Class 1-C Tabletop Rulebook

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MY HERO CLASS: 1-C

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,

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 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 My Hero Academia belong to Shonen Jump and Kohei Horikoshi, please

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

Special Contributors to this System… @Lant0rn | @CorpseAutopsy | @Gh0stea99 | @DeadlyApple

| @Breadbreaderson | @DradenC | @Afrokid | @Mathew | @th3_b35t_31ph | @Houseman |


3
@Skittleboo | @Will0Wisp | @Half Blood
Dice Rolls and DC Challenge
Novice Average Adept Expert Master
1d6 2d6 3d6 4d6 5d6

The dice used in Class 1-C is a simple scaling Easy 1-3


Level 1
d6 system, requiring at maximum 5 to 6 Stats
Hard 4-6
individual d6 die for skill checks. When players

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

they will in turn add another die to their rolls. Easy 1 - 10


Level 3
These skills will level up when they finish Stats
Hard 11 - 18
studying all individual derived skills under their

base stat. These level ups will rank up to level 5,


Easy 1 - 12
Level 4
with only a set number of base stats being able Stats
Hard 13 - 24
to reach level 5. Players will also be able to
Easy 1 - 15
reach a level of 6, though these levels are only Level 5
Stats
available for a set duration and will be reverted Hard 16 - 30
back to 5 after a set amount of rounds or time.

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+

through normal luck or with the help Level 4 (4d6)


of bonuses from abilities and other Crit Fail | NAT 4 Critical Success |24+
means. Players use successfully crit
Level 5 (5d6)
during an attack roll to hit,
Crit Fail | NAT 5 Critical Success |30+
automatically hit regardless of the
AC, while successful crits during Level 6 (6d6)
skill checks also succeed regardless Crit Fail | NAT 6 Critical Success |36+
of the difficulty.

5
Chapter 1
Character Creation

6
Character Creation
(Simplified) (Freshman Year Stats)

1 Starting base stats are set as follows

3 stats set at level 1


1 stats set at level 2
1 stats set at level 3

2 Calculate health, stamina and AC

Heath | 10 + (5 x POWER Level )


Stamina | 10 + ( ½ Health )
AC | Speed + Technique + Any Bonuses

3 Choose a Class Archetype with bonus


aptitudes and chosen aptitudes

Refer to later page.

4 Choose a class for your quirk, if you’re


starting with quirks move to design.

Refer to later page.

7
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 agility

TECHNIQUE ranks a hero’s dexterity

INTELLIGENCE ranks a hero’s brilliance and

COOPERATIVENESS ranks a hero’s amiability

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.

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

base stat assignment when starting in these settings

Starting Stats for U.A Student Freshman: (1,1,1,2,3)

Starting Stats for U.A Student 2nd/3rd Year: (2,2,3,3,4)


8

Starting Stats for Pro Hero / Villain: (3,4,4,5,5)


Power
Power is an integral part of staying in the COMBAT
Combat is used for fighting,
battle and doing damage. For those who close combat or any melee
fighting related check.
want to hit hard and stay in the fight, your STRENGTH
Strength is used for any
best bet is Power! situation in which you find
yourself carrying/ dragging/
lifting etc.

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

want to deal as much damage as possible.

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.

to stay out of the line of attack. TEMPO


Tempo is used when
deciding battle order or
when dancing. (not limited
Speed is great for those who want to dodge
obviously) but it’s more or
attacks, aim down sights with a careful hand less an initiative roll.

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.

Survival isAused when in a


INTIMIDATION
check used when attempting to
quick decision moment,
intimidate someone into doing
something.
For those who want to get a good grip on
when needing fire, water, or
ATHLETICS
Athletics is used for prolonged
their quirk early, use some basic survival any other essential needed
actions (Running after something)

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

ensure hits with quirks.

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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.

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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

who have good cooperativeness are always Charisma iseating


a social skill
too much, thatetc.
drinking

allows you to charm or gain favor


INTIMIDATION
A check used when attempting
with another person.
there to help. to intimidate someone into
doing something.
PERSUASION
ATHLETICS
Used when Athletics
attempting to prolonged
is used for have
actions (Running after
another character dosomething)
/ say or enact
Cooperativeness is great for those who something that you’d like.

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.

deceive them into believing, gauging the DECEPTION


Used when trying to deceive or
convince another character of
good from the bad and being able to land
something.

combo attacks together! Recommended for

those who wanna be helpful in all social

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.
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Health and Stamina

Health: 10 + (5 x Base POWER Level ) Stamina: 10 + ( ½ Health )

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

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

POWER stat level. game.

Base Power Level Base Health Calculation Base Stamina


Calculation

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

character creation or training to gain strength skill 5 times before gaining

aptitude with the skill through studying or aptitude.

practicing at appropriate facilities. After

each visit to a facility a player adds a point POWER [5]


COMBAT +2 | [X] [X] [X] [X] [X]
to their appropriate derived skill. After STRENGTH | [X] [X] [X] [X] []
FORTITUDE | [X] [X] [X] [] []
taking your class archetype, along with it’s
INTIMIDATION| [X] [] [] [] []
bonus aptitudes, choose 2 aptitudes freely ATHLETICS +2 | [X] [X] [X] [X] [X]

to immediately start with.

Training Facilities
Power Speed Technique Intelligence Cooperativeness
Gymnasium Batting Cage Library Party

Weight Room Track Field Computer Lounge +2 Person Tasks

Pool Cardio Room Art Room Escape Room

Arcade Study Group

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

an archetype for your character. archetype is Delinquent levels up their

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.
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Class Archetypes List
Starting
Archetype Archetype Description
Aptitude

Intimidate A rebellious troublemaker with a knack for causing chaos and


DELINQUENT breaking the rules, they are above it all.
Survival

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

Forever trapped in a world of fantasy and imagination, this student


MIDDLE SCHOOL Quirk Education
believes they possess supernatural powers and are destined for
SYNDROME Combo greatness.

With their nose buried in a book at all times, this student is a


General Education
BOOKWORM walking library, overflowing with knowledge and a thirst for
Medicine Education learning.

Survival Hailing from a rural background, this student brings a touch of


COUNTRY KID down-home charm and a wealth of practical skills to the table.
Strength

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

Preferring to blend into the background, this introverted student


Stealth
WALLFLOWER observes quietly, but their keen perception and insights are not to be
Insight underestimated.

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.

All about teamwork, competition, and the thrill of victory, this


Acrobatics
SPORTS KID student excels in their chosen sport and leads by example on and off
Precision the field.

