Post by sundance on Jun 12, 2020 2:06:03 GMT
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[attr="class","likedotitle2"]QUIRKS AND PROGRESSION
[attr="class","likedoinfo"]In the world of The New Tomorrow, quirks are widespread. They offer the people of the world superhuman abilities, appearances, and capabilities, and quirk-users make up just over 80% of the population in the entire world. Due to their destructive nature, quirks have been made illegal to use in public except under specific circumstances such as self-defense or protection of another human, but heroes are able to publically use their quirks through their Provisional Licence. Achieved through an exam, the Provisional Licence allows free quirk usage within reasonable limits and has brought credence to the idea of heroes in Japan.
Quirks can be genetic and typically manifest in the body around the age of four or five but can manifest later on. Each quirk is unique to each person, and can be virtually any superhuman ability, going beyond the capabilities of the human form and offering incredible boons to quirk-users. Children can inherit one quirk or another from a parent, mutate an entirely new quirk, or combine both quirks of the parents to create a quirk that is similar to the parent's but completely new in concept.
Quirks are incredibly taxing on the body and can lead to exhaustion, stress, and other bodily-harm if used for too long or used irresponsibly. When creating your character, please think carefully about what could reasonably happen to your character with overuse of their quirk, and what kind of weaknesses could be manipulated and brought out by other people. We aim to let the quirk system be fair and balanced, and we appreciate your contribution towards that vision!
Quirks have three different types, detailed below.
Emitter: Emitter-type Quirks are abilities that allow the user to generate and possibly control certain things, or alter existing things around them in certain ways. The emissions of Emitter-type Quirks can have a wide variety of properties and abilities. Emitter-type Quirks usually require a conscious effort to activate, and some even require large amounts of concentration in order for them to remain active. Examples could include control over generated fire, secreting toxic slime, or the ability to alter one's own speed.
Transformation: Transformation-type Quirks are abilities that 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, removing features, or adding new features to the body altogether. 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.
Mutation: Mutant-type Quirks are abilities that cause the user a permanent "abnormality" directly related to their power. Mutant-type Quirks create bodily structures that grant the user more complex abilities that Emitter and Transformation Quirks cannot safely provide. Often times they will bestow prehensile appendages that the user can control or add structures 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 in a similar manner to Emitter-type Quirks. Mutant-type Quirks are also the only known type of Quirk that can be passed down through generations without necessarily bestowing the corresponding ability.
There is also a different type of quirk known as a Dual Quirk. Dual quirks tend to be two different quirks displaying themselves in a character at diminished power, quite similar to Shoto Todoroki's Half-Hot, Half-Cold quirk. Be mindful of the power of these quirks!
[ I. ] No character may have the exact same quirk as another character. Each quirk must be unique, and you can find all the quirks in the Site Directory. If a staff member looks over your application and finds that you have a quirk too similar to another character, they may ask you to modify it!
[ II. ] When describing your quirk in your application, we prefer that you describe your quirk with specific comparative words. For example, if I were making a mutation quirk that allowed a character to possess the abilities of a cheetah, I would describe their speed by comparing it to a Mach T racecar or giving a specific velocity like 26 meters per second. When crafting your quirks, please think carefully about the tier your quirk is in and how powerful it should be. If a staff thinks your quirk is overpowered, they may ask you to change it!
[ III. ] The site operates on post cooldowns for quirks. A post cooldown description could be along the lines of "can only use the quirk for five posts before needing to rest for three". For reference, there will always be average cooldowns listed in quirk tiers for quirks of that level. Please respect your cooldowns!
[ IV. ] We do not allow quirks that are functionally identical to canon quirks. You can have quirks that are similar, but please do not make a carbon-copy quirk of a canon character. At this moment we do not disallow any other quirk types, but some quirks may be looked at more strictly than others. As the site grows we may update this rule.
Skills are separate from quirks in that they are not superhuman, but rather are abilities that anyone can learn given enough time and practice. These skills can be anything—combat-related, intelligence-related, or otherwise, but should usually offer your character some advantage in battle. These skills operate on the same tier system that quirks do but cost less experience to purchase. There is currently no limit to how many skills a character is allowed to have, but new characters that are not rank claims can only start out with one skill that is one tier lower than their quirk.
'Tiers' are letter grades that reflect your character's control and strength over their quirks and skills. There are seven tiers ranging from F, E, D, C, B, A, and S, and to raise your quirk or skills to the next tier, you must spend a portion of experience. By raising your quirk and skill tiers, you express that your character is learning how to better control their abilities and expresses an edge they have over tiers beneath them in battle.
Tier descriptions will be explained below.
F TIER: Most of the population has their quirks and skills fall into this tier. It is not practiced or trained all that much, and can generally only overpower abilities in the same tier or abilities that have never been honed or practiced.
