You live in an era where over eighty percent of the world's population have a superpower popularly called a Quirk and that number is rising by the day. You however are different, you were born different in a way beyond what's normal in this era of Quirks. You were more than one, you siblings had (To Be Added at a Later Time)
You live in an era where over eighty percent of the world's population have a superpower popularly called a Quirk and that number is rising by the day. You however are different, you were born different in a way beyond what's normal in this era of Quirks. You were more than one, you siblings had...
[ ] Wonder Quirks: You siblings have Quirks that only work when you're together. (May work if someone with a similar Quirk or a copy Quirk fills in for the missing sibling(s))
[ ] Melded Minds: You siblings share one mind between bodies. (Must be a Quirk with a mental aspect)
[ ] Conjoined Quirks: You siblings share one body conjoined at the hip, torso, neck, head, or brain. (Quirks can only be used through that sibling's body part)
[ ] Sequential Quirks: You siblings share one body and switch between bodies, Quirks, and minds when you transform. (Must have a transformation Quirk)
[ ] More-For-One: You are more than just two.
-[ ] Number:
-[ ] Type of Abnormality
[ ] Write in:
Author Note: So there is going to be another vote regarding draw backs-a power vs versatility vs control thing-and what exactly your Quirk is with some suggestions. I am kind of wondering if anyone can guess the inspiration I'm drawing from. Some are in the names some aren't. I'm personally hoping for Sequential Quirks with a Conjoined Transformation like a multi-headed dragon or a chimera or a mix of Melded Minds and Wonder Quirks. After the specifics of the Quirks are worked out we can work on the identities of the boyboy, boygirl, girlboy, girlgirl, or hermaphrodite and your family and friends or lack there of if you choose. I will veto More-For-One and Write ins that are too silly like having a twin with more bodies/minds than a country or less than 2 or some non integer, try to keep the number under 5.
[X] Conjoined Quirks: You siblings share one body conjoined at the hip, torso, neck, head, or brain. (Quirks can only be used through that sibling's body part)
More like Patry and William from Black Clover or Hulk, Devilman, Ranma 1/2, or Birdy the Mighty. It's doable with Sequential Quirks though Wonder Quirks might be more what you're looking for.
More like Patry and William from Black Clover or Hulk, Devilman, Ranma 1/2, or Birdy the Mighty. It's doable with Sequential Quirks though Wonder Quirks might be more what you're looking for.
[X] Wonder Quirks: You siblings have Quirks that only work when you're together. (May work if someone with a similar Quirk or a copy Quirk fills in for the missing sibling(s))
It's been almost 2 days, should I close up now or wait till the end of the week to see if more people join in?
Currently Sequential Quirks is in the lead with 3 and the follower up is Wonder Quirks with 2.
It's been almost 2 days, should I close up now or wait till the end of the week to see if more people join in?
Currently Sequential Quirks is in the lead with 3 and the follower up is Wonder Quirks with 2.
Close now, I'd say. More people will naturally join in the longer this Quest goes in, so updating often will definitely make it popular in that regard.
[X] Conjoined Quirks: You siblings share one body conjoined at the hip, torso, neck, head, or brain. (Quirks can only be used through that sibling's body part)
[X] Wonder Quirks: You siblings have Quirks that only work when you're together. (May work if someone with a similar Quirk or a copy Quirk fills in for the missing sibling(s))
[ ] Sequential Quirks: You siblings share one body and switch between bodies, Quirks, and minds when you transform. (Must have a transformation Quirk)
You are different, and in the eyes of society, different is not better. Different is at best interesting, a curiosity, something to point at and say the possibility exists. At its worst, different is to be scorned, vilified, hidden, erased. Luckily, you live in a world where everyone is different, what was once extraordinary became ordinary and dreams became reality. In this society of superhumans, you are not one of them, you are two.
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Voting Round Rules: Sequential Quirks was picked that means you get 2 Quirks and because this is going to get complex this vote is going to be by plan. Each sibling will get one Quirk and 4 points and 1 boon to distribute between power, control, and versatility. Drawbacks can be added for extra points or boons but you can only start with 0 to 6 points in any given category with a 0 needing a relevant drawback.
