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Enhancements; Power Points!
Topic Started: Aug 9 2016, 04:46 PM (16,174 Views)
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Enhancements




  • Enhancements
    • [go2=Anchor1]Physical Enhancements[/go2]
    • [go2=Anchor2]Licences[/go2]
    • [go2=Anchor4]Masteries[/go2]
    • [go2=Anchor5]Non-Player Characters[/go2]
    • [go2=Anchor7]Enhancement Changes, Edits, Removals & Upgrades[/go2]

  • [go2=Anchor6]Custom Enhancements[/go2]


Here at HARP, there’s more than quirks to boost your might; we have Enhancements. This allows you to either buy or create high quality items, raise yourself past your human limits or perhaps even earn more money. This is all made possible to help define a character’s play-ability, diversifying them from the crowd. This is a short list of what we give, and the reason is so the players can customized themselves to the fullest. See [go2=Anchor6]Custom Enhancements[/go2] down below.

There is only one way to earn Enhancement Points, and it is done by ranking up the letter grades of any of your statistics, with the exception of Control. You gain 1 EP for each statistic that reaches a new Letter Grade. For instance, going from E to D you earn a point, after it, going from D to C you get another point and so on.

All new characters start with one free Enhancement Point (Plus any you gain by raising a statistic to D rank using your 130 starting exp as explained on the Character Template)

The total cap for Enhancement Points is 12.



[anchor]Anchor1[/anchor]Physical Enhancements


A normal human being can only reach C+ in all stats before they hit a brick-wall of development. But, through mutation, training, misfortune and/or determination, you can start to surpass the human limits (within reason)! In order to gain these, you must make a case for them, explaining why said character's experience or quirk allows something to happen as such. The following enhancements surpass your natural cap limit, allowing you to grind out more xp/spend xp on a stat past C+ (In your application if you exceed your cap you simply just write “B+* (S+)” (otherwise called stat dumping/pouring) with S+ being the stat to determine control and B+ being your actual stat, your cap level).

Anyone looking to purchase a stat cap raiser must provide an explanation as to why the character could surpass human limits, either because of the quirk or roleplay.

Speed Enhancements
NameCostDescription
Chicken Legs1 EPAbility: With this advancement a character is able to reach as high as "B+" Speed.
Turbo Legs1 EPAbility: With this advancement a character is able to reach as high as "A+" Speed.
Requires: Chicken Legs.
Jet Legs1 EPAbility: With this advancement a character is able to reach as high as "S-" Speed.
Requires: Turbo Legs.
Power Enhancements
NameCostDescription
Mighty Might1 EPAbility: With this advancement a character is able to reach as high as "B+" Power.
Noumu Might1 EPAbility: With this advancement a character is able to reach as high as "A+" Power.
Requires: Mighty Might.
All Might1 EPAbility: With this advancement a character is able to reach as high as "S-" Power.
Requires: Noumu Might.
Accuracy Enhancements
NameCostDescription
Bullseye1 EPAbility: With this advancement a character is able to reach as high as "B+" Accuracy.
Cat's Eye1 EPAbility: With this advancement a character is able to reach as high as "A+" Accuracy.
Requires: Bullseye.
Hawkeye1 EPAbility: With this advancement a character is able to reach as high as "S-" Accuracy.
Requires: Cat's Eye.
Stamina Enhancements
NameCostDescription
Hero Body1 EPAbility: With this advancement a character is able to reach as high as "B+" Stamina.
Noumu Body1 EPAbility: With this advancement a character is able to reach as high as "A+" Stamina.
Requires: Hero Body.
Mighty Body1 EPAbility: With this advancement a character is able to reach as high as "S-" Stamina.
Requires: Noumu Body.


[anchor]Anchor2[/anchor]License



These Enhancements differ from the ones above as they do not alter your stats. These Enhancements are mainly meant to offer new career paths for the non-fighters. These Enhancements grant you access to support classes, selling Items in the marketplace, and other support activities. However, much like the physical Enhancements, Licenses also use the Enhancement point system, preventing you from having the best of both worlds.

Mecha & Automated Hero Suit Licenses
NameCostDescription
Pilot's Licence1 EPAbility: This character is an avid pilot and has taken plenty of classes to gain the knowledge. Their knowledge was hands on and also allows those whom are gadgeteers (Gadgeteer EP) also are capable of understanding how to create their own mechas.


Financial Licenses
NameCostDescription

Conman
2 EPAbility:You are renown for your snake tongue and annoying grin. 10% Discount in the Item Mall.
Bookkeeper Connections1 EPAbility: Through connections with the Bookkeeper, the user is able to purchase S-Rank material, gadgets, items, etc in the in the Marketplace under the nose of WISH.
Requires: Conman or Gadgeteer.


