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 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 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 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 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.