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Class 1-C Tabletop Rulebook
Class 1-C Tabletop Rulebook
Class 1-C Tabletop Rulebook
Ruleset by SunlightYellow 1
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”
Table of Contents
*needs to be updated
Prologue……………………………..… 3 Traveling………………………………..63
Rolling & DC………………………..….4 CHAPTER 5: QUIRKS
Crits……………………………………..5 Quirk Manifestation…………………….65
CHAPTER 1: CHARACTER CREATION Quirk Types……………………………..66
Outline……………………………………7 Quirk Usage………...…………………..68
Base Stats………………………………...8 QXP…………………………………….70
Health & Stamina……………………….15 DM Tags……………………….….….…73
Aptitude…………………………………16 Player Tags…………………….…..……74
Archetypes……………………………...17 Outline Tags…………………………….75
CHAPTER 2: LEVEL UP Buff Tags………………………………..81
Prestige XP……………………………...33 Debuff Tags……………………………..82
XP SHOP……………………………….34 Ultimate Tag…………………………….83
Level 5 Bonus…………………………..36 CHAPTER 6: NPC STAT BLOCK
CHAPTER 3: COMBAT NPC Stat Blocks……..………………….85
Action Economy………………………..38 Precreated NPCs………………………..86
Combat…………………………………39 CHAPTER 7: CHARACTER DEATH
Rest and Recovery……………………..48 Death………………………………….88
Plus Ultra………………………………49 CHARACTER SHEETS (89-91)
CHAPTER 4: EVERYDAY LIFE
Dorms…………………………………...51
Shopping………………………………..53
Stores……………………………………54
2
Free Time……………………………….62
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 in MH:C1C
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, Oceania,
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 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
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 My Hero Academia belong to Shonen Jump and Kohei Horikoshi, please
support the official production by watching, reading or enjoying the show officially.
lay out their stats and decide their levels during Easy 1-5
Level 2
character creation they should be made aware Stats
Hard 6 - 12
that for each level they have in a particular stat
4
Critical Successes & Fails
Critical rolls can occur in normal 20
sided die games when a player rolls
a 20 naturally, however Class 1-C
has differing scaling, therefore it’s a Level 1 (1d6)
bit harder to critically succeed as Crit Fail | NAT 1 Critical Success |7+
well as critically fail from start to
Level 2 (2d6)
finish when scaling upward. Critical
Crit Fail | NAT 2 Critical Success |12+
success in Class 1-C only happens
when players are able to attain their Level 3 (3d6)
naturally highest available roll Crit Fail | NAT 3 Critical Success |18+
5
Chapter 1
Character Creation
6
Character Creation
(Simplified) (Freshman Year Stats)
7
Base Stats
is gauged on.
Starting stats vary depending on the year your players plan to begin at. You can start at any
point in any high school year or even post graduation well within hero society. Use these as
FORTITUDE
Power has 5 Unique derived stats and is a Fortitude is used in situations
where the body must
major component to starting game health as overcome something, maybe
poison or eating too much,
well as combat! Using Power you can hit drinking etc.
INTIMIDATION
with physical attacks easier, lift or throw A check used when
attempting to intimidate
immensely heavy objects, sustain heavy someone into doing
something.
injuries, intimidate foes into backing down ATHLETICS
Athletics is used for
and run / sprint long distances without prolonged actions (Running
after something)
slowing down! Recommended for those who
9
Speed
Speed is an amazing stat for those who want REACTION
Reaction is used during
to hit first, hit fast and dodge attacks like any encounter with a
sudden change. That being
there is no tomorrow. Though it is lacking in
getting punched / turning
derived stats all the stats involved are very the wheel of a car to avoid
an accident / playing a beat
useful and are integral for those who want game.
STEALTH
in precision, match tempo with movements
Stealth is used when
and stay out of the way of sightline, avoiding sight or detection
from unwarranted eyes.
recommended for those who plan to make
PRECISION
the first move. Precision is used in
substitution of accuracy,
when using any ranged item.
