Post by Deleted on Aug 20, 2017 17:40:57 GMT -5
A world of super-powers, where roughly 80% of the world's population have developed super powers as a part of human evolution. A society where it becomes more and more apparent that men are not created equally with each passing year. A place where superheroes walk the streets, defending the populace from criminals, and others who would use their quirks for evil. This is the world of Boku no Hero Academia.
My Hero Academia is a manga published by Shonen Jump, and written/penned by Kohei Horikoshi. This series returns to the roots of Manga and anime by deriving many tropes and a storytelling style very similar to that of an American Comic Book's, specifically of the superhero genre. Basing all powers in some regard to the anatomy of its users, My Hero makes many references to both DC and Marvel, but clearly derives most of its ideas from Marvel's X-Men and Inhuman series, while still bringing about personalities that one might find in a DC comic, such as Superman, Batman, and the like. The characters are diverse, and generally, have very unique powers that one might not expect to work that way when accounting for the 8 million American Superheroes whose powers essentially come down to "Super Strength, and other stuff" making for a fun and interesting world to both GM, and play in.
In a world where The Golden Age of Heroes has come about, crime has been at an alltime low, with so many heroes keeping the world safe, and The World's Symbol of Peace All Might keeps those more cowardly types of being emboldened enough to turn towards crime. But there are always those lurking behind the scenes, wanting to undermine the symbol of peace, and then change the world to match their ideals instead, regardless of who they may have to hurt or murder along the way.
My Hero Academia blends west and east in its storytelling styles, which permits some additional options for a hero character. The following feats and rules are added keeping that in mind:
Heroic Special Attack (Soul, General)
Prerequisites: No Racial Feat, 100 or more Super Points
Benefit: This feat allows you to build a special attack as per the feat. Additionally, you now gain an Attack Point Pool to spend in order to use the attack, this pool is calculated as thus (Spellscore*10)*(Level+Number of Reiatsu Feats). If you develop a reiatsu pool, or already have one, then these points are spent first, and you can spend reiatsu to use your Heroic Special Attack as well. You may not create a special attack that your super powers cannot create with this feat.
Special: This feat may be taken multiple times, either to create a new Heroic Special Attack, or add your spellscore in points to an existing special attack.
Special 2: If a character has Enhance Self, or another source for Reiatsu, this feat’s tag for General becomes Reiatsu.
Power Rules and Limitation:
Select a theme (Quirk) for your character’s powers to abide by. These need to somehow be linked to your character’s physicality and biology. Your Quirk is the primary power, which can also allow for certain secondary biological factors to manifest. As such, all power selections must be related to the original quirk, however, thus one cannot necessarily have ESP along with Super-Speed.
Powers cannot be used to time travel
Banned or Limited Powers:
Power Manipulation: This Power may only be possessed by an inheritor of One For All and All For One
Overclock: All For One is the only quirk that can manifest this
Hyper Power: You cannot Grant Powers, and you cannot go any faster than a Swift Action, still falls under the same limitations as any other power in regards to the quirk
Magic: This is a non-magical universe
Reality Manipulation: Setting Banned
Quirk Crafting:
Quirks are a very fun mechanic, considering that they build much like a devil fruit from The Complete One Piece. Simply take an animal, concept, state of matter, change of matter, or element, and diversify it into a power array. Bear in mind,t hat all quirks are linked to your physiology, and usually have drawbacks and limitations to prevent a quirk from getting too comparatively powerful, in many cases. Despite the rhetoric for the world not having equally created men, the "hero-class" types of quirks tend to share much in terms of similarities and limitations. Quirks usually rely on one's biology, taxing them in some way, or relying on a resource that their body produces, or somehow damages them, such as the case of Izuku Midoriya, Todoroki, and to a lesser degree Katsuki. Of course, certain quirks like Animal Control and Communication from Koji Koda, don't seem to have a great degree of drawback beyond a few small limitations and being effectively mute. Thus, if a concept is inherently less powerful, there is less of a need or necessity to enforce extreme limitations on it. On the reverse, however, extremely powerful concepts such as Gravity Control (Ochaco Uraraka) have several limitations that make the initial concept seem much less powerful, but still proves to work, such as a requirement for it to be done by touch, only lightening something, being affected by the weight of the target, and fatigue/illness depending on the amount of weight she's manipulating. These are all things to consider, when having a party design quirks.
Bear in mind that if your character receives any advanced degree of quirk training (frequently given by hero programs in highschool) then the enhance self power is made available to them, independent of their quirk.
