recursal/Fanatic-Fandom huggingface dataset:
Psyche-Shift

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Quirk

Quirk Name: Psyche-Shift

Quirk Type: Emitter

Quirk Overview: Control souls/personalities

Quirk Limits/Drawbacks: The user is able to see past our human limitations. He is able to see who we really are. Our souls, our personalities.

The user can split a mind into two different bodies as long as contact is kept with the target for 5 seconds or more. Usually, the minds will be split into a good (yang) version and a bad (yin) version. To make the minds enter different bodies, the user must have fresh corpses nearby. Only one body is required, as one of the minds can stay in the original body.

there are special cases with people who have multiple personalities. They will be split perfectly, without their personality being split into good or evil.

The user can transfer small portions of his own soul into corpses, regardless of how old they are. They then regenerate in a matter of few seconds and keep their former traits such as their hair color, body shape, quirks, skills, etc. They will have consciousness and their former personality, but they will be forced to obey Jericho. He can manipulate them through his mind. The user needs as little as a few bones to start this process, but if only bones are being used the regeneration or the body will take about 5 hours until outside help is used.

Quirk Strengths: Personality splitting/ control over corpses.

Quirk Weaknesses: the quirk requires contact to work. Physical contact for at least 5 seconds. Illusion quirks may disturb the corpses. Despite the corpses being healed they are weaker than an average human. It takes less strength to break a bone, for example. As for personality splitting, it tires out the user, it gives them a massive migraine if used too much which can lead to nausea and sickness (can also give him fever/cold if used to the max). As for those being split, for a short period of time, a few weeks, the one that leaves the OG body will have to suffer mutations during sleep which change them back to their og appearance, height, weight, not the one of the corpse. During that time they are severely weakened and can barely use their quirks.

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Reptilian

**Quirk**

**Quirk Name:** Reptilian

**Quirk Type:** Transformation

**Quirk Overview:** The quirk allows the user to transform their whole body or parts of it to a reptile/amphibian-like counterpart. The intensity of changes can be altered by the user too, as when transforming their mouth, the user can just make their skin crack thus allow a wider opening for the mouth, and they can reshape their teeth. Yet if they choose too, they can just out-right transform their head into a dinosaur-like one. Of course, the user can also take up the properties of a reptile/amphibian and if they wish to, they can even mix those properties resulting in some weird yet interesting combinations, like a healing poison (combining the poison of a snake and the regeneration of a salamander).

**Quirk Limits/Drawbacks:** The more the user transforms, the more they start to behave as the animals they transformed into. This is of course, the worst if the user transforms into a mix of multiple animals at once. Some transformations may very well temporarily hurt the user like the previously mentioned mouth transformation.

**Quirk Strengths:** The quirk excels at combat, due to the possibility to transform into a dinosaur or a snake. It also is a great healing tool for the user, and in certain combinations may even make the user a great healer for their team.

**Quirk Weaknesses:** There’s no real way to improve the quirk technologically or use it with any sort of a weapon. Whilst the selection of reptiles and amphibians may seem huge, it’s not always enough seeing as not a lot of reptiles or amphibians can withstand a great beating.

**Future Development:** One can learn how to withstand the effects of the transformations or how to mix traits more efficiently. There’s also a possibility of the user learning how to grow new limbs instead or replacing old ones. The user can also learn how to shed their skin.

**Extra Info**

It doesn’t look exactly like this as the appearance of the transformations differs, but it’s a pretty good base for how it’d look like.
Spears

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Quirk

Quirk Name:Spears

Quirk Type: mutant/transformation

Quirk Overview: The user is born with fingers whose flesh and bones are composed of a flexible steel-like material. The user can extend and retract their fingers up to ten feet and do so at speeds of 80mph. The user can also change the direction of the fingers as they extend. The fingers can reach up to ten meters in length. If a finger is severely damaged or cut off, then it will regenerate in an hour.

Quirk Limits/Drawbacks;Extending the fingers too frequently results in immensely painful cramps in their hands and fingers and will render them unable to use their quirk for two hours.

Quirk Strengths:The quirk is very powerful at both close and long ranged, as their fingers can pierce through an opponent’s defense. The user can use their fingers as a grappling hook of sorts as they can wedge their fingers into a wall and then cling onto it by retracting their fingers.

Quirk Weaknesses: The user is vulnerable when their fingers are outstretched and they must retract their fingers in order to extend them again.

