recursal/Fanatic-Fandom huggingface dataset:
Technogeist

## Quirk Abilities

The user of this quirk mutates and breaks their energy down to a pure
form of electricity and appears as a small wisp-like light. The user is
capable of jumping into any electronic, machine or mechanism and, using
 themselves as the power source, manipulate the object they inhabit. Due
 to their bodily make-up, the user feeds on outside sources of
electricity, in lieu of traditional eating, to maintain strength.

Due
 to the early onset of this mutation, WISH has given the rare holders of
 this quirk a unique vessel to live within due to how quickly they could
 die outside.

A basic robotic chassis that has cybernetic
technology to allow it to adapt and evolve as the energy that powers it
grows and becomes stronger. The chassis, structure like the basic human
skeleton, will always be able to match the strength put out by the users
 energy as it has a very advanced for of bio-cybernetics that is
triggered purely off energy signature to register power, speed, stamina
and accuracy.

At **B**-Rank, the user is able to manipulate their
currently possessed machine outside of the machine's normal capabilities
 and can 'reprogram' certain electronics permanently.
At **S**-Rank, the
user is able to leave traces of themselves in a machines they previously
 inhabited, allowing them to remotely control said machine to an extent
within a certain radius of themselves if they desire.

## Quirk Limitations

- The user's control rank must be equal or greater to the rank of the gadget they intend to inhabit.
 The user, having once been human, has long since lost their physical
form. They cannot sustain on their own for extended periods of time. The
 user can only be outside of an 'object' for one post round otherwise
they will fall unconscious.
- The user requires a target in order to jump from their current machine and needs to be within the control range allowed.
- When the user goes over their limit they suffer -3 stats to stamina and -1 speed for two posts.
Perversion

## Quirk Abilities

The users perversion is so strong, it's will manifests in the form of a gauntlet (color of users choice) with a gleaming jewel over the back of their hand (color of choice). The armor is actually a part of the users body.

At C-Rank the users gauntlet can go full body.

+1 all stats when seeing breasts (Doesn't Stack)
+2 all stats for touching breasts (Doesn't Stack)
Whenever the user gains stats, a disembodied voice will scream, "BOOOSTO!"

Must be PLAYER CHARACTER'S breasts in order to work and buff wears away after two turns.

The armor can channel energy through the gauntlet's gem if the user has the ability to do so (otherwise unlocked at B Rank). Buffs length double, but buff amount remains same.

## Quirk Limitations

Bring out the gauntlet or armor costs up keep and has a max duration of five turns until B Rank where the user gains +1 turn per level. Armor is equal to users stamina level and can be broken while still active to remove pieces of it. Touching trans or trap breasts doesn't work and in fact cause -1 to all stats for one post and stops the user from accessing their gauntlet. -2 stats in speed for two posts when breaking the limit.

If the user is a girl, it has to be attracted to breasts and cannot use their own, you fucking sicko.
Tail

## Quirk Abilities

Owner has a big strong tail that he can swing about and use almost like
an extra limb. The tail can react in same fashion as the person owning
the quirk.

Length of the tail is 1,0 m + 0,25 m per control level. the strength of is the same as the strength of the owner.

## Quirk Limitations

Owner has a big long tail that can get stuck in-between doors, and
grabbed like anything else. The tails bones can also break. When the
user goes over the limit, the user of this quirk suffers a -1 stat grade
 debuff in Stamina for 2 post.
Computation

## Quirk Abilities

An ability which affects the brain of the user, causing it to
reconfigure itself, causing two primary difference. And inhuman
processing speed, and the ability to partition itself into multiple,
independent thought processes at once. This allows for the user to
always remain two steps ahead of his competition and to calculate
complex plans and their potential outcomes with incredible ease.

## Quirk Limitations

While the ability affects the brain's speed, it does not impact its actual intelligence, which remains within human range.
-It
 would be possible for the user to overwhelm themselves by attempting to
 process too much information at once, causing a -2 to speed and
accuracy which lasts for a single turn. This debuff also applies when
the user goes over the limit.
Aura Ball

## **Quirk Ability**

The user is able to emit balls of white energy from their hands. Although made of energy, the balls are actually solid and extremely bouncy. They lose very little speed whenever bouncing off a hard surface, and could feasibly bounce for a long period of time depending on how much power was put into launching them. The balls can be created at various sizes, ranging from the size of a racquetball to larger than a volleyball. The balls will disappear a period of time after losing all of their momentum.

## **Quirk Limitations**

The balls are not created with any momentum - they must be physically thrown by the user or launched in some way in order to do damage. The balls will disappear a period of time after losing all of their momentum.

When going over the limit, the user of this quirk suffers a -3stat grade debuff in Stamina for 2 posts.
Almanac

## Quirk Abilities

The user can change the weather around him through dance. When
completing a dance the weather can change as the user sees fit: Rain,
Thunder, Hail, Tornado etc.

## Quirk Limitations

If the user is interrupted before completing the dance, the weather will
 not change and they will have to restart the dance. If the user goes
over his limit, he will suffer a -2 stat grade debuff to stamina and
speed for the duration of 2 posts.
Finger Painting

## Quirk Ability

From the faces of their hands and fingers, an individual with this quirk can secrete a paint-like substance. The user can freely control the color, texture, and thickness of the paint they create. As the user gains control ranks, they may also alter other attributes of their paint.

