recursal/Fanatic-Fandom huggingface dataset:
Silver Wing

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Quirk

Quirk Name: Silver Wing

Quirk Type: Mutation

Quirk Overview:  Silver wing gives him a pair of fully functional, silver and metallic looking wings. The wings themselves are indestructible, as are the feathers(save for one thing which will be mentioned in weaknesses and drawbacks). The rest of him is not as indestructible. He can fly and use the wings in a number of different ways, even almost as another pair of limbs due to the unnatural prehensibility they have at the ends of them. He also carries the ability of being able to shoot off, or release these feathers and throw them as darts/knives. These feather projectiles travel at near bullet speeds(3/4th’s). His passive is that of being able to regenerate/molt a whole new set of feathers, but at a cost.

Quirk Limits/Drawbacks, strengths, and weaknesses:  His wings effectiveness are determined by how many feathers he has left. (he has around 20-30 primary feathers, aka the ones he flies with and shoots off),  if he has less than 3/4ths his max feathers, his flying abilities are impacted. ½ of them left, he can only fly half as well, and his height and other things are impacted largely. If he has less than half of his feathers left, he cannot fly. Re-molting or regenerating his feathers passively takes out a lot of his stamina and strength, along with depleting his system of iron some, putting him in an exhausted state where he can only fight half as well as normal, and movement is obviously inhibited, and he can only do it once daily, and when he does he only remolts 20 rather than his normal default max of 30 that he starts each day with. In order to keep his feathers at 30 rather than 20, he must eat a high iron diet and keep his physical health up.  There is also the fact that his feathers can be destroyed, but only by the fact that they disintegrate into nothingness after being away from his body after 10 minutes.

Quirk Overuse/cooldowns:  see drawbacks/weaknesses

Future Development: Very little development left, perhaps being able to molt better, or being able to fight differently using his quirk? Who knows.  ~+-+====================================================+-+~

Extra Info

Quirk Stats(Used as a general metric and scale of power and is not fine-tuned accurate nor absolute fact):  out of 10, 5/10 being average

Speed: 7/10

Power: 7/10

Defense: 7/10

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Daedalus

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Quirk

Quirk Name: Daedalus

Quirk Type: Emitter

Quirk Overview: the user will get a full analysis on any person or object, he can see the strengths and weaknesses of the person/object, he can also see probabilities of any given situation.

Quirk Limits/Drawbacks: He has to look at them for 3 seconds, also if he has to move his pupils dramatically or blinks he will have to get a good look at them again to know their weaknesses and strengths.

Quirk Strengths: Being able to view different probabilities and also being able to help the user know their opponent a lot more.

Quirk Weaknesses: If he was blinded, or in pitch black he would not be able to see his opponent and not get an analysis

Future Development: In the future he can be able to follow his opponent with his eyes and still get an analysis, he may even be able to see how they are feeling.

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Klon

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Quirk

Quirk Name:Klon

Quirk Type: Emitter

Quirk Overview: The user could replicate anyone to provide support in numbers.The user can teleport through her own clone.She ‘transfer’ her soul to the clone making her clone as her new body and her previous body as a clone.The clone has the same personality and body as the original one making it hard to distinguish.The user had a limit of creating two doubles at a time,however the clones can duplicate themself making infinite clones.The user can also make clones of a dead person (As long as she has the perfect image of the body however she needs some attempts before making the perfect clone)

Quirk Limits/Drawbacks:She can only make clones of other people if she knows the perfect measurement and image of the body to make the perfect clones,if she doesn’t have the perfect image then she would have a poorly formed clone that only lasted for 5 minutes.While the clone have the same body and personality as the original one it’s more weaker than the original.The clones also dissolved to black liquid after given enough damage (broken bones is enough to destroy it).When teleporting she can only do it for 7 times per day.

Quirk Strengths:Distracting enemies

Quirk Weaknesses: She needed a flawless image of whatever she planned to duplicate stored within her mind, so the measurements and physical features had to be extremely accurate. Without a perfect image, all she would get was a poorly formed copy that wouldn't last long.Therefore, every time a person undergoes any physical change, she has to take the measurements again.Meanwhile with the teleportation she will have extreme headache if she keeps teleporting,if she keeps going she will have internal bleeding.

Future Development:She will have more quirk control and can teleport up to 10 times per day

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Orbital

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Quirk

Quirk Name: Orbital

Quirk Type: emitter

Quirk Overview: Orbital allows the user a type of telekinetic-like ability. Within a 4 meter radius around them they can lift objects and make them orbit their body. These objects can be crushed into basic shape/polygonal states in order to make them harder/more compact, or flung at foes. The user can make the objects orbit around them at up to 30mph speeds.

