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Lorebook

Lorebook for My Hero Academia - Includes Movies and OVAs details.from Chub

Permanent
1,270
Lorebook
up to 1,233 of 90,718
BudgetPrompt budget
≈ 2,503

Description on Chubfrom Chub

Right off the bat, credit needs to go to three authors here on chub: @Kurt258 - https://chub.ai/users/Kurt258 @shycat4 - https://chub.ai/users/shycat4 @N0BodyC4res - https://chub.ai/users/N0BodyC4res


On the My Hero Academia Wiki, I was also inspired by an UNOFFICIAL Chronology Timeline (Up to Vigilantes), which can be found at the link below, so shout-out to InversePrime on there. https://myheroacademia.fandom.com/wiki/User_blog:InversePrime/My_Hero_Academia_Unofficial_Complete_Chronology_Timeline


So essentially, it is a blend of three lorebooks into one, with the addition of some characters, locations, timeline world info, all the movie arcs, and added OVA episode details.


I made this for use on ST. The lorebook budget and all that is up to you, of course, in your chats. Most, if not all entries are not constant; only three should be on.


Goes without saying but if any author of the three authors does not want their work to be used in such fashion, I will remove it immediately; please reach out.


And of course, please do give feedback if you end up using this book. If you notice anything problematic and the like, leave it in the discussions. Thank you.

MHA_ULTIMATE_CORE_world_info

338 entries · scan depth 4 · budget 100,000 tokens · recursive scanning off

A Super Detailed lorebook about My Hero Academia

Book settings

Showing 50 of 338

  1. #1[WLD] ULTIMATE PRIMER (constant) [NEW]

    Keys: canon primer, lorebook primer, ultimate primer, MHA primer

    Always on · Selective · Before character · Order 10 · 100%

    MHA ULTIMATE CORE LOREBOOK - PRIMER (read first).

    CANON SCOPE: one timeline built from the manga, the anime (seasons 1-7), the four theatrical movies and the OVAs. The movies are canon events, not side stories - they slot between the manga's arcs (see the Timeline entries).

    CHRONOLOGY ANCHOR: Year 0 is the secret battle that maimed both men - All Might lost his stomach and most of a lung and gained a shrinking hero-form timer; All For One was left faceless underground. Izuku Midoriya enters U.A. six years later. His first school year runs April (Year 6) to March (Year 7). The Vigilantes prequel era fills Years 1-5.

    MOVIE PLACEMENT: Two Heroes - July, Year 6 (after finals, before the forest training camp). Heroes Rising - December, Year 6 (winter break, Nabu Island). World Heroes Mission - winter, Year 7 (weeks before the Paranormal Liberation War). You're Next - May, Year 7 (weeks before the Final War).

    ERA RULES: characters only know what their date allows. All Might's decline is secret until Kamino (August, Year 6). Dabi's identity is secret until his broadcast (March, Year 7). The U.A. traitor stays hidden until May, Year 7. One For All's transferable nature, Kurogiri's true identity and Hawks's covert missions stay hidden until witnessed. See the Knowledge Gates entry for the full spoiler schedule.

    TONE: shonen sincerity - loud, warm and funny on the surface, real injuries and real consequences underneath. Heroes save people first and punch second. Plus Ultra.

    Entry settings
  2. #2[WLD] Story Arc Master Index [NEW]

    Keys: arc index, chapter list, arc list, anime seasons, story arcs, saga list

    Enabled · Selective · Before character · Order 10 · 100%

    STORY ARC INDEX (manga chapter spans, community saga groupings, anime mapping).

    U.A. BEGINNINGS SAGA: Entrance Exam (1-4), Quirk Apprehension Test (5-7), Battle Trial (8-11), U.S.J. (12-21), U.A. Sports Festival (22-44), Vs. Hero Killer (45-59), Final Exams (60-69), Forest Training Camp (70-83), Hideout Raid (84-97).

    RISE OF VILLAINS SAGA: Provisional Hero License Exam (98-121), Shie Hassaikai (122-162), Remedial Course (163-168), U.A. School Festival (169-183), Pro Hero (184-193), Joint Training (194-217), Meta Liberation Army (218-240), Endeavor Agency (241-252), Paranormal Liberation War (253-306).

    FINAL ACT SAGA: Dark Hero (307-328), Star and Stripe (329-334), U.A. Traitor (335-342), Final War (343-423), Epilogue (424-431, including the extra chapter More).

    MOVIE SLOTS: Two Heroes after the Final Exams arc (July, Year 6). Heroes Rising inside the Endeavor Agency period (December, Year 6). World Heroes Mission just before the Paranormal Liberation War (winter, Year 7). You're Next between the Traitor Arc and the Final War (May, Year 7).

    ANIME: Season 1 covers entrance exam through the festival's opening; Season 2 the festival finals through All Might's retirement; Season 3 dorms and licensing through the Eri rescue; Season 4 the School Festival, Pro Hero and Joint Training; Season 5 the Meta Liberation Army into the war's opening; Season 6 the war's end through Deku's homecoming; Season 7 Star and Stripe through the Final War and epilogue.

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  3. #3[WLD] Timeline Knowledge Gates [NEW]

    Keys: premature reveal, secret timeline, who knows what, spoiler gating, knowledge gates, spoiler rules

    Always on · Selective (AND ANY) · Before character · Order 10 · 100%

    KNOWLEDGE GATES - the spoiler schedule characters must respect.

    Gated reveals and when the world learns them: One For All's transferable nature (Izuku knows pre-series; Bakugo deduces it during first term and it is confirmed after Kamino; the wider class learns pieces during the Dark Hero spring). All Might's failing body - secret until Kamino, August of Year 6. Dabi is Toya Todoroki - hidden until his broadcast, March of Year 7. Kurogiri is Oboro Shirakumo - Aizawa and Present Mic learn it in early Year 7. Yuga Aoyama is the coerced U.A. traitor - exposed in May of Year 7. Hawks's Commission missions - covert throughout. Twice's death and Midnight's death - March of Year 7. Himiko Toga's death - May of Year 7, known to the few who were there. Izuku losing One For All - known only to the inner circle after the Final War.

    HARD RULES: characters placed before an event cannot reference it. Pre-war characters cannot mention Tartarus escapees, Star and Stripe, Deku's vigilante months, his Quirk loss, Dark Might, Humarise's global raid, or anything from the epilogue.

    MOVIE RULES: participants only know their own movie. I-Island survivors do not brief U.A. Bakugo's memory of wielding One For All on Nabu Island is fogged by the vestiges. Rody Soul's file exists only in Otheon.

    DIVERGENCE: player actions may butterfly canon. Arcs are milestones, not scripts - events shift causally, characters can die early, and reveals can only be pulled forward through in-fiction discovery, never narrator fiat.

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  4. #4[WLD] Timeline: Epilogue Era [NEW]

    Keys: eight years later, rebuild timeline, post war timeline, epilogue timeline, graduation timeline

    Enabled · Selective · Before character · Order 10 · 100%

    THE EPILOGUE ERA (June, Year 7 through Year 15).

    Year 7, June: the Epilogue Arc begins - Japan on the mend, and heroes no longer the only answer to danger. Class 1-A becomes 2-A. The country redistributes, rehouses, and relearns how to live without a Symbol.

    Years 8-9: the quiet years. The class finishes its schooling mostly untold. In March of Year 9, Class A graduates U.A. Izuku - Quirkless again since the war - studies to become a teacher.

    Year 15, April: eight years on. Izuku teaches heroics at U.A. The old class runs the Billboard Chart - Shoto at No. 2, Bakugo close behind him. Behind the scenes, Izuku is fitted with an All Might-class armored support suit funded in secret by his classmates and the school, and returns to hero work.

    Year 15, May: chapter 431, More - the class reunites, and Izuku and Ochaco finally say the thing under the tree on the hill.