 D Control
 C Control
 B Control
 A Control

## Quirk Limitations

In order to apply paint, the user must be able to either touch what they are painting, or fling paint. Paint can be washed off with water. Paint takes one post to dry (2 posts in humid climates). The user can only have paint with one set of properties per hand, and must wash their hand(s) before changing the paint. The user cannot manipulate the paint's properties or control it once it leaves their body.When going over the limit, the user of this quirk suffers a -3 stat grade debuff in Power for 1 post.
Light Manipulation

## Quirk Abilities

The user is abilty to ampilfy light into any different states of matter.
 This allows the user to manipulate existing light as a weapon, making
energy blasts or using it to heat objects. In addition, any light you manipulate is golden in color but still is rather translucent

## Quirk Limitations

A light source is needed to use quirk . There is a constant golden aura
around the User, making it difficult for the user to hide. When the User
 goes over their Limit, they suffer a -3 stat to stamina for two rounds.
Cloudmancy

## Quirk Abilities

The user can move and shape fluffy, white clouds at will. Clouds must be
 within line of sight to manipulate. The area of clouds the user can
manipulate grows as the user levels up their control rank. The user
always has a small cloud over their head that changes depending on their
 current mood, though it has no combat usage.

## Quirk Limitations

Going over the limit causes the user's eyes to become clouded, inflicting a -1 Accuracy stat grade debuff.
Lion King's Roar

Proud Roar +5

Inflige 12 coups. Diminue la DEF de tout les adversaires de 1 tier pour 2 tours. Diminue la DEF de l'Attribut Force de tout les adversaires de 2 tiers pour 1 tour. Inflige plus de dégats plus le numéro de slot est grand.

Lion King's Roar est une Médaille d'Attaque Super Rare dans Kingdom Hearts Union *χ*.
Immovable Object

## **Quirk Ability**

When the user activates this quirk they become inexplicably nigh impossible to move against their own volition

## **Quirk Limitations**

The user, while unable to be moved normally, is not any more resistant to blows, sudden stops at high speed, and etc.

The user suffers a -2 to Stamina for one post after going over the limit.
Viscoelasticity

## Quirk Abilities

The user of this Quirk is born with the ingredients required to make gum
 infused into their skin and bones. giving them the effects of gum as
being able to stretch, turn parts of their body sticky, pull off parts
of their body to use, etc. The latter of those abilities can only be
done on excess skin from the users body, depending where the user takes
it from can negatively affect them. The user also gains resistance to
blunt attacks when activated. A few side effects come with this Quirk,
as gaining a natural fruity scent and the users hair is replaced with
thick, clump like pieces of gum that can be styled to the users
preference like ordinary hair.

## Quirk Limitations

A drawback of this Quirk is if it is used in strong heat, the user
begins a melting cycle where they can become incapacitated if they
aren't able to move away to a cooler area quickly enough. Along with
that fairly cold temperatures and activation in water will cause the
user to become brittle and unable to move. When the user goes over the
limit, itcan cause the users extended limbs to become less reliable and
even start to become flaccid when trying to stretch, resulting in a -2
stat grade debuff in power and accuracy for 1 posts.
Red Grinder

## **Quirk Ability**

User can spin any part of the body, but only one part of the time. The maximum drill speed increases the higher the control rank.

At B rank control, the user can fly like a helicopter

## **Quirk Limitations**

The spinning body part takes a moment to achieve maximum speed, and same amount of time to lose it. Also, non-careful usage can end up carving the part right off, if hitting something harder than the rank of the user. When going over the limit, the user of this quirk suffers a -2 stat grade debuff in Stamina and -1 stat grade debuff in Accuracy for 2 Post. for two posts.
Healing Fire

## Quirk Ability

The user can emit a colored flame from their hands. The fire has medical purposes, and as such the user of this Quirk has the benefits of the First Aid Enhancement from the Medical License tree for free. This quirk able to cauterize cuts/gashes, take care of basic injuries and also provide warmth to others. Fire color is chosen upon character creation.

At B Rank control, if the user of this Quirk has the Battle Nurse Enhancement, while healing someone; their target gets a +2 stamina buff for 1 post after being healed.

At A Rank Control, if the user of this Quirk has the Super Surgeon Enhancement, while using 'On The Cusp Of Death', they are only immobilized for 2 turns, but suffer a -1 stat grade debuff in Stamina for 2 posts after the immobility ends as if they went over the limit.

## Quirk Limitations

The fire holds nearly no offensive purposes, it is easily put out. The user suffers a -2 debuff to stamina vs. cold based techniques. When going over the limit, the user of this quirk suffers a -1 stat grade debuff in Stamina for 2 posts.
Gecko

## Quirk Abilities

The user gains various abilities granted to gekkonidae. This includes a prehensile tail which can be detached at will, being able to climb nearly anything, having perfect night vision, and camouflaging ability. The user can also move fast on all fours.

