[This first part is written as a journal entry by Izuku Midoriya.]

All as One – User: Midoriya Izuku

I've decided now that the chaos of Nine and Aliens and All for One has finally died down, now was a perfect time to go over all the new Quirks I've gained and encountered during the Rapture. I'll start with my own Quirk, the fusion of One for All and All for One, going through each of the Quirks within it.

Quirk #1 & #2: Stockpile & All for One

The core of the Quirk, and source of its body/Quirk strengthening properties. It was originally fused with the First's Bestowal to form One for All but became the true heart of the Quirk after I gained a greater understanding of the it and modified it with Genetic Manipulation.

In short, Stockpile absorbs Q-Fields into the body. The exact nature of Q-Fields is still a mystery, but there are two things that are known. They are produced and shaped by people with Quirks, and those that produce more Q-Fields have stronger Quirks. That means that, naturally, a Quirk that allows you to absorb a theoretically limitless amounts Q-Fields within you would result in strong Quirks.

There are two ways that Stockpile absorbs Q-Fields, either directly, or indirectly.

Direct stockpiling is when Stockpile absorbs a Quirk within the body. Originally, the direct method only happened when a new Holder of One for All received it, but now I can cause direct stockpiling simply by taking a Quirk into my body with the Quirk Factor of All for One, though with some major stipulations (see section on All for One below for more info). When a Quirk is directly stockpiled, it not only is able to use the Q-Fields inside Stockpile to become stronger, it also increases the range of indirect stockpiling. Speaking of…

Indirect stockpiling functions by drawing in the ambient Q-Fields from the surroundings. Quirked people bleed Q-Fields like we radiate heat from our bodies. It's obviously not as effective as the direct method. Like trying to get solar energy from the stars instead of the sun. But since Quirks are becoming stronger and more numerous, those 'stars' will still generate a significant amount of energy.

There is one main issue with stockpiling though, and that is something I've called the Compatibility Factor.

As Q-Fields are shaped by a Quirked person's will, that means that they themselves have will. If the Q-Fields of multiple Quirks clash within a person, their sense of self decays. We believe this is what happened to the 'Nomu' we encountered under Nines control. The proper version of All for One gets around this by having all the Quirks within it be segmented and in a dormant state when not in use, as well as simply having a naturally high 'sense of self' that dominates those in its grasp.

But the version of All for One that Nine, and then myself had, was incomplete. It's protection against other Quirks far weaker. This is why the number of Quirks it could hold was so low.

But as I was saying, All as One, or more specifically Stockpile, got around this by having all the Quirks within it operate as a single Quirk. This means though that the Quirks within all have to share the same will as the Stockpiled Q-Fields in order to make use of them.

This means that I can't easily take or use the Quirk of someone that isn't heroic, and it'd be downright impossible for me to take a Villains Quirk. This also means I only absorb the parts of a persons radiant Q-Fields that has 'heroic intentions', though with how big Heroes are in society, this isn't much of a handicap.

While being able to take a Villains Quirk or easily swap them out with the ones within All Might (elaboration on why in his section) would make being a Hero much easier, I see it as a sort of blessing. The power of All for One could be dangerous in the wrong hands, especially alongside stockpile. If not for a limitation such as this, I probably wouldn't trust myself to use it responsibly. The Quirks I have are enough.

And speaking of, let's finally move onto the collection I do have, starting with the previous holders of One for All!

Quirk #3: Gearshift – Original Holder: The Second (I never got his name…)

At first, Gearshift seems like an extremely simple Quirk, especially in its originally weakened form. 'It makes things go faster' is what an average person would say and leave it at that. But after over a century charging in One for All and doing some testing, I can confidently say it is the most powerful Quirk within stockpile (and that's even if you count the generic body strengthening effect as a separate Quirk).