Quirk Limits/Drawbacks:  The quirk has no limit of objects the user can lift, but it does have a weight limit. The total of objects/projectiles cannot exceed 200 pounds of weight. The objects can also end up limiting the users movement or agility if too many are orbiting around them. The user has to take care that objects do not collide, otherwise they will drop to the ground.

Quirk Strengths: It’s a precise quirk that allows for creative usage. The user can lift and crush many things and then slam them into their foes if they are close enough, or fire them off as a projectile. The orbit holds certain strength, meaning that someone else would have to pull the object out of orbit physically.

Quirk Weaknesses:  Other people can interrupt the orbit of the objects or use the objects against the user as makeshift weapons if they can grab and pull them out of the orbit.

Future Development: Perhaps the user could be more precise, or end up able to lift higher total weight thresholds.  ~+-+====================================================+-+~

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:  6/10

Power: 5 /10

Defense:  5/10
Zipper

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Quirk

Quirk Name:Zipper

Quirk Type:Emitter

Quirk Overview: The user can create zippers on things they come in contact with. He can unzip things or zip them together. The zipper size is determined by how long the user is in contact so shorter time means a smaller zipper. Additionally he can hide inside of things that have the zippers. After time, the zippers will disappear.

Quirk Limits/Drawbacks: The zippers only go up to the size of the user. To make a zipper on something, the user must touch the thing.

A singular punch to the face from the quirk would only make about a zipper through about a quarter of the target's face. If he were to hit them with multiple punches though, he could unzip the head. Also, the zippers will only last up to 30 minutes and can break if the user takes major damage.

This makes the quirk usually close ranged.

Quirk Strengths: Disarming the enemy, ambushing, breaking in/out of places, and close ranged combat.

Quirk Weaknesses: Far range quirks and large objects would be good counters along with non physical quirks like gasses or liquids.

Future Development: Larger zippers or being able to make bigger zippers even faster

AWAKENING: With Zip's awakening, his zippers can now become even bigger than before. The new ability for his awakening allows him to create a sort of pocket dimension. This pocket dimension is big enough to fit zip in it as if he were in a small hotel room. He can hide inside of any object without damaging them including people, baseballs, and furniture. The downside is that he will be instantly kicked out of the pocket room
Doppel

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Quirk

Quirk Name: Doppel

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The Quirk allows the user to manifest their emotions to a form they fuse with and can control to do whatever the user needs. The doppel can form arms to carry and attack, can form wings to glide and fly, and cause small explosions. The Quirk also gifts the user a gemstone that shows the user their current emotional state and level of control. If broken the doppel will vanish and can't be summoned for a few days. Too much damage taken can also break the doppel. The gemstone appears on their chest when they're using the doppel.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The Quirk is based on the users emotions, but their strongest emotions are their negative ones. The more negative emotions, the foggier the gem becomes. Over usage of the doppel causes this as well. If the gem gets too dark the user will lose control and rampage. Positivity and cool down periods can help with the gemstone.

Quirk Strengths: (What does the quirk excel in?) The Quirk is very versatile and can be used in different situations. The explosions can be used for range, and the arms for close combat.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) If the gemstone is broken the user will not be able to summon the doppel for a few days. Too much damage can Also break the doppel. Also dark emotions and over usage cause the gem to get cloudy.

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

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Overdose

Quirk

Quirk name: overdose

Quirk type: emmiter

Quirk description: the quirk puts a purple substance into the user and this makes the user muscles stronger and bulging and increases his strength and durability. Though the substance is highly addictive. He would do so by extracting his blood then separating the overdose from the blood then putting overdose in a syringe then injecting it into someone. It also takes away his muscle limiters though because of his medical experience he knows his own.

Quirk strengths: it makes the user incredibly strong and durable to the point they could take a two point blank shotgun blasts and take heats up to a 500 degrees. His strength is increased 10%every dosage, he can also 9mph after every dosage

Quirk drawbacks/weakness: it’s highly addictive and if he goes for  awhile without it he goes into withdrawal. When he Is using it his cognitive ability declines the longer he uses it to point he needs direction from another person.

If he uses to much in a single day he will overdose on it and he may go into a Coma.

Suffer from Trembling muscles and convulsions.

He may also have Elevated blood pressure and body temperature.

