Difference between revisions of "Enhancements"

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(Crazy (+2):)
(Compensation (+2):)
 
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===Compensation (+2):===
 
===Compensation (+2):===
Landing a Miss has a ''40%'' chance of being rerolled.
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When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.
  
 
===Evasion (+1):===
 
===Evasion (+1):===
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===Gifted (+5):===
 
===Gifted (+5):===
You gain an additional Signature, used with +signature2. This Signature cannot be Reinforced.
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You gain an additional Signature, used with >sig2 and set with >setsig2. This Signature cannot be Reinforced.
  
 
===Morphic (+3):===
 
===Morphic (+3):===

Latest revision as of 22:09, 31 May 2022

Enhancements

Enhancements are a number of variable bonuses that can be applied to a character who has been Enhanced. A character's Enhancement Rating, a value of 0 to 10, is the maximum pool of total Enhancements they can equip at once, which can be exchanged outside of combat in the same way as Quirks and Signatures. All Enhancements have a noted cost, which denotes how much of the Enhancement pool is taken up by equipping it. No Enhancement may be equipped twice. The commands for setting enhancements are:

>enhancements/clear to remove equipped ones
>enhancements/buy * to buy one

Leading (+1):

Landing a Solid Hit has a 10% chance of upgrading to a Critical Hit.

Prescience (+2):

Landing a Solid Hit has a 20% chance of upgrading to a Critical Hit.

Compensation (+2):

When your attack results in a Miss, you still deal damage, using a Major portion of the attack's original base power.

Evasion (+1):

Being hit with a Close Call has a 7% chance of downgrading to a Miss.

Precognition (+2):

Being hit with a Close Call has a 14% chance of downgrading to a Miss.

Destruction (+2):

Your attacks have a 25% chance to deal a Massive amount of extra damage.

Resistance (+2):

You have a 25% chance of taking a Superior amount less damage from all attacks.

Firepower (+1):

Your attacks deal a Minor amount more damage.

Brutality (+2):

Your attacks deal a Moderate amount more damage.

Soak (+1):

You take a Minor amount less damage from all attacks.

Hardness (+2):

You take a Moderate amount less damage from all attacks.

Lethality (+1):

Your attacks that initially score a Critical Hit deal a Major amount more damage.

Elusive (+1):

All Close Calls you take deal a Moderate amount less damage.

Obdurate (+1):

You take 6 less damage from all attacks.

Adamant (+2):

You take 12 less damage from all attacks.

Dire (+1):

You deal 7 more damage with all attacks.

Fell (+2):

You deal 13 more damage with all attacks.

Potent (+2)

Moderate bonus to Power.

Tough (+2)

Moderate bonus to Endurance.

Acute (+2)

Moderate bonus to Precision.

Quick (+2)

Moderate bonus to Mitigation.

Hardy (+1):

Your maximum HP is increased by 35.

Robust (+2):

Your maximum HP is increased by 65.

Driven (+1):

Your passive Drive gain is increased by 2.

Motivated (+2):

Your passive Drive gain is increased by 3.

Hyped (+1):

Your attacks have an additional 50% chance to generate Hype.

Crazy (+2):

Your passive Hype gain is increased by 1.

Proficient (+2):

You gain an additional Quirk.

Veteran (+2):

You gain an additional Quirk.

Accomplished (+3):

You gain an additional Prime Quirk.

Gifted (+5):

You gain an additional Signature, used with >sig2 and set with >setsig2. This Signature cannot be Reinforced.

Morphic (+3):

You heal 20 HP after each defense.

Forcefield (+2):

Trade 200 of your normal HP for a 200 Shield HP bar.

Overshield (+3):

Trade 300 of your normal HP for a 300 Shield HP bar.

Plating (+3):

Trade 100 of your normal HP for 100 Armor HP.

Reinforcement (+4):

Trade 100 of your normal HP for 100 Armor HP.
Minor bonus to Endurance.