@Duthguy Oops, just say this. Okay, this is what the random power generator came up with. I'll leave the naming of the ability to you.
This is categorized as a Mutation Class Quirk. The user is blessed with respiratory structures and function that go beyond human limits.
You can rephrase it if you want, but essentially, your character will have super lungs and the like. I think this is a very versatile quirk but if you want a different one, I'll just hit the randomizer button and see what we can go with.
This RP was inspired by Onepunch-man and Boku no Hero Academia.
Humanity suddenly experienced an extreme change with news of the birth of a mysterious luminescent baby in China. Shortly thereafter, similar cases had began sprouting up across the world, leading humans into a new, promising generation. Scientists have struggled to find out the cause behind this, lamenting it to evolution, however there was never solid evidence to what brought about this new super gene.
Naturally, humans were frightened. They were met with newfound powers, dangerous and abnormal. For much of the first few decades, supers received brutal discrimination and punishment. Many were forced into camps and prisons while some were stolen away for experimentation. But as the numbers increased and the supers became more knowledgeable of their own capabilities, they banded together and rose against authoritative figures. "No more!" they said, demanding equal rights and fair treatment.
As history shows, with time and persistence, compassion began to grow. The supers collaborated with society, working side by side to protect civilization and prove that they weren't all power-hungry monsters. There are a handful of people that have made a stand for the rights of supers and influenced the world to follow in their ideals, leading the world with their brilliant and passionate words, opening the door to a brighter future for both humans and supers.
Of the planet's population, around 80% have developed unique abilities, or individualities, called Quirks. In this world whirling in chaos, a certain profession that people used to aspire to only in daydreams, has stepped into the light of day. The great phenomenon was attended by an accompanying increase in crime and while nations dawdled in making any sort of radical change to the law. Men and women of courage took inspiration from comics and donned the mantle of heroism. They began policing this brave new world, and defending innocents from evil. Suddenly, through the swell of public opinion, heroism had gained rights as an official occupation. And due to their various acts of meritorious service, they eventually obtained income from the state and renown from the people.
Welcome to the Age of Superheroes!
"So, Levi. How are we gonna get students again?" said the brown-haired young man as he bobbed his head while leaning back on his chair. "We're a no named institution; tell me again why would they go for us?"
Leviticus sighed as he flicked a pen at his associate's face, startling him and causing him to fall off his seat.
"You know you'll eventually have to call me Principal Blue, right?" he replied to his comrade's comment with a hint of conceit as he continued his work on his laptop. "And don't worry, I have everything figured out. Leave it to me."
"Not cool, man. Not cool." he said as he got up from the floor, his lips pouting and eyes glaring at Leviticus.
Welcome to Nensho Academy, an independent institution located in the far east coasts of Tokyo. The school itself was the brainchild of the medical hero, Dr. Leviticus Blue, who received funding from various international corporations for the project. You'll be playing not as students of a prestigious academy, but as the pioneer batch of this newly established institution. You may wonder, why would you enroll in such a young school? Well, aside from the high quality of education, top-class training they promise, and various scholarships, they only require a single thing from their applicants; a strong sense of heroism.
A Quirk is a special, superhuman ability an individual can possess. Quirks are generally unique to their user, and are classified in multiple categories.
Quirks are inherited genetically, and typically manifest in children by the age of four. A child can manifest either one of his parents' Quirks or a composite of the two. As Quirks are said to be the next stage of evolution in the human race, it is possible to diagnose a person as Quirkless by analyzing the presence or absence of an extra joint in their pinky toe: those without the joint have evolved by discarding a body part they don't use, and will likely develop a Quirk; those who still have it have yet to evolve, and, as such, possess no Quirk at all.
It is possible for children to already be born with their Quirks. Although very rare, it is also possible for animals to possess Quirks. Under special circumstances, two Quirks may mutate and merge, becoming a new Quirk. It also appears that the physical mutations of mutation type Quirks can be inherited even if the Quirks themselves aren't.
There are several laws and procedures to ensure the conscientious use of Quirks. During elementary school, children receive Quirk counseling, in order to learn how to use their powers responsibly. Public display of Quirks are against the law, except in cases of self defense, such as when one is under attack or preventing someone else from being attacked.
Emitter-class Quirks have the ability to either release certain substances, or alter materials around them in certain ways. Emitter class Quirks usually require a conscious effort to activate and some even require large amounts of concentration in order for them to remain active. Emitter-type Quirks can also have various ranges. While some users require physical contact to use them, others can have much longer ranges with no distance restrictions. While most emitter-type Quirk users generally have a handle on their own "emissions", it's also possible for users to hurt themselves from coming into too much contact with their Quirk. The emissions of emitter Quirks can have a wide variety of properties and abilities. While some substances produced by emitter Quirks have common properties, some are unique to the user, and thus have special attributes to them. Those who alter the properties of materials around them can also widely vary in effects, from molecular alteration to molecular destruction. Emitter-class Quirks are, by a wide margin, the most common type of Quirk.
