recursal/Fanatic-Fandom huggingface dataset:
Maw

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

Quirk

Quirk Name: Maw

Quirk Type: Mix (Movable mutation, Like dupli-arms)

Quirk Overview: The user is able to open up to two extra mouths anywhere on their body, these mouths teeth are significantly stronger than usual and can bite through most things. These mouths exist as part of a separate consciousness,like dark shadow, and are constantly hungry.

Quirk Limits/Drawbacks: The mouths get unruly and wild if left unfed for too long, Moving the mouths is extremely painful, any time the mouths bite through something,  the main mouth experiences the sensation of biting it, HELLUVA lot of toothaches

Quirk Strengths: Quite destructive, Good for escapes, \*Aesthetically looks amazing\* Mouth max size varies with body part

Quirk Weaknesses: Anything that makes the user queasy/nauseated, Blueberries (allergy), undereating makes the mouths uncooperative, Can only bite through things around the hardness of le brick

Future Development: The addition of up to two additional mouths, The ability to taste through the extra mouths, Stronger bitteee

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

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

Quirk

Quirk Name: Hellfire

Quirk Type: Emitter

Quirk Overview:

Hellfire is an Emitter Quirk that grants Shun Ryūnosuke the ability to summon black flames from his body. Shun can summon these flames almost instantaneously from any region of his body with little to no effort or even control normal flames.

The flames themselves are highly dangerous and unique. Their supernatural origin gives them bizarre properties, such as being of heat that exceeds that of any natural flame and that they can integrate with other flames, corrupting them into hellfire, making other flame-generating quirks practically useless.

Shun can manipulate the flames at will, bending their shape and size to create attacks such as a fireball or a flamethrower-like blasts to even structures made purely of his hellfire, prominently walls.

The quirk also seems to have enhanced his physical capabilities to a degree.

usually appear at a temperature between 100 º F and 3,000º F, He can control the temperature but sense it's 10% he can only go around 1400º. Also Shun can create a ring of fire behind his back boosting his strength and fire capacities

He can make fire as long as there is oxygen present if not the fire will quickly extinguish, Hellfire will raise his body temperature to dangerous levels if overused due to successive powerful attacks or drawn-out battles, impairing his physical abilities

The flame goes down depending on his emotion but sense he is young and doesn't know how to control hence that ability not available until he masters his emotions.

His flames can heal people if he choose.

What i mean by enhanced strength he can add fire over his punches or boost his speed with fire.

shoot a of a fire as far as 30 yards (27 meters)

Quirk Limits/Drawbacks:

He can only use 10% of his flames if he go above it’s gonna burn his muscles to a crisp causing him to either die or be in a wheelchair.

Quirk Strengths:  It boosted his physical capabilities to an extent with using fire as a fighting style.

Quirk Weaknesses:

Cold environment of his body would cause the flames to not work and if he kept trying his flames would burn him from the inside out.

Future Development: In the future he would learn how to use his quirk more without going over the power cap. He will also learn to separate the flames and change them. He will also learn how to use the side of his mother quirk healing flames.

He can learn how to heat up his flames more without hatred

~+-+====================================================+-+~
The Undying

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

Quirk

Quirk Name: The Undying

Quirk Type: Transformation

Quirk Overview: This quirk will allow the user to be able to regenerate any wound no matter how devastating it is. Sawed off limb? No problem, it’ll grow back over 10 seconds. Half of your entire body disintegrated? No worries! Grows back in 10 seconds! Your brain literally blasted open by a shotgun? No worries! Except for some possible memory loss. Hell even if you have only a hand left, don’t worry you’re just like a starfish it’ll grow back.

Quirk Limits/Drawbacks: A drawback would be that the regeneration time is slow, so as long as someone or something is dealing damage to the regenerating corpse, the time of regeneration will be prolonged until the enemy or something has stopped attacking. Meaning that regeneration can be disrupted. Also, a well placed hit to the brain (and only the brain) is capable of causing memory loss. All memories of a person’s life can be erased in an instant. As if the person isn’t suffering enough, they can still feel the pain from damage and regeneration will also cause pain. They will grow used to this feeling though.

Quirk Strengths: This quirk excels in keeping the user alive, in addition to this they can become a literal meat shield.

Quirk Weaknesses: This quirk will inevitably force the user to eat an astounding amount of food. Starving a user will not kill them, but will weaken them and also slow down the regeneration process.

Future Development: Using their personal emotions (positive or negative), the quirk can be boosted to regenerate wounds in mere seconds and also give the user some additional power such as increases in muscle power.

~+-+====================================================+-+~
Laser Point

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

Quirk

Quirk Name:Lazer Point

Quirk Type: Emitter

Quirk Overview: The user emits a red laser like energy from their hands at will. The laser intensity is able to control, going anywhere from a light sting to being able to slice through concrete at a cost of course (that comes later), with high intensity the recoil gets stronger to where it can propel the user forward.

