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Class - 1-C PDF

This document provides an overview of the character creation system for Class 1-C of the My Hero Academia roleplaying game. Players start by assigning points to 5 base stats: Power, Speed, Technique, Intelligence, and Cooperativeness. They then calculate their health, stamina, and armor class based on these stats. Players choose a character archetype that provides bonuses and select a quirk class. The document outlines the various base stats and how they are used in gameplay.

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50% found this document useful (2 votes)
7K views57 pages

Class - 1-C PDF

This document provides an overview of the character creation system for Class 1-C of the My Hero Academia roleplaying game. Players start by assigning points to 5 base stats: Power, Speed, Technique, Intelligence, and Cooperativeness. They then calculate their health, stamina, and armor class based on these stats. Players choose a character archetype that provides bonuses and select a quirk class. The document outlines the various base stats and how they are used in gameplay.

Uploaded by

Blue Banana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 57

MY HERO CLASS: 1-C

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

15. Character Sheets


Prologue
For those interested in running a campaign of Class 1-C it’s important to note

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

DM or players. The progression system for becoming more powerful is variably

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

official production by watching, reading or enjoying the show officially. 3


Character Creation
(Simplified)

1 2

Starting base stats are Calculate health, stamina


set as follows and AC
Heath | 10 + (5 x POWER Level )
3 stats set at level 1
Stamina | 10 + ( ½ Health )
1 stats set at level 2
AC | Speed + Technique + Any
1 stats set at level 3 Bonuses

3 4

Choose a Class Archetype Choose a class for your quirk, if


with bonus aptitudes and you’re starting with quirks move
chosen aptitudes to design.

Refer to later page. Refer to later page.

4
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.

Base stats carry players through their


adventure, defining their capabilities.
These stats be upgraded with training or
evolve with use of quirks and class
abilities.

Stats at start can realistically be anything but please follow the recommended
outlines for play.

U.A Student Freshman. (1,1,1,2,3)


U.A Student 2nd/3rd Year (2,2,3,3,4)
Pro Hero / Villain (2,3,4,4,5) 5
Power

Power is an integral part of COMBAT


Combat is used for fighting,
staying in the battle and doing close combat or any melee
damage. For those who want to fighting related check.
hit hard and stay in the fight, STRENGTH
your best bet is Power! Strength is used for any
situation in which you find
yourself carrying/ dragging/
Power has 5 Unique derived lifting etc.
stats and is a major component
FORTITUDE
to starting game health as well as Fortitude is used in situations
combat! Using Power you can where the body must
hit with physical attacks easier, overcome something, maybe
poison or eating too much,
lift or throw immensely heavy drinking etc.
objects, sustain heavy injuries,
INTIMIDATION
intimidate foes into backing A check used when
down and run / sprint long attempting to intimidate
distances without slowing down! someone into doing
something.
Recommended for those who
want to deal as much damage as ATHLETICS
Athletics is used for
possible. prolonged actions (Running
after something)

6
Speed

Speed is an amazing stat for REACTION


those who want to hit first, hit Reaction is used during
fast and dodge attacks like there any encounter with a
is no tomorrow. Though it is sudden change. That being
getting punched / turning
lacking in derived stats all the
the wheel of a car to avoid
stats involved are very useful
an accident / playing a beat
and are integral for those who
game.
want to stay out of the line of
attack. TEMPO
Tempo is used when
Speed is great for those who deciding battle order or
want to dodge attacks, match when dancing. (not limited
tempo with movements and stay obviously) but it’s more or
out of the way of sightline, less an initiative roll.
recommended for those who
STEALTH
plan to make the first move.
Stealth is used when
avoiding sight or detection
from unwarranted eyes.

7
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/

land and shots don’t miss, be dragging/ lifting etc.


control of moving vehicles &
sure to take some points in such isFORTITUDE
other Fortitude events.
used in situations where
the body must overcome something,
Technique! PRECISION
maybe poison or eating too much,
drinking etc.

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.

good grip on their quirk early, when using any ATHLETICS


ranged item.
aim down sights with a careful Athletics is used for prolonged
actions (Running after something)
SURVIVAL
hand in precision, use some Survival is used when in a
basic survival skills to ensure quick decision moment,
safety or land some amazingly when needing fire, water, or
practiced flips and tricks with any other essential needed
acrobatic, technique is the way soon.
to go. Recommended for those
ACROBATICS
who plan to fight from the Acrobatics is used as an
backlines or ensure hits with agility like stat, used for
quirks. traversing jumps, climbing
walls, etc.

8
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

in every detail and examine them QUIRK EDUCATION ATHLETICS


to their fullest extent whether it’s Athletics is used for prolonged
A knowledge actions
or identifying check
(Running after something)

basic knowledge, knowledge of using the knowledge of quirks,


heroes and logical reasoning.
quirks, technology or even patch
Determines quirk weakness with
up a wound, Intelligence is the high enough checks.
way to go. Recommended for
TECHNOLOGY EDUCATION
those who wanna be useful A check made to determine the
outside of combat! knowledge or ability to use
machines without harming or
breaking it in the process.