Power is how potent your Quirk is, if it's super strength it's how much you can lift, if it's fire it's the fire's heat density, if it's healing it's how quickly it can heal and how grievous injuries it can heal. Control is how much control you have over your Quirk, if its super strength its how much you can dial it back or push it over the limit, if it's fire it's how well you can shape it or keep it from burning things you don't want it to, if it's healing it's how well you can target what you want to heal and heal with the least resources used. Versatility is how much your quirk acts in ways it shouldn't, if it's super strength it's how much you can ignore things like leverage, if it's fire it's how many types of exotic flames you can use, if it's healing it's how far from the "blue print" of the target you can go. Copy Quirks that have lower stats than the original will either fail to copy the full effect or just not work depending on the circumstance.
Boons are things about your Quirk that affect you positively like a healing quirk keeping you in top condition passively or being able to heal by switching forms. Drawbacks are things related to your Quirk that affect you negatively like going into a brainless state when used, not having control over when it activates, or unusual scaring when used while injured. Boons and Drawbacks also have an intensity from 1 to 3 using earlier examples peak condition 1 would keep you from ever getting sick while 3 would work almost like an additional Quirk that would keep you at Olympian levels of fitness with the potential to reach even higher and power incontinence 1 would have fire come out their mouth when they burped while 3 would explode violently at random times without sign, reason, or warning.
[Ex] Plan: Twin Headed Heretic Dragon of Life and Death (does that sound Xianxia?)
-[Ex] [1] [Quirk] Dark Dragonification: Can transform into a winged dragon form with toxic erosion breath. (3/1/1) (AN: That's 3 power, 1 control, 1 versatility)
--[Ex] [1] [Boon] More Than the Sum of its Parts (1): By combining Quirks with your sibling, you are able to uses a pseudo 3rd Quirk that has the power, control, versatility, boons, and drawbacks of both Quirks and a similar theme. (Must be taken by both) (MTtSoiP 2 and 3 would give more Quirks so for example, Fire and Ice could get Steam, Red Ice, and Blue Fire with MTtSoiP 3)
--[Ex] [1] [Drawback] Power Incontinence (1): Your breath is toxic and sometimes get a little sick if they are around you all the time.
-[Ex] [2] [Quirk] Light Dragonification: Can transform into a winged dragon form with healing properties. (2/1/1)
--[Ex] [2] [Boon] More Than the Sum of its Parts (1): By combining Quirks with your sibling, you are able to uses a pseudo 3rd Quirk that has the power, control, versatility, boons, and drawbacks of both Quirks and a similar theme. (Must be taken by both)
--[Ex] [2] [Boon] Peak Condition (1): You've never gotten sick and your health is well above average.
--[Ex] [2] [Drawback] Targeted (1): There are people out there that want a piece of you, in your case literally as your body can be used as a healing agent. So far no one has crossed a line but sometimes you get looks you don't like, hungry looks.
-[Ex] [3] [Quirk] Twin Headed Dragon: Can transform into a two large headed dragon with healing (left) and fire (right) breath and a toxic constitution. (5/2/2)
--[Ex] [3] [Boon] Peak Condition (1): You never get sick and with your toxic constitution this proves to be a very good thing.
--[Ex] [3] [Drawback] Power Incontinence (1): You breath life and fire, you try not to breath too hard on people, well those you don't mean to.
--[Ex] [3] [Drawback] Targeted (0): People don't want toxic flesh? Who woulda thought?
--[Ex] [3] [Drawback] Too Many Chiefs (1): You're a bit uncoordinated, either both going for the same thing or both forgetting the same thing from time to time.
Have fun coming up with Quirks and remember to make plans. Remember Quirks aren't static and can grow if trained or pushed so stats can change. Feel free to make your own Boons or Drawbacks, they will be a big part of the characters.