Quirk Limits/Drawbacks: the high intensity they use, the high stress is caused in the muscles and bones in the forearms, light bursts are fine for the most part but a heavy beam can do some serious damage. The longer it is used will cause numbness to the whole body and cause the body to shut down

Quirk Strengths:The quirk is great in precision attacks and helps with moving around at fast pace

Quirk Weaknesses:the quirk isn't the best for a long fight , a strong defensive can make the quirk basically useless.

Future Development: able to shoot 10 blast at the same time, 1 from each finger tip, of course aren't as strong as a regular blast but can hit multiple targets ~+-+====================================================+-+~
Wolverine

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

Quirk

Quirk Name: Wolverine!

Quirk Type: (Emitter, Mutation, Transformation- mixed?) Mutation.

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The quirk is best to be described as wolverines quirk from Marvel, except for the fact that it can generate anywhere on his body, along with the fact that all of his bones are now hardened, more hardened than normal bones at least. It can generate from these areas: ( Legs, feet, hands, arms. ) Other than that, there isn't much to note besides his enhanced strength and speed, along with agileness, in fact, he's actually very agile, being able to jump far distances. To give some insight on these factors, the distance he can jump is around… 1-10 ft, but with a running start maybe more, perhaps 15. But that's only if he's jumping across something, when jumping up it's limited to 8 ft.. At most. But his top speed is around 32 mph, as he can move around a wolf/wolverine’s speed.  His strength is enough to break through a brick wall, just with a bruised knuckle or 3.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) To use his quirk puts him through a lot of pain, as there isn't an actual hole the blades come out from, they just bash through the skin, hurting him in the process. They tend to gross him out, he kind of resents them in a way, feeling like they're a curse as well, so he normally refrains from using them. It also tends to give him muscle tension if overused, as it's stabbing through his body, and he doesn't have a regeneration quirk. There’s also a mental time limit to how long he can use it, as he's afraid of it, that being 1 hour.

Quirk Strengths: (What does the quirk excel in?) It can cut through most things, but he's afraid to as it's like banging your fist on metal, if he's cutting metal that is, but he just doesn't know that if he tries it’ll work.
Courage Boost

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

Quirk

Quirk Name: Courage Boost

Quirk Type: emitter

Quirk Overview:  The quirk enhances the user’s strength and durability depending on how brave or courageous they feel. The most it can manage is several times their normal capabilities in regards to strength and durability.

Quirk Limits/Drawbacks:  The power of the quirk and it’s effectiveness relies on how the user is feeling. Situations or individuals who can dishearten or frighten them will result in them having the boost lessened, or even nullified.

Quirk Strengths:  The simplicity of the quirk makes it versatile for the user. They can  get themselves pumped up and use the quirk for long periods without much strain at all, nor need to focus beyond keeping their courageous fighting spirit up.  The boost in strength and durability allows them to be on the offense and defense of situations, even if most of their combat will be close ranged without something like gear or weaponry to expand their range.

Quirk Weaknesses:  The quirk is simple. This is an upside and downside, and quirks that can cause fear or alter emotions are hard counters to the user.

Future Development: the only foreseeable improvements that the user could manage would be to fortify their mind. Better mental fortitude would allow them to be under pressure, or perhaps develop a mental block against emotionally or mentally affecting quirks.

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

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

Speed: 5 /10

Power:  7/10

Defense:  7/10
Scissors

Quirk

Quirk Name: Scissors

Quirk Type: Transformation

Quirk Overview: It allows the users to turn their body parts like fingers, hands, arms; into metal weapons.

Quirk Limits/Drawbacks: The quirk uses up the protein in ur body so the user should be getting a lot of protein and work out. When the body cant take it anymore the quirk will stop working.

Quirk Strengths: User can create any type of sharp object/weapon  if they know how it works and what its made of.

Quirk Weaknesses: If the user doesnt have enough protein and muscle in their body the quirk wont work for long and it will also damage the user.
Voodoo Dolls

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

Quirk

Quirk Name:Voodoo Doll!

Quirk Type: Mutation…? I guess!

Quirk Overview: The user of this quirk has the form of a life sized Voodoo doll, To activate this Quirk, The user must stare directly into Someone’s eyes, and then inflict pain on themselves, the opponent she stared at will then feel the pain she had inflicted on herself. For Example, Say you pissed my homegirl off, She’d immediately try to make eye-contact with you, this is easily evadable if you know how her quirk works, but if you don’t look away in time, you’ve fallen into her trap. The user will then harm themselves in anyway possible, Punching, Choking, Throwing themselves into a wall, etc, and the pain that they are recieving, she won’t feel it, the pain theyre feeling goes straight to their opponent, so they’ll feel the impact of the actions.

Quirk Limits/Drawbacks: The Drawback of this quirk is that everytime The user uses it, They begin to lose the use of certain parts of their body, for half an hour, for example, if Daphne uses her quirk too many times, her legs will slowly begin to stop functioning correctly to the point where she can’t walk.