## Quirk Limitations

The user suffers from drawbacks including weakness to cold and restricted diet. Their camouflaging ability increases in variety as the user gains control over their quirk. If the user goes over the limit, they suffer a -2 Accuracy debuff for 2 posts. Users with this quirk are usually nocturnal and sleep upside down.
Respiratory Bypass

## Quirk Abilities

This quirk allows its owner’s body to naturally metabolize oxygen, and
thus their body completely lacks a respiratory system, and is unable to
breath, but does not need to. This grants the quirk’s owner +3 Stats
grade to Stamina, as they do not become winded/out of breath.

## Quirk Limitations

As the user lacks a respiratory system, they cannot talk/make noises
vocally. When the user goes over the limit, the user of this quirk
suffers a -4 stat grade debuff in Stamina for 2 posts, as well as to
suffer asphyxiation while they are over limit which causes immobility.
(The user must still purchase enhancements in order to exceed C+. If
enhancement is not in place, the quirks +3 stat buff to stamina is
useless until that cap raiser is applied.)
Glass Manipulation

## Quirk Ability

The user is able to create, and manipulate, reflective, or transparent glass. They have special pores all over their body that release tiny particles of glass that form together to create larger pieces of glass. The center of their chest holds a glass core, which constantly produces these particles. The glass they manipulate is stronger than normal glass, having strength equal to the users control rank.

 The user cannot manipulate glass in tiny particles (aside from creating glass structures) until they reach C-rank control. Reaching C-rank will allow the user to manipulate the glass like dust, which can be dangerous when inhaled. They will also be able to see through glass that is around them (control rank is the range), making all forms of glass around them another set of eyes.
(Techs must be used for both of these abilities. NO free forming)

## Quirk Limitations

The user is always breaking glass. Their hands seem to crack any glass objects they touch with little to no effort. This makes it very difficult for them to interact with technology that has touch screens. Releasing glass particles cannot be done through clothing, or armor. Unless they have specifically designed clothes, the users skin must be exposed to use the quirk. Breaking the limit will cause the user to suffer -2 in accuracy and stamina for 2 posts. They will also find their pores clogged with glass, causing bleeding if they release more glass. If the glass core in their chest is destroyed, the user will not be able to use their quirk for the rest of the thread.
Skippy

## Quirk Abilities

The user of this Quirk is born with the appearance and abilities of a kangaroo (or any other macro-pod), giving them the corresponding physical features. One of the most notable being their strong tail, which can be used to support their own body weight and balance. Also important is their powerful legs, that function similarly to springs. The user traverses through using these legs to hop around with little effort, being able to cover significant distances in a single bound. Regardless of the user's sex, they also have a cozy pouch that can be used for safe storage of various things.

## Quirk Limitations

As a result of their anatomy, the user is not capable of walking or hopping backwards. In additionally, if the user goes over the limit their legs and tail begin to cramp, resulting in a -2 stat grade debuff to speed for 2 posts.
Speed Chemical

## **Quirk Ability**

The user of this quirk has a chemical inside their body which causes sparks to come out of the body part that is moving quickly. This quirk is charged by every step the user takes (two posts). The user may take the charges and use them for a burst of speed, boosting their current stat by +3 for the round it's used in. The user can consciously use this chemical in individual body parts or the whole body. The user can excrete this chemical from their fingertips, allowing them to affect other people.

The user of this quirk is able to achieve S+ Speed.

## **Quirk Limitations**

Activation of the Speed Chemical requires the user's Glucose and Glycogen to burn quickly. This means that the user could become physically fatigued and drained should they overuse. Should the user leave their condition untreated they could pass out and in some cases they could lose physical strength, lowering their stats, however this is in extreme cases. When going over the limit, the user of this quirk suffers a -3 stat grade debuff in speed and accuracy for 2 Posts.
Bounce

## Quirk Abilities

The user can convert anything they touch into a giant "trampoline" embedding it with elastic bouncing properties.

## Quirk Limitations

If the user goes over their limit, they will find
themselves exhausted with a limp elastic tongue, unable to speak, and -1
 letter grade debuff to Stamina for two posts due to their exhaustion.
The area they are able to affect and the type of material is dependent
on the rank of the technique used.
Friction Flash

## **Quirk Ability**

The users skin releases bright blinding flashes of light when it is exposed to friction. this allows the user to conjure flashes of light by for example snapping their fingers or clapping their hands together. It also functions as a defense mechanism as enemy attacks can trigger the quirk.

## **Quirk Limitations**

The user isn't immune to the flashes and if they don't protect themselves from their own flashes they blind themselves causing a -2 accuracy debuff to the user for 1 post.
The Beast King

## Quirk Abilities

This quirk sees it's user take on the Physical characteristics of a **Male** Liger even if the quirks user is themselves female. The smallest know user of this quirk ever recorded was a staggering 7 foot tall and it is not uncommon for the possessor of this quirk to grow up to 8 or even 9 feet in height. They become intensely muscular with wild shaggy hair that grows at an accelerated rate and their skin turns a golden hue of tan (although ivory white skin is possible but in these cases hair will also be white) and may or may not have faint stripe patterns on their skin. They have sharper then normal teeth and long hard nails without exception. Some acquire even more cosmetic features resembling the largest and most powerful feline in existence. They have exceptional eyesight and a well developed sense of smell. They can use their strong tough nails as weapons or tools to climb with. They are exceptional swimmers and are usually fairly good natured despite their aggressive appearance.

