principalnezu: (Default)
Principal Nezu ([personal profile] principalnezu) wrote in [community profile] uahighooc2018-10-03 09:15 pm
Entry tags:

AU Workshop



AU WORKSHOP
Reserves | Taken Characters | The Rules | The Application | F.A.Q.


So you want to either change an existing MHA character or bring an outside character into the world! We’re here to help.


THE SETTING
My Hero Academia takes place on the planet earth in Japan some undisclosed number of years in the future. It is implied that it’s been a hundred-plus years as one character’s mother is described as being a fourth generation quirk user. Once quirks were rare, starting with a single event of a shining baby, and then spread. At present 80% of the population has a quirk, however with the current generation of children it is extraordinarily rare for a child not to develop a quirk, and thus it’s probably about a 1/1000 occurrence for a quirkless child. (I made that number up but who cares.) It might also be important to note that overall population has declined, though no numbers are given for this.

Technology has remained essentially the same, with the introduction of some limited hologram use and a few AI. Otherwise society has been stalled by the sudden development of quirks and adapting to their existence. While the crime rate is increased due to miscreants classified as “villains” acting out with the help of their quirks, society is still intact and civilized as a whole. Anyone who wishes to use their quirks freely must have government permission to do so in the form of a “hero license”. The licenses are earned through years of schooling (the high school years), and several difficult testing phases with low pass rates. Those who earn them may then become “heroes” and are compensated for their public service, as well as enjoying a good measure of fame depending on their public image and deeds.

UA: A hero school
As mentioned above, hero licenses must be obtained through schooling. Anyone wishing to become a hero applies to a hero school for their high school years (age 15-18). The two best schools in Japan are UA (this is our school) and Shiketsu (consider them a rival), though everyone agrees that UA is the top of the top.

In Japan, high school lasts for three years, the classes being called Freshman (1), Sophomore (2), and Senior (3). School is broken into three terms. The first begins in April and runs until July 20th, at which point the students take summer break. The second term starts the beginning of September and lasts until near Christmas when winter break is taken. The final term begins in early January and lasts until late March. At present UA students live off campus and take the widely available public transport to school every day.

The school is led by Principal Nezu, an odd anthropomorphic figure, and boasts very extensive grounds full of many different and complex training areas for the aspiring heroes. Also available to students is the popular Lunch Rush cafeteria, run by a five star chef. Most important are the state of the art medical facilities on the UA campus, as injuries within the hero course are common. They contain both advanced medical equipment and a hero with an excellent healing quirk.

Only forty students are accepted into the hero course every year, two classes consisting of twenty students, and even then some are generally expelled each year. There are other courses available for students, however, and the breakdown goes as follows:
Hero studies - Students with quirks befitting heroes who aspire to be such, they go through strenuous physical and mental training to achieve this goal, as well as the normal classes all high school students are expected to take.
Class A ( 20 students)
Class B (20 students)

General Studies - Normal high school students who are receiving a top notch education, most of these aspire to prove themselves and transfer into the hero course though most will fail and head to college instead.
Class C (20 students)
Class D (20 students)
Class E (20 students)

Support Department - A bunch of promising creative engineering students who learn to make support items for heroes and hone their already existing skills to perfection.
Class F (10 students)
Class G (10 students)
Class H (10 students)

Management Department - Those who excel in business and mathematics join this department to learn all the pencil-pusher aspects of hero work, such as managing an agency, public relations, and those other important behind the scenes things.
Class I (20 students)
Class J (20 students)
Class K (20 students)

As mentioned before, there are different subjects taught at the school, both “normal” and abnormal. Each subject has a different teacher, subjects such as English (as a second language), math, modern literature, and modern hero art studies to name a few. Additionally some of those teachers double as homeroom teachers and are generally responsible for and represent the class for which they serve this role. There’s no shortage of roles to be filled in the school, whether it be a teacher, student, or other important faculty member.

Quirks
Quirks are the powers or physical mutations that manifest between birth and four years of age. If a child hasn’t received a quirk by five years old it means it isn’t going to happen. This can be confirmed with a simple X-ray as study has shown second joint in the toe will appear in a Quirkless child, but not in a Quirk child as it’s a natural evolution.

Quirks are generally unique to each person, though there is a genetic aspect to them. A person may receive a quirk very much like one of their parent’s quirk. For example, if the mother has an ice power, the child may end up with an ice power. It is also possible to receive a quirk that is a combination of both parents. For example, the mother may have that ice power while the father has fire. The offspring could end up with a steam power, or on the more extreme end, a literal half and half possessing both powers at once.


There are rare instances though that a quirk is completely different from it’s genetic predecessors. This is potentially dangerous and rare enough that there is little information in regard to these mutations.