The following house rules are personally encouraged by the writer in this type of game:
TH min. 10
Intelligence-Based Skills
Skill Ranks
Heroic Special Attacks
Background Feat
2 Traits (Inhuman Appearance can be granted as a bonus to particular mutation quirks)
2 Flaws
If you're running a game in which you would attend a hero academy, and national-level school (Such as U.A.) has the following prerequisites:
-Intelligence 12+
-Spent 75+ Super Points
-Must be able to pass some sort of practical exam (fighting robots, 12 mile footrace, or search and rescue), or be able to seek out a scholarship by recommendation from some prominent or reputable hero or hero organization.
Level Approximations:
(The following are suggested level benchmarks that are considered a "bare minimum" if you wish to start a campaign at the level in question)
1-4 (Student/Hero In Training)
5-9 (Low-Level/Rookie Hero/Sidekick)
10-19 (Established/Experienced Hero)
20+ (Veteran/Elite Hero Campaign)
Bear in mind that GM estimates All Might as roughly a level 21-24 character, Elite Heroes are basically epic campaigns and you don't often make great strides in power. Additionally, a student can be as high as level 10 with ease, if they have an eventful training, such as what's orchestrated in-canon. Level 5 is just a prerequisite "level" to which one would reasonably be able to pass a hero licensing exam.
Types of Campaigns:
Hero-In-Training:
This has a few ways by which it can be gone about. The most obvious being a campaign in which your party are students at a school that trains heroes. This can be U.A., one of the other established schools, or an original one of the design of the GM. The storytelling format is rather simple, and one can easily borrow from the canon for ideas, or propose entirely original ones! Of course, your characters need to approach the narrative with some naivete, as they would still be high-schoolers. Bearing the manga canon in mind, this campaign has a decent longevity going into the teen levels, where a fair estimate of The Big 3's level may be at 13 at BEST. Of course, you could also go with a mentorship/private tutoring style campaign, mixing up the checkpoints, and working to develop and master your powers outside of the government's prying eyes.
Rookie Years:
Being fresh out of training, you have a full license to commit acts of heroism and use your quirk in public! Nobody told you it'd be so boring, though! Most of the missions you're sent on, if they really qualify as missions, orient more around handling small-time thugs and gangs, with most of your time being spent patrolling the city. But something is around the corner that will certainly give your career quite a bit of notoriety very quickly. If you want a format with a similar power-level to the student style stories, but want to go about the narrative in a different manner, this would be a way to go about it. Rookie heroes may seem like they have it bad, either sidekicking for a way more prominent hero, or working for a small-time agency, or just going solo, but it's truly a story about advancing yourself in the world, and becoming someone great who catches the attention of others!
Experienced Adventures:
When you've been heroing a while, you start to see a lot of things, and even begin to take on proteges to teach them what you know. By this point, most heroes have figured out their niches, and can be enlisted in more intense missions that require them to take down powerful Yakuza, or insane supervillains. You can definitely do an All Might or Endeavor-style story where you're seeking the top, and trying to stop all crime while establishing a legacy that will last forever, or a more secret-agent style story such as Eraserhead's could also present itself, taking out powerful foes and operations with subterfuge, or even infiltrating such organizations and taking them down from the inside! Combat, or at least long and drawn-out stuff, becomes much rarer in these types of campaigns, as most small threats are eagerly snatched up by greener horns, and those that you do encounter often become trivial encounters that lead up to a greater boss encounter. Sometimes, under certain GMs, it can become a practically social campaign that only utilizes combat when it finally becomes necessary at the end of a mission.
Elite Hero Legends:
Definitely the BNHA-equivalent to an epic campaign, a recommended storytelling style is one which features many week-to-month-long gaps in time, as many elite heroes encounter very few significant events that are centered on them. Of course, when those things come about, they can be quite a challenge. Many Elite Heroes also involve themselves with directing young heroes under their tutelage, or involve themselves in training and teaching. Many of the concepts introduced in the above types of campaigns can be applied, just with bearing in mind the truly grand scale established in arcs that focused on All Might, with cunning AND powerful foes that can truly challenge both the players and the characters.
Vigilante Escapades:
Not all heroes act within the law. For some reason or another, these vigilantes fight crime without government authorization. In these campaigns, not only do you fight the crime, you fight the endorsed, pay-to-win, official heroes who are obligated by law and duty to bring in vigilantes as if they were law breakers. A very Batman-style vibe is the obvious route to go here, but it's very easy to do a more lighthearted Spider-man storystyle with lots of fun quips, and battling public opinion.
