1. Power: Determines how much physical power/ collateral damage potential a Quirk may have when used. Non offensive Quirks more often than not are unable to deal physical damage to targets, giving them little to no Power in the first place. Is often highly affected by Mutability. Low Power Quirks offer little to no offensive ability to their user, making it a poor match against medium to high offensive Power Quirks in a direct fight. At medium to high levels though, Quirks with such levels of Power grant their user great to massive offensive power and can deal great to massive collateral to targets/ the environment.At extremely high levels of Power, however , such Quirks that possess that level of Power are capable of dealing such colossal amounts of damage to targets/ the environment, that more often than not, can be extremely dangerous even to their users and the world if possible.
2.Range: Determines how far a Quirk's effect can travel away from the user. Many Quirks will often have higher Power at the cost of Range while some Quirks have greater Range at the cost of Power. Is often greatly affected by Mutability. Quirks with low Range can only generate effects that can only affect an incredibly small/limited space or have effects that are only activated via physical contact with a target, while Quirks with high Range, can generate effects that can span/affect vast distances, and at extremely high levels of Range, such Quirks can span/affect an unlimited amount of distance, discounting any drawbacks and/or restrictions to such a range.
3. Versatility: Determines how well a Quirk can be used and applied in a variety of situations, discounting the user's own creativity in using it. Is very rarely affected by Mutability.
4. Synergy: Determines how well a Quirk may interact with other Quirks in play and how well they can work together when used in tandem. Is not affected by Mutability. Quirks with high levels of Synergy can work extremely well with a wide variety of Quirk Types with Quirks at the extremely high end having great compatibility with all Quirk Types, though the latter is extremely rare. Quirks with low Synergy levels tend to mix poorly with specific other Quirk Types, and may even interact with some Quirk Types in a negative way that may harm the user and others around them. At extremely low levels of Synergy, the user's Quirk is incompatible with all other Quirks, even with other Quirks of the same type that it is, though those kinds of Quirks are extremely rare as well.
5. Control: Determines how difficult it is to use a Quirk by default without interference/aid from other Quirks and/or Support Items. Is greatly affected by Mutability.
6. Mobility: Determines how much mobility a Quirk may grant its user, whether via its main effect or creative/ alternative uses of that effect to achieve such mobility. Is greatly affected by Mutability. Quirks with low Mobility grant their user little to no mobility while Quirks with high Mobility grant their user high levels of mobility with some Quirks offering multiple methods of getting around at extremely high Mobility. Mobility Type Quirks naturally grant their user medium to high levels of Mobility depending on their functions. While possible with other type of Quirks by using a non-Mobility Quirk's abilities in a creative way to grant their user artificial/psuedo Mobility, such methods mostly grant their user low levels of Mobility with a scant few capable of high levels of artificial Mobility.
7.Leniency: Determines how debilatating a Quirk's possible drawbacks, restrictions, and/or weaknesses are to the user's body when overextended and/or taken advantage of by enemies. Is affected by Mutability. At low Leniency, a Quirk may have drawbacks that are so debilitating and/or restrictive that it can put their user out of commission for a long period time, severely hurt or damage the user's body, or even outright kill them if overused/overextended. At high Leniency, a Quirk may have little to no drawbacks, weaknesses, and/or restrictions to its usage, and what little of the former a Quirk may have can easily be dealt with or circumvented with special aid/training.
8. Mutability: Determines the default growth rate of a Quirk. Depending on the growth rate, a Quirk may grow and become stronger faster or slower than other Quirks. Weak Quirks that have higher Mutability can grow at a much faster rate than Quirks with lower Mutability, becoming stronger in a variety of ways when properly trained, such as their effects gaining greater power or range, reducing the effects of a Quirk's drawback onto the user, or even gain new functions. At extremely high Mutability, a Quirk may be able to undergo Quirk Evolution if the right conditions are triggered. At the other end of the spectrum, Quirks with low Mutability tend to become stronger at a much slower rate and have a lesser chance of gaining new functions overtime, and a much lesser chance of undergoing Quirk Evolution. At extremely low Mutability, a Quirk may never be able to grow in strength no matter how much the user trains it and/or will never have a chance to undergo Quirk Evolution. Quirks with such low levels of Mutability tend to be incredibly powerful by default in exchange for the former.
