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Post by Admin on May 24, 2023 9:19:54 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Experience, Ranks, and Stats [attr="class","likedoinfo"]The purpose of this system is to assign an objective value to a character's attributes. Though we do believe that Stats 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 Stats, see the following threads: Attributes, Equipment, Quirks, Skills. In order to purchase or upgrade your Stats, 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). There is no cooldown period between buying a new Stat; that is, you can purchase Kickboxing, Stealth, etc. all at once without needing to wait in between those purchases. Upgrading a Stat, however, follows a different set of rules. There is a minimum of a 7-day cooldown period between upgrading any Stat. However, outside of the required usage of Limit Breakers, there is no limit to how many ranks you can upgrade a stat in one go. For example, if you have a Manufacturing Skill at D Rank and upgraded it to D+, you would have the 7-day cooldown period, but if you upgraded from D Rank to C- this would become a 14-day (2-week) cooldown period before you could upgrade the stat again. The cooldown period begins starting on the day of your upgrade's approval. Cooldown periods are specific to the Stat being upgraded. For example, if you submit an upgrade request on December 31st for your Quirk, and it gets approved on January 1st, you may not upgrade your Quirk again until January 8th; however, you may upgrade any of your other Stats during this time [attr="class","likedosub"]The Mortal Limitation and Limit Breakers Each Stat is governed by a different set of rules which you can learn about in their individual posts that explain them. One of the rules that most of the Stats share is known as the Mortal Limitation. The Mortal Limitation dictates that no character may raise an Attribute or Skill 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 number of Limit Breakers at character creation depending on their start and earn an additional Limit Breaker each rank they advance their Quirk after B+ (meaning they can accumulate an additional 6 Limit Breakers by bringing their Quirk to the highest rank). Additional Limit Breakers can be earned via participating in Site Events. [attr="class","likedosub"]Power Differentials We have a total of five letter Tiers that go D, C, B, A, and S. Each Rank is divided into three ranks. D-, because it costs 0 EXP to obtain, is equivalent in power to being unranked. In order to understand the difference in power between the ranks of Stats, 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 stat has a distinct advantage in a competition. All other things being equal, competitions between the two usually result in the character with the higher stat 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 stat 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 stat winning. Environment, matchup, strategy, and other outside factors are unlikely to influence the outcome. 7+ Rank Difference - Insurmountable DifferenceThe character with the higher stat 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 Constitution, 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.). [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. [attr="class","likedosub"]Individual Cost Table Below we have two lists: Individual Cost and Cumulative Cost. The Individual Cost list shows how much EXP it takes to go from one tier to the next. It is the table that you'll refer to when you start doing character upgrades in your character vault. The second table, the Cumulative Cost table, is meant to help you during the character creation process. It adds up all of the EXP it would take to get to each tier so that you can easily math things out when you're creating your character using the sum of EXP that you have to work with. 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! D-RankD- = 0 EXP D = 250 EXP D+ = 500 EXP C-RankC- = 1,000 EXP C = 1,500 EXP C+= 2,000 EXP B-RankB- = 2,750 EXP B = 3,500 EXP B+ = 4,250 EXP A-RankA- = 5,250 EXP A = 6,250 EXP A+ = 7,250 EXP S-Rank S- = 8,500 EXP S = 9,750 EXP S+ = 11,000 EXP [attr="class","likedosub"]Cumulative Cost Table D-RankD- = 0 EXP D = 250 EXP D+ = 750 EXP C-RankC- = 1,750 EXP C = 3,250 EXP C+ = 5,250 EXP B-RankB- = 8,000 EXP B = 11,500 EXP B+ = 15,750 EXP A-RankA- = 21,000 EXP A = 27,250 EXP A+ = 34,500 EXP S-RankS- = 43,000 EXP S = 52,750 EXP S+ = 63,750 EXP PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:400px;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 10px Calibri;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:10px verdana;text-align:justify;line-height:12px;[/newclass] [newclass=.likedosub]background-color:#444444;font:bold 8px Calibri;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Admin on May 24, 2023 9:22:12 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 stats. 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 Shonen 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 stat 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.
