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Jul 24, 2024 23:47:43 GMT
Post by BlueJay on Jul 24, 2024 23:47:43 GMT
Seeds kept in excess Such potential, unplanted Found by another
Minds full to bursting With ideas, fleeting yet Eternal, left here. Hi! This is a thread made to store extra Quirk ideas that we don't have characters planned for, or not enough room to put those characters, left here so that they may hopefully inspire someone else! Everyone is free to contribute, should they want to.
Quirks left here should be at least enough of an outline that someone new to the site could tweak/flesh them out into a valid Quirk for a character here, but no prescriptions or judgments are made about 'quality'. Complex, simple, serious, high-effort or low-effort shitposts, all! The more, the merrier! Simple template (optional):[div align="justify"][b]Quirk Name:[/b] (optional) [b]Quirk Type:[/b] [b]Abilities:[/b] [b]Drawbacks:[/b] [/div] - BlueJay
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Post by BlueJay on Jul 29, 2024 9:50:21 GMT
Quirk Name: Teddy Bear's Picnic Quirk Type: Emitter (Summoner) Abilities: This Quirk allows the user to imbue plush toys (e.g. teddy bears, character plushies) with autonomous movement fitting the toy's body shape and animal-level intelligence sufficient to follow simple commands. The user can maintain this effect for as long as they can hold active concentration on it, up to a max of 5 toys at once when the user is still and silent. Tactile sensations such as pain are always shared between the toys and the user, causing the animated toys to have an innate protective instinct towards the user.
Drawbacks: Besides focus, Teddy Bear's Picnic also requires simple sugars to function, meaning the user must maintain a high blood sugar level or else suffer symptoms of hypoglycemia such as tremors, lethargy, unfocused vision, and fainting. For an unknown reason, [blank] and [blank]-derived sweets were found to be the most effective fuel for this purpose. The toys are also independently wilful, inclined to follow commands from the user but not required to. This can be seen most strongly in toys with a sentimental connection to other people, which may even resist animation by the Quirk (i.e. player consent required for character-owned toys). Quirk Name: Hyperfixation Quirk Type: Mutant/Transformation Abilities: As long as the user is single-mindedly dedicated to a completable task or activity, they can forestall all mental and physiological effects of sleep deprivation and hunger until the task is finished. The Quirk also grants them trance-like focus while concentrating on the activity.
Drawbacks: While the Quirk fully delays the negative effects of lack of sleep and/or food, it does not fully eliminate them. If they are distracted from the activity for more than 30 minutes, or if they complete the task being focused on, they have 1 minute before the delayed effects will hit them all at once, scaled down to about 50% of the time spent hyperfixated. Quirk Name: Hydrolytic Quirk Type: Emitter Abilities: This Quirk user's body can function as the reverse of a Hydrogen fuel cell, taking in water & energy and splitting the water into Hydrogen & Oxygen gas. This gas can be emitted from the body via the skin or mouth at will. The user can move around and manipulate the generated gases within a short range of their body. The second ability of this Quirk is also fairly simple: the user can ignite the gases with any friction between their arms or hands. Once the gas has been ignited, it may leave their range, but cannot be manipulated further.
Drawbacks: The user must consume a lot more water per day than the average person if they wish to be effective/full-power with their Quirk. They also need to leave enough water to sustain themselves, suffering from dehydration if they go overboard. Additionally, while the user can store their generated gases, their limit is not particularly high, and so they can suffer acidemia from elevated Hydrogen ion concentration in their bloodstream or oxygen poisoning if they do not quickly emit/burn off their gases. (As such, they can often be seen with a wisp-like flame orbiting around them.) Quirk Name: Cannibal Corpse Quirk Type: Mutant Abilities: This Quirk's user has literally no metabolic function or bodily fluids, body and consciousness seemingly running on some unknown mechanism. Due to this, the user cannot die unless fully destroyed and is immune to pretty much any normal effects that would require disrupting the body's metabolism or biochemistry to work (e.g. bleeding, toxins, disease, etc.)
Drawbacks: While the user is protected from death, they are not in any way resistant to physical damage, and since they lack a metabolism the user also cannot heal from any damage to their body naturally. Instead, to heal themselves the user must consume human flesh or blood in some form. They also must do this every three days or so, developing a hunger that slowly reduces their lucidity and self-control the longer they go without feeding until they're forced to actively attack people to fulfil the hunger. Quirk Name: Telecommute Quirk Type: Emitter Abilities: The user can create a portal between the screens of any two connected electronic devices (e.g. phones, PCs, electronic billboards) that have screens large enough for them to leave a full fingerprint. As long as the user makes this contact with one of the screens and knows the precise geolocation or IP/MAC address of the other, a portal is created and maintained for as long as the locations/addresses of the two devices remain constant and known. Moving one of the devices or changing its IP/MAC address would immediately close the portal and eject objects/people inside through the closest linked device intact.
Drawbacks: In making a portal, the user must expend energy equivalent to the amount required to actually move the distance between the two devices, with a maximum range for the portals tied to how far they could move in a short time. Thus, this range is tied directly to the user's Speed attribute. There's also a short 'startup' time when using the Quirk, leaving the user briefly immobile as they must maintain focus and contact with the device's screen.
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ALIAS
Player One
OCCUPATION
Grunt For Hire
EVENT TOKENS
275
QUIRK
Avatar
Villain
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Aug 23, 2024 23:16:14 GMT
Post by Taro Yamada on Aug 23, 2024 23:16:14 GMT
My contributions! This list could grow as I come up with more.
SCRATCH & WIN The keratin in the user's nails are replaced with concentrated versions of chemicals used in matches, allowing them to leave claw marks that explode moments later. They're so sensitive that the marks can even be made and ignited mid-air.
Their nails grow faster than an average person's and they have to take great care with cutting them.
drone on and on (and on). The user can put people within earshot in a trance as long as they keep talking. Those affected will still have some motor function, able to walk when guided. Keywords such as names and topics that bring out a lot of emotion from the person can be used to snap them out of the trance.
Outside of battle, the user's words are clipped and they fall back to sign language if they have to explain something, so they don't accidentally hypnotize whoever they talk to.
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