Chapter Text
- 00 Soul Thief (S-Class. Automatic/Contact. Focus/Contact. Focus. Information/Meta. Manipulation/Meta. Manipulation/Stockpile/Meta.)
Emitter-type that allows the user to freely take quirks from other people, stockpile them, use them, and give them away. So far, no limit on the number of quirks that can be held at one time (assuming there is one to begin with) has been found.
Taking a quirk causes pain to the person being taken from, with several factors determining the level of pain caused.
The greatest determining factor is the user’s own proficiency when it comes to taking quirks. The user can consciously lessen or increase the amount of pain by removing the quirk more ‘gently’ or ‘roughly.’ The speed at which a quirk is taken plays into this, but greater proficiency allows for quicker usage while maintaining a lesser amount of pain. If the quirk is taken more slowly, or more gently, then the amount of pain can be reduced considerably, almost to the point of being nonexistent. As of yet, it seems as though the pain cannot be negated altogether, but it can be reduced to the point where it is hardly registerable as pain at all.
On the other hand, pain can also be increased to a tremendous degree. As best as I can figure (having never experienced the pain myself (though I know that my pain tolerance is heavily skewed anyway) and with few people amongst those who this quirk is used on experiencing pain the same way) the maximum level of pain reachable with this quirk is equivalent to the most excruciating pains possible, up with burning alive or being skinned.
So far, it would seem that the level of pain cannot be increased to the point of killing through shock (I have put that to the test, and after that particular instance, I’d be willing to say that is a definitive answer, as I was quite irritated that night). Nor can the pain even be used to render a target unconscious (during the act of taking the quirk. Quite often targets will fall unconscious afterwards, though that’s more likely to be a result of heavy exhaustion after–the–fact rather than the pain itself). In fact, it would seem that the opposite is true. In multiple situations, I’ve used this quirk on an unconscious target, and the resulting pain was enough to render them conscious again. This even holds true in certain cases where it was an injury that rendered them unconscious in the first place.
The other primary factor in the level of pain caused is how prevalent the quirk is in the target’s physical appearance, or how heavily it mutates their body. If a quirk causes any sort of physical mutations, such as animalistic features, added limbs, or any other example of physical alterations, then the pain caused will be much greater for them than it would be for a target with no physical alterations. This is most likely either due to quirks that cause mutations being always ‘active’ (as I have noticed that if a target is actively using their quirk as it is being taken, it causes more pain, potentially due to the body almost ‘fighting’ for control/possession of the quirk), or simply due to the fact that the body is being forced to undergo rapid, significant changes.
Quirks that have been taken are then stockpiled within the user’s body. In my own experience (unsure if it would be different with a different user) stockpiled quirks are given a semi-physical manifestation with a discernible ‘heat’ in my chest, located almost precisely where my heart is. I am able to mentally discern which heat is which quirk, with each one feeling slightly different from one another, and with certain similar types of quirks (i.e., strength enhancers, speed enhancers, healing quirks, etc.) even having differing, distinct feelings that can be used to identify quirks that I may have taken without knowing exactly what it is first.
Once stockpiled, quirks can be freely used at any time, and in in any combination, barring incompatible effects (for example, I have a quirk that transforms my legs into a snake tail, and another that makes my legs digitigrade and gives them scales/claws. These two quirks cannot function together). In addition to stockpiling taken quirks, this quirk allows the user to freely activate/deactivate stockpiled quirks as they wish. Deactivated quirks are as the name implies. They are dormant, their effects not present in the user’s body in any way, shape, or form, though they can still be felt in the way previously described, which is how they are activated. When a quirk is first taken, it is initially inactive. The user must locate the heat associated with it and consciously activate it (the act of activating/deactivating a desired quirk is best described as similar to how most every human is capable of blinking or opening their mouth or moving a limb. It’s an added bodily function that can be controlled).
This function of activating/deactivating quirks provides a great deal of freedom and variability to this quirk’s function. For example: in a normal person, a mutation-based quirk is always active, with perhaps certain additional effects not always being so. However, a mutation-based quirk stockpiled by this quirk acts more like a transformation-based quirk. It is activated, or ‘toggled’ by the user whenever they desire. Regular transformation-based quirks operate the same, just with another step in activating them (activating them through this quirk, and then again with the quirk itself). The major difference between them is that with mutation-based quirks, once they are activated through this quirk, they become ingrained into the body, meaning that they cannot be cancelled out by quirk-negating effects such as Eraserhead’s ‘Erasure.’
It should be noted that activating mutation-based quirks brings discomfort to the user, due to the sudden, rapid changes enacted upon the body. In many cased bones must be broken and/or shifted as part of the change, and more often than not muscles must shift and grow/shrink. Both of which cause a great deal of discomfort, but as with most pain, repeated exposure increases tolerance to it and lessens the perceived intensity of the pain.
Currently, there is no hard limit on how many total quirks can be active simultaneously. There are certain soft limits that vary depending on the specific quirks active (things such as the amount of focus required to use/maintain a quirk/quirks, the amount of stamina used by them, and any limits or drawbacks that may come with each specific quirk), however these can be easily negated with additional active quirks.
For instance, I have one quirk (Insomnia, see entry 54 below) which forces the user to remain awake and allows the user’s body to survive without sleep, but comes with a drawback of not providing a way for the body to recover energy or for the mind to rest. To negate those drawbacks, I have two separate energy stockpiling quirks (entries also below) which greatly expands the pool of energy/stamina that my body can draw from, and which recover energy in ways not dependent upon sleep, and at a faster rate than my body can expend it (in normal circumstances). My mind’s capabilities are also vastly changed by more quirks, altering the way it operates, down to even its need to rest and recover.
If this quirk has any actual limit, it’s how many quirks can be activated simultaneously (not active, activated. The act of selecting quirks and activating them. How many may be done at once). Activating multiple quirks simultaneously causes exhaustion at an exponential rate with each additional quirk. (i.e., activating ten quirks at once is much more exhausting than activating two, and activating twenty is much more so).
This can be worked around by simply drawing out the process of activating the desired quirks. One quirk every minute, for ten minutes, is significantly less exhausting than all ten simultaneously.
It should be noted, however, that this limit is one that can be alleviated with training and effort. As time has passed, I have noticed this limit becoming progressively higher, likely as a result of a few key ‘stressful’ situations that required the activation of more quirks at one time than I was used to, causing my body to strengthen and adapt in the aftermath, in the same way that the body develops muscles or stamina. Before the start of Yueii, I would adhere fairly strictly to the workaround described above, activating quirks slowly so as to reduce exhaustion. However recently I’ve found myself able to disregard it entirely, able to activate several at once with no noticeable consequence. With time, it’s possible that this limit may be negated entirely.
This quirk can also be used to give stockpiled quirks in a direct opposite of how they were taken. I have done very little to explore this particular function, as I have only twice used this function properly (the first time being when it was discovered, accidentally giving a quirk to a target, before quickly taking it back, and the second time being when a quirk was deliberately given to someone else. Any other time that this function has been used has been purely so that the pain of having a quirk taken could be repeated after said quirk was taken).
The only details regarding this function that I know for sure are that it can be done at all, and that at least one quirk can be given to someone who already possesses one.
Based on certain evidence (i.e., a person/creature that possessed multiple quirks) and the knowledge that at least one quirk exists that functions similarly to this one, I hypothesize that multiple quirks (more than one additional) can be given to a target. Exactly how many is unknown, especially how many can be safely given. The person (people, I’ve encountered multiple) with multiple quirks that I encountered was severely physically mutated (I would go so far as to call it disfiguration, not simply mutation) and was reduced to a blank or beast-like mentality. I have no way of knowing if it was the presence of multiple quirks that caused either, or if there were additional contributing factors. Either way, I would assume that, at the very least, giving too many quirks to a single target would lead to detrimental effects, whether those be physical or mental. If I want to know for sure I would have to find a way to test this myself.
Additionally, I have no idea if it is possible to transfer this quirk to someone else. I have no intention of testing to see whether or not it is.
Regarding how exactly this quirk functions (meaning how exactly it takes quirks) I believe it operates by copying and suppressing a target’s quirk. (I say ‘I believe’ because I have no way of testing this to confirm or deny, so this is simply my leading hypothesis).
When the user of this quirk makes physical contact (skin-to-skin) with a target, they are able to ‘feel’ the presence of a quirk within said target. This feeling is similar to the feeling of stockpiled quirks, if perhaps a bit less precise (while a stockpiled quirk gives off such a feeling that the user might be able to identify what kind of quirk it is with no prior knowledge of the quirk’s effects, the feeling when taking a quirk is mostly limited to simply identifying whether or not the target has a quirk at all). Assuming the target has a quirk, the user can then choose to take it.