10
Technique
COMBAT
Technique is an awesome skill for the CONTROL
This stat is used for fighting, close
combat or any fighting related
Control is used for small check. scale
practiced hand. For those who wanna make quirk use (essentially STRENGTH useless
This stat is used for any situation in
early on) and forfindkeeping
which you yourself carrying/
dragging/ lifting etc.
sure those hits land and shots don’t miss, be control of moving vehicles &
such isFORTITUDE
other Fortitude events.
used in situations where
sure to take some points in Technique! the body must overcome something,
maybe poison or eating too much,
SURVIVAL drinking etc.
soon.
skills to ensure safety or land some amazingly
ACROBATICS
practiced flips and tricks with acrobatic, Acrobatics is used as an
agility like stat, used for
technique is the way to go. Recommended for traversing jumps, climbing
walls, etc.
those who plan to fight from the backlines or
11
Intelligence
COMBAT
Intelligence, while maybe not having the PERCEPTION
This stat is used for fighting, close
combat or any fighting related
Perception is used when check.
listening,
looking, tasting, smelling or
most outwardly appealing set of skills boasts STRENGTH
feeling forThis
anything inanyyour
stat is used for situation in
which you find yourself carrying/
immediate environment
dragging/ lifting etc.
a hearty 5 derived skills great for those who
FORTITUDE
GENERAL EDUCATION
Fortitude is used in situations where
the body must overcome something,
wish to analyse and 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
etc. something.
intimidate someone into doing
For the players who want to take in every QUIRK EDUCATION ATHLETICS
Athletics is used for prolonged
A knowledge actions
or identifying check
(Running after something)
detail and examine them to their fullest using the knowledge of quirks,
heroes and logical reasoning.
extent whether it’s basic knowledge, Determines quirk weakness with
high enough checks.
knowledge of quirks, technology or even TECHNOLOGY EDUCATION
A check made to determine the
patch up a wound, Intelligence is the way to knowledge or ability to use
machines without harming or
go. Recommended for those who wanna be breaking it in the process.
MEDICINE EDUCATION
useful outside of combat!
A check made for administering
or understanding some level of
medical practice.
12
Cooperativeness
COMBO COMBAT
Cooperativeness is essential for those who This stat is used for fighting,
Combo is usedcloseduring
combat orbattles, a
any fighting
related check.
combining of two turns can leave
plan to help out. Being able to work with STRENGTH
an opponent with more damage or
This stat is used for any
even a statussituation
effect. Used
in which youin
find
one another is sometimes life or death yourself carrying/ dragging/
conjunction with anotherlifting etc.player
or NPC. FORTITUDE
when staring down your enemies, those Fortitude is used in situations
where the body must overcome
CHARISMA
something, maybe poison or
INSIGHT
want to get on the good sides of others, Used when trying to gauge the
reliability or truthfulness of
persuade them to change their mind, someone's statement or actions.
facets!
13
Base Stats Bonuses
When base stats reach 5th level, players gain a new ability.
This ability may be added to their abilities list, though it disappears if they are given a base stat debuff
POWER SPEED
At 5th level, players may At 5th level, during combat,
now, when rolling a critical players gain +1 actions
hit when rolling to-hit die, everytime they incapacitate,
deal triple damage. Players knock out or kill a target.
may only use this on a target This bonus is limited to +1
once per encounter, resetting action per round.
after the encounter ends.
MIGHT! BLITZ!
TECHNIQUE INTELLIGENCE
At 5th level, players can use a At 5th level players gain +3 in
point pool equal to their total of all derived stat aptitudes when
all their base stats. This point pool aptitude is gained. All derived
can be used to reduce stamina cost
(-1 per point), increase damage
stats without aptitude now also
(+1 per point) or reducing have +1.
incoming damage (-1 per point)
the pool resets after a full night's
rest.
TOGETHER!
STRATEGIZE! EUREKA!
COOPERATIVENESS
*Note this means players
At 5h level, any allies adjacent
can actively seek to pull
to the players gain a bonus to
others out of the way of
reactions, actions and skill
attacks or defend them from
checks equal to the players
incoming attacks. It does
cooperation.
not force other players to
use their turn.
14
Health and Stamina
character. Regardless whether you have beyond quirk attack and specific ability
low or high health each point is integral to usage, this is due to the immense strain that
survival. It is possible however to gain using the quirk has on the body. Just like
more health through various means health, stamina can be increased with
including prestige XP, abilities, even POWER stat increases as well as Prestige
certain items and increasing your base XP, abilities and certain items bought in
1 15 18
2 20 20
3 25 23
4 30 25
5 35 28
15
Aptitude
Aptitude is the active proficient use of Aptitude become harder and harder to
derived skills, giving you a +2. To gain the attain as the base stat level increases.
active (+2) A character must attain aptitude EX. For a player with a level 5 base
to start, but aptitude is only gained at stat for their power must study their
Training Facilities
Power Speed Technique Intelligence Cooperativeness
Gymnasium Batting Cage Library Party
Seminar
Side Job Side Job Side Job Side Job Side Job 16
Archetypes
The closest players will get to a Tied Skills
normal class in this system is called an Leveling up archetypes is easy.