With disciplined training and a body honed for combat, this student
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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

Tied Skill Skill Level Ability


2nd Level Ability
Street fighter | After a successful hit, attack for a second time.
Unsuccessful attacks disallow use of this ability. (1/day)
3rd Level Ability
You call that a punch? | Halve a damage roll of made against you
Technique (1/encounter)
4th Level Ability
Grand-Theft-Auto | Reroll any failed skill check to jumpstart a vehicle
after failing. (1/per vehicle)

The Ruthless The Heart of Gold Sub-Archetypes


Ruthless archetypes gain a +1 H.O.G archetypes gain a +1 all
damage to all attack rolls. rolls made to help others.

5th Level Ability 5th Level Ability


Chopping Block | Stomp out I’ll take it from here. | After an
(knock out) any enemy with 10 or ally falls in combat, gain +1
less health left. action until combat has ended.
(5/Per Encounter) This ability stacks to a maximum
of 5.

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

Tied Skill Skill Level Ability


2nd Level Ability
Do you know who my father is? | Automatically succeed one
intimidation. (1/day)
3rd Level Ability
Company card | Reveal a new credit card when making a
Cooperativeness purchase, making a free purchase (1/week)
4th Level Ability
Extraction | The player can summon a vehicle of any kind to
retrieve them from any place the DM allows. (1d4/week)

The Charitable The Greedy Sub-Archetypes


Charitable archetypes gain +1 to Greedy archetypes gain 25% off
all Charisma rolls. all purchases.

5th Level Ability 5th Level Ability


Good Karma | Automatically Hitman Index | Call in an NPC
succeed a check failed within 5 with the following stats (1/Week)
points of the required difficulty. (P|3)(S|3)(T|5)(I|3)(C|3) Costing
(1/day) $1,000 per combat encounter.
Starting Equipment
Platinum Credit Card: made of sleek platinum, grants its holder exclusive
access to a world of opulence and extravagance. Additionally, this
particular card comes with a refreshing starting balance of $500.

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

Tied Skill Skill Level Ability


2nd Level Ability
All eyes on me | Using your cooperativeness stat, roll a DC 6
to attract all the attention to you. (1/round per encounter)
3rd Level Ability
Gimmick | Gain a bonus to cooperativeness checks after
Cooperativeness consistent uninterrupted use stacking +1 (Max: +6)
4th Level Ability
Quips | 2 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.

The Gutbuster The Instigator Sub-Archetypes


Gain advantage cooperating with Gain bonus +1 AC against targets
NPC’s you’ve made laugh. you’ve successfully used
5th Level Ability persuasion checks on.
Got the whole squad laughing | 5th Level Ability
Anyone you’ve made laugh gains Professional Instigation | Cause a
+2 Combo with you. fight between two NPC’s using
persuasion (1/encounter)

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

Tied Skill Skill Level Ability


2nd Level Ability
Pack-a-punch | Enleash maximum possible damage with a power
based attack. (1/round per encounter)
3rd Level Ability
Powerlifter | Any strength checks that have a DC under 9 are
Power automatically completed. (3/Day)
4th Level Ability
Remove training weights | Remove your leg weights to gain a bonus
action for 3 rounds. (1/day)

The Muscle MAXer The Lift God Sub-Archetypes


Gain +3 to one Intimidation or Gain +5 to one Athletics or
Fortitude check 2/day. Strength check once per day.
5th Level Ability 5th Level Ability
Flexing | Using an action to flex Like Lifting Feathers |
your muscles at the start of Automatically succeed any
combat gives opponents strength check under 15 DC
disadvantage on attacks for 2 (3/day)
rounds.
Starting Equipment
Gym Bag: A spacious and durable bag designed to hold workout
essentials such as towels, extra clothes, shoes, and accessories.
Equipped with compartments and pockets for easy organization.
(Outfit carrying storage)
Weight Lifting Gloves: High-quality, padded gloves that provide a
better grip and protect the Gym Rat's hands during intense 23
weightlifting sessions. +1 AC (+2 Strength Checks)
Forever trapped in a world of fantasy and
MIDDLE imagination, this student believes they
possess supernatural powers and are
destined for greatness.
SCHOOL
SYNDROME
Tied Skill Skill Level Ability
2nd Level Ability
GAZE UPON ME! |Detract all the attention in the
immediate area to you. Target's attention is dismayed.
(1/round per encounter)
3rd Level Ability
Cooperativeness Unleashed demons | Attacking for the first time while below
50% 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.
The Dark Demon Lord The Heavenly Archangel Sub-Archetypes
Criticals range for Intimidation Criticals range for Insight rolls
rolls are lowered by 3. are lowered by 3.
5th Level Ability 5th Level Ability
Hellish Intimidation | All of your Holy Motivation | Inspire all of
enemies in the immediate area your nearby allies to gain
gain disadvantage on their next advantage on their next attack or
attack or skill check. 1/day skill check. 1/day

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

Tied Skill Skill Level Ability


2nd Level Ability
Look up | Automatically succeed one Education based check.
(1/day)
3rd Level Ability
Did you try ___? | Anytime an ally fails an intelligence check
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.

The Game-show Winner The Grad Schooler Sub-Archetypes


Game-Show Archetypes gain Pick a derived Education and
stacking bonuses (+1) for all naturally pass any check that
consistent intelligence checks. requires 15 DC.
5th Level Ability 5th Level Ability
Think… Again | Reroll education Top of the Class | Your chosen
based roll if you land on a 1 Education stat rolls double
(3/day) whenever you choose (3/day)

Starting Equipment
Reading Lamp: A portable, adjustable lamp designed to provide
optimal lighting for reading. Provides 10 ft of light.

E-Reader: A compact electronic device that stores and displays a vast


library of digital books. Allows the Bookworm to carry their entire
book collection in one device, making reading convenient and 25
accessible.
Hailing from a rural background, this
student brings a touch of down-home
charm and a wealth of practical skills to the
table.
COUNTRY KID

Tied Skill Skill Level Ability


2nd Level Ability
Hog tie | automatically succeed a grapple check 1 target. (1/day)
3rd Level Ability
Motor mastery | The ability to hotwire any non-car vehicle with a
successful tech education check of 7.
Technique 4th Level Ability
Friend to the wildlife | Survival checks made to calm wild animals
automatically succeed with anything beyond a critical fail.

The Animal Handler The Field-Hand Sub-Archetypes


Gain advantage on all checks Identify herbs, medicines and
made, of any kind, to calming other plants with a General
animals. Education check.
5th Level Ability 5th Level Ability
Taming Hand | Turn an animal of Quick Aid | Allows the player to
medium size or larger into a craft strong 1d10 - 1d12 strength
mount. medicines from local plants
should the area permit.
Starting Equipment
Rope | This rope bundle comes with 40ft of strong nylon that can be
used for tying up, lassoing, hanging or dragging anywhere it's needed.

