Quirk Rules
Golden Age :: Information :: Site Rules
Page 1 of 1 • Share
Quirk Rules
Quirks are the special abilities that define heroes and villains in the world of My Hero Academia. They are, true to their name, something that helps make a person unique, and in this day-and-age most people in the world have a Quirk of some type, even if it is mundane. Though with the skill and training, and a powerful Quirk (or the creativity to use their mediocre one), a person can enroll in a hero academy such as U.A. High School, and learn how to be a hero. Or perhaps, shunning that path, someone with a powerful Quirk might use their abilities for evil, and walk the path of a villain. Either way, a character's Quirk grows with them, leveling up and increasing in strength for every 100 in-character posts that a person makes.
A Quirk can have up to 5 levels total, though some Quirks might have less, trading later potential for quicker growth, or perhaps because of their simplistic nature. Generally, Quirks well suited to the life of a hero or villain have multiple levels because they are powerful. A Quirk with only a single level is generally indicative of a minor Quirk that is possessed by a civilian (Inko's Attraction of Small Objects).
Each character on Golden Age is allowed to register a single Quirk alongside their character's application (or, if you do not have any immediate ideas, you can register your Quirk later). The template for Quirk registration will be listed below. In general, each character's Quirk must be unique to them, and cannot be the exact same as another's. However, Quirks can have overlapping themes so long as they are sufficiently distinct (Enji's Hellflame and Dabi's Cremation). There are also exceptions; as Quirks tend to be genetic, close family members can share the same Quirk. Quirks that are overtly broad without distinction (such as Flight or Super Strength) can also be possessed by multiple people.
As a general rule, dual-natured Quirks (Shoto's Half-Cold Half-Hot) are disallowed without compelling reason, due to balance concerns.
When it comes to Quirks, you are encouraged to be highly creative! The rules for Quirks are simplistic, in order to encourage uniqueness and inventiveness. They are also highly individualistic, with each Quirk having its costs balanced around the abilities that it provides. The staff of Golden Age will do their best to help make your Quirk idea approvable. However, all things have their limits, and please be patient if your Quirk idea is deemed unworkable (generally for reasons of balance or to prevent excess bunnying). We have the utmost confidence in our members to create something unique, flavorful, and balanced.
Quirk Template
A Quirk can have up to 5 levels total, though some Quirks might have less, trading later potential for quicker growth, or perhaps because of their simplistic nature. Generally, Quirks well suited to the life of a hero or villain have multiple levels because they are powerful. A Quirk with only a single level is generally indicative of a minor Quirk that is possessed by a civilian (Inko's Attraction of Small Objects).
Each character on Golden Age is allowed to register a single Quirk alongside their character's application (or, if you do not have any immediate ideas, you can register your Quirk later). The template for Quirk registration will be listed below. In general, each character's Quirk must be unique to them, and cannot be the exact same as another's. However, Quirks can have overlapping themes so long as they are sufficiently distinct (Enji's Hellflame and Dabi's Cremation). There are also exceptions; as Quirks tend to be genetic, close family members can share the same Quirk. Quirks that are overtly broad without distinction (such as Flight or Super Strength) can also be possessed by multiple people.
As a general rule, dual-natured Quirks (Shoto's Half-Cold Half-Hot) are disallowed without compelling reason, due to balance concerns.
When it comes to Quirks, you are encouraged to be highly creative! The rules for Quirks are simplistic, in order to encourage uniqueness and inventiveness. They are also highly individualistic, with each Quirk having its costs balanced around the abilities that it provides. The staff of Golden Age will do their best to help make your Quirk idea approvable. However, all things have their limits, and please be patient if your Quirk idea is deemed unworkable (generally for reasons of balance or to prevent excess bunnying). We have the utmost confidence in our members to create something unique, flavorful, and balanced.
Quirk Template
- Spoiler:
- Code:
[b]Quirk Name:[/b] The name of your Quirk. It can be literal (Inko's Attraction of Small Things) or poetic (Enji's Hellflame).
[b]Type:[/b] The class of your Quirk. This is either Emitter (Enji's Hellflame), Transformative (Eijiro's Hardening), or Mutant (Kyoka's Earphone Jack).
[b]Description:[/b] The description of your Quirk - this should include it's general capabilities and purview.
[b]Range:[/b] The maximum effective range of your Quirk
[b]Weaknesses:[/b] The weaknesses of your Quirk.
[b]Base Cost:[/b] The base cost of an activation of this Quirk.
[b]Total Levels:[/b] The total number of levels for your Quirk. Each level unlocks additional bonuses or abilities for the Quirk. Any given Quirk can have up to 5 levels.
[list][*][i]Level 1:[/i] You begin at this level, giving you the basic abilities of your Quirk.
[*][i]Level 2:[/i] Your Quirk might confer additional abilities at this level.
[*][i]Level 3:[/i] Your Quirk might confer additional abilities at this level.
[*][i]Level 4:[/i] Your Quirk might confer additional abilities at this level.
[*][i]Level 5:[/i] Your Quirk might confer additional abilities at this level.[/list]
Re: Quirk Rules
Sample Quirks
Below are some sample quirks, including those of canon characters for reference, as well as generic Quirks which you, yourself, could use.
Engine
Hardening
Hellflame
Mutant Invisibility
Transformative Invisibility
Regeneration
Super Strength
Voice
Below are some sample quirks, including those of canon characters for reference, as well as generic Quirks which you, yourself, could use.
Engine
- Spoiler:
- Quirk Name: Engine
Type: Mutant
Description: This Quirk grants the user engine-like thrusters on various points of their body. Energy can be discharged through these engines to grant the user incredible speeds. The user is able to add their Power to their Speed while this Quirk is active.
