recursal/Fanatic-Fandom huggingface dataset:
Telumkinesis

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Quirk

Quirk Name: Telumkinesis

Quirk Type: Emitter

Quirk Overview: The User can create, summon, shape, manipulate and use any kind of weapons with perfect skill, whether pre-modern, modern or even futuristic using laser, plasma, antimatter or even more exotic ammunition/attacks. If it is a weapon or could be improvised as one, they are completely proficient with it. They can also disintegrate the weapon at will.

Quirk Limits/Drawbacks: As the quirk is a result of the bodies natural electricity firing off and forming the weapons by forcing molecules in the area to forge it, should it be used for too many things his body will begin to burn from the inside out, starting with the fingertips and going from there, the onset would be a numbing feeling within their fingers before the arms, signifying that the internal electrical burning was about to begin.

Quirk Strengths: Should the user get shocked by anything it would allow him to use the excess electricity to use their quirk until the reserves run out. Another thing is the formation speed, the weapons can range from a span of 2 secs to 1 minute depending on the structure and size of the object. Another strong point is that should the user have made a weapon enough time they are capable of manipulating the weapon into something a little different than its original form, although this requires more electricity signals than the original object.

Quirk Weaknesses: The biggest issue is that the user has to know the in depth design of the weapon they are creating, if they are unaware of the design of the weapon they are incapable of creating it, this forces the user to not only know the weapon, but also the weapons design. Another thing is that they will be a little less in quality compared to the genuine article during its prime.

Future Development: The creations would reduce the amount of electricity from his body required to be forged and speed needed.

AWAKENING DETAILS:

Taking an idea of the concept of him making weapons via an electric shock forcing things to form together. He figured he could just do a simple shock to the air, as such he can now shock the air itself but as a result of “shocking” himself as well. (Note there is no power boost like when he gets shocked by the other sources, it simply drains him while also shocking him himself).

The user is able to make combination weapons that combine the abilities of two different weapons into one. (right now it’s only basically sword turned arrows).

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Impact

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Quirk

Quirk Name: Impact

Quirk Type: Emitter

Quirk Overview: He can turn impact energy into a pulse, the more hits he takes, the stronger his pulses are in return, if he were to say get shot, his pulses would be able to demolish walls, thus earning him the nickname Impact. A quirk like bakugou's would work in his favor, anything that makes heavy impact and has the capability of demolishing something, he can absorb and send back. It seems that his quirk also doubles the effect, so if he were to be hit once his pulse would feel like two blasts and so on. His pulses, if stacked up, are capable of easily destroying concrete, there are different ways he can build up impact energy, that being: Running, getting beaten, being pushed, being shot, etc.

He has little moves that he's made over time

I'll list them below

High Impact: Counter - He allows himself to be beaten or beats himself up, then when his enemy is cocky and goes in for the finishing blow while dropping their guard, he delivers a powerful pulse, capable of causing varying levels of damage.

High Impact: Strength - By gaining enough impact energy it increases the strength of his pulses, this is what allows those wall demolishing pulses.

Accumulating Impact: Taunt - He simply taunts his enemy laughing as they beat him, unbeknownst to them he's getting stronger with each hit.

Shock Absorb: Pulsate - After using the above move, he can use the impact energy to send a strong pulse that knocks back his enemy with a large pulse of kinetic energy.

Quirk Limits/Drawbacks: Obviously he would still get shot by the bullet and would have to deal with that so if he gets shot in the head he can't just impact his way out of it.

However the more he uses his quirk the easier he gets tired out. So it takes a heavy toll on his body, he also cannot absorb the impact of say a fire quirk.
Control of Night

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Quirk

Quirk Name: Control of Night

Quirk Type: Mutation

Quirk Overview: Control of Night activates whenever Lina has a hand on any open part of her body. When it does, her body’s motion triggers coded information into the brain of anyone able to see her, accumulating and degrading the mental self-control of the people looking at her, causing them to unconsciously become susceptible to Lina’s suggestion and to feel true trust and affection for her, depending on the effectiveness of her charm.

Quirk Limits/Drawbacks: In theory, a person who watched Lina and experienced too much of her control could become temporarily braindead, due to being unable to maintain control of their conscious thoughts. The base effectiveness of the quirk is subject to the motion witnessed of Lina, as in the difference between individual unconsciously interpreted frames per second of vision. Merely moving her arm would not have the same effect as moving the whole of her body.

Quirk Strengths: Breaking the mental barriers of anyone who looks at her is a fantastic quirk for social engineering and manipulation. Given the unlimited range and potential affected targets, on top of being able to be recreated through technology because it is the visual of body itself that becomes the source of the coded information, she can create control over potentially countless targets and influence them to obey her desires.