Villains/Yakuza Plots:
I mean, it's fairly self-explanatory. Make the world yours through machinations and might! But be careful, it's not just villains you have to fight, but other villain gangs and organizations too!
Character Handbook Guideline
Wanna make a super cool Character Handbook Entry like in the canon??? Here's a guideline for that!
So a Character Handbook is broken down into the following
Power
Speed
Technique
Intelligence
Cooperativeness
For the purposes of clarification, these are interpreted thusly:
Power - Your character's physical might and/or the destructive power of their quirk. They do not necessarily stack, if one overtakes the other, then that's all she wrote. It's calculated several ways, but the two most straightforward ways are: 1 to the Power stat per modifier the character's strength stat has (Minimum 1) or 1 per 4d6s of damage that a character can inflict using his power. The cap is 5 with a 20 strength or 20d6s of damage, however, the cap can break to 6 by exceeding a 40 strength (+15 Modifier) or 60d6s of damage.
Speed - A measure of physical speed and agility, the speed stat can also measure different types of mobility. This is another stat that can be up to some discussion, but generally works as thus for hard calculation: 1 to the Speed stat per modifier the character's dexterity stat has (Minimum 1) or 1 per 30 feet the character can move in a single round, beyond their base speed, though these numbers stack. The cap is 5 with a 20 Dexterity or 180 Feet per round as a movement action. The cap can be broken to 6 by exceeding 40 Dexterity (+15 Modifier), or 360 feet in a single movement action.
Technique - Your character's practical skill with their quirk, or in combat techniques. This is a particularly vague stat that can be applied in several ways, but with the previous examples, it is calculated by this: 1 Point in Technique per 2 ranks in highest ranked combat skill of the character (Minimum 1), or 1 per 5 levels of each character's superpower (individually, cannot stack powers with fewer than 5 levels) or 1 per Special Attack the character knows. The first two methods of calculation cannot stack, though special attacks always stack with other means of calculation.
Intelligence - Literally a calculation of the character's mental strength. This has a truly straightforward means of calculation, only gaining 1 per point of intelligence modifier (minimum 1), with a cap of 5 at 20 intelligence. The cap is broken at 26 (+8 Modifier).
Cooperation - Another simple calculation, generally a person's ability to appeal to others, as well as work well with others. Generally speaking, it is calculated the same as intelligence, though using Charisma instead, with the same cap and break to 6.
(NOTE: This is meant to be rough, much like the actual character handbooks, GMs are free to adjust based on their setting's powerlevels, or what they feel is better for scaling or reflecting the canon)
Gadgets and GMing them:
Characters in BNHA commonly have gadgets which supplement, augment, or re-balance, their quirks. Much like in a standard capes and cowls game, this requires reasonable GMing, and accommodating of the player when necessary, while barring excessive shenanigans. Canonically, students like Aoyama, Mina Ashido, and Mirio Togata, need specialized gadgets to either allow their quirk to function properly, or prevent fundamental embarrassing situations. Whereas characters such as Jiro, or Tenya Iida, feature protective gadgets or offensive gadgets which augment their less than optimal combat quirks at times. There are some who have entirely cosmetic costumes and gadgets like Yaoyorozu, Ochaco, and initially, Izuku. And then there were those with gadgets that augmented already powerful quirks such as Katsuki. The first three examples, for starting gadgets, would be rather reasonable to grant to a player character, with nothing granting more than 2 levels of any given superpower to the wearer. Things like what Takeshi had, where it granted him an entirely new heroic special attack, and granted multiple levels to his powers that he already had, are excessive and shouldn't be granted at start.
Of course, with there being a support department, and plenty of opportunity to get upgrades to your gear at GM discretion, keeping in mind that no gadget should double or greater any person's current power levels, or grant them more than half of their maximum level in new powers. And of course, the GM should also consider implementing a soft limit on wealth cost for the gadgets, so as to prevent gadgets from getting too absurd at any given point.
NPCs and dynamics:
Any GM worth their salt can make interesting and fun NPCs to interact with, but keep in mind that BNHA has many canon "NPCs" that are expertly written and made to be just as appealing as any main character. As GM, it is your job to craft NPCs, give them personalities, backstories, etc. to make them engaging not only to watch, but for PCs to talk to. This can be daunting, since in something like a school-based campaign you have to fill up an entire class, but it makes for a rewarding experience. Additionally, though never to the detriment of the main character's arc and plotline, secondary and tertiary characters are also developed and given subplots and arcs, this makes the story feel much more fleshed out and three-dimensional, and don't be afraid to explore these such as the case with Todoroki, Katsuki, and Kirishima.
