Welcome to True Path, an alternate universe My hero Academia RP set BEFORE the actual Series! We are at the beginning of the establishment of Hero society, come join us and help us create the wold of My Hero Academia.
Here you can find all of True Paths rules listed! We created a handy dandy guide to help you find exactly what you're looking for, while keeping it all in one easy and convenient location for you! Click on the topic below to take you to the right post!
1. Be respectful True Path is a site with a large memberbase, and as such we expect that everyone please be on their best behavior. That doesn't mean you can't joke around and have fun, but always keep in mind that not all jokes are funny to everyone. If issues arise between members, or even with staff, we expect you to either write a complaint to one of our moderators or admins.
Constant whining is not acceptable. We understand that not everyone will agree with all decisions made, and some people might not like one another but please remain respectful. Excessive whining without providing constructive feedback will be dealt a warning.
While in general we do not moderate any external chats (like direct messages) for obvious reasons, if we do find proof of any external harassment of any member, the punishments will be harsh.
2. Acknowledge Staff Decisions The staff team is trying to be much more open about the changes that we make. Occasionally these changes will even be based on discussions with the sites member group. However, there are times when viewpoints will differ, and at those times we expect you to understand that staff is doing everything we can to improve and better the site.
Constructive criticism is welcome in the suggestions sub forum on the site, and will always be appreciated. There is also now a channel in Discord for you to post your suggestion and feedback threads for everyone to see.
Badgering staff members for any reason is unacceptable - and when it comes to getting your stuff graded, it is more likely to prolong the grading period rather than shorten it. Constant attempts to badger staff for grades will result in warnings. Multiple warnings will lead to punishment.
3. No Copy-Pasting We'll be keeping our eyes out for profiles, characters, abilities and techniques copied from other places. If the characters, techniques and so forth are yours, we'll obviously be understanding, so long as it can be proven. If a member is found copying other peoples work and/or artwork/coding, without giving the proper credit, it will result in suspension or permanent ban from the site, depending on severity. If people are found copying threads or posts of other members on the site it will lead to severe sanctions against said player.
4. Images/Avatars/Links In general, we'll be accepting many different kind of images, but there is a border. Anything directly pornographic will be punished harshly. Highly suggestive images will be judged on a case-by-case approach. Be mindful that we're here to roleplay together, not start an erotic RP club. There are better places for suggestive material. Likewise we won't tolerate offensive images. This includes malicious ridiculing material (Nazi symbols, political propaganda etc), graphic violence and other such images.
5. Abusing the rules This pertains to trolling, baiting, and otherwise being unpleasant. Bordering trolling through sarcasm can happen occasionally, and will mostly result in a soft warning to stop. If negative behavior is constant, or staff finds you borderline, punishment may be issued. Abusing our experience systems or the limitations placed on us from Proboards will result in immediate suspension from the site. If you've found something you believe is a loophole, bring it up to staff's attention. Abusing it, then thinking it's probably fine will result in punishment.
6. This Site is PG-13 Kissing and cuddling is completely fine. Romance and hinting at something deeper is fine. If you get too graphic though, either fade to black or drop it completely. Proboards enforces PG-13 and it is ground for closing the site down. Occasionally being borderline is acceptable. Constantly seeking the border however will result in warnings. Multiple warnings will result in temporary or permanent suspensions.
7. Don't be Afraid to Ask Questions We're all here to RP, so if anyone gets confused, that concerns all of us. If you're feeling wronged or disrespected (in relation to rule 2), then it's better to ask us and allow us to air reasons for decisions. We will not be unpleasant towards any member looking for help or explanations. Abusing our kindness to badger us with questions you can read about in the information system however, will be considered borderline trolling. We're here for you, so do us the courtesy to be there for us too.
8. Labeling Your Thread - Open or Closed? When creating a new thread (normal or event), the creator must state the openness of the thread in the title. An "open" thread is open to any and all possible participants, within the first round. A "closed" or "invite" thread, or a thread title containing the names of specific characters, is limited to people the creator invites.
Creators cannot retroactively decide to "close" a thread that was originally "open". Creators of "open" threads can, however, specify the number of people they want in a thread, the tone or general plot-line of their thread, etc. If too many people join, or if a player who joins the thread goes completely against the creator's original thread intention, the creator can OOC'ly request the player to change their post, within reason.
Neglecting to follow any of the aforementioned systems can result in a loss of EXP in the thread, and possible administrative consequences.
9. Posting Order When creating a new RP (normal or event) a posting order will be decided once the creator of the RP posts a second time. Players are more than welcome to join after the first turn has passed, all this will do will modify the posting order for the next turn.
It is mandatory to follow posting order to create a fair and fun environment for all players. No one likes to get skipped! If a player however hasn't posted within 48hrs of it becoming their turn, then the next person in the order is allowed to skip them.
If a player is skipped, they are removed from the posting order until they post once again in the thread. They can then post at any time, modifying the posting order at that point.
Note: Any abuse of this system (I.E skipping your turn to react at a more convenient time) will be dealt with directly by staff and most likely have your post voided.
10. We have the right to add/remove rules There will most typically be an announcement if we in any way shape or form make additions or alterations to the rules, so don't get worried about being caught off guard. The reason for this rule is that we might change our stance to specific issues, or the proboards TOS might change. This is to allow the site flexibility in these events. So don't complain if things change!
11. If you aren't sure about something, drop a line in #ask-staff, or DM a mod or admin on Discord. We'll be happy to help.
2. Usernames Please chose a name for yourself and stick to it. Constantly changing your discord name becomes confusing to other members and can make it difficult when it comes to tags or what have you. You may add stuff to your chosen name (ex: Maya-Crim's Butterfree), but ensure your username is always there somewhere.
3. Appropriate Channels - No Spamming Our Discord Channel has many sub channels for you to post in. That being said, please ensure that you chose the channel appropriate to what you're doing. An example of this would be the desire to share images. Instead of flooding General Chat you would move those images to the #music-and-art channel.
If you make a mistake and post something in General that should go somewhere else, you will simply be asked to move it. However if you spam General you may receive a warning to move.
4. Asking Staff To Work Please do not constantly ask staff to work. We have a very large membership and as such, already have a lot of work to do. If you can ensure that the thread you want graded is in submissions, then be assured that we will get to it just as soon as we can.
