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Post by Admin on Fri Oct 05, 2018 2:33 pm

Quirks

Odds are, if you're a fan of the series that inspired this site, you already know a little bit about the delightfully odd phenomenon known as 'Quirks'. But even if that's the case, you still might learn a thing or two about them after reading the next couple of paragraphs. At the very least, even if you don't learn anything new about Quirks themselves, you'll at least have a better understanding about how we treat Quirks here, and that'll be REALLY helpful for both yourself and staff. So, even if you think this is a chore, do me a favor and read on. I promise to try and make sure that reading this will be equal parts educational AND fun.

Part one: An introduction to Quirks.


Can you explain why the word Quirk keeps popping up? What does it mean?


I'm glad you asked! Yeah, the term Quirk is something you're gonna see a lot of around this site, and it is rather important. See, in-universe, the word Quirk is considered a catch-all term to describe any individual traits that could be considered "Superhuman", or at least deviate from what an average member of a certain species can do. Super-strength? Stretchy arms? Breathing fire? Talking to animals? All four examples I just listed, while fundamentally different from each other, fall under the same term: Quirk.

Ok, but where do Quirks come from, and how do I get one?

Good question. Despite over 80 percent of the population currently possessing Quirks, the exact origins are a little hazy. There are several theories about it, ranging from 'an virus spread around by mice' to 'Quirks are simply the next stage of evolution for life on earth'. Regardless of the origins behind them, Quirks are now considered par for course for the human condition, which leads me to the answer for the second question; You don't need to get one.

You were born with one.

Really?

Yep! Or at least, the odds are pretty high that you were born with one. At last count, over 85 percent of the world population have Quirks, and it's entirely possible that number has gone up since then. But anyway, if your character has a Quirk, then they've known about it since the age of four (Sometimes even sooner!). Around that time, if you possess one, it will manifest itself for the world to see. So, if you want your character to have a Quirk, don't bother worrying about whether you'll need to bathe in Gamma rays or get bitten by a radioactive critter; You've already got it!


Part two: What I should know when trying to make a Quirk.

Ok, so Quirks sound really fun, and I can't wait to come up with ideas for one. But is there anything I should know about them before I start making my own?

Sure is. Before you start going crazy out there (Not that there's anything wrong with crazy on this site), you really oughta learn about the Quirk Factor as well as the three recognized categories of Quirks. Not to worry, I got you covered.

So, what is this Quirk Factor you're talking about?

The term Quirk Factor refers to every trait that make up a Quirk; Not just the primary power, but also all of the biological mechanisms that allow that power to function properly. Let's use the character Katsuki Bakugo and his Quirk Explosion as an example, hmm? On paper, it seems pretty simple. Explosion allows Katsuki to produce sweat that acts like Nitroglycerin as well as detonate that sweat at will. Simply put, he can produce very powerful explosions from his hands, which he uses quite skillfully for attacking, defending, and even to move rather quickly. But there's a lot more going on than simply a power that makes explosive sweat. Don't believe me? Then take a look at his arms. Despite using a power with enough force to wreck robots and destroy objects with a single explosion, Katsuki has yet to suffer from anything worse that simply sore arm muscles. By that logic, part of the Quirk Factor for Explosion is that Katsuki, at the very least, has supernaturally durable arms. And it's quite likely that applies (To a certain extent) for his entire body as well, just so he can handle the recoil and force he produces. And that's just one part of the Quirk Factor. The fact that only he can seem to trigger the explosions, the fact that he can produce this sweat at rates far more quickly than the average human... All these seemingly innocuous details go into making Explosion a usable Quirk. Be sure to remember that when making your own Quirk, as these details can go a long way into shaping a cool superpower for your character.

Quirk Categories

Emitter
The ability to either release certain substances, or alter materials around them in certain ways. Emitter-type Quirks usually require a conscious effort to activate (such as Electrification, Explosion, and Half-Cold Half-Hot), and some even require large amounts of concentration in order for them to remain active (such as Erasure).

Emitter-type Quirks can also have various ranges. While some users require physical contact to use them (such as Zero Gravity) others can have much longer ranges with no distance restrictions (such as Navel Laser). While most Emitter-type Quirks users generally have a handle on their own "emissions", it's also possible for users to hurt themselves from coming into too much contact with their Quirk (Explosion). In the case of generating substances, making too much too fast or for too long can harm the user as they are using reserves from their own body (Creation), or gradually lose their natural resistance to their own harmful Quirk (Acid). The emissions of Emitter-type Quirks can have a wide variety of properties and abilities.

