"Stand up and show them why you're better"
ALTER EGO
Flame Hero: Endeavor
QUIRK
Hellflame
OOC NAME
Admin
AFFILIATION
Staff
Administrator
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Jul 3, 2020 21:39:57 GMT -5
Post by Enji Todoroki on Jul 3, 2020 21:39:57 GMT -5
Quirks are the unique superhuman ability that nearly every child is gifted with upon birth by their genes. They can come in three different forms: Mutant quirks which are those that affect the very physiology of your character and are unable to be turned off, Transformation quirks similar to Mutant quirks in that they change the physiology of your character but have the unique ability to be turned off and on, finally Emitter quirks which allow the user to either manipulate the world around them or produce a substance/energy from themselves!
Being extensions to a humans body quirks often come with harsh repercussions onto the users if they are overused, such as exhaustion or backlash. It isn't uncommon for youths to practice their quirks at home as they grow the same as they would learn how to walk on two-legs. Typically using your quirk in public is frowned upon and it is generally regulated very strictly as any weapon would be. Some quirks that have been deemed non-threats are allowed to be used in public, or in their place of work as long as it is used sparingly. Children are especially non-regulated as it is viewed that kids should get a firm grasp of their quirk so that they can control it when they are older, more dangerous quirks are often trained in the care of a quirk specializing doctor with a regulated environment to minimize risk. Adults generally are not allowed to use their quirk if it could prove a danger to society, or is viewed as a potential threat. Such quirks are monitored by the police in a massive quirk database, as to know what they will be going up against when they arrive on scene to a crime. Heroes also have access to this vast quirk database as it allows them to plan potential strategies against the quirks they could run into. Children's quirks are registered into the database as early as 6 years old, as to monitor the potential of the quirk's growth before fully deciding. The database is regularly updated every 5 years during a quirk users physical exams.
Not all quirks are born equal and some are developed more powerful at birth than others are, this can be dependent on several factors such as genetic history, quirk breeding, and of course luck. Kids born with stronger quirks are often more regulated when they are younger and they will have to undergo several control classes before they are allowed to actively participate in school as to assure the safety of the other children they go to school with.
Quirks on site are wholly unique to each individual with the only allowed instances of characters sharing quirks being siblings or close relatives, this assures that everyone has a unique aspect to their character that no one else can copy. It isn't uncommon to find quirks that have similar aspects but it is near-impossible to find people with the exact same quirk that aren't close blood relatives.
Some characters may have aspects to their physiology that have nothing to do with their quirk, or have minimal relation to their quirk. For such appearance differences it's best that they have no effect on the character in the long run, but feel free to give your character a wholly unique look if you think it helps diversify them a little bit more.
The power levels of quirks are more described within the rank list written below, which describes a quirk as it grows stronger. There are clear power levels for each rank of quirk but it isn't entirely set in stone. Some quirks may last longer but aren't as destructive, whereas some quirks may not last as long and be more destructive! The timers and power levels aren't strict but are more guidelines for what to build your quirk around. If you feel uncertain on what to do please ask a Moderator for help or browse the quirk list for some examples of quirks!
Quirks grow stronger as your character engages in missions where they actively use their quirk! So don't pull out all the gung ho plans you have for your quirk right away! It's best to save some things for down the line, such as super moves! Read the ranks description for an understanding about which power level your quirk is at to further figure out just how strong it is!
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"Stand up and show them why you're better"
ALTER EGO
Flame Hero: Endeavor
QUIRK
Hellflame
OOC NAME
Admin
AFFILIATION
Staff
Administrator
|
Jul 10, 2020 0:52:30 GMT -5
Post by Enji Todoroki on Jul 10, 2020 0:52:30 GMT -5
>Bronze: A quirk of bronze rank is usually either something that has a lack of inherent power but while not obviously useful could be trained to a point where it could prove useful or a quirk with an obvious power but the user has not trained their quirk to the point where they can use it in a fight without facing repercussions soon after. Emitter & Transformation quirks at this level most often have a 3 post time limit on how they can be actively used, with leeway depending on how severe and plentiful the drawbacks and repercussions are. Mutant quirks at this level, while not having to rely on post counts nearly as often, are often those that while they have obvious advantages aren’t enough to make someone much more powerful than your average muscular human, or the powers they provide are harsh on the body if used for prolonged periods despite being a part of their anatomy. The destructive power of a bronze quirk is usually minor at best, with little obvious versatility. On average a bronze quirk is where most quirks begin and are yet to be trained or refined.
>Silver: A quirk of silver rank has undergone the fruits of training and has begun reaping the benefits. Quirks of this rank are often weaker quirks that the user has begun to understand how to make proper use of or quirks that are born inherently strong with fewer drawbacks than a Bronze quirk. Someone at silver rank has probably just started weekly training and has begun to understand what they can do with their quirk while extending how long they can use it before having to face the consequences of overextension. Emitter & Transformation quirks at this level often have a 5 post time limit where they can be actively used, with leeway depending on how severe and plentiful the drawbacks and repercussions are. Users of Emitter & Transformation quirks have often begun endurance training by this point and have begun to understand just how far they can push their quirks before feeling the backlash. Mutant quirks at this level are now beginning to reach a point just out of the reach of humanity. This may be something like strength that is similar to a peak human’s or a weak ability they can use without restriction like a sticky slime or wall-clinging, but like any other part of the body things like hunger or overexertion can still be an issue. Mutants at this level will begin undergoing physical training similar to that of any muscle or pushing the ability of their quirk to its limit. The destructive power of a silver quirk is usually enough to harm a normal person or have up to 2 layers of versatility. On average a silver quirk is either born above average or has been trained over a period of several months to a year.