5. Arguments The community of True Path is meant to be a warm and welcoming one for everyone. With a increasingly large member base, we understand that members and staff will often disagree on certain subjects, or have conflicting interests and opinions. The discord general is not the place for arguments. If you have a disagreement and wish to press the issue, please take it up in DMs or in the #venting channel.
You can always approach staff when an argument arises to ask for help, we are more than happy to assess the situation and help in any way that we can.
Just remember that heated arguments make everyone uncomfortable, but they also reflect badly on the site. Imagine a new member joining for the first time to find nothing but walls of texts where members are just arguing with each other?
6. Discord Servers In an attempt to keep the Discord Servers clean and organized, we have created a secondary server dedicated to U.A students and their clubs, as well as faction chats. You will be able to get the tag appropriate to the group you belong too and chat both IC and OOC on this side server.
True Path is a rules-light, freeform RP system. This means all abilities are rough examples, rather than exact measurements, and conflict and combat is decided by OOC discussion between players, rather than dice or a mathematical formula. To aid with this, we have a number of assumptions the rules run on:
First, True Path is an RP site based on My Hero Academia, a shonen anime. Our combat rules are set up to try to capture the “feel” of shonen anime battles, which means several things:
Combat is Common: Sparring between friends, battle between rivals, heroes versus villains, combat is frequent, isn’t always serious, and happens in many forms. Most characters should expect to get in a fight eventually, however--even civilians and support students.
Combat is Conversation: In the shonen anime genre, debates between characters that might otherwise be dealt with purely by words end up being resolved by fists.
Combat has Consequences: This one is a tricky one. In MHA, combat carries risks--broken bones, permanent scars, mental trauma to everyone involved. At the same time, combat is rarely lethal--the loser concedes, escapes, or it even ends in a draw. It's also not 100% realistic--people fight past injuries that should cripple them, and recover from incredibly severe injuries.
Everyone’s a Hero: Every player character, and every named NPC is the hero of their own story. This means they have a right to be treated with respect--if they lose, it should have meaning. If they win, it should take effort. Only faceless “mooks” can be expected to be overcome without a struggle, and then only with the storyteller’s permission.
Second, as an RP site, there are rules for politeness to other players:
Don’t God-mod: Godmodding is writing the actions or responses of another character. When there’s a possibility of failure, actions should be written as attempts, rather than successes (eg. “HERO punches VILLAIN in the ribs, hard” is godmodding. “HERO swings a fist at VILLAIN’s” ribs” is not.)
Godmodding can also extend to failure, as well as success. Deciding that another player’s punch instantly kills your character, thus saddling their character with the consequences of manslaughter is just as rude as single-handedly deciding your action succeeds.
Talk it Out, or Get a Judge: Remember how we said that the winner and loser of a fight is decided by discussion? Generally, you should always remember there’s another person behind every character. This means any consequences should be accepted by both players. Furthermore, if a winner for the fight, or success of any specific action is in doubt, players should get a Staff member to judge, or mutually agree to decide randomly. Seriously. There's no shame in asking staff. It's what we're here for.
Give Summaries: Fights aren’t easy to write, even for professional writers. You need to keep track of the character’s positions, injuries, tiredness, and actions. This means when you START A COMBAT THREAD, you should list abilities in shorthand in your first post:
[eg. QUIRK: E, ABILITY E, ABILITY: E]
And at the end of every post, you should list actions and status in shorthand:
[eg. HERO runs forward, and launches a punch at VILLAIN’s ribs, using his super-strength, and taking a hit from VILLAIN’s lightning bolt across the ribs.
HERO is FRESH, but in mild pain, and slowed by the bolt, and has a MINOR BURN.]
Always Move Forward: Fights should advance a character’s plot. Remember Combat as a Conversation? A conversation that consists of two sides ignoring each other’s arguments is terrible. This means that every post should focus on moving a fight to the inevitable conclusion. Attackers tire as they punch, kick, or sling energy. Defenders take hits, and tire as they dodge. Effectively, you can’t shrug off anything. Any action has a cost on everyone involved.
Don’t Fear the Reaper: This falls under both the shonen anime tropes category, and player politeness. On TP, characters only die in two circumstances: All players in the thread agree with it, or a Moderator decides your character has taken an action so risky, there is no plausible way for them to survive it. However, resurrection does not exist in the TP universe. Once a character is dead, it is final--they cannot create future threads, and the account will be locked.
The Nitty Gritty:
Once again, True Path doesn’t have health bars, damage numbers or anything of that sort. However, a combat post can generally be broken down into three parts: Action (Attack), Reaction (Defense and Damage), and Movement.
What this really means is respond to other people’s actions, and give other people a chance to respond to yours.
Action: In a single combat post, you have time to basically take one action that impacts the environment [Major Action], another player or group of players, or yourself. These actions are either made using a combat ability or quirk (in which case they use the rank of the highest ability to consider chance of success), or at G rank (average, non-combat trained human). If the action in question is an attack, it deals damage based on your strength, quirk damage, or whatever environmental or personal weapon is used for the attack.
Reaction: Every combat post should also detail how your opponents actions impact you. This means you should explain what combat ability you use for defense (“I block with a wall of fire from my quirk, I try to dodge with my agility”), and explain the consequences. (Which usually means damage and/or fatigue, which is reduced, but not negated by Durability or Armor. A G rank punch would still stagger, for example, someone wearing F-ranked thick padded clothing. HP isn’t a stat on True Path--it would be considered a variation of Durability.)
Movement: You can usually move in a post, unless you’re held down or restrained. How far, and where, depends on your agility, speed, or other mobility ability, such as vehicles.
Judging Success: When deciding on consequences or determining success, High Rank skills have an advantage on lower rank skills. The bigger the different, the greater this advantage is. However, the advantage isn’t ever insurmountable--if you put a character with mostly E ranks skill in an arena against a character with mostly F rank skills, the E rank character would win more than half the battles, but not a lot more. Random chance is always a factor.
1. God modding/Power Play Godmodding is when you, in your post, take control of another players character(s) actions, determining the outcome on some events and/or the effects actions will have on others. In the roleplaying setting, you're only capable of controlling your own characters, (and the occasional NPC) - and the outcome of actions directed towards you. In addition to this, power play is akin to perfectly dodging attacks in situations where your character shouldn't be able to, or marginalising the damage an attack should do to you. The only cases where you can expect some powerplay, is when there's storytellers involved. There may be a reason why a storyteller needs something specific to happen for the sake of the story. Naturally, these instances will be monitored thoroughly.