When taking a quirk, the physical sensations associated with it (for the user. The sensations for the target are already described above as pain) are that the quirk felt inside the target is being ‘pulled’ from said target, and into them through wherever physical contact is being made. This process continues until the user feels the quirk ‘settle’ into their chest with the rest of the stockpile (it should be noted that physical contact only needs to be maintained until the quirk has been drawn into the user. The user can pull away before the quirk has ‘settled’ with no consequences). What I believe happens specifically is as follows:
When the user initiates the process of taking a target’s quirk, my leading hypothesis is that this quirk performs two functions simultaneously. It copies the part of the target’s DNA that controls what their quirk is, and either does something to then nullify that section of DNA to nullify/erase the target’s quirk, or does something to rewrite the target’s DNA entirely (which would provide another potential explanation for the pain felt by a target) to achieve the same effect. The information of the copied section of DNA is then transferred to the user of this quirk, somehow translating that process into the physical sensation previously described. The end result is that the target is left essentially quirkless, unable to use their quirk for one reason or another, and the user is then able to make use of the copied information, applying it to their own body in the form of ‘activating’ the quirk.
As of right now, I have no way to conduct any test that would confirm or deny whether or not this hypothesis is true. As such, and until such a time as I am able to do so, this explanation is how I will believe that this quirk functions.
- 01 – Attraction (D-Class. Focus/Miscellaneous. Kinesis.)
Allows the user to pull (attract) objects below a certain weight limit towards themself. Originally thought to be the attraction of only small objects.
Exact weight limit seems to vary depending on the weight/size of the user. Original user’s limit seemed to be roughly 6.5lbs. (give or take a pound or two). My limit, when at a base weight of 195lbs. (no snake tail, wings, or other extra features), measures at roughly 10lbs.
However, with the snake tail and wings increasing my weight to roughly 3,792lbs., my weight limit increases to approximately 189lbs. Based on the difference between the two weights and their respective effect on the quirk’s limit, the weight limit seems to be approximately 5% of the user’s body weight.
Also allows for small amounts of vertical and horizontal movement (acting as a lesser form of telekinesis) but cannot move objects farther away. Amount of control is dependent upon the size of the object relative to the user’s weight limit (the less the object weighs, the more control over lateral movement the user can achieve).
Increased weight limit does not increase the effective range of the quirk, though repeated use and training/proficiency with this quirk have resulted in a marginal increase (from approximately thirty feet (true with both myself initially and the original user) to approximately fifty feet. An increase of approximately 60%.
This quirk can only be used/activated via repeated ‘grabbing’ motions with a hand. Extensive experimentation has revealed that this cannot be worked around. The motions can be small and not exaggerated, but must be made in order to use the quirk. This has also proven that ‘Attraction’ is an entirely hand-based quirk, rather than based around the head/mind as most telekinesis quirks are.
– 02 – Metal Claws (C-Class. Focus. Transformation.)
Allows the user to extend/grow blades from the tips of their fingers.
The composition of the metal is a form of titanium alloy.
Claws extend anywhere from six to eight inches from the tip of the finger (depending on the finger) and range in thickness from 1/8” to 1/4”.
Claws require conscious activation to form and require constant focus to maintain. They will deactivate as soon as the user is no longer focusing on keeping them formed.
When not in use, the metal that makes up the claws is stored in the hollow spaces in the bones of the user’s fingers and hands.
When activated, a certain amount of the metal remains embedded in the bones of the fingertips, forming a solid structure with the claw and finger.
Additionally, the user’s fingernails are changed to match the composition of the claws, changing to metal. This gives the effect of having a lesser version of the claws even when the quirk is not active, as the fingernails seem to maintain a certain level of sharpness that is enough to break skin with relative ease. This change persists when the claws are formed. When this happens, the claws and fingernails appear to merge together.
These claws are tremendously sharp (along the inside of the blades, relative to the inside of the hand, and down to the tips). They are sharp enough to, with minimal effort (as little as the weight of the claws and hand pressing down) cut into concrete and asphalt as deep as half an inch. With concentrated effort, the claws could very easily cleanly slice through those same materials, and even some stronger materials such as certain metals.
- 03 – Strength Augment (C-Class. Passive. Enhancement.)
Augments the user’s strength using the body’s energy.
Maximum increase in strength (in perfect conditions with no exhaustion) is approximately double the user’s base strength. Further experimentation has proven that it will only ever increase that much. It will not double the strength provided by other strength quirks, nor can other quirks compound upon it. The boost will always be equal to 100% of the user’s natural strength.
It is dependent upon the user’s stamina to maintain output. This means that the quirk brings a relatively high risk of exhaustion with constant use. The output will diminish slightly as the user’s stamina drains. This occurs at a constant rate (proportional to the user’s exertion) until the user becomes too exhausted to move.
While this quirk will not directly cause the user to lose consciousness upon draining their stamina, it will exhaust them to the point that they will fall asleep on their own soon after.
This limit is almost entirely negated through both naturally increased stamina and through energy stockpiling quirks.
- 04 – Serpent (B-Class. Passive. Animal/Mutation/Enhancement.)
Mutates the user’s legs into a single, large snake’s tail.
Based on the size of the tail (relative to the user’s human half) and the color/pattern of the scales, the species of the tail most closely resembles the Green Anaconda (Eunectes murinus). I would be tempted to instead say that it resembles the Titanoboa (Titanoboa cerrejonensis) purely based on the similarities in size, but since it has been extinct for a few million years, and since size is the only comparison I can draw, I will stick with the Green Anaconda.
Scales begin approximately 2 inches below the navel (on the user’s front) and at the L5 (Lumbar) vertebrae, with the changes to the user’s anatomy beginning at the same place. The L5 vertebrae is where and as it should be (if perhaps slightly larger than normal) but below that, instead of transitioning to sacral vertebrae as with most humans, the spine transitions to match that of a snake, taking on the appearance of Precaudal vertebrae.
The tail extends exactly 47ft in length, beginning at where the scales start on the torso. This is consistent with myself and, based solely on visual observation, the original user.
Movement speed (without the aid of additional quirks) is barely affected. ‘Walking’ speed with the quirk active is roughly the same as walking speed without the quirk. ‘Running’ speed seems to be slightly slower than normal, but the difference is made up in less stamina being consumed when moving while the snake tail is active. This difference is negated through the use of speed quirks.
Beyond replacing the user’s legs, the quirk also affects internal organs. Small and large intestinal tracts, Liver, Stomach, Kidneys, and reproductive organs are all shifted partially down into the tail, and in most cases increased in size. New locations seem to match up with locations in normal snakes.
Along with shifting the internal organs, several additional—albeit slightly resized—copies of the organs have been noted. These include the heart, lungs, stomach, and liver.
I’m not sure what happens to digested food in the digestive tract when I transform, and frankly I really don’t want to know.
Additionally, the quirk mutates the user’s tongue, making it longer and splitting it at the tip. It adds a Vomeronasal (Jacobson’s) Organ at the roof of the mouth to allow for enhanced sense of smell by ‘tasting’ the air.
The quirk also makes the user more susceptible to lower temperatures. It doesn’t make the user truly cold-blooded (cold-bloodedness is normally a result of the organism’s organs not being large enough to produce enough heat for the body), but it is close.
Winters spent outdoors are particularly dangerous.
User also must shed their (snake) skin. Regularity of shedding seems to match that of actual snakes (roughly twice per year).
I have not had any opportunity to test it, but Anaconda’s are meant to be extremely effective swimmers. If ever I get my hands on an appropriate water breathing quirk, I will put it to the test to clean Dagobah beach. There is a good amount of trash just out from shore that I haven’t been able to reach.
A diagram that I found that I referenced when describing his organs being shifted.
- 05 – Ignite (D-Class. Focus. Elemental/Generation/Utility.)
Allows the user to produce small flames on the tips of their fingers.
Flames are similar in size, appearance, and heat output to a standard cigarette lighter. They can be ignited nearly anywhere and in any condition (rain, high winds, etc) but will extinguish normally.
It is unknown what serves as the fuel for the flames. My best guesses are bodyfat or some other nutrients in the body.
Fingertips, and hands to a lesser extent, are resistant to heat and flame, created by the quirk or otherwise, while the quirk is active. Any other part of the body exposed to flame will react normally.
The greatest use for this quirk is as a way to start other fires. The size of the flame created, and subsequently the heat produced, means that it is not useful on its own for much else.
- 06 – Healing (B-Class. Focus. Enhancement/Healing.)
Allows the user to heal injuries.
As far as I have been able to tell, this quirk will heal any injury short of death, though the actual time it takes to heal will vary depending on the severity. It is theorized that this quirk could even heal lost limbs and extensive (potentially paralyzing) nerve damage.
If an injury is received and healed when this quirk is inactive (resulting in scarring) or an injury is healed incorrectly, the scar will begin to disappear, and the injury will be corrected with its activation.
The quirk is low power. It does not immediately heal injuries as they are received, but it is much faster than natural healing. Broken bones will heal in minutes (depending on the severity), scratches and small cuts will heal in seconds, etc.
This quirk is not well suited for combat. It is certainly better than nothing, but the slow rate of healing combined with it requiring constant concentration to function means that it is better suited for healing after a fight rather than during.
- 07 – Deep Breath (D-Class. Passive. Enhancement.)
Increases the user’s lung capacity.
I’m not entirely sure how the quirk actually increases lung capacity. My best guesses are through compression of the air as it enters the lungs or increased lung elasticity (lungs are able to inflate more than normal to take in more air). The former is more likely as lungs do not seem to (observably) expand enough for the increased amount of air inhaled.
I am also unsure exactly how much it is increased. As far as I can tell, it is approximately double what it normally is (this was estimated by timing how long I could hold my breath both with and without the quirk).