Sometimes mutations that are unrelated to the quirk develop, such as developing or being born with a bird head while the actual quirk is a semi-sentient shadow taking residence in the body. Plain old physical mutation can also be a quirk. Some individuals develop or are born with multiple limbs, a lizard-like appearance, or a tail as their only quirk with no additional abilities.

Quirks generally fall within three subtypes: Emitter, transformation and mutation.

Emitters are the most common and generally explained as such; an energy, substance, or effect is projected from the user’s body to affect the surrounding area or surrounding/targeted individuals, such as secreting fluids or discharging electricity. A conscious effort must be made to utilize this quirk and some even require a high amount of concentration to maintain the quirk. Good examples of Emitter quirks are Electrification, Fire, Explosion, or Erasure. The first three require activation and focus, but the last, Erasure, requires continued concentration.

There are various ranges to Emitters from needing physical contact (such as needing to touch something to give it Zero Gravity) or longer ranges with no distance restrictions (such as Navel Laser). Also, there are Emitter types that are the secreted or require a part of a person’s body. Secreted types would include Acid or Tape flying from the elbows. Physical types of Emitter quirks include ones like Pop Off, where a tiny diaper baby pulls sticky balls off of his head and is theoretically effective but has yet to be seen as irreplaceable in practice. Emitter types may use common materials such as Cement or specific to a person, such as the aforementioned Pop Off. There are other Emitter types that affect matter, such as molecular alteration to molecular destruction.

There is also a need to take into account how these quirks affect the user. Pop off enough generally useless sticky balls and the user’s head may begin bleeding. A fire quirk may overheat the user, an acid user may burn themselves on their own acid with prolonged contact, or hands may start to throb from over use of explosions. These drawbacks generally see the end of the use of that quirk for the time being, or at least a severe weakening of the user. Some may find their quirk to be too powerful for their body and suffer mild to severe drawbacks more immediately, such as broken bones from a powered up punch or the threat of the stomach collapsing from use of a naval laser.

Transformation quirks make temporary alterations, most often to the user’s own body. While there are instances of a transformation quirk being able to be used on others the most common form is self-transformation. Transformation quirks can range anywhere from gigantification, to skin hardening, to growing extra appendages for a short period of time.

Other transformation quirks can result in inorganic items being added to the body, such as Tool Arm, but these are quirks that don’t ‘appear’ as obvious parts of the body. They are manifested and require minute control to be effective. The Foldabody quirk, for example, takes many years to practice and use effectively.

Transformation quirks have their own drawbacks though. The body often has special needs as a direct result of these transformations, such as increased sugar intake, a higher protein diet, an increased intake of food in general, or increased iron intake to assist in the hardening of skin into steel. Oftentimes transformation quirk users must condition their bodies extensively before the quirk can be truly useful, though most transformation users need to train hard anyhow since their quirks often limit them to close-range combat. Because these combine mutation and activation, they’re also called Composite or Hybrid quirks, and they are also the most rare.

Lastly there is the Mutant type quirk, which are the easiest to identify because the person’s body itself is mutated. These quirks are considered ‘passive’ as well, as it doesn’t usually require activation of any type. Mutant can come in different forms, from exotic vine hair to working engines in various body parts. More basic types are extra arms or a tail, but over all these quirks are considered more complex than the other two in regards to what it can provide to the user.

Mutant quirks don’t have to be-- and often aren’t --the primary. For example, someone could just have a strangely shaped head but have an Emitter type Dark Shadow quirk, or Anivoice. The physical mutation may have simply been inherited from a family member. Mutant type quirks do not turn off, however. While this may be an advantage, it can also be a disadvantage as there person in question may need specially tailored clothes to accommodate their unusual form, or perhaps they are unable to lay on their back to sleep, or they might be a 30 meter tall kaiju. There are any number of inconveniences both big and small that mutation quirk users may face.

Being the only type of quirk that’s passed down without necessarily giving the corresponding original quirk, Mutant types are also the hardest to track. It is suspected this is the most common quirk type, but it’s unclear due to the nature of Mutant type quirks.

Regardless of what type of quirk a person has, or even the level of power, each quirk is unique and beautiful like the people who carry them! Feel free to expand on your character’s family to fill out how this quirk came to be and remember, every quirk has a drawback to it. It could be a timeline or physical pain or range the quirk can reach. No quirk is a perfect quirk and many can be quite dangerous. And even if the quirk seems useless, like Bendy Fingers, you should take the time to learn what the quirk can do and the uses it can bring the character and the people around them before shrugging it off as the Worst Quirk Ever.


But that’s what U.A. and other hero schools are for! To help you become the best and go beyond! Plus Ultra!


code bases by tricklet