Archetype. Archetypes follow the Each archetype has a tied skill or a skill
common cliches often seen in shows or that, when leveled up, levels up your
television, though they may all suggest archetype as well.
certain aspects of personalities these Example, Delinquent is tied to the skill
traits are not required in order to choose TECHNIQUE. Whenever a player whose
When choosing an archetype the TECHNIQUE base stat, their class levels
up along with it.
player also gains two free aptitudes
Archetypes also provide players
pre-chosen by the archetype, these
with starting equipment which can be
aptitudes remain even after level up, then
used or stored at any time. These items
they must then choose two aptitudes on
can also be sold or thrown away and
their own which do not remain when
merely provide the player with early
leveling up their skills. Along with this,
access to good and otherwise nearly
starting at the second level of an
unobtainable items.
archetype players begin to gain
archetype specific skills that they can use
in game to advantages or even solve
problems they wouldn’t otherwise be
able to. . .
No more than *2 aptitudes per category can be
taken at start.
17
Class Archetypes List
Starting
Archetype Archetype Description
Aptitude
General Education Born with a silver spoon in their mouth, this privileged student has
RICH KID money to burn and a knack for flaunting their luxurious lifestyle.
Persuasion
Charisma Always armed with a joke or prank, this student's mission is to keep
CLASS CLOWN everyone laughing and bring joy to the classroom.
Reaction
Athletics The embodiment of athleticism, this student lives for sports, fitness,
GYM RAT and pushing their physical limits to the max.
Control
Tempo A dramatic soul with a flair for the arts, this student's talents shine
THEATER KID on stage, be it through acting, singing, or dancing.
Deception
Master of all things tech, this student can hack, code, and
Technology Education
COMPUTER WIZ troubleshoot their way through any digital challenge, armed with
Reaction their trusty laptop.
With disciplined training and a body honed for combat, this student
18
Combat
MARTIAL ARTIST embodies the way of the warrior, capable of delivering powerful
Fortitude strikes and mastering various martial arts techniques.
Sub-Archetypes
Sub-archetypes are divergent Given Ability
paths of a chosen archetype. Players A given ability is the ability granted
can choose their sub-archetype at any in the top section of the
point through the course of their sub-archetype guide sheet. These
campaign and gain the given ability. abilities are given to a player
After a sub-archetype is chosen whenever they decide their
players have until the first use of their sub-archetype.
given ability to change, then there’s 5th Level Ability/Action
no going back. It should be urged that The 5th level in an archetype is when
players should take their time a player must choose which path they
deciding what sub-archetype they’d plan to take if they have not yet
like to take, as the benefits are grand. decided. This is when they gain
access to the labeled ability in the
bottom section of a sub-archetype.
19
A rebellious troublemaker with a knack for
causing chaos and breaking the rules, they
are above it all.
DELINQUENT
Starting Equipment
Motorcycle License: A plastic card that grants the owner express legal
permission to operate a motorcycle. Though this doesn’t grant the user
a full motorcycle
Chain: A weapon with 10 feet of possible reach, dealing the blunt 20
damage type.
Attacks: Whipcrack (1d6+power)
Born with a silver spoon in their mouth,
this privileged student has money to burn
and a knack for flaunting their luxurious
lifestyle.
RICH KID
Designer Sunglasses: With their sleek and trendy design, not only serve as
a fashion statement but also offer essential UV protection for the wearer's
21
eyes. These shades provide an additional benefit of +1 AC shielding the
wearer from light-based attacks.
Always armed with a joke or prank, this
student's mission is to keep everyone
laughing and bring joy to the classroom.
CLASS CLOWN
Starting Equipment
Soundboard: A tiny device of 9 different noises all customizable. The
tiny device is capable of recording as well as replaying any sounds it
hears immediately or on a timer. Can causes distractions.
22
The embodiment of athleticism, this
student lives for sports, fitness, and
pushing their physical limits to the max.
GYM RAT
Starting Equipment
Slingshot: In lieu of an oversized cannon or gigantic sniper, your
mortal form must settle for man's most primitive gun, a slingshot.