2. Metagaming Metagaming is the acquisition of knowledge your character shouldn't have. This can pertain to an enemy's strenghts and weaknesses, or even the location of a place where the character has never been. Depending on the severity of the metagaming, the punishments will be harsh.
In extension, if others are planning plots in which you are not directly involved, avoid partaking in it. (Say, if the IC chatbox is used for a villain meeting, and your character decides to rat them out to the police or heroes of the site - avoid doing this, it makes all the chatting messy.)
3. TLDR when in a large thread Whenever there are 4 or more players in a thread, we ask that you post a brief TLDR at the end of your posts. This is to ensure that nothing of important is missed by the next member to post. It doesn't have to be very detailed and can literally just be " Joe aimed a punch at Mary's nose".
We also ask that all members, when joining a large thread, include a list of what abilities they have and what rank they are, including their ranks at the beginning of the thread. This helps you and others see exactly what you have access too during the thread and won't be modified on rankup.
Example of this would look like: Martial Arts: F Rank Cooking: D Rank Quirk: C Rank
4. Death Enabled Threads When a thread becomes Death Enabled, that is when anything and everything goes. Your character may get maimed, arrested or even killed. If a thread is NOT Death Enabled, then you will NOT be able to seriously harm another character permanently. - A thread will be switch to Death Enabled when all parties within that thread consent to the risk, or the thread was first advertised as being Death Enabled to begin with. - Most event threads will be considered Death Enabled from the start - Players will have 48hrs to respond to a Death Enabled thread or risk auto hits to their character.
5. Posting Order When in a roleplay setting with other members we ask that you please follow a posting order. This is to avoid 2 members currently online from blasting through the story without including someone else who might have previously been in the thread. The simple rule of thumb for this is to ensure that everyone else in the thread has had a chance to post since the last time you posted before going again.
7. Time and Place True Path runs on liquid time, and that means that you can be in multiple threads at the same time without having to give a date and time. However, the date that the thread was created will become the 'official date' the thread is taking place on if a question in regards to timeline comes up. Death Enabled and Event threads will also follow this same 'official date' logic.
When it comes to the purchase of new abilities, remember that these will only become effective in new threads and will not be retroactively enabled in an existing one. This is to prevent someone from buying an ability mid thread, and attempting to use that skill in their current thread to 'win'.
In The Beginning The 21st century began with prosperity. The world had mostly recovered from the hardships, wars and atrocities it endured in the 20th century. There was relative peace in the world, tensions from the past was buried with trade and technology. The world was moving towards a united front under the banner of science. Of course the world was far form being perfect, but the living standards for the average human kept improving steadily. Efforts were constantly made to tackle the biggest issues humanity was facing. The process was only beginning, but the future seemed kind and warm towards humanity as a whole. Strife, war and misery seemed more and more like a thing of the past. However, this course towards a united humanity was irreversibly altered, as events no one could foresee, began unfolding.
2041-2042 A turning point in history had been passed without anyone even realizing. The first children with quirks had been born. Exactly where the phenomenon cropped up first is unknown, and it wouldn't be till much later, in 2041, that the world became aware of the shift in paradigm. A young man in the states, aged in his early twenties, had a strange mutation. His hands could glow, radiating both light and heat without actually harming him. The story became an instant sensation. People all over the globe reacted to the strange phenomenon. Some were afraid, others curious, while many more dismissed it all as a hoax. Scientists of all fields of study, from medicine to physics came to examine the man. Puzzled, confused, there was clear signs of structural differences in the DNA, but nothing that unveiled the mystery of the mutation. Before the world had a chance to understand what was happened, more similar cases began to spring up all over the world. It became apparent very quickly that the young man wasn't an isolated case and that the matter couldn't be ignored. The world was introduced to the first quirks, and they were appearing everywhere. As more of these strange individuals appeared across the world, the public began to stir. There were incidents where individuals were granted powerful quirks without the control to manage them, harming others and even themselves. The public opinion was clear; Quirks were dangerous. No longer did people just talk and share their opinions about quirks at work or online, they took to the streets. Several of the highly involved were organizing protests, sometimes even riots, for the government to take a stance. The first wave of quirk users weren't numerous and most made for easy targets. Others had quirks that allowed them to retaliate - and some did, giving quirk wielders a poor reputation immediately. Even if the "Quirkers", as they were referred to, had some defenders and support among the masses, those were just as rare to find as the Quirkers themselves. The most common victims were those who had undergone a physical change due to their quirk. Their altered appearance not only made them look particularly uncanny to the public, but it also made them easily identifiable. These individuals faced both harassment and abuse on an almost daily basis. Even when not facing discrimination or violence at the hands of the public, quirk users in the best case scenario still found themselves on some type of government watch-list. Rumors even had it, that several Quirkers were abducted from their homes across the globe, used for research into the phenomenon. It seemed like they were to be monitored for the rest of their lives. Given the initial low number of quirks that appeared most countries did not take any action on a larger scale. There didn't seem to be a need, quirk users were few and far between and all incidents were swiftly taken care of, swept under the rugs. Although somewhat unsettling, quirks didn't appear to be a huge threat to public safety at first. Governments dealt with each quirk user on a case by case basis, even if the fate of most was a similar one; Isolation.
2043-2070 As the years went on however, a change in the dynamic of quirks made itself evident. Not only did the number of quirks users who were born each year increase drastically, the age at which quirks became active shifted as well. Individuals were younger and younger when their quirks manifested. By the year 2053, it was estimated that half of the world's youth were Quirkers, and almost all quirks manifested during early childhood, before or around the age of four. Treating quirks like singular phenomena became impossible, something had to change on a grand scale. Countries took swift action, and at the first sign of unrest laws were passed which entirely prohibited the use of quirks. While it was an inelegant solution, society at large was satisfied. Those individuals who could not, or refused to control their quirks, were isolated, while a vast majority of individuals could live a normal life. Harassment of mutations was dwindling, as most now had family members with quirks. However, inelegant solutions were not to last. Not only did several people use quirks despite the prohibition, but many used them to commit mundane crimes with them as well, seeing themselves as superior. Quirk assisted crimes quickly became rampant, and only five years after the initial ban on quirks, they were the most common type of crime in most countries, easily overshadowing armed robberies. Villains had appeared and soon became a part of everyday life. Once that threshold was passed, it became undeniable that police was incapable of handling the new type of criminals society was faced with. When the old tools were incapable of resolving a situation, the quirk users undeniably held the upper hand. From the source of the problem, Quirkers, the solution came. Quirk users, who were unable to stand by and watch as society was tormented by the menace of villains, took it upon themselves to make a change. Using their own quirks, they began combating villains. As more joined the cause, a noticeable drop in crime-rates became apparent almost overnight. Vigilantes were born, and it was undeniable that the world was better for it. There were more fighting for a good cause, than there were those causing trouble.
