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MHA:Concept Gear

A soldier, conscripted for world war 4, dies tragically on the battle field…not After hearing a coworker drop a large stack of papers Erin Atkinson dies of an unfortunate series of events. Just like that 4 years of army logistics work gone. Well at least she got her MagikaVR account to max level, could have died before that and died unfulfilled. With a new start and a quirk that has theoretically limitless possibilities how will she fair in a world where any random teenager could have a city leveling power hiding inside them. =================================== New fan-fic following my dissatisfaction with my previous novel. I’m hoping to increase my writing skills through this fic. A slightly upscaled and more ‘realistic’ version of MHA. Expect hero’s to have kill counts, even All Might, and for the general power level to be higher. I guess this will be technically an AU as I have not seen the more recent seasons of MHA nor read the manga. So past the sports festival arc expect the canon to diverge slightly more then normal fics. Their will be no babying of class 1-A, Erin is a soldier at the end of the day and she’s here to take names. There will be a minor psychological element, not as heavy as my previous novel but still there as I believe that reincarnation and death will always take their toll on someone. I don’t own MHA or anything else except my OC. Cover art isn’t mine either the artist can contact me if they want it taken down.

FallenVoid · Cómic
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Quirk Breakdown *Meta-Knowledge*

This will contain information not know to the characters inside the novel.

Quirk Name: Concept Gear

Unofficial Title: Gods Vault

Quirk Type: ?

Quirk Lineage: Father: Enchant (Give an item a property of its own for a specified period of time, requires energy from the host) Mother: Support Items (When in need of an object the object can be summoned for as long as it's needed in the eyes of a user, takes no noticeable toll)

Quirk Functions:

-Energy Well: Host has a well of energy inside them that supplies their quirk. The well seems to grow through age and common use of energy. The energy taken from the well to create an item or apply an enchantment is directly correlated to the Hosts belief in the cost, this cannot be fooled as it will always apply the hosts truest beliefs regarding the energy cost of what they want. For example if the host truly believes that a diamond is worth less then a wooden stick then the diamond would take less energy to generate. Depending on how long the user wants the item to last it will consume more energy to produce or enchant. Things summoned or enchanted to be permanent will cost the minimum energy cost for whatever it is but will take that energy permanently till they are dispelled. Energy can be used to strengthen the host in a minor amounts, approximately 25% of whatever your maximum is.

-Item Generation: User can summon an item with any sort of shape or properties. Objects can be no larger then a camper van. Objects that require some sort of projectile or supporting substance will have it automatically generated at the cost of extra energy. Items intended to be consumable (imagine health potions or something) will cost twice as much as the user believes. User doesn't have to understand the item for it to function, so long as they know the end result the rest will be filled in by memories pulled from worlds timeline.

-Conceptual Enchantment: Willpower, so long as the hosts willpower is strong enough the enchantment too will be powerful. Example; a healing potion will only be as strong as the host truthfully believes it to be. Concepts with strong ties to the world, like Excalibur, will work far better then a random combination made up by the host. Enchantments will work far better so long as the host can connect its purpose, mentally, to an item, for example an enchantment to combat the cold will be far easier to apply to a jacket then a bracelet and likely stronger too. The limit of the enchantment is whatever the hosts greatest experience with something similar is combined with their belief in the enchantment, for example the cold repelling enchantment would only combat cold up to whatever the lowest temperature that the host has experienced. However if the enchantment was made with the Arctic circle in mind and the host believes it will hold up then it will hold up even if the temperatures are lower then any previously experienced temperatures. (Example; you have never seen anything that could destroy a planet in a single strike, but you truly believe that whatever enchantment you have used could do that. Then in that case your belief would over power what you know. But if you don't truly believe it with all your heart then it will fail and simply do whatever the maximum damage (of whatever type kinetic, heat based, nuclear whatever) you've seen before.) The exception to this is pumping more energy into the enchantment upping its power past what would normally be possible, energy costs make using this normally unreasonable(this will be a Deus Ex Machina for me and not commonly used due to the insane energy cost I'm adding to it) and finally enchantments can only be applied to items that the host has summoned themselves.

If this explanation is confusing to you then please leave a comment and I'll try to explain it best I can.

Hopefully this info dump will help you understand what I’m aiming for. While the quirk is overpowered it’s dependence on belief will help me control the power levels to grow slowly as the MC grows as a person.

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