Future Development:Maximum range increases to fifteen meters

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Sheet

* AO 11
* AO 1

Sheet is one of the main characters of Alternate Objectives.

## Appearance

Sheet is a single rectangular piece of paper. One of her corners is folded over, covering her eye.

## Personality

Sheet appears to enjoy doing things spontaneously, never thinking about the consequences of her actions, similarly to Tanky. She thinks rather highly of herself, despite the fact that she repeatedly finds herself asking Sunny for help.

Sheet ultimately values the amusement she finds. She often cracks ridiculous jokes and focuses on making herself laugh quite often.
InBetween

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Quirk

Quirk Name: inBtween

Quirk Type: Transformation

Quirk Overview: It allows the user to access the space between spaces of two parallel things by bringing those two things together, as well as being able to navigate and use the space with extreme prowess. *There is also the fact that passively they are able to attack strongly, but precisely, meaning their physical strength must be exerted in the form of hand swipes or chops.*

Quirk Limits/Drawbacks: The quirk’s range is the wingspan of the user, or about three to six feet away from their fingertips, it requires the circumstance of two things for the user to be between, and can be interrupted  before it takes effect.

Quirk Strengths: The quirk allows the user to create a temporary space that is two or one dimensional, allowing them full freedom of the area, but limiting it for those caught in it. Within the space the user can attack others, and though others caught in it may respond, the user is much more adept and knows their way around the space. It’s also fast acting, once the activation is met it works at the speed of a second or two. This activation is met when through the quirks ability to pull the two things towards the user to almost create a sandwich, the user touches the two things with the left and right sides of themselves in some way.

Quirk Weaknesses:  The quirk is somewhat predictable if used the same way each and every time. . It also means that if the two things brought together are completely demolished, the space is destroyed, which is why it’s usually used for short periods of time. A space cannot exist for more than five minutes at a time, and he cannot create more than two at a time.

Future Development: Likely just general improvement of his abilities.

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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:  6.5/10

Power:  6.5/10

Defense:  6.5/10
Devil's Charm

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Quirk

Quirk Name: Devil’s Charm

Quirk Type: Transformation

Quirk Overview: Devil’s Charm basically allows its user, Samael, to gain multiple characteristics that the Devil is believed to have. He can transform his face to a distorted, mutilated and horrifying skull which can only be seen by who he wants him to see. This transformation can scare all humans, making no exceptions. Even if the human is not afraid of anything, he or she will after Samael reveals his form, as the whole surrounding begins scaring them. They feel mental pain and lose control over their actions. The 2nd part of his transformation is also related to his face, where he can slightly modify his face to make the target feel safe. When using this part of the transformation, he can make his target reveal his deepest and wildest desire, and what he would sin most for, and also answer plenty of Samael’s questions. Unlike his first form, which affects everyone, this ability to find out their desires can be avoided depending on the situation, it usually works when everything is fine. The final part of “Devil’s Charm”is Samael’s ability to transform his back. He grows black, sharp and wide wings from his back, which allow him to fly and shoot them at vast speeds, and also use them as shields. The feathers are very dense, rock-hard and incredibly sharp, enough to cut through most quotidian objects and even diamond. The wings, when active, also grant him a small speed, agility, reaction time and strength boost, which put him at levels a little above humans, though not at extraordinary levels.

Quirk Limits/Drawbacks: The first two transformations can’t really be pushed to an extent, but the third can be. His wings regenerate over time, but the more he uses them the worse his back pain gets. When all of his wings consume, he has to rest and eat well to regain them. The wings are flammable, and fire easily spreads on them. To regenerate his wings, the user must eat double his calories and rest. It takes around 12 hours for them to regenerate to a point where abilities such as flying can be used again, and around a day for them to regenerate completely

Quirk Strengths: The Quirk is excellent for interrogation and intimidation, and also manages to give Samael some mobility due to his wings.

Quirk Weaknesses: While not a real drawback, due to a placebo effect, when Samaelis selfless or does things for others instead of himself, his quirk loses power and can diminish completely. Due to him believing he is actually Satan, his quirk works the more he sins and selfless he gets.

Future Development: Because he never spent much time training with his wings, Samael cannot manipulate them after they leave a 3m radius area around him. In the future, he might overcome this and start manipulating them with the more he uses his wings.