MEDICINE EDUCATION
A check made for administering
or understanding some level of
medical practice.

9
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

to help. allows you to charm or gain favor


INTIMIDATION
A check used when attempting
with another person.
to intimidate someone into
doing something.
Cooperativeness is great for PERSUASION
ATHLETICS
those who want to get on the Used when Athletics
attempting to prolonged
is used for have
actions (Running after
another character dosomething)
/ say or enact
good sides of others, persuade
something that you’d like.
them to change their mind,
deceive them into believing, INSIGHT
Used when trying to gauge the
gauging the good from the bad reliability or truthfulness of
and being able to land combo someone's statement or actions.
attacks together! Recommended DECEPTION
for those who wanna be helpful Used when trying to deceive or
in all social facets! convince another character of
something.

10
Base Stats Bonuses
When base stats reach 5th level, players experience a significant ability.

This is due to the difficulty it requires to attain a 5th level 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.
11
Health and Stamina

Health is calculated by the formula Stamina is calculated by the

10 + (5 x Base POWER Level ) formula 10 + ( ½ Health )

Health is an integral part of every Stamina is not used for anything

character. Regardless whether you beyond quirk attack and specific

have low or high health each point ability usage, this is due to the

is integral to survival. It is possible immense strain that using the quirk

however to gain more health has on the body. Just like health,

through various means including stamina can be increased with

positive status afflictions, Prestige POWER stat increases as well as

XP, abilities, even certain items and Prestige XP, abilities and certain

increasing your base POWER stat items bought in game.

level.

12
Dice Rolls and DC Challenge
Novice Average Adept Master Expert
1d6 2d6 3d6 4d6 5d6

Outlined aside here is a ranking Easy 1-3


Level 1
for DC challenges alongside the Stats
Hard 4-6
levels in which difficulty could be
factored in. This table can be used Easy 1-5
Level 2
for DM’s setting DC for Stats
Hard 6 - 12
challenges, if they’d like to, to
Easy 1 - 10
scale to the individual player. Level 3
Stats
Things not listed in the table but Hard 11 - 18
should be accounted for is
Easy 1 - 12
aptitude bonuses, taking it into Level 4
Stats
account you can raise or even Hard 13 - 24

lower the check depending! Easy 1 - 15


Level 5
Stats
Hard 16 - 30

13
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+

14
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.

practicing with time spent in an appropriate

school facility. After each visit to a facility a POWER [5]


COMBAT +2 | [X] [X] [X] [X] [X]
player adds a point to their appropriate derived STRENGTH | [X] [X] [X] [X] []
FORTITUDE | [X] [X] [X] [] []
skill.
INTIMIDATION| [X] [] [] [] []
After taking your class archetype, along ATHLETICS +2 | [X] [X] [X] [X] [X]

with it’s bonus aptitudes, choose 2 aptitudes

freely to immediately start with.

Training Facilities
Power Speed Technique Intelligence Cooperativeness

Gymnasium Batting Cage Library Party

Weight Room Track Field Computer +2 Person Tasks


Lounge

Pool Cardio Room Art Room Escape Room

Arcade Study Group

Seminar

Side Job Side Job Side Job Side Job Side Job
15
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.

stat I.E becoming level 4 power gives a

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..

16
XP Shop
Ability Description ABP Cost Cap

Gain +5 bonus health per level of this


Health Boost!
ability. 1 5

Gain +5 bonus stamina per level of this


Stamina Boost!
ability. 1 5
Add $5/$10/$15/$20/$25 to your wallet at
1 the start of every week scaling with the level
Point Allowance
of this ability. This allowance is doubled 1 5
when this ability is maxed out.

Gain Access to a storage closet outside the


dorm for storing decor and any other items
Lockbox you do not want on your person. 1 5
1 space per level, spaces are considered 1
space slot in.

Gain Access to Outer-Window plant holders


Green Thumb for more decor space. 1 5
1 space per level.

Gain +1 Damage to all punching moves.


Kickboxing Lessons
Gain +1 Damage to all kicking moves. 1 5

Learn to craft small medicine/bandages for


Medical Practice
xd4 healing (x=level of this skill) 2 4

(X = Skill Level) X times per week, reroll a


Woops!
failed roll! 2 4
2
Point Need Help?
(X = Skill Level) X times per week, add a
2 4
+5 to a friends rolls to help them out.

(X = Skill Level) X Times per week,


complete a day's work with an excellent
Human Drone
rating and earn as much bonus money 2 4
possible.

