Actions

Work Header

Quirk Ideas

Summary:

Quirks are really cool. There's so many different ones and there are so many opportunities to create new quirks. So I spent a very long time just creating quirk ideas off the top of my head. The original quirks are of my own design with some influences that will be credited. These are all free use, so if you want to use one of these quirks, that's fine by me :D

Inspiration from NotMasonPines and their work, Quirk: Catalogue. Activation requirements and Effects are heavily inspired by him.

Each chapter is its own quirk. While it makes for shorter chapters, it makes up for with a cleaner presentation.

Notes:

(See the end of the work for other works inspired by this one.)

Chapter 1: Template

Notes:

This chapter doesn't actually have any content, but is more of a "Template" chapter. This chapter really isn't necessary besides explaining how I'm going to categorize everything. If you want to get straight into the quirk ideas, you can skip this chapter.

(See the end of the chapter for more notes.)

Chapter Text

Before the actual template will be revealed, let's get the terminology I'm going to be using out first. The three most important classifications I will have attached to each quirk idea will be its Activation, Effect, and Xuyao Scale. The last one is the English pronunciation for the word "need" in Mandarin. I figured I would use Mandarin since its the primary dialect in China, where the Luminescent Baby was born. I could have used Cantonese or some other dialect, but since Qing Qing City is fictional, I just went with Mandarin.



Activation


Activation will focus mainly on how the quirk is activated. Is it active all the time? Or is it only when some requirements are met? This classification will have two parts: the type of quirk it is, and the actual activation requirement.

This is the list of types of quirks:

  • Automatic: These types activate immediately when the requirements are met (like Uraraka's quirk, Zero Gravity)
  • Partial: These types have some part that is always passive, but can reach an activation requirement to trigger another effect (like Shoji's quirk, Dupli-Arms)
  • Passive: These types are always active and have no secondary activation requirement (like Ojiro's quirk, Tail)
  • Switch: These types need some sort of focus to activate and turn off, but is no longer needed to maintain the effect of the quirk (like Mr. Compress' quirk, Compress)
  • Upkeep: These types require constant focus to maintain the quirks effects (like Kaminari's quirk, Electrification)

This is the list of activation requirements:

  • Auditory: The quirk activates after some sort of auditory input (like Shinso's quirk, Brainwashing)
  • Concentration: The quirk activates after the holder concentrates long enough to trigger it (like Yanagi's quirk, Poltergeist)
  • Consumption: The quirk activates immediately after consuming a specific resource (like Sato's quirk, Sugar Rush)
  • Contact: The quirk activates after making contact with a target (like Shoda's quirk, Twin Impact)
  • Environment: The quirk activates once the surrounding area is suitable for quirk activation (like Komori's quirk, Mushroom)
  • Flex: The quirk activates after being flexed, like a muscle (like Kirishima's quirk, Hardening)
  • Fuel: The quirk activates after consuming a specific resource and also can store the resource for later use (like Iida's quirk, Engine)
  • Knowledge: The quirk activates after some component is learned (like Yaoyorozu's quirk, Creation)
  • Proximity: The quirk activates after a target enters a specific radius of the holder (like Sakaki's quirk, Sloshed)
  • Removal: The quirk activates after being removed from the holder's body (like Mineta's quirk, Pop Off)
  • Visual: The quirk activates upon making eye contact on the target (like Eraserhead's quirk, Erasure)



Effects


Effects are the direct products of the quirk. Any quirk can have up to four of the following classifications. Most of this list is inspired by Quirk: Catalogue.

  • Animal: This quirk affects animals in some way (like Koda's quirk, Anivoice)
  • Audio: This quirk affects sound in some way (like Present Mic's quirk, Voice)
  • Boost: This quirk boosts a physical aspect of the holder in some way (like Kendo's quirk, Big Fist)
  • Buff: This quirk positively impacts a target (like La Brava's quirk, Love)
  • Companion: This quirk provides an independent persona (like Shinomori's quirk, Danger Sense)
  • Conversion: This quirk changes the target's physical properties in some way (like Overhaul's quirk, Overhaul)
  • Debuff: This quirk negatively impacts a target (like Mustard's quirk, Gas)
  • Elemental: This quirk controls elements of the natural world in some way (like Todoroki's quirk, Half-Cold Half-Hot)
  • Empath: This quirk affects emotions in some way (like Ms. Joke's quirk, Outburst)
  • Energy: This quirk uses life energy in some way (like Eri's quirk, Rewind)
  • Generation: This quirk creates some product (like Dabi's quirk, Cremation)
  • Healing: This quirk affects the health of the holder or a target in some way (like Recovery Girl's quirk, Heal)
  • Illusion: This quirk creates illusions of some kind (like Utsushimi's quirk, Glamour)
  • Internal: This quirk produces a substance from an organ inside the body (like Sero's quirk, Tape)
  • Information: This quirk boosts the mental aspect of the holder in some way (like Intelli's quirk, IQ)
  • Kinesis: This quirk affects the movement of whole objects (like Yanagi's quirk, Poltergeist)
  • Manipulation: This quirk affects the individual molecules of a specific type (like Vlad King's quirk, Blood Control)
  • Meta: This quirk directly affects other quirks (like All for One's quirk, Forced Quirk Activation)
  • Mental: This quirk affects the mind of a target (like Nemoto's quirk, Confession)
  • Mutation: This quirk creates some sort of permanent growth of the body (like Asui's quirk, Frog)
  • Omniscient: This quirk gains knowledge about the world before the holder does (like Sir Nighteye's quirk, Foresight)
  • Plant: This quirk affects plant life in some way (like Shiozaki's quirk, Vine)
  • Production: This quirk produces some sort of substance from the surface of the skin (like Kamakiri's quirk, Razor Sharp)
  • Sensory: This quirk increases the holder's senses in some way (like Jiro's quirk, Earphone Jack)
  • Sentient: This quirk provides a sentient persona that the holder can freely interact with (like Uwubami's quirk, Serpentress)
  • Stockpile: This quirk stockpiles energy or some other substance to be expelled later (like Fat Gum's quirk, Fat)
  • Summon: This quirk summons some sort of inanimate object (like Fukidashi's quirk, Comic)
  • Transformation: This quirk causes parts of the physical body to be transformed into some other form (like Shishida's quirk, Beast)
  • Transportation: This quirk allows the immediate transportation of mass (like Kurogiri's quirk, Warp Gate)

Important notes: Companion type quirks aren't sentient unless stated otherwise; Sentient type quirks are not independent of the body unless stated otherwise; Generation type quirks can create the substance but can't control it; Manipulation type quirks can control the substance but can't create it; Internal type quirks create a byproduct from under the skin; Production type quirks create a byproduct from the surface of their skin; Transformation type quirks apply so long as the body temporarily changes shape to any degree.



Xuyao Scale


Like I said before, the Xuyao Scale is a separate classification for quirks. It translates from Chinese to English, meaning "to need". The entire point is to measure how badly someone needs a unique substance for their quirk and how being deprived of such substance will affect the body.

  1. Does not have an activation requirement to trigger the quirk
  2. Quirk has a non-consumption activation requirement for their quirk
  3. Substance necessary for quirk activation is acquired from forms other than consumption
  4. Consumption of this substance will boost the quirk's effectiveness
  5. Consumption is needed to activate the quirk
  6. Diet is completely changed due to the quirk
  7. Consumption is needed to achieve peak physical health (does not affect mental health)
  8. Consumption is needed to achieve peak mental health (does not affect physical health)
  9. Consumption is needed to achieve peak mental and physical health
  10. Consumption is needed to maintain health in general

Important notes: a quirk with a Xuyao Scale of 1 means the quirk is most likely a pure mutation type with no other parts to the quirk; the most common Xuyao Scale values will be 2 and 3, so don't be surprised when majority of the quirks will be of values 2 or 3; higher level Xuyao Scale values (7 through 10) are incredibly rare because natural selection would weed out quirks with a such a demand.



Actual Template


So that's all the wordy information that you may or may not find useful for later chapters. Now, onto the actual template:

The title of the chapter will be the name of the quirk

Activation Type; Requirement 1, Requirement 2+ (if applicable); Effects 1-4 (if applicable); [Xuyao Value]
Description: A general description of what the quirk does (and maybe some more scientific stuff if I decided to do the research).
Limits: Reach = the max the quirk can do; Side-Effect = the negative effects from simply using the quirk; Drawback = the effects of overuse; Weakness = possible ways to counter the quirk
Possible Uses: Possible ways the quirk can be used
Inspiration: Where I got the inspiration for this quirk in particular

Notes:

So, this is the template I'm going to be using for the following chapters. Note, I may be doing head-canons about canon quirks, which will try to follow the template I use, but may stray from it a bit. This is also my first work on AO3, so...there's that. Thanks for reading!

Chapter 2: Pop Off

Summary:

Let's start off with a head-canon, because why not? And it's Mineta's!

Chapter Text

Automatic: Removal
Mutation, Production
[3]

Description: This quirk allows the holder to grow light, slightly squishy, handheld balls from the scalp. These balls are inert when attached to the skin. However, once detached, it will immediately become so incredibly sticky that if something has bonded itself with the ball, it will not unbind until the stickiness of the ball wears off. The stickiness of the ball is based on the health of the holder. The holder themself can not be stuck to the balls. In fact, the balls are bouncy for the holder. The balls themselves are grown using growth hormone. The constant production of growth hormone would have begun before the quirk fully developed, which means the effects of growth hormone would be more active before the age of four. One of these effects could have been that angiogenesis (creation of blood vessels) would have happened more frequently as a child. This could cause a myriad of effects, ranging from benign things like larger or bulgier surface blood vessels to more detrimental cases where blood can diffuse to other parts of the body (tear ducts, intestines, lungs, etc).

Limits: It's reach ends beyond making things stick to each other. If the target doesn't touch one of the balls, the quirk is useless. Because the balls grow from growth hormone, the holder will probably be short and most likely underweight. It will also impact how much muscle mass the holder can grow. It doesn't have any side-effects, but a major drawback is that the balls will slow down their growth speed and the scalp will begin bleeding. A major weakness is that the balls are only active if they are separate from the scalp. By simply restraining the holder's hands, they can no longer pluck and throw the balls on their head.

Possible Uses: The holder can use the balls to link to other balls and create longer chains. Because of how sticky the balls are, the creations would have no bend in them at all. This can theoretically mean the creation can be as long as needed, so long as the wielder can support the weight of the balls. Note, should the creation touch a surface of any kind, the creation can become stuck to that surface and therefore becomes useless. By attaching the balls to the wall, the user can create handholds for themselves, but themselves only. Not only that, the balls can be used to form a trampoline for the holder. It can also be used as temporary markers since they can't fall off. Though, the biggest use for these balls would be their restraining ability. Since the stickiness can't be removed until the ball loses it naturally, it makes a very good impromptu restraining device.

Inspiration: I remember seeing a comment about someone's head-canon that Mineta's quirk is grown using growth hormone and it really appealed to me. I would go and credit them but I can't remember which fic I read it from, let alone which chapter of the fic.

Chapter 3: Intimidation

Chapter Text

Upkeep: Concentration, Proximity
Empath, Illusion, Mental
[2]

Description: This quirk has no physical attributes. Instead, it is almost entirely mental. Upon activation, the holder tricks the minds of anyone within the radius into believing the holder is larger. Not only will they be taller, but also seem stronger and much scarier in general. If a viewer is outside the radius of the quirk, then the holder will appear as normal. Not only does the quirk cause people to hallucinate, it also causes a spike of fear and triggers the fight-or-flight response with a heavy leaning towards flight. The more physical strength the holder has, the heavier the bias towards flight. Secondary mutations will most likely affect personality, making them more hotheaded or brash. It can also increase their natural aggressiveness.

Limits: The quirk can only affect those in his radius. If there is a viewer outside the radius, then none of the effects will apply to them. That extends to electronics; if there is a viewer through a camera (either live or recorded) the effects will not appear, even if the cameraman is in the radius. Remember, the quirk creates a hallucination, meaning physical contact can and will disperse the hallucination to a degree. The fight or flight response can be fought off with either unparalleled bravery or sheer stupidity. Also, since this is an upkeep type quirk, interrupting the holder’s concentration will remove the hallucination and fear. Lastly, the quirk gets more powerful (hallucination more convincing and the person is more likely to be cowed) the physically stronger the holder is, so constantly working out is required.

Possible Uses: The entire point of the quirk is to end a fight before it starts. Because it has a radius effect, this can end a massive fight with multiple opponents on either side. However, if the situation doesn’t resolve itself from the fear alone, using the hallucination and fear factor can make a close quarter fight much easier. Other more mundane uses of this quirk can be to keep the peace and stop arguments (Eraserhead's use of Erasure to garner attention).

Inspiration: God of Highschool’s Jin Taejin. I was using the fear and pressure emanated from his presence in a fight and turned it into a quirk.

Chapter 4: Wolf Pack

Chapter Text

Automatic: Proximity
Boost, Buff, Omniscient
[2]

Description: This quirk is for multiple births (twins, triplets, etc). The closer (distance-wise) the siblings are to each other, the stronger they become, with siblings being directly next to each other almost tripling their strength. Although this primarily increases their physical strength, it also makes them more resistant to damage and heal faster. There is no physical change to the body; this prevents onlookers from realising the holder has become significantly stronger. The science behind it is that the quirk senses the siblings nearby and then triggers a hormone storm, causing all of these effects without changing the body. It is considered omniscient because the quirk effects will take place if a sibling is close to the holder but the holder does consciously know it. It does not matter if there is some sort of object between the siblings, the quirk will still activate. After a certain distance, the quirk effects will cut off. Contact or line of sight does not increase the effects.

Limits: The quirk actually has a pretty short reach, being an enhancer and not much more. There is little room for creativity when using the quirk. Without the aid of the siblings, the holder has only their basic strength. The quirk entirely relies on the siblings being near each other, which in turn requires the siblings to be cooperative and loyal to each other. Either creating an emotional rift between the siblings or physically separating them is their biggest weakness. Other than the lack of creativity and the requirement of cooperation, the quirk has no drawbacks or side-effects.

Possible Uses: This quirk is pretty straightforward. As primarily a strength booster, it would do best in physical work that requires cooperation. They would work especially well as a very powerful combat unit seeing as all of them having complete trust in each other to strengthen themselves. In a more civilian use, it would be very useful in construction, or some sort of teamwork-based labour.

Inspiration: I wanted to create a strength-boosting quirk but not just your general “oh look I can flex”. And then I started thinking about how a set of triplets rip an armoured truck apart through the power of brothership.

Chapter 5: Wrist Extension

Chapter Text

Upkeep: Concentration, Flex
Boost, Transformation
[2]

Description: The user can make their wrists extend up to multiple times their body length. The quirk makes the muscles in the arms and back extremely strong to support the long tentacles of forearms that the user can create. The wrists themselves don’t have any bones, rather are completely supported by the thick rings of muscles with a fully capable hand on the end. This effectively creates a set of constrictor snakes attached to the user’s arms with a hand in the stead of a snake head. It is incredibly flexible due to the lack of bones. Movement of the limb past the wrist is then powered completely by the thick artery that takes the place of the bone with the muscles acting as the main structure for the hand. The quirk does not densify the muscles, skin, and blood vessels prior to activation. Upon activation, the quirk converts stem cells in the radius and ulna into muscle, skin, nerves, and blood vessels to extend the wrist while promptly reconverting the cells back into stem cells post deactivation. Because of the large amount of stem cells in the radius and ulna, should the hand be cut off at any point, the hand can be completely regenerated given enough time. This regeneration only applies to the hand.

Limits: The power of the quirk is mostly in the secondary mutations, strengthening the back and arms of the user. Despite all these secondary mutations, after a certain extension length, the user will be unable to move due to the sheer weight of the arms. Also at this distance, the extension will be unable to support itself purely on its muscle strength. As the hand gets further and further from the main body, the reaction time of the limb is reduced. Since this is a flexing quirk, standard muscle exertion is a common side-effect. Drawbacks include wrist, elbow, shoulder, upper back, and lower back pain. If the extension passes the range of the user’s vision, then the user has to rely solely on tactile senses or support gear. The limb after the wrist is purely muscle, so it can be easily cut.

Uses: The most obvious use would be in combat, either as a long range melee fighter or a grappler, both being viable options. The full function of the entire limb makes feints very effective and the thick musculature of the arm makes it a very good restraining device. Because of the increased grab range, the quirk makes it useful to simply reach and grab. Things that involve a large control panel with many interfaces would be easily managed by this one person.

Inspiration: It's actually one of my first quirks I made. This idea is a mix of Kendo’s, Shiozaki’s, and Shoji’s quirks. I took the limb idea from Shoji, wrist extension was taken from Shiozaki’s vines, and the more combat focus came from Kendo.

Chapter 6: Polyglot

Chapter Text

Partial: Auditory, Visual
Mental, Omniscient
[2]

Description: As per the definition of the word, the user is instantly a polyglot, being able to understand and speak any language fluently. Secondary mutations in the ears and brain allow the user to hear better and comprehend languages faster. The parameters around the term “language” are vague, but so long as at least five different people speak said language somewhere in the world, the user can understand the language (hence the omniscient effect). However, if the user says the name of a language while looking at someone, the victim will be forced to (fluently) speak in that language only. The victim will be able to understand the languages they previously knew, but can only converse in the language afflicted. The effects wear off after an hour.

Limits: The quirk has a very short reach, only really able to change how a person speaks. Because of the short reach, the quirk doesn’t have any drawbacks or side-effects. However, by simply silencing the user or blind-folding them, the quirk becomes useless. Using this quirk via electronics (microphone and speaker for the audio trigger or a camera for the visual trigger) will not cause an effect.

Possible Uses: The most obvious use would be as a translator, a diplomat of sorts that would be deployed to negate a language barrier of any sort. Another good use would be as a spy, seeing as their impeccable language skills would allow them to understand all that is being said around them. Despite the civility nature of this quirk, the user can also use this offensively, specifically to disrupt teams from communicating properly.

Inspiration: I feel like whenever I make up quirks, it’s usually with some sort of combative or tactical purpose. So, I challenged myself to create a civilian quirk. Just to turn into a theoretical anti-team quirk.

Chapter 7: Beam Up

Chapter Text

Switch: Concentration, Fuel, Proximity
Energy, Transportation
[2]

Description: This quirk allows the user to transport any organism (and whatever is in contact with said organism) within a variable radius to a place that the user has been to. The user can only teleport when the general global position is known. When activated, a flash of light occurs for the user only, not for the people they have teleported. Energy is accumulated by being physically active, being stored in small crystal-like structures in the back of the hands. More energy will make the crystals larger. Energy is consumed for every teleportation rather than the people in the teleport, making the energy cost the same if the teleport is using maximum range or if the user is only teleporting themselves. This teleports anything within a retractable range; barriers in the range do not affect who or what gets teleported. However, if the target area has a significant amount obstructed within the teleport range, then the teleport is nullified.

Limits: Constant physical exercise is required for this quirk to accumulate energy. There are no side effects for the user when teleporting, however people in the teleport can become nauseous if they have a weak stomach. Extending the range past what it normally can teleport will begin to tear the user apart, starting at the skin. If there is insufficient energy for the teleport, a multitude of different effects could happen: the teleportation will consume some of the life force of the people in the teleport; only the user will teleport, leaving the people behind; everyone will be teleported to different, random locations; or the user begins to disintegrate. To prevent the user from teleporting to a location, rearrange furniture to force the user to teleport to a single spot. The user is also temporarily blinded from the flash they make when teleporting.

Possible Uses: Obviously this quirk is good for moving people. However, because of the flash, it isn’t exactly covert. The quirk should be used when the teleport’s flash won’t cause problems. The most likely uses are for mass transit and rescue missions (since teleport initiation ignores barriers and can therefore pull people out of dangerous situations). It can also be used for surprise attacks. The user scouts a location prior and then teleports a whole team onto the location during the mission.

Inspiration: The Star Trek transporter beam. “Beam me up, Scottie!”

Chapter 8: Shadowstep

Chapter Text

Upkeep: Concentration, Environment
Conversion, Elemental, Manipulation, Transportation
[2]

Description: This quirk allows the user to create portals out of shadows anywhere in the room. As such, the user has a passive that allows it to detect where shadows are around them. Anything can pass through the portal except light and sound. The size of the portal is entirely dependent on how strong the shadows in the area are. Strength of a shadow is determined by two factors: the light source and the object casting the shadow. The stronger a light source, the darker the shadow and therefore the more power the user can draw from said shadow. On the opposite end of the spectrum, a weak light will cast a light shadow, decreasing the amount of power the user can draw from the shadow. A “permanent” object is an object that does not move often, creating a more powerful shadow. For example, a metal table bolted to the ground will create a strong shadow. On the other hand, something that is always moving, like a human being, will create a very weak shadow. Distance also plays an, albeit smaller, role. The further away the shadow is from where the portal is being generated, the longer it will take for the portal to form. There needs to be enough shadows on both ends of the gateway otherwise the portal will either fail to form or will be substantially smaller. As the portal is forming, shadows will travel to where the portal is forming, making objects either cast no shadows or cast unusually light shadows. Once the portal closes, the shadows return to their original place. The portal isn’t “created by shadows”, rather it supplies the medium as to how the portal is created.

Limits: The user is restricted by how far it can detect shadows. However, this range can be trained to increase. Also, the user requires shadows, not general darkness. As such, the user will be unable to draw power from dark-colored objects or from a pitch black room. The only side-effect from this quirk is exhaustion. As a conversion quirk, it has no drawbacks from overuse. Trapping the user in a room with only a few weak shadows will prevent the user from being able to teleport out. Also, unlike other teleporters, it takes time for the portal to form. The user will suffer against faster opponents or a constantly changing environment. It also suffers from the common weakness among teleporters: it leaves behind a unique gravitational flux signature. As such, proper machines can be used to counteract the quirk.

Possible Uses: The user is a very effective mass warper since many places cast enough shadows for the quirk to be used. It can be used for general transportation or getting victims out from collapsations. At the same time, the quirk can be used to slip past multiple security systems.

Inspirations: I really like warp gates. As of right now, I have two more I need to flesh out so...

Chapter 9: Transform

Notes:

(See the end of the chapter for notes.)

Chapter Text

Upkeep: Consumption, Fuel, Visual
Generation, Meta, Production, Transformation
[8]

Description: This quirk requires consumption of human blood to activate with more blood increasing the activation length. The user releases a thick, viscous secretion from the skin that quickly changes colour and texture. This sludge-like secretion will change to resemble the blood donor. The image the sludge will take after will be the most recent mental image of the blood donor. Should there not be any reference image, the form the user will take will be a nude version of the donor at the same age as the user. When copying the reference image, the user will also be able to duplicate the visible clothing of the donor. Secondary mutations to the teeth make blood collecting easier, as well as mutations to the vocal cords allow for manipulation of their voice during transformations. The layer of sludge will completely cover the user, including the original clothing the user was wearing. If the donor’s own quirk is a Passive quirk or has some sort of physical activation requirement (like touch or eyesight), the user can also duplicate the quirk effects seeing as they have access to the donor’s DNA. The secretion also provides a degree of protection to the user since it is created from an amalgamation of protein, skin cells, nerves, solidified quirk factor, and water. However, because of the nerves, there isn’t a pain reduction. Like most blood-related quirks, the user is immune to blood contaminants and fluid-transmitted diseases (to an extent). The transformation can end either when the blood supply runs out or if the user decides to drop the transformation. The user has to shed their current transformation before they can try to transform into a different donor.

Limits: The reach of this quirk is bound to if the user has access to blood. If there is no blood, the quirk can’t activate. The quirk also struggles to make the user mimic a person that is much shorter than the user’s original height. Even if the user is transformed, any DNA sample (except fingerprint and optical) left behind will still contain the DNA signature of the user rather than the donor. There is no sensational delay between the secretion, but it feels off-putting when the transformation ends and the sludge slides off. As a consumption quirk, there are no drawbacks for overuse. This quirk provides no increase to the user’s base strength, agility, or intelligence, and the defence the user gains from transforming is negligible in respect to other quirks. It also is restricted to a time limit. However, like many blood-consumption quirks, the user is dependent on blood as a supplement to their diet lest they suffer complete mental collapse.

Possible Uses: The quirk is very good at infiltration. However, a degree of intelligence would be required for such a mission since it does give the user any information that the donor has. It is very good for sting missions, both on the side of the law as well as criminals. Not only is it good for getting into places, it is also very good at getting out of situations.

Inspiration: My interpretation of Toga’s quirk is heavily inspired by NotMasonPines’ take on her quirk. However, I changed a few things around since his analysis of Toga’s quirk takes his own OC (and subsequently the OC’s quirk) into account as to how Toga’s quirk works.

Notes:

No but seriously, I attribute so much of my science of Toga's quirk to Mason. There are a few things I see differently on, yes, but I don't think I would have written up Toga's quirk this way without his influence.

Chapter 10: Dense Bones

Chapter Text

Automatic: Consumption
Boost, Conversion
[4]

Description: The quirk makes the user’s bones very dense. This density only increases when there is an excess of calcium and vitamin D. When sufficient material is present, the quirk begins to compress the bones, thereby increasing the density. This increase makes the bones significantly stronger, enhancing the user’s strength and height). If the amount of calcium regularly available in the user’s body increases, the body can grow in height, no matter the age. The user cannot shrink if regular calcium levels decrease; however, they can suffer pain in their joints instead. Secondary mutations to the muscles all over the user’s body allow them to support their own weight without need for assistance. The bones’ density will decrease over time if there is not a sufficient amount of calcium present.

Limits: The quirk requires a large amount of calcium otherwise the user is effectively quirkless. The quirk is completely physical, therefore not having a very large reach nor any drawbacks. Side effects to this quirk is that during growing periods, the user will experience growing pains and exceptional drowsiness. Like said before, the quirk is purely limited to how dense the user’s bones are. It provides no benefit to the skin, therefore not increasing their defensive capabilities. The user cannot swim.

Possible Uses: Due to the density of the bones plus the secondary mutations to the body increase the natural strength of the user. The dense bones also make the user taller. All in all, so long as the job requires a physically fit person, the user will probably be very good for it. Since the quirk is actually densifying the bones and is not responsible for retaining the densification, if the quirk was nullified, the user won’t feel a thing.

Inspiration: I wanted to make a really simple quirk that I would actually want. Simple as that. I could be strong, tall, and a suitable weight? Sign me up!

Chapter 11: Brewery

Chapter Text

Partial: Fuel, Knowledge
Buff, Conversion, Debuff, Internal, Mutation
[6]

Description: This quirk allows the production of a thin, water-like liquid with various immediate effects. The user can change the liquid’s effect, which ranges from affecting physical capabilities to granting quirk-like abilities for a period of time. The user secretes this liquid (also referred to as potions) from one of three orifices on their back, each coinciding with a location on the spine. The base orifice (located at spinal vertebrae L3, right above the hip) produces the “basic” potions. These potions affect physical capabilities upon direct consumption; for example, stamina, strength, and speed can be both changed for a short period of time upon drinking these potions. These potions have the longest effect timer. The middle orifice (located at spinal vertebrae T7, centre of the back) produces the “unrealistic” potions. These potions in particular break the laws of physics in some way; for example, the user can produce a potion that reduces the amount of noise the drinker makes or a potion that changes how gravity affects the drinker. The third orifice (located at spinal vertebrae C7, base of the neck) produces the “quirk-simulating” potions, which have the shortest effect timer. These potions in particular grant the drinker a pseudo-quirk, for lack of a better term. The pseudo-quirk is temporary and it draws from the drinker’s genetics. If the drinker already has a quirk of their own, the pseudo-quirk will either enhance the drinker’s quirk, or trigger a quirk composed of recessive genes. The potions are created using a combination of water, vitamins, minerals, and a substance the quirk produces called the enhancer. As an Internal-type quirk, the organ the potions are assembled in lies along the spinal cord. It is a long, thin organ, not much wider than the spinal cord itself. Due note, the potions are not produced at high pressure, meaning producing the potion won’t shoot a jet-stream out of the user’s back. Only one orifice can be used at a time to produce only one serving of a potion. This process can take less time via training, but will not typically take longer than fifteen seconds. A potion must be drunk in full for the effect to take place.

Limits: Besides the obvious side-effect of needing more water, vitamins, and minerals than average, production of potions impacts stamina. The base orifice has the same stamina-reducing effect as doing the same exercise over and over again, the centre orifice is similar to holding something very heavy for a long period of time, and the neck orifice is incredibly crippling, so much so that the user’s body will shut down for a period of time after use. The “quirk-simulating” potions also affect whoever drinks the potions, typically causing a full body shut down similar to the user. Beyond creating the potions, the user actually doesn’t have a way to make the potions easy to consume seeing as the potions are created on the user’s back at very low pressures. A weakness is that if the user wishes to feel the effects of the potions, they must drink the potion. The user does not gain the effects of the potion as they are producing it. The user is also most likely hunchbacked.

Possible Uses: The user will most likely not be on the front lines. The quirk’s mutation and placement make fast movement difficult without assistance. Instead, it would be very good at supporting roles. The “basic” potions would be very powerful in the role of a healer seeing as they are very powerful and can be produced en masse. The “unrealistic” potions could be used as a powerful support tool that could change a situation to anyone’s favour. The “quirk-simulating” potions can be used as a last resort in times of desperation. However, with the right support equipment, the user could be a front-line supporter.

Inspirations: Fantasy alchemists

Chapter 12: Heartbeat

Chapter Text

Passive: N/A
Mutation, Sensory
[1]

Description: The quirk allows the user to passively see the hearts of other organisms within the user’s sight range, even through obstructions. It works by scanning for cardiac tissue in the area surrounding the user. The user will see a glowing red orb where the heart is of any organism with a heart. The orb will pulse and glow intensify whenever the heart beats. The user can not hear heartbeats. Secondary mutations to the user’s eyes make cornea deterioration impossible. Multiple factors affect the orb size and pulse intensity. The healthier the heart, the harder the orb pulses and glow intensifies. Orb size is directly correlated with physical size (i.e. a young child and a small person will have roughly the same orb size) and glow intensity is related to age (i.e. a teenager would have a brighter glow than an elderly person). Due note that a heart with a defect of some kind or someone that is losing blood would have a progressively dimmer glow. Orb size and luminosity are correlated with distance as well, the orb smaller and dimmer if there is a heart at the end of the user’s sight range.

Limits: As a passive quirk, there are no side-effects or drawbacks. However, because the quirk sees the heart as a red orb, the user is unable to directly look at the organ itself. This prevents the user from determining the orientation of whoever’s heart the user is looking at. Also, similarly sized people of similar age would have the same visual look, which can confuse the user if the quirk is being used to see through walls. The quirk is always active, meaning that the user can see the glowing, pulsations of hearts even through their own eyelids. As such, falling asleep can become difficult.

Possible Uses: The user can effectively see anyone through any obstruction and be able to identify age and approximate size based on the size of the orb. This already makes the quirk very useful in scouting seeing as it can’t be surprised and it can always gain knowledge of other locations. It is also very useful in rescue and in the medical field. The see-through-obstructions aspect allows the user to find people in wreckages and the fact that the orbs dim as a person’s heart weakens could give clues that the person is about to experience a cardiac event.

Inspiration: Tom Clancy’s Rainbow Six Siege: Pulse

Chapter 13: Dragonborn

Chapter Text

Passive: N/A
Mutation, Sensory
[6]

Description: The user has traits similar to that of the fantastical Western dragons. These include the tail, wings, horns, eyes, and skin of a dragon. Starting from the top, the user has a set of horns growing from the top of their head. Their eyes contain a secret eyelid that can be triggered either manually or via adrenaline rush. The eyelid changes the eye of the user from the mammalian round pupil to that of a reptilian slit pupil. The upper facial structure does not change but basic senses are enhanced. The jaw, however, has significant mutations. Firstly, the molars are smaller and sharper. The premolars have changed, becoming larger and sharper. The canines are incredibly sharp and robust. Finally, the incisors are sharper and more prominent. Besides the teeth, the user’s entire jaw is shifted forward slightly, creating the image of a muzzle. The hands of the user will also be bigger than average, the fingertips ending with more angular fingertips and sharper fingernails. The wings are a single long limb bent in the middle with two segments running from the limb to the bottom end of the wing. They join the user’s back between the shoulder blades. Muscles in the region are sufficiently strong enough to allow powered flight. The tail is long, and about as thick as the user’s arm, designed to aid in flight. The user’s feet will be much more dexterous than average and, similar to the fingers, be more angular and sharpened nails. The user’s skin is incredibly hard and thick, bearing resistance to temperature, acids, blades, and blunt force. The bones are also very strong, being denser and larger. The user also has a heightened resistance to most stimuli (i.e. dust, gas, fire, etc.). As hinted at by the jaw structure, the user’s diet requires more meat, hence the Xuyao rating. The user has an indefinite life-span.

Limits: Unlike the fantasies of Western dragons, the user does not have a “breath”. This severely limits the effective combat range. As a passive quirk, there are no side-effects or drawbacks. The only feasible weakness the user can have is their stamina since there was no direct improvement.

Possible Uses: Increased strength of the limbs and back, as well as an extra set of three limbs in the form of wings and a tail make the user incredibly versatile. The strength easily translates into some sort of combat or physical labour job at the very least. The wings make scouting effective and relatively stealthy. The indefinite lifespan means the user can become wise as time goes on, which in turn makes them a very good teacher.

Inspirations: Dragonborn from D&D and “What’s in a Hoard” by Titus621

Chapter 14: Armoured

Chapter Text

Upkeep: Flex
Boost, Production
[4]

Description: This quirk allows the user to grow “plates” from their body to form armour. These growths are metallic in nature, deriving from the user’s available blood iron. The more iron available, the stronger the “plates” become. Even if there isn’t an excess of blood iron, the plates would grow. In fact, the plates only consume blood upon growth and do not require an upkeep of iron to keep the armour. The user can control how much iron is consumed upon activation. The growths come from specific points (typically on the back or underside of the body) and come from two directions to wrap around the body to form the armour. The “plates” in the front of the body are designed to be aerodynamic, with a more “cutter” style to the “plating”. As the growths come closer to their points of origin, they become more suited for blades. Since armour is heavy, the user can develop muscles quickly. Each of the “plates” can grow independently of each other (for example the growth around the abdomen can grow without the neck armour or helmet) and take a very short moment to develop. With the armour active, the user takes less damage from blunt force and practically resist cutting weapons. Interestingly, the body recognizes what part of the body is vulnerable and will develop thicker plates in those areas (abdominal organs, arteries, brain, etc.). When the plates are no longer needed, they retract back into their point of origin, returning a portion of the blood iron.

Limits: The quirk is entirely built for defensive and reactionary measures and even then it is kind of weak. The armour has gaps, specifically near the joints. In some sections, the armour is completely gone (knees, elbows, eyes) while it is actually thinner in others (hip, shoulders, hands). Not only that, since it's a Production-type, its ability to resist temperature change is weak. Because of how the armour only takes up blood iron during creation, there are no side-effects or drawbacks. However, because of this, the armour is only so durable before it needs to be retracted to be rearmed.

Possible Uses: The quirk mainly works in rescue. The armour provides complete defence against piercing objects, some resistance to blunt force, and a little bit of temperature resistance. It can be used for combat, but due to its many weaknesses, it is not advisable.

Inspiration: Possible parent for Tetsutetsu Tetsutetsu. When the armour plates are being grown, think Muscular from the Summer Training Camp Arc.

Chapter 15: Cleanse

Chapter Text

Upkeep: Contact
Boost, Buff
[2]

Description: This quirk allows the user to dispel any effect on anyone when touching skin to skin. The quirk works by removing excess dissolved molecules from the target’s body and bloodstream at a set rate, thus acting as a body cleanser. The quirk can recognize how concentrated a specific molecule proportional to the target’s instance (can calculate for weight and quirk) can be before becoming toxic. It is because the quirk itself knows the concentration levels and not the user which prevents the Information effect from being placed in the registry. If there is an excess of some sort of molecule, the quirk will extract the excess. The excess will be turned into a solid substance in the form of a powder. This powder will exit the system from the user’s hands. A passive effect of the quirk is that the user is more resistant to different toxins and would require a much higher level to cause effects.

Limits: The quirk will pull out excess molecules at a set rate that can’t be increased. If the target is consuming a molecule faster than the user can extract, the quirk is useless. The quirk requires skin to skin contact which is a weakness. Using this quirk is tiring with the drawback being the user can collapse from exhaustion. The only instance where the quirk is useless is if the molecule that the quirk is extracting is naturally gaseous since pulling the molecule out would just return it back into the environment.

Possible Uses: This quirk is entirely supportive. It suits best for emergency medical care, either as a paramedic or emergency room doctor; besides emergency care, the quirk can still be used to be a general practice doctor or nurse. The quirk also treats smoke and water as excess molecules and would therefore work very well as a firefighter or rescue worker.

Inspiration: I had this thought for a really tired, motherly bartender who would use her quirk to sober up drunkards to send on their way.

