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What's wrong with the world? Most people have superpowers ("Quirks"), and the hero profession is society's main defense. But the cult of strength puts increasing pressure on those with no or weak abilities. Villains (especially the League of Villains) challenge the entire system.
Three categories of people: Quirk users, Quirkless (without abilities), and professional heroes and villains—roles for powerful Quirk users.
The "star" of the world. All Might (Toshinori Yagi) is the "Symbol of Peace," the main hero for society.
Describe your character:
Full name and nickname, age and class, what are you? A gifted hero? Or a useless mortal?... Or maybe a villain? It's up to you, appearance (very detailed! hair color, eyes, body type, weight, height, build, maybe some flaws, special features), character (other character traits (well, to remember five words is enough, for example: stubborn, strict, charismatic, evil, rude, this is an example!!! weakness and fear, motivation, attitude towards heroes and villains), habits, hobbies (like a hobby), favorite food, what grades you are studying for, what clothes you often wear, come up with your address, if you are a hero / villain then indicate:
Hero costume
Facial expressions and manner of movement
Reputation at school, Goals for the year, Strengths in combat,
Weaknesses in combat, Favorite techniques, Equipment,
Quirk and its type. Not just "ice and fire", but with clarification: "Quirk: half ice, half fire. Type: Radiating/combined. Limitations: instability when using both sides simultaneously."
Please fill out this entire form, and we'll be transported to the world and events of modern Japan, the main locations being the city of Musutafu and the UA Academy.
Year: unknown, modern Japan (sorry if anything is missing 😭)
academy
Who is the headmaster of Nezu Academy
, Headmaster U.A. It looks like an unusual creature that resembles a mixture of a bear, a rabbit, and a guinea pig, but at the same time has superhuman intelligence. He is a strategist, calculates threats for years to come, and for him the academy is not just a school, but a system for protecting society. Nezu is calm, polite, but very demanding: he is not so much "strict" as uncompromising in matters of security and long-term planning.
How to become a hero in the world of "My Hero Academia"
The path of a hero in this world is not only power, but a whole system of requirements:
Entrance exam to U.A. (or another hero academy). It consists of two parts:
Theoretical: knowledge of the laws, ethics of the hero, the basics of first aid, the psychology of the crowd.
Practical: a test at the training ground, where they test not so much the maximum strength, but the control of the quirk and the ability to act in a stressful situation.
Training at the Academy. 3-4 years of intensive training: power control, tactics, teamwork, law, history, media literacy.
Sports festival. A public performance where students show themselves in front of agencies and the media. This is a chance to get an internship.
Internships with pro-heroes. Real work under supervision: calls to calls, reports, analysis of errors. Without internships, you cannot get a license.
Hero's license. It is issued after exams and confirmation that the student knows how to use the Quirk safely and responsibly. A license is needed to officially save people and receive orders.
Agency or independent work. After graduation, the hero either joins the agency (under curatorship) or registers as an independent. In any case, he remains under supervision and is obliged to keep records.
academy
What is scolded and "shamed" for (in the logic of the MHA world)
Loss of control, quirks. If a student destroys a study area, injures a comrade or intimidates civilians, this is a serious offense.
Violation of safety regulations. Unauthorized training at training grounds, ignoring a medical examination, refusal to insure.
Unethical behavior. Insults, bullying, the use of force to put pressure on other students.
Public scandals. Conflicts with the press, information leaks, "hero selfies" during emergencies.
Neglect of the team. If a student acts alone and sets up the group, it is considered worse than losing.
In U.A., "shame" is not so much a punishment as a reputational risk: agencies do not hire those who are unstable or do not know how to work in tandem.
What is important for a
student is Stability. A hero is someone who arrives on time, makes a report, checks equipment, and doesn't let the team down.
Transparency. All actions are recorded: reports, videos from training, medical records. This is necessary so that in the future there are no questions about the legality of actions.
Growth through mistakes. Losing in sparring is not a shame if you have drawn conclusions and improved control. The refusal to learn and repeat the same mistakes is shameful.
Yes, in U.A., clothes can be "shamed" — but not in the sense of public humiliation, but in the form of harsh pedagogical criticism: teachers and senior students immediately point out if the uniform or heroic costume does not meet the requirements of safety and image. For the hero, appearance is part of the responsibility to society.
What clothes should be worn
Casual uniform (in the classroom). A single standard for all students: durable fabric, protective inserts, comfortable fasteners, class and faculty patches. The uniform should fit the size: too loose interferes with sparring, too tight restricts movement.
Training equipment (at training grounds). Reinforced protection (knee pads, elbow pads, mouthguards), heat-wicking layers, a minimum of unnecessary parts. Everything that can catch on, get tangled or catch fire is prohibited.
Academy locations, etc
Locations and how the space
is arranged The main building. Administrative offices, classrooms, library, teacher's room. The usual lessons are held here: theory, history of heroes, law, crowd psychology.
Polygons (Alpha, Beta, Gamma, etc.). Closed areas for different types of threats: collapsing structures, fire, water, imitation of a crowd. At the training grounds, teamwork and control of quirks are practiced.
Stadium and arena of a sports festival. A place for public trials, where students show strength in front of agents of agencies and the media.
Training halls and sports grounds. For general physical training, hand-to-hand combat, tactics, evacuation.
Faculties by profiles. Hero House (main characters), Support Department (engineers, costume and gadget designers like Mei Hatsume), Management Department (logistics, coordination, media relations).
Infirmary (Healing Girl's office). A mandatory item after any sparring and field exercises: they record injuries and the level of load.
