Gangs of Musutafu is a Quest set in the world of MHA. In this universe, 80% of the world population is gifted with a Quirk, a unique ability they unlock by the age of four. By law, however, using Quirks in public areas without a Hero license is prohibited. While for most citizens this isn't a problem, and others choose to take a Hero license in order to use their Quirks to help people, some fall through the cracks, by choice or by accident, and become Villains, criminals that use their Quirk to commit crimes.
Once upon a time, it is said that all Villains answered to one single person, the infamous All for One. However, the man has long since perished, and the world that followed was one of small criminal gangs that vie for control over a few streets and Wards of every city. Some grow bold, and openly face the Heroes, while others are small and content themselves with running small rackets in the area under their control.
Your gang belongs to this latter group, right now. Having taken over a Block in the city of Musutafu, Japan, the seat of the famous U.A. High School, it's up to you to achieve greatness or become another nobody that is swallowed without a trace in the underworld. First, though, you should tell us more about yourself.
Character Creation:
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Your Name (must be Japanese or have a Japanese family name. In the latter case, specify your origin).
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Your Gender
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Your Age (must be between 18 and 30)
[] Your main specialty (each can evolve with time):
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Oratory: You have a way with words. Your enemies are more likely to listen to you, your allies already do. (+10 to Oratory rolls)
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Brawling: You are used to getting your hands dirty. Your allies know your temper, your enemies will learn about it. (+10 to Brawling rolls)
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Accounting: You have a way with money. Your allies won't try to trick you out of your share, and your enemies can't take it from under your nose. (+10 to Accounting rolls)
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Information Gathering: You have many ways to learn about things. Your allies know better than to try to double cross you, and your enemy can't hide their secrets from you (+10 to Information Gathering rolls)
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None: You will forge your own path forward, an unknown to all those around you. (Special Events might give opportunities to unlock unique specialties).
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Your secondary specialties (choose two, each can evolve, stacks with main specialty where it applies, additional can be unlocked):
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Speaking from the Heart: Your words can push your allies through tough times. (+5 to Oratory rolls on allies)
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On Death's Door: You have had your share of scuffles in your time on the streets, and trust yourself in a fight that really matters. (+5 to Brawling rolls in death battles)
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What About a Discount: Some might call you stingy, but you call it 'the proper way to buy things'. (+5 to Accounting rolls to buy items)
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Friends Come Knocking: You are aware of the people around you, and keep a particular eye on them (+5 to Information Gathering rolls against bordering gangs)
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Of Quirks and Heroes 1: You are well aware of the Heroes that work in your city, and have general knowledge of famous Heroes' Quirks. (Gives access to detailed knowledge on the Heroes patrolling your block and the bordering blocks. Gives access to knowledge on the Quirks of notable Heroes (top 50) in the city and beyond).
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Of Quirks and Villains 1: You are well aware of the Villains that live in your city, and have general knowledge of the Quirks of notorious and infamous Villains. (Gives access to detailed knowledge on the Villains in your territory and the bordering territories. Gives access to knowledge on the Quirks of notable villains in the city and beyond).
Your Quirk: In a world where 80% of the population has superpowers, it's only fair you do too, right? (open suggestion, follow the rules, the proposal can be reworked by the Game Master to an extent if needed. Please remember Quirks are generally simple at first, and only evolve if they are used. Check
this list if you want to suggest a variation of an existing Quirk, or just see what Quirks look like)
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Mutant/Heteromorphic: (Heteromorphic Quirks are constantly active changes to one's body. Examples range from having the appearance of a humanoid killer whale, to several frog traits, to having wings, to being invisible, to having a Lego piece for a head. Heteromorphic Quirks are seen poorly by a subsect of the population, treated as 'less than human' and shunned. Debuffs to Oratory might apply to these people. +5 to Brawling Rolls applies to all Heteromorphic Quirks unless otherwise specified)
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Quirk name and effect (Feel free to suggest the stats it improves, but the GM has the last word)
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Transformation: (Transformation Quirks allow the user to change the body's appearance on command in some way. This can vary from growing in size, to changing one's eye color, to transforming into an animal, to turning into living stone, to replacing normal teeth with fangs.)
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Quirk name and effect (Feel free to suggest the stats it improves, but the GM has the last word)
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Emitter: (The category where anything goes. Breathing fire, telekinesis, converting fat into objects, strength enhancement, floating, accelerating objects… Emitter is the most varied category).
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Quirk name and effect (Feel free to suggest the stats it improves, but the GM has the last word)
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Quirkless: (Either through a genetic oddity or because of one of your parents, you were born without a Quirk. Tough luck, man. Some people might look down on you for it, so there is an Oratory debuff with them).
BANNED QUIRKS: (Quirk you cannot have, or you cannot reskin with another name to have).
All for One (or any 'steal/give/create Quirks' ability)
One for All
Creation (And Quirks that allow the creation of gold, money and other valuables. Raw material or small finished objects are fine within limits)
Twice (Or other 'one-man gang' Quirks. A similar Quirk might be allowed if the limitations are well established in the proposal)
Super-Regeneration (slower regeneration abilities are allowed)
Half-Hot Half-Cold (And any Quirk with multiple unrelated effects)
Rewind (And any 'time control' Quirk)
Overhaul/Decay (and any similar 'kill on touch/kill on sight' Quirks)
Reflect (and any similar 'Invulnerability' Quirks)
New Order
The GM has the right to veto a Quirk if it would break the setting.
Your appearance (MHA people can have unique features unrelated to their Quirk. However, if they look too far from standard humans, they can encounter the same prejudice as Heteromorphic people. If you have a heteromorphic Quirk, use this section to describe what it looks like):
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Eyes (Any color, can include colored sclera/oddly shaped pupils unless you are Quirkless)
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Hair (Any color)
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Skin color (Any color. Non-human colors unavailable if you are Quirkless)
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Variant features (Horns, antennae, minor animalistic characteristics, others. Those are all aesthetic and do not give additional buffs. Can't have any if you are Quirkless.)
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Height and Weight
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Notable features (Visible scars, freckles, moles, wrinkles, other standard human features that would be of note)
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A/N:
Hello everyone. Long-time lurker, one-time Quest Master on SB, first-time poster on SV. As a big fan of MHA, I've been planning to try my hand at an MHA Quest for a long time, but I only managed today to finish enough material so I can confidently run this. With that in mind, welcome to Gangs of Musutafu, a game in which you, a minor Villain of little renown, will try to take your small gang and take it to the top... or get destroyed by your neighbours. You know, whichever comes first.
Gangs of Musutafu however isn't set exactly in the canon MHA timeline, but rather in one where All for One has been gone for a while. What that means will become clear as we play. The objective is up to you: Build tall and small or map paint until you take over the whole city? Achieve great notoriety in the underworld or become so infamous All Might himself will think before facing you? Control the city from the shadow or with complete impunity? All those questions are up to you to answer.
Of course, many other gangs are out there, having to face the same dilemmas. Hope you enjoy your time dealing with them.
I separated character creation and gang creation, so next will be that. But meanwhile, feel free to deal with character creation first.