He can't separate the blood and overdose during a fight.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) His quirk his held back by its affect on his intelligence making him at best taking basics initiative. Another thing that holds it back is it's addictive nature on the user. Also he can not take his overdose out during a fight so he has to prepare before hand.
Black Phoenix

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Quirk

Quirk Name: Black Phoenix

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

Quirk Overview: Can transform the user into black phoenix bird,. The user can fly, shoot fire missiles and also search. It can also control the size depending on how strong the user is. It can also attack by shooting or spreading fire with it wings. It can fly at high speeds. It can also search by flying high in the air and with it having very strong vision, it can zoom in and search from up above, it can also use thermal vision, since its attracted to heat.

Quirk Limits/Drawbacks: He needs time to change his size roughly 5 minutes

Quirk Strengths:Good at far range attack

Quirk Weaknesses: If he’s injured too much He’ll get back to his human form

Future Development:He’s a pro hero so none for now

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Collapse

Quirk

Quirk Name: Collapse

Quirk Type: Emitter

Quirk Overview: Quirk allows the user to shatter or create massive fissures in any solid structure around them or by touching them at will.

Quirk Limits/Drawbacks: She can’t control the amount of destruction she may cause, there is a very high chance of hurting yourself and others while using this quirk, you can get trapped in the destruction you’ve caused, get injured very badly or even die.

Quirk Strengths: Using this quirk she can break down anything regardless of material from a wooden table to a whole building. Can also raise up cracks by applying enough pressure.

Quirk Weaknesses: Depending on the size of the destruction her senses will be blurred and she will feel nauseous.
Analyst

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Quirk

Quirk Name: Analyst

Quirk Type: Mutation (It works closer to Highspec than IQ)

Quirk Overview: The user has the same deductive capabilities as the greatest detectives in human history, fictional and nonfictional.

Quirk Limits/Drawbacks: This caused his personality from being overly excited to cynical and lazy. While his intelligence is high due to this, he has the same level of strength as an amateur gymnast.

Quirk Strengths: He becomes a supergenius who is capable of matching wits with individuals like Sherlock Holmes, Arsene Lupin, Hercule Poriot, and the Dark Knight. As a passive ability he has almost a complete picture perfect memory, which is capable of retaining information he is told in a semi conscious state. He has gotten it to the point it is active all the time.

Quirk Weaknesses: Anything in the real world which would prevent a person from thinking at 100%. Like things such as extreme drowsiness, being drugged, or getting drunk. Anything that would mess with the mental process of a normal human will mess with him just as strongly (Another example being concussions).

Future Development: None

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Extra Info

It is unsure if this is actually a quirk or a lie contrived by Kaito to not deal with people who might look down on him if he didn’t have a quirk.
Half Demon Half Blood

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Quirk

Quirk Name: Half Demon Half Blood (HDHB)

Quirk Type: Emitter/Mutation

Quirk Overview: The quirk Half Demon and Half-Blood is the joint quirk between her two parents. Incio, in terms of the demon side, looks exactly like what any fiction would call a demon. The demon itself changes her appearance, as well as grants her heightened physical capabilities like speed and strength. Inhuman abilities rather. She also gains two horns, different eyes, and sharp teeth to boot. As for the blood, she can create just about any weapon type with her own blood, as well as possessing O+ type blood and being able to replenish it a staggering rate. These two quirks make her seem like a proper demon and is often referred to as just The Demon Blood Quirk.

Quirk Limits/Drawbacks: Blood Quirk: The emitter half, Blood, has its own separate drawbacks. The Blood quirk works best in close range, and can only go out about 7

meters. Along with this, the blood must come from an open wound of any sort, this means it is capable of stopping the bleeding but not entirely healing. She also cannot make anything that requires electrical or motor functions.

Demon Quirk: The Mutation half is limited by itself, possessing great ability in speed and strength.  But, in order to retain the true power of this half, she must have eaten, which she normally will not have time to do within the battle. This has forced her to train her body in its normal state. Whether she is at max capacity or not she keeps her horns, teeth, and such. Along with this, the strength of the form lasts for about 12 posts before reverting to her normal strength.

Quirk Strengths: It excels greatly in close range combat and reaction-based situations. She can create blades scythes, and things along those lines.

Quirk Weaknesses:  A lack of nutrition, and open areas

Future Development: In the future she will be able to send her blood out farther, with the proper practice. She also may find ways to accommodate for her high need of energy.

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Shattered Glass

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Quirk

Quirk Name: Shattered Glass

Quirk Type: Emitter

Quirk Overview: Shattered Glass basically allows the user to hop in or control mirrors. As in when the user touches a mirror they would be transported into it and could travel into other mirrors around it, but the other mirrors would have to be in a 2 meter radius of the mirror the user is in. The user could also break the mirror by touching it and could use the shards as projectiles, but only the shards from the mirror the user broke can be used in a 3-6 meter radius.