Transformation-class 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 manners, sometimes enhancing existing features or perhaps adding new features to the body altogether. Transformation Quirks generally affect the user exclusively. They usually require a close-range proximity in order to fully utilize them in combat due to them only affecting the user's body. Transformation Quirks are also the only known type of Quirk that can bestow the user attributes they don't normally exhibit by default. Transformation Quirks usually require a conscious effort by the user to "activate", though users can be trained to initiate them reflexively. While transformation Quirks are often quite powerful, their biggest weakness is that their effects are often temporary, and over-exertion of said Quirk usually leads to negative repercussions on the user's behalf. Transformation Quirks seem to be the least-common type of Quirk.
Mutant Quirks can have a wide variety of features and abilities depending on the individual, but the common similarity seems to be that these Quirks are a part of the user's physicality. As a result, these Quirks are always active, but generally allow the user the greatest degree of control. Mutant Quirks cause the user to exhibit irregular features that generally have some sort of purpose to them. Whether it be bodily alteration or enhancing preexisting abilities, mutant Quirks even have the ability to channel certain aspects of their user through them similarly to emitter-type Quirks. While not necessarily a weakness, mutant Quirks cannot be turned off, and sometimes cause the user inconvenience due to their malformations.
Heroes - Individuals who use their Quirks to protect civilians from villains, natural disasters, or any other kind of harm. Those who take heroism as a profession are referred to as Pro Heroes. They started appearing when the phenomenon occurred and the general populace acquired Quirks. Depending on their performance, heroes have the potential to receive government pay, along with fame and glory.
Villains - People who use their Quirks for self-benefit and to commit crimes. At present, the crime rate committed by Villains is quite low as a result of being pressurized by the increasing amount of Heroes.
Police Force - The authoritative force given power by the government, to apprehend the villains that Pro Heroes deal with. Even after the appearance of Quirks, the Police Force were instructed to not accept Quirk users into their ranks, as to avoid any form of abuse of power; thus the lack of crime fighting Quirk users was filled by Pro Heroes. Instead, the Police Force specialize in the of capturing equipment, suppression techniques, and tracking as they focus more on preventing escapes and those who resist arrest.
Mysterious Beings and Monsters are terms used to refer to sentient creatures that terrorize society and pose a threat to mankind. They have been appearing more frequently in the past few decades, but humanity still is unaware how most of these creatures came into existence. It is still unknown what their actual purpose is, but it seems that most of these creatures are hostile towards mankind, wreak havoc in the cities and terrorize its citizens.
Name: They call me Mr. Pig. Gender: There are only two. Age: Anything between 12 and 15.
Personality Tell me what you're like. Bio: Tell me a bit about yourself.
Quirk: What's your ability? I'm assuming it has a quirky name. Upon request, your ability may be randomly generated.
Humanity suddenly experienced an extreme change with news of the birth of a mysterious luminescent baby in China. Shortly thereafter, similar cases had began sprouting up across the world, leading humans into a new, promising generation. Scientists have struggled to find out the cause behind this, lamenting it to evolution, however there was never solid evidence to what brought about this new super gene.
Naturally, humans were frightened. They were met with newfound powers, dangerous and abnormal. For much of the first few decades, supers received brutal discrimination and punishment. Many were forced into camps and prisons while some were stolen away for experimentation. But as the numbers increased and the supers became more knowledgeable of their own capabilities, they banded together and rose against authoritative figures. "No more!" they said, demanding equal rights and fair treatment.
As history shows, with time and persistence, compassion began to grow. The supers collaborated with society, working side by side to protect civilization and prove that they weren't all power-hungry monsters. There are a handful of people that have made a stand for the rights of supers and influenced the world to follow in their ideals, leading the world with their brilliant and passionate words, opening the door to a brighter future for both humans and supers.
Of the planet's population, around 80% have developed unique abilities, or individualities, called Quirks. In this world whirling in chaos, a certain profession that people used to aspire to only in daydreams, has stepped into the light of day. The great phenomenon was attended by an accompanying increase in crime and while nations dawdled in making any sort of radical change to the law. Men and women of courage took inspiration from comics and donned the mantle of heroism. They began policing this brave new world, and defending innocents from evil. Suddenly, through the swell of public opinion, heroism had gained rights as an official occupation. And due to their various acts of meritorious service, they eventually obtained income from the state and renown from the people.
Welcome to the Age of Superheroes!
"So, Levi. How are we gonna get students again?" said the brown-haired young man as he bobbed his head while leaning back on his chair. "We're a no named institution; tell me again why would they go for us?"
Leviticus sighed as he flicked a pen at his associate's face, startling him and causing him to fall off his seat.
"You know you'll eventually have to call me Principal Blue, right?" he replied to his comrade's comment with a hint of conceit as he continued his work on his laptop. "And don't worry, I have everything figured out. Leave it to me."
"Not cool, man. Not cool." he said as he got up from the floor, his lips pouting and eyes glaring at Leviticus.
