This is heavely WIP, since I haven't had much time to write it. Still missing history and some personal details, but I wanted to focus mainly on making his Quirk fair and square, and well detailed.
Ps: Don't let google fool you. Speculo means mirror here.
NAME: Hue M. Chase
AGE: 16
APPEARANCE:
Chase stands at 5' 4", slightly below average height for his age. His blonde hair and blue eyes force the attention to his pretty face. Usualy dressed in a mix of baggy clothes and a sea of accessories, Chase is all about inconsistency when it comes to clothing.
PERSONALITY:
Chase is best described as a joyful person. Never gloomy or worried, he is like a massive bubble of positive energy. He is easy to talk to, and there is not much that you can't talk about with him. Thought incredibly young, the amount of trivia he knows is enough to shame some age scholars. Never late to help, Chase will not let anyone down and expects nothing in return. Nothing short of the most positive and friendly guy you've seen, Chase is someone that no-one can have a grudge at. His words seem to have no second meaning, and he always acts straightforward.
He may be easy to talk to, but he is hard to get close to. To Chase, every smile is just a notion of friendliness, which often leads to misunderstandings between him and girls. His strife to experience more can often lead him into situations that he cannot get himself out of, foolishly facing danger where others would back away. Thought he always knows what to say when others are upset or sad, Chase hismelf is extremely hard to comfort. In the rare cases that he becomes agitated, from the nice guy emerges a terrible demon of a man that has little regards for others around him and focuses solely on his own objective. This combined with his uniqe Quirk can lead to terrible diseasters.
HISTORY: (A paragraph minimum, more the better, try and give us a clear idea how your character came to be?)
LIKES: (5 - 10)
DISLIKES: (5 - 10)
PERSONAL STRENGTHS: (At least 3, more the better but must have equal to or lesser then the number of weaknesses.)
PERSONAL WEAKNESSES: (At least 3, more the better but must be equal to or greater then the number of strengths)
QUIRK NAME: Speculo
QUIRK TYPE: Mutation
QUIRK BASICS:
With a simple touch, Chase can copy the Quirks of other people, store them, and use them at his will. Chase can only store a certain amount of quirks, and their power levels will be severely limited by Speculo's level, which increases with every quirk gathered. Furthermore, if Chase is without quirks, or less than 50% of avaible quirks, he enters the "Contritum" form which gives him a marginal boost of power, agility and constitution. Every time Speculo is activated in any shape or form, Chase's eyes will light up. Furthermore, any user whose Quirk has been copied will be unable to cast said Quirk for another minute, and both their and Chase's copy of the Quirk will be less effective when they are close to each other.
QUIRK STRENGTHS:
Speculo is an incredibly versatile quirk that effectively allows the user to have multiple weaker quirks at the same type. With this the user can easely forego training with other quirk users, as the user can effectively wield multiple abilities with synergies. Furthermore, the user doesn't need to be conscious to transfer quirks, meaning that the user of Speculo can take the place of a knocked out or missing party member.
Acquring more and more quirks, as well as using them, allows Chase to master Speculo into new heights. We call these Mastery Ranks. With each Mastery Rank, Chase gain the ability to store more Quirks, and use them to a better potential. Thought spells don't get better as the Mastery Rank increases, reacquiring them after a new Mastery Rank has been achieved will make them adjust to the current power level of Speculo. Better Mastery Rank will often make it easier to fully copy strong Quirks.
Speculo can store quirks for an indefinite amount of time, allowing the user to master certain type of quirks. With prolonged training, the user can master a quirk alongside Speculo, which results in the Quirk being partially "engraved" inside Speculo. Engraved Quirks can be cast alongside other Quirks, and will retain their mastery level even if they are removed and then reacquired at a later date. When the user's mastery Rank increases, engraved Quirks can be engraved again. The more engraved a Quirk is, the better it's potential is. Effectively, engraving a Quirk is like giving more space for it inside Speculo to flourish, making any engraved Quirk stronger than any non-engraved Quirk of the same Mastery Rank.
