Effect: This Quirk's holder may randomly mutate into one of twenty-one other effects:
Effect I: The Quirk holder gains affinity for the four elements. The use of one element weakens the other three, so balance is key.
Effect II: The Quirk holder choses one fact they are aware of - until the Fool reactivates, no one else may speak of this secret.
Effect III: The Quirk holder accelerates the growth and seeding of all plant matter, including the creation of fruit.
Effect IV: The Quirk holder inflicts their dominion on others, sapping their will to fight. This is based on the opponent's own ego - weaker wills are unable to fight back.
Effect V: The Quirk holder passively obtains information they are otherwise unaware of. The usefulness of the knowledge... Varies.
Effect VI: The Quirk holder becomes aware of the bonds between others. This can mean friendships, romances, rivalries, familial bonds... All sorts.
Effect VII: The Quirk holder selects one goal. Once that goal is accomplished, the Fool reactivates. If the Quirk holder were to perish in pursuit of this goal: revive instantly, unharmed, and the Fool reactivates.
Effect VIII: The Quirk holder places into effect one universal rule. The rule will then reset when the Fool reactivates.
Effect IX: The Quirk holder alone may access a room, hidden in the border formed by the corners of walls. This room has basic amenities, such as a bed and running water, but no windows or timekeeping devices. No one other than the Quirk holder may enter.
Effect X: The Quirk holder can manipulate the future effect of a single action. For this to work, a "cause" must be known. Once completed, the Fool will reactivate.
Effect XI: The Quirk holder gains boundless physical strength, as well as an unshakeable moral compass to compensate and regulate.
Effect XII: When this effect is activated, time will stop. The only thing unfrozen is the Quirk holder's own perception. When time resumes, the Fool will reactivate.
Effect XIII: The Quirk holder has the ability to manipulate and shape forms like putty, including themselves. Unlike most other effects, the changes are permanent.
Effect XIV: The Quirk holder becomes attuned to the natural flow of energy within the earth, and can heal as well as harm with it. An imbalance of positive and negative will force a reactivation of the Fool, however.
Effect XV: The Quirk holder may inflict the effects of drug withdrawal on opponents: irritability, thirst, mania, hunger, confusion, paranoia, etc. Wield responsibly.
Effect XVI: A natural disaster shall strike the exact location of the Quirk holder.
Effect XVII: The Quirk holder is protected from disaster. This could be seen as "good luck", but others may consider it "a breather".
Effect XVIII: The Quirk holder can project their worst fears into reality. This construct is also capable of reflecting the fears of those that gaze upon it - however, it is merely an illusion.
Effect XVIX: The Quirk holder radiates light. Those in the light of the Quirk holder will gain a weak physical boost.
Effect XX: The Quirk holder can refine a material into its base components: a book may revert to water and wood pulp, steel to iron ore and other minerals, etc. This will not work on people.
Effect XXI: The Quirk holder may move through space. It is, in effect, teleportation, except the holder is not disappearing from one spot and appearing in another location, but rather, moving the entire universe around themselves until they've reached their destination.