Cowboy Boots | These leather boots were handcrafted to make


traveling through difficult terrain easier to travel on. The leather is
tanned to perfection and they’re stylish as hell! +1 AC. 26
A dramatic soul with a flair for the arts,
this student's talents shine on stage, be it
through acting, singing, or dancing.

THEATER KID

Tied Skill Skill Level Ability


2nd Level Ability
In character | Automatically succeed 1 Deception check. (1/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
Speed times.
4th Level Ability
Inspiring words | Player chooses a stat to boost nearby allies in, allies
treat the stat as one level higher for the encounter or check. Players do
not gain that levels bonus abilities.

The Singer The Dancer Sub-Archetypes


Gain +5 to charisma checks made Checks made to TEMPO
with song, or at least a little automatically succeed DC 12.
rhyme. 5th Level Ability
5th Level Ability Your Own Drum | As a bonus
The Solo | Singing requires action do a tempo check, critical
enemies to make a DC 15 insight successes grant bonus damage die
check or lose their next turn equal to your SPEED stat.
(1 every 3 rounds)
Starting Equipment
Make Up Kit | This make up kit has all the essentials a theatre kid
could need to help out in their lacking appearance. Optional +1 to
Charisma, Intimidation, Deception or Persuasion.(10 Uses)

Bluetooth Microphone | Though it may be cheap its versatile! With a


TECH ED DC of 6, connect your microphone to any electronic with 27
a speaker.
Preferring to blend into the background,
this introverted student observes quietly,
but their keen perception and insights are
not to be underestimated.
WALLFLOWER

Tied Skill Skill Level Ability


2nd Level Ability
Plain Sight | Add a 6 in place of a dice roll during stealth checks
(3/day)
3rd Level Ability
Irish Goodbye | A player using stealth to escape a non-combat
Speed encounter only fails upon rolling a crit fail.
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 without critical success.

The Wall Scrambler The Escape Artist Sub-Archetypes


Gain advantage on deception Gain the ability to discover all
checks meant to divert attention. possible exits in a room with
5th Level Ability STEALTH DC.
What’s that?! | Whenever a player 5th Level Ability
is discovered by an enemy they Now You See Me | Whenever a
can activate this skill and gain 1 player fully leaves sight of an
round of combat to either attack enemy they can disengage combat
or escape before initiative begins. without a check.
Starting Equipment
Sketchbook and pencils: These wonderful tools enable artistic
expression and allow them to capture the essence of the world around
them, immersing themselves in their creative endeavors.

Noise-canceling headphones: These headphones provide a blissful


escape from the noise and distractions of crowded environments, 28
providing a nullifying barrier to sound based attacks.
Master of all things tech, this student can
hack, code, and troubleshoot their way

COMPUTER through any digital challenge, armed with


their trusty laptop.

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.

The TOR Browser The Raspberry Pie Sub-Archetypes


Gain access to a slew of new Gain access to a computer parts
websites that sell illegal goods shop store in certain locations.
and services. 5th Level Ability
5th Level Ability Using parts from the Computer
Using these websites you can pay Parts Store, create drones and
for illegal goods and services. simple computers from parts
These items or services can be bought. Creating these requires
redeemed anywhere anytime. Tech Education checks.
Starting Equipment
Programmable RFID Kit: A DIY RFID kit that allows the Computer
Wiz to copy any RFID tag to their their own customizable piece.

Wireless Keyboard and Mouse Combo: A sleek and reliable wireless


keyboard and mouse set that enhances the Computer Wiz's
productivity and comfort during long hours of coding and gaming. 29
All about teamwork, competition, and the
thrill of victory, this student excels in their
chosen sport and leads by example on and
off the field.
SPORTS KID

Tied Skill Skill Level Ability


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.
Power 4th Level Ability
In the Zone | Gain +1 base SPEED and TECHNIQUE when targeting
the same unit 3 turns in a row.

The All Star The Team Player Sub-Archetypes


Whenever a combo takes place, All members who participate in
avoiding joining it gives you combo with you gain +2.
bonus +1 to combat, precision 5th Level Ability
and control for 1 round. Weakest Link | Whenever allies
5th Level Ability face a group check with you, the
MVP | Fighting with higher lowest scorer may reroll their
health than allies gain 1 bonus die previous roll and take the highest
of damage, 2 With KO’d allies. number.
Starting Equipment
Guards (Head, Chest, Arm, Legs) Choose 1 | A piece of strong
sporting equipment that guards the wearer from severe damage.
+2 AC

30
With disciplined training and a body honed
for combat, this student embodies the way

MARTIAL of the warrior, capable of delivering


powerful strikes and mastering various
martial arts techniques.
ARTIST
Tied Skill Skill Level Ability
2nd Level Ability
Restraint | Players can choose to, instead of rolling for damage, take
the median point of possible damage. (3/day)
3rd Level Ability
Weak Spot Target | 1 Use per target, reroll the lowest die rolled during
Power your attack.
4th Level Ability
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)

The Teacher The Black Belt Sub-Archetypes


Give allies +2 to combat checks Criticals range for combat rolls
made after your last attack. are lowered by 2.
5th Level Ability 5th Level Ability
A Quick Lesson | Give up your Combo Breaker | Anytime a target
turn for a lesson and give an ally attempts to attack you twice
advantage on their to-hit. within the same round, cease the
2nd action, attacking them in
return with advantage.
Starting Equipment
Wooden Practice Sword: A lightweight yet sturdy wooden sword used
for training and practicing martial arts techniques. Helps the Martial
Artist refine their skills without the risk of injury. Deals Blunt
damage, 2d6 + Technique
Martial Arts Gi: A traditional uniform worn by martial artists,
designed for flexibility, comfort, and durability. Enhances mobility 31
and embodies the discipline and tradition of the Martial Artist. +2 AC
Chapter 2
Leveling Up

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

the level attained, I.E players who reach

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

these points to unlock 3 levels of the Health

Boost Skill which cost 1 point each.. 33


XP Shop
All level 1 XP abilities cost 1 point of XP and may be stacked 5 times.
Health Boost!: Gain +5 bonus health per level of this ability.
Stamina Boost!: Gain +5 bonus stamina per level of this ability.
Allowance: Add $5 (+5 per stack) to your wallet every week. This allowance is doubled
when this ability is maxed out.
Lockbox: Gain a secret storage space to hide contraband (+1 space per stack)
Level
1 Green Thumb: Gain Access to Outer-Window plant holders (+1 decor space per level).
Kickboxing Lessons: Gain +1 Damage to all kick and punch moves.

All level 2 XP abilities cost 2 point of XP and may be stacked 4 times.