1d8+Precision
Ancient Artifact Replica: Carrying a replica of a legendary artifact,
like a mystical amulet or a dragon-scale pendant, it’s believed to 24
possess extraordinary abilities or connections to hidden worlds.
+1 AC (+1 to any roll, though the item breaks after)
With their nose buried in a book at all
times, this student is a walking library,
overflowing with knowledge and a thirst
for learning.
BOOKWORM
Starting Equipment
Reading Lamp: A portable, adjustable lamp designed to provide
optimal lighting for reading. Provides 10 ft of light.
THEATER KID
WIZ
Tied Skill Skill Level Ability
2nd Level Ability
Tech Help Desk | Add a +3 to an ally’s Intelligence check. (3/day)
3rd Level Ability
Reboot | The player can ascertain any information available on a
computer, so long as it is not in disrepair.
Intelligence 4th Level Ability
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.
30
With disciplined training and a body honed
for combat, this student embodies the way
32
Prestige XP
Prestiging Using XP
Prestiging works by simply resetting When purchasing upgrades, players put
derived skills when leveling up a base them onto their abilities sheet or note them
skill. Players through the course of the
on separate sheets. There are 5 levels of
campaign will “study” skills, adding
abilities players may use their XP in order to
aptitude points to their derived skills
acquire. 1st level XP abilities cost 1 XP and
until they reach the total (a number equal
may be taken up to five times, moving
to their base stat) in each derived skill.
forward these circumstances reverse. At 5th
Once done they reset all their derived
level players may spend 5 XP points in order
skills, no longer having any bonuses but
to buy an ability they may only purchase
being given higher rolls via more die.
once. When given XP, all XP points must be
When a player prestiges a skill it means
used at once and cannot be stored until
to take it from one base level to the next
further leveling.
and resetting it. Players gain equal XP to
level 3 in say, power, gain 3 XP to use in Ex. Alix upgrades their base speed stat from
the XP shop however they like. level 2 to level 3 and gains 3 XP. They use
34
All level 3 XP abilities cost 3 point of XP and may be stacked 3 times.
Breathe…: Recover ½ of your total stamina as a bonus action. (+1 uses per stack)
Heavy Hitter: Maximize possible damage with a punch attack.(+1 uses per stack)
Kick-Boxer: Maximize possible damage with a kickattack.(+1 uses per stack)
Level
Quirk Hints: Gain a hint towards unlocking new uses of your quirk (+1 hint per stack)
3
Online Seller: Players are now able to list items to be passively sold (+1 item per stack)
36
Action Economy
Turns in 1-C can be odd, but they work Movement: Every round of
very similarly to a lot of tabletop game action combat players are given 30ft of
economy. A player may, during their turn, use movement (unless stated otherwise) to
an action and their movement.Reactions are travel wherever they please during their
used in response to attacks.
turn.
Action: Every player starts with 1
Heroic Action: Thought not
action per round of combat, though you may
always available, a heroic action is an
attain another action through either gaining a
action players only have access to
5th level in speed or through quirk related
during rounds they are in “Ultra”. When
means.
Reaction: Players may react to a players gain a heroic action the player
number of attacks being made at them (or to may automatically succeed any attack or
another nearby character when you reach skill check that requires a DC within
level 5 in cooperativeness) equal to their their levels threshold (within their max
speed level every round. Certain attacks
roll range). Note that though they will
however may be labeled with ability tags like
automatically succeed in hitting attacks,
“*Undodgeable” or “FTL” meaning some
though the attacks stamina cost is still
higher speed levels are suggested for reaction
required in order to perform it.
to them, due to their sheer difficulty.
37
Combat
If players have chosen a quirk Attacking Targets: Players have 3
manifestation method of the campaign different types of attack they can make
combat must wait until everyone has rolled towards targets. Physical or melee
a 1d20. After rolling the DM will add the attacks such as punches or kicks must
result to their quirk manifestation limit. If succeed a COMBAT check made
their quirk has already manifested, add this against a targets AC. When using a
value to their quirk progression instead. ranged weapon attack upon a target,
Rolling Initiative: When players players are required to use
start an encounter each player must roll PRECISION checks made against a
SPEED to gauge where they stand in the targets AC. Finally, quirk related
initiative. Though if players do not wish to attacks require a CONTROL check
be at the end or the beginning of initiative that matches or succeeds the targets
they may attempt a TEMPO check during AC.
their turn to shift where they stand in the *Note that certain quirk attacks may have
control.