The state of "Contritum" can be a powerful tool for the wielder if they choose to sacrifice their Quirks. Every mastery rank of Speculo allows the user to store more Quirks for later use. But when there are less than 50% of these slots filled the user will start to experience increased constitution, strength, and agility. The more Quirk slots are open, the more benefits the user receives. Despite Contritum being only active when more than half the slots are open, it gives the passive benefit of increased pain tolerance, which increases with every Mastery Rank, regardless of open Quirk slots.
QUIRK WEAKNESSES:
Any and all Quirks absorbed by Speculo, as well as Contritum, follow the same rules:
-No absorbed Quirk can be more powerful than their maximum potential without Speculo.
-No Mastery Rank will increase the ability gain from Contritum beyond that of any other Quirk that is solely designed to give the same pgysical benefits.
-Speculo's level gives a hard limit to how powerful absorbed powers can be. Even if the copied Quirk can be more powerful (Which is most of the cases), Speculo can only allow a certain amount of the Quirk's power to copy.
-When Speculo is full, the user needs to sacrifice another already absorbed Quirk if they wish to gain a new one. When sacrificing a quirk, the user forgoes all benefits they may have acquired from training with the skill, and the Quirks may only retain complete engravings.
-Speculo cannot copy the abilities of especially strong Quirks to a Quirk slot if the user's Speculo Mastery Rank is too low, since it would result in a defunct Quirk that cannot be used.
-Already absorbed Quirks will not scale their power level with the increase of Speculo's Mastery rank, and will need to be re-acquired. Exception from these rules are engraved Quirks, but they cannot be used at their full potential before the user spends enough time engraving their current power level into Speculo. The more engraved a Quirk is the more time it takes to engrave another level into Speculo. Furthermore, engraved Quirks cause physical pain when removed. Even a Quirk that has been only engraved once will cause strong abdominal pain in the user, whilst more engraved Quirks can put the user into coma. The accompanying feeling is best described as "ripping the Quirk out of one's body".
-Thought Contritum scales as the user's body gets more and more accustomed to having multiple quirks of various kinds, it does not help with the stamina requirement of Quirks even when it's effects are active. A Quirk will still require the user the same amount of stamina as it would require if it was the user's only Quirk. Thought Speculo and Contritum don't require any upkeep on their own, the ability to cast a variety of Quirks can easely leave the user fatigued, making Speculo an extremely needy quirk.
-Every second engravement Speculo will become "broken", meaning that the user cannot engrave any other Quirks until they perform the ritual of Sarcio. (This can be two level one engravings or one level two)
-Engraving a Quirk takes long time and practice, and it can take frim several weeks to years of training for a single quirk to be engraved. Maintaining the balance between engraving useful quirks and acquiring new ones can be though, but there is no ultimately right decision.
QUIRK TECHNIQUES:
-Simulacrum (Passive): When Chase absorbs or engraves a Quirk, his body adopts. Thought this is mostly seen in the scaling effects of Contritum, the Quirk also becomes part of Chase. Whenever someone with the a Quirk that has already been engraved or is currently stored by Speculo attacks Chase using their abilities, the effects on Chase will become similar to the effect the user would suffer from their own Quirk. Etc: Fire will burn less and Illusions will be seen more fake. Quirks that rely solely on increased physical abilities will be similarly negated, but only if Chase is actively using the same Quirk, thought the effects of Simulacrum will be much less noticable.
-Cogatio (Active): Chase can copy the tecniques and moves of other quirk users if he has their quirk. This requires the quirk to be engraved, and for Chase to actually see the original user doing said move.
-Sarcio (Passive/Active): At any time if Chase has all of his quirk slots filled, Chase can decide to sacrifice all of his quirks in a special ritual that will mend Speculo in case it is broken, and allows for the further engraving of Quirks. The ritual takes time and sacrifices all Quirks, but the removal of the engraved spell will not cause any pain.
