Anchoring

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**Anchoring** (固定) is a Quirk used by Hirumi Imamitsu. Using this Quirk, when Hirumi interlocks his fingers he projects a field that is able to nullify physical changes/abilities in a ten meter radius.

## Description

When Hirumi interlocks all of his fingers, a ten-metre (transparent white) field is projected around him. Anything that enters this radius are immediately affected by Anchoring. Physical changes or abilities are completely nullified and made inert while active. Things will not melt, transition into gas, change durability, crystallize, change texture, shape, size, color, volume or density. As well as that, any person caught in the field will essentially become invulnerable, and not be able to lose stamina or strength. But it also means that any physically based quirks will also be negated.

Anchoring has no affect on gravity, time, space (orientation), magnetism, etc, only on physical changes made to targets (objects or people).

#### Examples

High temperature targets like fire or heat will remain at a hot temperature for as long as the field is active, while low temperature targets like ice will remain cold or frozen. However, fire and ice cannot be created while anchoring is active either as it requires physical changes to take place.

Mixtures of different substances/compounds will cease. For example, water and sand create a tougher, mold-able mixture. However, such mixtures cannot be made in the area of effect.

People that are affected by Anchoring will have their physical condition complete stagnate. Essentially this means that all people inside the range are invulnerable, as their bodies cannot be physically altered in anyway. However, because quirks operate based on a Quirk Factor (which is biological) it also means that targets cannot use their quirks, or be affected by other quirks while Anchoring is in effect.

## Strengths

Anchoring has many uses, however due to the activation conditions and other factors it's apparent that this quirk works better as a support quirk than anything else.

* Hirumi can essentially create the perfect defense. As he's not only able to keep allies from dying (by stopping them from bleeding, etc), but he's also able to keep them from taking any physical damage at all.
* If Hirumi concentrates hard enough, he's been known to stop people from experiencing pain.
* All quirks that are used against him are negated once they enter the field, with exception to Mutant-type Quirks.
* Hirumi's field stretches ten-metres around himself, allowing him to move his field without breaking it however he wants.

## Weaknesses

* Targets inside the field also cannot use their quirks. Only upon exiting the field are their quirks effective again.
	+ Similar to Erasure, Anchoring works on all Quirks, but it does not affect appendages originating from Mutant-type Quirks. However it can impair their function.
* Hirumi is always at the center of the Quirk, meaning that he cannot project his field around anything that is not within his range.
* Anchoring does not create a physical barrier, meaning that anyone can get inside. This means that while allies may be protected, enemies are able to either push them out or stop themselves from getting worse for as long as they're in the fields area of effect.
* Hirumi must keep his hands interlocked, with his quirk deactivating the moment he releases them. This means he's unable to fight back if an enemy gets too close to him.
	+ Although Hirumi is immune to physical damage while Anchoring is in effect, he can still be pushed around and moved, which means that if an opponent is naturally stronger than him, they can drive his hands apart - forcibly deactivating his quirk.
* If Hirumi's hands are bound, separated, or kept apart for any reason, he cannot use his quirk.