Quirk Limits/Drawbacks: The quirks limits are that only the mirror that a user breaks would be the only mirror that the shards would be able to be used and the user can only travel to other mirrors in a 2 meter radius . The drawbacks of the quirk is that if the user is in a mirror and the mirror is broken, the user is launched out of said mirror with a sharp pain in their head.

Quirk Strengths: This quirk excels in creating distance from the intended target by using the glass shards, it also excels in escape plans for the user.

Quirk Weaknesses: The weaknesses of the quirk currently are that only the mirror the user touches can be used to escape or to be used as projectiles. The counters to the quirk are most likely any rock quirk or hardening quirk.

Future Development: In the future the user would most likely be able to use the shards of multiple mirrors as projectiles without physical contact to break them. The user also might be able to travel to mirrors like 5-7 meters away from their initial mirror.

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Fairy Dust

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Quirk

Quirk Name: Fairy Dust

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 allows the user to emit a colorful that causes people to hallucinate and their reality to alter. The User can either control what the people see or let the person's imagination decide. It also might be difficult to breathe for some people during the gas. Level 2. Level 3

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The User has to be very focussed if they want people to see something during it, and they are affected by the gas themselves.

Quirk Strengths: (What does the quirk excel in?) The Quirk is great at pacifying crowds and opponents. It is also a quiet attack.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) If the user is injured or if the opponent has a defense against the Quirk, such as a mask. The gas can also be blown away. Plus once again if they want to show something they have to stay focussed.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.) Maybe the gas can cause more harm to the opponent or the user is no longer affected.

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Water Slime

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Quirk

Quirk Name: Water slime

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The user is a slime like water blob that has no blood, flesh or bones. The user can go limp and look like a water spill, giving the user great stealth capabilities. The user can shapeshift into basic objects and basic animals. The user has water like properties as in the user can slip through really tight places (take that in whatever context you will), along with the trait of having the ability of passing through most things like a gate or grid without harm.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The user leaves a trail of water wherever they go, they cannot surpass filters such as a net, if the user was caught in a net that had little to no holes, the user cannot escape, the user makes anything and everything they hold/touch wet.

Quirk Strengths: (What does the quirk excel in?) Stealth, infiltration.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Fire quirks, ice quirks.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.) The user will learn how to turn into more complex objects. The user will learn how to not leave a trail of water.

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Armament Master

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Quirk Name: Armament Master

Quirk Type: Emitter

Quirk Overview: Satsuma has a quirk that lets her materialize firearms, ammunations, large-caliber high-velocity guns such as a tank gun. Materials can be various, depending on how much fat Satsuma spends. This quirk covers up to gun attachments.

Quirk Limits/Drawbacks: The quirk requires Satsuma’s fat just like Yaoyorozu’s Creation. She also needs to leave her body exposed to dispense weapons from her body. Time between each creation is one minute and half for firearms and exactly sixty seconds to create a gun magazine or shell.

List of shell:

Regular shell; easiest to make and take less fat than others .

H.E. shell; take more fat than regular, larger explosion .

Piercing shell; take more fat than H.E. , no explosion but thick metal to penetrate through armor .

Incendiary shell; take same fat at Piercing shell, ignite stuff on fire upon explosion.

Quirk Strengths: Satsuma’s creations are quite versatile, Dragon’s Breath rounds, Diamond Bullets for example.  Flamethrower that becomes Frozethrower (use liquid nitrogen), Automatic Mosin Nagant and even gun designs from video games and media.

Quirk Weaknesses: Meanwhile, Satsuma’s quirk can easily get overpowered by many supernatural abilities. Hunger makes Satsuma unable to concentrate and might end up making a failure, which can result in malfunction, weapon jamming or explosion into her face. It’s also hard to materialize armament when Satsuma is soaked with water, even worse underwater. The quirk is also not the best in rescue missions, the best example I could give is to make a sturdy cannon to keep a part of wrecks from falling.

Future Development: Armament Master is not hard to master each weapon. The only notable improvable is materializing speed.

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Jelly Sting

Quirk Name: Jelly Sting

Quirk Type: Emitter

Quirk Overview: The user has sting cells on the palms of his hands. He can also secrete a jelly like substance that can be used as a projectile that can render the muscle it touches paralyzed.

Quirk Limits/Drawbacks: Jelly Sting is linked directly to the user's bloodstream, if there is so much as a cut on the user's body, the stinging is less effective.

Quirk Strengths: This quirk works best for espionage-like takedowns, as the user can easily take down any enemies in a given area, jelly can also be utilized for long range attacks. The jelly also works to fry circuits of a machine

Quirk Weaknesses: The more damage the user takes, the less effective the stinging is, does not work on inanimate objects.