Chapter 16: Bad Breath

Chapter Text

Upkeep: Flex
Debuff, Internal, Mutation
[2]

Description: The quirk allows the user to breath a noxious gas. The gas is similar to tear gas, causing irritation of the pores and difficulty breathing. Enough exposure can knock people unconscious. Exposure after that can cause permanent damage, especially to the eyes, mouth, throat, and lungs. The user is immune to their gas and any gas with similar effects. The quirk is actually a toxic gland that comes from the lower epiglottis, right above the vocal cords. When the quirk is activated, the gland releases some toxin in liquid form. This toxin is actually naturally gaseous in the standard atmosphere, so when the user breathes out, the toxin vaporises and follows. The gas can come from either the nasal or oral orifice. If it exits the nasal orifice, the gas is more concentrated (and therefore more potent) and lasts in an area longer, but struggles to spread over a large area. When it exits the oral orifice, the effects are opposite; the gas is thinner (less potent and not as long-lasting) but it spreads farther. Secondary mutations to the entirety of the respiration system makes the user’s breathing more oxygen efficient and better breath control. Another mutation to the vocal cords allows them to “flatten” in an air vent-like manner whenever the toxin is being produced. This prevents any still liquid toxin from entering the lungs. The toxin is made up of several naturally occurring elements in the user’s body such that a specified diet is unnecessary. These natural elements also make the gas flammable.

Limits: The quirk is a gas. If the pressure is too high or the temperature too low, the toxin will remain liquid instead of gaseous. The gas itself is heavier than air which makes verticality a challenge to the user. The spread of the toxin is also limited to how hard the user can breathe out. A side-effect of the quirk is a sore throat which can later lead to loss of voice when overused. Simply not letting the gas make contact with skin neutralises the quirk. The user can not manipulate the fog that they create.

Possible Uses: The quirk is combat focused, able to control the flow and environment of battle. The flammability of the gas gives the user some utility. The quirk is especially effective in enclosed spaces where ceilings remove the weakness of verticality and if there is enough gas, it creates a smokescreen of sorts.

Inspirations: People on the sidewalk smoking.

Chapter 17: Nightmarish

Chapter Text

Automatic, Upkeep: Concentration, Proximity
Empath, Stockpile, Transformation
[10]

Description: The quirk is a dual aspect quirk. The first aspect can transform the user into a formless, expanding entity. The transformation is analogous to being “folded inside-out”. This entity is entirely black and can be best described as an “infinitely growing goop”. The user in this form retains full consciousness and tactility (despite the form having no structural integrity whatsoever). Although the user can grasp and manipulate items in this form, it isn’t very strong. While in their secondary form, the user is much harder to kill; having no form means physical attacks can cause the user harm. The quirk can also develop grotesque eyes and maws from the black form. The eyes have a white sclera, red iris, and black pupil while the teeth are entirely bone white. The eyes are necessary for the user to see. On the other hand, having the teeth developed means the user can bite and “eat” objects. When the user transforms back, the objects “eaten” will return in however sized chunks. The amount of each of these orifices that can appear at the same time depends on how big the user is at the moment. As mentioned before, the user in this form can expand almost infinitely, so long as they have enough energy in their stockpile. This stockpile is refilled by absorbing excess negative emotions: anger, fear, grief, jealousy, nervousness, and sadness. The user does not feel these emotions as it absorbs them. This is the second aspect and it is active in both forms. Simply being in the presence of someone experiencing these emotions causes the person to feel less of the emotion while slowly empowering the user. There is no limit as to how high the stockpile can grow. Theoretically, if the stockpile is high enough, the quirk can act as pseudo-immortality to the user when they are in their human form.

Limits: The quirk requires the stockpile to activate its much more powerful second form. Without this stockpile, the quirk is an emotion sponge. In the second form, the user has weaknesses to extreme temperatures; cold will slow the mass down while heat makes it harder for the user to retain its form. The user in human form has no enhancements and is therefore its biggest weakness. The side-effect of the quirk is that it takes up both energy from the stockpile and the user’s own stamina. If the user stays in the second form longer than the stockpile can support, the user will be forced back into the second form and be in extreme pain. The high Xuyao value means that if the user runs out of negative emotions, it begins to wear away at the user’s physical and mental health, which can be fatal.

Possible Uses: The second aspect (emotion absorption) can be useful in rescue and first response, being able to calm victims down easily without major repercussions. The second, monstrous form can be used in battle very easily. It is an ever expanding, nearly immortal opponent that can change shape and develop varying size jaws to swallow opponents. Due to its grotesque features in that form, it creates a feedback loop that keeps the stockpile satiated.

Inspiration: God of Highschool, Tam eating everything

Chapter 18: Form Shift

Chapter Text

Switch: Flex
Boost, Information, Sensory, Transformation
[2]

Description: This quirk is unique amongst transformation quirks. The major difference is that it has a Switch-type activation instead of an Upkeep-type activation. What this boils down to is that the user can maintain a form indefinitely but requires energy to change between forms. This is because for most transformation quirks, the quirk is forcing cells to change into a different cell type, requiring energy to prevent the cell from reverting back to its original type. This quirk instead reverts cells back into stem cells to be redeveloped as the desired cell type. This makes the energy requirement come from actually changing the cells rather than maintaining the cells. For this quirk, there are three forms: the basic, or human, form where there isn’t anything interesting; the brute form where the body is much stronger; and the brainiac form where the user is more mentally capable. The brute form converts as many cells as possible into myocytes, osteocytes, and osteoblasts. This comes at the cost to the digestive system, pain receptors, parts of the brain, several nerve clusters, and reproductive system. This form makes the body significantly bigger, approximately forty percent larger, with the excess comprising larger bone and muscle mass. As the body expands, the head begins to shrink, creating this cartoonish body proportion where the head is miniscule compared to the rest of the body. This causes the skull (and subsequently the brain) to shrink. In brainiac form, cells are transformed into several important nerve clusters, neurons, and glial cells. This comes at the expense of the digestive system, muscle mass, bone density, and reproductive system. This form expands the user’s brain, making them far more intelligent in this form. At the same time, the user’s brain suppresses unnecessary brain functions. The form also makes the senses far more receptive, increasing their tactility, hearing, sight, and smell. However, the user’s body is incredibly emaciated, flipping the exaggerated image in the last form; instead of a tiny head and large body, it is now a large head on a body that seems too small to support it. This means the user’s body in this form is incredibly weak. The basic form has no quirk-based developments. However, it is the only form where the user’s emotional capability is not hindered. Due note that if the user is in a form besides basic and wants to turn into the other, the user must revert back to basic form before changing again. Thoughts and emotions do carry over between forms, but can cause changes to the original thinking. Memory capability does not change between forms.

Limits: Each form has their own strengths and weaknesses. In brute form, the user is mentally and emotionally crippled, and is thus weak to a more intelligent opponent. In brainiac form, the user has no muscle mass whatsoever and does not calculate for emotional triggers. A particularly determined fighter or an outright powerful fighter would defeat the user in this form. In basic form, the user is the most well rounded, and is therefore both the hardest to beat (lacks any obvious weaknesses) but also the easiest (lacks any strengths). Due to the type of transformation this quirk is and the requirement to return to basic form, it makes changing from brute to brainiac (and vice versa) time consuming and energy draining. Not only that, the user’s thoughts are probably inconsistent when shifting forms, which can be mentally debilitating. The quirk consumes energy when changing, so if there isn’t enough energy to change forms, the user is stuck in their current form until they can regain strength.

Possible Uses: Because of the different benefits from the different forms, this quirk has much utility. In brute form, the user can be used as general labour or combat. In brainiac form, the user is more suited for a more “behind the scenes” or supportive role. Overall, this quirk makes for a very well suited hero with a rounded quirk that covers many bases.

Inspiration: Most of the inspiration comes from Shishida with some more inspiration from “Pinky and the Brain”

Chapter 19: Checkpoint

Chapter Text

Switch: Concentration, Environment
Transportation
[2]

Description: This quirk instantly transports the user from their current location to a previous, predetermined location. The quirk, upon activation, marks a place (a checkpoint) in space that only the quirk recognizes (not the user). Creating the checkpoint causes the user’s eyes to flash a noticeable light. When the user deactivates their quirk, they get teleported back to where the mark was. This has no outward hint prior to returning to the checkpoint. Any inanimate object in direct contact with the skin will be also marked and subsequently be brought when the quirk is deactivated. However, the quirk can’t bring an object if another person is making skin contact with it. The quirk retains energy and momentum from when the mark was created until when the user teleports back. If the user was in the middle of throwing a punch when they create a checkpoint, then when the checkpoint is triggered, the user continues the punch regardless if the user wanted to or not. An interesting edge case to the active force retention of this quirk is when the user is at the apex of a jump. If the user returns to the highest point of a jump, then the user can “jump” again. The exact science is unknown; the best explanation is that gravity is stalled for a period of time due to the user being brought back and this gives the user a large enough window to manipulate their own mass to “jump” again. Due note, the user is moving objects and themselves to their previous location and not rewinding time. The objects in contact and the user’s health does not restore or worsen regardless of the state of the object before and after the mark. If the user was injured after creating the mark and then teleports back, the user will still be wounded. This rule also applies to objects. The quirk considers checkpoints invalid if the area marked has about two percent of the area filled by anything. If the percentage is less than the cutoff, the objects get moved away for the user to teleport in. The quirk costs energy in keeping a mark, which means using checkpoints more often over shorter periods of time is better for the user than using it sparsely over a long period. Checkpoints can be cancelled without bringing the user back.

Limits: The quirk only brings the user back, effective only in solo retreat or repositioning. Unless the user is incredibly strong, the quirk isn’t very good when fighting a stronger opponent. Also, the energy cost makes the checkpoint more of a burden in a long fight. The energy cost of using the quirk scales with how long the mark was made before being used. The drawback for this quirk is that it won’t be able to make marks when overused. Keeping track of the user’s eyes can alert opponents as to when the quirk has been activated. Being in a very windy place with objects that can fly around makes the quirk unreliable as the flying objects can obstruct the mark.

Possible Uses: The quirk is good for short ranged scouting and small skirmishes. The “gravity glitch” means the user can “fly” in a way by constantly making and triggering checkpoints to move themselves upwards. The user is also very difficult to fight since its hard to track the user with all the recalls.

Inspiration: A combination of Shoda’s quirk (the retention of acting forces) and Tracer from Overwatch. The entire quirk was actually built around that “gravity glitch” gimmick.

Chapter 20: Levelheaded

Chapter Text

Passive: N/A
Empath, Information
[1]

Description: This quirk prevents emotion from affecting the user. This does not mean the user can not feel emotions; it just means the user won’t derive any benefits or detriments from emotions. Hormone rushes from emotions (adrenaline, serotonin, dopamine, etc.) do not happen to the user naturally and must be triggered artificially. The best analogy to this quirk would be painted nails. Having painted nails does not affect the health of the person, more like it’s just there for the person to view. This is how the user treats their own emotions: nothing more than decoration. Because their emotions are in a completely separate system from the rest of their consciousness, the user can make decisions and actions without emotions biassing choices. However, the user can understand how their emotions are supposed to affect themselves. This quirk also comes with a slight increase to the user’s mental capacity.

Limits: Since stress is not technically an emotion but a response to external triggers, if put under enough physical pressure, the user can succumb to stress. The quirk only makes the user slightly smarter and harder to disturb with no physical or other enhancement. And, due to the lack of feeling fear, the user would lack the adrenaline rush necessary for life-and-death situations.

Possible Uses: This quirk is very good as a frontline decision maker. Because emotions don’t affect the user, neither would anxiety, nervousness, fear, or regret. However, they still retain their humaneness, allowing them to make accurate, just decisions quickly.

Inspiration: Psychopathy and me wishing I could make decisions without feeling regret and then reversing my choice to only change it again.

Chapter 21: Blink

Chapter Text

Passive: N/A
Illusion
[1]

Description: The user passively turns visible and invisible at regular intervals. During a single period of this visibility cycle, the user will spend about two thirds of the period visible but can’t forcibly turn themselves invisible or stay invisible. The shift in appearance happens with direct correlation to the user’s heart rate. As the user’s heart beats faster, the user will flip between visibility at a much faster rate than if their pulse is slow. Due note, the user’s body and hair is turning invisible, so that means any clothes or accessories the user might be wearing at the time do not lose their visibility. Any living DNA sample of the user will flicker regardless if it is attached to the body or not. This invisibility is absolute; one would be able to see through the user completely without some sort of alteration of the background on the other end of the user. The user can also “feel” themselves turn invisible: best described as a muscle twitch along their back. The user cannot see themselves if they are invisible.

Limits: The quirk can not be controlled by the user at all, which gives the user no obvious advantages, yet no obvious disadvantages either. The only thing to note is that as a purely passive ability, the user would require a bit more energy on the daily than the average person. The quirk doesn’t have any side-effects or weaknesses. It just has a very short reach.

Possible Uses: Seeing as the quirk gives no physical or mental strengthening, no way of attack, and an inconsistent invisibility, the quirk is almost purely innocent by nature. However, with enough practice, the user can probably use the blinking nature of the quirk to confuse opponents during a fight. Besides combat utility, the quirk doesn’t really affect civilian life either. It might be a bit disconcerting to try and hold a conversation with a person that is constantly disappearing and reappearing in vision, so probably not a job that involves a lot of face-to-face contact.

Inspiration: The quirk Hagakure’s parents could have.

Chapter 22: Clamps

Chapter Text

Passive: N/A
Mutation
[1]

Description: The user’s lower half of the body is completely different. Firstly, the skin is much thicker and harder to damage, more akin to a metallic surface like aluminium than flesh. This skin is harder to stab, slash, and burn. Secondly, the legs themselves are much thicker and robust than average. The last and biggest difference is in the feet itself: they look similar to that of massive clamps from some sort of crane. These clamps have three jointless, curved “teeth”, two of which facing forward where the phalanges would normally be and the other extending from the heel. This obviously makes the user’s feet significantly larger, which can cause the user some minor problems. These appendages have almost complete vertical rotation at the connector joint; the user can close and open the “clamps” at will with the rear pick fitting between the two foremost picks perfectly. However, the user cannot bend the picks at all besides at the connector joint. The foremost appendages also have a degree of horizontal motion similar to that of normal toes. A combination of the skin toughness, the muscularity of the legs, and the anatomy of their foot, the user can grab onto things with their feet with much more force than their hands. The mutations on the legs allows the user to be faster and be heavier with less effect.

Limits: The picks on the user’s feet don’t have another joint besides the part that connects it to the foot. This reduces some of the dexterity of the foot. The user is more susceptible to foot cramps due to the way their foot is shaped. Either the user keeps the appendages tensed, constantly standing on their “toes” effectively or the user relaxes completely and walks on the sole of the foot completely. The reinforcement of the skin only applies to the lower half of the body, leaving the upper body more vulnerable. A general inconvenience would be pants seeing as the smallest the user could make their foot would be roughly the same size as their forearm.

Possible Uses: The user has the capability to be fast without having a speed quirk. By digging the picks into the floor, the user can “root” themselves in and become harder to displace. Since the foot is so massive, using it as some sort of grappling tool, whether in civilian or combat use, could be effective. The strength of the lower half of the body can allow the user to wade through dangerous substances that a normal person wouldn’t be able to.

Inspiration: I think the first idea of the quirk came from that garbage head on the crane of Toy Story 3 that (spoiler warning) the three aliens used to save the gang in the incinerator (end of spoiler warning). This idea floated in my noggin for a while and then combined with an idea of a kickboxer able to grab someone using their foot, grabbing their torso and then tossing them aside with a kick.

Chapter 23: Orbit

Chapter Text

Upkeep: Concentration, Visual
Elemental, Energy, Kinesis
[2]

Description: The user can move a number of objects with their mind in a very specific manner. This specific manner is put into effect immediately after the user picks the item. The path that the object can move along is restricted to its centre of mass; the centre of mass of the object must be the same distance from the centre of mass of the user at all times. This creates a theoretical sphere in which the object can move around the user. This sphere cannot be changed unless the user deactivates their quirk on the object and then retriggers the quirk. The user controls the object completely, able to change the velocity and direction of the object on a whim with little to no error. Due to the fact that the point of connection between the user and the object is between the centres of mass, that means the object can spin in place while still being under the full effects of the quirk. Because of this rule, the user will have more issues regarding the orientation of the item rather than moving them. The quirk’s rule of maintaining the same distance between the object and user means that a significant amount of force is needed to move an item under the quirk’s influence. The quirk costs energy based on the distance between the user and object rather than the object’s weight.

Limits: Due to how the user holds onto the objects make defending with this quirk very difficult. A hit to one side of the object would cause it to spin out of the user’s control. The quirk also locks the user into the decisions they make. Picking up an object at the wrong distance can be a costly mistake. The quirk’s physical range keeps it close to the user’s body. If the user overuses their quirk, the user will not be able to host any other objects and drop any object that they are controlling. While mass and type of object has no effect on the quirk’s limits, the size does. If the object the user is trying to pick up is significantly larger than the user’s own body size, then the user will exhaust themselves faster.

Possible Uses: The quirk is better used for close-range, aggressive movements. Due to the fact that the quirk is based off of distance, the user can lift extremely heavy objects with ease. The user appreciates spheroids the most since orientation on spheroids are obsolete in most cases. The user can also launch objects by circling an object around their body very fast before releasing it from their telekinetic grasp with great velocity.

Inspiration: Most of my inspiration has been coming from weird YouTube shorts. This one was based on planets.

Chapter 24: Scabbard

Chapter Text

Automatic: Contact
Summon, Transportation
[2]

Description: This quirk creates small pocket dimensions on the skin when the right conditions are met. These conditions state that if an item of a respectively small surface area makes an attempt to “pierce” the user no matter the initial velocity, then a pocket dimension opens. This dimension allows approximately seventy percent of the item into the pocket with the rest extruding outside of the user’s body. Due to the portal-like nature of this quirk, if the item occurs in a joint or a point of high rotation, there is no hindrance to movement. Because the requirement for the quirk is a “piercing” motion, then that implies blunt objects can be affected by the quirk, but only if the “piercing” surface is relatively small. Anyone can freely remove any object in the user’s body. Since both entering and exiting the user do not make direct contact with the user, the user feels no pain. Instead, they feel a tingle of sorts to alert them to the fact that the quirk has been active. If the object enters the body at an angle, the object must be removed at the same angle otherwise it won’t come out. Following the rules of most pocket dimension quirks, the mass of the object disappears from this dimension as soon as it enters the new one. However, since only a portion of an object ever enters the user at once, the part that extends past the skin still maintains its mass and therefore its weight. The user drains energy to keep portals open. If the portal is smaller, it is less exhausting to support.

Limits: The biggest weakness in this quirk is that it won’t activate if there is too much surface area. A large, flat surface will cause blunt-force trauma that the quirk does not prevent. The quirk is only effective against thin objects that make skin contact. If armour is between the object and the skin, then it’ll cause blunt force trauma. Slashing is also an effective form of combat. The quirk also only triggers on external skin; if an object enters the mouth, for example, the quirk will not activate. If the object is very, very small (like ash or dust) the quirk will not activate. The user becomes more exhausted as time goes on, though with a moderately efficient energy drain. If the user exhausts themselves entirely, then any item held in a pocket dimension will get pushed out and no other portal can be made until the user regains their energy.

Possible Uses: The moderately efficient energy drain means the user can hold several thin items at once. This makes the user very unpredictable since they can hide multiple objects in their body without detection. It also makes it hard to injure since stabbing does not work. Not only that, bullets are technically a piercing object. The quirk ignores initial velocity, which means the user can not be shot with bullets regardless of calibre. Explosive caps are on a case to case basis.

Inspiration: It’s the classic stabs-the-big-bad-in-the-gut-but-they-take-it-out-and-say-”that tickled” trope in video games.

Chapter 25: Blight

Chapter Text

Switch: Proximity
Debuff, Healing, Production
[2]

Description: The user constantly creates a special type of spore that, if enters a living organism, the organism begins to lose water. These spores enter an organism’s body and immediately start forcing water near the surface of the organism’s body to evaporate. This works on both plants and animals. For plants, the effects usually are seen in the plant wilting and having difficulty maintaining its structure if it lacks a hard trunk. The effects are also seen quicker. For animals, the quirk usually presents itself as common side-effects of dehydration: thirst, dizziness, confusion, and fatigue. Not only that, animals will suffer from random aches all over their body with no obvious causes. The speed of the effect depends on the animal’s size. These spores can enter the body through the skin and start evaporating immediately. If an organism is left exposed to the quirk for too long, the organism can die. These spores actually flake off from the skin directly. When the user activates their quirk, the skin begins to split off from all over their body. This process gradually becomes more and more painful the longer the user has the quirk active. Because the skin flakes, the user has increased regeneration of the dermal layer.

Limits: The quirk rips, albeit slowly, the user’s own skin apart to create the quirk spores. This quirk is not to be used over long periods of time. If the quirk is pushed to the limits, it can cause nerve damage to the nerves below the skin. If an organism has a complete hazmat suit (separate oxygen system and non-penetrative clothing) then the quirk can not affect the organism. This quirk is effective only at a radius. Combined with the fact that the quirk works relatively slowly, anything in the user’s vicinity has ample time to escape. It also heavily limits how the user can work in teams since the quirk would affect their teammates as well. The spores can not travel through solid objects, only where the wind takes them. The quirk only works on water inside organisms.

Possible Uses: Because the quirk is causing evaporation, if animals are in a very warm environment, the quirk can help them modify their temperature easier. Combat wise, it is best used in lone missions in close quarters areas. While the effects may be slow and confined to a radius, long enough exposure can weaken any person.

Inspiration: There is this really cool piece of art where a man is walking through a dead, toxic green field, killing any plants as a thick cloud of green gas follows behind him.

Chapter 26: Copy Cat

Chapter Text

Switch: Concentration, Contact
Information, Meta
[2*]

Description: This quirk allows the user to copy other quirks with a few limitations. Once the user makes contact with a target, the user may copy their quirk. If the target has some heteromorphic mutation required for the quirk, then the user will immediately develop the necessary mutations to a degree. If these mutations require complete skeletal changes (specifically in the abdominal and head region), then the user will not be able to copy those. After contact, the target’s DNA regarding their quirk is stored in a special type of cell (holding cells) in the user’s brain. Every quirk the user copies uses up more of these holding cells. If there aren’t enough holding cells, the user either doesn’t copy the quirk or the user kills the holding cells and creates new ones to store the new quirk. Holding cells with foreign DNA will eventually die, causing the user to lose the quirk. Everytime the user wants to use one of the quirks they copied, only the holding cells with the correct DNA activate, producing the necessary proteins to create the quirk. This means while the user can have multiple quirks at the ready, only one quirk can be used at once. However, any necessary mutations from any of their copied quirks will remain until the quirk is dropped. If two different quirks require mutations in the same region, then the user must choose which quirk they want. The user will be able to use the quirk (so long as it isn’t a complete heteromorphic quirk) as if they were the target when the target first got their quirk. However, unlike the target, the user is able to learn how to use a quirk much faster than the target. Repeated use of the same quirk will eventually lead the user to become equally or even more proficient at the quirk than the target. Regarding the asterisk on the Xuyao Scale number, the user’s Xuyao value changes depending on the quirk they are using. This quirk is one of the few quirks that can have multiple Xuyao values at once. If the user summons items using a quirk and then switches to a different quirk, then the summoned items will disappear. If the user creates items using a quirk, then the created items will stay if the user switches quirks.

Limits: The user needs to make skin contact with some other form of DNA otherwise the user is effectively quirkless. Not only that, the user has to be aware of what quirks they have under their control. Because there is a limited amount of holding cells the user can have, the user has to make decisions about what quirks to retain or drop. Not only that, the user is under a heavy time pressure since the quirk will exit the user’s control after enough time. If there are no useful quirks to copy, the quirk is pretty useless. The time limit for how long the user has to use the quirk they copied starts immediately after skin contact ends. Not only can the user not copy complete heteromorphic quirks, the user can technically copy stockpile quirks but can’t use them at all. The user will also develop the same limits as the quirks they copy. The limited-time use attached to the quirk prevents drawbacks.

Possible Uses: The quirk is very good in combat, specifically close combat or long range support. The user can make use of their adaptability in close combat by using their multiple quirks against enemies or by copying opponent quirks to use for their own gain. Long range support is also an option too because the user can copy the same quirk as another ally and then have the same two long range quirks working together.

Inspiration: The way this quirk works ties heavily into how I believe quirks in general work. My idea is that every cell in a quirked individual has a special organelle that can access some interdimensional power linked to all quirks. However, only certain cells’ organelles are activated; this is because the user’s DNA produces a protein unique to the quirk that activates the quirk organelle in a specific region.

Chapter 27: Apex

Chapter Text

Passive: N/A
Boost, Illusion, Mutation, Sensory
[9]

Description: The quirk gives the user incredible physical capabilities, turning the user into the strongest predator. The biggest change is the mutation on the top of their head: a large, prehensile limb extends from above the base of the skull. It is relatively thin compared to the user’s other limbs, but makes up for its thinness with manoeuvrability. This limb extends down to the user’s knees, ending with a large, sharp spike. The limb itself is pure muscle with several blood vessels running the length of the limb. It bears no skeletal structure and maintains its form through the exoskeleton. The limb’s tip is made of excess iron in the user’s body, creating a very hard, sharp weapon that is hard to be stopped. Not only that, the entire limb can be split into four individual spines. Each spine retains its prehensibility, so the user has to be able to multitask and have the mental capacity to control all four at once. The user not only has an internal skeleton but an exoskeleton too. This external structure helps increase the user’s durability. Not only that, it develops into harder scales like surfaces around the user’s joints and common impact points. These scales are better at absorbing force. The region where the limb connects to the rest of the body is entirely scaled, which means the user can use the separated spikes as a form of locomotion and added dexterity. The scales also bear a unique ability where, if the lighting is sufficiently poor, the user can turn invisible. An added ability to reduce the amount of smell the user outputs makes the user almost impossible to detect. Mutations to the user’s feet allows them to climb even a smooth surface and land from higher falls without a sound. The hands and feet are longer and more narrow, with sharper claws. Not only that, their muscles are more dense, making movement easier for them. The user’s jaw and parts of the upper neck are mutated to suit their more predatorial style. The jaw, instead of just opening vertically, now also opens horizontally with the lower jaw separating to allow for more teeth. The user’s tongue is also incredibly long proportional to the rest of the face. When all three parts of the jaw snap shut, the amount of force it generates can dent steel. The user’s sense of smell is enhanced, though it flattens out, making it more snake-like. Their eyes have a third eyelid, which allows the user to see in harsh conditions and bright light with also an extra ability to activate night-vision in their pupils. The user requires human blood to stay sane. Too little blood, they begin to go on a blood-starved rage; too much blood, they begin to go on a blood-crazed rampage. However, the user will constantly crave blood even if it means going on a blood craze.

Limits: The biggest weakness is the delicate balance they need to do regarding their blood supplies. Because of the instincts that come with most complete mutation quirks, they don’t know how much blood is too much without going on a blood craze. This is dangerous to both the user and to their surroundings; they don’t feel exhaustion in a craze, and their multiple abilities means they can hunt and kill several people very easily. Not only that, it will be very hard for the user to fit into society because of their dietary needs. The quirk is purely physical, forcing the user into close-quarters combat at all times. While the scales the user has does prevent damage, it is nowhere near as strong as a defence-based quirk. In other words, a strong enough attack will break through the scales. The user is weak to extreme temperatures.

Possible Uses: The user is built to be an ambush predator. The mutations make them fast and quiet, with a deadly range thanks to their fifth limb. The user will best fit in dark missions and assassinations. Not only that, the user’s proportions would make them very good at chasing targets. They can also work as a bounty hunter since they would be very good at finding people.

Inspiration: Khanivore from “Love Death + Robots” (the body) with some bits from Miles Morales (the invisibility) and Predator from the “Predator” series (the jaw structure).

Chapter 28: Liar

Chapter Text

Switch: Auditory, Concentration, Proximity
Debuff, Mental
[2]

Description: The user makes other people around them lie. There is no clear indicator as to when the user activates their quirk. However, everyone in the radius, excluding the user, is forced to lie. What this means is that any target under the quirk’s influence is physically incapable of telling the truth. A target’s mind will be unable to recall what the truth even is and will make up a story. It also makes the target unable to tell half-truths seeing as they can’t recall the whole truth to begin with. This comes about since the quirk takes whatever memory or thought the target was about to say and inverses it. The target will believe that they are telling the truth as they speak, but will realise what they have done once the quirk’s effects end. This ignorance only applies to what they say, as it does not affect other thinking processes or physical actions. If the target was planning on telling a half-truth or outright lie, then whatever story they came up with disappears since the quirk comes straight from the thought itself. The quirk forces an immediate response to the user’s questions, making the target say at least one syllable.

Limits: The user can be countered with other Mental-type quirks, especially those that give fortification against mental attacks. Strong willpower can mitigate the effectiveness of the quirk, but not outright deny it. If the user asks an open-ended question, they are less likely to receive concrete results since anything can be a lie but only one thing can be the truth. As a Switch-type quirk, the user consumes energy whenever they deactivate their quirk, the energy cost being proportional to how long they kept their quirk active.

Possible Uses: This quirk is best used when asking true-or-false questions, seeing as the target can only provide one answer or the other. If the quirk is active, it guarantees that whatever the target says is a lie. This would make a very strong interrogator in both public and private settings.

Inspiration: This is the inverse of the popular fan theory that Detective Naomasa Tsukauchi has a quirk called Lie Detector. I wanted an opposite version that made a person only tell lies. It is also based off of Shin Nemoto’s quirk, Confession.

Chapter 29: Golem

Chapter Text

Passive: N/A
Generation, Healing, Manipulation, Mutation
[6]

Description: The user’s body is much larger and has been severely changed. Firstly, the most noticeable change is that the skin has now been converted into a silica-based surface rather than that of carbon. The new skin is significantly harder and durable, now being almost invulnerable to cutting. If the user wants their skin to remain smooth, they must constantly sand and smooth their skin as normal actions will cause scruffs and chips in their surface. The stone skin has no effect on the flexibility of the user’s joints. Secondly, the user does not have an inner body in the common sense; instead, the inside of the user is almost entirely magma. If the skin is breached, then the magma interior will be exposed. It will flow out of the wound for a little bit before hardening into a new layer of extremely rough skin. This comes at the expense of the user’s body temperature. The user controls the magma directly, which then causes the outer rock-skin to move. Thirdly, tying back into the body temperature requirement, the user has to maintain a certain temperature to keep its inner magma liquid otherwise the centre will harden, killing the user. The stone skin is an absolute insulator; the heat of the user does not radiate outwards at all and the environmental temperature does not cool the user’s insides. Fourthly, the user consumes mineral rock via melting it in the magma instead of biomass via the mouth. Most organs have been removed because the magma works as a muscular, digestive, respiratory, and circulatory system all in one. Since the magma is the respiratory system, poisons do not work on the user. The sense of touch works by feeling the vibrations from the rock-skin surface using the magma beneath, alerting the user. Hearing works similarly; sound waves travel through small canals in the surface straight into a special pocket of magma that converts the vibrations that this region feels into understandable sound. Taste and smell have been removed because there is no food to be consumed. The eyes are the only part of the user that fully expose the magma. The neurological system is odd to say the least. The magma as a whole must also be the user’s brain. It is also capable of interpreting the vibrations the magma feels and turning it into touch and sound as well as converting the light that hits the eyes and turning it into vision. Because the user touches via vibration, it also doesn’t feel pain. If a large portion of the user gets cut off from the main body, each end of the wound will only heal itself to cover the wound. If the user finds the missing chunk before the chunk’s magma cools, then the recently healed surfaces can be recracked to meld the body back together. If the user does not reattach fast enough, the detached part will solidify into a normal rock. The user can constantly crack and reform their wound to rebuild the missing piece. So long as the user’s insides remain hot, the user is effectively immortal.

Limits: While the user does have a sense of touch and can hear, both are severely limited. The user also loses a few degrees of dexterity, especially in their extremities. The user’s eyes also aren’t the best. If the outside temperature is extremely cold and the rock-skin surface gets breached, the body will cool faster. The user’s size and weight makes several civilian actions very difficult. Because the magma makes up the entirety of the user’s insides, they lack any distinctive gender developments (sex organs, breasts, etc.) and are incapable of producing children. Because the eyes are the only place without stone covering, it can be cooled and blind the user.

Possible Uses: The user is large, strong, and durable. Any sort of physical work is viable. The low maintenance the user requires makes a naturalist or yeoman another possibility. The user will also be a great guard, especially in underground systems where light and morale is low. The user is also going to excel in extreme heat places because heat helps the user.

Inspiration: Someone throws lava onto the user. The user proceeds to scream as their stone skin is melted. The screams turn into evil laughter as the lava the person threw gets absorbed into the user’s insides, empowering them even more.

Chapter 30: Voidcut

Chapter Text

Upkeep: Concentration, Knowledge, Omniscient
Energy, Transportation
[2]

Description: The user can create portals by “cutting” the fabric of space by swinging their arm. The amount of motion directly correlates to the size of the portal. The tear opens into a pocket dimension; this is the Void. The Void doesn’t have any concrete floors or walls, rather it is more akin to standing on an invisible platform in the middle of a snowglobe. The environment is painted in constantly moving glimpses of places, though there are not any people in these snapshots. The places presented in the Void are the collective memory of everyone inside; the more people the user brings into the Void, the more options the user has to open up the next tear. Speaking of which, the user can “select” one of the places that the Void presents and create a new tear, bringing the user and anyone in the Void to the new location. Technically, anyone can stay inside the Void for as long as they want; however, their basic needs (water, food, etc.) still exist. Once the user leaves the Void and closes the tear they left from, any living organism inside goes insane and any non-living organism disintegrates into dust. The dust gets blown out of the Void the next time a tear is opened. The user expends energy as long as they are inside the Void, regardless if there is anything or anyone else in the Void when they aren’t. Unlike most other portal-creating quirks, this one has a designated entrance side. In other words, while the tear is indeed three dimensional, it can only be entered from one side. All the other sides act as an impenetrable physical barrier.

Limits: The user is very vulnerable when they make the tear into the Void since they physically have to make the cutting motion with their hand. It is also not very discreet as cutting the fabric of space tends to create a very loud sound. The user is also limited to where they can go; the user or someone in the Void has to have seen the location previously before the user can open a tear into that location. Due to the fact that people still have agency while in the Void, if an opponent manages to get into the Void, they can still attack the user.

Possible Uses: The portals this user makes is best used to move large amounts of people where discretion is not needed. The one-sidedness of the portals makes it a decent escape route as well. On a darker note, the portals can be used as a way to make things disappear.

Inspiration: The post-credit scene of Dr. Strange: Multiverse of Madness and Wraith from Apex Legends.

Chapter 31: Phalanx

Chapter Text

Upkeep: Concentration
Energy, Generation, Manipulation
[2]

Description: The user can create spears by condensing their own energy. These spears are not grounded by gravity. The user has a specific pool of energy (this does not have a physical form) in which they can draw to form the spears. The energy can be refilled by sleeping. The user can also spend energy to move them telepathically. Making the spears larger, sharper, more numerous, or faster draws more energy from this pool. By training, the user will have more energy, and by that extent, more powerful spears. These spears travel in only straight lines where the sharp tip is pointing and need to be stopped in full before they can change direction. They can be deflected and blocked; however, this requires a significant amount of speed and strength. The user can make the spears disappear. This returns a portion of the energy back to the user. Once the spears leave a specific range, the spears disappear on their own, returning none of the energy to the pool. Anyone can touch and manipulate the spears. If someone is wielding a spear, they can then swing it in any direction (unlike if the spear was being moved telepathically). Secondary mutations to the user’s eyes make it easier for them to track and target. Mutations in their brain also allow them to fall asleep faster and have better sleep than average.

Limits: The user has to be always well rested otherwise their quirk is weaker. When the spears are being used telepathically, they travel in only one direction at a time; if an opponent is fast enough, they can predict and dodge the spears. Each spear is only sharp at the tip. Not only that, the quality of the spear is directly correlated to how much energy the user has. The longer the user is using their quirk, the less effective it becomes. If the user runs out of energy, they can no longer create spears, but they do still remain conscious and able. Another issue is that opponents can grab and wield the user’s spears against them (though the user can take the time to dissipate the spear). The biggest weakness however is the radius in which the user has to recall the spears lest they lose energy. The user has to be very careful in rationing their energy.

Possible Uses: The quirk makes the user a very good fighter, using the mobility of the spears in a middle-ranged style. They can shoot the spears if they need range or use them for quick burst damage. Probably the biggest strength this quirk has is the unpredictability: the user can create an array of different spears and make them travel at different speeds.

Inspiration: Andre Oscar’s Lance de Combat from God of Highschool and a little bit of Sans from Undertale.

Chapter 32: Sealant

Chapter Text

Upkeep: Flex, Fuel, Removal
Production
[5]

Description: The user can produce a thick, rapidly expansive foam from their fingertips. As a production-type quirk, the foam comes from the skin on the fingertips. The user controls how much foam is shot at any given time; high pressure combined with a small nozzle means the user can fire the foam at incredible speeds for long distances. Once the foam makes contact with a surface, it automatically begins using the oxygen in the surrounding atmosphere to expand, but there is a limit to how much the foam can grow. The foam is both incredibly sticky and sturdy; anything that gets caught in the foam will be unable to pull itself free or cut the foam. Because of its primarily oxygen base, someone would be able to breathe through the foam. The substance is completely water-proof and is acidically basic. The acidic feature of the foam is because the user must eat bitter foods, foods with a higher pH value allow the user to use more foam. Secondary mutations to all parts of the digestive system allows the user to ingest items too basic for average consumption. While people may be able to breathe through the foam, they should not eat it. To remove the foam, there are three ways. The first is to wait; the foam will eventually destabilise and lose its stick and strength. The second is to oxygen-starve or burn the region; the foam requires oxygen to maintain its structure and without it, the foam will collapse. The third way is for the user to “vacuum” the foam back up; using the same fingers that spewed the foam, the user can remove the foam by making contact and activating their quirk, thereby pulling the foam back into their storages.