Gearshift allows me to change the velocity of something, while ignoring inertia. Which makes it one of the most physics-breaking Quirk in my possession. Targets can include anything directly connected to myself or anything I've touched recently with the intent of using Gearshift. It doesn't work when used on other people though. That one time on Nine appeared to be only due to the Q.A.D. Boosting my ability. Besides that, there is also a mass limit for what I can use it on, but that varies widely to how much it is boosted by All as One, so an exact number is hard to pin down.

While I can use Gearshift to make myself and other things faster, I've found more benefit in doing the opposite. I can slow down a physical projectile or falling debris to a literal snail's pace with a single tap. I can also then increase its gear to higher in a moment to have it begin moving at twice the speed as originally from said snail's pace.

And that's not even mentioning the compatibility with other Quirks. Use with Laser for a fast snipe shot or immediate wide coverage scatter shot. Use with Smokescreen to blind an entire block in a second. Use with Fa Jin to build up charge quicker. Or just the tried and true technique of 'hit faster and harder'. Of course, such a powerful Quirk must have a limit, and unfortunately Gearshift has the most dangerous one.

Using Gearshift on my body requires oxygen as fuel. If I kept it active on my entire body consistently, then I could only use it for about 5 minutes before running out of breath and tiring myself out. Of course, that is probably the most inefficient way to use it. It's better to use it in short bursts, either for Quirk combos, or to dodge and reposition myself in a flash. I have more than enough power with just Full Cowl and Fa Jin.

Quirk #4: Fa Jin – Original Holder: The Third (also didn't get his name…)

In contrast to Gearshift, Fa Jin is far simpler in use, though not without its own tricks. Fa Jin let's me build up kinetic energy from repeated movements, then release said energy for an explosive burst of power.

The energy builds up in the source of the kinetic movement as a red energy, which can be the released on command. Fa Jin can be built in more than just the limbs, but in constructs like Blackwhip or Hydra, though if the contrasts fade then so does the built up energy.

Despite kinetic energy being stored up, it doesn't have to be released as kinetic energy. It can be released to punch or kick close to All Might's level, but also transferred into Laser for a stronger beam, or Air Wall to strengthen its shield or boost its release.

The main issue with the Quirk is I can't just use it whenever I want. I must put effort into my movements to charge up Fa Jin, and I also must put thought into when I use it. But that makes up for its effectiveness at taking down heavy targets.

Quirk #5: Danger Sense – Original Holder: Hikage Shinomori

The Fourth's Quirk is the only one I have that is constantly active, for better or worse. Rather predictively, the Quirk detects hostile intent from others and warns me of it.

It is an empathic Quirk in nature, meaning that to activate the one with ill intent must be living (so no robots) and have to be purposefully attempting to cause such harm (so not an accident). Considering Villains are rather purposefully trying to attack me, this limitation isn't a big deal, but it's important to keep in mind.

One of the main changes to Danger Sense after being strengthened is the fact that it now can detect hostile emotions against people other than me, if they are in range. This makes Hero work rather interesting, as I can track down Villains almost immediately. It can be rather exhausting though, always running around and resolving these issues.

Danger Sense's passive nature doesn't lend itself well to merging with the other Quirks in Stockpile, but it does have one good fusion with Scanning. If I have Scanning active while Danger Sense goes off, I will be able to read the offenders Quirk, even without them being in my line of sight. I can't have Scanning active all the time like Danger Sense, but it is a great bonus.

Quirk #6: Blackwhip – Original Holder: Daigoro Banjo

Blackwhip is an incredibly versatile Quirk, allowing me to create tendrils of black energy from anywhere on my body. While they are the easiest to control when summoned in the hands, I can produce them from places like my back or legs to do all kinds of things.

To reference an old anime I watched recently, Blackwhip has the properties of both bungee and gum. It can stick itself to whatever it touches, though it has far better grip when wrapped around something and can be stretched slightly to be used like a slingshot or net.

Black whip isn't as handy defensively compared to Air Wall, but for offenders it has its upsides. It has less range but can be used better as a capture option compared to Laser. But it's ability as a Rescue tool is even better, allowing me to move more rubble or people than my hands.