Own 1 pet per level of this ability and have 17


Pet Owner! it be considered a emotional support animal 2 4
by the school.
Recover ⅓ of your stamina as a bonus action, uses
Breathe
equal to your XP shop level. 3 3

Maximize possible damage with a punch attack X


Heavy Hitter
times per day (X = Skill Level) 3 3

Maximize possible damage with a kick attack X


Kick-Boxer
times per day (X = Skill Level) 3 3
3
Point Quirk Hints
Gain a hint toward quirk abilities, attacks, etc not yet
3 3
achieved or discovered.

Be able to put up non-support items for sale online,


Online Seller letting them occasionally sell for full or greater price 3 3
than bought.

Gain the ability to make home-cooked meals gives


Culinarian
+2 bonus health. (+4 at second level) 4 2

Remove 1d12 cost of your purchases. 2d12 at level


Coupon King!
2. 4 2
4
Point

Gain 1 - 2 new slots in your dorm room of your


Interior Designer!
choice. 4 2

Gain a part time online job, requiring 1 check for 2


Part Timer Online
days of work. 4 2

Big Boost Gain a Bonus 15 Health OR Stamina. 5 1


5
Point
Support Tech Gain an extra support item. 5 1

Speed Boost Gain an extra action during your turn. 5 1

Mastered Gain a (+4) with aptitude in one base stat instead


Proficiency of (+2). 5 1

Succeed a single quirk usage, if it’s an attack it’s 18


Go Beyond
Plus Ultra!
performed without rolling and executes with the 5 1
most damage possible.
Archetypes
The closest players will get to a Tied Skills
normal class in this system is called Leveling up archetypes is easy. Each
an Archetype. Archetypes follow the archetype has a tied skill or a skill
usual theme of personalities often that, when leveled up, levels up your
seen in shows or television, though archetype as well.
they may all suggest certain aspects
Example, Delinquent is tied to the skill
of personalities these traits are not
TECHNIQUE. Whenever a player
required in order to choose an
whose archetype is Delinquent levels up
archetype for your character.
their TECHNIQUE base stat, their
class levels up along with it.
With each archetype the player gains
two aptitudes pre-chosen by the class,
Archetypes also provide players with
these aptitudes remain even after
starting equipment which can be used
level up, then they must then choose
or stored at any time. These items can
two aptitudes on their own. Along
also be sold or thrown away and
with this, starting at the second level
of an archetype players begin to gain merely provide the player with early

archetype specific skills that they can access to good and otherwise nearly

use in game to advantages or even unobtainable items.


solve problems they wouldn’t
otherwise be able to. . .
No more than *2 aptitudes per category can
be taken at start.
19
All Backgrounds start with ¥5000. Rich Kid starts with ¥10,000
($50) ($100)

Class Archetypes List


BACKGROUND INITIAL STARTING Description
APTITUDE EQUIP.

Intimidate Motorcycle License You’ve never strayed from fights or trouble, you’re
DELINQUENT Survival Chain the poster child for detention.

Free Ride Share Service


General Education Struggles? Never heard of them. You’ve lived it up
RICH KID Persuasion
Taser
lavishly and luxurious your whole life.

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.

[A larp weapon of your


8th GRADE Quirk Education
choice]
You are the demon king sent to earth from another
SYNDROME Combo dimension, or so you tell people.
Cloak or Eyepatch

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.

Any Sports Weapon of


Acrobatics Who needs to focus on education when you can focus
SPORTS KID Precision
your Choice
on athleticism and get just as far.
Locker Key

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)

2nd Level Ability


Street fighter | Once per day, attempt to attack a second time. This
fails if the first attack does not connect.
3rd Level Ability
You call that a punch? | Halve a damage roll made against you once
DELINQUENT Technique every encounter.
4th Level Ability
Car jack | Replace a dice roll with a 6 whenever checking to
jumpstart or steal any vehicle.

2nd Level Ability


Do you know who my father is? | Automatically succeed one
intimidation check per day.
3rd Level Ability
Company card | One per session, the player reveals a new credit card
when making a purchase and does not use any of their money.
RICH KID Cooperativeness 4th Level Ability
Extraction | X amount of times during the week, the player can
summon a vehicle of any kind to, without question,retrieve them
from any place. (X = 1d6 roll on Sunday Night)

2nd Level Ability


All eyes on me | Using your cooperativeness stat, roll a DC 6 to
attract all the attention in the immediate area to you. Target's
attention is drawn and locked onto you for 1 round.
3rd Level Ability
Gimmick | Gain a bonus to cooperativeness checks after consistent
CLASS CLOWN Cooperativeness uninterrupted use stacking +1 (Max: +6)
4th Level Ability
Quips | X amount of times a day, when an opponent has failed an
accuracy roll against you, enemies are forced to attack you again
next round and have halved accuracy checks.