Quirk Weaknesses: Blind people cannot be affected by this quirk at all. Limiting visual contact with Lina can reduce the amount of influence available. Further, if the target has low self-confidence, that is to say would naturally doubt their own decisions naturally, they will become far more resilient to the effect. Self-confidence, on the other hand, would strengthen the effect further, as the brain of the target would trust in that influence unknowingly all the more. Also, Lina herself is who the target has weakened mental barriers to, not anyone around or associated with her.

Future Development: ...None thought of at the moment. This is the quirk of a grown woman who has been using it for all it’s worth throughout her life.

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Wendigo

**Quirk Name:** Wendigo

**Quirk Type:** transformation/ mutation

**Quirk Description:** transforms into an extremely large creature and becomes extremely durable, strong and fast. But slightly uncontrollable. A monster built for the hunt

**Quirk Strengths:** they  can play a tank role as it can be used for defense but it can also be used for an effective assault against the enemy as they have enhanced strength as well as sharp claws for better grip against other heroes and villains as the monster was built for hunting fast mobile prey. It's dark fur can also be used for effective hiding in dark alleys or in the forest

**Quirk Weaknesses:** it requires a lot of energy and food to transform efficiency and without losing control over their  body and assaulting everyone and everything as it requires blood to activate. They also dislike the sun as it actually burns the body and slowly makes it fall apart almost like its rotting leaving scars on the actual body.

It Also as a sort of time limit as they can only stay in control for so long before the monster takes over going on its rampage around one hour a day before it takes control (30 posts)

**Quirk Drawbacks:** they  will get extreme hunger pains for extended use and having a faster digestion rate leading to faster starvation and extreme hunger pains much much quicker than average people, it will also lead them  to an almost primitive state not understanding basic words

Future Development: on demand transforming, less food intake, slower hunger rate, separate limb transformation, better control, longer time inside monster form before losing control.

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Purple Thunder

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Quirk

Quirk Name: Purple Thunder

Quirk Type: Emitter

Quirk Overview: Purple Thunder allows the user to generate and manipulate a form of purple electricity. It also allows them to control and use the electricity as if it were a malleable form of matter, allowing for constructs to be made out of it, such as a cage. The user is noticeably faster than normal, able to reach 150MPH speeds at most due to being supercharged by the electricity at all times. This boosts reaction time by about 2 times that of the average human being. The user is... Of course immune to their own lightning.

Quirk Limits/Drawbacks: The user has a limited reserve and must refill that reserve by draining the voltage from things like batteries, machines, outlets, or man-made reserves like generators and power lines. This reserve is around 3-5 million volts at most. The quirk when used to strenuous or heavy levels will delay the slowing/dropping of the users heart rate,  meaning if for example it’s going at 200BPM, then it will take longer or be harder for them to slow it down and relax. This can also exhaust the user if it isn’t brought under control within several minutes, as well as cause hyperventilation.

Quirk Strengths: The quirk is versatile and an absolute combat powerhouse. It allows the user to deal damage quickly, and control a situation while having control over the output of their voltage, meaning that low voltage constructs could be used for utility purposes, causing only minor injuries in order to say.. Form a bridge for people to cross.

Quirk Weaknesses: Ironically, it’s more often than not the user themselves instead of the quirk that causes its shortcomings. The limitations of the user's body(i.e is they have lung or heart problems) can make the quirk weaker. The quirk also can be beaten by say.. A rubber quirk unless the user brute-forces through it. Quirks that can act as insulators will likely work the same as a rubber or rubber based quirk.

Future Development: Given the user is a pro hero who has been one for a little over 20 years, no.

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White Smoke

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Quirk

Quirk Name:White Smoke

Quirk Type: Emitter

Quirk Overview: The user produces a white smoke like material from their mouth, they have full control of the smoke, to the point where they can even make the material into solid constructs, but the smoke can be blown away if it is still in its smoke form. The durability depends on how hard they try, the constructs can last up to 30 minutes at the most. Going anywhat from as durable as glass to slightly less durable as concrete, The quirk has a range of a 15 foot radius around him.

Quirk Limits/Drawbacks: :regular drawbacks is that it cost soreness of throat, making it harder to control and produce smoke,even to the point where he wont be able to use his quirk, taking two hours for the soreness to go away so he can use his quirk

Quirk Strengths:he can feel every movement in the smoke so they quirk can be perfect at short range recon, the solid smoke is great at subduing people with chaining up people

Quirk Weaknesses: the soreness heavily affects his control and the amount of smoke he can produce because it irritates and hurts him to use it.