My Hero Academia is a manga published by Shonen Jump, and written/penned by Kohei Horikoshi. This series returns to the roots of Manga and anime by deriving many tropes and a storytelling style very similar to that of an American Comic Book's, specifically of the superhero genre. Basing all powers in some regard to the anatomy of its users, My Hero makes many references to both DC and Marvel, but clearly derives most of its ideas from Marvel's X-Men and Inhuman series, while still bringing about personalities that one might find in a DC comic, such as Superman, Batman, and the like. The characters are diverse, and generally, have very unique powers that one might not expect to work that way when accounting for the 8 million American Superheroes whose powers essentially come down to "Super Strength, and other stuff" making for a fun and interesting world to both GM, and play in.
In a world where The Golden Age of Heroes has come about, crime has been at an alltime low, with so many heroes keeping the world safe, and The World's Symbol of Peace All Might keeps those more cowardly types of being emboldened enough to turn towards crime. But there are always those lurking behind the scenes, wanting to undermine the symbol of peace, and then change the world to match their ideals instead, regardless of who they may have to hurt or murder along the way.
My Hero Academia blends west and east in its storytelling styles, which permits some additional options for a hero character. The following feats and rules are added keeping that in mind:
Heroic Special Attack (Soul, General)
Prerequisites: No Racial Feat, 100 or more Super Points
Benefit: This feat allows you to build a special attack as per the feat. Additionally, you now gain an Attack Point Pool to spend in order to use the attack, this pool is calculated as thus (Spellscore*10)*(Level+Number of Reiatsu Feats). If you develop a reiatsu pool, or already have one, then these points are spent first, and you can spend reiatsu to use your Heroic Special Attack as well. You may not create a special attack that your super powers cannot create with this feat.
Special: This feat may be taken multiple times, either to create a new Heroic Special Attack, or add your spellscore in points to an existing special attack.
Special 2: If a character has Enhance Self, or another source for Reiatsu, this feat’s tag for General becomes Reiatsu.
Power Rules and Limitation:
Select a theme (Quirk) for your character’s powers to abide by. These need to somehow be linked to your character’s physicality and biology. Your Quirk is the primary power, which can also allow for certain secondary biological factors to manifest. As such, all power selections must be related to the original quirk, however, thus one cannot necessarily have ESP along with Super-Speed.
Powers cannot be used to time travel
Banned or Limited Powers:
Power Manipulation: This Power may only be possessed by an inheritor of One For All and All For One
Overclock: All For One is the only quirk that can manifest this
Hyper Power: You cannot Grant Powers, and you cannot go any faster than a Swift Action, still falls under the same limitations as any other power in regards to the quirk
Magic: This is a non-magical universe
Reality Manipulation: Setting Banned
Quirk Crafting:
Quirks are a very fun mechanic, considering that they build much like a devil fruit from The Complete One Piece. Simply take an animal, concept, state of matter, change of matter, or element, and diversify it into a power array. Bear in mind,t hat all quirks are linked to your physiology, and usually have drawbacks and limitations to prevent a quirk from getting too comparatively powerful, in many cases. Despite the rhetoric for the world not having equally created men, the "hero-class" types of quirks tend to share much in terms of similarities and limitations. Quirks usually rely on one's biology, taxing them in some way, or relying on a resource that their body produces, or somehow damages them, such as the case of Izuku Midoriya, Todoroki, and to a lesser degree Katsuki. Of course, certain quirks like Animal Control and Communication from Koji Koda, don't seem to have a great degree of drawback beyond a few small limitations and being effectively mute. Thus, if a concept is inherently less powerful, there is less of a need or necessity to enforce extreme limitations on it. On the reverse, however, extremely powerful concepts such as Gravity Control (Ochaco Uraraka) have several limitations that make the initial concept seem much less powerful, but still proves to work, such as a requirement for it to be done by touch, only lightening something, being affected by the weight of the target, and fatigue/illness depending on the amount of weight she's manipulating. These are all things to consider, when having a party design quirks.
Bear in mind that if your character receives any advanced degree of quirk training (frequently given by hero programs in highschool) then the enhance self power is made available to them, independent of their quirk.