This quirk would be especially effective when used in combination with voice or other breath-related quirks. As well as useful to counteract gas-type quirks (such as Midnight’s ‘Somnambulist’).
- 08 – Siren (B-Class. Passive/Vocal. Focus/Vocal/Connection. Enhancement/Manipulation/Mental. Manipulation/Mental.)
Gives the user mind control/brainwashing abilities.
As stated above, the primary function of this quirk is that it gives the user mind control abilities. This mind control is nearly absolute. Once under the user’s control, a target can be commanded to do next to anything. Any command given by the user will be fulfilled, or at least attempted. If told to jump, the target will do so immediately, if told to speak, the target will do so. This even extends to certain ‘inactions.’ The user can tell the target to sleep, and they will fall unconscious immediately.
Nothing can break the target out of this mind control short of the user’s own desire to release them or the user’s inability to maintain the focus necessary to maintain the connection, such as becoming distracted or falling unconscious. No amount of pain or trauma experienced by the target will break the connection. The target is unable to fall unconscious (at least through mental/physical shock. They would still presumably lose consciousness through exhaustion or injury), as the quirk does not afford them even that much control.
The caveat, or drawback of this quirk, contrasting the absolute control it gives over a target, is the difficulty/effort required to establish the connection. The ‘trigger’ for this quirk to activate is incredibly niche, and is nearly paradoxical. It almost requires a connection to be formed in order to form the connection and take hold. To achieve this, the quirk has a secondary function that is much easier to use.
This secondary function is a relatively low-power suggestion-based mind control. It cannot be used to give commands outright, and instead must be used in a more subtle, persuasive manner.
The easiest (and likely best) usage of this function is through making small, low-impact suggestions to the target, that align with what the target is likely to do. The smaller the suggestion, and the more it aligns with the target’s mindset/preferences, the more likely they are to follow along with it.
For example: If a target rarely engages in or even considers violence, a suggestion of a violent action would not be followed. But if a suggestion is given that aligns with the target’s morals or, better yet, is something that the target would naturally consider, then they are likely to follow it.
As this secondary function is used, a connection begins to form between the user and the target. The more it is used, the stronger the connection becomes, allowing the user to make more significant suggestions, and thus continuing to strengthen the connection if the target follows along. The more this cycle continues, the stronger the connection becomes, until eventually the user is able to take total control with the primary function of this quirk.
In addition to the subtlety and accuracy of the suggestion/persuasion, effectiveness of this quirk’s secondary function is dependent upon several factors, further limiting the effectiveness of the quirk as a whole.
The simplest, and possibly most important factor is the target’s awareness of the quirk and how it works. If they are aware that the user is using the quirk to attempt to persuade them, then the effectiveness of the persuasion will drop to essentially useless, though certain other factors can negate this.
It should be noted that once the full mind control has taken hold, no amount of awareness is likely to make any difference (it should also be noted that this is by no means definitive. I only have two separate experiences with this quirk to base this analysis off of. Both targets were children. It could very well be the case that certain adults with sufficient mental strength or will power could potentially overpower this quirk’s hold on them, though that is merely theory).
The target’s state of mind is also an important factor in the effectiveness of the quirk. The more distressed, nervous, etc. (any mental state out of the normal that would decrease the target’s focus) they are, the easier it is for the user to persuade them and establish a connection. This is also the factor that would have the most impact on negating the effects coming from a target being aware of the quirk and its functions. The further a target’s mental state is from normal, the less likely they are to be aware to begin with, and the less likely it is for that awareness to matter.
Intelligence of the target also plays a role in the effectiveness, though it has less of an outright effect and is instead more supplementary towards the first factor. The smarter a target, the more likely they are to realize this quirk’s functions, and the more likely they are to be able to do something about it.
Health conditions also factor into the effectiveness. If a target is tired, injured, hungry, or if their general physical state is anywhere less than optimal, their mental state has likely deteriorated in kind, thus making them easier to persuade.
Children are especially susceptible to persuasion, and are considerably easier to form the mental connection to than adults. The younger the child, the easier they are to persuade and control.
Children that are cold, hungry, and tired are considerably more so.
In addition to the primary and secondary functions of this quirk, there are also lesser tertiary, and quaternary functions/effects.
The tertiary effect is that speaking with this quirk active gives the user’s voice a certain ‘weight’ or significance. People that hear the user’s voice will unconsciously be more willing to listen (this does not affect the persuasion aspect. This merely makes people more likely to pay attention to what the user is saying, not necessarily follow what they say).
The quaternary is an even lesser version of the mind control and persuasion function. It is a very low-power and nearly unnoticeable (and useless to the primary and secondary functions) influencing effect, that doesn’t so much influence a target’s actions, but has subtle effects on their mood.
The easiest usage of this function is by using some form of music (I’ve only ever tested this with simple humming, but I imagine that it would work with singing too, so long as whatever is being sung conveys emotion). The tune of whatever is being hummed/sung, subtly affects the mood of those who hear it.
i.e., ‘happy’ songs/tunes will transfer a very slight feeling of happiness to those that hear it. This effect is also applied to other emotions. High energy tunes invoke adrenaline and increased heartrate, or perhaps anger, sad songs invoke sadness, etc.
Most notably, this quaternary function can affect the user while none of the others can.
Additionally, I’ve not yet put this to the test, but I theorize that this quirk could be used in conjunction with other quirks that similarly work to impart the user’s will upon a target (such as ‘Conqueror’) to great effect, potentially bypassing the stringent requirements to establish a connection with a target, by establishing a connection in a different manner.
- 09 – Muscle Augmentation (C-Rank. Focus. Enhancement.)
Increases the user’s muscle mass in order to enhance strength.
Muscle mass seems to be increased fairly evenly across the entire body. The exact increase is difficult to gauge.
- 10 – Dinner Bell (E-Class. Focus/Contact. Focus/Connection. Mental/Utility.)
Allows the user to establish a mental ‘link’ with another person. This link allows for the creation of a noise audible only to the user and the person they are linked to.
The noise seems to sound like a cross between a bell and a chime, high pitched and piercing in nature. Unless one is unconscious for reasons other than sleep; meaning being severely concussed or otherwise mentally debilitated, the nature of the noise means that it will always be heard.
The sound, pitch, and volume of the noise cannot be changed. The only variation that can be achieved is how long the noise persists. It can be as short as a tenth of a second, to as long as the user can maintain their concentration to make the noise.
This allows for basic, one-way communication from the user to the linked person in the form of Morse code. The linked person cannot communicate in response.
Creation of the link is achieved through physical, skin-to-skin contact between the user and the individual they wish to establish a link with, as well as a conscious ‘activation’ of the quirk with a desire to create the link.
The mental link has no limit in time since being established or distance between the user and the linked person. Link will persist until the user creates a link with another person or (presumably) until either person dies.
- 11 – Proximity (C-Class. Passive/Proximity. Utility/Information.)
Gives the user a sensory ‘radar’ around them.
The radar detects any and all living beings that enter its radius. Even those that are outside the user’s field of vision and those that are hidden by means of quirks, such as invisibility.
It is unknown how exactly the radar actually functions. My best guess is that it works similarly to a heartbeat sensor. But maybe detecting muscle contractions or electrical signals throughout the body.
Tests have revealed that the quirk will detect someone even if their entire body has not yet entered its radius. An arm entered through the radius, with the torso (and consequently the heart) remaining outside. The quirk still registered their presence.
Furthermore, the quirk does not define exact movements or actions of a body that has entered the radius. Some movements, such as general raising and lowering of the body (crouching), can be registered, further supporting my theory of how it functions, but not precise movements/positions. (ex. It would not be possible to determine things such as number of fingers being held up or even whether or not the person is facing the user.)
The radar tracks presence, not action.
The radar extends in a sphere around the user, approximately 5 meters in radius. This distance can be increased or decreased with focus, but 5 meters is the natural state. Changing the distance takes too much effort to be viable in all but extreme cases. The possibility exists that repeatedly forcing the radius would increase the natural range.
The radar is not absolute. There exist quirks that are capable of hiding one from this quirk. A prime example of this is ‘Ghost’ (entry 107). I did not notice when I encountered it, but ‘Ghost’ completely hid the original user from ‘Proximity.’
- 12 – Processor (B-Class. Passive. Mental/Enhancement)
Greatly increases the speed at which the user’s brain functions.
As far as I am able to tell, when this quirk is active, it increases both the speed at which electrical signals travel through the brain and how quickly the brain is able to process those signals. This results in a sharp increase in overall intelligence for the user, primarily by boosting how ‘quickly’ they can think.
It also provides a slight increase in the memory of the user, making it easier to recall information. However, this effect is much smaller than that of an intelligence quirk that specifically effects memory.
Based on simple observation by comparing this quirk’s effects on the original user to its effects now, it seems to vary in potency depending on the user’s existing intelligence. (ex. A person of below average intelligence might increase to an average level with this quirk, while someone who is already average will be increased to above average with a greater overall boost.)
- 13 – Demonic Horns (D-Class. Passive. Mutation.)
Gives the user a set of ‘demonic’ horns on the top of their head.