Future Development: Increase range of quirk, up to 40 foot range, on quirk, increase in strength of smoke, about the strength of regular grade metal. Increased amount of smoke that can be produced.

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Medusa

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Quirk

Quirk Name: Medusa

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

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

(mutation side:) The user has their lower half of their body similar to that of a snake, allowing quick traversal without making that much noise with the ability to use it like a scaly tail whip. The user gets sentient snakes in their hair which can all individually see, smell and sence things which are connected to the users sences.

(Emitter side:) The user is able to temporarily paralyse a target using their own eyes and **not the snakes' eyes**, halting their movement to either a snails pace or to a complete stop. (Requirements to do so: The person in question has to look into the users eyes and has to activate their (the user's) quirk in order for the paralysis to take effect.)

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The limits of the quirk can vary but mostly involve the user's sight. The user has to keep full focus on the person in question or else their movement will not be slowed down or it will but the effect will be laughably weak. This only works on living things. The quirk does not work on inanimate objects. Blinking will half the time of the effect. Staring into the user's eyes with the quirk active will remove the timer completely (so in other words, don't have a fucking staring competition with the user). Normally the users timer will be about 5 minutes with a 10 minute cooldown.

Quirk Strengths: (What does the quirk excel in?) The quirk excels in 1 on 1 battles, stealth to a slight extent, short battles.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Long range battles, the dark is a minor hindrance to the users quirk for the mutation side however the dark takes away the users paralysing effect because they need light to see the target in question.

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 be able to extend their timer and shorten their cooldown from (timer) 5 minutes to 10 minutes and (cooldown)  10 minutes to 5 minutes. The user will be able to enhance the snakes' sences (like boosting their eyesight distance, smell range, hearing sensitivity.)

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Extra Info

(If there’s any Quirk photos, other quirk details not able to be listed?) The overall distance that the snake half of the user is about 7'2 from the waist to the tip of the tail. The user's snakes can talk but if a word with the letter 's' is in it, they will drag the ssssssentence/word out. The user can 'slither' at about 30-45 mph. Similar to how a snake sheds their skin, the user also sheds a thin layer of skin from their bottom half however it only happens about once per 2 months.
Flying Squirrel

Quirk

Quirk Name: Flying Squirrel.

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) Quite honestly, he has the capacity of 15 squirrels. He can glide and has claws to help him with landings. His bones are light, he has an incredible sense of smell along with his other senses. He can run 20 mph and glide around 450 ft distances. He can also jump 10 ft high.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) As his bones are light, he can be easily tossed around depending on how strong the opponent is. Because of how hollow his bones are, they are also easy to break. Gliding too much just kinda hurts. And it takes a lot of balance, the reason this is such a bad case is because of the fact that he doesn't have a tail which normally helps all squirrels with balance. He has a bit of memory loss because of his quirk

Quirk Strengths: (What does the quirk excel in?) Technically, he could glide all over gotham. Male squirrels can smell females from a mile away, and because he’s a human it's the same. He can sniff out any female from within a mile. They can see great. Surprisingly his wings aren't that sensitive, when touched they simply tickle.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Peppermint, no matter how much of a joke it must seem like, is a great weakness of his. He can smell very greatly, so because of how strong peppermint is it can easily set him off guard. They have crazy sensitive hearing, so sonic stuff will definitely hurt. Blinding lights will have a greater effect on him.

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

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Aurora Generation

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Quirk

Quirk Name: Aurora Generation

Quirk Type: (Emitter, Mutation, Transformation- mixed?) More so...Mutation maybe? Hard to explain tbh.

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

Allows the user to absorb sunlight and make it boost his physical capabilities. He can also store the solar energy to use it in the night. He works like a solar panel pretty much. There is no true limit to how much his physical capabilities enhance, just he can’t punch over buildings or anything. But once he runs out of sunlight, he won’t be able to continue having these physical capabilities. He can lift 350 LBS and barely lift up a car, and doing the car thing is only if he takes in more than the maximum amount of sunlight.

he has to switch- and he can’t just do it for a couple seconds then switch, there is a cooldown, a minute cooldown to be exact. If he needs to charge mid battle he’s practically quirkless for that minute. He can overcharge for longer lasting attacks, but the drawbacks will kick in faster and harder.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) He cannot absorb too much, as it will then give him dehydration, breathing problems, heart acceleration and sunburn, it can also cause blindness.

User cannot use any other type of light. Only sunlight.

