, etc.). [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Power of Each Tier] [attr="class","likedosub"]Power of Each Tier D Tier - D Tier is classified as being the average MHA human level. That is, your ordinary civilians. You can think of characters like these akin to Inko Midoriya, Mitsuki Bakugo, Kota Izumi, etc. None of these characters are capable of incredible feats of skill or power. C Tier - The C Tier is classified as being above average MHA human level. You can think of these characters and the feats they're capable of similar to that of Mina Ashido, Tenya Ida, Ochaco Uraraka, etc. during the early seasons of My Hero Academia: Entrance Exam Arc and U.S.J. Arc for example. B Tier - The B Tier is classified as being the peak MHA human level. They're capable of feats of speed akin to Stain managing to keep up with Tenya Iida's Quirk, Knuckleduster competing in the Strength department with superhumans, or even Katsuki Bakugo and Shoto Todoroki clashing in the grand finals of the U.A. Sports Festival Arc. A Tier - The A Tier is where the true anomalies in terms of power arise. These are the sorts of characters that clearly stand head and shoulders above most others: Nejire Hado and Tamaki Amajiki during the Overhaul Arc, Mt. Lady during the Hideout Raid Arc, Eraser Head during the U.S.J. Arc, etc. S Tier - The S Tier represents the absolute pinnacle of power. These are your characters that are on par in terms of strength and skill with the likes of characters like Enji Todoroki (Endeavor), Mirio Togata, Best Jeanist, Edgeshot, etc. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]][/PTabbedContent={border:1px solid #aaa}] [attr="class","likedosub"]FFJ Experience Calculator Below is a sheet outlining the Cumulative Cost of each rank, which allows easy calculation when creating a new character. To calculate the cost of upgrades, you simply need to subtract the EXP cost of your attribute's current rank from the EXP cost of the future rank you're upgrading the attribute to. Our lovely staff member Sol was also kind enough to make a helpful calculator in Excel to help members calculate EXP costs. All you need to do is click on Sol's Calculator and follow the directions listed on the bottom of spreadsheet. Be sure to show your love to Sol for her lovely contribution to the site!
PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:450px;color:#888888;line-height:10px;[/newclass] [newclass=.likedotitle]background-color:#ffffff;border:solid 9px #444444;padding:1px;[/newclass] [newclass=.likedotitle2]background-color:#444444;color:#ffffff;font:bold 0.8rem Calibri, Arial;line-height:35px;text-align:center;letter-spacing:2px;[/newclass] [newclass=.likedoinfo]margin-top:-10px;border:solid 1px #e5e5e5;background-color:#f9f9f9;padding:24px;font:Arial;text-align:justify;line-height:130%;[/newclass] [newclass=.likedoinfo a]font:Arial[/newclass] [newclass=.likedosub]background-color:#444444;font:bold 0.8rem Calibri, Arial;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Matsu on May 22, 2024 2:53:12 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Attributes [attr="class","likedoinfo"]Every character on the site has the following six attributes: Awareness, Durability, Dexterity, Speed, Strength, Vitality. These six attributes dictate a character's capabilities. It should be noted, however, that one should be logical about their character's attributes. Would a child like Eri be capable of feats of strength comparable to Mirio? Would a child like Kota be able to endure a beatdown like Deku? While Shounen logic does apply, we ask that you not stretch it too hard. By default, all characters should have at least D- in Awareness, Durability, Dexterity, Speed, Strength, Vitality. Do note, however, that these attributes determine what a character is capable of sans Gear, Quirk, and Skills. All characters, however, are subject to the Mortal Limitation. A player may only spend 15 Limit Breakers on their Attributes.The Mortal Limitation dictates that no character may raise an Attribute higher than B+ unless they utilize a Limit Breaker. A Limit Breaker unlocks the next available rank for a character. For example, a character who has hit the Mortal Limit of B+ can use a Limit Breaker to allow themselves to go up to A- (they will still need to pay the EXP cost to do so). All characters gain a certain number of Limit Breakers at Character Creation, and additional Limit Breakers can be earned through participation in Site Events. An individual character may use a maximum of 15 Limit Breakers. When setting up your profile, you are free to use the descriptions that we have provided below. Alternatively, you are free to write your own descriptions to give it a bit of a personal flair. In fact, we encourage you to do so to really make your character stand out. - Awareness - The Awareness Attribute determines a character's perceptiveness, instincts, and intuition.