Combinations with other Quirks include Fa Jin to temporarily increase their strength, wrapping Hydras in them for extra durability, and attaching them to Laser bullets shot from the tips of my fingers so that they have extra piercing power.

Quirk #7: Smokescreen – Original Holder: En (That's all I got from him)

Smokescreen let's me emit a purple smoke from my body that inhibits regular vision. The smoke does not have any negative side-effects upon inhalation, with a composition more like fog, which is likely why I get dehydrated from overuse of it.

I can see why En had such a complex over his Quirk. It doesn't really combo with any other Quirks directly. And worst of all the Quirk also affects my vision. Fortunately, Melissa has been able to add a filter to my helmet that lets me see through it.

Even without being able to see through it, I'm not helpless. I can use Float to fly out and ambush engulfed enemies. I can use Danger Sense to detect attacks, and use Scanning to see people anyways (if they have a Quirk). Smokescreen is great for causing chaos when fighting Villains, but it's for that reason that I can't use it all the time. Chaos won't just lead to panicked Villains, but panicked victims and civilians.

That said, it is still a useful tool when I get the chance to use it. Don't worry En, your Quirk will be well used!

Quirk #8: Float – Original Holder: Nana Shimura

Float is a rather deceptive name now, as after being strengthened a better name would be closer to Flight. But I wouldn't dare rename the Quirk of All Might's teacher. And also, I don't want to be sued by Captain Celebrity.

Float produces a telekinetic field around me that negates gravitational force. But due to the strengthening of the Quirk, it also allows for slight manipulation of gravity around me. This allows me to fly with ease, though I'm still affected by other disturbing forces such as wind.

After talking with Koichi (The Crawler himself! I can't believe Mr. Oguro was able to introduce us!) I determined that the field could spread over those I'm holding to apply the effect to them if they are in contact with me. I also learned that the telekinetic field of Float could be extended through Blackwhip, allowing me to lift many people easily. However, the effect is weakened the farther it is and the more it is applied at once.

I've also been able to apply it to Air Wall, allowing for me to move the shields after summoning, if only close around me. This allows me to block attacks that change angle of attack much easier.

The most important point of the Quirk is its mobility. The sky is much freer than the ground, meaning I can beeline straight to incidents unopposed. Also, most Villains aren't accustomed to fighting in three dimensions. This is why Hawks can have such a high number of incidents resolved! With luck, Nana's Quirk will help me much his pace one day.

Quirk #9: Scanning – Original Holder: Nine/?

And now we reach the Quirks originally held within Nine's weakened copy of All for One. Besides the copy of Katsuma's Quirk and Scanner, all the Quirks were from Heroes. But somehow, they still all have their Quirks, as they were affected by the Rapture, and we retrieved them from the alien's capture. How Nine gained copies of Heroes Quirks is still being determined, but we can confidently say that scanning isn't one of them.

Scanning lets me see and 'read' the Q-Fields that radiate off someone with a Quirk. This in layman's terms let's me determine a persons Quirk just by looking at them. Since Q-Fields are based off a persons will, I technically only read what the person thinks their Quirk does. It usually isn't that big of a difference, but it's a good enough reason to not become overly reliant upon it.

I can also 'filter' what kind of Quirk I'm scanning for, by thinking of a certain kind of Quirk and the lights that show up on people while Scanning is active changing to represent their similarity to that target. It's likely That Nine or the person who gave All for One to him also gave him Scanning to make use of this feature to find a Quirk like Katsuma's.

Scanning is vital when fighting a Villain, as it lets me instantly begin analyzing a Quirk without having to have it used against me first. The only way it could be better is if I had another vision quirk like Clair Voyance! It's honestly my dream Quirk, but I can only imagine the terror this Quirk would hold in an unrestricted All for One user. Thankfully Kagome is on our side!

Quirk #10: Laser – Original Holder: Nine/Beamer

Originally called Laser Bullet, the boost of power within All as One evolved the Quirk to Laser. Instead of just shooting energy projectiles from the fingertips, I can now shoot beams of energy from my entire hand! Of course, there's a range to my output, and I can fire it from both palms like a Kamehameha, or from just the tips of my fingers like before.