In addition the user of this quirk can Reach B+ Ranks in Power and Stamina without needing enhancements to raise their natural cap.

## Quirk Limitations

The users of this quirk tend to be mellow and lazy in their outlook and are not usually very aggressive unless they feel their personal space is being invaded. Dogs and Cats alike give the user of this quirk a wide instinctual birth and may even cower in their presence unless they are used to the quirk's user. Due to the fact they have a very active metabolism and very sharp, Liger like, teeth their diet requires a large amount of meat and they have an odd craving for raw meat. They are very much build for explosive bursts of activity despite their sturdy and powerful frames so they tend to be active only in short intervals and then laze around procrastinating to recuperate their energy. If they go over the limit their natural lethargy sets in due to their lack of energy and they receive a -3 stat grade debuff to Stamina and Speed for 2 posts.
Alien Monarch

## Quirk Abilities

The user of this quirk gains control of their life energy. The energy
also warps their body giving certain physical enhancements and altering
the natural human form, giving the holder of this Quirk an Alien like
appearance.
As the user gains more control of their quirk they undergo a kind of metamorphosis.

**D**
 rank- The user gains a 1 meter long tail with minor strength. The user
is also able to use their energy for minor attacks and physical
enhancement.

**C** rank- The users body receive massive gains.
Bulking and growing tall but with a monstrous twist. Horns, spikes, and
other nefarious looking changes occur to the user. +1 stat grade to
power.

**B** rank- The user gains more bulk and height(+1 stat grade to power), but their body becoming more like their original form.

**A**
 rank- The user condenses and loses previous bulk and height(power
bonuses as well). Through that, they gain +2 stat grade in speed.

## Quirk Limitations

The energy used by the user cannot buff anyone but the user. Any energy expelled will be hazardous to others.

Should
 the user go over their limit their energy retracts and becomes
unusable. This also takes the physical enhancements, excluding the tail,
 away for 1 post. The user also suffers a -3 Stamina de-buff as a result
 of their weakened physical condition.
Glue

## Quirk Ability

The user secretes a sticky oil from their skin that hardens within a few seconds of losing contact with the user's body.

## Quirk Limitations

The oil sticks to other people and objects very easily, so the user is advised to avoid touching others with their bare skin, unless they intend to use their quirk on them. Also washing clothes becomes quite the chore.

Going over the limit causes premature hardening of the oil, resulting in a -2 stat grade debuff in Speed for two posts.
Shadow Travel

## Quirk Abilities

Allows the user to travel through shadows. The user can feel a slight
tingling sensation when someone or something steps into the user's
shadow, or the shadow they are traveling through. The user can bring one
 other person through the shadows. The user must be fully out of the
shadow in order to effect people until B-Rank.

## Quirk Limitations

The user can only stay in the shadows for as long as they can hold their
 breath. If the user goes over their breath capacity, they will be
forced out of the shadow and pass out. The worst possible outcome for
over going over the limit on this quirk is death. The faster the user
travels through the shadow, the more strain is brought on mentally and
physically. The user can only travel through shadows that are connected
 with each other. If they are not connected, the user will feel like
they hit an invisible wall and be knocked out of the shadow. When
bringing another person, the mental and physical strain put on the body
is doubled and the other person feels the normal amount of strain. When
 traveling, you are able to see what is around you, but you can not hear
 anything. -2 Stamina and Speed for Two Posts.
Scarf Reaper

## Quirk Abilities

The user is capable of unraveling their body, including their clothes,
into a length of scarf-like fabric, which they can manipulate as though
it were their own body, exerting strength through. The user may control
this perfectly, capable of winding it into shapes, moving it out of the
way of attacks, and other such activities.

## Quirk Limitations

When the user goes over the limit, the user of this quirk suffers a -1
stat grade debuff in Stamina,Power and Accuracy for 1 post.
Furthermore, this fabric is their body, any damage to it, happens to
them.
Fire Manipulation

The power to manipulate heat and fire.

## Quirk Abilities

The user can create, shape and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products.

## Quirk Limitations

Control, discipline, forethought, and restraint are extremely important. Unconscious, emotion-influenced, impulsive, or reckless use of this power can be catastrophic.
Bloodcurdle

## **Quirk Ability**

This Quirk allows the user to paralyze an opponent by ingesting samples of their blood.
The amount of time a victim remains paralyzed depends on their blood type (Control Rank) in relation to the owners (Control Rank).

## **Quirk Limitations**

Due to their bodies odd mutation to ingesting blood, their arteries have changed in such away to give them a unqiue form of peripheral artery disease.
The user suffers a permanent -3 stats in speed. If the user goes over their limit the suffer a -3 stat to stamina and power for two posts.
Angels Pride

## Quirk Abilities

The user is born an angel with wings and a halo, able to telekineticly
control their halo. It can give off blinding light, and is razor sharp.
The halo is the same rank material as control rank. Can do large hops
and gliding D-Rank. Full flight unlocked at B-rank.

