This rp will be based on My hero Academia, I have planned to include a more serious theme as well as derive from events that happenes in the Anime/Manga except for critical events such as sports festival, Hero license, and things that fall along those lines. ______________________________________________________________________________________________________ ______________________________________________________________________________________________________
It all started over a century ago with the birth of a luminescent baby. Ever since that incident, many people from around the world began to develop different kinds of supernatural abilities, otherwise referred to as Quirks. Naturally, humans were scared. Being met with new and dangerous abilities, the first few decades of supers were brutally treated, locked up and experimented on like caged animals. Over time as supers grew in numbers and became aware of their new abilities the battle for equality shifted in their favor. After many years of blood sweat and tears. The supers and regulars began to co-exist peacefully with the intention to protect civilization together.
Before you knew it the world quickly became a superhuman society and as of today, about 80% of the world's population possesses a Quirk. In a world swirling with chaos, there are those who want to protect the peaceful society and others who wish to conquer giving rise to the profession that everyone once dreamed about and admired became reality. That profession is...not quite yours yet.
A Hero is a symbol of hope and peace for the entire world. You are not a professional hero. You are a student, learning to become a hero. Komei Academy is the place to achieve that goal. Formally known as the best hero academy in the world, but was recently outranked by a newly built establishment. Despite the drop in the rankings, Komei Academy continues to serve as a great school for young heroes to come.
Welcome to Komei Academy! This year will certainly be an interesting one. Please, enjoy it to its fullest.
The Academy was founded twenty-five years ago on the outskirts of Hosu, Japan. Currently, the second youngest hero academy listed among the top ten rankings.
A steel wall and invisible barrier surrounds the premises to prevent villains or any other outsiders from entering. Only someone with a Student ID Card or Special Entry Permission ID can enter.
Komei Academy was formally known as the #1 ranked heroic school in the world. Their twenty-one year streak at the top was abruptly ended by one of their competitors. It was shocking at first, but Komei's overwhelmingly positive reputation prevented any grave repercussions towards the school. Komei accepted their defeat with pride and viewed it as a positive outcome. The next generation of heroes were on the rise. Komei's current academic system wasn't enough to provide the best education to their students. Komei Academy drastically reformed their lesson plans to avoid being left behind time itself.
Students are separated into specific departments and classes. Your character will be attending Class 1-A, in the Department of Heroes. This is a boarding school, so you will have your own dorm room. Upon receiving your admittance letter, you’re Student ID (Which is also the key to your room) along with your School Uniforms should have been delivered to you before the start of the semester.
This is the dormitory for the hero department in which class 1-A will be staying, in the admittance letter we requested your belongings to be sent as to single out a distraction on your first day. Your belongings are waiting for you in your dorm room.
Komei provides a ranking system as a way to influence competition as well as motivate their students to do their best. Not only does it come with a nice name tag you also a lot more privileges when your at the top as well as Influence outside of Komei Academy in the Hero world, as you climb the ranks you gain more enticing privileges. These privileges don't give you any edge over other students but are rather rewards for a job well done. Only the most focused stay at the top so don't let the rewards influence your work ethic poorly.
Despite the way of entrance through school a fresh student will always begin at unranked. Through hard work in class and triumph, training exercises, and school events. Naturally one will climb the ranks. Being a low risk but at the same time a long process which.
The other way is challenging other students, challenges can be anything you can think of, sports, games, academics, games. The challenge do get to pick the location, time, and rules of the match. If you succeed you will gain their rank while they fall down to your previous ranking. IF you lose you cannot enact further challenges for the remainder of the term. If the challenger loses 3 challenges they are expelled. All formal challenges must be officiated by a faculty member
Application Form
Appearance: Picture or description is fine, Include height and weight as well. Costume: Name: Tell us your name. Gender: Are you a boy or girl? Age: Students are 13-16. Height: Weight:
Personality:
What are you like? Anything particular we need to know?
Background:
Give us a summary of your life up until now along with the reason why your character chose to enroll in Komei Academy over other academies. Komei Academy takes place in Hosu, Japan.
Quirk:
Please PM me all quirk ideas that you have so that I can proof read and check them. Also I want to try something new and allow the choice to keep your quirk a secret until revealed in the Rp in attempt to give a real feel in not knowing your classmates quirk, this is completely optional and you don't have to keep it unknown in your CS.
Talents: List at least two talents your character is good at. It could be anything, like a sport, hobby or a unique skill your character has or can do.
When creating a quirk for your character some may get derailed from the fact that quirks are a physical abilities rather than a magical one. There is no need for some long and deep explanation but rather something that fits in with the super power genre. The more powerful the quirk the bigger the repercussions but overall try and be creative with the quirk you give your character, I look forward to seeing what you cook up.
A quirk will fall into one of the following categories
Emitter Class: These quirk class grant the ability to either release certain substances, or alter materials around them in certain ways. While most emitter-type Quirk users generally have a handle on their own "emissions", it's also possible for users to hurt themselves from coming into too much contact with their quirk.
