Soul of Artifice (D&D/HeroAca Quest)

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In a world full of superpowers you were born with none.

So you built one.
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Character Creation 1

Expert Teaser

Disclaimer: not actually good at teasing
Location
Usa
In a world full of superpowers you were born with none.

At the tender age of 6 years, 4 months, and 18 days you learned that you had one too many toe joints. The next day was the worst of your life, the pitting looks that tell you that you would never amount to anything would haunt you for years. Then after that was the bullying, they knew they could get you without repercussion, after all who cares about a quirkless nobody. Your life was miserable because of something that you couldn't control. Until one day you decided to take it all back, so you built.



Hello and welcome to my quest about a quirkless nobody in the world of My Hero Academia, that's you by the way, trying to become somebody.
This quest will use a 5e like system to check for successes and failures, however, before we get into character creation I am going lock you into a race and class, that class being Kibble' Artificer. Don't worry I believe it has enough customization to keep you satisfied, also I will add some buffs and balances for the sake of this not being used for the intended purpose.


Now then, who are you?
[Name]
[Background]
[Appearance]


And more importantly, what did you build?
Select your subclass
Create a tool for every situation, versatile, powerful, and doesn't take up an attunement slot. The Batman option
Build something powerful, stay off the front lines and support from afar. You are not limited to one golem at a time. To be the pokemon master is your destiny
The most traditional caster of them all with the larges spell list. Become the Sorceror Scientist Supreme
Chemistry is just modern alchemy especially with ingredients become far more accessible thanks to quirks. AOEs and status effects out the wazoo with extra support capabilities
Damage, Lots of DAMAGE, guaranteed damage! Also AOEs I guess
Build a powerful suit of armor. That's right you become Iron Man
If you can't be born with a Quirk then you'll make one. Become Frankenstein and the monster and never have to rely on anything ever again


And one last thing, would you like me to roll for stats, vote on point buy, or use standard array?
Also feel free to ask any questions, I'll try to answer when I can.

EDIT: After some deliberation, I've decided to open up the Expanded Toolbox to you, everything in there is open to your use, however Cursesmith is not on the table.
 
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Stat rolls
So I just finished rolling for stats and here are the results:
18
14
8
13
14
12
Also here's a quick explanation of stats for those who don't know:
The six stas are: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charism.
Every even number over 10 is a plus 1 while every odd number below 10 is a minus one.
As an artificer your most important stat is going to be Intelligence with the main exception being Gagetsmith who will greatly benefit from a high Dexterity in just about every build. Another suggestion is that have a good Constitution for higher health.

And another thing, as a human you can choose to have a +1 to all stats or a +1 to two stats alongside a feat and an extra skill.

I will call the vote tomorrow.
 
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Character Creation 2
A few years after quirks were first discovered many organizations that sprouted up to research and utilize them, some more unethical than other. Most have been dismantled with quirks becoming the majority. Though there is much research that has been lost due to the methods used to obtain them being too immoral and impractical.

Research that you now hold in your hands.

Thanks to many mostly legal methods you have gotten ahold of rough theories on genetic modification, and with the significant steps modern quirk research has provided, you have perfected it. Now all you need is to activate your homemade gene splicer.

But before you do you take a look into a mirror and think about how far you've come to get here.

[Name]
[Gender]
[Appearance]
[Background]
Proficiencies: Choose three from Arcana, Deception, History, Investigation, Nature, Religion, Sleight of Hand
You have the Medicine skill
1 Tool set of your choice, you already get thieves' and letherworker's for free


Once you have enough introspection you step forward and set the machine to improve,
[Your Body]
Perfection of Form
Nature had its chance to make your form, now it's your turn to improve it. When you take this path, you gain the Fleshcrafted Mutation upgrade, and it does not count against your upgrade total.

When you take the attack action, you can use your bonus action to make single additional attack with this upgrade. You can make this additional attack a number of times equal to your Artificer level. You regain all uses at the end of a long rest.