The projectiles have a level of controllability after being fired, allowing them to curve towards targets. However, this feature only works effectively in the smaller bullet form. The larger the Laser, the less it can be manipulated from its initial course.

They also can be modified slightly to produce different effects upon hitting a target, though again, this precision is lost in bigger attacks. They can be molded to pierce and slice through the target, or more explosively detonate their energy on contact.

The main issue with this Quirk is that it is easy to go overboard. Even the weakest output I can manage will leave burns on a target, and few people could take a full blast without keeling over. I've found the best method is to use low powered bullets on limbs and other non-vitals, then kicking it up to piercing bullets if they continue to resist.

Usually though, I just use Laser as a warning and to destroy Support Gear or other dangerous things from a distance. Once I can ensure a safe approach, Blackwhip or Hydra will work better to capture Villains.

Quirk #11: Air Wall – Original Holder: Nine/Windshield

Finally, a Quirk that can operate in a fully defensive function. While all the sensory, detection, and speed are good, it doesn't hurt to be able to throw up a shield when the situation arises. Air Wall operates by allowing me to create simple gold barriers out of condensed air, and then releasing them for a pressurized blast of air if I wish.

The barriers originally had to be produced from a hand, limiting its functionality, but it's boost allows them to now form anywhere around me. And as mentioned in the Float section, I can move them around me as well.

While the basic disc shape is what the Quirk seems to default to, the shape can actually be changed slightly. While there usually isn't any advantage over the different shapes, since complexity makes the integrity of the shields unwieldy, the most useful alternate form is of a dome around me. This can create an effective bubble shield around me, along with allowing a force of wind exploding out in all directions upon release.

The Shields are far stronger if used for blocking precise attacks though, and with Danger Sense and Scanning, I can see every attack coming a mile away.

They can also be used as platforms for others, by floating them next to me. I can move a lot of people that way, though there is a weight limit, and the platforms will begin to fall afterwards. I can lift the platforms myself to offset this, but there will still be a larger weight limit at which point the platform shatters.

This Quirk is useful, and I know that Melissa and my Mom are happy knowing I can properly defend myself, even if the chances of me getting hit are pretty low with all my other Quirks.

Quirk #12: Hydra – Original Holder: Nine/Orochi

This Quirk was a bit awkward for me to get the hang of at first but has quickly proven to pull its weight as one of the most useful tools in my arsenal. While its uses may seem similar to Blackwhip at first, it has its own specialty's that help distinguish it.

Hydra let's me spawn blue, snake-like constructs from my back. They have movable jaws but lack fangs. The most important aspect of the Quirk, as guessed by the name, is the construct's ability to split into multiple smaller versions of itself, either on destruction or on command.

These Hydras obviously lose strength the smaller they get, but even an eighth divided form of a Hydra can rival a normal person's strength. Their durability has obviously been boosted by All as One, much more than Blackwhip has. This means I can send them forward as a scouting attack and judge an opponent's skills from a safe distance. Most Villains can't handle a swarm of giant snakeheads biting at them.

It has some excellent Quirk fusions as well. Wrapping in Blackwhip for extra durability. Using Laser to release energy blasts and beams from the Hydras mouths.

While it would be easy to just rely on Hydra, it does have the downside of not being able to equal the speed and power of my body proper. And as told to me by All Might, quickly and effectively resolving incidents is the mark of a true Hero.

It's more efficient to simply rush down an opponent with my superior speed and strength, and use Hydra against those not easily beaten, or when there are multiple opponents grouped together. It's also great at keeping opponents busy while I built Fa Jin for a decisive blow.

Quirk 13: Cellular Activation – Original Holder: Katsuma Shimano

The one and only Quirk that I've taken myself that I still have on me. As the name implies, the Quirk activates cells in myself or others, allowing for their function to keep running effectively. This includes things like healing, but also things like detoxing, increasing circulation, and a whole bunch of things. In short, Cellular Activation will allow the part of the body it's used on to 'energize' itself to its best state.

