Nornslayer
sugar is my wife and morg is the other mistress
plot
roles
rules
lore
HERO UNIVERSITY.
• •
- The thread is set in a world where currently most of the human population has gained the ability to develop superpowers called "Quirks", which occur in children within the age of four: it is estimated that around 80% of the world population has a Quirk. There are infinite types of Quirks, and it is extremely unlikely to find two people who have the exact same power, unless they are closely related. These particular abilities have allowed the development of a new category of people: Heroes, who face the evil-voted individuals who use the Quirks for selfish and criminal purposes, commonly known as Villains. In addition, Heroes who choose to exercise heroism at work level are recognized as Pro Heroes. Specifically this thread is set in America and revolves around the students of Hero University or H.U, which is the American counterpart to U.A. As opposed to being a highschool, H.U is instead a college. In America people believe that being a hero requires more education and training than Japan which just has highschools and than an internship. At H.U they combine ongoing education with real life experiences. Teams are formed and paired with Pro-Heroes that lead them and teach them within the school and out in the real world. Students will need to balance both normal classes and difficult training and battle an unseen group that lurks in the shadows, with a hatred of heroes and all they stand for.
- There are 11 main classes, each with about 10-15 students. Classes 1-A and 2-B are part of the hero division. 1-C, 2-D, and 3-E are part of General Education, 1-F, 2-G, and 3-H are part of the support department, and finally 1-I, 2-J, and 3-K, are part of the business and marketing section.
Department of Heroes
Students learn everything they need to know to become excellent heroes in service of the community and work towards the qualifications necessary to be allowed to use their Quirks in public spaces. They are trained in battle, first aid and all manner of heroics-related lessons.
Department of General Education
Students who don't make the cut for the hero department are included in this department. It boasts a top-notch education with an eclectic lineup of teachers. The department of general education supports students aiming for college and other pursuits. It is also possible for students with exceptional grades to be transferred to the hero department.
Department of Support
Students in this department focus on developing support equipment that help heroes out on the battlefield. With a workspace stocked to the brim with all sorts of executive tools, the department provides an unmatched creative environment.
Department of Marketing and Business
This department focuses on all aspects of heroic business and marketing, from founding and managing hero agencies to executive producing heroes. They even do hands-on lessons in venture capitalism.
hero students. 1/10
CLASS 1-A 0/5
CLASS 1-B 0/5
general education. 0/18
CLASS 1-C 0/6
CLASS 2-D 0/6
CLASS 3-E 0/6
(two students out of general education will after the sport festival be allowed to transfer in hero class, once those two roles are claimed that is it for transfers.)
support department. 0/18
CLASS 1-F 0/6
CLASS 1-G 0/6
CLASS 1-H 0/6
business and marketing 2/18.
CLASS 1-I 0/6
CLASS 2-J 0/6
CLASS 3-K 0/6
shadowdepth. 0/6
LEADER 0/1
MEMBERS 0/5
(the organization that seeks to destroy heroes. villains are mostly side characters but are free to rp going around their base, ect., fights however will be at my discretion and will not be super frequent.)
- #1.fcs must be art, no gifs/screenshots from an anime.
#2.please be respectful to the other members of the thread and if you have an issue please dm me first.
#3.characters are aged 18-19 for students. please keep your fcs in the right age range, dont have one that looks 12.
#4.no more than 6 characters per person.
#5.no godmodding. if it does not fit into the rp by being to op or just not making sense it will be veto. while canonically in mha there are super strong op quirks it would not be fair to have that in an rp and would make things off balanced so please think carefully when coming up with a quirk.
#6.all students will start as freshman at the university so it is their first year here.
#7.this is a lower effort thread in terms of wordcount, a min of 400 and no more than 500!! despite being low effort, we still require literate and well done posts!
#8.not everyone is related to a hero, while its okay for one person's concept to involve being the child of a hero or something of that nature it is not common and should not be part of everyone's concept. if one does happen to be related to a hero it can not be any mha canon character. characters are not allowed to know or be related to any canon mha character and quirks must be original and not a mha canon quirk.
#9.not all quirks have to be usable or useful!! if you want a support character with a quirk that causes unimaginable pain and hates that and never uses it thats fine!! or if you want a support character that can sing perfectly thats cool too! be creative and remember not everyone has combat suited quirks or powerful quirks!
#10.Must join the discord before doing any character creation! Until your character sheet has been completed and approved your spot is not guaranteed. Just because you are in the discord also doesn't mean anything, discord just aids in the character creating process and getting familiar with the thread concept. If we don't feel you are a proper fit for this thread we reserve the right to reject your character sheet/turn you away from the thread.
