Class - 1-C PDF
Class - 1-C PDF
NOTE: For those reading, this system pdf is unfinished and will be consistently
updated. A completed version will be revised and given a mark of completion. Until
then message or tag any questions in the Discord Server “Starbase Perihelion” or 1
message SunlightYellow / DM Man
Table of Contents
1. Prologue
2. Character Creation
2.1.1. Base Stats
2.1.2. Power
2.1.3. Speed
2.1.4. Technique
2.1.5. Intelligence
2.1.6. Cooperativeness
2.2. Base Stat Bonuses
2.3. Health and Stamina
3. Rolling and Challenges
4. Critical success and failure
5. Aptitude
6. Prestige and XP
6.1. XP Shop
7. Archetypes
7.1. Archetype List
7.2. Archetype Level Ability
8. Dorm Rooms
9. Combat
10. Shopping
10.1. Mall Stores
10.2. Grocery Store
11. Free Time and Locations
12. Traveling
13. Quirk Creation
13.1. Quirk Type
13.2. Quirk Manifestation
13.3. Quirk Usage and Abilities
13.4. Quirk Stamina Cost
13.5. Quirk Attack Outline
13.6. Quirk Tags
14. Death 2
multiple things. First things is first, there is no setting designated for this system.
While here at MH:1-C the campaign is set in an alternate timeline to the cannon
MHA universe, it is simply so for dumb fun. If the DM or Players would like to
have a game set in America, Europe, Asia, etc. it can be adjusted easily. Games
can also be set to have both starting quirks and quirks that manifest over the
course of the game. There is no list of quirks, powers or abilities available in this
rule set though there are outlines provided for crafting said quirks by either the
slower than most TTRPG’s. This is all due in part to the fact that this system is set
in place to slowly help characters grow both in power and in depth as the
campaign carries on. Death is very de-emphasised and the rules regarding death in
game is very lenient, though these rules can always be modified by DM’s
interested in running this campaign for friends. Most importantly amongst all
things this system was made by fans for fans, the original rights to all things My
Hero Academia belong to Shonen Jump and Kohei Horikoshi, please support the
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3 4
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Base Stats
Base Stats are a players best friend.
Based of the personal data sheets
released by the official My Hero
Academia books this system ranks 5
stats that every hero is gauged on.
POWER ranks a hero's physical
strength, SPEED ranks a hero’s
quickness, TECHNIQUE ranks a
hero’s dexterity, INTELLIGENCE
ranks a hero’s brilliance and
COOPERATIVENESS ranks a heroes
ability to work together.
Stats at start can realistically be anything but please follow the recommended
outlines for play.
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Speed
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Technique
COMBAT
Technique is an awesome skill CONTROL
This stat is used for fighting, close
combat or any fighting related
Control is used for small check. scale
for the practiced hand. For those quirk use (essentially useless
STRENGTH
who wanna make sure those hits This stat is used for any situation in
early on) and forfindkeeping
which you yourself carrying/
Precision isINTIMIDATION
used in
A check used when attempting to
For those who want to get a substitution of accuracy,
intimidate someone into doing
something.
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Intelligence
COMBAT
PERCEPTION
Intelligence, while maybe not This stat is used for fighting, close
combat or any fighting related
Perception is used when listening,
check.
having the most outwardly looking, tasting, smelling or
STRENGTH
appealing set of skills boasts a feeling forThis
anything inanyyour
stat is used for situation in
which you find yourself carrying/
immediate environment
hearty 5 derived skills great for dragging/ lifting etc.
FORTITUDE
those who wish to analyse and GENERAL EDUCATION
Fortitude is used in situations where
the body must overcome something,
understand. General education is used
maybe poison intooplace
or eating much,
drinking etc.
of a regular check over things
such as math/ history/
INTIMIDATION science/
A check used when attempting to
For the players who want to take etc. something.
intimidate someone into doing
MEDICINE EDUCATION
A check made for administering
or understanding some level of
medical practice.
