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“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!