Support License
NameCostDescription
Gadgeteer2 EPAbility: This character has decided to go down the path of gadgetry. Through their knowledge of technology, they are able to create equipment, gadgets, items, etc. The user takes only five post instead of the mandatory ten posts to repair an item. Click here to see how item construction works.
Jerry Rig1 EPAbility: Using their knowledge of gadgets and how they function, the user can perform a patch-up job on their gadget in one post within a thread to fix it after it has been broken. This can only occur once per thread.
Requires: Gadgeteer
Desperate Measures1 EPAbility: Utilising the knowledge of patch-up jobs, this enhancement allows you to continue re-building on the fly throughout a thread. Your first time re-building your gadget takes one post (after exhausting your Jerry Rig effect), and subsequent breakages add one post to the repair time. e.g. You break your gadget four times in a thread. You use your Jerry Rig effect on the first breakage. The first fix after that takes one post. The second fix takes two posts. And the third fix takes three posts.
Requires: Gadgeteer, Jerry Rig


Medical License
NameCostDescription
First Aid1 EPAbility: Able to help on the field and take care of basic injuries such as superficial wounds, icing sores, etc. In addition, this allows the user to use supplies to aid, buff and mend allies granting them the ability to create medical based techniques.
Battle Nurse1 EPAbility: The user is unfazed on the battlefield and has the mental capability to focus on aiding. The user gains +3 stamina buff whenever tending to a wounded victim. Able to mend laceration, set dislocated bones, split minor breaks.
Requires: First Aid
Super Surgeon1 EPAbility: The user of this has mastered knowledge of the medical field and has surpassed what is known and is capable of doing things unknown. Able to suture limbs back on, help with concussions, ect. The biggest strength is the ability to save someone from death. The user automatically gains a technique known as ‘On the Cusp of Death’. By cradling the target in their arms, the user can drain their LP pool to maintain someone's life force, keeping people alive long enough to successfully operate on them or let them naturally comeback and regain their strength. Take three turns of defenseless immobility.
Requires: Battle Nurse


Warning: Quirks aren't soul bound, but physically bound and by removing your body, you could possibly lose your quirk.

Cybernetic Licence
NameCostDescription
Cybernetics2 EPAbility: This character has decided to go down the path of robotics and cyberneticss having been an avid gadgeteer most of there life. Through their knowledge of technology, they are able to create cybernetics that function completely as human limbs, but with the added bonus of weaponry, reinforcements, and more! Gadgeteers Repair Effects Apply to Cybernetics.

You must have the Super Surgeon EP to successfully attach the cybernetic or have someone with the EP help you in a thread attach it properly without killing yourself or going brain dead. After all, it is brain surgery.
Requires: Gadgeteer


Gun License
NameCostDescription
Gunslinger2 EPAbility: +1 stat grade in accuracy when wielding a gun.
Ranger1 EPAbility: Your techniques used with guns are treated 1 letter grade higher in RANGE. +1 stat grade in accuracy when wielding a gun.
Requires: Gunslinger
Spirit Gun1 EPAbility: +1 stat grade in accuracy and you are able to augment your weapon with your quirk.
Limitations: You must use at least a B-Rank gun to use this Enhancement.
Requires: Ranger


Bladed Licenses
NameCostDescription
Swordsman2 EPAbility: +1 stat grade in speed when using a blade technique.
Samurai1 EPAbility: Bladed techniques TP costs are reduced by 5, but the final cost can be no lower than 10 TP.
Requires: Swordsman
Blade Master1 EPAbility: +1 stat grade in Speed when using a blade technique and you are able to augment your weapon with your quirk.
Limitations: You must use at least a B-Rank blade to use this Enhancement.
Requires: Samurai


Heroic Licenses
NamesCostDescription
Commercial License (EP)3 EPAbility: The user has foregone the Heroics Exam, instead deciding to spend EP instead to "earn" a Commercial License. This license may be revoked, given a character's actions. The user may still participate in the Heroics Exam for a Premier License, however the EP will not be refunded. This EP is non-refundable.
Premier License (EP)4 EPAbility: The user has foregone the Heroics Exam, instead deciding to spend EP instead to "earn" a Premier License. Misuse may result in the license being revoked. This EP is non-refundable.



[anchor]Anchor3[/anchor]Masteries



Unarmed Combat Mastery
NameCostDescription
Magick1 EPAbility: The user is able to unlock the abilities gained at B-Rank physical techniques (kicking air). This doesn’t mean they are at B-Rank strength.
Denied1 EPAbility: The user is able to catch and block bladed or gun related “gadget usage” with their limbs. They are able to free form block these abilities as well. You are able to catch or deflect these attacks as long as your accuracy rank is on par with the rank of the user's control (within RP-able reasoning || i.e: cannot deflect the onslaught of machine gun fire). By remaining still and committing to the block, the user can seemingly brush off damage on par with the user’s Stamina rank.
Requires: Bullseye or Hero Bodoy
End of the Memory of an Era2 EPAbility: The user’s physical techniques are now as strong as quirk techniques. However, the LP cost is now no longer halved.If the user has Master of Control, the effect now applies to their physical techniques as well.
Requires: Denied or Magick


Quirk Masteries
NameCostDescription
Double Whammy(x) EPAbility: The power has been with you all along, lying dormant within. This character has awakened the power of a second Quirk and has become a legend among heroes.