Limits: The foam doesn’t do any direct damage; its purpose is to mainly slow and block. This means the user is rather weak to direct physical combat. The user will experience cramps in their fingers, hands, and wrists the more they use the quirk. The higher pressure the user spews the foam, the longer the pain will last. If they run out of foam, they simply would be unable to shoot more. The foam is also incredibly weak to fire; the foam’s oxygen-richness provides ample fuel at the same time starving the foam of oxygen. Not only that, the quirk is less effective underwater. The foam absorbs atmospheric oxygen far better than it absorbs dissolved oxygen. The temporariness of the foam makes it a quick-fix more than a permanent solution.

Possible Uses: The quirk is very good at sealing off areas and preventing mobility. The user will be very good at reinforcing a defensive position. Not only that, if the user was on a vessel that required pressurisation, the user would be able to provide a solution until the vessel can get properly fixed. The high velocity the user can reach makes it a good non-lethal weapon on targets. The basicness of the foam means there are also uses in chemical spills. If the chemical in question is extremely acidic, the user can remove it easily.

Inspiration: It started off as some guy strapped to a chair. The kidnapper spews something from their fingers on the door and proceeds to say, “There ain’t a way out now.”

Chapter 33: Ward Off

Chapter Text

Switch: Proximity
Debuff, Illusion, Mental
[2]

Description: When activated, the quirk manipulates how the people in a certain radius perceive the user. In most cases, the affected are significantly less likely to acknowledge the user’s presence or become more guarded or hostile around the user. A key clarification is that the quirk makes it harder for people in the radius to understand that the user is present; the user can be seen by someone, but that person might not realise who the user is until later or when the quirk is turned off. This creates a form of camouflage. For people whose quirk affects their instincts, the affected are less likely to be aggressive or apprehensive to the user. The nullification of instinctual danger makes interactions with animals either neutral or positive. If the people in the radius have some sort of quirk that can fortify the mind, the user’s quirk has no effect. The quirk manipulates how the affected perceive danger, ranking the user relatively low in terms of hostility. Not only that, the affected is less likely to interpret actions and words from the user as hostile. Another effect of the quirk makes it so if a person is distracted enough, they will forget about the user. If the user commits an act of violence, the quirk is automatically turned off and all those in the radius are alerted to the user. When the quirk is turned off, the user is hit by a wave of exhaustion proportional to how long the quirk was activated for. The quirk is fueled by the user’s restfulness; the better quality sleep the user has, the longer the quirk can be used for.

Limits: The user has no direct combat advantages, having no boost to strength or speed. The stealth the user has is unique and unreliable. After the quirk is deactivated, the user is significantly disadvantaged, becoming physically, mentally, and emotionally unstable for the duration of the exhaustion wave. If the user does not rest well and uses the quirk for too long, the exhaustion wave can render the user comatose. The quirk can be overcome by people with a lot of willpower and lots of mental training. Another major weakness is people with mental fortification quirks (they would be immune to the user) and animal-based instincts (they have a higher chance of bypassing the quirk’s effects). The clinically insane can have a variety of symptoms to this quirk, ranging from ideal effects to becoming incredibly hostile.

Possible Uses: The user’s ability to make first impressions neutral makes the user a good negotiator. The parties involved are less likely to resort to violence (especially against the user). Not only that, the user can blend into many different scenarios by simply activating the quirk and minding their own business. This specific use makes the user very good at intelligence gathering and bypassing security.

Inspiration: That scene in John Wick 3 where the panhandler saves John in the subway.

Chapter 34: Fizzle Out

Chapter Text

Partial: Flex, Fuel, Proximity
Manipulation, Stockpile
[2]

Description: This quirk prevents chemically exothermic reactions above a certain cutoff (in terms of energy released) from happening within a range. The most obvious case of this is in fire; combustion reactions accrue a large energy deficit, easily bypassing the quirk’s requirement. When not active, exothermic reactions in range of the user are marginally weaker than average. However, when the quirk is activated, the same reactions do not trigger at all. As a Flex-type quirk, the user can control how much of the quirk is being used. As such, the user can lower the cutoff until the user hits the lowest point. Unlike this lower point, the range can be trained to increase in magnitude. Ironically, the quirk is fueled by the exothermic reaction of breaking carbon dioxide. The user breaks carbon dioxide into carbon and oxygen, reusing the same oxygen while the carbon settles in the lungs. If the user has a way to deposit the carbon in their lungs, the user can technically use the quirk for an incredibly long time with a single breath. After deactivating the quirk, the user will feel incredibly winded and as if their breaths aren’t deep. This is because the user is taking in oxygen which is bonding almost instantly with the excess carbon in the lungs. This creates a natural time limit on the quirk and forced rest period.

Limits: The quirk prevents extremely exothermic reactions. This means the user can’t stop the common exothermic reaction happening within the body. Not only that, the quirk provides no actual physical boosts; so while an opponent may not be able to use a firearm, the battle has returned to relative evenness. As the user uses the quirk actively, the user’s lungs will become filled with carbon waste. While the user will not suffer carbon monoxide, carbon dioxide, or carbon trioxide poisoning, the user will eventually begin to suffocate due to the excess carbon in the lungs. This can lead to severe coughing and symptoms of lack of oxygen. Overusing the quirk can result in unconsciousness and even death.

Possible Uses: The first idea that comes to mind is as a rescue worker or firefighter. By using the quirk in short bursts, the user can easily put out difficult fires with ease without causing water damage. Not only that, gunpowder triggers a very powerful exothermic reaction. With the quirk fully active, the user can completely prevent the use of firearms or explosives by stopping the gunpowder from triggering.

Inspiration: Throws grenade and takes cover. Wait for it to blow. Does not explode. Confused, rise from behind cover. User stands there with explosive and says, “Think this’ll stop me?”

Chapter 35: Kinetic Battery

Notes:

Last year, June 26th, 2022, I bested my anxiety and fear and uploaded the Template chapter onto AO3. Today, one year later, this fic is going on strong. I am thankful to all the readers, the kudo-ers and bookmarkers who decided my writing was interesting. Thank you so much and onto another year of quirks!

Chapter Text

Partial: Concentration, Contact, Flex, Visual
Boost, Conversion, Stockpile
[2]

Description: he quirk stockpiles kinetic energy to be released at a later point. When the quirk is not active, any kinetic force that impacts the user will be slightly mitigated, the missing energy being stored by the quirk. However, the user can only absorb energy from an acting force; the energy returned to the user via Newton’s Third Law is not absorbed by the quirk. This means with the quirk passive, they lower the damage they receive while still being able to strike with full strength. When the quirk is active, the user has full control over how much energy is absorbed with every contact, ranging from none to all of it. Not only that, the user can instead pull kinetic energy from impacts that they can see, further increasing the quirk’s stores. The user also retains the ability to control exactly how much energy they are pulling. The only drawback to pulling energy from a distance is that some of the energy is lost and therefore not an exact conversion. The energy the user has stored can be used to strengthen the user or to unleash a powerful attack. The user can channel the stored energy into any physical action they make, thus increasing the strength. However, there is a limit to how much energy the user can put into an attack before the reflective force becomes too powerful for their limbs to handle. Once there is enough energy, the user can trigger an “explosion” of sorts where the user releases a shockwave of kinetic energy into the air around them. Since air is a poor conductor of kinetic force, the range of this attack is short. However, if the wave attack is put into some sort of medium (a wall or in the water), the damage would be extraordinary. When the quirk is active, it requires a huge amount of energy to maintain, so it is best used in short bursts rather than extended periods of time. There are several secondary mutations in the user’s arms, legs, and back to allow more energy to be released without causing too much damage.

Limits: The quirk almost completely mitigates blunt weapon attacks. However, the user will fall to sharp and ranged weapons. While stabbing might be less effective due to the nature of how the quirk absorbs the kinetic energy behind a stab, the quirk will do little to stop a slice. Besides blades, due to the quirk being better suited for microcontrol of quirk activation, if the user does not detect a projectile coming towards them, the user will suffer the blow (although mitigated due to the passive). Ironically, the quirk suffers from energy based attacks since the quirk can only stop kinetic energy. There aren’t too many side-effects for using the quirk, however the user can collapse to overuse of the quirk. The quirk by nature is very close ranged, so use from a distance is inefficient.

Possible Uses: The quirk has a very high skill ceiling, so this quirk fits perfectly into frontline use. When it is activated, the user can prevent injuries to their allies so long as the source is from a blunt object. Not only that, the burst attack the user has can clear an area quickly, whether it be of enemies or debris.

Inspiration: I can’t remember what fic it was from, but Midoriya was given this suit of armour with these kinetic-battery crystals from Hatsume that he used to absolutely wreck Bakugou. The suit absorbed most of the damage from Bakugou’s blasts and then returned the damage with interest.

Chapter 36: Seeded

Chapter Text

Upkeep: Concentration, Proximity
Manipulation, Plant
[2]

Description: The user has telepathic control over plant seeds. A seed, by definition, is the embryonic form of a plant. This means the user can telepathically manipulate all seeds from any type of plant ranging from as small as a grass seed to as large as a coconut. Not only that, they can also control the spores of nonflowering plants and fungi. The user can make them float, launch them, and uproot them from their parent plant or the ground. While the scope of this quirk is quite narrow, the quirk has a very low energy cost despite being an upkeep quirk. In addition, the user can flush energy into any seed and extremely accelerate its growth. The seed does not necessarily have to be planted to grow. However, this comes at the cost of a lot of energy and the loss of telepathic control over that specific plant. The range in which the user can manipulate seeds is fairly large and can grow through training. Not only that, the user can move the seeds at very fast speeds. A secondary function to this quirk is the ability to detect any plant life or any form.

Limits: As mentioned previously, the quirk is significantly limited in what it can do and what it can do it to. Should the user be in an environment that lacks any plant life, their quirk is effectively useless. This could mean being in a sterile environment, a desert, or an artificial body of water. Like most telepathic quirks, the user’s capillaries will burst should they overuse their quirk. Fire is also a very prominent weakness to the user.

Possible Uses: The quirk has equal capabilities in civilian and frontline use. In civilian use, the most obvious use would be in farming seeing as the user can plant seeds with great ease and efficiency. Not only that, they can prevent mould, fungi, and other weeds from covering their plants by pushing the seeds away. In combat, the quirk can use spores and other small seeds to form a haze in which people in the vicinity would be unable to see or breathe. Not only that, larger seeds (coconuts and pits of fruits) can be used as projectiles. With its hardness and speed, they would make deadly weapons. Furthermore, the use of the quick-growth feature in the quirk can create effective ambushes.

Inspiration: My allergies I swear…Also I think it would be really cool to see a massive oak tree just spawn out of nowhere and absolutely toss a villain into a wall.

Chapter 37: Rabbit Hole

Chapter Text

Switch: Concentration, Environment, Knowledge, VIsual
Transportation
[2]

Description: The user can create portals in the ground. The portal appears as a hole where the colours of the floor spiralling into the portal as it fades to black. An exit needs to be determined prior to the portals being opened. The user can make entrance portals wherever they like so long as they can see the portal. The exit portal has some variance. The exit portal can be opened with direct control where the exit location is a place the user has been to before and knows the layout. The other option is to use the default exit portal of the region they want to go to. A region, as defined by the quirk, is a stretch of the Earth’s crust that can range from as small as a few square metres to as large as several square kilometres. The default exit portal of a region can be of any altitude but will always have access to the open sky. Contrarily, direct control exits can be opened in an enclosed room. The regions are reshaped with every moon cycle, thus changing the default exit. The only way to enter the portals is to be completely detached from the ground. If someone is trying to enter the portal, they would have to jump or be pushed into the portal. If the same person were to simply walk on top of the portal, then they would not enter the portal. On top of that, the portal will only accept whole pieces: a person can not put their arm through the portal. Other objects can be thrown into the portal. Once exiting, anything that enters the portal will exit at the same velocity with the same orientation as when it entered (if someone jumped in feet-first, their head would be the first part that exits the portal). It is similar to an interdimensional trampoline. Portals can not be opened under anything and must be on flat ground. Portals will always open at the same size and thus only objects within the maximum width can enter the portal. The entrance portal will close after a certain length of time whilst the exit portal will close once the last thing that entered the portal leaves. The portals are one way, so things can not enter using the exit portal. It is possible to walk on the exit portal and to block it. The user consumes energy for opening portals.

Limits: The user has to open portals on flat, clear ground. If there are too many objects on the ground, the user can not open portals. Not only that, the exit portal can be trapped by waiting for the exit portal to open and then putting something large and heavy on top, sealing the portal. The more tired the user becomes, the shorter the entrance portal will remain open. Should the user overuse the quirk, they will be unable to create direct control exits and may sometimes end up using the wrong region’s default exit.

Possible Uses: The portals open without a sound and are black in colour, which makes it very good at stealth teleporting. Not only that, the portals are one-way and thus a much safer option when attempting to portal into dangerous territory. Another use is to drop an explosive of sorts into the portal with exit surrounded by enemies. In more civilian uses, the quirk would be a good way to transport large amounts of objects very quickly since distance has no effect on the user’s stamina.

Inspiration: Aster Bunnymund (Easter Bunny) from Rise of the Guardians.

Chapter 38: Drunkard

Chapter Text

Automatic: Consumption, Fuel
Boost, Healing
[5]

Description: The user can turn alcohol they ingest into raw power. The energy they get from consumption scales directly with how much they have consumed. This can be roughly separated into three different stages. The margin of error is because the requirements to reach each stage gets blurred by the user’s current weight, their overall health, and how sleepy they are. Variations in all categories can change the threshold it takes to ascend stages. In stage one, the user is much stronger and more pain resistant. Not only does the user retain full mental faculties and motor functions, they also have heightened senses. In the second stage, the user’s skin becomes more resilient and their bones densify, making the user much harder to slice, stab, break, or burn. The user’s heart and metabolic rates increase, thereby making the user resistant to cold temperatures. It is in this stage that the user begins to lose higher level thinking. Instead, the user becomes more primal, following instincts rather than thinking things through and becoming more aggressive. In the third and final stage is when the user is blackout drunk. Here, the user has little to no control over their own body, being nearly unconscious; meanwhile their out-of-control body is aggressive to everything and almost indestructible. Not only that, the quirk’s healing factor is triggered. So long as the user’s brain and heart are intact, the user can regenerate bone and all. The duration the quirk’s effects last are in inverse proportion to how much alcohol was consumed. If the duration of a higher stage ends, the quirk itself turns off rather than entering the next lower stage. If the user exits at stage one, they would have a strong headache. If the user exits at stage two, their body would be sore and inflexible, on top of the headache. If the user exits at stage three, they would immediately pass out. Once they wake up, they would be unable to move and be in excruciating pain. Should the user get drunk immediately after exiting a stage, the side-effects will be cancelled until the next time the quirk ends, where the original effects are replaced by the new effects. Secondary mutations to the liver, bladder, and stomach make the excessive consumption of alcohol have no negative effects on the user. Furthermore, rubbing alcohol on wounds will increase the rate of healing at the cost of the painful sting.

Limits: The user has to have a supply of alcohol on hand to use this quirk consistently. Taking away alcohol is enough to stem the quirk. Not only that, it takes the user a significant amount of time dedicated to consumption to attain the higher stages. The side-effects can be bypassed by triggering the quirk immediately after it ends, though it isn’t very efficient. The quirk is difficult to train, and thus a drawback in of itself. Attacking the user from range and at lethal forces to guarantee the user’s demise. If the user is at stage one, the user is much easier to kill compared to the other stages.

Possible Uses: The user will have to be a fighter if they would like to use their quirk. The user most likely acts as either a vigilante or a mercenary. In the first or second stage, they would make an amazing frontliner or flanker. In the most desperate cases, he can ascend to stage three and fight without a care.

Inspiration: It came from watching those Hollywood bar fights where the protagonist is so obviously wasted but isn’t going down. Also, based on how Sato’s quirk Sugar Rush works.

Chapter 39: Death Pact

Chapter Text

Automatic: Consumption
Boost, Buff, Meta
[5]

Description: When the user ingests the DNA of someone, the user and the target form a pact. Once consumed, the user will instantly know that the quirk has been activated and what the target looks like, though the target would not know. While this pact is in effect, both the user and the target can not die by any other means besides each other. This provides both of them with invulnerability against other people or objects. If one of the people in the pact were to be hit by a force, their body would still be pushed back or fold as if the hit was real. However, the person being hit will feel no pain and their bodies will not suffer actual damage. The pact members will also be unable to get sick. They would still have to eat and drink water. While they won’t die or feel the pain associated with starvation or dehydration, their bodies will become slow and lethargic. At the same time, those affected by the pact are unable to cause physical harm to other organisms. Any attack a pact member makes on something else, the force behind the attack strikes the respective pact member instead without the invulnerability. The only way for the pact to end is if one of the pact members directly kills the other. The method of killing can be of any sort; the quirk is able to deduce the person responsible for every blow a pact member takes. If the user were to hit the target, the invulnerability is not triggered and the target takes damage. The user is only allowed to make one pact at a time. Secondary mutations to the user’s musculature makes it easier to develop and maintain.

Limits: The quirk provides no direct increase to the user’s combat capabilities, and therefore does not guarantee the user’s survival everytime the quirk is activated. As much as the invulnerability protects the user and prevents a target from harming anyone else, it also means the user is unable to assist allies or be assisted by allies. Furthermore, if the user ingests someone’s DNA by mistake, they will be unable to correct this mistake without a death. While not a direct weakness, the user may suffer from the guilt associated with single combat. If the user creates a pact, ends it, and then attempts to make a new one in quick succession, the pact has a chance of simply not triggering.

Possible Uses: The most obvious use would be to pull someone into single combat. However, this would only work if the user is certain they can kill the target they pull into the pact. Since the quirk triggering does not alert the target, the user can use it to prevent the target from harming others while patiently waiting for the optimal time to strike.

Inspiration: “It’s just you and me now. You can’t hurt anyone but me.”

Chapter 40: Big Swarm

Chapter Text

Partial: Concentration, Removal
Animal, Internal, Manipulation, Mutation
[4]

Description: The user can produce small, brown, golf-ball sized objects that can produce a multitude of different pheromones called beacons. The pheromones can be anything from replicating the scent of a bug ready to mate to simulating the pheromones of the colonial queen in distress. These beacons are produced at the base of the wrist from a small orifice that can be closed. The pheromones the beacon produces can change depending on whatever the user decides. The pheromones attract or repel bugs in a radius, with each pheromone attracting certain bug species. Each beacon can only project one pheromone at any given time and can only sustain a limited amount of time projecting a pheromone. Once the time limit is up, the beacon collapses into dust. There is a telepathic understanding that the user has that tells them which beacon is producing what pheromone and how long before it collapses. The user can turn the beacon off whenever they like, thereby conserving the beacon for later use. The user does not have a limited range to toggle or change the pheromones of the beacons. Bugs called by the beacon will rush to and swarm the beacon for as long as the beacon is on and dissipate once it turns off. Beacons can stick to most surfaces and still be able to emit pheromones. Should a beacon be set on fire or submerged underwater, the beacon will be rendered destroyed and be unable to produce pheromones. This would also alert the user that the beacon has been destroyed. A single beacon is made up of a mix of vitamins, proteins, and sugars that are broken and remade into pheromones by the beacon when active. Therefore, creating beacons is very energy demanding but has no maintenance. This means the user can produce beacons in advance. A diet with higher vitamins, proteins, and sugars will be very beneficial to producing beacons without devastating the user’s resource balance.

Limits: The user doesn’t communicate with the bugs directly and thus does not have complete control over them. This means that bugs will also attack the user or allies if they don’t carry a beacon that wards bugs off. The quirk is also incapable of fighting in fire or underwater. If the user overuses the quirk, they can quickly become overhydrated and suffer symptoms of starvation due to the user using vital nutrients on the quirk instead of their health. The extra orifice on each hand is another weakness, seeing as it would be very easy to enter the user’s body through an orifice on the hand.

Possible Uses: The user would make a wonderful pest control agent seeing as they would simply have to deposit a single beacon and cycle pheromones to draw out all the bugs. They would also find great success fighting in forests or in other areas with many bugs since their ammunition would be plentiful and easy to trigger.

Inspiration: Partially by the bug swarm that absolutely terrified Present Mic, partially imagining a live grenade replaced with the swarm.

Chapter 41: Fumigate

Chapter Text

Upkeep: Flex, Knowledge
Debuff, Internal, Transportation
[2]

Description: The user can breathe out a thick smoke from either nose or mouth. This smoke can remain “neutral” and be simply a smokescreen or it can become “charged” and turn into a portal. The name of the states comes from the fact that when the user is creating a portal, the smoke becomes a very powerful electric conductor. The smoke is created in a special organ located above the lungs, near the heart. The organ takes some of the carbon waste produced in the body and stores it in the organ while the remaining carbon goes into the lungs to be turned into carbon dioxide. The user has a very small resistance to acidity due to the fact that the lower carbon dioxide levels mean lower blood carbon dioxide and thus more acidic blood. The organ mixes the carbon with phosphorus and calcium to produce a thick, dark grey smoke. However, if the user “charges” the smoke, a quirk-produced molecule is mixed into the smoke and will exit the body with a shade of green. Both versions of the smoke are difficult to see through, though “charged” smoke does not inhibit breathing nor stink. Due to the fact that the smoke has been breathed out, the smoke is still warm from the user’s body temperature. This makes thermal-sight ineffective to see through the smoke. However, the user can both see well and breathe perfectly fine. When the user triggers the quirk and exhales harshly, the organ releases the smoke, both versions expanding quickly in empty space. “Neutral” smoke expands in a spherical pattern around the user so long as the user is breathing out. However, it will eventually stop expanding beyond a certain distance. The smoke can only become “charged” if the user has been to the target location before. With “charged” smoke, the radius around the user is significantly smaller, though expands in the same fashion. Anything that is completely enveloped in the smoke will get teleported (if even the pinky finger of a person is caught outside the smoke, they will not get teleported). The user will also be teleported. On the other end of the teleport, it would appear as if a smoke bomb had suddenly gone off, with the same volume of space being filled with smoke as when the teleport was triggered. The quirk will only deactivate when the user breathes in again. Immediately, the smoke will begin to fade away. The user cannot change the “charge” of the smoke mid-exhale, rather they would have to stop the first smoke, inhale, and then trigger the quirk once more.

Limits: The quirk is non-discriminant with regards to the smoke’s effects. It can gas out enemies but also gas out allies. It can bring allies to safety but also bring enemies into supposed safe zones. Even if someone were to breathe in either smoke, the worst the quirk can do is cause coughing fits and tearing, the same, albeit weaker, effects of a normal smoke bomb. Its usage is meant for blocking of line of sight and transport, nothing more. When the user exhales “neutral” smoke, the user can experience discomfort while breathing. Should the user overuse the “neutral” smoke, the user can suddenly become incapable of taking deep breaths and can possibly faint. For “charged” smoke, the user will feel dizzy and nauseous right after teleporting, though the severity of these effects can change depending on how stressed the user was during activation and how far the distance teleported. Overuse will prevent the user from teleporting for several hours, even days. The biggest weakness to the quirk is that if an opponent is prepared, they may release a powerful electric shock as the user attempts to teleport, thereby electrocuting everyone in the smoke. Another minor weakness is that because the user is always at the centre of the smoke, it is easy to triangulate the user’s position.

Possible Uses: The quirk is very good at making space and doing a retreat. If their allies are sufficiently equipped to deal with the user’s smoke, then the user can keep their allies in perpetual cover and be able to control engagements. Alternatively, the user is very good at transporting large areas of both biotic and abiotic items. The user would be very useful in transporting bulky, difficult to transport items with relative ease.

Inspiration: Honestly, the name of the quirk came before I figured out what to do. The wordplay was too good to pass up. However, as a piece of advice to anyone creating quirks, don’t do it this way. I spent several weeks trying to figure out how the quirk would work without it feeling like it was doing too much or too little.

Chapter 42: Brainwashing

Chapter Text

Upkeep: Auditory, Concentration
Debuff, Mental
[2]

Description: The user can make a target follow all commands of the user. In order to get to that stage, however, the user must make the target consciously, auditorily respond to a voiced inquiry by the user. Any sound that requires breathing outwards to produce the sound is ample enough to be considered for the quirk to be “primed” by the user and for the inquiry to be “triggered” by the target. The easiest way for the quirk to trigger is via a question and answer, though it could also be triggered in an open-ended statement and a grunt. Once the target responds, the user does not necessarily have to assume immediate control; they can wait a moment before forcing the target into the dazed state. However, this moment will be incredibly short unless trained. When the user assumes control, they force the target into a dazed state, where the target has varying degrees of awareness. The variation is caused by the target’s mental fortitude, which is related to the mental health, quirk, and restfulness. In the dazed state, the target, at minimum, is able to feel the fogginess from the dazed state. Furthermore, the target’s mental function decreases slightly (harder to draw conclusions, confusion, etc). High resistance to the quirk, while still falling under the quirk’s effects, may be able to understand external stimuli, such as the current location, and have full mental capabilities. When in the dazed state, the target’s eyes turn a pale grey, almost white. The face remains emotionless so long as the target is under the user’s control. When moving, the target’s actions are either extremely rigid with locked joints making the target almost robotic, or extremely loose with the limbs sliding from position to position. The user can not make the target do anything that would require thought, like repeating something from memory or speaking by themselves. However, if the user directly instructs the target on what to say and the target can see the user’s lips as they recite the desired sentence, the target can then speak, though their voice would be flat and emotionless. The user can manipulate the target’s memories and even forget what the target did while brainwashed, but the target would still remember that they were brainwashed. The user can hold the mental control over several people at once, though the more people under their control decreases the strength of his hold. The user will be able to feel the target “fight back”, similar to a sharp headache, which can also affect the user’s endurance. Mental fortitude, the number of targets, and the user’s current energy level impact how easy it is for someone to break free of the quirk’s effects. A strong physical contact will “reset” the target’s mind and break free of the hold. How strong this contact needs to be will change depending on the already said variables. As the user keeps their control over target(s), their endurance decreases, decreasing faster if the target “fights back” particularly hard.

Limits: The quirk is temporary in nature, the target merely a temporary vessel for the user to use. The targets are also very easy to break out of control. The quirk has a lot of capabilities, though it would require a lot of work to reach maximum potential. The quirk gives the user headaches that worsens the more the quirk is used. If the user has the quirk activated for long enough, the headache from the quirk will still affect the user after the quirk is deactivated. As the user approaches the limits of the quirk, the body begins to suffer from overexertion, resulting in blood vessels bursting. Initially, this would be nosebleeds and bursting capillaries. In extreme cases, it could mean internal bleeding or even strokes. The user must be heard and responded to in order for the quirk to activate. If the target did not hear the user, then the quirk does not activate. Electronic amplification would turn the voice into an electronic signal to be turned into sound, thus removing the effects of the quirk. If the user can’t speak or make noises at all, the quirk will never activate. Furthermore, if the secret to the activation is known, the quirk becomes less effective. Most other mental quirks will increase the mental fortitude, therefore making it difficult for the user to keep them under control.

Possible Uses: If the user manages to get a target to respond, any physical altercation can be avoided. The quirk is the ultimate combat and diplomatic weapon, being able to diffuse situations with ease and speed. It can be used to immediately calm uncontrollable targets, working well with people known to violent outbursts. Due to the fact that when target’s speak while under the quirk’s influence, their emotion and mental faculties are not the one present, thus bypassing many lie detection methods.

Inspiration: I’ve read an absolute ton of different takes on Hitoshi’s quirk, each giving the quirk some sort of evolution to its capabilities, whether it be by the number of people it can affect at once, what triggers the effects, how long the window of opportunity is, etc. I wanted so many of these, but then the quirk would become unbalanced given the canon drawbacks. So I picked my favourites. I also took some liberties with canon material, because yes.

Chapter 43: Double Time

Chapter Text

Switch: Concentration, Contact
Buff, Debuff, Energy, Healing, Mental
[2]

Description: The quirk can only affect others and not the user. The quirk doubles the rate at which the target’s entire body operates by “compressing time”. If the user touches a target (must be a living being) and activates the quirk, the target experiences “compressed time”, where for every minute under the quirk’s effects, the target’s body does the same number of actions as if it were two minutes. The length of time the quirk’s effect is active multiplied by two is the amount of “compressed time”. This causes several effects: heart rate and breathing quickens, digestion, processing, and excretion doubles in efficacy, injuries heal twice as fast, and other such effects. Note, since the entire body is operating at a higher speed and not just one specific system, there aren't any consistent and extreme side effects among targets. The quirk’s effects only accelerate bodily function, not mental function. When under the quirk’s effects, the target will be unable to process current stimuli as the body is overloading the target’s mental capacity. No actual damage is caused to the target because any physical damage caused to the brain would be fixed immediately by the quirk’s healing function. It is only after the quirk is deactivated does the true side effects kick in. The most common side effects are sudden hunger pangs, thirstiness, and a type of headache called “reeling”. During a reeling headache, the brain is trying to catch up to the body. As such, the target would experience a general sense of nausea, malaise, and discombobulation. The mental effects can take up to an hour to clear. The quirk is actually very kind to the user, the only thing the user needs to worry about is the number of people under the quirk’s effects; the user can only have so many people under the effect at once, though this limit can be trained to increase.

Limits: As mentioned, the user can only have so many people affected at once. Not only that, the user has to manually activate and deactivate the quirk, which can be anything from slightly inconvenient to failing to cancel the quirk in time during an edge-case symptom. Speaking of, the quirk interacts differently with people depending on their health. Those with high blood pressure, history of seizures and strokes, and trouble clotting can have disastrous reactions to the quirk, both during the effect and afterwards. This could range from loss of consciousness to internal bleedings. The internal bleeding can be fatal since if the user does not respond in time, the accelerated heart rate of the target would pump even more blood through the aneurysm. For those with sensitive diets or water needs, the aftereffects of the quirk can be devastating, since the accelerated metabolism burns more calories and uses up more water than what the target would be used to. Those with a history of sleepwalking can “sleepwalk” while under the quirks effects. While there is no limit to how long the user can keep a person under the quirk, the user will experience extreme pain sensitivity should the user try to exceed their limit. Should the user be unable to touch a target, the quirk will never activate. The quirk also provides no benefit to the user.

Possible Uses: The quirk is best used for healing or to accelerate the healing from another person. The acceleration of the metabolism means that a medicine would take effect quicker, though at the double edged sword of the target’s ailment working faster. It is best used in a controlled setting where the user can quickly deactivate the quirk should it go wrong. On a more sinister note, the quirk’s ability to completely neutralise a target’s mental faculties means that the user can easily become a kidnapper instead of a doctor.

Inspiration: I wanted another civilian/healer quirk, but also something that wasn’t just “oh, the user can cause regeneration”. This was my solution. I also wanted to make a quirk that had indirect limitations, where the user had to be very careful on who they activate the quirk on. Fun fact, for a brief period of time, this quirk was called “Overclock”, though that name was scrapped because of the Vigilantes spin-off having a quirk already using that name.

Chapter 44: Hunter

Chapter Text

Automatic: Consumption
Boost, Healing, Omniscient, Sensory
[5]

Description: The user, after consuming some sort of DNA from another person, will be able to track the target. The state after consumption is referred to as the hunt, where the user always knows where the target is. This tracking is absolute, having no limit to its range and very few niche quirks that can interfere with it. While on the hunt, the user’s senses become even more refined (secondary mutations to the user increases the attunement of their senses and prevents natural deterioration of their senses) and makes the user recover from injuries quicker. While not directly increasing the user’s body, the user has a greater endurance while hunting. The user instinctively knows the general direction the target is, relative to the user. Once the target enters seeing distance, the silhouette of the target begins to glow to the user’s vision. No one else can see this glow. This allows the user to see where the target is, even if there are several obstacles in between them. The target will not know that they are currently being hunted, besides the rising of goosebumps when the user initially consumes the DNA. The user can only track one target at a time. The quirk is only deactivated once either the user makes skin-to-skin contact with the target, the target has perished (which the user will be immediately aware of), or if several days have passed since initial ingestion. The unspecified length of the quirk changes depending on what kind of DNA the user consumed; the easier it is for the target to leave that form of DNA, the shorter the quirk can be active for. This means hair, especially from the head, will last much shorter compared to blood. These time limits can be trained to increase, though doing so is time consuming and can be devastating to the user.

Limits: As mentioned previously, quirks that can interfere with mental abilities can cause temporary disconnections between the user and the target. This weakness is rather effective since the interfering quirk can affect just one of them and the user can no longer track. However, the user will recognize that the target did not die, but the connection is just being interfered with. Forcing a hunt past its supposed end time can cause anything from seizures immediately after to complete blindness for days. The user may find it difficult to get sources of DNA to start the hunt.

Possible Uses: Obviously, the user will be great at tracking, for law enforcement as an officer, for private work as a personal investigator, or for criminals as an assassin. Simply consuming the hair of a target would last at least two days, thus providing ample time to find a target. Because the quirk doesn’t provide much improvements to combat capabilities, the user is better off as a support or as a backline sniper (silhouette allows the user to still see the target even through terrain).

Inspiration: Partly from Predators, the franchise, party from Lady Nagama. Another big help was an OC that popped into my head: a morally grey assassin turned info broker who wears an eyepatch because he has a lazy left eye that he is blind in. However, once the quirk activates, the lazy eye automatically rolls to always look in the direction the target is.

Chapter 45: Moral Code

Chapter Text

Partial: Concentration, Proximity
Debuff, Mental
[2]

Description: The user is able to create a set of rules with punishments should those rules be broken. With every full moon, the user is able to “edit” the rules and punishments. These rules can be as general and specific as the user wants, allowing for nuances and edge cases to bypass the punishments. The punishments affect a perpetrator's body, though will not cause harm. These effects could range from making the perpetrator physically slower to the paralysis of certain limbs. Anyone within the quirk’s radius will immediately suffer punishments should they have broken a rule. The quirk is not Omniscient-type; it solely relies on a person’s interpretation of their actions to calculate what punishment to give. For example, if the user has different punishments for murder in cold blood and murder by self-defence, and a perpetrator viewed the killing as self-defence, then the quirk will use the self-defence punishment. Punishments are activated automatically without the user’s control if a perpetrator enters the user’s radius. The more limiting a punishment is, the larger toll it takes on the user when the quirk activates. The user’s energy levels will decrease as the rules are broken, though the energy loss is relatively small. If the user’s energy runs out, they will faint immediately and the quirk will automatically deactivate. The user is both physically and mentally incapable of imagining breaking any of the rules they set, let alone actually breaking their own rules. The strength of the punishment, radius, and energy levels can all be trained to be more restrictive, larger, and plentiful, respectively.

Limits: The user has to be very careful with the rules they set up. If they set the rules too rigidly, then it can limit what the user can do; too loosely, then it limits what the quirk can do. If the punishments for relatively minor offences are too high, the user can be drained of energy too quickly throughout the day; too low, the quirk will not have much of an effect. Not only that, the quirk won’t activate if the perpetrator does not realise what they did was wrong (relative to the quirk). A person who believes what they did was justified will not be affected by the quirk. Being surrounded by people who broke high-punishment rules can instantly drain the user’s energy, making solo versus group encounters dangerous at best, deadly at worst.

Possible Uses: The user will make a great person for the law, though not necessarily as a hero. Changing their own rules the right way can make the user a very good grey-area vigilante despite having a very black-and-white quirk. Theoretically speaking, the user could make a villain, though that would be very complicated and have very, very specific rules. The user will be most effective against a single opponent or maybe against two. Any group larger will make the quirk too burdening to the user during a physical encounter.

Inspiration: This quirk came to mind when I was thinking about a possible Hero that was literally the epitome of incorruptibility. If you make the quirk prevent the user from being hypocritical, that’s good enough, but not Hero-grade good enough. Thus, the quirk was born. Also, this is one of my favourite quirk concepts I have ever come up with.

Chapter 46: Bodycam

Chapter Text

Switch: Contact, Visual
Information, Mental, Sensory
[2]

Description: Once the user makes skin-to-skin contact with a target, the user can form a mental tag with the target. This tag links the user’s mind with the target, allowing the user to see, hear, and physically feel what the target sees, hears, and touches. This link is not activated immediately after the tag is made; the user can leave a person tagged indefinitely. When the tag is activated, the user’s body faints and will not respond to external stimuli. However, the user’s mind is now in the target’s body, though they will have no control over what the target is doing. The target is completely unaware that they have been tagged or if the link is active. The user can spend a limited amount of time, seeing through the target’s point of view. Any mutations, enhancements, or general abilities the target has regarding their senses will also transfer to the user. This time limit can be decreased further by other mental quirks and the physical distance between the user and target. Beyond a certain distance, the tag can not be formed into a link. When the link is severed, the tag is lost as well, meaning the user will have to make physical contact once again to reform the tag. As soon as the quirk deactivates, the user’s body becomes conscious again, under the full control of the user. Secondary mutations in the brain allow the user to remember everything that they saw in the target’s body. If the user disconnects the link manually, no harm will come to the user’s body. However, if the link is severed without the user meaning to, then the body will suffer major side-effects. As the user approaches the time limit, the user will see and hear things as if they are in a tunnel getting further away from the source and their sense of touch will begin to numb. The user can have as many tags as they like, but can only have one link.

