Your first job is simple: decide who walks through the door.
You can play an established U.A. student or create an original first-year hero student. If you choose a canon character, you are not reenacting their story. You are playing the version of that character who exists in this campaign. Their Quirk, current training, relationships, and history matter, but once you make a different choice, the campaign follows that choice.
If you want an original student without building one from scratch, @Missing file is an example of the system's baseline: a capable first-year with a focused Quirk, one practiced Technique, ordinary worries, and room to grow.
Choose a starting situation
There are two standard openings.
- @Missing file starts shortly before Class 1-A homeroom. It is best for school life, introductions, training notices, small mistakes, rivalries, and letting the day develop naturally.
- @Missing file begins at the U.S.J. with a rescue exercise already underway and one detail that does not fit the plan. It is best when you want immediate teamwork, movement, pressure, and problem solving.
Neither opening locks the campaign onto an anime episode. They are situations, not scripts.
Say what you do, not what rule you use
Describe your character's intent in ordinary language. You can be specific about method, attitude, or risk:
- "I get between the falling beam and Iida and try to redirect it with my Quirk."
- "I wait until Aizawa looks away, then ask Jiro what she actually heard."
- "I do not attack yet. I want to work out which exit the crowd will reach first."
You do not need to call for a roll or name an aptitude. If the action is routine, it simply happens. If the outcome is uncertain and failure would matter, a roll enters the scene.
You control your character
Your choices, dialogue, thoughts, and feelings belong to you. Other people can pressure you, misunderstand you, challenge you, admire you, or make demands, but they do not decide how you respond.
The world keeps moving around those choices. Classmates answer questions, teachers continue lessons, alarms finish sounding, and consequences already in motion arrive without requiring you to approve every small transition. Play stops for you when there is a real decision to make, not after every sentence or footstep.
What kind of game is this?
Hero Academy RPG gives school life the same weight as action. A lunch-table argument can matter as much as a training score. A rescue can be successful while still earning discipline for property damage. A fight can be easy to win and difficult to win safely.
Expect classes, dorm life, drills, friendships, rivalries, internships, public attention, rescue work, and villain incidents to matter according to what the campaign has actually established. Quiet scenes are allowed to remain quiet. Danger is not added merely because nothing exploded for a while.
The guiding question is not "What happened in canon next?" It is "Given what has happened here, what happens now?"