Horns are roughly 9 inches in length and 4 inches in circumference (at their thickest point, close to the head).
Horns start roughly 2 inches above the brow and curl backwards over the head.
They are naturally pitch black and are ridged.
- 14 – Speed Boost (C-Class. Passive. Enhancement.)
Increases the speed at which the user is able to move.
The increase in speed is achieved by enhancing two aspects: boosting the speed at which the nervous system can transport electrical impulses from the brain, and boosting the speed at which muscles can contract.
This increase in speed is not limited to simply running, but instead affects all of the user’s movements. Everything from the speed at which the user punches, to how fast they are able to write/type is affected.
**A note about speed quirks: In most cases, the quirk comes with an inherent mutation that makes it easier for the user to mentally handle the increased speeds. This usually comes in the form of enhancement to the brain or to the nervous system that allows for perception at higher speeds and decreased reaction times.
- 15 – Midnight (D-Rank. Automatic. Enhancement.)
Enhances the user’s physical capabilities the closer to midnight it is.
This boost affects things such as the user’s strength, speed, and durability. Reaction time, intelligence, and sensory capabilities are not affected.
The boost is by no means significant. As far as I can determine, the boost it gives is equal to roughly 1.25 times the user’s base capabilities.
As stated above, the quirk takes effect as it gets closer to midnight, reaching its maximum (1.25x) at 12:00AM. As far as I can tell, the boost begins to apply at noon, and slowly increases to its maximum at midnight, before slowly weakening and reaching the point of no effect at noon again.
Assuming that my logic is correct, this could mean that the boost takes affect (and subsequently halts) at the closest measurable point of time after (and before) 12:00 noon, with there being no change to the user’s abilities at exactly noon.
I have not yet conducted any tests to determine how the quirk would function when changing time zones, or how it would react to Daylight Savings (at some point I’ll have to travel to a country that observes Daylight Savings to put that to the test). I also don’t know for sure how the quirk knows what time it is, or why it’s even based around time in the first place (It would make more sense if it were based upon solar midnight rather than clock midnight). Perhaps the quirk itself includes some form of internal clock to determine the time?
- 16 – Monster Arms (C-Rank. Passive. Animal/Mutation/Enhancement)
Mutates the user’s arms, increasing length, increasing muscle mass and density, growing fur and claws, and giving paw pads.
Mutation begins above the elbow, approximately halfway up the bicep. Total arm length appears to be approximately 1.5 times greater than when the quirk is not active.
The quirk does not seem to match any known animal. This is mostly due to the fact that the limb remains overall humanoid.
- 17 – Sparkle (D-Class. Focus. Generation.)
Allows the user to create ‘sparkles’ from any point of their body.
The sparkles seem to be generated by minute amounts of magnesium that are produced within the body upon activation of the quirk. The magnesium is ignited as it leaves the body, beginning the exothermic reaction between the magnesium and the oxygen in the air, creating the ‘sparkles.’
Sparkles tend to last anywhere from three to five seconds after igniting.
- 18 – Memory Card (C-Class. Passive. Mental/Enhancement.)
Immensely boosts the user’s ability to recall memories.
The nature of the boost is similar in effect to an eidetic memory. A near-perfect recall of everything the user has ever experienced.
- 19 – Demonic Wings (C-Class. Passive. Mutation/Transportation)
Gives the user a pair of wings that are demonic in appearance allowing for flight.
The wingspan is approximately 21ft and 11in. This is not the same as the previous user, leading me to believe that the wings changed size to allow for flight. This is further supported by the wings increasing in size when used in combination with ‘Serpent’ to allow for flight with increased weight.
Skin is leathery in both appearance and texture, and lacks feathers and fur of any kind. The wings closely resemble those of a bat in structure, but with a few key differences.
The wings connect to the back, just under the shoulder blades, instead of at the shoulder, allowing for both wings and arms to be present. Spikes are present at the tips of the ‘fingers’ and where the thumb would be. The wings are also lacking the ‘thumbs’ present on bat wings.
They can be used in combination with strength quirks to increase maximum load while in flight and with speed quirks to increase how fast the user can fly.
- 20 – Strength (B-Class. Passive. Enhancement)
Increases the density of the user’s muscles, allowing for a higher strength output.
- 21 – Shapeshift (B-Class. Focus. Manipulation/Utility.)
Allows the user to make minor changes to their appearance & body.
The quirk can change aspects such as: skin, hair, and eye color, facial structure, height, and musculature.
Changes to color can only be to naturally occurring colors (natural without quirks, meaning any residual color mutation NOT present in the user’s body cannot be achieved.) This means that if I did not already have green hair, I would be able to use this quirk to change my hair to that color anyway.
Changes to facial structure must remain within the realm of human possibility, as with colors.
Height can be changed within approximately 6 inches (taller or shorter) of the user’s natural height. Changes to height are the most extensive possibility of the quirk.
Changes to musculature are minimal. It is more akin to manipulating levels of bodyfat within the user’s body to make musculature more or less defined. It cannot be used like a minor strength enhancing quirk.
The quirk may be suppressed (erased) to prevent usage, but changes made to the user’s body will remain until undone by the quirk.
The quirk can be used to change extra features provided by other quirks. Wings provided by ‘Demonic Wings’ and horns provided by ‘Demonic Horns’ can both be minorly changed in size and color.
– 22 – Mirror Image (D-Class. Focus/Contact. Manipulation/Utility.)
Allows the user to copy an image onto a surface.
The user can, with focus, copy an image (or words. Any discernable image) from their mind onto a solid surface. Usage of the quirk requires direct physical contact between the user’s hand and the target surface (specifically, five finger contact), and a visualization of what the user wishes to copy.
The target surface does not need to be completely flat. If the surface is rough, or curved/otherwise abnormally shaped, then the image will be copied regardless and will simply be distorted due to whatever abnormality there was.
The quality of the image (on a perfectly flat surface, disregarding any imperfections) depends upon how well the user can mentally visualize it. This means that images drawn from memory are easier to copy and, subsequently, images that the user can physically look at to aid in the visualization are the easiest. (ex. The user wishes to copy a photograph onto a piece of paper. If they are able to physically see the photograph, the quality of the product will be much higher than if they tried to visualize it themself). This can, of course, be negated through the effects of memory enhancing and other mind enhancing quirks. With added focus to their visualization, the user can alter the size of the image as it is placed. However, there is a limit to how large an image can be. This varies slightly depending upon the colors contained within the image (see below). The user can use both hands (or more, if there are more to use) to create a larger image, and if their ability to visualize an image is sufficient enough to do so, the user could create an image in pieces to account for this limit.
Based on my observations (made much easier with ‘All Sight’ (entry 151)), the quirk adds five tiny organs into each of the user’s hands, located in the tips of the fingers (one per). These organs seem to contain colored pigments/dyes. Upon activation of the quirk, the pigments are pulled from the organs and onto the target surface, combining to create the desired image. This means that there is a limit to how large a single image can be, as it is pulling from a physical supply in the user’s body.
As far as I have been able to tell, the pigments used by the quirk are roughly equal to those used by permanent markers (in how long they last and how they react with certain surfaces at least. I have no way to compare the two to see how similar they actually are as far as composition).
- 23 – Speed Boost (C-Class. Focus. Enhancement.)
See entry 14.
This quirk differs in that it requires a conscious activation and continuous focus to maintain.
- 24 – Ice Sculpture (C-Class. Focus. Focus/Contact. Elemental/Generation/Manipulation. Elemental/Manipulation.)
Allows the user to create and shape small amounts of ice with their hands.
Upon activation, ice begins to accumulate in the palm of the user’s hand. As it accumulates, the user can manipulate and shape the ice however they wish. The extent of the manipulation is limited by the volume limit of the quirk (detailed below), the laws of physics (meaning that the created ice is not any stronger or more durable than normal ice), and the skill of the user. The user could form the ice into something as simple as a cube or sphere, or as complex as a detailed sculpture. Manipulation does not have to occur as the ice is being created. The user could form a shape, and then proceed to mold it into what they desire. This means that this quirk also allows for a certain amount of ice to be melted/evaporated.
The amount of ice that the user can create in a single instance (with a single hand) is roughly limited to a volume of ~179.6 cubic inches. This is equivalent to a sphere with an approximate radius of 3.5 inches. If both hands are used simultaneously, the maximum volume doubles, and the precision with which the user can manipulate the ice increases.
In addition to the creation and manipulation of their own ice, the user can also manipulate extant ice to a slightly lesser extent. This includes the quirk’s ability to melt and evaporate ice. This means that the user could potentially use this quirk to fuse separate pieces of ice together.
This quirk provides the user a certain level of resistance to cold temperatures, particularly in the hands.
- 25 – Lightbulb (C-Class. Focus/Contact. Generation/Manipulation/Utility.)
Allows the user to create light both on their body and on other objects.
The light is activated by physical contact (does not need to be with direct skin) and conscious activation of the quirk.
The amount of light generated depends partially on the size of the object or area affected, though is generally slightly less than that of a standard light bulb.
The maximum size or area that can be affected is approximately six square feet. This size can be increased with effort, but becomes increasingly strenuous the larger the area.
