D EK UWhere Izuku Midoriya comes from, most of the population has Quirks--genetic traits that result in unique powers. Many of those with Quirks use their incredible abilities to become superheroes. Deku, a boy without a Quirk, came to admire and idolize these heroes… especially one in particular, the greatest hero, All Might. After an act of heroism despite his lack of a Quirk, Deku met his hero, and All Might offered Deku the chance of a lifetime: to inherit All Might’s Quirk, One for All. One for All dramatically increases the user’s strength, speed, and other attributes, and can be passed down from one hero to another. Because Deku’s body hasn’t adapted to this much power yet, he can only use One for All in short bursts; instead, Izuku (taking Deku as his hero name) relies on his studious mind, resourcefulness, and determination to see him through. He’s also received training from U.A. Highschool, the #1 high school for heroes in his world. With the Great Collide, Deku’s priorities haven’t changed: he wants to be a hero, the greatest hero.CHECKSRoll 3d10and take the highest result for checks to motivate or inspire, and checks involving strategy or tactics.Roll 2d10 and take the highest result for unarmed attack checks, defense checks to dodge or avoid, checks to research information, checks involving general athleticism or acrobatics, checks to notice things, and checks involving general intuition.Roll 1d10 for anything else.XPWhen you learn something valuable about how one of your allies operates, or a key to their success, gain 1 XP.When you help beat a powerful enemy not just with brute force, but by outsmarting them or leveraging your careful research and analysis to target a weakness, gain 3 XP.When your back is put to the wall or the odds are against you but you walk away a hero to many, gain 5 XP.YOU BEGIN WITHPlus Ultra: Your greatest power isn’t One for All--it’s your sheer grit, your determination, and your willingness to go beyond. Though, One for All definitely helps facilitate all that. When an attack should drop you to 0 HP, you can declare that it doesn’t. Your HP stays exactly where it is. After you use this ability, roll 1d10; on a 1-5, shut this ability down.LEVEL UP CHOICESBrave Midoriya: You are courageous, and eager to support your friends and allies (even if you’re not much better off). When an ally within 30 feet of you fails to fully defend against an attack, you can rush across the battlefield in an instant and take the attack instead. You may make your own defense check against it, but at a -2 penalty.Delaware Smash: You can flick your finger with such force that it produces a shockwave, attacking an enemy from over a distance (and possibly fracturing your finger in the process). When you hit an enemy with Delaware Smash, they become stunned; they can still act, but cannot move from where they are until the start of your next turn. If you roll a 10 on this attack, you also inflict Armor Breakand shut this ability down. You cannot use this ability if you’ve lost access to both arms via Detroit Smash.Detroit Smash: You can throw the entirety of your power into a single punch, hitting a foe with all the might of One For All. You also mess up your arm, because your body isn’t adjusted to using that much strength yet. Treat the attack check as though you rolled a 10, and treat your target’s armor as though it were halved (rounding down). You can do this twice, one for each arm, before shutting the ability down. You completely lose access to arms that have been burned up with this ability; they are functionally absent until you take a full rest.Full Cowling:Instead of throwing 100% of your power into a single attack (and risking the destruction of your limbs), you can limit yourself to about 5% of your power through your entire body evenly. It still wears you out, but that’s better than breaking an arm. You can activate this ability as a side action; for the rest of the fight (or 1 minute, if out of combat) you receive +1 on all attack and defense checks, and you have Haste status. After you use this ability, roll 1d10; on a 1-5, shut it down.Hero’s Notebook: By watching heroes, comparing them, and analyzing their methods, you’re able to spot minor improvements they could be making in combat. As a side action, you may shout some immediately useful advice to one of your allies. That ally receives a floating +2 that they can apply to any single attack or defense check made before the end of combat, or to a single non-combat check in the next minute. After you use this ability, roll 1d10; on a 1-5, shut it down.Observation: You have a keen eye, and are always watching others to see their methods and to master their techniques. You receive a +1 bonus on any non-combat checks you make, as long as you’ve seen someone else succeed at that same type of check since your last full rest.One for All 20%: You can restrain yourself to about 20% of One for All’s full power, but this is still an immense stress and you can only maintain it briefly. You can grant yourself a +3 bonus on any attack check; however, doing so deals you an automatic 2 damage that cannot be raised, lowered, or negated.Threat Analysis:When a new and unusual affliction overcomes one of your allies, your mind immediately goes to work--simulating the scenario in your mind, figuring out what you’re going to do and how you’re going to use your own powers to avoid the same fate. When you see someone be affected with a status ailment (like Poisonor Transform), you are rendered immune to that same status until you take a full rest. You can become (temporarily) immune to any number of status effects this way. You can also expand your thinking about the effect to invent a way for all your allies to avoid it--that is, you can render your entire party immune to one status effect you witnessed (not counting anyone that already has it), but doing this shuts this ability down. You and your party maintain any immunities you developed (until you take a full rest), but you cannot develop further immunities after shutting this down.