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Quirk Science

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Quirks are the superpowers of the modern age, with census estimates putting the worldwide percentage at around 80% Quirked people and 20% Non-Quirked/Quirkless people.

They break or bend all pre-quirk era science, and are often powerful to boot. Such wide relevance on the world stage has led country's and their scientists around the world to make a study of Quirks and how they work on a grand scale.

From methods for the classification of Quirks, to the mechanics of how they fit into established physical frameworks, people have studied Quirks in a scientific method, and a summery of this is what is shared below.

Quirk Classification methods

When studying Quirks and how they work and interact with the world and their users, it is useful to have terminology and systems for classifying them. Below is an incomplete overview of the most popular and well used systems, in Japan and around the world.

_Name_ 's model


_Name_ 's model is based on an early attempt to group quirks based on their behaviour, ___, which has since been improved upon to get the modern system. It divides all quirks into three main categories, and further subcategories, based on first their general behaviour, through two main questions: Does it require activation or is it always on? How does it affect the body.


Flaws

While a fundamental part of many governmental systems and data gathering pursuits, it is deeply flawed. Some Quirks, and many more recently, don't fit neatly into any one of these categories. In addition, many people with classically emitter Quirks also have developed minor mutations in addition to their main power, often acting as a sort of "Secondary Quirk".

In a few notable cases, people with Quirks that would be classed as Complex Mutations have gained Emitter or Transform 'Secondary" Quirks, maintaining a full mutation while also having a fitting other ability. An example would be Himiko Toga's Blood Mimic, which turns her into a vampire(Fangs, weakness to sunlight/sunburn, pale skin) and lets her take on the form of those people who's blood she has recently drank.

The rise in inherited mutations is also important to note, as they don't seem to count as Quirks anymore, becoming part of the genetic code of the child without a Quirk to give them such things.

Such flaws do not rule out the systems usefulness, but always remember that it is not always the full picture.

Emitter

Emitter Quirks are Quirks that the users has voluntary control over, and affect things outside of their body. They can range from __ to ___ and are the most diverse type of Quirk.

A specific emitter Quirk can fall under multiple subcategories at once, a fact unique to emitters (and Quirks that have emitter components)

Elemental

Elemental Quirks are Quirks that control the elements, normally the classical ones

Fire

Quirks that control or are related to fire

Notable examples :
    • Enji Todoroki | Endeavour's Hellflame
    • Touya Todoroki | Dabi's Blueflame
    • Shoto Todoroki's Half-hot, Half-cold
Water

Quirks that control or are related to water

Notable examples :
    • the waterhose duo
    • Wash's
    • BackDraft's
Earth

Quirks that control or are related to earth

Notable examples :
    • Pixie-Bob's Earth Flow
Air

Quirks that control or are related to air

Notable examples :
    • yoroshi's whirlwind
Ice

Quirks that control or are related to ice

Notable examples :
    • Rei Todoroki's
    • Fuyumi Todoroki's
    • Shoto Todoroki's Half-hot, Half-cold
Metal

Quirks that control or are related to metal

Notable examples :
Wood

Quirks that control or are related to wood

Notable examples :
    • Kamiu woods' Forest

 
Vibration

Quirks that control or are related to sound or vibrations

Notable examples :
    • Kyoka Jiro 's Ear-Jack
    • 's Earthquake
Electricity

Quirks that control or are related to electricity

Notable examples :
    • Denki Kaminari 's Static Shock
Mental

Mental Quirks are Quirks that affect the mind or perception. They are limited by ___ principle, that a quirk can't meaningfully decode another person's memories, or brain functions in general.

Notable Examples:
    • Hitoshi Shinso's Brainwash/Neural Command
    • One for All
Stockpile

Stockpile, also called Accumulation Quirks are quirks that require the user to gather, collect or otherwise store energy, of any form.

Notable Examples:
    • Eri's Rewind, storing time passing in her horn
    • Rikiya Yotsubashi | Re-destro's Stress, storing the stress, anger and frustration the user feels
    • Tsukiko Shigaraki's All for One, storing Quirk Energy and Quirks inside itself
    • Taishiro Toyomitsu | Fat Gum 's Fat Absorption
    • Momo Yaoyorozu 's Creation, storing caloric energy
Meta

Meta Quirks are Quirks that are able to affect other Quirks. Allowing the mimicking, suppression, and movement of other quirks is what these Quirks do.
It is supposed that many individuals that are presumed Quirkless are in fact holders of self directed Meta Quirks that are unable to act on their own. For example, a Quirk that makes your own quirk stronger can't do anything without its user holding two quirks, which is utterly impossible, except for the rare intervention of other meta quirks.