Quirk Strengths: (What does the quirk excel in?) It boosts his physical capabilities a lot, so it’s very good in the damage department.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) User cannot use it in the night, unless he has already stored solar energy to use in the night, he cannot absorb any as in the night it's Lunar energy.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.)   Being able to boost his physical capabilities even more ~+-+====================================================+-+~
Media (Brewing)

Below is a list of known Media:

Side Effect: None

Notes: This is a basic medium for potions, and is relatively easy to find amongst brewing specialists.

### Turpentine

Capacity: 2

Side Effect: Deals damage equal to 10% of the imbiber's HP maximum

Notes: You absolute buffoon. Don't drink that. You must be truly desperate.

### Dandelion Wine

Capacity: 1

Side Effect: Grants the imbiber temporary bonus HP equal to 10% of their maximum health. This bonus exists until they receive damage equal or surpassing these temporary hit points. ([1])

Notes: This is some serious gourmet stuff. Very difficult to find.
Electric Warrior

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Quirk

Quirk Name: Electric warrior

Quirk Type: transformative.

Quirk description: this quirk puts a thin yet strong electric field around the users entire body. When touched it feels like you just get zapped, like when you get down a plastic slide. However the user will feel full of energy and strength, like they are at 100%. And if given the chance the small electric armor can power anything, phones, cars, houses, even a suit of armor.

Quirk Limits/Drawbacks: This quirk can be active for around one hour. But if overdone the quirk will start to burn the users skin.

Quirk Strengths: This quirk is rather intriguing as if given a guide and a way it can form the blades of a electric sword or make a large barrier that can stop bullets (for example of the shield think of Reinhardt's shield from OW)

Quirk Weaknesses: The quirk can sometimes do worse then burn the users skin if it is overused. It could possibly temporarily paralyze the users body or limbs for a hour or two. And the energetic shield can only take so much damage before its destroyed and the user must wait half a hour to re-deploy it. Anyone can tell when it is breaking when cracks can be seen on it.
Outbreak

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Quirk

Quirk Name: Outbreak

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

Quirk Overview: Offensive powers include the large and powerful Blade arm, fast razor-sharp Claws (which can also erupt large spikes from the ground), a telescoping Whipfist, Musclemass that augments the users strength, and the slow but powerful Hammerfists. Defensive options consist of a large shield on the users left arm for blocking ballistic attacks that needs to regenerate after excessive damage, and full body armor that exchanges agility and speed for toughness in hand-to-hand combat, out of combat, the user can exceed up to 50mph in running speed

Quirk Limits/Drawbacks: The limits are that the user can only use up to three things at once, if the user uses the quirk too much then the user will begin to get corrupted in terms of a mindset, the quirk can take over them in an enraged state, leaving the user to get little to no control over it.

Quirk Strengths: (What does the quirk excel in?) hand to hand combat, scaring the living shit out of people, cutting things.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Fear, mind corruption, long distance battles, 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.) learn to gain control of the quirk to perfection, use up to 5 things at a time

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Extra Info

(If there’s any Quirk photos, other quirk details not able to be listed?) pictures of the different things that the quirk can do

the first is the claw ability, second is the blade arm, third is the hammerfists, fourth is the telescoping whipfist, and fifth one is the shield. The material the metal is made from is the iron in her blood, the durability is about the same as steel but has a harder time to be broken or snapped due to the quirk reinforcing it with a special material that can make it at its strongest, can be about the same as chromium but at its weakest, iron.
Avatar

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Quirk

Quirk Name: Avatar

Quirk Type: Emitter

Quirk Overview: The user is closely linked with an astral entity, the Avatar. Normally, the avatar is within the user dormant, but when the quirk is activated, they can release the beast, either one limb at a time, or the full avatar. The avatar is not a construct to be controlled; He is very angry, very moody and oppinated, and even has some villainous tendencies. The four-armed, three-headed, twelve foot Avatar could easily win a fight if it was smart and calculated, but the avatar, by it’s impulsive, wreckless nature, is prone to falling for easy bait and simply tricks. Even worse, liquor is his vice, and it will drink himself asleep. Despite his tremendous strength, able to lift a city bus, he’s a bully and a coward, and the user MUST keep him in check.

Quirk Limits/Drawbacks: The user must butt heads with a powerful force of will, a creature that is pure Id, and has very little restraint. When using him piecemeal, there’s a chance he might escape, or overpower the user. When the user is knocked out, the Avatar is returned to their body.