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Cooperativeness
COMBO COMBAT
Cooperativeness is essential for Combo is used
This stat is used for fighting,
closeduring
combat orbattles, a
any fighting
those who plan to help out. related check.
combining of two turns can leave
Being able to work with one an opponent with more STRENGTHdamage or
This stat is used for any
even a statussituation
effect. Used
in which youin
find
another is sometimes life or yourself carrying/ dragging/
conjunction with anotherlifting etc.player
death when staring down your or NPC. FORTITUDE
enemies, those who have good Fortitude is used in situations
where the body must overcome
CHARISMA
cooperativeness are always there something, maybe poison or
Charisma iseating
a social skill
too much, thatetc.
drinking
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Base Stats Bonuses
When base stats reach 5th level, players experience a significant ability.
POWER SPEED
At 5th level, players gain At 5th level, players gain
advantage on normal punch another attack action during
and kick attacks. Crits on any their turn and can use one
attacks also gain a reduced free reaction turn per round of
crit range of -1. combat.
TECHNIQUE INTELLIGENCE
At 5th level players no longer At 5th level players gain +3 in
have to reduce stamina for all derived stat aptitudes when
any abilities or attacks that aptitude is gained.
require stamina of 3 and
under.
COOPERATIVENESS
*Note this means players
At 5h level players can use the
can actively seek to pull
reactions DODGE or
others out of the way of
DEFEND actions for another
attacks or defend them from
player, using their reactions
incoming attacks. It does
outside of their turn.
not force other players to
use their turn.
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Health and Stamina
have low or high health each point ability usage, this is due to the
however to gain more health has on the body. Just like health,
XP, abilities, even certain items and Prestige XP, abilities and certain
level.
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Dice Rolls and DC Challenge
Novice Average Adept Master Expert
1d6 2d6 3d6 4d6 5d6
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Critical Successes & Fails
Critical rolls can occur in normal 20 sided die games when a player rolls a
20 naturally, however Class 1-C runs off the d6 scaling, therefore it’s a
fair bit harder to critically succeed as well as critically fail from start to
finish when scaling upward. Critical success in Class 1-C only happens
when players are able to attain their naturally highest available roll
through normal luck or with the help of bonuses from abilities and other
means.
Level 1 (1d6)
Fail | NAT 1 Critical Success |7+
Level 2 (2d6)
Fail | NAT 2 Critical Success |12+
Level 3 (3d6)
Fail | NAT 3 Critical Success |18+
Level 4 (4d6)
Fail | NAT 4 Critical Success |24+
Level 5 (5d6)
Fail | NAT 5 Critical Success |30+
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Aptitude
Aptitude is the active proficient use of a Aptitude become harder and harder to
certain derived skill. To gain the active (+2) A attain as the base stat level increases.
character must attain Aptitude. Aptitude is only EX. For a player with a level 5 base stat
gained at character creation or working to gain for their power must study their strength
aptitude with the skill through studying or skill 5 times before gaining aptitude.
Training Facilities
Power Speed Technique Intelligence Cooperativeness
Seminar
Side Job Side Job Side Job Side Job Side Job
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In order to receive 2 apt points at once a player must reserve
the double facilities during the beginning of the week.
Prestige XP
Prestiging Using XP
Prestiging works by simply resetting skills When purchasing upgrades, players put them
when leveling a skill up. When you gain onto their abilities sheet or note them on
aptitude in every derived skill or when you separate sheets. There are 5 levels of abilities
have studied each skill at least X level of players may use their XP in order to acquire.
times, X being the level of your base stat. 1st level XP abilities cost 1 XP and may be
Once you have aptitude in every derived stat taken up to five times, moving forward these
your base stat goes up by 1, removing all circumstances reverse. At 5th level players may
your aptitudes in the process to start again spend 5 XP points in order to buy an ability
with no bonus. XP is gained when they may only purchase once. When given XP,
prestiging a base skill to the next level. all XP points must be used at once and cannot
A player gains XP equal to their new base be stored until further leveling.
player 4 new XP. XP can be used to acquire Ex. Alix upgrades their base speed stat from
new abilities that grant passive or active level 2 to level 3 and gains 3 XP. They use
effects in combat, daily life or whatever these points to unlock 3 levels of the Health
listed for their abilities and effects.. Boost Skill which cost 1 point each..