Future Development:

* The sting cells are linked to the bloodstream, if the user has a high heart rate, the quirk is more powerful. It could paralyze an entire body of a grizzly bear even with just one splotch of jelly or a graze of a finger.
Plunder

Quirk

Quirk Name: Plunder

Quirk Type: Mixed

Quirk Overview: The user is basically in gas form, they can shape this gas as they wish. They can change their size and appearance.

Quirk Limits/Drawbacks: if the user stays in gas form for longer than 30 minutes they will lose control over the gas and literally mix in with air lmao. When the user turns into air there is no way for them to turn back to human form, they won’t necessarily die, but they’ll have to stay that way forever and lose all their human senses and abilities. The longer they stay in gas form they will start losing their senses such as hearing, smelling, talking ec. They don’t specially get faster in speed when they turn in to gas, maybe slightly faster bc of the surface tension, but nothing special.

Quirk Strengths: they can shapeshift and manipulate their size, so they can turn into objects and people. They can manipulate whether the gas is see through or not as well. And their hair floats when they’re in gas form so that’s pretty cool.

Quirk Weaknesses: if anything touches them when they’re gas form, wherever they got touched will lose its form, so they can't physically fight when they’re in gas form.

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

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Quirk

Quirk Name: Death Aura

Quirk Type: Emitter

Quirk Overview: Death Aura at its most basic form is just a special aura that can be used for multiple purposes both defensive and offensive though it is mostly offensive. The aura when activated can protect the user from quirks that can randomly affect their body directly (the aura can protect the user from powers like brainwash or something similar that affects the body or mind). The aura also can move around so the user can focus it in an arm to make that arm super powerful, the aura when around the body slightly increases ll physical stats but when focused on one area such as an arm or even a fist it can cause damage that creates craters or wide holes in buildings. The main reason it’s called a death aura though is because when the aura comes together in the user's palm it becomes a powerful scythe even though it takes the aura away from the rest of the body but the scythe is powerful enough to create even some shockwaves though they are pretty weak at first. The aura increases everything physical and even more when focused on that point so it can improve different parts when enveloping them such as eyes=better vision or legs=stronger legs/faster. It also adds endurance.

Quirk Limits/Drawbacks: When enveloping a part specifically it stops covering others making those more vulnerable. It’s not instinct (unless you were to develop it) so the user has to manually activate the aura. Adding onto the negative effects of the manual activation, it takes a few seconds to fully get out the aura. The aura also can’t be too far from the user’s body or else it just either disappears or stops working, the range is two and a half meters (Or three? Idk anymore)

Quirk Strengths: The aura is powerful mostly when focused on a specific part and it’s not so slow that to focus all of the aura in one spot would take 5 seconds. The scythe is powerful enough that (when used often) can create shockwaves by swinging it though they aren’t really strong enough to do damage at first. When used correctly the aura can do even more than at first thought. The aura can grow with training or emotion so it could be super strong or weak. (The weaker the aura the smaller the scythe btw, and power)

Quirk Weaknesses: same as drawbacks??? And also the aura is weak to pee, i don’t know why or how but it just is.

Future Development: The aura if grown enough could create TWO scythes, and of course the power would just be able to do more damage overall along with some new uses such as extra body parts made only from aura. The range can increase as well-

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Glassman

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Quirk

Quirk Name: Glassman

Quirk Type: Emitter

Quirk Overview: The user will be able to shoot small yet sharp pieces of glass from their palm. The size being around the size of a throwing rock. [Look at development.] The user will be able to fire bigger and sharper glass shards and if they so desire they can make a glass sword for close quarters.

Quirk Limits/Drawbacks: If the user fires glass non stop for ten minutes small yet extremely painful cuts will appear on his palm and if he is not careful he may cut a vein. [Development] the user will be able to fire now around for fifteen minutes but if they exceed past this limit instead of it just feeling like a paper cut it will feel like they are having glass shards cut them.

Quirk Strengths: This quirk excels at keeping distance from the enemy and being rather harmful. [Development] Now after development the quirk is able to create a glass sword for the user to use in close quarters combat .

Quirk Weaknesses: The quirk can keep firing past the ten minute time but everytime a glass shard is fired it will feel like they are getting a fresh paper cut on their palm. The user can fire from both palms and fire around ten shards a minute. [Development] The firing rate is now fourteen glass shards a minute. And as said the cuts will feel like being cut by glass shards.

Future Development: As the quirk gets developed the user will be able to fire do a few things. Look at the parts told in the upper categories.

