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Enhancements
Topic Started: Jan 1 2016, 02:54 AM (2,116 Views)
Irrelevant
Old Bot

Enhancements


In HARP, there’s more than quirks to boost your might; we have Enhancements. This allows to either buy or create high quality items, raise past your human limits, and perhaps earn more money. This is all to help define a character’s playability, diversifying them from the crowd.

There is only one way to earn Enhancement Points, and it is done by ranking up the letters of your statistics (except Control). You start gaining EP after any statistic reaches D Rank. As such, going from D to C you earn a point, after it, going from C to B you get another point and so on.

All enhancements/masteries/licenses of the same category replaces the one before it. So if you were to purchase Dot Eyes then Hawk Eyes the total amount of enhancements spent would be 2 instead of 3. They do not add together, just replaces. The only exception to this rule is Masters of Control as they are not of the same series.

All new characters start with one free Enhancement Point.

The total cap for Enhancement Points is 12.



Physical Enhancements


On HARP humans can’t naturally bypass the “C+” cap limit without the assistance of quirks. These enhancements are to help only stat-quirkless humans achieve feats similar to that of those with stat quirks. The enhancement increase 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)

Physical Enhancements
Name Cost Description

Mighty Might
1 Point
Ability: With this advancement a character is able to reach as high as "B+" strength.

Noumu Might
2 Points
Ability: With this advancement a character is able to reach as high as "A" strength.

All Might
3 Points
Ability: With this advancement a character is able to reach as high as "S-" strength.

Chicken Legs
1 Point
Ability: With this advancement a character is able to reach as high as "B+" speed.

Turbo legs
2 Points
Ability: With this advancement a character is able to reach as high as "A" speed.

Jet Legs
3 Points
Ability: With this advancement a character is able to reach as high as "S-" speed.

Hero Body
1 Point
Ability: With this advancement a character is able to reach as high as "B+" stamina.

Noumu Body
2 Points
Ability:
With this advancement a character is able to reach as high as "A" stamina.

Mighty Body
3 Points
Ability: With this advancement a character is able to reach as high as "S-" stamina.

Bullseye
1 Point
Ability: With this advancement a character is able to reach as high as "B+" accuracy.

Cat eye
2 Points
Ability: With this advancement a character is able to reach as high as "A" accuracy.

Hawk eye
3 Points
Ability: With this advancement a character is able to reach as high as "S-" accuracy.

Willpower
# Points
Requires a non "Overdose" Enhancement
With this Enhancement your character has taken a drug allowing him to truly master the effects of his enhancement(s). By putting any number of points into this enhancement your increase your Limit Pool total by the (# of Points x 5) dumped into this enhancement. Willpower does not boost your regen of limit pool.


All purchased enhancements of the same category replaces the one before it. So if you were to purchase Bullseye then Cat Eyes the total amount of enhancements spent would be 2 instead of 3. They do not add together, just replaces.


Overdosing


Overdosing is a different form of enhancements. Instead of increasing your rank caps, these type of enhancements immediately jump the grade of your rank at the cost of not only dire consequences, but the possibility of skipping multiple points. For overdosing, a +(Number) to a stat means you count it from the stat table. For example, if you have D- Power and get a +6 Power “Overdosing” enhancement, then you count as so ( D (1), D+ (2), C- (3), C(4), C+(5), B- (6) ) to get your new power level.

Overdosing
NameCostDescription

Unruly Might
1 Point
Ability: With this advancement a character gains +2 to their strength stat.
Limitation: The character suffers a -1 strength stat drop every 3 months until their until it reaches D-.

Monster Might
2 Points
Ability: With this advancement a character gains +4 to their strength stat.
Limitation: The character suffers a -1 strength stat drop every 2 months until it reaches D-

Demonic Might
3 Points
Ability: With this advancement a character gains +6 to their strength stat.
Limitation: The character suffers a -1 strength stat drop every month until it reaches D-

Unruly Legs
1 PointAbility: With this advancement a character gains +2 to their speed stat.
Limitation: The character suffers a -1 speed stat drop every 3 months until it reaches D-

Monster legs
2 Points
Ability:With this advancement a character gains +4 to their speed stat.
Limitation: The character suffers a -1 speed stat drop every 2 months until it reaches D-

Demonic Legs
3 Points
Ability: With this advancement a character gains +6 to their speed stat.
Limitation: The character suffers a -1 speed stat drop every month until it reaches D-

Weird Body
1 Point
Ability: With this advancement a character gains +2 to their stamina stat.
Limitation: The character suffers a -1 stamina stat drop every 3 months until it reaches D-

Wrong Body
2 Points
Ability:With this advancement a character gains +4 to their stamina stat.
Limitation: The character suffers a -1 stamina stat drop every 2 months until it reaches D-

Unnatural Body
3 Points
Ability:With this advancement a character gains +6 to their stamina stat.
Limitation: The character suffers a -1 stamina stat drop every month until it reaches D-

Dot eyes
1 Point
Ability:With this advancement a character gains +2 to their accuracy stat.
Limitation: The character suffers a -1 accuracy stat drop every 3 months until it reaches D-

Hawk eyes
2 Points
Ability: [With this advancement a character gains +4 to their accuracy stat.
Limitation: The character suffers a -1 accuracy stat drop every 2 months until it reaches D-

Monster eyes
3 Points
Ability:With this advancement a character gains +6 to their accuracy
Limitation: The character suffers a -1 accuracy stat drop every month until it reaches D-.

Sustain
# PointsRequires an "Overdose" Enhancement
With this Enhancement your character has taken a drug allowing him to limit the effects of overdosing. By putting any number of points into this enhancement your stall your overdose Limit by (#=Points put in) amount of months (EX: If you put 2 points into this enhancement and were supposed to have your drawback take place on 9/21st, it would now take place on 11/21st, two months later). Once # amount of months have passed, the overdose limitation begins to take effect.


