Post by junooc on Mar 24, 2020 3:34:51 GMT
Because I gots lots! Also, while not fully fleshed out, there's at least a general outline to work with something. I may or may not use them. If anyone wants to use them, feel free to not ask and just go for it (I really don't care if someone uses them, consider this my automatic consent to just go ahead and use them if you so desire). Just let me know so I can mark it here that it's currently being used. These are by no means auto-approved or anything like that and are in random order. Enjoy! And feel free to add your own! List will be expanded upon!
I would have thought this would have been obvious, but DO NOT COPY AND PASTE WHAT'S WRITTEN DOWN AND EXPECT TO BE APPROVED IMMEDIATELY. These are rough ideas and concepts, and lack details and numbers due to ranks and the fact my elaboration may not be the same as your's. If you use any of these ideas, and all you did was copy and paste, I will encourage staff to just leave a pending that says "Details." and leave it at that. We will not write the entire quirk for you. The above parts were highlighted to reemphasize this additional note. -_-
Warp-Gate (emitter): a more legal version of this than the anime version, larger gates needs more time/energy to use/form them. Also needs to know exact locations and be unobstructed to form them. Also, stomach issues for overuse. Possibly even explosive diarrhea.
Portal (emitter): Ever heard of the game? Basically that. surfaces must be flat and a certain size. Works in pairs, if one is up it is not active until the second goes up. Hands tend to ache from overuse and gets fatigued. Often just large enough for one person at a time.
Survivalist (mutation? Constantly active emitter): Protection from everything. Starvation, illness, even the sun, a constant mist/wind is around the user, with a mind of its own almost, and the will for one objective: keep the "host" living/alive and healthy. It cannot heal, but will find anything to try to stop the bleeding. It will also defend against attacks as well. While it will attack in cutting waves, they are relatively weak, as the entire quirk's objective is defense. User is constantly out of breath and is really fragile. Minimal control. If the user doesn't perceive someone or something as a threat, even when it is, then the quirk will not activate to protect them. Though sneak attacks do not work either. Tough, but not unbreakable.
Overgrown Hedgehog (mutation): About the size of a house cat, you're a hedgehog. A very large one. With all the advantages and disadvantages of one.
Devil's Feet (emitter): Think fire manipulation but with your feet! High speed and high power, think Shinra from Fire Force. User's feet and lower legs often get damaged from overuse, and also dehydration/overheating issues.
Diamond Scales (transformation): Able to form scales made of diamonds on the surface of the skin. These can be somewhat manipulated, closing up super tight to for an impressive defense at the cost of mobility, lengthened to form a sharp edge, or lengthened and buffed to form a blunt edge. Strict time limit and still faces knock-back. Potentially has some dual quirk applications with enhanced strength.
Essence Spinner (A mix of all three? not even sure if this one is even possible to make legal): Manipulation of biological matter in the way of being able to break down organics and remake them into something else or improve their design. To the point of making mutation quirks more efficient, add a new biologic trick, making new species entirely from certain templates, to healing, to resetting your entire body from a 100 year old man to a ten year old child. That even looks different from when they were a child. Disguises? Check. Messing with other players DNA with their permission? Check. Healing wounds via redoing DNA of things to match your's? Check. Creating an army of insectoid/reptilian hybrid things? Check. Biological weapons from diseases to chemical warfare to bone swords to super powerful acids? So...what are the downsides? Well...the need for easily accessible biological material. From trees to an exposed sewage system to use literal crap to make more useful things. Potentially extremely painful/life-threatening if dramatic (like de-aging). And literal tons of stuff to use to make things. An entire cherry blossom tree just to make two bone greatswords and two gauntlets plus some added muscle mass, or turning a black lab into a bone dagger. Can even remake someone to give them enhanced strength, speed, stamina, durability, tough armor, etc, though tends to overrides their quirk. Still present, but unusable. Definitely needs prior preparation to be the least bit usable, as there is no guarantee of there being enough material to use for whatever you wish for. Definitely a biology and science driven quirk.
Devour (transformation): Creates a large, black mouth to literally bite into opponents/objects. Pain in whatever area they were made at.