Quirk Strengths: This quirk works best in hand to hand combat, it’s easier for Daphne to make eye contact fast enough.

Quirk Weaknesses: Although Daphne cannot feel the pain she inflicts on herself, she can feel pain from outside sources impact, and she cannot fight with her quirk if she is stabbed through her stomach with something like a knife or a sword, she’ll be immobilized for a 30 second time period before she falls unconscious.
Shimatsu Shinju

Quirk Name: Shimatsu Shinju

Quirk Type: Transformation

Quirk Overview: This quirk allows the user to transform into any animals on planet earth, extinct or not. Once the user touched a part of the animal, the user will be able to then transform into it. It could be as small as a hair or a bone and it would still function. The user when transforming into an animal would become the strongest version of said animal. Though extremely versatile gathering the remains can be difficult, especially with pesky scientist buying them up.

Quirk Limits/Drawbacks: If overused the quirk will take longer and longer transforming and will leave the user open.

Quirk Strengths: This quirk is extremely versatile in combat and daily life. Quirk Weaknesses: The user can’t rapidly turn into a different animal as it takes times to change it. Difficult to gather remains from animals. The user as in an animal state will achieve all of its weaknesses. This meaning that it can’t speak most likely and if a sea animal can’t be used on land. Future Development: Can be developed by gathering more and more animal parts to access their transformation. Faster transformation speed when trained with it
Quirks

Surge

Dark Zakataro

Izanagi's Eye

Metal Fibre

Shadow Dweller

Killer Disease

Devil's Charm Devil's Charm (Reworked) Devil's Reign

Shimatsu Shinju

Spirit Neko

Heavenly String

Electroblitz

Steal

Silver Wing

Powerstack

Ash' N' Burst

Split Personalities

Plus Energy

InBetween

Bending

Storm

Scissors

Umbral Rage

Fairy Dust

Yin and Yang

Volcano

Combative Sight

Light Reflacti'oh

Rampage

All in One

Daydream

Shadow Blast

Void Illusion

Outbreak

Transfer

Duocana

Tentacle Sprout

Persona Masked Spirit

Corruption

Jelly Sting

Electromagnetism

Vampyr

Telekinesis

Water Slime

Paradox

Spiritus Sanitatem

Law of Equivalent Exchange

Spider Legs

Black Phoenix

Doppel

King Kong

Absolute Zero

Artemis

Blessed and Possessed

Enhancement

Komodo Dragon

Gravity Sphere

Cloud Head

Collapse

Liquid Manipulation

Flower's Touch

Culinary Artillery

Dogra Magra

Predator Instincts

Medusa

Sodapop

Serene Wings

Smash Barrier

Water Manipulation

Jinchuuriki

Mime

Shadshape

Spring Limbs

Technomancy

Orbital

Courage Boost

Glassman

Klon

Colored Dodgeball

Wood Unleash

Dragonfly

Electric Warrior

Atlas

Blade Aura Manipulation

Phoenix

Bull

Connected Wings

Cadenza

Blood Sway

Warning Signs

Reptilian

White Smoke

Shattered Glass

Primal

Metallon

Skylord

Control of Night

Laser Point

Death Aura

Mother Earth

Burning Devil

Shockwave

Air Manipulation

Nuclear Reactor

The Undying

Spirit Companions

Shadow Realm's Key

Love Energy

Wolverine

Spears

Golden Experience

Sonar Spider

Push and Pull

Sugarcoated Bubbles

Origami

Little Devil

Existance Inducement

Cloud Control

Emulation

Purple Thunder

Armament Master

Telumkinesis

White Fire

Hot Stepper

Dragon Fire

Analyst

Dance Fever

Pain Stealer

Lightning Rod

2 1/2 Men

Daedalus

Body Ache

Flying Squirrel

Half Demon Half Blood

Hot Head

Piston

Shikigami

Mesomergance

Super Human

Taskmaster

Banana

Gummy

Tentacles

Hunger

Jelly

Cursed Soul

Nightmare

Kinetic Cannon

Mend

Gargoyle

Reindeer

Deadly Seven

Arcangel

Unbreakable Bullets

Flame Manipulation

Sound Wave

Weapon Manipulation

Plunder

Mice

Zipper

Infestation

King of the Jungle

Pictologram

Mushroom

Deep Pockets

Overdose

Cat Portal

Magnetization

Demonic Hair

Slash

Spell

Raptor Harpy

Contract

Teleportation

Impact

Blood Possession

Tenebris
Shadow Dweller

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

Quirk

Quirk Name: Shadow dweller

Quirk Type: Mutation, Emitter

Quirk Overview: The user gains the ability to teleport from shadow to shadow, the user can submerge themselves inside the shadow, can create small objects that can be both illusions and physical entities, the user gains razor sharp canine teeth along with sharper nails.