Fleshcrafted Mutation You can add this upgrade multiple times

You enhance your body by crafting or mutating a new part through grotesque experimentation. Select one of the following mutations:

MutationDescription
Extra ArmThis arm is capable of doing things an arm can do, like holding and hitting things.
Extra ClawsYou gain a natural weapon that deals 1d8 slashing damage, and counts a finesse weapon. You are proficiency with these new claws.
Extra FangsYour mouth becomes a natural weapon that deals 1d10 piercing damage. You are proficient using this fangs as a weapon.
Extra TentacleYou gain a tentacle appendage that is a natural weapon the deals 1d6 bludgeoning damage with the reach property. You are proficient with this natural weapon. Using this tentacle, you can make a Strength (Athletic) check or object interaction with a reach of 10 feet.
Or
[Your Mind]
Perfection of Mind
You know that perfection is an aspect of knowledge, a perfect understanding of the mechanics of the Body, inside and out. But particularly inside. You gain the Doctor upgrade, and it does not count against your upgrade total.

You have a pool of d8s equal to your Artificer level. When you restore hit points to a creature or use an Intelligence (Medicine) check to deal damage to a creature, you can expend these d8s to restore additional health or deal additional damage. You can spend a number equal to Proficiency modifier at a time. You regain this pool of d8s at the end of a long rest.

Doctor

You master the knowledge of the mechanical properties of the body. You can make all Medicine checks as Intelligence (Medicine) checks and can add double your proficiency to Intelligence (Medicine) checks. When you take an Intelligence (Medicine) check to stabilize a creature, they regain 1 hit point.

As a doctor, you specialize not just in the repair of creatures, but in the dissection of them. If you are holding a melee finesse weapon you have proficiency with, as action you can make a Intelligence (Medicine) ability check against a creature within reach with a DC equal to its armor class. If you succeed the check, you can deal damage to that creature equal to your weapons damage dice plus your Intelligence modifier. On a roll of 20, the roll weapon damage dice are doubled. If you have Extra Attack, you deal twice the weapon's damage die.
 
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Character Creation 3
You exit out of your machine and take shaking steps towards the comfy chair. Once you take a seat, you begin running through your memory to make sure everything was there,

Please assign your stats
18
14
8
13
14
12

STR
DEX
CON
INT
WIS
CHA

Were you a Specialist(+1 to two attributes, 1 extra skill, 1 Feat) or Generalist (+1 to all attributes)


Yes, that sounds about right, your memory is fine. Now with that concern out of the way, you check the clock and notice that it's still early. Since you have the time, you might as well get used to your new self by finishing up that side project:

[Project] Martial Arts - With the amount of Villains nowadays you need to be able to protect yourself and you won't always have access to a weapon.
-Reward: Your unarmed attacks may use Dex in place of Str and are counted as fineness weapons for the purposes of the Doctor upgrade
[Project] First Aid - Getting this far required a lot of medical knowledge, though you did skip the basics, why not look at them now.
-Reward:Healer feat
[Project] Fencing - A noble sport that you enjoy, let's see if muscle memory transferred over.
-Reward: Proficiency with Rapiers and the Dueling fighting style (While wielding a single one handed weapon, +2 to damage rolls)


During this quest you may work on projects while you have spare time to gain powerful boons like Proficiencies, Feats, Items, or even Upgrades.

To start a Project, you need the appropriate resources, if you want a Project than tell me what you want to do and I will tell you what you would need to initiate it.

Satisfied with your work, you look out the window of the small warehouse you call a laboratory to notice that the sun has set.

[Home] Better get back to the orphanage before the caretakers get too worried.
[Home] No need to go back to the orphanage, they won't really care unless it's been 48 hours.
[Home] Time to rush back, Dad's probably worried sick by now.
[Home] I'll stay here, there's no point in going back to the house.
 
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