Speed Burst (emitter): User glows blue before moving at extreme speeds in a straight line. Even gaps in the ground doesn't stop this. Uses up extreme amounts of stamina.
Healing Wings (mutation): Large white wings that allows for flight, but the feathers can turn into energy and heal people. The more feathers used, they start to lose the ability to fly. Also, the more feathers used, the more severe the wound that can be healed.
Butterfly Wings (mutation): Large butterfly looking wings that spreads out dust to both hide people and cause sinus reactions for allergies. Wings are extremely fragile, and can be healed, but takes a long while to heal.
Lightning Bolt (transformation): The user turns into a literal lightning-bolt/electrical form and travels extremely quickly. Not as fast as teleportation, but the next best thing. Momentum would be like running at the user's full speed. Can be interrupted by something as small as a leaf and force them to transform back. The longer the distance travelled, the greater the toll on the body, as it does fries the nerves and paralyzes themselves. It would allow them to "recover" from falling off a building or just move to the roof of a building. Could let them move from the ground to the top of a house.
Distracting Eyes (Emitter or Transformation): Player permission only. Could attempt to redirect one's eyesight elsewhere. Side effects include severe dry eyes, itchy eyes, and getting Pink Eye.
All Seeing Eyes (Emitter): Allows the user to see in all kinds of vision modes and spectrums. Side effects include itchy, watery eyes and blurry vision.
Avatar (Emitter): Can summon an aura of an avatar or a part of them that mimics the movements of the user, but with dramatically increased strength. Full power is difficult to use. Requires high focus. Could cause severe migraines and flaying of the skin on the parts most used (like hands or feet).
Heat Constructs (Emitter): Allows the user to summon and use constructs made of fire. More experienced users can keep it pretty refined and not make it look like fire, and even make it appear more like full fledged fire manipulation instead of constructs. Makes trees, cages, petals, melee weapons, etc. User is naturally extremely resistant to their own quirk, and resistant to other fire users, though could still reach both their limits much more quickly. Side effects include overheating themselves, and some extremely mild burns.
Mantis Blades (transformation, emitter): User either sends out a whipping energy blade to slice apart people or anything else. Side effects include thin cut on the forearms. Transformation version turns forearms to blades for a quick strike.
Hydra (transformation, emitter): More or less like the movie version, the user fires out a blue (or any color really), serpentine dragon that can crush with its jaws. Transformation version transforms a limb into this to attack. Side effects include callouses, bone spurs, sensitivity to cold and heat, and potentially osteoporosis and fragile bones.
Sticky Silk (emitter): The user can fire out sticky silk from their fingertips and even mildly control them to the point of making spiderwebs. Side effects include lack of hair or white/gray hair, extreme need of certain nutrition, and their sweat being so sticky as to actually stick the user in one spot. And a weakness towards flames.
Water Tendrils (emitter): The user can manipulate water sources into water tendrils/tentacles. Must be already existing water sources. Drawbacks include arthritis, dry skin, lack of sweating.
Freeze (emitter): The user can freeze any liquid that isn't inside a living being in a fixed radius. Cannot manipulate it further than that. Drawbacks include frostbite, low body temperature, and hyperthermia.
Pulse (emitter): User sends out a pulse similar to sonar to detect living beings through their movements and potentially heartbeats. Low range. drawbacks include overly sensitive ears and eyes, lack of motor skills.
Animate Devour (emitter? Transformation?): The user animates a container (typically a bag), and transforms the container into an oversize mouth that eats things. Side effects include skin degradation, severe mental illness. Weakness to attacks/abilities that highly effect the container that is used on (like fire for typical bags).
Chew-splosion (transformation?): The user turns whatever they chew into explosives of various strength that they can detonate at will. Side effects include jaw cramps, making them unable to chew, lack of iron/sodium in their blood, and tooth pain. Possibly weakened jaw.
Kyoubi (mutation/transformation): The user is/turns into a nine-tailed fox with several abilities. Illusion, minor flame manipulation, enhanced agility and senses. Enhanced senses are a doubled edged sword, headaches and double vision from the illusions, and dehydration from the flame manipulation.