Quirk Limits/Drawbacks: If the quirk is used too much, the physical shadow creations can lose control and the user gains a major migraine, the user burns in the sun (flames that only shadows can put out).

Quirk Strengths: Darkness, transportation, mind games, stealth.

Quirk Weaknesses: Sunlight, combat.

Future Development: The user will eventually learn how to create physical shadow dragons/shadow demons and keep them under control (turning illusions into reality), teleport other people with the user. The ability to go into light without being burnt. The user can turn into a shadow, aka "shadow incarnite". While in this incarnite state, the user can possess and steal shadows. Think about shadow-like demons or tall shadowy figures with red glowing eyes. While in this form, only one part of the user can get hit, that being their neck as they can cloak themselves in a veil of darkness. Think Kurogiri but with shadows. This form takes a lot out of the user, only being able to use it up to 10 minutes at a time. However, this time will increase overtime.

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

Extra Info

They can only be burnt by natural light, artificial light can work but not as much as the sun if that makes sense.
Telekinesis

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

Quirk

Quirk Name:Telekinesis

Quirk Type: (Emitter, Mutation, Transformation- mixed?)Emitter

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has)The user can use telekinesis it can be used with objects and herself but not other living being.she can only use it within a certain amount of weight

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?)The user can only use Telekinesis within a certain amount of weight which is 300kg

Quirk Strengths: (What does the quirk excel in?)it’s useful when fighting far range since she can throw weapons from far away

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?)If she use it too long she might hallucinate more and go insane.Her body will also collapse for examples her body starts bleeding out of nowhere
Artemis

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

Quirk

Quirk Name:Artemis

Quirk Type: (Emitter, Mutation, Transformation- mixed?)Mixed

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has)She can make a scythe,that focus on ice element attack,that can also enhanced her speed and strength

1.Hipotermia:If the user hits the enemy 5 times with her scythe she can froze them for 2 minutes

2.Phantom Dance:She’ll move at 45 mph speed,her movements almost like a dance that will distract her enemy.

3.Frost scythe:Every time she swing her scythe,it can make a wind that can also freeze anything up to -100 Celsius

4.Cold Moon:Everything that her scythe touch can be frozen,up to -130 Celsius

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?)If she use it too much she will get Hipotermia,and her quirk effect on her enemy will be weakened,her quirk control is not that good so if she overuse her quirk,she will lose control

Quirk Strengths: (What does the quirk excel in?)Immobilized,close range attack,distracting enemy

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?)Basically fire,or anything that gives a good amount of heat or her scythe is too damaged to be used

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.)If she meditates more and has a perfect quirk control she can change her scythe into a spirit that can frozed anything they touch and slowing the enemy movement.

~+-+====================================================+-+~
Gravity Sphere

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

Quirk

Quirk Name: Gravity Sphere

Quirk Type: Emitter

Quirk Overview: Allows the user to create gravity spheres from the palm of their hands allowing the creation of two spheres, one for each hand. The spheres will hover about two inches from the users palms and won’t disappear until a sudden flick of the wrist or a quick arm thrust. The spheres will also faze through any substance meaning it can technically faze through walls then blasted inside. This will create a powerful force blast in that direction of a powerful force that reaches about 7 feet in length. If both spheres are combined, it will make a big sphere that once pulled apart, it will create a no gravity field 20 feet in circumference where all entities in the circle will be pushed up lightly while the user can be affected only if wanted. Gravity fields stay alive for 1 minute

Quirk Limits/Drawbacks: The users power of blast from gravity spheres will be more powerful when angry but will be incredibly weak when in a sad mood. Gravity fields require a decent amount of mental energy and when spammed, he will receive a massive headache. His spheres require smaller doses of mental energy and can result in a headache if used to much and not given time to recover.

Quirk Strengths:

-This can be devastating when a sphere is let off in a substances

-Can augment gravity on self in gravity field

-Gravity sphere blast are good at repelling multiple objects and breaking apart walls

-When mad, explosions can reach double the distance it usually can but is rare.

Quirk Weaknesses:

-immovable objects

-sad mood

-headaches completely prevent making of gravity fields and gravity spheres

Future Development:

-Increasing range of blast

-able to throw spheres

~+-+====================================================+-+~
Spirit Companions

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

Quirk

Quirk Name: Spirit Companions

Quirk Type: Emitter

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The Quirk allows her to summon different creature friends to complete various tasks. They can be large and cuddly, small and quick, or some flight. They can also blow up.

-Dogs: Bouncy!!

-Cats: Flashy!!

-Ferrets: Zappy!!

-Bats: Flight go burr

-Birds: Smoke go POOF

-Mouse: This (smol) girl is on fire!!

-Snake: Constrict

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) How many she can summon depends on size and stuff. Like she can create a lot of small ones, or a few large ones. Plus they can have a bit of a mind of their own, they can do what she wants, but that doesn't mean they want to at the moment. Plus they eventually fade away, they aren't permanent.