Limits: The user is relegated to the senses of sight, smell, and touch. While that may be very useful, important scents will go unnoticed by the user. The user also has to be very careful with their time limits. If the user severs the link near the absolute time limit, the user will have nosebleeds. If the user exceeds the absolute time limit, the user will return to their body and have seizures. The quirk provides no physical benefit to the user, thus making any direct confrontation difficult for the user.

Possible Uses: The quirk is very good at getting more information out of a suspect without interrogating said suspect. In other words, the quirk will be very good as a police officer rather than a hero. It can also be used as a last ditch effort to locate a person.

Inspiration: Mostly inspired by Sir Nighteye’s infiltration of the Yakuza’s base.

Chapter 47: Helping Hands

Chapter Text

Upkeep: Concentration Visual
Kinesis, Manipulation, Summon
[2]

Description: The user can create invisible, floating hands that they can manipulate at will, though only the user can see the hands. When initially summoned, the hands are the same size as the user's actual hands. These hands can be grown and shrunk at will, though the more extreme the user gets with the sizes, the greater toll the quirk will have on the user. The number of hands that the user can summon at a time depends on how comfortable the user is with their quirk. Due note, the user is not simply manipulating an object with their mind; they are summoning hands to do the task for them. Therefore, the summons will also have the anatomical bones, thus limiting how the user can bend their summoned hand. The user does have a sense of touch via the summon, though the sensitivity increases inversely to the size (large hands are less sensitive, small hands are more sensitive). Concurrently, the strength of the summoned hand increases directly with the size (large hands are stronger, small hands are weaker). While the hands can be de-summoned no matter how far the hands are and any obstacles that exist, the user must be able to see the hands be summoned. The process of summoning and de-summoning does not harm the user. Although the hands are invisible to everyone else, it is still an actual thing that exists in the world. Objects and people can constrain how the user wants to use the hands. While not impacting light, it most definitely affects how muffled sound becomes. The hands do float in the air when not in active use and can accelerate very quickly. However, they are still constrained to the laws of physics. Like other telekinetic quirks, the more the quirk is used, the greater mental energy the user uses. Secondary mutations to the user’s brain makes multitasking and spatial awareness much better.

Limits: The hands are still hands, meaning that the fingers will be unable to bend completely, the coverage a single hand can have is finite, and can only fit in such a small area without being shrunk. While the user can have many large hands or many small hands, that will burn through the user’s mental reserves quickly. Referring back to how the hands are still a physical thing that exists, by throwing a large cloth or powder, the hands can become visible. Overusing the quirk will cause all existing summons to dissipate immediately and cause splitting headaches to the user. The quirk can be used for combat, though lacks the lethality for it.

Possible Uses: Anything that involves a good deal of manual labour, the user can get done quickly. Furthermore, by shrinking the hands, the user can manipulate very small things. The user is also very well suited to combat, both close and long range. The user can punch a target from nearly any distance with limited line of sight. Furthermore, by expanding the hand size, the user can create a very solid barrier. Not only that, fighting an opponent when the next blow can come from literally any direction at any power level at any speed without any forewarning is extremely difficult, thus making the quirk one of the most combat capable in existence.

Inspiration: The logical next step for an attraction quirk: full blown telepathy.

Chapter 48: Slagshot

Chapter Text

Switch: Flex, Fuel, Removal
Elemental, Manipulation, Stockpile
[4]

Description: The user can spit molten globs of magma from their mouth. Mutations to the user’s stomach creates a subsection that allows the body to store carbon, silicon and iron in it. When the quirk is activated, the subsection begins to heat up and compress at incredible levels. This heat and pressure creates a situation similar to that of the Earth below the crust. The materials are then transformed into molten hot magma. Secondary mutations to the first part of the digestive system make it near impossible for the user to be burned. Furthermore, the mucosa of all involved organs are surrounded by a special type of fat that insulates the heat, thus preventing the heat from affecting the other internal organs. The mucosa itself is thicker and harder to pierce, though is not impenetrable. The user’s skin is hard to burn, especially around the user’s face, neck, and chest. The quirk can be effective up to medium-range, though getting to this range and with accuracy requires practice with the quirk. Consuming foods that contain large amounts of carbon, silicon, and iron will fill the quirk’s stockpile faster. Because some of the food the user eats goes to their quirk, they will have to either eat larger meals or eat more often. However, relative to other Stockpile-type quirks, the stockpile itself is rather small so the quirk will be unable to sustain active use for very long. When the quirk is activated, the user must breath out harshly and activate the quirk to bring the lava out of the subsection and then shape the mouth to spew the molten lava. Once the magma dries, the product is a brittle, hard obsidian-like structure. Sufficient weight or force will crack and shatter the product.

Limits: The user is most limited by their range, short constant activation time, and small stockpile. Blocking the mouth will effectively stop the quirk since the nasal cavities are not designed to handle the slag. The user’s body is actually not designed to deal with the heat from the magma. A breach anywhere in the mucosa or a thinning of the fat line will seriously injure, if not kill, the user should they activate the quirk. Despite all the insulation, the user’s body temperature will still rise as the quirk remains in use. The user has to cool down between long periods of active use otherwise they can boil their internal organs. As a Stockpile-type quirk, the user simply runs out of magma instead of having an effect for overusing the quirk.

Possible Uses: The only real use would be in combat. It works very well as a close- to medium-ranged area denial quirk. It can be used in long breaths, sweeping over large areas, or as small artillery shots, shooting with longer range and better accuracy. Besides attacking the opponent, the quirk can also be used to destroy walls and sometimes form temporary patches once the slag dries.

Inspiration: The logical next step for a fire breathing quirk: spitting magma.

Chapter 49: Detonate

Chapter Text

Upkeep: Concentration, Removal, Fuel
Generation, Production
[4]

Description: The user can create clay-like substances from the palm of their hand which can be thrown. This clay-like substance is incredibly volatile, exploding a few seconds after removal. When the quirk is active, a hand of the user’s choice begins to produce a skin-coloured, sticky substance that sticks to anything except the user. The longer the user keeps the quirk active, the larger the globule gets. This in turn means the larger the explosion will be once it detonates. The user is actually creating pockets of thick skin that lack any nerves, behaving more like sticky clay than skin. Inside the skin pocket is actually a form of nitre (potassium nitrate), mixed with carbon and sulphur, effectively gunpowder, as well as a trigger, separated by an electrically controlled barrier. So long as the globule is in skin-to-skin contact with any part of the user’s body, the electrical charge on their skin prevents the interior barrier from collapsing. However, as soon as the globule leaves the user’s contact, the barrier is dropped and the chemical reaction is triggered and can not be stopped. The shape of the substance can change depending on how the user shapes it before sticking it on a surface, or how it makes contact with anything after being thrown. The shape does not affect how effective the explosion is. The user’s surface skin is very fire-resistant and thick. The thickness helps to prevent laceration injuries, but it also acts as a form of shock resistance, albeit a weak one. A diet with higher potassium and sulphur will increase the speed as to which the pockets are filled with explosives.

Limits: The user is entirely based on their hands having enough space to grow the explosive pocket. Should there not be enough space for the pocket to grow, the user can not use the quirk. While the skin is thicker than typical, it is still pierceable. The globules can be detonated externally while being created in the user’s hand. While the explosion would do minimum damage to the user, it would still create an opening for follow-up attacks. The constant regrowing of skin on the user’s hands slowly numbs the hand. This is both a benefit and a loss. While it makes the user able to bypass pain in the hand, it also means they become clumsier with it. It is indeed a Fuel-type quirk, meaning should the user overuse the quirk, the quirk will simply stop working.

Possible Uses: The quirk can be used both actively and passively. The user can lob large, spherical globules like grenades, while also preparing explosives to breach walls or destroy foundations. Support equipment can mimic the electrical charge the user would normally provide, allowing better control over the natural explosive timer.

Inspiration: The logical next step for an explosive sweat quirk: explosive skin quirk.

Chapter 50: Treeant

Notes:

Hey guys...
I am, in fact, not dead. A combination of that new schedule, burnout, and being ill absolutely destroyed my writer's spirit and I just couldn't do the October upload.
So, to make up for it, this month we have 6 new quirks!

Chapter Text

Partial: Flex
Boost, Healing, Manipulation, Mutation, Plant
[10]

Description: The user’s body is made entirely of plant material. The skin is now a thick bark-like layer that progressively grows denser as the user ages, thus making the user more resistant to damage. Once every seventy-two hours, the user must “root”. This involves digging themselves into nutrient-rich soil and having access to sunlight. When rooted, the user’s legs are completely dug into the soil while the arms are held diagonally above the head. From these extended arms, large leaves will unfurl to absorb sunlight. Because of the physical positioning, the user can not move without ending the rooting session early. Exiting rooting is a tedious affair and can take several minutes to unroot fully. A single rooting session lasts twenty minutes. The user gains energy by rooting. They do not sleep or eat any food. If the user does not root, the user will slowly begin to die. When the quirk is active, the user is able to grow their fingers into long wooden vines that the user can manipulate at will. The tendrils themselves are not very strong. However, they are very flexible and, when wrapped around an object enough times, can carry nearly anything with no strain on the user. The user’s organs are unlike any other; like mentioned previously, the rooting system completely replaces the digestive system. The user’s circulatory system is more similar to that of plants than animals. The nervous system is the only system similar to that of other animals, though the user doesn’t have a centralised brain, rather several neural clumps throughout what would normally be the spinal cord. The user speaks by forcing air through vines within the body that act like vocal strings. The user’s eyesight is composed of very primitive photoreceptors, similar in construct to that of phytochromes, though is able to see the entire colour spectrum and not just red light. Longer and more frequent rooting sessions will increase the user’s healing rate. So long as the user continues to root, the user can possibly live indefinitely.

Limits: The user is very flammable, though the older the user is, the thicker the skin and thus the longer it takes before burn damage becomes severe. Like mentioned before, the user’s vines are very thin and are individually weak. It does not take much strength to snap the vines. Rooting is also a very prominent weakness for the user, being completely defenceless for a period of time.

Possible Uses: The vines can be used aggressively to restrain and strike. However, due to the bark-like skin of the body, the user is too slow to be very effective in combat. Instead, the user will probably be best as a non-combatant. Their immortality and lack of a centralised brain means the user can retain large quantities of information without ever becoming forgetful. Furthermore, the user will never suffer from a head-injury since the multiple neural centres provide some memory overlap.

Inspiration: Firstly, I don’t have many plant-based quirks because they all eventually sound the same, like “Oh wow, I can control this type of plant blah blah blah”. It kind of gets boring. Secondly, there has yet to be a Xuyao rank 10 quirk given to you guys.

Chapter 51: Whitenoise

Chapter Text

Upkeep: FlexProximity
Audio, Debuff
[2]

Description: Anybody within the quirk’s activated radius will have issues hearing and seeing properly. As a target gets closer to the user, the worse the effects get. The quirk inhibits the user’s ears and eyes. The target’s hearing will get progressively quieter and duller, with an added buzz overtaking any other audio stimuli. Furthermore, the quirk also affects the inner ear, thereby affecting the user’s balance. The target’s eyesight will develop small white spots in their peripheral vision, growing larger and encroaching into the main sight lines until all the user can see is a blinding white. The quirk measures the distance between the target’s eyes and ears with the user’s eyes and ears, respectively. The user can control the radius of effect. The progressiveness of the disability changes proportionally with the radius. In other words, the closer the target gets to the user with a small activated radius is significantly more damaging than when the activated radius is large. Said radius can be trained to increase. The user can not change the radius unless they deactivate the quirk. The quirk activation is similar to clenching the jaw for an extended period of time: it doesn’t hurt too bad while doing it, but aches for a while afterwards. The quirk ignores any physical barrier between the user and target.

Limits:

Possible Uses: In controlled settings, the quirk can be used in replacement of a white noise machine and increase the target’s focus but eliminating other stimuli. In more aggressive situations, the user can be used as in explosive entry, weakening would-be attackers from range.

Inspiration: I wanted to encompass a stun grenade as a quirk, but that felt very 2-dimensional so I flipped it up a bit.

Chapter 52: Coax

Chapter Text

Automatic: Auditory
Empath, Mental
[2]

Description: Whenever someone hears the user speak, they automatically have difficulties trying to not speak the truth. This affects anyone within hearing distance The user does not have to necessarily ask a question; a simple open-ended statement can draw forth a confession from any target. Targets are initially unaware that they are speaking things they perhaps should not be, but even when they are aware, they struggle to avoid the truth. Targets have to consciously choose each word, making them speak in a slow, stuttering way. Either way, the user will be able to tell how truthful the user is. The more effective the quirk is, the longer it takes for the target to realise they are under the influence of the quirk and the harder it is to fight it (which causes longer stutters). The effectiveness decreases when the user is speaking to more than one target and the quality of sound is poor. Targets that are mentally exceptional, mentally challenged, or have a strong mental fortitude decrease the quirk’s effectiveness. The user is naturally charismatic and draws people to them. Their voice also has a large natural range and can attain a loud volume. The quirk’s properties are lost through digitalization.

Limits: The quirk can be evaded without the use of a quirk, equipment, or some other skill. Furthermore, it is hard to predict how effective the quirk will be, especially with little to no background information on the target. The quirk also becomes null once it passes through electronics. Since the quirk is used whenever the user speaks, there are no side-effects or drawbacks. As mentioned previously, the quirk can not force the target to tell the truth, and thus has the chance to have no effect on a target.

Possible Uses: The user would make a good interrogator, especially if another interrogator was in the room with them. This way, the target would constantly be jostled by the two interrogators and have a harder time to realise that they are over-speaking. While the quirk can’t guarantee the truth, it guarantees that the user will know when the target is lying.

Inspiration: It’s not exactly forcing people to tell the truth, more like a subtle, but guaranteed, loosening of their lips.

Chapter 53: Waterbodied

Chapter Text

Upkeep: Flex
Elemental, Transformation
[2]

Description: The user can turn their entire body into liquid water. It will always be a full body transformation. In this state, they can still hear, see, and smell. Only the user’s living cells can turn into water. When in liquid form, the user has complete control over the flow of their own water. The user can change their height and width. They will be stuck with the same volume of water, though the density of said water can change. The user can technically split their body of water as they see fit, though the user will find it very difficult to maintain the separateness. Because the user’s body wants to stay connected as much as possible, the user can trap other things within themselves, enlarging themselves. The user can fill their water form with more water using this method. However, if the user were to transform back into their human form, the excess water would simply drench the user. The only way for excess water to become part of the user’s main body is if the user loses a percentage of their original mass and the water is the exact same temperature and pressure as the user’s body. The user is only able to control their body while in liquid form. If the user’s water turns into ice, the user loses access to it, similar to paralysis. A full-body freeze is similar to becoming comatose. When the user turns to steam however, that part of the body is considered “dead” and won’t come back until the user gets access to more water. When in water form, the user can only die from two ways: turning into steam or being overly polluted. The body is considered polluted when a solvent dissolves into the water. If the concentration of solvent is too high, the user will die. If the user transforms back into human form while either iced or missing some of the original water, the user will find parts of their missing as well. The body will choose to lose non-vital extremities, though if the user loses too much of their original body, transforming back may be a death sentence. If the user transforms back while polluted, the user will display the same symptoms as if the user was poisoned with the same solvent. This means some solvents are more dangerous to the user than others. The user can safely deposit the poison by interacting with large bodies of water to dilute the solvent. While considered a Flex-type quirk, the energy cost for maintaining the transformation is very low, allowing the user to spend several hours in their water form before having to change back. The quirk has a high skill ceiling, with almost every aspect of the quirk being able to be trained to be stronger or tolerate more.

Limits: The low energy requirement makes the side-effects kick in after the user has already been transformed for a long time and relatively mild: the user would be dizzy for a period of time proportional to how long the quirk was activated. If the user overuses the quirk, the user will be rendered nearly crippled, their body muscles simulating liquid water, unable to bear weight. Furthermore, their blood flow will be uneven with a high chance of random blood clots. The user can not change their temperature at will and in fact is very susceptible to weather. The user also can’t interact with certain materials, especially those that have a low LD50 and can kill the user should they turn back. Furthermore, the user finds it difficult trying to figure out how concentrated the pollutant is without changing back into human form. Their clothes do not transform with them and thus the user will transform back completely naked.

Possible Uses: The user would work very well as a spy, seeing as they retain all their senses and memory when in water form. Not only that, it is very easy for the user to escape since they can seep through most materials and are very hard to kill. Not only that, the user can hold pressure sensitive items within themselves and be relatively safe. They can also work combatively, throwing their body at opponents, drenching them and knocking them backwards. They can also drown opponents.

Inspiration: I was thinking of the Slime Villain through the creation of this quirk, perhaps some sort of parent or relative to the Villain. Think how Ming Hua from Legend of Korra uses her water arms.

Chapter 54: Hydrophobe

Chapter Text

Switch: Proximity
Manipulation
[2]

Description: The user can push liquid water away from them, similar to how a magnet pushes like-charges away. The user effectively makes a forcefield around themselves that stops liquid water. Moving water crashes into the shield as if it was crashing into a rock. However, if there were objects in the water, the user would not be able to stop the object’s initial momentum. Any water that was soaked into the object would be squeezed out from the object. If there was water within the quirk’s radius, the water source would be forced away from the user. This even affects aqueous solutions, including bodily fluids. By activating the quirk, an attacker can not strike the user and instead gets redirected because of the attacker’s blood. How far away from the user the strike ends up depends on how strongly the quirk was activated. The quirk is indiscriminate as to what kind of water is being pushed away, which means allies can be pushed away by the quirk. That being said, the quirk also can not distinguish the user’s own fluids from another person’s. The rate at which the user’s own fluids are being pushed away are significantly slower than external water. The user can control the radius of the quirk and how quickly the quirk activates. A higher activation speed will cause any water in the area to be flung compared to a slow activation speed that will slowly push the water away. The user can not use the quirk for extended periods of time.

Limits: The quirk only affects water (H2O). Should a liquid not contain water, the quirk has no effect. Also, the water must be in liquid form for the quirk to be effective. As mentioned previously, the quirk affects all forms of liquid water, including the user’s own body fluids. As such, a side-effect of activation is pain from the user’s blood trying to escape through the skin. As the user approaches overuse, the user’s blood vessels begin to burst and flow improperly. Overusing the work can prove to be deadly since every bodily fluid would be trying to leave the body and none of the blood would be flowing to where it is supposed to be. Because of the side-effects, it is entirely possible to surround the user with boiling hot water and wait them out. Furthermore, using non-aqueous acids will prove to be very potent against the user.

Possible Uses: By quickly turning the quirk on and off at medium power, the user has their own personal shield to defend themselves during hand-to-hand combat. Furthermore, the user has a very high knockback by timing the activation properly. Putting their hand on a target’s chest and activating can reroute blood away from the heart. The user can dry objects easily by tossing the wet item towards the user; the water would be forced out and the dry product is caught. The user would also be a very powerful fungicide since it forces the moisture out of fungi and moulds, killing them through desiccation.

Inspiration: This one started from watching that video of the air-powered umbrella (I watched the video by Allen Pan maybe a year and a half ago before publication?) and it kind of spiralled out of control into being able to straight up reject water from touching the body.

Chapter 55: Binging Ball

Chapter Text

Upkeep: Proximity
Generation, Manipulation, Summon
[2]

Description: The user is able to create multiple summons from the air. These summons are fist-sized and spherical with the majority of the body being black. On a designated front, the summon has a mouth with large, sharp, white teeth. These summons float in the air and are not bound by gravity. They can fly around at the user’s discretion freely and quickly. The user does not have to see the summon to move it. When summoned, it initially has a very low density. The summon’s teeth are very good at biting through things and can eat things very easily though will struggle with items that are very hard like certain metals. Whatever the summon eats is converted directly into mass, though the summon does not change size, thereby increasing the density. As the summon densens, it moves and bites slower. When the user dismisses the summon, the contents of the summon’s “stomach” are released into the air, either as the original compound as dust, or as a chemical product of the compound(s) that is either gaseous, dust-like, or aerosolized. For example, a summon that consumed water, when dismissed, will produce either water vapour or a combination of oxygen and hydrogen gas. The user is able to hold many summons simultaneously, though is only able to move a few at a time. The number of summons and the length of time the summons have been activated impact the user’s stamina; the user gets more tired the more they use the quirk.

Limits: The summons are only really good for destruction. Furthermore, it is impossible to retrieve what the summon already ate without dismissing it and there is no guarantee that whatever the summon ate will return in its original form. The user gets more tired as they use the quirk, becoming physically and mentally slower due to their exhaustion. The summons will also move slower in proportion to the user’s tiredness. Overusing the quirk will cause all summons to be automatically dismissed. The user has a chance of falling asleep on the spot. The summons are small and can be broken easily. By stabbing or slicing the summon, they will “pop”, disappearing as if it was dismissed by the user. Hitting the summon will cause them to fly away, the denser the summon the further it will fly. The summons can also be immobilised with the cold. There is also no mutation to boost the user’s physical strength. If the user were to be removed from combat, so would the summons.

Possible Uses: The quirk is very good at breaking things down. The small size and strong bite allows the user to be very tactical with their disassembly. This can be used clearing debris, especially in places that are incredibly motion sensitive since the summons just bite right through without chewing. Not only that, the speed at which the summons can move make them very good at quick strikes from multiple directions at once.

Inspiration: Because of all the little kids during the Remedial Course Arc, this guy seemed the coolest.

Chapter 56: Pathfinder

Notes:

Happy holidays and a Happy New Year!

Thank you to all who have been reading this work despite my worsening upload schedule. I hope 2024 will be kinder to me (._.").

ANYWAYS, my New Year's Resolution is to make the upload schedule more consistent. That's right! I aim to have quirks be released around the same time every month! Isn't that nuts?

Again, thank you to all who reads my quirks and have a happy new year!

Chapter Text

Upkeep: Contact
Omniscient, Sensory
[2]

Description: The user can map out the terrain of the elevation they are on. The user will have to remain completely still to activate this quirk. The user can search up to a certain radius that can be trained to increase. The user will have to spend more time to search farther. When the quirk is active, the user’s eyes glow brightly and can still be seen if the user closes their eyes, albeit dimmer. The user can “see” the surrounding terrain in their mind as gridded green lines. They can only pathfind through terrain that has only slight variations to elevation and can bear the user’s weight. Walls and hard-to-move objects have red grid lines perpendicular to the green lines, while changes in elevation (both up and down) are envisioned as black gaps between the lines. Because the quirk maps out the terrain of the elevation, it can detect walkable paths on other sides of gaps and walls. The quirk is extremely energy efficient, and the energy cost will almost always never pose a problem to the user.

Limits: The user has to remain completely still for the quirk to activate, thus making the user a sitting duck. Furthermore, the quirk is not the stealthiest since their eyes can be seen in the dark. The radius is the hardest limiter to the user. If the user falls to a different floor, it will be significantly harder to find a path out. Suspending the user or simply removing the user’s access to the floor will nullify the quirk. The quirk provides information, but it is up to the user to use the information.

Possible Uses: The information from the quirk can be used in multiple different ways. In civilian purposes, it can be used in tunnelling to see where tunnels go and if there is a pocket nearby. In non-civilian use, the user can find pockets in debris during rescue. They can also find secret passages better since they can sense surfaces of the same elevation through walls. Similarly, the user can find traps, especially pitfall traps.

Inspiration: Toph Beifong from Avatar the Last Airbender.

Chapter 57: Give Away

Chapter Text

Upkeep: Contact, Environment
Buff, Empath, Healing, Stockpile
[3]

Description: The user, upon contact, can give a target a boost of energy. This energy is not the user’s own life force, but comes from a separate storage of energy. This storage is emptied as the user uses the quirk and refills through meditation. This meditation has several requirements for the stockpile to refill. Firstly, the user must be healthy, though how healthy can change depending on training. Secondly, the user must be in a warm, sunlit area. The energy the user stockpiles is actually heat energy and vitamin D, hence the second requirement. Failure to be sufficient in any of the categories can prevent the quirk from working. If the user is in a slightly sufficient environment, the efficiency of the quirk is lowered. The more the user trains with the quirk, the more efficient they can become with the energy absorption regardless of the environment. When the user makes contact with a person and activates the quirk, the target will get a boost of energy. This energy triggers a boost in the target’s healing factor and mental clarity. It does not increase the target’s physical strength. Furthermore, the target’s emotions, both good and bad, are calmed. The energy the user has stored up can not be used on the user themself but does not diminish unless being used on a target. The user is aware of how much energy they have left in their stockpile and how much they give out on every activation. Overall, the quirk has a very low energy cost on the user, but requires the user’s time in the form of meditation.

Limits: The user must be meditating to refill the stockpile, which is a period of vulnerability. Seasonal variations, especially the rainy season and the winter, seriously hampers the efficiency of the quirk. The energy given from the quirk is very little, like a wake-up call or shot of caffeine, as such the quirk is best used for smaller, temporary problems. Once the quirk’s energy wears off, the target returns to their initial state before the quirk activation. If the user’s stockpile depletes completely, the user can not refill the storage until twenty-four hours have passed since the emptying. The user requires contact for the quirk to activate and can not be used on themself. By isolating the user, the quirk effectively becomes nullified.

Possible Uses: The calming effect without strengthening the target can be used in occupations that commonly have high emotions, like psychiatry or child care. In both cases, the simultaneously calming and re-energizing effect of the quirk can stun the target long enough for the control of the situation to be retaken. Another instance where the quirk is useful is in emergency response: the healing factor, mental cleansing, and emotion calming can all prevent shock from setting in with trauma victims.

Inspiration: Delibird from Pokemon.

Chapter 58: Erasure

Chapter Text

Upkeep: Flex, Visual
Debuff, Manipulation, Meta
[2]

Description: The user can disable the target's quirk by looking at them. Quirks are activated by producing and releasing proteins and hormones throughout the body. The quirk prevents the proteins and hormones from being interpreted and thus the quirk from being triggered. The quirk is only effective when the user is making eye-contact with the target’s skin. Clothing introduces some unpredictability to the effectiveness of the quirk, with thicker, more impermeable clothes making the quirk less likely to work. Any interruption to line of sight, including blinking, will stop the quirk from working. The target will have a ripple of gooseflesh when the quirk is activated on them, though they will not realise their quirk has been disabled until they try to activate their own quirk because the user disables the receptiveness of quirk-activating proteins and not the proteins themselves. The target will feel like they have their quirk active, but nothing will happen. The quirk does not affect Mutation-type and Passive-type quirks since these quirk subtypes do not have quirk-activation protein receptors. However, if the target’s quirk has both passive and active parts, then only the active part will be disabled. Secondary mutations to the eyes decrease the rate at which the user needs to blink and to the eyelashes to make them thicker and better at catching debris. The quirk itself tries to make the user as uninhibited as possible: the user finds it harder to put limbs in front of their own face when the quirk is active and the user’s hair roots will become stiffer to keep the user’s own hair out of their face. The user’s eyes also glow when the quirk is active. The quirk affects all people within their line of sight, including allies.

Limits: The quirk requires the full functioning use of the eyes, one of the most fragile parts of the human body. Using dust, water, pressurised air, or some other substance directly on the user’s face can trigger an instinctive blink, providing the target enough to use their quirk. Also, if the environment has a lot of objects to block line of sight, the quirk is effectively useless. Covering the entire body with impermeable clothing will render the quirk useless. The quirk does not increase the user’s own physicality, which means the quirk only evens the fight, although not a true balance since the user can no longer blink for the duration of the fight nor instinctively block their face.

Possible Uses: The only way the quirk is useful is in combat to restrict and limit an opponent’s options. The quirk can be used either in absolute stealth or out in the open. When used for stealth, the user is trying to isolate opponents into single combat where the quirk would be most useful. They would try to use the quirk for extended periods to make the fight as even as possible for as long as possible. When used in open combat, however, the user wants to be as close to the middle of the force while still having a good line of sight everywhere. They want to use the quirk in short bursts, randomly disabling sections of the opposing force with a quick glance. However, they would want to communicate when the quirk is going to be used to prevent surprising allies.

Inspiration: I have a head-cannon that since quirks are told to be biological (but never explicitly how), they must be triggered through proteins/hormones. Refer to my chapter on Copy Cat. According to the anime, Eraserhead’s targets don’t realise that their quirks have been silenced until after they tried, which means the Erasure does not affect the trigger, but the effect.

Chapter 59: Golden Stag

Notes:

So...these were supposed to go out yesterday, but I am a (slightly) responsible person and there was a project meeting last night and I just didn't have the time (or energy) to upload.

Anyways, as per my New Year's Resolution, I am going to try and upload the chapters on the 25th of every month, though it is ironic I fail the first one.

Chapter Text

Upkeep: Concentration
Animal, Companion, Sentient, Summon
[4]

Description: The user is able to summon a large stag. The stag feels like it is made of metal and is golden in colour. The large antlers are made of a substance even stronger than the body. The stag scales in size as the user becomes more in-tune with their quirk. Although the stag is a summon, any order the user gives must be vocal. However, the user can understand exactly what the summon is “saying”. The stag’s sentience, intelligence, and independent personality gives the stag some differences than what the user initially envisioned. Vague commands will be interpreted up to the stag’s discretion and commands that involve forcefully sacrificing itself or needlessly injuring itself will be ignored. When the stag is summoned, there is a bright flash that makes anyone in the area instinctively blink, regardless of quirk or eyewear. The summon will be standing by the user when people open their eyes again. As mentioned previously, the stag is metallic to the touch. As such, the stag is much harder to kill than an actual deer. This resistance to damage can be increased if the user has consumed gold, though it is not required. The stag understands that if the user dies, it will die as well. If and only if the user is in mortal danger, the stag will throw itself at the danger to protect the user. The stag, despite its resistances, will die if it sustains enough damage to the same areas actual deer are weak to. Upon its dismissal or death, the stag will flash brightly, equally as bright as the summoning flash. If the stag was to be in pieces when dismissed, then the pieces will also disappear. Should the stag have died, the quirk will require some time for the stag to respawn before the next summoning. The stag is metallic and thus alerts metal detectors and keeps to the same temperature as its surroundings even after it moves to a different climate. The stag does not tire, hunger, or bleed and is incredibly strong. The quirk gives no boosts to the user. The energy requirement to maintain the summon is relatively low. The quirk does not have a range or time limit, which means the stag can be in a different city and had been summoned for days.

Limits: The stag is the entire quirk and it is mortal. By killing the stag, the forced interlude between the next summoning provides a large enough window to strike the user. While the stag can be separated from the user so long as the user has the energy to summon it, the stag still has the body of a deer, which means it is limited in what it can do. The quirk is very weak to ranged attacks since neither the user nor the stag can attack from range. While the stag is more resilient to damage, it can still be killed through high powered weaponry or even through brute strength. The user will get progressively physically sore as the user approaches overuse.

Possible Uses: The stag could be used as a work animal, though its sentience and personality can make that problematic. The user can be a cavalryman by riding the stag, especially since the stag is more resilient than any other non-quirked mount. The stag makes a very powerful warning signal because of its size and colour. The user can technically summon and dismiss the stag frequently to create a very effective flash grenade, though the stag will probably not appreciate that. The stag can also provide an alternative opinion and point of view, which can make problem solving easier.

Inspiration: I don’t have a lot of Animal, Companion, or Sentient quirks, so this was a welcome change. I also think it’ll be awesome if the protagonist is looking for some mythologically ancient figure and they just find this wandering forester and his quirked reindeer. Also, Flynn’s horse, Maximus, from Tangled was a really funny idea.

Chapter 60: Slice

Chapter Text

Upkeep: Contact
Boost, Energy
[2]

Description: The user can cut by just putting their hand on the object. Along the centre of their palm, a line runs from the middle finger to the base of the wrist. This line indicates where the cut will be placed. The cut can only happen when all of the fingertips are in contact with a surface, though not necessarily the same surface. The cut has a range of approximately three centimetres, though this range can change depending on how much energy the user has at the moment. Each cut draws life energy from the user; the user is unable to make too many without recovery. The user is able to change the minimum density prior to each cut. Anything with a density above the minimum and is in range will get cut. Lowering the minimum density will increase the energy cost for each cut. The quirk can slice things that are above the density threshold even if it is submerged in something thinner. Using the quirk on a liquid will have no effect. Secondary mutations to the user make their hands larger and fingers longer.

Limits: The quirk, while destructive, is very limited in terms of its range and activation requirements. The user is required to be very close to the target and make contact. By keeping the user at range, the quirk is neutralised. The quirk is a five-point contact type quirk, which means disabling just one of the fingers disables the whole quirk. The quirk also has limited use before using it begins to actively kill the user. The quirk is limited to single, straight cuts with a max length from middle finger tip to wrist. This length can be shortened if the hand is curled, but can not be enlarged. Instead of using metal or concrete walls, using multiple independent layers of a material like plexiglass will be more effective against the user since it would require multiple low density cuts.

Possible Uses: The user is really good at cutting things, especially very specific things that are hidden behind surfaces that should not be cut. If the user is willing to push the threshold low enough, the user can theoretically cut anything. The user also operates inversely with other people since they find hard, dense obstacles the easiest to handle. It also makes a very good torturing device, so long as the user is careful not to leave any DNA behind.

Inspiration: Cutting, but with a twist. No but seriously, it started with a brainworm torture scene where Mr. Big Bad orders Main Henchman to activate the quirk on Victim. Main Henchman grabs Victim, activates quirk, Victim begins to scream even though there isn’t any visible damage. The pain is because the Main Henchman just broke Victim’s humerus.

Chapter 61: Inventory

Chapter Text

Partial: Concentration, Contact
Summon, Transportation
[2]

Description: The user has access to a pocket dimension that can store things. The user is limited to a certain number of types of objects and how much of each type. These limits can be trained to become larger. Once the user touches an object, they can choose to concentrate on the object that they are touching and send it into the pocket dimension. The object will disappear instantly and end up in the user’s pocket dimension. The user is able to see what they have stored in their pocket dimension with an interface only they can see and interact with. The user can use this interface to select an object to summon back into existence. This will only summon one object at a time. The object will appear either in the user’s hands if it is appropriately sized or in front of them. Sending an object into the pocket dimension uses some stamina, though the main energy drag for the quirk is actually storing all the objects. The more types of objects incurs a higher energy cost than having many of a single type. A type of object has to be somewhat specific but can be as general as the user wants to classify it as. For example, the user will have to specify from “vehicles” to “cars” though can specify even further to “red cars” to create its own stack. A single stack that is moderately general can contain objects that are neither the same size or shape. The user, using their interface, can select which specific object of the stack that they are looking for. The user can not store anything that has a conscience.

Limits: The user is limited by how much they can store. The capacity of the pocket dimension is technically a soft limit, though it would mean the user would be running a stamina deficit. If the user maintains a stamina deficit, they will end up permanently tired after a few days, even comatose. The body can not automatically remove objects from the pocket dimension, which means this coma will be fatal. The user has to be touching an object with their hands to store it. By keeping their hands bound, the user can not warp any objects. It is much harder to stop the user from summoning objects, but limiting how much space the user has in front of them can stop them from summoning larger objects. The quirk is solely to store and retrieve objects, which means the user’s body is weak.

Possible Uses: The user is very good at mass transport of inanimate objects. The quirk is more efficient at storing large quantities of a single item type versus having many different objects in their pocket dimension. The user is very good at summoning large objects and utilities, such as cover and vehicles. The user can theoretically warp away entire structures, though it is so energy demanding, the user could only do it for a short period of time. The quirk acts as an interdimensional backpack and should be treated as such.

Inspiration: Minecraft has been and will always be a humongous influence on my creativity.

Chapter 62: Trenched

Chapter Text

Upkeep: Flex, Proximity
Elemental, Kinesis
[2]

Description: The user can strike the ground and create large divots in the earth. Each divot is a straight line, though the length depends on how much charge the user has wound up and the depth depends on the angle of the strike. The user has to wind up a punch before striking the earth. This is the part of the quirk that consumes energy. The closer the punch is to perpendicular to the earth, the deeper the trench will get. The quirk is most effective on earth and variations of soil. The quirk is not as efficient when striking against stone and stone variants. The quirk can still have the same effect, though it will cost more energy in the wind-up to get there. When the user hits the earth, the ground packs itself into a denser shape, thickening the walls and floors of the divot. This thickening makes the floor and walls of the trench much harder to breach. The shape of the trench will be parabolic in nature, symmetrically sloping down and up from the deepest point. The width of the trench will be slightly wider than the user’s current shoulder width and can not be changed.

Limits: The trenches that the quirk makes can only be made in a straight line. The trenches can not be unmade, which means it can be used by both the user and their allies, as well as opponents. The width of the trench can prove to be an issue, especially if the trench is to be used by multiple people. If the user has run out of energy before the user makes contact with the ground, the trench won’t be made. If the user tries to make a trench that calls for more energy than they have at the moment, the trench will begin to form, though will have a wall in the trench. The location of the wall depends on how much energy the user has remaining; the more energy remaining, the further away the wall will be, and vice versa. Once the user runs out of energy, their arms go limp and the user has no control over their arms at all. The trenches will most likely be in soft terrain which can be easily manipulated or destroyed. Not only that, the user is limited to what terrain the quirk would be useful in since harder terrain is literally harder for the user to manipulate. Furthermore, there is no ceiling to the trenches. The user has to be out of cover to make trenches.

Possible Uses: The quirk is good for making quick cover. If there is a thick wall or obstacle, but the floor is softer, the user can make a tunnel under the obstacle. The trenches can be used to make cover for allies or traps for enemies as the user sees fit. However, since the user has to be facing the direction they want the trench to appear, it is more efficient to use the quirk as either pre-confrontation preparation or ambush traps. In non-combat instances, the quirk can be used to build short-term waterways or trenches for construction.