Ps: Don't let google fool you. Speculo means mirror here.
Hue M. Chase
"Life is about experiencing every single bit of reality."
NAME: Hue M. Chase
AGE: 16
APPEARANCE:
Chase stands at 5' 4", slightly below average height for his age. His blonde hair and blue eyes force the attention to his pretty face. Usualy dressed in a mix of baggy clothes and a sea of accessories, Chase is all about inconsistency when it comes to clothing.
PERSONALITY:
Chase is best described as a joyful person. Never gloomy or worried, he is like a massive bubble of positive energy. He is easy to talk to, and there is not much that you can't talk about with him. Thought incredibly young, the amount of trivia he knows is enough to shame some age scholars. Never late to help, Chase will not let anyone down and expects nothing in return. Nothing short of the most positive and friendly guy you've seen, Chase is someone that no-one can have a grudge at. His words seem to have no second meaning, and he always acts straightforward.
He may be easy to talk to, but he is hard to get close to. To Chase, every smile is just a notion of friendliness, which often leads to misunderstandings between him and girls. His strife to experience more can often lead him into situations that he cannot get himself out of, foolishly facing danger where others would back away. Thought he always knows what to say when others are upset or sad, Chase hismelf is extremely hard to comfort. In the rare cases that he becomes agitated, from the nice guy emerges a terrible demon of a man that has little regards for others around him and focuses solely on his own objective. This combined with his uniqe Quirk can lead to terrible diseasters.
HISTORY: (A paragraph minimum, more the better, try and give us a clear idea how your character came to be?)
LIKES: (5 - 10)
DISLIKES: (5 - 10)
PERSONAL STRENGTHS: (At least 3, more the better but must have equal to or lesser then the number of weaknesses.)
PERSONAL WEAKNESSES: (At least 3, more the better but must be equal to or greater then the number of strengths)
QUIRK NAME: Speculo
QUIRK TYPE: Mutation
QUIRK BASICS:
With a simple touch, Chase can copy the Quirks of other people, store them, and use them at his will. Chase can only store a certain amount of quirks, and their power levels will be severely limited by Speculo's level, which increases with every quirk gathered. Furthermore, if Chase is without quirks, or less than 50% of avaible quirks, he enters the "Contritum" form which gives him a marginal boost of power, agility and constitution. Every time Speculo is activated in any shape or form, Chase's eyes will light up. Furthermore, any user whose Quirk has been copied will be unable to cast said Quirk for another minute, and both their and Chase's copy of the Quirk will be less effective when they are close to each other.
QUIRK STRENGTHS:
Speculo is an incredibly versatile quirk that effectively allows the user to have multiple weaker quirks at the same type. With this the user can easely forego training with other quirk users, as the user can effectively wield multiple abilities with synergies. Furthermore, the user doesn't need to be conscious to transfer quirks, meaning that the user of Speculo can take the place of a knocked out or missing party member.
Acquring more and more quirks, as well as using them, allows Chase to master Speculo into new heights. We call these Mastery Ranks. With each Mastery Rank, Chase gain the ability to store more Quirks, and use them to a better potential. Thought spells don't get better as the Mastery Rank increases, reacquiring them after a new Mastery Rank has been achieved will make them adjust to the current power level of Speculo. Better Mastery Rank will often make it easier to fully copy strong Quirks.
Speculo can store quirks for an indefinite amount of time, allowing the user to master certain type of quirks. With prolonged training, the user can master a quirk alongside Speculo, which results in the Quirk being partially "engraved" inside Speculo. Engraved Quirks can be cast alongside other Quirks, and will retain their mastery level even if they are removed and then reacquired at a later date. When the user's mastery Rank increases, engraved Quirks can be engraved again. The more engraved a Quirk is, the better it's potential is. Effectively, engraving a Quirk is like giving more space for it inside Speculo to flourish, making any engraved Quirk stronger than any non-engraved Quirk of the same Mastery Rank.
