THE SLICES
Each slice handles a different category of quirks — safely, efficiently, and separately.
Heat / Fire / Combustion Zone
Flameproof towers. Ventilation grids. Thermal-resistant interiors.
Everyone here runs hot — and that’s the point.
Liquid/Frost/Acid Zone
Anti-corrosive materials. Condensation-resistant tech.
Most buildings can freeze solid — and thaw without damage.
Geo / Pressure / Density Zone
Shock-absorbent housing. Reinforced walkways. Deep earth access.
The buildings may not be pretty, but they’re unbreakable.
Voltage / Magnetic / Energy Zone
Power-linked infrastructure. Voltage-stabilized zones.
Closest to the Core — but always under control.
Life flourishes here — so long as it’s trimmed.
Mutant-Type Zone
Tailored spaces: wider halls, custom biometrics, non-standard access routes.
Even here, the division runs deeper — insect-types on one side, animal-types on the next, hybrid builds further still.
Miscellaneous / Undefined Zone
The leftovers. The weird ones.
No one slice fits them — so they get the gray one.
THE CITY’S LAYERS (FROM CRUST TO CORE)
The Wheel isn’t just sliced by type — it’s layered
Outer Ring (Crust):
Highly specialized residential zones.
Designed to support — and contain — the most intense quirks.
Isolation by design, not law.
Mid-Ring:
Schools, hospitals, local services.
Gym class has been replaced by mandatory Quirk Control courses, even outside hero tracks.
Inner Ring:
Offices, industry, transit hubs.
More mixed, more monitored.
The Core:
Shared spaces: malls, events, entertainment.
Carefully constructed to appear unified — the “proof” that the city isn’t segregated.
Security is thickest here.