-Abnormal Appearance: Makes the user look strange ,different, or even frightening compared to normal people. Common to Mutation Type Quirks, though some Transformation Type Quirks may apply as well.
-Inconvenient Mutation: Can make the user's life difficult in a variety of ways. Common to Mutation Type Quirks but certain other Quirks can apply as well.
-Knowledge: Requires the user to know something related to the quirk to use it effectively. The Quirk may be able to be used without that required knowledge, but it may be less effective/powerful without it.
-Mental Drain: Mentally drains the user in some way, i.e a quirk that requires utmost focus to use will mentally drain the user. Common with Mental Quirks.
-Physical Drain: Physically drains the user in some way, i.e causes pain to the user when used, tires them out faster when used, or requires a stockpile of certain bodily resources.
-Fuel Requirement: Requires some sort of " fuel" in order to use it. This limitation/drawback is often paired with Physical Drain as the two more often than not tends to intertwine.
-Hard Limit: Has a limit that usually can't be overcome without external aid of some kind or stays static no matter how much the Quirk is used/trained
- Cool Down: Quirk cannot be used for a period of time after being used.
- Affect Limit: Quirk can only affect/interact specific types of targets. Examples include a Quirk that only affects plant material and not human material, a Quirk that only interacts with kinetic energy, and a Quirk that can only affect unhealthy targets.
- Time Limit: Quirk can only be used for a specific amount of time or effect only lasts for a period of time before turning off/fading away.
- Focus/Medium Requirement: Quirk only works through a focus/medium near the user though some Quirks that can use focuses/mediums much farther away from then do exist. May be paired with Contact Requirement if applicable.
- Harmful: Physically, mentally, emotionally, and psychologically harms either the user or other people if used improperly or by default.
-Indicator: Visibly indicates to other people and the user if they are using their quirk in some way. This can possibly alert enemies and leave the user exposed to counter attacks/counter tactics. Energy and/or Elemental Type Quirks commonly have this drawback/limitation.
-Contact Requirement: Requires the user to come into physical contact with the target for the quirk to work. Quirks with this limitation tend to be hand-focused but some Quirks may be dependent on physical contact from other parts of the body to work.
-Uncontrollable: The quirk has an aspect or two that cannot be controlled in any way. Quirks that have components that are always active in a certain way and cannot be turned off or adjusted in some way are a good example of this drawback.
-Weakness: Has an obvious weakness that can and will be exploited if possible so be wary. Elemental Quirks commonly have these.
- Conditional: Quirk activates automatically or can only be activated if incredibly specific conditions are met. Some Quirks and/or their effects only remain active for as long as those conditions are met, turning off automatically once those conditions no longer meet.
- Vision Requirement: Quirk can only be utilized through eye sight. If the user's vision is impaired or crippled in some way, that Quirk will have its effect be negatively affected in some way, and in some cases, may prevent outright usage of the Quirk itself.
- Maintenance Requirement: If either the user's body or the Quirk itself isn't maintained properly, the latter may not work efficiently and/or properly. In addition, some Quirks, when poorly maintained or not maintained at all, may cause health problems for their user in some way. In some cases, the Quirk itself is the only reason the user's body even functions in the first place! Poor maintenance or even somehow removal of that Quirk may even lead to the user's death if they aren't careful. Common to Mutation Quirks.