“You too can become a hero.” -Toshinori Yagi/All Might The intentions of this book is to gu
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“You too can become a hero.” -Toshinori Yagi/All Might
The intentions of this book is to guide players with a fun as well as a simple system to create and play as their very own hero in the My Hero Academia world as well as bring the community closer with shared adventures. For simplicities sake, the d20 system will be used. As this is a work in progress, this is subject to update and change with new publications. Advice on certain aspects are appreciated as well
What it Means to be a Hero
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.
Power (PWR) - A measure of a character’s physical strength. This determines a lot of factors such as lifting/carrying a heavy object, how
strong your physical attacks are, how well you can block attacks, etc. This is base physical strength, not including a character’s quirk. Speed (SPD) - How fast is this character physically? Running speed, attack speed, and dodging attacks all play a part with this stat. A character with a high speed stat has high mobility and quick physical attacks. Technique (TNQ) - This stat determines how skillful or efficient a character is at completing a task. Generally, this affects how quickly a task is done and how well it is completed. Intelligence (IQ) - A character’s intelligence is very important in the grand scheme of it all. This governs a character’s ability to solve problems, evaluate situations, and reason. Cooperativeness (CO-OP) - This determines a character’s willingness to team up with another or more heroes. A character with low cooperativeness is generally a lone wolf or solo hero. Team attacks, team maneuvers, or working together with others in general. Quirk Factor (QF) - This determines a variety of factors. In short, the actual definition of Quirk factor refers to the collective traits that make up a Quirk, including the main power and biological mechanisms. The activation process is also included. As for the stat, this refers to the overall control someone has with their Quirk. Higher numbered users tend to have expert or mastery control of their Quirk, while lower numbered users have little to almost no control.
Unlisted Stats Physical Fortitude (PF) - How much can a character take before they’re finished. This is a measure of a character’s 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. Outlook (OL) - Going hand in hand with appearance, your outlook is in some sense, your charisma. A character with a low number may not exactly be the best negotiator, but on the other side, a character with a high number may get a villain group to stand down with a single speech.
Bonuses/Maluses 1/5: A character suffers greatly. -4 on all rolls. Ranking: E 2/5: A weak trait. -2 on all rolls. Ranking: D 3/5: Decidedly average. No bonus. Ranking: C 4/5: Great control. +2 on all rolls. Ranking: B 5/5: Exceptional! +4 on all rolls. Ranking: A 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?
Quirks are inherited genetically and typically manifest in children by the age of four, at the latest. Children will either manifest one of their parent's Quirks or if the two are compatible, a new composite Quirk formed by the fusion of the two. This composite Quirk may sometimes give the appearance of the person having two separate Quirks. Quirks are said to be the next stage of evolution in the human race. It is possible for children to already be born with their Quirks and although very rare, it is also possible for
animals to possess Quirks. Under special circumstances, two Quirks may mutate and merge, becoming a new Quirk. It also appears that the physical mutations of mutation type Quirks can be inherited even if the Quirks themselves are not. 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: Transformation - Users with this quirk type take on a temporary alteration of some kind. This allows the user to “transform” their body in various ways such as enhancing existing features or perhaps adding new features to the body altogether. This type is generally close range, due to it only affecting the user’s body. This type is generally quite powerful, however the effects tend to be only temporary and over-exertion may lead to negative repercussions. This type is the least common. 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 user’s 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.
A character’s quirk is special to them, so it’s important you find something that you enjoy and will shape your
character. Talk to your GM about it and work out advantages and disadvantages. Advantages could range from adding dice to an attack, getting another chance to move, to something major like directly affecting the luck of an opponent. Disadvantages work the same way.
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. Initiative - The turn order of every character participating is determined by the initiative roll. Players roll a d20+SPD bonus. Turn order is the same after each round. Health - This is in essence a character’s life energy. To determine a player’s health, roll a 3d6+5 for initial health. After every level, roll a 2d4 for additional health. When a character is attacked without any armor, the damage rolled goes straight to their health. Once it reaches 0, the character is knocked out. Any serious injuries left untreated, or major damage received afterwards, may even kill a character. Armor - Whether it’s 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. Movement - Along with initiative, Speed is used to determine how quickly a character reaches their desired spot. If the distance is far off, a d20 roll is used to determine if the character makes it or not. Bonuses, maluses, and the roll needed should be up to the GM’s discretion.
Actions - A turn in combat is fairly quick. Because of that, actions have to be quick as well. Attack or interacting with anything physically cost a turn. Use your time wisely. Free Action - A free action refers to something that doesn’t 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. Attacks - Minus the application of quirks, characters are on similar levels in terms of damage dealt. To land an attack, a d20+SPD roll is needed. A defender may dodge (d20+SPD), parry (d20+TNQ), or block (d20+PWR). These are purely physical attacks that everyone can do. Punch - A standard, non powered punch. Rolls a d4+PWR. Powered Punch - A stronger, heavily powered punch. Receives a negative on SPD for striking. Rolls a d8+PWR. Kick - A basic kick. Rolls a 2d4+PWR. Powered Kick - A stronger kick used for heavy knockback. Heavy negatives on SPD. Rolls a 3d6+PWR. Body Tackle/Block - A power move made more for control than damage. Damage is on 1d4, but may cause an opponent to get knocked down.
Body Flip/Throw - A judo style throw or flip. Damage is 1d6, but if successful, the opponent must use their turn to move from a supine position. 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!