Beruflich Dokumente
Kultur Dokumente
-Toshinori Yagi/All
Might
There are several aspects into being a hero. The way you
go about doing your own part in the world is shaped by the
kind of hero you want to be and can be. Not everybody is
suited towards to same thing, so explore the possibilities.
Unlisted Stats
Physical Fortitude (PF) - How much can a character take before theyre
finished. This is a measure of a characters physical stamina. Doing any
strenuous activities for a long time may be tougher for a hero with low
endurance.
Mental Fortitude (MF) - This stat affects how well a character handles
mental attacks, stress, and other high pressure situations. A character with
a low mental fortitude may be highly emotional and easily stressed out.
Bonuses/Maluses
Although stats cap out at five, there are characters in the MHA world who
hold S rank stats. If possible, console your GM if you want to have an S
rank stat.
What is a Quirk?
Quirk Type: Emitter - Emitter type quirks have the ability to either release
certain substances, or alter materials around them in certain ways. They
have various ranges as well as properties and abilities. A general
weakness this type posses is a blowback the user may receive from heavy
use. This is the most common type of Quirk.
Quirk Type: Mutant - Mutant type Quirks can have a variety of of features
and abilities depending on the individual. The common trait seems to be
they are part of the users physicality. As a result, these Quirks are
passively active, but generally allow the user the greatest degree of control.
Users with this type of Quirk exhibit irregular features such as bodily
alteration or enhancing pre-existing abilities. Mutant type Quirks cannot be
turned off and as such, may cause minor inconveniences. While not as
common as Emitter-types, Mutant-types are the most identifiable.
Combat
Living the life of a hero, combat will only be natural as you
potentially face off against villains. Many factors play a
part into how well combat goes. A round of combat ends
after all participants have made their turn. Turn order is
determined by the initiative roll. Combat ends if characters
on the opposing side are knocked out, killed, or gives up.
Armor - Whether its a padded costume or a kevlar vest, the purpose stays
the same. Every piece of armor has a AF, or Armor Factor. This is a stat
that determines how well a character is protected. Most armor pieces go up
to 20, as an opponent must get a higher roll to get through it. The amount
should be left up to the GM, but also slightly within the realm of reality. A
armor set of pillows should not have an AF above 10.
Free Action - A free action refers to something that doesnt cost a turn.
Speaking, getting into a new position, or other slight movements fall into
this. The number of free actions allowed however should be determined by
the GM.
Statuses - A status affects the flow of combat and can be caused through
quirks or other sorts of attacks. The statuses are as followed:
Bloodied - Take damage to health over time.
Paralyzed - Unable to move. Must succeeding in a PF roll.
Restrained - Unable to move. Must succeed in a PWR roll.
Exhausted - This status is only obtained if one fails a PF roll. An
exhausted character suffers from negatives on any action rolls and runs the
risk of passing out. The level of exhaustion as well as how drastic the
negative effects are determined by the GM.
GMs are free to add in elemental statuses such as burning and freezing.
These attacks are a basic overview. Combat should be opened ended and
damaged rolls may be modified depending on the attacks used.
Leveling Up
Due to the nature of MHA and the stat capping, there is
not much room for character growth from a gameplay
standpoint. However, growth is a natural part of a
narrative. To compensate, characters are allowed to
increased lower stats by doing strenuous activities. For
example, a character who wants to increase his Power
may dedicated a day to training. Taking the time to run a
bit would increase their Physical Fortitude. The rate at
which they get to their desired stat is all up to the GM. This
as well as general level ups. Another addition to
compensate for the lack of stats capping is the evolution of
quirks, as well as special attacks. To keep things from
getting hasty, it is recommended that a player is able to
come up with new moves every two to three levels.
However due to how open leveling in general is, this as
well may be up to the GM. Two general ways to go about
it: a slow leveling grind with additional attacks at every
level or a faster grind, but receiving attacks every other
level. This book is very much a work in progress and can
only get better over time. If anyone wants to add feedback
or collaborate, shoot me a message. Hope you enjoy what
I managed to cook up!