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Extra Info

The user may have bandages on their hands and palms.
Golden Experience

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Quirk

Quirk Name: Golden Experience

Quirk Type: Emitter+Transformation

Quirk Overview: Kogane has an ability to create and manipulate gold (existing gold included). She can materialize her skin into gold as well as turning solid gold into molten gold and vice versa.

Quirk Limits/Drawbacks: Kogane’s range is 15 meters away from her body. Golden skin has a time limit and has almost the same cooldown time at 5 minutes. Much like Creation, she can’t generate gold if she is hungry.

Quirk Strengths: The quirk is quite versatile with the ability of reshaping gold. Gold under her control also gets harder, unlike regular gold. They are as hard as steel.

Quirk Weaknesses: Gold is relatively soft metal, harder material can penetrate through her gold and break them into pieces.

Future Development: Kogane is currently training her quirk to precisely manipulate large amounts of gold in a short period, range and faster creation

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Combative Sight

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Quirk

Quirk Name: Combative Sight

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

Transformation

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

Combative sight allows the user to optimize his eyes, by this, the user is able to change the capability of the user's sight. From being able to change their eyes in color, each color represents a different mode of the quirk.

Green: Allows Night Vision to be granted to the user. If any kind of light appears it can dangerously harm the eyes of the user.

Blue: Allows enhanced sight to the user, from the 20/10 to 60/10. Allowing the user to see at least 40 more feet than the regular human. Though this interferes with his ability of reaction time from his surrounding area besides the location he’s looking in.

Red: Allows the user to be given thermal vision. Able to spot heat markers in areas, though only has a range of 50ft. This also interferes with what is happening around him, as depending if the object or human, etc is able to rush him while the user is using this ability he is capable of being rushed.

Purple: Gives the user the ability to see through objects. Though this ability is he weakest and can only be used for a limitation of 15 seconds, any more than that can injure him.

The user is also capable of using only 2 eye lenses of his quirk in one eye each. Meaning he can dual His night vision and Night vision at the same time. Though this ability is rare for him to use, as he can only hold onto it for at most 5 minutes.

The quirk is incapable of doing damage or any physical interaction with anyone else and only supports the user’s sight in areas. The quirk isn’t a good power or ranged quirk, instead it’s a quirk that must be used strategically. It works very well with support items.

Quirk Limits/Drawbacks:  Refer to Quirk overview to see what drawbacks there are

Quirk Strengths:

Refer to Quirk Overview

Quirk Weaknesses:

Refer to Quirk Overview

Future Development:  The quirk can’t be developed any longer, it can only be used wisely

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Contract

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Quirk

Quirk Name: Contract

Quirk Type: emitter

Quirk Overview: Creates Contracts from parchment and quill, these contracts when signed can have effects such as powering up the quirk of the one who signed.

Quirk Limits/Drawbacks: he has to write these contracts by hand without any grammer or spelling mistakes. His client has to agree to sign. Contracts expire 1 hour after signing. He has to buy is own materials

Quirk Strengths: powering up quirks as well as other effects such as physical abilities: stamina being one of them as well as other effects.For example: "the contract could allow the fire quirk to gain a new ability such as a ring of fire that can restrain foes for a few seconds as a way of damaging the foe and allowing the fire quirk user to gain the upperhand. But the draw back of this could be a short range or give the user burns where the foe was burned. Sharing the damage between the two

Quirk Weaknesses: he has to wait until the contract has expired to write up another one. If the contract is ripped, all effects of it will be broken. His target has to abide by the fine print. His clients will also be given drawbacks that are based on what they want.

Future Development: none

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Metal Fibre

**Quirk name:**

Metal Fibre

**Quirk type:**

Emitter

**Quirk description:**

The quirk allows the user to use any type of metal fibres(Iron, Copper, gold, rubidium etc) around him to create metal objects. He can use the fibres in air, on the ground or fibres that may be made from destroying blocks of metal.

Iron is a metal also found in blood and therefore if he stays within a certain area of the person/animal for at least 1 minute, they become ‘complete’, in which their iron is now malleable.

He can’t manipulate any metal bigger than fibre, unless he created the object in which he is able to move it freely.

When using iron from someone who’s complete, he can create things like blades, and other iron objects inside of the ‘complete’ being. However they can not die directly from the attack, it can deplete their own iron levels and leave them with a completely fatal wound, but it would only leave them to bleed out, taking at least 1 hour, no matter how bad the blood loss.

Range of 5m/16ft

**Prosthetically Enhanced Description:**

The quirks control over all metals is significantly better- now being able to control as small as cell-sized bits of metal.

