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Techniques and Limit Pool
Topic Started: Jan 1 2016, 02:56 AM (2,411 Views)
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Technique Points and Cost


In HARP techniques are the most essential element of the combat system. Here you will learn how to make techniques for your character. You are bound by your control rank when making techniques. You are allowed to make techniques with a set of points, we call them Technique Points or in short TP. The amount of TP you receive is bound by by the control rank of your quirk. Below you can see a table with the quantities you will able to use.

Control RankTechnique Points
D Rank 40
C Rank 70
B Rank 150
A Rank 200
S Rank 300


With your Technique Points in hand you will want to spend them to create your super cool and amazing techniques, but first you need to understand how many do you have to spend to create one.

Technique RankTP Cost
D Rank 5
C Rank 10
B Rank 20
A Rank 30
S Rank 50


This is what you need in regards to TP, yet the HARP system has also another requirement for creating and using techniques which we will explain on the next segment.


Limit Pool and Cost


For you to be able to execute techniques, you will also need to spend something we call Limit Pool. It could be considered the magic/mana of your character, if he was in a game. When you do a technique, you will need to spend a portion of that pool to act, we call it Limit Cost. The Limit Pool of your character is bound by the quirk control rank.

Control RankLimit Pool
E Rank 10
D Rank 20
C Rank 30
B Rank 50
A Rank 60
S Rank 70


The table above is the amount of Limit Pool, you acquired by having the said Rank in the Control Stat. (D rank = LP 20). At the beginning of the Storyline, your character LP will start at 100% and will deplete every time you use a technique. However, at the start of each post you will recover 20% of your LP.

Technique RankLimit Cost
D Rank 10
C Rank 15
B Rank 20
A Rank 25
S Rank 30


As you can see above, this is what your future techniques will cost to use. A rank D Technique will deplete 10 from your limit pool. A rank C will drain 15 and so on.


Technique Types


Stat Altering Techniques

Buffs

Buffs are stat boosts caused from certain techniques. You may create buffs that increases your own stats, or the stats of another. This means you can only have a technique to do a self buff, or a support one, it’s not possible to have both effects together on the same technique.

You are able to sustain this bonus to your stats by spending half the limit cost of the technique. As such if a Rank D has the limit cost of 10, to be able to keep it up, you need to spend 5 of your limit pool for each following turn until you either run out of Limit pool, or turn it off.

Buffs cannot exceed the S+ Cap limit

Buff Table
Rank Buffs Targets
D +2 stats Self
D +2 stats 1
D +1 stats 2 - 3
C +3 stats Self
C +3 stats 1
C +2 stats 2 - 3
B +4 stats Self
B +4 stats 1
B +3 stats 2 - 3
A +5 stats Self
A +5 stats 1
A +4 stats 2 - 3
S +6 stats Self
S +6 stats 1
S +5 stats 2 - 3


Example of a Buff Technique


Debuffs

Debuffs inflict a stat decrease to an opponent. This techniques work differently from the buff ones. Instead of having to sustain them, like buffs do, you have a duration for each rank. It begins with the duration of one post for Rank D techniques, and it will scale up for each above rank. As such Rank C techniques will have a duration of two posts. A Rank B four posts and so on and so forth. The only exception to this would be quirks and gadgets centered around debuffing such as Poison.

Debuff Table
Rank Debuffs Targets
D -2 stats 1
D -1 stats 2 - 3
C -3 stats 1
C -2 stats 2 - 3
B -4 stats 1
B -3 stats 2 - 3
A -5 stats 1
A -4 stats 2 - 3
S -6 stats 1
S -5 stats 2 - 3


Example of a Debuff Technique


Material Breakers

These techniques allow your character to break materials. They are available starting at Rank C, and allots the ability to break a material below the technique rank. As such a Rank C technique can break a D rank material, a Rank B technique can break a Rank C material, and so on.

Example


Armor Techniques

Armor Techniques are when you create armor from the usage of a technique. The rank of the technique used equals the material rank and last for how your limit pool can sustain it. Like with buffs, you need to spend half of the initial limit cost per post.

Example



Gadget Techniques

Guns & Gadget LP Rules
Guns brought up a difficult choice for the mod team; ban or not ban the use of them. The compromise brought a new rule over all of the items, weapons and gadgets. While weapon and gadget techniques are still usable, viable and strong; some gadgets felt very lack luster or overpowered with simple everyday use. Guns were violently too strong, the arguments were valid, but the balance still hurt. And thus, canon-ly, guns use the user's life force (LP). This costs the same amount of LP as if it was a technique (D-Rank gun costs the price of a D-Rank Tech which would be 10 LP). This rule applies to guns and guns alone.

