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Quirk: Catalogue

Summary:

A catalogue of the quirks I've made up and want to share to the fandom along with a quirk ranking and classification system. First chapter is an introduction and an explanation for the ranking and classification systems as well as the general layout. All the other chapters are 4 to 6 quirks grouped together under keywords.

Whether you're looking for some OC quirks to fill your fic with, or are just bored and want to see some fun quirks then this is the place to check out.

Notes:

(See the end of the work for other works inspired by this one.)

Chapter 1: Introduction & Extra Information

Chapter Text

You in need of a quirk for an OC? Mayhaps you want to write a quirked Izuku fic and are looking for a decent quirk, or perhaps you just want to read some fun quirk ideas? Then this is one of the places to take a look. Welcome, one and all to my Quirk Catalogue, a compilation of quirks I came up with in the last half year. The original document currently has 162 quirks and is 30 pages long but I managed to whittle it down to about 60 quirks that I'm not too embarassed with. I'd love to write a one-shot prompt for a few of these like I did for Quirk: Heritage but that one was posted 4 and a half months ago and I'd rather get these out there in case someone likes one of 'em enough. I do actually have something half-written but I got stuck so we'll see what happens to that one. I've read a lot of fics and seen a lot of original quirks so I tried to make these unique, though if you think one of my quirks seems too similar to one you've seen before I'd love to know of course.

If one of these quirks seems fun enough to use in a fic go right ahead of course. Picking and choosing aspects, changing parts or adding extra stuff is all fair game I'd already be happy with someone getting inspired by one of these. The only thing I ask for is a credit in the notes and a link/heads-up to your fic once it's posted mayhaps. In the unlikely scenario that two or more peeps use the same quirk that's fair game too.

Now as for the format: I don't want to post all of these at once and create a behemoth of a textwall but I don't want to post these in singular chapters either so instead I'm going for a middle ground and post several quirks at once under an overarching theme/characteristic such as 'Flashy' quirks or 'Gimmick' quirks every few days or so, some quirks might fit under multiple of these characteristics but I'll try to distribute the quirks evenly between chapters.


To give a general impression of a quirk in this catalogue I'm using a ranking and classification system I thought up about 4 months ago. The ranking system ranks quirks on a scale from F-rank to A-rank with S-rank above all those, this is a semi-subjective flexible ranking that's scored on several areas and provides a vague idea of how 'powerful' any specific quirk is compared to quirks in general. These areas being: Short Range Combat Potential, Long Range Combat Potential, Defensive Capability, Manoeuvrability, Utility, Intel and Usability. The first 6 should be self-explanatory but Usability simply means how easy a quirk can be picked up and learnt, so a quirk like Sugar Rush has high usability but quirks like Creation and Permeation have very low usability. Most people will have E, D and C-ranked quirks, heroes and villains usually have B and A-ranked quirks and the F and S-ranked quirks are for those who are either extremely unfortunate or extremely lucky.

  • F-rank: a quirk that doesn't score in any area and actively harms the user (a quirk that gives the user an uncurable terminal disease)
  • E-rank: a quirk that doesn't score in any area or scores badly in an area, usually an aesthetic quirk (that dude in Izuku's middle school class who can turn his head into a clothespin or whatever that thing is meant to be)
  • D-rank: a quirk that scores mediocre in one or more areas or a quirk that would've ranked higher but has a really severe drawback (the Weather Control quirk in Heroes Rising)
  • C-rank: a quirk that scores good in one or two areas but mostly average (Sato's Sugar Rush, Ojiro's Tail)
  • B-rank: a quirk that scores good to great in one or more areas (Mineta's Pop-off, Jiro's Earphone Jack)
  • A-rank: a quirk that scores great to amazing in up to 3 areas, powerful and versatile (Uraraka's 0-G, Bakugou's Explosion)
  • S-rank: a quirk that scores amazing in 4 or more areas, extremely powerful and versatile (OFA, AFO, Double, Creation)