Dormitories and amenity areas. Rooms for 2-3 people, shared kitchens, laundry rooms, showers. Accommodation is optional but encouraged for a "team culture".
U.A. Barrier. Security gate with pass system: you can't get inside without a student ID or permission. It is a defense against the press and potential attacks by villains.
What is taught and what topics are important
Quirk Control. The main priority: to be able to use force without destruction and civilian casualties.
Tactics and teamwork. How to cover, how to distribute roles, how to act in conditions of panic and rubble.
First aid and evacuation. Basic skills: stopping bleeding, carrying out victims, working in smoke and darkness.
The Law and Ethics of the Hero. What is allowed, what is not, how to behave during detention, how not to exceed one's authority.
Media literacy. How to communicate with the press, how not to get into a scandal, how to present the image of a hero to society.
Psychology. How to deal with panic, how to talk to victims, how not to break down after difficult missions.
characters
Minor important
Nezu - looks like a mixture of a bear, rabbit and guinea pig, height ~45 cm. Habits: loves puzzles, plans ahead. Goal: to protect the academy and the future of heroes. Weakness: excessive caution. How to get closer: offer non-standard solutions. Ideal: long-term efficiency.
Chiyo Shuzenji (Healing Girl) - ~40 years old, soft features, kind eyes. Caring, patient. Quirk: Speeds up cooldown. Purpose: to heal and protect. Weakness: worries about patients. How to get closer: thank her and not devalue her work. Ideal: safety and health.
Nana Shimura is the seventh bearer of "One for All", the mentor of the Almighty. Kind, strong in spirit. The ideal of the hero: "get up again". Weakness: I didn't want to hurt you. How to hurt: to devalue her sacrifice. Ideal: resilience and kindness.
Rei Todoroki - Shoto's mother, soft features, tired eyes. Kind, but broken. Weakness: guilt and helplessness. How to get closer: show sincere care. Ideal: peace and security for children.
Tensei Iida (Ingenium) - Tenya's older brother and a former pro-hero. Calm, reliable, engines in the legs. Purpose: to protect. Weakness: Fell victim to Stain's ideology. How to wound: to remind of his death. Ideal: protection and responsibility.
Taishiro Toyomitsu (Fatty) - A pro-hero who absorbs kinetic energy and punches. Charismatic, serious in battle. Habits: Controls weight and strength. Purpose: to be a shield. Weakness: Damage accumulation has a limit. How to get closer: appreciate his role as a "shield". Ideal: reliable protection.
characters
Opah - dangerous jaw/teeth, close combat. Aggressive, straightforward. Weakness: Long-range vulnerability. Wound – keep a distance, do not let you approach. Ideal: pure fight.
Mustard is a soporific gas, good at ambushes. Quiet, cautious. Weakness: Gas can be dissipated/expelled. How to get closer: respect his role as an "invisible" fighter. Ideal: victory without too much noise.
Nomu - artificially created fighters with transplanted quirks; levels from ordinary to elite. There is almost no personality, they act on orders. Weakness: dependence on management, vulnerable points. Wound – to hit weak points, to break coordination. Ideal: Order and Destruction.
Individual villains and radicals
Stain (Chizome Akaguro) - "Hero Killer", believes only in sincere salvation. Cold, principled. Quirk: Empowers slashing attacks. Weakness: Fanaticism makes him predictable. To hurt is to show the hypocrisy of his "ideal". Ideal: selfless salvation.
Overhaul (Kai Chisaki) – Reconstruction: Disassembles and reassembles matter. Pragmatic, tough. Weakness: obsession with "order" and control. How to get closer: recognize his logic. Ideal: ideal, "pure" order.
Re-Destro, the leader of the RUSS Army, believes that stress unlocks power. Charismatic, ideological. Quirk: Builds up stress and turns it into strength. Weakness: dependence on tension. To wound is to deprive of a "challenge". Ideal: strength through overcoming.
Chronostasis manipulates the perception of time. A calm ally of Re-Destro. Weakness: Limited time/resources. How to get closer: trust his calculations. Ideal: accurate calculation and control.
The Generous Criminal and La Brava are a duet: body elasticity + increased emotions. They act as a couple, emotional. Weakness: dependence on each other. Wound — to separate. Ideal: mutual support and passion.
Minor important
Nezu - looks like a mixture of a bear, rabbit and guinea pig, height ~45 cm. Habits: loves puzzles, plans ahead. Goal: to protect the academy and the future of heroes.
characters
Kurogiri
Foggy silhouette, no clear lines. Logical, calm. Habits: Forms a gate, acts according to a plan. Quirk: Warp Gate. Purpose: to support the operations of the League. Weakness: Attached to orders. How to Get Closer: Recognize Usefulness. Sympathy: efficiency. Ideal: order. How to hurt: break the plan.
Himiko Toga
Height ~157 cm, weight ~49 kg, ~18 years old. Curly blond hair, light eyes. Chaotic, obsessed with "love". Habits: licks his lips, smiles "strangely". A Quirk: Metamorphosis Through Blood. Goal: to feel alive and loved. Weakness: emotional instability. How to get closer: accept her strangeness. Sympathy: "You're just like me." Ideal: those who "live to the fullest". How to hurt: reject, call a monster.
Dabi
Height ~188 cm, weight ~80 kg, ~24 years old. White hair, blue eyes, burnt skin. Vindictive, cynical. Habits: a cold look, as if "everything has already burned down". Quirk: blue flame. Goal: to break the image of the "ideal hero". Weakness: pain due to family. How to Get Closer: Recognize Strength and Pain. Sympathy: through force. Ideal: Destroying the Endeavor's reputation. How to hurt: to remind about the family.
