Weapons

Weapons are essential tools that help boost a person's performance. Since your quirk manifests on your weapon, you'll need to make sure you have a good one before getting into a fight. They can be extremely helpful for both good and evil.

All officially registered and graduated Heroes are handed one of their choice by law, and often students do get their own provided.

However, the villain group the player has the option to play in have a massive weapon stockpile of their own and are willing to share with their fellow members.

The sheer commonplace nature of weapons is due to ancient practices dating back to the shinobi days in Japan, AND that many quirk users struggle with fighting hand-to-hand.

There are some quirk users that physically can't use any weapon because they'll destroy them on contact. In the case of Super Stockpile (And it's Mutated Counterpart, One For All), they never needed them in the first place because the quirks themselves were THAT strong, although some One For All users still kept using their weapon of choice.

List Of Weapons
Each weapon can be used by a certain type of quirk user! Each quirk has at least 2 types of weapons they can't use, with rare exceptions.

List Of Unique Weapons
These are one of a kind and don't work for mostly everyone like the others do, or you simply are not allowed to as another quirk.

Utility and Quirkless players share between this pool, and have access to the above:

Players with the Dollhouse quirk are allowed to use puppetry of up to three weapons.