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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 characters 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 characters 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 characters intelligence is very important in the grand


scheme of it all. This governs a characters ability to solve problems,
evaluate situations, and reason.

Cooperativeness (CO-OP) - This determines a characters 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 theyre
finished. This is a measure of a characters 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 users 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 users 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 characters quirk is special to them, so its 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 characters life energy. To determine a


players 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 its 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 GMs 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 doesnt 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!

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