Post by Crimson on Oct 27, 2020 18:06:53 GMT -4
» Quirk Types
1. General Quirk rules
Truepath uses four different types of Quirks that will be further discussed and explained below but the four types are: Emitter, Transformation, Mutation and Summon. You can also play a Quirkless individual but those characters can only be a civilian on this website.
Truepath is a freeform roleplay site, however to make the fights and interactions fair and fun we have some rules when it comes to making quirks and abilities. Your character does not have infinite stamina, and with that being said please make sure that you RP your character accordingly! They will get tired, they will get battered! So please play fair. For combat rules see our general information topic. For example see the example character sheet in character creation. These examples are based on the characters of the anime. Every quirk type gains 3 benefits that should be linked specifically to the quirk.
It is important to note that in general Quirks will always be seen as stronger than an ability of the same rank.
2. Emitter Rules
Emitter type quirks function by creating or controlling an element separate from the user through conscious effort., this means that they are not passively active at all times. Emitter type quirks can also have a wide range of properties and abilities making them very diverse.
Some Emitter type quirks can be long ranged, allowing the user to affect things at a distance, while others require physical contact. Some create or use naturally occurring materials and elements (such as fire or earth) while others create substances which do not occur naturally and are unique to the user (such as metals).
Every quirk type has its own challenges and drawbacks when being overused! You will be listing these in your character application as a minor exhaustion, and major exhaustion.
3. Transformation Rules
Transformation quirks function by temporarily altering the user's form, the way in which the user's form is altered varies from one quirk to the next. Some enhance already existing features, some grant new features to the user while others can grant the user a completely new form.
Much like Emitter type quirks, they must be activated to be used, but once they are active the changes they cause remain until the transformation is over.
Keep in mind that a transformation quirk should focus on the aspect of the change and thus should try to be different from emitter quirks.
4. Mutation Rules
Mutation type quirks function by permanently altering the user's body. Quirks of this nature grant a particular set of features to the user which become a permanent part of their biology. You do not need to activate a mutation quirk, as it's a permanent alteration to the persons' persona.
A more common type of drawback for Mutation type quirks is usually tied to the mutation itself, as the user's altered biology can cause them to have weaknesses not present in other humans or to be particularly susceptible to a certain substance or condition. Most Mutation type quirks cannot be "turned off" either, meaning that the effect they have on the user can sometimes be a hindrance in everyday life.
5. Summon Rules
A Summon type quirk functions similarly to the Emitter types. You must consciously activate your quirk to summon a creature or construct from your being or surroundings. The Summoner and Summon have 3 benefits that are SPLIT between the two. This means the Summoner can have 0 benefits and the summon can have 3, or the summoner can have 2 and the summon has 1. You can use any combination as long as there are only 3 benefits.
When called on, the summon reflects the current rank of the user and levels up simultaneously with them. However, when the Summon is called on, they rely on their own sets of abilities. The summoner’s abilities will NEVER be transferred to the summon This means that if the Summoner has a durability ability, but the summon does not, then the summon will NOT automatically gain durability from their summoner for any reason.
Summoner and Summon are two different entities, and their abilities must be ranked up separately. The only exception to this is the Quirk rank itself.
When you app a Summoner character make sure to add behind every benefit and ability for who it is. For example: Range (Summoner), Durability (Summon) and so on.
Truepath uses four different types of Quirks that will be further discussed and explained below but the four types are: Emitter, Transformation, Mutation and Summon. You can also play a Quirkless individual but those characters can only be a civilian on this website.
Truepath is a freeform roleplay site, however to make the fights and interactions fair and fun we have some rules when it comes to making quirks and abilities. Your character does not have infinite stamina, and with that being said please make sure that you RP your character accordingly! They will get tired, they will get battered! So please play fair. For combat rules see our general information topic. For example see the example character sheet in character creation. These examples are based on the characters of the anime. Every quirk type gains 3 benefits that should be linked specifically to the quirk.
It is important to note that in general Quirks will always be seen as stronger than an ability of the same rank.
2. Emitter Rules
Emitter type quirks function by creating or controlling an element separate from the user through conscious effort., this means that they are not passively active at all times. Emitter type quirks can also have a wide range of properties and abilities making them very diverse.
Some Emitter type quirks can be long ranged, allowing the user to affect things at a distance, while others require physical contact. Some create or use naturally occurring materials and elements (such as fire or earth) while others create substances which do not occur naturally and are unique to the user (such as metals).
Every quirk type has its own challenges and drawbacks when being overused! You will be listing these in your character application as a minor exhaustion, and major exhaustion.
3. Transformation Rules
Transformation quirks function by temporarily altering the user's form, the way in which the user's form is altered varies from one quirk to the next. Some enhance already existing features, some grant new features to the user while others can grant the user a completely new form.
Much like Emitter type quirks, they must be activated to be used, but once they are active the changes they cause remain until the transformation is over.
Keep in mind that a transformation quirk should focus on the aspect of the change and thus should try to be different from emitter quirks.
4. Mutation Rules
Mutation type quirks function by permanently altering the user's body. Quirks of this nature grant a particular set of features to the user which become a permanent part of their biology. You do not need to activate a mutation quirk, as it's a permanent alteration to the persons' persona.
A more common type of drawback for Mutation type quirks is usually tied to the mutation itself, as the user's altered biology can cause them to have weaknesses not present in other humans or to be particularly susceptible to a certain substance or condition. Most Mutation type quirks cannot be "turned off" either, meaning that the effect they have on the user can sometimes be a hindrance in everyday life.
5. Summon Rules
A Summon type quirk functions similarly to the Emitter types. You must consciously activate your quirk to summon a creature or construct from your being or surroundings. The Summoner and Summon have 3 benefits that are SPLIT between the two. This means the Summoner can have 0 benefits and the summon can have 3, or the summoner can have 2 and the summon has 1. You can use any combination as long as there are only 3 benefits.
When called on, the summon reflects the current rank of the user and levels up simultaneously with them. However, when the Summon is called on, they rely on their own sets of abilities. The summoner’s abilities will NEVER be transferred to the summon This means that if the Summoner has a durability ability, but the summon does not, then the summon will NOT automatically gain durability from their summoner for any reason.
Summoner and Summon are two different entities, and their abilities must be ranked up separately. The only exception to this is the Quirk rank itself.
When you app a Summoner character make sure to add behind every benefit and ability for who it is. For example: Range (Summoner), Durability (Summon) and so on.