## Quirk Limitations

When the user goes over the limit, the user of this quirk suffers a -2
stat grade debuff in Power and Stamina for 2 post as well as causing
the halo to fall to the ground useless.
Limb Blooms

## Quirk Abilities

The user is able to bloom extra limbs to any part of their body; extra
hands, feet, arms, legs... you name it, and they can make it appear. The
 size and number of these extra limbs is dependent on control rank, as
shown below; (numbers in brackets represent how many extra limbs they
can create).

**D**-Rank: Appendages the size of their own. (4)
**C**-Rank: Appendages twice the length of their own. (6)
B-Rank: Appendages twice the overall size of their own. (8)
**A**-Rank: Appendages three times the overall size of their own. (10)
**S**-Rank: Appendages four times the overall size of their own. (12)

## Quirk Limitations

As above; number and size of extra limbs is dependent on control rank.
Can only be accomplished through techniques for maximum effectiveness.
They can only free-form half of their normal number, but they will
disappear after their free-form purpose has been completed. Beautiful
flower patterns are emitted wherever a new limb blooms. They suffer a -2
 in Stamina and Power when over-using their quirk.
Density Alteration

## **Quirk Ability**

The user is able to change their density at will making them able to float or sink, the user can't control their lateral movement whilst floating. With higher levels of control the user can make certain parts of their body more dense leaving the rest of the body unaffected for example when throwing a punch they could make their fist incredibly dense but leaving the rest of the body normal so they don't sink through the earth.

 D
 C
 B
 A

## **Quirk Limitations**

User can only make them self so dense or not dense? If they try to become less dense too far then they risk falling apart. The user is unable to move through objects by making themselves less dense, on the other hand if the user tries to become to dense they may injure themself under the strain of their own body
When going over the limit user suffers a -3 stat grade debuff in stamina.
Lunch Rush

## **Quirk Ability**

The user of this quirk has the ability to greatly increase their strength simply by consuming a food item of their choice. (+1 to power buffs) The user must choose a single food item or ingredient to be the trigger for this Quirk. This could be sugar, meat, bananas, , etc. Due to the nature of their Quirk, the user also has quite the craving for that specific food item.

## **Quirk Limitations**

Use of the quirk also causes the user's own cognitive functions to drop, causing them to become dumber the more their strength increases (each power buff also incurs a regular debuff to accuracy of the same rank as the technique used). When going over the limit, the user becomes tired and sluggish, causing a -2 stat grade debuff to speed and accuracy for 2 posts.
Perfect Aim

## Quirk Abilities

A mutation in the retina, turning the users eyes to snake slit like
pupils, seem to be able to always hit anything the user sees. The user
is able to achieve S+ Accuracy.

## Quirk Limitations

User has to be able to see their target in line of sight. Only affects
projectiles. The shot does not track or trace target (this doesn't
auto-hit). Activation makes their eyes flash with bright white energy
for two seconds. Over-usage causes their eyes to overflow with tears for
 two posts, and an Accuracy debuff of -4 for the same amount of time.
Crying makes the user unable to use their quirk.
Golden Eye

## Quirk Abilities

Their eyes glow golden when using their quirk. This user was blessed
with a quirk that allows them to have extremely accelerated perception
of time. They have great reaction time, and can achieve +S accuracy.

## Quirk Limitations

Quirk must be active through use of LP(Techs)

Their bodies may
not be able to react to the speed that they can see if the opponent is
too close and or too fast. When the user goes over the limit, the user
of this quirk suffers a -3 stat grade debuff in Accuracy for 1 post..
May also cause the eyes to bleed and or lose sight from over exhaust.

Cool down time D rank- 1 post, C rank- 2 post, B rank- 3 post, A rank- 4 post and S rank- 5 post.
Powdered Weathermancy

## Quirk Ability

The user of this quirk gains the ability to exude special, translucent powder from their body which reacts with the atmosphere in different ways. Certain consistencies at different heights will cause changes in the weather with varied control, depending on the user's Control Rank.

User is capable of reaching B+ Accuracy & Speed.

## Quirk Limitations

They are limited to their Control Rank Range and cannot affect areas outside of this. Techniques must be used for different types of weather effects and such. They get overwhelmed with allergies when over-using their quirk, due to the powder getting bunged up in their sinuses. Over-usage of the quirk results in a -4 Accuracy debuff for two posts.
Gas Chamber

## Quirk Abilities

This quirk gives the user a unique gland in between the lungs capable of
 rapidly producing various types of gasses and channeling them into the
lungs so that the user can exhale them.

## Quirk Limitations

User must understand the atomic configuration for their gases. Using
this ability too much can temporarily cause difficulty breathing and
painful, excessive coughing. When the user goes over the limit, the user
 of this quirk suffers a -3 stat grade debuff in Stamina and a -1 stat
grade debuff in Power for 2 post.
Sword Intent

## **Quirk Ability**

Sword Intent is a quirk that allows the user to make attacks with their body become sharp by summoning their "will" - a colored aura (varies from user to user) - to strengthen it. The strength of the attacks is equivalent to a sword of the same material tier as the Technique rank. As their control rank develops, they are able to extend the sharp aura beyond their body to increase their reach, starting from C-rank. At B-rank, they can even create projectile attacks out of it.

For whatever reason, this cannot be channeled through a real sword.