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Smash Barrier

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Quirk

Quirk Name: Smash Barrier

Quirk Type: Emitter

Quirk Overview: The user can create a barrier around the user. This barrier has the special property of reflecting. Anything inflicted to the barrier gets sent back to its inflicter. The damage will even carry over the physical wounds. (An example would be, having the shield slashed by a knife would end up cutting the attacker.) The barrier can take attacks from both physical and energy types. It is unknown how much it can withstand, but they seem to be near invincible without a certain type of shield breaking ability. The barrier itself is see through, so the user can look what’s beyond his dome.

Quirk Limits/Drawbacks: The absolute limit the shield can stretch to(without training)is 2 meters. The user can create multiple barriers at a time but no more than 3. Each barrier gets weaker depending on the amount currently being used, but it’s damage reflects the same amount of damage no matter what.

Quirk Strengths: The Barrier can keep safe it’s user and anyone he chooses to encase in the protective wall. The user can choose to expand if shrink the size of the barrier to fit more space in there or crush it to a pulp. If the user chooses, they can wrap the barrier around their skin like some sort of armor.

Quirk Weaknesses:When incased in the barrier, there is only a limited air supply. This prevents the user from staying in there too long. It also becomes a hassle if multiple people are in there at once. The barrier is absolute. Once something enters, it would prove difficult to escape without the barrier dropping. Things such as guns or shooting weapons would just bounce back, not being able to escape. Anything that can strike the inside of the barrier without actually touching the exterior will not reflect damage.

Future Development: Not much can be determined about its progression, but it would be fair to assume the number of shields increase along with the range and size.

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Pictologram

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Quirk

Quirk Name: Pictologram!

Quirk Type: Emitter Transformation

Quirk Overview: Please read the Extra information before continuing.

Due to Leighton's multiple Personality issues, they change appearance when using their quirk. After they transform, they can take an image from anything and make it appear as a hologram. Example: taking a picture of a dog, they touch the photo and then the dog is removed from the photo. After the dog is removed from the photo it is projected out through her hair, creating a hologram. They can make the thing in the image up to 3x their height of the user or any anywhere smaller. The holograms can touch others if Leighton makes contact with that person.

Quirk Limits/Drawbacks:

She needs contact with an image.

She needs to transform into her split Personality to use her quirk. Meaning Leighton herself has no control over her quirk.

Her hologram vanishes if the original image is destroyed.

Unless she touches another person, her holograms phase through things.

Her holograms damage are only slightly stronger than she is at full size.

Quirk Strengths: Looking cool. Illusions? Trickery?

Quirk Weaknesses: All reliant on physical touch. If she cannot touch you her holograms are useless.

Future Development: Her future Developments are freely controlling the size of her holograms at the cost of Stamina. Maybe more personalities.

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Extra Info

The user, Leighton Lendale, has a multiple Personality disorder. Her transformer part of the Quirk comes from her Personality issue.
Connected Wings

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Quirk

Quirk Name: Connected Wings

Quirk Type: Mutant

Quirk Overview:

Chiaki's Quirk grants her a pair of small, grey-ish white, feathery wings on her back. These wings allow her to fly, and she can telekinetically control the movement and nature of each individual feather with ease, enabling her to shoot them as projectiles.

When losing or having her wing's be burned to a crisp, she can unprofessionally grow them back only to make her feathers slightly weak, meaning that her wing's will give her more drowsiness. Chiaki, if she wants, can use her feather's as swords but prefer not to considering she have no knowledge at kenjitsu (sword combat).

Quirk Limits/Drawbacks:

The quirk, Connected Wings, can give Chiaki Sosuke horrible drowsiness. When being in this state, her bright intelligence mind would slightly decrease by a little.The drawbacks would begin when Chiaki starts to regenerate her wings, as i explained in the 'Quirk Abilities'. The regeneration ability takes about thirty-one minutes for the small wing form, when she tries to grow full grown wings, the ability takes about an hour or two.

Quirk Strengths: The Quirk is rather one of the best when it comes to rescue missions as the telekinetic feathers can be used to block falling projectiles and carry people out of a location. The feathers can even work as a weapon.

Quirk Weaknesses: Considering how heavy the wings are on Chiaki's body, she isn't able to fulfil the quirks special strength in speed.

Future Development: A faster regeneration without the user suffering from the drawbacks.