The timing for someone to be complete has dropped by just 10 seconds, now meaning it takes 50 seconds to complete someone when in radius.

The ‘bleed out’ time has been reduced rather significantly to 30 minutes.

The range has doubled, now a 10m/32ft Radius around the user.

The materialization of objects is now faster- allowing him to make blades simply appear out of thin air instead of the small naturalization process they went through before.

He can now tell when something enters his radius- coupled with the fact that his quirk activation is much quicker- under instinct level- but insanely fast.

**Quirk strengths:**

Able to knock out another due to the fact a 1 hour bleed out is static.

Can use any metal

**Quirk weaknesses:**

Time to ‘complete’ others

Only Fibres

Cannot directly kill

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Heavenly String

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Quirk Name: Heavenly String

Quirk Type: Emitter Quirk

Overview: The user is capable of creating strings out of his body then manipulating said string. These string are extremely durable and impossible to cut. Though extremely physical tension would cause them to snap. The user would transform their own fat into these string similar to creation. These strings are not flammable and can tank heat pretty well. These strings are also extremely sharp capable of cutting through even diamonds. Quirk Limits/Drawbacks: If this quirk is overused the user will lose fats rapidly as they would lose all their energy, become malnourished and also during extreme uses faint.

Quirk Strengths: It’s really viable and can be used in numerous ways.

Quirk Weaknesses: If the strings are frozen he can then not manipulate them any further. There is also a maximum length of where he can manipulate them it being 50Meters.

Future Development: Decrease the fat loss, increase strength of string, increase radius of manipulation. ~+-+====================================================+-+~
Blood Sway

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Quirk

Quirk Name: Blood Sway

Quirk Type: Emitter

Quirk Overview: The quirk Blood Sway has the ability to control a certain person's blood, basically giving the user perfect control of the person's body. In order to activate Blood Sway, the user would need to consume 500ml of blood from the target's body. The quirks distance of usability is around a 6 meter  radius, but from around the 4 meter mark, it would be effectively harder to control the target from that distance. The time the person would be a puppet for about 30 minutes

Quirk Limits/Drawbacks: The limits of the quirk is that if a person is able to break the connection the user would get a sharp pain somewhere on their body, the connection would be severed if a person is able to hurt the user. If the quirk is used to its limits the person being controlled could have one of their limbs paralyzed for 2 days. If it's overused the user would feel a constant sharp pain for the next couple of days or for the next couple of weeks. The user would have to consume 500ml of their target's blood right then and there.

Quirk Strengths: The quirk excels in the manipulation and control of the targets, the quirk can also excel in mass chaos due to the target moving around like a puppet, which would cause mass fear in a crowd.

Quirk Weaknesses: The quirk wouldn't run at 100% if the user if the connection is severed. The counter to the quirk is most likely to find the user and make him break the connection or bring the target out of the quirks usability distance.

Future Development: Currently a user is only able to use the ability on one person at a time, but sometime in the future the user might be able to control a second person or a crowd of people. As in if the user is able to consume 500ml of multiple peoples blood he would be able to control the entire crowd of people.

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The Future

**Quirk name:**

The Future

**Quirk type:**

Emitter

**Quirk description:**

The quirk allows the user to see the 7 seconds of the future, to put it simply. This allows him to react and counter/attack in those 7 seconds. He can use this ability once every two minutes.

**Quirk strengths:**

The next 7 seconds are predicted.

Good for Hand-to-Hand combat.

**Quirk weaknesses:**

Must be consciously activated.

His body must be able to move as asked. I.e he must have the capable speed.

Using it before the 1 minute gap can result in fatal-low damage on the body depending on how long it’s been.

* One straight after the other- The user is rendered useless for weeks, being in a 'coma-like’ state and will need immediate medical attention, having a 60% chance of death.
* 1-10 seconds - The user is rendered useless for a week, being in a ‘coma-like’ state, and will need immediate medical attention, having a 50% chance of death.
* 10-45 seconds- The user is crippled for the day and will need medical attention, having a 20% chance of death. Fighting on is possible, however he will be at 40% of his current power.
* 45-60 seconds- The user is in a large amount of pain and his body will begin to strain, having a 5% chance of death. Fighting on is possible, however he will be at 80% of his current power.
* Currently, as he’s still learning to control his quirk properly, strain is placed onto his body, dropping his power by 2% on each use unless there is a 2 minute break between uses.

His attacks are seen as more ‘villain like’ as his attacks are focused on **finishing** the opponent off in those 7 seconds. This can be trained out but will take a LONG time.

**Future Development:**

He’ll be able to use the quirk for slightly longer.

He’ll be able to train out the aggression.