Medical Practice: Learn to craft small bandages for 1d4 healing (+1 per stack)
Woops!: X times per week, reroll a failed roll! (+1 per stack)
Need Help?: Once per day, add +2 to a friends rolls to help them out. (+1 roll per stack)
Pet Owner!: Add a pet to your dorm (+1 pet per stack) These pets grant random
bonuses whenever they’re interacted with, though they may only grant one bonus per
Level
2 day.

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)

All level 4 XP abilities cost 4 point of XP and may be stacked 2 times.


Culinarian: Home-cooked meals gives +2 bonus health. (+2 health per stack)
Coupon King!: Remove 1d12 cost of your purchases. (+1d12 per stack)
Bullet Time: Gain an automatic dodge/block. One use per day. (+1 per stock)
Level
Interior Designer!: Gain a new slot in your dorm, of your choice. (+1 slot per stack)
4
Part Timer Online: Once per week, make a technology education check, on a
successful skill check gain 12x your roll in currency. On a failed, receive half.

All level 5 XP abilities cost 5 point of XP and may be stacked 1 times.


Big Boost: Gain a Bonus 20 Health and Stamina.
Support Tech: Gain an extra support item slot.
Speed Boost: Gain an extra action during your turn.
Level Mastered Proficiency: Gain a (+4) with aptitude in one base stat instead of (+2).
5
Go Beyond, Plus Ultra!: Gain a Heroic Action you may store in reserve and use at any point.
This heroic action returns at the beginning of every week. This action however costs no stamina and
automatically succeeds regardless of the threshold, though players must roleplay the entire action.
They must also yell “Go Beyond! Plus Ultra!!!” or the DM may choose to disregard their action and
automatically fail them. Seriously.
35
Chapter 3
Combat

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

initiative. specific tags that say to use different skill

rolls for landing attacks. Some may require

COMBAT, PRECISION, etc, instead of

control.
38
Combat (2)
Reactions and Bonus Actions

Dodging and Blocking: During combat, Dodging Reaction: Dodging is


whenever players are being targeted for an the second reaction all players have
attack by an enemy, they can use reactions access to at any stage of their
to either dodge or block to midgate damage. campaign. Dodging allows players to
Whether or not they fail their reaction will avoid all of the damage they’d be
be used and cannot be recovered until the taking entirely on a successful SPEED
following round. check against the incoming attack

Blocking Reaction: Blocking is a made at them. Players who fail this

reaction all players can use at any stage SPEED check must take 1.5x total

of their game, allowing them to roll a damage directed at them.

POWER check equal to or greater than Other Reactions: Players,

the targets COMBAT or CONTROL roll. through means of archetypes or quirks,

Upon succession players take halved may eventually gain other reactions

that will have their own set of rules or


damage from the incoming attack, on a
circumstances that must be met.
failed players take full damage.

39
Combat (3)
Changing Position in Initiative

Tempo Change: After rolling


EX: In a team of four, player 4 at the
their starting initiative, players unhappy
end of the rotation rolls their
with their placement or those trying to
TEMPO and rolls a 3. Player 4 then
gain a tactical advantage may attempt a
moves 3 positions up to the front of
TEMPO check. These checks use the
the rotation, and at the start of the
skill TEMPO and players may roll their
next combat phase they are able to
tempo and move up or down equal to
move first.
their roll in the initiative. Players must Tempo Turn Change Move
Player 4s Turn Next Round
move their total amount either up or
Player 1 Player 4 First Turn

down with the position looping around


Player 2 Player 1
when reaching the top or bottom of the Player 3 Player 2
Player 4 Rolls a 3* Player 3
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

certain conditions players must meet to Combo Level 2


Players may participate in a
be allowed to join in. Players must combo effort with a max of 2
people. Attacks in tandem
have not already used their action in the deal 2x total damage.
round and must be on the same team as

the targets they are attempting to Combo Level 3


Players may participate in a
combo with. Combination attacks combo effort with a max of 3
people. Attacks in tandem
require all the participants involved to deal 2-3x total damage.

roll a group COMBO check, with the


Combo Level 4
difficulty appropriately decided for the Players may participate in a
combo effort with a max of 4
amount of participants. Whether or not
people. Attacks in tandem
players succeed in their check, all
deal 2-4x total damage.

players involved lose their action for


Combo Level 5
the rest of the round. Players may participate in a
combo effort with a max of 6
people. Attacks in tandem
deal 2-5x total damage.

41
Combat (5)
Physical & [M]Weapon Attacks.

Physical Attacks

Available at Attack Damage Roll PL = Power Level


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 (Combat) Tackle Power + Speed
FREE (Strength) Grapple VS Strength

Physical Weapon Attacks

*Weapons of the Damage Type Attack Damage Roll


damage type
Sharp Slash (dd) + Technique
Sharp or Blunt
immediately grant Sharp Stab (dd) + Technique + Bleed
the player these Sharp Shred Inflicts Bleed
sets of 3 attacks.
These attacks are Blunt Bash (dd) + Power
only available Blunt Swing (dd) - Power + Stun
when these
Blunt Crack Inflict Stun
weapons are
equipped. *Weapons of any type can come with different damage die (dd),
these serve as a baseline for weapon creation and use for DM’s.

42
Combat (6)
[R] Weapon & Explosive Attacks.
Ranged Weapons

Weapon Type Attack Damage Roll *In opposition to


Blunt and Sharp
Aerosol Poison Gas Afflicts Poison
damage types,
Aerosol Paralysis Gas Afflicts Stun Ranged attacks only
Aerosol Pepper Gas Afflicts Blind have 1 attack given
to the player, the
Aerosol Sleeping Gas Afflicts Sleep type of which are
Physical Whipcrack (dd)d6+Power available here.

Physical Lasso Afflicts Ranged Grapple

Physical Maul (dd)d8 + Power


Physical Snare Base Speed is lowered to 0
Projectile Small Shot (dd)d8 + Speed
Projectile Scatter Shot (dd)d4
Projectile Heavy Shot (dd)d20 + Speed
Projectile (Explosive) Rocket (dd)d12 + Speed

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

various components to define their use

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

Bat (Steel) Blunt Power


you can use with said weapons. These

Brass Knuckles Blunt Power can also be reduced or enhanced

Hammer Blunt Power depending on the armor type striking.

Baton Blunt Power These types are Blunt, Sharp and

Knife Sharp Technique Ranged.