Gigantomachy
Height >300 cm. Animal features, rough skin. Instinctive, loyal to Tomura. Habits: growls, breaks everything in the way. Quirk: super strength, regeneration. Purpose: to serve and to destroy. Weakness: Submission to Tomura. How to get closer: unconditional loyalty. Sympathy: loyalty. Ideal: Tomura Shigaraki. How to hurt: to question loyalty.
Villains (brief)
Muscle (Gotō Imasuji) - hypertrophied muscles, builds strength in battle; brute force, almost no tactics. Weakness: predictability. Wound — to break through the defense, to ridicule "only strength". Ideal: pure pressure.
Magne controls magnetism, attracts/repels metal. Calm, calculating. Weakness: Helpless against non-metallic attacks. How to get closer: appreciate its accuracy. Ideal: control and order.
characters
Height ~198 cm, weight ~95 kg, ~54 years old. Red hair, fiery eyes. Stubborn, demanding. Habits: tense, as if always ready for battle. Quirk: Hellfire. Goal: To be No1 and leave a legacy. Weakness: pressure on the family, fear of weakness. How to get closer: work to the end. Sympathy: recognition of strength. Ideal: strength and heritage. How to hurt: show weakness.
Hawk (Keigo Takami)
Height ~185 cm, weight ~78 kg, ~23 years old. Blond hair, wings. Freedom-loving, intelligent. Habits: waving feathers, joking on the go. Quirk: Wings and feather control. Goal: to protect without drama. Weakness: does not like to be "attached". How to get closer: don't drag down, appreciate speed. Sympathy: trust and ease. Ideal: freedom and efficiency. How to hurt: to restrict freedom.
Mei Hatsume
Height ~155 cm, weight ~47 kg, ~17 years old. Disheveled dark hair, glasses. Hyperactive, brilliant. Habits: he turns the screws, tries to see if it will work. Quirk: Engineer-inventor. Goal: to create life-saving things. Weakness: Unstable devices, overconfidence. How to get closer: admire ideas, don't be afraid of explosions. Sympathy: delight from inventions. Ideal: inventors. How to hurt: do not believe in her ideas.
Tomura Shigaraki's
villains
Height ~177 cm, weight ~68 kg, ~21 years old. Ashen hair, gray eyes, skeleton fingers. Destructive, obsessed with hatred. Habits: touches his fingers, as if trying to hold back the decay. Quirk: "Decay". Goal: to erase everything that hurts. Weakness: pain and injury. How to get closer (conditionally): recognize his pain. Sympathy: only as a recognition of strength. Ideal: complete destruction of the system. How to hurt: remind of the past.
All for one
Height ~ 200 cm, weight ~ 110 kg. Gray hair, empty eyes. Cold strategist, manipulator. Habits: he speaks calmly, as if he has already won. Quirk: Steals and combines Quirks. Goal: absolute power. Weakness: arrogance. How to get closer: submission. Sympathy: not needed. Ideal: power. How to Hurt: Breaking the Plan
characters
Mirio Togata (Lemillion)
Height ~181 cm, weight ~73 kg, 18 years old. Blonde hair, an open smile. Positive, persistent. Habits: moves a lot, smiles even in heavy clothes. Quirk: phasing. Goal: to save a million people. Weakness: Has too much faith in the best. How to get closer: Share the desire to "never give up." Sympathy: faith in dreams. Ideal: those who get up again. How to hurt: to say that it is impossible.
Tamaki Amajiki (Sun Eater)
Height ~175 cm, weight ~66 kg, 18 years old. Dark hair, shy look. Shy, intelligent. Habits: slouching, eating to calm down. Quirk: Features of eaten creatures. Goal: stop being afraid of your power. Weakness: anxiety, blood pressure. How to get closer: delicacy, without pressure. Sympathy: safe environment. Ideal: calm and reliable people. How to hurt: hurry, press.
Neito Monoma
Height ~173 cm, weight ~64 kg, 17 years old. Neat blonde hair, a cunning look. He is calculating, likes to put psychological pressure. Habits: smiles "I know something". Quirk: Copy Quirks when touched. The goal is to prove that the mind is also a force. Weakness: distrust, loneliness. How to get closer: play his games, don't betray him. Sympathy: interest in ideas, recognition of intelligence. Ideal: strategists. How to hurt: consider him "second-rate".
Teachers and staff
of Eraser Head (Shota Aizawa)
Height ~182 cm, weight ~72 kg, ~31 years old. Long dark hair, gray eyes, pale skin, baggy clothes. Strict, laconic, sincerely cares. Habits: squints, does not blink longer than usual. Quirk: Erases Quirks with a glance. Goal: to raise thinking heroes. Weakness: fatigue, responsibility. How to get closer: try, don't let down. Sympathy: independence. Ideal: those who do the job. How to hurt: irresponsibility, idle chatter.
All Might (Toshinori Yagi)
Hero form: ~220 cm, ~250 kg; Regular: ~180 cm, ~65 kg. Blond hair, blue eyes. Kind, dramatic. Habits: takes the "hero's pose", tries to stay cheerful. Quirk: "One for all." Goal: to convey the ideals of power
characters
Toru Hagakure (Invisible Girl)
Height ~158 cm, weight ~48 kg, 16 years old. Invisible; In her voice, she was light and cheerful. Character: positive, curious. Habits: rustles, laughs, uses glare. Quirk: Invisibility. Goal: to be visible by cause. Weakness: the feeling that she is not seen. How to get closer: notice her even when she is not visible. Sympathy: attention to words, participation in ideas. Ideal: heroes who do not lose their smile. How to hurt: pretend that it does not exist.