[Boon] No Limit: (1) Your Quirk gets stronger the longer you use it, whenever you feel you're reaching the end you always find a little more. (2) You get what you give and then you can give some more. (3) You grow faster than you can spend.
[Boon] Heal Swap: (1) Slows deterioration from injures and afflictions and decreases recovery time when swapped out. (2) Stops all deterioration and rapidly heals when swapped out. (3) Instantly heals when swapped out. (Must be taken with a Transformation Quirk)
[Boon] Peak Condition: (1) You don't get sick. (2) You stay healthy and need less than others to achieve the same results. (3) With effort, you could become an Olympian and if you pushed beyond what normal humans could you would go farther.
[Boon] More Than the Sum of its Parts: By combining Quirks with your sibling, you are able to uses (1/2/3) pseudo Quirk(s) that has the power, control, versatility, boons, and drawbacks of both Quirks and a similar theme. (Must be taken by both)
[Boon] Unbalanced: Increase stats by up to 3. (Must be taken with equal [Drawback] Unbalanced)*
[Boon] Instructions Not Included: (1) People trying to use your Quirk whether by copying, stealing, or mind control will find it hard to use. (2) Other people trying to use your Quick will find it not working properly and painful to use. (3) Other people can't do anything with your Quirk.
[Drawback] Level Zero: (1) Your Quirk is weak compared to others and some will treat you as Quirkless. (2) Your Quirk is hard to detect and most people will just think you're Quirkless. (3) Your Quirk is undetectable even by those that have Quirks that affect other Quirks and not even you know what your Quirk is. (Can only take if you have a low power.)
[Drawback] Power Incontinence: (1) You Quirk will activate in consistent minor bursts with forewarning that can be directed or accommodated for. (2) Your Quirk will activate in predictable moderate bursts. (3) Your Quirk will activate in major bursts that are not predictable, directable, nor accommodatable.
[Drawback] Always Active: (1) Your Quirk can go to low power but it doesn't turn off. (2) You Quirk is always in use but you can push it further. (3) Your Quirk is always in overdrive.
[Drawback] Targeted: (1) People want you or your Quirk and will be a nuisance if they think it will give them a chance. (2) People are will to commit crimes to get their hands on you. (3) Some group is actively hunting you down to kidnap or kill you.
[Drawback] Too Many Chiefs: (1) You are uncoordinated with each other and often do the same thing when you should be doing different things. (2) You argue when you shouldn't and have trouble getting anything done with the other around. (3) You actively fight each other given the chance and won't do anything else until one of you has won or something gets in the way of your fight.
[Drawback] Special Needs: (1) You need something most humans don't and without it you will feel miserable. (2) If your need is not met, you are like a man in a desert without water. (3) If your need is not met, you are like a fish out of water.
[Drawback] Quirk Accommodations: (1) You need help or an unusual tool to do everyday activities. (2) You need a set of specialized tools to do everyday activities. (3) You need specialized facilities to do everyday activities.
[Drawback] Short Circuit: (1) Your Quirk will affect you mentally when used and make you more in tune with a certain emotion or mentality. (2) Quirk use will gradually shut down logical thought until higher level thought processes are inactive. (3) Quirk use will render you inactive and unresponsive. (This is a temporary thing unless you really push yourself)
[Drawback] Backlash: (1) Your Quirk causes discomfort when used to minor injuries when overused. (2) Your Quirk can cause minor injuries when used and moderate injuries when over used. (3) Your will cause moderate to severe injuries when used and may be fatal if used carelessly.
[Drawback] Slow Start: (1) Your Quirk takes a minute to start working at its peak. (2) Your Quirk takes a few minutes to start working. (3) You need to plan your Quirk use hours to days in advance.
[Drawback] Unbalanced: Decrease stats by up to 3. (Must be taken with equal [Boon] Unbalanced)*
[Drawback] Increased Caloric Need: (1) You eat over twice as much as someone your size would when physically active(Quirk use counts). (2) You eat over ten times as much as someone your size would. (3) You are always staving no matter how much you eat.