Combat Knife Sharp Technique To-Hit Bonus: How much is added to

Axe Sharp Technique your roll to hit a targets AC (Combat,

Sword Sharp Technique Control, Precision)

Gun (Pistol) Ranged Speed Material: Weapons do not have a set

Gun (Shotgun) Ranged Speed durability they break after, instead they

Gun (Rifle) Ranged Speed are broken if a given attack made against

Bow Ranged Speed them is of a stronger material. Though

Weapons listed here are example weapons. the DM has the power to break a weapon

if it is being used improperly or in a way

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.

[Stun]: Description [Control]: Description


Effect: When stunned, players lose either their Effect: Players are taken over by the user of
turn for the current round if they have not the control based quirk, their actions are taken
acted, or a following turns action. by the target. Players must make a DC
[Bleed]: Description 4(Multiplied by targets Technique) or remain
Effect: Causes 1d4 of damage every round, controlled for another round.
stacking when afflicted with bleed afflictions [Exhaust]: Description
over and over. This affliction can be cured Effect: Players who receive exhaust must take
with bandages or other appropriate medical an extra 1d4 stamina along with their stamina
equipment. cost for attacks, this bonus is also dealt in
[Poison]: Description equal points of damage to their health.
Effect: Those afflicted with poison take 1d4 [Fatigue]: Description
damage every round, though the poison does Effect: When players reach 0 stamina they
not stack it deals a bonus +2 damage every reset their stamina to half of their maximum
round until unconscious or cured. and take a level of exhaust.
[Freeze]: Description [Affliction]: Description
Effect: Players frozen must succeed a DC +6 Effect:
strength check or remain frozen, the DC
stacks for every stack of freeze applied. [Heal]: Description
[Singe]: Description Effect: Players regain 1/10th of their max
Effect: Singe effects parts of the body and health at the start of every round.
burns clothes, parts of the body that are [Empower]: Description
singed take double damage from attacks made Effect: Players raise the set base stat, chosen
against them. Singe can be cured through by the target empowering the player, by 1
burn cream or other chilling means. until the end of the allotted time.
[Grapple]: Description [Focus]: Description
Effect: Those afflicted by grapple must beat a Effect: Players gain advantage to attacks
DC 3 (Multiplied by the targets POWER during combat encounters.
level) every turn or remain grappled until [Armor]: Description
released. Effect: Players gain a bonus AC of +1 - +3
[Sleep]: Description [Beyond]: Description
Effect: Players remain prone and unable to Effect: Players treat their set of base stats as a
move or take action until 1d4 turns have higher level until the allotted time is up.
passed or they take damage. [Affliction]: Description
Effect:

45
Combat (9)
Outfits and Combat Gear Outfits

AC
Outfits
Outfits: Outfits are a set selection of Bonus

clothes or armor that allow users to U.A “Class” Uniform +2

U.A “Gym Uniform +4


gain a bonus in AC, derived stats or
Casual Clothing +0
anything else the DM chooses. Outfits
Costume (Rental) +1 / +2
only provide these bonuses when the
Suit / Dress +1
full set of clothes are put on. Though Work-Out Clothes +2

in some cases there are optional pieces Stealth Outfit +2

that do not add nor detract from being Sports Armor +3 / +4

worn, but are considered part of the

outfit nonetheless. Outfits can be

purchased through places such as malls

and other stores as well as borrowed or

rented from people or places the DM

chooses. If a player loses any piece of

armor due to attacks or the armor

becomes noticeably damaged a major

part then the outfit loses its 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

their quirk on themselves or a target to

recover health, equal to the abilities

designated healing die.


47
Ultra
There will undoubtedly be times, be In order to enter the Ultra state,

they combat, natural disaster or even players must find themselves under

ungodly power, where heros must answer these set conditions.

an impossible call. Players may summon ● Players must be below 50%


all their strength for attacks, skill checks total health.
or use of an ability, essentially anything
● Players must be in a life
that would call for one of their actions
threatening scenario.
during their turn. During a players time in
● There must be other
Ultra they gain a bonus equal to their total
characters present to either
combined stats, adding it to their
protect or keep safe.
subsequent rolls until their Ultra state is
If these requirements are met players
over. Along with this bonus to their
may make a roll without any modifiers
regular rolls, players gain heroic actions
or bonuses, using a d100 or percentile.
equal to their amount of Ultra rounds they
The DM may decide the required
are given. After entering Ultra and using
difficulty of this check. Rolling a 100
its bonuses, players then must take 3

levels of fatigue once the round or rounds on this allows for two full rounds of

are over. Ultra instead of one round.

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.

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)

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.

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
from a microwave, fridge, much if any. The most
phone stand charger or relevant cases of being
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.
51
Shopping | Stores

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

A large multicolored bean bag that conforms


Bean Bag $25 Seating 1 +1 Charisma
to the one sitting.

A sturdy wooden desk with multiple drawers


Desk $100 Seating and a smooth surface for writing and 2 +1 Gen Ed
studying.

A sturdy wooden desk with multiple drawers


Gamer Chair $125 Seating and a smooth surface for writing and 1 +1 Tech Ed
studying.

A decorative ceramic vase with intricate floral


Furniture Vase $45 Seating patterns, perfect for displaying fresh flowers 1 +1 Charisma
or other decorative items.

A sleek and modern lamp with an adjustable


Lamp $25 Seating arm and soft lighting, ideal for reading or 1 +1 Percep
creating a cozy atmosphere.

A compact and functional nightstand with


Night Stand $35 Decoration drawers and shelves for storing books, 1
electronics, and other essentials.

A state-of-the-art bed with adjustable firmness


Memory Bed $700 Seating and temperature controls, as well as memory 2 +1 Fortitude
foam for personalized comfort.

A luxurious massage chair with multiple


Massage Chair $1,000 Seating settings and massage types, perfect for 2 +2 Fortitude
relaxing after a long day of hero work.

A compact kit containing essential


Emergency Kit $11 Medical supplies such as irst-aid items, and more 1 Heals 2d6
for emergency situations.

A roll of adhesive tape used to cover and


Bandages 3$ Medical protect wounds or injuries of varying 0 Heals 2d4
sizes.

A specialized medication used to manage


or suppress quirks, which can have a Reduces Quirk
Medical Quirk Medicine $35 Medical wide range of effects depending on the
0
Drawbacks
individual.

A specialized kit containing supplies


Burn Kit $15 Medical such as burn gel, sterile dressings, and 1 Heals Singed
pain relief medication for treating burns.

A kit containing various items such as


caffeine pills, energy drinks, and other 53
Wake up Kit $10 Medical stimulants to help individuals stay awake
1 Heals Sleep
and alert.
Mall (2)
A high-quality, colorful print featuring
Poster $9 Decor iconic characters or inspiring art, perfect 1 Decor +1 Quirk Ed
for decorating walls or lockers.

