Juro Aizaki (Tenth holder of One For All)

"*I never asked for any of this. People who actually care should be the heroes. But if I'm going to die anyway, I might as well take that bastard with me. I've got no plans if I live.*"

## Personal Description

### Quirk

Quirkless (Currently)
 One For All (Formerly)

## Status

### Family

Unnamed Parents (Disowned)
 Unnamed Girlfriend (Broken up)

### Occupation

Editor (Formerly)
 Undercover agent (Formerly)

### Affiliation

All Might's allies
 The Hero Safety Commission (Formerly; Double crossed)
 League of Villains (Undercover)

### Fighting Style

Strategical support
 Self defense combat

**Juro Aizaki** was a quirkless civilian, who had One For All forced upon him when he found Izuku Midoriya dying. With a quirk that has reached singularity and will kill him with a single usage, Juro must find unorthodox ways to survive as All For One hunts him down.

## Personality:

Before acquiring One For All, Juro was content to drift through life. He was unambitious with his jobs and he simply wanted an income for a comfortable life. He was unbothered by his family's criticisms, such as not getting married and toned them out. Juro is self-assured in that way, as he doesn't feel the need to prove himself and will do what is best for himself. Though his laid-back attitude has led to moments where he's unserious about things, when he really should be. He has a dry-humour and likes to break the ice with sarcastic quips. His girlfriend was originally attracted to him as he was low maintenance and accepting of her chattiness.

Growing up quirkless, Juro faced prejudice. Rather then internalize it or lash out against it, Juro adapted to it by becoming apathetic to it. He would avoid the topic of quirks and generally draw as little attention to himself as possible. He'd lean into the quirkless stereotype of being weak, so people would underestimate him and ignore him.

As for his opinions about quirks, Juro thinks they're overrated. Unless someone wants to be a hero, Juro doesn't think they're useful in everyday situations. Juro knows about cases where the quirks were harmful to the user, so he considers quirks a natural gamble that can easily screw someone over. So overall, Juro is not fussed about being quirkless. His parents ran a museum dedicated to pre-quirk history. Aware of this history, Juro believes quirks have not changed human nature. He believes quirk-users are not better off then their quirkless ancestors and their societies have the same historical issues. At worst, quirks may accentuate these issues, as anyone can violently express their grievances with their biological weapons.

Juro was disengaged with hero society compared to most people. Since he didn't have such an emotional attachment to it, Juro could think about it more rationally and seeing the bigger picture. In his world, Juro is open-minded to ideas that most people would dismiss out of hand. Since he's not bound by traditional views, he tends to have more creative ideas. He is a good listener and can understand where people are coming from. Though Juro can lean towards the cynical side, focusing too much on the negatives. At his lowest points, Juro can have bouts of depression. He can get self-smug with his self-proclaimed labels as a 'rational thinker' and 'rebel'. Though he's moments of overconfident are fleeting, before he goes back to his mundane expressions.

When Juro gained One For All, he was unlike any former holders. He was completely unfit for the military-like work that heroes do. He had little pain-tolerance or discipline, so he couldn't handle the athletic training. He didn't particularly care he had a quirk now, since he'd would never have a use for it on his own. He was too focused on his self-preservation then being willing to martyr himself as a hero. He wanted a humble civilian life and not worry about other people's problems. In fact, when he spotted Izuku dying in the alleyway, he claimed it was the heroes' problem, before his girlfriend dragged him into helping. The reason that Juro was willing to sacrifice himself to kill All For One in the end, was mainly to spite the villain and suicidal despair. Juro was convinced he'd be killed like the previous holders, so he decided he'd go down on his own terms if it was inevitable.

   While Juro is lacking in the physicality side, he still decent at academic learning and sneaking around. While his habit of fleeing was considered cowardice at first, he eventually used it to his advantage. He found he was best suited the role of a spy. While undercover, him running away could help him to survive as long as possible. Then he could wait for the perfect ambush, so he wasn't required to go into a drawn-out battle.