Transformer Class: User of this type of quirk are able to take on a temporary alteration of some kind. Transformation quirks allow the user to temporarily "transform" their body in a variety of manners, sometimes enhancing existing features or perhaps adding new features to the body altogether.
Mutant Class: These quirks can have a wide variety of features and abilities depending on the individual, but the common similarity seems to be that these quirks are a part of the user's physicality. As a result, these Quirks are always active, but generally allow the user the greatest degree of control.
Basic Rules
-Be nice and respect your fellow roleplayers. -No one for all's or all for one's Do not kill off other characters without permission from the player. -No Godmodding without permission from the player. -No Metagaming. -Try to keep it PG-13. -Do not post CS sheets in the Character tab without being approved by the GM/CoGM. -Try to tag/mention the people you interact with in your IC posts. -No Speed Posting. Give other players a chance to post in the IC tab. Please wait until at least two IC posts have been made since your last IC post. -If you are unsure and have a question ask the Gm or co Gm. -More importantly, have fun!
Just curious, since you're going with a school settings, how are you gonna handle non-combat and non-activity based classes? Or are those types of classes just skipped or will just be briefly mentioned in passing? Or maybe the curriculum is something different entirely?
Just curious, since you're going with a school settings, how are you gonna handle non-combat and non-activity based classes? Or are those types of classes just skipped or will just be briefly mentioned in passing? Or maybe the curriculum is something different entirely?
Potentially interested. Could you give more information about larger plot elements? Personally as much as I love MHA's setting, I've found in the past that high-school based RPs fall apart quickly if there's nothing to do besides slice-of-life type stuff with the occasional "mission" or whatever it is the superhero/magic/youkai/etc academy lets its students do. Will there be an overarching series of events to drive the players to actually do things besides "hang out" or show off their powers against fodder?
I tried one of these almost a while ago. It got so boring and everyone had to interact with the only two female char in the group everyone else were basically ghosts
Left a terrible taste in mouth, but why not try another one.
Classes such as the basic English, math, etc will be skipped almost always. The classes we will most likely focus most on will be Homeroom and Hero studies. Homeroom will be where events happening will be publicly addressed and discussed briefly. Hero studies will be for training the mind and body for the world ahead of them, this include knowing the Do's and dont's as well as physical hero training.
I know how being confined to a classroom can get old really quick so I will try to not keep characters there for too long.
I understand that as well that high school based rp tends to get old quickly when your just hanging out. There will be a general plot to follow but the idea I had is when it's go time your character will have to make a decisive choice and how this will affect you in the future. Arcs will include fighting against the fodder, sometimes with friends, Comes down to the choices of your character. I have good time on my hands for a while so I am able to cater to every character apart of this Rp, if you have any suggestions just let me know.
Hmm... This might be interesting. I've got a girl with a bizarre video camera themed Quirk who I haven't gotten the chance to use much, and would love to write more. Lemme just copy/paste this description I have sitting around...
Her Quirk can be turned on to record whatever she is looking at, then lets her shape a shell of quantum particles covering her skin in order to recreate things her eyes have stored. However, it has a range limit, the projections are only tangible so long as she's looking at them to maintain their internal cohesion, and the whole process is powered by electrical currents from her nerves running through silicon fibers grown into her hair in order to encode data, so she has a data storage limit - symbolized by her braids unraveling as she records things - and also needs to "charge" between uses by resting - helpfully visualized as a glowing power bar forming on her hair around the crown of her head, accompanied by video camera symbols like || or the Play arrow or a recording dot for whatever she's currently doing. Also, if her hair gets wet while her Quirk is on, she loses her stored data. Oh, and she has a giant ahoge which is necessary to serve as an antenna for ranged projection, and if it's damaged, she can't control images at long range.
@pkkenI'm not sure what category the Quirk I'm thinking of would fall into, but here's the gist:
The character is born with no arms, but has a metallic "base" where his shoulders should be--think something like the part of Edward Elric's automail that covers part of his chest--on both sides. When he reaches the age where Quirks start to manifest, he begins to create mechanical arms that attach to those bases. By developing his skill and control over the power, he'd be able to alter the arms. They would always be mechanical in nature, but the other qualities he could give them would depend on how far-reaching, powerful, etc the Quirk could be without getting too overpowered.
When I originally thought of this, it was more of a "mechanical" power than a "creation" one, and thus the alterations to the arms consisted of adding things like blades, weapons, grappling hooks, and so forth. But I don't think I'll end up going with that unless some of these other suggestions get denied, because as time went on he'd either have an answer for every situation like Batman's utility belt, or else his abilities would focus on pure firepower. Heroes in MHA tend to avoid lethal force and collateral damage whenever possible, so a hero bristling with guns and swords might not work.
In lieu of making it a more "creation" based power, I came up with the idea that he simply alters the number of arms and their structural properties: Four arms instead of two, arms that are much longer for reach, arms that are big enough to serve as shields or bulky enough to give more strength. But I haven't quite figured out the specifics of this "creation," (the only other Quirk that seems to come close is Momo Yaoyorozu's) and thus don't have a good idea of what its upper limits and weaknesses would have to be yet.
