Stat Breakdowns
Golden Age :: Information :: Site Rules
Page 1 of 1 • Share
Stat Breakdowns
On Golden Age, a character's Quirk and abilities are governed by their stats. There are five stats in total, modeled after the My Hero Academia Ultra Archive guidebook. They are Power, Speed, Technique, Intelligence, and Cooperativeness.
Power represents a the raw strength of their Quirk. For Emitter-type quirks, the higher the Power, the more damage they deal. For Transformation-type Quirks, Power generally represents the magnitude and duration of abilities. For Mutant-type Quirks, Power governs any tertiary abilities they may possess.
Speed represents a character's agility, reaction time, and movement-speed. The higher this stat, the faster a character is able to move, as well as react to other happenings. Quirks that increase the user's Speed usually do so by an amount equal to the character's Power.
Technique represents a character's mastery over their Quirk. The higher their Technique, the more they can utilize their abilities. In this sense, Technique magnifies the user's stamina, making usage of their Quirk more efficient. Activation of an Emitter-type or Transformation-type Quirk will consume some amount of stamina, as modified by Technique. High levels of Technique also increase the range and expand the scope of Quirk-based attacks.
Intelligence represents a character's book-smarts and wisdom. A character with high Intelligence gains access to several uses of the Analysis ability, allowing them to predict and avoid enemy attacks. Ranks in Intelligence also grant the character Skill Points, allowing the character to learn certain proficiencies, such as mastery of a weapon type, develop new ways to use their Quirk, or train to increase their base attack damage or Wound threshold.
Cooperativeness represents a character's ability to work well with others. It is an integral stat for heroes, who use this ability to work with citizens and victims in rescue situations. A hero with low Cooperativeness would have a difficult time trying to organize a group of civilians during a crisis, and may end up with undesired casualties. Characters with high Cooperativeness are also able to use the Planning ability on their allies, allowing them to avoid enemy attacks.
Power represents a the raw strength of their Quirk. For Emitter-type quirks, the higher the Power, the more damage they deal. For Transformation-type Quirks, Power generally represents the magnitude and duration of abilities. For Mutant-type Quirks, Power governs any tertiary abilities they may possess.
Speed represents a character's agility, reaction time, and movement-speed. The higher this stat, the faster a character is able to move, as well as react to other happenings. Quirks that increase the user's Speed usually do so by an amount equal to the character's Power.
Technique represents a character's mastery over their Quirk. The higher their Technique, the more they can utilize their abilities. In this sense, Technique magnifies the user's stamina, making usage of their Quirk more efficient. Activation of an Emitter-type or Transformation-type Quirk will consume some amount of stamina, as modified by Technique. High levels of Technique also increase the range and expand the scope of Quirk-based attacks.
Intelligence represents a character's book-smarts and wisdom. A character with high Intelligence gains access to several uses of the Analysis ability, allowing them to predict and avoid enemy attacks. Ranks in Intelligence also grant the character Skill Points, allowing the character to learn certain proficiencies, such as mastery of a weapon type, develop new ways to use their Quirk, or train to increase their base attack damage or Wound threshold.
Cooperativeness represents a character's ability to work well with others. It is an integral stat for heroes, who use this ability to work with citizens and victims in rescue situations. A hero with low Cooperativeness would have a difficult time trying to organize a group of civilians during a crisis, and may end up with undesired casualties. Characters with high Cooperativeness are also able to use the Planning ability on their allies, allowing them to avoid enemy attacks.
Re: Stat Breakdowns
Stats are measured on a 50 point scale, with every set of 10 points inside of a stat representing a rank, which confers additional benefits (1-10 is Rank 1, 11-20 is Rank 2, etc). Ranks are generally comparable to each other inside combat (Rank 2 = Rank 2, but inferior to Rank 3, etc), with higher points inside of the same rank usually serving as a tiebreaker metric (36 Speed is slightly faster than 31). Each stat's relationship with points and ranks is listed below.
Power
Speed
Technique
Intelligence
Cooperativeness
Power
- Spoiler:
- Power is used to determine the amount of damage done by attacks with your Quirk. For Quirks that do not deal damage but instead increase other abilities, such as Speed or Intelligence, those stats are increased by an amount equal to your Power. For most other Quirks that are neither of the above, Power generally measures duration.
Rank 1 (1-10): Offensive uses of your Quirk, usually Emitter-type (such as Enji's Hellflame), deal 1 Wound of damage. For Transformation-type Quirk duration (such as Mirio's Permeation), each activation of your Quirk with Technique Points lasts for 1 post.
Rank 2 (11-20): Offensive uses of your Quirk, usually Emitter-type, deal 2 Wounds of damage. For Transformation-type Quirk duration, each activation of your Quirk with Technique Points lasts for 1 post.
Rank 3 (21-30): Offensive uses of your Quirk, usually Emitter-type, deal 3 Wounds of damage. For Transformation-type Quirk duration, each activation of your Quirk with Technique Points lasts for 1 posts.
Rank 4 (31-40): Offensive uses of your Quirk, usually Emitter-type, deal 4 Wounds of damage. For Transformation-type Quirk duration, each activation of your Quirk with Technique Points lasts for 2 posts.
Rank 5 (41-50): Offensive uses of your Quirk, usually Emitter-type, deal 5 Wounds of damage. For Transformation-type Quirk duration, each activation of your Quirk with Technique Points lasts for 3 posts.
Unless otherwise noted, clashing Quirks clashing with Power determine win, loss, or tie, based on Rank alone, instead of points (37 clashes equally with 34).
Speed
- Spoiler:
- Rank 1 (1-10): The user has the reaction time and movement speed of an average human (8 mph).