2nd Level Ability


Pack-a-punch | Once per day unleash maximum possible damage
with a power based attack.
3rd Level Ability
Powerlifter | Any checks that have a DC under 9 are automatically
GYM RAT Power completed.
4th Level Ability
Remove training weights | Double your speed for 3 turns of combat,
21
once per session.
2nd Level Ability
GAZE UPON ME! | Using your cooperativeness stat, roll a DC 6 to
detract all the attention in the immediate area to you. Target's
attention is dismayed and locked away for 1 round.
3rd Level Ability
8th GRADE Unleashed demons | Attacking for the first time while below 50%
Cooperativeness
SYNDROME health grants a second attack. Recharges after healing.
4th Level Ability
I’ll use all of my power… AT ONCE! | Once per encounter, unleash
3 separate attacks at once. The user is stunned the following round.

2nd Level Ability


Look up | Automatically succeed one Education based check once
per day.
3rd Level Ability
Did you try ___? | Anytime an ally fails an intelligence check
BOOKWORM Intelligence
nearby, allow them 1 reroll per session.
4th Level Ability
Hyperfixation | Choose GEN / TECH / MED / QUIRK upon level
up, Gain advantage on any roll using that derived stat.

2nd Level Ability


I’ll handle this | After a failed roll of an ally, you step in and recreate
their roll, if they succeed, ignore the previous failure.
3rd Level Ability
Band-Aid | Once per session the player may heal a target HP equal to
MOM FRIEND Cooperativeness
a medicine education roll.
4th Level Ability
Kids in danger! | Gain a free action anytime an ally takes damage
below ½ health within 10 feet of you.

2nd Level Ability


Hog tie | automatically succeed a grapple check 1 target once per
day.
3rd Level Ability
Motor mastery | The ability to hotwire any non-car vehicle with a
COUNTRY KID Technique successful tech education check of 7.
4th Level Ability
Friend to the wildlife | Survival checks made to calm wild animals
automatically succeed with anything beyond a critical fail.

2nd Level Ability


In character | Succeed 1 Deception check without fail per day.
3rd Level Ability
Quick change | Changing outfits in any circumstance, does not count
as an action. Can keep 2 separate outfits / uniforms on hand at all
THEATER KID Speed times.
4th Level Ability
Inspiring words | Player chooses a stat to boost nearby allies in, allies
22
treat the stat as one level higher for the encounter or check. Players
do not gain that levels bonus abilities.
2nd Level Ability
Plain Sight | Add a 6 in place of a dice roll during stealth checks
(1 time per day, recharges after each day.)
3rd Level Ability
Irish Goodbye | A player using stealth to escape only fails upon
rolling a crit fail.
WALLFLOWER Speed 4th Level Ability
Undercover | So long as the player is disguised in the appropriate
attire, those they are disguised as cannot succeed in a perception
check to identify them.

2nd Level Ability


Tech Help Desk | Add a +3 to an ally’s Intelligence check.
3rd Level Ability
Reboot | The player can ascertain any information available on a
computer, so long as it is not in disrepair.
COMPUTER
Intelligence 4th Level Ability
WIZ Dark Net | The player is able to ascertain information through
sources in the dark web for a heavy $ cost. This information can
even be metagaming information.

2nd Level Ability


Linebacker | Tackle attacks do double damage upon hit.
3rd Level Ability
Put some ice on it | Gain a bonus equal to targeted allies
Intelligence when making Med-Ed checks to heal an ally.
SPORTS KID Power
4th Level Ability
In the Zone | Gain +1 base SPEED and TECHNIQUE when
targeting the same unit 3 turns in a row.

2nd Level Ability


Restraint | Players can choose to, instead of rolling for damage,
take the middle point of possible damage. X amount of times per
day (X = Base Power Level)
3rd Level Ability
Weak Spot Target | 1 Use per target, replace one damage dice roll
MARTIAL with its highest damage output.
Power 4th Level Ability
ARTIST Stockpile | Relinquishing your turn grants you an AC(for 1
round) and stores your action until you choose to either release
or store again (Max Turns Storage: X, X=Your power level)

23
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.

Seating Decor Electronics Extra

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.

Seating Decor Electronics Extra

Dorm Room
(Common Room)

24
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

manifested, add this value to their quirk preparation. Immediate physical or

progression instead. melee attacks such as Punches or Kicks

AC IS DETERMINED BY must succeed a COMBAT matches or

(TECHNIQUE + SPEED) + Additional AC succeeds the targets AC. When using a

Bonuses ranged weapon attack upon a target,

STARTING COMBAT - Initiative players must succeed a PRECISION

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

during their following turn. have specific instructions on landing

attacks.

25
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

Successful Dodge rolls will allow a critically successful in defending

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

effects can be cleansed by their own 3+Power (TECHNIQUE (1) SPEED

(2)) + Power (3) making his AC 5 until


action or by abilities from themselves or
the end of the round.
others.

26
Combat (3)
Tempo

Tempo Change

Player’s can roll TEMPO

mid-combat to change their spot

within the combat order within their

team.

Tempo Turn Change Move


Player 4s Turn Aftermath | Next
Round
First Turn
Player 1 Player 4
Player 2 Player 1
Player 3 Player 2
Rolls 3
Player 4 Player 3

EX: In a team of four, the player at

the end of the rotation rolls their

TEMPO and rolls a 3. They move 3

positions to the front of the rotation,

and at the start of the next combat

phase they are able to move first.