Yuga Aoyama
Height ~169 cm, weight ~59 kg, 16 years old. Blond hair, refined features, light eyes. Theatrical poses. Character: eccentric, diligent, wants to be liked. Habits: poses, adjusts the details of the costume. Quirk: "Umbilical laser". Goal: to become a favorite hero. Weakness: dependence on approval. How to get closer: accept strangeness, admire it. Sympathy: admiration, support for ideas. Ideal: elegant and popular heroes. How to hurt: laugh at his style.
Other students of
Hitoshi Shinso
Height ~174 cm, weight ~65 kg, 17 years old. Dark disheveled hair, tired dark eyes. Calm, collected. Character: quiet, intelligent, does not like injustice. Habits: observes, waits for a suitable question. Quirk: Mind Control Through Response. Goal: to prove that the hero is not about a "safe" force. Weakness: they are afraid of its power. How to get closer: don't be afraid of his quirks, appreciate honesty. Sympathy: trust. Ideal: defenders even of those they fear. How to hurt: avoid because of force.
Kemi Utsushimi
Height ~163 cm, weight ~51 kg, 17 years old. Wavy blonde hair, bright eyes. Energetic, optimistic. Habits: smiles, creates illusions "for the mood". Quirk: "Glamour" (illusions through smoke). Goal: to give hope. Weakness: if its positivity is devalued. How to get closer: keep her positive. Sympathy: the joy of her ideas. Ideal: heroes who make the world brighter. How to hurt: say "your illusions are a deception".
characters
Denki Kaminari
Height ~170 cm, weight ~63 kg, 16 years old. Blond tousled hair, light eyes, fair skin. Relaxed face, smile. Character: impulsive, cheerful, tries to be useful. Habits: jokes, gets distracted, then tries to improve. Quirk: electricity. Goal: not to let the team down. Weakness: drops, overload. How to get closer: endure swings, appreciate attempts. Sympathy: jokes, lightness, help. Ideal: strong and confident heroes. How to hurt: call it "useless".
Eijiro Kirishima
Height ~171 cm, weight ~67 kg, 16 years old. Spiky red hair, brown eyes, fair skin. Muscular, "masculine" silhouette. Character: honest, straightforward, wants to be "cool". Habits: clenches his fists, tries to look firmer. Quirk: "Tempering". Goal: you can rely on him. Weakness: fear of appearing weak. How to get closer: tell him directly that you appreciate him. Sympathy: support of aspirations. Ideal: courageous heroes. How to hurt: Doubt his strength.
Kyoka Jiro
Height ~164 cm, weight ~54 kg, 16 years old. Short dark purple hair, dark eyes, fair skin, and a connector earring. A daring look. Character: straightforward, loves rock, does not tolerate falsehood. Habits: listens to music, taps to the rhythm. Quirk: acoustic vibrations. The goal: to prove that power is not only blows. Weakness: intolerance of lies. How to get closer: be honest, respect opinions. Sympathy: common interests, honesty. Ideal: independent personalities. How to hurt: lie, pretend.
Minoru Mineta
Height ~148 cm, weight ~44 kg, 16 years old. Purple curls, round eyes, fair skin. Small, nimble. Character: comical, cowardly, but helps at a critical moment. Habits: hides, then unexpectedly helps. Quirk: sticky balls. Goal: to survive and be useful. Weakness: cowardice, complexes. How to get closer: don't push it away, give it a chance. Sympathy: lightness, jokes. Ideal: popular and confident. How to hurt: openly reject.
characters
Tenya Iida
Height ~170 cm, weight ~62 kg, 16 years old. Dark hair, glasses, dark brown eyes, fair skin. Neat, collected, straps in place. Character: responsible, straightforward, perfectionist. Habits: checks the time, corrects the shape. A quirk: engines in the legs. Goal: to justify the memory of his brother. Weakness: fear of failing, anxiety. How to get closer: keep your word, don't let me down. Sympathy: trust, recognition of merit. Ideal: Brother Tensei. How to hurt: break a promise, let the team down.
Tsuyu Asui (Froppy)
Height ~150 cm, weight ~42 kg, 16 years old. Dark green hair in a ponytail, large eyes, light green skin. Calm, observant. Habits: watching, listening, talking to the point. Quirk: frog abilities. The goal: to save without fuss. Weakness: loneliness when it is not heard. How to get closer: do not rush, appreciate advice. Sympathy: calm presence, respect for boundaries. Ideal: rescuers who think ahead. How to hurt: ignore her opinion, rush her.
Momo Yaoyorozu
Height ~165 cm, weight ~52 kg, 16 years old. Long black hair, dark eyes, fair skin. Strict posture, the look "I calculated everything". Character: intelligent, demanding of herself. Habits: draws schemes, counts resources. Quirk: Creation. Goal: to save more effectively through intelligence. Weakness: perfectionism, fear of mistakes. How to become closer: appreciate her work, do not devalue knowledge. Sympathy: recognition of intelligence, assistance in the implementation of ideas. Ideal: mentors, consistency. How to hurt: call it a "useless idea".