The state of "Contritum" can be a powerful tool for the wielder if they choose to sacrifice their Quirks. Every mastery rank of Speculo allows the user to store more Quirks for later use. But when there are less than 50% of these slots filled the user will start to experience increased constitution, strength, and agility. The more Quirk slots are open, the more benefits the user receives. Despite Contritum being only active when more than half the slots are open, it gives the passive benefit of increased pain tolerance, which increases with every Mastery Rank, regardless of open Quirk slots.
QUIRK WEAKNESSES:
Any and all Quirks absorbed by Speculo, as well as Contritum, follow the same rules:
-No absorbed Quirk can be more powerful than their maximum potential without Speculo.
-No Mastery Rank will increase the ability gain from Contritum beyond that of any other Quirk that is solely designed to give the same pgysical benefits.
-Speculo's level gives a hard limit to how powerful absorbed powers can be. Even if the copied Quirk can be more powerful (Which is most of the cases), Speculo can only allow a certain amount of the Quirk's power to copy.
-When Speculo is full, the user needs to sacrifice another already absorbed Quirk if they wish to gain a new one. When sacrificing a quirk, the user forgoes all benefits they may have acquired from training with the skill, and the Quirks may only retain complete engravings.
-Speculo cannot copy the abilities of especially strong Quirks to a Quirk slot if the user's Speculo Mastery Rank is too low, since it would result in a defunct Quirk that cannot be used.
-Already absorbed Quirks will not scale their power level with the increase of Speculo's Mastery rank, and will need to be re-acquired. Exception from these rules are engraved Quirks, but they cannot be used at their full potential before the user spends enough time engraving their current power level into Speculo. The more engraved a Quirk is the more time it takes to engrave another level into Speculo. Furthermore, engraved Quirks cause physical pain when removed. Even a Quirk that has been only engraved once will cause strong abdominal pain in the user, whilst more engraved Quirks can put the user into coma. The accompanying feeling is best described as "ripping the Quirk out of one's body".
-Thought Contritum scales as the user's body gets more and more accustomed to having multiple quirks of various kinds, it does not help with the stamina requirement of Quirks even when it's effects are active. A Quirk will still require the user the same amount of stamina as it would require if it was the user's only Quirk. Thought Speculo and Contritum don't require any upkeep on their own, the ability to cast a variety of Quirks can easely leave the user fatigued, making Speculo an extremely needy quirk.
-Every second engravement Speculo will become "broken", meaning that the user cannot engrave any other Quirks until they perform the ritual of Sarcio. (This can be two level one engravings or one level two)
-Engraving a Quirk takes long time and practice, and it can take frim several weeks to years of training for a single quirk to be engraved. Maintaining the balance between engraving useful quirks and acquiring new ones can be though, but there is no ultimately right decision.
QUIRK TECHNIQUES:
-Simulacrum (Passive): When Chase absorbs or engraves a Quirk, his body adopts. Thought this is mostly seen in the scaling effects of Contritum, the Quirk also becomes part of Chase. Whenever someone with the a Quirk that has already been engraved or is currently stored by Speculo attacks Chase using their abilities, the effects on Chase will become similar to the effect the user would suffer from their own Quirk. Etc: Fire will burn less and Illusions will be seen more fake. Quirks that rely solely on increased physical abilities will be similarly negated, but only if Chase is actively using the same Quirk, thought the effects of Simulacrum will be much less noticable.
-Cogatio (Active): Chase can copy the tecniques and moves of other quirk users if he has their quirk. This requires the quirk to be engraved, and for Chase to actually see the original user doing said move.
-Sarcio (Passive/Active): At any time if Chase has all of his quirk slots filled, Chase can decide to sacrifice all of his quirks in a special ritual that will mend Speculo in case it is broken, and allows for the further engraving of Quirks. The ritual takes time and sacrifices all Quirks, but the removal of the engraved spell will not cause any pain.