27
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

to become heroes. However in the hero

world, those who can work well with


Combo Level 2
others ultimately are able to accomplish Combo Participants: 2
Damage Multiplier: 2x
far more than any others who cannot.

Combination attacks are the combined

effort of all players involved rolling


Combo Level 3
combo at the earliest turn in the combat
Combo Participants: 3
round. Players who have already taken Damage Multiplier: 3x

their turn cannot attack in combination.

To succeed with combination attacks,

players must roll the same exact number. Combo Level 4


Combo Participants: 4
Successful combination attacks garner Damage Multiplier: 4x
damage multiplying bonuses for those

involved. The damage multiplier for

group attacks of varying levels takes Combo Level 5


from the highest COMBO level Combo Participants: 5
Damage Multiplier: 5x
participating.

28
Combat (5)
Physical & [M]Weapon Attacks.

Physical Attacks
PL = Power Level
Available Attack Damage Roll TL = Technique Level

Power LVL 1 Punch PLd4+Power


Power LVL 2 Flurry of Blows PLd6+Power
Power LVL 3 Targeted Strike PLd4+Power -Stun
Technique LVL 1 Kick TLd4+Technique
Technique LVL 2 Roundhouse TLd6+Technique
Technique LVL 3 Dropkick TLd4+Technique -Stun
FREE Tackle Power + Speed
FREE Grapple VS Strength

Physical Weapon Attacks

Weapon Type Attack Damage Roll


Sharp Slash PLd10 + Power
Sharp Stab TLd10 + Technique
Sharp Shred Inflicts Bleed
Blunt Bash PLd8 + Power
Blunt Swing TLd8 + Technique
Blunt Crack Inflict Stun
Electric Charge 2d12+Technique (Stun)

*Weapons of any type can come with


29
different damage die, these serve as a
baseline for weapon creation and use.
Combat (6)
[R] Weapon & Explosive Attacks.
Ranged Weapons
Weapon Type Attack Damage Roll
Aerosol Poison Gas Afflicts Poison
Aerosol Paralysis Gas Afflicts Stun
Aerosol Pepper Gas Afflicts Blind
Aerosol Sleeping Gas Afflicts Sleep
Physical Whipcrack 1d6+Power
Physical Lasso Afflicts Ranged Grapple

Physical Maul 2d8 + Power


Physical Snare Base Speed is lowered to 1.
Projectile Small Shot 1d8 + Technique
Projectile Scatter Shot 5d6
Projectile Heavy Shot 1d20 + Technique
Projectile (Explosive) Rocket 4d12 + Technique

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

*Weapons of any type can come with


30
different damage die, these serve as a
baseline for weapon creation and use.
Combat (7)
Weapons and Damage Types Weapons can be easily categorized

by three separate fundamental parts

of their use.
Damage
Weapon Type(s)
Attack Bonus
Damage Type(s)

The type of damage you can use as


Bat (Wooden) Blunt Power
well as what attack types you can
Bat (Metal Blunt Power
use with said weapons. These can

Brass Knuckles Blunt Power also be reduced or enhanced

Hammer Blunt Power depending on the armor type

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,

Axe Sharp Technique Precision)

Sword Sharp Technique Material

Gun (Pistol) Ranged Technique Weapons do not have a set durability

they break after, instead they are


Gun (Shotgun) Ranged Technique
broken if a given attack made
Gun (Rifle) Ranged Technique
against them is of a stronger
Bow Ranged Technique 31
material.
Common Status Effects
Combat (8) Status effects are continuous effects that apply to characters.
Red Afflictions are NEGATIVE Green Afflictions are POSITIVE.

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.

Grapple Restricts turns until winning a strength check.

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.

Fatigue Level 1| Nothing but labored breathing.


Level 2| Stamina cost is doubled.
Level 3| Self Damage upon using moves. (1d6)
Level 4| Fortitude check to not pass out.
Level 5| Hospitalization and death saving throws.

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.

Armored Player gains bonus AC (+1/+2/+3/+4)

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

U.A “Class” Uniform $45 +2


Outfits
Outfits are a set selection of clothes U.A “Gym Uniform $75 +4

Casual Clothing $-$$$ +0


or armor that allow users to gain a bonus
Costume (Rental) $ +1 - +2
in AC, derived stats or anything else the
Suit / Dress $$-$$$ +1
DM chooses. Outfits only provide these
Work-Out Clothes $-$$ +2
bonuses when the full set of clothes are Stealth Outfit $$-$$$ +2

put on. Though in some cases there are Sports Armor $$ +3 - +4

optional pieces that do not add nor detract Loose Clothing

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

armor due to attacks or the armor becomes Gloves $ 0

noticeably damaged a major part then the Jackets $$ 1

Helmets $$ 1
outfit loses its bonus.
Backpacks $$ 0

33
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

items are Equipment, Room Decorations and finally Food.