## **Quirk Limitations**

When the user goes over the limit, they suffer from their own sharp intent: Suits/clothing of material rank lower than their control rank will rip in random places and sharp wounds will split open around the body regardless of rank. The user also takes a -3 stat grade debuff in Stamina for 2 posts.
Poison Dart Frog

## Quirk Abilities

Users with this ability generally have a skin color of blue yellow or red, in a dark shade at first, and smooth wet skin. They have great jumping ability like frogs and have the ability to climb any surface. Along with these they secrete poison out of their pores giving their skin the wet look it has, along with this their sweat is also a poison.

### Color of skin based on rank of poison

**E - Darkest**

**D - Dark**

**C - Average**

**B - Light**

**A - Bright**

**S - Brightest**

## Quirk Limitations

How strong their poison is, is based on the brightness of the color of their skin. Without a higher control of their quirk they cannot get their skin brighter. Unlike some frogs the user of this ability cannot swim faster than normal. Going above the limit will cause a -1 letter debuff to speed for 2 post and will cause dehydration.
Bubble's Gravity

## Quirk Ability

The user can place two fingers together making a circle, blowing inside it as a bubble of red or blue will come out. The user can make it stay put or send it towards people. The quirk power is controlling gravity, living or non-living objects can be hit by it, and that counts themselves.

When a bubble is formed it will be the size of a human able to trap them or something smaller. The user can destroy the bubble remotely by click their fingers together. As it will push them down becoming heavier.

As it will lift them or it up into the air becoming lighter.
Red bubbles push the victim down and make them heavier and blue bubbles push the victim up and make they lighter.

## Quirk Limitations

When going over the limit the user will lose -2 Stat Grades in Power for two posts, as the joints around their hands will lock up, forcing her hands to go behind their back. In turn making the user cannot use their own quirk, unless pushing past the pain so they can form the sign to make her bubble.
Deep Diver

This Quirk allows its user to liquefy solid or semi-solid matter
 on contact seemingly and phase through it. When in use on the ground
the user 'sinks' into the ground as if its a liquid and likewise can
'swim' through the surface of other objects. The only thing marking the
activation of the Quirk being an eerie sound of droplets hitting the
stilling surface of water.

## Quirk Limitations

Even though the object appears to be behaving like a liquid no other living thing besides the user
 may enter and leave. Ease of movement through an object is determined
by density meaning swimming through solid ground would be easier than
reinforced steel or dense concrete. The user cannot breath while
swimming in an object nor see the outside world aside from surface
shadows reflected onto the 'water', *the closer the user gets to the surface the more prominent a shadow cast by them on the object appears*.

When
 the user goes over the limit, the user of this quirk suffers a -2 stat
grade debuff in Speed and Stamina for 1 post. the user is left winded
and slightly exhausted. This Quirk, regardless of user, instills a
psychological response to seek shelter in closed spaces or inside
objects if they are afraid.

### Unlocked at Rank **C**-rank

The user will be unable to activate the Quirk if you manage to knock
them out of their 'water' when they are vertical or upside down as their
 entire system has been temporarily shocked. Even with the ability to go
 up vertical surfaces if the material *lacks volume the user cannot completely hide themselves*.
Gauntlet Weapon

## Quirk Abilities

A Permanent Gauntlet that is made out of obsidian. When at
younger ages the gauntlet will slowly grow from the user's body and
manifest out of the user's hand. The gauntlet is capable of manifesting
the will or relationship of family and friends and turn them into
weapons. Whether in the user's gauntlet hand or regular hand. Depending
on the individual this quirk will make a special weapon based on them.

## Quirk Limitations

Overall limitations are that the Gauntlet is permanently active,
 which affects the user's daily life. That and the quirk(s) itself is
attached to the user. If severed off from the user's body or demolished,
 it will be no longer usable and the quirk will disappear. The limit
break is -3 debuff points to Speed for 2 Turns.
Bulking

## Quirk Abilities

The user is able to go into a hulk like state after having some sort of emotional break down (not only limited to anger). Most of the time this quirk activates on the most vulnerable emotion, for example if you are are easily scared then you would be triggered by a high amount of fear. The quirk is not limited to transforming one's entire body albeit, one could simply transform and bulk their arm for heavier damage or resistance.

## Quirk Limitations

Precision and speed aren't exactly something that can be gained from using this quirk, the same for accuracy, one would have to train in this themselves to have any benefit over them. When the user goes over the limit, the user of this quirk suffers a -3 stat grade debuff in Stamina for 1 post.(Duration: 2 posts for the debuff)
Spirit Tentacles

## Quirk Abilities

The user is able to manifest tentacles of various sizes (The maximum
size and length is determined by rank), which they are then able to
control as if they were extra limbs.
The user can manifest a Large
tentacle once every two posts until B rank, at which point they can
manifest one per every post and at S rank they can make two per post.
Tentacles can last for a maximum of six posts at all levels. The user
cannot manifest large tentacles until C rank

The user can manifest up to:
**D-**rank: 2 small tentacles
**C-**rank: 3 small tentacles
**B-**rank: 4 small tentacles
**A-**rank: 5 small tentacles
**S-**rank: 7 small tentacles

The
 quirk user and the tentacles are both unatural colour shades, with
variations similar to the hues on an octopus, jellyfish or other marine
life, with the quirk user having unusually smooth skin, like their
tentacles. The tentacles are smooth and formless, and almost ghostly
looking. In addition they also have thin tentacles in place of hair,
although these tentacles are not controllable by the user and work much
like hair.