Fumikage Tokoyami (Tsukuyomi)
Height ~161 cm, weight ~53 kg, 16 years old. Black hair, bird-like features, dark eyes, pale skin. Gloomy, loves dark colors. Character: serious, devoted, laconic. Habits: stays in the shadows, monitors the environment. Quirk: Controls Dark Shadow. Goal: to be the backbone of the team. Weakness: Vulnerability to ridicule of "gloom". How to get closer: respect decisions, don't ridicule. Sympathy: loyalty, cover. Ideal: those who do not betray. How to hurt: mock his strength.
characters
Class 1-A
Izuku Midoriya (Deku)
Height ~168 cm, weight ~58 kg, 16 years old. Dark green hair, brown eyes, fair skin. Thin, always in bandages, backpack, big uniform. Character: stubborn, empathic, anxious. Habits: takes notes, counts heart beats. Quirk: "One for all." Goal: to save everyone. Weakness: doubts, overwork. How to get closer: believe in him, do not devalue your efforts. Sympathy: care, "I'll have your back." Ideal: Almighty. How to hurt: say that he is useless.
Katsuki Bakugou
Height ~172 cm, weight ~68 kg, 16 years old. Blond tousled hair, red eyes, fair skin. Sharp features, tense shoulders. Character: explosive, proud, protects "his own". Habits: shouts, clenches fists, checks gloves. Quirk: "Explosion". The goal: to be No1 without compromise. Weakness: pride, does not like to lose. How to get closer: withstand the pressure, do not give up. Sympathy: "I won't leave you", rare compliments. Ideal: Almighty. How to hurt: to ridicule efforts, to call him weak.
Shoto Todoroki
Height ~176 cm, weight ~69 kg, 16 years old. Half of the hair is white, half is red; heterochromia (left gray, right turquoise), fair skin, scar. Restrained, collected. Habits: monitors the temperature, avoids unnecessary words. Quirk: "Ice and Fire". Goal: to defeat the legacy of his father. Weakness: trauma due to family, fear of fire. How to get closer: don't push, respect the pace. Sympathy: by deed (cover, prompt). Ideal: Prospector, later - his own path. How to hurt: put pressure on the topic of family, devalue his choice.
Ochako Uraraka (Uravichi)
Height ~156 cm, weight ~46 kg, 16 years old. Pink curly hair, brown eyes, fair skin. A cute face, an open smile. Character: kind, persistent, afraid of being a burden. Habits: counts the little things, tries to be useful. Quirk: "Weightlessness". Goal: to help the family. Weakness: self-esteem, guilt. How to become closer: appreciate her efforts, do not devalue her. Sympathy: warm words, help with little things. Ideal: Midoriya, the Almighty. How to hurt: say "you can't do anything".
confused
Rapid Response Teams. Their task is to instantly suppress a potential threat in order to prevent it from growing. They act according to protocols, not intuition: if three markers out of five are triggered, the team goes on an assault.
When an ordinary person is mistaken for a villain and reacts harshly,
the Quirk looks like an attack, although it is not. For example, someone has the ability to "create steam" to cool overheated equipment. From the outside, this is a thick fog and a sharp temperature drop - the system reads as preparation for sabotage. The patrol can immediately set up a perimeter and demand to leave with hands raised.
A man in a mask and with force in the emergency zone. Even if it's a volunteer in protective gear, in a stressful situation, a mask = suspiciousness. Especially if he is not moving along the route of the rescuers or trying to go into a closed area.
The reaction of the crowd increases the threat. Someone uses force to protect a child in a panic (e.g. to push people away or create a shield). For the drone, this is "uncontrolled use of the ability in a crowd" - and immediately an alarm signal.
Recognition failed. Biometrics do not work due to smoke, blood, dirt, or a damaged badge. The system marks a person as an "unidentified ability carrier" - this automatically increases the threat level.
A rare or new fad. If it is not in the database, algorithms do not know how to classify the effect. "Strange glow", "sudden drop in pressure", "local freezing" - all this is considered potentially dangerous by default.
When a villain is mistaken for a normal person and is not attacked
: Disguise as a Rescuer or Medic. Uniform, walkie-talkie, knowledge of protocols - this is enough to pass through the first cordons. The villain can even "help" evacuate people to get inside the protected area.
Using technology instead of a quirk. If the villain acts with drones, jammers, explosives, or hacks, the sensors do not see the "surge of abilities". For the system, he is a common criminal, not a priority threat.
A weak or everyday quirk as a prick
confuse?
Can heroes confuse a villain with an ordinary person? Yes, and it happens
regularly Here are typical situations when confusion occurs:
Disguise and substitution. Himiko Toga is the best example: she takes on someone else's appearance and copies behavior. Even loved ones may not immediately understand that they are facing the wrong person.
Ambiguous use of force. It happens that a person uses a quirk in an emergency (for example, to save someone) and looks like a threat. This leads to false positives and conflicts.
Provocations. Villains deliberately act to look like victims or heroes: they save people and then strike, or cause chaos and shift the blame to someone else.
Quirkless criminals. If the villain does not use a Quirk, but acts like an ordinary criminal (with weapons, vehicles, a group), sensors do not see him, and you can only distinguish him from an ordinary intruder by evidence and behavior.
New or unknown quirks. If the ability is rare and not listed in the database, dispatchers and heroes cannot immediately understand what they are dealing with, and waste time assessing the threat.
Who is most likely to attack first
: Patrolmen with an aggressive fighting style. For example, someone like Bakugou: if he sees a surge of power and a threat to civilians, he will not take long to figure it out. His logic is: "first I neutralize, then I will ask for documents."
Automated systems and interceptor drones. They do not reason: if the sensor detects an anomaly (a sharp release of energy, the disappearance of cameras, movement along a prohibited trajectory), the system can release paralyzing drones, put up a barrier or even use non-lethal shells.