- Durability - The Durability Attribute determines a character's physical toughness and resistance to damage.
- Dexterity - The Dexterity Attribute determines a character's coordination and precision.
- Vitality - The Vitality Attribute determines a character’s recovery speed and stamina.
- Speed - The Speed Attribute determines a character's physical speed. This attribute affects things like how fast you can run, move parts of your body, etc.—your overall agility.
- Strength - The user with this attribute will be more well-built. They should be able to use their strength to manipulate objects as well as impact them with this attribute. Examples would be: How much you can lift, how hard you can hit for, etc.
[PTabbedContent][PTab= Awareness] The user with this attribute will be more aware of their surroundings. They should be able to accurately understand a situation that they are in and, from there make changes for better survivability. Examples would be: Perception of your surroundings and the keenness of your senses. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Dexterity] The user with this attribute will be more agile or accurate with their body. They should be able to move themselves and objects with more precision and can change a user's overall ability to use their hand-eye coordination for various tasks. Examples would be: Pickpocketing, juggling, etc. [/PTab={b={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Durability] The user with this attribute will be more able to withstand damage. This allows them to absorb more hits without going down, resist incoming damage, and gain physical toughness against trauma. Examples would be: How resistant you are to cutting/piercing, your ability to withstand blunt trauma, or how much pressure your body is able to bear. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]][/PTabbedContent={border:1px solid #aaa}] [PTabbedContent][PTab= Speed] The user with this attribute will be more speedy with their movements. They should be able to move their body at higher speeds, and the attribute of it making it easier for them to walk, run and jump. Examples would be: How fast you can run, your ability to jump greater lengths, etc. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Strength] The user with this attribute will be more well built. They should be able to use their strength to manipulate objects as well as impact them with this attribute. Examples would be: How much you can lift, how hard you can hit for, etc. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Vitality] The user with this attribute will have a higher conditioning. This allows them to remain active, exert themselves for prolonged periods of time, and recover from ordeals. Examples would be: How long you could run without tiring, your ability to repeatedly perform an act over a long period of time, or pushing through tiredness/exhaustion. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]][/PTabbedContent={border:1px solid #aaa}] PHARAOH LEAP. [googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Build Crafting! [attr="class","likedoinfo"]With the update to attributes, we wanted to create few examples for build crafting in case any of you are confused or feel lost with the new attributes! These aren't considered actual "attributes." Think of them more like choosing a player class in an RPG![break] [attr="class","likedosub"]Glass Cannon A build for someone who can hit hard and fast! Just be careful of incoming obstacles cause they’ll hurt really bad! [Strength + Speed][attr="class","likedosub"]Reaction Time A build for someone who can use their speed and senses to increase their reaction time to incoming danger! [Awareness + Speed][attr="class","likedosub"]Sharpshooter A build for someone quick with readying a weapon and a great shot! [Dexterity + Awareness][attr="class","likedosub"]Cannonball A build for someone a bit reckless! Build up your speed and launch yourself like a cannonball! [Speed + Durability][attr="class","likedosub"]Marathon Runner A build for someone who is quick and can go for a long time without stopping! Perfect for running a marathon in great time! [Speed + Vitality][attr="class","likedosub"]Bastion A build for someone who wants to become a shield that won’t break under constant pressure! Taking hits and outlasting the competition! [Durability + Vitality]PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:450px;color:#888888;line-height:10px;[/newclass][newclass=.likedotitle]background-color:#ffffff;border:solid 9px #444444;padding:1px;[/newclass][newclass=.likedotitle2]background-color:#444444;color:#ffffff;font:bold 0.8rem Calibri, Arial;line-height:35px;text-align:center;letter-spacing:2px;[/newclass][newclass=.likedoinfo]margin-top:-10px;border:solid 1px #e5e5e5;background-color:#f9f9f9;padding:24px;font:Arial;text-align:justify;line-height:130%;[/newclass][newclass=.likedoinfo a]font:Arial[/newclass][newclass=.likedosub]background-color:#444444;font:bold 0.8rem Calibri, Arial;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Matsu on May 22, 2024 2:54:25 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Quirks [attr="class","likedoinfo"]Quirks, formerly known as Meta Abilities, are a phenomenon that grants superhuman abilities to individuals. Quirks, are said to be the next stage of evolution for humankind. Inherited genetically, Quirks typically manifest themselves and begin developing at the age of four. These superpowers can be anything from spouting gouts of fire from one's mouth like a dragon, to things like elemental manipulation, and everything in between. The possibilities for Quirks are endless, and generally, each Quirk is unique to one specific individual. If quirks are compatible, children may bear the unique properties of both of their parent's quirks, manifesting in the creation of a brand new one. It should be noted that some Quirks may also copy the capabilities of Attributes, but they do not outright replace them. For example, if a person has an A+ Super Strength Quirk and a D- in their Strength Attribute, they will have A+ Strength so long as their Quirk is active. If their quirk is ever off or disabled for some reason, their actual Strength level is dictated by their Attribute. [PTabbedContent][PTab= Emitter] Emitter quirks mean that the user is creating/producing something outside of themselves. This type of quirk isn't always immediately seen from the user, as it doesn't always change their physical appearance. Quirks of this nature can bend or control scientific materials/concepts, such as fire, ice, electricity and gravity, or is able to change aspects of themselves or another user, such as the ability to heal/repair, enlarging/reducing objects, or distorting their surroundings with barriers, color changes, etc.