Quirk Strengths: (What does the quirk excel in?) The Quirk can be good at stealth, but because no one expects them. They can be used to enter small areas as well, so good for rescue missions

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) She can only make so many friends before she reaches her limit. Also the animals can be killed, they just poof away though.

Future Development: Maybe the abitily to create more

~+-+====================================================+-+~
Cloud Head

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

Quirk

Quirk Name: Cloud Head

Quirk Type: Mutation - Transformation

Quirk Overview: Allows the user to take clouds from their head and expand them to make stepping platforms or use them as a sort of shield against light attacks. When they expand, they push back objects around it as it expands to x5 the original size and when expanding can apply intense air pressure to anything around it as it expands. The clouds produced also have a strong inside but will break if something touches it from that opposite side. It can be concluded that the clouds from his head produces are quite different and more dense than normal clouds.

Quirk Limits/Drawbacks: This quirk will suck up water but has the drawback of not being able to expand. Also the cloud chunks pulled from his cloud head must have time to regenerate used cloud chunks. Also need to have the steel equipment so any clouds expanding releasing air pressure upon him don’t dislocate limbs and joints or break bones.

Quirk Strengths:

-Air pressure behind his elbow joint can make punches incredibly powerful depending on how big the cloud chunk used is.

-Others can use the clouds he places as a platform as well

-Allows incredibly powerful jumps with cloud boosting

-Decent expanded cloud chunks can support up to 250 pounds but will always support the user no matter their weight

Quirk Weaknesses:

-This quirk doesn’t give him oxygen when too high

-Too much air pressure from huge chunks of his cloud head can even go through his steel and injure him incredibly but will still yield deadly results

-Just like Mineta, pulling too many cloud chunks from his head will make his scalp bleed

-Water prevents expanding

-All clouds' weak points are on the opposite side of its strong side.

Future Development:

-Until he realizes the true purpose of being a hero, his lightning of his head cloud will be tucked away.

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

Hoodie was a female character and one of the losing debuters on Object Vortex. She later competed on Object Vortex Again as a member of Etc.

## Appearance

Hoodie is a blue hooded jacket. She has a front pocket in which she is often seen resting her hands in.

## Personality

Hoodie is dull and pessimistic. She has a tendency to not believe in herself and others and is easily demotivated. She is easily bothered and grumpy, and doesn't like putting up with people like Atom's goofy behavior. However, she is very planned out and calculated, always liking to have a plan when going into new situations and wanting it to stay organized.

## Trivia

* Hoodie and Decker tied for least votes in the debut, as they both got 0 votes to debut.
* Hoodie is one of 8 characters to have been outside the Blanklands, the others being Square, Lunchbox, Atom, Decker, Coal, P-Switch and Tape Measure.
* Hoodie is one of the three characters locked away by King Shape, the others being Atom and Decker.
Bull

Quirk

Quirk Name: Bull Manipulation

Quirk Type: Mutation-transformation mix

Quirk Overview: To be honest this quirk can’t really do much. It gives the user the tail of a bull and bull-like horns (due to her mother’s quirk) that can change appearance, both the color and shape/size, at basically the drop of a hat. The horns don’t have a time limit or anything for how long the transformation lasts, it just takes a minute to change the horns. The horns can grow to be a foot in length and width. The tail can change as well, yet it can only grow in length and become as hard as the horns (the hardening does include the tip/hair at the end of the tail, almost like a small blade of sorts). The max length of the tail is three feet and it takes only a few seconds for the tail to transform.

Quirk Limits/Drawbacks: Transforming the horns is very painful, the bigger the horns the more it hurts and throbs. Migraines are quite the normal occurrence for the user, that’s why their horns are normally kept small. Their horns also shed every two months for about a week max, it puts lots of stress on the user.

Quirk Strengths: The quirk isn’t that special, all it can really do is somewhat change the user’s appearance and that's mostly it. Due to the horns being able to transform into almost any shape, the user can get very creative with it and switch it up whenever, as if it’s an accessory or new hair style. One thing the quirk does have going for it is the way it’s used. Hell, if the user can’t find a screwdriver or something they can just use the tip of their tail as one.

Quirk Weaknesses: The sad thing about this quirk is that *it is* at 100%. It’s not combat based whatsoever and is practically useless. The whole quirk itself is weak, it's more of a pain in the ass than anything.

Future Development: Altogether there’s probably a strand of development the quirk has. What is that you may ask? It’s the amount of time it takes to change the horns decreasing, the main drawbacks listed being lessened/nerfed, and the max length of the horns going up.

