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Language:
English
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Published:
2022-09-14
Updated:
2022-10-19
Words:
9,080
Chapters:
2/?
Comments:
16
Kudos:
138
Bookmarks:
38
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2,971

Game of Life

Summary:

Since Izuku was four, his life had been a series of unfortunate events. However, after a horribly timed incident with a sludge villain, there is suddenly a glimmer of hope for the hero hopeful. He has a quirk, and it's what!?!?

Alternate Summary: Izuku has a really OP quirk and is the literal definition of sunshine with a side of hot as fuck, and no person is resistant to his charms.

 

 Currently updates once a month

Trigger Warning: Parental Abuse and Neglect, Self-Harm, Bullying, Suicidal Thoughts, Rape.
ALSO, READ THE TAGS.

Notes:

TW: Parental Abuse and Neglect, Self-Harm, Bullying, Rape, Suicidal Thoughts.

Chapter 1: Glossary

Summary:

This is a Glossary of all the terms used in the book; it also provides links to in-depth descriptions of various things shown in the book. This will be updated as new terms come up; all new terms will also be provided in the chapter notes at the beginning.

Notes:

I don't own My Hero Academia or Dungeons and Dragons

Chapter Text

Dungeons & Dragons Terms:
For in-depth Descriptions: http://dnd5e.wikidot.com/

Races: This is the species of creature you are, and depending on what it might be, you get different abilities, advantages, and disadvantages

Classes: This is your Job and what you are most skilled in

  • What are They: Overview of The Main Twelve
    • Barbarian: For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
    • Bard: Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
    • Cleric: Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric, is imbued with divine magic.
    • Druid: Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature but see themselves as extensions of nature's indomitable will.
    • Fighter: Fighters share an unparalleled mastery of weapons and armor and a thorough knowledge of combat skills. They are well acquainted with death, both meting it out and staring it defiantly in the face.
    • Monk: Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
    • Paladin: Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
    • Ranger: Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
    • Rouge: Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating resourcefulness and versatility that is the cornerstone of any successful adventuring party.
    • Sorcerer: Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
    • Warlock: Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects, both subtle and spectacular.
    • Wizard: Wizards are supreme magic users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
    • Artificer: Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
    • Blood Hunter: Blood hunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows — even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt.

Ability Scores: character's primary statistics and pretty much determine how good they are at doing anything. These stats consist of strength, constitution, intelligence, wisdom, charisma, and dexterity.

  • The Tomato Explanation:
    • Strength is being able to crush a tomato.
    • Dexterity is being able to dodge a tomato.
    • Constitution is being able to eat a bad tomato.
    • Intelligence is knowing a tomato is a fruit.
    • Wisdom is knowing not to put a tomato in a fruit salad.
    • Charisma is being able to sell a tomato-based fruit salad.