Juro's intelligence lies within his emotional smarts, rather then tactical mind. He is good at organising people and acting as a mediator. If he was a UA student, he would be best suited for the management course. With his ability to make people underestimate him, he can befriend everyone and get people to vent to him. He gives people casual yet unique advice on how to overcome their mental turmoil. As he tried to avoid trouble as a quirkless boy, he learnt how to read a room. The Safety Commission's training allowed him to use his psychological intelligence for darker purposes. While he is not a mastermind manipulator, he can get others to ignore him and slip under their radar while he's up to no good. He can also encourage the worst traits from people if they're already brimming at the surface.

Sometimes, Juro can have a bitter streak. If someone has wronged him in a major way, his relationship with them can be awkward and complicated for a long time. Juro doesn't do grand gestures in his relationships, such as saying "I demand an apology" or "I forgive you". Instead, he subtly judges people and rationally decides if they're trustworthy. Even with the kind-hearted Izuku, Juro never truly warmed up to him, due to forcing One For All onto him.

## Synopsis:

Juro's parents were the owners of a pre-quirk museum. While everyone else was obsessing over heroes, Juro became fascinated with old westerns and sci-fi. Both his parents were quirkless, so he knew he was unlikely to be like his classmates. When everyone began manifesting and experimenting with their quirks, Juro made himself scarce to avoid their dangerous games. He had to keep improving his excuses in order to avoid telling people he was quirkless. It wasn't a secret among his friends, but he didn't need strangers making annoying comments. Though Juro's quirklessness never knocked his confidence too much, as the museum collection proved how past generations thrived without quirks. Juro was not swept up in the hero obsession and was secretly critical of that culture. However he didn't feel like having endless debates with people, so kept these opinions to himself.

Spending his life blending into the crowd, Juro discovered his talent for it. As he left school, he vaguely knew he'd be good at marketing. He didn't have a specific job in mind, but he was happy to drift through the industry until he settled on something. As the middle child, Juro got the least flack for not marrying or buying a house. However when Juro was reaching his thirties, his parents were raising an eyebrow. Juro did his best to ignore their questions and not let his parents put pressure on his current girlfriend.

One night, him and his girlfriend were having a date night in Yamanashi Prefecture. As they walked towards a bar, they suddenly heard crashing in the distance. A teenager surrounded by sparks leapt into a nearby alleyway. Barely holding in his insides, he collapsed from behind a dumpster. Juro tugged his girlfriend's arm, saying they should leave it to the heroes and it wasn't their problem. But his girlfriend couldn't leave a child in danger, saying they had to get him out of the alleyway at least. The couple rushed to the boy's side and asked what his name was. He coughed out his name was Izuku Midoriya and that he got attacked by villains. Juro's girlfriend promised he'd be alright and began phoning the emergency services. Meanwhile, Juro hesitantly checked to see if he could stop the heavy bleeding.

As Juro knelt down, the Izuku suddenly spat blood into his open mouth. Recoiling back, the quirkless man asked what the boy was doing. Struggling to speak, Izuku whispers he doesn't have time to explain. He simply tells Juro to go straight to U.A High and tell the Principal he has One For All. As Juro tries to ask questions, Izuku says that Juro can't tell anyone except Nezu and to meet him as quickly as possible. With the last of his strength, Izuku sends the couple back with an airblast. He shouts that they need to flee before the villains find them. Hearing the distant roar of nomu, they reluctantly flee. With his last glimpse of Izuku Midoriya, Juro saw him mouthing 'I'm sorry'.

Juro and his girlfriend rush back to his apartment, but they still don't feel safe. They stay up for hours to watch the news. Heroes spend all night rounding up the nomu prowling the area. The nomu seemed to be desperately searching for something. Every time his girlfriend wants to report what they saw, Juro makes an excuse to delay it. He barely had any context, but considering the League and UA High were involved, he knew it was a big deal. Perhaps Izuku wasn't being dramatic on his deathbed and Juro needed to go to Nezu.