2071-2072 Most countries realized just that, and by the year 2071 they began hiring vigilantes, offering them a pardon for their past deeds and an opportunity to work together with the government and police in order to combat villainy. The results showed themselves to be positive enough that countries quickly began expanding the program. Soon, talks began about establishing a Hero program and opening the first Hero schools in Japan. Copying the system, most of the world followed suit. The first prisons specifically constructed to contain quirk users were built almost at the same time. Shortly after regulations on non-criminal quirk usage eased up as well. Quirks had become a normal part of society.
Now, in 2072, the first hero schools are fully operational, including the first of them - Yuuei. Quirks have been accepted as a part of society and he world seems ready to continue its progress: now with heroes, villains and vigilantes as an integral part of it. Unfortunately, technology had come to an almost standstill in the meantime. Will the world move towards a peaceful future, or will this paradigm be the beginning of the end?
Quirks Today Today, the building of the first hero schools has come to fruition. The schools are funded mostly by the government and private sponsors, meaning their funding is limited. Yuuei, being one of them, has great locales, plenty of space, but the training equipment is mildly underwhelming. The first professional quirk users are being educated. However, society as a whole is in a state of flux. The older generation especially, came from a world where quirks were rare - or for the oldest generation, hardly existed. Racism and intolerance towards quirks most definitely still exists. Law-wise, this kind of racism is not outlawed. While it is becoming more and more rare, there are still extremists that would rather see individuals with quirks dead, rather than protecting or terrorizing society as a whole.
Note: Until the current IC year there were no 'Pro Heroes'. Vigilantes have to undergo a governmental competency exam to earn their title and become the worlds first official Heroes. Prior to this, there were just Vigilantes and Villains. Only vigilantes specifically handpicked by the government were given this privilege.
» Faction Information A few details on what each basic faction!
Civilians Civilians are your every men and women who perform the every day jobs we are all used too. Some Civilians have Quirks, while others do not. These people do not combat crime, nor do they commit villainous deeds. They are every day people, following the law and living their lives day by day.
However, petty criminals also fall under this category. Civilians that have broken the law but are inherently not villains would still be considered civilians, but would be monitored by law enforcement.
On the opposite side of the spectrum, it's always a possibility for a Civilian to become a Hero by taking the governments Hero Licensing Exam.
Villains Villains are people who actively use their quirks to commit large scale crimes and endanger the lives of Heroes and Civilians alike. Villains were the first group labelled by the public, as Vigilantism is still illegal and frowned upon. The more crimes the Villains committed, the [old] individuals who use their quirks to commit crimes, disturbing the public order and endangering lives in the process. Villains are the first group to be introduce to society with the advent of quirks as both vigilantes and heroes began appearing only after villainy had become a regular occurrence. Much like heroes villains tend to have a villain name and a costume associated with them. Many villains also tend to completely conceal their faces and identity with masks and similar accessories in order to be able to still lead a normal civilian life despite their criminal activities. While heroes all have the goal to uphold the law and protect society, the motivations of villains can often be far more varied. Some fight for money and personal gain, others are motivated by revenge and hatred, while some attempt to change society trough acts of terrorism or aspire to other similarly abstract goals. Because of this, villains are not a cohesive uniform group and conflict between villains are relatively commonplace.
Heroes Heroes are individuals who use their quirk to combat villainy and crimes, as well as to protect civilians from other sources of danger such as natural disasters. Heroes are known by their hero name and often recognized by the public for their costume or quirk. The current generation of heroes evolved solely from vigilantes. Future generations of heroes start their career as students at a hero school. Since the Hero Program is organized by the government heroes are technically civil servants and in order for one to be a hero they must be registered at the Hero Agency of the city they wish to operate in. While a Hero Agency is run by a hero, it is still finance and supervised by the government. Hero Agencies organize all the heroes within a city and dispatch the appropriate heroes whenever there is a need for them. While unlike vigilantes heroes operate within the confines of the law, making their actions legal, they are still subject to restrictions and regulations. Furthermore, it is not impossible for a hero to lose their licence for misconduct or overstepping their boundaries. Reminder!: In our True Path canon, heroes are meant to be rare. Japan is the first country with a government hero program, and current pros are mostly pardoned ex-vigilantes, and a handful of handpicked other candidates. Thus, to keep heroes feeling “exclusive,” we only have 20 open hero slots at any given time. We’re implementing two further rules aimed at Pro Heroes: First, one Pro Hero per player. Second, activity; heroes need to have at least one active thread running to keep their slot.
Students Students are citizens that attend U.A Highschool. When creating a student, first years must be 14-15 years old, second years must be 15-16 years old and third years must be 16-17 years old. Now that U.A has successfully seen it's first year completed, it will begin to follow regular High School criteria when accepting new students.
As part of the regular HighSchool program, students may enroll or create clubs. For a list of current clubs, see the Student' Clubs page.
All Student Rosters can be found HERE. Please make sure to register your character here to assign them to a class, seat and dorm room if applicable
Vigilantés Vigilantes are individuals who use their quirks to combat villains and crime, without operating within the confines of the law themselves. Vigilantes emerged as a direct response to the first villains, and although many of them made the transition to heroes, vigilantes are still a part of society to this day. Much like villains they tend to incorporate face concealing masks into their costumes as their crime fighting activities are illegal and they face similar consequences as villains for exposing their identity. While many of their acts are considered crimes, they differ from villains because they only commit crimes in order to directly combat other crimes. Their goals are in line with the goals of heroes, but they lack the licence and authority to legally pursue those goals. This means that vigilantes balance on the line diving heroes and villains and it is possible for them to slip into either of the two other groups depending on their actions and the choices they make.
If possible, vigilantes will abstain from extreme measures; Such as torture and murder. In situations where they have no other possible choice however, it is a line some will cross.