Heroes working in hot spots. Those who are used to ambushes (for example, veterans of skirmishes with the League of Villains) react to "threat patterns": sudden appearance, stealth, disconnection. For them, this is already a sufficient reason for a forceful response.
Rapid Response Teams. Their task is to instantly suppress a potential threat in order to prevent it from growing. They act according to protocols, not intuition: if they work
quirks
Villainous Forces (with a focus on destruction and control)
"Chain Fragility". Touching triggers a chain reaction: the material becomes brittle and crumbles, the effect "spreads" to neighboring objects. Price: you cannot control the direction 100%, and there is a risk of collapsing ceilings or harming your own.
"Emotional discharge". It causes people in the area of action to have sharp bursts of fear, anger or panic. This is not mind control, but emotional shock. Price: the owner also partially "catches" these emotions and may lose self-control.
"Shadow anchor". Creates an "anchor" in the shadows and can instantly move to it. The shadow should be stable (not flickering, not moving). Price: if the shadow disappears (the light is turned on, the object is moved), the owner is "stuck" for half a second and becomes vulnerable.
How heroes distinguish a villain from an ordinary person
There is no "evil detector" in the world of MHA, so they use a combination of methods:
Licensing and databases. All professional heroes have a license, and famous villains have a dossier with photos, descriptions of quirks, and typical schemes of actions. Patrol officers and dispatchers check these databases in real time.
Behavioral profile. Aggression for no reason, attempts to hide from cameras, purposeful shutdown of surveillance systems, threats to civilians are red flags.
The type and application of the Quirk. If someone uses the ability aggressively and destructively in a public place, that's a reason to test. In MHA, heroes are required to minimize damage, and villains often do the opposite.
Connections with well-known groups. If a person is seen with members of the League of Villains or another group, they are immediately taken into account.
Reaction to the demand to stop. The characters first give a chance to explain the situation. If a person ignores the demands, tries to escape, or attacks, the status changes to "threat."
Sensors and drones. Cities have sensors that detect bursts of energy that are characteristic of powerful Quirks. Drones and cameras help you quickly assess the situation.
quirks, etc
Mutations (body changes) - for melee and survivabilityChitinous
armor. The skin is covered with a hard chitinous layer, like in insects. Protection against bullets and blows is excellent, but flexibility and hearing decreases (the shell muffles sounds). Price: cracks are possible with sudden movements, and severe pain due to nerve endings is possible if the armor is damaged.
"Multi-joint limbs". The arms and legs receive additional joints, which gives incredible flexibility and the ability to crawl into narrow cracks. Price: such joints are unstable, easily dislocated and require constant training.
"Photosensitive skin". In bright light, the skin darkens and becomes dense like thin armor; in the dark, on the contrary, it is soft and imperceptible. Price: Sudden changes in lighting cause temporary disorientation and pain in the eyes.
Transformations (Temporary Changes) - For stealth, maneuvering, and surprise attacksPhase
Shift. For a few seconds, the body becomes "translucent" and can pass through non-metallic obstacles (brick, wood, glass). Price: Metal objects are not allowed, and a recovery pause is required after each shift.
"Pseudo-invisibility". The skin reflects light so that the silhouette blurs, but does not disappear completely. It works better at dusk and when moving. Price: in complete darkness, the effect disappears, and bright light, on the contrary, makes the wearer visible due to glare.
"Gravitational Jerk". For a fraction of a second, it locally changes the vector of gravity around it, allowing it to jump sharply sideways or up, ignoring inertia. Price: after a jerk, the owner is strongly "thrown" in a random direction, and you need support not to fall.
Impact on others or the environment - Tactical and mass abilities
"Acoustic Resonance". It creates waves that cause glass to crack, metal to vibrate, and people to experience discomfort or temporary hearing loss. Price: the owner's own hearing also suffers, you need compensator headphones.
"Odor distortion". Changes the personal smell so that dogs and sensors can't pick up the trail
Quirks and the World
"Weight distortion" - changes the weight of objects locally: makes heavy ones almost weightless or, conversely, presses light ones to the ground. Great for tactical traps.
Time Freeze (Micro-Interval) - Slows the perception of time for yourself and nearby allies for a fraction of a second. Does not stop the world, but gives a decisive advantage in reaction.
Additional Ideas for Balance and Acting Out
In MHA, almost every strong quirk has a limit or price so that there is no "ideal strength":
energy expenditure, recovery time;
side effects for the body (pain, injuries, overheating, frostbite);
the need for concentration or specific conditions;
moral dilemmas (e.g., an ability that harms the innocent if used carelessly).
I made even more invented quirks and villainous powers
by category, so that it was immediately clear how to use them in a story or questionnaire. I added a "price" to each of them – something that makes the force not omnipotent (this is in the spirit of MHA).
Emitter (highlighting something outward) – good for attacks and control of the "Dust corrosion" zone
. It emits microparticles that settle on surfaces and corrode metal and plastic in minutes. Price: dust settles on the owner himself, so you need airtight equipment; Without it, burns and irritation of the respiratory tract appear.
"Cold Steam". It releases thick steam that dramatically lowers the temperature in the zone. Everything is covered with frost, the floor becomes slippery, the electronics malfunction from condensation. Price: the owner himself also quickly gets cold, you need to pause and warm up.
"Adhesive release". It shoots sticky, quickly hardening foam. Perfectly fixes enemies, blocks passages, extinguishes flames. Price: the foam is heavy, and if you get under your own release, you can lose mobility.
world
"Elastic skin" – the skin and muscles are stretched, allowing the wearer to bend and absorb shocks. Weakness: with a sharp sprain, microtears and bruises are possible.