    Year 15, June: the final pages - Eri visits U.A., Izuku charts toward the No. 4, and the children who grew up watching the war start at U.A. themselves. Plus Ultra, at the very end.

    Entry settings
  5. #5[WLD] Timeline: Master Chronology [NEW]

    Keys: timeline, canon timeline, timeline guide, when does, chronology, what year is it, order of events

    Enabled · Selective · Before character · Order 10 · 100%

    TIMELINE - MASTER CHRONOLOGY (anchored on the All Might vs All For One battle).

    Year -31: All Might's origin era - a Quirkless-muscled nobody inherits One For All from Nana Shimura and leaves for America, where he partners with David Shield.

    Years -8 to -7: Aizawa (Eraser Head), Shirakumo (Oboro) and Yamada (Present Mic) attend U.A. together. Shirakumo dies on a work study; his body is later taken by Garaki and remade into Kurogiri.

    Year 0: the secret battle. All Might vs All For One. All Might wins on the surface, loses his stomach and his future; AFO retreats into the shadows with a ruined face and begins raising a successor. All Might keeps working on a shrinking timer.

    Years 1-4: the Vigilantes era in Naruhata - Koichi Haimawari, Pop Step and Knuckleduster; the Villain Factory, Stendhal and the Sky Egg incident. All Might appears throughout in his prime-declining form.

    Year 5: Koichi emigrates as the licensed hero Skycrawler. Izuku Midoriya, Quirkless, meets All Might, cleans Dagobah Beach, and inherits One For All after ten months of training.

    Year 6: Izuku's first year at U.A. - entrance exam through All Might's retirement (see First Term and Second Term entries).

    Year 7: the second year - work studies, the Paranormal Liberation War (March), the Dark Hero spring, Star and Stripe, the traitor's unmasking, and the Final War (May). Japan begins rebuilding in June.

    Year 9 (March): Class A graduates U.A.

    Year 15: eight years later - Izuku teaches heroics at U.A., receives the class-funded support suit, and returns to hero work; Shoto is the No. 2; the epilogue (chapter 431, More) closes the story.

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  6. #6[WLD] Timeline: Vigilantes Era (Years 1-5) [NEW]

    Keys: Captain Celebrity, Naruhata, Sky Egg, Vigilantes, villain factory, Koichi, Knuckleduster, Pop Step, Stendhal, Skycrawler, Crawler

    Enabled · Selective · Before character · Order 10 · 100%

    THE VIGILANTES ERA (Years 1-5, roughly five years before Izuku enters U.A.).

    Setting: Naruhata, a working-class Tokyo ward the licensed hero system forgets. Three unlicensed vigilantes hold it together. Koichi Haimawari (the Crawler) - a polite, broke college kid whose Slide and Glide lets him skate any surface, later the sky. Kazuho Haneyama (Pop Step) - a parkour idol with Hop. Knuckleduster (Iwao Oguro) - a Quirkless ex-hero with brass knuckles, a missing daughter and no fear.

    Year 1: the Villain Factory floods the ward with Trigger-made Instant Villains under Kuin Hachisuka (the Queen Bee hive in a schoolgirl's body); Stendhal - the young Stain - executes criminals until the vigilantes force him out of Naruhata; Captain Celebrity (flight, invulnerability) works the ward as its licensed guardian.

    Year 2: the Sky Egg Incident - the synthetic villain Number 6 attacks a live broadcast; Knuckleduster ends his run; Captain Celebrity goes home to America a hero.

    Years 3-4: Bee Pop, the Final Performance, the Underground Masquerade, and the Naruhata Lockdown (Operation Anonymous) close the vigilantes era.

    Year 5: Koichi moves to America as the licensed hero Skycrawler.

    Most of U.A.'s future first-years were still in primary school during this era; these events are known mainly to their participants and the police.

    Entry settings
  7. #7[WLD] Timeline: Year 6 First Term [NEW]

    Keys: entrance exam timeline, USJ timeline, first term, Hosu timeline, first year timeline, sports festival timeline, Kamino timeline, training camp timeline

    Enabled · Selective · Before character · Order 10 · 100%

    YEAR 6 - FIRST TERM, MONTH BY MONTH (Izuku's first year at U.A.).

    January: All Might's beach-cleanup training concludes.

    February: Izuku inherits One For All and wrecks the exam zero-pointer with his first Smash; he, Bakugo and (by recommendation) Shoto pass the practical.

    April: term begins. Quirk Apprehension Test (Aizawa's logical deception about expulsion). Battle Trial - Deku vs Bakugo, round one. U.S.J. Incident - the League of Villains' first strike, a Nomu built to kill All Might, Thirteen's facility wrecked, the class scattered across disaster zones and blooded for real.

    May: U.A. Sports Festival - obstacle race, cavalry battle, tournament; Bakugo takes first; Deku vs Todoroki detonates the Todoroki family secret on live TV. Hero names are picked; internships begin (Deku to Gran Torino). Hosu Incident - Deku, Iida and Todoroki vs Hero Killer Stain; Native saved; Stain's ideology leaks online and radicalizes villains for years.

    June: classes resume; Gran Torino's One For All history lessons sink in; the Training of the Dead survival drill (OVA).

    July: written and practical finals vs the teachers (Deku plus Bakugo vs All Might). Then the I-Island Incident (movie: Two Heroes). Then Shigaraki corners Izuku alone at the Kiyashi Ward mall.

    Late July into August: the Beast's Forest training camp - the Vanguard Action Squad attacks; Kota saved from Muscular; Bakugo kidnapped. The Kamino Hideout Raid - Bakugo rescued, All Might vs All For One round two, United States of Smash, and the Symbol of Peace retires on live television.

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  8. #8[WLD] Timeline: Year 6 Second Term [NEW]

    Keys: Overhaul timeline, provisional license timeline, joint training timeline, second term, dorm timeline, meta liberation timeline, school festival timeline

    Enabled · Selective · Before character · Order 10 · 100%

    YEAR 6 - SECOND TERM, MONTH BY MONTH.

    August: Heights Alliance dorms open after Kamino; room inspections and a dorm competition; ultimate-move training with Ectoplasm, Midnight and Cementoss; the Make It Do-or-Die survival training (OVA).

    September: Provisional Hero License Exam at Takoba Stadium - most of 1-A passes, Bakugo and Todoroki fail; Deku vs Kacchan round two, in the rain, finally settles the guilt between them.

    September-October: the Shie Hassaikai Arc - the Big Three introduced; Sir Nighteye's agency; the first street encounter with Eri; the raid: Mirio loses his Quirk shielding Eri, Fat Gum and Kirishima break Rappa, Suneater eats three Precepts alone, Nighteye dies refusing to let his own foresight be prophecy, and Deku lifts Eri onto his back and goes one hundred percent. Eri rescued; hero society takes its first real scar.

    October: Remedial Course - Bakugo and Todoroki alongside Shiketsu's pair vs the Masegaki brats; Endeavor and All Might have their quiet talk.

    October-November: U.A. School Festival - Deku vs Gentle Criminal and La Brava alone on the festival wire; Eri's first real smile; 1-A's band show.

    November: Pro Hero Arc - the Hero Billboard Chart JP puts Endeavor at No. 1 the same week a High-End Nomu (Hood) nearly kills him and Hawks in the streets. Endeavor wins, scarred and changed.

    December 1: the Joint Training Battle - 1-A vs 1-B, five rounds, Shinso's transfer audition; Deku's Blackwhip erupts out of One For All.

    December: the Meta Liberation Army Arc - Twice's Sad Man's Parade; Deika City; Re-Destro kneels; the Paranormal Liberation Front forms, one hundred thousand strong. Then, on winter break, the Nabu Island Incident (movie: Heroes Rising). Endeavor Agency work-studies begin for Deku, Bakugo and Todoroki; Christmas in the dorms; the U.A. Heroes Battle card-game exhibition (OVA).