Light is powered/maintained by the user’s stamina. Depending on the size of the area being affected, light could potentially be maintained indefinitely. The light will persist until consciously deactivated by the user, or until the user runs out of energy to maintain it.
It is unknown exactly how the light is created in the first place. It is not through any chemical reaction (such as with ‘Sparkle’) or any form of bioluminescence (ruled out because it can be used on objects outside of the body, and without direct skin contact). The possibility exists that it is a form of light bending/refraction that is activated by the quirk. This is unlikely, however, because I have used this quirk on similarly sized areas during both the day and night with no observable increase in effort. If this theory were correct, there would be a much greater amount of effort necessary to maintain the light.
- 26 – Screech (B-Class. Focus/Vocal. Enhancement.)
Gives the user the ability to scream at a ridiculous volume.
This quirk is similar in effect to Present Mic’s. Only instead of boosting the volume of the user’s voice altogether, it only takes effect when the user is screaming.
The volume produced by the quirk seems to be within the range of 100-110 decibels. At this level, the user does not experience hearing loss/damage. However, the volume can be consciously increased if the user desires, which will result in hearing loss/damage relative to the increase.
- 27 – Energy Stockpile (C-Class. Passive. Energy/Stockpile/Enhancement.)
Allows the user to stockpile energy to act as a second source of stamina within the body.
While it cannot be used to affect the world in any direct way, stockpiled energy can be utilized to augment quirk usage, as well as normal physical exertion.
When the user exerts themselves in any way that would normally reduce their stamina, their body will draw upon stockpiled energy before drawing upon naturally stored energy. This also applies to limits that induce most cases of quirk exhaustion.
Depleted energy will begin to recover when the body is no longer exerting itself and it has the proper conditions to do so (proper nutrition/rest).
Making use of the secondary source of stamina can give the user the appearance of having enhanced physical capabilities (beyond stamina) by allowing them to exert their maximum capacity for longer amounts of time. (Ex. Sprinting at max speed for longer than what would be possible without the stockpiled energy.)
This quirk will also be drawn upon to regulate body temperature. It cannot be done at will, but if the body’s internal temperature drops too low, energy will be burned (inefficiently) to regulate.
There is no way to accurately measure the amount of energy being stored and the subsequent boost to physical limitations.
This quirk also works to counteract the detriments of ‘Insomnia’ (entry 54), Providing the body with the necessary energy to continue functioning at normal capacity.
- 28 – Magnetic Field (B-Class. Focus/Contact. Manipulation.)
Allows the user to make an object magnetic.
This can be done with any solid object or material, living or nonliving, and regardless of whether or not the target material is naturally magnetic. This means that the user can make an apple, a piece of wood, or even an animal or human magnetic. It can also be done with the user themself.
How magnetic a target object is, is determined both by the weight of the object and the complexity of its physical makeup. An object the weight of a human will be much more magnetic than another object of the same makeup that is the weight of a pen. However, a human that is made magnetic will be much less so than an object of equal weight that is made up of one solid material, such as solid steel.
By the loosest estimates I have been able to make, when making humans magnetic, disregarding any variability that may come into play, for every additional ten pounds that a human weighs, an additional 100G (Gauss) is gained (ex. A human weighing 200lbs will have an approximate magnetic strength of 2,000G). For reference, an average fridge magnet is roughly 100G.
When looking at objects made of a single material, disregarding any possible variation due to material density, the ratio seems to be closer to 100G per additional pound. With this difference, a block of steel weighing 200lbs will have a magnetic strength of approximately 20,000G.
The larger/heavier an object is, the more difficult and tiring it is to magnetize it. I have no observational data from the previous user to judge what their limit might’ve been, but my limit upon acquiring the quirk was roughly 100lbs for instantaneous activation. Any object heavier than that took increasingly longer depending on how much heavier it was. With practice, that limit has since doubled.
After magnetizing an object, the user has no control over de-magnetization. Over time, an object will slowly become less magnetic on its own. There is variation in how long it takes, most likely based on how strong an objects magnetism was, though I have not yet been able to establish any pattern between magnetic strength and time to de-magnetize. The longest I have seen this process take was roughly three hours, and the shortest was roughly twenty minutes, though this does not take into account how long it took to completely de-magnetize, only how long until it could no longer be visibly observed.
- 29 – Bone Durability. (B-Class. Passive. Enhancement.)
Increases the user’s bone density, thereby boosting durability.
This quirk makes it much harder to break the user’s bones, though there is no way to measure exactly how great the increase is.
- 30 – Demonic legs (C-Class. Passive. Mutation/Enhancement)
Mutates the user’s legs, making them digitigrade and giving them scales.
Scales cover the entirety of the user’s legs, and extend to approximately two inches below the navel.
In addition to the user’s feet shifting, toes also form claws that are similar in appearance to those created by ‘Demonic Claws.’
This quirk gives the user a noticeable increase in height; nearly a foot, depending on their normal height.
- 31 – Gun (B-Class. Passive. Automatic. Focus. Mutation. Generation/Stockpile. Kinesis)
Mutates the user’s (right) arm into a biological gun.
A gun barrel extends from the hand (with the exit point of the barrel sitting at the base of the palm), through the forearm, and partway up the bicep. The barrel is segmented to allow for full range of motion while the gun is not in use. It is made up entirely of metal (seemingly titanium or a titanium alloy) and is fused with and partially takes the place of bones in the affected limb. Starting at the point where the barrel stops, partway up the bicep, the rest of the humerus, up to where the bone connects to the shoulder, is entirely made up of the same titanium.
When the quirk is used, the user must first ‘lock’ their arm at the joints so the barrel forms a single, uninterrupted structure. The exact structure of the barrel at the joints allows it to actually lock in place rather than relying on the user to attempt to hold it steady. Locking is achieved through a sharp twisting motion once the arm has been extended, with another twist in the opposite direction to unlock.
Once the barrel is locked into place, a simple conscious activation will fire the gun.
The firing mechanism for the gun does not rely upon chemical propulsion, as normal firearms do, nor does it rely on pressurized gasses. Instead, it relies upon a special, springlike organ that fills the portion of the humerus that is not replaced by the barrel. The structure of this organ holds the appearance of a muscled spring. The base of this spring is made up of, seemingly, the same titanium that makes up the barrel. It is surrounded by muscle that both facilitates its compression and aids its expansion.
The muscles surrounding the spring pull it back into a compressed state, and when the user fires a round, in addition to the potential energy of the compressed spring launching the round forwards, the muscles flex in the same direction, adding to the bullet’s acceleration. The result of this specialized organ is a bullet velocity that is not visibly distinguishable from that of a normal firearm, even with the aid of quirks that speed the brain’s processing speed to slow the user’s perception of time.
(It should be noted that the only firearm I have ever seen fired in person is a 9mm revolver. I have no frame of reference for different types of firearms or ammunition. At some point I will have to find a way to actually compare the performance of this quirk against actual firearms.)
Due to the nature of this method of firing, use of this quirk produces virtually no noise whatsoever. With the exception of the noise created when a round impacts something, and a slight sound when the spring organ decompresses to fire, it is completely silent.
Additionally, tests have confirmed that strength enhancing quirks do have an impact on the bullet velocity. Again, I have no way to accurately determine the bullet velocity, but comparing an unenhanced round against an enhanced one, firing at the same material (a solid steel door, approximately two inches thick) revealed a significantly higher power from the latter. The unenhanced round left a barely noticeable dent in the metal, while an enhanced one (as enhanced as I could make it, with all currently stockpiled strength quirks (16, with entry 165 as the most recent) added in) penetrated completely through the door.
Ammunition for the gun is produced by, and stored within the user’s body, in hollow chambers that surround the point where the metal barrel fuses with bone in the bicep. Ten rounds can be stored at one time, with an additional one being stored within the barrel of the gun, ready to be fired. Once all eleven rounds are stored, production of additional rounds halts until the moment that one is fired.
The hollow chambers that the rounds are stored in follow a design similar to that of a standard revolver. five chambers wrap around the barrel, with another five sitting just farther up the bicep. When a round is fired, the forward chamber directly above the barrel (when the arm is held horizontally, straight out from the body as if to fire) deposits another into the barrel through an opening in the structure, and the remaining rounds immediately cycle so that-that chamber is always full.
*Rough diagram of the bullet chambers. Not to scale.
The movement of bullets through the chambers is as follows: When the round in the barrel is fired, Chamber 1 deposits a new round into the barrel. The rest of the chambers in the first set (1-5) cycle in a clockwise direction (relative to the diagram). The round in Chamber 2 moves to fill Chamber one, Chamber 3 fills Chamber 2, etc. The round in Chamber 6 moves forward, to fill Chamber 5. Chambers 7-10 follow the same counterclockwise movement.
Each of the ten chambers, in addition to storing the ammunition, are also specialized organs that produce the ammunition. They begin to produce a new bullet as soon as it becomes empty.
When rounds are being produced, they are still able to be cycled through the chambers. For example, when a round is fired, and the stored rounds are cycled through to leave Chamber 10 empty, that chamber will immediately begin to produce a new round. Then, if another is fired, that incomplete round will be cycled to Chamber 9, where production will be continued, and Chamber 10 will begin producing a new one. This can continue all the way until that incomplete round has reached Chamber 1, where it will wait until completion before cycling into the barrel.