I held onto this Quirk after we determined that it would cause Katsuma to possibly suffer from issues in the future, especially due to his growing body. Kagome offered to merge the copies, but he offered it to me instead, saying it was his way to be a Hero ahead of his peers. I'll definitely have to hire him as a sidekick in the future.

Cellular Activation is not as effective a healing ability as Super-Regeneration but has the upside of being usable on others like Recovery Girls Quirk. And even better, unlike Recover, Cellular Activation doesn't drain the stamina of the healed. That does mean that the stamina comes from me instead though.

Thankfully the power of All as One increases that reservoir of energy that I can call upon greatly. However, Cellular Activation isn't a miracle cure. It can't heal damage that the body wouldn't naturally be able fix, so no regrowing lost limbs like Super-Regeneration. This means it's still wiser to not get hit in the first place, though that's not much of an issue for me.

I've learned that I can extend the effect of Cellular Activation through Blackwhip, but at a far higher cost, exponentially based off distance. Still incredible for emergencies though.

Cellular Activation will be a true lifesaver, for me and for others. I'm sure Katsuma will make a great Hero one day.

Potential Future Quirks:

The discussion of potentially adding more Quirks to All as One has been brought up, but I've come to the conclusion that the current Quirks I have are more than enough strength, defense, speed, range, and utility that anything more would certainly be overkill.

There's also the issue of over complicating things. A Jack of all trades is a Master of nine, and all that. Endeavour talked to me about how many decades he had to train to have such fine control over Hellflame. And that's just one Quirk! The truth is that I doubt I'd be able to juggle anymore Quirks if I tried, not without hampering my effectiveness. I suppose this is why so many of All for One's Quirks were so simple. It makes it a lot easier to mix and match them if they have basic effects.

There's also the logistics of who I would get Quirks from. The obvious answer would be All Might, but unfortunately, it's not that simple. It seems none of the Quirks within him are compatible with All as One. We're unsure if the Vestiges of said Quirks reject being used if taken, or due to their hatred of All for One, a Quirk which All as One is built off. But the end result is that I can't make use of the Quirks in All Might, if they even allow to be taken at all. While we could do the same Pseudo-Personality Subjugation, we did on All for One, the device is currently being used to bring everyone back. Also, that would remove the faint Vestiges that remain of the previous Holders, which doesn't feel right.

I could take the Quirks of retired Heroes if they don't mind, but that still feels wrong to me. I see no reason to deprive someone of their Quirk just so I can do marginally better than my already fine state. There's also Eri, but she's untrained, and the potential accidents that could occur even if she was make me not want to use that method outside of emergencies. My little sister doesn't need anything else on her conscience.

Luckily, if Kagome is to be believed, this dilemma will eventually resolve itself. She says that the alien technology has the potential to duplicate Quirks! It's still all theoretical, but Kagome is confident the tech will be ready before I graduate U.A. High. She's so sure of it, that if I didn't know any better, I'd say she'd seen it before!

Then again, All for One was able to copy his own Quirk, so I guess it is possible!


All in One – User: Yagi Toshinori (All Might :) )

We who know of All Might's new Quirk currently refer to it as All in One. He has access to all of the Quirks originally possessed by the copy of All for One that Kagome now has. It appears that All Might is able to handle having all the Quirks due to being transferred to him with the All as One boosted Bestowal. Unfortunately, the ability to easily use multiple of Quirks was lost when the energy left him though, so he can only use one or two of them at a time.

I sacrificed roughly 50% of the Stockpile empowering Bestowal and the other Vestiges to steal All for One's Quirks. Without a Quirk like Stockpile to hold onto excess Q-Fields, they would naturally bleed away until the body reached its usual baseline.

Since All Might retired, he doesn't have to worry about people wondering where his strength went. And on the off chance he needs to show off, the Strength Enhancers are more than enough to put on a convincing show. So, in the meantime we've been stuck trying to figure out what to do with the literal hundreds of unused Quirks.

