spectralpixelsredone
spectralpixelsredone
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spectralpixelsredone · 13 hours ago
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Weird Route Jingle...
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spectralpixelsredone · 17 hours ago
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You think they would of used the Paladins as weapons during the fall of beacon...? Since most were just used as Cargo and fodder...
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spectralpixelsredone · 18 hours ago
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For Geten-well seeing his mentor be roll over for Tomura would break him as all his prattle about being the strongest only to fold on tomura, would cause Geten to possibly break away For Trumpet and Redestro-basically what you said.... Skeptic-would be working behind the scenes playing bothsides, though would be loyal to Re-destro's crew and siphoning most of tomura crew to redestro Not that tomura cares as he pretty much one many army himself, thus contiunue his goals...
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Paranormal Liberation Front Faction Split AU
Overview
In this alternate universe, the Paranormal Liberation Front (PLF) collapses after the Paranormal War due to ideological rifts, leadership disputes, and All For One’s manipulative overreach. Rather than uniting under AFO or Tomura Shigaraki, the PLF splinters into seven factions: Heteromorphs, Moderates, MLA Loyalists, AFO’s Inner Circle, Jailbreakers, Criminals, and Tomura Loyalists, with Sanctum leading a distinct splinter group. Each faction pursues its own agenda, ranging from societal reform to personal power, creating a fragmented villain landscape that challenges hero society in unique ways. This AU explores the factions’ structures, motivations, and interactions, set against the backdrop of the Quirk Singularity Doomsday Theory and a destabilized Japan.
Background
Point of Divergence: After the Paranormal War, the PLF’s defeat at Gunga Mountain Villa exposes internal weaknesses. AFO’s takeover alienates key members, Tomura’s erratic leadership divides loyalties, and the surviving lieutenants and advisers pursue their own visions. The heroes’ “Divide and Conquer” strategy during the Second War amplifies these tensions, leading to the PLF’s dissolution into independent factions.
Quirk Singularity Context: Each faction interprets the Quirk Singularity Doomsday Theory differently, shaping their goals. Some aim to accelerate it, others to control it, and some to exploit it for personal gain.
Hero Society’s Response: The heroes, led by U.A. and top pros like Endeavor, struggle to adapt to multiple villain factions with conflicting motives, stretching their resources thin.
Factions
1. Heteromorphs
Leadership: Spinner, advised by Tkaie Kanigumo (Spinner’s #2 Adviser) and the Mouthless Adviser (Spinner’s #1 Adviser).
Members: Spinner’s #3 Adviser (Blockish Adviser), surviving Brown Regiment members, and the 15,000-strong Heteromorphic Mob.
Ideology: Seeks equality for Heteromorphs, who face discrimination due to their appearances. They view the Quirk Singularity as a chance to elevate Heteromorphs as the dominant societal group, believing their unique Quirks make them the future.
Goals: Overthrow hero society to establish a Heteromorph-led world. They focus on grassroots recruitment, propaganda, and raids on anti-Heteromorph institutions.
Base: Central Hospital (post-raid), repurposed as a stronghold for Heteromorph communities.
Tactics: Zerg Rush strategies using sheer numbers, as seen in the Central Hospital raid. Kanigumo’s propaganda fuels mob actions, while Spinner’s leadership inspires loyalty despite his mental deterioration from AFO’s Quirk enhancements.
Dynamics: The faction struggles with internal radicalization. Kanigumo manipulates Spinner into a figurehead, pushing a violent agenda that alienates moderate Heteromorphs. The Mouthless Adviser advocates for strategic restraint, creating tension with Kanigumo’s extremism.
Relation to Other Factions: Allies with Moderates for shared anti-hero goals but clashes with MLA Loyalists, who see Heteromorphs as inferior. Distrusts AFO’s Inner Circle due to AFO’s manipulation of Spinner.
2. Moderates
Leadership: Re-Destro (Rikiya Yotsubashi), with Trumpet as second-in-command.
Members: Surviving MLA members who reject AFO’s control, including some Carmine Regiment Advisers (e.g., Red, Toga’s #1 Adviser).
Ideology: Advocates for Quirk liberation without total societal destruction, believing the Quirk Singularity can be managed through reform rather than chaos. They seek a meritocracy where Quirks determine status but maintain societal structures.
Goals: Reform hero society by infiltrating politics and corporations, using Detnerat’s resources to influence policy. They aim to regulate Quirks to prevent Singularity-induced collapse.
Base: Detnerat headquarters, fortified as a corporate fortress.
Tactics: Political lobbying, media manipulation, and targeted strikes against hero institutions. Re-Destro’s Stress Quirk and Trumpet’s oratory skills amplify their influence.
Dynamics: Re-Destro’s pragmatic leadership contrasts with Trumpet’s lingering resentment toward the League, causing friction. The faction struggles to balance idealism with practicality, risking alienation of radical members.
Relation to Other Factions: Cooperates with Heteromorphs for mutual anti-hero goals but distrusts Tomura Loyalists’ destructive tendencies. Opposes AFO’s Inner Circle, viewing AFO as a tyrant.
3. MLA Loyalists
Leadership: Geten, supported by Geten’s #1 Adviser (Bald Adviser) and Geten’s #2 Adviser (Pink Masked Adviser).
Members: Violet Regiment remnants, including Geten’s #3 Adviser (Fox Adviser) and fanatical MLA followers.
Ideology: Hardline believers in Destro’s original Meta Liberation ideology, rejecting AFO and Tomura’s influence. They see the Quirk Singularity as a divine mandate to create a world where only the strongest Quirks survive.
Goals: Establish a Quirk-based aristocracy, eliminating “weak” Quirks and hero society. They aim to accelerate the Singularity to purge society of non-believers.
Base: A hidden MLA bunker, stocked with Quirk-enhancing tech.
Tactics: Guerrilla warfare, Quirk experimentation, and assassination of heroes and moderates. Geten’s Ice Quirk and the Fox Adviser’s katana skills make them formidable in combat.
Dynamics: Geten’s fanaticism drives the faction, but the Pink Masked Adviser’s survival instincts push for pragmatic alliances, causing tension. The Fox Adviser’s anti-capitalist rhetoric alienates potential corporate allies.
Relation to Other Factions: Hostile to Moderates for diluting Destro’s vision and Heteromorphs for their “impure” Quirks. Sees AFO’s Inner Circle as a threat to their purity.
4. AFO’s Inner Circle
Leadership: All For One, with Daruma Ujiko (Kyudai Garaki) as chief adviser.
Members: Nomu, select Tartarus Jailbreakers (e.g., Lady Nagant, pre-redemption), and AFO’s Spies (Tajima, Mihera, etc.).
Ideology: Total control over Quirks and society, using the Quirk Singularity to establish AFO as a god-like ruler. They view other factions as tools or obstacles.
Goals: Dominate the world by controlling Quirk evolution, creating an army of enhanced Nomu and loyal Quirk users. AFO seeks to absorb One For All to complete his power.
Base: Tartarus ruins, converted into a Nomu production facility.
Tactics: Quirk theft and distribution, Nomu deployment, and manipulation of other factions. AFO’s spies sabotage rivals, while Ujiko’s experiments push Quirk limits.
Dynamics: AFO’s absolute control stifles dissent, but Ujiko’s loyalty wavers as he prioritizes science over AFO’s ego. Lady Nagant’s defection (pre-redemption) highlights vulnerabilities.
Relation to Other Factions: Manipulates Jailbreakers and Criminals as pawns, opposes Tomura Loyalists for their independence, and undermines Moderates and MLA Loyalists to prevent unified resistance.
5. Jailbreakers
Leadership: Kunieda, with Gashly Ejju as a key lieutenant.
Members: Tartarus escapees (e.g., Dreadlocks Jailbreaker, Shark Jailbreaker, Dictator), excluding those loyal to AFO or Tomura.
Ideology: Freedom and vengeance against hero society, with no unified vision for the Quirk Singularity. They prioritize personal survival and power.
Goals: Destabilize Japan through chaos, targeting heroes and prisons to free more villains. They exploit the Singularity for personal gain, seeking powerful Quirks.
Base: Troy Parking Lot, a lawless zone for villain gatherings.
Tactics: Hit-and-run attacks, Quirk-based terrorism (e.g., Kunieda’s plant manipulation, Gashly’s monster babies), and prison breakouts. Their unpredictability makes them dangerous.
Dynamics: Kunieda’s loyalty to AFO creates tension with Gashly’s independent streak. The faction’s lack of cohesion risks collapse without strong leadership.
Relation to Other Factions: Loosely allied with AFO’s Inner Circle for resources but distrusts their control. Clashes with Tomura Loyalists over leadership and Moderates over ideology.
6. Criminals
Leadership: Sludge Villain, with Habit Headgear and Kshhiko Kash as key operatives.
Members: Minor villains and prison escapees focused on personal gain (e.g., Cider House, unnamed robbers).
Ideology: Opportunistic, with no stake in the Quirk Singularity. They exploit the PLF’s collapse for profit, power, and survival.
Goals: Amass wealth and influence through crime, avoiding direct conflict with heroes unless necessary. They sell Quirks, weapons, or services to other factions.
Base: Jaku Ruins, a black-market hub for villain activities.
Tactics: Robbery, smuggling, and mercenary work. Sludge Villain’s body possession and Habit Headgear’s Trap Flex Quirk enable stealth operations.
Dynamics: The faction’s loose structure leads to infighting, with Sludge Villain’s cowardice clashing with Kash’s pragmatism. Their lack of ideology limits long-term planning.
Relation to Other Factions: Neutral, offering services to all factions for profit. Distrusted by MLA Loyalists and Heteromorphs for their lack of ideals.
7. Tomura Loyalists
Leadership: Tomura Shigaraki, with Dabi and Himiko Toga as key lieutenants.
Members: Vanguard Action Squad remnants (Mr. Compress, Twice before his death), Toga’s #2 Adviser (Android Adviser), Toga’s #3 Adviser (Headband Adviser).
Ideology: Total destruction of hero society to create a new world order under Tomura’s vision. They embrace the Quirk Singularity as a tool for chaos.
Goals: Destroy U.A., top heroes, and societal structures, using Tomura’s Decay and AFO-granted Quirks to dominate. They aim to fulfill Tomura’s nihilistic dream.
Base: Gunga Mountain Ruins, a symbolic stronghold of their defiance.
Tactics: High-profile attacks (e.g., Dabi’s fire assaults, Toga’s Sad Man’s Parade), psychological warfare, and Quirk-enhanced combat. Tomura’s leadership inspires fanatical loyalty.
Dynamics: Dabi’s vendetta against Endeavor and Toga’s obsession with blood create friction, but Tomura’s charisma holds them together. AFO’s influence threatens Tomura’s autonomy.
Relation to Other Factions: Hostile to AFO’s Inner Circle, viewing AFO as a usurper. Opposes Moderates and MLA Loyalists for their reformist tendencies, but occasionally allies with Heteromorphs for shared destruction goals.
8. Sanctum’s Difference
Leadership: Sanctum, Twice’s #1 Adviser, operating independently.
Members: Twice’s #2 Adviser (Pilot Adviser), Twice’s #3 Adviser (Pink Elderly Adviser), and a small cadre of loyal Black Regiment members.
Ideology: A hybrid of MLA liberation and pragmatic survival, rejecting both AFO and Tomura’s extremism. Sanctum sees the Quirk Singularity as a manageable evolution, not a doomsday.
Goals: Create a shadow society where Quirks are free but controlled, avoiding hero-villain binaries. Sanctum aims to outlast other factions by staying under the radar.
Base: An underground network of safehouses, hidden from heroes and villains alike.
Tactics: Espionage, sabotage, and selective alliances. Sanctum’s unknown Quirk and the Pilot Adviser’s Heteromorphic abilities enable covert operations, while the Pink Elderly Adviser’s experience provides strategic insight.
Dynamics: Sanctum’s pragmatic leadership contrasts with the Pilot Adviser’s grudge against hero society, creating tension. The faction’s small size limits its firepower but enhances secrecy.
Relation to Other Factions: Neutral, playing all sides to survive. Cooperates with Moderates for resources but avoids AFO’s Inner Circle and Tomura Loyalists due to their volatility.
Key Conflicts and Interactions
Hero Society’s Struggle: The heroes face a multi-front war, with U.A. stretched thin against coordinated attacks (Tomura Loyalists, Jailbreakers) and subtle sabotage (Moderates, Sanctum’s Difference). Endeavor’s focus on Dabi weakens their response to AFO’s Inner Circle.
Factional Warfare: AFO’s Inner Circle manipulates Jailbreakers and Criminals to weaken Tomura Loyalists, while MLA Loyalists and Heteromorphs clash over ideological purity. Moderates and Sanctum’s Difference form a loose alliance to counter AFO’s dominance.
Quirk Singularity Race: AFO’s Inner Circle and MLA Loyalists accelerate Quirk evolution through experiments, while Moderates and Sanctum’s Difference seek regulation. Tomura Loyalists and Jailbreakers exploit the chaos for destruction, and Criminals profit from it.
Key Event - Battle of Jaku Ruins: A climactic clash sees Tomura Loyalists and Jailbreakers attack Jaku to free Gigantomachia, opposed by heroes and Moderates. AFO’s Inner Circle betrays both sides, deploying Nomu, while Sanctum’s Difference sabotages all parties to escape notice.
Example Scenario
Operation Fracture: The heroes, unaware of the full factional split, target Gunga Mountain Ruins, believing the PLF remains united. Tomura Loyalists (Dabi, Toga) launch a devastating counterattack, while Kunieda’s Jailbreakers ambush from Troy Parking Lot. Re-Destro’s Moderates leak intel to the heroes to undermine AFO, but Sanctum’s Difference hacks U.A.’s systems, delaying reinforcements. AFO’s Inner Circle unleashes Nomu, turning the battle into a chaotic free-for-all. The Criminals exploit the chaos to loot hero tech, while MLA Loyalists attack both heroes and Moderates, escalating the Singularity’s impact.
Impact on the MHA Universe
Hero Society: The fragmented villain threat forces heroes to adopt decentralized tactics, with U.A. students like Midoriya and Bakugo leading smaller squads. The Hero Public Safety Commission’s corruption, exposed by Lady Nagant’s defection, weakens public trust.
Quirk Singularity: The factions’ experiments and conflicts accelerate Quirk evolution, leading to unstable new powers and societal panic. Moderates and Sanctum’s Difference push for regulation, but AFO’s Nomu and Tomura’s Decay outpace their efforts.
Character Arcs: Midoriya faces moral dilemmas dealing with Anti-Villains like the Heteromorphs and Moderates. Endeavor’s battle with Dabi becomes personal, while Hawks navigates his double-agent role amidst Sanctum’s espionage. Shoji’s empathy challenges the Heteromorphs’ radicalism, potentially swaying Spinner.
Comparison to Canon PLF
Canon: The PLF is a unified force under AFO/Tomura, with clear hierarchies and a single goal of destroying hero society. Losses in the Paranormal War reduce them to 132 members, absorbed into AFO’s army.
AU: The factional split creates a more chaotic, multi-dimensional conflict. Each group’s unique ideology and tactics make them harder to predict, but their disunity gives heroes strategic openings. Sanctum’s Difference adds a wildcard element absent in canon.
Conclusion
The PLF’s fracture into seven factions plus Sanctum’s Difference transforms the My Hero Academia universe into a complex web of alliances, betrayals, and ideologies. The Quirk Singularity Doomsday Theory drives their actions, with each faction interpreting it differently—whether as a tool for power, reform, or chaos. This AU amplifies the stakes of the hero-villain conflict, forcing both sides to adapt to a fragmented, unpredictable war.
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spectralpixelsredone · 1 day ago
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1. Dr. Arthur Watts (RWBY and Justice League x RWBY)
Skills in Robotics and Technology
Programming & Hacking Expertise: Watts is a master hacker and programmer, capable of manipulating complex technological systems. He created a virus used by Cinder to infiltrate Beacon Academy’s CCT computers and control Atlesian Knights (PAGE4, PAGE5). In Atlas, he hacked Mantle’s outdated security infrastructure, which he had originally designed, to disable heating systems and manipulate digital voting to favor Jacques Schnee (PAGE2, PAGE5). He also forged a video framing Penny for Tyrian’s massacre (PAGE14).
Cybernetic Engineering: Watts demonstrated proficiency in biomechanical engineering by designing a retractable, venom-producing prosthetic stinger for Tyrian Callows, seamlessly integrating it with Tyrian’s organic body (PAGE14, PAGE15).
Hard-Light Dust Technology: Watts utilized eight rings to create Hard-Light Dust projections, functioning as platforms, shields, or traps (e.g., pinning Ironwood’s arm, requiring him to flay his skin to escape) (PAGE9, PAGE13, PAGE15).
