Nov 15, 2018 3:38:12 GMT
Post by Da Boss on Nov 15, 2018 3:38:12 GMT
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[attr="class","opmindtopright"]Quirks
[attr="class","opmindtop2"]Also Called Individualities
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A Quirk or Individuality is a special, superhuman ability an individual can possess. Quirks are generally unique to their users and are classified in multiple categories. While the cause of the Quirk phenomenon is unknown, it has been theorized that the spread of a virus carried by mice had brought about their development. Currently, around 80% of the world population possesses a Quirk.[break][break]
Quirks are inherited genetically through what appears to be Mendelian inheritance and typically manifest in children by the age of four at the latest. Children will either manifest one of their parent's Quirks or a new composite Quirk formed by the fusion of the two. This composite Quirk may sometimes give the appearance of the person having two separate Quirks. Much more rarely, a child may manifest a Quirk that is entirely unrelated to their genetic lineage, akin to a mutation.[break][break]
As Quirks are said to be the next stage of evolution in the human race, it is possible to diagnose a person as lacking a Quirk by analyzing the presence or absence of an extra joint in their pinky toe. People with only one joint will develop a Quirk while having two joints indicates that the person will not develop a Quirk. This has turned into a common test giving to all babies at birth.[break][break]
It is possible for children to already be born with their Quirks. Although very rare, it is also possible for animals to possess Quirks, Under special circumstances, two Quirks may mutate and merge, becoming a new Quirk. It also appears that the physical mutations of mutation type Quirks can be inherited even if the Quirks themselves are not such as the baby of someone with a bird mutation quirk being born with a birdlike head and nothing else.[break][break]
There are instances where a Quirk doesn't suit the user's body and the body can't handle it.
The term "Quirk Factor" refers to the collective traits that compose a Quirk. This includes the primary Quirk power as well as all the biological mechanisms that allow said primary power to function properly.[break][break]
Certain Quirks are capable of halting the expression of the Quirk Factor, temporarily rendering the Quirk unusable, but not affecting the Quirk Factor otherwise. There are other Quirks, however, that are able to directly damage the Quirk Factor of a target, preventing the Quirk from being activated until the user manages to naturally recover. It's also implied that a Quirk Factor can be damaged beyond recovery, causing the Quirk to be permanently suppressed.
Emitter[break]
Emitter-type Quirks have 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.[break][break]
Emitter-type Quirks can also have various ranges. While some users require physical contact to use them others can have much longer ranges with no distance restrictions. 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. 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, or gradually lose their natural resistance to their own harmful Quirk. The emissions of Emitter-type Quirks can have a wide variety of properties and abilities.[break][break]
While some substances produced by Emitter-type Quirks have common properties, 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 to molecular destruction. Emitter-type Quirks are, by a wide margin, the most common type of Quirk.[break][break]
Transformation[break]
Transformation-type Quirks 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 or perhaps adding new features to the body altogether. Transformation-type Quirks generally affect the user exclusively, the only known exceptions being the Meatball Quirk.[break][break]
Transformation-type Quirks usually require 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. 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. Some users even condition their body in certain ways so that their Quirks can operate more effectively.[break][break]
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.[break][break]
Mutant[break]
Mutant-type Quirks 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.[break][break]
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 or structures added to pre-existing limbs to enhance pre-existing abilities. Mutant-type Quirks even have the ability to channel certain aspects of their user through them similarly to Emitter-type Quirks. While not necessarily a weakness, Mutant-type Quirks cannot be turned off, and sometimes cause the user inconvenience due to their malformations. Though because these Quirks are passively-active, they are partially immune to Quirk-disabling effects. Mutant-type Quirks are also the only known type of Quirk which can be passed down through generations without necessarily bestowing the corresponding ability. 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.
A Quirk or Individuality is a special, superhuman ability an individual can possess. Quirks are generally unique to their users and are classified in multiple categories. While the cause of the Quirk phenomenon is unknown, it has been theorized that the spread of a virus carried by mice had brought about their development. Currently, around 80% of the world population possesses a Quirk.[break][break]
Quirks are inherited genetically through what appears to be Mendelian inheritance and typically manifest in children by the age of four at the latest. Children will either manifest one of their parent's Quirks or a new composite Quirk formed by the fusion of the two. This composite Quirk may sometimes give the appearance of the person having two separate Quirks. Much more rarely, a child may manifest a Quirk that is entirely unrelated to their genetic lineage, akin to a mutation.[break][break]
As Quirks are said to be the next stage of evolution in the human race, it is possible to diagnose a person as lacking a Quirk by analyzing the presence or absence of an extra joint in their pinky toe. People with only one joint will develop a Quirk while having two joints indicates that the person will not develop a Quirk. This has turned into a common test giving to all babies at birth.[break][break]
It is possible for children to already be born with their Quirks. Although very rare, it is also possible for animals to possess Quirks, Under special circumstances, two Quirks may mutate and merge, becoming a new Quirk. It also appears that the physical mutations of mutation type Quirks can be inherited even if the Quirks themselves are not such as the baby of someone with a bird mutation quirk being born with a birdlike head and nothing else.[break][break]
There are instances where a Quirk doesn't suit the user's body and the body can't handle it.
Qurik Factor
This is what makes Quirks pop
The term "Quirk Factor" refers to the collective traits that compose a Quirk. This includes the primary Quirk power as well as all the biological mechanisms that allow said primary power to function properly.[break][break]
Certain Quirks are capable of halting the expression of the Quirk Factor, temporarily rendering the Quirk unusable, but not affecting the Quirk Factor otherwise. There are other Quirks, however, that are able to directly damage the Quirk Factor of a target, preventing the Quirk from being activated until the user manages to naturally recover. It's also implied that a Quirk Factor can be damaged beyond recovery, causing the Quirk to be permanently suppressed.
Quirk Types
Not a Rock Paper Scissors deal
Emitter[break]
Emitter-type Quirks have 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.[break][break]
Emitter-type Quirks can also have various ranges. While some users require physical contact to use them others can have much longer ranges with no distance restrictions. 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. 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, or gradually lose their natural resistance to their own harmful Quirk. The emissions of Emitter-type Quirks can have a wide variety of properties and abilities.[break][break]
While some substances produced by Emitter-type Quirks have common properties, 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 to molecular destruction. Emitter-type Quirks are, by a wide margin, the most common type of Quirk.[break][break]
Transformation[break]
Transformation-type Quirks 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 or perhaps adding new features to the body altogether. Transformation-type Quirks generally affect the user exclusively, the only known exceptions being the Meatball Quirk.[break][break]
Transformation-type Quirks usually require 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. 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. Some users even condition their body in certain ways so that their Quirks can operate more effectively.[break][break]
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.[break][break]
Mutant[break]
Mutant-type Quirks 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.[break][break]
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 or structures added to pre-existing limbs to enhance pre-existing abilities. Mutant-type Quirks even have the ability to channel certain aspects of their user through them similarly to Emitter-type Quirks. While not necessarily a weakness, Mutant-type Quirks cannot be turned off, and sometimes cause the user inconvenience due to their malformations. Though because these Quirks are passively-active, they are partially immune to Quirk-disabling effects. Mutant-type Quirks are also the only known type of Quirk which can be passed down through generations without necessarily bestowing the corresponding ability. 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.
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PHARAOH LEAP CREATES
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