Existance Inducement

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

Quirk

Quirk Name: Existence Inducement

Quirk Type: Emitter

Quirk Overview: The user uses their hands and mind to focus the shape of an object they wish to create. That object, given enough time to bring into form, is fully functional, though more or less powerful based on how recognizable to the world it is (I.E. a sword or gun will be easily functional, but a complex serum would be almost impossible.)

Quirk Limits/Drawbacks: The quirk cannot create what the user cannot think of, or think of all parts. Furthermore, the effectiveness of the item in question is related to how recognizable that item is in it’s role. For instance, a created sword would easily cut through things, but would snap in two if someone tried to use it as a stepping stone. A gun would fire but would break if used to hit someone with. A shield could block but would break if used to attack.

Further, the objects created cannot exist for more than one hour’s time without further direct support from the user (I.E. using their hands and focus to ‘solidify’ the construct.)

And, creating an item does not grant skill in using that item. One can make a suit of armor without the strength to walk in it, a gun without the accuracy to hit with it, and so on.

Lastly, once the items have been created, they will continue to exist for the full hour, and can be used fully by anyone else who gets their hands on them. A summoned sword could be turned on the quirk’s wielder, for instance.

Quirk Strengths: Versatility. From recreating railroad tracks to save a train, to creating a parachute to save the user from falling in midair, to re-creating a lost limb to fight a little longer, the quirk can bring into existence strong items with limited time. Further, even “impossible” items could be created if they are well-defined by the public, such as a freeze gun or a suit of power armor. This does not mean the power for such items would be easily created with the item, however, and may be too much to create.

Quirk Weaknesses: As mentioned, the quirk’s creations can be wielded by anyone, including enemies. Further, if the item is too ‘vague’ in the public consciousness, the item could easily be too much for the user to create. A cure for a disease might be possible to think of, but as no idea for how it would work exists, trying to create one with this quirk might result in a simple tube of saline, or other basic remedies. A lack of focus would result in the user being unable to fully think of their creation, leading to failed items. Similarly, time relative to the item in question is required. For instance, the amount of time it would take a person to mime wiping a cloth down a blade would be enough to fabricate a sword of the same size, but creating a gun would take more time to conceive of the trigger, bullets, frame and so on, and what each piece does.

Future Development: Given time and practice, the user could feasibly create facsimile homunculi, artificial humans that could carry out the user’s created, conditioned commands. These homunculi would, depending on the detail put into their creation, believe fully in their own “backstory,” and be indistinguishable from real humans… until they evaporate an hour after creation.

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

Extra Info

This quirk is intended for a Hero or Villain level character, given it’s range of utility. It was built to be more of a “imagination” counterpart to Yaoyorozu’s Creation quirk, relying on creating “iconic” items more than “scientifically understood” ones. In this way unrealistic items could come to exist, but likewise easily misunderstood or relatively unknown items would be difficult to create or use in any way other than their established function. The quirk is largely based on the notion of “Collective Consciousness” as it’s used in the Shin Megami Tensei series, that the public’s perception of something is important to its existence.