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Shockwave

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*Quirk*

*Quirk Name: Shockwave*

*Quirk Type: Emitter*

*Quirk Overview: The user is capable of creating shockwaves from their body. These shockwaves can travel through both the air and the ground. When traveling through the air they can hit their opponents with it and when traveling through the ground can cause the ground to shake or crack.*

*Quirk Limits/Drawbacks: After prolonged use of the quirk the user will begin to feel the aftershocks of the shockwaves. This damaging the user depending on how much the quirk is overused. Overuse will also leave his body numb.*

*Quirk Strengths: A great quirk when in combat by themselves, though the user can’t go full out when having allies or civilians around.*

*Quirk Weaknesses: When using a big attack these shockwaves are indiscriminate and impossible to control once fired. Meaning that even allies can become hit by the attacks.*

*Future Development: Stronger and largest shockwaves effects. More control in the strength of the shockwaves. Capable of using the quirk more without the sideffects.*

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Mice

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Quirk

Quirk Name:Mice

Quirk Type:Mutant

Quirk Overview:Mice is mutant type quirk gives user abilities of mice such as:

1. Making User good at jumping, climbing and swimming
2. Making User Extra Agile
3. Reducing User's size to size of  around 3'0-3'2
4. Giving user Ears and Tail of Mice
5. Giving user Better Hearing, Smell and Touch but making their sight much worser
6. Ability to fit in very small gaps Quirk Limits/Drawbacks: Quirk is always active because its mutant type but it make user spend more stamina on average human things Quirk Strengths: Die User being smaller its becomes much harder to hit them

User is also very agile and can fit in small spaces.

Use also got enchanted senses.

Quirk Weaknesses:User's size is also weakness because it make their life harder, user has to have special diet due them being mice like. User is not stronger than human kid if not weaker.

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

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Origami

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Quirk

Quirk Name: Origami/ Paper Manipulation

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The quirk known as Origami can only be used if the user is already holding paper, like how a gun needs ammo. The quirks strengths are the fact that it can turn into anything, it's like a small version of telekinesis so it can make paper as strong as strong wood.. (That's the limit for now.) But it also can't last long, unless it's hand-made origami. It’s normal time limit is 30 minutes, but it can be pushed, but will end up giving the user a Migraine, adding to the already existing Headache if the quirk is overused.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) When the quirk is overused or pushed, it can give the user Headache and/or migraines, along with dizziness, sickness and vomiting. To make a dragon origami, he’d need a whole entire notebook though.

Quirk Strengths: (What does the quirk excel in?) The quirk is great for combat, as it can build anything he can imagine, hell, he could make a huge paper dragon. The paper has a long range, up to 98 ft away from the user.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) The counters are telekinesis and metal, as those are stronger than Paper, along with fire and stuff. If you manage to control/ confuse the user, then he won't be able to think of what to transform the Paper into, and if you somehow empty his pockets of paper, your good.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.) Bigger things, armor, solid metal feeling paper. Being able to use paper from far away places.

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Shinsu

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Quirk

Quirk Name:Shinsu

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

Quirk Overview: Shinsu is an energy that produced by the user from her body.The user can use shinsu to enhance speed, strength, and sense. The speed can go up to 180 mph max, she can lift up to 300kg. She can also use it to any kind of weapons making it much more stronger than before. If she use shinsu on both her body and weapons, the shinsu will be 50% on her body and 50% on the weapons. So she needs to focus on one thing if she wants to use it for 100%.

Quirk Limits/Drawbacks: She needs a lot of stamina and fats to produce shinsu if she doesn't have enough fats and stamina then the quirk will not run at 100%.

Quirk Strengths: Enhancing physical abilities.

Quirk Weaknesses:If she overuse her quirk, shinsu will burn her skins. If she keeps using shinsu, it will lead to heart attack and even death

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

N/A

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Technomancy

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Quirk

Quirk Name: Technomancy

Quirk Type: Transformation

Quirk Overview:  Technomancy allows the user to interact with, take control of, or even transfer themselves inside of any electronic or digital devices as well as digital landscapes. Offensively they can morph their hands into jagged wire or circuit-like appendages in their physical form in order to attack others or manipulate the technology of their choice.

Quirk Limits/Drawbacks:  The quirk is more utility-based than combat oriented. In their physical state they must touch the tech with their appendages.

Quirk Strengths:  The quirk allows the user to easily breath digital security, dominate landscapes like the internet, and exist in one or more digital copies of their consciousness and self called ‘proxies’ who the user can use as a sort of hive-mind. The quirk would be best suited for someone already very familiar in computers and technology like for example, someone who works server security, or is a hacker.

Quirk Weaknesses:  see drawbacks. The proxies are limited to around 4 existing at a time, making a total of 5 selves including the original person.

