recursal/Fanatic-Fandom huggingface dataset:
Vector Concerto

## Quirk Abilities

Vector Concerto allows a person manipulate fields of pure attraction or
repulsion. This can be done remotely, or be centered on the user. The
user's left side controls attraction, while their right side controls
repulsion. The areas being targeted with this quirk will first began to
glow a bright color before manifesting it's force.

## Quirk Limitations

The color of the field will change depending on it's attribute(Attract
and Repulsion, Purple and Green respectively). To be able to move
people, the user's Control Stat must be higher than the target's Power
Stat. If the user exceeds their limit, they will suffer a -3 stat grade
debuff in accuracy and a -1 stat grade debuff in power for the duration
of 2 posts.
Revving Chain

## Quirk Abilities

The user is born with tracks along their skin, from these tracks sharp
steel chains can pop out and move along the tracks at varying speeds.
The user can control how fast the chains move along their body and
isolate it to specific parts of their body as well. The chain can be
pulled off the body but must still be connected to the user's tracks in
some way shape or form to complete the chain circuit.

## Quirk Limitations

While the user can vary the speed of the chains, it usually take a warm
up period to get to max speed. If the chain is jammed then the user
cannot move it across their body. While the chain can be pulled, it
cannot be fired off or shot out as it is connected to the user's body.
And if it ever is removed forcibly causes extreme pain to the user,
resulting in a -1 Stamina Letter Grade Debuff.

Going over the limit causes a -2 stat debuff to the user's speed stat for 2 posts.
Mandrill

## Quirk Abilities

Individuals born with this quirk inherit abilities commonly associated with a proportionally sized male mandrill, such as, low-level super human strength, speed that rivals the average marathon athlete, above average stamina and astonishing durability. Users of this quirk often resemble a full-fledged mandrill due to their dense fur, colorful snouts and facial markings, lengthy fangs, blue rears and short tails. The User can reach B+ Power without enhancement .

## Quirk Limitations

Prone to quickly lose their temper, the users of this quirk display an aggressive, if not irrational, behavior towards even the most insignificant of predicaments, due to their nervousness and hasty judgement. When the user goes over the limit, the user of this quirk suffers a -1 stat grade debuff in Power and Accuracy for 2 post.
Spots

## Quirk Abilities

The user of this quirk gains an irregular skin pigmentation that can be
any solid color they wish besides black. Their body is also covered in
numerous large, perfectly circular spots that are completely black. The
user can peel these spots from their body and resize them. The spots act
 as "tunnels" through space that are linked. When the user resizes one
spot, another spot is also resized to the exact same diameter. This spot
 can be peeled off and moved or left on the body. The removed spots can
"stick" to the air or other surfaces and be moved by the user's mind,
only requiring physical contact for them to be removed and re-attached
to their body or a different surface.

Anything that comes into
contact with these Spots disappears, continuing its motion immediately
through the partnered holes, emerging from wherever its partner is. Each
 Spot functions as the entry/exit point for its partner.

**D**- 2 spots, maximum diameter as the user's head.
**C**- 4 spots, maximum diameter as 1 meter.
**B**- 6 spots, maximum diameter as 2 meter.
**A**- 8 spots, maximum diameter as 4 meters.
**S**- 8 spots, maximum diameter as 8 meters.

## Quirk Limitations

The Spot's size and the number of spots that can be in use at once increases as the user gains higher Control ranks.

Spots persist as long as the thread they are contained in.

Spots
attached to the user's body can only be so wide that it will not have to
 bend, I.E. if it is on your chest it cannot wrap around to your back,
regardless of the user's control rank. This prevents their own limbs
from being swallowed by the quirk.

Spots must be completely 2-dimensional, and cannot be bent around corners or round shapes.

The user cannot move while they are moving their Spots.

If
 the user goes over their limit pool their skin becomes itchy and starts
 peeling, causing their Stamina and Accuracy to drop by 2 stat grades
for 2 posts.
Super Banana

## Quirk Abilities

The person with the quirk is a banana with a face, akin to the image.

Their meaty inside can be eaten without any real harm done to them, as
it will regenerate, akin to how human hair or nails can be damaged
without significant repercussions. Their "real" body is the banana peel
(which has the face). Eating the banana will give the eater a super
boost in potassium and other important vitamins, allowing them to heal
stamina and moderate injuries.

## Quirk Limitations

The person with the quirk can hardly move.
Syringe

## Quirk Abilities

The characters fingers are like syringes, with their nails as long and
sharp as needles. The owner can use these to inject and and suck liquids
 of all sorts into and out of others and himself in different dozes. The
 nails themselves work as sharp claws as well.

A human requires 2 doses (5 fingers of liquid) to take effect, while creatures smaller than that take only a fingers worth.

## Quirk Limitations

Injecting liquid into someone requires skin contact. A creature bigger
than human will require a bigger dose, for it to take effect.
The
user can`t produce any liquids by themselves, besides their own blood
and spit. If the user goes over the limit, his fingers will clog up and
the liquid inside his fingers will go through his muscles, and -1 stat
grade debuff power for one post.
Hairy

## **Quirk Ability**

The user gains innate control over their hair, whether it be on their head, or elsewhere. They can grow it rapidly and use it for numerous purposes. The hair can become harder as rank increase.