*if Unbalanced is taken with More Than the Sum of its Parts, Unbalanced is not involved in the calculations. Example, Quirk 1 (1/0/1) has [Drawback] Unbalanced (2) MTtSoiP (3) and Quirk 2 (1/1/0) has [Drawback] Unbalanced (2) MTtSoiP (3) with Quirk 3 (2/1/1), Quirk 4 (2/1/2) [Boon] Unbalanced (1), and Quirk 5 (5/1/1) [Boon] Unbalanced (3). Other boons and drawbacks would carry over.
I think I'll keep this one open till Saturday. I really need to expand the story post...
[X] Plan: Hugin and Munin
- [X] [Quirk] Psyker (Hugin) - Essentially a combination of (receptive) telepathy and telekinesis. Move things with the mind, and read other's minds. The range for both can be controlled, with a maximum of (idk) meters. As a physical consequence, this form has a pair of metallic antennae, resembling the antennae of old-fashioned FM radios - extending and retracting the range extends and retracts the antennae, with a maximum length of half a meter. The antennae extend out of a walkie-talkie sized block of reddish Bakelite where the ears should be, with a yellowish speaker that doesn't do anything on the upper half of them. (2/2/2)
-- [X] [Boon] Psy Hammer (1): Telekinesis can be used to directly boost the impact force of physical attacks without suffering the consequential increase of stress on the body, by the amount of force telekinesis is capable of. -- [X] [Drawback] Wideband Antenna (1): Within the range of use, telepathy picks up all thoughts of any sapient life, and focusing on an individual person requires actual focus. -- [X] [Drawback] Union of Mind and Body (1): The strength of telekinesis is dependent on both intelligence and physical fitness/health, not by practicing using telekinesis, which only improves control. Injuries and exhaustion negatively impact telekinetic strength. - [X] [Quirk] Memory Printing (Munin) - A two-part quirk. The first part is the ability to perceive the history of an object by touching it with all five fingers of either hand. Touching with both hands doubles the rate and/or volume at which an item's history is learned. By thoroughly examining the history of an object, it is possible to create a replica. The more familiar an object is, and/or the more in-depth an examination of it is, the more accurate in terms of appearance and durability it is. Relatedly, the more complex an object is, the more time, energy, and focus is needed to create a duplicate. As an example, a casual brush of a titanium/composite baseball bat would result in a low-poly bat with all the strength of balsa wood, but holding and focusing on it for several minutes would create a duplicate that would require a microscope to differentiate. If the object is damaged to the point of uselessness, it fades into nothing. The physical differences for Munin are much more substantial. This form looks, for lack of a better term, artificial - white hair, too-pale skin with slightly wrong texture, that sort of thing - on the human-like side of the Uncanny Valley and not in it, of course, but still robotic in appearance. (2/1/3)
-- [X] [Boon] Total Recall (1): Most people have to train, practice, and work to use the method of loci. For you, it's damn-near automatic. You still have to study, though. -- [X] [Drawback] No Off Switch (1): The first half of this quirk (item history perception) is always on, though the user can control how far back into an object's history they look. Using it on an item with a traumatic past is, well, traumatizing. -- [X] [Drawback] Low Read/Write Speed (1): Items with "substantial" amount of text or data, such as books, folders, or files on an electronic device require disproportionate amount of time to recreate relative to the mass of the ink and electrons that constitute said text or data, with the amount increasing exponentially with the amount of text or data.
@Zoosmelll what are the intensities of the drawbacks and boons on a scale of 1 to 3? Also for the second Quirk just make it do both reading and writing, the boon should be a positive thing that you get from having the Quirk like greater understanding of chemicals or structures or geometry or weapon use etc., and it needs to have a transformation aspect like the first one, even if it's just growing things(Ravens maybe?). You get 4 points and 1 boon to start with and then distribute them with extra points from drawbacks; It looks like all of your boons/drawbacks are intensity 1 but just want to make sure. Looks pretty good otherwise.