>Gold: A quirk of gold rank has often reached the stage of training where it can reliably be used in combat skillfully due either to stricter training or to better genetics. Quirks of this rank are often those with an inconspicuous quirk who are quite skilled in its use or quirks that were born being incredibly powerful. Someone at gold rank has probably been training devotedly towards its improvement, and have been aiming to make their quirk usable in combat. Emitters & Transformation quirks at this level often have a 7 post time limit where they can be actively used, with leeway depending on how severe and plentiful the drawbacks and repercussions are. Users of Emitter & Transformation quirks have gone beyond the average endurance training and have begun to really push their powers to the limit, often training to the point of exhaustion to get ahead of the curve, or having had trained for a prolonged period of time as compared to a Silver quirk. Mutant quirks at this level will have been training their physical abilities for a prolonged period of time, dedicating themselves to the exercise of their quirk. Mutants at this level often have physical abilities that are well-beyond that of even peak human or have up to 2 abilities that they can use as an extension of their body with as much exertion as a human would have to flex a muscle. The destructive power of a gold quirk is usually enough to break through a wooden slab or brick or have up to 3 layers of versatility making it valuable in a wide variety of situations. On average a gold quirk is a rarity to be born with or has been trained over a period of several years. This is the level it takes to get into one of the top schools in Japan.
>Platinum: A quirk of platinum rank has often reached beyond that of personal training and is someone who is training under a hero school or being trained with a strict regimen. Quirks of this rank are often obviously powerful even if they from an outside perspective seem weak. People at this rank are fully understanding in every facet of their abilities and are learning how to apply them beyond power alone, or are going through training that pushes them beyond even physically-demanding to the point of superhuman. At this point, users will be able to use and apply a super move and will be actively moving to develop more. Emitters & Transformation quirks at this level often have a 9 post time limit where they can be actively used, with leeway depending on how severe and plentiful the drawbacks and repercussions are. Users of Emitters & Transformation platinum quirks have gone beyond simple training and are often being guided by someone with a wealth of experience in quirk combat, or have been engaged several times in combat against someone of similar skill level. Mutant quirks at this level will have been training their physical abilities with intense training or having learned to further applicate their physical capabilities. Mutants at this level often have physical abilities that are near-superhuman or have up to 3 abilities that they can use with little repercussion. The destructive power of a platinum quirk is enough to destroy a wall with active effort or have up to 4 layers of versatility. On average a platinum quirk is a once in a lifetime birth and is often the product of quirk marriage, or they have been training their quirk for at least a year under the supervision of a highly-skilled mentor or school or have been actively engaged in combat against skilled quirk users for a year.
>Titanium: A quirk of titanium rank is someone who has often graduated from a quirk school or has passed their mentor’s training and often has extremely grueling training regiments that they stick to without fault. People at this rank are often licensed-heroes or villains of a sizable threat, and have learned how to fully use their quirk and are now actively using it to help or harm others. At this point, users will be able to use and apply 2 super moves with them actively moving to develop their third and final. Emitter & Transformation quirks at this level often have an 11 post time limit where they can be actively used, with leeway depending on how severe and plentiful the drawbacks and repercussions are. Users of Emitters & Transformation quirks at this level have been actively involved in combat for at least a year with others of a similar skill level and are often in a full-time role of using their quirk in battle. Mutant quirks at this level will be capable of superhuman feats of physicality or are capable of using up to 4 abilities with little to no repercussion beyond that of pushing one’s muscles. The destructive power of a titanium quirk is enough to destroy a small building with active effort or have up to 5 layers of versatility. On average no normal person is born with a Titanium quirk and they are often born out of special circumstances or have graduated from a mentor’s training or quirk school, or they have been actively engaged in combat against skilled quirk users for several years.
>Diamond: A quirk of diamond rank is someone who has been fighting for several years and is often a commonplace name to anyone who actively follows their community. A hero of this rank can easily be researched, while a villain would at least be known in a whisper by the black-market depending on how upfront they were about their crimes they would also be a top priority of the hero society. Users of diamond quirks at this level have been actively involved in combat for several years against others of a similar skill level and are in the top percentages of their field. At this point, users will have developed all three of their super moves and can apply all three of them. Emitters & Transformation quirks at this level often have a 13 post time limit where they can be actively used, with leeway depending on how severe and plentiful the drawbacks and repercussions are. Mutant quirks at this level are often near the physically strongest people in Japan or are capable of up to 5 abilities with little to no repercussion beyond that of pushing one’s muscles. The destructive power of a diamond quirk is enough to destroy even a large building with active effort or have up to 6 layers of versatility. No person is ever born with a diamond quirk and it often takes years of training for even the strongest quirks to reach this point, people with these quirks are often regarded as some of the strongest heroes in Japan.
>Obsidian: A quirk of obsidian rank is someone who is the pinnacle of what a quirk can reach, often being symbols of both heroism and villainy. Their power is actively known even beyond the reaches of Japan. Villians of this level are actively known and hunted by the hero society and are considered to be a threat to not just Japan but the entire planet. Users of diamond quirks at this level have been actively involved in combat for at least 15 years and are often leaders of organizations. Emitter & Transformation quirks at this level often have no limit to how long they can be used but may grow weaker if over-exerted. Mutant quirks at this level are among some of the physically strongest people in the world and are capable of athletic feats of incredible proportions, or have up to 6 abilities they can use with little to not repercussion with no effort at all. The destructive power of an obsidian quirk is capable of leveling a city if left unchecked or they have up to 7 layers of versatility. No person is ever born with an obsidian quirk it is gained through a decade of combat and experience, or obtained through battle after battle against some of the strongest people in Japan.
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