Digital Consciousness Backup: In Justice League x RWBY: Super Heroes and Huntsmen, Part Two, Watts created a digital copy of his consciousness as a contingency for his Atlas plan’s failure, showcasing advanced knowledge in artificial intelligence and mind transfer technology (PAGE14).
Grimm-Related Technology: In the same crossover, Watts engineered artificial Grimm, indicating his ability to replicate or manipulate biological and supernatural entities through technological means (PAGE9).
Robotic Creations
Atlesian Paladin-290 Prototype: Watts contributed to the development of the Atlesian Paladin-290, a large combat mech used by the Atlesian military (PAGE14).
Environmental Dust Controls: He invented systems to regulate environmental conditions using Dust, likely for Atlas or Mantle (PAGE14).
Hacked Atlesian Knights: Through his virus, Watts took control of Atlesian Knights, turning them against their creators during the Fall of Beacon (PAGE5).
Artificial Grimm: In Justice League x RWBY, Watts created synthetic Grimm, combining biological mimicry with robotics or supernatural engineering (PAGE9).
Digital Copy: His digital consciousness backup is a non-physical “robotic” creation, representing a self-sustaining AI (PAGE14).
Key Characteristics
Watts’ creations emphasize control and manipulation over direct combat or mass production. His expertise lies in infiltrating and subverting existing systems rather than building large-scale robotic armies.
His work with Tyrian’s prosthetic and artificial Grimm shows versatility in blending organic and mechanical systems.
His digital copy highlights foresight and innovation in AI, ensuring his survival beyond physical death.
2. Dr. Merlot (RWBY: Grimm Eclipse)
Skills in Robotics and Technology
Grimm Mutation and Enhancement: Merlot’s primary focus was bioengineering and mutating Grimm to enhance their capabilities, viewing them as a “superior species” (PAGE17, PAGE19). His experiments aimed to “perfect” Grimm through scientific intervention (PAGE19).
Artificial Intelligence: Merlot developed advanced androids with basic AI to defend his island, indicating proficiency in robotics and AI programming (PAGE19).
Biological and Technological Integration: His work suggests a deep understanding of Grimm biology, allowing him to manipulate their aggression and physical forms through technological means (PAGE17, PAGE20).
Laboratory Automation: Merlot’s lab featured automated systems (e.g., terminals for door and elevator control) integrated with his Grimm experiments, showcasing his ability to create self-sustaining technological ecosystems (PAGE20).
Robotic Creations
Combat Androids: Merlot created two series of advanced androids for island defense:
Red Warrior Machines: Equipped with double-bladed staffs (PAGE16).
White Gun-Wielding Droids: Capable of switching between grenade launchers and rapid-fire energy cannons (PAGE16).
Mutant Grimm: While not strictly robotic, Merlot’s enhanced Grimm (e.g., Creep, Beowolf variants) combine biological mutation with technological control, functioning as semi-autonomous weapons (PAGE20).
Ultimate Mutant Grimm: His final creation in RWBY: Grimm Eclipse was a massive, enhanced Grimm, defeated by Team RWBY, representing the pinnacle of his bio-technological experiments (PAGE20).
Key Characteristics
Merlot’s work blends bioengineering with robotics, focusing on enhancing natural creatures (Grimm) rather than creating purely mechanical entities.
His androids are designed for defense, suggesting a practical approach to robotics, but they lack the sophistication of Watts’ hacked systems or AI backups.
His obsession with Grimm limits the scope of his robotic creations compared to Watts’ broader technological expertise.
3. Fort Lee (RWBY: The Session)
Skills in Robotics and Technology
Cybernetic Enhancements: Fort Lee possessed a cybernetic eye that functioned like a Scroll, allowing remote control of his island’s security systems and animal drones. The eye included an AI assistant, MIA, which analyzed combat data in real-time to optimize his fighting strategy (PAGE22, PAGE23).
Drone Engineering: He designed animal-themed drones (e.g., elephants, giraffes) with basic AI and speech capabilities, demonstrating expertise in robotics and AI integration (PAGE22).
Strategic Intelligence: Fort Lee’s ability to deduce Pyrrha Nikos’ Semblance and its limitations during combat highlights his analytical skills in technological and combat contexts (PAGE22).
Weaponized Prosthetics: His arm cannon, possibly a prosthetic, featured a large shoulder guard and claw-like attachments, indicating proficiency in designing combat-oriented cybernetics (PAGE21, PAGE22).
Robotic Creations
Animal Drones: Fort Lee created drones modeled after animals, equipped with basic AI and capable of speech. A single drone, piloted by his daughter Iona, held its own against Team RWBY, showcasing their combat effectiveness (PAGE22, PAGE23).
Cybernetic Eye with MIA: His eye, integrated with the AI MIA, served as a multifunctional control hub for his drones and security systems, enhancing his situational awareness and combat capabilities (PAGE23).
Arm Cannon: A powerful weapon, possibly a prosthetic, used to knock out Pyrrha Nikos and engage Team RWBY in combat (PAGE23).
Key Characteristics
Fort Lee’s creations focus on combat utility and surveillance, with his drones and cybernetic enhancements designed for direct confrontation and control.
His animal drones show creativity in design but are less advanced than Watts’ hacked systems or Merlot’s AI-driven androids.
His reliance on a single AI (MIA) and limited scope of creations suggest a narrower expertise compared to Watts’ multifaceted skills.
Comparison Table
Detailed Analysis
Skill Versatility:
Watts is the most versatile, excelling in hacking, cybernetics, AI, and supernatural engineering (Grimm). His ability to manipulate existing systems (e.g., Atlesian Knights, Mantle infrastructure) and create novel solutions (digital copy, Tyrian’s stinger) sets him apart.
Merlot focuses on bioengineering and robotics, with a niche expertise in Grimm mutation. His androids are functional but lack the sophistication of Watts’ creations.
Fort Lee has a narrower focus on cybernetics and drones, with his creations tailored for combat and surveillance but lacking the broader impact of Watts or Merlot.
Robotic Creations:
Watts’ creations are diverse, ranging from combat mechs (Paladin-290) to AI-driven consciousness backups and artificial Grimm. His hacked Atlesian Knights demonstrate his ability to repurpose existing tech on a large scale.
Merlot’s androids and mutant Grimm are combat-oriented but limited to his island. His creations are more biological than mechanical, reducing their “robotic” classification.
Fort Lee’s animal drones and cybernetic enhancements are practical for combat but lack the scale or innovation of Watts’ or Merlot’s work.
AI and Technological Innovation:
Watts leads in AI with his digital copy and hacking viruses, showcasing foresight and adaptability. His Hard-Light Dust rings add a unique technological edge.
Merlot’s AI is basic, used for androids and lab automation, but lacks the complexity of Watts’ creations.
Fort Lee’s MIA AI is advanced for real-time combat analysis but limited to his cybernetic eye, making it less impactful than Watts’ AI.
Biological and Supernatural Integration:
Watts and Merlot both excel in blending technology with biological or supernatural elements (Tyrian’s stinger, artificial Grimm for Watts; mutant Grimm for Merlot). Watts’ artificial Grimm in Justice League x RWBY suggest a deeper understanding of supernatural engineering.
Fort Lee’s cybernetic eye and possible arm prosthetic show moderate biological integration but lack the supernatural scope of Watts or Merlot.
Impact and Ambition:
Watts’ manipulations (e.g., Beacon’s fall, Mantle’s destabilization) have global consequences, reflecting his ambition to undermine entire systems. His digital copy and artificial Grimm further amplify his legacy.
Merlot’s ambitions are more localized, aiming to “perfect” Grimm but confined to his island experiments.
Fort Lee’s goals are personal and island-centric, focused on maintaining control and defeating Team RWBY, with no broader societal impact.
Conclusion
Dr. Arthur Watts is the most advanced and impactful in robotics and technology, with a wide range of skills (hacking, cybernetics, AI, Hard-Light Dust, Grimm creation) and creations that influence global events. His digital copy and artificial Grimm demonstrate unparalleled innovation.
Dr. Merlot excels in bioengineering and Grimm mutation, with his robotic creations (androids) serving a secondary role. His work is ambitious but limited in scope and technological sophistication compared to Watts.
Fort Lee is the least advanced, with practical but localized creations (animal drones, cybernetic eye). His skills in cybernetics and AI are notable but lack the depth or impact of Watts or Merlot.
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spectralpixelsredone · 1 day ago
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Comparison of Robotics Skills and Creations
Aspect: Primary Skills
Dr. Arthur Watts: Hacking, programming, cybernetic engineering, Hard-Light Dust technology, AI, Grimm creation
Dr. Merlot: Grimm mutation, AI, robotics, bioengineering
Fort Lee: Cybernetics, drone engineering, AI, strategic combat analysis
Aspect: Robotic Creations
Dr. Arthur Watts: Atlesian Paladin-290, hacked Atlesian Knights, Tyrian’s stinger, digital copy, artificial Grimm
Dr. Merlot: Combat androids (red warriors, white droids), mutant Grimm
Fort Lee: Animal drones, cybernetic eye with MIA, arm cannon
Aspect: AI Sophistication
Dr. Arthur Watts: Advanced (digital consciousness backup, virus with “W” signature)
Dr. Merlot: Moderate (basic AI in androids, lab automation)
Fort Lee: Moderate (MIA AI in eye, basic AI in drones)
Aspect: Biological Integration
Dr. Arthur Watts: High (Tyrian’s stinger, artificial Grimm)
Dr. Merlot: High (mutant Grimm with tech control)
Fort Lee: Moderate (cybernetic eye, possible arm prosthetic)
Aspect: Scope of Impact
Dr. Arthur Watts: Global (Beacon, Atlas, Mantle hacks; Grimm creation)
Dr. Merlot: Localized (island-based Grimm experiments)
Fort Lee: Localized (island security, combat against Team RWBY)
Aspect: Innovation Level
Dr. Arthur Watts: High (digital copy, Hard-Light traps, virus)
Dr. Merlot: Moderate (Grimm mutation, androids)
Fort Lee: Moderate (animal drones, cybernetic eye)
Aspect: Combat Utility
Dr. Arthur Watts: Indirect (hacking, traps, environmental control)
Dr. Merlot: Direct (androids, mutant Grimm)
Fort Lee: Direct (drones, arm cannon, eye-controlled systems)
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spectralpixelsredone · 1 day ago
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1. Pro-Heroes
Definition: Licensed heroes who operate under Hero Agencies, performing duties like crime-fighting, rescue, and public safety. They are regulated by the Hero Public Safety Commission (HPSC) and often ranked based on popularity and effectiveness (e.g., All Might, Endeavor).
Analysis:
Role in Society: Pro-Heroes are the backbone of MHA’s hero society, serving as both protectors and public figures. They maintain order in a world where Quirks create chaos, with top heroes like All Might acting as “Symbols of Peace.” Their visibility and rankings (e.g., Endeavor as No. 1 post-All Might) amplify their influence, but also pressure them to perform.
Strengths: Professional training, access to resources (agencies, sidekicks), and legal authority to use Quirks in public. Their structured system allows for specialization (e.g., Thirteen’s rescue focus, Endeavor’s combat prowess).
Weaknesses: Bureaucratic oversight by the HPSC can limit autonomy, as seen with Endeavor’s struggle to balance personal atonement with public duties. The ranking system fosters competition over collaboration, and public adoration can breed complacency or arrogance (e.g., Yoroi Musha’s retirement during crisis).
Narrative Significance: Pro-Heroes drive the series’ central conflict between heroism and villainy. Characters like All Might embody idealized heroism, while Endeavor’s arc highlights redemption and the flaws of ambition. Their dependence on public trust makes them vulnerable to societal shifts, as seen with Tomura Shigaraki exploiting public disillusionment.
Corruption Likelihood: Moderate. Most Pro-Heroes are driven by duty (e.g., Ryukyu, Best Jeanist), but ambition (Endeavor) or external pressure (HPSC manipulation) can lead to moral compromises. The system’s reliance on popularity incentivizes self-interest in some cases.
Speculation: As hero society stabilizes post-series, Pro-Heroes may face stricter regulations to prevent corruption, but their numbers could dwindle due to public distrust and fewer Quirks (if Eri’s Rewind Quirk is used to de-power society). New Pro-Heroes like Deku may redefine the role to focus on community-based heroism.
Key Examples: All Might (retired), Endeavor, Best Jeanist, Ryukyu, Edgeshot.
2. Regular Heroes
Definition: Licensed heroes who operate independently or in smaller agencies, often less prominent than top-ranked Pro-Heroes. They handle local or minor incidents and lack the fame of Pro-Heroes.
Analysis:
Role in Society: Regular Heroes fill gaps left by high-profile Pro-Heroes, patrolling neighborhoods or assisting in low-stakes rescues. They’re less likely to appear in media but are crucial for grassroots safety (e.g., Manual’s agency in Hosu).
Strengths: Flexibility to focus on local needs and less pressure from public scrutiny. Their lower profile allows genuine altruism, as seen with Manual’s humility despite suspecting Iida’s ulterior motives.
Weaknesses: Limited resources and influence compared to Pro-Heroes. They’re often overshadowed, reducing their impact during major crises. Their obscurity can lead to disillusionment, as implied by Manual’s frustration with public criticism.
Narrative Significance: Regular Heroes humanize the profession, showing the grind behind the glamour. They contrast with celebrity-driven Pro-Heroes, highlighting the diversity of motivations (e.g., Manual’s quiet dedication vs. Mt. Lady’s spotlight-chasing).
Corruption Likelihood: Low to moderate. Their lack of fame reduces temptation for self-interest, but financial struggles or HPSC pressure could push some toward unethical shortcuts.
Speculation: Regular Heroes may gain prominence in a post-war MHA world where public trust in top heroes wanes. They could form cooperative networks to rival larger agencies, emphasizing community over celebrity.
Key Examples: Manual, Gunhead, Kamui Woods, Lunch Rush.
3. Hero Commission Heroes
Definition: Heroes directly controlled or influenced by the HPSC, often trained from a young age or coerced into service. Subcategories include:
Corrupt/Forcibly Corrupt: Heroes manipulated into unethical acts (e.g., Hawks killing Twice, Lady Nagant’s assassinations).
Non-Corrupt: Heroes under HPSC but maintaining personal integrity (e.g., Best Jeanist’s principled approach).
Analysis:
Role in Society: These heroes serve as the HPSC’s enforcers, handling covert operations or high-stakes missions. They maintain the hero system’s stability, often at moral cost (e.g., Hawks infiltrating the League of Villains).
Strengths: Elite training, access to classified intel, and HPSC backing make them highly effective. Hawks’ versatility and Nagant’s precision exemplify their skill.
Weaknesses: Moral dilemmas and loss of autonomy erode their psyche. Hawks’ forced killing of Twice and Nagant’s defection highlight the toll of HPSC control. Public exposure of their actions risks backlash (e.g., Nagant’s imprisonment).
Narrative Significance: They expose the hero system’s dark underbelly, questioning the cost of order. Hawks’ duality (heroic yet ruthless) and Nagant’s rebellion critique institutional corruption, contrasting with All Might’s pure heroism.
Corruption Likelihood: High for corrupt/forcibly corrupt, as HPSC coercion often overrides personal ethics. Non-corrupt heroes resist but face constant pressure (e.g., Best Jeanist’s cautious navigation of HPSC dynamics).
Speculation: Post-HPSC reform, these heroes may transition to transparent roles or defect to independent agencies. A new oversight body could emerge to prevent coercion, but some may turn vigilante if distrust persists.
Key Examples: Hawks (forcibly corrupt), Lady Nagant (corrupt/defected), Best Jeanist (non-corrupt).
4. Celebrity Heroes
Definition: Heroes who prioritize fame, wealth, or personal pleasure over altruistic duty. They thrive on media attention and often retire during crises (e.g., Yoroi Musha).
Analysis:
Role in Society: Celebrity Heroes boost the hero industry’s visibility, drawing public support through charisma and spectacle (e.g., Mt. Lady’s debut stealing Kamui Woods’ spotlight). They’re marketable but less reliable in emergencies.
Strengths: Media savvy and public appeal make them effective at rallying support or funding. Mt. Lady’s ability to monetize her image sustains her agency despite collateral damage costs.
Weaknesses: Shallow motivations lead to unreliability. Yoroi Musha’s retirement and Mt. Lady’s initial focus on fame over duty show their fragility under pressure. Public backlash can quickly turn against them (e.g., Endeavor post-Dabi reveal).
Narrative Significance: They critique the commodification of heroism, showing how fame distorts duty. Mt. Lady’s growth into a more responsible hero contrasts with Yoroi Musha’s cowardice, highlighting redemption vs. failure.
Corruption Likelihood: High. Their focus on self-interest makes them prone to exploiting their status or abandoning duty for personal gain.
Speculation: Celebrity Heroes may face declining relevance as society demands authentic heroism post-war. Those like Mt. Lady, who evolve, could adapt, while others may fade into obscurity or pivot to entertainment.