38
Combat (2)
Reactions and Bonus Actions
reaction all players can use at any stage SPEED check must take 1.5x total
Upon succession players take halved may eventually gain other reactions
39
Combat (3)
Changing Position in Initiative
fig 1.
40
Combat (4)
Combination Attacks
Combo Level 1
Players may participate in a
Combo Attack: A combination
combo effort with a max of 1
attack can be used by any player or person. Meaning they are
unfit to participate.
character at any time, though there are
41
Combat (5)
Physical & [M]Weapon Attacks.
Physical Attacks
42
Combat (6)
[R] Weapon & Explosive Attacks.
Ranged Weapons
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 different damage die (dd), these
serve as a baseline for weapon creation and use for DM’s.
43
Combat (7) In this system, weapons come with
Weapons and Damage Types
and power.
Damage Attack
Weapon Type(s) Damage Type(s): The type of damage
Bonus
Bat (Wooden) Blunt Power
you can use as well as what attack types
Gun (Shotgun) Ranged Speed durability they break after, instead they
Gun (Rifle) Ranged Speed are broken if a given attack made against
Weapons listed here are example weapons. the DM has the power to break a weapon
it wasn’t intended. 44
Common Status Effects
Combat (8) Status effects are continuous effects that apply to characters.
Status Afflictions Red Afflictions are NEGATIVE Green Afflictions are POSITIVE. Many
different things can inflict status effects from weapons to quirks to items.
45
Combat (9)
Outfits and Combat Gear Outfits
AC
Outfits
Outfits: Outfits are a set selection of Bonus
46
Resting and Recovery
When players have taken a beating,
Item Recovery: Though they cost
it’s keen that they be sure to properly
varying amounts, to recover health with
allow their bodies some time to recover.
items is decently effective if you have
Though the times may vary drastically, the
someone with good medical knowledge.
healing follows a similar principle.
Players can purchase medical equipment
● Day/Night - 8+ Hours of sleep
from facilities providing them, paying a
○ Full health recovery.
sum of money for an item with a single
○ Full stamina recovery.
use. The one applying the healing to the
● Short While - 4 Hours to 1 Hour
target may add their Medicine Education
○ Half total health recovery
to whatever roll the target makes to
○ Half total stamina recovery
recover health.
● Nap - Anything under 1 Hour
Quirk Recovery: Definitely the
○ 1/10th total health recovery
easiest of the many health recovery types,
○ 1/10th total stamina recovery
a quirk recovery is when a player uses
they combat, natural disaster or even players must find themselves under
levels of fatigue once the round or rounds on this allows for two full rounds of
48
Chapter 4
Everyday Life
49
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\ 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)
50
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.
Store Layouts
Store Items Cost Type Description Slots Effect
How many
Any extra
How slots of a
Type of The description of info about
The items much each The type room it
Store or the item as it’s sold the item
listed and item could of item takes up if
name of or often found in the player
available. or does item. it does
store. other stores. may need
cost. take up
to know.
slots.
52
Mall (1)
A two seater with comfortable pillows! Could
Couch $70 Seating 2 +2 Combo
you ask for more?
Single Seat 30$ Seating A single seater! Nice backing and arm rest! 1 +1 Fortitude
(+1)
A stylish and trendy outerwear available in Deception -
Jacket $35 Accessory various designs, made from premium 0
fabrics to keep you warm and fashionable. Intimidation -
Persuasion
(+1)
A comfortable garment with different Deception
T-Shirt $12 Accessory colors and prints, perfect for casual wear.
0
- Charisma
- Persuasion
A wide selection of trousers, jeans, and (+1) Fortitude
Clothing Pants $25 Accessory leggings with various cuts and sizes, 0
suitable for different occasions and styles. - intimidation
(S) Sporting Armor $40 Decor A set of sleek, small-sized body armor 0 +1 AC
designed for agility and protection.
(L) Sporting Amor $120 Decor A set of durable, large-sized body armor 0 +2 AC
providing enhanced coverage and
defense.
Athletic
/ Trophy $20 Decor An elegant, gleaming golden cup +1 Charisma
Sports engraved with intricate designs, awarded
to champions in various sports
competitions.
56
Mall (5)
White Clover, 2 Pieces, Trackers
+1 Quirk
Comic $12 Accessory Association Blue Poncho, Duo Leveling, 1 Education
Fabric Softener.