The following house rules are personally encouraged by the writer in this type of game:
TH min. 10
Intelligence-Based Skills
Skill Ranks
Heroic Special Attacks
Background Feat
2 Traits (Inhuman Appearance can be granted as a bonus to particular mutation quirks)
2 Flaws
If you're running a game in which you would attend a hero academy, and national-level school (Such as U.A.) has the following prerequisites:
-Intelligence 12+
-Spent 75+ Super Points
-Must be able to pass some sort of practical exam (fighting robots, 12 mile footrace, or search and rescue), or be able to seek out a scholarship by recommendation from some prominent or reputable hero or hero organization.
Level Approximations:
(The following are suggested level benchmarks that are considered a "bare minimum" if you wish to start a campaign at the level in question)
1-4 (Student/Hero In Training)
5-9 (Low-Level/Rookie Hero/Sidekick)
10-19 (Established/Experienced Hero)
20+ (Veteran/Elite Hero Campaign)
Bear in mind that GM estimates All Might as roughly a level 21-24 character, Elite Heroes are basically epic campaigns and you don't often make great strides in power. Additionally, a student can be as high as level 10 with ease, if they have an eventful training, such as what's orchestrated in-canon. Level 5 is just a prerequisite "level" to which one would reasonably be able to pass a hero licensing exam.
Types of Campaigns:
Hero-In-Training:
This has a few ways by which it can be gone about. The most obvious being a campaign in which your party are students at a school that trains heroes. This can be U.A., one of the other established schools, or an original one of the design of the GM. The storytelling format is rather simple, and one can easily borrow from the canon for ideas, or propose entirely original ones! Of course, your characters need to approach the narrative with some naivete, as they would still be high-schoolers. Bearing the manga canon in mind, this campaign has a decent longevity going into the teen levels, where a fair estimate of The Big 3's level may be at 13 at BEST. Of course, you could also go with a mentorship/private tutoring style campaign, mixing up the checkpoints, and working to develop and master your powers outside of the government's prying eyes.
Rookie Years:
Being fresh out of training, you have a full license to commit acts of heroism and use your quirk in public! Nobody told you it'd be so boring, though! Most of the missions you're sent on, if they really qualify as missions, orient more around handling small-time thugs and gangs, with most of your time being spent patrolling the city. But something is around the corner that will certainly give your career quite a bit of notoriety very quickly. If you want a format with a similar power-level to the student style stories, but want to go about the narrative in a different manner, this would be a way to go about it. Rookie heroes may seem like they have it bad, either sidekicking for a way more prominent hero, or working for a small-time agency, or just going solo, but it's truly a story about advancing yourself in the world, and becoming someone great who catches the attention of others!
Experienced Adventures:
When you've been heroing a while, you start to see a lot of things, and even begin to take on proteges to teach them what you know. By this point, most heroes have figured out their niches, and can be enlisted in more intense missions that require them to take down powerful Yakuza, or insane supervillains. You can definitely do an All Might or Endeavor-style story where you're seeking the top, and trying to stop all crime while establishing a legacy that will last forever, or a more secret-agent style story such as Eraserhead's could also present itself, taking out powerful foes and operations with subterfuge, or even infiltrating such organizations and taking them down from the inside! Combat, or at least long and drawn-out stuff, becomes much rarer in these types of campaigns, as most small threats are eagerly snatched up by greener horns, and those that you do encounter often become trivial encounters that lead up to a greater boss encounter. Sometimes, under certain GMs, it can become a practically social campaign that only utilizes combat when it finally becomes necessary at the end of a mission.
Elite Hero Legends:
Definitely the BNHA-equivalent to an epic campaign, a recommended storytelling style is one which features many week-to-month-long gaps in time, as many elite heroes encounter very few significant events that are centered on them. Of course, when those things come about, they can be quite a challenge. Many Elite Heroes also involve themselves with directing young heroes under their tutelage, or involve themselves in training and teaching. Many of the concepts introduced in the above types of campaigns can be applied, just with bearing in mind the truly grand scale established in arcs that focused on All Might, with cunning AND powerful foes that can truly challenge both the players and the characters.
Vigilante Escapades:
Not all heroes act within the law. For some reason or another, these vigilantes fight crime without government authorization. In these campaigns, not only do you fight the crime, you fight the endorsed, pay-to-win, official heroes who are obligated by law and duty to bring in vigilantes as if they were law breakers. A very Batman-style vibe is the obvious route to go here, but it's very easy to do a more lighthearted Spider-man storystyle with lots of fun quips, and battling public opinion.
Villains/Yakuza Plots:
I mean, it's fairly self-explanatory. Make the world yours through machinations and might! But be careful, it's not just villains you have to fight, but other villain gangs and organizations too!