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XP Shop
Ability Description ABP Cost Cap
archetype specific skills that they can access to good and otherwise nearly
Intimidate Motorcycle License You’ve never strayed from fights or trouble, you’re
DELINQUENT Survival Chain the poster child for detention.
Charisma Party Poppers Getting a reaction out of people has always been your
CLASS CLOWN Reaction Firecrackers forte, a comedic genius.
Athletics Weighted Clothing The gym is your element. You’re always finding time
GYM RAT Control Dumbell for a good workout.
General Education Library Card There is no greater comfort than a quiet library and
BOOKWORM Medicine Education Letter Opener your favorite genre in hardcover.
Insight Drivers License Tough circumstances have left you the responsible
MOM FRIEND Perception Pepper Spray one. Do your best.
Survival Lasso Nothing makes sense in the city but you didn’t expect
COUNTRY KID Strength Whip it to. Grit can’t save you now.
Make up kit
Tempo Lights. Cameras. Action? U.A has it all and it’s signed
THEATER KID Deception
Backstage Pass
with your name on it.
(Production Crew Shirt)
Stealth Pocket Knife You’re fine with being on the sidelines, don’t force
WALLFLOWER Insight Secret Pack yourself into some limelight for nothing.
Technology Education Laptop You are who teachers call upon for help with
COMPUTER WIZ Reaction Mouse whip computers, technology is like a 6th sense for you.
Kendo Stick 20
Combat There is honor in the discipline you studied,
MARTIAL ARTIST Fortitude
Martial Art Helmet
something most kids.
(Equipment)
Archetype Level Abilities
BACKGROUND Skill Tied Special Ability (Level Up)
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Dorm Rooms
Each player who has joined is set into a room with whomever is playing, each person being allowed
their own room to decorate with differing items that allow bonuses to be given to players. If players
have not returned to their dorm within 24 hours all bonuses disappear until the players have returned.
Items that can be placed will be labeled with Seating , Decor , Electronic or Extra and anything not
labeled is not able to be placed. Certain XP/ABP abilities will modify these rules.
Single Dorm
Room
(Bed Room)
small space
LARGE SPACE
Single spaces
Double spaces allow allow small
for larger bonuses but
objects to be
lesser quantities of
decor. Double spaces placed, allowing
can also hold small for smaller
items, but only 1 at a bonuses but
time. larger quantities.
Dorm Room
(Common Room)
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Combat
At the start of every combat, characters ATTACKING
roll 1d20 and add the result to their quirk Players have 3 different attack
manifestation. If their quirk has already actions they can make without
When players start an encounter each check that matches or succeeds the
player must roll a speed check to gauge where targets AC. Finally, quirk related attacks
they stand in the initiative. Though if players require a CONTROL check that
do not wish to be at the end or the beginning matches or succeeds the targets AC.
of initiative they may attempt a tempo check It must be noted that certain attacks will
attacks.
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Combat (2)
Dodging and Blocking Successful Block rolls will
During combat, players can make reduce the damage taken by half or
reactions equal to their Speed level per third depending on the success of the
round. Reactions can happen whether or not roll and give them an increased AC
it’s their turn to react or defend from an (+1) until the end of the round or until
attack targeting them. Whether or not they they are struck by the next attack made
fail their reaction will be used and cannot be against them.
recovered until the following round. Example Reaction: Alix is
player to dodge and ignore all damage but himself from a 10 damage attack and
leaves open, attacks made against them receives 5 damage. However any
will have a +2 until the end of the round attacks until the following round made
or until they are struck. These negative against him must succeed his AC
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Combat (3)
Tempo
Tempo Change
team.
