Quirk Parent Technique Template

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Apriori

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♦ Custom Quirks ♦

If you are creating a Custom Quirk, then the first order of business if to create the Parent Technique. The Parent Technique is unique because its the only technique that cannot be used thus it does not appear on the Time-Frame. The Parent Technique is just the official documentation that proves you possess a Custom Quirk. Every weekend, these customs will be checked if any were submitted. There are circumstances when the customs may be checked prior to the weekend.

Failure to Copy and Paste the approved version of the Parent Technique in your First Post during Real Battles will result in consequences. Below in the Spoiler will be an example and breakdown analysis of a Parent Technique. Below the Spoiler will be the Parent Technique Template. When you are ready to submit your custom ideas, for grading, place them in the first post of your personal [ Repertoire ] Thread.

Quirk Parent Technique
Quirk Name: Acid [1]
Quirk Type: Emitter [2]
Quirk Level: Basic [3]
Quirk Bonus: Nullifies the Keyword "Damage Shaving" & Grants the Keyword "Immunity" regarding Corrosive Damage [4]
Description: This grants the user the ability to create corrosive liquid from her skin. This ability alters the user's skin pigment, resulting in it having a specific (permanently decide upon bio submission) coloration. The user can control the levels of solubility and viscosity of their acid. Lowering solubility the user can ensure that their power does not become lethal against most living things. Raising viscosity, the user is able to generate extremely slimy acid that can act as offensive and defensive constructs which cannot be wield. [5]

Quirk Breakdown: [6]
The produced acid can be strong enough to melt solid objects, including all forms of metal, which means organic substance incapable of handling acid fares worse. During the interaction between acid and organic substances, or earthly unrefined material, half the original damage is dealt as additional damage.

Quirk Drawback(s): [7]
Extensive usage of this Quirk results in the body gradually losing its natural resistance to corrosive type damage. Extensive usage is represented via the total amount of Acid Related Techniques has been used or maintained. The following excerpt explains in detail.

Every Set of Two [2] Turns where Acid Techniques were activated or maintained, the Corrosive Immunity begins to weaken by One [1] Rank. The decline begins from Zeta Rank and continues until the Epsilon Rank has been removed.

Under the condition that you activate an Acid Technique, with a rank that you are no longer immune to, your Defense Attribute is reduced by Attribute Point. If the Defense Attribute is reduced to Zero [0], the user will suffer full damage when activating Acid Techniques.​

1. Quirk Name - This is the name of the Quirk itself. Whatever name you chose for your Quirk goes here.

2. Quirk Type - The type of Quirk you have, either Emitter, Mutant, or Transformation.

3. Quirk Level - The level of progression your Quirk is at. When you first submit your Quirk, it will be "Basic".

4. Quirk Bonus - If you noticed above, the guide stated that Perks would be explained later. This is a good place to do that. Perks are essentially passive boosts that come with activating,using your Quirk. In the previous post, how many perks a Quirk may receive is explained. However, this is the perfect time to explain that even certain Emitter abilities may feature certain perks - but those are more abstract. Example of these abstract perks is actually displayed above in the Acid Quirk. Logic is key here! Note: All These perks are considered "Bonus".

5. Description - This is the most important section of the Parent Technique. We need to know what this Quirk is, how this Quirk came to be, why this Quirk works the way it does, when or where does the Quirk work, when and where it does not work, what can your Quirk do, what happens when your Quirk does what its supposed to do, how does the Quirk affect the environment, how does the Quirk effect other people, etc. You get the point?

6. Quirk Breakdown - This section is the second most important part of the parent technique and the most flexible, difficult section to explain. Every Quirk can feature primary differences for the Quirk Breakdown, but all of them explain how the Quirk interacts in the RP regarding using it (such as the range of manipulation or the damage it may modify for examples). It would be entirely too long to explain how this section can be designed, but you can gain a great understanding in the diverse setups present in the Quirk Bureau thread.

7. Quirk Drawback(s) - you cannot use a quirk without some penalty should you ever abuse it. Granted, there are exceptions where the quirk lacks any drawbacks. In the case it does not, the Drawbacks are usually represented by some monitoring system that features penalties that trigger after "X Amount of Turns", "Once X Amount of Battle Cards has been used", etc. If you place your sights on the Acid Parent Technique above, you'll see that after using the power for X Amount of Turns - penalties are triggered.​

Code:
[B]Quirk Name:[/B] ~
[B]Quirk Type:[/B] ~
[B]Quirk Level:[/B] ~
[B]Quirk Bonus:[/B] ~
[B]Description:[/B] ~

[B]Quirk Breakdown:[/B] ~

[B]Quirk Drawback(s):[/B] ~
 
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