A large and vibrant flag emblazoned with


Flag $10 Decor symbols, logos, or mascots, ideal for 1 Extra +1 Quirk Ed
showing support for sports teams or clubs.

$10 A collection of meticulously crafted small


statues depicting beloved characters or (+1) - (+2)
Figurine - Accessory fantastical creatures from various 1 Extra
$60
Tech Ed
universes.

Accessory A delightful assortment of charms crafted


from various materials, such as metal,
Charm Set $3 Accessory acrylic, or enamel, ready to adorn 1 Extra +1 Charisma
backpacks or keychains.

A trendy set of enamel pins featuring cool


Pin Set $5 Accessory designs, allowing fans to express their +1 Charisma
interests on bags or clothing.

A cute and compact bank in various


playful shapes and colors, encouraging
Mini Bank $10 Decor savings and adding a touch of fun to any +1 Gen Ed
space.

A full-length, sleek, and well-lit mirror that


Mirror $15 Decor enhances the fitting experience, perfect for 1 +1 Charisma
trying out different outfits.

(+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

A collection of fashionable headwear, from


Hat $15 Decor baseball caps to beanies, adding flair and 0
protection from the sun or cold weather.

A sturdy and collapsible basket designed


Laundry Basket $10 Decor for carrying dirty laundry with ease and 1
convenience.

A compact washing machine perfect for


Mini Washer $200 Electric handling small loads of clothes quickly 1
and quietly.

A small, portable dryer that complements 54


Mini Dryer $200 Electric the mini washer, ideal for fast drying of 1
garments in limited spaces.
Mall (3)
A sleek, multi-port charging station
Charge Station $10 Electric designed to keep all your electronic 1 +1
devices powered and organized.

A set of stylish, energy-efficient LED


+1
Wall Lights $18 Decor lights that can be mounted on walls to 1
provide ambient illumination.
Charisma

It’s honestly pretty big for the price, it


Mini Fridge $59 Electric holds a fair amount, about 2 slots worth. 2 +1
That and it’s chilly to boot.

Electronic A powerful and customizable personal


computer available in various +4 Tech
PC $700 Electric 2
configurations, suitable for gaming, work, Ed
or creative tasks.

A range of cutting-edge smartphones with


advanced features and sleek designs,
Smartphone $400 Electric 0
catering to various preferences and
budgets.

An assortment of electronic components


Electronic Parts $100 Electric and gadgets for DIY projects and repairs, 0
perfect for tech-savvy enthusiasts.

A high-quality audio speaker with


crystal-clear sound and various
Speaker $40 Electric 1 +1 Tempo
connectivity options, perfect for parties or
personal listening.

A selection of comfortable and


Headphones $15 Accessory noise-canceling headphones, catering to 1 +1 Tempo
audiophiles and music enthusiasts.

A vintage-style turntable with a modern


Record Player $200 Electric twist, capable of playing vinyl records with 1 +2 Tempo
warm and rich sound.

A variety of musical instruments, including


Music
Instrument ???$ Accessory guitars, keyboards, drums, and more, 1 +2 Tempo
suitable for musicians of all levels.

A sleek and portable device equipped to


CD Player $45 Electric play CDs and digital audio files, offering a 1 +1 Tempo
retro music experience.

A tall, rotating tower with multiple shelves


+1
CD Tower $75 Decor to neatly store and display CDs and vinyl 1
Charisma
records.

CD: A collection of CDs featuring various 55


CD $8 Accessory genres and artists, perfect for building a 0 +0
music library or giving as gifts.
Mall (4)
Jersey $50 Accessory A comfortable, lightweight fabric shirt 1 +1 Charisma
with the team's colors and logo,
designed for maximum breathability.

Helmet $45 Accessory A sturdy and well-padded headgear 1 +1 AC


available in various styles.

(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.

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


Ball, etc

Signed Poster $70 Accessory A poster featuring renowned sports stars' 1 +0


signatures and motivational slogans to
inspire aspiring athletes.

Gloves $15 Accessory A pair of comfortable and +1 Precision


grip-enhancing gloves available for
various sports.

56
Mall (5)
White Clover, 2 Pieces, Trackers
+1 Quirk
Comic $12 Accessory Association Blue Poncho, Duo Leveling, 1 Education
Fabric Softener.

Ultra-dude, Moleman, Steelboy, Colonel +1 Quirk


Western Comic $15 Accessory 1 Education
USA, etc.
Book
Multicolored themed and non-themed +1 General
Notebook $19 Accessory 1 Education
notebooks.

Quirk Society Standards, Intro to


Textbook $50 Accessory 1 +2 Education
Mathematics.

How Books Work


Books have a very simple system about them, players may request any number of books all
that help research any skill. Books grant players aptitude points, however they are
required to slowly build up to a labeled threshold to “finish reading” at minimum, being
30 for regular books and 15 for manga and comics. After checks with general education the
players should save it to an ever growing total until they’re done with the book or reach
the desired number through compounded skill checks.

A gaming system that connects to a


Console $300 Electric 1 +3 Tech Ed
TV or monitor.

Bright Hearts, Super Combat 3x Random


Solo Game
$60 Electric Siblings, Patch Beasts, The Story of 0 Aptitude
(HARD) *New Link, Inaudible the Raccoon, Points
Game
2x Random
Solo Game
$45 Electric 0 Aptitude
(EASY) *Used
Points

1x Combo
Split Screen Game $60 Electric Sack Box, Jumpman Festival 0
Aptitude Point

How Video Games Work


Video games, like books, grant players multiple aptitudes in up to 3 different skills. The
difference in attaining these however is in the fact that rather than compounding rolls the
players must succeed skill checks 4 times (not necessarily in a row) these skill checks are
usually set to difficulties of the game (think 5 for easy games, 10 for medium, etc) and
must have 4 successful tech education checks before the game is completed and the
players can claim their prize.
Shopping | Underground Market.
School Market Items Cost Type Description Slots Extra

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


Herb $10 Drug
moss balls. 1 the effect.

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

A tiny needle with a vial double its size Doubles Quirk


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

A black and yellow pistol shaped Contraband*


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

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]

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

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


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

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


Item
$30 Support
it’s given duty. Likely to break. 1 Generated.
Market
Discarded A large rolled up blue paper sits rubber *Randomly
Blueprints
$25 *Special
banded shut, tapped closed. 0 Generated

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

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

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

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

A wooden board with 3 studs on each *Has slots for


Weapon Rack $19 Decor side lays bare. The weapon rack holds 3 2 weapon storage
melee weapons.

*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

A somewhat well sized fan with large


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

*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

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 Extra 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 Extra 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 Extra 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 Extra 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
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

A roll of white, adhesive cloth that


Bandage $5 comes in a compact, easy-to-carry Heal 1d4 + MED ED
container.