1x Combo
Split Screen Game $60 Electric Sack Box, Jumpman Festival 0
Aptitude Point
Drug Dealer A tiny needle with a vile half its size Disables Quirk
Quirk Blocker $50 Drug
attached to the back. 1
Contraband*
A tiny bag of black pellets. Each inside
Weapon Smoke Bomb $15 Weapon having a small warning label of a bomb 1
[Throw against
any wall to
Making with a large crack in it.
explode]
0 0
News News on a Teacher $10 Information *Inquire Within
*Randomly
Room Lost and Found gift
$20 Random
A small paper bag sits with a large
question mark adorning it. Inside is 1 Generated
bag
Decor 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. 58
*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 Extra 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
59
Time and effort well worth the
Sushi Kit $45 Meal +6 Extra Stamina
presentation and taste!
Shopping | Medical Supplies
Food Type Items Cost Description Extra
schedule. This could be time between class, time after class, weekend days, off
work hours or even time they give themselves instead of other plans. There are
three different types of locations players can visit, so clarification on their type
Work Locations: Work locations are notable locations players can travel
to that have job listings or available positions for them to fill and earn money,
with their pay being equal to their time spent working and the hourly wage.
escape the worries of work and school, locations like a karaoke bar, arcade,
61
Traveling
*this page is considered flavor text and can be ignored
if the DM wishes to use other means for transportation
in many series, especially some with such small campuses and distances
between open areas, wholly ignore most of the time. Though for those
to the in-between few minutes from traveling off campus to select locations.
should always be public transport via bus or train to the locations desired or at
locations desired fall out of the city by a larger margin there may be other
method, private transport is usually stuff like cars, motorcycles as well as bikes
and scooters. These methods are usually given ranges of their use upon
purchase as well as upkeep and fuel prices. Cars and Motorcycles can provide
faster transport but usually cost an appropriate amount to fix should anything
happen to them.
62
Chapter 5
Quirks
63
Quirk Manifestation Plan:
Campaign Manifestation
Session 1-3 1 - 40 Quirk manifestation is quite simple.
Outlined here is a guideline to start, players are all given set manifestation
setting Manifestation Points, points to start and are then sent into the
outlining the sessions players world without any quirk to begin with.
as build its attacks along with effects. Players starting out with this
send their ideas for their attacks and abilities to their DM who will
legal and or acceptable. For creation refer to the quirk creation pages
of this pdf.
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Quirk (Type)
Emitter Transformation
Emitters specialise in creating, Transformations specialize in
controlling or manipulating matter. morphing their body in some
Players who choose to go down capacity. Players who choose
this path often have more ranged transformation quirks can play
attacks than abilities or melee either melee or ranged combat and
attacks and see a backline or find themselves usually in any
supporting role. 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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Starting Tags
Emitter Transformation
Shoot: Emitter Transform: Transformation
Tag Effect: This tag allows Tag Effect: This effect
the user to shoot or expel a allows the user to transform
projectile for 1d4+technique themselves for a +1 boost to a
damage at any target within 30ft. specific base stat for 3 rounds.
Emitters may increase More transformations may
their damage with QXP and be gained through training and
eventually learn different practice.
projectiles with training.
Accumulator Mutant
Store: Accumulator Body: Mutant
Tag Effect: When a Tag Effect: Mutant players
predesignated condition is met a have a -1 QXP cost to buff tags
player may add a +1 to a and may utilize tags from other
counter on their sheet or notes classes with the DM’s discretion.
and expel or expend the use for
healing, an attack or a boost
determined by the player and
DM.
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Quirk Usage & Abilities
Abilities Attacks
Quirk abilities are actions or inherent Quirk attacks are the opposite of abilities.
abilities that don’t always need to be These attacks made by the players cost
activated but can always be called upon. In stamina and therefor are limited in their
example, Asui Tsuyu and her massive jump use. Though they may be limited, they are
height, Dekus Danger Sense or even grand in their scope. Attacks are the bread
Todoroki Shotos resistance to fire and ice and butter for a heroes combat. Heroes
based attacks. Abilities do not cost stamina should diversify when possible and can
and can be used or activated anytime. create attacks at any point during the
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Piecing Together Attacks
Once players have purchased damage die, ranges, and tags they can
begin the process of building out a roster of moves. Once they have
one of each, they can begin by placing the desired pieces together to
create their own attacks or abilities. Note tags can only be used once.
