In the world of My Hero Academia quirks fall into three different categories, and while a quirk may not exactly fit perfectly in one of these categories it usually will subside in the most fitting one. The three categories usually dictate the nature of the quirk, and what it’s capable of doing or susceptible to. The three categories are Emitter, Transformation, and Mutant quirks. Quirks must be specific, and have a certain power as it cannot be all encompassing. An example of this is controlling all four elements would not be allowed, but having pyrokinesis or aquakinesis are fine as they're specific.
Every Quirk functions off a stat called the "Quirk" stat,. This determines the strength of the quirk, as well as the efficiency it can be used at. This Quirk stat is seen as an addition to your already existing stats, such as having a Quirk that turns your skin hard to resist items is in addition to your base Strength and Endurance stats. Therefore a Strength stat at 30 is not as strong as a Strength stat at 20 with a Quirk Stat at 30 since the Quirk is additive to it. This is similar for Strength, Speed, or Perception boosting quirks. Emitter quirks that emit things like flames, ice, and etc will use the Quirk stat for their strength/speed for the emission.
- Emitter Type Quirks:
Emitter type quirks are the most common quirks found among people. These quirks typically involve an exertion, manipulation, or some type of external factor expressed through an individual. Such common quirks can be emitting electricity, exerting super strength, or disabling people at a range. Sometimes Emitter type quirks can intersect with transformation quirks when a particular event, ingestion, or other catalyst is needed to activate the quirk’s effect. Some examples of such quirks are but not limited to;
Emitter Quirk Examples
- Super Strength
The ability to exert super strength that surpasses that of normal people once thought other worldly. (Super Strength is based on the user's Quirk stat)
- Elemental Emission
The ability to emit a specific type of element such as fire, water, or air. (Emission is based on the user's Quirk stat)
The ability to create, emit, or manipulate positions in space/time or create gates for travel. (Distance is determined by the user's Quirk stat)
- Mutant Type Quirks:
Mutant type quirks are the second most common found in the populace. Mutant quirks are typically a manifestation of an individual's quirk permanently, and are always displayed/visible. These Mutant quirks or otherwise known as “abnormalities” provide their user with an always active ability that can have the properties of Emitter or Transformation types but unlike those are typically active constantly. Most mutant quirks are typically cosmetic and change a feature of the user, or a user can have an Emitter quirk with a Mutant factor like blue skin. Mutant type quirks are partially impervious to anything that disables quirks, for example if someone were to disable a Mutant type’s quirk like that of an extra appendage, it’d simply disable the use of that appendage. Below are some examples of such quirks, but are not limited to.
Note: If your emitter quirk/transformation quirk has a cosmetic mutation such as Tokoyami's Bird Face or Anivoice's block shaped head, that is perfectly fine.
Mutant Quirk Examples
The user is constantly invisible to the naked eye, and can not be spotted. (Quirk is based on the user's Quirk stat)
The user constantly has claws that extend out of their fingers that allow them to cut through objects and others. (Strength of cutting is based on the user's Quirk stat)
The user has several tendril-like appendages with suction cups like that of an octopus that extend from the base of their spine. (Strength of tendril appendages are based on the user's Quirk stat)
- Transformation Type Quirks:
Transformation type quirks are the least common quirk found among people. Transformation quirks are typically a change in the structure of a person by enhancing features, removing features, or adding new features to the body. Transformation quirks usually involve a process where the user undergoes a change to a different state. The most common type of Transformation quirks is gigantification. However Transformation quirks can also involve hardening, a change in body composition to say steel, and change body parts into different things. Below are some examples of such quirks, but are not limited to.
Transformation Quirk Examples
The ability to harden one's skin to rock, steel, or any other material. (Strength of hardening is based on the user's Quirk stat)
The ability to take on properties and parts of different animals and beings. (Variety of changing and length of change is based on the user's Quirk stat)
The ability to increase one's size to that of buildings and giants heard in fairy tales. (Size increase and strength is based on the user’s Quirk stat)
Copying Quirks Copying quirks while allowed are restricted specifically. Copying another person's quirk can only be temporary for the thread, and last for a number of posts based on the user's quirk stat. Permanently taking someone's quirk as it stands is not allowed, and so only copying quirks for a set of posts is allowed.
Quirk Awakening Quirks are capable of having an awakening, this awakening can unlock new abilities related to ones quirk, or increase the strength of it. Awakening's happen at a key point within a Quirk's development at 25 stats. An example of an Awakening can be having your quirk change from simple water manipulation to including water creation, changing the temperature of said water, or even changing the consistency to sticky syrup. The evolution must remain in-line with the original quirk, but can enhance it, increase the base range, scale, or scope of the quirk. Quirks that have a strong base are given less leniency as to what it can "Awaken" to, while quirks with a weaker base have a wider range of leniency as well as the strength they can "Awaken" to.
The strength of your Awakening is left to the discretion of the mod team.