Where
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.
Roll
3d10
and
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.
When 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
.
Plus
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.
Brave
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
Break
and
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
Poison
or
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.