Power Score

The Power Score is the current attribute system of the MHA-RP. All members of the role-play will be using it when creating their characters, as a measurement of one's natural abilities. There are five attributes in total, below is a list of them all as well as summaries of their purpose in role-play.


 * Strength. Measures how physically strong the character is.
 * Dexterity. Measures how fast a character is, as well as their agility. Also determines initiative in fighting.
 * Constitution. Measures a character's healthiness.
 * Stamina. Measures a character's ability to sustain themselves during combat.
 * Intelligence. Measures problem-solving skills of a character.
 * Perception. Measures a character's environmental awareness.
 * Quirk. Measures a character's ability with their quirk.

These seven attributes are measured from a fifty-point scale, with five distinct categories of level that affect the potential of a character in role-play.

Numbers 1-10 represent a level of ability comparable to that of a first-year student. 11-20 represents second-year. 21-30 represents third-year. 31-40 represents sidekick level. 31-40 represents Pro-Hero/Villain level. 41-50 represents Top-Ten Heroes/Villains.

All attributes, while already holding a purpose, double as numbers to be used in 'skill checks'. A skill check is when a character's attribute is compared against something they're doing. These are often compared against either another character's score or a challenge a DM may provide. I.E, a first-year student steps on a trap. His friends behind him fall, and he attempts to save them in RP using nothing but his own hands. The DM then compares the action with the strength the character already possesses, as well as what is required to pull them back up in the situation such as 5 in Strength. All attributes have a specific function in role-play which will directly affect how you continue to use your character.

Strength
Strength's primary purpose is to determine a character's physical strength. This is important when fighting, as it can determine the effectiveness of your attacks. It also will be useful in story-line situations, as the DM (Dungeon Master) may put your character in situations where they need to make use of said strength.

Dexterity
Dexterity is a direct measurement of your character's agility and nimbleness in combat situations. The purpose of Dexterity determines how fast a character is. Every 1 points in Dexterity equals ½ a meter. This distance basically equates to how far your character can move within a single post. In example: Character A possesses 6 points in their Dexterity, so they could move 3 meters within a single post.

Constitution
Constitution is a direct measurement of your character's life force and their durability. The first aspect of Constitution that is important for the RP is that it determines the kind of damage your character will take when hit by an attack. This works against Strength and Dexterity when being struck.


 * Reduced damage: Constitution is at least +5 points above the skill check.
 * Normal Damage: Constitution is between 5 points positive and negative of the skill check.
 * Extra Damage: Constitution is at least -5 points below the skill check.

Stamina
Stamina determines how long a character is able to sustain themselves when dealing with forms of exhaustion. The number of Stamina points directly correlates to the amount of posting rounds a character has before they require some rest. In example, Character A has six points in his Stamina. When fighting, he is able to actively fight for six posting rounds before needing to stop and rest. Resting is an action that can be taken in a post, each round spent resting is a point given back to one's current Stamina. However, during this action they cannot attack.

Intelligence
Intelligence determines how smart a character is and their ability to solve problems. The Intelligence stat also gives them a means to apply said intelligence in RP. When a character with Intelligence deals with a problem, and their intelligence matches up to the DC (difficulty class), then the DM will provide a suggestion as to how to overcome the problem. The higher their intelligence is compared to the DC, the more suggestions there are and the higher their quality of outcome.

Intelligence also dictates the amount of jutsu your character starts off with. Every point in Intelligence is equivalent to one jutsu or technique.

Perception
Perception is a measure of a character's environmental awareness, it also determines how fast a character can react to an action in role-play. Outside of combat, characters with high Perception are able to notice context-sensitive clues of their environment around them. This could include seeing a trap before it is sprung, being able to see when someone is tailing you; etc. In combat it will determine how your character can react to attacks made towards them.

Vs. Dexterity
This section applies specifically to instances where a character is attacked by someone. This includes, but is not limited to: Strikes made by a weapon, a simple punch, arrows or other projectiles shot towards a person; etc. When this happens, Dexterity will be used against your character's Perception. Characters with a higher Perception when compared to their attacker's Strength or Dexterity will be able to recognize what's happening and react appropriately. The opposite holds negative consequences. If your character's Perception is lower than the attacker's Strength/Dexterity, then they will not be able to react in time and dodge an incoming attack. This leaves them with few options, either having to block the technique or resort to a counter-attack.