Character Handbook Guideline
Wanna make a super cool Character Handbook Entry like in the canon??? Here's a guideline for that!
So a Character Handbook is broken down into the following
Power
Speed
Technique
Intelligence
Cooperativeness
For the purposes of clarification, these are interpreted thusly:
Power - Your character's physical might and/or the destructive power of their quirk. They do not necessarily stack, if one overtakes the other, then that's all she wrote. It's calculated several ways, but the two most straightforward ways are: 1 to the Power stat per modifier the character's strength stat has (Minimum 1) or 1 per 4d6s of damage that a character can inflict using his power. The cap is 5 with a 20 strength or 20d6s of damage, however, the cap can break to 6 by exceeding a 40 strength (+15 Modifier) or 60d6s of damage.
Speed - A measure of physical speed and agility, the speed stat can also measure different types of mobility. This is another stat that can be up to some discussion, but generally works as thus for hard calculation: 1 to the Speed stat per modifier the character's dexterity stat has (Minimum 1) or 1 per 30 feet the character can move in a single round, beyond their base speed, though these numbers stack. The cap is 5 with a 20 Dexterity or 180 Feet per round as a movement action. The cap can be broken to 6 by exceeding 40 Dexterity (+15 Modifier), or 360 feet in a single movement action.
Technique - Your character's practical skill with their quirk, or in combat techniques. This is a particularly vague stat that can be applied in several ways, but with the previous examples, it is calculated by this: 1 Point in Technique per 2 ranks in highest ranked combat skill of the character (Minimum 1), or 1 per 5 levels of each character's superpower (individually, cannot stack powers with fewer than 5 levels) or 1 per Special Attack the character knows. The first two methods of calculation cannot stack, though special attacks always stack with other means of calculation.
Intelligence - Literally a calculation of the character's mental strength. This has a truly straightforward means of calculation, only gaining 1 per point of intelligence modifier (minimum 1), with a cap of 5 at 20 intelligence. The cap is broken at 26 (+8 Modifier).
Cooperation - Another simple calculation, generally a person's ability to appeal to others, as well as work well with others. Generally speaking, it is calculated the same as intelligence, though using Charisma instead, with the same cap and break to 6.
(NOTE: This is meant to be rough, much like the actual character handbooks, GMs are free to adjust based on their setting's powerlevels, or what they feel is better for scaling or reflecting the canon)
Gadgets and GMing them:
Characters in BNHA commonly have gadgets which supplement, augment, or re-balance, their quirks. Much like in a standard capes and cowls game, this requires reasonable GMing, and accommodating of the player when necessary, while barring excessive shenanigans. Canonically, students like Aoyama, Mina Ashido, and Mirio Togata, need specialized gadgets to either allow their quirk to function properly, or prevent fundamental embarrassing situations. Whereas characters such as Jiro, or Tenya Iida, feature protective gadgets or offensive gadgets which augment their less than optimal combat quirks at times. There are some who have entirely cosmetic costumes and gadgets like Yaoyorozu, Ochaco, and initially, Izuku. And then there were those with gadgets that augmented already powerful quirks such as Katsuki. The first three examples, for starting gadgets, would be rather reasonable to grant to a player character, with nothing granting more than 2 levels of any given superpower to the wearer. Things like what Takeshi had, where it granted him an entirely new heroic special attack, and granted multiple levels to his powers that he already had, are excessive and shouldn't be granted at start.
Of course, with there being a support department, and plenty of opportunity to get upgrades to your gear at GM discretion, keeping in mind that no gadget should double or greater any person's current power levels, or grant them more than half of their maximum level in new powers. And of course, the GM should also consider implementing a soft limit on wealth cost for the gadgets, so as to prevent gadgets from getting too absurd at any given point.
NPCs and dynamics:
Any GM worth their salt can make interesting and fun NPCs to interact with, but keep in mind that BNHA has many canon "NPCs" that are expertly written and made to be just as appealing as any main character. As GM, it is your job to craft NPCs, give them personalities, backstories, etc. to make them engaging not only to watch, but for PCs to talk to. This can be daunting, since in something like a school-based campaign you have to fill up an entire class, but it makes for a rewarding experience. Additionally, though never to the detriment of the main character's arc and plotline, secondary and tertiary characters are also developed and given subplots and arcs, this makes the story feel much more fleshed out and three-dimensional, and don't be afraid to explore these such as the case with Todoroki, Katsuki, and Kirishima.