Juro's girlfriend loses her temper, calling Juro heartless. Why would he want a dying child to go unreported? Eventually, Juro lies that he is going to the police station in person to report it. But truthfully, he's going to the train station. He travels to UA High in the middle of the night and sits at the gate until the morning. When the first teachers come down the sidewalk, Juro explains he needs an emergency meeting with Nezu. At first, the teachers almost phoned the police on this strange man. Then, Juro blurted he knows about Izuku Midoriya's fate and the Principal needed to hear it. Finally, the teachers took him seriously, as their student had only been missing for eight hours and that shouldn't be in the mainstream news yet. Put on a phone call with Nezu, Juro whispered Izuku's message into the mic; he had One For All now.

Hearing those words, Nezu ordered the teachers to escort Juro to his office. The black-haired man spent the next few hours in an intensive meeting with Nezu. After explaining Izuku's death and receiving One For All, Nezu invited All Might and his allies into the office. They told Juro the full story of One For All and that Juro would be targeted by Japan's most dangerous villain. Despite the grief for his successor, All Might joined the debate on who should hold One For All. Juro was quickly ruled out, as he was very old to train as a hero and showed no passion for heroics. Instead, the allies agreed All Might should have One For All transferred back to him until they found a suitable eleventh holder. Sir Nighteye was eager to ensure it was Mirio Togata.

Juro could barely comprehend the discussion, but he was just relieved he wasn't expected to fight. He could hardly believe this was happening. First, he was going on a date, suddenly he was meeting the Number 1 hero. Surprisingly, All Might bowed to Juro in apology. He said he'd failed to keep Izuku safe and Juro had One For All forced onto him because of it. Then, the Number 1 asks for Juro's DNA. He promises to take the burden of his quirk, so he can return to his civilian life. Desperate for this to end, Juro readily hands over his hair.

Before Juro left UA High, All Might needed to make Juro understand how important One For All was to keep secret. All Might invited Juro to the UA's training grounds for a demonstration. The Number 1 wanted to show off the power level of One For All and the damage it could do in a villain's hands. As Juro watched from the sidelines, All Might powered up a 100% Smash. As soon as he does that, sick crackling noises come from the Number 1's body and he collapses. Without even a minute to live, All Might begged Juro to take One For All back before it died with him. Juro was forced to receive One For All for the second time in twenty-four hours.

Recovery Girl rushed out to save All Might, but he was already dead. After an X-Ray, it shows All Might's bones and organs were crushed. As soon as All Might activated 100%, it killed him instantly. Nezu blames himself, for failing to not realise it sooner. He'd been forming a theory that One For All was reaching quirk singularity: Izuku was already breaking his bones with a 100% Smash. Since this legendary quirk grew stronger with each transfer, the holder after Izuku may die from a 100% Smash. Since All Might's death proved that theory, Nezu prohibited the Juro from using 100%. Ever. Nezu wasn't ensure if this civilian could safely use lower percentages of One For All, so he banned that too.

All Might's allies abandoned their plans for Mirio Togata to become the next holder. They were at a complete loose what to do. For now, their only advantage was that All For One didn't know Juro's identity. Nezu hurriedly put Juro into an unofficial witness protection to hide him and his quirk from All For One. Nezu led the traumatised man to a small apartment and said his essentials would be delivered to him. It was recommended he didn't leave the apartment and to wait for Nezu to visit him. Juro had to ensure nobody filed a missing person's report for him. Before Nezu took his phone, Juro broke up with his girlfriend by text. Afterwards, he texted his parents a fake tale about hating them and disowning them. Numbly, Juro handed his phone over to Nezu.