Cybernetics
Name Cost Description

Cybernetics
2+X Point
Ability: How precious and unique you are, a true seeker of power, abandoning your human limbs and replacing them with robotics. This allows for your physical attacks associated with your cybernetic limb to be on par with quirk attacks. Also this cybernetic limb is a cap raiser, allowing you to reach B+ in stats related to your cybernetic limb. Upgrading your already acquired cybernetic limb will cause cash and not EP, however adding more limbs will require both Cash and EP. ( X=Limbs, and all limbs start off as D-rank.)




Licenses


These differ from the ones above as they do not alter your stats. These are mainly meant for the non-fighters as they grant you access to support classes, selling things in marketplaces, and more. However, much like the enhancements, licenses also use the enhancement point system, preventing you from having the best of both worlds.

Available Licenses
NameCostDescription

Management
3 Points
You can't have the Support Class License
This character has decided to go down the path of Management route. They help our heroes, make wise business discussions, or even just own a simple shoe franchise. These characters are devoted to the Cash and will do anything for it, including selling their bought items for a better price to others! Get a 25% boost of Cash at the end of every SL.

Conman
1 Point
You are renown for your snake tongue and annoying grin. 10% Discount in Item Mall.

Business Man
3 Points
Congratulations, just when you couldn’t be any lower you decided to become the scourge of the economy. 15% Discount In Item Mall,

Budget Cuts
5 Points
Wow, budget cuts have made you terribly poor. Out of pity, the market offers you a 20% discount in Item Mall, now go cry as you realize how low you have sunken.

Black Market License
2 EP Through connections with the Black Market, the user is able to purchase S-Rank equipment, gadgets, items, etc from said market.


Unmatched Gadgeteer
NameCostDescription

Gadgeteer:
2 EPThis character has decided to go down the path of gadgetry. Through their knowledge of technology, they are able to create gadgets and start with one free rank D gadget. The user takes only five post instead of the mandatory ten posts to repair an item.

Gadget Expertise
1 PointsKnowing the limitations of gadgetry, the user is capable of push the limits of an item, allowing the user to cast gadget techniques one technique rank higher than the gadget’s rank without risk of destroying it. Free C-Rank Gadget

Technological Mastermind
1 PointThrough their advanced knowledge and mastery of technology, the user is able to craft S-Rank equipment, gadgets, items, etc.


Super Surgeon
NameCostDescription

Basic First Aid
1 PointsAble 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 Nurse
1 Points 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 broken. Requires: Basic First Aid

Super Surgeon
2 PointsThe 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


Smoking Guns
NameCostDescription
Gunslinger2 Points +1 accuracy when wielding a gun. LP cost of firing your weapon is halved.

Ranger
1 Points +1 accuracy when wielding a gun. Your techniques used with guns are treated 1 letter grade higher in range. [Requirement: Gunslinger]

Spirit Gun
1 Points +1 accuracy able to augment your weapon with your quirk. [Requirement: Ranger; must use at least B-Rank gun]


Martial Arts
NameCostDescription

Fight or Flight
2 EP The quirk-less users physical techniques are just as mighty as a quirk users of the same rank or lower. Their attacks are overcome by Masters of Control Elite Enhancement: Quirkless Only



Mastery


These are for those that would rather not like to spend their 12 points on something like “stat” boosts or “Licenses.” This section allows you to focus more on a specific set of traits.

Mastery
NameCostDescription

Double Whammy!
7 Points

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 amongst heroes. The awakened quirk varies depending on your Primary quirk; T1[T5]/ T2[T4 or T5]/ T3[T3, T4 or T5]/ T4[T2, T3, T4 or T5] / T5[T2]You may create one custom double whammy quirk.

Masters of Control
3 Points
Through hard work and training you have reached feats others will never know, raising your control cap to S-Rank!

Masters of Control: Elite
1 Point
Requires Masters of Control
Thanks to endless training, you have become a Master of your own. Your attacks can now beat out those that match it instead of canceling out. (Unless the user has Elite) You are now capable of breaking material one rank higher. (D Rank Elite can break D Rank Materials.)
Technique Adept2 Points
Ability:You are a skilled individual and you’re very versatile with your techniques. Starting from E, every level your control rises you gain 5Tp. {E>D>C & so on.)

Technique Master
4 Points
Ability:You are a skilled individual and you’re very versatile with your techniques.Some recognize you as a master and say you have endless techniques. Starting from E, every level your control rises you gain 10Tp. This replaces Technique Adept if you posses it and is also retroactive. (E>D>C & so on.)






Non Player Characters



NPCs
Name Cost Description
NPC Companions # Points Depending on how much you want to invest in your NPC’s fighting prowess, you can spend the following amount of Enhancement points for it:

  • 1 Point - Untrained NPC (Pet or quirkless weak human)

  • 3 Points - Trained NPC

  • 5 Points - Peak Human NPC

  • 7 Points - Enhanced Human NPC

  • 9 Point - Super Human NPC

  • 12 Point - Undefined NPC


NPCs can fight along side of their character owners, but not on their own unless against another NPC, this excludes Mod Bot’s NPC. Player Characters may have more than one NPC as long as they can afford them. All off their attacks can either be free form or made into an actual techniques to be used in correlation with the character owner’s moves. I.e. they do a double lariat. Lastly, NPCs can only have T5 quirks.


Mook Army
Enhancement Cost Description

Foddermen
1 EP 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 Value
3 EP 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.

Devoted Followers
6 EP 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.



Custom Enhancements


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