Key Examples: Mt. Lady (evolving), Yoroi Musha (retired), Uwabami (self-serving).
5. Sidekicks
Definition: Heroes who work under Pro-Heroes in agencies, often in supporting roles. They range from aspiring heroes (e.g., Bubble Girl) to long-term subordinates (e.g., Kido, Onima).
Analysis:
Role in Society: Sidekicks handle logistics, backup, or specialized tasks, enabling Pro-Heroes to focus on high-priority missions. They’re essential for agency efficiency (e.g., Bubble Girl’s support for Nighteye).
Strengths: Teamwork-oriented, with opportunities to learn from experienced heroes. Their lower profile allows focus on skill development (e.g., Sirius’ synergy with Selkie).
Weaknesses: Limited autonomy and recognition can breed resentment or stagnation. Some, like Gang Orca’s sidekicks, remain unnamed, suggesting expendability.
Narrative Significance: Sidekicks represent the unsung labor of hero society, paralleling real-world support roles. Their loyalty (e.g., Kido’s dedication to Endeavor) contrasts with the ambition of Pro-Heroes, grounding the narrative.
Corruption Likelihood: Low to moderate. Most are loyal, but agency culture or HPSC influence could corrupt them indirectly (e.g., Endeavor’s sidekicks enabling his abusive past).
Speculation: Sidekicks may gain prominence as agencies rebuild, with some (e.g., Bubble Girl) becoming Pro-Heroes. A merit-based promotion system could emerge to reward their contributions.
Key Examples: Bubble Girl, Sirius, Kido, Onima, Midnight Boys (inactive).
6. Corrupt Heroes
Definition: Heroes who abuse their authority for personal gain, power, or malicious intent. Distinct from forcibly corrupt HPSC heroes, as their corruption is self-driven.
Analysis:
Role in Society: Corrupt Heroes undermine public trust, exploiting their status for profit or control. They’re rare but impactful, as their actions fuel villainy (e.g., Tomura Shigaraki’s resentment from hero neglect).
Strengths: Their hero status grants legal protection and public trust, making corruption harder to detect. They can manipulate systems for personal benefit (e.g., hypothetical profiteering from rescues).
Weaknesses: Exposure risks career destruction and villainous alliances (e.g., Nagant’s defection after HPSC corruption). Their actions often backfire, as seen with Endeavor’s tarnished legacy.
Narrative Significance: They highlight the fragility of hero society, showing how self-interest erodes trust. Endeavor’s abusive past, while not fully corrupt, parallels this by damaging his family and reputation.
Corruption Likelihood: Inherent, as this category defines self-driven corruption. Motivations include greed, power, or revenge.
Speculation: Corrupt Heroes may increase if hero society destabilizes, exploiting chaos for gain. Post-war reforms could expose more, leading to purges or defections to villainy.
Key Examples: None explicitly named in the document, but Endeavor’s early abusiveness and Yoroi Musha’s cowardice skirt this category. Hypothetical examples include heroes profiteering from crises.
7. Vigilante Heroes
Definition: Unlicensed individuals who fight crime using their Quirks, often outside legal boundaries. They predate the Pro-Hero system and operate in gray areas (e.g., historical Vigilantes).
Analysis:
Role in Society: Vigilantes address gaps in hero coverage, tackling crimes Pro-Heroes overlook. They’re polarizing, seen as heroes by some and criminals by others (e.g., Koichi in Vigilantes).
Strengths: Freedom from bureaucracy allows swift action and moral flexibility. Their grassroots approach resonates with marginalized communities distrustful of heroes.
Weaknesses: Illegal status risks arrest or villain alliances. Lack of training and resources makes them vulnerable (e.g., early Vigilantes’ reliance on improvisation).
Narrative Significance: Vigilantes challenge the hero system’s legitimacy, questioning whether legality equals morality. They foreshadow a potential return to decentralized heroism if Pro-Heroes fail.
Corruption Likelihood: Moderate. Idealism drives most, but desperation or resentment (e.g., Stain’s ideology) can twist them into quasi-villains.
Speculation: Vigilantes may resurge post-war as public faith in heroes wanes. Deku’s vigilante phase in the manga suggests a hybrid model where licensed heroes adopt vigilante tactics.
Key Examples: Historical Vigilantes (pre-Pro-Hero era), Koichi (from Vigilantes), Stain (quasi-vigilante).
8. Drifter Heroes
Definition: Independent heroes who operate without fixed agencies, moving freely and often prioritizing personal goals or instincts (e.g., Mirko’s lone-wolf style).
Analysis:
Role in Society: Drifter Heroes tackle high-risk missions or personal vendettas, often in areas Pro-Heroes avoid. Mirko’s aggressive, unbound approach exemplifies their disregard for convention.
Strengths: Unconstrained by bureaucracy, they act decisively and adapt quickly. Mirko’s resilience despite severe injuries showcases their self-reliance.
Weaknesses: Isolation limits teamwork and support, increasing risk (e.g., Mirko’s near-death encounters). Their unpredictability can alienate allies or the public.
Narrative Significance: Drifters embody raw heroism, contrasting with structured Pro-Heroes. Mirko’s defiance of norms highlights individual agency in a conformist system.
Corruption Likelihood: Low to moderate. Their independence reduces external pressure, but personal grudges or survival needs could lead to moral lapses.
Speculation: Drifters may proliferate in a fractured post-war society, filling voids left by retiring Pro-Heroes. They could inspire a new generation of solo heroes but struggle with coordination.
Key Examples: Mirko, Gran Torino (retired), Fat Gum (partially, due to his flexible approach).
9. Additional Sectors
Based on MHA’s world and themes, here are speculative hero sectors not explicitly listed but implied or plausible:
a. Retired Heroes
Definition: Heroes who leave active duty due to injury, age, or choice (e.g., All Might, Gran Torino).
Analysis: Retired Heroes retain influence as mentors or symbols but struggle with irrelevance (e.g., All Might’s teaching role). Their experience is invaluable, but physical limitations and public expectations create tension. Corruption is unlikely, but disillusionment (e.g., Yoroi Musha) can lead to abandonment.
Examples: All Might, Gran Torino, Yoroi Musha.
Speculation: Retired Heroes may form advisory councils post-war, guiding reforms or mentoring students like Deku.
b. International Heroes
Definition: Heroes operating outside Japan, often with unique cultural or legal frameworks (e.g., Star and Stripe, Salaam).
Analysis: They expand MHA’s global scope, showing diverse hero systems. Star’s New Order Quirk and Salaam’s cultural motifs highlight regional variations. Their distance from Japan limits impact but offers fresh perspectives. Corruption depends on their home systems (e.g., Star’s idealism vs. HPSC-like control elsewhere).
Examples: Star and Stripe (deceased), Salaam, Cow Lady.
Speculation: International Heroes may lead global alliances to rebuild hero society, with Deku as a liaison.
c. Student Heroes
Definition: Hero trainees at schools like U.A., working toward licenses (e.g., Deku, Bakugo).
Analysis: Students represent the future, blending idealism with inexperience. Their internships and exams (e.g., Provisional License Exam) prepare them for Pro-Hero roles, but real-world crises test their resolve. Corruption is rare but possible under corrupt mentors (e.g., HPSC influence). They drive MHA’s coming-of-age narrative.
Examples: Deku, Bakugo, Shoto, Mirio.
Speculation: Students may redefine heroism, creating hybrid roles blending Pro-Hero and vigilante elements.
d. Underground Heroes
Definition: Low-profile heroes who avoid media, focusing on covert or niche roles (e.g., Aizawa, Snipe).
Analysis: Underground Heroes like Aizawa prioritize efficiency over fame, tackling threats like organized crime. Their secrecy reduces corruption but isolates them from public support. They balance the flashiness of Celebrity Heroes, grounding the narrative.
Examples: Aizawa (Eraser Head), Snipe, Selkie.
Speculation: Underground Heroes may lead covert operations post-war, countering villain resurgence discreetly.
Comparative Analysis
Interconnectivity: Sectors overlap significantly. Pro-Heroes often start as Sidekicks or Students, while Celebrity Heroes can be Pro-Heroes (e.g., Mt. Lady). Drifters like Mirko blur lines with Underground Heroes, and Vigilantes may transition to licensed roles (e.g., Koichi’s potential). Hero Commission Heroes straddle Pro-Hero and Corrupt categories, showing systemic complexity.
Societal Impact: Pro-Heroes and Celebrity Heroes shape public perception, while Regular and Underground Heroes maintain stability. Vigilantes and Drifters challenge norms, and Sidekicks enable scalability. Corrupt and HPSC Heroes expose systemic flaws, driving reform.
Corruption Spectrum: Corrupt Heroes and forcibly corrupt HPSC Heroes are most prone to ethical lapses, followed by Celebrity Heroes. Pro-Heroes and Sidekicks vary by individual, while Regular, Underground, and Drifter Heroes lean altruistic. Vigilantes risk corruption via extremism.
Narrative Themes: Each sector reflects MHA’s exploration of heroism’s cost. Pro-Heroes embody duty, Celebrity Heroes critique fame, and Corrupt Heroes expose failure. Vigilantes and Drifters highlight individuality, while Sidekicks and Students emphasize growth. HPSC Heroes question authority.
Speculative Future
Post-war, MHA’s hero society faces a reckoning. Public distrust, reduced Quirk prevalence (via Eri’s Rewind), and HPSC reform could reshape sectors:
Pro-Heroes may decentralize, with smaller, community-focused agencies replacing mega-agencies.
Regular Heroes could lead grassroots recovery, gaining public favor.
HPSC Heroes may dissolve or reform into transparent roles, with Hawks as a reform advocate.
Celebrity Heroes risk obsolescence unless they adapt (e.g., Mt. Lady’s growth).
Sidekicks may unionize for better recognition, elevating their status.
Corrupt Heroes face exposure, prompting purges or defections.
Vigilantes could legitimize as auxiliary heroes, inspired by Deku’s arc.
Drifters may form loose coalitions, balancing independence with collaboration.
New Sectors: “Restorative Heroes” (using Quirks like Eri’s for healing/rebuilding) or “Educator Heroes” (mentors like Aizawa shaping future generations) could emerge.
Conclusion
MHA’s hero sectors reflect a complex ecosystem where duty, fame, autonomy, and corruption intersect. Pro-Heroes and Sidekicks uphold structure, while Vigilantes and Drifters challenge it. Celebrity and Corrupt Heroes expose flaws, and HPSC Heroes reveal systemic control. Each sector’s strengths and weaknesses drive the narrative, with Students like Deku poised to redefine heroism. Speculatively, a post-war world may blend these roles, prioritizing community and authenticity over rankings, with new sectors addressing societal healing and education. This analysis underscores MHA’s critique of heroism as both noble and flawed, inviting reflection on what truly makes a hero.
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spectralpixelsredone · 1 day ago
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If Salem Had An Army PT2: Bishops
Basically long living, aging memebers of Salem's inner circle are converted into mystical bishops to continue her goals
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spectralpixelsredone · 1 day ago
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For Hawks in my opinion obviously would be a internal fixer for the Hero Commmsion prob. is it just seem idk, that we just don't know HOW deep the corruption goes, do all the employees have to be fired and arrest....even if some want to help Hawks fix everything, I just think it needs a clean sweep out completely...
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The Hero Public Safety Commission (HPSC) in My Hero Academia is depicted as an organization deeply entrenched in corruption, operating under the guise of maintaining public order and the pristine image of heroes. While the series ultimately shows its downfall and a move towards reform, it's a compelling thought experiment to consider the ramifications if the HPSC had remained as corrupt as it was, continuing its dubious methods without significant internal or external pressure for change.
The Foundation of Corruption
As detailed in the provided document, the HPSC's corruption stemmed from a "Utopia Justifies the Means" philosophy. Their core aim was to preserve society's trust in heroes and maintain the status quo, even if it meant resorting to extreme, illegal, and morally reprehensible actions. Key aspects of this corruption included:
Assassinations: Employing individuals like Lady Nagant to secretly eliminate "stains" on society, including corrupt heroes, terrorists, and even protesters, without due process.
Child Soldiers and Brainwashing: Scouting young children with powerful quirks, like Hawks, and grooming them from a young age to be loyal agents, effectively brainwashing them and forcing them to abandon their identities.
Cover-ups and Manipulation: Fabricating stories (e.g., Lady Nagant's arrest) and concealing evidence to protect the Commission's image and prevent information leaks.
Abuse of Power: Overturning decisions of other hero bodies, conducting their own criminal investigations with questionable ethics, and even endangering students for high-profile missions.
Disregard for Individual Rights: Depriving individuals of fair trials and due process, prioritizing the collective "peace" over individual liberties.
Treating Heroes as Disposable Assets: Viewing their agents as tools to be used and discarded, as exemplified by their threats to Lady Nagant.
The Erosion of Public Trust and Hero Morale
If the HPSC had continued its corrupt practices, the most immediate and devastating consequence would be the complete and irreversible erosion of public trust. While the Commission successfully managed to keep many of its darker secrets hidden for decades, "rumours would spread about their illegal methods." With the increasing interconnectedness of society and the heightened scrutiny on heroes, it would become progressively harder to suppress the truth.
Leaks and Whistleblowers: The sheer volume of morally compromised actions would inevitably lead to more internal dissent. Heroes or agents, like Lady Nagant, who became disillusioned, would either actively work against the Commission or leak information, further exposing their misdeeds.
Public Outcry: Once the full extent of the assassinations, child soldier programs, and cover-ups became public knowledge, the faith that society placed in heroes would shatter. This wouldn't just be a loss of trust in the HPSC, but a deep-seated cynicism towards the entire hero system, potentially leading to widespread social unrest and protests.
Loss of Hero Credibility: The very image the HPSC sought to protect would be irrevocably tarnished. Heroes, even those genuinely striving for good, would be viewed with suspicion, their motives questioned, and their actions scrutinized. This would make their work significantly harder, as public cooperation is crucial for effective heroics.
A Dysfunctional and Decaying Hero Society
A continuously corrupt HPSC would lead to a hero society that is outwardly stable but internally rotting.
Disillusioned Heroes: The best and most morally upright heroes would find it increasingly difficult to operate under such a system. Many might retire, become vigilantes, or even defect, creating a brain drain of genuine talent and integrity. Heroes like Hawks, who were "swayed partially into the Commission's ideals" but remained "conflicted," would either break under the pressure or become hollow shells of their former selves.
Rise of "Commission-Approved" Heroes: The heroes who remained would likely be those willing to compromise their morals for status, or those too deeply entrenched to escape. This would create a hero landscape dominated by individuals who prioritize obedience to the HPSC over true justice, further alienating the public.
Ineffective Crime Fighting: The Commission's focus on image over substance would severely hamper their ability to combat genuine threats. Their methods, such as assassinating potential criminals before they commit crimes, would be reactive and short-sighted, failing to address the root causes of villainy. Their "Oddly Small Organization" and "understaffed" nature, combined with their dubious tactics, would make them inefficient against large-scale threats like the Paranormal Liberation Front.
Increased Villain Power: Villains, particularly intelligent ones, would exploit the growing distrust between the public and heroes. They could easily expose the HPSC's secrets, turning public opinion against the heroes and recruiting disillusioned citizens to their cause. The moral high ground would shift, making it easier for villain organizations to gain traction and legitimacy among certain segments of the population.
Political Instability and International Condemnation: A government agency operating with such impunity would eventually face severe political backlash. Other nations would likely condemn Japan's hero system, leading to diplomatic crises and potentially sanctions. The "collapse of Japan" seen after the Paranormal Liberation War would be less about physical destruction and more about societal and governmental breakdown due to internal rot.
Specific Character Fates
Hawks: If the Commission remained corrupt, Hawks would likely be trapped in a cycle of moral compromise. His optimism would be crushed, and he might eventually become as jaded and broken as Lady Nagant, or perhaps even turn against the Commission in a more direct and destructive manner, unable to reconcile his true desire for peace with the dirty work he's forced to do.
Lady Nagant: Without the HPSC's collapse and Hawks's influence, Lady Nagant might have remained a hardened villain, or her trauma could have led to a complete mental breakdown, making her even more dangerous or entirely incapacitated. Her potential for reform would be non-existent.
Yokumiru Mera: Mera, who became the acting president and initiated reforms, would either be sidelined, forced to comply with the corruption, or driven to exhaustion and despair without the opportunity to enact positive change.
Conclusion
In essence, a perpetually corrupt Hero Public Safety Commission would lead Japan down a path of societal decay. The outward facade of a powerful hero society would crumble, revealing a rotten core. Public trust would evaporate, heroes would become disillusioned, and villains would thrive in the ensuing chaos and moral vacuum. The system designed to protect would instead become its own greatest threat, ultimately leading to a more profound and irreversible collapse than the one depicted in the series, where at least the opportunity for genuine reform emerged from the ashes. The "Utopia Justifies the Means" philosophy, when taken to its extreme, inevitably leads not to utopia, but to dystopia.