## **Quirk Limitations**

The user of this quirk must keep their hair untouched and ungroomed due to its unruly nature. Cutting the luscious locks is this quirk's biggest drawback; if this happens, the user loses control of the detached hair.When going over the limit, the user of this quirk suffers a -1 stat grade debuff in all stats for 1 Post.
Hell Flame

## Quirk Ability

Allows the user to flawlessly manifest and control fire they manifest. The users has some sort of flame coating a portion or portions of their body, however it's cool to the touch. The user is seen to be able to freely manipulate where these flames are placed for accessorizing.

C-Rank enables the user to manipulate any flame

## Quirk Limitations

Water, Cold and Ice are the users mortal enemy. User suffers -1 letter grade against all water & cold, etc attacks. Tends to be hot-head and poorly tempered. Abusing this quirk and going over the users limit causes a -3 to speed and power for two posts.
Slow

## Quirk Abilities

The user can create slow time pockets bound by control and rank
technique. These pockets will slow everything that transverses through
it.(Extra -2 to Speed debuffs). However, the user is completely
unaffected by this quirk allowing him to achieve a pseudo-super speed.

## Quirk Limitations

When the user goes over the limit, the user
can't use their quirk for 3 posts and receives a -2 stat grade debuff to
 accuracy and speed for 3 posts.
Mimic Armor

## **Quirk Ability**

The user of this quirk has the ability to take on the physical attributes of other living creatures, taking the form of concentrated energy that surrounds the body. For example, the user could create a fully functioning monkey tail, or a turtle shell to protect the body. The energy takes on the properties of the copied limb, such as sharp teeth, or a sticky tongue.

## **Quirk Limitations**

The user can only mimic animals that they've seen in person, and the body part being copied has to cover a corresponding body part (No shark teeth attached to fingers). The mimicked body part scale in size to fit the human body, with the ability to become even larger (or smaller) at B rank control. The user of this quirk doesn't gain the exact physical power of the animals being copied, but can use them to augment their own strength (Gorilla arms doesn't provide gorilla like strength, but can increase the users strength somewhat). When going over the limit, the user of this loses the ability to speak normally, instead communicating in the sounds of the last animal copied for 2 posts, as well as suffering a -2 stat grade debuff in stamina for 2 posts.
Vacuum Fist

## **Quirk Ability**

The user is able to absorb airborne elements into their hands and expel them with great force. The element is condensed within their fist and can be released by opening their hand.

## **Quirk Limitations**

When going over the limit, the user of this quirk suffers a -2 stat grade debuff in Power and Accuracy for two posts. This is due to getting lightheaded and disoriented from the recoil of the burst, it is greatly discouraged to use anything above your limit because it can possibly break your limb.
My Hero Academia RP Wiki

## Welcome to My Hero Academia RP Wiki

A Wiki for the My Hero Academia Forum RP (http://myheroacademiarp.com/index/).

Welcome to My Hero Academy RP's wiki. The information on this board pertains to an ongoing RP/RPG set in the world of My Hero Academia which is completely open world.

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

## Directory

* Characters
* Official Enhancements
* Custom Enhancements
* Quirks
Devastating Breath

## Quirk Ability

The user of this quirk has the ability to release devastating energy and fire from their mouth and nose, which is done in 3 stages.

Stage 1: Mouth Or Nose transforms, growing in size and turning black.

￼￼Stage 2: The Energy charges within.

￼￼Stage 3: The Breath is released.

This takes 0.12 seconds.

## Quirk Limitations

After using the Quirk user has to wait 60 seci
Historia stosunków międzynarodowych

**Historia stosunków międzynarodowych** - przedmiot konkursowy, możliwy do wyboru w dowolnym semestrze studiów licencjackich (nie istnieje konieczność realizacji tego przedmiotu). Celem przedmiotu jest zapoznanie studentów z historycznymi korzeniami współczesnych problemów międzynarodowych.

Zajęcia odbywają się w formule przedmiotu za 3 punkty ECTS - wykład trwający 90 minut raz w każdym tygodniu (łącznie 30 godzin w semestrze).

Na studiach niestacjonarnych sobotnio-niedzielnych przedmiot ma wymiar 14 godzin.

## Zaliczenie

Przedmiot zalicza się egzaminem pisemnym, na którym można mieć ręcznie napisane notatki.

## Opinie o wykładowcach

Patrz opinie o wykładowcach - historia stosunków międzynarodowych.
Sofafication

## **Quirk Ability**

The user of this Quirk has the ability to modify parts of their body or all of their body into that of various sizes and kinds of materials and parts of them including being able to entirely become a sofa, empowering them with a naturally soft and almost cushioned like feeling when touched. Lowering into the "crab walk" pose allows the user to fully transform into a sofa, hiding their face until they talk... in which case, the back of the sofa will have their face.