    Entry settings
  9. #9[WLD] Timeline: Year 7 Apr-Jun [NEW]

    Keys: traitor timeline, Dark Hero timeline, vigilante Deku timeline, Year 7 spring, Final War timeline, Star and Stripe timeline

    Enabled · Selective · Before character · Order 10 · 100%

    YEAR 7 - APRIL THROUGH JUNE (THE FINAL ACT).

    April: the Dark Hero spring. Wanted fugitive Deku hunts All For One's network alongside All Might and the top pros, sleeping in safehouses, his Quirk burning holes in his body. Deku vs Lady Nagant - the Commission's discarded assassin - turns her from All For One's plot. Class 1-A comes for him and drags him home to U.A.

    May: Star and Stripe dies over the Pacific, sacrificing New Order to buy the world time. The U.A. Traitor Arc: Yuga Aoyama and his parents exposed as coerced pawns and repurposed into the final trap's double agents. Class 1-A moves to Fortress Troy. The Gollini Affair (movie: You're Next) hits in the same weeks. Then the Final War: the U.A. flying fortress and the Coffin in the Sky; battlefronts split by Warp Gate - Deku vs Shigaraki above the clouds, Shoto vs Dabi, Uraraka vs Toga, Bakugo's return from the dead against All For One, and All Might's armored last stand. Deku spends One For All ending Tenko Shimura's war.

    June: reconstruction. The dead are counted - Midnight, Sir Nighteye, Twice, Himiko Toga, and the war's thousands. U.A.'s third years graduate; 1-A becomes 2-A. Shoto visits Toya. Spinner writes his testimony from prison. Deku and Ochaco sit under the hillside tree, and the story begins winding down.

    Entry settings
  10. #10[WLD] Timeline: Year 7 Jan-Mar [NEW]

    Keys: Humarise timeline, Jaku timeline, paranormal liberation war timeline, Gunga timeline, Year 7 winter, work studies timeline

    Enabled · Selective · Before character · Order 10 · 100%

    YEAR 7 - JANUARY THROUGH MARCH (second year, winter).

    January: work-studies round two under Endeavor; the Todoroki family dinner; Hawks closes his infiltration of the Paranormal Liberation Front from inside; Shigaraki's enhancement surgery begins beneath Jaku Hospital - months from completion.

    January-March (loose window): the Humarise Incident (movie: World Heroes Mission) - Trigger Bombs planted across the world's cities, Deku framed for murder in Otheon, and the World Heroes Association's coordinated global raid. Also the Hero League Baseball charity exhibition (OVA).

    Late March: the Paranormal Liberation War. The Jaku hospital raid - Endeavor, Deku and Bakugo against the awakened Shigaraki, whose body now carries All For One's Quirk. The Gunga Mountain Villa raid - Gigantomachia released, the League riding him across cities; Midnight dies; Machia rampages for hours. Dabi's broadcast detonates the Todoroki secret on national television. All For One breaks Tartarus open from inside. Society collapses within a week: heroes quit on camera, evacuees fill the streets, and Japan enters the Dark Hero spring.

    Entry settings
  11. #11[CHAR] Character: David Shield [NEW]

    Keys: Dave Shield, David Shield

    Enabled · Selective · After character · Order 10 · 100%

    DAVID SHIELD - scientist, no hero alias. All Might's oldest friend and former partner from his American years; one half of the two-man team the first movie is named for. Built much of All Might's classic gear. Now I-Island's leading researcher and a single father raising Melissa. Cannot accept that All Might is fading: in July of Year 6 he stages a fake villain breach of his own lab to steal back the sealed research on the source of All Might's power, intending to hand the Symbol his strength again. The plan is hijacked by Wolfram, who shoots David and takes the guests hostage. David survives, is quietly forgiven, and becomes one of the few living keepers of the One For All secret.

    Entry settings
  12. #12[WLD] Character: Melissa Shield [NEW]

    Keys: Melissa, Melissa Shield

    Enabled · Selective · After character · Order 10 · 100%

    MELISSA SHIELD - Quirkless support engineer, Izuku's age, David's daughter. The mirror-hero of the movies: no Quirk, no self-pity, a workshop full of inventions and total conviction that she can save people with her hands. Designed the Full Gauntlet for One For All's output. During Wolfram's hijack she guides the students through the tower, rebuilds the security reboot, and steps between a gun and her father. She and Izuku leave I-Island as penpals, and her work threads through the movie era's support networks. Among the first people who never once treated Izuku as less for what he was born without.

    Entry settings
  13. #13[WLD] Character: Wolfram [NEW]

    Keys: Wolfram, Wolfram villain

    Enabled · Selective · After character · Order 10 · 100%

    WOLFRAM - villain leader of the I-Island hijack (Two Heroes, July of Year 6). A scarred, gravel-voiced bruiser whose Quirk bends metal: he raises weaponized pillars, walls and a colossal fist from the island's own structure. He also carries Muscle Augmentation - a second Quirk his body should not hold, which the community reads as an All For One gift, quietly making Wolfram a hint that AFO's reach extends into the movie era. Hired into David Shield's fake breach, he converts it into a hostage massacre, times the raid to All Might's muscle-form limit, and plans to walk out with the vault's One For All research for his backer. Stopped at the top of the tower by Izuku in the Full Gauntlet and All Might together - the Double Detroit Smash.

    Entry settings
  14. #14[WLD] Item: Full Gauntlet [NEW]

    Keys: Full Gauntlet

    Enabled · Selective · Before character · Order 10 · 100%

    FULL GAUNTLET - Melissa Shield's masterwork, first worn by Izuku on I-Island (July of Year 6). A reinforced arm unit that absorbs One For All's recoil and vents it, letting Izuku throw genuine one hundred percent smashes without shattering his arm - a handful of full-power blows per unit. The first support item ever built around One For All's specific output, and the proof of concept for everything Izuku wears later: the combat braces of the vigilante spring and the war era descend from this design. A gauntlet dies heroically in the Wolfram fight.

    Entry settings
  15. #15[WLD] Location: I-Island [NEW]

    Keys: floating island, I island, I-Island, I-Expo

    Enabled · Selective · Before character · Order 10 · 100%

    I-ISLAND: a man-made moving island of scientists and support developers - effectively a floating research nation. Neutral ground hosting the I-Expo, the world's largest hero-gear exhibition: costumes, support items, Quirk-analysis systems, rescue robotics, all under one glass city. Security is a central computer-governed system with vaulted tiers of classified research; there is no standing pro-hero garrison, only the system and offshore partners. Its residents include David Shield, the island's star researcher, and his daughter Melissa. Izuku's first visit (July, Year 6) ended in the Wolfram hijack; the island's tech resurfaces across the movie era, from Full Gauntlet derivatives to World Heroes Association support logistics.

    Entry settings
  16. #16[WLD] Two Heroes: The I-Island Incident [NEW]

    Keys: Two Heroes, I-Expo attack, I-Island incident, Wolfram incident, movie one

    Enabled · Selective · Before character · Order 10 · 100%

    MOVIE: TWO HEROES - the I-Island Incident (July, Year 6; after finals, before the forest training camp).

    All Might is invited to the I-Expo preview gala on I-Island and brings Izuku along. Several 1-A classmates are on the island as expo guests - Bakugo, Todoroki, Iida, Uraraka, Yaoyorozu, Ashido, Jiro and Kaminari among them - and Izuku spends the day with Melissa Shield, a Quirkless support inventor his age, daughter of All Might's old American partner David Shield.

    THE HIJACK: David, unable to accept All Might's decline, has staged a fake villain breach of his own lab to steal back his sealed vault research - data on the source of All Might's power - intending to restore his friend. The real villain Wolfram, planted inside the scheme, turns it lethal: an armed crew seizes the security system, takes the gala hostage, and shoots David.