Quirk Strengths: In pure, 1-on-1 combat, the user and the Avatar can overwhelm the foe with a flurry of punches and kicks, sometimes  coming in opposite directions. And, despite his demeanor, evil will not be abided by the Avatar, who bristles against any form of authority, including Yakuza and Villains.

Quirk Weaknesses: But, while his demeanor might be a virtue, the Avatar and his ways are a detriment. Besides this, his raw strength and speed are good for combat, but he lacks a gentle touch, and he should never be allowed to do the talking for his user...ever.

Future Development: The body is developed, but not the Avatar’s nature...

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Frozen

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Quirk

Quirk Name:Frozen

Quirk Type:Mutant

Quirk Overview:The user is born with an unnaturally low body temperature, which is always at -273 degrees celsius. This means that they can freeze people or objects just by touching them. Moreover, their extremely cold body makes the air around them very cold as well, so objects and people may begin to freeze just by being close to them. Their cold body affects the air within a three feet radius. The user can increase their body temperature to 35 degrees celsius, though this drains them of their stamina. It generally takes about ten seconds for an object at room temperature or a person to freeze completely, with objects hotter than 50 degrees fahrenheit taking 30 seconds to freeze. The user is unaffected by cold temperatures

Quirk Limits/Drawbacks:Because of their extremely cold body, they cannot be close to people for too long(longer than thirty minutes), or any living being for that matter.Its strengths are that it makes close range combat not an option as the user can freeze whatever and/or whomever gets close to them in seconds.

Quirk Strengths:Though it may not look like it, the quirk gives its user an incredible defense and mobility options, as they can freeze parts of the ground below them and use it to slide at high speeds. The user can drastically slow down an opponent's movements and attacks just by being close to them, as the cold air around them passively freezes their body.

Quirk Weaknesses:Because the user is born with such a low body temperature, they are much more sensitive to hot environments and will actually get sick if they stay in hot places for too long. Their freezing power also weakens significantly, taking twice as long to freeze things and people.

Future Development:n/a

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Horticulture and Homily

Drow are uncommon this far south, yet Valexa seems to have adapted to the harsh sun and open sky with the gratitude and grace of one who's known harder times. Deeply religious, she reveres nature and its master, Deep Sahshelas, with almost fawning adoration. She'll be eager to sell you brewing materials and proselytize to you, often in the same breath.

#### Stock:

Many unlisted items are available upon request only!

Fish Liver Oil: 22GP. Nasty-tasting medium for potions.

Powdered Carapace: 18GP. A gritty paste, useful for catalyzing potions.

Or you can rummage in the disorderly box of plants in the back corner.
Mime

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Quirk

Quirk Name: Mime

Quirk Type: Emitter

Quirk Overview: The quirk user acts it out, and based on what they’re acting, it happens! Example: User acts like they’re swinging a baseball bat, if someone is infront prepare to be hit by it!

Quirk Limits/Drawbacks: The quirk affects the person too, if they are pretending to lift something heavy, they are lifting something heavy, if they make as if they have thrown a grenade, they too will have to avoid the blast!

Quirk Strengths: A massive diversity in the attacks one can use but at the same time, needs complete creativity for it to work.

Quirk Weaknesses: Sometimes the mimed object or scenario can be open to interpretation, in these instances, the person perceiving can interpret it differently. EG What the mime makes out to be a wall, thinking cement, the person seeing it might interpret it as glass! Which can be shattered.

Future Development: More grand and designs or elaborate dramatic acts to create stronger powers.

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Joycon

Joycon was a contestant on Object Vortex and was a member of Complimenting Square.

## Appearance

Joycon is a blue Nintendo Switch Joycon controller, and is the left variant.

## Personality

Joycon is a very silly contestant. She likes having fun and often does not listen to other people telling her to stop doing things she thinks is fun. She likes sitting inside Warp Pipe and is seen sitting in him more often than not, despite his protests. She is bad at understanding the importance of situations, such as when she thought Lunchbox's strange actions were "no big deal" at first.

## Trivia

* She has a brother named Rightcon who is competing in Object Vortex Again alongside her.
* She was the victim of the twist in the game during episode 5 that pit the three most popular contestants against each other.
* Joycon was the second contestant with all limbs to be voted out, with the first being Streetlight.
Mushroom

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Quirk

Quirk Name: Mushroom

Quirk Type: Emitter/mutation

Quirk Overview: The Quirk allows the user to shead and spread mushroom spores. If the spores land on something organic, a mushroom has the chance of growing. The spores grow on her skin, mainly the area behind and below the head. Where an undercut would be (representing mushroom gills) She can release the spores by them being blown away or if she stretches them off. Mushrooms also grow on her skin whether she wants them to or not. She can control how fast the mushrooms grow. Her mpm (Mushrooms per minute) is 175 spores and mushrooms she can grow.