In terms of combat utility, there's an obvious boon to their now cushioned body, however through latter uses the Quirk can be used to build static charge using their hair. Along with these two, leather surfaces to their cushions can allow them to rub and generate intense heat via friction or even smother a pinned opponent.

*Gains* a +2 to stamina while drenched in water and up to 1 post without being further doused. *Blunt strikes* (such as a club or punch) receive a +1 reduction when used on the user **in their base form**, while any blunt strike to their transformed sections will receive a +2 reduction.

## **Quirk Limitations**

The user can only support as much weight as they're physically capable of while transformed. When the user goes over the limit, they suffer a -2 stat grade debuff to Power for 2 turns. *Suffers* a -1 to Stamina when attacked by fire while transformed even partially until either the fire is extinguished and 1 post passes without reignition. And, though the user benefits from being drenched, they will suffer a -1 to Speed while benefiting from it.
Anvil

Kazue Minori

## **Quirk Ability**

Once activated, the users arms become molten rock, able to mend to any shape and form.

## **Quirk Limitations**

Staying in one form is not a problem, but continuing to create different forms can cause strain if one is not proficient in creating them. Due to it being rock, a shape or form may wear off in an hour. When going over the limit, the user of this quirk suffers a -2 stat grade debuff in Power for 1 Posts.
Push Puppet

## Quirk Abilities

The user of this quirk becomes like a push puppet in short. They have
the ability to segment their body with the different segments connected
by a "rope". So if a user were to try to reach a far off object their
arm would seemingly break apart into segments, (Hand, forearm and elbow)
 with each segment connected by a "Rope". This also allows for a great
degree of flexibility.

## Quirk Limitations

If the user goes over the limit, it stay
immobile in a broken pile of yourself for 2 post. Limbs can leave the
body in accordance with AOE limits in techniques and deliberately body
parts to fall to the ground.
Fusion-HA

## **Quirk Ability**

****This is the only Tier 1 that two people are allowed. The user of this quirk is granted amazing powers, but they are unable to use them by themselves. They are filled with a compulsion to find the right person to share their powers, and in order to fuse with them and share their energies, they must perform a fusion ritual. The user of this quirk feels an overwhelming urge to lick their desired partner's elbow and they must convince their potential partner to lick their elbow simultaneously. This will complete the fusion.****

 ****When connected the user's LP Pools are combined, but their LP regeneration is determined by the higher of the pair's control rank. They can maintain their form for a maximum of **ten rounds**, and LP is half the cost of the higher part of the pair's control rank. (e.g. D-Rank fusion costs 5 LP). *Techniques used while in this form cost full LP*.

When Transformed, the user combines together and is able to use both of their quirks. As well as this, their stats are averaged as their base (e.g. D-Rank + B-Rank = C-Rank), and then they receive a +2 in all stats. They fuse into a mixture of each partner's features, but become that much more youthful. To literally top it off, the user’s hair loses color and goes blonde before twisting to a point like the bud of a flower.

(The user of this quirk is given Double Whammy for FREE, but only is allowed to pick up to a T3. The T5 may be custom claimed without using your custom slot)****

## **Quirk Limitations**

****All limitations from other quirks apply in addition of the Fusion-Ha effects. After a transformation, the users are unable to transform for two post rounds and take a -1 stat grade to stamina and speed for 2 posts. Upon breaking their limit pool, the users both defuse, suffering not only the de-fusion debuff, but an additional -2 stat grade debuff in stamina and power for 2 posts. The owner of the quirk, not the partner, is the only one able to initiate the fusion. *The participants of this quirk cannot stack double whammy enhancement.*****
Healing Spit

## Quirk Abilities

The user's saliva has healing properties. When the user's spit comes in
contact with a physical injury (cuts, bruises, broken bones, etc.) it
heals said injury. Takes one (1) post to heal minor injuries, two (2)
posts to heal major injuries, and four (4) posts for critical injuries.
The user's spit is also sparkly.

## Quirk Limitations

User must be able to produce the saliva. Saliva must come in contact
with the injury to heal it. The user can use this ability twice (2x) per
 thread before having to re-hydrate. Add one (1) use per thread every
time the user ranks up in Control. (ex: **D**->**C**, **C**->**B**, etc.)
When the user goes over the limit, the user of this quirk suffers a -2 stat grade debuff in Stamina for 1 post.
Olette B

Defense Burst P Plus +4

Augmente la défense d'Attribut de Force de 1 tiers pour 2 tours. Soigne légèrement.

Olette B est une Médaille d'Attaque évenementielle.

Olette B peut être combiné avec Pence B, Hayner B et trois Sea-salt Ice pour créer Hayner & Pence & Olette.

Olette B est obtenable dans Union Cross.
Ether

## Quirk Abilities

The user can turn parts of their body into smoky wisps of energy unable to affect or be affected by the environment in any way. Though they can still perceive the world around them. The ethereal substance can be controlled freely but it must remain in contact with a solid portion of the user's body.

How much of themselves the user transforms and for how long depends on the technique rank used. How far the wispy tendril can reach also follow standard technique ranges.

D=10%, 1 post
C=20%, 2 posts
B=30%, 3 posts
A=40%, 4 posts
S=50%, 5 posts

LP must still be expended to maintain the transformation past the first post.

