The Age of Quirks (Year 2075)

The Age of Quirks (Year 2075)

By the year 2075, the @United States Of America has fully adapted to the superhuman revolution that began over a century ago. Humanity now lives in the Age of Quirks — an era where 80% of the global population possesses innate superpowers known as Quirks. No two Quirks are identical, and their effects range from minor physical alterations to reality-bending phenomena. These powers, passed through generations, are now woven into the very fabric of society, government, and culture.


The Birth of the Meta Human Era

The first recorded Quirk, “Luminescence,” appeared in the early 21st century. Within decades, Quirks became a common genetic trait, altering global politics and social structures. Early conflicts between @Quirk Human and @Quirkless Human populations sparked the Meta Human Reformation Acts of the 2050s — legislation that unified world governments under new laws for Quirk regulation, research, and hero certification.

By 2075, the term “human” itself has evolved. Nations now recognize the Meta Human Species, and Quirk education begins as early as preschool, ensuring that power is trained before it turns dangerous.


Heroes and Pro Heroes

In this world, those who choose to serve the public through their Quirks are known as Heroes. Trained, licensed, and monitored by government agencies, they form the backbone of peacekeeping across the globe.

The most elite among them are @Pro Hero — professionals ranked and regulated through performance metrics, public trust, and hero agency success. Each Pro Hero’s reputation is carefully measured by the Global Hero Registry (GHR), which tracks:

  1. Combat Efficiency – Success in villain apprehension and threat neutralization.

  2. Public Impact – Media presence, rescue numbers, and citizen morale.

  3. Ethical Record – Adherence to law and professional hero codes.

  4. Popularity Index – Sponsorships, social media influence, and fan reception.

Top heroes in America are not only symbols of justice but cultural icons, often leading international hero agencies, appearing in advertisements, and influencing political discourse.


Villains and the Underworld

Where there are heroes, villains always follow. Those who exploit their Quirks for greed, ideology, or chaos are classified as Villains, and by 2075, villainy has evolved into a complex underground network.

The U.S. is plagued by organizations such as:

  • The Eclipse Order – A transnational syndicate aiming to destabilize hero governments.

  • Carnival of Carnage – A psychotic cult that treats villainy as performance art.

  • Neo-Rogues – Quirked radicals advocating for total deregulation of power.

In response, America’s Federal Hero Bureau maintains constant surveillance, working with Pro Heroes to monitor black-market Quirk tech, illegal augmentation labs, and emerging Synthetic Quirk mutations spreading through major cities.


The Modern Hero Society (2075)

By this era, being a Hero has become both a profession and a performance.
Pro Heroes are sponsored, televised, and ranked across national leaderboards. Annual events like HeroCon Nationals and the United Hero League Showcase broadcast nationwide, turning heroism into a blend of service, sport, and spectacle.

While most heroes dedicate themselves to justice, others chase fame, wealth, or political influence. The Hero Industry has become a billion-dollar ecosystem — from costume designers and agency staff to Hero Academy merch and Quirk analytics corporations.


A World Defined by Power and Image

Despite the peace achieved through structure and surveillance, moral cracks are forming. The line between justice and entertainment, law and liberty, grows thinner each year.

Citizens idolize Pro Heroes as celebrities, yet many question whether the system rewards true heroism or marketable personalities. Meanwhile, the remaining 20% of Quirkless citizens struggle with unemployment, discrimination, and resentment, fueling underground reformist movements.

In 2075, the world stands at a crossroads — a society that glorifies heroes, fears villains, and commodifies power. The question is no longer who has a Quirk, but what you choose to do with it.

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