    The raid is timed around All Might's muscle-form limit, leaving the Symbol rationing seconds he does not have. The students retake the island in shifts - Iida's group restoring the security reboot while Bakugo, Todoroki and the others clear corridors - and Izuku, wearing Melissa's Full Gauntlet, meets All Might at the top of the tower for the Double Detroit Smash that folds Wolfram's metal.

    AFTERMATH: hostages freed, David quietly forgiven, Wolfram's backer unnamed - though his second Quirk, Muscle Augmentation, is read widely as an All For One gift. All Might keeps his secret. Izuku keeps a penpal.

    Entry settings
  17. #17[CHAR] Character: Nine [NEW]

    Keys: Nine villain, Nine

    Enabled · Selective · After character · Order 10 · 100%

    NINE - the villain of Heroes Rising (December of Year 6). Innate Quirk: Weather Manipulation - hyper-scale storms, typhoons, lightning, local pressure shifts. Layered onto it is a suite of grafted Quirks - flight, finger-fired energy bolts, serpentine water constructs, enhanced senses - part of an experiment to build a multi-Quirk superhuman in the lineage of All For One's research. The problem: his body is eating itself; he needs Katsuma Shimano's cell-activation Quirk to knit his failing cells together. Cold, aristocratic, obsessed with a world where only the strong deserve peace; kills without preamble. Defeated by Izuku and Bakugo wielding One For All together, his own body's collapse finishing what the boys break. Distinct from the League's later vessels: Nine is a proof of concept, not a successor.

    Entry settings
  18. #18[WLD] Characters: Nine's Lieutenants [NEW]

    Keys: Slice, Mummy, Nine crew, Chimera, Nine lieutenants

    Enabled · Selective · After character · Order 10 · 100%

    NINE'S LIEUTENANTS (Heroes Rising):

    SLICE - a killer whose Quirk grows blade-filaments from his hair that scythe on command; fast, feral; Bakugo's opponent in the raid.

    CHIMERA - a massive enforcer whose Quirk grants stacked animal traits - fangs, hide, limb strength - and can ramp into a full beast form; fights Todoroki, Iida and the squads holding the village.

    MUMMY - his Quirk weaponizes the bandages wrapped around his body, puppeteering whatever he wraps, including people and machines; taken down by Sero, Mineta and Kaminari's discharge.

    They land with Nine by boat, cut the island's comms, and run the night assault that herds the population for Katsuma's extraction. All three are fighting to make Nine's new world; none of them survive seeing it.

    Entry settings
  19. #19[WLD] Characters: The Shimano Siblings [NEW]

    Keys: Mahoro, Katsuma Shimano, Shimano siblings, Katsuma, Mahoro Shimano

    Enabled · Selective · After character · Order 10 · 100%

    KATSUMA AND MAHORO SHIMANO - the island siblings at the center of Heroes Rising (December of Year 6).

    KATSUMA, about seven, is the medical target of the whole movie: his Quirk activates cells - accelerating healing and growth in himself and, with training, in others - exactly what Nine's collapsing multi-Quirk body needs. He wants to be a hero more than anything; the raid terrifies him into hiding it.

    MAHORO, his older sister, is sharp-tongued, fiercely protective, and determined to bury her brother's dream somewhere safe. It is Mahoro who brings the class the truth of what Nine is hunting.

    The pair are the film's torch-passing image: Katsuma watching Deku refuse to fall down, and deciding - fists clenched, crying, furious - that he will stand up too. After Nine's fall, Katsuma's activated Quirk helps close the class's wounds. Deku's first real fan.

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  20. #20[WLD] Event: The Nabu OFA Transfer [NEW]

    Keys: Nabu transfer, Bakugo borrowed One For All, shared One For All, dual bearer, One For All shared

    Enabled · Selective · Before character · Order 10 · 100%

    THE NABU TRANSFER - the one time One For All was shared (Heroes Rising, December of Year 6).

    With the class broken across the island and Nine's storm flattening everything, Izuku grabs Bakugo's hand and pushes a portion of One For All into him: two active bearers at once, something everyone believed the Quirk forbade. For one fight they wield it together - Izuku riding the storm, Bakugo detonating through it - and together they break Nine.

    Afterward the transferred ember leaves Bakugo's body. The vestiges cloud his memory of wielding it; he wakes asking whether it was a dream, and Izuku lets him believe it. The full Quirk settles back into Izuku undiminished.

    CONTINUITY NOTE: this is the softest canon bend in the movies, and the lorebook treats it exactly as the film does - a miracle the Quirk reseals, witnessed by a boy who half-remembers it.

    Entry settings
  21. #21[WLD] Heroes Rising: The Nabu Island Incident [NEW]

    Keys: Heroes Rising, movie two, Nine attack, Nabu Island incident

    Enabled · Selective · Before character · Order 10 · 100%

    MOVIE: HEROES RISING - the Nabu Island Incident (December, Year 6; winter break, weeks after the Paranormal Liberation Front formed).

    The entire Class 1-A is assigned to run a real hero office on remote Nabu Island - patrols, rescues, community PR, no supervising pro, the capstone of their first year. The island: small, aging, trusting, defenseless. Among the residents: Katsuma Shimano, a boy who wants to be a hero, and his sister Mahoro.

    NINE lands by boat with three lieutenants - Slice, Chimera, Mummy - hunting Katsuma, whose cell-activation Quirk is the only thing that can stop Nine's overgrafted body from eating itself. Weather control herds the village; night raids pick the class apart; comms die.

    The class answers like a single organism - evacuation triage under Ashido and Kirishima, field command under Yaoyorozu, Jiro and Tokoyami fighting in the blackout, Sero and Mineta against Mummy, Bakugo against Slice, Todoroki and Iida against Chimera's second form, Deku against Nine twice and losing the first.

    CLIMAX: Izuku, broken, presses a portion of One For All into Bakugo's hand - two bearers at once - and the childhood rivals wield it together against Nine's full storm until his body collapses. The island survives; Katsuma's Quirk helps close the class's wounds; the ember quietly leaves Bakugo, and the vestiges fog his memory of it.

    Horikoshi wrote the film as a possible ending for the series - read it as the class's farewell lap as a family, one winter before everything breaks.

    Entry settings
  22. #22[WLD] Location: Nabu Island [NEW]

    Keys: Nabu, Nabu Island

    Enabled · Selective · Before character · Order 10 · 100%

    NABU ISLAND: a small island community south of Japan's main chain (Heroes Rising, December of Year 6). A ferry-linked village of families and elderly residents with no pro coverage; its hero office is a converted civic building that Class 1-A runs alone for the winter. Landmarks: the harbor, the hillside clinic, the Shimano household, the shrine road, the cliffs where Nine lands. The island's isolation is the point - the nearest backup is hours away by sea, so during the attack the class of twenty is effectively the entire hero force of the island.

    Entry settings
  23. #23[WLD] Character: Flect Turn [NEW]

    Keys: Flect, Flect Turn, Reflect

    Enabled · Selective · After character · Order 10 · 100%

    FLECT TURN - leader of Humarise and the villain of World Heroes' Mission (winter, Year 7). Quirk: Reflect - his body returns any attack sent at it, energy and physical alike, up to a limit; overwhelming sustained output is the only way through, which is exactly what Deku brings. Raised in fear of Quirks and radicalized into the belief that Quirks are a disease that will end humanity - the Quirk Singularity theory turned into theology. Cold, articulate, utterly certain, running a global cult the way a CEO runs a company: cells in every country, donations, mountains, murder planned in spreadsheets. Genuinely believes he is saving the world. His defeat at Deku's hands - a Quirkless-born boy refusing his doctrine at full power - breaks him more thoroughly than the punches do.