Monster Spider (mutation): The user is a monster spider with enhanced physical abilities, and a natural armor. In addition, they can fire out strong webbing, and their bite does have a poison in it. Fire is very bad, as is cold/ice abilities. Their armor isn't impervious, it does have gaps and sensitive areas.
I would have thought this would have been obvious, but DO NOT COPY AND PASTE WHAT'S WRITTEN DOWN AND EXPECT TO BE APPROVED IMMEDIATELY. These are rough ideas and concepts, and lack details and numbers due to ranks and the fact my elaboration may not be the same as your's. If you use any of these ideas, and all you did was copy and paste, I will encourage staff to just leave a pending that says "Details." and leave it at that. We will not write the entire quirk for you. The above parts were highlighted to reemphasize this additional note. -_-
Warp-Gate (emitter): a more legal version of this than the anime version, larger gates needs more time/energy to use/form them. Also needs to know exact locations and be unobstructed to form them. Also, stomach issues for overuse. Possibly even explosive diarrhea.
Portal (emitter): Ever heard of the game? Basically that. surfaces must be flat and a certain size. Works in pairs, if one is up it is not active until the second goes up. Hands tend to ache from overuse and gets fatigued. Often just large enough for one person at a time.
Survivalist (mutation? Constantly active emitter): Protection from everything. Starvation, illness, even the sun, a constant mist/wind is around the user, with a mind of its own almost, and the will for one objective: keep the "host" living/alive and healthy. It cannot heal, but will find anything to try to stop the bleeding. It will also defend against attacks as well. While it will attack in cutting waves, they are relatively weak, as the entire quirk's objective is defense. User is constantly out of breath and is really fragile. Minimal control. If the user doesn't perceive someone or something as a threat, even when it is, then the quirk will not activate to protect them. Though sneak attacks do not work either. Tough, but not unbreakable.
Overgrown Hedgehog (mutation): About the size of a house cat, you're a hedgehog. A very large one. With all the advantages and disadvantages of one.
Devil's Feet (emitter): Think fire manipulation but with your feet! High speed and high power, think Shinra from Fire Force. User's feet and lower legs often get damaged from overuse, and also dehydration/overheating issues.
Diamond Scales (transformation): Able to form scales made of diamonds on the surface of the skin. These can be somewhat manipulated, closing up super tight to for an impressive defense at the cost of mobility, lengthened to form a sharp edge, or lengthened and buffed to form a blunt edge. Strict time limit and still faces knock-back. Potentially has some dual quirk applications with enhanced strength.
Essence Spinner (A mix of all three? not even sure if this one is even possible to make legal): Manipulation of biological matter in the way of being able to break down organics and remake them into something else or improve their design. To the point of making mutation quirks more efficient, add a new biologic trick, making new species entirely from certain templates, to healing, to resetting your entire body from a 100 year old man to a ten year old child. That even looks different from when they were a child. Disguises? Check. Messing with other players DNA with their permission? Check. Healing wounds via redoing DNA of things to match your's? Check. Creating an army of insectoid/reptilian hybrid things? Check. Biological weapons from diseases to chemical warfare to bone swords to super powerful acids? So...what are the downsides? Well...the need for easily accessible biological material. From trees to an exposed sewage system to use literal crap to make more useful things. Potentially extremely painful/life-threatening if dramatic (like de-aging). And literal tons of stuff to use to make things. An entire cherry blossom tree just to make two bone greatswords and two gauntlets plus some added muscle mass, or turning a black lab into a bone dagger. Can even remake someone to give them enhanced strength, speed, stamina, durability, tough armor, etc, though tends to overrides their quirk. Still present, but unusable. Definitely needs prior preparation to be the least bit usable, as there is no guarantee of there being enough material to use for whatever you wish for. Definitely a biology and science driven quirk.
Devour (transformation): Creates a large, black mouth to literally bite into opponents/objects. Pain in whatever area they were made at.
Speed Burst (emitter): User glows blue before moving at extreme speeds in a straight line. Even gaps in the ground doesn't stop this. Uses up extreme amounts of stamina.