Creating a new Faction To create a new faction, you need 3 members PLUS the creator for a total of four. Once that is done, fill out the Faction application template found here. With that done, put it in the submission thread and a member of staff will approve it, add you to the roster and possibly create a new sub forum if needed.
There are 3 types of abilities on True Path. Combat Abilities, Specialist Abilities and Life Skills. Below we explain what each of those abilities do and how many of each you can have at certain Ranks.
Combat Abilities Combat abilities can range from Strength, Speed, Athleticism, etc. Basically any ability that allows you enhance your characters natural/physical ability would be considered a combat ability.
When creating an ability, please reference this Combat Ability Guide to ensure you follow the proper guidelines for your rank.
Specialist Abilities "Specialist Abilities, also known as Skills, are abilities that are gained through practice, study or IC developments that would grant one. These specialist abilities are a cross between mundane and combat skills as they can have an edge in any area of roleplay and can include such things as: engineering, crafting, first-aid, wealth, hacking, etc. A quick way to determine if an ability is Specialist is to determine whether or not it would be considered a Mundane Ability, but is also usable in combat situations. Specialist Abilities are weaker than Combat Abilities of the same rank and Mundane Abilities of the same nature and the same rank."
Life Skills Life Skills represent certain aspects of everyday life that your character might be particularly good at. These can include skills such as cooking, dancing, sewing, etc. Often times Mundane abilities give you no real advantage in RP situations, but help flesh out your characters as people.
When creating a Life Skill or Specialist ability, please reference this Ability Guide to ensure you follow the proper guidelines for your rank.
Each ability only provides a single perk. They do not grant multiple on rank up! They only get 'stronger'.
Ability Effects These are effects that can be applied directly to other players through the use of a Specialist ability. There is a very wide range of them, so we've done our best to list as many as possible in this handy guide. If ever there is an effect you want that isn't on the guide, either bring it up to the staff member grading you, or just ask about it in Discord!
[attr="class","title2"]» Quirk Types True Path's rules divide all Quirk into one of four types; Emitter, Transformation, Mutation and Summon.
True Path is first and foremost, a freeform roleplay site as we have stated time and again throughout these rules. That being said, the following 'rules' are really just guidelines for you to follow when you are roleplaying. Your character does not have infinite stamina, and with that being said please make sure that you RP your character accordingly! They will get tired, they will get battered! Play fair, or a member of staff will intervene.
An important note to remember is that Quirks will ALWAYS be stronger than an ability of the same same rank!
Type: Emitter Emitter type quirks function by creating or controlling an element separate from the user through conscious effort., this means that they are not passively active at all times. Emitter type quirks can also have a wide range of properties and abilities making them very diverse.
Some Emitter type quirks can be long ranged, allowing the user to affect things at a distance, while others require physical contact. Some create or use naturally occurring materials and elements (such as fire or earth) while others create substances which do not occur naturally and are unique to the user (such as metals).
Every quirk type has it's own challenges and drawbacks when being over used! You will be listing these in your character application as a minor exhaustion, and major exhaustion.
On creation, Emitters gain three abilities benefits/abilities that are relevant to their quirk! For example: Bakugou's benefits might be enhanced strength, burn effect and flight.
Type: Transformation Transformation quirks function by temporarily altering the user's form, he way in which the user's form is altered varies from one quirk to the next. Some enhance already existing features, some grant new features to the user while others can grant the user a completely new form.
Much like Emitter type quirks, they must be activated to be used, but once they are active the changes they cause remain until the transformation is over.
On creation, Transformation gain three abilities benefits/abilities that are relevant to their quirk!
Type: Mutation Mutation type quirks function by permanently altering the user's body. Quirks of this nature grant a particular set of features to the user which become a permanent part of their biology. You do not need to activate a mutation quirk, as it's a permanent alteration to the persons' persona.
A more common type of drawback for Mutation type quirks is usually tied to the mutation itself, as the user's altered biology can cause them to have weakness not present in other humans or to be particularly susceptible to a certain substance or condition. Most Mutation type quirks cannot be "turned off" either, meaning that the effect they have of the user can sometimes be a hindrance in everyday life.
On creation, Mutations gain three abilities benefits/abilities that are relevant to their quirk!
Type: Summon A Summon type quirk functions similarly to the Emitter types. You must consciously activate your quirk to summon a creature or construct from your being or surroundings. The Summoner and Summon have 3 benefits that are SPLIT between the two. This means the Summoner can have 0 benefits and the summon can have 3, or the summoner can have 2 and the summon has 1. You can use any combination as long as there are only 3 benefits.
When called on, the summon reflects the current rank of the user and levels up simultaneously with them. However, when the Summon is called on, they rely on their own sets of abilities. The Summoners abilities will NEVER be transferred to the summon. This means that if the Summoner has a durability ability, but the summon does not, then the summon will NOT automatically gain Durability from their Summoner for any reason.
Summoner and Summon are two different entities, and their abilities must be ranked up separately. The only exception to this is the Quirk rank itself.
On creation, Summons gain three abilities benefits/abilities split between them that are relevant to their quirk!
When you are ready to create your quirk, you may proceed to the Character Creation Template. Below we will break the Template down into parts so that we can be as clear as possible in our expectations when grading you! First and foremost, please review our DO's and DONT's of Quirk Creation.
Do's - State the general ranges and specifics of the quirk as listed here. - Be creative! Sure we encourage even the most basic of abilities like creating fire or ice, but why not take it a step further? Why not secrete gas from your mouth that then ignites to create your fire? Or have a naturally cold or frozen body to go along with your ice ability!? Creativity make this mode fun and much more diverse! - You can always ask for help or ideas from members and from staff! We're got many discord channels to help you create an amazing quirk!
DO NOT's - Perfect information. (Think lie detector) - Illusions - Immunity. (Resistances are okay) - Intangibility. (Phasing through objects) - Space/Time manipulation - Enforce action/emotion onto others. - Accurately predict the future. - One-shot kills. - "Literally Accelerator". (Vector Manipulation and other such physics manipulation)
NOTE: Quirks with similarities to canon Quirks are allowed, however be creative and make your own modifications. Do not copy the name or wiki entry of a canon Quirk, or base your Quirk on one that conflicts with other rules.