Production of a new round takes approximately one minute.
In most instances, Chamber 10 will always be the one to initiate production. But if the user somehow happens to fire enough rounds fast enough, then multiple rounds can be initiated simultaneously.
Each of the chambers behave similarly to heart valves when cycling rounds. Specialized muscles separate all 10 chambers, and when a round needs to be cycled, those muscles will both separate to connect the chambers and facilitate the movement of rounds between them.
The makeup of the ammunition seems to be similar to that of bone, but with a significantly higher density, and with an overall toughness that was comparable to titanium. Comparing its physical appearance and dimensions to normal ammunition, it seems closest in shape and size to a 50-caliber round.
The maximum rate of fire that this quirk allows seems to be roughly one round per second. The possibility exists that this can be increased with training, as it is a muscle that is responsible for the compression of the spring. However, even if the rate of fire can be increased, the speed at which new bullets are produced most likely cannot be.
This quirk has no additional affects, nor does it provide any form of boost or enhancement to aid in the user’s aim. The user’s accuracy depends entirely upon their own skill. After testing, I have concluded that quirks which enhance the accuracy of projectiles (such as ‘Bullseye’) do not work with this quirk (it is unknown if other similar quirks, such as Snipe’s ‘Homing’ would act differently). However, I still need to conduct a test to explore a possible interaction between this quirk and Entry 114 (Weapon Mastery).
- 32 - Demonic Claws (C-Class. Focus. Transformation/Enhancement.)
Gives the user the ability to transform their hands into ‘claws.’
Claws are primarily draconic in nature, with scales extending from the fingers to just below the elbow.
Fingers lengthen to approx. 150% their original length when quirk is in use. Fingernails thicken and lengthen, becoming similar in appearance to bear claws and sharpen to the point of being nearly razor-sharp.
The sharpness of the claws is at least enough to (with assistance from a strength quirk) punch through a corrugated steel door approximately 1.5 inches thick. Scales that formed were strong enough (once again with a quirk to assist) to withstand the sharp metal that resulted from claws tearing through it. Strict tests have not (yet) been conducted to learn the limits of sharpness and durability.
The transformation also comes with a base increase of strength to affected areas; forearms, wrists/hands, and fingers.
Despite the bones needing to break and shift in order to grow, the quirk produces next to no discomfort in the process of shifting. This likely has to do with the quirk being transformative by nature, as opposed to mutative quirks which, in the context of being used by ‘Soul Thief’ as a transformation, include the amount of pain that would be expected from bones, muscles, and flesh breaking, tearing and reshaping.
- 33 – Parrot (C-Class. Focus/Miscellaneous. Manipulation/Utility.)
Allows the user to alter their voice to mimic the voice of another.
In order to mimic a voice, the user must first have heard it before, and must be able to ‘visualize’ it to a sufficient degree of precision.
There is no outright limit to how many voices the user can mimic (in general. Obviously only one voice can be mimicked at a single instant), as it is determined entirely by the user’s recollection.
There also is no outright limit on how long the user can continuously mimic a single voice. The user can maintain quirk usage for as long as their concentration allows.
Due to the nature of how the quirk allows the user to alter their voice (at its basest level, it is the visualization and execution of a desired voice), if the user is skilled enough, they do not necessarily need to rely upon the voice of another. If they are able to properly visualize a change to their own voice, then they can achieve it.
- 34 – Falcon (C-Class. Passive. Animal/Mutation/Sensory/Enhancement.)
Mutates the user’s head into that of a bird.
This mutation replaces the entirety of the user’s head, and all organs contained on/within, with an avian equivalent, including feathers, a beak, avian eyes, etc. There are two significant differences: The user still retains a human brain, and they retain their human bone density.
With the avian sensory organs, the user’s senses (particularly sight and hearing) are enhanced far beyond that of a normal human.
The appearance of the mutation most closely resembles that of a Common Kestrel (Falco tinnunculus).
The mutation does not bring any significant dietary needs or restrictions (except for a slight increase in protein intake for keratin, to maintain feathers), but with the mutation also altering the user’s mouth, tongue, and throat, it prevents them from eating/swallowing in the same manner as most humans.
- 35 – Hoof (D-Class. Passive. Animal/Mutation.)
Mutates the user’s legs and feet into a pair of hooves.
This mutation grants the user digitigrade legs, fur, and hooves. The fur and the anatomy of the legs and hooves closely resemble that of a deer (possibly a Sika Deer (Cervus nippon), though I am by no means an expert in wildlife and taxonomy).
- 36 – Speed Boost (B-Class. Passive. Enhancement)
See entry 14.
This quirk is, in essence, exactly the same with the exception of how great the boost is. Although it is difficult to measure exactly, this quirk seems to be about twice as powerful as the one described in entry 14.
- 37 – Mist (D-Class. Focus. Mutation/Generation/Elemental/Utility.)
Allows the use to produce and emit water vapor into the air around them.
This is achieved through numerous small, specialized organs spread throughout the user’s body. These organs pull in and store water vapor from the user’s environment, to later be released at the user’s discretion.
These organs take the appearance of small sacs. They are roughly spherical in shape and collapse/condense when not filled, slowly expanding as they take in water. At their largest, organs have a diameter of roughly 1 centimeter. They sit within the user’s muscles, and connect to the exterior of the body through a series of extremely thin tubes, the openings of which are nearly indistinguishable from pores in the skin.
The organs are able to store a much greater volume of water than their size would suggest. This is done by pressurizing the water as it enters the organs, which is facilitated by a number of valves present in the tubes that connect the organs to the surface of the body. Water is taken in slowly, and as it is drawn in through the tubes, the valves open and close around it, both maintaining a seal and facilitating the movement of the water through the tube, much like the muscles in a person’s throat.
This pressurization is also what allows the stored water to be emitted as mist in the first place. When the user activates the quirk, all of the valves in the tubes open at once, allowing the pressurized water to be forced out. This release is also aided by the clenching of the user’s muscles around the organs, squeezing them, therefore increasing the pressure and thus increasing the force with which the water is released.
The organs provided by this quirk are able to take in water from sources other than water vapor present in the air. If water is present on the user’s skin, or if the user is submerged in water, the organs will work to draw it in. (It should be noted that this quirk does not seem to take water from within the user’s body.)
It is my belief that, in addition to the primary function of this quirk, the stored water could also potentially serve to aid in the user’s hydration. To test this, I waited until the organs seemed to be filled with water, then sealed the tubes (with an application of entry 74 (Liquid Iron), liquidizing a piece of metal and letting it re-solidify on my skin). I then proceeded to avoid drinking for the rest of the day. After a while, I noticed that the organ I had picked out was empty, leading me to believe that the water it had stored had been automatically drawn into the body to assist with hydration. It can be presumed that the other organs did as well, but since they were still capable of drawing in more water from the air, there was no obvious change in the amount that they had stored. I am unsure as to whether or not these organs would be able to completely handle hydrating the user’s body on their own.
- 38 – Canine (D-Class. Passive. Animal/Mutation/Sensory/Enhancement.)
Mutates the user’s head into that of a dog.
As with entry 34 (Falcon), this quirk replaces the entirety of the user’s head with an avian equivalent, including fur, a snout, canine ears and teeth, etc. As with entry 34, the user also retains a human brain.
With this mutation, the user’s senses (sight, smell, hearing, and taste) shift to that which would be expected of a dog. Hearing and smell improve significantly, and sight improves in regard to night vision and motion-tracking. However, reception of color and the sense of taste both decrease in proficiency.
The appearance of the mutation most closely resembles that of an Australian Kelpie.
This mutation does not bring any significant changes to dietary needs, aside from a slight increase in protein intake for keratin, to produce/maintain fur.
- 39 – Clamp (C-Class. Focus. Enhancement)
This quirk allows the user to ‘lock’ their grip.
When activated, this quirk generates a slight electrical charge within the user’s forearms that forces that stimulates the muscles that control the hands. This forces the hands to clench, whether that be into fists or around whatever might be in the user’s grip.
Once activated, the user’s hands will remain clenched until wither the user deactivates the quirk, or something forces them open.
It should be noted that if someone or something forces the user’s hands to open, unless the user’s body (particularly bones or muscles) are specifically enhanced to protect itself, the user’s hands will be extensively injured. The muscles are being forced to clench with the greatest output of force possible, and successfully overpowering that will mean that either the muscles will shred or the bones will shatter.
- 40 – General Durability (C-Class. Passive. Enhancement)
Similar to entry 29, but the density increase applied to the entire body.
The effect of this quirk seems to combine with that of entry 29, resulting in a greater increase to bone durability than what either could achieve individually.
- 41 – Adhesive (D-Class. Focus. Generation/Utility.)
Allows the user to produce an adhesive substance from their hands.
The substance produced seems to be roughly equivalent to a high-grade superglue. It is produced from the inside of the user’s hands (the palm, and along the insides of the fingers). The skin of the (inside) of the user’s hands are resistant to the adhesive properties of the substance produced, and as such it will not stick to the area from which it is produced. This is not the case, however, for every other part of the user’s body.
The user cannot alter the strength or composition of the adhesive in any way.
- 42 – Strength (B-Class. Passive. Enhancement.)