Future Development: none presently known. ~+-+====================================================+-+~
Jelly

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Quirk

Quirk Name: jelly

Quirk Type: Emitter

Quirk Overview: the quirk allows the user to turn the water into a jelly like substance that can be Manipulated shaped and formed the jelly is very sticky and the user can harden at will the jelly can be but back together and it can regenerate  the jelly is like a water jelly so it can’t be burned

Quirk Limits/Drawbacks: The longest the quirk has ever lasted was 30 minutes also  also they need a water source nearby and the more water there is the longer it takes for the  jelly to form if overused the user will feel a very sharp pain all over there body

Quirk Strengths: it excels in attacking and defending

Quirk Weaknesses: if there is no water the quirk will not work also the more time you make the user use the jelly and hold it the less time they have to hold it

Future Development: it will be more focused on the time and that would become longer also making different types of jelly could be useful

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ONE

ONE is a supporting character in Alternate Objectives. She is first shown arriving to the Garden in Episode 3, but her dialogue implies that she has been there before and knows all of the show's main characters (excluding Feather Toy).

## Appearance

ONE is a toothpaste-colored symbol of the number one. She only has one eye. It is also occasionally shown that she wears a dark shiny eyeshadow.

## Personality

ONE is a socially oblivious energetic goofball with a taste for drama. Although seemingly friendly when unprovoked, ONE is very stubborn, displayed by her multiple attempts to start a second season of the show she supposedly started before, starring the protagonists of AO, despite Framy repeatedly disrupting her. She appears to be oblivious to the consequences of the show she ran.

In the final episode of AO's first season, Abyss of Mind, ONE reveals that she desperately sought to keep running her show because she wanted to feel like she was making people happy again, supposedly defining her worth by what joy they brought to those around her.

## Trivia

* ONE is currently the only character that is not an "inanimate" in AO.
Arcangel

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Quirk

Quirk Name: Arcangel

Quirk Type: Transformation

Quirk Overview: Arcangel is a quirk that changes the user into an 8 foot gray and red creature with spikes, Arcangel also has multiple mouths on its body but the most notable being the one on its head. Arcangel would be a different being entirely to the user and when the user does transform it causes great pain to the user. The form has complete control over spikes on its body, allowing it to control them at will, the spikes can only be sent up to around 50 centimeters.

Quirk Limits/Drawbacks: The limits to the quirk are that Arcangel can only be used for around 10 minutes or so, the drawbacks to the quirk are that upon the user transforming back they would be unconscious. The user would need 5 minutes or so to transform into Arcangel

Quirk Strengths: The quirk excels in strength and durability due to the toughness of its skin.

Quirk Weaknesses: The quirk wouldnt run at %100 if the user fought back during the transformation, fighting back during the transformation would make it incomplete making it half human half monster. Making it more vulnerable to physical attacks.

Future Development: The user might be able to find a way to control this form without becoming a different being entirely or might be able to transform certain parts of his body

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Shadshape

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Quirk

Quirk Name: Shadshape

Quirk Type: Mutation

Quirk Overview:  The user is altered to an amorphously humanoid  shadowy form that they can manipulate to an extent. They can merge and travel in shadows, and produce and manipulate shadows fluidly, even able to absorb them in order to change their size beyond the modest degree they already can.

Quirk Limits/Drawbacks:  The user’s stamina is what determines how strong the shadows can be, and for how long they can be maintained. There is a range limit of 20 meters around the user that the shadows can extend to or be controlled in. The user can recover by absorbing shadows or just residing inside areas of low light(dim or dark rooms).

Quirk Strengths: Sheer domination, controlling an area as well as combat, restraint, and allows the user to travel undetected and very quickly. The shadows themselves are pretty durable, as well as flexible, with the ability to solidify if needed.

Quirk Weaknesses:  Water. Instead of the shadows and the user being affected by light, any shadow the user occupies or creates/manipulates can be weakened by water. The user themselves has no weakness to it, only their quirk. The shadows and user will actually absorb and nullify light, meaning that they could make a room devoid of it in theory.

Future Development: no.

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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:  7/10

Power:  10/10

Defense:  10/10
Umbral Rage

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Quirk

Quirk Name:Umbral Rage

Quirk Type: Transformation

Quirk Overview: The quirk relies entirely on the user’s anger. If a person is able to get angry enough their body will start to become totally black as they seemingly become a shadow. In shadow form they lose all sense of self only being angry. Visually only their eyes are a defining feature. The transformation makes the skin incredibly durable and the user is able to shape their body parts into different weapons like blade or a shield. It’s only limited to medieval weapons. The black can also act as a camouflage during night.