Show spoiler
( Or mad science, as Doctor Gariki used to create the Nomu)
Notable Examples:
    • Izuku Midoria and others' One for All
    • Tsukiko Shigaraki's All for One
    • Aizawa Shota's Erasure
    • Monoma netos's Copy
    • Kei Chisaki's Overhaul
    • 's New Order

Transformation

Transformation Quirks are Quirks that the user has control over, and affect their own body.

Bi State

Bi-State Transformation Quirks are Quirks that give the user the ability to change between two forms, often a baseline form and an enhaced form.

Sliding State

Sliding State Transformation Quirks are Quirks that give the user the ability to change between one form and another, often a baseline and enhaced form. Differs from Bi-state in that there is a gradient as you change and you can pick how much to do.

Poly State

Poly State Transformation Quirks are Quirks that give the user the ability to change into many forms, often based on a situation or a intake. Examples include:

    • Tamaki Amajiki's Manifest
    • Himiko Toga's Blood Mimic

Mutant

Mutant Quirks, also called Hetero-Morphs, are Quirks that the user does not control, instead acting passively and affecting their user's body.

Simple

Simple Mutant Quirks have been compared to Transformation Quirks that just don't turn off. They change a part of or add to of the user's body, making it behave differently from a baseline, standard human one.

Examples include:
    • Tenya Ida 's Jet Legs
    • Mei Hasumei's Scope
    • Kyoka Jiro 's Ear-Jacks

     
Complex

Complex Mutant Quirks are Quirks that make full-body, down to the genes, changes to the user. Often 'Themed' around animals, both classical and mythological, they can have a wide range of abilities connected to the theme/animal.

Examples include:
    • Tsuyu Asui 's Frog
    • Mirko's Rabbit
    • Spinner's Lizard

The ___ power ranking system

Points

The ___ ranking system for Quirks works by assigning/figuring out a value from zero to five, sometimes allowing half marks( or counting to ten instead) , based on jurisdiction and use case, for four different categories of Quirk power. You then sum them to get a total. That total will be in a range between 1 and 20 (in most cases, except when you have a overfilled value) and where it is determines the class of quirk, from 1 to 5 (or 6).
The ___ power level of a Quirk can change over time. Both after training it, to do more things or be easier to use for longer, or after a Quirk Evolution, which almost always brings you up a class


 
Strength

Strength measures the pure power of a Quirk. How much you can lift, the heat of the flame, the force exerted on an object, the hardness of your skin, etc. Also counts range.

Versatility

Versatility measures the ability of a Quirk to do different things. What restrictions do you have? Can you lift only metal, or push only away from you? Or can you manipulate fire into many shapes or create any form of matter? This is what Versatility means, to have options or varied expressions of your Quirk.

Ease of Use

Ease of Use, also called availability, measures the capability or ease of use. Is it a five point touch activated Quirk or does it work anything in your eyesight? How long can you do/hold it for? Is it easy to create fine detail or can you only do big things? These are questions that change your Availability score.

Uniqueness

Uniqueness measures how unique your power is. Is if a run of the mill mild Strength enhancer or a rare warp or healing Quirk? The scale is common to rare, everyday to once in a lifetime. Are you one of millions or the only one in the world?

Classes

The classes go from least to most powerful. The average Quirked person is around a mid 2, with relatively few high class Quirks around. It goes on a roughly exponential scale, a class two is twice as powerful as a class 1, and a class 5 sixteen times as powerful as one.

Class 0

0. Lowest. Used to either reclaim the system to include them or to demean Quirkless people, depending on context and tone. Not a part of the official system in most implementations

Class 1

0-4. Below average. A mix of week, common, hard to use and specific. Likely does not excel in anything, and if it does, there are heavy drawbacks.

Class 2

4-8. Average. Does decent in one or two things, but not good in others, or is a mild all-rounder.

Class 3

8-12. Above average. Good at one category with only minor drawbacks, or decent at everything

Class 4

12-16. Rare. Quite good at a everything or great in some categories with drawbacks on the others.

Class 5

16-20. Excellent. Only lacking in one category, or maybe two. Otherwise great across the board.

Class 6

20+. Unique. It goes above and beyond in at least one category, or two with a drawback. Only a few in existence and all are figures who have shaped history.

Template:
User Name:______
Quirk's Name:________
Strength:x - Description of category.
Versatility:x - Description of category.
Availability:x - Description of category.
Uniqueness:x - Description of category.
___ index:xx
Class:xxx
Example:
User Name:Inko Midoria
Quirk's Name:Attraction of small objects
Strength:2 - Can only lift small, low mass objects as a slow pace.
Versatility:2.5 - Many everyday uses, minor telekinetic base.
Availability:1.5 - Only acts by pulling in the direction of a straight line from the users hands.
Uniqueness:1.5 - minor Telekinetic, common with small variation.
___ index:7.5
Class:Two

 

Quirk Mechanics

Allowed breaks of physical laws

Quirk Energy Fields (QEFs)

Quirk awakenings and evolutions

Principles and exceptions

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