He didn't want any of this, but what else could he do? He'd seen the nomu tear a child apart and the Number 1 collapse in front of him. What kind of world had he entered? It was the type of world he couldn't involve his family in. For the next few days, Juro barely eats or moves from the sofa. From the news, he knew Nezu had covered up his presence at All Might's death. The Number 1's death had been fabricated as a training accident, attempting the most powerful move he'd ever done. It was a lacklustre way to go, but the media tried spinning it as best they could. Something like 'Only All Might was capable of defeating All Might'.

As the weeks passed in his confinement, Juro became more restless and bitter. The plan for One For All's future was at a stalemate. All Might's allies didn't know what to with it, other then hide it away. Japan's most dangerous villain was hunting him down yet he was forbidden from doing any self-defence training. Was Juro expected to be a sitting duck, waiting to be slaughtered? He was desperate to prove to Nezu, that his new quirk was more than a suicide bomb.

So the tenth decided to do a small experiment. He put a small percentage of One For All into his pinky finger. Turns out though, Nezu had been right. Immediately, his fingertip literally exploded into a bloody mess. Since the fingertip was entirely missing, Recovery Girl couldn't save it. This was a wake-up call for Nezu, Juro was willing to fight for his life. One For All was their main weapon against All For One. The longer it was out of action, the longer the top villain had to gather resources to conquer Japan. So Nezu and the tenth had lengthy discussions about how to use his time in the apartment more effectively.

Within their discussions, Nezu mentioned the visions that All Might and Izuku used to have. This gave the tenth an idea. There seemed to be a mental aspect of One For All, then the obvious physical powers. With the only lead they had, Nezu and Juro agreed to create a training schedule for this untapped ability. Juro meditated frequently and learnt to look deep inside his mind. Through months of training, Juro untapped the full potential of this hivemind of nine. He could speak to the vestiges whenever he needed and get their expert opinion on things. He could allow a single vestige to temporarily possess his body and lend him their skills such as foreign languages. In the battle against All For One specifically, Nana Shimura and Yoichi Shigaraki were the most critical. They knew personal information that could be used against All For One and his successor.

Juro spent hours interviewing Nana and Yoichi for anything that could be useful. After reporting his findings to Nezu, it was a waiting game for Juro. He awaited the news that the heroes made use of his information and took care of All For One themselves. However each attempt to assassinate All For One ran into the same issue; nobody had the raw power to kill All For One since All Might's death. There were consequences to leaving the master villain to go unchecked for so long. An empower Shigaraki had decayed multiple cities and All For One had liberated three prisons. Juro needed to evacuate his own apartment and shelter in a refugee camp.

With Japan collapsing around them, Nezu could no longer reduce Juro to a support role. That is when Juro had a risky, almost insane idea. One For All had instantly crushed All Might for trying to use it a single time. Would it do the same thing to All For One if Juro forcibly transferred it to him? The top villain had wanted this quirk for generations, but it was unrecognizable from the weak power his brother possessed. Perhaps All For One should be careful for what he wished for. As an extra failsafe, Juro trained the vestiges to bombard All For One's brain with visions and cause sensory overload. With this temporary distraction, Juro could use his remaining embers to blast an 100% smash at All For One's body. It was basically a suicide mission, but Juro had lost hope of surviving into the future anyway. So he was willing to martyr himself in order to spite his would-be killer.

When Juro presented the idea to Nezu, the Principal was extremely worried. It was theoretically possible, but All For One's body was adapted to holding multiple quirks. It was a gamble on whether One For All would overpower his limits. Either One For All would turn into All For One's worst nightmare or his greatest weapon. How would Juro get in close proximity of All For One to transfer his quirk? All For One still didn't know the tenth's holder identity or if the quirk died with Izuku. Juro secretly slipping All For One his DNA could be the better option, then compromising his identity in a public attack. Being an undercover spy would be more suited to the tenth's style anyway. Needing more resources to train Juro, Nezu had to reluctantly tell the Higher-ups at the Safety Commission about One For All's nature. Understanding the dire situation, the Commission agreed.

