Quirk Upgrade Points (QUP)
+8 QUP per training or combat session where you use your Quirk. Spend them on Quirk Stat upgrades.
Quirks are one of the easiest systems to use and evolve, which makes them a great place to start.
Quirk Upgrade Points (QUP)
+8 QUP per training or combat session where you use your Quirk. Spend them on Quirk Stat upgrades.
New Skills
| Skill | Cost |
|---|---|
| Standard | 10 QUP |
| Ultimate | 20 QUP |
Variants reduce these costs.
A rare evolution that gives you a deeper understanding of your Quirk. Each Awakening grants one of these:
It can happen several times until your Quirk is maxed out.
Requires:
Singularity bodies are far more capable than Old World ones, leaving “genetic space” a Quirk can fill. Every so often, a Quirk can go unstable and enter a heightened state. That’s great if it happens at the start of a fight.
Requirements
Then roll 1d1000: 500+ = unstable. Fail 3 times and you must redo the last two requirements.
While unstable (3 RPs)
Instability lasts 3 RPs.
On the final turn of the 3rd RP of instability, roll 1d10000 for a chance to evolve:
| Roll | Result |
|---|---|
| 0 – 1,000 | Nothing |
| 1,001 – 5,000 | Quirk Awakening |
| 5,001 – 7,999 | Plus Variant |
| 8,000 – 9,949 | Maximum Variant |
| 9,950+ | Infinite Variant |
YAGPDB is recommended for these rolls.