Once you've decided on a quirk you would want to use, it becomes important to integrate it with your character's personality. For most of the individuals in the world of BNHA, their quirks have been part of defining who they become as people. The drawback section is used to make your character shine. Each and every quirk uses stamina, causes strain and etc. Every quirk must have a thematic drawback too. Drawbacks to invisibility could be lack of social skills, as you cannot express yourself through gestures or facial expressions. Drawbacks to generating ice, could be that warmth makes you uncomfortable, sick. Be creative, the drawbacks should be character defining, rather than seen as a purely combat related weakness!
Common Combat Abilities Here is a list of common abilities you might fight on the site. Please make sure that your quirk and your abilities follow these default guidelines during creation.
Disclaimer: When it comes to combat, we consider every ability of the same rank is equally helpful towards winning a fight. In other words, there are no abilities which are more “optimal” than others, and you don’t have to worry about getting a “viable” build: you can simply pick the abilities which best suit your characters concept.
Stamina Stamina works by comparing your stamina rank to that of the opponent’s. If you are of equal rank, in a fight, you will both tire at roughly the same time. If your stamina is one rank higher than your opponent, they will tire first, but you won’t be far behind; with a two ranks advantage, you’ll have a comfortable edge over your opponent, but you will still tire a bit; with a three ranks advantage or more, your opponent will tire before you even break a sweat.
Please note that of course, having higher stamina doesn’t necessarily mean you will win a fight, and your stamina is, in the end, only as helpful as any other ability of the same rank when it comes to helping you win a fight.
Enhances Senses "Enhanced Senses" counts as any/all senses, so long as it makes sense for your character to have them. In the ability description note down what sense(s) of theirs are "enhanced", as well as which of them is, comparatively, their worst. This will count as a "detection" Specialist Ability that can counter stealth and/or disguises! The range and precision are in line with that of the normal range ability/benefit rank.
Character Creation - Explained Hero/Vigilante/Villain alias: Your characters 'Hero Name' Player Name: Your Discord name, what do we all call you? Faceclaim/Series: Pretty self explanatory. We do NOT allow real life images or claims. If you are going to claim an artists work, please first make sure that the artist is okay with you using their work, and credit them accordingly. Age: First year U.A students MUST be between 14-15 years old. Second years must be between 15-16, third years must be 16-17. There are currently exceptions to that rule as we are in U.A's infancy, but moving forward we ask that these ages are followed. Gender: "Are you a boy, or a girl?" We want to know how your character identifies. Please dont use any long confusing terms and just tell us what words you want us to use when referring to your character. Affiliation: Fill in either Villain/Civilian/Hero (Student)/Vigilante. If you do not have a faction please pick civilian. Height: Your character's height in meters. Weight: Your character's weight in kilos. Hair/Style: What is your characters hair normally like? What color is is, what style does your character normally wear? Skin/Scars: Skin color, any notable scars or birthmarks? Eyes: Color and shape or anything else that might be notable about them! Notables: Anything specific to your character goes here such as tattoos, piercings, any mutations, etc.
Appearance: Use minimum 150 words for your appearance. If you have an image of your faceclaim we aren't opposed to you simply writing out their physical description. We understand that this can be tedious, but this is necessary to your characters persona!
POSITIVE ✔ At least three positive traits! NEGATIVE ✖ At least three negative traits! LIKES ✔ At least three things your character likes! DISLIKES ✖ At least three things your character dislikes!
Personality: Describe your character's personality in 200 + words! Go into more detail than the bullet points above. We want to know how you act as a leader, how you react to being a follower? Are you kind with everyone, or do you shy away from the world? Are you aggressive with the opposite gender? Are you flirtatious? Are you a good student, a delinquent?
Quirk Name of Quirk here Type: Emitter, Transformation, Mutation or Summon Rank: All Quirks start at E rank Description: Go into detail of what your Quirk can do--this where you can be creative! What does your quirk LOOK like? Can you FEEL this quirk?( hot, cold, etc) Benefits: All Quirk types have up to 3 benefits that relate to your quirks theme. List them here and what your benefits allow you to do with your quirk. (These can be minor abilities, such as a speedster being able to run, parkour and uh... glide?)
Drawbacks and Exhaustion Go into detail about the minor drawbacks and limitations your Quirk puts on your character. Every character much have a minor exhaustion point (like headaches, muscle cramps, vomiting) and a major exhaustion point (muscles lock up, passing out, aneurysm). These exhaustion points will only be used whenever your character has reached the absolute limit of what their quirk can do.
Combat abilities, Specialist abilities and Life skills When you first create a character you can have up to only two free F-ranked abilities. hese two abilities can be distributed however you would like i.e. 2 combat skills, 1 combat skill/1 specialist skill, 2 life skills, etc. The possibilities are endless!
Every post you make, every thread you take I'll be watching you... awarding you EXP! For every thread you participate in you will be earning EXP to reward your efforts. How do we know how much EXP to give you you ask? Well, that's a secret! Just know that staff DO have a grading system in place that we follow for every single thread we grade. The only reason we don't tell the members how it's done, is to ensure no one tries to cheat the system.
On True Path, your Experience and your Event Points are like your currency. You spend them to rank up your Quirk and Abilities, or to buy yourself items and companions.
When leveling up your Quirk or Abilities, follow this guide. You must purchase every single rank individually as you rank up. What that means is, just because you have 700EXP to buy a C rank Ability doesn't mean you can. You need to buy the F rank first, then the E, then the D, and THEN the C. Meaning you will need to spend a total of
If you refer to this chart once more, you can see a general basis of what each rank should be able to do in terms of damage, speed, range, etc.
To get an understanding of what each level of ability is capable of, here's a small list of references to help guide you towards a correct understanding of your characters capabilities. Of course, this list does not account for everything. Simply try to be reasonable when it comes to your application, so that everything is kept within reason.
Ability Slots After your character is accepted on True Path, you will be able to purchase additional ability slots with EXP. Your character can have up to 10 abilities. But choose wisely! You can only have 5 abilities per each skill category. If you stick around long enough, you can earn even more ability slots.
You have 10 Ability slots to spend between Combat, specialist and Life skill ability types. But you can't have more than 5 abilities per type. That means you can get very creative with your builds. Here are some examples:
Ex1: 5 combat abilities, 3 Specialist Abilities, 2 Life Skills Ex2: 3 Combat Abilities, 4 Specialist Abilities, 3 Life Skills Ex3: 2 Combat abilities, 5 Specialist Abilities, 3 Life Skills
Note: Reminder that we do have various Sheets that you can view to help you when creating your abilities!
