Post by Hardstar on Jul 28, 2018 21:28:45 GMT
QUIRK INTRODUCTION
Quirks lie at the heart of the world of My Hero Academia. Many decades ago, a glowing, luminescent baby was born in the Chinese city of Keikei. Shortly thereafter, people around the world began to manifest unique special abilities, typically by the age of 4 at the latest. Many are born with their Quirks active. The cause of the ongoing Quirk phenomena is still unknown. 80% of the world's population have some form of Quirk. The remaining 20% are known as Quirkless. Quirklessness can often be indicated through an X-ray scan of an individual's pinky toe. If they have two joints rather than the required one joint, they will not develop a Quirk.
Quirks appear to be genetic in nature. Children of Quirk-users will usually either inherit one of their parents' Quirks, or gain a 'composite' Quirk that combines elements of their parents' Quirks. On rare occasions, however, children will manifest Quirks completely unrelated to either parent's Quirk. Offspring of Quirk users with physical mutations may inherit aesthetic elements of the parent's physical appearance, while having a different Quirk entirely.
The possibilities for Quirk superpowers are conceptually limitless--manipulation of a specific element or matter, animalistic characteristics, and telekinesis are just a tiny fraction of the possibilities--but they do come in certain types, with shared limitations.QUIRK CLASSIFICATIONS
EMITTER - Emitter Quirks allow the users to create, control or alter substances or matter. These Quirks usually require conscious effort to activate and maintain. Range can vary; some require touch to activate, others can influence matter from a distance, or fire a substance from their body at long range. Emitter users can hurt or wear themselves down from overuse of their ability; for instance, by losing natural resistance to the substance they produce, or run out of their natural reserves if they store the substance in their body. Emitter-type Quirks are the most common type of Quirk.
MUTANT - Mutant Quirks have a wide variety of features and abilities, but the common similarity is that the Quirk has manifested physically, resulting in a permanent alteration to the baseline human physiology. They are passively active and the most easily identifiable. Mutant-type Quirks create bodily structures that bestow the user more complex abilities that Emitter and Transformation Quirks cannot safely provide. While not necessarily a weakness, Mutant-type Quirks cannot be turned off, and sometimes cause the user inconvenience due to their physical differences from the human baseline. Because these Quirks are passively-active, they are immune to Quirk-disabling effects.
TRANSFORMATION - Transformation Quirks allow the user to temporarily transform their own body, either through enhancing existing features (such as muscle hardening, or gigantification) or adding new features to the body (being able to manifest alterations and additions to the body, for example). Transformation-type Quirk users usually require close-range to use effectively in combat, as they mostly effect the user's own body. 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. Transformation-type Quirks can be powerful, but their effects are often temporary, and over-exertion can lead to repercussions for the user. Transformation Quirks can also be limited based on the user, how resilient their body is, and the resources they have available to them. As Transformation can often be seen to combine the activation elements of Emitter-types with mutant-shape elements of Mutant-types, the classification is also sometimes referred to as Hybrid or Composite-type Quirk.
QUIRKLESS - One in five people are still born without a special ability. Many Quirkless humans strive hard to compensate for this perceived weakness, and thus may start with THREE (3) Expertises.