    Entry settings
  24. #24[WLD] Character: Rody Soul & Pino [NEW]

    Keys: Rody Soul, Rody, Pino

    Enabled · Selective · After character · Order 10 · 100%

    RODY SOUL - the deuteragonist of World Heroes' Mission (winter, Year 7). A streetwise teenage courier in Otheon's capital, raising his younger siblings alone since their father died, running packages for money of any legality. Sardonic, self-serving on the surface, loyal underneath - the movie's argument that a person's Quirk and a person's heart are different things. His companion bird PINO is his actual Quirk - a small sentient bird that acts out his true feelings, blurting what he tries to hide; the community's favorite bit of the film. Hired to deliver the briefcase that turns out to hold Humarise's master bomb arming key, Rody becomes Deku's fugitive partner, and finishes the disarm sequence at the end using the memory of his father's music. He and Deku part as friends - the courier keeps flying after the credits.

    Entry settings
  25. #25[WLD] Location: Otheon [NEW]

    Keys: Otheon, Otheon capital

    Enabled · Selective · Before character · Order 10 · 100%

    OTHEON - the fictional western European nation where World Heroes' Mission runs (winter, Year 7). A modern country of old-money districts, a dense historic capital, and a national police force with an international murder warrant it does not hesitate to broadcast. The Deku manhunt here is the movie's engine: a wanted terrorist's face on every screen in a country that has never heard of him, a foreign hero system with no jurisdiction, and the capital's markets, rooftops, rail yards and alleys as the fugitive's terrain. The World Heroes Association's task-force staging, Endeavor's detachment, and Humarise's local cell all collide here before the finale moves to the cult's mountain headquarters.

    Entry settings
  26. #26[WLD] Organization: Humarise [NEW]

    Keys: trigger bomb, Trigger Bombs, Humarise, anti quirk cult

    Enabled · Selective · After character · Order 10 · 100%

    HUMARISE - the anti-Quirk cult of World Heroes' Mission. A global organization with cells in every nation, founded on the belief that Quirks are a plague and humanity must be cleansed of them - fringe theology built on the Quirk Singularity theory. Members wear white, chant doctrine, and work ordinary jobs as cover. Their weapon: TRIGGER BOMBS - devices that release concentrated Trigger toxin over a city, driving every Quirk user in range berserk until their own powers kill them. A bomb in a crowded capital is mass murder with no fingerprints and no survivors; the master bomb planted at their mountain headquarters is sized for the whole region. Funded by donations, armed by chemistry, led by Flect Turn. Zealots, not soldiers - and far more dangerous for it. Dismantled in the WHA's coordinated global raid of winter, Year 7.

    Entry settings
  27. #27[WLD] Organization: World Heroes Association [NEW]

    Keys: WHA, World Heroes Association, global task force

    Enabled · Selective · After character · Order 10 · 100%

    WORLD HEROES ASSOCIATION (WHA) - the international coordinating body for the world's national hero systems (World Heroes' Mission). A representative council rather than a global army: it aligns standards, tracks cross-border villain networks, and designates world-class heroes cleared to operate internationally. Its doctrine is zero-sum - sending heroes abroad strips protection from their home nation, so every deployment is calculated. The Humarise crisis forces its largest-ever operation: nationally recruited detachments - Endeavor's among them - staging simultaneous raids on cult cells across every member nation. The raid works, and the incident is quietly filed as the largest coordinated hero action in history.

    Entry settings
  28. #28[WLD] World Heroes Mission: The Humarise Incident [NEW]

    Keys: World Heroes Mission, Otheon incident, Trigger Bombs incident, Humarise incident, movie three

    Enabled · Selective · Before character · Order 10 · 100%

    MOVIE: WORLD HEROES' MISSION - the Humarise Incident (winter, Year 7; weeks before the Paranormal Liberation War).

    PLOT: the anti-Quirk cult Humarise detonates a Trigger Bomb in a city, killing thousands by driving Quirks berserk - the opening move of a planned global purge. Deku, working a work-study patrol in the western nation of Otheon, saves a boy from the blast aftermath and is framed on live television for the atrocity: a murdered Humarise agent, a wanted terrorist running with a briefcase.

    ON THE RUN: hunted by Otheon's police and the international press, Deku goes dark in the capital's backstreets with Rody Soul, a local courier with a bird named Pino and debts of his own. The briefcase Rody was hired to carry turns out to hold the arming key to Humarise's master bomb. Bakugo and Todoroki, in Otheon with Endeavor's detachment for the World Heroes Association's global task force, cut their own path through the cult to reach him.

    CLIMAX: the WHA launches coordinated raids on Humarise cells worldwide while Deku and Rody infiltrate the cult's mountain headquarters. Deku vs Flect Turn at the top - and the master bomb's countdown answered by Rody, who finishes the disarm sequence his father's music taught him. The bombs die quiet. The frame-up dies with the cult.

    AFTERMATH: the world never learns how close it came; Deku's name is cleared quietly, and the WHA files the incident as the largest coordinated hero operation in history.

    Entry settings
  29. #29[WLD] Character: Anna Scervino [NEW]

    Keys: Anna Scervino, Anna

    Enabled · Selective · After character · Order 10 · 100%

    ANNA SCERVINO - the girl at the center of You're Next (May of Year 7). Her Quirk amplifies other people's Quirks - raw output multiplied past its natural ceiling - which makes her the single most valuable battery in Japan to anyone strong enough to hold her. The Gollini Family hunts her to supercharge Dark Might's ascension; Class 1-A becomes her shield. Quiet, guarded, kind under the fear - a civilian kid handed the worst spring of her life, and the movie's reminder of what the class is actually fighting for while the adults' war gathers offshore. She survives the affair; her Quirk goes home with her.

    Entry settings
  30. #30[WLD] Character: Dark Might (Valdo Gollini) [NEW]

    Keys: Dark Might, Valdo Gollini, Dark Might villain, Valdo

    Enabled · Selective · After character · Order 10 · 100%

    DARK MIGHT / VALDO GOLLINI - the villain of You're Next (May of Year 7). Valdo is the boss of the Gollini Family mafia, a scarred mountain of a man, and the movie's darkest joke: a lifelong All Might devotee who loved the Symbol of Peace so much he decided to replace him. His armored, Quirk-assisted bulk mimics All Might's muscle form down to the grin - he performs heroism as extortion, saving crowds with one hand while his family breaks the country with the other. Grandiose, theatrical, hollow where All Might was solid; every speech is a campaign rally, every fight a photo-op. He hunts Anna Scervino to amplify his Quirk into genuine Symbol-of-Peace power and cement the lie. Broken by Deku in the fortress - the pretender unmasked by the real thing - and the title's meaning flips with his fall.

    Entry settings
  31. #31[WLD] Location/Item: Dark Might's Fortress [NEW]

    Keys: Gollini fortress, Dark Might fortress, false Symbol

    Enabled · Selective · Before character · Order 10 · 100%

    DARK MIGHT'S FORTRESS - the Gollini Family's mobile stronghold (You're Next, May of Year 7). A rolling castle of armored plating and amplified Quirks, equal parts siege engine and stage set: the family's seat of power and Valdo's backdrop for performing the Symbol of Peace. It grinds through cities announcing the new Number One, bristling with the family's enforcers, and serves as the final battleground of the film - Deku versus Dark Might fought in and around the thing until the false Symbol's borrowed shape breaks and the fortress falls with him. The community's read: the movie's climax is a dark mirror of Kamino - a musclebound titan in a collapsing structure, except this time the titan is the lie.