Off the records, the Commission taught Jero to blend into crowds and psychological manipulations. They created a fake backstory for Juro to be a convincing villain. They used a cover name for One For All, naming it 'Ancestral possession'. Juro would claimed to the League: He was misdiagnosed as quirkless because his family considered his ability creepy and didn't want to be judged. This fake motivation was designed to appeal to Toga and Twice specifically, increasing Juro's chances of getting recruited into the League. Though the true challenge was All For One himself. As such an intelligent man, Juro had to make a painstakingly detailed script on how to manipulate him. Juro would remind him as his brother and make him underestimate him. All in preparation for a single opportunity to get close to All for One and slip him the DNA.

With their training complete, the Commission dropped Juro onto the streets. Hearing that Dabi was the League's recruiter, Juro followed the trail of charred bodies. Upon realising Juro's non-combative quirk and lacking street smarts, Dabi almost left immediately. He assumed he was no better then the USJ villains; common thugs free-loading off the League's reputation. Before Dabi left, Juro rapidly switched between multiple languages and a quirk analysis of Cremation. Juro acknowledged he wasn't good in combat, but he intended to be the League's strategist. Admitting that nobody filled that niche yet, Dabi reluctantly presented Juro to the League. Laying down his fake sob story, Juro gained Toga and Twice's liking, allowing him to be accepted.

For the first weeks, Juro was on a trial run, not taken seriously by Shigaraki yet. In the League's free time, Juro would advise his teammates on how to train their quirks using Izuku's vestige. Out on missions, Juro could give distant advise through radio and give first-aid to injured parties. Though he still needed a bodyguard while on the battle field. Juro ended up gravitating towards Spinner, as they shared feelings of inadequacy. Not wanting to get on anyone's bad side, Juro doubles up as the League's wannabe therapist. He would listen to them vent and due to his own criticisms toward hero society, can understand where they're coming from.

After awhile, Juro finds his stride as the League's negotiator. He can break down language barriers and is less aggressive then most villains. Thanks to him, the League's meetings with other villains don't always descend into bloodshed. While Juro didn't want to attract attention in his undercover mission, people would notice a new league member - The same group responsible for Japan's collapse. Much to his dismay, Juro gained the villain nickname "Hark" and had a reputation as a people-pleaser.

Once Juro had gained the League's trust, he tried to get closer to All For One. Juro offered to become Dr. Garaki's assistant, saying he was more useful in that non-combative position. Juro organised the resources for the Nomu project, buying materials and hiding their trail. At first, All For One scoffed at Juro, considering him a weak stray that Shigaraki took pity on. While Juro's switching personalities allowed him to avoid All For One's lie detection, the crimelord assumed it was coincidental side effect of his quirk. All For One checked the history of every League member and he knew Juro's past of mediocrity. He didn't consider Juro a threat and ignored his presence in the Nomu lab.

In order to slip All For One the DNA, Juro had to try harder. Using Yoichi's vestige as inspiration, Juro tried to remind All For One of his brother as much as possible. He'd act meek but deeply think about All For One's ideology at the same time. The crime lord was amused to have a yes-man around. He still considered Juro a disposable henchmen, but kept him around as a temporary ego boost. Though that's all Juro needed. One day, All For One casually asked Juro to adjust his feeding tubes. As Juro refilled the fluid bag, he quickly slipped in the tiniest scrap of his hair.

As soon as All For One swallowed, he knew something was wrong with his body. He raised a glowing fist at Juro, asking what he'd just done. But a second later, the Vestiges overwhelmed All For One's brain with visions. His last memory was seeing the disappointed expression of his brother. While All For One was stunned, Juro took the only opportunity he could. With his remaining embers, Juro powered up his arm with a100% Smash. He aimed it straight at his head, blasting it clean off. All For One and the vestiges died instantly.

