Board Thread:Off Topic / Fun and Games/@comment-38248322-20190311135038/@comment-38248322-20190314201824

Also, this is for people who just don't want to bother going into another wiki:

QUIRK TYPES:

Now that you know how quirks are formed and how people find out they have quirks, I will tell you about the types of quirks, types of quirks are what defines a quirk on a basic level, there are of course sub sections for each of these three types but we will get into that a bit later on.

EMITTER QUIRKS:

The first type of quirks and the most common by a wide margin, are Emitter Quirks, the Emitter Quirk type has the ability to either release certain substances or alter materials around them in a certain way. Emitter Quirks usually require a conscious effort to activate and some even require large amounts of concentration in order for them to remain active.

Emitter Quirks can also have a wide variety of ranges, while some require the user to have physical contact with something or someone to be able to use them, others can have much longer ranges with no distance restrictions.

While most Emitter Quirk users generally have a handle on their own production (production of something out of their body, like creation or tape) or discharge (discharge of shotos fire and ice or kaminari electric) of their Quirk, it’s also possible for users to hurt themselves from coming into too much contact with their quirk (such as with bakugos Explosion Quirk). In the case of generating substances, making too much too fast or for too long it can harm the user as they are using reserves from their own body, this can apply to all types of quirks that generate something using a person's body not just Emitter Type Quirks, although the emissions of Emitter Quirks can have avery wide variety. While some substances produced by Quirks have common properties like Cement, some are unique t the user, such as proprietors of Pop Off.

TRANSFORMATION QUIRKS:

Now you know a bit about Emitter Quirks we will be learning about Transformation Quirks, Transformation Quirks cause the user to take on a temporary alteration of some kind. Transformation Quirks allow the user to temporarily ‘transform’ their body in a variety of manner, sometimes enhancing existing features (Hardening)  or perhaps adding new features to their body altogether (Dark Shadow). Transformation Quirks usually affect the user exclusively, the only know expectations being Recovery and Meatball but this does allow for the chance of quirks that don't just affect the user.

Transformation Quirks usually require a close range proximity in order to fully utilize them in combat due to them usually only affecting the users body. Transformation Quirks are also the only known type quirk that can bestow the user attributes that they do not normally have.

Transformation Quirks also usually require a conscious effort by the user to ‘activate’ them, though most users can be trained to activate them reflexively (depending on the conditions required to activate their quirk) Although Transformation Quirks are often quite powerful, their biggest weakness is that their effects are often/nearly always temporary and overexertion of the quirk usually leads to negative repercussions for the user.

Because this type of Quirk combines the activation time and mutant shape aspects of the other two Quirk types, these quirks are often called Hybrid quirks. Transformation Quirks also seem to be the least common type of quirk.

MUTANT or MUTATION QUIRKS

Now we move onto our final but not least type of Quirks, Mutant Quirks. Mutant Type Quirks can have a wide variety of features and abilities depending on the individual but the common similarity seems to be that all  these Quiriks are apart of the users physicality. As a result of this,

these quirks are passively active (always on) but generally allow the user the greatest degree of control compared to the other two types of quirks.

Mutant Quirks cause the user to exhibit irregular features that generally have some sort of purpose to them, whether it be body alteration (Vines Quirk) or enhancing pre existing abilities (Engine), Mutant Type Quirks have the ability to channel certain aspects of their user through them, similarly to Emitter Quirks (Earphone Jack is a mutant quirk but allows for Emitter type aspects to be used).

While not necessarily always a weakness (such as with Pop Off) Mutant Type Quirks cannot be turned off and sometimes cause the user inconvenience due to their abnormalities, such as is the case with Ojiro and his Tail Quirk (which makes it difficult for him to sit or lay down) as well as Hagakure and her Transparency Quirk (which makes it impossible to see her reflection or show up in photographs).

While Mutant Quirks aren't as common as Emitter Quirks or as hard to find as Transformation Quirks we can assume they are in the middle of common but are the most easy to identifiable.

QUIRK SUB TYPES

Alright now that you know about the types of Quirks we are gonna quickly learn about the sub category that most quirks will fit into in terms of range/type (these category aren't official so don't quote me, this is just how I feel quirks fit into different areas based on certain aspects, this could help further development of your Quirk).

As for distance most Quirks have the normal categories, there is No Limit to the distance a Quirk can go (such as with navel lazer), there are long distance/long range quirks, there are medium range/medium distance quirks, short range/short distance quirks and of course there are contact quirks.

NLD (no limit distance) Quirks have about no limit on where they are able to go, this could be hitting something at a far range, NLD Quirks come in a verity of ways, these could be as quirks that don't directly hurt someone (such as erasure).

LD (long distance) Quirks can have a long distance of hitting things or just work well at a long distance from opponents, these quirks are usually good for more supporting hero roles, as they can keep pressure on opponents and the opponents may never be able to touch them.

MD (medium distance) Quirks can have a medium distance range when compared to small or long distance ranged quirks, they are also most likely only effective at medium range, they are useful for heroes who don't necessarily want to be right in the combat but still have options for supporting others, a good balance to a hero who wants to both help people and stop villains.

SD (short distance) Quirks only work at a short distance from the target or are only good for very close range combat, but no not always need to be used on contact, these are good for most battle based heroes, who want to take out enemies quickly.

C (Contact) Quirks only work on direct contact with someones body/some type of object, these types of quirks are usually very good for close combat fighters but these quirks much like NLD quirks are not always for combat, such as Zero Gravity.

Other subtypes can come under what the abilities of what a quirk directly does, such as quirks that use the elements, things like fire, water and electricity, these are all common types of quirks but can be very powerful depending on the quirk (such as with Hell Flame, the most powerful fire quirk we have seen), but this is not always the case with a lot of quirks.

Some come under offensive quirks, mainly quirks best used in combat. Others come under defensive, quirks when best used are better as a defense than anything else and Support which are quirks that are best used to help or support others in or out of combat (Whether this be someone else or yourself).

(Again, not my work, and this is public, so sharing is not an issue.)