E TIER: With training and practice, the abilities that fall under E tier are just powerful enough to be a threat to an average person. Characters with E tier abilities are just beginning to understand the upper limits of their abilities and are able to throw their weight around and put up a fight should they ever be threatened. The strength of abilities in this tier can be compared to that of seasoned and heavily trained athletes.
D TIER: This is a tier that, while impressive to the un-trained, is completely achievable by anyone who puts their mind to it and works hard enough. The characters with D Tier abilities are more familiar with their abilities and what they are able to achieve, and while they can still be clumsy and uncertain about their skills, they are already at an incredible spot compared to an average person.
C TIER: Now considered above average, abilities that fall under this tier achieve towards greater and greater heights. While the flashiness of pro-heroes is out of your reach, it seems much more attainable. Characters at this tier have achieved an even greater understanding of their quirk and are capable of doing things they once thought too difficult, and are still learning new things.
B TIER: Here is where the wheat is separated from the chaff. Abilities at B tier have been trained so extensively that the ability no longer controls the user but the user controls the ability. While characters at this tier are not the best of the best, they are just beginning to dip their toes into the pool where the best reside and they are finally able to see the towers where the best of the best do live. Characters at this tier are considered a sizeable threat, but nothing insurmountable.
A TIER: Characters with abilities at this tier are reaching the pinnacle of their quirks and skills. Characters with A tier abilities are revered for their prowess in controlling their abilities and will always have people waiting in the wings to learn from them. Anybody at this tier is not to be trifled with for their ability has been proven multiple times and has been well-documented. Abilities here are flashy and impressive.
S TIER: Characters with abilities at this tier have achieved an incredible amount of mastery in their select field of expertise, and have used this mastery to display their prowess on multiple occasions. Abilities like these are seen as role models for younger generations and are written about in tabloids and hero directory sites. To the general populace, the mastery these characters have displayed seems impossible, but these characters have proven that such a phrase is false. They have reached and even exceeded the impossible, and can use their abilities for incredibly destructive purposes. The battles involving the abilities at S tier are bound to be destructive at best.
SS TIER: Gods and monsters among men, the SS Tier is the very peak of what anyone can achieve. Where the populace believes that reaching S Tier is impossible, SS Tier is considered to be a myth. The characters at this tier have reached a standard that no one set and exceeded the measurements for power, more powerful than any human on earth besides other people at this rank. They are feared even by those they protect. At this point, characters are barely considered human and for good reason. They achieve superhuman feats that early humans only dreamed about.
Quirks can be genetic and typically manifest in the body around the age of four or five but can manifest later on. Each quirk is unique to each person, and can be virtually any superhuman ability, going beyond the capabilities of the human form and offering incredible boons to quirk-users. Children can inherit one quirk or another from a parent, mutate an entirely new quirk, or combine both quirks of the parents to create a quirk that is similar to the parent's but completely new in concept.
Quirks are incredibly taxing on the body and can lead to exhaustion, stress, and other bodily-harm if used for too long or used irresponsibly. When creating your character, please think carefully about what could reasonably happen to your character with overuse of their quirk, and what kind of weaknesses could be manipulated and brought out by other people. We aim to let the quirk system be fair and balanced, and we appreciate your contribution towards that vision!
Quirks have three different types, detailed below.
Emitter: Emitter-type Quirks are abilities that allow the user to generate and possibly control certain things, or alter existing things around them in certain ways. The emissions of Emitter-type Quirks can have a wide variety of properties and abilities. Emitter-type Quirks usually require a conscious effort to activate, and some even require large amounts of concentration in order for them to remain active. Examples could include control over generated fire, secreting toxic slime, or the ability to alter one's own speed.
Transformation: Transformation-type Quirks are abilities that 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, removing features, or adding new features to the body altogether. 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.
Mutation: Mutant-type Quirks are abilities that cause the user a permanent "abnormality" directly related to their power. Mutant-type Quirks create bodily structures that grant the user more complex abilities that Emitter and Transformation Quirks cannot safely provide. Often times they will bestow prehensile appendages that the user can control or add structures 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 in a similar manner to Emitter-type Quirks. Mutant-type Quirks are also the only known type of Quirk that can be passed down through generations without necessarily bestowing the corresponding ability.
There is also a different type of quirk known as a Dual Quirk. Dual quirks tend to be two different quirks displaying themselves in a character at diminished power, quite similar to Shoto Todoroki's Half-Hot, Half-Cold quirk. Be mindful of the power of these quirks!
[attr="class","likedosub"]QUIRK RULES
[ I. ] No character may have the exact same quirk as another character. Each quirk must be unique, and you can find all the quirks in the Site Directory. If a staff member looks over your application and finds that you have a quirk too similar to another character, they may ask you to modify it!