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spectralpixelsredone · 2 days ago
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Nezu could be seen as weird proto-nomu thing like I know before in canon the villain factory was being used to make what would be the templates of nomu so yeah what you said about Garaki is right Worse idea, (if im keeping tomura being afo vessel) basically AFO is trying to get Tomura to hate the OFA Weilders including Nana (AFO might be more pragmatic, but if he can find a way to be petty without biting him in the long run HE WILL do it). Not just all might anymore For Nana specifically to have Tomura/Tenko blame her for why his dad became such a horrible person... Mostly so Tomura is somewhat smarter and knows what he's dealing with with the quirk and who he will have to kill inside to quirk To be fair this Tomura would be more smarter and more restrained and more mellow that was he is in canon
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All For One's Council: A 'Light'-Inspired Analysis
Imagine a clandestine council, much like "The Light" from Young Justice, operating from the shadows of the My Hero Academia world. This group, orchestrated by All For One, would be the true puppet masters behind the major shifts in Quirk society, guiding it towards their ultimate, sinister vision. Their operations would be characterized by long-term planning, intricate manipulations, and a chilling pragmatism, where even apparent defeats serve a grander design.
The Council's Overarching Purpose
This council would have two distinct, yet interconnected, phases for its grand agenda:
The Age of Quirks First Dawn: In the chaotic genesis of Quirks, the council's initial aim would be to establish control and influence. This isn't about immediate world domination, but about subtly shaping the nascent Quirk society. They would identify emerging powers, exploit societal fears and desires, and lay the groundwork for a future where Quirks are either directly under their thumb or evolve in a way that benefits their power structure. Yoichi's initial, ambiguous agreement might have stemmed from a shared desire for stability in this chaotic era, albeit with vastly different methods in mind.
The Quirks Doomsday Evolution Theory: This represents the council's more extreme, later agenda. Believing that Quirks are destined to spiral into an uncontrollable "doomsday" (the Quirk Singularity Doomsday Theory), they would aim to accelerate or guide this evolution. Their goal wouldn't be to prevent the "doomsday" but to harness it, using the chaos to purge "undesirable" Quirks, force humanity into a new, more powerful state, or simply ensure that they are the ones who emerge as the absolute rulers of the post-doomsday world. This aligns with The Light's "survival of the fittest" philosophy and their ambition to make Earth a galactic superpower.
Council Members: Roles and Dynamics
Each member would bring unique abilities and philosophies to the table, often unknowingly serving All For One's deeper machinations.
All For One (AFO) - The Mastermind (Vandal Savage):
Role: The undisputed founder, strategist, and ultimate chessmaster. He operates from the deepest shadows, pulling strings and manipulating events across generations.
Contribution: His "All For One" Quirk allows him to acquire and distribute Quirks, making him the central hub of power and a living archive of abilities. He would use this to empower loyalists, disarm threats, and conduct long-term genetic experiments. His immense intelligence and foresight would be unparalleled, allowing him to orchestrate multi-layered Xanatos Gambits.
Dynamics: He would maintain a facade of politeness and generosity, but view all others as disposable tools. He'd exploit their personal ambitions and ideologies to further his own.
Tomura Shigaraki - The Destructive Heir (Younger, More Volatile Light Member):
Role: AFO's chosen successor, initially a volatile and destructive force, but gradually groomed for leadership. He represents the raw, unbridled chaos the council might unleash.
Contribution: His "Decay" Quirk, amplified by AFO's modifications, would be the primary tool for widespread destruction and societal breakdown, fulfilling the "Quirks Doomsday" aspect. He would be the public face of terror, drawing attention while AFO works in the background.
Dynamics: His relationship with AFO would be complex, marked by mentorship but also manipulation. He might resent being a "pawn" but ultimately serve AFO's will due to his ingrained hatred and thirst for destruction.
Re-Destro - The Public Ideologue (Lex Luthor):
Role: The charismatic public figure, leader of the Meta Liberation Army. He would advocate for "Quirk liberation" and "freedom," which, under the council's guidance, would lead to chaos and a forced "evolution."
Contribution: His "Stress" Quirk allows him to convert negative emotions into raw power, making him a formidable combatant and a symbol for those feeling oppressed by Quirk regulations. His Detnerat Company would provide financial resources and a legitimate front for council operations, perhaps developing support items that can be weaponized.
Dynamics: AFO would exploit Re-Destro's "well-intentioned extremist" philosophy, using his movement to destabilize society and push the "Quirks Doomsday" agenda.
Flect Turn - The Purist Zealot (Fanatical Light Member):
Role: An extremist who views Quirks as a "disease" and seeks their eradication, aligning with the "Quirks Doomsday" by purging the "afflicted."
Contribution: His "Reflect" Quirk makes him a powerful defensive and offensive asset, capable of turning heroes' own power against them. He would lead operations focused on eliminating specific Quirk users or spreading "Quirk-destroying" agents (like the Trigger drug).
Dynamics: AFO would use Flect Turn's fanaticism to justify extreme measures and eliminate perceived weaknesses in the Quirk population, even if their ultimate goals differ (AFO wants control, Flect wants eradication).
Overhaul (Kai Chisaki) - The Pragmatic Bio-Engineer (The Brain/Scientist focused on specific projects):
Role: Leader of the Shie Hassaikai, focused on restoring the Yakuza's power through the black market of Quirk-erasing drugs.
Contribution: His "Overhaul" Quirk is perfect for disassembling and reassembling, making him invaluable for creating and refining Quirk-erasing/manipulating drugs (like those derived from Eri's Quirk). He would handle the illicit trade and research into Quirk modification.
Dynamics: His mysophobia and obsession with "cleansing" Quirks would be tolerated and even encouraged by AFO, as his work directly contributes to the "Quirks Doomsday" scenario. AFO would likely ensure Eri's capture for Overhaul, knowing it serves his own long-term goals.
Dark Might (Valdo Gollini) - The Manipulated Enforcer (Number Six/Powerful Asset):
Role: A powerful, ego-driven mafia boss whose "Alchemy" Quirk allows matter modification. AFO would manipulate his ego and ambition to make him a loyal, albeit second-tier, enforcer.
Contribution: His Quirk offers versatile destructive and constructive capabilities, useful for large-scale operations, creating unique structures, or even modifying environments to suit the council's needs. He would be a formidable direct combatant.
Dynamics: AFO would play on Dark Might's desire for power and recognition, using him as a highly effective but ultimately expendable asset, similar to how he used Number Six in canon.
Wolfram - The Brute Force Specialist (Strong Enforcer):
Role: A powerful physical combatant, likely augmented by AFO's Quirks.
Contribution: His "Muscle Augmentation" Quirk makes him a destructive force, ideal for direct assaults, creating diversions, or overwhelming opposition.
Dynamics: A straightforward tool for AFO, used for missions requiring raw power.
Nine - The Weather Manipulating Powerhouse (Klarion/Lord of Chaos):
Role: A high-tier Quirk user with immense destructive potential, driven by a philosophy of "might makes right."
Contribution: His "Weather Manipulation" Quirk provides large-scale environmental control, capable of causing natural disasters to sow chaos or cover operations. His duplicate "All For One" Quirk (limited to 8) makes him a versatile combatant.
Dynamics: Like Klarion, he represents a chaotic element that AFO can direct. His power would be invaluable for large-scale "doomsday" events, even if his personal goals are less aligned with AFO's long-term vision.
Garaki (Kyudai Garaki) - The Scientific Genius (The Brain):
Role: AFO's most loyal scientist, responsible for all biological and technological advancements for the council.
Contribution: Creates Nomu, perfects Quirk-destroying/enhancing drugs, and performs body modifications. His "Life Force" Quirk grants him longevity, allowing him to serve AFO for decades. He is the scientific backbone, providing the means for the council's most ambitious projects.
Dynamics: Fiercely loyal to AFO, he would execute the scientific aspects of the "Quirks Doomsday" theory, from creating new Nomu to researching Quirk singularity.
Starservant - The Charismatic Cult Leader (Queen Bee/Public Manipulator):
Role: A figure who could rally a large following through charisma or a Quirk that inspires devotion.
Contribution: Would be responsible for gathering new recruits, spreading propaganda, and creating public support (or fear) for the council's agenda, perhaps through a "Quirks First Dawn" narrative that subtly shifts to "Quirks Doomsday."
Dynamics: His influence over the masses would be a valuable asset for shaping public opinion and recruiting foot soldiers.
Gashly - The Brutal Enforcer/Assassin (Lady Shiva/Sportsmaster):
Role: A ruthless and effective combatant, specializing in direct elimination or intimidation.
Contribution: Carries out assassinations, captures, and other violent operations that require a hands-on approach.
Dynamics: A reliable tool for the council's more brutal necessities.
Kuidea - The Information Broker/Analyst (The Chessmaster's Eyes and Ears):
Role: Specializes in gathering intelligence, analyzing threats, and predicting hero movements.
Contribution: Provides vital information that allows the council to plan their Xanatos Gambits and stay ahead of the heroes. Might have a perception or analytical Quirk.
Dynamics: Operates covertly, feeding information to AFO and other key members.
Dictator - The Control Specialist (Mind Control/Influence):
Role: A villain whose Quirk allows them to exert control over individuals or small groups, either physically or mentally.
Contribution: Used for specific infiltration missions, coercing individuals, or creating controlled chaos.
Dynamics: A more surgical tool for manipulation, complementing AFO's broader influence.
Number Six - The Rapid Operative (Speed/Infiltration):
Role: Given "Overclock" by AFO, making him incredibly fast.
Contribution: Ideal for rapid strikes, hit-and-run tactics, quick extractions, or high-speed infiltration.
Dynamics: Another specialized tool for AFO, used when speed is paramount.
Former Members: Yoichi and Nedzu
Yoichi Shigaraki - The Idealist Turned Opponent:
Initial Involvement: In the "Quirks First Dawn," Yoichi, perhaps genuinely concerned about the chaos of emerging Quirks, might have initially agreed with AFO's vision of bringing order to society. He might have believed AFO's promises of a stable future, contributing his own (then unknown) Quirk or insights.
Departure: As AFO's true, manipulative, and selfish nature became apparent, and his methods grew increasingly ruthless, Yoichi would have realized the horror of his brother's "order." His "ambiguously evil" past would be redefined as a tragic misjudgment. His betrayal would be the catalyst for the creation of One For All, specifically designed to counter AFO and his council's growing tyranny.
Nedzu - The Coerced Intellect:
Initial Involvement: Nedzu, with his unparalleled "High Specs" Quirk, would have been an invaluable asset for strategic planning, analysis, and understanding the burgeoning Quirk society. He might have been "forced" (blackmailed, threatened, or coerced through a dire situation) to join, perhaps to protect others or due to a perceived lack of alternatives in the early chaos.
Departure: Once forced into the council, Nedzu would have secretly worked against them, using his intellect to gather information, subtly sabotage plans, or prepare for a future defection. His "heelface turn" would be a calculated move, perhaps escaping or being "rescued" in a way that allows him to become a key figure in the heroic resistance, providing invaluable insight into AFO's methods.
Operational Mechanics
The council would operate with extreme secrecy and foresight, leveraging each member's unique strengths:
The Hidden Hand: Like The Light, their existence would be largely unknown to the general public and even most heroes. Their actions would appear as disparate villainous acts or societal shifts, masking the unified agenda.
Layered Operations (Xanatos Gambits): Every major villainous incident would be a multi-layered plan. If the primary objective fails, a secondary or tertiary goal is achieved, still pushing the council's agenda forward. This could involve:
Staging "hero vs. villain" conflicts to test emerging Quirks or manipulate public opinion.
Creating "Quirk-related disasters" to justify stricter controls or push for forced evolution.
Using public figures (like Re-Destro) to influence policy and media narratives, while covert operatives (like Gashly or Number Six) carry out the dirty work.
Strategic Alliances and Betrayals: They would form temporary alliances with other villain groups or even foreign powers, only to betray them when expedient, as The Light did with the Kroloteans and the Reach. This would be a core part of AFO's "playing various other factions against each other" strategy.
Resource Monopoly: They would control key resources related to Quirks – research (Garaki), black market drugs (Overhaul), and strategic locations (potentially through Dictator's influence).
Information Control: They would actively manipulate information, spread disinformation, and control narratives to shape public perception and keep heroes off balance. Kuidea would be crucial here.
The "Nuclear Option": Similar to The Light's last resort, this council might have an ultimate plan to unleash a catastrophic "Quirks Doomsday" event if their long-term manipulations fail, ensuring their survival and dominance even in a drastically altered world.
In essence, All For One's council would be a terrifyingly effective force, constantly adapting and manipulating the very fabric of Quirk society to fulfill their vision of a world where power reigns supreme, and they are its absolute, unchallenged masters.
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spectralpixelsredone · 2 days ago
Text
Well this au nezu was made by Garaki, also my theory about canon is that, Garaki was one of the sciteists in canon that made him Why Nezu would lean AFO circle is possibly due to ego, betrayal, or simply disintrest being more nominal hero big good, possilby more loyal to yoichi About AFO yeah this version would be completely pragmatic and calculating sure he's evil but he's not stupid evil...
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All For One's Council: A 'Light'-Inspired Analysis
Imagine a clandestine council, much like "The Light" from Young Justice, operating from the shadows of the My Hero Academia world. This group, orchestrated by All For One, would be the true puppet masters behind the major shifts in Quirk society, guiding it towards their ultimate, sinister vision. Their operations would be characterized by long-term planning, intricate manipulations, and a chilling pragmatism, where even apparent defeats serve a grander design.
The Council's Overarching Purpose
This council would have two distinct, yet interconnected, phases for its grand agenda:
The Age of Quirks First Dawn: In the chaotic genesis of Quirks, the council's initial aim would be to establish control and influence. This isn't about immediate world domination, but about subtly shaping the nascent Quirk society. They would identify emerging powers, exploit societal fears and desires, and lay the groundwork for a future where Quirks are either directly under their thumb or evolve in a way that benefits their power structure. Yoichi's initial, ambiguous agreement might have stemmed from a shared desire for stability in this chaotic era, albeit with vastly different methods in mind.
The Quirks Doomsday Evolution Theory: This represents the council's more extreme, later agenda. Believing that Quirks are destined to spiral into an uncontrollable "doomsday" (the Quirk Singularity Doomsday Theory), they would aim to accelerate or guide this evolution. Their goal wouldn't be to prevent the "doomsday" but to harness it, using the chaos to purge "undesirable" Quirks, force humanity into a new, more powerful state, or simply ensure that they are the ones who emerge as the absolute rulers of the post-doomsday world. This aligns with The Light's "survival of the fittest" philosophy and their ambition to make Earth a galactic superpower.
Council Members: Roles and Dynamics
Each member would bring unique abilities and philosophies to the table, often unknowingly serving All For One's deeper machinations.
All For One (AFO) - The Mastermind (Vandal Savage):
Role: The undisputed founder, strategist, and ultimate chessmaster. He operates from the deepest shadows, pulling strings and manipulating events across generations.
Contribution: His "All For One" Quirk allows him to acquire and distribute Quirks, making him the central hub of power and a living archive of abilities. He would use this to empower loyalists, disarm threats, and conduct long-term genetic experiments. His immense intelligence and foresight would be unparalleled, allowing him to orchestrate multi-layered Xanatos Gambits.
Dynamics: He would maintain a facade of politeness and generosity, but view all others as disposable tools. He'd exploit their personal ambitions and ideologies to further his own.
Tomura Shigaraki - The Destructive Heir (Younger, More Volatile Light Member):
Role: AFO's chosen successor, initially a volatile and destructive force, but gradually groomed for leadership. He represents the raw, unbridled chaos the council might unleash.
Contribution: His "Decay" Quirk, amplified by AFO's modifications, would be the primary tool for widespread destruction and societal breakdown, fulfilling the "Quirks Doomsday" aspect. He would be the public face of terror, drawing attention while AFO works in the background.
Dynamics: His relationship with AFO would be complex, marked by mentorship but also manipulation. He might resent being a "pawn" but ultimately serve AFO's will due to his ingrained hatred and thirst for destruction.
Re-Destro - The Public Ideologue (Lex Luthor):
Role: The charismatic public figure, leader of the Meta Liberation Army. He would advocate for "Quirk liberation" and "freedom," which, under the council's guidance, would lead to chaos and a forced "evolution."
Contribution: His "Stress" Quirk allows him to convert negative emotions into raw power, making him a formidable combatant and a symbol for those feeling oppressed by Quirk regulations. His Detnerat Company would provide financial resources and a legitimate front for council operations, perhaps developing support items that can be weaponized.
Dynamics: AFO would exploit Re-Destro's "well-intentioned extremist" philosophy, using his movement to destabilize society and push the "Quirks Doomsday" agenda.