Similar to guns, the rank of items consume LP, but only half the rank of it’s gadget, item or weapon’s grade as if it were a technique as well. (D-Rank taser costs the price of half the rank of D-Rank Tech which would be 10 / 2 = 5 LP) Example: You have an electrically charged glove. You could charge it many times in one turn as long as you have LP to burn. Many would think it stupid to need a technique for something innate. Now the user can freely flow their energy into their item and can activate its innate power/ability. Melee weapons without a special effect are exempt from LP cost until something is added such as electrical charges.

Gadget & Weapon Technique Rules
Even with this you still will want to have gadget technqiues as they are far more powerful than any basic usage or ability.

The maximum rank of your gadget techniques are determined by the rank of the gadget. For example, this would mean you can't make C rank lightsaber techniques centered on a D rank lightsaber. Using the example of the gun from earlier, if you had one sure you could shoot it, but you'd need to make a technique in which you shoot it at one place and the bullet ricochets to another. When you sell or trade away your gadget (Basically when you don’t possess your gadget) you regain all the technique points used on said gadget.

Example


Exceeding the technique limit causes your gadget to shatter and break.

Item Repair

So, you bought your fancy new gadget and it’s super cool! It shoots fire and it’s got a gold coat of paint, and oh, aren’t you just the bee’s knees? But, what’s that? You got too heavy-handed and reckless, therefore having your gadget broken? Your wallet isn’t looking too healthy? Have no fear! Here at HARP, we have two different systems to help you out when it comes to items, costumes and gadgets. These do NOT work for single-use items, however. If you use a consumable, it’s gone forever.

Option 1: You can use your Cash to fix the broken item in the Market. To do this, provide the original approval link for the item, and your repair price will be half of what you paid for the item.

Option 2: You can do an SL with a Support Character which has to be a total of 10 posts (5 on each party) to RP out the fixing of your item. This option is free, provides EXP, and can fill your Normal or Dual Thread slot. It also boosts the Fame of the Support Character who fixed your item.

Option 3: The final option is only open to Yuuei Academy Students. To do this, you must submit a Process Pending stating that you wish to have your item fixed. You must do two full main threads without the item while it is away being fixed in the school. The SLs you have done need to be graded before you are allowed to use your item again.

Physical(Normal) Techniques

On HARP, most characters are gifted with a quirk that grants them special abilities allowing them to perform unbelievable feats represented by their control rank, but sometimes that's not enough. Sometimes you just need to give someone a good ol' knuckled-up punch to the jaw. These types of techniques are known as Physical Techniques and unlike quirk based techniques, these don't run off the control system, rather, they run off of hard stats. This means a character can do a B rank power/speed/accuracy/stamina techniques if their statistic is equal to the rank. Physical Techniques have the same technique cost as quirk techniques , but limit cost is always 5 points less.


Physical Technique Examples


As you progress a particular stat, the techniques available become more advanced. These attacks are physical attacks so they do not carry the equivalent damage to the quirk techniques counterpart. But do not forget you still need to overcome the human limit on said Statistics to be able to do normal techniques of the same rank.

Examples

Freeform

Freeforms are allowed on the site. When using Freeform actions you are not charged any LP/TP. Freeform actions are offensive or defensive actions using your quirk (Can't be done if you have “E” rank control) or using your body to complete any physical action, such as; punch, kick, dodge roll etc. The strength of a Freeform action is fairly low, meaning these actions aren’t as strong as techniques unless there is a noticeable difference in stats.


Area of Effect & Ranges


What’s listed in the table below is how far your techniques can go based by their rank. Melee is accessible to all ranks, this table is only meant to show the maximum range you can go per rank. The only exception to this would be quirks that are meant for range such as Tape.

Technique Rank Range
D Rank Short (5 meters)
C Rank Medium (15 meters)
B Rank Semi-Long (25 meters)
A Rank Long (50 meters)
S Rank Super Long (100 meters)


Area of Effect

Technique Rank AoE Range
D Rank AoE Short (2 meters)
C Rank AoE Medium (8 meters)
B Rank AoE Semi-Long (12 meters)
A Rank AoE Long (25 meters)
S Rank AoE Super Long (50 meters)
Edited by Ronziggy, Jul 27 2016, 12:27 AM.
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