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Combat (4)
Combination Attacks
Combo Level 1
Combo Participants: 2
COMBO is a stat that isn’t absolutely
Damage Multiplier: 0
necessary for players to learn or practice
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Combat (5)
Physical & [M]Weapon Attacks.
Physical Attacks
PL = Power Level
Available Attack Damage Roll TL = Technique Level
Explosive Weapons
Explosive Type Attack Damage Roll
Small Scale Firecracker 3d4
Small Scale Cherrybomb 2d6
Heavy Scale Landmine 5d10
Heavy Scale Firework 4d10
Heavy Scale Grenade 4d10+10
of their use.
Damage
Weapon Type(s)
Attack Bonus
Damage Type(s)
striking.
Baton Blunt Power
Hit Bonus
Knife Sharp Technique
How much is added to your roll to
Combat Knife Sharp Technique
hit a target (Combat, Control,
Affliction Description
Stun Stun causes a target to lose their turn for a round of combat.
Bleed Bleed causes 1d4 damage per turn stacking with each bleed infliction.
Poison Causes 1d4 poison damage, stacking with every 2 rounds while inflicted.
Frozen Causes a target to be unable to move until thawed out or broken free with a Strength
check.
Singed Causes bonus damage to afflicted opponents. Level of singed scales the bonuses damage
taken +2 and on.
Sleep Unable to perform actions until roll a 6 on 1d6. Players can also be woken up by other
players or NPCs causing damage to them unless stated otherwise.
Control The afflicted target has their turn taken and used by the opposing controller.
Exhaust When stamina is 0 or 1 the player loses the ability to perform turns for 1 action and must
roll 1d4 to return stamina.
Healing Targets are healed for a set amount of health every turn, usually 1/10th of health.
Empowered Base stat is increased by 1-2-3 levels depending on the severity of empowerment.
Focused Advantage on Precision | Combat | Control checks made against targets in combat or in
roleplay scenes.
Beyond Treat all base stats as a level above what they are until combat is over. Deal max damage
possible for attack rolls. 32
Combat (9) Outfits
Outfits and Combat Gear Outfits Cost Defense
from being worn, but are considered part Articles Cost Defense
Shirts $ 0
of the outfit nonetheless. Outfits can be
Pants $ 0
purchased through places such as malls
Socks $ 0
and other stores as well as borrowed or
Shoes $ 0
rented from people or places the DM
Belts $ 0
chooses. If a player loses any piece of Hats $ 0
Helmets $$ 1
outfit loses its bonus.
Backpacks $$ 0
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Shopping
For this system, players are able to buy 3 types of items all of which can either a bonus that is
constant, one that must be renewed daily, one time bonuses or items that give no bonus at all. These
Store Layouts
Store Items Cost Effect Description Slots Extra
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Mall (1)
Couch $70 Seating A two seater with comfortable pillows! Could 2 +2 Combo
you ask for more?
Single Seat 30$ Seating A single seater! Nice backing and arm rest! 1 +1 Fortitude
Bean Bag $25 Seating A large multicolored bean bag that conforms to 1 +1 Charisma
the one sitting.
Desk $100 Seating A sturdy wooden desk with multiple drawers and 2 +1 Gen Ed
a smooth surface for writing and studying.
Gamer Chair $125 Seating A sturdy wooden desk with multiple drawers and 1 +1 Tech Ed
a smooth surface for writing and studying.
Vase $45 Seating A decorative ceramic vase with intricate floral 1 +1 Charisma
patterns, perfect for displaying fresh flowers or
Furniture other decorative items.
Lamp $25 Seating A sleek and modern lamp with an adjustable arm 1 +1 Percep
and soft lighting, ideal for reading or creating a
cozy atmosphere.