If when becoming tangible again, the user's body would intersect with another solid object, the two are separated in a non-destructive fashion. If inside a wall, the appropriate body part will materialize outside of it, taking the shortest route. If a loose object inside the user, that object will get pushed out.

## Quirk Limitations

May only use one intangibility technique at a time.

When going over the limit the user's form grows unstable making them feel faint and powerless. -3 penalty to Strength and Stamina for 3 posts.

The user can feel uncomfortable sensations flaring up in various parts of their body momentarily. This is because sometimes parts of them may flicker between states.
Earphone Jack

## Quirk Abilities

The user of this Quirk has long headphone jack-shaped earlobes that can
transmit the sound of their heartbeat, and raise the volume to explosive
 levels. The jacks can be freely manipulated as part of the users body,
and plugged into other objects and channel the sound into them, causing
destructive vibrations. It also allows the user to pick up very faint
sounds (raises Accuracy cap to B+).

## Quirk Limitations

The jacks can only stretch up to 5 metres in length. When going over the
 limit, the user suffers temporary hearing-loss and headaches, causing a
 -2 stat grade debuff to Stamina and Accuracy for 2 posts.
Blessing of Kings

## Quirk Abilities

The user is able to mark any non-living item, causing it to shine
golden light and the user to visibly grow in height while in contact
with the item. While the quirk is in effect, the material rank of the
item increases by a letter grade and the user's power and speed increase
 immensely depending on control rank:

**D** - Rank: The marked item has a noticeable golden hue to it, and the user increases in size by about 10%. +1 to Power and Speed.

**C**
 - Rank: The marked item's texture resembles that of well-polished gold,
 and the user increases in size by about 20%. +2 to Power and Speed

**B** - Rank: The marked item begins to shine a golden light, with the user increasing in size by about 30%. +2 to Power and Speed.

**A** - Rank: The marked item radiates golden light, with the user increasing in size by about 40%. +3 to Power and Speed.

**S**
 - Rank: The marked item radiates a blinding golden light, with the user
 increasing in size by about 50%. +4 to Power and Speed.

## Quirk Limitations

While an item may remain marked if the user is not in contact with it,
it will lose its special appearance and letter grade buff, along with
the user getting no benefits from the quirk. If the user marks a new
item, whatever previous item had a marking loses it, as the user is only
 allowed one marked item at a time. The item's radiant glow can often be
 a liability, especially at higher ranks, as it is usually quite obvious
 and near impossible to hide. The user may also only mark a new item
once per IC day (ie, about once per SL), however they may also opt to
bring in a marked item at the beginning of an SL effectively giving them
 a maximum of two marked items per thread. If a marked item is broken
during a SL, however, then the one IC day cooldown immediately goes into
 effect, even if the user has not marked an item during that thread.

Overuse causes the user's hands to blacken, causing a -2 change to power.
Hands of Vulcan

## Quirk Abilities

User wields complete mastery over metal and is
able to change its properties (Shape, Density, Mass, Weight, Color etc.)
 at will. The hand skin will change color depending on the technique.

## Quirk Limitations

The user MUST be in contact with a metal to
manipulate it. The metals will revert to their original properties (but
not shape) after 2 posts of not being in contact with the user. They
will also revert if the user loses consciousness. The user is also not
able to generate matter out of nothing, therefore when increasing the
mass of an object without another source of metal available, the density
 will decrease, and vice versa. If the user goes over the limit, the
user's hands will began to rust disabling the quirk, and suffering a - 3
 stat grade debuff to Stamina for the duration of two posts.
Stone Body

## **Quirk Ability**

The user’s body transforms into liquid stone. The user can draw stone from outside sources to become larger and more powerful. The user no longer needs food for subsistence and feeds off stone. Allows for B+ endurance.

## **Quirk Limitations**

The user is weak against ice and plant based attacks, and is ineffective against non stone substances. If the user breaks their limit, their body takes a human form and is unable to control stone and takes a -2 stat grades to all stats for 3 turns and is unable to use their quirk until the cooldown is finished.
Self-Aquakinesis

## **Quirk Ability**

The user of this quirk has the ability to psychically manipulate water particles secreted from their pores and liquidize their own body. They can control how the liquidized particles are shaped and their size. The temperature is always the same as the user's body temperature.

## **Quirk Limitations**

Concentration is a must in order to perform the act. They must be fully hydrated. They can only control the water particles of their own bodies. The ability to liquefy their limbs do not extend to their clothing. Can be slowed by oil and dehydrated by fire. Highly susceptible to electricity. When going over the limit, the user of this quirk suffers dehydration, and a -2 stat grade debuff in Power and -2 stat grade debuff in Stamina for 2 Posts.
The Forge

## Quirk Ability

Ability to produce a hot molten metallic substance from their skin and shape it using their hands. This substance may be used in its hot state and left to cool off on its own naturally, or be cooled off immediately by the will of the user and shaped into a useful metallic object.

The user gains 50% resistance to fire-based attacks.