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Quirk Experience (QXP)
Quirk Experience is going to be the players main method of
ranges and tags to create their own attacks and abilities. These
damage die, ranges and tags are stored in your notes and can be
pieced together using whatever flavor text players wish to use that
journey there will be a few scenarios where they can add QXP points
to their sheet!
Truly, it’s at the DM’s discretion but just know these points
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Designing Quirk Attack Stats
Player designing attacks with this page must Damage QXP Stamina
decide what damage and what range they are going to
1d4 1 1
use. Each choice will cost a certain amount of QXP
1d6 2 2
and can be given to a new attack only one time until
1d8 3 3
they must be purchased again. Whenever any of these
1d10 4 4
parts are purchased they can be stored on any notes or
part of the players character sheet, until they are used 1d12 5 5
35 ft 5
Attack Stamina Cost = QXP Total
40 ft 6
much has been put into it. A player who has an attack 50 ft 8
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Quirk Ability and Attack Effect Customization
DM Information
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 abilities should appear with on a sheet.
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 as well as what
movement changing abilities like “flight” should act like Here are some example tags.
When choosing quirk tags to add to your roster, there are a set few that players must
X ➤ DM Tags
X ➤ Player Tags DM Tags
DM Tags: These are tags provide no bane or boon, only adding keywords to
your quirk to identify where it is relevant for certain situations. For example, a DM
tag may say something to the tune of “Fire/Flame” which neither provides no
advantage or disadvantage, only an indication that it uses flames. This helps when
targets have some form of interaction, such as ice melting from flame or flames being
put out from a lack of oxygen. DM tags may not be taken by players at any time but
Starting Tags: These tags are starting tags that players always have access to
given their class. These tags are not DM tags but also cannot be given freely, they
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ACU ➤ Accumulator
Outline Tags
Tag Name: Prerequisite No Range Limit: All Quirk Classes
Tag Effect: Tag Effect:Any attack with this tag has no
limit to the range of the quirk and its effects.
Resistance: All Quirk Classes Pyro: All Quirk Classes
Tag Effect: The target receives halved Tag Effect: Tagged with Pyro means this
damage from the type of damage listed. attack or ability takes increased damage
Immunity: All Quirk Classes from water, ground and other fire
Tag Effect:The target does not receive any suppressants. This tag also increases damage
damage from the type of damage listed. against ice, metal or other meltable based
Tether: EMI quirks or structures.
Tag Effect:The user may tether two targets Cryo: All Quirk Classes
together, meaning each anchorpoint may not Tag Effect:Tagged with Cryo means this
travel a certain distance from the other. attack or ability takes increased damage
Element Control: EMI, ACU from fire and other heat based attacks. This
Tag Effect: Players gain control of an tag also increases damage against water and
element or elements that acts realistically in other liquid based quirks.
response to other elements. This control is Hydro: All Quirk Classes
moderate and neither weak or strong. Tag Effect: Tagged with Hydro means this
Tag Name: Prerequisite attack or ability takes increased damage
Tag Effect:\ from electric, ice and other effects that harm
water. This tag also increases damage
against fire, earth or liquid based targets.
Tag Name: Prerequisite
Tag Effect:\
Tag Name: Prerequisite
Tag Effect:\
Tag Name: Prerequisite
Tag Effect:\
Tag Name: Prerequisite
Tag Effect:\
Tag Name: Prerequisite
Tag Effect:\
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Quirk Ability and Attack Effect Customization
Player Information
Outline Tags: Outline tags will, effectively act as skill trees for both attacks and
abilities. This set of tags has the widest variety of abilities players can achieve and
thusly are priced relative to the bonus. These tags are either meant for abilities or
Attack Tags
Buff Tags: Buff tags, normally, cost about 3 QXP due to their inherent bonuses, this
is to ensure that players don’t stack buffs continuously as easily as they could if they
were to cost less. Buff tags provide new ways to attack, rescue and save. These tags
range from allowing attacks to target and destroy items, use attacks as reactions
Debuff Tags: Debuff tags cost no QXP, their payment for use is in their debuff to the
attacks damage. Debuff tags are tags that can provide players to opt into a certain
debuff to provide moments for themselves to shine even brighter. For example, a
player with an accumulator quirk that generates electricity, could add a tag that
requires a charge time of 1 round of combat, though it removes some of the stamina
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Outline Tags (2)
Support Tags Movement tags
Healing: All Quirk Classes Flight: All Quirk Classes
Tag Effect: The (self/target) is healed 1 die of Tag Effect: Allows the player 30 ft of flight.
d4, the number of die equal to their technique Cost: 3
level, the d4 grows to d6/8/10/12 as the tag is Hover: All Quirk Classes
stacked. Tag Effect: Allows the player to negate
Cost: 1 |AT/AB| downward gravity and remain at their
Cleanse: All Quirk Classses hovering height.