Equipment Decorations Food


Equipment is essential for Decorations can make Food is without a doubt
heroes who’s quirks alone returning to the dorm feel one of the most vital parts
won’t be enough. less like a rest and more of ensuring heroes are
like a relax! ready for the task!
Equipment | Equipment
ranges from outfits to Decorations are set into 4 Foods can, at the
weapons and even support different sub-groups based discretion of the DM, can
tools. These are often on their display. contain either a +2 or +1
acquired through legal and bonus to relevant stats. Or,
sometimes illegal means. Seating | This encapsulates if the DM chooses, none
Equipment can give anything a player can lay, at all! Food is more often
bonuses to AC, Base Stats, sit or rest upon. than not used in a roleplay
give new abilities or even aspect and offers time for
enhance pre-existing Decor | This follows players to settle down and
abilities. All Equipment posters, prints, figures, art, enjoy a meal together,
not listed in the module is potted plants, etc! possibly even learning
up to your DM’s Anything there solely to new things about NPC’s
discretion for bonuses and decorate. or the world they’re in. In
abilities regards to health, food
Electronics | Anything doesn’t often provide
Outfits | from a microwave, fridge, much if any. The most
phone stand charger or relevant cases of being
Weapons | even computer! given non-derived stat
bonuses is in medical food
Extra | Extra fills out or medicine giving health.
anything the DM cannot Stamina on the other hand
discern as the 3 other is usually given in cases of
groups! performance based foods
like protein shakes,
pre-workout, etc.
34
Shopping | Stores

Store Layouts
Store Items Cost Effect Description Slots Extra

35
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.

Night Stand $35 Decoration A compact and functional nightstand with 1


drawers and shelves for storing books,
electronics, and other essentials.

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.

Comic $12 Accessory White Clover, 2 Pieces, Trackers 1 +1 Quirk


Association Blue Poncho, Duo Education
Leveling, Fabric Softener.

Novel $15 Accessory Who doesn’t love a hard cover story. 1 +1 Education
The cover is gorgeous and the story is
intriguing.

Textbook $50 Accessory Quirk Society Standards, Intro to 1 +2 Education


Mathematics.

Book Western Comic $15 Accessory Ultra-dude, Moleman, Steelboy, 1 +1 Quirk


Colonel USA, etc. Education

Notebook $19 Accessory Multicolored themed and non-themed 1 +1 General


notebooks. Education

Agenda $25 Accessory A daily planner for the year. 1 +1 General


Education

36
Phonebook $45 Accessory A book listing home’s & phone #’s 1 +1 General
for families who live in the area. Education
Mall (2)

11x17, 18x24, 24x36 and 27x40.


Poster $9 Decor Whatever you need they have it, 1 Decor +1 Quirk Ed
sports, tv, manga.

U.A, Shinketsu, Hero companies


Flag $10 Decor and sports! There’s even flags of 1 Extra +1 Quirk Ed
other countries available.

$10 Ranging from $10, $25, even $50,


+1 - +2
Accessory Figurine - Accessory this store has a lot of different 1 Extra
$60 figures.
Tech Ed

Charm Set $3 Accessory Charms from your favorite shows! 1 Extra +1 Charisma

Pin Set $5 Accessory +1 Charisma

Mini Bank $10 Decor +1 Gen Ed

Silverware Set $15 Accessory +1 Strength

A full length door mirror. You look


Mirror $15 Decor into the piece and despite everything 1 +1 Charisma
it’s still you.

+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

Hat $15 Decor 0

Jacket Rack $20 Decor 1 +1 Reaction

Laundry Basket $10 Decor 1

Mini Washer $200 Electric 1 37

Mini Dryer $200 Electric 1


Mall (3)
Charge Station $10 Electric A small square block sits with 1 +1
wires all aside it, several ports
available for charging anything
you need.

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.

PC $700 Electric 2 +4 Tech Ed

Smartphone $400 Electric 0

Electronic Parts $100 Electric 0

Speaker $40 Electric 1 +1 Tempo

Headphones $15 Accessory 1 +1 Tempo

Record Player $200 Electric 1 +2 Tempo

Guitars, Drums, Flutes, You


Instrument ???$ Accessory name it and the DM will say a 1 +2 Tempo
Music price!

CD Player $45 Electric Plays only the best music. 1 +1 Tempo

CD Tower $75 Decor Holds all your music needs! 1 +1 Charisma

Record $20 Accessory 0 +0


38

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.

Controller Rack $15 Decor A storage unit for gaming 1 +1 Tech Ed


controllers.

Microphone $75 Electric A device used to record or +1 Charisma


amplify sound, often used for
singing or gaming purposes.
Game Bright Hearts,
Solo Game (HARD) $60 Electric 0 3x Random
*New Aptitude Points

Solo Game (EASY) $45 Electric 0 2x Random


*Used Aptitude Points

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.