Flect Turn - The Purist Zealot (Fanatical Light Member):
Role: An extremist who views Quirks as a "disease" and seeks their eradication, aligning with the "Quirks Doomsday" by purging the "afflicted."
Contribution: His "Reflect" Quirk makes him a powerful defensive and offensive asset, capable of turning heroes' own power against them. He would lead operations focused on eliminating specific Quirk users or spreading "Quirk-destroying" agents (like the Trigger drug).
Dynamics: AFO would use Flect Turn's fanaticism to justify extreme measures and eliminate perceived weaknesses in the Quirk population, even if their ultimate goals differ (AFO wants control, Flect wants eradication).
Overhaul (Kai Chisaki) - The Pragmatic Bio-Engineer (The Brain/Scientist focused on specific projects):
Role: Leader of the Shie Hassaikai, focused on restoring the Yakuza's power through the black market of Quirk-erasing drugs.
Contribution: His "Overhaul" Quirk is perfect for disassembling and reassembling, making him invaluable for creating and refining Quirk-erasing/manipulating drugs (like those derived from Eri's Quirk). He would handle the illicit trade and research into Quirk modification.
Dynamics: His mysophobia and obsession with "cleansing" Quirks would be tolerated and even encouraged by AFO, as his work directly contributes to the "Quirks Doomsday" scenario. AFO would likely ensure Eri's capture for Overhaul, knowing it serves his own long-term goals.
Dark Might (Valdo Gollini) - The Manipulated Enforcer (Number Six/Powerful Asset):
Role: A powerful, ego-driven mafia boss whose "Alchemy" Quirk allows matter modification. AFO would manipulate his ego and ambition to make him a loyal, albeit second-tier, enforcer.
Contribution: His Quirk offers versatile destructive and constructive capabilities, useful for large-scale operations, creating unique structures, or even modifying environments to suit the council's needs. He would be a formidable direct combatant.
Dynamics: AFO would play on Dark Might's desire for power and recognition, using him as a highly effective but ultimately expendable asset, similar to how he used Number Six in canon.
Wolfram - The Brute Force Specialist (Strong Enforcer):
Role: A powerful physical combatant, likely augmented by AFO's Quirks.
Contribution: His "Muscle Augmentation" Quirk makes him a destructive force, ideal for direct assaults, creating diversions, or overwhelming opposition.
Dynamics: A straightforward tool for AFO, used for missions requiring raw power.
Nine - The Weather Manipulating Powerhouse (Klarion/Lord of Chaos):
Role: A high-tier Quirk user with immense destructive potential, driven by a philosophy of "might makes right."
Contribution: His "Weather Manipulation" Quirk provides large-scale environmental control, capable of causing natural disasters to sow chaos or cover operations. His duplicate "All For One" Quirk (limited to 8) makes him a versatile combatant.
Dynamics: Like Klarion, he represents a chaotic element that AFO can direct. His power would be invaluable for large-scale "doomsday" events, even if his personal goals are less aligned with AFO's long-term vision.
Garaki (Kyudai Garaki) - The Scientific Genius (The Brain):
Role: AFO's most loyal scientist, responsible for all biological and technological advancements for the council.
Contribution: Creates Nomu, perfects Quirk-destroying/enhancing drugs, and performs body modifications. His "Life Force" Quirk grants him longevity, allowing him to serve AFO for decades. He is the scientific backbone, providing the means for the council's most ambitious projects.
Dynamics: Fiercely loyal to AFO, he would execute the scientific aspects of the "Quirks Doomsday" theory, from creating new Nomu to researching Quirk singularity.
Starservant - The Charismatic Cult Leader (Queen Bee/Public Manipulator):
Role: A figure who could rally a large following through charisma or a Quirk that inspires devotion.
Contribution: Would be responsible for gathering new recruits, spreading propaganda, and creating public support (or fear) for the council's agenda, perhaps through a "Quirks First Dawn" narrative that subtly shifts to "Quirks Doomsday."
Dynamics: His influence over the masses would be a valuable asset for shaping public opinion and recruiting foot soldiers.
Gashly - The Brutal Enforcer/Assassin (Lady Shiva/Sportsmaster):
Role: A ruthless and effective combatant, specializing in direct elimination or intimidation.
Contribution: Carries out assassinations, captures, and other violent operations that require a hands-on approach.
Dynamics: A reliable tool for the council's more brutal necessities.
Kuidea - The Information Broker/Analyst (The Chessmaster's Eyes and Ears):
Role: Specializes in gathering intelligence, analyzing threats, and predicting hero movements.
Contribution: Provides vital information that allows the council to plan their Xanatos Gambits and stay ahead of the heroes. Might have a perception or analytical Quirk.
Dynamics: Operates covertly, feeding information to AFO and other key members.
Dictator - The Control Specialist (Mind Control/Influence):
Role: A villain whose Quirk allows them to exert control over individuals or small groups, either physically or mentally.
Contribution: Used for specific infiltration missions, coercing individuals, or creating controlled chaos.
Dynamics: A more surgical tool for manipulation, complementing AFO's broader influence.
Number Six - The Rapid Operative (Speed/Infiltration):
Role: Given "Overclock" by AFO, making him incredibly fast.
Contribution: Ideal for rapid strikes, hit-and-run tactics, quick extractions, or high-speed infiltration.
Dynamics: Another specialized tool for AFO, used when speed is paramount.
Former Members: Yoichi and Nedzu
Yoichi Shigaraki - The Idealist Turned Opponent:
Initial Involvement: In the "Quirks First Dawn," Yoichi, perhaps genuinely concerned about the chaos of emerging Quirks, might have initially agreed with AFO's vision of bringing order to society. He might have believed AFO's promises of a stable future, contributing his own (then unknown) Quirk or insights.
Departure: As AFO's true, manipulative, and selfish nature became apparent, and his methods grew increasingly ruthless, Yoichi would have realized the horror of his brother's "order." His "ambiguously evil" past would be redefined as a tragic misjudgment. His betrayal would be the catalyst for the creation of One For All, specifically designed to counter AFO and his council's growing tyranny.
Nedzu - The Coerced Intellect:
Initial Involvement: Nedzu, with his unparalleled "High Specs" Quirk, would have been an invaluable asset for strategic planning, analysis, and understanding the burgeoning Quirk society. He might have been "forced" (blackmailed, threatened, or coerced through a dire situation) to join, perhaps to protect others or due to a perceived lack of alternatives in the early chaos.
Departure: Once forced into the council, Nedzu would have secretly worked against them, using his intellect to gather information, subtly sabotage plans, or prepare for a future defection. His "heelface turn" would be a calculated move, perhaps escaping or being "rescued" in a way that allows him to become a key figure in the heroic resistance, providing invaluable insight into AFO's methods.
Operational Mechanics
The council would operate with extreme secrecy and foresight, leveraging each member's unique strengths:
The Hidden Hand: Like The Light, their existence would be largely unknown to the general public and even most heroes. Their actions would appear as disparate villainous acts or societal shifts, masking the unified agenda.
Layered Operations (Xanatos Gambits): Every major villainous incident would be a multi-layered plan. If the primary objective fails, a secondary or tertiary goal is achieved, still pushing the council's agenda forward. This could involve:
Staging "hero vs. villain" conflicts to test emerging Quirks or manipulate public opinion.
Creating "Quirk-related disasters" to justify stricter controls or push for forced evolution.
Using public figures (like Re-Destro) to influence policy and media narratives, while covert operatives (like Gashly or Number Six) carry out the dirty work.
Strategic Alliances and Betrayals: They would form temporary alliances with other villain groups or even foreign powers, only to betray them when expedient, as The Light did with the Kroloteans and the Reach. This would be a core part of AFO's "playing various other factions against each other" strategy.
Resource Monopoly: They would control key resources related to Quirks – research (Garaki), black market drugs (Overhaul), and strategic locations (potentially through Dictator's influence).
Information Control: They would actively manipulate information, spread disinformation, and control narratives to shape public perception and keep heroes off balance. Kuidea would be crucial here.
The "Nuclear Option": Similar to The Light's last resort, this council might have an ultimate plan to unleash a catastrophic "Quirks Doomsday" event if their long-term manipulations fail, ensuring their survival and dominance even in a drastically altered world.
In essence, All For One's council would be a terrifyingly effective force, constantly adapting and manipulating the very fabric of Quirk society to fulfill their vision of a world where power reigns supreme, and they are its absolute, unchallenged masters.
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spectralpixelsredone · 2 days ago
Text
CORRECT! As for Nedzu and Yoichi these two could have their council of sorts with the heroes, but I gotta figure out how it would work. Anyhow for Dark Might AFO would be stringing him along like he did with Number Six for vilganlates, cause dark might clearly has idenitiy and sanity issues for AFO would target that to point him at the directiosn of the bad guys, also while afo is not a fan of am, he's more willing to put his pettiness aside to win against the heroes...more pragmatic...
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All For One's Council: A 'Light'-Inspired Analysis
Imagine a clandestine council, much like "The Light" from Young Justice, operating from the shadows of the My Hero Academia world. This group, orchestrated by All For One, would be the true puppet masters behind the major shifts in Quirk society, guiding it towards their ultimate, sinister vision. Their operations would be characterized by long-term planning, intricate manipulations, and a chilling pragmatism, where even apparent defeats serve a grander design.
The Council's Overarching Purpose
This council would have two distinct, yet interconnected, phases for its grand agenda:
The Age of Quirks First Dawn: In the chaotic genesis of Quirks, the council's initial aim would be to establish control and influence. This isn't about immediate world domination, but about subtly shaping the nascent Quirk society. They would identify emerging powers, exploit societal fears and desires, and lay the groundwork for a future where Quirks are either directly under their thumb or evolve in a way that benefits their power structure. Yoichi's initial, ambiguous agreement might have stemmed from a shared desire for stability in this chaotic era, albeit with vastly different methods in mind.
The Quirks Doomsday Evolution Theory: This represents the council's more extreme, later agenda. Believing that Quirks are destined to spiral into an uncontrollable "doomsday" (the Quirk Singularity Doomsday Theory), they would aim to accelerate or guide this evolution. Their goal wouldn't be to prevent the "doomsday" but to harness it, using the chaos to purge "undesirable" Quirks, force humanity into a new, more powerful state, or simply ensure that they are the ones who emerge as the absolute rulers of the post-doomsday world. This aligns with The Light's "survival of the fittest" philosophy and their ambition to make Earth a galactic superpower.
Council Members: Roles and Dynamics
Each member would bring unique abilities and philosophies to the table, often unknowingly serving All For One's deeper machinations.
All For One (AFO) - The Mastermind (Vandal Savage):
Role: The undisputed founder, strategist, and ultimate chessmaster. He operates from the deepest shadows, pulling strings and manipulating events across generations.
Contribution: His "All For One" Quirk allows him to acquire and distribute Quirks, making him the central hub of power and a living archive of abilities. He would use this to empower loyalists, disarm threats, and conduct long-term genetic experiments. His immense intelligence and foresight would be unparalleled, allowing him to orchestrate multi-layered Xanatos Gambits.
Dynamics: He would maintain a facade of politeness and generosity, but view all others as disposable tools. He'd exploit their personal ambitions and ideologies to further his own.
Tomura Shigaraki - The Destructive Heir (Younger, More Volatile Light Member):
Role: AFO's chosen successor, initially a volatile and destructive force, but gradually groomed for leadership. He represents the raw, unbridled chaos the council might unleash.
Contribution: His "Decay" Quirk, amplified by AFO's modifications, would be the primary tool for widespread destruction and societal breakdown, fulfilling the "Quirks Doomsday" aspect. He would be the public face of terror, drawing attention while AFO works in the background.
Dynamics: His relationship with AFO would be complex, marked by mentorship but also manipulation. He might resent being a "pawn" but ultimately serve AFO's will due to his ingrained hatred and thirst for destruction.
Re-Destro - The Public Ideologue (Lex Luthor):
Role: The charismatic public figure, leader of the Meta Liberation Army. He would advocate for "Quirk liberation" and "freedom," which, under the council's guidance, would lead to chaos and a forced "evolution."
Contribution: His "Stress" Quirk allows him to convert negative emotions into raw power, making him a formidable combatant and a symbol for those feeling oppressed by Quirk regulations. His Detnerat Company would provide financial resources and a legitimate front for council operations, perhaps developing support items that can be weaponized.
Dynamics: AFO would exploit Re-Destro's "well-intentioned extremist" philosophy, using his movement to destabilize society and push the "Quirks Doomsday" agenda.
Flect Turn - The Purist Zealot (Fanatical Light Member):
Role: An extremist who views Quirks as a "disease" and seeks their eradication, aligning with the "Quirks Doomsday" by purging the "afflicted."
Contribution: His "Reflect" Quirk makes him a powerful defensive and offensive asset, capable of turning heroes' own power against them. He would lead operations focused on eliminating specific Quirk users or spreading "Quirk-destroying" agents (like the Trigger drug).
Dynamics: AFO would use Flect Turn's fanaticism to justify extreme measures and eliminate perceived weaknesses in the Quirk population, even if their ultimate goals differ (AFO wants control, Flect wants eradication).
Overhaul (Kai Chisaki) - The Pragmatic Bio-Engineer (The Brain/Scientist focused on specific projects):
Role: Leader of the Shie Hassaikai, focused on restoring the Yakuza's power through the black market of Quirk-erasing drugs.
Contribution: His "Overhaul" Quirk is perfect for disassembling and reassembling, making him invaluable for creating and refining Quirk-erasing/manipulating drugs (like those derived from Eri's Quirk). He would handle the illicit trade and research into Quirk modification.
Dynamics: His mysophobia and obsession with "cleansing" Quirks would be tolerated and even encouraged by AFO, as his work directly contributes to the "Quirks Doomsday" scenario. AFO would likely ensure Eri's capture for Overhaul, knowing it serves his own long-term goals.
Dark Might (Valdo Gollini) - The Manipulated Enforcer (Number Six/Powerful Asset):
Role: A powerful, ego-driven mafia boss whose "Alchemy" Quirk allows matter modification. AFO would manipulate his ego and ambition to make him a loyal, albeit second-tier, enforcer.
Contribution: His Quirk offers versatile destructive and constructive capabilities, useful for large-scale operations, creating unique structures, or even modifying environments to suit the council's needs. He would be a formidable direct combatant.
Dynamics: AFO would play on Dark Might's desire for power and recognition, using him as a highly effective but ultimately expendable asset, similar to how he used Number Six in canon.
Wolfram - The Brute Force Specialist (Strong Enforcer):
Role: A powerful physical combatant, likely augmented by AFO's Quirks.
Contribution: His "Muscle Augmentation" Quirk makes him a destructive force, ideal for direct assaults, creating diversions, or overwhelming opposition.
Dynamics: A straightforward tool for AFO, used for missions requiring raw power.
Nine - The Weather Manipulating Powerhouse (Klarion/Lord of Chaos):
Role: A high-tier Quirk user with immense destructive potential, driven by a philosophy of "might makes right."
Contribution: His "Weather Manipulation" Quirk provides large-scale environmental control, capable of causing natural disasters to sow chaos or cover operations. His duplicate "All For One" Quirk (limited to 8) makes him a versatile combatant.
Dynamics: Like Klarion, he represents a chaotic element that AFO can direct. His power would be invaluable for large-scale "doomsday" events, even if his personal goals are less aligned with AFO's long-term vision.
Garaki (Kyudai Garaki) - The Scientific Genius (The Brain):
Role: AFO's most loyal scientist, responsible for all biological and technological advancements for the council.
Contribution: Creates Nomu, perfects Quirk-destroying/enhancing drugs, and performs body modifications. His "Life Force" Quirk grants him longevity, allowing him to serve AFO for decades. He is the scientific backbone, providing the means for the council's most ambitious projects.
Dynamics: Fiercely loyal to AFO, he would execute the scientific aspects of the "Quirks Doomsday" theory, from creating new Nomu to researching Quirk singularity.
Starservant - The Charismatic Cult Leader (Queen Bee/Public Manipulator):
Role: A figure who could rally a large following through charisma or a Quirk that inspires devotion.
Contribution: Would be responsible for gathering new recruits, spreading propaganda, and creating public support (or fear) for the council's agenda, perhaps through a "Quirks First Dawn" narrative that subtly shifts to "Quirks Doomsday."
Dynamics: His influence over the masses would be a valuable asset for shaping public opinion and recruiting foot soldiers.
Gashly - The Brutal Enforcer/Assassin (Lady Shiva/Sportsmaster):
Role: A ruthless and effective combatant, specializing in direct elimination or intimidation.
Contribution: Carries out assassinations, captures, and other violent operations that require a hands-on approach.
Dynamics: A reliable tool for the council's more brutal necessities.