But the immense attack kept going, destroying the nomu lab and nearby buildings. Juro's arm was reduced to a bloody stump and he collapsed amongst the rubble. He would have bled to death if the emergency services weren't attracted by the massive explosion. Since Juro's undercover mission was off-the-books, the responding heroes assumed he was a regular villain. He was arrested and taken to a villain hospital to await his fate.

Despite training Juro, the Safety Commission didn't want to be associated with Juro's crimes as a league member. They destroyed all records of him being a spy and abandoned him to be prosecuted. Though All Might's allies refused to give Juro the same treatment. They worked overtime to prepare Juro's court defence and prove his undercover work was justified. As for the man himself, he lay in solidary confinement. He stared up at the ceiling, shocked that he was still alive. He hadn't planned what he'd do if he'd survived. Even if he was spared prison, he'd still given up his family and arm for the sake of this mission. This mission he'd never wanted. Sometimes, Juro wished he'd left that boy to die in the alleyway.

## **Quirk:**

Juro was quirkless until he became the tenth holder of One For All. Unlike every holder before him, Juro didn't choose to receive this legendary quirk. It was forced upon him by Izuku Midoriya. The transference process doesn't technically require the receiver to consent, meaning a holder could force someone to absorb their DNA and will One For All onto them. In Juro's case, a dying Izuku spat blood into his open mouth. The boy didn't want the secret weapon against All For One to die with him and had to take his only chance before he slipped away.

With each transfer, One For All grows in power. Juro's superstrength is even greater then All Might's and Izuku Midoriya's. However, the tenth is unable to tap into this immense power. One For All has became an example of quirk singularity, a rare phenomenon where a quirk is too powerful for its user to control and likely to be fatal. Juro is unable to use the physical abilities of One For All, without the backlash permanently destroying a body part or dying. Since a single usage can be fatal, it is impossible to train this power in an attempt to overcome this backlash.

Juro was wholly unable to use the physical abilities of One For All such as superstrength and blackwhip. For a time, Juro thought he was good as quirkless. But when Juro received his first visions from the Vestiges, he realised there was a mental element of One For All he could still tap into. All the previous holders had left the vestiges under investigated, as their time was taken up training the physical abilities. Out of options, Juro trained his connection to the Vestige world and searched for any untapped potential. While he wasn't as powerful as All Might, Juro's newly discovered abilities made him far from quirkless. Juro's cover name for One For All was "Ancestral Possession".

### **Vestiges:**

Through months of meditation, Juro has become fully in sink with the vestiges. He has gained new abilities that were thought impossible with One For All. The vestiges are no longer buried in Juro's subonscious and they take a much more active role in the battlefield. Juro has fully taken advantage of having a hivemind of 9 people.

**Collective memory:** Juro can communicate to the vestiges whenever he wants, even if he's wide awake. He can access the knowledge and memories of nine different people. It's most useful for getting flashbacks into All For One's past. Though the vestiges are not limited to memories from the distant past, as they can observe and memorise Juro's present life. If Juro forgets something, one of the nine vestiges can likely remember it for him. It is almost as good as photographic memory.

**Possession:** Juro can allow a single vestige to temporarily take over his body, which changes his voice, mannerisms and skill set. The tenth remains conscious when he's possessed and can instantly take back control. Technically, two vestiges can possess his body, but they're limited to controlling one half each. This multiple-possessed state is very awkward, as Juro can't walk with his legs acting independently of each other. The best usage for this state, is that Juro can multi-task during a research period. For example, his left hand can be writing notes and the right hand can be tapping on a computer.

**Supernatural skills:** Each vestige has their own skillset and since Juro can choose from nine to possess him, there is a wide range of skills. Juro can access seven languages combined. The fourth, Hikage Shinomori spent decades in the wilderness on his own, because of this he knows survival techniques and semi-professional medical care. Whenever Juro needs to make a quick escape, he lets Daigoro Banjo possess him and use his parkour.

