The Rule of Being a Hero

We want to encourage a wide diversity of heroes within our alternate university. We believe that an excessively complicated system only hinders good roleplaying, and so we try to limit the "number/rules crunch" of our stories. However, this also raises our expectations of both the quality of writing and your character building/development. We’ve created this small set of guidelines to ensure your potential hero is both practical and fun!

1.) Design your character first! Many times, the creation of your character’s background, looks, etc. can help contribute to the quirk, such as the quirks of your parents. Sometimes, your quirk can even give you a modified appearance. Experiment!

2.) Nobody is a God - there will be no "One for All" or "All for One" level powers.

3.) Start small! We want to see you grow into your powers, that's the best part!

4.) Know your Quirk Type! Every Quirk falls into one of three categories: Emitter, Transformation, or Mutant. Emitters are your energy/matter manipulators (Ex: Todoroki, Aoyama, Kaminari), Transformation is for body modification (Ex. Mt. Lady, Tengu, Lemillion, Fat Gum, Red Riot), and Mutants are those whose quirk is always active, changing their base form (Ex. Tsuyu, Hagakure, Fumikage, Ashido).

5.) Your Quirks have three factors dictating its level of development - Power, Control, and Utility. Each of these categories fall within a 1-5 scale. You start off with 6 total points to assign between your categories, but each must be at least 1!

6.) Be reasonable. Everyone wants to be the great big hero right off the bat. You might want several different things your quirk can accomplish, but complexity is not your friend. Keep your Quirk’s traits down to a branch or two. Ex: Todoroki-Style Dual Emitter Powers are okay, but placing poison cloud creation or something completely unrelated to the core quirk doesn’t make any sense and will likely be rejected.