Sanitizer 3$ Medical A disinfectant used to kill bacteria and 0 Kills Poison


viruses on surfaces and hands, which
comes in various forms such as gel or
spray.
Medical Burn Kit $15 Medical A specialized kit containing supplies 1 Heals Singed
such as burn gel, sterile dressings, and
pain relief medication for treating burns.

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
39
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!

Helmet $45 Accessory Head Armor to protect you from any 1 +1 AC


sporting injury that may occur!

Athletic (S) Sporting Armor $40 Decor Legs / Chest Armor 0 +1 AC


/
Sports
(L) Sporting Amor $120 Decor Legs/Chest/Hand Armor 0 +2 AC

Trophy $20 Decor +1 Charisma

Sports Ball $25 Decor Baseball, Basketball, Football, Tennis 0 +1 Athletics


Ball, etc

Signed Poster $70 Accessory 1 +0

Gloves $15 Accessory +1 Precision

How to make a shop


Store Items Cost Effect Description Slots Extra

40
Shopping | Underground Market.
School Market Items Cost Type Description Slots Extra

A small green plant, nuggets the size of Ingest to reveal the


Herb $10 Drug 1 effect.
moss balls.

Drug Dealer A tiny needle with a vile half its size Disables Quirk
Quirk Blocker $50 Drug 1
attached to the back.

A tiny needle with a vial double its size Doubles Quirk


Boost $160 Drug 1 Abilities.
attached to the middle, glowing red.

A black and yellow pistol shaped Contraband*


Stun Gun $40 Weapon 1 1d6 + Stun
weapon with a flat and square barrel.

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.

Melee Weapon $$ Weapon *changes every week. 1 Randomized

A tiny book, pocket sized with a tiny +2 Quirk Education


Quirk Almanac $25 Book 1
outline of all-might!

Discarded Support A piece of junk barely able to perform *Randomly


Support Market $30 Support 1 Generated.
Item it’s given duty. Likely to break.

Discarded A large rolled up blue paper sits rubber *Randomly


$25 *Special 0 Generated
Blueprints banded shut, tapped closed.

News on a Student $5 Information *Inquire Within 0 0

News on a Teacher $10 Information *Inquire Within 0 0


News Dealing
News on a Hero $20 Information *Inquire Within 0 0

News on a Villain $50 Information *Inquire Within 0 0

*Has slots for


A wooden board with 3 studs on each
weapon storage
Weapon Rack $19 Decor side lays bare. The weapon rack holds 3 2
melee weapons.

*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

A somewhat well sized fan with large


Fan $10 Elec 1
blades and even a wall mount.

*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

Candy $2 Snack Some sweet treats! +1 Extra HP

Snacks Toaster Food $4 Snack Quick and easy foods. +2 Extra HP

Energy Bar $8 Snack Great for on the go stamina! +2 Stamina

Poultry $8 Butcher A little chicken for the soul. +1 Extra Stamina

A good chunk of salmon should do


Butcher Fish $15 Butcher
the trick.
+2 Extra Stamina

A lean cut of meat to feed the


Meat $20 Butcher +3 Extra Stamina
muscles!

Box Meals $15 Meal A quick lunch for the busy hero! +4 HP

Pre-Made Hot ‘N Ready $20 Meal


Always ready to be heated and
+3 Extra HP
eaten!
Meals
No time for preparation, a quick
Frozen Burrito $8 Meal +1 HP
emergency meal!

Protein Shakes $8 Snack Need the energy now! +1 Power (1 Check)

Get ready for some serious heavy


Workout Aid Pre-Workout $6 Snack
lifting.
+3 Strength (1 Check)

A light snack for some heavy


Protein Gummies $18 Snack +3 Extra Stamina
workloads.

Proteins $3 Produce Pocket snacks for the road! +1 HP

Produce Fruits $5 Produce What's better than some juicy fruit? +2 Extra HP

Carrots, Broccoli, Radishes, the


Vegetables $5 Produce +1 Stamina
works!

Sit down and enjoy a nice half cut


Sandwich Kit $13 Meal +2 Extra HP
sandwich.

Kits Pizza Kit $34 Meal Great lunch for the group to split! +4 Extra HP
42
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

would like to go and what they’d like to do

Free Time Environments


Area Location Use Part Time Pay
$20 - 75 +
Mall Off Campus Buy/Sell | Social Interaction 12x Gen Education

Buy/Sell | Special Currency |


$15 -20 +
Arcade Off Campus Skill Training | Social
12x Gen Education
Interaction

Training Facilities On Campus Skill Training N/A

$20 - 30
Grocery Store Off Campus Buy/Sell
12x Gen Education

Dorm Room On Campus Storage | Food Bonus NA

Food Bonus | Social $14 - 18


Dining Hall On Campus
Interaction 12x Gen Education

USJ On Campus Quirk Training NA

Gym On Campus Buy /Sell | Social Interaction Player Dependant.