Inspiration: Punch the ground and the earth splits like an ocean, providing a very nice place to take cover. Instant fox holes.

Chapter 63: Werewolf

Chapter Text

Partial: Environment, Flex
Boost, Healing, Sensory, Transformation
[7]

Description: The user can transform into a wolfish being at night. The user can control when the transformation happens and how much is transformed. The user can either transform halfway or completely. When transformed halfway, the user’s hands become large, clawed, and paw-like while their legs turn into that of a canine’s hindlegs. Their face does not change, but their ears move to the top of their head and become larger. Their eyes also change, becoming better at seeing in low light. The upper body grows larger and the back becomes slightly hunched. In this half-form, the user is stronger than their regular human self, able to use their claws to tear, and is faster with their new legs. Their consciousness is still purely human and is not ailed by primal desires yet. Some fur develops around areas that have been transformed and along their nape and chest. In the full transformation, the body is fully covered in fur. The body becomes very top heavy, the torso widening and the arms growing longer and larger. Their upper body strength is significantly more powerful than their human form. The user’s face becomes wolfish; the snout provides a heightened sense of smell and sharp teeth. The lower body develops as well, granting the user more power in their legs, though not changing visually. They also grow a tail. The stronger legs and tail gives the user greater speed, agility, and balance. The user also has the option of becoming quadrupedal, though this would take experience to get used to. The user also has an amazing healing factor in full transformation. However, this comes at the cost of a decreased mental fortitude. The user is more susceptible to primal instincts and their impulses. These primal instincts include a hunger for flesh. The flesh can be from any animal, but it must be raw. Consuming raw flesh empowers the user for a short time, the time limit depends on how much the user likes that kind of meat. They are also easier to manipulate since the impulsiveness tends to beat their higher thinking. The mental weaknesses can be beaten if the user trains themselves hard enough. The moon must be visible in the sky in order for the user to transform, though the user does not need to be in the open air to transform. Said transformation can be at whatever time in the night the user wants and for however long the user wants. The user must transform into the half-form before they can transform into the full form. The first transformation is significantly quicker and less painful than the second transformation. Transforming back into the human form is less painful, but leaves the user in ragged clothes unless the user has special clothes. If the user is still transformed when the moon sets, the user is forced back into their human form and is significantly more painful than any other transformation.

Limits: The user is restricted to using this quirk at night; the user is effectively quirkless in the day. The quirk is purely melee, which means the user can be beaten from range. While the healing factor is incredibly powerful, the user is not invincible; by constantly attacking the user with lethal strikes will eventually kill the user. In the half-form, the quirk is like a medium-intensity workout on the user’s body while the full form is a high-intensity workout. Transforming out of the quirk will hit the user with all the exhaustion and body pain at once. The effects of overuse are nearly indiscernible from the side-effects of the quirk. The user can not activate their quirk on the night of the new moon.

Possible Uses: The user has heightened senses, which makes the user very good at finding and locating things. The physical benefits make the user very good at fighting and destroying things. The healing factor means the user could work in dangerous working conditions with a lower likelihood of serious injury. However, this all would have to be at night.

Inspiration: Because why not? Werewolves are cool.

Chapter 64: Swap

Chapter Text

Upkeep: Concentration, Contact
Transportation
[2]

Description: The user can swap the positions of two objects of the same mass. When the user touches two objects of the same mass at the same time, they can form a tether. This tether can not be destroyed or removed unless the user triggers their quirk, the user disables the tether, or the object is destroyed or killed. The user can transport both abiotic and biotic objects. The user can also form tethers with themself. When transporting living things, the organism will not have their clothes since that is not calculated into their mass. If the mass of one object changes significantly, the tether will be temporarily deactivated; if the object returns to its original mass, the tether will reform. The margin that defines “significantly” can be made larger with training. When the quirk is activated, both objects will “hop” into the air before swapping places with one another before falling to the ground in their new locations. The objects’ centres of gravity is what determines the precise position of the swap. Once swapped, the tether between them will be broken. If an object has a significant, permanent mass change, then the user must come into contact with both objects again to overwrite the old tether. The user can trigger and destroy tethers from anywhere. The energy cost is from maintaining tethers; more tethers, the more energy expensive. That being said, the energy cost for this quirk is relatively low, allowing the user to maintain a couple of tethers with relatively little training. The tethers have no distance limit, thus allowing the user to transport objects from across the world with no problem. Any object can have multiple tethers attached to it.

Limits: The user needs to come into contact with both objects to form the tether at the same time, which means it isn’t very good without planning. Also, the user must be sure that the objects they are swapping retain the same mass, especially if the user is trying to transport living beings. The biggest weakness to the quirk is that it is very niche and specialised. Its requirements are specific and can be somewhat difficult to achieve, thus being the ultimate weakness to the quirk. The user will tire faster with every tether being maintained. If the user reaches the point of absolute exhaustion, the user will collapse into a coma for a few hours and all tethers will be destroyed. Overusing the quirk will accelerate the timeline to absolute exhaustion.

Possible Uses: The user can be very good with disaster management. For example, the user can form a tether between something in a warehouse ceiling and a large closed container of water in the instance the warehouse catches fire. Since the quirk is based on mass and not size or density, the user can carry small, dense pellets and swap them out for tools and weapons should the need arise. The user is very good at ambushes, especially if they lure their target into familiar grounds. The user can transform a very simple, safe-looking room into a dungeon.

Inspiration: I wanted a teleportation/transportation quirk that didn’t have a portal.

Chapter 65: Godlike

Chapter Text

Switch: Omniscient, Visual
Buff, Healing, Transformation
[2]

Description: The user can become more powerful when more living humans are looking at them. When the user triggers their quirk, the quirk automatically identifies who has the user in their line of sight even if it is in their peripheral vision. If a person can see the user through electronic means, the quirk does not classify the person as a viewer. The quirk adds up the total number of viewers and converts the number into the user’s new power level. The quirk gets exponentially stronger with every viewer, to the point where a few dozen viewers can make the user nearly immortal. The power level only changes when the user activates and deactivates the quirk. If a viewer looks away from the user when the quirk is active, the user’s power level does not decrease. The quirk, should there be at least one viewer, will increase the user’s strength, mental capabilities, response time, healing ability, and physical size. The increment at which any of these five categories increase by depends on the number of viewers. The user has a time limit with this power which can be increased with training. The time limit does not change with the power level; the user can be active with the power of one viewer for the same length time as being active with the power of hundreds of viewers. The user can only activate the quirk once a day for the time limit, with the reset happening at noon everyday.

Limits: The user struggles in one-on-one combat in a private area. If the opponent is human, the user can technically gain one viewer’s worth of power, but due to the exponential growth, this power is a relatively small increase. If the user is fighting a non-human (animal, robot, but does not include half-animal half-human quirks) or an undead (either by resurrection or quirk), the quirk does not count them as viewers, which gives the user natural enemies. The viewers also must be seeing the user directly when the quirk is activated. Mirrors or reflections do not trigger the quirk’s counting system. Forcing the user into their empowered state can be a good tactic since the time limit will force them out eventually, and then the user is reduced to their human form and can not transform back. This hardstop limiter makes side-effects and drawbacks very minor, if not ignorable.

Possible Uses: Combat-wise, the user wants to be bright and flashy to attract attention constantly. The user probably won’t fight too well at night unless they are in a crowded area. But, if the user manages to activate their quirk in an ideal situation, the user will most likely be the strongest person in the area. In civilian cases, the user can be a first responder. With the large number of other first responders and civilians in the area, the user can easily attain maximum power and get to work. Construction is another possibility, but the “once a day” limit means the user may or may not be as efficient as desired. The menagerie of limits and weaknesses makes the quirk either one of the worst Boost quirks, or one of the best Boost quirks.

Inspiration: All Might’s war on the yakuza was briefly mentioned and never delved into. So, what if there was a Yakuza head in particular that All Might would have trouble fighting against?

Chapter 66: Cultic

Chapter Text

Partial: Auditory, Concentration, Stockpile, Visual
Boost, Illusion, Mental
[2]

Description: The user generates a unique currency called “faith” of which they can create “miracles”. When activated on a person, the quirk begins to slowly trick the target into thinking the user is some descendant or messenger of a deity, the details of said deity being up to the user’s discretion. The process of convincing a target can take days to months, depending on how charismatic the user is and the mental state of the target. Once the target becomes a “believer”, the user has almost full mental control of the target. The believer believes the user is always in the right, is the descendant or messenger of a deity, and is all powerful. However, the mental control over the person is not absolute: the believer can lose faith in the user if something happens contradictory to what the user says or did; traumatic events can “shock” the believer out of the mental influence; and mental-cleansing quirks can remove the user’s influence. The user generates faith off of believers; the more devout a believer is, the more faith the user gets from that single person. Especially devout believers will act for the user without the user giving commands. Faith is collected upon contact with a believer. The user can hold onto faith for an indefinite amount of time for later use. As mentioned before, the user can create miracles from their faith stockpile. If a believer sees a miracle, their devoutness will rise significantly, whilst a target in the process of becoming a believer will have the process sped up significantly. These miracles have two main types: illusionary and enhancing. Illusionary miracles are purely auditory and visual, mainly used to either increase devoutness or to serve as distractions. Enhancement miracles boost the user in some way, typically either in strength, speed, or charisma. However, all miracles are temporary, and the user is restricted from using the same miracle effect within the same day. The more faith the user spends on a miracle, it will last longer and be more potent. Believers still retain independence from the user, though will obey the user when they demand it. The user has no way of knowing how devout a believer is until they collect faith. The main energy cost for the quirk is when the user implants the initial idea that they are of a deity. Secondary mutations to the user make them more charismatic and also better at understanding body language and vocal inflection.

Limits: The quirk’s better effects rely almost entirely on faith. If the user is deprived of believers, the quirk is pretty useless. Also, while the user is able to create a stockpile of faith, the stockpile does not refill until the user touches a believer. As mentioned before, miracles are restricted so that each effect (visual illusion, auditory illusion, strength enhancement, speed enhancement, and charisma enhancement) can only be used once a day and are temporary effects. Forcing the user to activate miracles early can provide a weakness for later. Speaking of which, the user has no physical enhancements outside of the temporary miracles, which makes them an easy target for most of the day.

Possible Uses: This quirk is entirely self-fulfilling, with most of the benefits going to the user. It is best used to unite weak-minded or weak-willed people against a larger foe. The temporary strength and speed can be used as trap cards against an unsuspecting foe, while the auditory and visual illusions, while better for raising devoutness, can stun and scare opponents to provide a window of opportunity. The charisma enhancement is best used on believers, though can be used on non-believers to charm the user’s way out of trouble or into a golden opportunity.

Inspiration: I was in a rabbit hole about cults and cult-escapees and so this quirk came to mind.

Chapter 67: Loyal Leader

Notes:

(See the end of the chapter for notes.)

Chapter Text

Partial: Audio, Contact, Knowledge, Visual
Buff, Mental, Omniscient
[2]

Description: The user quantifies a person’s loyalty to the user and converts it into power. This power is converted into physical enhancements, increasing defence, strength, and reflexes. In terms of defence, the user’s skin becomes more impermeable, and the user’s resistance to acid, heat, cold, and general pollutants increase. Overall, they are just harder to injure and kill. In terms of strength, the user is obviously stronger, but not visually so. The muscles are denser, which allows the user to keep their current physique, but also empower them physically. This strength is increased throughout the body without the user being able to distribute the strength manually. The strength in the user’s legs allows them to run faster and jump higher. In terms of reflex, the user is able to react to stimuli faster. Compounded with their increased physicality, the user can dodge attacks. Even if they don’t dodge, their high defence means the attack may still not harm the user. The user’s power is passively presented at all times, so long as at least one person is loyal to the user. The more loyal a person is to the user, the greater power the user is able to derive from the person. The quirk is always aware of how loyal a person is to the user, but the user has to be touching the person to determine how loyal the person is. Loyalty, being a fickle feeling, can fluctuate greatly for seemingly no reason. As such, the user must consistently give reasons for people to remain loyal to them. The quirk only feeds off of loyalty out of appreciation; loyalty from fear or temporary bonds (such as trust) does not feed the quirk. The user can pull power from a loyal person even if this person is on the other side of the world. Secondary mutations to the user makes them more charismatic and less likely to lose their temper.

Limits: The user is only strong when there are people to support them; destroying the user’s support will literally disempower them. And it doesn’t mean killing all of the user’s supporters. Creating a large enough scandal around the user can cause the user’s followers to distance themselves and lose loyalty in the user. Isolating the user will prevent the user from reaffirming the people’s loyalty, which means the user’s strength will slowly fade. The user also has to be a "just" leader otherwise people are less likely to follow them. That forces the user to be very careful with every action and word. The user has many physical enhancements, but lacks mental fortification, which means mental attacks will work regardless of how many people are loyal to the user. Since there is a passive element to the quirk, there is not a strong side-effect or drawback to the quirk. The user does not gain increased stamina from the quirk, which means the user can be tired out.

Possible Uses: The user is a strong leader, literally. If the user gains good standing with a large group of people, not only is the quirk itself stronger, but since the people are loyal to the user, the user is able to use their people for their own purposes. The user would be good in fields that require physical power and strong cohesion between workers and the leader, such as construction, military, and first response.

Inspiration: Imagine strength coming from simply being so awesome that people like you.

Notes:

Fun fact: of the three quirks in this month's upload, I came up with Loyal Leader first as the quirk to an ex-yakuza OC. This boss converted the gang into a security force, but his father bore the quirk Cultic, and his grandfather bore the quirk Godlike and was All Might's biggest opponent during the war on the yakuza.

Chapter 68: Grounded

Chapter Text

Upkeep: Contact, Environment
Buff
[2]

Description: The user can be indestructible so long as the user has both of their feet planted on the ground. This means the user must have the entirety of both of their feet on ground. The energy cost during activation depends on what kind of ground the user is on. Despite having nothing to do with electricity, the lower the charge density of the surface they are on, the more efficient the quirk becomes. The penultimate surface would be standing on Earth ground since it bears the lowest charge density on the planet. The quirk can be activated while standing on any floor above the first floor, but it comes at the cost of energy efficiency. Regardless of the surface the user activates on, the quirk will still provide the user with immortality. In this state, the user absolutely can not be harmed, but can move their body freely so long as they do not move their feet. The user must breathe in before activating the quirk. It is this breath and the surface they are on that determines how long they can keep their quirk active. When active however, the user doesn’t breathe and so can not refill their quirk stamina. The user can not be forced to move from an external pressure, but the surface the user on can be broken which can forcefully deactivate the quirk depending if the charge density changes drastically. Due note, however, the user can accidentally deactivate the quirk by lifting their foot up. Secondary mutations to the user’s lungs give them an already above average lung capacity.

Limits: The quirk is purely defensive and provides no direct boosts to their strength, speed, or intelligence. Due to the reliance on breath for this quirk, the closer the user gets to absolute max before deactivating their quirk, the more out of breath the user will be when they return to their standard state. Overusing the quirk can seriously cripple the user with intense lung damage. Due to the reliance on the surface the user is standing on prior to activation, the user can not be wearing shoes since the quirk will interpret the shoes’ charge density first rather than the floor beneath the shoes. Since the user must be barefoot and has to consciously activate the quirk, simple traps like caltrops and such can stop the user entirely. Surrounding the user with hazardous materials (fire, acid, gas, etc.) and waiting the user out is perhaps the simplest way to harm the user. Also, throwing the user into the air or putting them on a very electrically charged surface will nullify the quirk almost entirely. The quirk protects the user’s physical body but does nothing for the user’s mind.

Possible Uses: The user can anchor any position quite well. They can also act almost like a short range turret. Since the quirk allows the user to still move their upper body when the quirk is active, the user can swing punches without having to worry about counter attacks since any strikes to the user will harm the attacker before piercing the user’s invulnerability. If the user reacts in time, the user can catch a falling object without being harmed. Another theoretical use is that, since the quirk requires both feet to maintain contact with the ground at all times, the user can shuffle forward and act as a slow moving, temporary tank.

Inspiration: Lots of inspirations. See Toph Beifong from Avatar the Last Airbender, Officer Barron from Ordeal, Kirishima, Tetsutetsu, All Might, and Arlo from UnOrdinary. The idea of electrical grounding kind of came out of nowhere, but it makes sense considering the quirk’s name.

Chapter 69: Relatives

Chapter Text

Upkeep: Consumption, Flex
Transformation
[5]

Description: The user can transform their body into looking as if they are related to a target. The transformation is triggered when the user consumes a target’s blood. When consumed, the blood goes into a special organ above the stomach that analyses the target’s DNA. Using this DNA, the quirk is able to construct a rudimentary image of the user’s biological parents and grandparents. The user is also privy to the images the quirk generates. Once the quirk is done processing the blood, the user can then activate the quirk and begin to transform to become similar to one of these images. These transformations are mostly superficial, involving the user’s skin colour, hair colour, hair texture, face shape, and body figure. The changes also affect the user’s biometrics (fingerprint, retina, etc) to be different than the user. Colour and texture are relatively simple changes; it is the transformations that involve shape and silhouette that gets interesting. In order to change the apparent body fat, the user’s muscle mass will densen or expand as necessary to achieve the desired look. Furthermore, the user’s bones around the shoulders and hips will widen or shrink as necessary to provide a similar body-shape. Note, the user’s height, weight, or gender-apparent does not change. Interestingly enough, since the quirk constructs six separate images (two parents, four grandparents), the user can become six different people from consuming one target’s blood. The user has no control over which image the quirk will select. The transformation feels like tensing a muscle for a long period of time. Technically, the user can keep the transformation on for a very long time. However, it comes at the cost of full body soreness once the user deactivates.

Limits: All the quirk does is change the user’s physical appearance, and without the user’s control at all. The user does not take on the quirks of the target, either of the target’s parents, or any of their grandparents. They do not gain or lose anything in the transformation. However, each transformation is like being in a wholly new body which can be uncomfortable. Furthermore, fighting in the new body will be very awkward, especially if the quirk changes the user’s width and muscle mass. As mentioned before, the user’s entire body will feel sore when the quirk is deactivated. Overuse can cause full body contractions which can cripple the user for a long time after the quirk is deactivated. However, their shed DNA does not change; by getting a DNA sample of the user while transformed can confirm the user’s identity.

Possible Uses: The quirk is a very neat way to pretend to be a person’s relative and can either get that person into or out of trouble. Aside from trivial problem-making and problem-solving, the quirk is a great escape mechanism. Since the only thing that controls what the user looks like post-activation is the quirk, no one, not even the user, can accurately determine what the user will look like. The user can easily escape detection by consuming one person’s blood.

Inspiration: The idea was trying to find a parent quirk to Himiko’s. Instead of full-blown transformation, you get something smaller, though in the same direction.

Chapter 70: Ocu-Beam

Chapter Text

Upkeep: Environment, Flex
Conversion, Elemental, Manipulation, Transformation
[2]

Description: The user can convert infrared light into an intense laser. The user must be in an area with a mild level of infrared light, like being in the sunlight. When the user has a sufficient level of infrared light, their eyes begin a mild transformation. The user’s eyes change from a concave, round shape into a convex, bowl shape. The edges around their eyes develop highly mutated photoreceptors that can reflect and focus the infrared light the user is in the presence of into a single point in front of the user’s pupil. As this single point condenses and gains more energy, the user is able to direct the overflowing power and release it as a laser. Despite being powered by infrared light and thus invisible to the naked eye, the laser does take on the same colour as the user’s eyes. Since it bears colour and is a high-intensity light source, no one, not even the user can look into the laser while it is active. Thus, in an effort of self-preservation, the user’s body will automatically close the iris entirely, blocking all light. As such, the user is completely blind when the quirk is active. This laser is powerful because of its intense heat, being able to melt and set fire to many different objects. The user has to manually keep the transformation active in order for the quirk to gain power and is the main limiter to how long the user can keep the quirk active. The quirk has a very short charge-up time between when the quirk was activated and the laser is shot. While the laser can technically shoot off for forever, it loses significant power after a certain distance. This falloff range can be trained to increase. The user has secondary mutations to their eyes to prevent sight degradation and to their skin to prevent the laser’s residual heat from burning the user’s face.

Limits: The laser shoots in a straight line. Also, the user has a very small time when the user is both blind and not shooting a laser, a very obvious weak point. Also, since the quirk derives its power from infrared light, a mirror will reflect the laser, which can and will harm the user. Although the user is more resistant to heat, it does not mean they are immune to the sheer melting temperatures of the laser. The user has no control over the temperature of the laser; it is either off or at full power. Leaving the user in a place with no infrared light will neutralise the quirk immediately. This makes the user very weak (or completely powerless) at night or indoors. The side-effects of the quirk is eye discomfort, usually in the form of burning or itching. The quirk also interferes with the user’s tear ducts’ natural activities, thus leaving the user in a perpetual state of dry eye. If the user keeps the quirk active for too long, it can cause temporary blindness.

Possible Uses: The semi-long range nature of the quirk and very simple activation requirements makes the user a very powerful form of hidden artillery. The heat around the laser is intensely hot, allowing the laser to melt things near the laser. Should something touch the laser, it would be incinerated at the spot. Not only that, the laser can cut through surfaces and scorch the item behind the initial object.

Inspiration: Laser eyes. Need I say more?

Chapter 71: Radiohead

Chapter Text

Automatic: Environment
Audio
[2]

Description: The user’s head is a large, retro-style boombox. The user speaks by stitching together words from various radio networks being played in their area. By controlling their volume and the amount of static let into the speaker, the user can modulate pitch and timbre. Since the user has full access to radio waves, they can hear any and all radio waves of any wavelength, including so-called encrypted wavelengths. Unencrypted wavelengths will be automatically deciphered into understandable language, though not necessarily the user’s native tongue. Despite being able to hear encrypted wavelengths, they are not capable of decrypting it. The user can technically pick up any wavelength, but most would be static. The only ones that make sense would be local radio waves or ones of significant strength. The user can sense the radio waves become stronger as they get closer to the source. There is an actual slider on the user’s forehead that shows what frequency the user is currently searching through. In the front centre of the user’s face is a slot that, for an actual boombox, would have been used for the cassette tape. Instead, it is the user’s mouth. The slot still opens the same way as an actual boombox albeit slightly wider but lacks teeth and a tongue. As such, the user can only eat whatever foods that fit in the slot and has to eat carefully lest they choke themselves on food. The user has photoreceptors on the speaker parts of their face, but their vision is pretty poor. They make up for their lack of sight using a sort of echolocation, emitting low frequencies of static to get a general idea of the area around the user.

Limits: The user really isn’t too good for combat. Their extremely large head is a large target and their best attack is a moderately loud noise, though nothing that will cause significant damage. The quirk doesn’t have any real drawbacks since the quirk is, in the simplest sense, being able to hear radio waves. However, a side-effect of the quirk is that sudden high volume radio waves can stun the user. An EMP can disable the quirk for a period of time. Also, to prevent the user from hearing beyond a certain range of wavelengths, the slider on their forehead can be held externally, trapping the user into hearing only a certain set of radio signals. The user has really poor eyesight and their echolocation has a very restricted range which means outranging the user is incredibly trivial.

Possible Uses: The user is better as a support character since they can hear radio waves. If the signal is unencrypted, the user can eavesdrop on phone calls, video calls, and literal radio calls. They don’t necessarily need to be able to understand what is being said since they can trace where the signal is coming from. Since the user is also purely a receiver and cannot send out their own radio signals, they can be used as a one way radio. They also serve as a free source of music.

Inspiration: Imagine a character with a radio for a head that speaks like Bumblebee from Transformers. Also inspired by Siren Head. And Manga Fukidashi (the head).

Chapter 72: Second Wind

Chapter Text

Switch: Contact
Buff, Manipulation, Meta
[2]

Description: The user can give other people a “second wind” and restore their stamina and strength. The quirk, once activated, will trigger the effects and then automatically deactivate. The user then has to wait twenty-four hours before being able to use the quirk again. The first thing the quirk does is force all the lactic acid in the target’s body to their nose. Afterwards, the quirk forces a rapid expulsion of carbon dioxide and other impurities from their lungs in the form of a sneeze. This also spews out the lactic acid in their nose. Finally, it forces the target to take a deep breath that, as an effect of the quirk, is approximately 25% oxygen, the rest being carbon dioxide and nitrogen gas. The higher dose of oxygen resets the target’s mind. All in all, the target’s body is restored to their original stamina level and mental fatigue is washed away. The quirk, when used on Flex-type and Concentration-type targets, can reset the target’s quirk’s stamina. In terms of the user, they do not suffer repercussions from using the quirk. The quirk provides no secondary mutations and can not be used on the user.

Limits: The quirk can only be used once every twenty-four hours. While a damning requirement, it means the user suffers from no side-effects or drawbacks. The quirk actually doesn’t heal a target, which means if the target is badly injured, the quirk has no effect. The quirk forces the user into a support role while also suppressing the user’s ability as a support. The lack of secondary mutations and a non-combative quirk means the user can be attacked with pretty much anything and be relatively weak to it. Keeping the user away from any possible target neutralises the quirk.

Possible Uses: The user will be most useful in situations where physical exhaustion happens more often than physical injury. This could refer to sports and personal training. In training, using the quirk on the sportsman can allow the sportsman to do intensive training twice in a day. Though, if the sportsman’s muscles are too damaged from the first exercise session, then the quirk can be wasted. It can also synergise well with strong Flex-type and Concentration-type combatants, especially those that have defence as a main aspect of their quirks. This allows the user to go into combat as a front-line support.

Inspiration: It is quite literally giving someone a second wind. I think support fighters are very rare and very hard to create without feeling 2D or feeling like a pocket medic.

Chapter 73: Thunder Fang

Chapter Text

Upkeep: Concentration, Environment
Elemental, Generation, Manipulation, Mutation
[4]

Description: The user can spit electricity, literally. All four of the user’s incisors are enlarged to allow blood vessels to exist within these four teeth. All of the user’s teeth are encased in a special type of enamel rich in metallic iron and copper, causing the user’s teeth to turn green and brown if the user does not take care of their teeth. When the quirk is activated, the user charges some blood by redirecting static energy that the user generates passively. They then send the charged blood into the special blood vessels in the incisors; teeth diagonal from each other are of different charges. The electrical charge difference plus the closeness of the user’s teeth causes electrical arcing. The user’s salivary gland has a secondary mutation that allows it to spit a higher quantity of saliva in larger spray. The electricity arcing between the user’s teeth will use the saliva as a medium to travel, thus allowing the user to spit electricity. As mentioned previously, the user generates static electricity naturally, mainly by the thin layer of hair that covers their chest and limbs rubbing against surfaces. They can also pull a small amount of nearby electricity from the air around them, though they are limited by how many volts they can pull and how fast. Rusted and oxidised teeth will require a higher voltage to start arcing, though once the electricity starts running, the rust and oxidation will start to fall off. The user has a naturally higher tolerance to getting shocked. However, it does have a limit since the extra charge can only be expelled once the user spits. Having a higher consumption of iron and copper can increase the strength of the user’s enamel and thus require less electricity to start arcing. The user has to spend energy to polarise their blood in order to create lightning. Depending on the situation, the user may need a higher voltage to activate the quirk, which means a higher polarisation is needed. Once above the threshold for arcing, the higher the voltage, the stronger the shock will be. The maximum voltage the user can release at once can be trained to increase.

Limits: The quirk is nothing without a medium to let the electricity flow. Either keeping the user away from conductive material or neutralising the salivary gland will transform the user into a situation where the only way to make use of the quirk is to bite people. Speaking of, their teeth are very important to their quirk. If the quirk is unused for long periods of time, their teeth will begin to rust and oxidise which can be cleaned using external cleaning equipment or by electronically shocking the debris off of their teeth. Since the user relies so heavily on spitting, they can dehydrate themselves if they are not careful. Also, overuse of the salivary gland can cause swelling, which can range from mildly painful to a choking hazard. Despite the extra resistance to electrocution, constantly having electricity running through the jaw will cause pain and eventually complete numbness of the jaw, nose, tongue, and throat. The numbness can also result in the user choking. Keeping out of the user’s range is the easiest way to neutralise the quirk. Also, simply clamping their mouth shut prevents electrical arcing which in turn prevents them from spitting electricity. Rubber and other resistors will counter the electricity, and thick, heavy armour can combat the user’s strong bite. If the user is in an environment devoid of other objects to generate static electricity, the user can not generate energy as fast for their quirk. If the user is in an environment that is highly charged, the electricity that the user creates has a high chance of being pulled away by their environment.

Possible Uses: The user is best suited at the mid-range, watching flanks and pressuring sheltered opponents. It would be best used without any allies or civilians in the way, since when the user spits, they shoot saliva in a wide range and thus spreads electricity across a wide space. They can also be used as some sort of lightning rod against other electric-based attacks. Since they draw electricity from the environment as well as generate their own, they can be used as a miniature power converter. The rate at which they draw in ambient electricity is slow, but the quirk turns nearly all the nearby electrical energy into energy they can use, thus making it a near one-to-one converter.

Inspiration: So you know how electricity arcs between two metal poles? Imagine that but the electricity is between enlarged incisors.

Chapter 74: Light Refraction

Chapter Text

Upkeep: Environment, Visual
Elemental, Generation, Illusion
[3]

Description: The user can create images by densifying light and energy into 3D constructs. These constructs are very fragile to the point where if someone else touches the constructs, it would disintegrate. These condensations of light are not still images: they can move and bend at the user’s will. The constructs can be as small as dust particles or as large as city landscapes. It all depends on how much light the user is able to use and how much energy they have. Usable light is a light above a certain luminosity and is a threshold that can be trained to be lowered. Size of a construct is dependent on the luminosity (brighter light has bigger construct) while number of constructs affect energy levels. These constructs will never be able to “emit” light. The user has to be able to see the construct in order to create it, a process that does take some time depending on the size of the object. Afterwards they can let it leave their sight. However, once it leaves a certain distance from the user, it will disintegrate. Since the things the user creates is made of light, it does not have to obey most laws of physics, most notably gravity. Getting a construct destroyed or turned off does not negatively impact the user. A construct can not be partially formed or partially disintegrated. The user is also aware once the construct is destroyed.

Limits: The constructs are merely apparitions and can do nothing physically. Lowering the light levels weakens the user’s ability to work with scale. Also, the quirk is not the best for long, drawn out uses since it is an Upkeep-type quirk. As the user gets tired, the constructs take longer to form, it can not go as far away from the user, and is dimmer. Once the user hits quirk-overuse, all current constructs will disintegrate and the user will be incapable of creating any for a long period of time afterwards. The user has no physical enhancement. This compounded with the fact that everything the quirk does is illusionary makes the user very weak to rushdown, charging type opponents.

Possible Uses: The quirk is illusive and gives the user full creative power. It can be used to create 3D mock-ups of artistic, architectural, and engineering drawings. In a combat sense, the user is very tricky to deal with. They can create clones of themself to pull away an opponent’s attention, clones of projectiles to make dodging harder, create a fake army to intimidate enemies, or trick the opponent by changing the environment.

Inspiration: There was a lot that created this idea. The first one was clones, mostly Clone Technique from Naruto, not to be confused with Shadow Clone Jutsu since the constructs the user creates are not physically stable. I was initially toying around with the idea of the user creating hundreds of panes of glass to project an image, but hard-light was easier. The hard-light idea came from Overwatch.

Chapter 75: Infuriate

Chapter Text

Automatic: Contact
Buff, Empath, Mental
[2]

Description: The user, upon contact, can make other people angry. When the target comes into contact with the user’s DNA, the quirk can form a temporary mental bond with the target. The target is wholly unaware of this connection. With this bond, the quirk can manipulate the target’s adrenal glands, flooding the body with adrenaline and cortisol. The quirk then manipulates the target’s anger. With the hormonal rush and empowered anger, the target will then go on a furious rampage. The levels of adrenaline will make the target physically stronger and raise their pain tolerance. Furthermore, the cortisol and quirk’s mental manipulation prevents the target from being peacefully negotiated out of its anger. Since the quirk is an Automatic-type quirk, the user has to be very careful with exposed skin and DNA traces. They can not control accidental exposure. Once a target is affected by the quirk, the user can not stop it. The transition from being unaffected to fully affected will happen in a matter of seconds. When in the furious, charger state, the target will not discriminate between friend and foe: they will violently lash out at anyone and anything near them. The user can not be affected by their quirk. If the quirk was triggered from only a brief moment of contact, the target will be under this furious rampage for a short period of time. However, prolonged contact prolongs the effects at a constant rate. The time of transformation remains the same for everyone. If the user is still in physical contact with the target after the transformation timer is complete, the target will begin its furious rampage while the total effect timer continues to rise. Multiple people can be under the effect of this quirk at a time.

Limits: The quirk is very much the one in control rather than the user. Not only that, the user has no physical enhancement from the quirk. As such, the user can be suppressed and farmed purely for their quirk. As mentioned previously, the quirk will force targets to go on a furious spree of violence whether or not the user intentionally used their quirk on the target or if the target knowingly touched the user’s DNA. As such, it is hard for the user to work in tandem with other people. Since the user has no control over the quirk, there are no side-effects or drawbacks. Isolating the user will nullify the quirk and thus effectively make the user quirkless.

Possible Uses: The user will most likely be a loner since the quirk can hurt their allies. There is also the possibility that the user considers their quirk a curse since it functions without the user’s consent and thus becomes a source of anger. In this case, the user will shun their quirk, refrain from making connections with people, and be vengeful and frustrated at how they were stuck with a horrible quirk. All of this is possible. Since the quirk is based off of time made in contact, attaching a hair to a target will keep the target under the effects of the quirk until the hair falls off, which then the quirk will continue its effects, or once the hair “dies”, which then the quirk will continue its effects.

Inspiration: I want to make Endeavor mad, so mad that he completely forgets all of his “heroic” ideals, all of his carefully set limiters, and all of his allies. Basically, I wanted to turn Endeavor into an unstoppable, fiery monster against his will.

Chapter 76: Plugged-In

Chapter Text

Switch: Concentration, Contact
Information, Manipulation
[2]

Description: The user can enter cyberspace at will. The user has two bodies: a physical body and an online body that look the exact same and have the same capabilities. The user can swap between the two at will, so long as the other is still alive. The user’s consciousness can only be in one body at a time, though each body can still be harmed without the user present. When the user is in the online body, the user’s physical body will enter a comatose state: breathing at a much lesser rate and unable to independently consume nutrients. This means that while technically the user can leave their physical body unguarded and unsupplied for a period of time, the physical body can die when the user is in cyberspace. When the user is in the physical body, their online body will exist as a data packet on the internet. Depending on what server the user was on before they switched bodies changes how “safe” the user’s online body is. Since the body is stored as a data packet, a loss of power to the server system, no matter how temporary, will destroy the packet and kill the user’s online body. If the user is on the cloud, they are much safer from dying, but since any and all data from the cloud bounces from server to server all over the world, the user can end up in a much different place than when they originally swapped. The digital world that the user’s online body inhabits is a landscape formed by the user’s imagination, thus impossible to describe in concrete terms. Passive digital defences will appear to the user as large, physical objects that the user can not walk through. Active defences will appear to the user as some sort of monster or entity that will hunt and seek viruses, which in most cases will include the user. The user can sneak past, disable, or outright destroy any defences. Travelling to servers is easy, so long as the connection is stable. The user can technically “walk” from system to system should it be connected to the internet. Once on a server or a system, the user has access to all information and electronic controls it provides. Closed, non-internet connected systems are harder for the user to breach into, and in extreme cases, requires access via thumb drive. Depending on what kind of system the user is currently on, their sense of time is warped, with older devices making time seem slower while more modern devices do the opposite. In the instance where one of the user’s bodies dies, the user will be forever trapped in the other body. This could mean the user is now quirkless or the user is trapped in cyberspace for eternity (the cyber body does not age). When in cyberspace, the digital body can not summon tools or weapons to bypass problems; they have to literally solve the puzzles in front of them, whether that means a truly intellectual problem, actually climbing over barriers, fighting active defences, or conning a device-user into letting the user in. Since the digital and physical bodies are exact copies of each other, the only way for the digital body to increase in physical strength is by training the physical body. Any “physical” activity the user does in the digital world will not translate to muscle growth.

Limits: The user is effectively quirkless when in their physical body. Their digital body is also very frail. If the user ever gets caught unaware by a security system, it could result in the user’s digital body dying. Getting stuck in a closed system (such as a non-internet accessible system or portable drive) is effectively a jail cell, especially if being in the system grants the user no control over anything. When in the digital body, the user must be keenly aware of how long they’ve been in that body in order to make sure their physical body remains alive. If the user gets trapped inside a system with very powerful defences, the user may get killed. If the user switches back into their physical body after a long period, the user may feel starved and extremely dehydrated.

Possible Uses: The user is a natural-born hacker. Once the user gets used to fighting digital defences, they can slip into nearly any system since the user can see all the defences as a whole and change their approach on the fly. Once inside a system, the user has full access to all the information. Not only that, if the system the user can control something, the user can control it as well and do it much better than an outside operative.

Inspiration: Siri but human.