Range: Self
Weaknesses: The engines of this Quirk produce an exceptional amount of noise, making it ill-suited towards stealth. In addition, the engines of this Quirk require fuel to function. The user must consume a fuel of some type (for Tenya, it is orange juice) in a topic after they extensively use their Quirk, otherwise Engine will crease to function until it is refueled.
Base Cost: 2
Total Levels: 3- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
- Level 2: You win in direct ties of Speed Stat Points (40 vs. 40).
- Level 3: Your Speed is treated as +1 rank (max 6).
- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
Hardening
- Spoiler:
- Quirk Name: Hardening
Type: Transformative
Description: This Quirk gives the user the ability to harden parts of their body, protecting them from a variety of physical attacks. While active, the user takes no Wounds from basic attacks or weapons. As well, they take no damage from Quirk attacks with Power less than their own Power. If a Quirk attack's Power is equal to the user's own Power, they only take 1 Wound. In addition, while hardened, the user's body grows sharp, which can be used offensively.
Range: Self
Weaknesses: The user loses 1 Technique Point every time Hardening prevents Wounds.
Base Cost: 2
Total Levels: 3- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
- Level 2: Your basic attacks deal an additional Wound of damage.
- Level 3: Your Wound Threshold increases by 3.
- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
Hellflame
- Spoiler:
- Quirk Name: Hellflame
Type: Emitter
Description: General pyrokinesis, allowing the user to create flames from their body, as well as manipulate them into various forms before releasing them as potent attacks.
Range: Up to 50m
Weaknesses: Inability of pyrokinesis to manipulate existing flames, as well as a weakness to water (-2 Power to attacks when clashing with water-based Quirks).
Base Cost: 3
Total Levels: 5- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
- Level 2: Weakness to water Quirks is reduced to -1 Power.
- Level 3: Base cost of his Quirk is reduced to 2.
- Level 4: The flames can burn so hot they burn blue, preventing cellular regeneration of inflicted injuries.
- Level 5: The user's Power is treated as +1 rank (max 6).
- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
Mutant Invisibility
- Spoiler:
- Quirk Name: Invisibility
Type: Mutant
Description: The user's body is rendered entirely invisible. As a Mutant-type Quirk, this invisibility has no associated cost, but is a permanent feature.
Range: Self
Weaknesses: The invisibility does not extend to the user's clothes or anything that they are carrying. While usually a benefit, the invisibility also cannot be switched off, which might become a determent in certain circumstances.
Base Cost: 0
Total Levels: 1- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
Transformative Invisibility
- Spoiler:
- Quirk Name: Invisibility
Type: Transformative
Description: The user can turn their body invisible at will.
Range: Self
Weaknesses: The process of turning invisible has a short delay of a few moments. The invisibility does not extend to the user's clothes or anything that they are carrying.
Base Cost: 1
Total Levels: 2- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
- Level 2: The delay on turning invisible is removed.
- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
Regeneration
- Spoiler:
- Quirk Name: Regeneration
Type: Emitter
Description: The user is capable of using their own energy to heal inflicted wounds. For each Wound the user takes, they can pay 3 Technique Points to instead take no Wounds. The user can make this choice when they would receive the Wound, or they may do it at a later time, as long as the Wound persists. This Quirk can also regenerate large-scale damage, such as the loss of limbs.
Range: Self
Weaknesses: If the user would experience a coup-de-grace or immediate kill, such as the destruction of the head, they cannot consciously regenerate.
Base Cost: 3
Total Levels: 2- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
- Level 2: You may now regenerate two Wounds at once for the cost of 4 Technique Points.
- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
Super Strength
- Spoiler:
- Quirk Name: Super Strength
Type: Mutant/Emitter
Description: The user is inhumanely strong. They are capable of adding their Power damage to their base damage with physical strikes, in addition to being able to lift, push, and manipulate incredible amounts. Each feat of strength beyond the normal, human amount costs the base cost of the Quirk.
Range: Self
Weaknesses: None.
Base Cost: 2
Total Levels: 5- Level 1: You begin at this level, giving you the basic abilities of your Quirk. Your weight-lifting capacity is 400 lbs.
- Level 2: Your weight-lifting capacity is increased to 800 lbs.
- Level 3: Your weight-lifting capacity is increased to 1,200 lbs.
- Level 4: Your weight-lifting capacity is increased to 1,600 lbs.
- Level 5: Your weight-lifting capacity is increased to 2,000 lbs.
- Level 1: You begin at this level, giving you the basic abilities of your Quirk. Your weight-lifting capacity is 400 lbs.
Voice
- Spoiler:
- Quirk Name: Voice
Type: Emitter
Description: The user is able to project their voice at incredibly high volumes, shooting it outwards similarly to a controlled beam. It expands further outwards the farther it goes, though this can occasionally be a weakness when area-of-effect damage is concerned. It can be loud enough to drown out other sound-based Quirks, based on Power.
Range: 5km
Weaknesses: The Power of this Quirk is decreased by 1 for every 1km it travels outward. The Quirk also is subject to the weaknesses of sound, such as being unable to successfully damage enemies underground.
Base Cost: 3
Total Levels: 3- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
- Level 2: The base cost of using your Quirk at distances within 1km is reduced by 1.
- Level 3: The Power of your Quirk now decreases by 1 for every 2km it travels, instead of every 1km.
- Level 1: You begin at this level, giving you the basic abilities of your Quirk.
Golden Age :: Information :: Site Rules
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|