## Quirk Limitations

Although heat in general does not inconvenience the user as much as normal, the constant use of this ability heats up their body and consumes the very water that constitutes it, making it necessary for them to drink water and other various water-based beverages all the time. When going over the limit, the user of this quirk suffers from extreme dehydration and by consequence gets a -2 stat grade debuff in both Power and Speed for a minimum of 2 posts, and until they get access to some decent amount of water.

Items do not last longer than the thread unless paid for in the dump. Item material strength created cannot be higher than the users control rank. The user must sustain every creation using LP, otherwise the creation deforms into liquid metal.
Bird of Prey

## Quirk Abilities

The user is born with traits of a hawk -- They have thick feathers all over their body and wings on their arms as well as tail feathers and a beak on top of their mouth. They have enhanced eyesight and hearing, raising their Accuracy stat cap to A+. Their feathers are packed quite tightly and are great at retaining heat, giving them +3 stamina resistance to cold-based attacks. They still have hands on their arms under their feathers -- but they have to lock the muscles up in order to fly, as well as clawed Talons instead of feet.

## Quirk Limitations

The feathers, while good at holding in heat, suck at dissipating it. They're also great conductors, so the user has -3 Stamina in regards to Electricity and Heat attacks. When going over the limit, their eyes and arms get tired, resulting in -2 Stat Grade in Speed and -2 Stat Grade in Accuracy, and losing the ability of free form flight, for 2 posts. The user also has a desire to hunt small rodents and fresh fish using their talons they have on their feet.
Splitting Image

## Quirk Abilities

The user of this Quirk has the ability to shape and create clones of
themselves out of solids they are touching, by shaping them into either
full copies of the person or partial copies. As the user's control rank
increases, they may also alter the size of these clones (though they
must remain proportional to the user)

These clones are
functionally independent and are virtually identical to the user, even
in partial form, in spite of their material. Their physical capabilities
 are also similar to the user, however they maintain the physical
properties of the material they are made from, which in turn affects
their physical abilities. For example, a concrete clone would be
stronger and more durable, but also slower and heavier.

## Quirk Limitations

There must be enough of the material to create the clone. Whilst the
user must not utilize all of the material, they need to use an
equivalent volume of the material to the amount needed to form the
clone(s) of that technique.

Although the clones do share the
goals and objectives of the Quirk's user, they also have rational fears
based on their composition. For example, a wooden clone would be afraid
of fire, or a concrete clone would be afraid of drowning.

There
is a limit to the number of clones a person can have active. Starting at
 D-Rank, the user can have 5 clones active at once, going up by another 5
 every time their control rank increases. Partial clones and clones with
 a different size count as using more/less clones, depending on their
nature (number of clones should be stated in technique description). A
technique can not produce more clones than the maximum at the equivalent
 control rank.

Clones must be made of solid materials, i.e.
concrete, wood, sand, metal, etc. They can not be made out of any other
state of matter. The user must be touching said solid, although the
Quirk also works through clothing. Clones can only be of the Quirk's
user.

When the user goes over the limit, they suffer a -2 stat grade debuff in Stamina for 2 posts.
Mr. Balloon

## **Quirk Ability**

The user can inflate their upper body like a hot air balloon by breathing deeply through their mouth or \*krhm\* their rear, making themselves lighter in the process. the amount they can grow, and the sturdiness of their skin grows with control rank.

## **Quirk Limitations**

This doesn`t equal growth in muscle mass. When breaking the limit, the user immediately deflates into a smaller form, and takes a -2 stat grade stamina debuff.

If the users body is punctured, any attacks which require them to be "inflated", will require + 5 lp to maintain. initial cost stays the same.
Negative Being

## **Quirk Ability**

The user works in the realm of reverses. When meeting a person with a quirk you gain an understanding of it and grasp its fundamentals. From here the user can reverse these quirks effects. (e.g. Fire to Ice, Speed to slow, etc.)

## **Quirk Limitations**

The user must first be hit by another quirk to understand it. From there, the can use its "copied" quirk's opposite for the next 24 hours. If you have not been affected by another person's quirk in the last 24 hours, the user is essentially quirkless. When going over the limit they lose the quirk they were copying and the user of this quirk suffers a -3 stat grade debuff in power and -2 stat grade to accuracy for 2 Posts.

The user can only use the reverse techniques the target holds. If the technique isn’t applicable to the scenario it cannot be used.
Theft Salon

## **Quirk Ability**

Allow the user's hands to make a 'mask' of the person's facial appearance down to a single cell and allow it to place it over their own. That is true nature of the quirk it literally copies the cell's of the opponent and merges them with the user. Swapping features between herself and a willing participant is bit more difficult, but is possible if the user is strong enough. While hair is possible to 'copy' but has a shorter 'lifespan', but key to a disguise.

## **Quirk Limitations**

The user has to physically keep contact with the opponent's face for a 'mask' to be made. If 'swapping' her features with her own any damages inflicted will be transferred I.e Weak eyesight=her own eyesight weakened. Quirk less effective when 'copying' hair as it deals with 1000's of individual parts instead of a 'single' mask.