Kuidea - The Information Broker/Analyst (The Chessmaster's Eyes and Ears):
Role: Specializes in gathering intelligence, analyzing threats, and predicting hero movements.
Contribution: Provides vital information that allows the council to plan their Xanatos Gambits and stay ahead of the heroes. Might have a perception or analytical Quirk.
Dynamics: Operates covertly, feeding information to AFO and other key members.
Dictator - The Control Specialist (Mind Control/Influence):
Role: A villain whose Quirk allows them to exert control over individuals or small groups, either physically or mentally.
Contribution: Used for specific infiltration missions, coercing individuals, or creating controlled chaos.
Dynamics: A more surgical tool for manipulation, complementing AFO's broader influence.
Number Six - The Rapid Operative (Speed/Infiltration):
Role: Given "Overclock" by AFO, making him incredibly fast.
Contribution: Ideal for rapid strikes, hit-and-run tactics, quick extractions, or high-speed infiltration.
Dynamics: Another specialized tool for AFO, used when speed is paramount.
Former Members: Yoichi and Nedzu
Yoichi Shigaraki - The Idealist Turned Opponent:
Initial Involvement: In the "Quirks First Dawn," Yoichi, perhaps genuinely concerned about the chaos of emerging Quirks, might have initially agreed with AFO's vision of bringing order to society. He might have believed AFO's promises of a stable future, contributing his own (then unknown) Quirk or insights.
Departure: As AFO's true, manipulative, and selfish nature became apparent, and his methods grew increasingly ruthless, Yoichi would have realized the horror of his brother's "order." His "ambiguously evil" past would be redefined as a tragic misjudgment. His betrayal would be the catalyst for the creation of One For All, specifically designed to counter AFO and his council's growing tyranny.
Nedzu - The Coerced Intellect:
Initial Involvement: Nedzu, with his unparalleled "High Specs" Quirk, would have been an invaluable asset for strategic planning, analysis, and understanding the burgeoning Quirk society. He might have been "forced" (blackmailed, threatened, or coerced through a dire situation) to join, perhaps to protect others or due to a perceived lack of alternatives in the early chaos.
Departure: Once forced into the council, Nedzu would have secretly worked against them, using his intellect to gather information, subtly sabotage plans, or prepare for a future defection. His "heelface turn" would be a calculated move, perhaps escaping or being "rescued" in a way that allows him to become a key figure in the heroic resistance, providing invaluable insight into AFO's methods.
Operational Mechanics
The council would operate with extreme secrecy and foresight, leveraging each member's unique strengths:
The Hidden Hand: Like The Light, their existence would be largely unknown to the general public and even most heroes. Their actions would appear as disparate villainous acts or societal shifts, masking the unified agenda.
Layered Operations (Xanatos Gambits): Every major villainous incident would be a multi-layered plan. If the primary objective fails, a secondary or tertiary goal is achieved, still pushing the council's agenda forward. This could involve:
Staging "hero vs. villain" conflicts to test emerging Quirks or manipulate public opinion.
Creating "Quirk-related disasters" to justify stricter controls or push for forced evolution.
Using public figures (like Re-Destro) to influence policy and media narratives, while covert operatives (like Gashly or Number Six) carry out the dirty work.
Strategic Alliances and Betrayals: They would form temporary alliances with other villain groups or even foreign powers, only to betray them when expedient, as The Light did with the Kroloteans and the Reach. This would be a core part of AFO's "playing various other factions against each other" strategy.
Resource Monopoly: They would control key resources related to Quirks – research (Garaki), black market drugs (Overhaul), and strategic locations (potentially through Dictator's influence).
Information Control: They would actively manipulate information, spread disinformation, and control narratives to shape public perception and keep heroes off balance. Kuidea would be crucial here.
The "Nuclear Option": Similar to The Light's last resort, this council might have an ultimate plan to unleash a catastrophic "Quirks Doomsday" event if their long-term manipulations fail, ensuring their survival and dominance even in a drastically altered world.
In essence, All For One's council would be a terrifyingly effective force, constantly adapting and manipulating the very fabric of Quirk society to fulfill their vision of a world where power reigns supreme, and they are its absolute, unchallenged masters.
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spectralpixelsredone · 2 days ago
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miko doodle
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spectralpixelsredone · 2 days ago
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one can hope hawks does anythign
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The Hero Public Safety Commission (HPSC) in My Hero Academia is depicted as an organization deeply entrenched in corruption, operating under the guise of maintaining public order and the pristine image of heroes. While the series ultimately shows its downfall and a move towards reform, it's a compelling thought experiment to consider the ramifications if the HPSC had remained as corrupt as it was, continuing its dubious methods without significant internal or external pressure for change.
The Foundation of Corruption
As detailed in the provided document, the HPSC's corruption stemmed from a "Utopia Justifies the Means" philosophy. Their core aim was to preserve society's trust in heroes and maintain the status quo, even if it meant resorting to extreme, illegal, and morally reprehensible actions. Key aspects of this corruption included:
Assassinations: Employing individuals like Lady Nagant to secretly eliminate "stains" on society, including corrupt heroes, terrorists, and even protesters, without due process.
Child Soldiers and Brainwashing: Scouting young children with powerful quirks, like Hawks, and grooming them from a young age to be loyal agents, effectively brainwashing them and forcing them to abandon their identities.
Cover-ups and Manipulation: Fabricating stories (e.g., Lady Nagant's arrest) and concealing evidence to protect the Commission's image and prevent information leaks.
Abuse of Power: Overturning decisions of other hero bodies, conducting their own criminal investigations with questionable ethics, and even endangering students for high-profile missions.
Disregard for Individual Rights: Depriving individuals of fair trials and due process, prioritizing the collective "peace" over individual liberties.
Treating Heroes as Disposable Assets: Viewing their agents as tools to be used and discarded, as exemplified by their threats to Lady Nagant.
The Erosion of Public Trust and Hero Morale
If the HPSC had continued its corrupt practices, the most immediate and devastating consequence would be the complete and irreversible erosion of public trust. While the Commission successfully managed to keep many of its darker secrets hidden for decades, "rumours would spread about their illegal methods." With the increasing interconnectedness of society and the heightened scrutiny on heroes, it would become progressively harder to suppress the truth.
Leaks and Whistleblowers: The sheer volume of morally compromised actions would inevitably lead to more internal dissent. Heroes or agents, like Lady Nagant, who became disillusioned, would either actively work against the Commission or leak information, further exposing their misdeeds.
Public Outcry: Once the full extent of the assassinations, child soldier programs, and cover-ups became public knowledge, the faith that society placed in heroes would shatter. This wouldn't just be a loss of trust in the HPSC, but a deep-seated cynicism towards the entire hero system, potentially leading to widespread social unrest and protests.
Loss of Hero Credibility: The very image the HPSC sought to protect would be irrevocably tarnished. Heroes, even those genuinely striving for good, would be viewed with suspicion, their motives questioned, and their actions scrutinized. This would make their work significantly harder, as public cooperation is crucial for effective heroics.
A Dysfunctional and Decaying Hero Society
A continuously corrupt HPSC would lead to a hero society that is outwardly stable but internally rotting.
Disillusioned Heroes: The best and most morally upright heroes would find it increasingly difficult to operate under such a system. Many might retire, become vigilantes, or even defect, creating a brain drain of genuine talent and integrity. Heroes like Hawks, who were "swayed partially into the Commission's ideals" but remained "conflicted," would either break under the pressure or become hollow shells of their former selves.
Rise of "Commission-Approved" Heroes: The heroes who remained would likely be those willing to compromise their morals for status, or those too deeply entrenched to escape. This would create a hero landscape dominated by individuals who prioritize obedience to the HPSC over true justice, further alienating the public.
Ineffective Crime Fighting: The Commission's focus on image over substance would severely hamper their ability to combat genuine threats. Their methods, such as assassinating potential criminals before they commit crimes, would be reactive and short-sighted, failing to address the root causes of villainy. Their "Oddly Small Organization" and "understaffed" nature, combined with their dubious tactics, would make them inefficient against large-scale threats like the Paranormal Liberation Front.
Increased Villain Power: Villains, particularly intelligent ones, would exploit the growing distrust between the public and heroes. They could easily expose the HPSC's secrets, turning public opinion against the heroes and recruiting disillusioned citizens to their cause. The moral high ground would shift, making it easier for villain organizations to gain traction and legitimacy among certain segments of the population.
Political Instability and International Condemnation: A government agency operating with such impunity would eventually face severe political backlash. Other nations would likely condemn Japan's hero system, leading to diplomatic crises and potentially sanctions. The "collapse of Japan" seen after the Paranormal Liberation War would be less about physical destruction and more about societal and governmental breakdown due to internal rot.
Specific Character Fates
Hawks: If the Commission remained corrupt, Hawks would likely be trapped in a cycle of moral compromise. His optimism would be crushed, and he might eventually become as jaded and broken as Lady Nagant, or perhaps even turn against the Commission in a more direct and destructive manner, unable to reconcile his true desire for peace with the dirty work he's forced to do.
Lady Nagant: Without the HPSC's collapse and Hawks's influence, Lady Nagant might have remained a hardened villain, or her trauma could have led to a complete mental breakdown, making her even more dangerous or entirely incapacitated. Her potential for reform would be non-existent.
Yokumiru Mera: Mera, who became the acting president and initiated reforms, would either be sidelined, forced to comply with the corruption, or driven to exhaustion and despair without the opportunity to enact positive change.
Conclusion
In essence, a perpetually corrupt Hero Public Safety Commission would lead Japan down a path of societal decay. The outward facade of a powerful hero society would crumble, revealing a rotten core. Public trust would evaporate, heroes would become disillusioned, and villains would thrive in the ensuing chaos and moral vacuum. The system designed to protect would instead become its own greatest threat, ultimately leading to a more profound and irreversible collapse than the one depicted in the series, where at least the opportunity for genuine reform emerged from the ashes. The "Utopia Justifies the Means" philosophy, when taken to its extreme, inevitably leads not to utopia, but to dystopia.
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spectralpixelsredone · 2 days ago
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Narrative Impact
Shift in Scale and Scope:
The Vanguard Action Squad, while formidable, lacks the overarching ambition and resources of All For One or the destructive nihilism of Tomura Shigaraki. As main villains, their goals would likely be more localized and personal, focusing on chaos, revenge, or ideological rebellion inspired by Stain rather than global domination or societal collapse. For example, their attack on the Forest Training Camp was a targeted operation to kidnap Bakugo and disrupt hero training, not a world-altering event. This would make the story feel more grounded but potentially less epic in scope, as their actions would center on tactical strikes rather than systemic upheaval.
Without All For One’s manipulative influence or Shigaraki’s growing power, the series might pivot toward a more episodic structure, with the heroes facing recurring skirmishes against the Squad’s guerrilla tactics. This could resemble a prolonged cat-and-mouse game, with the Squad’s unpredictability (e.g., Toga’s stealth, Mr. Compress’s captures, Dabi’s destructive fire) keeping the heroes on edge.
Character-Driven Conflict:
The Vanguard Action Squad’s diverse motivations and personalities would create a more character-driven conflict compared to the monolithic threat of All For One. Each member’s unique ideology and personal grudges would force the heroes to confront different facets of villainy. For instance:
Dabi’s revenge-driven sociopathy would challenge Todoroki and the concept of heroism tied to legacy.
Toga’s warped sense of love would push Uraraka to explore empathy and the limits of redemption.
Muscular’s raw sadism would test Midoriya’s resolve to save even the irredeemable.
Spinner’s Stain-inspired fanaticism would question the heroes’ understanding of societal reform.
Mr. Compress, as a descendant of Oji Harima, would introduce themes of historical injustice.
Magne’s desire for freedom as a trans woman would highlight societal exclusion.
Moonfish’s insanity and Mustard’s youthful resentment would underscore the dangers of unchecked mental instability and societal neglect.
This diversity would make each encounter with the Squad a unique moral and tactical challenge, forcing the heroes to grow in varied ways rather than focusing on a singular, overwhelming threat.
Reduced Narrative Stakes:
All For One and Shigaraki represent existential threats to hero society, with the former manipulating events from the shadows and the latter aiming to destroy everything. The Vanguard Action Squad, while dangerous, doesn’t possess the same level of power or strategic vision. Their focus on Stain’s ideology (misinterpreted as it is) and personal vendettas would make their threat more immediate but less apocalyptic. The Final War arc, for instance, would not involve a global battle but rather a series of intense, smaller-scale conflicts, potentially diminishing the series’ climactic stakes.
The Squad’s “Dwindling Party” dynamic, where members are captured or killed over time, would accelerate if they were the main villains, potentially leading to a shorter narrative arc. Their losses (e.g., Muscular, Moonfish, Mustard during the Training Camp; Magne by Overhaul; Twice and Mr. Compress during the PLF War) would weaken their ability to sustain a long-term threat, unless new members were recruited or their surviving members (Dabi, Toga, Spinner) evolved significantly.
Thematic Shifts
Focus on Individualism vs. Collectivism:
The Vanguard Action Squad’s lack of cohesion as a unit (noted as less of a “Standard Evil Organization Squad” and more a collection of individuals) would emphasize themes of individualism versus collectivism. Unlike Shigaraki, who unites the League under a shared (if nihilistic) vision, the Squad’s members prioritize personal goals. This could lead to a narrative exploring how fragmented motivations weaken a group, contrasting with the heroes’ teamwork at U.A. High.
The heroes would need to exploit the Squad’s disunity, potentially leading to arcs where they turn villains against each other (e.g., manipulating Dabi’s sociopathy or Toga’s emotional volatility). This would highlight the strength of unity and trust among the heroes, a core theme of My Hero Academia.
Moral Ambiguity and Redemption:
The Squad’s varied moralities (e.g., Toga and Magne’s Freudian Excuses, Spinner and Mr. Compress’s less murderous tendencies, versus Muscular and Moonfish’s irredeemable sadism) would deepen the series’ exploration of moral ambiguity. The heroes, particularly Midoriya and Uraraka, would face dilemmas about whether villains can be saved, especially given Toga’s eventual redemption and Spinner’s conflicted loyalty to Stain’s ideals.
If Toga were a main villain, her arc could serve as the emotional core of the series, with her desire to be loved and accepted clashing with her violent tendencies. Her final act of saving Uraraka could be the climactic moment, shifting the narrative toward themes of sacrifice and understanding rather than outright victory over evil.
Critique of Hero Society:
The Squad’s connection to Stain’s ideology would amplify the series’ critique of hero society’s flaws. Stain’s belief in “true heroism” (altruism without fame or reward) resonates with Spinner, Dabi, and Toga, who joined the League due to societal rejection or disillusionment. As main villains, their actions would force the heroes to confront these systemic issues earlier and more directly, potentially leading to reforms within the hero system mid-series rather than post-war.
Mr. Compress’s lineage as Oji Harima’s descendant could introduce a historical perspective, framing the Squad’s rebellion as a continuation of past struggles against hero society’s injustices. This would add depth to the narrative, making the villains’ motivations more relatable and challenging the heroes’ black-and-white view of justice.
Character Development
Heroes’ Growth:
Midoriya: Facing Muscular as a main villain would push Midoriya to develop his tactical skills earlier, as Muscular’s brute strength requires strategy over raw power. Toga’s ability to bypass his Danger Sense would force him to confront his emotional vulnerabilities, particularly his desire to emulate others (mirroring Toga’s own fixation on becoming those she loves).
Uraraka: Toga as a main villain would accelerate Uraraka’s arc, making her the emotional anchor of the story. Her struggle to understand and reach Toga would highlight her growth from a financially motivated hero to one driven by empathy, culminating in their final confrontation.
Todoroki: Dabi’s role as a main villain would bring Todoroki’s family drama to the forefront, forcing him to reconcile with his father’s legacy and his own identity as a hero. This could lead to an earlier resolution of the Todoroki family arc, with Dabi’s revenge plot serving as the central conflict.
Bakugo: The Squad’s focus on kidnapping him during the Training Camp Arc suggests he would remain a key target. His defiance and growth into a team player would be tested repeatedly, especially against Dabi and Spinner, who see him as a symbol of hero society’s flaws.
Other Students: Characters like Tokoyami (facing Moonfish), Tetsutetsu and Kendo (facing Mustard), and Shoji (facing Moonfish) would gain more prominence, as their encounters with the Squad would be pivotal moments in their development as heroes.
Villains’ Evolution:
Dabi: As a leader figure, Dabi’s sociopathy and revenge against Endeavor would dominate the narrative, but his lack of loyalty to the Squad could lead to internal betrayals, making him a wildcard even among villains.
Toga: Her evolution into a Person of Mass Destruction with Twice’s blood would make her a climactic threat, but her emotional complexity would keep her sympathetic, potentially leading to a tragic end rather than a villainous defeat.
Spinner: As the least destructive member, Spinner could serve as a foil to the heroes, questioning their ideals while struggling with his own lack of power. His eventual arrest could symbolize the failure of Stain’s ideology when taken to extremes.