[ II. ] When describing your quirk in your application, we prefer that you describe your quirk with specific comparative words. For example, if I were making a mutation quirk that allowed a character to possess the abilities of a cheetah, I would describe their speed by comparing it to a Mach T racecar or giving a specific velocity like 26 meters per second. When crafting your quirks, please think carefully about the tier your quirk is in and how powerful it should be. If a staff thinks your quirk is overpowered, they may ask you to change it!
[ III. ] The site operates on post cooldowns for quirks. A post cooldown description could be along the lines of "can only use the quirk for five posts before needing to rest for three". For reference, there will always be average cooldowns listed in quirk tiers for quirks of that level. Please respect your cooldowns!
[ IV. ] We do not allow quirks that are functionally identical to canon quirks. You can have quirks that are similar, but please do not make a carbon-copy quirk of a canon character. At this moment we do not disallow any other quirk types, but some quirks may be looked at more strictly than others. As the site grows we may update this rule.
[attr="class","likedosub"]SKILLS
Skills are separate from quirks in that they are not superhuman, but rather are abilities that anyone can learn given enough time and practice. These skills can be anything—combat-related, intelligence-related, or otherwise, but should usually offer your character some advantage in battle. These skills operate on the same tier system that quirks do but cost less experience to purchase. There is currently no limit to how many skills a character is allowed to have, but new characters that are not rank claims can only start out with one skill that is one tier lower than their quirk.
[attr="class","likedosub"]QUIRK AND SKILL TIERS
'Tiers' are letter grades that reflect your character's control and strength over their quirks and skills. There are seven tiers ranging from F, E, D, C, B, A, and S, and to raise your quirk or skills to the next tier, you must spend a portion of experience. By raising your quirk and skill tiers, you express that your character is learning how to better control their abilities and expresses an edge they have over tiers beneath them in battle.
Tier descriptions will be explained below.
F TIER: Most of the population has their quirks and skills fall into this tier. It is not practiced or trained all that much, and can generally only overpower abilities in the same tier or abilities that have never been honed or practiced.
- quirk cost: n/a
- skill cost: 450 experience
E TIER: With training and practice, the abilities that fall under E tier are just powerful enough to be a threat to an average person. Characters with E tier abilities are just beginning to understand the upper limits of their abilities and are able to throw their weight around and put up a fight should they ever be threatened. The strength of abilities in this tier can be compared to that of seasoned and heavily trained athletes.
- quirk cost: 1350 experience
- skill cost: 900 experience
D TIER: This is a tier that, while impressive to the un-trained, is completely achievable by anyone who puts their mind to it and works hard enough. The characters with D Tier abilities are more familiar with their abilities and what they are able to achieve, and while they can still be clumsy and uncertain about their skills, they are already at an incredible spot compared to an average person.
- quirk cost: 2025 experience
- skill cost: 1350 experience
C TIER: Now considered above average, abilities that fall under this tier achieve towards greater and greater heights. While the flashiness of pro-heroes is out of your reach, it seems much more attainable. Characters at this tier have achieved an even greater understanding of their quirk and are capable of doing things they once thought too difficult, and are still learning new things.
- quirk cost: 2700 experience
- skill cost: 1800 experience
B TIER: Here is where the wheat is separated from the chaff. Abilities at B tier have been trained so extensively that the ability no longer controls the user but the user controls the ability. While characters at this tier are not the best of the best, they are just beginning to dip their toes into the pool where the best reside and they are finally able to see the towers where the best of the best do live. Characters at this tier are considered a sizeable threat, but nothing insurmountable.
- quirk cost: 5400 experience
- skill cost: 2250 experience
A TIER: Characters with abilities at this tier are reaching the pinnacle of their quirks and skills. Characters with A tier abilities are revered for their prowess in controlling their abilities and will always have people waiting in the wings to learn from them. Anybody at this tier is not to be trifled with for their ability has been proven multiple times and has been well-documented. Abilities here are flashy and impressive.
- quirk cost: 10,800 experience
- skill cost: 4050 experience
S TIER: Characters with abilities at this tier have achieved an incredible amount of mastery in their select field of expertise, and have used this mastery to display their prowess on multiple occasions. Abilities like these are seen as role models for younger generations and are written about in tabloids and hero directory sites. To the general populace, the mastery these characters have displayed seems impossible, but these characters have proven that such a phrase is false. They have reached and even exceeded the impossible, and can use their abilities for incredibly destructive purposes. The battles involving the abilities at S tier are bound to be destructive at best.
- quirk cost: 16,200 experience
- skill cost: 4725 experience
SS TIER: Gods and monsters among men, the SS Tier is the very peak of what anyone can achieve. Where the populace believes that reaching S Tier is impossible, SS Tier is considered to be a myth. The characters at this tier have reached a standard that no one set and exceeded the measurements for power, more powerful than any human on earth besides other people at this rank. They are feared even by those they protect. At this point, characters are barely considered human and for good reason. They achieve superhuman feats that early humans only dreamed about.
- quirk cost: 24,300 experience
- skill cost: 6300 experience
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