Going over the limit scrambles the user's face, inflicting a -2 stat grade debuff in Accuracy for two posts.
Draconic Visage

## **Quirk Ability**

The user is, for all intents and purposes, a dragon. When they were born they were human appearing baby, except for their scales. As they matured they began to mutate physically and will continue to do so throughout their lives. Giving in to the draconic mindset speeds up the mutation, and gives more power, however it also means the user is more prone to losing themselves in a frenzy.

## **Quirk Limitations**

If a user goes over their limit, they temporarily lose all rationality. The higher their control rank (their progression into being a dragon) the longer the mindless rage lasts. When the user goes over the limit, the user of this quirk suffers a -3 stat grade debuff in Power and -3 stat grade debuff in Stamina for 2+X post. (D-rank Control X=1,C-rank Control X=2,B-rank Control X=3 etc....)

The body warping prevents the user from using most modern conveniences, and wearing any non-custom clothing. The stomach becomes vulnerable after B-rank, counting as a weak point. Forcing water into the mouth of the dragon prevents an accurate mixture of the flammable oil, preventing the use of fire.
Modification Medicine

## Quirk Ability

The user is able to create within themselves any hormone in excess, mix and match them, and release the result through their hands. These hormones are absorbed through the person of anyone they touch, including skin, hair, unarmored clothing, etc. This allows them to bestow miraculous fortuitous effects, or disastrous chemical disturbance within any given subject with as simple as a touch. This also tends to have exaggeratedly weird physiological effects, such as making people inarguably swole, hot swapping visible genders, burning loads of fat quickly, suddenly building up loads of fat, and others.

## Quirk Limitations

No physiological effects can be directly offensive (no corrosion or loss of important limbs), nor are any of them permanent without permission, and may end at any point after the buff or debuff ends.

-They may only release the hormones through their hands.

-Should they go over their limit, they will suffer from a hormone imbalance, throwing their mood for a loop, and When going over the limit, the user of this quirk suffers a -1 stat grade debuff in all stats for 2 Post.
Shadow Matter

## Quirk Description

### Known Users

Nathaniel Ikeda MorrisKuroko Tetsumi

Kenshin

Kimiko "Kimi" Ishihara

## Quirk Abilities

This ability allows the user to manipulate the innate shadow matter that
 is found in shadows to shape for close combat, shields to block attacks
 and ethereal blades that can be used for attacks or thrown.

## Quirk Limitations

- Initially, needs to touch a shadow first to create constructs.
- There must be a light source present to create a shadow.
When
 the user goes over the limit, the user of this quirk suffers a -2 stat
grade debuff in Speed, -1 stat grade debuff in Accuracy and Stamina for 1
 post.
Sphere Sorcerer

## Quirk Abilities

Put simply, the user is able to change the shape of matter into spheres
by physical contact, even if its organic. Animals/complex organisms are
only slightly inconvenienced by this, they will only slightly bend, and
will return to normal quickly. Initially, the user is only able to do
this to solid objects. Appearance wise, the user has more rounded
features as opposed to angular as is present in the average human.

At B-Rank Control, the user can sphereify liquids at melee range, and spherify solids at short range.

At A-Rank control, the user can spherify gasses at melee range, spherify liquids at short range, and solids at medium range

## Quirk Limitations

- The less rounded something solid initially, the harder it is to change
 regardless of control rank. For liquids and gasses it depends on their
volume/amount
- When going over the limit the user of this quirk
suffers from temporary vertigo as they end up becoming slightly more
round than usual as well as a -2 stat grade debuff in Stamina for 2
posts.
Carper Manipulation

## Quirk Abilities

Ability to manipulate carpet which resides around them. People with this
 quirk find their hair puffy and similar in type to a Raggedy Ann doll.

## Quirk Limitations

Carpets burn extremely easily, not to mention become heavy and difficult
 to move when used to absorb liquids. When over the limit, the carpet
does not take commands from her, and she herself will develop wavy and
wiggly state. When the user goes over the limit, the user of this quirk
suffers a -3 stat grade debuff in Stamina for 1 post.
Humility

## Quirk Ability

The user, when fighting out numbered or to protect those weaker than them (lower Control Rank) gains a +1 letter grade to all stats and the ability to "push" air.

## Quirk Limitations

Keep in mind, your body is a temple. If the user goes over their limit they gain a -2 stat debuff in speed and stamina for one post. Compelled to find the user of Virtue, destined to fight the Sins. Only One User can have this quirk.
Search

## **Quirk Ability**

Search allows the user to monitor and observe people, including their location and weak points. The amount of people the user can monitor at a time depends on the user's limit pool. The user can monitor one person, for 5 limit each. So if they have a 25 limit pool, they can monitor up to 5 people at once. This carries on even after the SL, unless the user deactivates it, or gets knocked unconscious. The user must make skin contact with the target.

## **Quirk Limitations**

When going over the limit, the user of this quirk suffers a -3 stat grade debuff in accuracy for 2 Posts.
Deflection

## Quirk Abilities

The user's body is able to exert significant push on anything they are
touching. The force which they can muster depends on their control:

**D**-Rank
 - A push strong enough to push 'trained' people (D-Rank power) a few
meters back, and knock 'untrained' people (E-Rank power) down.