~+-+====================================================+-+~
Spirit Neko

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

Quirk

Quirk Name: Spirit Neko

Quirk Type: Mixed (Emitter+Transformation+Mutation)

Quirk Overview: The user gains 1-4 spirit like tail(s) that are able to shoot out a spirit flame which the user can make by flicking their tail, however, the tail cannot just make spirit flames, the user has to intend to make the flames, these flames can go up to 1,960°C at max power, but on average, the flames are around 975°C. The user can also transform into a small spirit flame and launch it using special methods for short distance fast travel, the distance the user can fling themself is roughly 15-20 meters at a time. The user also gains heightened smell, hearing, cat-like reflexes and silent footsteps.

Quirk Limits/Drawbacks: If the user overuses their quirk, they will experience nausea, headaches and won't be able to use their spirit flame or their ability to transform into a small spirit flame, if the user tries to fling their self while mid air, they will experience a good amount of pain then they land.

Quirk Strengths: Stealth, close to mid range combat.

Quirk Weaknesses: Long range combat, drawn out fights.

Future Development: The user will eventually learn how to travel long distances with their technique to fling themself, gaining the ability to make up to 8 flames at a time. The user can gain up to 9 tails. The user will also gain cat-like claws that can retract and extend (similar to a cat) these are at the user's nails.

~+-+====================================================+-+~
Wood Unleash

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

Quirk

Quirk Name: Wood unleash / Villain quirk

Quirk Type: Emitter

Quirk Overview:

The user Can control all types of wood with either their mind or by moving their hand in the direction they want too.

The wood can move at a max speed of 7 meters per second but it's usually around 5 meters per second.

The user can also create wood by changing the atoms in Dirt, Gravel, Sand, Stone and Steel objects that have Dirt, Gravel, Sand, stone and or Steel in it can also be transformed into wood but it takes longer since the object does not only contain the listed materials.

Quirk Limits/Drawbacks:

The maximum wood the user can create is 15 cubic meters without much physical strain on the body but it can be pushed further but with each cubic meter the strain becomes worse and takes a heavier toll on the user

If the user makes over 10  cubic meters of wood the bones in their body begin to weaken making them much less durable and easier to knock out

Quirk Strengths:

The quirk excels at fast and powerful attacks as the user can make a tiny string of wood under the ground which goes under the opponents feet then makes a cage using the floor if it has one of the 5 materials to trap them or make spikes under their feet.

Or an escape mechanism make the dirt under them too wood then make the wood move to the side so they can jump in the hole and make a tunnel wherever they want

Quirk Weaknesses:

It's not as good if the user is off the ground since then the user will have to make the wood go to them and if they fly high enough the wood might not reach them also the opponent can see the wood coming and if they have a flame quirk can make the wood burn which will lead the fire back to the user so they get burned.

Future Development:

Small stuff such as more tolerant to the strain can make more wood without the downsides and perhaps the Totem attack being easier to use (look in backstory)

~+-+====================================================+-+~
Pain Stealer

Quirk Name: Pain Stealer

Quirk Type: Emitter

Quirk Overview: The user of this quirk is able to transfer someone else’s pain into their own body by physical contact, and or transfer her own pain into someone else In other words, When the user touches someone in pain, The pain they feel goes directly into the user, and the other person is healed, while the user feels every ounce of the others pain. In the opposite circumstance, When the User is in pain, they can transfer their pain into someone else. This quirk is activated whenever the user makes any kind of physical contact with another person, it can heal any kind of wound except for fatal wounds.

Quirk Limits/Drawbacks: This quirk can not heal fatal wounds, The drawback is the use of the quirk itself, The user feels the pain of those they healed.

Quirk Strengths: This quirk excels in healing, and wounding targets badly.

Quirk Weaknesses: This quirk will not activate unless the user gets their hands on you.

Future Development: N/A
Deep Pockets

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

Quirk

Quirk Name:

(EmitterMicro stasis parallel dimensional access point, (owner name: deep pockets)

Quirk Type:  Emiter

Quirk Overview: The user is able to create portals that they are able to store none living things in, plants, food, objects, anything except people and animals. Things such as even severed limbs can be stored within, anything inside retains the state it was in when it was put in regardless of how long it's inside, (ex: pot of boiling water is put inside, water will stay inside of the pot and will stay boiling. the objects put inside cannot be bigger than a bike

Quirk Limits/Drawbacks:  can store nearly any object

Quirk Strengths: can store nearly any object.

Quirk Weaknesses:  the owner feels the weight and temperature of the objects placed within

Future Development: multiple portals are more than possible
Enchantress

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

Quirk

Quirk Name:Enchantress

Quirk Type: Mix of Mutation and Emitter

Quirk Overview: The quirk causes the user's body to do things, at it’s full throttle, five times outside the upper limits of quirkless humans, while also having a relatively high regen ability. The user can also produce manipulatable blue flames that can melt most metals (1370 degrees to 2060 degrees) at will. The user’s body also passively produces pheromones that increase the libido of those around them. If in direct contact with people she can drain them of their energy.