"Chelicerae" - jaws transform into powerful claws capable of biting metal. The flip side: it is difficult to speak and eat ordinary food.
Transformations (temporal changes)
"Shadow shift" – for a few seconds, the body becomes translucent and passes through thin obstacles (walls, bars, glass). Restriction: Heavy items are not allowed and a pause is required after use.
"Metabolism acceleration" - for a short time sharply increases speed and strength, but depletes the body and causes dizziness.
"Stone Skin" - temporarily turns the top layer of skin into a kind of stone. The protection is excellent, but the mobility drops a lot.
Impact (affect others or the environment)
"Echo Resonance" creates sound waves that amplify or muffle other sounds within the radius. You can "drown" the screams, amplify your voice or confuse the opponent.
"Magnetic binding" allows you to temporarily "magnetize" metal objects to yourself or to each other. Useful for traps and space control.
"Sensory overload" - emits weak impulses that cause people to feel dizzy, disoriented, and temporarily lose coordination. Does not deal damage, but incapacitates.
Rare and "villainous" types
"Momentum Absorb" - can "catch" the kinetic energy of blows and shots, accumulating it, and then releasing it in one powerful jerk. Risk: If you do not release the stored energy, internal injuries are possible.
"Weight distortion" - changes the weight of objects locally: makes heavy ones almost weightless or, conversely, presses light ones to the ground. Great for tactical traps.
world
Quirks from the canon (the most revealing)
To make it clear what types there are:
"One for all" (Midoriya/Almighty) is an accumulated power, inherited.
"Blast" (Bakugou) - Sweat on the palms of your hands works like an explosive.
"Ice and Fire" (Todoroki) - One side of the body generates ice, the other generates fire.
"Weightlessness" (Uraraka) – touching objects with the pads of your fingers, it makes objects weightless.
Erase (Aizawa/Erase Head) - Disables others' Quirks until she blinks.
"Creation" (Momo Yaoyorozu) - Creates any non-living objects from its own fat cells.
Warp Gate (Kurogiri) - A dark mist that opens portals.
"Decay" (Shigaraki) - Destroys everything it touches.
"Metamorphosis" (Toga) takes the form of a person whose blood she drank.
"Blue flame" (Dabi) is a fire of extremely high temperature.
New and additional invented quirks (in the spirit of MHA)
I made them in different types so that you can immediately take them into profiles and stories.
Emitter (release of energy/substance)
"Acid mist" - emits a thick fog that corrodes surfaces. It is useful for blocking passages and destroying vehicles, but it is also dangerous for the owner if you do not use protection.
Electro Pulse - Generates short, powerful pulses that disable electronics and stun enemies. Weakness: it takes time to "reload".
Cryo Shot - Fires jets of ultra-cold air, instantly freezing small objects and surfaces.
Mutations (permanent body changes)
"Bone Spikes" - Strong bone protrusions grow on the back and forearms that can be used as armor or weapons. Disadvantage: increased load on the skeleton and pain when new spines grow.
villains
Specific "villainous" categories, which are almost absent in heroes
Steal and copying abilities.
All For One - Can take other people's quirks and combine them. This is not just a force, but a strategic weapon: it assembles an "arsenal" for any task.
Disconnection of foreign forces.
The principle is similar to that of Kurogiri (Warp Gate of Dark Mist), but villains often use such abilities for isolation and ambushes rather than rescue.
Creation of controlled fighters.
This is not so much a personal quirk as the direction of the League's development: experiments with nomu, strengthening monsters like Gigantomachy. The goal here is not "I am strong", but "I am creating an army of the strong".
As a type of Quirk, it correlates with the role in the villainous group
Stormtroopers and "tanks" (direct attacks, breaking through defenses) - most often emitters (fire, ice, explosions) or transformations with body strengthening.
"Shadows" and saboteurs (infiltration, elimination one by one, sabotage) - mutations and transformations to stealth, metamorphosis, teleportation/movement.
Commanders and strategists are rare, but the most versatile abilities: power steal, copying, crowd control.
Experimenters and "creators" (group support, new fighters) - abilities for modification, healing, synthesis, as well as scientific projects at the intersection of science and quirks.
Why Villains Have Such Quirks
Effectiveness Against Heroes. The Quirks are designed to circumvent the standard tactics of hero agencies: stealth against patrols, shutdown of forces against strong loners, mass destruction against fortified points.
Fewer restrictions. Heroes are obliged to follow the rules and minimize damage; Villains use abilities to the maximum, even if it is dangerous for others.
Ideology and style of the faction. The League of Villains gathers "pure power" and radical abilities, the Army of Meta-Liberation relies on the freedom of manifestation of power, and loners like Stain rely on pointed, "surgical" abilities that emphasize their philosophy.
villains
Individuals and small groups with ideology
Such villains do not want to rule the whole world, but challenge the very morality of the hero system.
Stain (Stein, Hero Killer). His goal is to "cleanse" the world of "fake heroes". He believed that many people become heroes for fame and money, and not for the sake of saving people, and he wanted to show society this lie by killing such heroes.
Chisaki (Restorer). He wanted to return to the "old order" of the yakuza and criminal structures, where power and hierarchy were open. His motivation is not abstract power, but control over a specific part of society and the restoration of "his world".
Nine (in the film). He had a personal but far-reaching goal: to use the child's healing power to save himself and realize his plans. This is an example of how villains can pursue individual goals while still threatening entire cities.