Examples of these from source material would be: Neito Monoma, Hitoshi Shinso, Thirteen, Shoto Todoroki, Denki Kaminari, etc. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Transformation] Transformation quirks require the user's body to change in some way to unlock the full potential. Though these users can look similar to mutants, they usually have additional levels to their quirk that allow them to change their appearance or abilities even further. This could be a user half changing their limbs from human ones to bird ones, or fully changing their body from human to dog. These types of quirks usually take on animalistic or scientific characteristics.
Examples of these from the source material would be: Kamui Woods, Jurota Shishida, Yu Hojo, Mt. Lady, Eijiro Kirishima, etc. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Mutant] Mutant quirks, also known as mutation quirks, are where the user has been permanently changed by its development. This could include having physical animalistic or scientific characteristics like wings, fur, claws, hardened stone-like skin, vine-like hair, or characteristics like heightened senses such as smell and/or sight, increased movement due to mutated limbs, etc. These mutations can change a user's whole body or parts of their body.
Examples of these from source material would be: Hound Dog, Mezo Shoji, Tsuyu Asui, Nezu, Minoru Mineta, etc. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]][/PTabbedContent={border:1px solid #aaa}] [PTabbedContent][PTab= DESIGNING A QUIRK] Now, before you get too committed to an idea we highly recommend you check out the [Who plays Who!] If your exact Quirk idea has already been taken, don’t fret! If staff deems the quirk too similar to another user’s you'll just need to ask for permission to use the same quirk as that person! If not you’ll come up with a new Quirk idea, or try to find a way to make it distinctly different enough to get it approved. When designing a quirk, please keep the following in mind: - Your quirk should be simple enough that you could describe what it does in a few sentences at most (Note: Not to be confused with your quirk being ONLY allowed to be a few sentences long) - Your quirk should not be ridiculously complex it shouldn’t be able to do hundreds of things. If you want to get your quirk approved with no adjustments from staff the best rule to follow would be that your quirk can do no more than two different things mechanically. Be careful not to confuse an aesthetic/flavor for mechanical power. Ex. A quirk able to create fire AND change the color of said fire would have one mechanical ability (creation of fire) and one aesthetic/flavor ability (color change of said fire) - Quirks are rooted in science. While there are many scientific laws that Quirks seem to break, nothing is ever outright stated to be magical, spiritual, or paranormal in nature. There should be some sort of science-like explanation behind your quirk. - Quirk Classifications are not strict with My Hero Academia having some inconsistencies in the source material. You can consider your quirk having one of the types or multiple as long as it makes sense for what you’re looking to create! - Narrative Drawbacks are the type of Drawbacks that would inconvenience your character in their day-to-day life. [Ex. Your quirk gives your character anger issues] Mechanical Drawbacks are the type of Drawbacks that hinder them in combat/action-heavy scenarios. [Ex. Your quirk is very susceptible to heat/fire] You are not required to have Narrative Drawbacks, but they can certainly help enrich the RP experience! However, if you do choose to have them, Narrative Drawbacks are not a substitute for Mechanical Drawbacks as Narrative drawbacks are entirely flavor. Mechanical Drawbacks exist for balance. Give your Quirk Mechanical Drawbacks. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= QUIRK RULES] Quirks are exclusive to the character they are written for UNLESS the player behind that character consents to allow another character to have the same quirk. Quirk exclusivity is protected so long as your character remains on the Who Plays Who (Which just means filling out the AC check! There are no other activity requirements!) and forfeits that protection if they are not on the list. Quirk exclusivity does not apply to returning characters (that is, a character may return with their original quirk even if there is an active character with the same quirk). The site's staff is responsible for maintaining balance and stability. If a quirk is deemed too powerful at any point, the staff will intervene to help rebalance it while maintaining as much of its creative integrity as possible. Characters may only hold ONE* Quirk at a time. *Note: Dual Quirks are possible, but they either need to be one of two things: - The second quirk is flavor/narrative, which is extremely minor and shouldn't have much mechanical use, if any.