Memory Bed $700 Seating A state-of-the-art bed with adjustable firmness 2 +1 Fortitude
and temperature controls, as well as memory
foam for personalized comfort.
Massage Chair $1,000 Seating A luxurious massage chair with multiple settings 2 +2 Fortitude
and massage types, perfect for relaxing after a
long day of hero work.
Novel $15 Accessory Who doesn’t love a hard cover story. 1 +1 Education
The cover is gorgeous and the story is
intriguing.
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Phonebook $45 Accessory A book listing home’s & phone #’s 1 +1 General
for families who live in the area. Education
Mall (2)
Charm Set $3 Accessory Charms from your favorite shows! 1 Extra +1 Charisma
+1 Decept,
An array of differently styled Intimidation,
Jacket $35 Accessory 0
jackets. Persuasion
-Weather
+1 Decept,
T-Shirt $12 Accessory 0 Charisma,
Persuasion
Clothing
+1 Fortitude,
Pants $25 Accessory 0
intimidation
Wall Lights $18 Decor Sticky on one side, bright on the 1 +1 Charisma
other, stick these lights anywhere
and they’ll light it up.
Mini Fridge $59 Electric It’s honestly pretty big for the 2 +1
Electronic price, it holds a fair amount, about
2 slots worth. That and it’s chilly
to boot.
CD $8 Accessory 0 +0
Mall (4)
Console $300 Electric A gaming system that connects 1 +1/2/3 Tech Ed
to a TV or monitor.
Console Tower $80 Decor A stand or holder that can store 1 +1 Tech Ed
and display multiple consoles.
Split Screen Game $60 Electric Sack Box, Jumpman Festival 0 1x Combo
Aptitude Point
Emergency Kit $11 Medical A compact kit containing essential 1 Heals 2d6
supplies such as irst-aid items, and more
for emergency situations.
Soap 2$ Medical A bar or liquid soap used for hygiene 0 Cleans you up!
purposes, which comes in various :)
fragrances and brands.
Bandages 3$ Medical A roll of adhesive tape used to cover and 0 Heals 2d4
protect wounds or injuries of varying
sizes.
Suture Kit $15 Medical A kit containing surgical tools such as 1 Heals Bleed
needles, thread, and scissors for closing
wounds.
Wake up Kit $10 Medical A kit containing various items such as 1 Heals Sleep
caffeine pills, energy drinks, and other
stimulants to help individuals stay awake
and alert.
Quirk Medicine $35 Medical A specialized medication used to manage 0 Reduces Quirk
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or suppress quirks, which can have a Drawbacks
wide range of effects depending on the
individual.
Mall (5)
Jersey $50 Accessory A jersey of your favorite sports team / 1 +1 Charisma
pro hero!
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Shopping | Underground Market.
School Market Items Cost Type Description Slots Extra
Drug Dealer A tiny needle with a vile half its size Disables Quirk
Quirk Blocker $50 Drug 1
attached to the back.
Contraband*
A tiny bag of black pellets. Each inside [Throw against any
Weapon Making Smoke Bomb $15 Weapon having a small warning label of a bomb 1 wall to explode]
with a large crack in it.
*Randomly
A small paper bag sits with a large
Room Decor Lost and Found gift Generated
$20 Random question mark adorning it. Inside is 1
bag
completely unknown
*Notes. Blueprints are used to craft items (or to give an NPC to craft)
*Students caught with Booster or Blockers are immediately expelled. 41
*News on anyone is given specifically by the DM.
*Meals must be prepared or taken time to eat,
Shopping | Grocery Store. snacks can be eaten anytime.
* Extra HP or Stamina adds to your total and
disappears after use.
GROCERY STORE
Food Type Items Cost Type Description Extra
Box Meals $15 Meal A quick lunch for the busy hero! +4 HP
Produce Fruits $5 Produce What's better than some juicy fruit? +2 Extra HP
Kits Pizza Kit $34 Meal Great lunch for the group to split! +4 Extra HP
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Time and effort well worth the
Sushi Kit $45 Meal +6 Extra Stamina
presentation and taste!
