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 Quirks Sheet

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Micheal
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Posts : 21
Join date : 2018-06-09
Age : 29
Location : Chilliwack, B.C., Canada

Character sheet
Shattered worlds groups: Both
Fated:
Quirked : Emitter

PostSubject: Quirks Sheet   Mon Jul 30, 2018 4:18 am

Code:
[b]Quirk Name:[/b]
[b]Quirk Type:[/b] Emitter, Transformation, or Mutant
[b]Quirk Descriptions:[/b]
[b]Quick Price:[/b]

Quirk Name: What is your quirk called?
Quirk Type: All Quirks are one of these three variations.
Emitters project things from their bodies.
Transformation alters the traits of the body temporarily.
Mutants are modifications that permanently have effected the body.
If you don't know what kind you are an Admin can help with this during approval of your quirk.
Quirk Description: A detailed description of how your quirk functions within the laws of nature and physics as best as you can explain. An Admin can help with definitions during approval.
Quirk Price: All quirks have a price to use them this is where you define that price, reminder more powerful quirks have more painful prices.

Quirk Rules
1. 
Your quirk developed around 4 years old. (As late as 6 years old.)
2.  In what is approximately Grade 1 you are taught proper Quirk ethics and are told to not practice your quirk. Strictly speaking this limit is primarily for Emitters and Transformers. Mutant's rarely have the ability to not have their mutation active at all times.
3. No quirks can be passed between people in this version, All-for-one and One-for-all exsist in this world and no PC may have these quirk.
4. You may have a hybrid Quirk but you would have to explain your linage to result this hybrid.
5.  Not all quirks are made equal, you may need to practice your quirk to make use of it, or you may be straight out classed by someone, each quirk is unique to the person and learning to use those quirks is what shows growth.
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Micheal
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Posts : 21
Join date : 2018-06-09
Age : 29
Location : Chilliwack, B.C., Canada

Character sheet
Shattered worlds groups: Both
Fated:
Quirked : Emitter

PostSubject: Re: Quirks Sheet   Wed Aug 15, 2018 5:16 pm

Quirk Name: Flames of Rapture
Quirk Type: Emitter and Mutant
Quirk Descriptions: His body has bits of both his parents, a mutation of his mother's wings and fathers pyrokinetic abilities developed into the ability to make flames that only harm evil living beings and inanimate objects.  He also has a pair of vestigial wings, their lack of function is due to lack of training due to laws that hold hero based quirks from being practiced outside of Hero based highschool training exercises. He may gain flight one day.
Quick Price: His wings can allow flight but like any form of movement, he can't sustain it forever just as a being can't run endlessly. His fire while control and production aren't much of an issue, being that it does what he wishes mostly, requires his body be in contact with the object which he wishes to burn, starting a fire around himself would suffocate him due to the burning of oxygen. As such he tends to use his hands or his wings as the source of his flames. He could start a fire at his hands and have it extend to the targe, but doing so would require a stream of flames connecting himself and the target via the air, should the fire break from the source, his body. His flames go out instantly after a moment of shifting to normal fire then nothing, this gives his flames a radiance of orange. Additionally, his golden flames are very obvious and telling. Some additional traits attributed to his fire are that he must observe someone perform an evil act to burn them, he cannot harm anyone he is unaware of, and his flames must remain in contact with his own body to retain their source fire.


Last edited by Micheal on Tue Sep 11, 2018 2:08 am; edited 1 time in total
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Celtica~

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PostSubject: Re: Quirks Sheet   Mon Aug 27, 2018 7:56 pm

Quirk Name: Mechanical Construct Manipulation

Quirk Type:Transformation

Quirk Descriptions: Millenia can create/change mechanics/technology into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. She can make vehicles, weapons, armor/barriers, golems, and buildings, though the buildings would be made of mostly metal materials. Millenia can also construct mechanical appendages, restraints and platforms. She can take an already made object, like a car and construct it or deconstruct it into anything she wants.

Quick Price: Millenia isn’t able to create anything purely technological, like computers, cellphones etc. Her ability to construct mechanics also depends on what material is around in the environment, and limited material also limits what her constructs can do. Each construct has a different strength and dependency level. It can be really strong or really weak and best for support depending on what scrap is laying around. This also determines how complicated her ability and construct can be. Given everything she needed and then some, she could make a powerful giant Gundam golem if she wanted, it just depends on how much material is around. What she can make is also limited by her knowledge of how things work. If she doesn’t know how it functions or how to make an architectural layout of it in her head first, she cant make it. She needs a very clear picture. Furthermore if she made really massive buildings, it’s standing power only last so long as her will does. Once Millenia loses will, the building can collapse.
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Micheal
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Posts : 21
Join date : 2018-06-09
Age : 29
Location : Chilliwack, B.C., Canada