## Quirk Limitations

In addtion, tentacles can only be manifested on flat surfaces which have
 enough surface area to hold them. Walls, ceilings and roofs being
obvious choices. Tentacles can also be manifested on the user
themselves, but not on any other organic lifeform.
Small tentacles
lack the strength large tentacles have, while large tentacles can be
manifested less often. The strength of each type of tentacle also scales
 with rank, with small tentacles being one rank behind (apart from in D
rank)

Max Size and Length of Small Tentacles:
**D-**Rank: 3 inches size (Diameter), 7 feet in length
**C-**Rank: 4 inches size, 9 feet in length
**B-**Rank: 5 Inches size, 13 feet in length
**A-**Rank: 5.5 inches size, 20 feet in length
**S-**Rank: 6 Inch size, 30 feet in length.

Max Size and Length of large Tentacles:
**D-**Rank: N/A
**C-**Rank: 12 inches size, 9 feet in length
**B-**Rank: 36 Inches size, 15 feet in Length
**A-**rank: 50 inches size, 24 feet in length
**S-**Rank: 100 inches size, 55 feet in length.

If
 the quirk user goes over their limit, they begin to feel the feelings
of nausea and seasickness. They get a -2 to accuracy and speed for the
next three posts.
Stellar

## Quirk Ability

The user's quirk's lets them absorb light emitted from stars. The user of this quirk possesses a light glow of stellar energy around their entire body. They posses the power to channel this energy through themselves to fire cosmic rays, create an intense heat around themselves and can use it augment their physical abilities. The user can levitate themselves off the ground by spending LP. The user is stronger at night, gaining a passive 1 stat buff to power

## Quirk Limitations

The user's glow shines bright if their LP is high, as the user's LP lowers, the glow being to dissipate. When going over the limit, the user of this quirk suffers a -3 stat grade debuff in Power and a -3 stat grade debuff in Stamina for 1 post. Since the user's power from starlight, they stronger at night then at daytime. In daylight the user suffers a -1 stat buff to power.
Exoskeleton

## Quirk Abilities

You appear to be a walking/talking skeleton, but the truth is that your
bones are slightly thicker (by about two inches) and slightly more
hollow (by about an inch in diameter) than regular human bones and this
is what houses your organs, muscles, etc. Your organs and muscles, while
 fully functional, are extremely thin. If your muscles grow then your
bones will make room and grow with them. You are able to eat, but you do
 it differently. There’s a small hole in your spine behind your jaw,
around where your throat would be, that you stick food in. Food must be
pre-chewed, unless you want to gross everyone out. Your entire body is
able to fall apart and be reassembled. You ***cannot*** control your body parts remotely, they must be attached to you to control them.

## Quirk Limitations

You have no eyes or ears. The only way that you’re able to "see" and
“hear” is through the vibrations you feel in your bones (like Toph from
Avatar). This results in a permanent -1 in Accuracy. The bones cannot
grow thicker only more hallow. If your bones get scarred or injured, you
 can drink milk to heal them. It takes 1 post for the milk healing to
take effect. You have no facial expressions. Going over the limit
results in -2 stat grade stamina.
Devil's Advocate

Noir Chevalier

## Quirk Abilities

When the user activates this quirk, the user's right arm grows in size, increasing a considerable amount while shaping into an arm similar to that of a demon. His hand becomes a claw with talons as sharp as knives. Each talon is about 7 inches in length, and 2 inches wide. Along his arm are five short spikes that run along his arm all the way to his elbow. The arm increases his strength and allows him to be able to cut through rock. While the quirk is inactive, the user's arm is a distinctive red. This skin color spreads to other parts of the body as the control rank increases.

As the user control increases, his body becomes more demonic.
C rank- Two demon Arms
B-Rank Torso
A- Ranks Legs
S- Whole Body
+1 stat added on to all power buff techniques.

## Quirk Limitations

The user can never really keep his power active for more than a couple of minutes, maybe five tops if he is lucky. Then there is the pain it causes when ever he activates it, but that goes away after a while. When over using the demon arm, the user will suffer the withdrawals across all of his muscles resulting in a -3 stat grade debuff to Power and a -2 stat grade debuff in Stamina for two posts.
Thief's Greed

## **Quirk Ability**

The user of this quirk can steal a physical attribute via touch. This works by the user touching their victim, imbuing a crimson mark on their skin. For as long as the user activates the quirk, they absorb 1 stat grade. The range of the quirk follows the AoE table. Afterwards the mark disappears, and the user needs to reapply it. While using the quirk gains blood red streaks starting from their forehead down to their feet.
A B rank control, the user can absorb 2 stat grades. At S rank control the user can absorb 1 letter grade.

## **Quirk Limitations**

A victim cannot have more than 1 crimson mark. If the victim is marked, but the user doesn’t activate the quirk in 3 posts, or is 25 feet way from the user the mark disappears. There is a one post cooldown after a victim’s mark disappears.
If the user goes over the limit, all marks disappear and they get a debuff of -2 stat grade in stamina, speed and power.
Force Field

## Quirk Abilities

The user is able to create a field of force that is literally
unbreakable. Physical, energy-based techniques, and objects are
deflected by the barrier. The field shows as a silver haze.