Increases the user’s muscle mass to boost strength.
- 43 – Ear Morph (C-Class. Focus. Enhancement/Transformation/Utility)
Allows the user to transform their ears, causing them to grow larger. This increase in size is accompanied by a boost to the user’s sense of hearing.
The increase in size is equal to roughly four times the normal size. The boost to hearing is difficult to gauge, but it seems to follow a similar metric.
- 44 – Second Wind (C-Class. Passive. Energy/Stockpile/Enhancement.)
See entry number 27.
Nearly identical, but renamed to distinguish between the two quirks.
- 45 – White Noise (C-Class. Focus/Visual. Mental/Sensory/Debuff.)
Allows the user to force a target to hear only white noise.
Upon visual focus and conscious activation, the quirk forces a target to hear white noise. This completely blocks out all other noise heard by the target, canceling out their sense of hearing.
If pushed, the quirk can be used to inflict pain.
It seems to be based around a form of telepathy, rather than actually generating any noise. No one other than the intended target can hear it, and despite how much the user can push it to inflict pain, the target never experiences hearing damage/loss as a result.
There is no known range for the quirk. So long as the target is within direct line of sight of the user, ‘White Noise’ can be used. However, effectiveness seems to decrease somewhat as distance increases. More effort is needed to activate the quirk and increase intensity as distance increases.
It is unknown how it affects people with quirks that enhance the sense of hearing. If the quirk truly is a telepathy variant, then it would bypass their hearing entirely. It could be a case of more effort is needed for the noise to completely block their hearing, meaning the target experiences greater pain. I have not yet been able to test this on anyone with such a quirk.
It is also unknown how it would affect deaf, or otherwise hard of hearing people, for the same reasons.
- 46 – Sharp Teeth (E-Class. Passive. Mutation.)
Mutation-type that changes the user’s teeth, sharpening them.
Incisors and molars become pointed (the incisors much more dramatically than the molars) and are many times sharper than normal.
Canines are affected in a similar manner, but are also lengthened slightly, making them much more pronounced than normal.
- 47 – Speed (C-Rank. Passive. Enhancement.)
See entry 14.
This quirk is very similar, but in addition to the boost to nervous system and muscle contraction speed, it also increases the density of the user’s leg muscles, allowing for greater output.
- 48 – Spines (C-Class. Focus. Transformation/Protection.)
Allows the user to, upon activation, grow numerous boney spikes from all across their body.
These spikes are made of bone, albeit much denser than bones within the body normally would be. The matter that composes them comes from the user’s bones, which are also extremely dense compared to that of a non-enhanced person.
Upon activation, bone cells (along with the calcium and connective tissues that make up a human’s bones) shift and move to where the spikes will form. The spikes grow outwards from the user’s bones, piercing through muscle and flesh to grow out of the body. As they grow, each individual spike grows in a manner that resembles plant roots and tree branches, splitting and growing apart.
There is practically no uniformity in regard to the physical characteristics of each spike. The size, length, number of branches, and growth pattern seems to be randomized, both among spikes in a single activation, and between spikes in separate activations. The only characteristics that remain the same on both accounts is the durability of the spikes (which, being comprised of exceptionally dense bone, is quite extreme), the sharpness of the points, and the initial points of growth from the skeleton. Between each activation, the spikes will grow from the same points on the user’s bones, before the randomization of the branches comes into play.
However, this randomization is only the case when the user puts no special focus into the activation. If they so choose, they can dictate (with a level of precision that is dependent upon proficiency with the quirk) the characteristics that would otherwise be random.
When deactivated, the spikes reverse their growth, receding back into the user’s bones. Neither the activation or the deactivation of the quirk causes any pain for the user, nor does the initial growth through flesh and muscle cause any damage to the body. The holes through which the spikes emerge immediately close upon deactivation, with no harm done.
- 49 – Aroma (E-Class. Focus. Mental/Sensory.)
Allows the user to produce specific scents from their body.
There is seemingly no limit to the scents that can be produced. Any that the user can remember/imagine vividly enough may be produced.
It is unknown exactly how the body manages to reproduce scents. There is no detectable substance secreted from the body, such as oils or sweats, but the scents can be made strong enough to be ‘tasted’ by any nearby.
It is possible that it is not a physical quirk, but a mental one. It could be a telepathy variant that targets people’s minds to make them think that they are smelling something.
- 50 – Appraisal (B-Class. Focus/Visual. Mental/Information.)
Allows the user to analyze or ‘appraise’ a target’s quirk.
Upon visual focus and conscious activation, information pertaining to the target will appear in the user’s mind. Specifically, it will provide the target’s name, the name of their quirk, and details pertaining to the quirk.
This quirk seems to be a specialized form of mind-reading. It pulls information from the mind and converts it to a format dictated by the user of the quirk. Specifically, when I use this quirk, it takes the information from a target and applies the same classification system that is used in this registry.
However, this mind reading is not infallible. It has weaknesses. Since it pulls information directly from the target’s mind, it can only provide information that is known to the user. If there are aspects of the target’s quirk that they themself are not aware of, then said aspects will not be mentioned in the provided information. Additionally, it relies upon the target’s understanding of the information that is being acquired; the information displayed to the user will be what the target believes to be true. This means that if a target believes their name to be something other than what it actually is, then that will be the name that is displayed. (ex. If this quirk were to be used on me, it would display ‘Izuku Etsumi’ as my name, despite the fact that technically my name is ‘Izuku Midoriya.’) This also means that, if the target misunderstands any part of their quirk, that information will be unreliable.
(Actually, going along with the example of this quirk being used on me, I have absolutely no idea what it would display regarding both my quirk(s) or the details pertaining to it/them. I believe that it would either only display information about Entry 0 (Soul Thief), or it would display every sing quirk. If it were to be the latter, that would be an extraordinary rush influx of information as not only do I possess a large number of quirks (176 as of writing this) but the amount of information I possess regarding the specifics of each one is immense.)
Additionally, this quirk technically doesn’t rely upon visual contact to function. It merely requires the user to have some way to focus on the target that would give some form of positional information to the user. Sight is the simplest and the easiest, as direct line-of-sight provides both, but any method of picking out the physical presence of the target would likely work. This means that if someone were to have enhanced hearing that is precise enough (by means of a quirk or otherwise) to be able to pick out the exact location of a target, they might be able to use this quirk as they have given it a target for its mind reading.
The only reason I have left the ‘Visual’ activation requirement and the initial description of ‘Upon visual focus,’ is because in the context of a person possessing only this quirk, visual contact would be the only feasible method of usage.
It is unknown what would happen if the quirk were to be used on a target with amnesia. Depending on how exactly the quirk reads minds, it would either still provide all information that was previously known (depending on the source of amnesia) since it would still be present within the target’s brain, or it would reveal nothing since they themselves could not recall anything.
- 51 – Ventriloquist (D-Rank. Focus/Visual/Vocal. Manipulation/Illusion)
Allows the user to ‘throw’ their voice.
Upon activation of the quirk, words spoken by the user will sound out from a target location. This location is determined through visual focus, though if the user is able to sufficiently visualize the target area mentally (and also possesses a sufficient understanding of the distance to the target area), then that will suffice. Words spoken while the quirk is active will make no noise at the user’s mouth.
This quirk doesn’t just work with words, any noise that could normally be produced by the mouth can be ‘thrown.’
My best guess as to how this quirk works is that it is a very specialized telekinesis, only affecting sound waves. If my theory is correct, then I suspect the quirk would have two aspects to its function. Once activated, and words/noises are created, the quirk would ‘analyze’ the soundwaves created by the vocal cords, before halting them before they can leave the throat. Those sound waves would then be reproduced at the target location.
- 52 – Nettle (C-Class. Focus. Generation.)
Allows the user to generate a substance from their hands that causes a stinging sensation and inflammation to the skin of an effected person.
The effects of this quirk seem similar in nature to those of Stinging Nettle plants. However, I have no way of properly analyzing the specific composition of the substance produced to compare the two.
- 53 – Lethargic (C-Class. Focus/Contact. Manipulation/Debuff.)
Upon physical contact and conscious activation, this quirk induces a lethargic state in a target.
Specifically, this quirk seems to ‘drain’ energy from a target, making it difficult for them to move. It also reduces mental function and alertness.
Disregarding certain special exceptions (particularly powerful or strong-willed combatants such as heroes, and individuals with energy stockpilers, or some other quirk that serves to boost their bodies in a way that would directly counter this quirk) using this quirk is enough to incapacitate most individuals. It will not directly render them unconscious, but the effect is strong enough that most targets will fall asleep shortly after being affected.
The specific effects of this quirk last approximately ten minutes, before beginning to fade away. This time limit can vary depending on the target (those described above), and in most this time limit is arbitrary, as they will have fallen asleep before the effects begin to disappear.
- 54 – Insomnia (D-Rank. Passive. Manipulation.)
Forces the user to remain awake at all times.
The quirk maintains bodily functions that would normally experience deterioration or malfunction as a result of extended sleep deprivation, such as the endocrine system.
It does not, however, alleviate issues with brain function that result in exhaustion and difficulty focusing.