Chapter 77: Bloodcurdle

Chapter Text

Switch: Consumption
Debuff, Mutation
[5]

Description: The user, upon consumption of blood, can render a target completely immobile. Underneath the skin of the user’s tongue is a special gland that takes in blood and converts it into a special enzyme. The specialised enzyme is then used as a “key” to trigger the quirk. The quirk will then recognize the DNA in the blood and then cause all the skeletal muscles in the person with the same DNA to tense, effectively immobilising the target. Since the quirk has the intermediary phase where the mutated gland has to convert the blood into an enzyme, the length of paralysation is based more on blood type than blood quantity. In order to create the special enzyme, it requires the antigens and glucosyltransferase enzymes (GT enzymes) that make up a person’s blood type as base to warp and change into the special enzyme. Certain GT enzymes react better with the user, which explains why different blood types cause different lengths of paralysation. If the user is only able to consume a very small amount of blood or a very old sample, the length of paralysation is significantly diminished. However, if the user consumes blood fresh from a target’s body, the quantity consumed becomes relatively irrelevant. There is a maximum length of immobilisation and it can not be extended or changed through training. Secondary mutations to the user’s immune system prevents blood borne diseases and sexually transmitted diseases from infecting the user. Not only that, the user’s tongue will have much more surface area than average in order to more likely receive blood.

Limits: The user needs the target’s blood in order for the quirk to activate. Even when the user gets the blood, the user is forced to gamble that the target’s blood type is efficient with the quirk. But regardless of the blood type, the target is locked down for a determined, unimprovable amount of time, so unless the user can make use of the paralysation time, the quirk is useless. The lack of physical enhancements to the user’s body means that the user can be beaten very easily if the user does not paralyse the target before engaging in combat. The user is also weak to ranged attacks.

Possible Uses: Since the user can not be affected by blood- or sex-borne diseases, the user’s blood is safe to be donated (so long as the user maintains good health). But in terms of combat, the user is a very effective close quarters fighter. All it takes is for the opponent to receive a small cut for the user to suddenly have an opportunity. In a one-on-one fight, the user would like to use their quirk to immobilise the opponent for a quick, one-sided fight. In a group fight situation, the user would prefer to immobilise as many opponents as possible to reduce the incoming pressure on the user.

Inspiration: Stain is a very interesting character. I don’t know, I haven’t done a head cannon in a while and Blood Curdle is a pretty good one to do.

Chapter 78: Stress

Chapter Text

Upkeep: Visual
Buff, Debuff
[2]

Description: The user can increase or decrease the levels of excess glutamate in a target. The target must be within the user’s vision in order for the user to form a link with the target. With this link, the user can thus control the levels of excess glutamate being produced by the target, especially in the nerves around the user’s brain. The user can stop the production of glutamate almost entirely, thus depriving the brain of the necessary neurotransmitter to provide brain functions. While this won’t kill the target, it will expedite mental exhaustion. On the other hand, the user can increase the production of glutamate to a level that can induce strokes. This level of glutamate is dependent on the target. The target will take some time before feeling the effects of the change in glutamate, but this time can be shortened through training. Once the user has manipulated the levels of glutamate, the user is automatically disconnected from the target. The levels of glutamate will return to regular levels over time or can be expedited by eating foods that raise or lower glutamate and glutamine, certain medications, and simply waiting for the glutamate levels to regulate itself.

Limits: Despite needing only a brief second or two, the user has to maintain line of sight with the target in order to set the levels of glutamate. If this very simple condition is not met, the quirk will not take effect. If the user is seeing the target through a lens or through a screen, the quirk will not take effect. The only side-effect of this quirk is how it drains the user’s mental stamina. If the user tries to activate the quirk despite being at their limit, the quirk will simply not work. The time it takes for the target’s glutamate levels to change into the levels set by the user depends on how much mental stamina the target has and how well trained the quirk is. The quirk is limited to who the user can see and the fact that it provides no physical enhancement for the user.

Possible Uses: Health-wise, the user can make an amazing multi-faceted therapist. By raising their patient’s glutamate levels will temporarily increase their mental stamina, concentration levels, and energy. Another way the quirk can work is by lowering glutamate levels. Doing so can treat mental illnesses caused by high glutamate levels like depression, anxiety disorders, OCD, and schizophrenia. The quirk can also be used on pre-Alzheimer, pre-Huntington’s, and pre-Parkinson’s disease patients to slow the effects of the disease. In a combat sense, the easy activation conditions allows the user to accelerate a target’s mental exhaustion to the point of exhaustion and headaches, all in an effort to distract them. Since most Mental-type quirks rely heavily on their mental stamina, having it sapped even faster than usual can be detrimental to the target. If the user raises the glutamate levels too high, they can also kill the target via stroke.

Inspiration: This is the quirk for a set of twin OC’s. This is Twin #1. The whole idea behind the two is that one of them is very good with dealing with physical-type quirks and the other is very good with dealing with mental-type quirks. Since they are identical twins, an attacker can’t know which twin is the attacker’s direct counter. Also I have travelled so much this month…I’m so tired.

Chapter 79: Exhaust

Chapter Text

Upkeep: Visual
Buff, Debuff
[2]

Description: The user can increase or decrease the levels of excess lactic acid in a target. The target must be within the user’s vision in order for the user to form a link with the target. With this link, the user can thus control the levels of excess lactic acid being produced by the target. By reducing the production of lactic acid, the user can prolong a target’s muscle stamina. On the other hand, increasing the production of lactic acid will encourage muscle exhaustion and eventually muscle death. The target will take some time before feeling the effects of the change in lactic acid, but this time can be shortened through training. Once the user has manipulated the levels of lactic acid, the user is automatically disconnected from the target. The levels of lactic acid will return to regular levels over time.

Limits: Despite needing only a brief second or two, the user has to maintain line of sight with the target in order to set the levels of lactic acid. If this very simple condition is not met, the quirk will not take effect. If the user is seeing the target through a lens or through a screen, the quirk will not take effect. The only side-effect of this quirk is how it drains the user’s mental stamina. If the user tries to activate the quirk despite being at their limit, the quirk will simply not work. Since the user is literally manipulating how much lactic acid the target's body is creating, the more physical stamina the target has, the less effect the increase in lactic acid will have. The quirk is limited to who the user can see and the fact that it provides no physical enhancement for the user.

Possible Uses: Health-wise, the user makes an amazing physical therapist. By using their quirk, the user can slow down muscle exhaustion in their patients which thus allows them to train for longer and thus rehabilitate faster. Similarly, working as a personal trainer, especially for athletes, will let them train for longer and thus grow stronger faster. In a combat sense, this quirk is terrifying to face. With a glance, the user can turn a charging brute into a paralysed slump on the floor. If the user sets the lactic acid levels too high, it can also cause muscle death.

Inspiration: This is the quirk for a set of twin OC’s. This is Twin #2. The whole idea behind the two is that one of them is very good with dealing with physical-type quirks and the other is very good with dealing with mental-type quirks. Since they are identical twins, an attacker can’t know which twin is the attacker’s direct counter. Also I have travelled so much this month…I’m so tired.

Chapter 80: Metal Bones

Chapter Text

Automatic: Consumption
Boost, Elemental, Mutation
[7]

Description: The user has bones that replace the calcium phosphate aspect of their bones with metal alloys. The user’s stomach has two parts: one for food and one for metals. The former acts like a normal stomach while the latter is more akin to a forge. Consumption of foods rich in iron will go to the first stomach, but raw metals will be sent to the second. These metals are then melted down and then atomically recombined to create the strongest alloy possible while still being chemically possible to replace calcium phosphate. Like calcium in regular bones, the metal alloys will slowly decay from the user’s bones and leave via the user’s liquid waste. Therefore, the user must constantly eat metals in order to maintain bone strength. If the user does not consume raw metals, then excess iron and calcium digested in the normal stomach will be used in the bones. The results are much stronger, denser bones. These stronger bones encourage a larger physical body. On top of that, the body can bear a much higher body weight. This, combined with the natural weight of having metallic bones means the user is significantly heavier than what their body appears to be. The user naturally has a higher muscle mass to compensate for the weight. However, if the user remains inactive for too long and the muscle mass fades away, the user can be caught in a downward spiral of being unable to physically move. The user’s chest is also more barrel-shaped. The increase in space of the chest cavity allows the lungs to breathe despite having stiffer ribs. New muscles in between the metal ribs and the lungs replace the structural support the calcium bones would have normally provided.

Limits: If the user has grown larger than normal bones can support, the user must continue to eat metal since if they stop, the body will be unable to support its massive size. The user weighs a lot. This limits how fast the user can get and where the user can physically be since if the floor can not bear the user’s weight, it will surely collapse with the user still on top. Not only that, the quirk only really affects the user’s bones and build. It does nothing to enhance the user’s natural protection. Attacks on the user’s organs are still potentially life-threatening and in fact more likely to land since the user becomes a larger target. Also, if the user requires surgery in either the chest cavity or brain, the user would have to stop eating metals for weeks in advance to let the bones be soft enough to break or drill. The metallic bones also increase the user’s density, thus making them unable to float, or even swim. The user also routinely triggers metal detectors due to their skeleton.

Possible Uses: The user is very strong. Thus, any job that requires physical labour but not necessarily speed is a good fit. Also, while technically the user could work in construction due to their physical strength and height, they would be unable to walk on unstable ground due to their weight. In a combat sense, the user would be a better grappler. Their sheer weight and strength can be used to throw around opponents with ease.

Inspiration: Remember Dense Bones from 2 years ago? Yeah…

Chapter 81: Trollish

Chapter Text

Passive: N/A
Boost, Healing, Mutation
[4]

Description: The user constantly divides stem cells from their bone marrow that mutate into the necessary cell type. These stem cells are constantly being circulated through the body and replace the need for platelets in wounded areas. This does not mean the user does not have platelets, it just means these mutated stem cells will arrive first to start repairing the missing body parts and the platelets will come as an aftereffect to patch any leaks. When the quirk is trying to heal the user, it will always try to return the user to their whole state: replacing limbs, organs, and other body parts. Torching a wound can temporarily slow down the speed of the healing but will not outright stop it. The user can be killed if the user runs out of blood, otherwise any damage will be automatically repaired. If brain neurons were to die, the user would begin to lose their memory, but the quirk would repair any damage and thus keep the user alive. Damage to the heart can be deadly if and only if the user’s healing has been pushed to its max already; in other words, there are very few stem cells left circulating to replace the damaged heart. The user has secondary mutations that change how they feel pain and how much pain ultimately cripples the user. There will be a point where the user collapses from pain despite healing, but that point is much further along than average. Although the quirk does not necessitate a specific diet, maintaining a varied and healthy diet will increase the number of free-floating stem cells and make production of stem cells faster. The extra stem cells means the user is at a naturally higher risk of cancer, but the healing factor means the user can remove the cancer without worry of death. The user’s body is also naturally taller and broader. Their jaws are bigger and their teeth constantly grow because of the healing, giving the user tusks of sorts.

Limits: The user takes time to regenerate. Burning wounds can slow down the user further. The biggest side-effect of the quirk is not from the quirk itself, but the circumstances around the user: if the user needs to be healing constantly, that means they are constantly getting attacked, which means the user is constantly in pain, which in turn is whittling away at the user’s mental strength. As mentioned previously, the healing can run out, thus being a drawback of overuse. Due to the speed of the healing, the user can recover from nearly all fatal wounds. However, outright obliterating the user’s whole body will kill the user before the quirk can react. Mental attacks can neutralise the user easily as well. Another thing is that the user will have to routinely rid themselves of cancer.

Possible Uses: The quirk encourages recklessness in both the combat and civilian world. In the civilian world, the user is safe to work in heavy machinery or fire workplaces. They can also donate their organs, so long as the organs are cancer free. However, they can not donate their blood; the excess stem cells will trigger a transfusion rejection in the recipient. On the complete other note, the user can do extreme sports or potentially fatal acts for social media and make a living that way. In combat, since the user lacks physical enhancements, the user will need support equipment to make their combat effective. They can forsake armour, relying on their healing ability instead, in order to make themselves lighter, nimbler, and faster.

Inspiration: Super healing! But European influences!

Chapter 82: Indestructible

Chapter Text

Partial: Consumption, Fuel
Boost, Elemental, Healing, Mutation
[7]

Description: The user, to some extent, is completely immortal. There are two reasons behind this. Firstly, the user constantly produces stem cells from their bone marrow that can mutate into specialised cells, such as bone cells, muscles, organ cells, and nerves. The second reason is that by consuming pure metal, the user’s bones can substitute the calcium phosphate in their bones with metal, making the bones very hard to break. When the user gets injured enough to cause a break in a blood vessel, it triggers the quirk to flush the body with these quirked stem cells to return the user to the most healthy body possible. If there is not any blood to flush the stem cells into, the stem cells will automatically work to replace the missing flesh around the bone. Now onto the bones. The user has two stomachs, one for actual food that comes with nutrition, the other for metals. The stomach for metals will melt and forge the contents at the atomic level to make it viable to substitute for the calcium phosphate in regular bones. The metal will try to spread an even amount of metal to each bone, but will have a higher concentration in bones with high bone marrow content, like the hip or ribs. The bones are thus sturdier and can bear more weight, allowing the user to grow taller and broader. Furthermore, the healing aspect of their ability encourages even faster, earlier growth. These two effects encourage a higher muscle mass within the user. Since the stem cells are formed by the user’s bone marrow, the same bone marrow that is being protected by metallic bones, so long as a bone that contains a large amount of bone marrow remains unbroken, the user can regenerate the rest of their body. Unlike other Healing-type quirks that create their own stem cells through natural cell division to regenerate, the user atomically decays and combines the metals in the user’s bones and turns them into the biological molecules to create the stem cells. In other words, the user needs to have a large reserve of metals in order to let their healing work the best. Not only that, they also need to be aware that their body naturally lets the metal leave the body via liquid waste. So, to restate, the user is functionally immortal if at least one of the high bone marrow content bones remains unbroken and they have a large amount of metal stockpiled in the body. The quirk has a natural order of healing: bones and bone marrow first, followed by the joint tissue, circulatory system, nervous system, muscles, and finally organs and general flesh. This order of regeneration gives the user the best chance to get access to their metal reserves in other bones and then be able to move via tendons. Now comes to the question of the user’s consciousness. If the user’s brain is still intact, the user has full control over their body. When there is no brain, the user is still “alive” but exists in a dissociative state where they have control over their body (so long as the tendons exist) and can “see” but cannot think or interact with any of their senses. The way they “see” is by feeling reverbing airwaves inside their now-empty skull and the quirk mapping out where everything is. If the user’s bones are apart from each other, they will “magnetise” to the bone with the highest metal concentration, most typically the pelvis.

Limits: The user is incredibly powerful so long as the user has metal in their system. Preventing the consumption of metal for an extended period of time will flush the user of their metal reserves, thus neutralising the extreme bone strength and the extreme healing. If the user has grown larger than normal bones can support, the user must continue to eat metal since if they stop, the body will be unable to support its massive size. Since the healing is automatic and without the user’s control, burning the user can trick the quirk into wasting their supply of metal. However, be careful to not cauterise the wound since a cauterisation will not trigger bleeding and thus not automatically trigger the healing. If the user still has their brain, then the user can be the target of mental attacks. Acid can theoretically melt through the user’s flesh and bones. Dead flesh that isn’t removed from the body does not trigger the automatic healing which means the user must manually remove their dead flesh lest it spreads its necrosis to the point the user becomes a zombie. Also, the user still has nerves which means they still feel pain.

Possible Uses: In the civilian sense, being big and strong will let the user do many different kinds of physical labour tasks but the user needs financial support or a very good job in order to supply themselves with the metals needed to support their size. But, in the combat sense, the user is terrifying to face. Fire and acid can have an effect against the user, but if the user has strong enough bones with a high enough stockpile of metal, the attack can be made useless. Drowning is a temporary setback and there is no such thing as a fatal injury. Their massive size and strength plus their healing makes the user a human battering ram.

Inspiration: You take Metal Bones and Trollish, and you make their users have a kid, you get Indestructible. Funnily enough, I came up with the parent quirks after this one. I won’t lie, this quirk was supposed to be the fourth quirk written. However, I could never write it and give it the justice it deserved. It felt too heavy-handed and broke the system I spent months on making too much. But I finally got around to making the quirk and making the quirk well. It’s a lot, I recognize that and I don’t think this quirk will ever be perfect, but I feel like this is enough to get the point across.

Chapter 83: Prometheus Clay

Chapter Text

Switch: Consumption, Fuel
Companion, Energy, Generation, Manipulation, Meta, Sentient, Stockpile
[5]

Description: The user is able to spend life energy to create life-bringing clay. As the user eats and sleeps, they generate life energy within their body. This life energy is spent on daily activities and the quirk as well. This life-bringing clay can quite literally come to life. In order to do so, the user must first imagine a creature of a species that exists. More specific details, such as size, colour, and patterns, are up to the user’s imagination. Once the creature is in the user’s head, they begin to pour clay onto the floor from their hands. This clay will automatically reassemble into the desired size and shape. In this state, the clay is merely a grey, lifeless statue. Once the user smears their blood on the creature, it will come to life. The surface of the statue turns into real skin and hair, while the interior turns into proper bones, muscles, and organs. If the statue comes to life in this method, it will behave like the infant version of the original species, regardless of the size. However, if the user smears the blood of another member of the same species first before applying their own blood, the statue will come to life with the same mental age as the donor and a similar personality. There is a caveat with quirked organisms; should the user use quirked blood on a human statue, the statue will come to life with the donor’s quirk and a personality very similar. If the user creates a human without a donor’s blood, the statue will be quirkless. When a statue comes to life, it bears no personal experiences, but it retains some knowledge from the donor. In terms of humans, this could include language and common social cues. For the next hour post creation, the statue’s personality and memories can be edited slightly by the user. After this hour is up, the statue goes about and behaves as if it was a real member of its respective species. The user has the option to make it so the statue does not know they were created and not naturally born. Statues are incapable of harming the user. Any DNA samples left behind by a statue are each unique, though are very similar to the user’s own genetic make-up. A human statue will have the DNA as if they were a grandchild of the user and the donor. The user can tell when an organism is a statue, and can tell when one of them has been killed, though they won’t necessarily know which one. The user can also reabsorb the statues if necessary, effectively killing the statue. Doing so will resupply the user with more life energy, but cause a headache as they reabsorb the memories the statue made while it was still alive. The cost to make a single statue is dependent on the size, with larger statues requiring more energy. Making a human-sized statue would cause such a drop in life energy that the user would need to immediately sleep or consume a large amount of food to recover. After the statue comes to life, the user no longer needs to spend energy to maintain it.

Limits: The user can create statues, but they are still independent of the user. This means, while the statues can not harm the user, they can betray the user. The user also can’t create humans with convincing, real personalities easily without the help of a donor’s blood. A lack of a donor restricts the user’s creativity. Speaking of, the user is limited mainly by how creative the user can be and how much energy they have. Starving the user will deplete their life energy reserves, thus an effective counter to the quirk. Using the quirk can be extremely tiring for the user, which means the user is extremely vulnerable after using it. Overusing the quirk can result in the user’s death via complete loss in life energy.

Possible Uses: By creating statues and then reabsorbing them years later can be a form of life-extending health packages. Doing this will allow the user to functionally be immortal so long as they have access to food and good sleep. The user can also create as many statues as they want and bring as many as they want to life. Thus, they can build an army of any animal species they want. Also, the statues make great spies. If the spy were to be killed, then no life was truly lost. If it succeeded and returned to the user, the user can reabsorb the statue and gain the memories the spy made. Since each statue has unique DNA and it has fully functioning organs, the statues the user makes can be used to provide genetic variety in endangered species.

Inspiration: Ok, so this one was a long time in the making. This is probably my favourite quirk of all the ones I have ever made. For most of the quirks on this list, I write down the name, a general description, and then fully flesh it out a few weeks before the upload date. For this one, I have been scheming and designing for literal years. I was thinking about this really old, practically ancient, human who was able to create life and be truly a god. Like, imagine you are leading an army against this guy, but then he starts laughing and says you triggered his trap card. All of a sudden, half of your army just disintegrates into lifeless clay.

Chapter 84: Vice Grip

Chapter Text

Upkeep: Flex
Boost, Healing, Mutation
[2]

Description: The user’s hands can enter a “clamped” state where the user’s hands enter a fist-shaped grip around an object and cannot be opened until the quirk is disabled. The user’s hand muscles are significantly stronger, which already gives the user a strong grip without the quirk. However, the quirk furthers that by firstly increasing the user’s strength all over their arms, and by secondly allowing the user to maintain a grip on an object without having to expend energy. It does this by quickly flushing the lactic acid away and boosting the healing factor of the muscle tissue. When the quirk is active, the hands’ resting state is in a closed, absolute grip. Furthermore, as the user enters the “clamped” state, the fingers repeatedly flex and unflex, thus pumping air out of the hand, creating a vacuum between the user’s hand and whatever they are holding. All of the above factors contribute to an unshaking vice grip on whatever the user is holding. Due note, each hand can enter the “clamped” state independent of each other. Secondary mutations to the user’s hands made the skin very thick and more resistant to damage of all kinds.

Limits: The quirk is an Upkeep-type quirk, which means the user will eventually have to let go. The closed-fist grip means that the user is better off holding long, straight objects. While the quirk can close a grip around objects that don’t fit the given description, the vacuum seal will not be formed and thus the grip will be weaker. Causing the object in the user’s hands to heat up will eventually cause the user enough pain to release the quirk. Another way to counter the quirk is to simply cut off the user’s hands. When the user deactivates the quirk, the quirk needs to rest for a period of time. At this time, the user can not activate the quirk. If the quirk is overused, the user will suffer from paralysis and pain in the hand.

Possible Uses: The user can never lose grip on an object and the vacuum seal intensifies friction. In this sense, the user can climb up a rope with relative ease. Not only that, the user can use handheld tools and not risk dropping it. The user also can technically rock climb assisted by the quirk, but it won’t be as good since the type of hand position rock climbing requires is different than the type the quirk provides. However, the recovery of stamina is very useful nonetheless. Recoil of any kind while the quirk is active will first dislocate the user’s shoulders before causing the grip to break.

Inspiration: I am, compared to most people my age and height, significantly underweight. And yet, I have a grip strength comparable to people several kilos heavier than me.

Chapter 85: Shifting Scales

Chapter Text

Partial: Flex
Boost, Mutation
[2]

Description: The user has three, very hard scales that slide around under the user’s skin at their discretion. These scales’ total surface area is a constant percentage of the skin’s surface area. This means that as the user gets older and has a greater surface area, the scales get larger. The scales are circular in shape and are a different texture from the rest of the user’s body, but have a near unnoticeable visual distinction. The scales don’t really move around, but are more like a status effect that can only affect three spots at a time. Note, the body must have three scales formed at all times; the user can only control where they are. If the user wants to move a scale, the scale at the original location will begin to shrink down to its centre while the scale at the new location starts to grow from the centre, all of the change happening at the same rate. As mentioned before, the scales are very hard, able to prevent breaches of the skin from most conventional sources. The scales also temporarily neutralise nerve endings, making extreme heat and cold not a problem for the user on those spots specifically. The scales are so resistant to damage that it can neither burn from extreme heat, melt from acid, nor freeze from extreme cold. Despite making the skin harder, it does not make it more inflexible. As such, the user has a very sturdy armour to protect their joints. The scales also have a small amount of shock absorption.

Limits: The scales only protect the skin; significant blows of pressure can damage the body underneath the skin. This means while the user can absorb the blow of a blunt force without a scratch, the user’s bones can end up broken. Also, the fact that it can only protect three areas at once means if the user is being attacked from at least four different directions, the user will incur at least one source of damage. Also, the scales take time to move, which means ambushing the user gives a chance to strike the user before the scales have a chance to develop. Since the quirk only affects surface skin, attacking the user’s eyes and orifices provide a unique weakness to be exploited. Moving the scales multiple times in a short period of time is tiring to the user. This makes the moving of scales get progressively slower as the user gets more tired. Overuse can result in full body soreness, almost as if there is a bruise everywhere.

Possible Uses: The user has a uniquely designed defence. By moving the scales to the arms, the user can create a near indestructible guard. It can also allow the user to reach inside incredibly dangerous places. Bullets and other projectiles will bounce off a scale. By reinforcing hands, arms, feet, and shins, the user can turn themself into a living melee weapon.

Inspiration: Originally, the “scales” were large rectangular boxes that slid around the user. However, I like the idea of scales more.

Chapter 86: Heatsink

Chapter Text

Passive: N/A
Boost, Conversion, Elemental, Mutation
[1]

Description: The user is very tolerant to heat. First of all, the user’s body temperature is naturally lower and can rise to temperatures above the average tolerance. In other words, the user’s range of body temperature is multitudes wider than average. This helps the user since they can survive much hotter temperatures already. Not only that, the user wicks heat significantly better. The skin on their body, limbs, and neck have cracks running through it, trapping moisture to both keep the user’s body hydrated in the heat and also to aid in heat diffusion. The skin everywhere is also harder to burn. But the most obvious mutation is the massive sail on the user’s back. The bones that make up the structure of the sail are connected via a joint with the spinal nodes. Each spike is connected by thin, blood-rich skin that lets the user diffuse heat with such efficiency that the user will need to “close” the sail when not in heat lest they lower their body temperature too much. The sail can “close” by letting the muscles relax around the spikes’ joints, thus letting the spikes collapse on top of each other. The shape of the sail encourages the user to walk with a hunch. Under the user’s chin is a flap of skin to also aid with heat diffusion. While not entirely cold-blooded, the user does get more lethargic in a very cold environment.

Limits: The user may be resistant to heat and harder to burn, but that does not mean they can’t be burned. A searing hot object in the proximity of the user won’t harm them, but touching it can cause burns. Since the user’s sail is directly connected to the spine, damaging the sail can almost guarantee damage to the spine. Drying out the user will limit how well the user can wick heat. Keeping the user cold makes them lethargic, and therefore more open to attacks. As a Passive-type quirk, the user does not suffer from a side-effect or drawback.

Possible Uses: The user can run through fire and come out relatively fine, so long as their clothes don’t melt in the heat. If the user is doused in water, it increases their flame-retardedness for much longer. Thus, the user would make a great firefighter. The user can also work in areas that require a lot of standing outside since the heat from the sun does not really bother them.

Inspiration: I wanted to get as close as I could to absolute heat-nullification without having to do the research for it. Also, spinosaurus!

Chapter 87: Arm Cannon

Chapter Text

Upkeep: Concentration, Flex
Energy, Mutation, Stockpile
[2]

Description: The user’s arm has been mutated into a fully working energy cannon. The user’s nondominant arm does not have a hand, the wrist joint bearing a complete skin seal in place of the hand. When the quirk is activated, the skin and muscles peel back into three sections that rise and form smaller “arms” of the energy cannon. This peelback of flesh reveals the bones of the arm that have now been fused together. It is from this fusion of bone that the energy cannon is charged. At the centre of the bone, a sphere of energy will slowly grow as the charge gets longer. When the energy is fired, one of the smaller “arms” will push down to tap the sphere, sending the energy into a beam. The beam itself is made of pure kinetic energy, so it can be blocked and deflected if it hits a surface at the right angle. It will not cause burns or shock. Because it is just kinetic energy, the user will have to deal with recoil. On the user’s upper arm is a hard, pale jewel made of keratin. When the user drinks water, it slowly charges the jewel, causing it to start to glow pink and green. As the quirk is used, the jewel loses its lustre. If the jewel is completely dull (as in it has no energy left), the beam will not charge any further and the user will be forced to fire with the energy left. When the user charges their shot, they have the option to fire it or to deactivate it. If the user chooses the latter option, the sphere of energy will dissipate at the same rate it took to charge the shot and will not lose any of the stockpiled energy. The user can open up their arm and not charge a shot. The shot itself casts light and a very quiet hum.

Limits: The user needs to always be drinking water if they want their jewel to be constantly charged. The beam is purely destructive and comes at the cost of only having only one hand. The user can get a prosthetic hand, but it won’t be a complicated prosthetic that requires tapping into nerves of the wrist, but then the quirk can not be used. Also, it would be annoying to have to detach and reattach the prosthetic every time the user wants to use their quirk. The recoil will cause shoulder pain, especially if the user is using the quirk a lot in a short period of time. Because of the hard limiter on the jewel’s energy, the user can’t really overuse the quirk. The user is significantly weaker in close range and grappling since the user really only has one arm to grapple with. While they can strike with their quirked arm, doing so comes at the risk of damaging the user’s wrist and thus the quirk. Dehydrating the user to lower their stockpiled energy is another counter. Since the quirk is purely kinetic energy, something that does not break easily or something that absorbs kinetic energy will be unable to be pierced by the quirk. The user also isn’t that sneaky, since the jewel glows when it is charged and the beam casts light as it is fired.

Possible Uses: The quirk can be fired in two ways: sustained or pulsed. In sustained fire, the beam fires a constant stream of energy that grants the user semi-decent control with little recoil. However, the beam is only as strong as how much the sphere was charged before firing. In pulsed fire, the beam is short laser bursts that give the user complete aiming control in exchange for higher knockback. In either mode of fire, the user becomes a very powerful ranged fighter, able to lay covering fire, sieging fire, and general destructive fire quite easily.

Inspiration: A little bit of Iron Man, but I just thought it would be cool to see someone’s arm unfurl and a huge energy ball gets charged up. And then, in the anime-esque imagination in my head, the ball is fired and everything turns black and white as the beam streaks across the field or whatever.

Chapter 88: Nuisance

Chapter Text

Upkeep: Visual
Audio, Debuff, Mental
[2]

Description: The user can make people hear a constant noise. This sound does not actually exist; it is a mental attack on nerves relating to audio. The user can not control the pitch and actual sound of the noise, but can control the volume.. The sound itself can range from a low, humming noise to a high, piercing whine. As mentioned previously, the user can control the volume. At its lowest setting, the quirk is nothing but a nuisance, something the target can assume to be noise coming from far away or a small bug. But at its loudest setting, the target will not be able to hear anything else but the noise. The user and the target must look each other in the eye before the user can activate the quirk. The user has a small margin of time before activating the quirk. If the user does not activate in this time period, the quirk will not activate. Once the user has locked onto the target, they can trigger the quirk at whatever volume the user wants. Changing the volume of the noise requires the user to make eye contact with the target again. Once the quirk is active, the user can let the target leave the user’s sight range. The user can deactivate the quirk from anywhere. Note, as an Upkeep-type quirk, keeping the quirk active is draining to the user’s mental stamina. The cost is purely how many people are under the effects of the quirk and for how long: the upkeep cost rises proportional to the time the target is under the quirk.

Limits: The user can eliminate the sense of sound from a target, but sometimes that is not enough to stop a determined attacker. Not only that, the eye-contact requirement can be dodged by wearing dark eyewear. Anyways, as a purely mental quirk, the user is easily countered by some mental-cleansing quirks. Also, if the target has a high mental defence, the quirk will be ineffective at best, useless at worst. As the quirk is being used, the user will slowly develop their own ear-ringing and an ever-worsening headache. If the user overuses the quirk, the user will lose their sense of hearing for a while and an intense migraine will ensue.

Possible Uses: Since this is a Mental-type quirk with a very specific activation requirement, the user can cast their quirk on a person with little fear of harming a non-target. The user can absolutely eliminate someone’s sense of hearing, which in some cases is very powerful, especially if the target’s quirk has to do with sound. The small margin between eye-contact and quirk activation means the user can sneakily trigger their quirk and make it seem like a random bout of tinnitus. Since there isn’t any actual sound, it can theoretically be used to drown out mental voices, giving a target some respite from whatever those voices ail them.

Inspiration: Tinnitus is annoying. I’m very glad that I do not have chronic tinnitus.

Chapter 89: Hellscape

Chapter Text

Upkeep: Contact, Visual
Illusion, Mental, Omniscient
[2]

Description: The user can make a target see an absolutely hellish domain. This hellish domain changes for each target, an encompassment and construction of the target’s worst fears. The user must be making skin-to-skin contact and eye contact with the target in order for there to be an effect. Once contact is made, the target feels as though they were teleported into a different domain, with only the target and the “user” in this place. The user isn’t really in this hellish domain, but a statue of them instead. The area around the target will be based off of the real background, but be heavily adapted to trigger the target’s worst fears, regardless of whether or not the user consciously knows the fears. If there were other people in the area, they would appear differently. In the real world, it would last for as long as the user is keeping the quirk active. The target can break out of the quirk in one of two ways: they are killed in the vision, or they have sufficient mental fortitude to rebuff the quirk. The rate of time dilation between reality and the vision changes from target to target. For however long the target is trapped in, they would be rooted to the floor, stuck in contact with the “user”, surrounded by their worst fears. The user can not see what the target is seeing. While technically an Upkeep-type quirk, the quirk actually incurs such a low amount of energy that the main thing to keep aware of is the strict activation requirements.

Limits: The strict activation requirements heavily restrict how the user can use their quirk. Keeping the user at a distance or having some sort of eyewear will interrupt the quirk’s activation. As mentioned previously, having a high mental strength can stop the vision prematurely, and sufficient strength can prevent the quirk from activating out right. The extremely low energy cost of the quirk means the user would have to have their quirk activated for hours at a time to cause side-effects, the main one being intense headaches. In order to overuse the quirk, it would mean sacrificing sleep, so it would be hard to discern what the user is feeling due to lack of sleep or quirk overuse.

Possible Uses: Due to the heavy activation requirements, this quirk is not meant for in-combat use. While it can be used in combat, there are many variables that can prevent quirk activation. It is best used as a form of interrogation and torture, constantly forcing the prisoner into a dimension of pure fear to get information out.

Inspiration: Mainly the WebToon, The World After the Fall, with a sprinkle of domain expansion (kind of).

Chapter 90: Key Word

Chapter Text

Switch: Auditory, Contact
Transportation
[2]

Description: The user can put objects into their own pocket dimension by saying a word or phrase aloud. The object has to be physically displaceable by the user in order to be stored: something too heavy can not be put into the pocket dimension, and even if the user can make part of an object move, so long as the actual whole object is not displaced, the quirk will have no effect. The quirk mentally assigns an uncolored tether to the object that only the user can see. The user assigns a word or phrase to the object by mentally tugging the tether while saying the word or phrase aloud. No two tethers can bear the same trigger word or phrase. When the tether is assigned, it turns a random colour and the word or phrase floats above the tether. When the phrase is said out loud, no matter how loud, the object will be warped into the pocket dimension or pulled into the real world. When pulled into the real world, it makes a clapping sound, a result of the air being displaced as the object is pulled into existence. The user has a degree of control as to where it will reappear, the constraints being that it is a space large enough for the object to exist in, the user can see the object as soon as it is pulled into existence, and it is within a certain radius of the user. There is no sense of time in the pocket dimension, so any object put into the pocket dimension does not advance in status. For example, a clock put into the pocket dimension will say it is the same time after being pulled out, no matter how long it has been. However, any item with a decent amount of computing power (such as a cell phone) or anything that has a concept of passing time (such as any living being) will be “short-circuited” if they were put in and then pulled out. For abiotic items, it simply means the machine will either need a manual reset or will permanently damage the electronics, the result depending on the quality of the machine. For organisms, the effect can range from insanity to instantaneous death. There is a degree of weight behind each tether, a percentage of the object's natural weight. The strength the user requires to bear the weight of the tethers is not physical strength, rather mental fortitude. The stronger the user is mentally, the more tethers they can bear and thus the more items (or heavier items) they can put into their pocket dimension. The user can assign an item to be stored in their pocket dimension but can be triggered by someone else saying the trigger word or phrase, but that requires a high degree of control over the quirk.

Limits: The user has to make contact with an item and then say a trigger word for the quirk to activate so interrupting any of those two steps neutralises the quirk. The quirk is incredibly lethal if the user can touch a target, so simply keep away from the user. Having too many tethers at once creates serious headaches and migraines. If the user tries to add more tethers than they can handle, they will pass out and all the tethers will be triggered at once, bringing everything into the physical world in any space they can. If outranging the user is impossible, they will eventually cave in a war of attrition if the user is forced to use their tethers. Trapping the user behind walls or with a very heavy object is viable, though there is no guarantee that the user does not have a remedy as one of their tethers.

Possible Uses: The user’s strength lies in preparation. Ideally, the user would have at least one tether for any situation that the user can end up in. Since it is impossible to guess what tethers the user has, the user bears a tactical advantage over anyone they face. The user can warp away explosives (so long as they can make contact with it before it explodes) and then bring them back into reality to detonate them in a controlled manner. Recall the user’s sheer lethality, making them a very good assassin: instantaneous death with no trace of a body. In a similar sense, the user would make a wonderful thief. The user will strive for strength, both physical and mental, since physical strength allows the user to tether heavier objects and mental strength allows the user to bear more tethers.

Inspiration: Just imagine a man with an obvious physical mutation/enhancement quirk. He’s midfight and right before he gets overwhelmed, he shouts “Mjolnir!” There’s a crack of thunder and then a massive hammer falls from the sky into his waiting hands. Boss stage 2.

Chapter 91: Fire Breathing

Chapter Text

Upkeep: Flex
Elemental, Internal, Mutation
[2]

Description: The user can spit fire. They do this via the special gland in their oesophagus that produces a highly flammable oil that the user can spit out. When the quirk is triggered, the gland fills the user’s mouth with the oil which the user can spit into the area in front of themself in a fine mist. This is done due to a unique property of the oil: as soon as the oil leaves the warmth of the user’s body temperature and hits the cooler air, it immediately turns to mist. The user’s mouth also bears mutations. On the tip of their tongue is a pointed, hardened iron tip while on the roof of their mouth is a flat, hardened iron plate. By clicking their tongue, the user can create a spark to set alight the oil in their mouth and the vapourized oil in the air. The result is the oil being burned in the air, thus “breathing” fire. The fire is obviously hot, so the flesh in their mouth and the face region have heat resistant properties. These mutations do not extend below the neck. The gland will slowly refill the oil as the user eats food. The more oily foods the user eats, the more oil the user will have regained in the gland.