Beyond a quirk's ranking there's also its classification, this is comprised of a few keywords that give a general impression of how a quirk is activated and what its effects are. A quirk can be activated in one of three basic ways:

  • Focus: the quirk activates when the user wants it to, additional requirements may be needed for the quirk to activate (Shinsou's Brainwashing)
  • Passive: the quirk is always active, there are no additional requirements except proximity (Hagakure's Invisibility)
  • Automatic: the quirk activates automatically when the additional requirements are met, even against the user's will (Sato's Sugar Rush)

Additional requirements:

  • Contact: quirk requires contact with the target
  • Proximity: quirk requires proximity with the target
  • Vocal: quirk requires the user's voice
  • Visual: quirk requires the user's sight
  • Resource: quirk requires the consumption or absorption of a resource to function
  • Connection: quirk is activated once a connection with the target is established (digesting the target's blood/genetic material, the target's (willing, forced or unknowing) consent, copied motions etc.)
  • Miscellaneous: quirk is activated through a more specific situation not listed above

There are also effect types which classify what effect a quirk has, effect types can be combined (effect a/effect b) to describe more specific effects

Effect types:

  • Elemental: Quirk interacts with an element or elements (aspects of the natural world) in some way
  • Generation: Quirk generates a type of energy or matter
  • Manipulation: Quirk can change an aspect or aspects of the target
  • Kinesis: Quirk can control and change the movement of the target
  • Stockpile: Quirk absorbs a type of energy or matter which can be used internally or externally later on
  • Enhancement: Quirk enhances an aspect or aspects of the target
  • Debuff: Quirk downgrades an aspect or aspects of the target
  • Utility: Quirk makes specific useful actions/procedures easier to perform
  • Protection: Quirk protects someone or something
  • Transportation: Quirk allows for fast transportation through some process (usually teleportation/warping)
  • Transformation: Quirk allows for the changing of someone’s or something's form
  • Sensory: Quirk deals with someone’s senses in some way
  • Illusion: Quirk conceals reality in some way
  • Summon: Quirk can summon a specific thing or things
  • Familiar: Quirk can summon a companion that has some form of sentience
  • Sapient: Quirk has some kind of aspect that allows it to be aware of the world, come to conclusions, react and learn over time
  • Sentient: Quirk can act on its own based on the outside world but cannot think for itself
  • Animal: Quirk deals with animals in some way
  • Mutant: Quirk provides large permanent alterations to the user’s body that only have passive functions
  • Information: Quirk gathers and processes information in some way, requires inputs
  • Mental: Quirk affects the mind, its effects aren’t physical
  • Empath: Quirk has something to do with emotions, not just seeing emotions (empathy)
  • Healing: Quirk allows for the healing of someone
  • Energy: Quirk deals with energy in some way
  • Meta: Quirk deals with other quirks in some way

Some aspects of a singular quirk can have different activation types (e.g. Hagakure's invisibility is passive but her ability to bend light by changing the refraction index of air is a focus type) and these activation types will be paired up with their effect types in corresponding order (Activation type 1, Activation type 2; Effect type 1, Effect type 2).


Now that all that classification mumbo-jumbo is out of the way, here's the general lay-out that you can expect for each of these quirks:

Quirk Name (Rank, Activation types; Effect types)

Description: A summary of the quirk's functions

Limitations: The limits, drawbacks and weaknesses of the quirk's functions. For definition: Limit = (hard or soft) boundary where the quirk stops functioning (properly), Drawback = side-effect the user experiences if they go over a limit (if going over the limit is possible), Weakness = something that directly counters or negatively affects the quirk's functionality

Applications: Several potential uses to explore the quirk's functionality

Additional Notes: Observations or other miscellaneous aspects (if applicable) also where I put any quirk theory or mechanism I thought up, written as if a doctor/quirk counsellor is theorizing about it

Inspiration: Whatever the quirk was inspired by (if applicable)


And that's all the boring but necessary set-up complete, once again feel free to use any quirk you see here. I've currently got 60 quirks divided in 13 separate categories ready to post every few days so look out for that I suppose.