Quirk Statistics

In this Wiki, Quirks can be identified and judged by the three basic statistics listed here: Quirk Type, Quirk Range, and Quirk Class.

## Quirk Type

Quirks generally fall under one of five categories. This determines their capabilities, possible downsides, and overall compatibility with other quirks.

**Stockpilers:** Quirks that require a resource of some sort to be stored, at which point it is then used or converted into something to produce the quirk effect. Occasionally, these quirks may also simply hold the resource without further usage, but as a side-effect, a certain effect may occur, such as with the quirk Fat Absorption.

**Conditionals:** Quirks that can manifest an effect, but only if a condition, or conditions are met. These quirks are typically on the weaker side in terms of commonality, but the rare versions of these quirks just so happen to be VERY powerful, such as the quirk Overhaul.

**Transformation:** Quirks that allow a temporary change of form to the user's body. These quirks tend to be well balanced, and have no particular downfalls, with the exception of potential time limits. Examples of this include the Hardening quirk and Gigantification quirk.

**Mutation:** Quirks that are permanent physical changes to the wielder's body. They are a sort of "always active" ability that is as natural as one's hand or nose. Examples of this include the Tail quirk and Cat quirk. Occasionally, this quirk type can have variable uses, such as a dog-like face, with a larger wolf-like mode optional.

**Emitters:** Quirks that literally emit something, or some effect. These are the most simple types of quirks, as they require nothing but the user's activation to work. Examples of this include Air Canon, Blackwhip, and the Rivet Stab quirk.

## Quirk Range

A quirk's range will determine the effective uses it has. Commonly, the quirk's type will limit it's range, but special quirks can surpass said limit if the right conditions are met.

**Self:** Quirks that only operate directly on the user's body. Typically, Mutation and Transformation type quirks are restricted to this level of range, but Stockpilers can also demonstrate this.

**Touch:** Quirks that only work when the user makes contact with the target in question. Conditional type quirks tend to have this level of range.

**Close-range:** Quirks that can only be effective within a distance of 5 to 10 feet. Emitter type quirks are virtually the only quirk type with this kind of range.

**Mid-range:** Quirks that can only be effective within a distance of 20 to 50 feet. Emitter type quirks are the most common for this range, but Conditional type quirks can also demonstrate this.

**Long-range:** Quirks that can only be effective within a distance of 70 to 800 feet. Emitter type quirks are the most common for this range, but Conditional type quirks can also demonstrate this.

**Multi-range:** Quirks that can operate at multiple ranges without any direct downside. Oddly, Transformation type quirks are the most common for this level of range.

## Quirk Class

A quirk's class is a form of "rating", with F-class being quirks that are virtually (or literally) useless on their own, and X-class being quirks so powerful, they kill their users.

**F-class:** The lowest of the low. These are quirks that are so weak, they might as well not be a quirk. Examples of this include the Big Horn quirk, and the formerly useless Transfer quirk.

**D-class:** These are quirks that don't truly have good uses. Examples of this include the Third Eye quirk, and the Cat Ear quirk.

**C-class:** These are quirks that require talented wielders to have any decent effects. Examples of this include the Zoom quirk, and the unnamed finger lengthening quirk.

**B-class:** These are quirks that do have genuine uses, solely based on their effects. Examples of this include the Frog quirk, and the Search quirk.

**A-class:** These are quirks that are outright strong, with little talent needed to make use of them. Examples of this include the Explosion quirk, Super Regeneration quirk, and Hellflame quirk.

**S-class:** These are quirks that are verging on the side of God-tier powers, with potential so great, they tend to result in nation wide change. Examples of this include the Kinetic Capacitor quirk, One For All quirk, and All For One quirk.

**SS-class:** These are quirks that ARE on God-tier status, quirks that a person could barely hope to control. Examples of this include the New Order quirk, and Rewind quirk.

**X-class:** These are THE most powerful quirks, quirks so great that the average person actually can't contain it without their body failing. The most literal example of this is the Reaper quirk.