[attr="class","likedosub"]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. [attr="class","likedosub"]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 [attr="class","likedosub"]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. [attr="class","likedosub"]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. [attr="class","likedosub"]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. [attr="class","likedosub"]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. PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:400px;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 10px Calibri;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:10px verdana;text-align:justify;line-height:12px;[/newclass] [newclass=.likedosub]background-color:#444444;font:bold 8px Calibri;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Admin on May 24, 2023 9:22:38 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. Whereas Attributes, Skills, and Quirks must be upgraded and gradually improved over time, Equipment has no such limitation. They can be purchased at any Rank below A- (more on this shortly) and upgraded so that it skips ranks (you still pay the cumulative EXP cost, however), and it is not subject to an upgrade cooldown period. Advancing Equipment to A- and higher requires a manufacturer to design. That is, players may purchase and upgrade Equipment up to B+, but anything beyond that requires you to complete a mission with a character that has a manufacturer skill. [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.
- 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.
[attr="class","likedosub"]Individual Discounted Cost Table D-RankD- = 0 EXP D = 0 EXP D+ = 0 EXP C-RankC- = 500 EXP C = 1,000 EXP C+= 1,500 EXP B-RankB- = 2,250 EXP B = 3,000 EXP B+ = 3,750 EXP A-RankA- = 4,750 EXP A = 5,750 EXP A+ = 6,750 EXP S-Rank S- = 8,000 EXP S = 9,250 EXP S+ = 10,500 EXP [attr="class","likedosub"]Cumulative Discounted Cost Table D-RankD- = 0 EXP D = 0 EXP D+ = 0 EXP C-RankC- = 500 EXP C = 1,500 EXP C+ = 3,000 EXP B-RankB- = 5,250 EXP B = 8,250 EXP B+ = 12,000 EXP A-RankA- = 16,750 EXP A = 22,500 EXP A+ = 29,250 EXP S-RankS- = 37,250 EXP S = 46,500 EXP S+ = 57,000 EXP PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:400px;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 10px Calibri;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:10px verdana;text-align:justify;line-height:12px;[/newclass] [newclass=.likedosub]background-color:#444444;font:bold 8px Calibri;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Admin on May 24, 2023 9:23:10 GMT
[googlefont=Quicksand] [attr="class","likedo"] [attr="class","likedotitle"] [attr="class","likedotitle2"]Quirk [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. [attr="class","likedosub"]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. [attr="class","likedosub"]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. [attr="class","likedosub"]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. [attr="class","likedosub"]Designing a Quirk Before actually designing your Quirk, refer to the Who Plays Who. If your Quirk idea is already taken, you'll need to ask for permission to use the same quirk as that person, 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, keep the following in mind: - Your quirk should be simple enough that you could distill it down to only a few sentences to accurately describe it. Your quirk should not be ridiculously complex. It should not be capable of doing hundreds of different things. Ideally, try to limit yourself to no more than two different things that your Quirk can do. Be careful not to confuse an aesthetic for mechanical power.
- 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. The source material is inconsistent with Quirk Classifications. Many of the Quirks displayed in the source material could technically fall under multiple classifications according to their definition of the three major classification types. Pick the one that most accurately represents your Quirk or pick a combination of the three to represent your quirk. So long as it makes sense, you're fine.
- Narrative Drawbacks are the type of Drawbacks that would inconvenience your character in their day-to-day life. Mechanical Drawbacks are the type of Drawback that hinders them in combat/action-heavy scenarios. You are not required to have Narrative Drawbacks, but they can certainly help enrich the RP experience. At the same time, Narrative Drawbacks are not a substitute for Mechanical Drawbacks. Narrative Drawbacks exist for flavor. Mechanical Drawbacks exist for balance. Give your Quirk Mechanical Drawbacks.
[attr="class","likedosub"]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 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).