Limits: The user has two hard limits: how much oil they can fit into their mouth and how much oil is in the gland itself. The oil in mouth determines the size of each individual fire while the oil in gland determines the number of fiery breaths the user can do. Waiting for the user to run out of oil is a consistent way to counter the quirk. In fact, any form of fire-resistance will neutralise the strength of the quirk. Attacking the user from range or in an environment where fire is not effective is another way of countering the quirk. While the user has a high natural heat resistance, it is restricted to purely around the face, thus making the rest of the user’s body susceptible to burns. If the user runs out of oil, then the quirk is useless, at least until the oil refills or the user finds a different fire accelerant. Not only that, the requirement for oily foods did not come with an enhanced resistance to high cholesterol issues, so the user will need to be able to balance how much oil they are eating to maximize their quirk and keep themselves healthy.

Possible Uses: Changing how the user breathes out the vapourize oil, the user can change the range and shape of the flame; a long, highly pressurised exhale will create a long, thin fire while a short breath will create a large plume of flame directly in front of the user. The user can technically start fires without using their own oil. By using surrounding flammable objects, they can just click their tongue to spark a fire. The oil, though vapourized, can settle on objects and remain flammable for several minutes. This means the user can set up fire traps in advance. It also means if someone were to walk through the fire, the oil that had yet to burn up will settle on the person, thus burning them. To that end, the user is a very good mid-range to close-range fighter.

Inspiration: This is my take on Hisashi’s supposed quirk.

Chapter 92: Imprint

Notes:

Happy holidays to all! This month's uploads are going to be special! They all describe fundamental aspects of my personal headcannons! This time, the Inspiration section is about as equally important as the Description, so if you want to know where my two brain cells are, read the Inspiration to find out! Anyways, happy holidays to all and hope you all have a wonderful new year!

Chapter Text

Automatic: Contact
Manipulation, Production
[2]

Description: The user can impart their genes on people they come into contact with. On the surface of their skin, the user produces a small custom virus that sticks to dead skin. Whenever the user makes contact with someone, the viral load is stuck onto the target’s skin. The virus slips through the pores on the target’s skin and “infects” them. The virus, similar to how a retrovirus works, makes its way down to the target’s reproductive system and intertwines the genetic code into the target’s gametes. This means the target’s biological children have a chance of carrying the user’s genes, despite the target being completely unrelated (biologically and socially) to the target’s children. The targets themselves will not experience any side-effects, aside from minor illness in response to the viral load. Since the user’s virus wants the target to stay alive long enough to reproduce, the quirk is able to convince the target’s immune system that the genetic altercation never happened and works somewhat like an immunosuppressant.

Limits: The user has to make contact with the target for the quirk to work. Isolating the user neutralises the quirk. The quirk really can not do much to the target, so even if the user does make contact with the target, nothing really changes. Washing the skin or using antivirals can suppress the quirk, albeit temporarily.

Possible Uses: Since the quirk can not really harm the target and provides the user with no benefit, there is not much the quirk can do. If the target is already immunocompromised, touching the target can trigger a deadly cascade of symptoms due to the body overreacting to the virus, so that is the only way this quirk can be deadly. Its main use is to spread the user’s genes without the user being involved.

Inspiration: This is my theory on the origin of quirks. The purpose of life and evolution in general is to make passing on the organisms’ genes as efficient and successful as possible. This could mean mating with the most fit (a term that means the organism has the best chance of survival) partner possible, like how various species of birds have big, bright ornamental crests and feathers. These bright colours inherently make surviving hard, so if a male can live that long with such a big or bright crest/feather, that must mean they have good genes. It can also mean ensuring the survival of closely related familial members, such as clan-based species like orcas and apes and eusocial species like ants and bees. Anyways, my thought was the most efficient way to spread your genes is to make others spread it for you. And that is exactly how retroviruses work; sexually transmitted viruses intertwine their own DNA into the host’s cells, using the host’s natural instincts to the virus’s favour. Now, in this case, a side-effect of this radical method of propagating genetic material is that, well, the gene itself was radical and thus mutated over and over again, turning into quirks that we know now.

Chapter 93: True Sight

Chapter Text

Upkeep: Flex, Visual
Information, Omniscient
[2]

Description: The user is able to see the “power” of the pocket dimension that fuels any person’s quirk. The image of “power” is seen as a clear sphere above the target with a thread that attaches to the target’s head. The sphere is a representation of the size of the target’s pocket dimension, and thus a representation of the theoretical power output of the quirk. In most cases, a person’s sphere will not change size after discovery of their quirk. The thread represents how close to the theoretical maximum the target’s quirk is. So, a person with absolute control and mastery of their quirk will have the thread the same size as the sphere, while a person who just manifested their quirk would have a thin line. Note, this visualisation of the quirk’s “power” is only applicable to non-Mutation aspects of quirks, since Mutation-type aspects do not necessarily have a power outside of their mutation. In other words, the user will see the “power” sphere of a quirkless person and a purely Mutation-type quirk as the same: no sphere. Since each person’s quirk is so inherently tied with their body, it is impossible to hide or manipulate their respective spheres from the user. When the user activates their quirk, they automatically see everyone’s spheres and threads. The quirk is relatively energy-intensive, which means the quirk is best used in short bursts.

Limits: Mutation-type quirks subvert the quirk, especially those that are purely a Mutation-type; since there is no active element, there is no pocket dimension feeding power into the user. It is a purely knowledge-giving ability and is up to the user to act upon the information. And that would be hard since the user has no physical boosts, restricting the user to a purely supportive role. Like mentioned previously, the quirk consumes energy very quickly. As the user approaches their limit, their eyes will feel like there is a lot of pressure behind them and a headache will get progressively worse. Overusing the quirk can cause temporary blindness and intense migraines.

Possible Uses: The user is good at realising that a person is hiding their true abilities since they can see the person’s true maximum capabilities. By the same reasoning, they are an effective scout since they can check what their opponent’s strength looks like before engaging. They can also be a very good instructor, able to see how much growth a quirk has left to do, thus customising the person’s training.

Inspiration: So this takes a little bit more explanation that I can’t really fit in the Description. My idea of why quirks can break the laws of physics or draw power from seemingly nowhere is that each and every quirk is powered by each person’s personal pocket dimension. Since the idea of pocket dimensions vary from fictional universe to fictional universe, I am allowed to do this. Ha! Anyways, back on topic: the idea started with explaining how these teleportation quirks worked. Bending reality to a person’s whims seems like a point of disaster if multiple people try to stretch reality at the same time, creating a snap. But, what if each person with a warp gate quirk was warping by applying their own pocket dimension on top of the real universe? Suddenly the limits of space-time do not seem as constraining. Plus, this method allows me to get away with more and more dumb stuff by just saying “By the power of their pocket dimension…”.

Chapter 94: Foresight

Chapter Text

Upkeep: Contact, Concentration, Visual
Information, Mental, Omniscient
[2]

Description: The user is able to accurately predict the future. Whenever the user touches a person, regardless of whether the quirk is used or not, the quirk reads the user’s mind and files it away as information to be used later. In order to activate the quirk, they must touch the target and make eye contact. When the user uses the quirk, it pulls on what the user knows and all previous knowledge, as well as the knowledge of the target, to construct as accurate a future as possible. This is done via their personal pocket dimension, effectively a massive supercomputer. With the knowledge, as well as an innate understanding of physics, the quirk runs simulation after simulation in a matter of milliseconds to find the most accurate simulation, and thus a near perfect prediction of the future. This future is considered accurate if the following conditions are met: first, the vision presents the actions most likely to be taken by the people in the vision; secondly, the penultimate outcome is the result of a majority of the simulations, that way the outcome is the same even if the user does something different to the vision. The quirk, once active, constantly reads the future for a period of time unless forcibly ended by the user. The user sees the future in single frames, almost like a string of images. The user is able to speed up the rate at which the frames appear, allowing the user to see years into the future. However, the knowledge that the user is privy to changes how accurate the reading is, especially if it is very far into the future.

Limits: The user has a very accurate reading of the future and, in most cases, will come true. If the user sees a “bad ending”, they can do nothing to change it but hope their quirk was wrong, which is a slim chance. The quirk provides no physical boosts, so it is up to the user to make do with the future they saw. The quirk is active for a period of time a day, but requires a full day to recharge after use. This is regardless if the quirk ended prematurely. As the quirk gets closer to their maximum time allotment, the frames get more saturated and it appears more like there are missing frames. If the user presses on anyways, the quirk can “snap” in their face, taking longer to recharge and pain all over the user’s body. Note, the user does not get access to the information gathered by the quirk, only the futures. So, even if the user absorbs vital information from a person, the user will not know unless the future they read involves it.

Possible Uses: In the micro scale, activating the quirk immediately after first contact with an opponent allows the user to see what the fight will look like before the fight truly begins. In the macro scale, the user is amazing at reconnaissance. By making contact with an opponent and then reading the future of a teammate allows them to see what will happen ahead of time. For example, prior to invading an enemy compound, if the user is able to absorb the information of the compound from an enemy and then touches a teammate, the user can see the future of the breach, thus able to map the compound.

Inspiration: I do not believe in Fate. Thus, something like future-reading is inherently against my personal belief of self-direction. If everything was bound to be, then what is the point of everything? I read somewhere that if you had a universe-sized supercomputer, it could accurately predict everything that could happen in our universe. Playing off of my idea of how pocket dimensions work, the idea was that the quirk has access to a very large pocket dimension that can run the simulation and thus create a near perfect prediction. It is very accurate, but still gives some margin of error. This quirk was the bane of my existence for months because I kept on having to write the quirk in a way that satisfies my personal grudge about fate and the ability presented in canon. I think this was originally supposed to go up six months ago, but I just kept pushing it back and back until I decided to make my holiday upload the headcanon upload.

Chapter 95: Mould-o-mancy

Chapter Text

Partial: Concentration, Consumption, Removal
Plant, Production
[2]

Description: The user can produce a unique species of mould spore from their hands that, if settled on surfaces rich in calcium, will immediately grow and cover the surface. The user is also capable of controlling the mould, commanding it to “contract” and “flex”. On a flat surface, these commands would do nothing. However, when the mould is grown between two calcium-rich surfaces such as bones, the commands can turn the mould into a pseudo tendon, creating a “joint” in between two dead bones. From this point forward, these calcium-rich surfaces will be referred to as “bones”, even though the quirk can work on other calcium-rich surfaces. When enough bones are assembled this way, the user can control a whole skeleton. The bones do not necessarily need to be part of the same skeleton, or even of the same species. So long as the bones still contain enough calcium for the mould to grow, the bones can be used and joined as seen fit. Actually spawning the mould spores is very cheap in terms of energy cost, and the growth of the mould is outside of the user’s control. The real energy cost of the quirk is when the user decides to “contract” and “flex” the colonies. The more complex the skeleton, the more joints it requires and thus the more individual colonies are needed to control the skeleton. So, using the more complex skeleton incurs a heavier energy cost, not to mention the mental overload, having to manage so many colonies individually in order to do what the user wants. Since these are colonies of mould and not actual muscles, there is no true “relaxed” state; whatever position the user leaves the skeleton in, the skeleton stays until the user activates it again. Secondary mutations to the user’s brain allows them to survive the mental barrage that using their quirk accrues, but is not a true fix. The mould colonies will live on the bones for as long as there is sufficient calcium to sustain them or until the user manually causes them to die.

Limits: The user needs a calcium-rich surface for the mould to adhere to and grow on. Without such, the quirk is utterly useless. The energy cost and mental complexity that the quirk causes means the user is unlikely to have many colonies active at once, thus limiting the user to either several simply-jointed skeletons or a many-jointed, complex structure. Knowing the user’s current mental limits will reveal how many skeletons the user can possibly have and makes it harder for the user to create surprise attacks. As the user gets more tired, the mould colonies respond slower, mimicking muscle fatigue in the skeletons. On top of that, the user will begin to bleed from the nose. However, if the user completely overuses their quirk, it can trigger a minor stroke and will instantly kill every mould colony the user has grown. The moulds are still plants, and thus can be burned and can desiccate.

Possible Uses: The user needs constant access to bones or other calcium-rich surfaces to create their colonies. Once that requirement is fulfilled, the user can create skeletal constructs as they see fit. Since the energy and mental cost does not come from the colonies themselves, the user is better off using their quirk to build stable structures with calcium-rich surfaces as bricks and the mould as mortar. Since the surface has to be calcium-rich, the user can coat material such as steel in a calcium-rich serum and grow their mould on that. In regards to mobile skeletons, the user is restricted by the number of functional joints they can control, but this limit can be trained to be increased. These skeletons can be used to make functional cranes, but also warriors for the user to control and fight in their place.

Inspiration: I was wondering how to make a resurrection quirk work. Which led me to look at Minecraft skeletons and wonder how in the world the bones could be held together. Psychic powers was the obvious answer but I wanted something different. And that led me to this quirk.

Chapter 96: Quake

Chapter Text

Upkeep: Proximity
Debuff
[]

Description: The user, upon activation of their quirk, will make people in the spherical region around them lose the ability to tense muscles below their waist. The quirk works incrementally: the longer a target stays in the quirk’s radius, the worse the effects get. Initially, it feels as though the legs are abnormally sluggish in movement and response. However, once the quirk reaches its apex, the target will be completely unable to support their weight with their legs. In a way, the quirk is kind of like a trap; once caught in the radius, it gets harder to leave until the point where the target physically can not leave. The quirk is indiscriminate, so allies and opponents alike will be affected. It also ignores physical barriers; things like walls, floors, and ceilings do not stop the quirk. The muscles themselves are directly affected, so those with enhanced mental defences are still susceptible to the quirk. The length of time for the quirk to go from sluggish to crippling is a fixed time length, with the only way to extend the time period is to leave the effective radius. However, it is difficult to gauge where this radius is. The effects of the quirk will dissipate once out of range, but the degree to which the target has been affected by changes how long it takes for the dissipation to occur, not to mention each target responds differently to the quirk. A target’s physical strength does not change how fast the quirk affects their body, but it changes how fast the target can recover from the effects. The radius is centred around the user, and can be trained to increase in size. The user can also increase the length of time the quirk can stay active for. If the user deactivates the quirk, all those that were affected will begin to feel the effects dissipate.

Limits: The quirk only affects the legs of people nearby. Should the target be operating something with their hands, they would still be able to. The quirk specifically affects leg muscles. Those with mutations that allow them to move with limbs other than legs (say a tail from a snake-based mutation) will not be affected by the quirk. Attacking the user outside of their range is also a good response, seeing as the user does not have any mutations provided by the quirk. As the user uses the quirk, they themself begin to lose their ability to use their legs. As the user approaches the maximum use time, they too will eventually end up on the floor, unable to support their own weight.

Possible Uses: The user is good at controlling areas. If they can increase their radius, they can sit in a heavily armoured box in a hallway. If anyone tries to enter that doesn’t belong, the user can activate their quirk and the intruder will never make it to the other end of the hall. In fact, the user can be put in a secure location above or below the choke point in question, seeing as the radius is also vertical. In combat, the user is marginally less effective. The nature of the quirk requires the user to operate individually, and the longer the user has the quirk active, the more likely they themselves will fall prey to their own trap. However, in some cases, making the target a little bit slower to move their feet is enough to win a fight.

Inspiration: Have you ever worked your legs so hard that it’s hard to stand? As if your knees are about to knock into each other and standing up straight feels like it’s going to snap your hamstrings? Yeah, that, as a quirk.

Chapter 97: Vagrant

Chapter Text

Automatic: Environment
Boost, Healing
[2]

Description: If the user does not sleep in the same area more than once, the user gets more powerful. The quirk keeps track of the exact global position the user was in as they sleep and files the locations into the user’s subconscious. In other words, the user themself have to keep track of where they have slept since their quirk will not remind them. Note, the quirk remembers where the user has slept every night since the most recent reset; sleeping at any of the previous locations will trigger a reset. With each successive night of sleeping in a different location, the user gets physically stronger. This strength empowers their musculature and makes their frame seem larger. Beyond just physical strength, the user also gets an increase to their ability to heal. The power increases incrementally, so the benefits of the quirk after only a day will be barely noticeable. However, the increase is exponential, so if the user is able to sleep in different locations for a decent length of time, the user will be incredibly powerful. If the user sleeps in a stored location, they will wake up to a body that loses all the increased musculature and frame size. If the user sleeps in a moving vehicle, every single location that the vehicle drove by will be stored. The quirk counts a single instance of sleep as the time between the user being conscious. This means if the user was knocked unconscious, the quirk will consider it a single instance of sleep. If the user were to wake up in the middle of the night and choose to fall back asleep, the quirk will consider that two instances of sleep and thus a reset. However, because of this rule, the user is naturally a heavy sleeper and receives a higher rush of cortisol when they awake.

Limits: The user needs time for the quirk to build its strength, which means the user needs to constantly be sleeping in different places. This means the user must have several safe locations to sleep. Since the user is naturally a heavy sleeper, they are more susceptible to ambush. While there are no direct side-effects and drawbacks to the quirk itself, it forces the user to constantly make sure that they are sleeping in a different location every night. Since the user needs time to get strong and is only a physical fighter, fighting the user at range is a great way to neutralise the quirk. Also, keeping the user trapped in the same room for a long period of time will force the user to fall asleep in the same room at least twice, thus resetting the quirk.

Possible Uses: The user is a traveling mercenary. If they sleep in the same spot, they lose their power, so they are better off constantly moving. After a decent amount of time, the user can then use their quirk as a way to make money to prolong this wanderer’s lifestyle. With enough time, the user can become the physically strongest entity in the world, though that requires a long string of time, sleeping in different spots.

Inspiration: Tom Clancy’s Reacher. Plus the idea of a homeless vagrant rising to their feet from their bed of cardboard, their cloak slipping off their shoulders to reveal this massive, buff figure.

Chapter 98: Phoenix

Chapter Text

Switch: Flex
Healing
[2]

Description: The user can come back to life once per day if the quirk is active when they die. The quirk, when active, stays active for a short period of time. If the user dies in that period of time, once that time is over, they will come back to life, repairing any and all injuries that the user received in the short period of time. This healing repairs all injuries regardless of severity. If the user was dismembered in the time period, the limbs will grow back and the dismembered limbs will remain. If the user was completely eradicated, say for example burned to a crisp, the quirk will locate where the most mass of the user was and regrow the body from there. If the user resurrects in a dangerous place or position, the quirk will still bring them back to life even if it means the user may die minutes after. The quirk will reload at midnight of the user’s natural time zone. If the user travels to a different time zone, their quirk will reset at midnight of their home, not of the new time zone. If the user was just simply injured during the period, all injuries incurred during the time period will heal immediately after the time period ends.

Limits: If the user has already used their quirk, then any and all threats to their life afterwards are genuine and have an actual chance of killing the user. The user does not gain any strength boosts from activating the quirk, so the user can be overpowered through a variety of quirks. Throwing the user into a fire or some sort of sustained lethal space will effectively nullify the quirk. The strength of the quirk is its surprise factor; once the user’s quirk is discovered, the user becomes noticeably weaker. Since the quirk is limited by a time period, there are no notable side-effects or drawbacks.

Possible Uses: Since the user can revive from any injury, the user can quite literally donate all of their organs once a day. In the combat sense, the user can trigger their quirk when entering a risky situation, acting as an ace up the sleeve. If the user died from non-mutilating means (shot, stabbed, poisoned, etc.), when the user is brought back to life, they can still pretend to be dead and surprise their attackers when they least expect it.

Inspiration: I was thinking about some guy in a moderately high position gets assassinated. Everyone starts chasing after the killer or tries to stop the bleeding or whatever. Paramedics declare that they are dead on arrival and begin to pack them to bring to the morgue. And then they suddenly stand up, rearrange their tie, and then say “What happened?”

Chapter 99: Storyteller

Chapter Text

Upkeep: Auditory
Elemental, Mental
[2]

Description: When the user tells a story, the story is more likely to come true by subconscious suggestion and minor adjustments to nature around them. A story can be as short or as long as the user wants. If the user tells a story to a target, and within the story the target does an action, in reality the target is more likely to do that action. However, this is not a command. The target still retains some elements of will, though they will be more inclined to do the action. If the target originally looked upon the action with disfavor, their opinion will begin to turn, though the amount depends on how well-told the story is. Note, the quirk will only affect the mind of a target, not their body. If the user tells a story about the natural environment, the natural environment will begin to change to accommodate the user’s story. However, the speed at which the environment changes depends on how well-told the story is and how the natural weather patterns would actually change. A user’s story is considered “well-told” if the story contains concrete details to bring change and is told charismatically. Stuttering and being meek while telling a story will hamper how well-told the story is. The further in the future the story takes place, the more likely it is to come true. Telling a story consumes energy proportional to how well-told the story is, making the user sleepier with every use.

Limits: The quirk is more like subtle suggestions than brainwashing commands. If the functions of the quirk are exposed, the targets will find it easier to resist the sway of the user. The ability to alter the natural environment is in limited scope. The user is purely restricted to the natural environment: the quirk can change the wind, but not the airflow of a fan. Also, if the user tries to change the weather by telling a story about tomorrow, it is unlikely to happen due to the time frame set by the story and the efficacy of the quirk in nature manipulation. The quirk is well and truly meant for long-term plans and as such leaves the user weak in surprise situations. Flustering the user during a story will make the quality of it lower. As the user gets more tired from telling stories, the quality of the stories decrease as well. If the user tries telling a story when they are on the brink of collapse, they will indeed collapse and sleep for several hours more than they usually do.

Possible Uses: The user needs to plan ahead for their quirk to be useful. Setting up stories for events very far in the future almost guarantees the story will come true. Even if the target is aware of the quirk’s effects, it does not outright stop them. As such, the target still has to think about their every action and consider if it is leading to the story that the user told. The user can control the weather by telling a story of the weather set in a future date. This could make a military attack line up coincidentally well with the cover of a rainstorm, or cause an unforeseen drought swept across the region.

Inspiration: It was the word, really. “Storyteller” just seems so much like a quirk name, and the effects for the quirk came afterwards.

Chapter 100: Narrator

Notes:

Chapter 100! Let's go for another 100!

Chapter Text

Passive: N/A
Companion, Information, Omniscient, Sentient
[]

Description: The user has a voice in their head that feeds them information about themselves and their surroundings. Only the user can hear the voice. This voice is constantly talking at the same volume, mostly about what the user is thinking, looking at, or doing. However, when the user is in the presence of other people, the voice can sometimes describe what the other person is thinking, or add on adjectives or clarifying verbs when the person speaks or acts. The quirk can also detect dangers to the user, either from the environment or from people around them, and will notify the user of the present dangers. The quirk is an Omniscient-type quirk, which means the quirk can gain information on things happening beyond what the user is actually aware of, such as the quirk knowing what is behind a wall or closed door, or when someone is talking about the user even if that conversation is happening on the other side of the world. The quirk itself bears a rather mischievous personality, only telling the user things when it wants to. The user does bear some control over what the voice tells them, but unless the information pertains to the user’s physical safety, the voice will most likely reject the order. The voice will speak to varying levels of descriptiveness, the length of which depending on the subject and the current relationship between the user and voice. The quirk will never lie, but it may omit information. The voice will occasionally act as a second point of view regarding a situation, which can be useful to the user in certain circumstances.

Limits: The voice is always talking, whether the user wants it to or not. Thus, the user has to constantly keep check on their own sanity, lest they go insane from the voice in their head. The user becomes aware of the dangers, though it is up to the user to react to them in time, which can prove difficult seeing as how the quirk does not provide any secondary mutations to the user’s physical body. That means attacking the user fast enough or from far enough distance will neutralise the danger detecting properties of the quirk. The user actually bears very little control over the quirk, which can sometimes mean the quirk is in control of the user rather than the other way around. Since the quirk speaks at the same volume, being in a loud enough environment can drown out the voice or being in a quiet enough environment can make the voice cover any local sounds.

Possible Uses: The quirk wants to keep the user alive, so if any possible physical harm can come to the user, the voice makes it the top priority to notify the user. Because of this, the user makes a very good front line fighter, being able to react to attacks before they even come into range. The user can also act as a makeshift lie detector, but it is up to how cooperative the voice is at the time to determine how much lying is detected. The extra opinion can allow the user to figure out complicated problems much faster than average.

Inspiration: Midoriya’s Danger Sense quirk and the manhwa Omniscient Reader with the Fourth Wall.

Chapter 101: Hedge Gate

Notes:

To all those who still read my quirks, thank you. My backup document is getting very fat and it is becoming annoying to scroll down all the way. Anyways, all jokes aside, happy 100th quirk! Here's to 100 more!

Chapter Text

Upkeep: Concentration, Environment, Knowledge
Manipulation, Plant, Transportation
[2]

Description: The user can make portals when in the presence of sufficient living plant material. Depending on the available resources determines the size of the portals. When activated, plants around the user will bend to form a circle. These plants do not need to be from the same species. If the plants do not have enough elasticity to bend into a circle, the portal cannot be formed. These portals can form either parallel or perpendicular to the ground, and can even form above the ground. The plants must be alive, as in still being able to absorb nutrients from their roots and photosynthesise. The quirk will not affect fruits and vegetables that have been removed from their mother plant. The user can teleport to any location that they have personally been to previously, though the range is dependent on how much plant material was used in creating the entrance portal. So, if the entrance portal is “thin”, the range of teleportation is severely limited. Another requirement is that the location has plant material equal to that or more than the plant material where the user is currently and has the capability to bend into the same angle as the entrance. When formed, the portals have a distinct front and back (or upside and downside if formed parallel to the ground). If something were to enter from a distinct face, they will exit the exit portal from that face. These portals are also two-way: it is possible to enter through the exit portal. Because of these two properties, it is possible to “bump” into things while entering and exiting the portal. The portals are tiring to keep it open for extended periods of time. If the portals were to be forcefully deactivated (such as the plants making the circle were to break), anything midway between the portals will be cut along the portal line. The only thing that cannot enter the portal is other living plant material.

Limits: The user is limited especially by their environment. If there are no living plants around the user, then there is nothing the quirk can do. Thus, the user is particularly out of place in cities. Also, note that the plants must not be completely rigid or too small; hardwood tree forests and plains are not very good environments for the user either. The user also gets very tired from using their quirk and in tandem with the possibility to “bump” into things while using the portal means that mass exchange of items can be inefficient. Destroying the portals will remove plant material that could have been used to make a second portal while also cutting anything that was in the middle of crossing into pieces. Portals can also be forcibly deactivated if the user becomes incapacitated, either by external means or quirk exhaustion. Aside from making plants form the ring for the portal, the user cannot control how the plants move.

Possible Uses: Environment-wise, the user is best off in dense forests or in the upper canopy where the branches of trees bend easier. They are very good at creating immediate transport options from an uncontrolled, natural setting to a controlled, manmade setting. For example, mountain rescue or search and rescue missions. They can also be used as a form of supply deployment: if the user is near a large amount of plant material, they can act like a hub of sorts, sending and receiving materials to faraway points so long as those places have enough plants to make a portal.

Inspiration: The word “hedge gate” was just too obvious to not use.

Chapter 102: Ribbon Burn

Chapter Text

Upkeep: Flex
Elemental, Production
[4]

Description: The user can create long, thin ribbons from their fingertips that are covered in a poison that creates an intense burning sensation. From the edges of their nail beds, the user can grow long, thin “ribbons” that are still connected to the user. These ribbons are still technically skin, however they lack nerve endings and do not actively have blood being pumped through them. As such, the user does not have direct control over how the ribbons move. However, by swinging their hands and arms, they can cause the ribbons to fly around in a semi-predictable manner. The ribbons are naturally a little bit heavier at the tip, creating a leading weight to make swinging the ribbons and wrapping it around objects more consistent. Despite having no nerve endings or blood flow, the ribbons naturally produce a poison akin to that of poison ivy, albeit more painful. When making contact with skin, the ribbons will feel like they are burning the skin. Not only that, the poison can rub off the ribbons onto the skin, thus remaining a source of pain for even longer. The lack of nerves means that if the ribbons are damaged, no harm is done to the user; they will grow back the next time the quirk is activated. The standard length for each finger is different, though it can be trained to increase. Furthermore, with enough training, the user can control which fingers have a ribbon and how long it is. The quirk does not require much energy from the user. Instead, it changes how potent the poison is. After having the quirk activated for a long time, the poison will become less potent. To increase this time, the user can eat more bitter foods.

Limits: The strength of the quirk is irritating the skin. So, if the user cannot harm a target’s skin, either because of clothing or the target’s mutations, the quirk is effectively whipping around paper-thin ribbons. The ribbons are also very easy to cut, which, compounded with the quirk’s already limited range, means that the user can be rendered neutralised quickly. The poison can only be produced if the ribbons are protruding. Also, while their hands are immune to the effects of the poison, the rest of their body is not. The user is also not very good in long, drawn-out engagements since the poison effect weakens as time goes on. If the user overuses their quirk, their fingers will be tingly and numb for some time and the next time they activate their quirk, the ribbons will be on average shorter.

Possible Uses: The quirk is useful when fighting barefisted, especially if the target is not wearing protective gear. They can target open skin to distract and wound their opponent before going in for a final strike. A different way to go about it is to make the ribbons as small as possible, thus being able to make their poison and then go fight in close-quarters. They can do this and then immediately follow-up with a mid-range whip strike. The paper-like nature of the whips and the leading weight, combined with the omnidirectional movement of the user’s shoulders means they can make very unpredictable attacks.

Inspiration: I wanted the idea of “whip hands.” Originally, these ribbons were on fire, but I decided that seemed a bit much so I went the poison ivy route. Also, the name is a play on “rope burn.”

Chapter 103: Irritant

Chapter Text

Upkeep: Concentration, Proximity
Debuff, Mental
[2]

Description: The user can make the people around them think there is something in their throat. This is done by targeting the nerve signals in the throats of the target. While the nerves in the throat themselves are not targeted, the part of the brain that interprets the signals gets warped. Instead of receiving signals implying all is well, the brain is being told that there is a major blockage in the throat. Natural responses are triggered: coughing, retching, and an increase in mucus. This in turn truly alerts the brain that something is in the throat and creates a feedback loop causing the target to cough uncontrollably. Since different targets have different resistances, the user may need to keep their quirk active for longer in order for the target to start the feedback loop. In order for the quirk to activate, the user is not allowed to breathe. The range of the quirk can be trained to increase, but once increased cannot shrink.

Limits: Like most Proximity-type quirks, if the opponent is outside the range of the user, the quirk is completely ineffective. Even if a target is within the range, the quirk needs time to take effect, with each target having a different time requirement. So, if the target can resist the discomfort in their throat longer than the user can resist breathing, the quirk is useless. Speaking of, the quirk is limited by the user’s lung capacity. So, the side-effects and drawbacks of this quirk are the same for anyone trying to hold their breath for longer than they really should. Also note that since this quirk attacks a target’s mind, any mental resistance quirks will nullify this quirk’s effects. Moreover, a target who breathes via a different method other than a windpipe and lungs will not be affected since they do not have a windpipe and lungs.

Possible Uses: The quirk is indeed very powerful. While not guaranteed to take effect in a short amount of time, it is indeed guaranteed to work. Any living human with a working windpipe will feel the effects of the quirk, regardless of the external equipment they are using. Once the target has been rendered immobile from the coughing and has entered the feedback loop, the user can deactivate the quirk and go about attacking the inhibited targets. The user is best used as an ambush trap, hiding somewhere and activating their quirk while protected. Once the enemies are down, the user’s allies come out and attack.

Inspiration: Ever drink water and it goes down the wrong pipe?

Chapter 104: Infantilise

Chapter Text

Switch: Contact
Debuff, Mental
[2]

Description: The user can mentally regress a target to that of a child if the user makes skin-to-skin contact with them. The regression is progressive: the longer the user keeps contact with the target, the further they regress. This quirk affects the mind solely, so the target’s body will remain the same. Since the quirk puts the target’s mental state “back in time,” the brain activity of the target under the quirk will equal the brain power the target actually had at that age. This means the target will only know what they knew then and bear the same emotional and psychological maturity of the age they regressed to. In extreme cases, the target can be unable to speak properly due to being under the quirk’s influence for so long that they have regressed to a literal infant. That being said, depending on the target, they might also be unable to stand or walk since they are not mentally capable of understanding what it means. The effects last directly proportional to how long the user made contact with the target, so the further a person was regressed, the longer that regression will last, though the target will incrementally regain whatever mental ability they lost as the quirk’s effects wear off. If a target was already regressed and then put under the quirk a second time, the quirk can extend the timer further, though it would push it back starting from whatever mental age the user is currently at. The quirk can affect multiple people at once. As the quirk is used, the user themselves develops a headache. The total length the user made contact for each person is summed together to calculate the intensity of said headache. The user can train their quirk to regress a target further in less time of contact.

Limits: The user must make skin-to-skin contact, so if the user simply can not activate the quirk, the quirk is useless. Also, the length of time is important, since if the user only makes contact with a target for a brief moment, the effects are minimal and short-lived. Thus, outranging the user will neutralise the quirk. The user develops increasingly worse headaches as they use the quirk. If the user pushes their quirk beyond its limit, they may go blind temporarily or even suffer a stroke. In an actual fight, the user might find it hard to increase the regression effects on an opponent who knows how the quirk works since it will be unlikely that the opponent will willingly grapple with the user.

Possible Uses: The user can make a target temporarily forget something, which, in very niche situations, might prove to be useful until a more permanent solution can be found. It can also turn a target into a “different” person if the situation calls for a new persona. In combat senses, the user can literally render an opponent into a babbling child, thus removing them safely from the fight. This is especially powerful in ambushes, using surprise to guarantee at least one opponent has been regressed.

Inspiration: Those really annoying, immature people that you meet that act like a child.

Chapter 105: Crystalise

Notes:

(See the end of the chapter for notes.)

Chapter Text

Switch: Flex
Mutation, Production, Stockpile
[4]

Description: The user can create salt crystals from the surface of their skin. These crystals are hard and brittle, while also being much denser than normal salt crystals. By consuming foods with high salt content (not just table salt, NaCl), the user stockpiles ionic compounds that can be synthesised into salts. The excess salt does not harm the user’s health since it is stored in a special eighth layer of skin, thereby not directly harming the user’s natural solvent-to-solute ratios. When the user activates their quirk, the eighth layer or skin pushes the sodium to the surface of the skin where it densifies and becomes crystals of various sizes. Since the salt is stored in an eighth layer of skin, the user can create crystals anywhere. These crystals are brittle, but because of their density, are incredibly heavy. Moreover, the crystals form sharp angles. While these edges are not necessarily sharp, they can still cut if used the right way. The brittleness of the crystals means that they, upon significant force, will shatter, causing chunks of crystal and clouds of salt to plume from the impact site. Since the crystals shatter rather than transmit the force into the user, if the user receives blunt force onto a crystal structure, it absorbs the shock and shatters, instead of severely injuring the user’s main body. The crystals grow from the user’s skin, so when they are forcibly removed from the skin, it feels akin to being waxed. If the user deactivates the quirk, small crystals recede back into the skin, but large crystals fall off. Either way, the user does not feel any pain from deactivation.

Limits: The user is limited by how much salt the eighth layer contains. Running out of the salt in the eighth layer forces the user to draw upon salt content in the user’s fat and blood. This changes the solute-to-solvent ratio in the user’s body, effectively simulating overhydration in the user. Because of this, the user is more likely to pass out from overhydration than use up all possible salt materials in their body. The crystals are strong and can act as shock absorbers, but upon significant force, the crystals will no longer protect the user. If the user is wet or is fighting in a wet environment, the crystals will be less dense and sharp, thereby weakening the user. If the crystals are ripped off the user with significant force, it can tear the skin and cause bleeding.

Possible Uses: The user is a decent melee fighter. The shock absorption properties of the crystals means they can reduce incoming damage while the density and sharpness of the crystals means the user hits back even harder. Furthermore, if the user subjects the crystals to the right conditions, the user can create a cloud of salt dust, concealing movement and irritating eyes. Since the crystals can be grown anywhere, the user is automatically protected everywhere or turn anywhere into a weapon.

Inspiration: The reason the crystals Hojo tried to sell were useless was because they were made of salt! In the anime, Hojo’s crystals constantly shatter when he strikes Suneater and Suneater was able to consume the crystals to absorb the effects, which can be explained by salt crystals being naturally brittle and edible.

Notes:

Fun fact: I was thinking about this quirk and then realised it was incredibly similar to Yu Hojo's quirk. I said screw it and then merged the two together.

Chapter 106: Heavy Magnet

Chapter Text

Partial: Flex
Elemental, Mutation
[2]

Description: The user bears a tail that can be activated to attract magnetic objects. The tail is very bulky, but not inflexible. At the end of the tail is a spherical ball. This ball is made of iron wrapped tightly by a series of tubes and then again by a thick, durable shell. These tubes run inside the tail into the lower back region. In this region is a unique organ that can produce electric current in a similar way to how electric eels can charge a lethal shock. The tubes carry an ionic mixture of fluids independent of the user’s blood, acting as wires for the organic battery. These components, plus the tight wrapping of the iron ball, creates an electromagnet when the user activates their quirk. All magnetic objects are immediately drawn to the user’s tail, with some objects immediately flying to it. Once it is attached to the user, the object is extremely difficult to remove. The strength of the quirk is dependent on how hard the user is pushing the organ, thereby changing the voltage of the tubes and thus the strength of the magnet. However, like a real magnet, the magnetic field, while strong, can be interrupted or neutralised by external factors. When the user deactivates their quirk, all objects immediately fall off their tail. The user is naturally more attuned to magnetic fields and can “feel” the magnetism in the air.