Quirk Limits/Drawbacks: The amount of spores depends on her health. If she hasn't slept well or drank water less will grow. And yes she can control at which speed they grow but it also depends on where they land

Quirk Strengths: (What does the quirk excel in?) They can grow and cause pain to her enemies and the mushrooms can be used for stuff.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Fire can of course kill the mushrooms and her health and environment can affect them

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.) Different types of mushrooms, like the parasite ones. Maybe also the amount of spores she can create expands to around 500 or more. Maybe 700

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Mahkwol Buurgh

This half-orc is the cousin of the notable half-orc bard, Gorag K'Neer. He has tenaciously followed in his cousin's exact footsteps since birth, even going so far as to be born on the same day and in the same hour. Gorag has reluctantly accepted his cousin's continual insinuation into his life, knowing how appalled his family would be to hear of any lack of familial solidarity. Makhwol Burrgh's favorite pastimes are playing the recorder, eating rare meat, drinking ale, and play-acting the parts of his favorite action bard's roles, the Matte Daemon. Despite Gorag's efforts to elude his cousin, Makhwol always seems to catch up with him eventually.
Liquid Manipulation

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Quirk

Quirk Name:Liquid manipulation

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has)The user can make any fluid(mostly her tears)from her body  that can be converted into anything the user wants,if the users Know the structure of the object.First she’ll make an orbs that will be converted into any object she wants

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?)The user can keep the objects as long as she wants but it decreased her stamina,the longer she keeps the objects then she’ll lose more of her stamina.She can make a lot of objects on a certain condition,first she needs to be in her maximum stamina and not on her lowest,if she force herself to do it she will die.She can make a lot of objects depending on her stamina,if she make a big and complex objects.

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

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?)If she makes too many objects she’ll sleep and can’t move for 2 days irp

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

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Water Manipulation

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Quirk

Quirk Name: Water Manipulation

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The Quirk allows the user to bend the water  around them however they please. But they cannot create water. They can use the water in ice and ect

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The Quirk cannot create water, only manipulate it. So if he is in the desert with no water around him, his Quirk is useless. Also only water, just because it's liquid doesn't mean he can control it.

Quirk Strengths: (What does the quirk excel in?) The Quirk can be helpful in crisis situations, like a fire.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) He is limited to the water around him. Also if he is injured the Quirk is harder to use.
Burning Devil

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Quirk

Quirk Name: Burning Devil

Quirk Type: Mutation/Emitter

Quirk Overview: When it comes to quirk capability, it would appear this is just another fire based quirk but it’s a bit more complicated than that. The quirk allows its user to create and manipulate flames but it has other aspects to it as well, such as boosting strength, durability, certain resistances, and body aspects of a “demon.” I.e. claws, horns, and red skin. The quirk can produce flames up to as little as 400 degrees °C to as hot as 3000 °C though blue flames in the 3000 range will only last for 2 to 6 seconds before cooling down to maybe a 2000 range.

Quirk Limits/Drawbacks: Control of flames can stretch up towards 30 meters, anything further than that is out of Flints control. Control, discipline, forethought, and restraint are extremely important. Unconscious, emotion-influenced, impulsive, or reckless use of this power can be catastrophic.

Quirk Strengths: The quirk allows the user to create and manipulate flames, but that’s not all. The user can infuse the flames to their body, creating what seems like fire punches, kicks, etc. These massively increase the strength and output of said attacks. The user's entire body can be engulfed by these flames but it’s more exhausting to keep up than say a fist. Thanks to the traits provided by the quirk, it seems like Flint has grown a strong resistance to flame/heat based attacks or anything of the sort. At any time the user can choose to completely null out a flame, whether it be from their quirk or an outside force doesn’t matter.

Quirk Weaknesses: Water/extinguishing based quirks and of outside sources are pretty much a hard counter for this quirk. Being able to put out the flames limits a great deal of uses the quirk has available.

Future Development: The development potential for this quirk is unknown, but things such as hotter flames and wider control range is to be assumed.

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Blood Possession

Quirk Name: Blood Possesion!

Quirk Type: Emitter!

