Vampyr

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Quirk

Quirk Name: Vampyr

Quirk Type: Mutation/transformative mix (The users skin is deathly pale, their canines are longer and sharper than average, the users pupils are less round and become more like  sharp ended vertical ovals, the irises are turned a crimson or scarlet color.)

Quirk Overview:  The quirk causes the user to be very much similar to a vampire, carrying many benefits but also weaknesses both well known and obscure.

The first main ability of it is that the user may sink their unusually larger than normal(but not stupidly large)  and sharp canines into the body of their victim. The neck is not necessary but is the easiest area, as long as there’s a vein or artery, the user can feed. Doing so and draining the victim of blood in a fashion dubbed ‘feeding’ allows the user to access other parts of their quirk.

Regeneration: The user is able to regenerate in a matter of seconds or less from their wounds, though the bigger the wound, the longer it will take and if it is an entire limb, will take from the blood reserve they have internally. *The user can regenerate from extreme circumstances like being burned to near ash, or blown up to the point of being able to have what remains fit inside a ring box, in under a minute, but doing so will result in them being VERY thirsty for blood as the feat takes a toll on the user*.  An entire limb will take roughly 2-3 entire minutes to regenerate as opposed to other wounds which will take from between several seconds to 30, if not near a minute if the wound is large or deep. If a limb is removed it can be put back on with ease and will meld back onto the body. This also allows the user to unnaturally survive things such as decapitation, as their head can survive apart from its body and will use its veins as a way of movement.

Beyond Human: So long as the user has fed regularly their capabilities are ten times that of a normal human being. This includes their speed, strength, durability, agility, reaction time, senses, as well as various other things. Their nails are notably a big longer and VERY much sharper, almost like knives, and just as hard to break as stainless steel.

Unnatural power:  The user is able to do several things that are almost mystical in nature.

These are:  The ability to walk on walls and ceilings as well as hover or float.

The ability to at will transform into mist and travel as it, though in this case it has a cooldown of a minute between each use.

The ability to hypnotize or entrance someone who looks directly into their eyes for longer than ten to fifteen seconds straight, the trance itself lasting for between five to ten minutes depending on how long the victim looked into the users eyes. While in the trance, the victim feels a sense of elation, and a lack of concern or worry.

The user’s blood is considered ‘pure’. This means that toxins and diseases, as well as anything that would affect their blood such as drugs, as well as intoxication, do not affect them in the slightest. (So no, if they bit someone who has aids, the user would NOT contract aids as a result.) This also grants the user immortality in the sense that they will not die of old age, and can remain eternally at an age or age range of their choosing, though the potency of it can wane if they are blood starved or their blood regular blood consumption goes under at least a  pint daily.

Quirk Limits/Drawbacks: For almost every benefit there seems to be a weakness of sorts. That and the user must feed regularly in order to use their quirk at its max potential. This need is about 2-3 pints of blood drunk daily, the blood must come from humans. If they do not and for example, only manage off **1 pint or less of blood than their abilities are downgraded to half their maximum.**  The user can go for long periods of time with little to no blood at all but will, for each day of consuming less than several cups of blood or more, begin to become mentally unstable in a worsening state of hunger and need to consume blood, causing them to act rash and more single track minded as they seek to sate their thirst.

Quirk Strengths:  The quirk excels in making the user truly superhuman and near unkillable. They are able to perform feats vastly beyond most.

Quirk Weaknesses:  For all of what the quirk gives, there are counters and things it is weak to.

Sunlight/UV rays:  Contrary to popular belief, the sun itself will not kill, or even harm the user. Direct skin contact with the sun itself can at most minorly irritate the user if for prolonged periods of time. However, direct skin contact with the sun does cause their abilities to be weakened below their normal, cut in half as if they had  not consumed their optimal amount of blood.

However, higher concentration or high level UV rays/lights have a more severe effect upon making direct skin contact. It will firstly stun the user for between several to ten full seconds before they are able to move, essentially  holding them in place  for a short period, but also causes the user to feel a painful, burning sensation almost as if their skin is set aflame. This is further seen in the irritation it causes to the skin in the form of visible skin irritation and redness that is more sensitive to something making physical contact with it.

Pure, Real Silver has a profound effect on the user. It actually will burn at the skin if it makes contact, causing smoke and an audible hissing or sizzling sound. If a silver weapon cuts or pierces the user, it causes the blood near it to literally curdle and spoil as it exits the wound. This actually slows regeneration down but also causes the wound itself to almost be infected with how the blood curdles and the tissue almost curls and burns as regeneration in the area is slowed. The burning it causes is, indeed, similar to a flame and is worse than that in terms of pain for the user.

Impure Silver does not have as much of an effect. The burning is significantly lessened, and it does not curdle the blood, though it slows regeneration just.. To a lesser extent than pure silver.

A stake made of White Oak wood, not just any wood, upon penetrating the user will paralyze the area(if it penetrates the arm it will cause the arm to be paralyzed in a heavy state of numbness). Through the heart will not kill the user but instead put them in an almost dead seeming  or comatosed state until it is removed.

***To truly kill someone with a quirk like the user’s is something only told in parts in very old writings that date back centuries, held in obscure tomes.***

***The exact method is complex and difficult for someone to figure out or even find knowledge of, but will if done right, forever kill the user.***

First, a stake through the heart of white oak wood. It must remain there for three days straight, allowing for the wood to become potent in its effects.

Then, the user must be dismembered with a blade made of real, pure silver. The combination of potent paralysis and the blood curdling effect ensures that the unconscious user cannot regenerate from this dismemberment. The arms, legs, and head are to be severed from the torso.

Lastly, the limbs and head, then the torso of the body must be thrown into a fire hot enough to incinerate the remains into ash. From there the ash can be stored or done with as the person or persons who have enacted the killing method wish, as now that the user has been reduced to ash, they are without a doubt, dead for good.

Future Development: Perhaps a way to consume  and hold more blood, up to an eventual maximum of 8 pints(a gallon), as well as through being able to hold and consume more blood become less affected by the sun itself, eventually not being affected by it at all.  ~+-+====================================================+-+~

Extra Info

(If there’s any Quirk photos, other quirk details not able to be listed?)

Quirk stats(used as a general metric and not meant to be taken as absolute fact):  every stat is out of 10, 5 is average

(the base stats do not account for the increase brought on BY the consumption of blood.)

Speed:  6/10 (8 if at maximum blood reserves)

Power:  6/10 (8 if at maximum blood reserves)

Defense:  6/10 (8 if at maximum blood reserves)