Rank 2 (11-20): The user has the reaction time and movement speed of a prodigious human (15 mph).
Rank 3 (21-30): The user has the reaction time and movement speed of an Olympic athlete (23 mph).
Rank 4 (31-40): The user has the reaction time and movement speed beyond that of a racehorse (45 mph).
Rank 5 (41-50): The user has the reaction time and movement speed comparable to that of a cheetah (70 mph).
Since Speed is usually augmented by Quirks by adding the user's Power number to their Speed, the Speed stat also has the following ranks, which can be boosted to via Quirks.
Rank 6: The user is capable of moving so quickly that they can run on water (80 mph).
Rank 7: The user is capable of moving so quickly they begin to blur at close distances, and can scale vertical distance while maintaining momentum (250 mph).
Rank 8: The user is capable of moving so quickly that they can momentarily disappear from sight at peak speeds (400 mph).
Rank 9: The user is capable of moving so quickly that they can move at supersonic speeds (767 mph).
Rank 10: The user is capable of moving so quickly that they are invisible to the naked eye while moving at peak speeds (1,000+ mph).
Technique
- Spoiler:
- The user's Technique Points, used to activate one's Quirk, is equal to the number of points they have in their Technique stat. Technique is not usually measured in ranks, unless when called for by a Quirk. The base cost for use of a Quirk is inherent to each individual Quirk, determined at registration. Special Moves will cost increased levels of Technique Points based on their effect. Your Technique Points reset at the beginning of each new topic, provided it is not immediately sequential to your previous one, and you had time to recover in-between.
Rank 1 (1-10): You can create and train up to 2 Special Moves.
Rank 2 (11-20): You can create and train up to 4 Special Moves.
Rank 3 (21-30): You can create and train up to 6 Special Moves.
Rank 4 (31-40): You can create and train up to 8 Special Moves.
Rank 5 (41-50): You can create and train up to 10 Special Moves.
Intelligence
- Spoiler:
- Intelligence determines the number of times a character can use the Analysis ability a certain number of times per topic, allowing them to foresee, predict, and automatically avoid and survive an enemy attack. It also grants the user a number of Skill Points to spend on proficiencies and other upgrades.
Rank 1 (1-10): The user has a standard level of intelligence. They have 0 uses of the Analysis ability, and 1 Skill Point.
Rank 2 (11-20): The user has an above-average level of intelligence. They have 1 use of the Analysis ability, and 2 Skill Points.
Rank 3 (21-30): The user has an advanced level intelligence. They have 2 uses of the Analysis ability and 2 Skill Points.
Rank 4 (31-40): The user has near-genius level intelligence. They have 3 uses of the Analysis ability and 3 Skill Points.
Rank 5 (41-50): The user has genius level intelligence. They have 4 uses of the Analysis ability and 4 Skill Points.
Since Intelligence is usually augmented by Quirks by adding the user's Power number to their Intelligence, the Intelligence stat also has the following ranks, which can be boosted to via Quirks. Boosts to Intelligence are generally permanent, rather than temporary. All levels of Intelligence Rank 6 and above are considered super-genius level. Development of advanced, post-modern technology requires Rank 6 or above.
Rank 6: The user has 5 uses of the Analysis ability and 4 Skill Points.
Rank 7: The user has 6 uses of the Analysis ability and 5 Skill Points.
Rank 8: The user has 7 uses of the Analysis ability and 5 Skill Points.
Rank 9: The user has 8 uses of the Analysis ability and 5 Skill Points.
Rank 10: The user has 10 uses of the Analysis ability and 6 Skill Points.
Cooperativeness
- Spoiler:
- Cooperativeness governs the ability of the character to work with others. This includes both civilians during a crisis as well as with allies during combat. Cooperativeness determines a character's ability to influence generic NPCs and civilians (often integral to a hero's mission), as well as work with allies in battle. This second ability is manifested as a certain number of uses of the Planning ability per topic, allowing it to be invoked by the character to allow an ally to understand, predict, and entirely avoid an enemy attack.
Rank 1 (1-10): The user is uncooperative, a lone wolf, or lacks good teamwork. Civilians are as likely to avoid you and your orders as if you were a villain, and you have 0 uses of the Planning ability.
Rank 2 (11-20): The user is approachable, with a basic grasp of teamwork. Civilians will follow your sensible orders, and you have 0 uses of the Planning ability.
Rank 3 (21-30): The user is confident, with a solid understanding of teamwork. Civilians will follow even unusual orders given by you, and you have 1 use of the Planning ability.
Rank 4 (31-40): The user is charismatic, with a good understanding of teamwork. Civilians will follow even unusual orders given by you, and you have 2 uses of the Planning ability.
Rank 5 (41-50): The user is an icon, with a complete understanding of teamwork. Civilians will follow even unusual orders given by you, and you have 3 uses of the Planning ability.
Since Cooperativeness is usually augmented by Quirks by adding the user's Power number to their Cooperativeness, the Cooperativeness stat also has the following ranks, which can be boosted to via Quirks. Boosts to Cooperativeness are generally permanent, rather than temporary.
Rank 6: The user is an idol. Civilians will follow any non-fatal orders given by you, and you have 3 uses of the Planning ability.
Rank 7: The user is hypnotically captivating. Civilians will follow any non-fatal orders given by you, and you have 4 uses of the Planning ability.
Rank 8: The user is so charismatic that generic civilians will do anything you say, and you have 4 uses of the Planning ability.
Rank 9: The user is so charismatic that generic civilians will do anything you say, and you have 5 uses of the Planning ability.
Rank 10: The user is so charismatic that generic civilians will do anything you say, and you have 7 uses of the Planning ability.
Golden Age :: Information :: Site Rules
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|