He’ll be able to use the quirk with smaller intervals
Serene Wings

Quirk

Quirk Name: Serene Wings

Quirk Type: Mutation

Quirk Overview: Serene Wings allows Katsuki to release soft, white, comfortable feathers from his six wings.

Quirk Limits/Drawbacks: If Katsuki entangles his target in his feathers, the victim will fall into a peaceful slumber and cannot be awakened until the effects wear off or if they are removed from the comfort of the "feather nest". The feathers can also have a healing effect on the body and revitalize someone to their full energy, but it is incapable of healing any physical wounds.

Quirk Strengths: This Quirk gives Katsuki lighter bones, stronger muscles, and three sets of wings that grant his the ability of flight. Katsuki can either detach and launch the feathers directly from his wings or make them rain gently on her target. New feathers are regenerated instantly, allowing him to release as many as he needs to.

Quirk Weaknesses: However, because his feathers are light and soft, they can easily be blown away by strong winds.

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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Emulation

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Quirk

Quirk Name: Emulation

Quirk Type: emitter/Mutation

Quirk Overview:By utilizing  a universal port of sorts on their chest the user can insert any game cartridge into themself and copy any code to use in the real world. This can range from any power a certain character has, villain or hero, or can be an entire game's engine. This only works on game cartridges

Quirk Limits/Drawbacks:

•The user must know the programming language a game is coded in to use it

• their chest is only limited to cartridges. CD and DVD is not supported by his chest, unless he acquires an adapter,

•only one game can be utilized at a time

•the user  must own a physical copy of the game in question

•any glitches in the games code can cause harm to the user.

For clarification, any glitches like the Backwards long jump for example, can cause bodily harm for them.at least for now

•when they uses a power they gain the same weaknesses as the characters they copy.

Future Development: with practice and focus they will be able to use buggy and or glitchy code to their advantage

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Extra Info

The cartridges the user owns are

Super Mario Bros 3 (NES)

* The user can break bricks and one of 3 things will pop out

▪︎ Nothing

▪︎ A  one cent coin

▪︎A single flaming rose, this will give the user the abilities of Fire Mario over use of this power up will cause burns to the user. These burns can range from 1st degree to 3rd degree burns.

Sonic the Hedgehog 2 (Sega Genesis)

* the spindash- the user will be able to curl up in a ball and revv themselves up. Overuse will allow the extreme G-Forces to kill him
* The user will also gain the speed of sonic in this game (calculates to be 10 meters per second). Over use will break his legs, and tear ligaments, due to extreme forces put upon the users legs at such speeds.
White Fire

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Quirk

Quirk Name: White Fire

Quirk Type: Emitter

Quirk Overview: White flames is the ability to manipulate white fire. The quirk is an emitter quirk which lets her make and control her fire. She can use it to shoot from 2-4 meters, can control the volume and amount of fire she makes. She can also control the temperature of the fire and control it very easily because she has learned how to accept and become the fire.

Quirk Limits/Drawbacks: Her fire is doesn't spread very quickly, without the user's strength. The hotter the fire is the harder it is to control it.

Quirk Strengths: White fire is a pure version of fire. It is not very angry like normal fire, but is still extremely hot. The temperature of the fire can go up to

2,700º F. Which isnt rlly that hotter than blue fire. A big difference between this fire and others, is that it also has other good abilities like being able to heal by using ways like the fire cupping, cauterization(burning skin or flesh of a wound to help stop bleeding and prevent the wound from getting infected helping with injuries with heat therapy. It is also not as angry, which means that it doesn't get out of control very easily. Usually you see someone with fire quirks like endeavor who is usually angry or like Dabi who doesn't really care of human life. Her fire is much more calm and helps her control her angry and range. It also doesn't spread as quickly as normal fire . If she can control her anger wisely and be able to use properly, She can make large volumes of fire.

Quirk Weaknesses: Some of his weaknesses are that since she isn't as angry takes a big part of being a fire user, because sometimes their anger is what makes them stronger.

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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Extra Info

(If there’s any Quirk photos, other quirk details not able to be listed?)

**Special Abilities the quirk can do;**

**Fire Healing:** It can heal different ways like the fire cupping, cauterization(burning skin or flesh of a wound to help stop bleeding and prevent the wound from getting infected) or helping with injuries with heat therapy.

**Fire body:** Can cover her whole body with fire and the surrounding temperature can go up to 2,700º F, and can burn most of the area around her.

**Temperature Controlling:** Has the ability to control the temperature of the fire, She can't put an exact measurement of temperature, but she can put her fire like in the middle range like around 2,500º F or even lower like around 500 degrees.