Mr. Compress: His theatricality and strategic mind would make him a recurring threat, using his Quirk to capture heroes and disrupt plans. His backstory as Oji Harima’s descendant could elevate him to a philosophical antagonist, challenging the heroes’ understanding of justice.
Magne, Muscular, Moonfish, Mustard: These members’ early defeats or deaths would serve as catalysts for the surviving members’ growth, with Magne’s death potentially uniting the Squad temporarily, while Muscular and Moonfish’s irredeemable nature would contrast with the others’ more nuanced motivations.
Structural Changes
Arc Structure:
The series would likely feature shorter, more intense arcs focused on the Squad’s hit-and-run tactics. The Forest Training Camp Arc would remain a pivotal moment, establishing the Squad as a credible threat, but subsequent arcs would involve the heroes tracking and countering their movements across Japan.
Without All For One’s grand plan, arcs like the Kamino Incident or Paranormal Liberation War would be replaced by smaller-scale conflicts, such as urban ambushes or targeted hero assassinations. The Second War could be reimagined as a desperate final stand by the Squad, with Toga’s Sad Man’s Parade and Dabi’s fire-based destruction as the climactic threats.
Pacing and Resolution:
The Squad’s dwindling numbers would necessitate a faster-paced narrative, as their losses would weaken their ability to sustain a prolonged conflict. This could lead to a more compact story, potentially concluding within 200-300 chapters rather than the original 400+.
The resolution would likely focus on the heroes’ personal growth rather than a world-saving victory. Toga’s redemption, Dabi’s self-destruction, and Spinner’s arrest could serve as emotional climaxes, with the heroes learning to address societal flaws rather than defeating a singular evil.
World-Building:
The Squad’s focus on Stain’s ideology would shift the world-building toward exploring hero society’s underbelly—its treatment of outcasts, the pressure of Quirk-based expectations, and the failures of the hero system. This would make the series more introspective, with less emphasis on global threats like the Nomu or All For One’s Quirk-stealing empire.
The Squad’s interactions with other villain groups (e.g., the Meta Liberation Army, Shie Hassaikai) would be more prominent, potentially leading to alliances or betrayals that add complexity to the villain landscape.
Challenges and Limitations
Sustainability as Main Villains:
The Squad’s lack of a unifying leader (Dabi is a leader in name only, lacking Shigaraki’s charisma or All For One’s control) could make it difficult for them to sustain a long-term threat. Their tendency to act solo would lead to frequent defeats, requiring the narrative to introduce new members or power-ups (e.g., Toga’s Quirk evolution) to maintain tension.
Their reliance on Stain’s ideology, which they misinterpret, could limit their philosophical impact unless the story delves deeper into their personal motivations. For example, Spinner’s arc could explore his disillusionment with Stain, while Dabi’s revenge could tie into broader societal critiques.
Balancing Sympathy and Villainy:
The Squad’s mix of sympathetic (Toga, Magne, Spinner) and irredeemable (Muscular, Moonfish) members creates a challenge in balancing their threat level with the heroes’ desire to save them. The narrative would need to carefully navigate Toga’s redemption arc to avoid undermining the stakes of other villains’ actions.
The heroes’ focus on saving villains could feel repetitive if every Squad member is given a redemption arc, potentially diluting the impact of Toga’s sacrifice or Spinner’s ideological struggle.
Power Scaling:
The Squad’s Quirks, while powerful, are not on the same level as All For One or Shigaraki’s Decay. Toga’s Sad Man’s Parade and Dabi’s fire are significant threats, but they lack the world-ending potential of Shigaraki’s evolved powers. The narrative would need to emphasize their tactical cunning (e.g., Mr. Compress’s captures, Toga’s stealth) to keep them threatening against increasingly powerful heroes.
The heroes’ growth, particularly Midoriya’s mastery of One For All, would quickly outpace the Squad’s abilities, requiring creative strategies or external alliances (e.g., with the Meta Liberation Army) to maintain their relevance.
Conclusion
If the Vanguard Action Squad were the main villains of My Hero Academia, the series would transform into a more character-driven, morally complex narrative focused on personal vendettas, societal critique, and the heroes’ struggle to understand their enemies. The Squad’s diversity in motivations and Quirks would create varied and engaging conflicts, but their lack of cohesion and limited power ceiling would necessitate a tighter, less epic story arc. Thematically, the series would emphasize individualism, redemption, and the flaws of hero society, with Toga and Dabi serving as emotional and destructive anchors, respectively. While the stakes would be lower compared to the original’s apocalyptic threats, the Squad’s personal stakes and ideological ties to Stain would make for a compelling, introspective journey for both heroes and villains.
This shift would retain My Hero Academia’s core themes of heroism, empathy, and growth but present them through a lens of smaller-scale, emotionally charged battles, ultimately reshaping the series into a more grounded yet equally impactful tale.
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spectralpixelsredone · 2 days ago
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Paranormal Liberation Front Faction Split AU
Overview
In this alternate universe, the Paranormal Liberation Front (PLF) collapses after the Paranormal War due to ideological rifts, leadership disputes, and All For One’s manipulative overreach. Rather than uniting under AFO or Tomura Shigaraki, the PLF splinters into seven factions: Heteromorphs, Moderates, MLA Loyalists, AFO’s Inner Circle, Jailbreakers, Criminals, and Tomura Loyalists, with Sanctum leading a distinct splinter group. Each faction pursues its own agenda, ranging from societal reform to personal power, creating a fragmented villain landscape that challenges hero society in unique ways. This AU explores the factions’ structures, motivations, and interactions, set against the backdrop of the Quirk Singularity Doomsday Theory and a destabilized Japan.
Background
Point of Divergence: After the Paranormal War, the PLF’s defeat at Gunga Mountain Villa exposes internal weaknesses. AFO’s takeover alienates key members, Tomura’s erratic leadership divides loyalties, and the surviving lieutenants and advisers pursue their own visions. The heroes’ “Divide and Conquer” strategy during the Second War amplifies these tensions, leading to the PLF’s dissolution into independent factions.
Quirk Singularity Context: Each faction interprets the Quirk Singularity Doomsday Theory differently, shaping their goals. Some aim to accelerate it, others to control it, and some to exploit it for personal gain.
Hero Society’s Response: The heroes, led by U.A. and top pros like Endeavor, struggle to adapt to multiple villain factions with conflicting motives, stretching their resources thin.
Factions
1. Heteromorphs
Leadership: Spinner, advised by Tkaie Kanigumo (Spinner’s #2 Adviser) and the Mouthless Adviser (Spinner’s #1 Adviser).
Members: Spinner’s #3 Adviser (Blockish Adviser), surviving Brown Regiment members, and the 15,000-strong Heteromorphic Mob.
Ideology: Seeks equality for Heteromorphs, who face discrimination due to their appearances. They view the Quirk Singularity as a chance to elevate Heteromorphs as the dominant societal group, believing their unique Quirks make them the future.
Goals: Overthrow hero society to establish a Heteromorph-led world. They focus on grassroots recruitment, propaganda, and raids on anti-Heteromorph institutions.
Base: Central Hospital (post-raid), repurposed as a stronghold for Heteromorph communities.
Tactics: Zerg Rush strategies using sheer numbers, as seen in the Central Hospital raid. Kanigumo’s propaganda fuels mob actions, while Spinner’s leadership inspires loyalty despite his mental deterioration from AFO’s Quirk enhancements.
Dynamics: The faction struggles with internal radicalization. Kanigumo manipulates Spinner into a figurehead, pushing a violent agenda that alienates moderate Heteromorphs. The Mouthless Adviser advocates for strategic restraint, creating tension with Kanigumo’s extremism.
Relation to Other Factions: Allies with Moderates for shared anti-hero goals but clashes with MLA Loyalists, who see Heteromorphs as inferior. Distrusts AFO’s Inner Circle due to AFO’s manipulation of Spinner.
2. Moderates
Leadership: Re-Destro (Rikiya Yotsubashi), with Trumpet as second-in-command.
Members: Surviving MLA members who reject AFO’s control, including some Carmine Regiment Advisers (e.g., Red, Toga’s #1 Adviser).
Ideology: Advocates for Quirk liberation without total societal destruction, believing the Quirk Singularity can be managed through reform rather than chaos. They seek a meritocracy where Quirks determine status but maintain societal structures.
Goals: Reform hero society by infiltrating politics and corporations, using Detnerat’s resources to influence policy. They aim to regulate Quirks to prevent Singularity-induced collapse.
Base: Detnerat headquarters, fortified as a corporate fortress.
Tactics: Political lobbying, media manipulation, and targeted strikes against hero institutions. Re-Destro’s Stress Quirk and Trumpet’s oratory skills amplify their influence.
Dynamics: Re-Destro’s pragmatic leadership contrasts with Trumpet’s lingering resentment toward the League, causing friction. The faction struggles to balance idealism with practicality, risking alienation of radical members.
Relation to Other Factions: Cooperates with Heteromorphs for mutual anti-hero goals but distrusts Tomura Loyalists’ destructive tendencies. Opposes AFO’s Inner Circle, viewing AFO as a tyrant.
3. MLA Loyalists
Leadership: Geten, supported by Geten’s #1 Adviser (Bald Adviser) and Geten’s #2 Adviser (Pink Masked Adviser).
Members: Violet Regiment remnants, including Geten’s #3 Adviser (Fox Adviser) and fanatical MLA followers.
Ideology: Hardline believers in Destro’s original Meta Liberation ideology, rejecting AFO and Tomura’s influence. They see the Quirk Singularity as a divine mandate to create a world where only the strongest Quirks survive.
Goals: Establish a Quirk-based aristocracy, eliminating “weak” Quirks and hero society. They aim to accelerate the Singularity to purge society of non-believers.
Base: A hidden MLA bunker, stocked with Quirk-enhancing tech.
Tactics: Guerrilla warfare, Quirk experimentation, and assassination of heroes and moderates. Geten’s Ice Quirk and the Fox Adviser’s katana skills make them formidable in combat.
Dynamics: Geten’s fanaticism drives the faction, but the Pink Masked Adviser’s survival instincts push for pragmatic alliances, causing tension. The Fox Adviser’s anti-capitalist rhetoric alienates potential corporate allies.
Relation to Other Factions: Hostile to Moderates for diluting Destro’s vision and Heteromorphs for their “impure” Quirks. Sees AFO’s Inner Circle as a threat to their purity.
4. AFO’s Inner Circle
Leadership: All For One, with Daruma Ujiko (Kyudai Garaki) as chief adviser.
Members: Nomu, select Tartarus Jailbreakers (e.g., Lady Nagant, pre-redemption), and AFO’s Spies (Tajima, Mihera, etc.).
Ideology: Total control over Quirks and society, using the Quirk Singularity to establish AFO as a god-like ruler. They view other factions as tools or obstacles.
Goals: Dominate the world by controlling Quirk evolution, creating an army of enhanced Nomu and loyal Quirk users. AFO seeks to absorb One For All to complete his power.
Base: Tartarus ruins, converted into a Nomu production facility.
Tactics: Quirk theft and distribution, Nomu deployment, and manipulation of other factions. AFO’s spies sabotage rivals, while Ujiko’s experiments push Quirk limits.
Dynamics: AFO’s absolute control stifles dissent, but Ujiko’s loyalty wavers as he prioritizes science over AFO’s ego. Lady Nagant’s defection (pre-redemption) highlights vulnerabilities.
Relation to Other Factions: Manipulates Jailbreakers and Criminals as pawns, opposes Tomura Loyalists for their independence, and undermines Moderates and MLA Loyalists to prevent unified resistance.
5. Jailbreakers
Leadership: Kunieda, with Gashly Ejju as a key lieutenant.
Members: Tartarus escapees (e.g., Dreadlocks Jailbreaker, Shark Jailbreaker, Dictator), excluding those loyal to AFO or Tomura.
Ideology: Freedom and vengeance against hero society, with no unified vision for the Quirk Singularity. They prioritize personal survival and power.
Goals: Destabilize Japan through chaos, targeting heroes and prisons to free more villains. They exploit the Singularity for personal gain, seeking powerful Quirks.
Base: Troy Parking Lot, a lawless zone for villain gatherings.
Tactics: Hit-and-run attacks, Quirk-based terrorism (e.g., Kunieda’s plant manipulation, Gashly’s monster babies), and prison breakouts. Their unpredictability makes them dangerous.
Dynamics: Kunieda’s loyalty to AFO creates tension with Gashly’s independent streak. The faction’s lack of cohesion risks collapse without strong leadership.
Relation to Other Factions: Loosely allied with AFO’s Inner Circle for resources but distrusts their control. Clashes with Tomura Loyalists over leadership and Moderates over ideology.
6. Criminals
Leadership: Sludge Villain, with Habit Headgear and Kshhiko Kash as key operatives.
Members: Minor villains and prison escapees focused on personal gain (e.g., Cider House, unnamed robbers).
Ideology: Opportunistic, with no stake in the Quirk Singularity. They exploit the PLF’s collapse for profit, power, and survival.
Goals: Amass wealth and influence through crime, avoiding direct conflict with heroes unless necessary. They sell Quirks, weapons, or services to other factions.
Base: Jaku Ruins, a black-market hub for villain activities.
Tactics: Robbery, smuggling, and mercenary work. Sludge Villain’s body possession and Habit Headgear’s Trap Flex Quirk enable stealth operations.
Dynamics: The faction’s loose structure leads to infighting, with Sludge Villain’s cowardice clashing with Kash’s pragmatism. Their lack of ideology limits long-term planning.
Relation to Other Factions: Neutral, offering services to all factions for profit. Distrusted by MLA Loyalists and Heteromorphs for their lack of ideals.
7. Tomura Loyalists
Leadership: Tomura Shigaraki, with Dabi and Himiko Toga as key lieutenants.
Members: Vanguard Action Squad remnants (Mr. Compress, Twice before his death), Toga’s #2 Adviser (Android Adviser), Toga’s #3 Adviser (Headband Adviser).
Ideology: Total destruction of hero society to create a new world order under Tomura’s vision. They embrace the Quirk Singularity as a tool for chaos.
Goals: Destroy U.A., top heroes, and societal structures, using Tomura’s Decay and AFO-granted Quirks to dominate. They aim to fulfill Tomura’s nihilistic dream.
Base: Gunga Mountain Ruins, a symbolic stronghold of their defiance.
Tactics: High-profile attacks (e.g., Dabi’s fire assaults, Toga’s Sad Man’s Parade), psychological warfare, and Quirk-enhanced combat. Tomura’s leadership inspires fanatical loyalty.
Dynamics: Dabi’s vendetta against Endeavor and Toga’s obsession with blood create friction, but Tomura’s charisma holds them together. AFO’s influence threatens Tomura’s autonomy.
Relation to Other Factions: Hostile to AFO’s Inner Circle, viewing AFO as a usurper. Opposes Moderates and MLA Loyalists for their reformist tendencies, but occasionally allies with Heteromorphs for shared destruction goals.
8. Sanctum’s Difference
Leadership: Sanctum, Twice’s #1 Adviser, operating independently.
Members: Twice’s #2 Adviser (Pilot Adviser), Twice’s #3 Adviser (Pink Elderly Adviser), and a small cadre of loyal Black Regiment members.
Ideology: A hybrid of MLA liberation and pragmatic survival, rejecting both AFO and Tomura’s extremism. Sanctum sees the Quirk Singularity as a manageable evolution, not a doomsday.
Goals: Create a shadow society where Quirks are free but controlled, avoiding hero-villain binaries. Sanctum aims to outlast other factions by staying under the radar.
Base: An underground network of safehouses, hidden from heroes and villains alike.
Tactics: Espionage, sabotage, and selective alliances. Sanctum’s unknown Quirk and the Pilot Adviser’s Heteromorphic abilities enable covert operations, while the Pink Elderly Adviser’s experience provides strategic insight.
Dynamics: Sanctum’s pragmatic leadership contrasts with the Pilot Adviser’s grudge against hero society, creating tension. The faction’s small size limits its firepower but enhances secrecy.
Relation to Other Factions: Neutral, playing all sides to survive. Cooperates with Moderates for resources but avoids AFO’s Inner Circle and Tomura Loyalists due to their volatility.
Key Conflicts and Interactions
Hero Society’s Struggle: The heroes face a multi-front war, with U.A. stretched thin against coordinated attacks (Tomura Loyalists, Jailbreakers) and subtle sabotage (Moderates, Sanctum’s Difference). Endeavor’s focus on Dabi weakens their response to AFO’s Inner Circle.
Factional Warfare: AFO’s Inner Circle manipulates Jailbreakers and Criminals to weaken Tomura Loyalists, while MLA Loyalists and Heteromorphs clash over ideological purity. Moderates and Sanctum’s Difference form a loose alliance to counter AFO’s dominance.