Wound A small, pocket-sized capsule filled with


Mini-Aid $10 healing gel that glows with a soft green Heal 1d6 + MED ED
Treatment light.

A sturdy red box with a white cross on


First Aid Kit $20 it, containing various medical supplies Heal 1d12 + MED ED
and bandages.

A small vial filled with a swirling blue


Anti-Biotic $10 liquid and a cork stopper.
Heal 1d12 + 5

A crystal-clear bottle with a silver


Cures quirk afflictions not
Treatment Affliction Lotion $10 stopper holding a soothing, shimmery
usually encountered.
lotion.

A small container with blue capsules,


Sleeping Meds $10 each bearing a tiny crescent moon Causes Sleep
symbol.

A pack of sterile sutures with a metallic


Stitches $25 sheen, neatly stored in a sterile case.
Cures Bleed

A roll of flexible, thermoplastic material


Serious Harm Casting $35 that hardens when heated, coming in Heals broken bones
different colors.

A sleek, adjustable brace made of


Brace $45 lightweight metal and reinforced with Heals broken bones
intricate engravings.

A tube of pale lavender cream with a


Burn Cream $20 cooling sensation upon application.
Cures Singed

A vial of transparent liquid containing


Status Ailment Antidote $50 swirling, colorful antidote particles.
Cures Poison

A small, ornate container filled with


Smelling Salts $10 powerful-smelling salts that snap you Cures Sleep
awake when broken open.

Your quirk abilities and


A small, metallic vial filled with attacks gain the tag
crimson liquid, topped with a twist-off
Trigger $600 cap and adorned with a black flame
UNSTABLE. You gain a
emblem. temporary base 8
Contraband CONTROL

A sleek, syringe-like device with a dark 60


red barrel and a nozzle, featuring
IGNITION $1,000 intricate black patterns that seem to
???
pulse with energy.
Free Time Locations
Free time is any time that players are given to which they do not have a set

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

upon discovery can help decide if it’s worth visiting or not.

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.

Example Locations: Select mall stores, kiosks and restaurants

Shopping Locations: Shopping locations are any locations that contain

stores or a seller. These locations range from malls, to grocery stores, to

underground black markets hidden from school officials.

Example Locations: School stores, clothing stores, pet shops

Downtime Locations: Downtime locations are areas players can go to

escape the worries of work and school, locations like a karaoke bar, arcade,

game store, etc.

Example Locations: Hobby shops, spa’s, salons, batting cages

61
Traveling
*this page is considered flavor text and can be ignored
if the DM wishes to use other means for transportation

Transportation is not absolutely necessary for campaigns to function, as

in many series, especially some with such small campuses and distances

between open areas, wholly ignore most of the time. Though for those

interested in adding a layer of roleplay experience into the campaign, allow

public or private methods of transport to add fun and entertaining experiences

to the in-between few minutes from traveling off campus to select locations.

Public Transport: The cheapest and easiest form of transportation

should always be public transport via bus or train to the locations desired or at

least close enough to them to walk. Though in certain situations where

locations desired fall out of the city by a larger margin there may be other

methods required. Tickets and fares should cost on average $1 to $3.

Private Transport: Usually fairly expensive depending on the desired

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.

When playing the module in a manifesting


Session 4-6 41 - 80
style storyline, players don’t acquire their
Session 7 and
Beyond
81 - 120+
quirks until sessions into the campaign. At

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.

would likely manifest their Quirk Manifestation Point: is a set

quirks. number decided by the DM used to identify

when the players quirk manifests. At the

start of every 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


64
attack.
Quirk Manifestation Plan:
Players Choice
Player Choice: allows the player to decide their quirk as well

as build its attacks along with effects. Players starting out with this

quirk plan may also use (TBD) amount of points as a method of

“building” their attacks and abilities by picking damage, range and

effects with tags available or created by DM. Afterward they will

send their ideas for their attacks and abilities to their DM who will

confirm or deny whether the aforementioned abilities and attacks are

legal and or acceptable. For creation refer to the quirk creation pages

of this pdf.

65
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.

66
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.

This attack, boost or healing can be


determined and charged further with
more accumulation.

67
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

campaign should they have all the

components required (damage, range,

outline and whatever other tags necessary

68
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.

Damage Die Range Tag(s)

69
Quirk Experience (QXP)
Quirk Experience is going to be the players main method of

increasing their roster of attacks and capabilities. As will explained in

more detail later, players will be allowed to purchase damage die,

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

describe the action taking place. As characters experience their

journey there will be a few scenarios where they can add QXP points

to their sheet!

● Defeating enemy bosses!

● Saving lives from dire situations!

● Using their quirks to do immeasurable good for others!

Truly, it’s at the DM’s discretion but just know these points

won’t be easy to come upon.

70
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

to create the players new attack. 1d20 7 7

When upgrading an attack by stacking another


damage die of the same type, the cost is exponential.
For example, a player stacking their 1d4 attack must Range QXP
pay 2 QXP, then 3, then 4, etc. This multiplier does 5ft / Melee 0
not apply to the stamina cost, instead should reflect 10 ft 1
the base cost for each die when calculating stamina.
15 ft 2
To calculate the stamina cost of these attacks,
20 ft 3
players should refer to the following formula
30 ft 4

35 ft 5
Attack Stamina Cost = QXP Total
40 ft 6

The QXP of an attack depends entirely on how 45 ft 7

much has been put into it. A player who has an attack 50 ft 8

which deals 2d12 will have an attack that cost 10 55 ft 9


stamina. 55+ ft 9+1 every 5ft

71
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

get permission or be given to by their DM, these are DM tags.

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

can be given by the DM at any time.

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

must be given to players with the appropriate quirk class.

72
ACU ➤ Accumulator

DM Tags (effects wip) EMI ➤ Emitter


TRA ➤ Transformation
MUT ➤ Mutant

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:\
73
Quirk Ability and Attack Effect Customization
Player Information

Ability and Attack Tags

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

attacks and can be stacked to provide game changing new techniques.

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

instead of actions, ignore damage resistances, etc.