- The "two unique powers" are tied to Quirk 1 and Quirk 2, respectively.
Quirks must be narrow in scope. We do not allow Quirks with several different facets (such as having Heat Vision, Super Strength, Flight, Super Speed, etc., all under one Quirk). You should limit yourself to up to two different capabilities. Quirks may either act as a replacement for a maximum of TWO ATTRIBUTES or have ONE UNIQUE POWER. It should never have both. If you’re unsure whether you’ve exceeded this expectation, please reach out! Quirks used in the canon source material are fair game, although some may require adjustments to work within our system. There are only two exceptions to this that we have outright banned: One for All and All For One. Certain Canon Quirks may be too overtuned to exist on our site without proper nerfs. While not outright banned, other quirk concepts may be subject to extra scrutiny and deliberation (Time Manipulation, Vector Manipulation, Paralysis, Mind control, etc.). Lastly, every quirk that ranks up past B+ (A-, A, etc.) will give you one Limit Breaker. Information on Limit Breakers can be found [here] [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;;}]] [PTab= (DE)BUFF QUIRKS] While quirks can replace the user's attributes outright it is also possible to have a quirk that is more flexible in who it can affect. The rules listed below allow you to create a quirk that can either increase and/or decrease other people's attributes. - Similar to attribute replacement quirks a (de)buff quirk can only (de)buff a maximum of two attributes.
- The maximum amount of people that can be (de)buffed simultaneously is two.
- It is impossible to debuff specific targets and buff others at the same time even if your quirk can do both
- Only ONE attribute (de)buff may be applied at a time even if your quirk can increase or decrease two different ones.
- The amount that an attribute can be increased or decreased for the affected person are as follows: 1 rank per the buffer's quirk tier up to a maximum of the quirk rank. Any buff that allows a person to temporarily break the human limitations of B+ will additionally result in physical strain as the affected person't body isn't used to performing such feats on the regular.
- If a buff involves buffing yourself you count as one of the two people you can buff at the same time.
[/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;;}]] [/PTabbedContent={border:1px solid #aaa}] PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:450px;color:#888888;line-height:10px;[/newclass][newclass=.likedotitle]background-color:#ffffff;border:solid 9px #444444;padding:1px;[/newclass][newclass=.likedotitle2]background-color:#444444;color:#ffffff;font:bold 0.8rem Calibri, Arial;line-height:35px;text-align:center;letter-spacing:2px;[/newclass][newclass=.likedoinfo]margin-top:-10px;border:solid 1px #e5e5e5;background-color:#f9f9f9;padding:24px;font:Arial;text-align:justify;line-height:130%;[/newclass][newclass=.likedoinfo a]font:Arial[/newclass][newclass=.likedosub]background-color:#444444;font:bold 0.8rem Calibri, Arial;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Matsu on May 22, 2024 2:54:42 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Equipment [attr="class","likedoinfo"]Within the world of My Hero Academia there is a myriad of high-tech tools, equipment, and various other items that are generally known as Support Items/Gear/Tech. These items were designed in response to the proliferation of Quirks, especially those that cause remarkable physical changes in people, more and more people have needed specialized equipment to maintain a satisfactory quality of life. In modern society, such items have also been developed as a means to better arm individuals in the neverending battle between good and evil. Players may purchase and upgrade Equipment up to B+, but obtaining it at A- and higher requires you to complete a mission with a manufacturer that has a crafting skill at that rank. [attr="class","likedosub"]Manufacturers A manufacturer is a character that possesses a Skill that is directly related to the creation of Equipment (such as engineering, blacksmithing, etc.) Upon successfully completing a Mission concerning the creation of Equipment with a character in possession of a Manufacturer Skill, a character may spend EXP to purchase or upgrade ONE piece of Equipment from that manufacturer. When a character becomes the official Manufacturer for someone else's Equipment (in other words, the first time someone purchases Equipment or an upgrade for that specific Equipment), the Manufacturer gains 1,000 EXP which does not contribute to their monthly limit. Gear created by a manufacturer offers a permanent 500 EXP discount on all future upgrades up to the manufacturer's Skill Rank. Additionally, that gear may be upgraded beyond the B+ limitation up to the manufacturer's Skill Rank as well. For example, A C+ Manufacturer can offer discounts up to C+, but the discount will not apply to an upgrade to B- or higher until the manufacturer advances their Manufacturer Skill higher. If you have a Manufacturer Skill and would like to become your own Manufacturer, you may do so. You have two options if you choose to do so: - Option A - You may become the Manufacturer of your Gear without needing to complete a Mission. If you choose to do so, you are ineligible to receive a discount on your Equipment purchases. Your Equipment on your Profile will be marked with an [ND] tag to show that it is ineligible for the discount.