Limits: The user can only attract magnetic objects. Metallic non magnets and nonmetals will not get drawn to the tail. Furthermore, the magnet itself can be interfered with by using extreme heat and other magnets. In fact, an especially strong magnet can actually drag the user towards the magnet. Since all objects are being drawn to the tail, the user cannot stand between the object and their tail otherwise they risk being pinned to their own tail. If the tubes are damaged, then obviously less fluid is actually circulating the ball and thus automatically weakens the magnet. If the ball itself is damaged, the time for that to heal is exponentially longer and can permanently alter the way the magnetic field around the tail exists. The effective range of the quirk is dependent on how hard the user is pushing their quirk, but engaging the user outside the maximum range nullifies the quirk easily. The way to activate the organ is almost like squeezing the muscles in the lower back; as the quirk is used, the more painful the user’s lower back becomes. This is compounded with the fact that the user must carry all the weight of the magnetised objects on their back. Overuse can result in significant back pain and loss of ionisation of the fluid inside the tubes.

Possible Uses: Due to the high-powered nature of the quirk, if the user wishes to push their quirk to their limits in a civilian setting, the setting itself must be relatively controlled. The extreme magnetism can draw potentially dangerous objects towards the user and can shut down electronics due to the strong electromagnetic field. The magnet is also omnidirectional; using the magnet against opponents will also affect allies. However, any item it magnetises will be from great range. Plus, even if the use of magnetism is not advantageous, the user still has a heavy, iron ball for a fifth limb. The tail is also covered in a hard shell, which means it can be swung with little fear of damaging the actual tailend. In an extreme case, the user can use the tail as a sort of grappling hook, attaching it to a large magnetic object and suspending themselves off it.

Inspiration: I wanted a magnet quirk that wasn’t based on the hands. So I just made another limb.

Chapter 107: Usurp

Notes:

I was bored and decided to organise all the quirks I made into an alphabetised list. Did you know that I have the most quirks beginning with the letter "S"? Yeah, there are 11 of them. Surprisingly, "B" comes in second place with 10 and "H" and "P" tie for third with 7 apiece. But then I realised I have never made a quirk using the letters "J", "U", "X", "Y", or "Z". I plan to begin to rectify that oversight now.

Chapter Text

Upkeep: Contact
Boost, Meta, Mutation, Omniscient
[2]

Description: The user can, upon contact with a target, will copy their quirk. They are limited to only one quirk at a time. When the user makes physical contact with the target’s body, the quirk automatically scans the target’s body, identifying exactly where the target’s quirk is most active. The user cannot copy Internal-type and Mutation-type quirks, and while they can technically copy Stockpile-type quirks, more often than not it will be rather useless without said stockpile. There are also the unique cases regarding Transformation-type quirks; generally, if the transformation requires the user to change their weight or density (or both), the quirk will not be able to be copied, though exceptions do exist. Each and every cell in the user’s body is mutated to be able to receive and incorporate foreign quirk DNA. Using the physical scan of the target, the cells in the user’s body change and adapt to create the structures needed to use the target quirk. Through this scan of the target, the user also learns how to use the quirk immediately. Another facet of the scan is that the user’s body is altered to be the most optimal for the quirk, meaning in some cases, the user will already have a better physical body for the quirk than the original target. This is compounded by the fact that, in most cases, the user will have a higher power output and a better handle of the quirk than the user. The only exception is if the target has trained their quirk to its pinnacle strength, which may equate or surpass the user’s own copy of the quirk. The user’s body will eventually return its tissue back to its original form, though that may take several hours or even days to return. The length of time before resetting is dependent on how hard the user is “holding onto” the quirk and how much of the user’s body was altered, with more adaptations correlating to longer effects. However, as the body returns to normal, the user will lose strength in the quirk they copied. At any point, the user can revert back to their original body, though that does take time, albeit shorter than letting the target quirk fade away naturally.

Limits: The user needs contact with the body (not stray hair or the like) to copy the quirk, and even then is not guaranteed to copy said quirk. Thus, preventing the user from making contact and copying a quirk is vital in countering the user. The user is also forced to only hold one quirk at a time and does take a long time before they can lose a copied quirk. So, if the user is tricked into copying a quirk and then thrusted into a situation where the quirk is not desirable, the user is put in a detrimental position. For example, getting the user to copy a fire-based quirk and then putting them in a damp environment or against a water-based quirk. The biggest limiting factor to the quirk is the fact that the quirk takes so long to rid itself of a copied quirk, even if the user is actively trying to drop the quirk. On the other end of the spectrum, if the user tries to hold onto a quirk for too long, it can damage the altered tissues. If the user does not give sufficient time for said tissues to heal, if the user were to copy another quirk that uses the same tissues, they will be unable to hold onto the second quirk for as long. Every time the user copies a quirk, there will be a period of time where the copied quirk is near ineffective due to loss of adapted tissue, and the user cannot drop the quirk fast enough. This is perhaps the weakest point the user will ever be in.

Possible Uses: The user can work as a quirk counselor, albeit only for the quirks they can copy. Since the user does a scan and learns every aspect of the quirk and how to use and control it, they can thus teach children on how to handle dangerous or difficult to control quirks. Furthermore, they themselves can supply their own tissue to aid in research in how quirks work. In a combat sense, the user will almost always win in single combat against an opponent whose quirk they can copy. They could also copy an ally’s quirk to double an advantage or increase their side’s coverage over whatever situation is at hand.

Inspiration: I wanted a different copying quirk than Copy Cat. Plus, it was a word that began with “U” and I figured I could use this somehow.

Chapter 108: Zilch

Chapter Text

Automatic: Contact
Debuff, Meta
[2]

Description: Once the user makes physical contact with a person using all five fingers, the target is given a mark and can no longer activate their quirk. Once a mark has been made, a very visible symbol appears on the skin of the target at the site of contact. This mark is formed by causing skin cells in the target to change pigment as a pseudo allergic reaction to the touch. Once this mark is assigned, the target can no longer activate their quirk. This does not affect Mutation-type aspects of quirks, though if there are other parts of the target’s quirk that is besides the mutation, then that aspect does not get activated. The length of the effects is tied directly to how fast the mark fades from the target’s body; less intense color means the quirk’s effects are fading. The length of time the quirk affects a target is dependent on how many people are marked. The first target to get marked will suffer under the full timer. Subsequent targets will have a decreased timer, with each decrease being exponential (the time margin between the first and second target will be shorter than between the second and third). There is no way for the user to lift a mark once a target has been selected and there is no way for the target to wash away the mark. This is all to say the timer can not be sped up. Once a target has been marked, the user does not need to be around them for the quirk to remain active. The user can train to increase the time limit for the first mark (which subsequently increases the timer for later marks) and can train to decrease the rate of decay for subsequent marks.

Limits: The user must make physical contact with the target to assign a mark, but the user does not have any mutations to allow them to close the distance. Furthermore, the user needs to make five-point contact, which is a further hurdle that they must cross in order for the quirk to be activated. Thus, keeping the user at bay will neutralise the effects of the quirk. The user is also limited on how many people they can affect since beyond a certain number of targets, the length of the timer is near zero and thus near ineffective. Also, since the quirk’s effects are tied to the ability for the mark to appear, if the target does not have a stable body or skin (for example, a mutation quirk that turns the user into a pile of sentient slime), the target cannot be marked and thus are automatically immune to the quirk. Also, the quirk does not stop Mutation-type quirks. The quirk does not have side-effects or drawbacks, but since the quirk is an Automatic-type, it does mean the user may accidentally mark someone they did not mean to, thus shortening the length of time they can affect an actual target.

Possible Uses: The quirk is obviously best used to neutralise difficult or hard to handle quirks in combat. If the user can keep the effects of their quirk hidden and can close the distance, they can weaken enemies with ease. Furthermore, the user can preemptively mark a target by bumping into them while in disguise, thus making later ambushes easier. In a more civilian context, the quirk can be used in hospitals and psychiatric wards to prevent a dangerous patient from using their quirk or if a patient can no longer control their quirk due to whatever means without having to use medications.

Inspiration: The Taoist talismans stuck onto evil spirits seen in multiple East Asian media and folklore. Except instead of a piece of paper, it is a genuine mark on a target’s skin. Personally, I think a simple “0” or no symbol works well as the symbol of the mark, especially considering the name. But, if you want, you can go with a Taoist character or whatever else you want; the design philosophy for all of these quirks lets you, the author, assign numerical values and other specifics as you see fit.

Chapter 109: Yo-yo

Chapter Text

Switch: Removal, Visual
Internal, Kinesis
[2]

Description: The user can produce a milk-coloured pearl from their stomach by solidifying stomach acids. This pearl is hard and can easily fit in the palm of the user’s hand. The pearl becomes active after the user throws it into the air. At the zenith of the throw, the pearl will float there in place due to the quirk’s telepathy. The first person that the user makes eye-contact with will become “tethered” to the active pearl. There is no physical tether connecting the target with the pearl, though it does act like elastic rope or a bungee cord, tying the waist of the target to the pearl. The tether does have a desired length, so if the target and the pearl is a distance away from each other, the tether will be under tension and will snap back like an actual elastic rope or bungee cord. If the pearl is sufficiently high in the sky, the target will bounce up and around the pearl, unable to touch the ground. If not, the target can manually break the pearl if they can reach it. The pearl will usually stay perfectly still, though it will move out of the way to not hit the target tethered to it since it may break the pearl. The user can have multiple pearls at a time at different heights or locations, though the length of the tethers are constant amongst them. The user can deactivate pearls as they see fit, causing the tethers to deactivate first before the pearl falls to the ground. Once deactivated, the pearl will shatter into a pile of dust. The pearls do not have a time limit: targets are released either at the discretion of the user or by destroying the pearl in the air. Since the pearls are produced in the stomach and are thrown by hand, the user naturally produces more mucus in their throat to increase lubrication and ease of production. The user can train to increase the number of active pearls at once.

Limits: If the user can not make eye-contact with a target, the quirk is useless. Furthermore, the pearls themselves are incredibly fragile, so, while the user can create and store pearls for later use, the pearls may shatter before being activated. Even if a target has been tethered, since the target will be bounced around the pearl, that gives them a small chance to destroy the pearl without external aid. Even if the target can not save themselves, anyone can destroy the pearls. Because the target can break the pearl, the quirk is only useful if the user can get the pearl sufficiently high in the air, so binding the user or limiting the user’s ability to throw will inherently neutralise the effectiveness of the quirk. The user can only have a finite number of active pearls before feeling headaches. If the user has too many pearls active, the user may collapse and all pearls, active or not, may shatter as a result. The pearls come from the user’s stomach, so producing pearls does feel like vomiting. If the user produces too many pearls in a short period of time, they will use up all the mucus in their throat, causing damage to their throat and even scarring it.

Possible Uses: The user is very good at retaining others, either peacefully or aggressively. For peaceful capture, the user can throw the pearl such that the tether is very lightly stretched. On the other hand, the user can throw the pearl in the complete opposite direction from the target, thereby launching the target in a completely different direction. This can cause the target to slam into other objects due to the physics of the tether. The elasticity of the tether can be used to launch allies in the direction of the enemy by having the tether launch them followed by destroying the pearl, allowing the ally to carry the momentum into the air. If all else, the pearl makes a decent makeshift projectile to throw at opponents.

Inspiration: I imagined seeing some guy being launched into the air and then being violently tossed around in the air almost at random, though it was because the guy was attached to a small, nearly invisible ball. Though, to be honest, this was one of the quirks where I figured out the name first before actually making it.

Chapter 110: Jumper Cable

Notes:

Hey guys! Three years. Wow...the time certainly passed. I'm glad I'm still getting hits despite how old this fic is lol. Anyways, with this month's upload, there is at least one quirk for every letter in the English alphabet! So, on that note, here is to another year of quirks!

Chapter Text

Upkeep: Contact, Flex
Elemental, Mutation
[2]

Description: The user can shock release a powerful electrical shock by touching a target, even if that target is not grounded. This is possible thanks to the organ in their chest and along their arms. The organ is composed of two parts: the central part located right above the stomach, behind their lungs, and two tubes that stretch from the central part to the palms. This organ is hidden beneath the skin except where it reaches the palms, where a metallic-coloured ring appears on their hands. The organ is filled with a highly conductive mixture, allowing for incredibly high amperage to run through the user’s body. This mixture is electrically common throughout whenever the quirk is not active. However, once it is activated, the central part of the organ immediately begins to siphon charge from the left tube and charge the right side. Once the right side is maximally charged, the central part “closes the gate,” preventing the two sides from equalising the charge inside the user’s body. However, once given a conductive material, such as a living target, the conductive material will “close the circuit,” returning the charge from the right side of the user’s body back to the left side, equalising charge. If the material is on the ground or touching other less-charged objects, not all of the charge will return to the body. Thus, it is important for the user to “recharge” from time to time by touching their left hand to electrical sources while their quirk is active. The organ is heavily insulated, so the amperage of the organ does not affect natural bodily function. Because of this factor, if the user is shocked anywhere on their body that is not the organ, the organ can not absorb the shock in the user’s stead. The user can cast powerful electrical shocks with their right hand if the target is grounded while also absorbing powerful electrical shocks with their left hand regardless if the user is grounded (since the central organ acts as electric ground). The user’s own body can not be used to close the quirk’s own circuit. It is incredibly taxing to keep the charge in the central organ separated, feeling as though every muscle in their chest is tensed, including their diaphragm. When the user deactivates their quirk, the charges will equalise without any pain to the user. The user can train to be able to hold a higher total charge in the organ and how long they can keep the charge separated for.

Limits: The user needs to charge, which means that if the user is drained, they can not shock others. This does not prevent them from absorbing shocks though. However, they must specifically use their left hand to absorb the shock; anywhere else will result in the user being electrocuted. The user can only release a shock if specifically the ring on their right palm makes contact with a person otherwise the electricity does not get released from the organ. If the left hand can be neutralised, the user will eventually run out of charge. If the right hand can be neutralised, the user will not be able to release electricity. Both instances halve the user’s ability to use the quirk. While the user’s own body can not close the circuit, clothes definitely can. If the user is wearing gloves that touch the user’s clothes while the quirk is active, the user can shock themselves. The central part requires time to separate the charge, increasing depending on the amount of charge stored in the organ. However, once the charge is completely separated, since it feels as though every muscle in their chest, including the diaphragm, is tensed, the user struggles to take deep breaths and is in general very uncomfortable. If overused, like a muscle, the quirk will work at a lesser capacity for several days until it recovers.

Possible Uses: The user is both a walking battery and walking lightning rod. The greatest aspect of the quirk is that they are both the source of the charge and a form of electric ground, bypassing the need for a target to be grounded in order to be shocked. Even if a target is wearing rubber, so long as the user is touching the target in two places that are not rubber insulated, the target will still get shocked. If the user can keep the reason behind why a target is being shocked despite being grounded or insulated a secret, the user can outplay enemy combatants. The user is great at combating electric-type quirks since the left hand can simply absorb any oncoming attacks.

Inspiration: I wanted a quirk that allowed someone to electrocute someone while they are both in the air, but that doesn’t work due to how the physics of electricity works. Here is my work around.

Chapter 111: Zoned In

Chapter Text

Switch: Proximity
Omniscient
[2]

Description: The quirk comes with two modes: wide net and acute sense. When the quirk is activated as a wide net, the area around the user becomes “hot,” and alerts the user every time a human being enters or exits the zone. This is a large spherical area, allowing the user to detect entrances from above and below them. The user is notified if someone enters or exits the zone and where. Sufficient training will allow the user to “see” the location of the passerby as if they are a camera watching the area. When the user activates their quirk, the zone expands starting from the user until it reaches its maximum size, a maximum that can be trained to increase. Since the zone is “hot” upon activation and it grows, the user will know how many people are in the zone and where they are upon quirk activation. Wide net mode does not track everyone within the zone, only allowing the user to know who is passing through the zone and where. In acute sense mode, the spherical range is significantly smaller and can also be trained to increase. In exchange for the shorter range, the user is able to keep track of every single person within their zone. Furthermore, upon sufficient training, they can “see” each of these people as if there is a camera following the person. Once deactivated, the user is hit with a wave of mental exhaustion, the severity depending on how long the quirk is active for.

Limits: The quirk is mentally taxing. Usually, the user is unable to both move and hold the quirk active due to the sheer mental overload. The user also can not switch between the modes once activated; they must deactivate and reactivate the quirk to swap modes. While the mental exhaustion from using the quirk is relatively light, if the user were to activate their quirk several times in quick succession, it can multiply the exhaustion upon each deactivation. If the user pushes themselves too hard, they can end up in a coma-like state for several days. This information is only useful if there are means to act upon it. Stripping the user’s ability to act upon their information effectively neutralises the quirk.

Possible Uses: Only the user is aware that people are entering their zone, which means they can do surveillance on everyone in their zone without anyone knowing. Even if a person knows that the user has their quirk active, the person does not know which mode the quirk is in nor do they know the range of the quirk, which means they do not know if the user can see them or not. The nature of the penalties of the quirk means it is more efficient for the user to simply have their quirk activated for hours on end then activating and reactivating it.

Inspiration: Tripwires and security cameras. Kind of? The way I get inspiration is really weird so sometimes it’s hard to specifically pinpoint what gave me the inspiration.

Chapter 112: X-Shot

Chapter Text

Switch: Concentration
Generation, Manipulation
[2]

Description: The user can generate X-shaped crosses that cut anything it touches. They can be rested on a surface to act as large barricades or caltrops, or cast telepathically. These crosses are made of a plasma-like material, though interestingly, they only cut if a living being other than the user touches them or if the user moves them, telepathically or through physical force. These crosses may only be generated in the field of view of the user and within a certain distance. The crosses take longer to generate depending on size. The user can specifically cast these crosses telepathically, as once the cross is generated, the user has the choice of dropping it or to throw it. Once thrown (or dropped) the user no longer has telepathic control over it. The only option they have for the cross is to make it degenerate. If the user chooses to drop the cross, it will cut itself into the surface, securing it in place. However, beyond the initial cuts into the ground to secure itself, the cross will not “sink” into the ground. Each cross is the same proportion as each other, though its size varies. Once a cross is generated, the size can not be changed. If one was to touch the cross, it would immediately cut the skin and cause a burning sensation. However, due to the plasma-like quality of the crosses means that the wound is immediately cauterised; there will be no blood. The user is limited by the number of crosses they can generate, though this number is naturally very high and can be trained to increase. The user can make the crosses as small and as large as they like, though beyond a certain scale the crosses become less effective. For example, extremely small crosses will cause minute, perhaps even ignorable, cuts, while extremely large crosses may not even cause any real damage against a target since there would be so much space between the blades. The user can generate multiple crosses of different sizes at once, though the user must wait for all of them to be fully generated before deciding to drop or cast them. Crosses under the user’s telepathic manipulation do not follow the laws of gravity and, when casted, will travel in a straight line until a target is reached or the cross is degenerated. As soon as the user’s telepathic manipulation of the crosses ends, the crosses will immediately have the force of gravity put upon them.

Limits: The user does not have full telekinetic control over their quirk, so once a cross is cast and misses a target, it can not be used to strike at the target from the behind. The crosses also do not move particularly fast, so even having a small boost to agility can increase dodge chances dramatically. The quirk also requires time to set up large attacks. This creates points where the user simply can not defend themselves. The maximum number of crosses is a soft limit; the user can create more, but doing so requires more time and causes bodily pain. Pushing this limit too far can result in permanent damage to their musculature.

Possible Uses: In combat, the user is excellent at making and keeping space. By dedicating crosses as caltrops and barriers to prevent close-quarters combatants from getting too close, the user can then simply use large crosses to prevent combatants from moving laterally. Alternatively, the user can generate small, handheld crosses to be used as throwing stars. Due to the rules surrounding how the cross can cut, the crosses can not cause all too much structural damage, especially at a large scale. Any damage will be superficial at best and relatively minor at worst. A civilian application is to create a large cross and then launch it into the air, almost like a flare. Similarly, creating a ginormous one can act as a beacon.

Inspiration: The WebToon, Eleceed. If you know, you know.

Chapter Text

Upkeep: Flex
Boost, Stockpile
[4]

Description: The user can tap into an internal power to increase their own natural physical strengths. This internal power is limited, but the increase to their physical strength is paramount. When the user is not actively using this internal power reserve, it will automatically begin to recharge, though this energy recharges faster if the user remains mentally calm for long periods of time. Consuming herbal roots such as ginger can also increase the reserves. There is no maximum amount of energy that can be stored. This energy is released by adding the additional power into regular movements, such as walking, punching, and kicking. In most cases, this extra energy manifests into increased power output in these regular movements; punches and kicks hit harder, and the user can, in general, move faster. However, the energy can be applied in even more ways. By “coating” the user’s body in this energy, the user is perceived as larger and more threatening, as well as actually increasing the user’s toughness. If the user empowers their feet while in the air, the energy will counteract gravity, thus allowing them to walk or stand in the air. Moreso, instead of just imbuing their movements with this energy, they can “polarise” it first before using it. One polarity turns a strike into a flame-filled blow that can burn and incinerate most flammable objects, while the other polarity releases a billow of cold energy, causing frostburn on most organic targets. Polarising the energy is incredibly powerful, but the effects inflicted on the opponent is also inflicted on the user: fire strikes result in the user being burned and freezing blows result in the user also developing frostburn. This power source also works as a second life of sorts to the user. If the user’s body is dying, the user can pour this energy into the wound to slow the damage and increase healing. In some cases, this intervention may be enough to save the user’s life. But, it is important that the user never runs out of this internal energy. If the user ever runs completely out of energy, then they will die.

Limits: The user is very strong, but only for as long as they have energy to supply this strength. As soon as the user is out of energy, they become a regular person and thus have the weaknesses of any regular person. As such, they must measure their energy expenditures wisely lest they run out entirely and die. Polarising the energy does not cost more energy than a standard imbued attack, but it does harm the user. Moreover, if the user switches constantly between one polarity to the other, it will in fact worsen the side-effects from each respective polarity; burns will be more intense and the frost will be more crippling.

Possible Uses: The user is incredibly strong. By empowering strikes, they can create wind tunnels, thus giving them ranged attack options. Furthermore, polarising the energy prior to the strike will turn the wind into either one of ash or frost. In both instances, the user has created a formidable attack to face. Also by coating the body in energy, the user can actually intimidate enemies away without having to fight, while also giving the user solid defence against any oncoming attacks. The user can also heal themselves by pouring their energy into the wound. Overall, the user is a very powerful combatant and one that should not be taken lightly.

Inspiration: I read too much murim manhwa. It is becoming problematic to say the least.

Chapter 114: Stalagmite

Chapter Text

Switch: Removal
Manipulation, Production
[2]

Description: From their fingers, the user can produce a unique liquid that can, once dripped onto the floor, immediately form long, pointed pillars pointing into the air, looking almost like stalagmites. One drop will create a pillar just wide and tall enough to hide the user’s side profile. Unlike real stalagmites, these pillars are not formed over centuries by water leaving behind calcium. Instead, the liquid produced by the user causes the spot that it drops onto to stretch against and return to the original rigidity. As a result of this stretch upwards, the pillar itself is less dense than the original surface. More drops creates a taller, albeit more fragile, pillar. However, if the original surface is already dense, then the pillar will retain some of the structurability. Technically, the user can apply this liquid to other surfaces that are not the floor, though since it stretches in the opposite direction of gravity, it will have minimal effects. If used on a vertical surface, it will make the wall “smear.” If it is used on the ceiling above the user, the effect depends on the thickness and material of the ceiling. A thin ceiling or one made of a water-absorbant material can create a pillar above the ceiling; if not, then there is no effect. Speaking of, the liquid produced by the user is clear and watery. When the quirk is activated, the user produces one drop per finger at a time. Despite the liquid not containing any calcium, a diet high in calcium creates larger pillars per drop. Upon deactivation of the quirk, the user feels as though their hands were intensely squeezed.

Limits: The user can create large bodies of cover, but the strength of the cover is dependent on the material the user is standing on. For example, if the user is standing on a beach, then the pillars will only create smokescreens, not actually provide a physical barrier to protect the user. Even if the user is standing on a solid, dense material and creates pillars using the material, the pillars are automatically weaker than the actual floor, thus making it easier to break. When the user deactivates the quirk, even if it was for only one drop, the user will feel intense hand cramps and be unable to activate their quirk until the cramps subside. This provides a very large time frame where the user can not use their quirk to defend themselves. If the user tries to activate the quirk despite the cramps, they can paralyse their own hands for several days.

Possible Uses: The cover the user provides is heavily dependent on the floor the user is on. However, in most cases, the pillars are not truly meant to provide concrete cover, more temporary shelter and to break up the line of sight of opponents. If the material is suitable, the pillar can be used as an aggressive weapon by shooting a pillar through a target. If the user collects the drops onto their hands and then flings them, the drops will fly outwards in different directions, creating a sudden forest of pillars for the user to use to their advantage. Since the drops will make any material into a pillar, it means that even if the user’s hands are covered, a drop will turn the hand covering into a pillar. In most cases, this will simply destroy the hand covering by decreasing the object’s density to the point of shattering. If the liquid touches sand, then it will create a plume of sand, while if the liquid interacts with water, it will create a miniature geyser, albeit only for a moment.

Inspiration: Sort of the counterpart to Trenched from all those years ago.

Chapter 115: Mark of the Wind

Chapter Text

Switch: Concentration, Contact
Elemental
[2]

Description: The user can create seals on objects and organisms and upon further quirk activation, “detonate” the seal and release a large burst of wind. The seal is a complex series of strokes within a circle. The more strokes that are within the circle, the more powerful the seal is. This is also measured in the seal requiring longer to be made. Once the seal is made, it remains on the object or organism until activated by the user. This seal can not be washed or scrubbed off and the surface it is on cannot be damaged, but if it is cut off the original central body, the seal will remain on the fragment until detonation. Seals are detonated by the user thinking of the surface a specific seal is on and then mentally triggering the detonation. When the user detonates it, the seal will immediately suck the surrounding air towards the centre of the seal before releasing all the pressure in a large and loud flurry of wind. Interestingly, as the seal creates this vacuum to gather all the air, only air is dragged into the centre of the seal, not other objects. As mentioned before, the more complex (as in strokes) the seal is, the more powerful it is. The user creates the seal by activating the quirk and writing the strokes with their finger, with the seal only becoming “active” once the user deactivates their quirk. The seal must be made in one fell swoop, for if the user is interrupted while creating the seal, it will be considered “false” and fade away, with the user expending their energy for nothing. A single stroke seal will cause a burst of wind akin to a balloon popping, while each successive stroke increases the power exponentially. On any given day, the user can only make a certain number of strokes, with this number recharging after a full night’s rest; the user can make many simple seals or a few complex seals, so long as the number of strokes used in all the seals sum to less than their maximum. If the user is interrupted while making a seal, the energy cost includes the incomplete last stroke. The number of strokes per day can increase with training. Seals do not fade and will only go away upon detonation.

Limits: The user requires time to make each seal, so if the user is caught unprepared, the quirk is not very effective. While a complex seal can do immense damage, it is unlikely an opponent will let the user create the seal directly on top of the opponent, which means the user must get creative in order to apply the seal. The user also can not just leave the seals out in the open if they try to trap opponents, especially if the opponents know what a seal looks like. The user is limited on the number of strokes they can make a day, which means they can run out of strokes and thus be quirkless for the remainder of the day. The user can try to make a seal past the maximum count, but there is no guarantee that the seal will turn false. After enough attempts past the maximum, the user will be unable to draw seals until their maximum is reset. The seals require air to work, so submerging the seals will prevent the air from imploding, thus neutralising the seal. Also the seal can be moved if the surface it is on is mobile.

Possible Uses: The user makes for a powerful trapper, especially if they cleverly hide the seals. The user can also draw the seals on projectiles, turning anything into a pseudo-explosive. A complex seal can also be incredibly destructive through pure kinetic force, blowing doors off hinges and holes through walls. This destructive force can also be applied to living organisms; complex seals on living organisms are almost a guaranteed death sentence. However, by using the fact that surfaces with seals on them can not be destroyed, the user can use simple seals as a form of armour to protect their skin.

Inspiration: The idea was a magician/card shark whose main weapon was throwing cards that exploded. Originally, this magician could control four different elements, with each element corresponding to a suit, but that got complicated, so only one element.

Chapter 116: Blast Zone

Notes:

I went to bed last night knowing I forgot to do something...

Chapter Text

Switch: Flex, Fuel
Elemental, Healing, Kinesis, Mutation
[2]

Description: The user can convert any physical damage that they take into a single, powerful explosion. These physical damages include bruises, muscle tears, open wounds, bone fractures and breaks, organ damage, missing limbs, and so forth. With each injury, the user charges up their explosion, with more severe and fatal injuries adding more charge. However, if the injury exists on the user for too long, it will remain on their physical body even after the quirk is activated. Upon activation, the user will immediately heal all injuries and regrow any missing body parts. This immediate and drastic healing creates a significant amount of waste material inside the body, so much so that it is lethal without immediate expelling. Instead of simply releasing the waste through natural means (sweat, feces, etc.), the body expels a powdered mix of waste material. This waste material is dry and flammable, perfect conditions for an explosion. Once all the waste is expelled, the user releases a single spark from a small organ on their nape. This organ only releases a spark once all the quirk-produced waste is expelled. Since this deposit of waste takes time, the cloud of material can spread for quite some distance around the user, with more healing producing more waste which leads to a larger cloud. Similar to a flour explosion, the spark generated from the organ lights nearby particulates, which sets light to more of the powdered, flammable waste. The sudden expansion in the air generates an explosion proportional to the amount of waste in the air. However, the user is not affected by the heat and explosive power due to a very short-ranged reflection of fire surrounding their body thanks to the Elemental aspect of their quirk. This allows the user to remain clothed post explosion. The sudden healing is incredibly demanding on the body otherwise, so the user often can not use the ability too quickly in succession otherwise they will simply run out of material to use to repair their body. Thus, eating a well-balanced and healthy diet provides the user with more material to use to turn into healing, thus allowing them to use the quirk more often in a given period of time. Secondary mutation mutes pain signals.

Limits: The quirk requires the user’s conscientious decision to activate, which means if the user simply dies from a single attack, the quirk can not come in to save the user. On the other hand, if the user waits too long before activating the quirk from an injury, the damage will remain since the quirk will thus consider it part of the “original” body. Recall that the explosion is directly proportional to how much the user heals, which is directly correlated to the injuries inflicted upon the user. So, restraining the user or keeping the user away prevents the user from harming a target while also neutralising the quirk. The amount of times the user can heal (and how much they can heal per instance) is dependent on the available nutrients in the body; more nutrients, more healing. This means starving or limiting the user’s access to healthy foods will prevent the user from healing and subsequently prevent them from exploding. The healing triggers an adrenaline rush which helps to prevent the user from feeling the effects of losing a substantial amount of nutrients in the body. However, as soon as this rush wears off, the user will feel sluggish and be in pain all over their body. If there is not enough material to activate the heal, the quirk will not activate. The anti-fire barrier that the user has only activates for the user and only when the explosion has just triggered. Otherwise, the user is still very much vulnerable to fire.

Possible Uses: The user is a natural-born berserker. They can jump right into battle and, so long as they can stay alive, activate their quirk to devastating effect. They clearly prefer the quick and messy sort of fights since that allows the quirk to heal all the injuries from the fight. Plus, once enough damage is taken, the user can quickly end the fight with a large explosion. As such, they would prefer to launch into battle by themselves into as risky a situation as possible.

Inspiration: I literally don’t know. Kind of like when protagonists just explode and then appear fine? Something like that.

Chapter 117: Reflection

Chapter Text

Upkeep: Concentration, Environment
Illusions, Omniscient, Transportation
[2]

Description: The user has access to a pocket dimension that is only accessible through mirrors or other reflective surfaces. This pocket dimension is called the Mirror World, where the inside is just a large, white, flat plain. When the user enters the Mirror World, they do not actually have a physical body, instead binding and becoming part of the mirror world itself. When in the Mirror World, they can see all that is happening inside their pocket dimension. At the same time, the quirk feeds the user different location with “suitable” reflectors: vertical or semi-vertical reflective surfaces that project an exact, stable image and are large enough for the user to walk through. If the user enters a mirror, they do not get all of these suitable reflectors at once, instead learning them in order of proximity. In order to enter the Mirror World, the user just needs to walk into a suitable reflector with their quirk active. To exit, they merely have to select a suitable reflector and think about exiting. When they exit, it creates an interesting sight in the real world since the user can be seen walking out of the reflector without a physical body to corroborate the reflection. Other people or items can enter and exit the Mirror World as well. By selecting a suitable reflector, the user can “trigger” the surface. Visually, nothing has changed, though anyone or anything can enter through the surface and be taken to the Mirror World. Someone that is not the user in the Mirror World keeps their physical body and whatever physical condition that they entered with. From the inside, a “triggered” surface appears like a window into the real world. If a person inside the Mirror World walks towards this window, they can be seen from the real world and at any point, can walk through the window to leave the Mirror World. The user can not control where these windows appear inside the Mirror World. However, the user can inspect the state of the real world through these windows, though the user can not be seen from the real world side. Time inside the Mirror World matches the real world, so the user will eventually feel hungry and thirsty as the quirk remains active. Speaking of, the user can keep the quirk active for a very long time, upwards of several hours with training. If the user leaves the Mirror World with someone still inside, they become trapped and can only leave if the user creates a window for them to leave.

Limits: The biggest barrier to the use of the quirk comes in the qualifications for a suitable barrier. First of all, the surface must be vertical or semi-vertical. Reflective ceilings and floors do not count. It also requires a stable projected image. That means reflections from normal glass windows do not count or other metallic surfaces that give off a blurred image. Furthermore, the size requirement reduces the number of options even further. Bodies of water do not count as a suitable surface, however, sheets of ice can, depending on the purity of the ice. When inside the Mirror World, the user is fundamentally immortal, though if you prevent the user from entering, then they are basically quirkless. The quirk is very limited to a supporting role since it can not actively harm anyone. Plus, the user can not force a person into the Mirror World since the user must be in the Mirror World to trigger a suitable reflector. It is very tiring to operate the Mirror World and if the user becomes too exhausted, the user will be kicked out of the Mirror World. If, in this state, the user attempts to reenter their pocket dimension, they will walk into the surface instead, bumping their head.

Possible Uses: The user is effectively a warp gate, although with the intermediate step of having to wait in the Mirror World before moving again. The user can also hide a sizable ambush inside their pocket dimension since the user can see through the suitable surface. Aside from initiating combat, the quirk can be used to pull allies out of combat and into the Mirror World, which can be set up as a sort of triage center. The pocket dimension also serves as a sort of prison since a person inside it is trapped with no way out unless the user gives them a way out.

Inspiration: Partly from how, in horror movies, the victim will walk into a bathroom alone, look into the mirror, and behind them is the monster. The monster then manifests into reality and brutally slaughters the victim. Kind of like that.

Chapter 118: Jerk

Notes:

(See the end of the chapter for notes.)

Chapter Text

Automatic: Environment
Boost, Empath, Healing, Omniscient
[2]

Description: The user feeds off negative emotions directed towards the user and converts it into strength. The quirk keeps track of how much any given person dislikes the user and gives it a value before summing up all the values to determine the overall negativity towards the user. With this value, the user gets access to more physical power. The user naturally gives off an air of hostility that makes others more inclined to dislike or avoid the user. However, bad first impressions are not enough to generate enough dislike to make the quirk’s strength notable. The user must be actively hated in order to get the most power out of a single person’s opinions, so if the user wants more strength, the user will have to do dastardly things to swing people’s favor against them. Furthermore, if the user is actively liked by someone, the quirk calculates that positive sentiment to be a negative value, thus weakening the user. If the user at any point has a negative strength value, they will progressively become more crippled. The power the user gains from the quirk only amplifies the user’s natural strength and quickens their natural healing. While they can theoretically solely rely on just their quirk for strength, it is for the best if the user trains their body so the injection of power is greater.

Limits: The activation of the quirk is impossible to be stopped and if the user is sufficiently unbearable, impossible to slow down. As such, the best way to counter the user is to keep them at range; the strength is muscular only and so the user is still vulnerable to range. The user is most vulnerable to mental attacks. The requirements of the quirk means the user must remain socially isolated to get the most out of their quirk and even if the user makes friends, these friends will literally inhibit the user’s strength. This leaves the user mentally and emotionally fragile, an advantage that can be leveraged against them. There are no side-effects or drawbacks, aside from the mental fatigue that comes from absolute social isolation and being hated by everyone.

Possible Uses: The user can abstain from using the quirk and live a regular life, but this will eventually trigger the negative value of the quirk, thus crippling the user. If the user chooses to lean into the quirk, they can use the hatred they garner to become stronger, thereby becoming better at physical tasks. However, these tasks must be done solo; working with others requires a degree of teamwork, which may be impossible due to the user’s actions to be hated or reduce the effectiveness of the user’s quirk.

Inspiration: Bakugou is a ginormous asshole but is incredibly powerful. I imagined if there was a correlation between that, what would the quirk be like?

Notes:

Technically, its not a "true" Environment-type quirk, but I am considering it social environment in this case.

Works inspired by this one: