Your name is Izuku Midoriya, and you've finally managed to push yourself through three years at U.A. High School, the top program for heroes in Japan. You've got your whole career in front of you now, as well as most of your life in the business, and what business it is. Fighting villains, rescuing civilians, the showmanship of tbe job… god, you'd been awash from beginning to end. With the League of Villains disassembled and in prison for now, you could finally become the next Symbol of Peace.
Well, correction to that. All Might, as amazing of a mentor as he was in the art of heroism, was much less powerful in the art of running a hero agency. Even after your internship with the Wild Wild Pussycats, you were still more prepared to be a sidekick than a hero. Being a sidekick wasn't bad, but it wasn't your dream either- especially as a brand new sidekick. The outfit for the Pussycats had been… fun, after a while (and after Uraraka stopped blushing and laughing when she saw pictures of you in the tights) but the fact of the matter was you had reasons for your costume.
Not like anyone needed to see what being a hero could cost. What sort of world was it when you could say you were lucky all you injuries were just scars?
It wasn't like it mattered, anyway. With your license and the time in grade on it you had, setting up a Hero Agency would be a piece of cake. In theory.
Technically, and thank goodness this was still fresh in your thick head from third year, a Hero Agency only needed three things.
First up, you needed a Hero or three. Generally, most hero agencies had between four and twelve fully licensed heroes, of which you would be, divided up into a series of shifts and beats. Since being a Hero was an on-call any-time job, it was also encouraged for heroes to live at the base of operations or to be in the very immediate vicinity in case a patrol needed backup or another agency put out a request for support.
The next thing you'd need would be a team of support personnel. Most people would think to people in the Support Department when you said this, but that was the creme of the crop, since most of them also voluntarily got themselves licensed in their spare time to have a backup career choice. These were the people who took care of the base, ran the radios, and maintained as much equipment as you could keep in-house. A lot of Hero Agencies actually doubled as small-lab setups for tax reasons (I-Island being the largest example) but it also served to give their heroes a proprietary edge. Being a new agency, though, you'd probably have to contract costumes out.
Finally, you needed either an Area of Operations, or a Specialty. A Hero Agency with the first, like the agency Kaumi Woods ran, was built around having a certain amount of area they were first responders to, for which they'd be subordinate to the Hero Agency Division who'd try and schedule things so that there was a constant ground presence and enough floating reserve to tackle any particularly large issues. Having a Specialty was a slightly more prestigious, but also harder route to take. An Agency with a Specialty was considered nationally on-call for whatever they were best at, but after that they were basically independent. All Might, Aizawa, the Pussycats, and Thirteen were all good examples of Specialist heroes who worked with agencies that helped coordinate and boost their strengths. Rescue Specialists were most common, and you could probably put in for that right out the gate if you wanted. Since they tended to have spottier funding, though, it would probably be best to wait until you had an idea of what you were doing.
There were also the more mundane concerns of a Hero Agency you'd have to get sorted out too, but those were comparatively easy. Things like a base, transportation, communications, money, all the easy stuff.
Two months after graduation, you weren't so sure about that easy stuff. You'd hit the ground running on getting your Hero Agency up and rolling, but only now had the grant money come in, and a lot of your friends were bound to be getting rolling on their own jobs. This was going to be hard, but you were still confident. You were Deku- and you were going to help save everyone, come hell or high water!
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Rules
Each update is going to try and simulate a week. If you choose to be a regular Agency with an Area of Operations, every week will have an Encounter roll (1d100), with either a vote on how Deku & Co. resolve the issue, or if the encounter doesn't involve combat, then a general vote on the State of Affairs at the Hero Agency. For Specialist Agencies, if you choose to convert to one later, the Encounter Roll will come out of a different table, but be mostly the same.
Mechanically, there's only two resources I'm going to track: Money, and Reputation. Unless you're willing to spend money or the event roll comes up right, you only know your Money. There's a basic government grant based on your effectiveness you get, plus any other funds you accrue through donations, over and above response to calls, sponsorships, or heroic jobs (think the Pussycats managing the training camp) that you do.
Each Hero you have will have four major descriptors: Cost (per week), Fighting Power, Rescue Power, and Will. They also have two different flavor descriptors that you can eventually figure out. Support Units have the same stats, but no descriptors. Will is the statistic that determines resistance to problems in life, from things as little as a bad shift to as big as injury.
Nothing in this quest is permanent; and can be changed at any time.
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Resources:
200 Money
No plan votes please. They mess with the vote counter.
Home Base Selection
[] An old abandoned bar and inn that fell into disuse. Aside from being eerily similar to the old League of Villains hideout, it doesn't leak and has a decent amount of room and is nearer to the commercial docks, where things can get rowdy. Costs 30 Money, comes with bedrooms!
[] A warehouse on the rent for cheap. Turns out being connected to a large criminal company was bad for business, who knew? Either way, it's vehicle rated, so you can run a van out of it no problem, and has plenty of room for heroic infastructure like a response room or tape library. Costs 45 Money, comes with vehicle access, and industrial scale hookups.
[] The old, decrepit shrine has finally toppled over near you, and they're willing to sell you access to most of the old buildings and facilities. A lot of it is a fixer-upper, but there's room to spare, and the old priest knows his way around the business end of a bo staff and wants to get out more. Costs 40 Money, comes with large open areas, some decrepit buildings, and a resident old guy or two.
Support Staff Selection
[] U.A. General Curriculum Students: Your old classmates, still insanely capable and fit as fiddles. The only downside is that they're good, and they charge like it too. 5 Money per week, 2 Combat 4 Rescue, 8 Will.
[] Job Hunters: These young men and women are looking for decent work in life, but a bad hand has left them down on their luck. For a good living wage and a check on the resume, these guys will put their backs into it as long as they can. 3 Money per week, 1 Comabt 1 Rescue, 5 Will.
[] High Schoolers: It might look like scraping the barrel, but with a solid core of professionals a lot of kids not much younger than you were can do a lot. Just make sure they stay safe! 1 Money per week, 0 Combat 0 Rescue, 3 Will.
(Before anyone asks: next vote is heroes.)