**C**-Rank
 - Strong enough to push 'peak' humans (C-Rank power) a few meters back,
 knock down 'trained' people, and send 'untrained' people flying.

**B**-Rank
 - Strong enough to push 'enhanced' humans (B-Rank power) a few meters
back, knock down 'peak' humans, and send anyone D-Rank power and below
flying.

With the same general pattern following for **A**-Rank and **S**-Rank control.

## Quirk Limitations

Following with the Laws of Physics, this power has a recoil effect, and
the user will also be pushed with a similar force. Meaning, depending on
 the usage (ie using a push to the extent of the user's control rank on
something directly in front of the user) the user is liable to be pushed
 in a similar manner depending on the user's power stat, using the above
 explanation of the strength of the push to determine its effect on the
user. Overuse of the quirk will result in exhaustion, resulting in a -2
debuff to stamina.
Telepath

## **Quirk Ability**

Telepath allows the user to advise and instruct multiple people at once using telepathy. However, the telepathy is a one-way communication, as they cannot hear others' thoughts or responses. The user must touch heads with the target at least once before being able to communicate.

## **Quirk Limitations**

When going over the limit, the user sharp ringing and headache clouding their telepathy. Messages become incoherent for 2 posts.
Bio Battery

## Quirk Abilities

The user of this quirk is capable of absorbing electricity and storing
it within themselves via a pair of metallic protrusions at either side
of their neck. This energy can be use to buff the user's abilities or
discharge outwards via the skin. Because of their unique body structure,
 this quirk also grants its user with a +3 stamina resistance to
electrical attacks.

## Quirk Limitations

In order to make any use of their quirk at all, the user is required to
absorb electricity from an outside source, preferably a readily
available one if they need to use their quirk for an extended period of
time. Absorbing too much electricity will overload their muscles,
stiffening them uncontrollably to the point of paralysis for 1 post.
When the user goes over the limit, the user of this quirk suffers a -3
stat grade debuff in Speed for 2 post.
Psychokinesis

## Quirk Abilities

Otherwise known as Telekinesis, the user has the ability to manipulate
matter with the mind. By focusing their minds they can lift objects,
launch psychic attacks, and much more depending on the mental prowess of
 the user. Despite being a psionic ability, this quirk in particular is
more offensive than its other similar counterparts.

Visually
speaking, when a user influences an object, person, etc, an aura of
color will coat the object corresponding to the users nature.

Attacks
 that do not influence an object (such as psychic blasts,pushes, etc)
have an odd, water like effect. This rippling effect is similar to that
of water in the distance on a very hot day effectively causing odd
refraction in the attack itself.

All techniques from this quirk
have some type of visual queue, regardless of the type of attack
(projectile or otherwise). Either an aura of color or a watery
refraction like effect surrounding the attack itself.
The Psionic energy used by this quirk when used as an attack or defense, manifests itself as a physical mass.

## Quirk Limitations

All techniques originate from the user, and therefore cannot suddenly
manifest itself elsewhere without having traveled there from the user to
 its destination.
Despite being a psionic ability, the user of this
quirk has an odd inability to infiltrate or directly affect the mind of
others. Meaning abilities like Telepathy and similar mental altering
abilities are not possible as they have an incapability of matching the
targets mental matrix.
When going over the limit, The user suffers -3
 to Stamina and -3 to Accuracy for two posts while their sense of focus
and mental acuity regains its composure.
Komisja ds. Akademików

**Komisja ds. Akademików**- stała komisja Prezydium Samorządu Studentów. (...)

## Zadania

Przydzielanie miejsc w akademikach studentom.

Wsparcie mieszkańców akademików w rozwiązywaniu ich problemów.

## Kadencja 2018/2019

* Tomasz Kotwica - przewodniczący
* Tomasz Pszczoła - wiceprzewodniczący
* Dominik Trznadel - członek
* Maksim Vasilevich - członek

## Kadencja 2017/2018

* Tomasz Kotwica - przewodniczący
* Anton Pavlov - członek
* Dominik Trznadel - członek

## Kadencja 2015/2016

* Magdalena Dubiel - przewodnicząca

Plik:Stub.svg *Ta strona to zalążek artykułu. Możesz pomóc SGH Wiki **rozbudowując ją**!*
Metody analizy decyzji

**Metody analizy decyzji** - przedmiot związany z kierunkiem metody ilościowe w ekonomii i systemy informacyjne, realizowany na studiach pierwszego stopnia. Celem przedmiotu jest nauczenie, jak wykorzystywać metody ilościowe do wspomagania decydenta w wybranych klasach problemów decyzyjnych występujących w rzeczywistości, a jednocześnie jak uwzględniać uwarunkowania behawioralne występujące w procesie decyzyjnym.

Zajęcia odbywają się w formule przedmiotu za 3 punkty ECTS - wykład trwający 90 minut raz w każdym tygodniu (łącznie 30 godzin w semestrze).