How to Increase your Rank Increasing your rank is as simple as gaining experience! you no longer need to 'apply' for a rank up. You simply need to have the necessary cumulative EXP (Spent and unspent) to match the EXP requirement needed for the rank above your own. This will automatically rank you up and allow you to begin purchasing the Quirk/Ability rank ups. To Apply for Quirks/Abilities, simply post it in your character progression sheet then post it in the submission thread for a member of staff to review.
Refer to this chart for the level up requirements:
Events on True Path: Events on True Path are site wide scenarios that can affect everyone in one way or another. Sometimes events will be specific to a certain faction, while other times they may target multiple. These events are meant to create a sense of world building, to fully immerse yourself in the world of My Hero Academia through a series of fun activities!
There are two types of Event on site.
World events are the larger events that usually involve everyone within a faction,
Will always grant a larger amount of EP than local events.
Event Points earned in a WORLD event will always be different as the difficulty of the event determines the amount of EP you will receive. F rank events = 1 EP, E rank Events = 2EP, D rank Events = 3EP, C rank Events = 4EP, B rank Events = 5EP, etc.
Local events are smaller events that usually cross over multiple factions,
Will usually earn you 1-2 EP pending difficulty,
Usually have a limit to how many people can participate.
Event Points Store Event Point Trade In [1 EP] You can add 250 experience for every Event Point spent. This exchange can only be done for the character that earned the event point.
EXP to EP Trade In [250EXP] You can gain 1 EP by spending 250exp. You can only spend the EXP of the character gaining the Event Point. Note: No Starter pack EXP can be turned into EP again once cashed in
Starter Pack: [2 EP] Starter packs can be purchased by any character unless they are a student. This pack provides your character with enough experience to bring your total exp up to 2000.
Example: I currently have 300 total exp and spend 2 EP to buy myself a starter pack. The starter pack will give me an 1700exp. If I have 1300 exp and buy en EP pack, the EP pack will only give me 700exp.
If your character has already accumulated 2000 total experience, you are not eligible for the starter pack.
Additional Character Slot [2 EP] By spending event points, you can unlock additional character slots to your accounts, allowing you to go beyond the normal three character limit.
Companion Purchase [2 EP] You can only purchase a companion with EP. This allows you to unlock the companion application which can be found in the rules below. Also, you can only purchase a companion for the character that the EP is coming from, meaning that you can't buy a companion for a character other than the one with the EP
» Site FAQ If a questions been asked, we will always try to update the FAQ for you!
How long is a post? Combat posts aren’t discrete units of time. However, it’s generally “a couple seconds” as you should never write a post too long for anyone else to react to. This also means that combat against groups or enemies, or chase scenes might have “longer” posts. (Timewise. Not wordcount wise.)
Can I have items? Yes you can have items! The thing with Items is that they are by default considered G rank until you make them an ability. Weapons will automatically become Combat Abilities, CREATING a weapon would be considered a Specialist ability.
Occasionally, a character may come across a situation where their personal story line needs the assistance of NPCs. In these situations, it can be incredibly difficult and uninspiring to write large solos to have your story told. therefore, we have storytellers here that will allow then to take control of the NPC's and surroundings in your story.
Additionally, storytellers will be given responsibilities when it comes to events, playing many of the larger NPCs that the member base will get to interact with.
How do I become a Storyteller? Easy! Just message any member of staff on site or via DM on Discord and let us know that you are interested in becoming a storyteller! We will let you know fairly quickly if we need anyone to fill the role.
If you are approved to be a Storyteller, you will be asked to create a new "storyteller account". This account must posses the username people know you by(I.E I'm Crimson, not Thundershock).
What are the rewards of storytelling? As a storyteller you will be earning EXP the same as you would with your own characters. You are simply responsible for more than just your own stories. You will be kept quite busy helping other members with their storylines. We don't expect you to do this for nothing! We will be giving you the same EXP as if you were playing your own character.
That EXP will go onto your storyteller account, and when you are ready to use it, simply post in your characters progression thread that you will be using the EXP from your Storyteller account.
NOTE: We will not tolerate anyone who abuses their role as a storyteller as a way to simply farm EXP. remember that you're here to help others, not empower yourself.
On True Path, you're capable of having a partner for your character, in the form of a pet, summon or a creation. These are things such as animals, quirk created constructs with sentience, or things like robotic companions. A companion takes up a combat ability slot. The rank of the combat ability slot, determines the overall rank that your companion's skills can be improved to. Meaning, if your companion combat skill is F-rank, your companion's skills cannot exceed F-rank.
A companion's skills are improved separately from your characters, with the same kind of limitations. Each improvement costs experience! Companions will follow the same rules and rank up guidelines as a Player character.
To create a companion you must first spend 2 EP to 'purchase' it via your Progression thread. Once your companion has been purchased, you can then go to the Companion Creation found here.
A companion will take up one of your Combat Ability Slots, so please make sure you have one available when applying for a companion
Your companion CAN BE a human with a quirk, however it must be EXTREMELY simple, basic mutations. There will be only 2 benefits MAXIMUM since there are only 2 abilities and if someone has a quirk similar to their own you must ask for permission.
Ability#1: your battle roomba produced two knives from it's under belly to fight with. Ability #2: The roomba discharges electricity into the knives
You can purchase additional abilities for your companion, but they take up YOUR ability slots.
A Quirk Summon, at the same rank as a companion, will always be stronger
On top of that you may not use that companion as a NPC, for that NPC to say things or do something, your character must be present in the thread and interacting with your characters or participating in the dialogue with your character present ( in solo threads it can be them talking.)
If a human companion or a pet companion dies, then they cannot be regained and the exp is lost. (This does not apply to robot or summoned quirk companions because a new one can be created/made) Your total exp does not change since it is spent, only the companion is lost and must be bought again. be careful!
The latest two years have seen quite some turmoil within the country of Japan. In an act of pure cruelty, the villain Thunder Shock laid siege upon a place of healing, his decision to target Tokyo Hospital leading toward one of the greatest casualties in recent history. Challenging him was one of the first heroes of our current generation, the young Darkshine who in the wake of the conflict disappeared from the public. Some say she is recovering from her injuries, others speculate she died, but there has yet to be any confirmation.