Healing Wings (mutation): Large white wings that allows for flight, but the feathers can turn into energy and heal people. The more feathers used, they start to lose the ability to fly. Also, the more feathers used, the more severe the wound that can be healed.
Butterfly Wings (mutation): Large butterfly looking wings that spreads out dust to both hide people and cause sinus reactions for allergies. Wings are extremely fragile, and can be healed, but takes a long while to heal.
Lightning Bolt (transformation): The user turns into a literal lightning-bolt/electrical form and travels extremely quickly. Not as fast as teleportation, but the next best thing. Momentum would be like running at the user's full speed. Can be interrupted by something as small as a leaf and force them to transform back. The longer the distance travelled, the greater the toll on the body, as it does fries the nerves and paralyzes themselves. It would allow them to "recover" from falling off a building or just move to the roof of a building. Could let them move from the ground to the top of a house.
Distracting Eyes (Emitter or Transformation): Player permission only. Could attempt to redirect one's eyesight elsewhere. Side effects include severe dry eyes, itchy eyes, and getting Pink Eye.
All Seeing Eyes (Emitter): Allows the user to see in all kinds of vision modes and spectrums. Side effects include itchy, watery eyes and blurry vision.
Avatar (Emitter): Can summon an aura of an avatar or a part of them that mimics the movements of the user, but with dramatically increased strength. Full power is difficult to use. Requires high focus. Could cause severe migraines and flaying of the skin on the parts most used (like hands or feet).
Heat Constructs (Emitter): Allows the user to summon and use constructs made of fire. More experienced users can keep it pretty refined and not make it look like fire, and even make it appear more like full fledged fire manipulation instead of constructs. Makes trees, cages, petals, melee weapons, etc. User is naturally extremely resistant to their own quirk, and resistant to other fire users, though could still reach both their limits much more quickly. Side effects include overheating themselves, and some extremely mild burns.
Mantis Blades (transformation, emitter): User either sends out a whipping energy blade to slice apart people or anything else. Side effects include thin cut on the forearms. Transformation version turns forearms to blades for a quick strike.
Hydra (transformation, emitter): More or less like the movie version, the user fires out a blue (or any color really), serpentine dragon that can crush with its jaws. Transformation version transforms a limb into this to attack. Side effects include callouses, bone spurs, sensitivity to cold and heat, and potentially osteoporosis and fragile bones.
Sticky Silk (emitter): The user can fire out sticky silk from their fingertips and even mildly control them to the point of making spiderwebs. Side effects include lack of hair or white/gray hair, extreme need of certain nutrition, and their sweat being so sticky as to actually stick the user in one spot. And a weakness towards flames.
Water Tendrils (emitter): The user can manipulate water sources into water tendrils/tentacles. Must be already existing water sources. Drawbacks include arthritis, dry skin, lack of sweating.
Freeze (emitter): The user can freeze any liquid that isn't inside a living being in a fixed radius. Cannot manipulate it further than that. Drawbacks include frostbite, low body temperature, and hyperthermia.
Pulse (emitter): User sends out a pulse similar to sonar to detect living beings through their movements and potentially heartbeats. Low range. drawbacks include overly sensitive ears and eyes, lack of motor skills.
Animate Devour (emitter? Transformation?): The user animates a container (typically a bag), and transforms the container into an oversize mouth that eats things. Side effects include skin degradation, severe mental illness. Weakness to attacks/abilities that highly effect the container that is used on (like fire for typical bags).
Chew-splosion (transformation?): The user turns whatever they chew into explosives of various strength that they can detonate at will. Side effects include jaw cramps, making them unable to chew, lack of iron/sodium in their blood, and tooth pain. Possibly weakened jaw.
Kyoubi (mutation/transformation): The user is/turns into a nine-tailed fox with several abilities. Illusion, minor flame manipulation, enhanced agility and senses. Enhanced senses are a doubled edged sword, headaches and double vision from the illusions, and dehydration from the flame manipulation.
Monster Spider (mutation): The user is a monster spider with enhanced physical abilities, and a natural armor. In addition, they can fire out strong webbing, and their bite does have a poison in it. Fire is very bad, as is cold/ice abilities. Their armor isn't impervious, it does have gaps and sensitive areas.