Na studiach niestacjonarnych sobotnio-niedzielnych przedmiot ma wymiar 14 godzin.

## Zaliczenie

Przedmiot zalicza się egzaminem pisemnym składającym się z kilku zadań (podobnych do zadań z nieobowiązkowych prac domowych)

## Opinie o wykładowcach

Patrz opinie o wykładowcach - metody analizy decyzji.

## Linki zewnętrzne

* Wykłady i prace domowe

**\*** przedmiot ten należy zrealizować na III semestrze
Bookworm

## **Quirk Ability**

The user gains the ability to temporarily understand the contents of a book simply by holding it. At higher ranks, the user can retain information for longer after losing contact with the book.

## **Quirk Limitations**

The main weakness is that the user cannot read normally. The user can only keep the information for a limited amount of time after letting go of a book (D rank - 1 post, C rank -2, etc.) If the user has books on their person going into a thread, they must be listed as such on the users first post, otherwise the text must be found within the thread, and must be reasonable (Don't go into a bank expecting to find a book on safe cracking just lying around. Attempt to abuse at own risk.). Overuse of this quirks causes the user to undergo temporary amnesia (1 post), as well as debuffing accuracy by -2.
Black Lightning

## **Quirk Ability**

This quirk permanently mutates the users heart making it bio-mechanical. The user gains the amazing ability to store and discharge electricity they acquire from any technological devices. They can freely surge this throughout there body and expel it, but are unable to control it once it leaves their body.
Can achieve S+ Speed. Extra resistances to electrical attacks.

## **Quirk Limitations**

When the user goes over the limit they lose all the electrcity stored and the user of this quirk suffers a -3 stat grade debuff in Speed and Accuracy for 1 post. (Note:Users with this Quirk MUST have odd physical appearances such as wires in the hair. A bit of constant crackling static, charred skin. Lighting pupils, no iris.Etc.)
Imaginative Spectrum

## Quirk Abilities

The user is capable of putting their imagination into inanimate objects
that are practical, for example if the user were to have a shark mask
they could give it the properties of actual sharp shark teeth and could
control it by will. In other words the user can make fake items act like
 the real thing. Also, since this quirk requires real items while the
minimum usage required is D tiered any item automatically gets an
effectiveness rank of one grade higher than the user's control so.
D-> C and so forth, but only when the user is actually USING a technique.

## Quirk Limitations

(Obviously, you need actual items to put the quirk to use) Whether or
not the user has a vast imagination or not their quirk also works based
off of authentication, so even if the person were to have a "fake nuke"
it would simply only be the shell of said nuke, the quirk works best
with obvious items such as a baseball bat that is actually a balloon.
Going over the limit gives -1 to accuracy and -1 to speed.
Night Feathers

## Quirk Abilities

From dusk till dawn the user gains +1 to Power and Speed and +3 to accuracy and may transform in a man-sized owl with all the associated abilities a normal owl would have. Owl species is determined by user during character creation.

## Quirk Limitations

During the day the user receives -1 to Power and Speed and will overall be very sluggish, as well as being unable to transform into their owl form. A limit break occurs when a user attempts to remain in/take on owl form after sun has risen and gives -2 to stamina for 2 posts.
Paper Master

## Quirk Abilities

The ability to manipulate paper and various paper based products
(napkins, cardboard, Dry Leaves) in various ways. Including density,
shape, and form. A paper master can alter the density and sharpness of
paper to a near molecular point making for a very effective cutting
weapon. Manipulating the paper into a swarm can also make for a very
effective smoke screen.

Incredibly skilled paper masters can
also make semi-autonomous Origami sculptures, though they have an
incredibly short lifespan and have little application in combat.

## Quirk Limitations

The two obvious limitations to this power are the two biggest weaknesses
 that faces paper in real life. Water and Fire. A Paper master up again a
 Fire or Water Based quirk has only two options, finish the fight
quickly, or run. Because once all your paper is burned up or a soggy
pulp, it's game over.

It also requires an incredible amount of
mental concentration to use the power to it's full ability. If
concentration is broken, or the paper master loses his cool, the pieces
of paper hard as steel will revert to their original density, and not be
 very effective. It's like flexing a muscle, you have to be aware you're
 flexing it as you use it.

Also, a paper master usually needs to
 carry the source of his or her power along with them. The less paper
one has, the less effective he or she is. Though with the element of
surprise and creativity a paper master can use anything since paper is
everywhere. Something as simple as a magazine or a roll or TP can be
incredibly useful

When the user goes over the limit, the user of
this quirk suffers a -3 stat grade debuff in Power and -2 stat grade
debuff in Speed for 2 posts.
Pyrokin

## Quirk Ability

The quirk allows the user to generate and cover themselves in fire, allowing them to shape/shoot it as they see fit.

The user gains 50% resistance to fire-based attacks.

## Quirk Limitations

The user is forced to always have flames on some part of their bodies at all times, and must cover themselves in flames in order to user their ability. Being wet or in rain decreases power of the flames giving the user a - 2 letter debuff in strength. When going over the limit, the user of this quirk suffers a -4 stat grade debuff in Power for 2 post.