Kagome can give and take the Quirks in All Might without issue and offered to take some off his hands. He lent her some, but only some weak ones that might help her during research. While he trusts Kagome after some time, he's obviously worried about a user of All for One getting to much strength. Understandable considering the history he has with the Quirk, but I know he'll grow to trust her more in time.

In the meantime, he has been working to set up a way to give Quirks to those that are currently Quirkless. We're still trying to work out the logistics of it or explain how it would work to potential participants that wouldn't reveal either All Might's or Kagome's current Quirk status.

While we wait though, it's fun to see All Might play with all the Quirks. I'll see him trying to use a new Quirk in private occasionally. I was worried he would feel angry or upset to be burdened with the Quirks All for One held, but he seems to respect them and isn't afraid to use them, at least while away from public eye.

I will now list and write a short summary of all the Quirks that we have found within All in One.

[The rest of the page has notes on a couple Quirks, before petering off.]

On second thought, I believe it's best that I create another notebook (or ten) for this topic. For references on the Quirks in All Might and their uses, please refer to Quirk Notebook for All Might #1-12 and counting!


All for One – User: Kagome Mirai

While Kagome now has All for One, her records still list her as Quirkless. While us and a couple Heroes Nezu trust know the truth, we believe it's best to keep the record blank until we can come up with a new name/explanation for it. A lot of people in the government would likely be nervous if they found out that All for One wasn't as completely gone as they thought. Hopefully Kagome will be able to make a breakthrough on her work and show to them she's worth being trusted.

Since all the Quirks originally within were transferred to All Might with Bestowal, she currently has a fraction of the Quirks that used to be stored within. Since Kagome is an upstanding citizen and not stealing people's Quirks, the only ones she has now are the ones All Might lent her. All relatively simple and cosmetic Quirks, with next to no combat potential. As said, no one wants a repeat of the Demon Lord.

That said, she has two Quirks that remained from its time with All for One, and they could be revolutionary if utilized properly.

The first and most recent important is Genetic Manipulation. One of the few Alien Quirks we know of, this Quirk rather self-explanatorily allows one to manipulate the genetics of itself or those they are in contact with. This allows someone to change basically anything about a person's body, including other Quirks. This what allowed the true All for One to combine his Quirks and turn into that crazy form.

The potential for this Quirk beyond Villainy though is revolutionary! The number of diseases and conditions that could be cured using it are numerous. There's a reason Recovery Girl took her under her wing (besides finally having a hope for retirement). And the aliens were able to run this Quirk on machines, meaning she might not need to run around to everyone like Recovery Girl does.

The second Alien Quirk is Controller. This Quirk can communicate with and set a 'permission level' of copies of itself, then monitor and manipulate those that have said copy with a lower permission. While seemingly nefarious in nature, there are some useful benefits to it.

With some adjustments, we could make a couple copies of a variant with equal permission, then use that to link the minds of the holders. I'd be like a multi-user version of Mandalay's telepathy! Organizing large scales Heroics would be a lot easier if we all had a group chat in our head.

It seems that the Pseudo-Personality Subjugation also wiped the permissions of her copy of the Quirk, meaning that she can't control the alien tech and they have to work on it manually.

She also can't make any copies of her own Quirk, meaning that it's impossible to control anyone, as it requires two of the Quirk to work. I imagine people would be much more hesitant to let her have it if not for that, but thankfully she has no way to copy quirks herself.

In the end, I believe that Kagome will do far better with All for One than it's previous holder, and I can't wait to see what she accomplishes. It's just nice to be able to talk to someone as obsessed with Quirks as I am!


CHAPTER AUTHOR NOTES:

Some quick notes on this chapter before I get to the overall story notes and behind the scenes details.

I decided to make this chapter mostly because there were so many Quirks changing and trading places that I wanted to make it clear what was going on now. Things might have gotten a bit confusing, so hopefully this simplified it.