    Entry settings
  32. #32[WLD] Organization: The Gollini Family [NEW]

    Keys: Gollini mafia, Gollini Family, Gollini, Bruno Gollini, Bruno

    Enabled · Selective · After character · Order 10 · 100%

    THE GOLLINI FAMILY - the mafia at the center of You're Next (May of Year 7). An old crime organization built around boss Valdo Gollini's obsession: where the League wanted to burn hero society and Overhaul wanted to cure it, the Gollinis want to OWN it - to inherit All Might's vacant throne by force of money, muscle and cosplay. Lieutenants like BRUNO GOLLINI enforce with Quirks of their own - bruisers, walls, and worse - and the family rolls a mobile fortress through the country as its capital. Their plan is Anna Scervino: her Quirk-amplification turned up Valdo's power until the false Symbol could out-muscle the real heroes sent to stop him. The family is dismantled by Class 1-A across the movie's second half - the class's last full formation before the Final War.

    Entry settings
  33. #33[WLD] You're Next: The Gollini Affair [NEW]

    Keys: movie four, Gollini incident, Dark Might incident, You're Next

    Enabled · Selective · Before character · Order 10 · 100%

    MOVIE: YOU'RE NEXT - the Gollini Affair (May, Year 7; the same spring as the Final War, weeks before it).

    PLOT: Japan is at its lowest ebb - heroes scattered, the public furious, All Might long retired. Into that vacuum steps DARK MIGHT: a grinning, musclebound lookalike of the Symbol of Peace, declaring himself the world's new Number One and announcing YOU'RE NEXT as a threat and a promise. Behind the mask is Valdo Gollini, boss of the Gollini Family mafia and a lifelong All Might obsessive, using his fortune and his Quirk to wear the Symbol's shape.

    The Family's objective: Anna Scervino, a girl whose Quirk amplifies other people's Quirks - the battery for Valdo's ascension. The class protecting her, and the country, is Class 1-A, still first-years on paper, already war-scarred in fact.

    The mafia's fortress and family enforcers - Bruno Gollini chief among them - grind the class down across the city until the last act: Deku vs Dark Might, the false Symbol against the true successor, fought in and around the Family's mobile stronghold until Valdo's borrowed shape breaks.

    STINGER: the title turns - Dark Might's slogan becomes All Might's benediction. You're next, said to Izuku, passing the torch. The film closes as the class marches toward the war it does not yet know is coming.

    Entry settings
  34. #34[WLD] OVA Block Policy [NEW]

    Keys: sixth OVA, special episodes, OVA canon policy, OVA list

    Enabled · Selective · Before character · Order 10 · 100%

    OVA BLOCK POLICY - how this lorebook treats the specials.

    SHIPPED IN THIS BLOCK: Training of the Dead (Year 6, June); Save the World with Love! (Year 6, dorm era); Make It Do-or-Die Survival Training (Year 6, autumn/winter); U.A. Heroes Battle (Year 6, December); Hero League Baseball (Year 7, spring).

    PLACEMENT DOCTRINE: OVAs are canon-adjacent training days and school events - real to the characters, light to the plot, no status quo changes. They slot into the calendar's breathing room and never move the manga's furniture.

    GAP: a sixth special is sometimes listed in community compilations and could not be verified for this build; it is deliberately omitted rather than invented. Confirm its title and content and it will be authored into this block.

    RULE OF THUMB FOR PLAY: any OVA scene works as downtime texture - a training day, a school event, a day off - and should never be cited by characters as anything weightier than that.

    Entry settings
  35. #35[WLD] OVA: Hero League Baseball [NEW]

    Keys: Hero League Baseball, charity match, hero baseball

    Enabled · Selective · Before character · Order 10 · 100%

    OVA: HERO LEAGUE BASEBALL (community placement: the second year, spring of Year 7 - a light side story).

    A charity baseball exhibition between hero teams - pro heroes and U.A. students squaring off on a diamond, Quirks rules-lawyered into pitching, batting and base-running chaos. The joke writes itself: Gigantification on the mound, Zero Gravity in the outfield, One For All versus a fastball. Pure levity with a PR-for-hero-society undertone - the community slots it loosely into the calm before the season's storms, and it is best used in play as exactly that: a day off, a crowd, a scoreboard, heroes allowed to be athletes for an afternoon.

    Entry settings
  36. #36[WLD] OVA: Make It Do-or-Die Survival Training [NEW]

    Keys: Make It Do or Die, survival training, Thirteen drill

    Enabled · Selective · Before character · Order 10 · 100%

    OVA: MAKE IT DO-OR-DIE SURVIVAL TRAINING (community placement: Year 6 autumn/early winter, around the provisional exam period).

    Thirteen supervises a rescue-and-survival course at a U.A. training site: the class dropped into a simulated disaster zone, tasked with rescue, triage and extraction under pressure - the exam-grind rendered as OVA. The course escalates when the site's automated hazards and a swarm of zombie-type training bots overrun the exercise, forcing the class to run a genuine evacuation. Deku and Bakugo's teams carry opposite halves of the field. Canon texture: this is the clearest look at Thirteen's actual curriculum, at rescue as a graded discipline, and at the class learning that saving people is a skill with a syllabus - the exam's shadow made flesh.

    Entry settings
  37. #37[WLD] OVA: Save the World with Love! [NEW]

    Keys: hero show special, Save the World with Love, kids special

    Enabled · Selective · Before character · Order 10 · 100%

    OVA: SAVE THE WORLD WITH LOVE! (special episode; community placement: the dorm era of Year 6, autumn).

    The lighthearted one: Class 1-A stages a hero show - costumes, choreography, scripted villain fights - for an audience of children, with the class splitting between performing and wrangling kids. The heart of it is the comedy of heroes-as-entertainment: Bakugo typecast as the villain and furious about it, the class discovering that playing hero for a crowd is harder than fighting, and a small real incident underneath that the class resolves the way they always do - badly, loudly, and together. No timeline consequences; pure class-bonding texture, and the community's favorite window into what 1-A looks like when nobody is trying to kill them.

    Entry settings
  38. #38[WLD] OVA: Training of the Dead [NEW]

    Keys: survival drill, Isamu Academy, Training of the Dead, zombie drill

    Enabled · Selective · Before character · Order 10 · 100%

    OVA: TRAINING OF THE DEAD (first-year era, community placement: June of Year 6, after the internships).

    A joint survival exercise at U.A. between Class 1-A and visiting students of Isamu Academy, run as a wilderness drill: teams of mixed students, a wooded course, capture rules. The exercise is hijacked when a villain with a zombie-type Quirk turns participants into shambling puppets - the drill collapsing into a night evacuation with Deku and his assigned partner holding the line. Canon texture: Deku's tactical brain carrying a squad of strangers, the first cross-school contact outside the license exam, and one of the few canon looks at how other hero academies train. Light, contained, no status quo changes - a training accident everyone walks away from.

    Entry settings
  39. #39[WLD] OVA: U.A. Heroes Battle [NEW]

    Keys: hero card game, card battle, UA Heroes Battle

    Enabled · Selective · Before character · Order 10 · 100%

    OVA: U.A. HEROES BATTLE (community placement: December of Year 6, the Endeavor Agency winter).

    A special exhibition held at U.A.: a hero-battle card game showdown staged as a school event, with Class 1-A split into competing decks and the matches rendered as full-blown fantasy battles - the class's Quirks reimagined as game mechanics, with Present Mic commentating. Pure crowd-service: every character gets a spotlight beat, the matches escalate into absurdity, and the frame story is thin on purpose. Read it as a school festival in card form - the class at peak domestic comfort, one last warm room before the spring's war.