- Option B - You must complete a mission concerning the creation of said Equipment. If you choose to do so, you become the Manufacturer of your own gear, and you will receive a discount on upgrading it as you see fit. However, the mission rules still apply and you would need at least one PC for testing or assistance in the building of said equipment.
[attr="class","likedosub"]Limitations As equipment are man-made items created to support the user, they do have their limitations. - Gear cannot grant an individual a new Quirk, nor can they be an entity that has a Quirk (ie. Quirked animals).
- A piece of equipment can replace one attribute, which cannot go beyond the gear's rank.
- It cannot cancel out a drawback in its entirety.
- The more advanced the equipment is, the higher its rank needs to be to justify those advancements. Something like a compact grappling hook would be acceptable at D, but higher level concepts that exceed current technological feats may need to be S- at the minimum.
PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:450px;color:#888888;line-height:10px;[/newclass][newclass=.likedotitle]background-color:#ffffff;border:solid 9px #444444;padding:1px;[/newclass] [newclass=.likedotitle2]background-color:#444444;color:#ffffff;font:bold 0.8rem Calibri, Arial;line-height:35px;text-align:center;letter-spacing:2px;[/newclass][newclass=.likedoinfo]margin-top:-10px;border:solid 1px #e5e5e5;background-color:#f9f9f9;padding:24px;font:Arial;text-align:justify;line-height:130%;[/newclass][newclass=.likedoinfo a]font:Arial[/newclass][newclass=.likedosub]background-color:#444444;font:bold 0.8rem Calibri, Arial;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Matsu on May 22, 2024 2:55:19 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Skills [attr="class","likedoinfo"]Skills are the abilities that characters are capable of attaining. These are things that can typically be taught and learned and allow characters to carve out specific niches. Some of the more common examples of Skills include things like Acrobatics, Engineering, Fighting Style, and everything else that comes to mind that is not already covered by Attributes, Equipment, or your Quirk. Remember though that Skills are things that can be taught or learned: you may learn/teach someone how to fly a plane, but you yourself could not learn to fly by flapping your arms unless your biology natively supported being able to do so (and if it did, then that's a Quirk—not a skill). It's important to remember, however, that skills should offer your character a real and tangible, mechanical benefit that can be felt in a variety of situations relevant to them. Skills are not to be confused with things like hobbies such as Cooking, Singing, etc. Here at FFJ, we believe that it is unfair to tax characters for having hobbies and the like, for doing so would only punish players for trying to add aesthetics or personal depth to their characters. Skills are unique in that you can have as many as you please. If you so desire, you could create a character with a hundred Skills all at the D- Rank. This is because D- does not cost any EXP at all to purchase; however, you should keep in mind that D- represents that a character has little to no knowledge or experience with that Skill. It confers no real mechanical benefit, and so it is equivalent to being unranked in that regard. For example, someone with a D- in Boxing is equal to another character who doesn't even have Boxing listed in their character sheet. Skills only begin to confer mechanical benefits at the D Rank level. All characters are, however, are subject to the Mortal Limitation. A player may only spend 30 Limit Breakers on their Skills.