Limitation: The awakened quirk varies depending on your Initial Quirk's tier:

Double Whammy
Initial Quirk's TierPossible Double Whammy Tiers
Tier 5Tier 2, Tier 3, Tier 4, Tier 5
Tier 4Tier 2, Tier 3, Tier 4, Tier 5
Tier 3Tier 3, Tier 4, Tier 5
Tier 2Tier 4, Tier 5
Tier 1Tier 5


Double Whammy Cost
Quirk TierEP Cost
Tier 26 EP
Tier 35 EP
Tier 44 EP
Tier 54 EP


Special: You may create one custom double whammy quirk, only two of your Characters may have this Enhancement.

Auspicious Quirk Mutation
3 EPAbility: You were born with greater purpose. As you have grown, the seemingly different abilities and quirk organs begin to change. This is physically excruciating for all this happens to and is heard of to last upwards of one week; however, the outcome pays in dividends.

Requires: Double Whammy
Special: You may create one custom quirk using your double whammy quirks, only one of your Characters may have this Enhancement. Your combined quirk replaces your two previous quirks. You receive a full technique wipe and the ability to create new ones for your combined,
mutated quirk. This needs moderator approval, and a mod will work with you from start to finish of this process to create a customised, unique and balanced quirk without parallel.

Master of Control: Elite
1 EPAbility: Thanks to endless training, you have become a Master of your own Quirk. You are now capable of breaking material one rank higher. (D Rank Elite can break D Rank Materials, but this does NOT mean that paying double the Limit Cost for a D Rank Elite will allow you to break C Rank Materials.)




[anchor]Anchor4[/anchor]Non Player Characters



Mook Army
NameCostDescription
Foddermen1 EPAbillity: This enhancement allots 10, statless, one-hit KO’d, mooks. Once per thread however, a single mook may be granted E+ stats all around. This lasts a total of posts equal to your control (D = 2, C = 3, B = 4, A = 5, S = 6), all mooks may also appear as if they have quirks, but may never actually use their quirks.
Men of Value2 EPAbillity: This enhancement allots 10 + fame amount of mooks now. Once per thread however, a single mook may be granted E+ stats all around, and another lone mook may be granted D stats all around. This lasts a total of posts equal to your control (D = 2, C = 3, B = 4, A = 5, S = 6), all mooks may also appear as if they have quirks, but may never actually use their quirks.
Requires: Foddermen
Devoted Followers3 EPAbillity: This enhancement allots 10 + (Fame number x 2), amount of mooks now. Once per thread however, a single mook may be granted E+ stats all around, another single mook may be granted D stats all around, and a third mook may be granted C stats all around. This lasts a total of posts equal to your control (D = 2, C = 3, B = 4, A = 5, S = 6), all mooks may also appear as if they have quirks, but may never actually use their quirks.
Requires: Men of Value





Roleplay Earned Enhancements
Sometimes through roleplay it makes sense for a character to have earned something without having to pay with EP. Sometimes they can be positive, other times negative. Negative Enhancements are typically injuries, but won't always be.

When applying for a Roleplay earned enhancement, you would go to the Character Development section of the forum and apply for the EP there. Make sure to list every thread would contribute to it. Stat Cap Raiser enhancements should not be applied for as they already need justification to buy them.


[anchor]Anchor5[/anchor]Enhancement Changes, Edits, Removals, Upgrades



We promote growth on MHARP. Sometimes when we create a character we start a plan and go in a completely different direction. You had the idea of being a medic because if a character background, but because of the role play you did, you became the tank. This leaves you with worthless EP that you honestly haven't even RP'd once. Furthermore, sometimes there are people who are effected by world events. Sometimes your character becomes blind and you are required to use your eyes for an EP. The wasted EP is awful, but it shouldn't be wasted because when someone loses something in anime, you always get stronger in another way. Remove one sense and gain something else.

You will need to apply with links to your threads and proof of what you are claiming happened and supply the reasoning behind what you want. You will place these threads in character development to be approved.



[anchor]Anchor7[/anchor]Custom Enhancements



If none of the above enhancements catches your fancy, you may create your own. To do this you make post them in Character Development. Creativity is the limit.

Example: Crimson Soul's Crimson Observation Enhancement
Edited by CrabSage, Aug 10 2018, 01:19 AM.
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