- GENERAL QUIRK INFO
Quirks are said to be the next stage of evolution in the human race. It is possible, though rudimentary, to diagnose a person as possessing or lacking a Quirk by analyzing the presence or absence of an extra joint in their pinky toe. People with only one joint tend to develop a Quirk while having two joints usually indicates that the person is Quirkless. A person's Quirk will normally manifest anytime before the age of four, sometimes even straight after birth. Quirks are extensions of a person's bodily functions. As such, they can be trained and worn out. When a person works out their muscles, the muscle fibers are destroyed and new, stronger ones grow back; this same rule applies to Quirks. However, should a Quirk be overused, the user could suffer any of a variety of drawbacks, depending on the nature of the Quirk. These drawbacks are usually simple ailments, such as dry skin or nausea; however, in some cases, the drawback can be much more severe. The body of a Quirk user has natural adaptations to protect itself from any damage the Quirk might do to them without these natural defenses. For example, someone who can breathe fire does not burn their mouth when using their ability. However, there are instances where a Quirk doesn't suit the user's body and the body can't handle it. In an effort to preserve order in the superhuman society, there are several laws and procedures in place to ensure the conscientious use of Quirks. Public display of Quirks is against the law, except in cases of self-defense, such as when one is under attack or preventing someone else from being attacked. During elementary school, children receive Quirk counseling in order to learn how to use their powers responsibly. And Aspiring Pro Heroes undergo special education during their high school careers and receive licenses that give them the authority to use their Quirks freely.
QUIRK TYPES
Quirks come in a very wide variety, as the name Quirk implies, they are unique to each individual. However, Quirks can be divided into categories based on what they do and how they function, known as Quirk Types. Some Quirks cause a permanent physical abnormality to the users body, known as Mutant-type. Some cause the users body undergo a temporary physical abnormality when the power is used, known as Transformation-type. Finally, some Quirks don't cause any abnormalities to the users physical body at all, known as Emitter-type. Aside from the three Quirk Types, Quirks can also be categorized into sub-types. A Quirks can fall into a given sub-type regardless of what type it is. In other words, a given sub-type can be designated to Quirks of all three types, so long as the Quirks possess an aspect that fulfills the requirement to be considered as part of that sub-type.
EMITTER Emitter Quirks are abilities that allow the user to generate and possibly control certain things, or alter existing things around them in certain ways. The emissions of Emitter-type Quirks can have a wide variety of properties and abilities. Emitter-type Quirks usually require a conscious effort to activate, and some, such as Erasure, even require large amounts of concentration in order for them to remain active. Emitter-type Quirks can also have various ranges. While some users require physical contact to use them, while others can have much longer ranges with no distance restrictions. While most Emitter-type Quirk users generally have a handle on their own "emissions", it's also possible for users to hurt themselves from coming into too much contact with their Quirk. In the case of generating substances, making too much too fast or for too long can harm the user as they are using reserves from their own body, or gradually lose their natural resistance to their own harmful Quirk. Some Emitter-type Quirks cause the user's body to take on a temporary alternation. While such Quirks would normally fall into the Transformation class, the difference is that these powers require the user to take in an outside resource in order for the Quirk to activate. Emitter-type Quirks are, by a wide margin, the most common type of Quirk.
TRANSFORMATION
Transformation type Quirks are abilities that cause the user to take on a temporary alteration of some kind. Transformation-type Quirks allow the user to temporarily "transform" their body in a variety of manners, sometimes enhancing existing features, removing features, or adding new features to the body altogether. Transformation-type Quirks usually require a conscious effort by the user to "activate", though most users can be trained to initiate them reflexively, depending on the conditions required for activation, and practice to initiate their Quirks with greater intent and precision. Transformation-type Quirks usually require a close-range proximity in order to fully utilize them in combat due to them only affecting the user's body. While Transformation-type Quirks are often quite powerful, their biggest weakness is that their effects are often temporary, and over-exertion usually leads to negative repercussions on the user's behalf. Transformation Quirks can also be limited based on the user, how resilient their body is, and the resources they have available to them. Some users condition their body in certain ways so that their Quirks can operate more effectively.Transformation-type Quirks are the only known type of Quirk that can bestow the user attributes they do not normally exhibit by default. Because this type of Quirk combines the activation time and mutant-shape aspects of the other Quirk types, it is also often known as Hybrid or Composite. Transformation-type Quirks generally affect the user exclusively. Transformation seems to be the least common type of Quirk.
MUTANT
Mutant-type Quirks are abilities that cause the user a permanent "abnormality" directly related to their power. Mutant-type Quirks create bodily structures that grant the user more complex abilities that Emitter and Transformation Quirks cannot safely provide. Often times they will bestow prehensile appendages that the user can control or add structures to pre-existing limbs to enhance pre-existing abilities. Mutant-type Quirks even have the ability to channel certain aspects of their user through them in a similar manner to Emitter-type Quirks. Mutant-type Quirks are also the only known type of Quirk which can be passed down through generations without necessarily bestowing the corresponding ability, such as with Fumikage Tokoyami and his bird-like head that has nothing to do with his Dark Shadow, or Koji Koda's rock-like head which speaks nothing of his Anivoice Quirk. As a result of this, while it's uncertain how common mutant Quirks are, it can be safely assumed they are the most commonly inherited. While not necessarily a weakness, Mutant-type Quirks cannot be turned off, and sometimes cause the user inconvenience due to their malformations. Such is the case with Mashirao Ojiro and his Tail Quirk, which makes it difficult for him to sit or lay down, as well as Mezo Shoji, whose Dupli-Arms Quirk makes it impossible for him to wear clothing with sleeves. Though because these Quirks are passively-active, they are partially immune to Quirk-disabling effects such as that of Shota Aizawa's Erasure Quirk. Since Mutant Quirks are passively active they are the most identifiable at a glance.