[attr="class","likedosub"]Broad vs. Focused Skills Skills can generally speaking be classified under one of two categories: Broad and Focused. A Focused skill is one that focuses on a single area of mastery. Examples of these include Boxing, Sword Mastery or Pistol Mastery. A Broad skill is one that focuses on the mastery of at least three separate components. Examples of these include Martial Arts Mastery, Bladed Weapons Mastery or Firearms Proficiency. When a Focused skill is competing against a Broad skill containing itself as a component (such as Sword Mastery against Bladed Weapons Mastery) it is counted as being one Power Differential higher than it normally would be. [attr="class","likedosub"]Mentoring & Skill Discounts Because Skills are typically things that can be taught and learned, you can learn Skills from other characters. Upon successfully completing a Mission concerning the teaching of a Skill with a character in possession of the Skill you are attempting to learn, a character may spend EXP to purchase or upgrade a relevant Skill from that Mentor. When a character becomes the official Mentor for someone else's Skill (in other words, the first time someone purchases a Skill or an upgrade for that specific Skill), the Mentor gains 1,000 EXP which does not contribute to their monthly limit. Skills learned from a Mentor offers a permanent 500 EXP discount on all future upgrades up to the Mentor's Skill Rank. However, this discount will be forfeited if adjustments are made outside of the scope of the mentor's skill. For example, if you Learned Boxing from someone with a Boxing skill, but you later changed Boxing to Mixed Martial Arts, the discount is no longer applicable. The discount is only applicable so long as the Learned Skill fulfills one of the three conditions below: - The learned skill must be identical to the Mentor's skill.
- The learned skill must be derivative of the Mentor's skill (aka someone with a Boxing skill could teach someone a personalized boxing style accommodating for mutations etc.)
- The learned skill must be part of the Mentor's skill (aka someone with a Bladed Weapons skill could teach someone Sword Mastery or Axe Mastery.)
[PTabbedContent][PTab= ACROBATICS] This ability allows the user to use their body in different ways than the average person. Acrobatics can help the user to contort their body to avoid attacks, to move differently, or even to get into positions they would be unable to otherwise. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= BOXING] This ability allows the user to utilize their body in order to use the fighting style of boxing. This fighting style can help the user to dodge, block and attack another user using boxing techniques. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= CRAFTING] This ability allows the user to use their knowledge of scientific principles to design items. This can be used to conceptualize, create, repair, and upgrade items of the type of crafting that they specialize in. Equipment can be made with this ability. Find out more information on Equipment [Here][/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= SWORDPLAY] This ability allows the user to understand the fundamentals of using swords. The user can have the knowledge to wield and fight with these bladed weapons which span to their ability to keep up positive maintenance and storing procedures of the item. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]][/PTabbedContent={border:1px solid #aaa}] PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:450px;color:#888888;line-height:10px;[/newclass][newclass=.likedotitle]background-color:#ffffff;border:solid 9px #444444;padding:1px;[/newclass][newclass=.likedotitle2]background-color:#444444;color:#ffffff;font:bold 0.8rem Calibri, Arial;line-height:35px;text-align:center;letter-spacing:2px;[/newclass][newclass=.likedoinfo]margin-top:-10px;border:solid 1px #e5e5e5;background-color:#f9f9f9;padding:24px;font:Arial;text-align:justify;line-height:130%;[/newclass][newclass=.likedoinfo a]font:Arial[/newclass][newclass=.likedosub]background-color:#444444;font:bold 0.8rem Calibri, Arial;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Matsu on May 22, 2024 2:58:59 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Super Moves & Ultimate Moves [attr="class","likedoinfo"]Super Moves are making a comeback! For those new to the site and My Hero Academia, Super Moves are Quirk techniques that push your quirk to its limits and come with a cool name of your choosing! Like in the series, you don’t need to create any Super/Ultimate moves for your characters, as it’s optional! If you create a super/ultimate move for your character/s, please read the rules below to ensure it’s possible in our system! While functionally the same Super Moves and Ultimate Moves differ in that Super Moves are considered either C or B Tier while Ultimate Moves are A or S Tier! On FFJ, Super/Ultimate Moves fall into one of three categories, listed below, that are VERY IMPORTANT to read, and before you get to creating a super/ultimate move, know that regardless of the type, you cannot circumvent or remove weaknesses: [PTabbedContent][PTab= Attribute Increases] Super/Ultimate Moves of this type result in a SINGLE attribute increase to the level of the super/ultimate move in question. While you can flavor this increase however you want, it is effectively a temporary attribute boost.
