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Quirk Evolution

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.

Quirk Awakening

A rare evolution that gives you a deeper understanding of your Quirk. Each Awakening grants one of these:

  • Access to higher Quirk Power
  • Expanded Quirk rules

It can happen several times until your Quirk is maxed out.

Requires:

  1. 90 QUP stored
  2. An event that helps you understand your Quirk. It’s different for everyone: a psychological push (like Toga), or a ritual (like Tenya).

Quirk Instability

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

  • Great Potential or higher
  • Quirk Power maxed out (as high as you can go)
  • Quirk used in training/combat 3+ times
  • 50 QUP stored

Then roll 1d1000: 500+ = unstable. Fail 3 times and you must redo the last two requirements.

While unstable (3 RPs)

Instability lasts 3 RPs.

  • Quirk Power becomes Unstable (64, 68) (11E, 11A)
  • +2 Sub-Tiers to Strength, Speed and Defense
  • Quirk drugs and amplification devices don’t work on you

Spontaneous Evolution

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.