Quirk Limits/Drawbacks:

The longer the quirk is used the longer the transformed person loses their reasoning. Until they only see them and whatever makes them angry. As the Quirk uses anger continuous use leads to the person only able to think on their rage and will lose memory of their time transformed.

Quirk Strengths:The Quirks strength is like a tank close range combat it excels at able to transform various body parts into weapons such as hammers or blades. Also it’s meant to be scary if a person runs into it in the middle of the night.

Quirk Weaknesses: The quirk is reliant on anger amplifying it. While in the form continuous use makes the person lose reasoning. The person is able to be forced out of the quirk however if they are calmed down forcefully.

Light base quirks as well are able to “push back” the shadows leading to the umbral form revealing parts of the human body. Unable to use their powers until they touch a shadowy place.

Future Development:The quirk may develop to allow a person to use their quirk to act as a transport becoming one with darkness to move un-detected. Or the power increase depending on the anger an increase in anger leading to maybe the transformation causing a person to grow.

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Getting To Know You

Getting To Know You is the first episode of Object Vortex and the first episode overall.

15 objects are told by Square that they can win the world's best garlic bread by competing in their competition show. They are divided into 3 teams, B.R.U.H., Complimenting Square and The Best Around, and Complimenting Square loses the first challenge and are put up for elimination.

## Characters

This episode marks the first appearance of:

* Square
* Garlic Bread
* Binder
* Moon Lamp
* Apple Juice
* Tape
* Streetlight
* Z-Pad
* Lunchbox
* Joycon
* Warp Pipe
* Candle
* Calculator
* Mattress
* Potted Plant
* Bedrock
* CD
Shikigami

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Quirk

Quirk Name: Shikigami

Quirk Type: Mixed (Transformation + Emitter in a way)

Quirk Overview: The user can turn their entire body and clothing into thousands of sheets of paper, which they can control at will and form into any shape or color. To travel long distances, they can fold them into butterflies or planes for powered flight, and to attack, the user hardens the sheets and fold them into arrows and shuriken. the user can also restrain opponents by blanketing them in sheets, thus restricting their movement and asphyxiating them. The papers can also form large wings for further weaponry.

Quirk Limits/Drawbacks & Weaknesses: The  paper can be affected in similar ways as normal paper: fire will burn it, though it can still be used as an effective defence against flame attacks at the cost of being burned away, and oil will cause it to stick together, preventing the user from manipulating it. When it comes to the wings, the user removes their legs in place for wings. Meaning the user’s legs turn into paper and forms into wings on to the user’s back. The wings take quite some stamina, and she can only use the wings for 3 minutes, resulting in a cooldown of 6 minutes.

Quirk Strengths: the initial creation and dispersal of the paper can mesmerise opponents. Due to the users training, the paper is water resistant- but not waterproof.

Future Development: Hopefully in the future, the quirk can become more fire resistant, and more paper to use. And the user wants to learn how to make colors because well- why not? But- the color paper would lead the user to be able to produce and fold enough paper to mimic environmental surroundings, allowing the user and those of the user’s choosing to hide in places one normally wouldn't be able to. Which, the environmental mimicry part will more than likely be in her third year- the hiding other people would be a bit further in the future. And- hopefully, the user can hide small explosive tags in the sheets of paper.

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Hot Stepper

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Quirk

Quirk Name: Hot Stepper

Quirk Type: Emitter

Quirk Overview: Hot Stepper is a basic quirk, giving the user the ability to emit fire from their feet. These fires can be used for a multitude of reasons such as boosting around, flight, and enhancing the powers of one's kick. When it comes down to it, the temperature of these flames are dependent upon the users will. These flames range from 200-400 degrees Fahrenheit , though this causes him to reach the limit much faster than he normally would if he was to exceed said temperatures.

Quirk Limits/Drawbacks: Currently, this quirk is limited to close range combat. And though the users kicks are powerful, they could probably only kick through a brick wall at this point in time. These flames rarely reach melting temperatures, and are simply used to enhance combat prowess.

Quirk Strengths: This quirk gives the user an extreme advantage in mobility and speed, able to use the surfaces around them to boost around and avoid attacks. This quirk is also great for close combat, able to counter and defend against most incoming attacks, while also enhancing one's kicking strength.