Thunder Shock meanwhile made quite a name for himself and the Kobayashi clan, becoming the most wanted criminal upon Japanese soil and upon his arrest after the clash with Darkshine was send by military escort to await his punishment. There are many theories about why he did not receive the death penalty: Some speculate they wanted to extract vital information out of him, for example behind the mysterious Quirk Enhancement Drug that had plagued the hero academy, others whisper of more ominous rumors, secret dealings within aa fanatic splinter organization of the military that led to the incident known as Semper Fi.
Everyone in Japan know it by name, the horrible tragedy where a radical group within the army initiated hostile actions against the visitors of the encampment. While recent confessions from a surviving soldier have revealed the truth behind the incident, it did not prevent unrest to rise about the fact the military acted so violently, and to make matters worse was revealed to had been secretly housing the villain that caused one of the most violent bloodbaths in recent history, yes Thunder Shock. His escape led to a growing distrust in the military and the government, worries about whether they were able to truly protect the people... an unrest the villainous Abbaddon took advantage of.
After a successful hijacking of Tokyo5's new channel, the man and his companions executed several individuals and attempted to rill up the Quirked citizen of Japan to rise up in defiance, to bloody success. When Abbaddon was captured, the man known as Nick Cross, a stigma upon the reputation of U.A as one of the first students to turn to the dark side of villainy, the government once more proved their incompetence by allowing the man to escape during a prison break, finally reaching a breaking point when the mysterious group Eternity announced their existence, claiming Tokyo would be theirs.
Even if the hero program earned some positive light in the form of being victorious in a international competition between several hero institutes that participated in a sports festival, the damage that was caused was too great, complains about how each 'victory' of the 'good' side was all but a reactionary effect.
Riots were held, unrest was stirring among the people, it seemed like the villain's strategy was about to succeed when something quite unexpected happened. A young lady made quite a splash in the medical world by carrying out an incredibly complicated surgery on a soldier who had tried to take her life during Semper Fi. During a public press conference in the wake of the surgery the soldier confessed his crimes, and the girl brought forth a speech to try to turn this dark tide of evil around.
Attempting to inspire hope and trust in the audience, the fact a Quirker doctor saved a non-quirker soldier resonated within society, her words about unity and cooperation led to some started to see hope again, others started to believe the government might still deserve a chance. Others even started their own efforts to defy the growing threat of villainy! After all:
United we stand, divided we fall,
Yet this was only the calm before the storm...
Short note: this by no means is a full summary and is more like a brief synopsis to showcase that our setting currently has a state of status quo
Hello members of TP! The Story-Teller team and the staff team are here to present a new approach to events! Our first and foremost goal is to make our events focus more on YOU and YOUR stories, making the narrative of the events more meaningful and have more impact into your tales rather than just world affecting events.
First, allow us to introduce the new system known as 'Saga'
A saga is a recurring period where we end up focusing on the idea of letting people focus on developing their own narrative with other people and storytellers to start leading up toward allowing members to influence the world more strongly. Like the name suggests, a saga focuses on a particular story arc of your character and their interwoven narrative with other people.
Now what exactly does this mean? Simply said, at the start of your saga you will give us a short outline of the things you want to accomplish currently, along with the pieces and players of the story. To provide an example:
Let's say I play Elise, and I want to make this saga for her all about how she becomes famous in the medical world and gets involved with several people throughout the saga.
I first explain that something serves as a prompt, something to stir the start of her saga. In this case, it is her committee work with Spymaster that led to an invitation from the government to become involved in a project.
Then, I specify the the 'how big' and the specifics of any story beats I'd like to play out.
I should also include any site NPCs or other major players that might be involved!
Lastly, I specify the end 'goal': where the story beats ideally lead to.
There is also the notables section: Here, I would put down anything that doesn't fit anywhere else, or make notes of things that might need staff approval first!
From there on? I have free reign to craft my own story, as long as I accomplish my 'objective' for this saga.
So in this case:
Character: Elise von Eisenberg Starting Prompt: ~describe how you plan to start your saga~ Story Beats: I want to get involved in an important medical operation using my skills, and build up coverage of it! NPCs Involved: Any NPC doctors/pros would go here! End-Goal: I want to become famous in the medical field and get the government to notice me! (make sure to make your goals fit with your narrative and skills, you're not going to become a famous surgeon with F-rank medical skill!) Notables: As the government and a teacher is involved, I should talk to a mod too!
BAM, with that alone you're all set to go and begin your own Saga, either with other people or asking for a StoryTeller to join in.
But now comes the question on everyone's minds: WHAT DO WE GET FOR DOING THIS?!
Students will gain 1EP upon completion of 50 'saga' posts (this means both your own saga topics, and those of others that might weave into your narrative, and all posts in said topics count toward it, so don't hesitate to get a lot of people involved, just remember: you got to complete those topics.) Non-students will gain 2EP upon completion of 50 'saga' posts (this means both your own saga topics, and those of others that might weave into your narrative, and all posts in said topics count toward it, so don't hesitate to get a lot of people involved, just remember: you got to complete those topics.)
Further clarification: With saga topics and the 50 posts count, it counts any posts you make, for example
- Player A is doing their saga with Player B, and both do 5 posts each = 10 posts for both of them - player A is also playing the nemesis in Player C's story, and they both also got 5 posts each = 10 posts for both of them
So the count is much faster than one might think from an initial impression.
while we understand the frustration some might feel about the difference in rewards, this is actually partly because a large amount of power is currently found in the students faction, and as such we want to give the other factions a chance to catch up properly and as such rewards will be fine-tuned later in response to the situation.
Additionally, note that you can participate in a saga without it being your explicitly designated saga. Only the person whose saga it is designated for will earn the points towards theirs, however! However, if you have the same/shared saga, you can both use the points, as explained above.
- Saga topics can be applied for HERE, and can be handed in for rewards as soon as the reward topic goes up
- Note that you must wait three months from your first post in a saga before submitting your next saga, and you may only receive credit for one saga per character at a time. You can only restart a new saga after three months from approval and after the previous one is finished. If your saga hasn't started yet or is stalled, you can put it on hold and restart another one after doing so, but must finish that new saga before you can restart the one on hold, after the three months of starting the new saga have passed. This waiting time of 3 months does not apply when you were forced to stop your saga due to unforseen circumstances. If you app a new saga directly after you drop this, it will be considered approved at the date of the original saga.