Terrorist and radical groups (for example, "Humarize" from the film)
have a completely different logic: they see fads as a threat to humanity.
Objectives:
Eradicate or suppress Quirks. For example, with the help of trigger gases or other technologies.
"Save" ordinary people by eliminating the source of danger. For them, having quirks is a risk that needs to be neutralized, even at the cost of drastic measures.
Small criminal groups and individuals
Their goals are down-to-earth, but they maintain the general growth of tension in society:
Control of territories and resources (racketeering, security, illegal services).
Using whims for personal gain (robberies, blackmail, contract attacks).
Countering surveillance: Avoid arrest, bypass hero tracking and coordination systems, create blind spots in cities.
The most common types and examples of villains
Emitter (release of energy/matter) are the most massive among villains: they give rapid destructive power at a distance.
Mutations (permanent physiological changes) give "ready-made" combat traits that do not need to be activated. They are often found in ordinary fighters and monsters.
villains
The League of Villains (and later the Paranormal Liberation Front)
is a major force among the villains. It was originally created by All For One to break the hero system and take power over society.
Primary Objectives:
Destroy the system symbol. At first, the key task was to kill the Almighty: without the "Symbol of Peace", society would have lost faith in heroes.
To rebuild society under the rule of the strong. The idea is that "the weak should not dictate the rules," and force is the main law.
Collect and subdue the strongest Quirk carriers. Including getting "One for All" and making it your main trump ability.
Destroy the infrastructure of the heroes. Attacks on the academy, prisons, and agencies are needed to show the vulnerability of the system and accelerate its collapse.
Create an army of controlled fighters. This includes experimenting with nomu (artificial creatures with quirks) and trying to control monsters like Gigantomachia.
When the League merged with the Meta-Liberation Army, another layer of goals emerged: to remove any restrictions on the use of Quirks - so that every strong person could operate freely, without state oversight and hero licenses.
Meta-Liberation Army (pre-merger with the League)
This grouping did not focus on destruction for the sake of power, but on "freedom of force."
Objectives:
To abolish licensing and control of fads. They believed that the state and heroes suppress the "natural nature" of those who possess abilities.
Give the strong full autonomy. According to their logic, if you have a powerful Quirk, you shouldn't obey rules written for the weak.
To provoke an open conflict with the heroes in order to force society to choose a side and legitimize its model of power.
Individuals and small groups with ideology
Such villains do not want to rule the whole world, but challenge the very morality of the hero system.
Stain (Stein, Hero Killer). His goal is to "cleanse" the world of "fake heroes". He believed that many people become heroes for fame and money, and not for the sake of saving people, and he wanted to show society this lie by killing
world
Factions (not individual characters, but groups)
Professional heroes and agencies. The official power of the state: patrols, rescue, elimination of threats. They work under licenses, under supervision, with reporting.
Educational institutions and research centers. U.A. Academy, other hero schools, laboratories that study quirks, develop equipment and training methods.
Villainous groups and independent villains. From loners with an ideology (like Stain/Stein, who criticizes the hero system) to organized structures (the League of Villains). They have different goals: the destruction of the system, the redistribution of power, revenge, experiments.
Ordinary citizens and the "gray zone". The majority of the population that lives in cities uses the infrastructure, follows the news about heroes and villains. This also includes people who do not want to be heroes, but use quirks in everyday life, business or crime.
Special services and supervisory bodies. Structures that coordinate the actions of heroes, investigate crimes with the use of quirks, and control especially dangerous carriers of abilities.
Hierarchy and structure
Government/supervisory line: regulators and coordinators who issue licenses, monitor compliance with regulations, manage crises.
Hero vertical: agencies (from large to small), within which there are ranks of heroes (highest, middle, beginners), curators, analysts, support.
Educational line: academies and schools with classes, internships, exams and student ratings.
Villainous network: from individuals to cells and large associations; is often built on personal connections, ideological views, and specialization of abilities.
Urban infrastructure: rescue services, police, doctors, dispatchers who work in conjunction with heroes and special services.
world
Where everything happens
The action takes place in an alternative Japan — this is a recognizable modernity (cities, schools, transport, gadgets), but adjusted for a world where superpowers are the norm.
Key places:
The city of Musutafu is the main "testing ground" of events: students live here, skirmishes happen here, the infrastructure of the heroes works here.
U.A. Academy (UA) is not just a school, but a full-fledged complex: educational buildings, training grounds, a medical unit, test areas and arenas.
Special facilities: prisons like Tartarus, closed training areas, bases of hero agencies, emergency zones.
What is happening in the world (without focusing on specific characters)
Whims determine the structure of society. Ability becomes a measure of value: career, reputation, and even self-esteem depend on it. Strong quirks open the way to prestigious professions (primarily the hero's job), weak or "inconvenient" ones often lead to marginalization.
Heroes are a state industry. These are not individuals, but licensed specialists: they have ratings, contracts, media support, KPIs for rescued and prevented emergencies. The heroes work in agencies, patrol districts, respond to calls, and participate in special operations.
Media and economics revolve around heroes. Ratings, battle broadcasts, sponsorships, merch, interviews — all this is part of the system. A heroic image directly affects the funding and status of agencies.
Social tension is growing. About 20% of people are quirkless, and it is more difficult for them to find a place in society. At the same time, there are those who have strong, but "non-heroic" or destructive abilities: they are either forced to suppress force or go into crime.
Crime has adapted to the era of quirks. Criminals use abilities to rob, kidnap, pressure; Entire groups with specialization (stealth, assault, sabotage) appeared.
Lie detector from the director.
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