You may have noticed a couple of things in the notes that implied some interesting things. Deku's notes take place in-universe during the year-long time skip, so you may be able to catch a glimpse of what he was up too during then.

And with that, it's time to talk about the actual story!


STORY EXTENDED AUTHOR NOTES:

Early Story Draft: The original story I envisioned was quite different than what ended up happening. The general events of the story up to the Nine fight remained the same, but it would immediately turn after that. In the draft, the alien was literally Brainiac. He would have possessed Nine's defeated body and turn it into a superpowered form due to his access to more Quirks.

Everyone would then end up at Area 51 somehow (I couldn't come up with a good reason), and then they'd release All Might AND All for One. Both would be healed by Eri, team up to beat the Alien, and All for One would slip out in a much more functional spaceship to build his empire. Izuku would have a moment where he uses the Quirk Erasing Bullet to avoid the device that caused the Rapture. Also, I don't think Nezu had any connections to the alien.

Late Addition Characters: A lot of characters got added in that weren't from the original version of the story.

As noted in the proposed final battle, Star wasn't going to show up, mostly because she didn't exist yet when I started the story. Her and Rogue Squadron were all added in later since I saw an opportunity and she deserved more than in Canon.

Kota also wasn't an originally planned character. But I was looking for a young character who may not have had a Quirk yet and noticed him. I then thought about his story and realized it would bounce well with Katsuma's. Also allowed Katsuma to get a couple scenes without it just being by himself.

Knuckleduster was also another late addition. I was just planning for Nezu to beat the Oni's, but then I realized he should still be around, and he just kinda worked his way in.

Kagome Mirai: She is obviously the biggest OC that appears in this story, which is funny since I don't remember having too big a plan for her. She was basically just there to wake up Nine. After some changes, I was going to have her get All for One like in this fic, but the Vestige of him would remain, albeit powerless. I felt the way it went far more fitting instead.

She's my first real non-side OC Character, and I wasn't as sure of her 'characterization' compared to a canon character. This is why if you go back, she may seem a bit all over the place. In the end though, I think I nailed her down. She's basically amoral, and not afraid to do dirty things to get what she wants. But she's not needlessly cruel. If an option presents itself for her to get what she wants without being a 'villain', then she'll take it. She'll also just do underhanded things to ensure that it'll all work out in the end for her.

Basically, she tries to play both sides to always come out on top. She was willing to stick with Nine but left and helped drop him like a rock the moment the opportunity appeared since he'd get in her way of getting All for One. She was willing to help work with David and Sam as she knew she would get her wish eventually, but also was willing to kill the Doctor to take his tech for herself without issue, and to not get caught.

Dr. Pleione: She originally just existed to fill in for who would be running I-Island after the Rapture. Then I added her explanations with Q-Fields, and she ended up being a bit more important than the beginning.

Speaking of Q-Fields, they mostly just exist as a weird energy force that would allow the logistics of the alien's prison to work. It wasn't supposed to have such an importance to All as One, but that's a different story. I-Island's backstory in general was something that just kinda happened as a roundabout way to explain how the UFO got in it, as well as to explain why the MHA universe (or at least my version) wasn't suffering from global conflict due to an energy crisis. Alien fusion reactors, baby!

The Alien: as explained earlier, the Alien was originally a near-explicit Brainiac clone before some revisions. He would have been much more antagonistic and the real final threat. That ended up changing to All as One, but I still planned to have him show up a bit in the final arc before his usurpation. In the end, I found it was easier to have him taken out and All for One to remain the sole threat in the final arc.

All as One: For the big climactic upgrade to the Main Character's powers, All as One was an incredibly late addition as well. I had no plan at first for Midoriya to even get Nine's copy of All for One, but eventually I thought it would be cool if he got an upgrade. This helped make Midoriya have some interesting fights later that wasn't just the Midoriya vs. Nine fight, but at about 40% power.

Pretty much everything to do with the fusion of the Brother's Quirks, and stealing the Quirks from him, was only decided around the end of the I-Island Arc. The Flashback Arc was actually a nightmare to write at time as I tried to but together a sequence of events that would work for this newly created scenario. Thankfully it all worked out In the end, and it worked pretty well, in my opinion.