Quirk Weaknesses: This quirk takes oxygen from the users blood, they are given reserves for fuel but after that Oxygen is used they will begin to feel lightheaded and weak, barely able to breathe if they continue to use it after that. Continued use can also result in burning of the feet, degree of burning is dependent on the scale of attacks used.

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

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Dragonfly

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Quirk

Quirk Name: Dragonfly

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 grants the user the wings of a dragonfly, along with its speed. Max speed is 180

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The wings don't do anything more then normal dragonfly wings. They're still fast and flexible, but they don't do much else.

Quirk Strengths: (What does the quirk excel in?) The quirks strength is in its speed. They become a zoomy girl

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) If the wings take enough damage, they aren't unbreakable. They can heal, but it'll of course take time. And they're like a limb, if they're cut off they won't grow back
Oceanic

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Quirk

Quirk Name: Oceanic

Quirk Type: Emitter

Quirk Overview: The quirk allows the user to create and manipulate water in shape and density up to 15m, any further and the water will then just go until gravity stops it or it runs out of momentum.

Quirk Limits/Drawbacks: The user must be sufficiently hydrated by drinking enough water- overuse of the quirk causes dehydration and symptoms that come with it; i.e migraines, Fatigue. If the water is taken out of its liquid state, it cannot be controlled- even if turned back. They can also only control water made by them which is around the average pools worth.

Quirk Strengths: The quirk boasts versatility and good range and close quarters counters.

Quirk Weaknesses: The fact that they can only control water made by them, meaning, even a battle at a lake changes nothing. It’s not

Future Development: The user will be able to fluctuate the water’s temperatures between hot and cold. The user will be able to create ice shards when the water is cold enough and scalding hot water when hot enough. The user will also be able to create and manipulate more water.

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Transfer

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Quirk

Quirk Name: Transfer

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) She has the ability to transfer her consciousness into machinery. Once inside she can control it.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) She can only control one item at a time. When she uses her Quirk her body is useless

Quirk Strengths: (What does the quirk excel in?) Communication and undercover work. She can find in a phone without anyone knowing she's there.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) If something happens to her physical body it can mess her up.
Electromagnetism

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Quirk

Quirk Name: Electromagnetism

Quirk Type: Emitter

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has)

The ability of electromagnetism has a variety of different uses. The user is able to manipulate and control electrons in the environment. The quirk starts off pretty basic, but through its development can gain a vast variety of abilities.

Quirk Limits/Drawbacks: There must be some sort of electricity coursing through the area for the quirk to be in use. Areas where there isn't much electricity like a desert and such make it harder for the quirk to be in use. Ergo the user is unable to create electromagnetism, being limited to manipulating only from already existing sources. Distance, mass, precision, etc. depend upon the knowledge, skill, and strength of the user and their power's natural limits. The user also has difficulty handling electronic devices, which makes using technology a hassle.

Quirk Strengths: (What does the quirk excel in?)

The user is great at manipulating electromagnetic waves allowing them to pull and push objects or mess with electrons. It's these simple things that can be very useful whether it be tinkering or fighting.

Quirk Weaknesses: look at drawbacks

Future Development:

Electrokinesis- The quirk will evolve enough to manifest lightning.

Electromagnetic radiation- i.e. light, radio waves, x-rays, microwaves, gamma rays and so on. This radiation is simply a component of or aspect of the electromagnetic interaction.

Chemical and molecular bonds- The user would be able to directly manipulate the bonds that compose all matter.

Radioactivity and nuclear power- while the user can’t directly control the nuclear force, it's extremely possible to use the electromagnetic force to induce nuclear fission, nuclear fusion, and to control aspects of radioactive decay.

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Extra Info

The quirk is one that develops and grows. Certain abilities are locked for the moment but the ones currently accessible would be.

Electricity proper- the transmission of free electrons through material. So long as the user physically has contact with something, they can control its electrons. They would be able to extract or insert which will create a pretty neat shock to the object being touched.

Magnetism- the strength and polarity of magnetic fields. The user can attract or repel objects and people through the use of magnetic fields.
Tape

Tape is a contestant on Object Vortex and was a member of B.R.U.H. and the Darkest Depths.

## Appearance

Tape is a gray tape dispenser with light yellow tape. He is small, only being larger than Bedrock, Party Horn and Z-Pad.

## Personality

Tape's personality is largely a mystery, due to his lack of speech. However, he is very caring, especially towards his friends, shown in episode 11. He is usually silly and happy but can be put in a bad mood when one of his friends are upset.

