Heroes are an Occupation on the wiki, and are individuals who use their Quirks to protect civilians from villains, natural disasters, or any other kind of harm.
A Quirk is an abonormality within the human race, also referred to as an "Individuality", a special power one can possess. Quirks can be passed down by parents or can be a combination of both parents' Quirks. They can also run through a family as well. Quirks were said to be the next step of evolution in the human race. The 20% of people who don't have Quirks have the last joint in their smallest toe because it was considered useless for bodily function, therefore those that do have the joint likely won't develop a Quirk.
Quirks typically manifest in children by the age of 4, however some are already born active with it, as is the case with Present Mic. Although it is very rare, it is possible for animals to have Quirks too, as seen in Nedzu. It is also possible for two Quirks to mutate and become a new Quirk, as seen with One For All. Though usually they manifest at four, it is not completely unheard of for Quirks to manifest at later ages, with some not even really knowing what their Quirks are even when possessing the ability to use them subconciously.
Children in elementary school receive Quirk counseling. The goal is to make sure that the children don't get the idea that they can do whatever they want; this is done to prevent children from abusing their Quirks and becoming evil as a result.
The term "Quirk Factor" refers to the collective traits that compose a Quirk. This includes the primary Quirk power as well as all the biological mechanisms that allow said primary power to function properly.
Certain Quirks such as Erasure are capable of halting the activation process of the Quirk Factor, temporarily rendering the Quirk unusable, but not affecting the Quirk Factor otherwise. There are other Quirks, however, that are able to directly damage the Quirk Factor of a target, preventing the Quirk from being activated until the user manages to naturally recover. It's also implied that a Quirk Factor can be damaged beyond recovery, causing the Quirk to be permanently inoperative.
Known Quirk ClassesEdit
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 (such as Electrification, Lumber, and Tape), and some even require large amounts of concentration in order for them to remain active (such as Erasure).
Emitter-type Quirks can also have various ranges. While some users require physical contact to use them (such as Zero Gravity) others can have much longer ranges with no distance restrictions (such as Navel Laser). 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 (Explosion). 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 (Softness) to molecular destruction (Disintegration). 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 (Hardening, Gigantification) or perhaps adding new features to the body altogether (Dark Shadow, Tool Arms). Transformation Quirks generally affect the user exclusively, the only known exception being Recovery.
Transformation Quirks 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 (Dupli-Arms) or enhancing preexisting abilities (Engine) mutant Quirks even have the ability to channel certain aspects of their user through them similarly to emitter-type Quirks (Earphone Jack). While not necessarily a weakness, mutant Quirks cannot be turned off, and sometimes cause the user inconvenience due to their malformations.
A Move is a technique performed when someone uses their Quirk. People use their Quirks to perform Moves that do something offensively, defensively or supplementary based on the Type of Quirk they have. In essence, a Move is simply an application of a Quirk.
For reference most Canon Quirks (Direct Link) can be found here at this link: http://bokunoheroacademia.wikia.com/wiki/Quirk