All in One

~+-+====================================================+-+~

Quirk

Quirk Name: All In One

Quirk Type:  A mixture of emitter and transformation.

Quirk Overview: Fusion and de-fusion. Give and take. The user is able to remove or tear/pop off things via touch. This is not instant, and actually takes a few seconds. Inorganic matter is easier than organic matter. The user cannot  majorly manipulate what they fuse or de-fuse (yknow like overhaul and his stone spikes), but can to an extent manipulate what they are working with. Due to it’s ability to fuse almost anything to something else, this does mean that he could replace one of his injured arms with another. In fact, the concept of doing something like that is the main other use of the quirk. **Ironically, a secondary side effect of the quirk is what could be primarily used. That is the ability to through technicality, acquire additional quirks. This is through acquisition of the other user’s body portions. It must be something significant, such as an eye, or a hand, or even fingers. After that part’s counterpart on the original user’s body is removed, the new part is fused on and depending on the size of the new part. After it has properly assimilated to the user’s body, they have acquired the quirk of the other user through their DNA.**

Quirk Limits/Drawbacks:  One might say that the quirk is powerful, perhaps too powerful for one person to wield.  It has a number of drawbacks and limitations, however. A number of “ifs”   “ands” and “buts”. The first major limitation is on the abilities first form of usage, that being it can only defuse at most, *two* things at a time due to the user’s two hands. If they were to perhaps gain additional appendages that can touch, they would not be able to defuse or fuse more  than two objects at a time. There is also the fact that de-fusion and fusion are not instant upon touch. It can take between 2-3 seconds for it to occur due to it operating gradually as opposed to immediately.   There is also a limit on how much of something he can handle with the quirk. The  more mass to it, not density or size necessarily, but those do play a part in it, the harder it is to work with and potentially, longer it takes above the normal 2-3 seconds to fuse or defuse. Anything over roughly a  square meter, and/or 200 pounds will exponentially raise the time and difficulty by a factor of two. This means a 210 pound object would take 4-9 seconds of time as opposed to 2-3, and with each increment of 50 pounds, it increases exponentially by another squared factor. The bigger or more dense/heavy it is, the harder it is to manipulate or modify it at all.

**The secondary usage of it and byproduct of the quirks interaction with human dna has its downsides too.**

**1.-- The user does not instantly gain the quirk, nor do they gain it at full power or at the level that the original user is at. It is to a lesser extent/version of it that the user must understand in order to use it, and must hone and train with themselves in order to be able to better use it. This “lesser extent” depends upon the size of body part or portion taken (it will be stronger from a hand taken rather than a finger, or an arm as opposed to a hand).**

**2.-- There is also a factor of adaptation and assimilation of the new body part. The larger it is, the longer it takes for it to fully assimilate to his body and become a true part him, as well as the quirk(Think dio’s head and jonathan’s body in part 3), so a hand would take a shorter period of time to be truly his vs a whole arm, but a whole arm would start him off with a stronger lesser extent of the quirk belonging to the original owner of that arm.  A hand or foot, or something around that size would take 5 hours, while an eye which is less and smaller could take 2 or 3. A larger portion such as a thigh would take longer, etc.**

**3.-- Another issue is that until a part is fully assimilated to his body, it is weaker than his own, and the quirk can only be used through that part until it is assimilated. This means that if say for example, he takes a hand, puts it on, he can only use the quirk through that hand, and if it gets cut off, he’s out of a hand and an extra quirk. He would have to re-recover it and re-fuse it on in order to begin again.**

**4.-- The assimilation process is an all or nothing in terms of progress. He must fully assimilate the part, if it is removed before completion, it would be as if he never started on it, and re-fusing it would mean he would have to start the entire assimilation process all over again.**

**5.-- There is a limit to just how many hypothetical parts he can replace in the form of “slots”, which would in theory be able to each occupy a whole extra quirk, or if multiple slots are used for one quirk, that whole section of the body would(arm vs hand or half of the arm for one, half of the arm for another type deals). This absolute limit is 20, but that’s all 20 extra processes of adaptation and assimilation, as well as 20 quirks to \*varying\* lesser extents that he will have to take time with each to train up, hone, and get better with using, likely one at a time, or multiple at once but as a slower slog of progress. There are also the varying difficulties of each “slot”, it’s easier to replace a hand versus a fourth of your torso that has organs inside of it, and doing it in the middle of a battle because you succeeded in cutting someone’s hand off versus part of their torso is cleaner and easier.  This means while hypothetically the limit is 20, realistically it’s about half or less of those slots achievable without some form of major to extreme difficulty.**

**6.-- only one slot can be used for one quirk when you think about it. Replacing slots means replacing that entire part, going through the whole assimilation process all over again, and then having to train up that new quirk. Then, if dissatisfied with it, going back to the old part, he would have to re-assimilate it all over again and then have to re-train it as that slot’s quirk was overwritten by what it had been first replaced with.**

Quirk Strengths: See the overview and drawbacks, but it is pretty powerful in the sheer capabilities of it as well as what it can do due to its byproduct turns a simple quirk that can take and merge things into a powerhouse **If it is used correctly**.

Quirk Weaknesses:  see the drawbacks.

Future Development: Likely just stuff such as him getting better at incorporating body parts into himself, training to use the quirks in conjunction once he gains multiple if he does, as well as having a better idea of how to use the fusion and de-fusion aspects of his quirk.

AWAKENING as of 7/5/2020:

All in One: Evolved

With a further evolution of his quirk, All in One is able to do the following with his fusion and de-fusion quirk

He can fuse and defuse a whole body part(think an entire arm, leg, head, or large section of the torso) in order to restore it to what it was originally or to a previous uninjured state. He can also make use of body tissue to fill in things missing, making use of the malleability and manipulation in order to use tissue from a different part of the body to heal or restore an injured or incomplete part.

When it comes to defusion, he can grab a part or grab an object he can reduce it into 1 inch cubic chunks within a second or two, or make the thing malleable and take control of it.  Trying to do both will take 3-4 seconds of time straight.

His range for fusing and defusing matter around him has grown from around 1 meter to about a 3 meter radius around him.

~+-+====================================================+-+~

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

(Note: these stats are of the quirks base capabilities themselves, not it’s byproducts or results.)

Speed:  6/10

Power:  8/10

Defense:  6/10