    Entry settings
  40. #40[WLD] ⚖️ Commercial Utility Clause [B2]

    Keys: Quirk Industry Permit Law, State Authorized Quirk Usage Law, Quirk For Profit Regulation, Commercial Utility Clause, Quirk Commercial Regulation Act, Quirk Business Regulation Law, Quirk Profit Restriction Law, Government Issued Quirk Work Permit, Quirk Work Permit Law, Quirk Economic Usage Law, Quirk Employment Permit Law, Quirk Commercial Use Law, Commercial Utility Quirk Law, Quirk Occupational License Law

    Enabled · Selective · After character · Order 10 · 100%

    <economic_usage> Commercial Utility Clause Using a Quirk for profit (construction, medical services, manufacturing, etc.) requires a government-issued work permit separate from a Hero license. Quirk-based businesses cannot operate legally without state authorization. </economic_usage>

    Entry settings
  41. #41[WLD] ⚖️ Evasive Defense Protocol [B2]

    Keys: Civilian Quirk Self Defense Law, Quirk Retaliation Prohibition, Self Defense Quirk Limitation, Evasive Defense Protocol, Unlicensed Offensive Force Restriction, Escape Only Quirk Activation Rule, Defensive Quirk Activation Only, Non Offensive Quirk Use Law, Civilian Offensive Quirk Ban, Quirk Counterattack Ban, Civilian Defensive Quirk Use, Proportional Response Quirk Law, Self Defense, Quirk Self Protection Restriction

    Enabled · Selective · After character · Order 10 · 100%

    <self_defense_limitations> Evasive Defense Protocol Civilians may activate their Quirks strictly for escape or immediate protection. Using a Quirk to retaliate, counter-attack, or intentionally harm an aggressor is illegal, as the law does not permit unlicensed individuals to exercise offensive force due to the difficulty of regulating proportional response. </self_defense_limitations>

    Entry settings
  42. #42[WLD] ⚖️ Individuality Registry [B2]

    Keys: Quirk Factor Registration, Individuality Registration, Official Quirk Record, Registered Quirk Profile, Quirk Registry, Quirk Factor Registry, Legal Quirk Registration, Citizen Quirk Registration, Registered Quirk Specification, Quirk Database Record, Government Quirk Registry, Individuality Registry, Quirk Identification Record, Quirk Registration System, Biometric Quirk Registry

    Enabled · Selective · After character · Order 10 · 100%

    <biometric_registration> Individuality Registry All citizens are legally required to register their Quirk Factor and detailed specifications with the government. Any public use of a Quirk that deviates from the official registry record is treated as a serious legal violation. </biometric_registration>

    Entry settings
  43. #43[WLD] ⚖️ Laws [B2]

    Keys: Legal, Laws, Law, Illegal

    Enabled · Selective · After character · Order 10 · 100%

    Overview Laws in My Hero Academia form a centralized, top-down system designed to maintain public order in a society where most citizens possess superhuman abilities. The legal framework prioritizes stability and control over unrestricted individual expression.

    Monopoly on Power Public Quirk usage is restricted to licensed individuals.

    Order Over Intent Unauthorized Quirk use is illegal regardless of motive. Even morally justified actions are penalized if performed without a license, as the system prioritizes regulation over situational righteousness.

    Heavy Regulation The legal structure heavily restricts public ability use to prevent chaos. While intended to ensure safety, it is criticized for suppressing identity and contributing to social resentment.

    Selective Enforcement Although public Quirk use is broadly prohibited, enforcement often depends on severity. Minor or non-disruptive usage may be overlooked, while dangerous or highly visible acts are punished.

    Free Use Conflict A central ideological divide exists between government control for public safety and the belief that Quirks are a natural human right. This tension underlies movements such as the Meta Liberation ideology.

    Exceptions Self-defense and private property usage are generally permitted, indicating that the law focuses on preventing public disorder rather than banning Quirk expression entirely.

    Conclusion The legal system functions as a regulatory structure to normalize superhuman society under controlled authority, often balancing safety, control, and civil restriction.

    Entry settings
  44. #44[WLD] ⚖️ Public Peace Mandate [B2]

    Keys: Civilian Quirk Public Use Ban, Public Quirk Control Law, Public Ability Use Restriction, Public Space Quirk Law, Public Quirk Use Prohibition, Civilian Quirk Usage Law, Quirk Usage Taboo, Quirk Use In Public Restriction, Public Peace Mandate, Public Quirk Activation Restriction, Public Quirk Regulation, Quirk In Public, Using Quirk In Public, Quirk Activation Prohibition, Civilian Power Use Ban, Civilian Quirk Activation Law

    Enabled · Selective · After character · Order 10 · 100%

    <public_use_restriction> Public Peace Mandate Civilian activation of Quirks in public spaces is legally prohibited. Enforcement prioritizes disruption and danger; minor, harmless uses are often overlooked at police discretion. </public_use_restriction>

    Entry settings
  45. #45[WLD] ⚖️ Quirk Integrity Statute [B2]

    Keys: Quirk Modification, Quirk Artificial Enhancement Law, Quirk Alteration Prohibition, Quirk Modification Law, Quirk Replication Prohibition, Quirk Enhancement Ban, Quirk Integrity Statute, Quirk Genetic Manipulation Ban, Quirk Factor Modification Law, Enhancing Drug, Quirk Factor Integrity Law, Unauthorized Quirk Modification Offense, Quirk Surgical Alteration Ban, Quirk Augmentation Ban, Illegal Quirk Experimentation Law, Quirk Suppression Restriction Law, Augmenting Quirk

    Enabled · Selective · After character · Order 10 · 100%

    <quirk_modification_law> Quirk Integrity Statute Artificial augmentation, enhancement, replication, suppression, or alteration of a Quirk Factor through drugs, surgical modification, genetic manipulation, or unauthorized scientific procedures is strictly illegal. Only natural growth, training, or medically sanctioned stabilization is permitted. Unauthorized enhancement is treated as a severe criminal offense. </quirk_modification_law>

    Entry settings
  46. #46[WLD] 🌐Society [B2]

    Keys: Power Based Industrial Systems, Government Quirk Regulation, Civilian Life In Hero Society, Civilisation, Power Based Civilization, Global Hero Governance, Everyday Life With Powers, Hero Dependent Society Model, Government System, Technological Adaptation To Quirks, International Hero Cooperation, Superpower Society, Countries, Power Integrated Cities, Country, International Legal Systems, Worldwide Legal Authority, Quirk Laws, Power Based Social Structure, World Order, Worldwide, Daily Life In A Superpower Society, Legal System, Power Control Laws, Quirk Society, Advanced Urban Technology, General Laws, National Law Systems, World With Powers, Quirk Based Social Order, Power Resistant Infrastructure, Laws, Quirk Adaptive Architecture, Government, Cultural Adaptation To Powers, Technology, Global Quirk Society, Hero Government Structure, Society, Global Crisis Response Systems, Advanced Technology, Modern Civilization, Civilization, Modern Society, Global, Law, Global Order, Culture, Global Power Economy, Societal, Legal System and Control, Government Power Regulation, Global Culture, Public Quirk Use Laws, World, Civil Infrastructure Adaptation, Societal Power Hierarchy

    Enabled · Selective · After character · Order 10 · 100%

    Overview Modern society operates under strict regulation of superhuman ability. After early global collapse caused by uncontrolled Quirk emergence, nations adopted control-based systems to maintain order.

    Public Use Regulation Unlicensed public Quirk use is prohibited in most countries. Private Use: Permitted within personal property. Professional Use: Restricted to licensed individuals.

    Hero System Heroism is institutionalized as a licensed profession. Heroes operate through agencies, receive government authorization, and are ranked publicly.

    Civilian Dependency The presence of professional Heroes has reduced civilian intervention. Most citizens rely on licensed responders rather than acting independently. Low-tier or non-combat Quirk users typically live standard civilian lives.

    Infrastructure Adaptation Public architecture accommodates diverse physiologies (gigantification, heteromorph traits). A large support-item industry provides technological enhancement for non-combat or low-power users.

    Social Quirkless individuals face stigma and reduced status. Heteromorphs experience visible discrimination.

    Villain Emergence Villain activity often stems from regulatory exclusion, discrimination, or inability to integrate into the licensed system. Crime becomes an alternative structure outside state control.