Quirk Overview: The user of this quirk is able to possess and manipulate objects by smearing their blood onto it. Once They smear her blood onto an object, The user is able to move it like a form of telekinesis. This quirk also works on multiple objects if the user smears her blood on them. Although it only works on 5 objects at a time. The heavier the object, the more blood required to gain control of the object. Once she uses blood, Her skin seals the wound, but it leaves a scar every time. This quirk does not work on people. When it comes to usage, When her blood dries, or when she simply decides to stop using an object. When she applies her blood onto something, Her blood refills itself, but the time varies depending on how much blood is use, a pint requires 15 minutes to refill itself in her body, half a pint requires 7 minutes, anything less requires 3 minutes to refill itself. The pint of blood is needed to lift anything thirty pounds, anything above that requires another pint. Everything less than a pint.

Quirk Limits/Drawbacks: If the user uses too much blood, they’ll begin to feel severely lightheaded, and if they continue to use the quirk, they’ll pass out. The more blood used, the weaker the user will feel until their blood is refilled.

Quirk Strengths: This quirk works best in hand to hand combat.

Quirk Weaknesses: This quirk doesn’t actually provide any protection for the body, leaving the users body entirely vulnerable.

Future Development: The user will gain the ability to control 20 objects at a time during a battle.
2 1/2 Men

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Quirk

**Quirk Name**: 2 ½ Men

**Quirk Type**: Emitter and Maybe Transformation

**Quirk Overview**: 2 ½ Men is basically this. It’s an automatic quirk, and can’t be activated by will. When the user feels a giant feeling of losing, shame, or utter embarrassment, he splits in half. One Good Side, and One Evil Side. Being the two are completely different entities now, they can both interact with the world. (The EVIL side can be npc’d by an admin if need be.) With this, the Evil side is going to be weaker, and less stronger than the Good side. Since Good beats Evil. Along with this, if one side were to learn something, the other would learn about it also. Think of Barry Allen, and future Barry Allen without the timeline being messed up. The same happens with pain. Of course, for the two to become stronger, they can train, but this will end up making the other half stronger as well. The two can reconnect, but that won’t happen for a while until the two realize they have to combine again.

For reference, my character has a normal 400 lbs or force.

**Quirk Limits/Drawbacks:** Both sides become half as strong, with the Evil side being 2 ½ times weaker (Get it, cuz the name is 2 ½ Men…). So with this, he has to work back to his original strength.

**Quirk Strengths**: When the two are split, only information gathering is gained. When combined again, the user is 2x stronger than normal.

For my character, when combined he goes to 800lbs or force.

**Quirk Weaknesses:** Both halves are automatically weaker, with the Evil aside being the weakest. Any type of pain is shared between the two, besides fatal.

When split, the Good Side has 200, and the Evil Side has 160. For my character at least.

**Future Development**: Once the two halves combine again, the user would be allowed to tap into his Evil Side when he pleases.

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Extra Info

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

^ Spit.

^ Recombination

^  Ring Around Pupil When Evil Side Is Out
Boneman's Grotto

May the Boneman grant you his peace! The beliefs of the follower of the Boneman are as follows:

* Remains are sacred, and the sacred should never feel the heat of flame.
* Remains are useful, and can be recycled in many ways. See the gardens, nutrient tanks, and even the staff!
* There's never a reason to speak uncivilly. Or even loudly. Sometimes, there's no reason to speak at all.
* Debunk the hurtful rumors about the evil of restored vitality. We don't say the "U" word here.

Our restored members are committed to being fiscally positive! Please feel free to buy medallions, tabards, shawls and walking sticks, as it directly benefits the organization.

Boneman bless you!

#### Stock:

Appalling Tabard: 52GP. +2 to charisma rolls upon meeting N or E aligned travelers on the road.

Onyx Medallion: 120GP. Classy and ghastly.

Smokey Shawl: 3GP. Is it blue? Gray? Black? Nobody knows. But it's both stylish and mysterious.

Walking Stick: 1GP. Standard Quarterstaff, sort of. Has a smiling skull carved on it, with real teeth installed. Does an additional +1 piercing damage. Cool!
Weapons

Weapons in the Earth realm are specifically designed for eliminating the Darkbrand threats. The creatures from The Void are impervious to most modern weaponry, so members of The New Alliance use enchanted, personalized weapons to destroy them. Below are the currently known weapons with brief descriptions:

**Artemis**

**Pridwen**

**Gungnir**

**The Caduceus**

**The Claymore**

**Quanbreaker**

**Siltstone Rasp**

**Divine Chimera**
Push and Pull

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Quirk

Quirk Name: Push and Pull

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 lets it user to push an object/being (anything that is solid) away from them that is in a range of 25-30m and lets the user to pull himself towards the object/being (anything solid) that is in a range of 25-30m in a speed of 30-40mph. (the force that both the target and user feels when being pushed/pulled is like two magnets attracting and repelling one another.)