Nearby Restaurants $20 - 50


Ramen / Denny’s / Pizza Off Campus Buy/Sell | Food Bonus
12x Gen Education
Palace / Chuckle Cheeze/ etc

*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

*Renting lasts 1 Week.

Transportation Type Cost / Fare Seats


Short Distance, Public, Rent: $5 2
Bike Driver Required Buy: $250

Long Distance, Driver Rent: (N/A) 2


Motorcycle Required Buy: $1,000

Long Distance, Driver Rent: $3,000 4


Car Required Buy: $10,000

Long Distance, Public, Set 20


Bus Destination
Bus Fare: $2

Long Distance, Public, Set N/A


Train Destination
Ticket Price: $2

Transportation : Required to travel during free time to locations otherwise too far

away to walk. Certain transportations are always available and others are only

available during set times.

Keeping transport on Campus: Vehicles purchased such as Bikes, Motorcycles

and other small scale vehicles can be parked in school parking spaces which cost

10,000 yen a month ($70).

Public Transport: Public transport is always available until 1AM, at that point it

shuts down till 6AM.

44
Quirk Creation

45
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.

46
Quirk Manifestation
Quirk manifestation is quite simple. When playing

Session 1-3 1 - 40 the module in a manifesting style storyline, players

don’t acquire their quirks until sessions into the


Session 4-6 41 - 80 campaign. At start, players are all given set

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

setting Manifestation Points,


The Quirk Manifestation Point is a set number
outlining the sessions players
decided by the DM used to identify when the
would likely manifest their
players quirk manifests. At the start of every
quirks.
combat encounter all players roll a single d20 and

tell their DM the amount, the DM then adds that to

their secret counter. Once a manifestation point is

reached that player will manifest their quirk giving

them 3 quirk abilities and 1 quirk attack.

47
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

abilities depending on their inherent require a different skill. These attacks

power can otherwise cost stamina or require stamina for the attack used and

even health depending on its capabilities. stamina cost as well as methods of

Abilities that are outside quirk usage stamina drain also vary from quirk to

(such as XP Shop abilities, Archetype quirk. As players advance with their

Abilities, etc) do not follow these exact abilities stamina drain may lessen the

rulings. better the user has a handle on abilities.

48
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

students practice using their abilities and attacks.

Types of Stamina Drain Average

A move or ability that takes stamina


Instant instantaneously. Depending on the strength of the 1-9
move the average stamina varies.

Overtime use takes effect each round removing a set


Over Time number of stamina until the ability or attack is 1-3
turned off (usually not requiring a full action)

Automatic Use is a rarely used measure of stamina


drain that only activates when given prerequisites
Automatic Use are met. The stamina drain happens without consent 1-3
of the player and only activates given there is
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enough stamina left.
Quirk Attack Outline
This guide sheet is here to label out “guidelines” for DM’s building quirk

attacks and helping decide the effects of certain quirk attacks.

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.

_____ Control Transform: _____ Healing (Self/Target)


Specified within the tag of User transforms into Heals a set number of
the quirk itself, this tag whatever designated in health towards any target
allows players to the tag. specified in the tags.
transform into whatever
specified.

Breaker Reaction Store (?/?)


An ability or attack that is If your ability is given DM or Player may
given the tag breaker is reaction you are able to designate the conditions
able to smash or destroy use the tagged ability or for “Taking” whatever it
attack whenever you
weapons and armor of may be set as their quirk
receive damage, see an
certain types laid out at enemy running away, etc, whether its consuming a
the discretion of the DM. given the ability/attacks specific food or being hit
power. These uses always with force. It is then
drain your rounds given stored up to a set amount.
reactions.

Flight Area of Effect SKILL: _____


An ability or attack with Abilities and attacks with Something tagged with a
this tag is able to at will or this tag affect the area skill means it uses tagged
as an action, hover, fly or surrounding the user or skill to roll when making
float in the air and move targeted area. checks.
throughout it with varying
levels of control.

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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.

(Activates) On Hit Short/Medium/Long Transform


Tagging abilities or Range Using a quirk attack or
attacks with this means This ability or attack has a ability, transform your
the condition for its use maximum range of body parts or whole body
requires you’re hit first or 10/15/30+ Spaces away into a different form.
your target must be hit from you.
before its activation.

Counter Water Breathing Infect


This ability or attack does This tag allows players This tag is placed on
not deal damage unless an with this skill to breath abilities or attacks that
attack hits the user. underwater. can pass a condition onto
someone or something,
which in turn can spread
to others touched.

Causes (Effect) Hover Knockback

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Trap Hazard Influence

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Death.
While death is possible,

it’s not often supposed to

be thrown at the players.

If a player falls to zero

they can continue to take ⅓

of their health in extra

damage before a death roll

is even cast.

When a player breaks this

threshold of health they

must make check for a check

with any stat of their

choosing, succeeding a

check of the total of their

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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