When creating a drawback for this type of Super/Ultimate Move, your drawback must consist of at least 1 (or more) decrease in another attribute, whether from your quirk or your base attributes.
C Tier = -1 Full Tier to another attribute B Tier = -2 Full Tier to another attribute A Tier = -3 Full Tier to another attribute S Tier = -4 Full Tier to another attribute
The attribute chosen for the drawback CANNOT be switched once selected for the Super/Ultimate move. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Additional Functionality] Super/Ultimate Moves of this type allow you to temporarily exceed the normal capabilities of your quirk through additional utility! For example, they would allow your character to fly or breathe underwater.
When creating a drawback for this type of Super/Ultimate move, your drawback will need to change your base quirks functionality for the duration of the Super/Ultimate Move. Such as not being able to use your quirk at range to focus on your super/ultimate move. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]] [PTab= Property Changes] Super/Ultimate Moves of this type allow you to temporarily change the qualities of your quirk into something else while retaining its original function. An example of this would be someone who can create flames that burn using a Super/Ultimate move, which would allow them to create flames still, but in this case, they might be blue and freeze instead of burn.
When creating a drawback for this type of Super/Ultimate move, you are changing the property of your quirk and NOT creating an entire new quirk. It should be within the scope of what you can do and should remove the original function -> Burn to Freeze or Gas to Liquid, for a few examples. [/PTab={tab-selected-color:#f0f0f0;tab-hover-background-color:#ccc;tab-hover-cursor:pointer;background:none;}]][/PTabbedContent={border:1px solid #aaa}] [attr="class","likedosub"]Now, how do you go about getting a Super/Ultimate Move? Before you start brainstorming, remember that each character has a cap of 3 Super Moves (C and B Tier) and 1 Ultimate Move (A and S Tier). You can upgrade your Super Moves to Ultimate Moves, but please remember that doing so will take up your Ultimate Move slot! You can remove this to free up the slot in the future, but by doing so, you forfeit the EXP you’ve spent. Additionally, you are required to have a mission completion [similar to equipment discount requirements!] for each Super/Ultimate move before you’re allowed to purchase it The following are the things you should avoid when considering/designing a Super/Ultimate Move: - There are no + or - Ranks for Super Moves; they are C, B, A, and S Tier, respectively.
- They can defy standard quirk logic, but only to the degree of something that works with YOUR established quirk. [Ex. Kirishima's Quirk: Hardening wouldn’t allow a super move that would let him fly]
- Unless stated or agreed with by all parties in a thread, you can only use ONE Super Move per thread. They tax the body, and the drawbacks will linger even after the move ends.
- Super/Ultimate Moves CANNOT circumvent or remove weaknesses
- IF you are quirkless, you can still create Super Moves of the attribute increase type, but that is the only one you can access.
- Costs are cumulative. To upgrade, you need the subtract the cost of the move's current tier from the cost of its new tier. This applies to both EXP and LBs.
- Super/Ultimate Moves do not receive any discounts.
The cost of Super/Ultimate Moves are as follows: C - 3000 EXP B - 10000 EXP A - 25000 EXP (+1 LB) S - 50000 EXP (+2 LB)PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:450px;color:#888888;line-height:10px;[/newclass][newclass=.likedotitle]background-color:#ffffff;border:solid 9px #444444;padding:1px;[/newclass][newclass=.likedotitle2]background-color:#444444;color:#ffffff;font:bold 0.8rem Calibri, Arial;line-height:35px;text-align:center;letter-spacing:2px;[/newclass][newclass=.likedoinfo]margin-top:-10px;border:solid 1px #e5e5e5;background-color:#f9f9f9;padding:24px;font:Arial;text-align:justify;line-height:130%;[/newclass][newclass=.likedoinfo a]font:Arial[/newclass][newclass=.likedosub]background-color:#444444;font:bold 0.8rem Calibri, Arial;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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