Tag Effect: Expending stamina, the user may Cost: 2
remove a lingering effect, these effects can be Fast Swimmer: All Quirk Classes
chosen from the conditions page. Players Tag Effect: The player gains 30 ft of
may cleanse one effect per stack of this tag movement in water per round.
and must specific which effect the move Cost: 1
cleanses. Wall Walk: All Quirk Classes
Cost: 3 |AB| Tag Effect: The user may now walk on sheer
surfaces as if they were a regular path, this
does not allow for ceiling walking.
Cost: 1
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Outline Tags (ACU)
Tag Name: Prerequisite
Tag Effect:
Cost: 1
Quarter Fire: ACU
Tag Effect: The user releases a quarter of
their stored power.
Cost: 1
Half: ACU
Tag Effect: The user releases half of their
stored power.
Cost: 2
Full Force: ACU
Tag Effect: The user releases all of their
stored power.
Cost: 3
Tag Name: Prerequisite
Tag Effect:
Cost: 1
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Outline Tags (TRA)
Tag Name: Prerequisite
Tag Effect:
Cost: 1
Give and Take: TRA
Tag Effect: The user may now take a -1 to a
base stat in order to gain a +1 in another for
(6/rounds)
Cost: 1
Speed Form: TRA
Tag Effect: The user may relinquish 1 AC, a
quarter of health or -1 from another base stat
in order to gain a +1 in speed and it’s
derived stats for 5 rounds.
Cost: 1
Size Change(_): TRA
Tag Effect: When the user enters a form with
this tag their height changes and their health
changes to compensate.
(small) Sizes smaller lose half their base
health but gain doubled speed.
(Big)Sizes larger gain doubled health but
lose half their speed.
Cost: 1
Tag Name: TRA
Tag Effect:
Cost: 1
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Outline Tags (EMI)
Tag Name: Prerequisite
Tag Effect:
Cost: 1
Movement
Warp: Emitter
Tag Effect: Allows the player to effectively
teleport within 30 ft to an unoccupied space
within sightline.
Cost: 5 |AT/AB|
Buff
Buff: Emitter
Tag Effect: Allows players to target (number
of targets equal to stacked tags) allies and
boost derived stats (+2) for 1 minute
(10/rounds) or bases stats +1 for 6 seconds
(1/round)
Cost: 1
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Outline Tags (MUT)
Tag Name: Prerequisite
Tag Effect:
Cost: 1
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ACU ➤ Accumulator
(Fill In): All Quirk Classes (DM’s Wish): All Quirk Classes
Tag Effect: This tag allows the Tag Effect: This tag may contain
user to effectively, work how they any new ability, attack or effect
wish it to. Communicate with that the DM wishes to grant.
your DM about how this tag These are great for altering
works and add it to your sheet, gameplay to more accurately
naming it appropriately. This tag reflect a quirks abilities. The
could be mind control, a massive effects of this tags can range
area of effect buff or just allow from debuffs, buffs or game
users to manipulate time itself, altering new capabilities.
as long as the players and dm Cost: None
understand it, it works.
Cost: DM’s permission
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Super Moves
When it comes to being a
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Chapter 6
NPCʼs
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Pre-Created NPC Stat Blocks
Pro Hero, Teacher, Villain, etc can use a preset number and
assign them to each stat,
P S T I C
scaling them usually to the
3-5 3-4 4-5 2-4 3-5
earlier outline from character
creation listed underneath the
pregenerated stats.
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Pre-Created NPC Sheets
Common Stats Common Attacks
QXP in the listed common stats is for the The damage ranges suggested are
DM’s that would like to custom craft their for quirk attacks, these damages
own quirk attacks and abilities, it’s used a are calculated more so for their
baseline for deciding what tags these NPCs total possible damage, like 3d6
can have. being 18, the reason dice rolls were
used were more so for an idea of
what the attack damage should
look like and are not actually
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required.
Chapter 7
Character Death
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Death.
While death is possible, it’s not often
stats combined.
*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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