Character sheet
Shattered worlds groups: Both
Fated:
Quirked : Emitter

PostSubject: Re: Quirks Sheet   Tue Sep 11, 2018 4:46 pm

Quirk Name: Shock-and-Awesome
Quirk Type: Emitter & Transformation
Quirk Descriptions:
A hybrid quirk from his mother and father, his mother, can increase her strength with her emotions, the more her sympathetic nervous system is used, the stronger she gets, whereas she returns from this enhanced strength when her parasympathetic nervous system retakes control.
His father, on the other hand, can cause bad weather on his whim. This control of weather only works one way, Chris' father can only cause bad weather. Clouds begin to form the second his father decides the bad weather should appear, shortly after the winds shift to collect more moisture and eventually the rain begins to fall, then lightning.
Before the prohibition of marrying to force quirk births became a law in the American continent his parents moved to the states to allow them to wed and breed the ultimate family of Quirk users. Chris has several siblings, but he was the last son born, his sister, who was born after him, had a better combination of the powers then he did, but he was the last male, so the parents fawn over both of them. His ability took parts of both his parents and mixed them up, developing into a strange mix of powers.
Shock-and-Awesome is a two-part quirk first part is his control of the weather. Depending on his level of calm and focus he can control the type of weather it is. The calmer and more focused he is the more control he can exert over the weather. Right now he requires a quiet place, and a poem to read or a cup of tea to help him reach that level of calm. If he is agitated, he can only call storms the way his father could exceptionally slowly. When he enters a state of calm and his parasympathetic nervous system is in full swing he can control the weather with surgical precision. Currently, he has only managed this level of control once, with some chemical enhancement from the green leafed lady.
The second portion of Shock-and-Awesome is a similar strength enhancement to his mother except unlike her ability to get stronger the tenser the situation; he has a special requirement, he must be struck by lightning instead. His body converts the excess lightning into a massive dose of adrenaline and lipids forcing his sympathetic nervous system to take over and forcing him into a fanatical strength. However this fanatical strength from lightning is healed as quickly as it is used, however it isn't a long period of strength only about 15 seconds.
Quick Price:
His Quirk has a few different prices, covering them in order
He has to be perfectly calm to use, to exert control over the weather, which means it's actual use in combat is extremely limited, even completely barred.
If he isn't calm and still wants lousy weather he can summon it, but he then needs time, depending on the current weather he needs more time the "better" the weather is before he starts invoking the storm.
Third, his secondary quirk requires lightning. Actual lightning to strike him and then only has a minimum duration the amount of time before his body loses it's enhanced strength is only 15 seconds.

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Celtica~

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PostSubject: Re: Quirks Sheet   Sun Sep 16, 2018 7:21 pm

Quirk Name: Kisetsu no Henka (“Changing Seasons”)
Quirk Type: Emitter and Transformation
Quirk Descriptions: Asche is able to change the season around him and in a circular area of effect around him by about 15 feet. In this area he can control the precipitation and the growth/death of plants. For precipitation he can mostly just make it rain, snow or hail, and he can control plants after they have grown, using them for attacks or even using them as food sources if the area of effect is of the right season and they are the right plant for that area. Also, during the season he has in effect, he can control certain elemental traits of said season. For example, if he uses winter, he can manipulate snow and ice as well.
Quick Price: There are a few quirk prices that come along with this ability. First, he can only use this power outdoors, simply because using it indoors makes him more vulnerable to human factors weakening his ability. If he tried to make it freeze inside for example, one can still turn up the AC to make it hotter because the entire system would not be within his AoE.


Outside within his AoE, Asche is not able to create thunderstorms, just rain, hail or snow because thunder is a whole other part of science that his quirk does not extend to. Also, within the AoE, he can only manipulate plants already within the circle, which is what pisses him off about the desert. He may be able to grow plants himself later on, but he would need good book knowledge on plants that would thrive in the area before growing them for his advantage. He also can't control water, though he can make it rain, just because ground water is not really associated with a particular season.


While outside, Asche can only call upon the opposing season of the current season they are in. For example, during the winter, he can only emit summer and vice versa. This is due to mentality training of opposing forces, like yin and yang. As a result, he also hates the summer season because while he can use winter, that puts a time limit to how long he can use his power before it’s too hot that all his attacks and AoE just melts away.

His last price is more of the biological/mental factor involving his circadian rhythm. When he uses his quirk for too long, it starts messing with his nervous system in terms of telling the right season apart and he ends up with a dizzy spell. If he tries using his quirk at this point, it just renders useless until the dizzy spell goes away. As such, changes int he magnetic field can also affect the direction and season of his quirk and can confuse his sense of time recognition, but this might not always be a bad thing...
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Bryn

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Posts : 13
Join date : 2013-06-13

Character sheet
Shattered worlds groups: Harrogath
Fated:
Quirked :

PostSubject: Re: Quirks Sheet   Sun Sep 23, 2018 12:11 am

Quirk Name: Push and Pull
Quirk Type: Emitter
Quirk Descriptions: Gage has a large electromagnetic field surrounding him that on its own is very, very faintly pulling objects containing iron towards him. By pointing his arms in parallel with one another in a direction, he focuses that magnetic field between those arms to propel or attract everything with iron in it either towards himself or away. Typically, it is an attractive force unless he consciously directs it otherwise. The degree of force associated is directly related to how much of his arms are extended in parallel and the amount of iron present in the objects, a shorter distance is a smaller push or pull. His own mass has a lot to do with what goes where in regards to his Quirk, pushing on a wall will throw him away, pulling on loose change will throw them violently in his direction. At the moment, there is no such thing as a gentle push, or grabbing a particular thing.
Quirk Price: His arms in parallel at any point without his body in the way activates the field. There is no turning this off. It doesn't affect any other magnetic metal, just things containing iron. 

Quirk Name: Pull and Push
Quirk Type: Emitter
Quirk Descriptions: Demetria has no magnetic field around herself whatsoever; she is a total null. The reason for this is that her magnetic field (which is similar to her brothers but smaller and stronger) is a stationary point which she can throw like a marble to another location. Her ability to move things around is similar to her brothers in that things move in relation to the field, except that they cannot move with as much force as the field itself is smaller and cannot be focused as her brothers can.
Quirk Price: In being conscious of her own magnetic field as well as every other field in her vicinity, she's totally blind except for those fields. Her pull is also relatively weak, no matter her precision.
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