**Conscious control of bodily functions:** In the past, the vestiges proved themselves to be capable of controlling their host's body. They snapped Izuku out of his brainwashing at the Sports Festival. Acting on Juro's behalf, the vestiges can give him conscious control of his own bodily functions. Juro can push his body to its natural limits, without needing athlete-level training. The many examples of what Juro can do with this: Numbing pain receptors, stopping panic attacks and kick starting adrenaline. Though this exhausts Juro's body very quickly, possibly collapsing if he's not careful.

**Mental attack immunity:** Like the previous example with the Sports Festival, the vestiges can prevent mental attacks against Juro. Most notably, this gives Juro immunity to All For One's lie detector quirk. By rapidly switching through possessions, Juro can confuse that quirk.

**Mindscape:** Juro can enter the vestige world whenever he wishes. This appears to be zoning out when he's awake. It is similar to a dream world, where it's not bound by physics and will manifest depending on mental thoughts. Juro has learnt to manipulate the vestige world like lucid dreaming. The advantage over dreaming is that Juro remembers everything and chooses to enter it. Nobody else can visit the vestige world, so Juro does this purely for himself. He uses it to maintain his sanity while he's undercover in the criminal underworld.

**Induced seizures:** The vestiges can overwhelm the holder's brain with visions and cause a seizure. Juro trained this ability for a very specific purpose. It was his strategy to killing All For One. He would forcibly transfer One For All onto his arch enemy. As the eleventh user, Juro hoped the quirk's backlash would be immediately fatal upon transfer. As a precaution, Juro would get the vestiges to cause All For One to have a seizure. As All For One's body and mind is being attacked from the inside, Juro would use the opportunity to deliver the final blow. As the only time he'd use the superstrength, Juro would use a 100% smash against All For One's head. It was just enough to finally kill the crimelord.

### **Notable Possessions:**

**Yoichi Shigaraki:** The first user is critical for Juro's strategy to defeat All For One. Juro spent months interviewing Yoichi, getting as many personal insights of All For One as possible, so they could be used to manipulate him. Specifically, the tenth tries to remind the top villain of his brother and understand his ideologies on a deeper level. Juro needed All For One's guard lowered around him, so he could find the perfect opportunity for a sneak attack. However Yoichi's vestige could never be allowed to speak to All For One directly, otherwise he'd instantly recognise him. Even if he didn't, the Yoichi's temptation to argue with his evil brother would be too great.

**Nana Shimura:** Similar to Yoichi, Nana's personal connections to the League could aid in Juro's undercover mission. In her case, it is being Shigaraki's grandmother. While they didn't meet in person, they know pieces of their family history which could awaken Shigaraki's repressed memories. While Juro can't straight-up tell Shigaraki about his childhood, he subliminally makes hints, trying to guide him to discover it on his own. At first, Shigaraki considered Juro an annoying weaking, but eventually considered him a trusted advisor.

**All Might:** Juro uses All Might's vestige for his overwhelming charisma and inspiring speeches. Whenever he needs to motive people or make a good first impression, he let the former pro take over. As the Number 1, All Might knows much classified information and tactical stagiaries. Sometimes, Juro struggles to decide whether All Might's or Izuku's knowledge would be more useful in a given situation. Though Juro can rarely use All Might, as everyone is so familiar with his celebrity persona, they could guess his true identity if they were allowed to listen to him for too long. It risks blowing the "Ancestral Possession" cover.

**Izuku Midoriya:** Juro replies Izuku's vestige for his hero knowledge and quirk analysis. He mainly uses it to be a strategical planner for the League, while he went undercover with them. Juro got Izuku to analysis the League's quirks and suggest ways they could train them in their downtime. During active battles, Juro would give live advice through earpieces. Less often, Juro may use Izuku for his pain tolerance and child-like optimism. When Juro has given up in succeeding, the ninth always has the will to carry on. However Izuku's obsession to do good, can conflict with Juro's undercover mission. The teenager finds it extremely difficult to do villainous acts and is tempted to lecture the league members. Multiple times, Juro's mind had to take back control before Izuku could blow their undercover mission.