If you've ever heard of the game Asura's Wrath, this character would essentially be an MHA-level version of that game's main character--sprouting cyborg arms, punching stuff a lot, and so forth.
If you have any issues with this, please let me know. I'm also very open to suggestions for how to improve the idea.
I see what you mean and I like the idea you have, the quirk would fall under Transformation. In the direction your heading, your quirk reminds me of Shojis quirk in which he can fit his arms for multiple functions while also being a tank.
@pkkenStats are honestly kind of pointless if there's not an RNG/dice/etc system in place to make use of them. If they're meant to be general comparisons of which characters are stronger, faster, etc that can be done just as well--if not better--through the writing and the nature of the characters.
If stats are meant to show progression, you could do that through hard limits that get lifted over time, or power aspects that get added over time. For example, if someone has the power to shoot lasers out of their eyes, maybe at the start they can only do it 3 times a day before their eyes get super sensitive like after an eye doctor's visit, and as they develop they add more uses. Or, maybe at first all they can do is shoot lasers in short bursts, and then after a training arc or a plot progression they're allowed to add the ability to charge up super-shots or maintain a long-distance beam.
@pkken Hmm... I don't think a hard-and-fast system of numerical stats would work very well, since this wouldn't be dice or stat based. However, on the other hand, giving a general "rating" for individual parameters might be a convenient frame of reference. For example, character A is light and fast, with a focus on agility. Character B, on the other hand, is slow but hard-hitting. So, to describe that, a convenient shorthand might be to have "stats" like "speed" vs "strength," with simple letter rankings. So, Character A would have an A or B in Speed and a C or a D in Strength, while Character B would be the opposite. So, when they're in battle, that allows their writers to look at those and clearly see who's faster, who's stronger, and all that. Those could also be raised somewhat through training and in-character progress, providing a track of how a character has improved over the course of the RP.
Aside from that, though, I'd mostly recommend limiting character progress to just finding new applications to Quirks, surpassing prior limitations, etc.
How would you guys feel about a stat system being implemented, as a way to track progress in a way.
I don't really agree with the idea of stats being present in this type of roleplay, since there isn't a full stat system already in place. It's better to portray most of the abilities and progression through writer, as it promotes greater character development and helps us further delve into what our characters efforts have produced rather than just a stat.
@pkkenStats are honestly kind of pointless if there's not an RNG/dice/etc system in place to make use of them. If they're meant to be general comparisons of which characters are stronger, faster, etc that can be done just as well--if not better--through the writing and the nature of the characters.
If stats are meant to show progression, you could do that through hard limits that get lifted over time, or power aspects that get added over time. For example, if someone has the power to shoot lasers out of their eyes, maybe at the start they can only do it 3 times a day before their eyes get super sensitive like after an eye doctor's visit, and as they develop they add more uses. Or, maybe at first all they can do is shoot lasers in short bursts, and then after a training arc or a plot progression they're allowed to add the ability to charge up super-shots or maintain a long-distance beam.
My thoughts exactly.
@pkkenI'm not sure what category the Quirk I'm thinking of would fall into, but here's the gist:
The character is born with no arms, but has a metallic "base" where his shoulders should be--think something like the part of Edward Elric's automail that covers part of his chest--on both sides. When he reaches the age where Quirks start to manifest, he begins to create mechanical arms that attach to those bases. By developing his skill and control over the power, he'd be able to alter the arms. They would always be mechanical in nature, but the other qualities he could give them would depend on how far-reaching, powerful, etc the Quirk could be without getting too overpowered.
When I originally thought of this, it was more of a "mechanical" power than a "creation" one, and thus the alterations to the arms consisted of adding things like blades, weapons, grappling hooks, and so forth. But I don't think I'll end up going with that unless some of these other suggestions get denied, because as time went on he'd either have an answer for every situation like Batman's utility belt, or else his abilities would focus on pure firepower. Heroes in MHA tend to avoid lethal force and collateral damage whenever possible, so a hero bristling with guns and swords might not work.
In lieu of making it a more "creation" based power, I came up with the idea that he simply alters the number of arms and their structural properties: Four arms instead of two, arms that are much longer for reach, arms that are big enough to serve as shields or bulky enough to give more strength. But I haven't quite figured out the specifics of this "creation," (the only other Quirk that seems to come close is Momo Yaoyorozu's) and thus don't have a good idea of what its upper limits and weaknesses would have to be yet.
If you've ever heard of the game Asura's Wrath, this character would essentially be an MHA-level version of that game's main character--sprouting cyborg arms, punching stuff a lot, and so forth.
If you have any issues with this, please let me know. I'm also very open to suggestions for how to improve the idea.
Also I had a extremely similar idea where his powers would make his arms release the magical equivalence to weapons, very similar to naruto.wikia.com/wiki/Asura_Path