Welcome to Tokio Funka Academy, an independent institution located in the far east coasts of Tokyo. The school itself was the brainchild of the medical hero, Dr. Leviticus Blue, who received funding from various international corporations for the project. You'll be playing not as students of a prestigious academy, but as the pioneer batch of this newly established institution. You may wonder, why would you enroll in such a young school? Well, aside from the high quality of education, top-class training they promise, and various scholarships, they only require a single thing from their applicants; a strong sense of heroism.
A Quirk is a special, superhuman ability an individual can possess. Quirks are generally unique to their user, and are classified in multiple categories.
Quirks are inherited genetically, and typically manifest in children by the age of four. A child can manifest either one of his parents' Quirks or a composite of the two. As Quirks are said to be the next stage of evolution in the human race, it is possible to diagnose a person as Quirkless by analyzing the presence or absence of an extra joint in their pinky toe: those without the joint have evolved by discarding a body part they don't use, and will likely develop a Quirk; those who still have it have yet to evolve, and, as such, possess no Quirk at all.
It is possible for children to already be born with their Quirks. Although very rare, it is also possible for animals to possess Quirks. Under special circumstances, two Quirks may mutate and merge, becoming a new Quirk. It also appears that the physical mutations of mutation type Quirks can be inherited even if the Quirks themselves aren't.
There are several laws and procedures to ensure the conscientious use of Quirks. During elementary school, children receive Quirk counseling, in order to learn how to use their powers responsibly. Public display of Quirks are against the law, except in cases of self defense, such as when one is under attack or preventing someone else from being attacked.
Emitter-class Quirks have the ability to either release certain substances, or alter materials around them in certain ways. Emitter class Quirks usually require a conscious effort to activate and some even require large amounts of concentration in order for them to remain active. Emitter-type Quirks can also have various ranges. While some users require physical contact to use them, others can have much longer ranges with no distance restrictions. While most emitter-type Quirk users generally have a handle on their own "emissions", it's also possible for users to hurt themselves from coming into too much contact with their Quirk. The emissions of emitter Quirks can have a wide variety of properties and abilities. While some substances produced by emitter Quirks have common properties, some are unique to the user, and thus have special attributes to them. Those who alter the properties of materials around them can also widely vary in effects, from molecular alteration to molecular destruction. Emitter-class Quirks are, by a wide margin, the most common type of Quirk.
Transformation-class 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 manners, sometimes enhancing existing features or perhaps adding new features to the body altogether. Transformation Quirks generally affect the user exclusively. They usually require a close-range proximity in order to fully utilize them in combat due to them only affecting the user's body. Transformation Quirks are also the only known type of Quirk that can bestow the user attributes they don't normally exhibit by default. Transformation Quirks usually require a conscious effort by the user to "activate", though users can be trained to initiate them reflexively. While transformation Quirks are often quite powerful, their biggest weakness is that their effects are often temporary, and over-exertion of said Quirk usually leads to negative repercussions on the user's behalf. Transformation Quirks seem to be the least-common type of Quirk.
Mutant Quirks can have a wide variety of features and abilities depending on the individual, but the common similarity seems to be that these Quirks are a part of the user's physicality. As a result, these Quirks are always active, but generally allow the user the greatest degree of control. Mutant Quirks cause the user to exhibit irregular features that generally have some sort of purpose to them. Whether it be bodily alteration or enhancing preexisting abilities, mutant Quirks even have the ability to channel certain aspects of their user through them similarly to emitter-type Quirks. While not necessarily a weakness, mutant Quirks cannot be turned off, and sometimes cause the user inconvenience due to their malformations.
Heroes - Individuals who use their Quirks to protect civilians from villains, natural disasters, or any other kind of harm. Those who take heroism as a profession are referred to as Pro Heroes. They started appearing when the phenomenon occurred and the general populace acquired Quirks. Depending on their performance, heroes have the potential to receive government pay, along with fame and glory.
Villains - People who use their Quirks for self-benefit and to commit crimes. At present, the crime rate committed by Villains is quite low as a result of being pressurized by the increasing amount of Heroes.
Police Force - The authoritative force given power by the government, to apprehend the villains that Pro Heroes deal with. Even after the appearance of Quirks, the Police Force were instructed to not accept Quirk users into their ranks, as to avoid any form of abuse of power; thus the lack of crime fighting Quirk users was filled by Pro Heroes. Instead, the Police Force specialize in the of capturing equipment, suppression techniques, and tracking as they focus more on preventing escapes and those who resist arrest.
Mysterious Beings and Monsters are terms used to refer to sentient creatures that terrorize society and pose a threat to mankind. They have been appearing more frequently in the past few decades, but humanity still is unaware how most of these creatures came into existence. It is still unknown what their actual purpose is, but it seems that most of these creatures are hostile towards mankind, wreak havoc in the cities and terrorize its citizens.
Appearance. Please use an image. To keep the mood of things, make use of non-realistic characters and art. If you want to add additional descriptions to further detail out your character's general look, feel free.
Name: They call me Mr. Pig. Gender: There are only two. Age: Anything between 12 and 15.
Personality Tell me what you're like. Bio: Tell me a bit about yourself.
Quirk: What's your ability? I'm assuming it has a quirky name. Upon request, your ability may be randomly generated.