Quirk Singularity Race: AFO’s Inner Circle and MLA Loyalists accelerate Quirk evolution through experiments, while Moderates and Sanctum’s Difference seek regulation. Tomura Loyalists and Jailbreakers exploit the chaos for destruction, and Criminals profit from it.
Key Event - Battle of Jaku Ruins: A climactic clash sees Tomura Loyalists and Jailbreakers attack Jaku to free Gigantomachia, opposed by heroes and Moderates. AFO’s Inner Circle betrays both sides, deploying Nomu, while Sanctum’s Difference sabotages all parties to escape notice.
Example Scenario
Operation Fracture: The heroes, unaware of the full factional split, target Gunga Mountain Ruins, believing the PLF remains united. Tomura Loyalists (Dabi, Toga) launch a devastating counterattack, while Kunieda’s Jailbreakers ambush from Troy Parking Lot. Re-Destro’s Moderates leak intel to the heroes to undermine AFO, but Sanctum’s Difference hacks U.A.’s systems, delaying reinforcements. AFO’s Inner Circle unleashes Nomu, turning the battle into a chaotic free-for-all. The Criminals exploit the chaos to loot hero tech, while MLA Loyalists attack both heroes and Moderates, escalating the Singularity’s impact.
Impact on the MHA Universe
Hero Society: The fragmented villain threat forces heroes to adopt decentralized tactics, with U.A. students like Midoriya and Bakugo leading smaller squads. The Hero Public Safety Commission’s corruption, exposed by Lady Nagant’s defection, weakens public trust.
Quirk Singularity: The factions’ experiments and conflicts accelerate Quirk evolution, leading to unstable new powers and societal panic. Moderates and Sanctum’s Difference push for regulation, but AFO’s Nomu and Tomura’s Decay outpace their efforts.
Character Arcs: Midoriya faces moral dilemmas dealing with Anti-Villains like the Heteromorphs and Moderates. Endeavor’s battle with Dabi becomes personal, while Hawks navigates his double-agent role amidst Sanctum’s espionage. Shoji’s empathy challenges the Heteromorphs’ radicalism, potentially swaying Spinner.
Comparison to Canon PLF
Canon: The PLF is a unified force under AFO/Tomura, with clear hierarchies and a single goal of destroying hero society. Losses in the Paranormal War reduce them to 132 members, absorbed into AFO’s army.
AU: The factional split creates a more chaotic, multi-dimensional conflict. Each group’s unique ideology and tactics make them harder to predict, but their disunity gives heroes strategic openings. Sanctum’s Difference adds a wildcard element absent in canon.
Conclusion
The PLF’s fracture into seven factions plus Sanctum’s Difference transforms the My Hero Academia universe into a complex web of alliances, betrayals, and ideologies. The Quirk Singularity Doomsday Theory drives their actions, with each faction interpreting it differently—whether as a tool for power, reform, or chaos. This AU amplifies the stakes of the hero-villain conflict, forcing both sides to adapt to a fragmented, unpredictable war.
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spectralpixelsredone · 2 days ago
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In an alternate My Hero Academia timeline, the early demise of All For One and Tomura Shigaraki leaves a power vacuum within the villain underworld. Stepping into the void, albeit reluctantly for some, are the last remaining key members of the Vanguard Action Squad and League of Villains: Kurogiri, the stoic warp gate user; Dr. Kyudai Garaki, the sinister scientist behind the Nomu; and Mr. Compress, the theatrical master of escape and compression. This trio, each with their own motivations and methods, would forge a very different path for villainy.
The New Dynamics of Villainy
With the charismatic but destructive leadership of Tomura gone, and AFO's guiding hand removed, the remnants would be forced to adapt.
Kurogiri: The Reluctant Strategist: Without Tomura to protect, Kurogiri's primary directive would shift. He'd likely become the de facto leader due to his calm demeanor, tactical mind, and invaluable warp quirk. His goal wouldn't be grand destruction, but rather the preservation of the League's ideals (as he understood AFO's vision) and the survival of its members. He would be the logistical backbone, facilitating movements, escapes, and covert operations. His underlying humanity, tied to Oboro Shirakumo, might begin to surface more as he grapples with leadership and purpose beyond mere servitude.
Dr. Kyudai Garaki: The Pragmatic Puppeteer: Garaki's loyalty was always to AFO's vision of a society ripe for his experiments. With AFO gone, his focus would narrow to continuing his research, perfecting Nomu, and gathering more quirks. He'd see Kurogiri as a necessary tool for mobility and Compress as a useful asset for acquiring resources. Garaki would be the brains behind any long-term, insidious plans, operating from the shadows and pushing for more scientific, less overt, acts of villainy. His interactions would be purely transactional, driven by scientific curiosity and a desire to see his creations unleashed.
Mr. Compress: The Moral Wildcard: Compress, a showman and a descendant of a famous thief, joined the League for the thrill and to challenge society's norms. Without Tomura's raw hatred, Compress might lean into a more "gentleman thief" or anarchist role. He'd be the one advocating for elaborate heists, psychological warfare, and public spectacles designed to undermine hero society's trust, rather than outright destruction. He'd bring a flair for the dramatic and a surprising amount of tactical cunning. His more human perspective might clash with Garaki's cold pragmatism and Kurogiri's detached loyalty.
Interactions and Arcs
The interactions between these three would be a constant balancing act. Garaki would likely try to manipulate both Kurogiri and Compress to serve his scientific agenda. Compress would push for more flamboyant, less destructive actions, often clashing with Garaki's cold logic. Kurogiri would mediate, using his calm authority to keep the fragile alliance together, always with an eye on AFO's perceived legacy.
Arc 1: The Scramble for Resources (Survival Arc)
Goal: Replenish dwindling funds, secure new hidden bases, and protect Garaki's research.
Interactions: Early disagreements on methods. Compress would propose grand, distracting thefts. Garaki would demand specific, rare materials for his labs. Kurogiri would manage the logistics, ensuring safe passage and hiding spots.
Events: A series of high-profile, non-lethal heists led by Compress, designed to cause public unrest and acquire resources. Heroes would be baffled by the lack of overt violence, struggling to understand the new villainous modus operandi. This arc would establish the remnants as a more elusive, cunning threat.
Arc 2: The Nomu's Shadow (Garaki's Agenda Arc)
Goal: Garaki pushes for mass production of Nomu, perhaps even more specialized variants. He'd need specific quirk factors or even live subjects (though this would be a point of contention with Compress).
Interactions: Major clashes between Compress and Garaki over the ethical implications (or lack thereof) of Garaki's experiments. Kurogiri would be torn between his loyalty to AFO's vision (which included Nomu) and the potential internal strife.
Events: Heroes begin to discover isolated Nomu attacks or sightings, but without a clear leader or motive, they struggle to connect the dots. A major incident might occur where a new type of Nomu is unleashed, forcing the heroes to confront a threat that feels more scientific and less personal than before.
Arc 3: The Ghost of the Past (Kurogiri's Identity Arc)
Goal: As Kurogiri's purpose shifts, lingering memories of Oboro Shirakumo might begin to surface more strongly, perhaps triggered by specific locations, quirks, or even encounters with Class 1-A (especially if Shota Aizawa or Hizashi Yamada are involved).
Interactions: This arc would be primarily internal for Kurogiri, but his instability or moments of hesitation could be noticed by Garaki (who might see it as a flaw to exploit) and Compress (who might feel sympathy or curiosity).
Events: Aizawa and Present Mic, perhaps investigating a Nomu incident, get close to Kurogiri, leading to a tense confrontation where Kurogiri's warp gates falter, or he shows a flicker of recognition. This could open the door for heroes to understand the Nomu creation process more deeply and potentially even attempt to save Kurogiri.
Arc 4: The Undermining of Trust (Compress's Grand Play Arc)
Goal: Compress, perhaps disillusioned by Garaki's methods or inspired by Kurogiri's quiet struggle, decides to execute a grand plan to shatter public trust in heroes and the government, using his theatrical flair.
Interactions: Compress takes a more dominant role, using his cunning to outmaneuver both heroes and potentially even Garaki's influence. Kurogiri would be his primary enabler, while Garaki might be annoyed by the "distraction" from his research but may find the chaos useful.
Events: A series of highly publicized, non-violent but deeply damaging acts of sabotage or information leaks, orchestrated by Compress. He might expose corruption, reveal hero secrets, or stage elaborate "magic tricks" that highlight the vulnerabilities of hero society. This would force heroes to fight a battle of public perception, rather than just physical strength.
The World's Reaction
Heroes: Would face a more elusive, less predictable enemy. Without a clear "boss fight" like AFO or a raging leader like Tomura, they'd be fighting a shadow war against a highly intelligent, specialized, and adaptable group. The focus would shift from direct combat to intelligence gathering, counter-espionage, and psychological defense.
Public: Would experience a different kind of fear. Less about mass destruction, more about insidious manipulation, the uncanny horror of Nomu, and the unsettling feeling that society itself is being subtly dismantled.
Other Villains: Smaller villain groups might either try to align with the remnants (seeing their success) or be targeted by them for resources or quirk factors by Garaki. The remnants wouldn't seek to unite the underworld but rather operate as a highly specialized, self-sufficient unit.
This AU would offer a more cerebral, espionage-heavy take on villainy, focusing on psychological warfare, scientific horror, and the nuanced motivations of characters often overshadowed by more bombastic threats.
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spectralpixelsredone · 2 days ago
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Here's how such an AU, its arcs, and its core elements might work:
The Core Premise: The Nomu King/Queen
The Mastermind: Dr. Kyudai Garaki (or a similar brilliant but deranged bio-engineer) is the sole architect of the Nomu threat. In this AU, he never truly served All For One, or perhaps he inherited AFO's research and took it in an even more extreme direction. He has experimented on himself, integrating multiple Quirks and undergoing a partial "Nomu-fication," becoming a grotesque but highly intelligent hybrid. He sees himself as the "Nomu King/Queen" – the vanguard of a new, superior species.
Motivation: Garaki genuinely believes that Quirks have led humanity to a dead end, creating a chaotic, inefficient society. He views Nomus as the ultimate, perfected beings: devoid of ego, perfectly obedient, endlessly adaptable, and capable of holding multiple Quirks without mental strain. His goal is not to rule through fear, but to "evolve" humanity, forcibly transforming people into Nomus to create a "harmonious" and "efficient" new world.
Absence of LoV/AFO: The League of Villains never forms, or they are merely small-time criminals easily crushed by the emerging Nomu threat. All For One might be a mythical figure from the past, his research notes merely a stepping stone for Garaki, or he might not exist at all, making Garaki the undisputed scientific evil.
Impact on Hero Society
Shift in Focus: Heroes can't simply "arrest" Nomus. The fight becomes about containment, incapacitation, and ultimately, destruction of their vital point (the brain). The emphasis shifts from individual villain capture to large-scale defensive operations and understanding Nomu biology.
Public Fear: The terror isn't just about destruction; it's the existential dread of losing one's self, of being transformed into a mindless monster. Body horror is a constant theme.
Quirk Research: Hero society's scientists and support departments become paramount, desperately racing to understand Nomu anatomy, find weaknesses, or even develop a "cure" or counter-Quirk.
AU Arcs & Story Progression
Arc 1: The Silent Invasion & First Roar (U.S.J. Equivalent)
The Setup: U.A. High is still the premier hero academy. Midoriya, Bakugo, and the rest of Class 1-A are eager students. However, there's an underlying tension in society – whispers of "missing persons" and strange, unidentifiable attacks.
The Event: Not a direct attack on U.S.J. by a small group, but a sudden, coordinated emergence of Lower-Tier and Middle-Tier Nomus in multiple urban centers simultaneously. These are the "foot soldiers" – strong, but still somewhat predictable. The U.S.J. training exercise might be interrupted by a few stray Nomus, giving Class 1-A their first terrifying taste of the threat.
Hero Response: Mass chaos. Pro Heroes are overwhelmed. Their usual tactics of restraint and capture fail against regenerating, mindless foes. All Might, the Symbol of Peace, is forced to push past his limits, realizing that these creatures are different.
The Revelation: Amidst the destruction, a chilling broadcast cuts through all channels: Dr. Garaki, in his partially Nomu-fied form, appears on screen. He declares the "Dawn of the Nomu Age," proclaiming humanity's obsolescence and the Nomus as the "next step." He demonstrates a terrifying new ability – perhaps controlling a large number of Nomus with a thought, or even a localized transformation Quirk that turns a few unlucky civilians into proto-Nomus. He then vanishes, leaving behind a trail of destruction and an unshakeable fear.
Arc 2: The Hunt for the Source & The Intelligent Threat (Hosu/Pro Hero Equivalent)
The Investigation: Following the initial attacks, hero society scrambles. Detective Tsukauchi and top pro heroes like Endeavor and Hawks lead an investigation into the Nomu's origins. They find clues pointing to hidden, highly advanced laboratories.
The First High-End: During this investigation, a new class of Nomu emerges: the High-Ends. These aren't just mindless brutes; they retain fragments of their past personalities, are capable of rudimentary speech, and exhibit terrifying strategic intelligence. A "Hood"-like Nomu might be unleashed, not just to fight, but to observe and learn the heroes' tactics, taunting them about their "inferiority."
Heroic Adaptation: Heroes begin to develop new strategies: targeted strikes to the brain, coordinated attacks to overwhelm regeneration, and the use of Quirks that can disable or destroy on a cellular level. Eraser Head becomes invaluable for temporarily neutralizing their Quirks.
Midoriya's Role: Midoriya, with his analytical mind, becomes crucial in understanding Nomu weaknesses and developing counter-strategies. He might begin to see the tragic side of the Nomus, realizing they were once human.
Arc 3: The Factories of Flesh & The Horrific Truth (Hideout Raid Equivalent)
The Discovery: Heroes pinpoint Garaki's primary Nomu production facilities. This isn't a "hideout raid" to rescue one person, but a desperate attempt to shut down the source of the monsters and prevent further "evolution."
The Raid: Multiple hero teams, led by the top pros, assault the labs. They face overwhelming numbers of all Nomu tiers, including specialized defensive Nomus. The labs are a grotesque sight: vats of mutating flesh, half-formed Nomus, and chilling evidence of human experimentation.
The Ethical Dilemma: Heroes encounter individuals in various stages of transformation, forcing them to confront the horrific reality: Nomus were once people. This raises profound ethical questions about what constitutes "life" and whether these creatures can be saved.
Garaki's Ideology Revealed: Garaki, perhaps cornered, reveals his full, terrifying vision. He might showcase his own perfected hybrid form, demonstrating what he believes is humanity's glorious future. He explains the process, chillingly detailing how he "improves" on human biology.
Arc 4: The Nomu War (Paranormal Liberation War Equivalent)
The Full-Scale Assault: Enraged by the heroes' interference, Garaki unleashes his full might. A massive army of Near High-Ends and a select few perfected High-Ends are deployed across Japan, targeting major cities, hero agencies, and even U.A. High. This is a war of attrition, a true "Nomu Apocalypse."
Global Response: The threat is so immense that international heroes might arrive, forming a united front against the Nomu hordes.
Key Battles: Iconic heroes face off against intelligent High-End lieutenants, each with unique Quirk combinations and strategic minds. These battles are brutal, pushing heroes to their absolute limits, with heavy casualties.
The "Evolution" Event: Garaki initiates his ultimate plan: a widespread, forced "evolution" event, perhaps through a massive Quirk activation or a specialized Nomu that disperses a transformation agent. The goal is to convert a significant portion of the population into Nomus, making the process irreversible.
Arc 5: The Symbol's Last Stand & The Aftermath
The Final Confrontation: All Might (or Midoriya, having fully inherited One For All and become the new Symbol of Peace) confronts the "Nomu King/Queen" in a climactic, desperate battle. This isn't just a physical fight; it's a clash of ideologies: humanity's individuality and free will versus Garaki's vision of forced, mindless perfection. The fight might involve exploiting Garaki's own Nomu-hybrid weaknesses.
The Defeat: Garaki is finally defeated, but the victory is bittersweet. The "evolution" event might have succeeded in part, leaving a portion of the population transformed, or the sheer devastation caused by the Nomu War leaves society on the brink.
The Aftermath:
Rebuilding: Society faces the monumental task of rebuilding.
The "Cure": Scientists race to find a way to reverse the Nomu transformation, or at least stabilize those partially affected. This could be a new ongoing challenge for the series.
Ethical Questions: The existence of Nomus forces society to re-evaluate what it means to be human, the ethics of Quirk research, and the responsibility of power.
Lingering Fear: The memory of the Nomu War and the threat of forced evolution would forever shape the world, leading to stricter regulations on Quirks and bio-engineering.
This AU would offer a constant sense of dread and a different kind of heroism, focusing on survival, scientific ingenuity, and the fight to preserve humanity's very essence against a truly monstrous, yet tragically created, threat.
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