Final Words:

I want to thank everyone who has read up to this point, at over 200K words! Most of all, I'd like to thank everyone who has been reading since my first chapter back in January of 2021! It took me almost 2.75 years to write all of this, although I'll admit I went on a rather long hiatus in the middle of it. I'm just happy that people were willing to stick with this story, since its so weird compared to most fanfics. I mean, 99% of the characters being gone, no stations of Canon, and freaking Aliens?! I thought that twist alone was going to cause a jumping the shark moment that would kill the story, but you all kept reading, so thank you.

Before I go though, I want to tell you of a couple more things.

First, I have a TvTropes Page for the story you just read here ( /Fanfic/TheOnlyHero), and I welcome you all to add to it as you wish. I'd also like to shout out those who have already added to it while the story has progressed. Those being BlackVictorCachat, EndingTHEGam3, and most importantly partner555. Seriously, they have added to the page literally every chapter, so they are getting a special shoutout from me!

Secondly, I have more stories to tell in this universe! I have added this story as part of the Rapture-Verse Stories Series and will be adding more stories in this universe. They will mostly be taking place after Chapter 32, going from the aftermath of the battle up to past the Epilogue. Below are some of the stories planned, along with a quick summary. Most of these will be shorter chapter stories that can be read in any order, and there will be a couple of one-shots that aren't listed, so be sure to subscribe to the Series!

Deku's First Hero Team-Up!: After being awarded his Hero license, Deku is eager to begin working as an official Hero. All Might want's to make sure his student doesn't get in over his head, so instead asks his old friend Nighteye to take the boy under his wing for the first week as a 'Heroics Basics' internship. Nighteye takes it as an opportunity to judge the next Symbol of Peace for himself. (Some Characters Involved: Midoriya, Nighteye, Mirio)

Health and Hero Public Safety Violations: After a couple months of working with various Heroes, Nezu decides its time to teach his personal student about the more political side of Heroics. And what better way than assisting the boy with investigating the Top Heroes and the currently out-of-order Hero Public Safety Commission! (Some Characters Involved: Endeavor, Hawks, Nagant)

Class after the Rapture: A year after the Rapture took everyone, UA finally is ready to start up its new year of school! The world still needs Heroes after all, and the new students of 1-A are more than ready to start learning. But the changes brought on by a certain member of their class will shape their futures more than they think. (Some Characters Involved: Class 1-A, Hitoshi, Hatsume, Aizawa)

While all the above stories are planned to be short stories, the below is a true sequel to the events of the story. Fair warning, I probably won't get to this for a while, as a lot of the middle points of it are rather nebulous. But I'll still give you all a summary so that you can see what's planned.

The Last Hero – Holy War: Six months after the calamitous events of the Rapture, the world is finally beginning to put itself back together. But when the Quirk-Erasing Bullets are submitted as evidence by Tsukauchi in the case against Overhaul, two certain organizations take note of their importance. With All for One gone and the status quo of the world in shambles, both groups decide to finally make their move, finding themselves chasing the source of these bullets. As the two factions collide, the young girl they are after finds herself lost and alone. Only someone that has been in the same situation is willing to reach out his hand to her.

And thus, the Heir of the Demon Lord finds himself enwrapped in a war for the future of Quirks themselves. Between those who would have them reign overall, and those that would remove them from existence. (Characters Involved: Humarise, Meta-Liberation Army, Eri, Kagome, Shigaraki Tomura)

And lastly, I'd like to quickly promote my other works. Fairy Tail: Secret Sage Saga is a great AU Series if you are interested in Fairy Tail, and The World After the End of the World is a collection of 13 Sentinels post-ending one shots. Please give them a read too if you are interested in reading more from me while I write the above!

One final time, I'd like to thank you all for reading this story in it's entirety, and hope you continue to do so with the rest of my works! Until then…

THE END