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

cost or greatly increases the range the longer it’s charged. 74


ACU ➤ Accumulator AT ➤ Attack
EMI ➤ Emitter AB ➤ Ability
TRA ➤ Transformation Outline Tags
MUT ➤ Mutant

Attack / Ability tags


Activates on Hit: All Quirk Classes
Tag Effect:The activation of effects and Attack tags
damage of this attack require the attack to Counter: All Quirk Classes
strike a target. Tag Effect: The effects and damage of this
Cost: 1 |AT/AB| attack activate upon the user being attacked
Area of Effect: All Quirk Classes with any amount of damage. To-Hit rolls and
Tag Effect: The effects and damage of this stamina still required.
attack are not single target but instead hit all Cost: 1 |AT|
targets within a set range and shape starting SKILL Change: All Quirk Classes
from the user. Tag Effect: The attack no longer uses
Cost: 1 |AT/AB| CONTROL as a check to hit, instead using
Trap: Emitter, Accumulator another selected skill relevantly chosen.
Tag Effect:The ability or attack must be Cost: 1 |AT|
triggered by having one of its prerequisite Tag Name: Prerequisite
met before the damage and effects may Tag Effect:
activate. Cost: 1
Cost: 1 |AT/AB|
Tag Name: Prerequisite
Tag Effect:
Cost: 1
Tag Name: Prerequisite
Tag Effect:
Cost: 1

75
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

\Tag Name: Prerequisite


Tag Effect:
Cost: 1

76
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

77
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

Note: All transformation effects end and stats


return to their original numbers when the user
loses their transformation or otherwise ends the
effects.

78
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

79
Outline Tags (MUT)
Tag Name: Prerequisite
Tag Effect:
Cost: 1

80
ACU ➤ Accumulator

Buff Tags (effects wip) EMI ➤ Emitter


TRA ➤ Transformation
MUT ➤ Mutant

Reaction: All Quirk Classes Lucky Strike: All Quirk Classes


Tag Effect: Attacks with this tag may be used Tag Effect: When a user critically strikes a
as a reaction for every stack of this tag. target they gain a bonus die of damage.
Cost: 2 Cost: 3
Breaker: All Quirk Classes Multi-hit: ATK: Prerequisite
Tag Effect: Attacks tagged may target items, Tag Effect:
armor and weapons and break them with a Cost: 3
strength check. Homing: ATK: Prerequisite
Cost: 3 Tag Effect:
Booster: ACU, TRA, MUT Cost: 3
Tag Effect: Allows the user to selectively Quick: ATK: Prerequisite
boost 1 base stat by +1 for 1 round per stack. Tag Effect:
Cost: 3 Cost: 3
Armor Boost: All Quirk Classes Grappling: ATK: Prerequisite
Tag Effect: Allows the user to increase their Tag Effect:
AC by +1 for 3 rounds. This tag can stack in Cost: 3
AC (+1) or time armored (+3 rounds) per Tag Name: Prerequisite
stack. Tag Effect:
Cost: 3 Cost: 3
Knockback: All Quirk Classes Tag Name: Prerequisite
Tag Effect: The users attacks knockback the Tag Effect:
target a number of spaces equal to the users Cost: 3
FORCE level. Tag Name: Prerequisite
Cost: 3 Tag Effect:
Infect: Emitter Cost: 3
Tag Effect: If the user has a tick damage Tag Name: Prerequisite
ability, enemies who come within range (5ft Tag Effect:
per stack) of afflicted enemies gain the Cost: 3
affliction Tag Name: Prerequisite
Cost: 3 Tag Effect:
Tough (Body Part): All Quirk Classes Cost: 3
Tag Effect: The user chooses a body part that
now takes half damage from strikes targeting
that part. 81
Cost: 3
ACU ➤ Accumulator

Debuff Tags (effects wip) EMI ➤ Emitter


TRA ➤ Transformation
MUT ➤ Mutant

Charge Time: All Quirk Classes


Tag Effect: The attack requires 1 round per Tag Name: Prerequisite
level to charge the attack. Tag Effect:
Bonus: Gain a bonus die of damage per Bonus:
level.
Straight Shot: All Quirk Classes
Tag Effect: The user must attack moving in 1
direction and may not deviate from the path.
Bonus: Range increased by another half of
the original range.
Uncontrollable: All Quirk Classes
Tag Effect: The attack tagged becomes so
volatile that you must roll a 1d20 at the start
of combat, on a 5 or below the attack must be
used first on closest targets.
Bonus: The attack gains doubled damage.
HAZARDOUS: Prerequisite
Tag Effect: The attack or user,
emanates a toxic or hazardous material that
requires all targets within 30ft to make a
FORTITUDE check of 12 (increasing with
tag level) and take 1d8 damage or half on a
failed check.
Bonus: The user of this attack is immune to
all fallout or damages and heals 1 point of
damage every round unless unconscious.
Explosive: EMI, ACU
Tag Effect: The attack tagged becomes
far more volatile and explosive, dealing
damage to the target and those within 10 ft of
the target hit.
Bonus: The attack used deals an extra 1d8
of damage.
82
The Ultimate Tags

(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

83
Super Moves
When it comes to being a

superhero, there is little to no other

more iconic feature than a heroes

“Super Move”. A super move, in the

class 1-c system at least, is when

players choose a current quirk attack

they consider to be their most iconic

and push it to its limit.

84
Chapter 6
NPCʼs

85
Pre-Created NPC Stat Blocks

NPC’s in any game will have


Average Citizen
wide varieties of stats.Villains
P S T I C
and allies are no different,
1 1 2 1 2
though they differ depending

Common Criminal / Villain


on skill level. When pulling
stats for NPCs DM’s can use
P S T I C
two different methods,
2-3 2 2-3 1-2 1-2
precreated as seen here or they

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.

Stat Outlines Freshman: (1,1,1,2,3)

2nd/3rd Year: (2,2,3,3,4)

Pro Hero / Villain: (3,4,4,5,5)

86
Pre-Created NPC Sheets
Common Stats Common Attacks

Average Citizen Health: 10 - 15 Attacks: 2


AC: 4 Abilities: 2
P S T I C
Stamina: 10 DMG: 1-3d4, 1-2d6,1d8
1 1 2 1 2 Actions: 1 RANGE: 5ft-15ft
QXP: 10

Common Stats Common Attacks

Common Thief / Hero in Training Health: 20 - 30 Attacks: 3-5


AC: 5-8 Abilities: 4-6
P S T I C Stamina: 25 DMG: anywhere from 3d4,
2-3 2 2-3 1-2 1-2 Actions: 1-2 2d6, 2d8 to 1d20
QXP: 25 RANGE: 3oft - 90ft

Common Stats Common Attacks

Pro Hero, Teacher, Villain, etc Health: 70 - 90 Attacks: 6+


AC: 10-15 Abilities:8+
P S T I C Stamina: 40+ DMG: anywhere between 3d6
3-5 3-4 4-5 2-4 3-5 Actions:1-3 to 2d20
QXP: 40 RANGE: 3oft - 120ft+

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
87
required.
Chapter 7
Character Death

88
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 ½ of their total health in extra damage

before a die even needs to be 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 equal to the total of all their base

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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90
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