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The quirk is limited to ONLY the palm of the user's hand and feet. The user will feel nauseous from the recoil of using the quirk. The user MUST see the target before using the quirk. The user cannot push himself away from an object and cannot pull an object to him.

Quirk Strengths: (What does the quirk excel in?)  Excels in midrange and close combat, useful during emergency evacuations and capturing villains.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) The quirk ONLY works on solid objects. If the user's hands and feet are broken/damaged the quirk wont be consistent. If the user is in a hot environment or near electric currents the quirk will significantly weaken.

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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Magnetization

Quirk

Quirk Name: Magnetization

Quirk Type: Emitter

Quirk Overview: “Magnetization” gives the user an ability to magnetize objects or themselves. The Quirk may affect living organisms as well but the user has to touch them.

Quirk Limits/Drawbacks: If the Quirk’s target isn't a living organism, the Quirk’s range is 22 meters away from the center (the user themselves). Constantly using the Quirk can cause dizziness, disoriented, nauseated and possibly death. As long as objects are within the user’s range, magnetized objects are limitless but magnetic force gets weaker when there are too many items. They will lose their magnetism property when outside the user’s range.

Quirk Strengths: For starters, the user can push, pull or hold objects with magnetism in a state similar to zero gravity. Also creating a magnetic field around themselves (1 meter away from the user at most). The field reacts to non-living creatures and repels or potentially ceases their movements at the cost of their sanity. The heavier of the object, the weaker force it does. Another notable ability is to push themselves upwards and propel to a direction opposite to a wall if there is one. They can’t move in the X axis without a surface around them.

Quirk Weaknesses: Huge electromagnetic fields, from an electromagnetic crane for example, can negate the user’s quirk and temporarily turn the user into a quirkless for a short period of time or until the electromagnetic is gone.

Future Development: Stronger magnetic force.
Arozoche Crossing

## Geographical Features

Located at the convergence of tributary rivers Arozoschia and Windelbroom, Arozoche is the starting point of the Westering River. The town itself is located on the stalwart cliffs between the two tributaries, with high log bridges reaching across both. The Crossing has weathered many a flood--few buildings in town could be considered "old structures". To the north is a rich woodland full of game and forage, as well as salt deposits and granite mines.

## Climate

The crossing is subject to temperate weather for the most part. Occasional freezes in the winter, long warm evenings in the summer and heavy rainfall in spring and autumn make this a perfect place to relax.

## Historical Relevance

The Crossing is almost entirely without historical significance, being developed as a location of economic necessity. Few people besides the husky inkeepers have stuck around for any length of time,

## Commerce

The ramshackle shantytown at Arozoche Crossing is a community of necessity and opportunity alike. Being the convergence of waterways between the Arozoche Bastion and Everspring, as well as access to the western sea (and Skarata Commune, to a lesser extent), it is a bustling burg of commerce, crime and carousing. For the rare visitor looking for honest work, plenty of waterfowl and fish are to be found, as well as granite mining in the northern woods and game to hunt nearby. The real cash crop in town is inn-keeping, and the local innkeepers keep competition fierce and entrepreneurs on their toes; the last thing they need is a new inn in town to cut in on their profits.

## Architecture

With every building in town at risk of flooding, most structures are thrown together out of whatever could be found, with little regard for longevity. The only well-built structures in town are the twin bridges that span the tributaries.

## Points of Interest

#### Lady Arabella's Saloon

Run by the elegant firbolg Lady Arabella, this quaint and comfortable shanty-saloon is equipped for hearty meals, boisterous laughter, and sultry music at the end of a long day, sung by Lady Arabella herself. Don't let you quiet, smooth voice fool you- it takes a shark to survive in these waters.

#### Miss Shelley's Concert Hall

Miss Shelley runs a tight ship, and the only one in town that could be considered even slightly elegant. A strong, operatic voice and a bold sense for fashion, Miss Shelley is a dynamic and impressive character.

#### The Longshoreman's Wharf

Ninatya is the longshoreman for The Crossing, and takes the position seriously. Being in control of commerce in a town that exists only for shipping, Ninatya is effectively the richest person in the territory, but doesn't feel the need to flaunt it.

#### Horus the Gamemaster

At first considered a town curiosity in the form of an ancient bipedal golem, Horus has become a welcome part of the ever-changing community of Arozoche Crossing. In possession of its own hives, hunting grounds and orchard, this hardworking warforged enjoys a quiet existence, as well as a tankard of ale at the end of a long day.