He is also shown to be somewhat clever and tricky, such as when he solved part of the puzzle for his team in episode 3, or when he tied Bedrock's legs together in episode 9.

## Trivia

* Tape is Binder's adopted son.
* Tape loves to dance and stand on people. If he gets to do both then he's a happy little guy.
* Tape has used his tape in many ways, such as floor art, a grappling hook or even as an arm.
Body Ache

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Quirk

Quirk Name: Body Ache

Quirk Type: Emitter

Quirk Overview: Ada is able to send waves of “special energy” throughout his opponents body causing mild, moderate, and/or severe tears through the muscle that he touches. The opponent will suffer from muscle strains meaning muscle pain and/or muscle spasms.

Quirk Limits/Drawbacks: It’s better as a surprise attack or when the opponent has lowered their guard and they’re exposed. It can’t get through heavy armor like metal.  He specializes in close-ranged combat. If any mid to long range combat fighters manage to keep him at bay, they can win for sure. Long usage of the quirk will render him tired. In order for the quirk to activate, all five fingers must touch the opponent's limb.

Quirk Strengths: Close-ranged combat! An opponent who relies heavily on close ranged combat will succumb to muscle tears rendering them weak and to limited movement at least throughout said muscle.

Quirk Weaknesses: Ada's quirk is too time consuming. He has no way to hit multiple muscles at once. The quirk only emits through his hands. In the heat of battle he can't concentrate enough to completely render the muscle useless, but it is capable of doing so.

Future Development: Body Ache's full potential should allow Ada to concentrate more so that he can cause multiple muscle tears throughout the body (like a ripple effect) with a special move (but it would still come with it's drawbacks).

With advanced martial arts training he should be able to strike his opponents using Body Ache more quickly and more efficient.

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Corruption

Quirk

Quirk Name: Corruption

Quirk Type: Emitter

Quirk Overview: This ability allows her to manipulate the gravitons in her surroundings. By increasing her own density, she is capable of crushing a tank with her bare hands.

Quirk Limits/Drawbacks: Jinx isn’t able to control the most powerful ability of her quirk. If she does try to use her quirk at 100% she will lose control, she will literally lose her mind. She will never be able to use her quirk at 100% even if she trains, it is already dangerous enough to even try to use her quirk at 100%.

Quirk Strengths: Since she can manipulate her own and her surroundings gravity and density she can have super human strength; she can crush and destroy things up to a limit.

Quirk Weaknesses: She cannot destroy all kinds of objects or cant directly hurt humans using the “density” thing. For example if she punches someone it wouldn’t hurt them more than if she did it without using her quirk.

Future Development:

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Cadenza

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Quirk

Quirk Name: Cadenza

Quirk Type: Emitter

Quirk Overview: When Aria sings, holding a note for over one second, any person able to hear her feels a paralyzing effect through their body. They will move toward her if her pitch increases, away from her if it decreases, and remain in place if it stays the same. The effect is diminished the less the person is able to hear her.

Quirk Limits/Drawbacks: The second start-up time and Aria needing to breathe eventually means there will be windows of opportunity to counterattack, even if she is completely paralyzing the target. As it only affects physical movement and the body, Quirks that can be activated mentally can still be used, without physical control anyway. Aria can potentially burn her voice out if she sings too loud too long. It will affect everyone who hears it, including civilians and fellow heroes. Lastly, the effect does not work through speakers or any kind of electronic enhancement.

Quirk Strengths: Crowd control above all else. As there is no upper limit to the number of people it can affect, this quirk could freeze an entire army in place. Aria is also able to freely act as she sings, allowing her to put cuffs on a target or otherwise try to incapacitate them in other ways. Further, the target does not need to consciously hear her singing, even deaf people would be affected from it affecting them.

Quirk Weaknesses: While deafness would not affect the quirk, someone cutting their ear off would make them immune to her effects. Further, if the target has some other way of overpowering the sound of her singing through other sound, like loud music or a vehicle’s engine. The target themselves screaming would grant a brief respite, but as the effect takes hold their body would freeze up and their own sound would gradually stop their effort.

Future Development: Singing in different styles in order to evoke simple commands, like dropping whatever they’re holding or to drive them into a blood-lust styled attack at whatever’s closest. Further, she could eventually learn El Siibo, the whistled language of a Canary Island that has an effective range up to 5 km and would allow her to use her basic paralysis abilities at extreme range and effectiveness.

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