Quirk Limits/Drawbacks: She can use her quirk in the cold but she will get sick if she does, the fire of her quirk will also result in dehydration of her body, she can only strengthen herself to five times the human limit for 10 minutes before passing out, and her drain only works via direct skin contact with individuals meaning there can’t be anything in the way of the contact point.

Quirk Strengths: The angrier she gets the hotter the flames get, she can immediately heal herself if she drains another person of a lot of their energy, She can strengthen herself to be five times more physically capable than quirkless individuals. Not to mention she heals 3 times faster than an incredibly healthy adult.

Quirk Weaknesses: the cold she gets sick going out if it rains without an umbrella, it is also hard for her to use the fire when she is calmed down to extreme levels (so inner peace kind of stuff), to the point it’s practically useless. Her tail is super sensitive so if grabbed she loses control of her legs

Future Development: She  will be able to actively manipulate the pheromones that her body produces passively, have an increase in her max strength, offer her healing ability to other people (give them her energy in order to heal WAY faster than normal), and be able to make waves of fire.

~+-+====================================================+-+~
Nuclear Reactor

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

Quirk

Quirk Name: Nuclear Reactor

Quirk Type: Mixed

Quirk Overview: Nuclear Reactor is a quirk that uses pure radiation, the quirk gives the user complete control over radiation. The quirk also gives the user immunity to any type of radiation, the user can basically become pure radiation whenever a strong emotion is felt. This radiation form can retain a human shape, the form would just be a blob of radiation constantly moving and  changing, the form at some points can become highly unstable and would emit high amounts of radiation or so.

Quirk Limits/Drawbacks: The quirk drawbacks are that if the user is pushed to use the pure radiation form and it becomes unstable, it could lower the users lifespan by a year. The limits of the user currently are that the user can only use a small amount of radiation.

Quirk Strengths: The strengths of the quirk are that it excels in control and strength

Quirk Weaknesses: Any quirk or item that nullifies radiation, or someone who can avoid radiation by moving incredibly fast

Future Development: The user could possibly find a way to find a different way into the pure radiation form and could control more radiation

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

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

Quirk

Quirk Name: Panic

Quirk Type: emitter

Quirk Overview: Panic is an emitter type quirk that is effective on live creatures and cameras and videos what it does is badly affect the enemy’s senses sight, hearing touch, everything will become blurry and you will pitch blank for brief moments, and you will hear a loud ringing sound in your ear, your sense of touch will just shut done completely and make you think you’re falling. And with cameras and Machines the camera of the of machine will become very blurry and they audio will be static, it works when the target and user both look at each other at the same time and will continue to work until the user turns it off, does it for too long or looks away the target just needs a glimpse of the user while the user needs to keep looking at the target, if the quirk is active the target will get the symptoms it can work on up to 5 people at once (each person added is one minute taken away so 1 person 5 minutes 2 people 4 minutes and so on)

Quirk Limits/Drawbacks:  if the user keeps it active for too long they will get very eye strain, a ringing sound in their ear 1 hour after using it for to long and when using it for to long they gain some of the symptoms them self

Quirk Strengths: it is very good for disorganising a group of enemies and leaving high profile targets vulnerable

Quirk Weaknesses: when the target isn’t in the line of sight of the user the quirks effects will fade away in about 20 seconds, and if the user of the quirk Sustains enough damage work will be deactivated and and the quirk has a cool down of half the time it was used

Future Development: it can only be used for 5 minutes to a max of 5 people so more people can be targeted and more time in use will have to be worked on

~+-+====================================================+-+~
Flux Manipulation

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

Quirk

**Quirk Name: Flux Manipulation**

**Quirk Type: Emitter**

**Quirk Overview: The user can psychically manipulate the power and direction of flow, including the flow of any fluid (water and other liquids), gas (including breathable air), within direct contact with him. Flow refers to the velocity and trajectory an object goes in.**

**Quirk Limits/Drawbacks: If it is used excessively (continuously or repeatedly without stopping during a span of 5 minutes), the user’s own blood flow will reverse in a manner starting with lightheadedness, followed by a loss of muscle control, and finally death.**

**Quirk Strengths: Via the active manipulation of Endorphins (The chemical responsible for feats like lifting a burning car to save someone) within his own bloodstream the user drastically increases their own strength (To that level, meaning what is humanly capable of quirkless individuals), although this may cause lightheadedness in the user. Another capability is by blowing air he can manipulate the air flow into a sharp point that can cut through solid objects.**

**Quirk Weaknesses: Being lightheaded or in other states with a lower blood flow than a wide-awake person will prevent the quirk from being able to reach its max capabilities, as the flow of his own blood isn’t up to the standard of his body, thus the flows slow down and decrease in strength.**

**Future Development: Eventually they will be able to manipulate the flow of kinetic energy and the flow of things around them without direct contact.**

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

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

Quirk

Quirk Name: Tentacles

Quirk Type: (Emitter, Mutation, Transformation- mixed?) Transformation

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) She can grow tentacles from any part of her body and put it back in her body.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The farthest they can stretch is 10 feet. When growing tentacles they use up the liquids you consume such as water to moisturize the tentacles. So the more that grows the more thirsty she gets.