### **Physical Abilities:**

**Superstrength:** By the time of the tenth user, the strength stockpile has become too powerful for any human to handle. The previous user, Izuku Midoriya would have his bones break after a single attack. After another transfer, the backlash is even worse for Juro. If he channels any percentage of the power stockpile into a body part, it will literally explode and liquidize. At best, Juro can empower an isolated body part and permanently sacrifice it in order to use a single attack. If he attempted to empower his entire body, it would immediately be fatal.

Due to these overwhelming consequences, Juro's superstrength is basically useless to him. It acts as a biological suicide bomb. Juro's 100% Smash would split a mountain in two, but only if he's willing to martyr himself. In the years Juro had owned One For All, he has only used the superstrength twice. The first time was an experiment, channelling a low percentage into his pinkie finger. As a result, he lost that fingertip forever. The second time was landing the killing blow on All For One. By that point, Juro was willing to be a die and empowered his entire arm for the attack. His arm was severed and he would have bled to death without immediate medical attention.

**Multiple-quirks:** Technically, Juro had the quirks of the previous users dormant inside him. However, Juro never learnt about these additional quirks. The multiple quirks had the same issue as the superstrength and would be fatal if Juro used them. Therefore, the One For All vestiges didn't bother to awaken them.

## **Skills:**

**Patience:** Juro can wait months, if not, years for a perfect opportunity to arise. Juro's patience has served as both a weakness and strength throughout his life. He didn't know what he wanted for a career, so he drifted from job to job until he settled on editing. While he could have a higher income if he climbed a single industry, Juro ended with a career he enjoys. Upon gaining One For All, Juro tolerated the lengthy process it took to gain contact with the vestiges. Additionally, his undercover work with the League was generally convincing, as he allowed his relationship with them to naturally progress. Though Juro's long-term undercover was risky, as he could have potentially stopped the League sooner if he took quicker, decisive action.

**Independent thinking:** Alienated for being quirkless, Juro was able to see Hero Society from an outside prospective. He is not bound by traditional ways of doing things, leading to his ideas being more unique. While many of his unique ideas are dead ends, there is the slim chance of him discovering untapped potential. This independent thinking can take serval forms. He is not as emotionally invested in Hero culture as the average person, so he can rationally hear out philosophical ideas challenging it. Through this, Juro can worm his way into the trust of cultish groups who are suspicious of outsiders. Secondly, his early quirk development happened with an adult's prospective and he was self-taught. Juro was willing to dedicate time to training to an aspect of his quirk, most hero teachers would tell him was useless. Because of this defiance against common advice, Juro was able to realise the vestiges' full power.

**Psychological manipulation:** From a young age, Juro knew how to read the room in order to avoid drama at school. As a editor, he repurposed those natural skills into swaying his viewers into buying certain products. He's learnt psychological tricks that can work on most people, in order to get their guard down. This psychological manipulations grew to professional level under the Commission's training, being able to read body language as well. Juro is not at the level of a puppet master, who's able to control everyone through words alone. Rather, Juro simply wants to gain villains' tolerance until he spots the perfect opportunity.

**Self Defence training:** Without a physical power to fight with, Juro keeps to the sidelines in most fights. In an emergency where an enemy corners him, Juro can tussle with the average street thug. His strongest punch could break somebody's nose, though it would injury his knuckles. Though this is only against people who are quirkless or have no physical enhancements.

**Propaganda:** Reusing his skills as an editor, Juro became All For One's ally by creating propaganda for him. He's well versed in serval art programs. If he's pushed, Juro can memorise key lines and preach to potential recruits in person. Alongside his manipulation skills, Juro is like a silver tongued salesmen, even as a villain.