- It is the job of the site's staff to watch over the balance and stability of the site. If your quirk is deemed too powerful at any point in time, the staff will intervene to help rebalance the quirk while maintaining its creative integrity.
- Characters may only hold ONE Quirk at a time.
- Quirks must be narrow in scope. We do not allow Quirks that have several different facets to them (such as having Heat Vision, Super Strength, Flight, Super Speed, etc. all under one Quirk). You should limit yourself to no more than 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 would like to use a quirk showcased in the canon, you may do so. There are only two quirks that we have outright banned: One for All and All For One. All other canon quirks are permissible, but please do be aware that not all canon quirks can be brought over to the site in a one-to-one manner. Certain Canon Quirks may be too overtuned to exist on our site without proper nerfs. Certain other quirk concepts, while not outright banned, may be subject to extra scrutiny and deliberation (Time Manipulation, Vector Manipulation, Paralysis, Mind control, etc.).
- When you upgrade your Quirk to A-, you receive 1 Limit Breaker, and you will receive an additional Limit Breaker for every rank thereafter.
PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:400px;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 10px Calibri;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:10px verdana;text-align:justify;line-height:12px;[/newclass] [newclass=.likedosub]background-color:#444444;font:bold 8px Calibri;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Post by Admin on May 24, 2023 9:23:39 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"]Mentoring 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 ONE relevant Skill from that Mentor. Skills learned from a Mentor offers a permanent 500 EXP discount on all future upgrades up to the Mentor's Skill Rank. The discount is applicable so long as the Learned Skill maintains an identical identity to the Original Skill. For example, if you Learned Boxing from someone, but you later changed Boxing to Mixed Martial Arts, the discount is no longer applicable. Additionally, if you change your Learned Skill to something different at any time, you must pay EXP equal to the amount of discounts you benefited from. If the Mentor changes the Skill to something different, you lose the ability to upgrade it further at a discount, but you do not need to pay for the amount of discounts you benefited from. [attr="class","likedosub"]Individual Discounted Cost Table D-RankD- = 0 EXP D = 0 EXP D+ = 0 EXP C-RankC- = 500 EXP C = 1,000 EXP C+= 1,500 EXP B-RankB- = 2,250 EXP B = 3,000 EXP B+ = 3,750 EXP A-RankA- = 4,750 EXP A = 5,750 EXP A+ = 6,750 EXP S-Rank S- = 8,000 EXP S = 9,250 EXP S+ = 10,500 EXP [attr="class","likedosub"]Cumulative Discounted Cost Table D-RankD- = 0 EXP D = 0 EXP D+ = 0 EXP C-RankC- = 500 EXP C = 1,500 EXP C+ = 3,000 EXP B-RankB- = 5,250 EXP B = 8,250 EXP B+ = 12,000 EXP A-RankA- = 16,750 EXP A = 22,500 EXP A+ = 29,250 EXP S-RankS- = 37,250 EXP S = 46,500 EXP S+ = 57,000 EXP [attr="class","likedosub"]Example Skills Below is a list of sample Skills that you could feasibly take. [attr="class","likedosub"]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. [attr="class","likedosub"]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. [attr="class","likedosub"]Engineering 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 engineering that they specialize in. Equipment can be made with this ability. [attr="class","likedosub"]Swordsmanship 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. PHARAOH LEAP. [newclass=.likedo]background-color:#f0f0f0;padding:25px;width:400px;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 10px Calibri;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:10px verdana;text-align:justify;line-height:12px;[/newclass] [newclass=.likedosub]background-color:#444444;font:bold 8px Calibri;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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Oct 15, 2023 20:59:53 GMT
Post by Matsu on Oct 15, 2023 20:59:53 GMT
[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:400px;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 10px Calibri;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:10px verdana;text-align:justify;line-height:12px;[/newclass] [newclass=.likedosub]background-color:#444444;font:bold 8px Calibri;text-align:left;padding:10px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;[/newclass]
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