While some substances produced by Emitter-type Quirks have common properties (Cement), some are unique to the user, and thus have special properties. Those who alter the properties of materials around them can also widely vary in effects, from molecular alteration (Softening) to molecular destruction (Decay). Emitter-type Quirks are, by a wide margin, the most common type of Quirk.

Transformation
These cause the user to take on a temporary alteration of some kind. Transformation-type Quirks allow the user to temporarily "transform" their body in a variety of manners, sometimes enhancing existing features (Hardening, Gigantification) or perhaps adding new features to the body altogether (Tool Arms). Transformation-type Quirks generally affect the user exclusively, the only known exceptions being the Meatball Quirk.

Transformation-type Quirks usually require a close-range proximity in order to fully utilize them in combat due to them only affecting the user's body. Transformation-type Quirks are also the only known type of Quirk that can bestow the user attributes they do not normally exhibit by default. Transformation-type Quirks usually require a conscious effort by the user to "activate", though most users can be trained to initiate them reflexively (depending on the conditions required for activation) and practice to initiate their Quirks with greater intent and precision (such as with Edge Shot and his Foldabody Quirk, which he's mastered to change in any way in an instant). While Transformation-type Quirks are often quite powerful, their biggest weakness is that their effects are often temporary, and over-exertion usually leads to negative repercussions on the user's behalf. Transformation Quirks can also be limited based on the user, how resilient their body is, and the resources they have available to them (Tetsutetsu Tetsutetsu describes that his Steel Quirk softens if he doesn't consume enough Iron, and suffers from Iron Fatigue if he maintains the Quirk too long). Some users even condition their body in certain ways so that their Quirks can operate more effectively.

Because this type of Quirk combines the activation time and mutant-shape aspects of the other Quirk types, it is also often known as Hybrid or Composite. Transformation Quirks seem to be the least common type of Quirk.

Mutant
Can have a wide variety of features and abilities depending on the individual, but the common similarity seems to be that these Quirks are a part of the user's physicality, causing the user to exhibit irregular bodily features that generally have some sort of purpose to them. As a result, Mutant Quirks are passively active and, at a glance, are the most identifiable.

Mutant-type Quirks create bodily structures that bestow the user more complex abilities that Emitter and Transformation Quirks cannot safely provide. Often times they will bestow prehensile appendages that allow for greater degrees of control (Vines) or structures added to pre-existing limbs to enhance pre-existing abilities (Engine). Mutant-type Quirks even have the ability to channel certain aspects of their user through them similarly to Emitter-type Quirks (Earphone Jack). While not necessarily a weakness, Mutant-type Quirks cannot be turned off, and sometimes cause the user inconvenience due to their malformations. Such is the case with Mashirao Ojiro and his Tail Quirk, (which makes it difficult for him to sit or lay down) as well as Toru Hagakure and her Invisibility Quirk, (which makes it impossible to see her reflection or show up in photographs). Though because these Quirks are passively-active, they are partially immune to Quirk-disabling effects such as that of Shota Aizawa's Erasure Quirk. Mutant-type Quirks are also the only known type of Quirk which can be passed down through generations without necessarily bestowing the corresponding ability (such as with Fumikage Tokoyami and his bird-like head that has nothing to do with his Dark Shadow Quirk, or Koji Koda's malformed head (from his mother's side apparently) which speaks nothing to his Anivoice Quirk). As a result of this, while it's uncertain how common mutant Quirks are, it can be safely assumed they are the most commonly inherited.

Levels of Quirk power

In the beginning, you have your quirk and your level of control is based on your quirk control skill. The higher the rank the more you can do with it.

Plus Ultra (Request required to archive.)
This is the equivalent of squeezing your entire power usually for the day into the spawn of an hour and can take quite a bit out of anyone and often leaves them with no stamina.

Plus Ultima (Request required to archive.)
This is the equivalent of squeezing your entire power usually for the day into the spawn of a minute and is even more taxing than Plus Ultra.


Last edited by Admin on Sun Oct 21, 2018 10:26 pm; edited 1 time in total

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