    Entry settings
  47. #47[WLD] 🏛 Ministry of Economy & Support Industry [B2]

    Keys: Hero Economic Authority, Sidekick Contract Oversight Authority, Ministry of Economy & Support Industry, Hero Market Governance Board, Incident Damage Compensation Authority, National Support Equipment Authority, Anti-Black Market, Infrastructure Damage Assessment Bureau, Hero Compensation Review Board, Hero Branding Compliance, Hero Sponsorship Regulation Office, Licensed Support Gear, Hero Industry Ministry, Hero Market Oversight Ministry, Hero Industry Stabilization Commission, Licensed Gear, Hero Financial Audit Authority, Ministry of Support, Industrial Hero Regulation Ministry, Support Manufacturer Compliance Authority, Support Item Patent Bureau, Hero Technology Licensing Authority, Ministry of Economy and Support Industry, Support Industry Ministry, Economy & Support Ministry, Licensed Hero Gear, State Funded Hero Reimbursement System, Industrial Smuggling Enforcement Division, Commercial Hero Economy Regulation Framework, MESI, Professional Hero Labor Compliance Division, Quirk Augmentation Suppression Unit, Support Technology Regulation Authority, Hero Agency Economic Oversight Body, Combat Equipment Inspection Division, M.E.S.I., Anti Black Market Support Taskforce, Ministry of Economy

    Enabled · Selective · After character · Order 10 · 100%

    <ministry_of_economy_support_industry> Definition The Ministry of Economy & Support Industry oversees the commercial, industrial, and technological infrastructure surrounding the Hero system. It regulates Support technology, supervises Hero agency economics, and ensures that the commercialization of Heroism remains controlled and state-aligned.

    Core Mandate Its authority centers on three areas: • Industrial regulation of Support Items • Economic oversight of Hero agencies • Market stabilization of the Hero industry

    Support Technology Regulation

    Patent Oversight • All Hero Support gear must be registered and approved. • High-risk inventions are subject to restriction or denial.

    Licensing and Inspection • Support Items used by licensed Heroes must pass inspection. • Equipment deemed unstable, untraceable, or excessively destructive may be banned. • Manufacturers must comply with national production standards.

    Anti-Black Market Control • Monitoring of illegal enhancement devices. • Suppression of unauthorized Quirk-augmentation technology. • Coordination with law enforcement on industrial smuggling.

    Hero Agency Economic Oversight

    Operational Auditing • Agencies function as regulated professional entities. • Financial audits ensure tax compliance and lawful compensation structures. • Sidekick contracts and employment standards are reviewed for labor violations.

    Incident Compensation • Government compensation for Hero activity is reviewed per case.

    Damage Assessment • Infrastructure repair costs are documented and balanced against state funding. • Excessive destruction may reduce net compensation.

    Market Governance

    Commercial Branding • Sponsorship and merchandising are monitored for legal compliance. • Advertising standards apply to public-facing Hero promotions.

    Industry Stability • The Ministry ensures the Hero market remains economically sustainable. • Prevents monopolization or destabilizing privatization of enforcement roles.

    Function in Society While the Hero Public Safety Commission regulates authority and deployment, this Ministry regulates industry and capital. It ensures that technology remains controlled. </ministry_of_economy_support_industry>

    Entry settings
  48. #48[WLD] 🏛 Ministry of Health Labor and Welfare [B2]

    Keys: Ministry of Health Labor and Welfare, National Stability Ministry, Civilian Quirk Regulation Ministry, National Health and Labor Authority, MHLW, Government Welfare Authority, Civilian Compliance Ministry, Superhuman Civil Oversight Authority, Quirk Registry Authority, Public Welfare Ministry, Ministry of Health, Ministry of Welfare, Ministry of Labor, Health Labor Welfare Ministry

    Enabled · Selective · After character · Order 10 · 100%

    <ministry_of_health_labor_welfare> Definition The Ministry of Health, Labor, and Welfare is the governmental body responsible for civilian Quirk regulation, public health oversight, labor compliance, and long-term stability.

    Core Mandate The Ministry focuses on prevention, containment, and compliance. Its authority centers on maintaining social stability in a superhuman population.

    Quirk Registry and Monitoring The Ministry oversees the national Quirk Registry.

    Oversight The Ministry monitors research. Its role is regulatory: • Review of findings.

    Labor Regulation The Ministry enforces Quirk usage laws in civilian environments.

    Workplace Control • Industries are categorized based on safety and fairness standards. • Unauthorized Quirk usage in labor settings is subject to penalties.

    Public Use Compliance • Casual public Quirk usage is restricted under national law. • Violations are handled through fines, corrective action, or mandated counseling. The emphasis is preventing disruption and maintaining equal economic opportunity.

    Education and Counseling The Ministry administers Quirk counseling programs in schools.

    Early Identification • Assessment of high-risk or unstable Quirks. • Behavioral evaluation for safe integration into society.

    Guidance Programs • Training in control and restraint. • Intervention for individuals whose Quirks present public safety concerns. </ministry_of_health_labor_welfare>

    Entry settings
  49. #49[WLD] 🏛️ Government [B2]

    Keys: Federal Authority, Government, State Regulation, State Authority, National Authority, Public Safety, Governance, National Administration

    Enabled · Selective · After character · Order 10 · 100%

    The government functions as the central regulatory authority of a superhuman society. Its primary objective is public order through control.

    Core Authority: Hero Public Safety Commission (HPSC) The HPSC oversees the Hero system and regulates the professional use of Quirks.

    Functions • Licenses Pro Heroes and Hero Agencies • Assigns operational territories and oversight • Regulates salaries, conduct, and disciplinary action • Coordinates large-scale emergency response

    Agency Oversight Hero Agencies operate as licensed entities under government regulation. They must submit operational reports, financial disclosures, and damage assessments.

    Special Operations The state may authorize covert or deniable operations outside public hero activity. These actions remain classified and fall outside standard hero transparency.

    Legal Framework: Quirk Regulation

    Quirk Registry All citizens must register their Quirk upon manifestation.

    Licensing Monopoly Public combat or rescue use of a Quirk without a Hero License is illegal. Vigilantism is classified as unlawful intervention.

    Proportionality Laws Licensed Heroes are subject to force limitations and liability review. Excessive damage or misuse can result in suspension or revocation.

    • Education and Social Conditioning
    • Police and Hero Division
    • Public Management

    Information Control Sensitive incidents may be managed or withheld to prevent instability.

    Entry settings
  50. #50[WLD] 🏛🦸‍♂️Hero Public Safety Commission [B2]

    Keys: Hero Oversight Commission, Hero Governance Authority, Hero Regulation Authority, Hero Safety Commission, National Hero Commission, Hero Public Safety, Hero Administrative Authority, Hero Public Safety Commission, H.P.S.C, H.P.S.C., HPSC

    Enabled · Selective · After character · Order 10 · 100%

    Definition The Hero Public Safety Commission (HPSC) is the central governmental authority overseeing Hero regulation, licensing, deployment, and national superhuman policy. It operates as the highest administrative body for hero affairs.

    Core Role The Commission maintains societal stability by managing Quirk-related threats and supervising the Hero system. It functions above individual agencies and works alongside law enforcement and government structures.

    Operational Philosophy The HPSC prioritizes public order and perceived safety. Its focus is stability, risk management, and strategic control rather than individual morality.

    Authority and Oversight The Commission: • Regulates Hero licensing and certification. • Oversees hero rankings and public activity. • Assigns missions and coordinates large-scale responses. • Monitors threats to national security involving Quirks.

    Asset Management Heroes are treated as regulated assets within a structured system. The Commission evaluates performance, risk level, and public impact when making deployment decisions.

    Covert Operations In certain cases, the HPSC authorizes classified operations, including surveillance, infiltration, and elimination of high-risk threats, to prevent destabilization.

    Function in Society The HPSC ensures the Hero system operates within controlled parameters, preserving public confidence and preventing widespread chaos in a superhuman population.

    Entry settings