Quirk Strengths: (What does the quirk excel in?) It can be used for binding, reaching, etc.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) If the tentacles get too dry they shrivel up and dust away so mainly heat is her weakness.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.)

~+-+====================================================+-+~
Dark Zakataro

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

Quirk

Quirk Name: Dark Zakataro

Quirk Type: Emitter

Quirk Overview:So basically, He has a sword on his back that he can take out and has certain magical abilities and that allows him to go into two modes which are Hakura;Boosts speed,Defense. It also gives him access to other moves. He can go inside his sword like if it were a home and his sword is a person inside. His sword can break but it can regenerate. And if it got knocked out of his hands it would fly back to him but it would take time and the further it is the more energy and time it takes.. His second mode is a lot more powerful as he has a broken monster-like mask that makes him filled with rage and attacks full power And boosts his speed so he goes 80 mph.. And his defense so he can withstand about 20 dynamites. After his mode deactivates he still has the problem of getting knocked out since he is out of control in that state. And the other mode only makes him weak for a little while afterwards.

Quirk Limits/Drawbacks: The limits of this god damn quirk is his spiritual pressure. Basically it’s another type of energy that limits his power hut can make it grow by meditating. If he uses too much spiritual pressure he can fall into a coma for 1 month.

Quirk Strengths: It works best with carbon dioxide (from fire and only fire) because he can absorb that carbon dioxide and make his spiritual pressure even stronger.

Quirk Weaknesses: Spiritual pressure, Not enough carbon dioxide and anger

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.)

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

Extra Info

Modes;

1. Hakura- Boosts speed:50, Attack: Hits like a metal bat but a bit harder and sharp. Boosts defense: Can take 5 slices/ punches and barley an explosion.

      2.Devolution: Boosts speed: Goes to 80 mph. Withstands 20 dynamites, As hard as steel (Didn’t wanna use graphene because it is legit 200x stronger than fucking steel xD)
Sugarcoated Bubbles

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

Quirk

Quirk Name: Sugarcoated Bubbles.

Quirk Type: Emitter

Quirk Overview (Basic description of the quirks in’s and out’s, the abilities it has): The quirk user has the ability to blow a bubble so big that it may even be bigger than their face. The user has to chew the piece of bubblegum during combat until finally it is the right time to blow a bubble. The quirk has the ability to blow up the things it sticks to, and the pieces of what exploded will then be directly launched at the opponent. It can only destroy non living things. After it explodes, remaining pieces of the blown up bubble can get someone stuck anywhere no matter how big or small the piece is.

Quirk Limits/Drawbacks (The limits of the Quirk, what happens if it’s overused or pushed to its limits?): The quirk cannot destroy anything that is within a 30cm distance. The bubble will eventually pop if attempted to be launched farther than the limit, and the impact will not have any effect.

Quirk Strengths: Powerful impact. Useful if there ever needs to be a hole opened for an exit.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) If it is very hot outside or somebody is using a fir quirk, the bubble will be very sticky and will take a longer time to blow the bubble.

Future Development:  To be able to launch the bubble in a wider distance that exceeds 30cm.

~+-+====================================================+-+~
Mother Earth

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

Quirk

Quirk Name: Mother Earth

Quirk Type: Transformation/Mutation

Quirk Overview: gives Fumetsu the ability to create, manipulate and turn into any type of wood or plant he knows about. While also being able to do this, he can also copy any characteristic these plants or trees have and give it to his body. The user can create these things out of his body or non-living things in a 5 meter range around him. Fumetsu is also resistant to the negative aspects of the things he turns into.

Quirk Limits/Drawbacks:Fumetsu is able to manipulate these plants or trees at around 173mph. He is able to manipulate them in whatever way he wants, making it thinner, making it bend easier, etc. He can partially turn his body parts into any wood or plant. Fumetsu can also turn his full body into wood, which will make him look exactly like him, but made out of plants or wood. He can manipulate his wood in a range of a maximum 20 meters radius, but can only create wood 5 meters around him.

Quirk Strengths:Versatility, mobility, restraining/capture, range.

Quirk Weaknesses: Just as expected, this quirk makes Fumetsu very vulnerable to fire and low temperatures. It also requires him to stay a lot in the sun and drink plenty of water. While the quirk doesn’t have too many drawbacks aside from the normal exhaustion quirk usage gives, it requires him to stay a lot near trees, having visits to parks at least once every two days. If he doesn’t do that he won’t be able to utilize his quirk. Also, he needs to know about any type of plant or tree he wants to create before doing so.

Future Development: Since he’s a pro, there’s not too much room for him to grow, but if anything is thought of, it will be stated.

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