Free Time Locations
Free time is anytime in between or after classes where players can expend their leftover daylight to
enjoy themselves, train, take care of requests or just relax! Some may be open or closed depending
only on certain days or even only open on specific days! It’s totally up to the players where they
$20 - 30
Grocery Store Off Campus Buy/Sell
12x Gen Education
*Off Campus means there needs to be a Part Time work requires little
mode of transportation there. to no checks depending on the
job, though does take up a full 43
days worth of free time to
complete.
Traveling
*this page is considered flavor text and can be ignored
if the DM wishes to use other means for transportation
Transportation : Required to travel during free time to locations otherwise too far
away to walk. Certain transportations are always available and others are only
and other small scale vehicles can be parked in school parking spaces which cost
Public Transport: Public transport is always available until 1AM, at that point it
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Quirk Creation
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Quirk (Type)
Emitter Transformation
Emitters specialise in creating, Transformation specialize in
controlling or manipulating morphing their body in some
matter. Players who choose to go capacity. Players who choose
down this path often have more transformation quirks can play
ranged attacks than abilities or either melee or ranged combat
melee attacks and see a backline and find themselves usually in
or supporting role. any position depending on their
quirk given.
Mutant Accumulator
Mutant quirks specialize in a One of the lesser known quirk
constantly readid quirk state, this types, accumulators can accrue
allows them less strain on stamina power by taking in things like
with constant abilities. Mutant kinetic energy, food, sunlight, etc.
quirks are more often than not Their play style varies depending
great front line fighters but can on but they can be devastating front
occasion depending on quirk be and backline fighters.
amazing ranged fighters as well.
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Quirk Manifestation
Quirk manifestation is quite simple. When playing
Session 7 and manifestation points to start and are then sent into
beyond
81 - 120+
the world without any quirk to begin with.
Outlined here is a guideline to
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Quirk Usage & Abilities
Abilities Attacks
Quirk Abilities unless otherwise stated Quirk Attacks almost always require a
are either always active or require no CONTROL check to land hits on targets
stamina or time to active. Though certain unless they are otherwise stated to
power can otherwise cost stamina or require stamina for the attack used and
Abilities that are outside quirk usage stamina drain also vary from quirk to
Abilities, etc) do not follow these exact abilities stamina drain may lessen the
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Quirk Stamina Costs
Stamina cost can easily make or break a moves usability depending on how
draining it gets when its used over and over again. The differing types of
stamina drain can be placed on any kind of quirk given the DM’s permission.
All types of stamina usage can be lowered in cost at the DM’s discretion when
Level of Normal
Dice
Damage Stamina Cost
1/2/3d4 3
Low
2/3d6 4
4d6 7
Medium
2d8 8
1/2/3d10
Large 11+
1d20
Normal
Distance Range
Stamina Cost
Melee 1-3
Close
1m - 2m 4
Medium 3m - 5m 5-6
6m - 10m
Far 7+
11m+
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Quirk Customization
Depending on the playstyle of quirks and whether or not you start with a quirk, this sheet
is here to layout an idea of what the quirks should appear on a sheet as statistically. The
customizations include being able to use abilities or attacks whenever you’re attacked or
even being able to use it multiple times per turn. Here are some example tags.
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Armor Teleport UNCONTROLLABLE
Ability or attack creates a This ability or attack This ability or attack
layer of armor on the forcibly moves the user or activates unwillingly,
target or user. This grants target to a chosen when used it cannot be
a desired increase in AC. unoccupied location. controlled or aimed in
desired directions.
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Trap Hazard Influence
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Death.
While death is possible,
is even cast.
choosing, succeeding a
base stats
*Allowing the player to choose gives them a better shot but can also be considered a
test of willpower and allows them to rely on their most practiced stat to save them in
their hour of need. Bonuses can be applied by outside forces or the DM.
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