## Quirk Limitations

Going over your limit take -3 stat grade to stamina and a -2 stat grade
to power for 2 posts. The user's breathe is always silvery. The user
must remain in place, but not motionless when using the quirk.
Komisja ds. Rozwoju Organizacji

**Komisja ds. Rozwoju Organizacji** - niestała komisja Prezydium Samorządu Studentów, utworzona pierwszy raz w kadencji 2018/2019.

## Zadania

Komisja podejmuje działania mające na celu usprawnienie komunikacji i współpracy między Samorządem Studentów SGH, a działającymi w Szkole Głównej Handlowej wWarszawie uczelnianymi organizacjami studenckimi.

## Kadencja 2018/2019

* Michał Gałagus - przewodniczący

Plik:Stub.svg *Ta strona to zalążek artykułu. Możesz pomóc SGH Wiki **rozbudowując ją**!*
Bloody Scream

## Quirk Ability

Bloody Scream is the ability to both generate a surplus of blood and manipulate it and it's properties. This allows the user to both harden, crystallize, and return blood back to its liquid form. A fringe benefit of this is that it makes it a tad harder to die of blood loss given that they can generate more.

## Quirk Limitations

Bloody Scream may not turn blood into a gaseous form, as it requires and open cut for the user to let the generated blood out. The user may not control anyone's blood but their own.

Blood that the user is no longer in physical contact with may not be controlled and the spilled blood will have to be touched again to be manipulated.

If unconscious the user will bleed as a regular person would without more blood being generated to take its place. If this ability is overused the user will start to feel the effects of blood loss and become woozy. When going over the limit, the user of this quirk suffers a -3 stat grade debuff in power for 2 Posts.
Rich Sense

## Quirk Abilities

The user of this quirk gains the ability to 'feel' a variety of rich
minerals and metals, above or below ground. No other ability: people of
this quirk do end up becoming filthy rich, funnily enough.

+25% Cash Bonus upon thread completion.

## Quirk Limitations

The distance they can sense these minerals and metals is limited by
their Control Rank in Range. The rank that these minerals can be is also
 limited in much the same way; e.g. A D-Rank character can only find
D-Rank minerals and metals in the ground. Over-use of this quirk results
 in a -2 Accuracy debuff for two posts.
Scorpio

## Quirk Abilities

This person resembles a scorpion! They thrive in hotter climates while cold may not be their forte. If they're able to maintain a warm temperature they gain +2 accuracy. This person's skin is covered in a thin, hard exoskeleton which gives the user a brown sheen. This acts as an armor equal to the user's control (Capping at C). Besides this, they also have a large, prominent scorpion tail which can act as it's own limb (1.5 meters long). It can be used for better maneuverability, hand to hand combat, and the sharp tip can secrete different venoms.

## Quirk Limitations

In cold areas their exoskeleton becomes brittle, losing any protection they may have gained from it. Their tail can break like any other limb and if opponent maneuver themselves properly it will may even get in the user's way. Exoskeleton doesn't grow back until after a thread. If the user goes over their limit they'll become fatigued, suffering a debuff of -2 stat grade in stamina for 2 posts.
Half-Land Half-Sky

## Quirk Ability

The lower half of the user's body has the ability to control the earth and their upper body can manipulate air by rotating various joints in their arm. Based on the amount of time and position the user can make various gusts of wind. from the finger will be not very powerful but using his shoulder to create a gust has the potential to create a gale force wind. however that is not without cost

## Quirk Limitations

Upon overuse of the quirk the users joints lock up and their are unable to move. Further, they incur a minus 2 speed debuff when going over the limit. The user cannot manipulate sand or clay only earth and the user has a knock back upon use when rotating their shoulder to generate wind the knock back is 15m with the elbow it is 10 with the wrist its 5m.
Hydro-Mania

## Quirk Abilities

The quirk gives the user permanent gills which allows the user to
breathe underwater. The user is granted increased stats when fully
submerged in water(+2 to all stats). The stat buff increases with rank.
The user is also able to 'talk' to all marine life.

## Quirk Limitations

If the user is away from water for too long they start to become
severely weak to the point where they can no longer stand(-1 to all
stats). The user also has lungs so if the user's gills are covered then
they will be unable to breath underwater. The user can only talk to
marine life, not control them. 'Talking' to marine life takes
concentration to make the telepathic link to converse. When the user
goes over the limit, the user of this quirk suffers a -3 stat grade
debuff in Stamina for 1 post.
Antennae Horns

## Quirk Abilities

Allows the user to have an antennae in the shape of a horn. The horn are
 able to transmit and receive radio waves signals. The horns also
enhances users senses, enabling the user to achieve A rank to accuracy.

## Quirk Limitations

The horns are permanent and cannot be removed.
The maximum distance the horn can transmit depends on its control level.
**D**- 5 m.
**C**- 15 m.
**B**- 25 m.
**A**- 50 m.
**S**- 100 m
Overusing
 can cause headache. When the user goes over the limit the user will
receive a -3 stat grade debuff to Accuracy for 2 posts.