It is unknown exactly how the quirk forces the user to remain awake constantly. It is possible that it does so by mutating the body to naturally produce caffeine or forces it to constantly produce a small amount of adrenaline to prevent them from falling asleep.
Effects of the quirk can be suppressed through medical means, but not through other methods (such as Eraserhead’s Erasure).
- 55 – Processor (B-Class. Passive. Mental/Enhancement)
Similar in effect to Entry 12 (Also named Processor), this quirk enhances the user’s brain, increases the speed at which it functions, and thereby providing a boost in mental faculties.
I have no accurate way to compare this quirk to Entry 12, but based on just the feeling of the quirk (when being felt by ‘Soul Thief’) this one seems to be ever so slightly stronger.
- 56 – Reinforce (D-Class. Focus/Contact. Manipulation/Enhancement/Utility.)
Allows the user to, with physical contact, strengthen the durability of small objects.
This increase in durability is rather extensive. It has allowed me to stab a katana (usually a fairly fragile weapon) into solid concrete and slice through solid aluminum (and bone) with no degradation to the structure or sharpness of the blade. It has also allowed me to strengthen a regular chicken egg to the point that I could not crush it with my natural strength (no strength quirks active).
Reinforcement persists for as long as the user holds onto the object. Once the object leaves the user’s hand, or they deactivate the quirk, the reinforcement lasts for a few seconds afterwards, but rapidly deteriorates until the object is back to normal.
The limit to how large of an item may be strengthened is loose and undetermined. For the most part, items that may be held in the user’s hands, such as weapons and other similarly sized objects, may be affected. Doors may also be affected depending on the size. A Standard size pedestrian door (or two, as double doors are able to be reinforced simultaneously) can be reinforced, but if a door is any thicker it cannot.
- 57 – Strength (C-Class. Focus. Transformation/Enhancement.)
Simultaneously increases the user’s muscle mass and condenses it.
- 58 – Quick Thinker (B-Class. Passive. Mental/Enhancement)
A Pseudo-intelligence quirk that enhances the user’s mind and ‘processing’ capability to the point that time seems to slow around them.
In essence, this quirk seems to be a much greater variant of similar ‘processor’ intelligence quirks. It provides a boost to the speed of the brain’s functions, but to a tremendous degree. As stated above, the resulting boost is extreme enough that it alters the user’s perception of time.
Tests have not been conducted to measure its limits when not combined with other intelligence quirks. This quirk, because of how strong its effects are, is not one that can be kept active at all times. It seems to slow the world to a point of progressing at somewhere between 25% and 50% of its normal speed.
How much the quirk slows the world seems to vary depending on how far the user pushes it. It is possible that it could be pushed even further.
Despite giving the user the ability to perceive information at a higher rate, it does not give them the ability to act upon it. Meaning that it does not give their body the physical capabilities to move any faster as the world moves slower. The presence of additional quirks is necessary to achieve this.
Due to this limitation, which is the primary reason why this quirk cannot be active at all times, I do not consider this to be a true intelligence quirk.
- 59 – Captivate (B-Rank. Focus/Visual/Connection. Manipulation/Mental.)
Upon activation, this quirk forces a target to focus solely on the user.
In order for this quirk to activate, the user must make visual contact with a target. Once the target has been established and the quirk has been activated, the target will not be able to focus on anything other than the user. They will still have minor control over themselves, such as breathing and blinking, but aside from normally autonomous actions, everything they do must relate to or involve the user in some direct way. For example: In a hostage situation, where the target has a gun pointed at the hostage, if this quirk is used, they will almost immediately point the gun at the user. And in the event of a target with a slightly higher willpower resisting the shift in their aim, they will not be able to pull the trigger to shoot the hostage. Though, in most cases, the target would not be able to think about the hostage anymore once the quirk is active, usually even unintentionally releasing the hostage.
So far, no upper limit on the number of simultaneous targets has been found.
Most likely, anything that would normally break a person’s focus, such as pain, or other sudden outside forces, would break the quirk’s hold on someone, so long as the distraction is from someone that is not the user. If the user were to attack the target, nothing would happen, their focus would not be pulled away, as it is already focused on the source of the ‘distraction.’
- 60 – Air Blade (C-Class. Focus. Kinesis/Manipulation.)
Allows the user to produce blade made from solidified air.
Blades produced by this quirk have durability and sharpness that is comparable to those made of metal. With training and proficiency, the user can alter the created blades so that these qualities surpass those of metal blades.
The user can control the size and shape of the created blades (along with the characteristics described above). Size of the blades can be anything from a few inches in length to a few feet. And shape can be nearly anything that the user desires, so long as it retains a relatively blade-like shape. Certainly, anything mimicking a real-life metal blade is possible.
The created blades are invisible, but the user possesses an innate understanding of the appearance and presence of the blades.
The blades are not permanent, but will remain for as long as the user maintains focus and the blades remain in close proximity to the user. Once focus is broken, or the blade travels too far from the user, they will fade away shortly after, with specific time limits being determined by the initial size and quality. The specifics of the blades disappearing are such that the user could create throwing knives and have them remain long enough to be used. The user could not, however, create a blade and give it to another person.
- 61 – Frost (D-Class. Focus/Miscellaneous. Generation/Elemental.)
Allows the user to produce highly cooled air from their lungs.
Upon activation, heat is pulled from the air in the user’s lungs, reducing its temperature.
The temperature of the exhaled air measures at just below the freezing point of water. Approximately 14 degrees Fahrenheit (-10 degrees Celsius).
This quirk can be used as a method of warming the user’s body (especially when used in combination with quirks that increase lung capacity, such as ‘Serpent’ and ‘Deep Breath’) provided there is heat to draw from the air at all.
- 62 – Bullseye (C-Class. Focus/Miscellaneous. Manipulation/Utility.)
Allows the user to control the impact/landing point of any thrown projectile.
So long as the user has a direct line of sight to the target, and the necessary amount of strength to launch the projectile with enough force to reach it, it will impact at the desired point.
The quirk will not overcome any limitations presented by lack of physical strength. If the target is too far away, and the user is not strong enough, the quirk’s effects will be nullified.
If the target is moving, and moves behind cover after the projectile is thrown, the projectile will continue in a direct path, hitting the obstacle. It will not overcome physical obstacles to reach the target.
It is possible to use this quirk without a direct line-of-sight, so long as the user is able to sufficiently visualize the target, and possesses a sufficient understanding of the target’s position in relation to them.
- 63 – Speed (D-Class. Passive. Enhancement.)
See entry 14.
- 64 – Sweetener (E-Class. Focus. Generation/Utility.)
Allows the user to produce a highly sweet substance from the tips of their fingers.
This substance is produced fairly slowly, a few drops at a tie (from each finger). It is nontoxic (or at least not in small amounts), and most likely consists of mostly glucose, fructose, or sucrose. The taste is very similar to high-concentration sugar water.
- 65 – Strength (B-Class. Focus. Enhancement.)
This quirk is extremely similar to entry 03. However, this one differs in that the increase in strength is much more pronounced, and the consumption of energy/stamina is significantly reduced, meaning that this quirk functions considerably more efficient.
- 66 – Talon (D-Class. Passive. Animal/Mutation.)
Mutates the user’s legs and feet to resemble a pair of avian legs/talons.
This quirk causes the user’s legs to become digitigrade, and greatly changes the anatomy of their lower legs and feet. The femurs remain largely the same, if perhaps a bit longer than they would be otherwise, but beginning at the knee, bones are replaced by an avian equivalent. The feet are mutated to contain only four toes (three forward-facing, one rear), each with a talon. In addition to this, the user’s skin changes partway down the thigh, taking on the appearance, texture, etc. of a bird’s skin.
It is difficult to judge an approximate species equivalent to this quirk. The long legs, and their being exposed resembles water faring birds such as cranes and storks, but the amount of muscle, particularly in the feet, as well as the size of the talons, more closely resembles more powerful birds of prey such as hawks, owls, and eagle.
- 67 – Ink (E-Class. Focus. Generation.)
Allows the user to generate ink from their hands.
The ink produced is black, with no possible variation in color. It seems similar in nature to pen ink.
- 68 – Heat Sink (C-Class. Passive. Mutation/Enhancement/Utility/Protection.)
Gives the user microscopic hair-like structures that extend from the skull to the hair follicles. These structures are copper-like in composition and act as a heat sink for the user’s brain, lowering temperature and allowing for greater efficiency.
The structures actually extend through the skull, just far enough for them to be exposed to the heat of the brain.
- 69 – Speed (B-Class. Passive. Enhancement.)
This quirk is similar to previously recorded speed quirks in that it strengthens the body’s muscles and increases the speed at which the body sends electrical signals. However, the overall increase in speed is greater, and the naturally developed mutation that manifests to protect the user’s body allows the boost to be used to greater effect.
In addition to the previously mentioned boost to speed, the quirk mutates the user’s body to create countless microscopic tunnels that run through the body. These tunnels serve to decrease air resistance by allowing air to pass through these tunnels and out the other end. The majority of these tunnels pass from the front of the user’s body to the back, but a number also exist passing through in other directions as well.
These tunnels converge with and split from each other in order to avoid internal organs. Additionally, in order to further avoid damage to internals, these tunnels break incredibly easily. When broken, they seem to close off and then reform as a part of the natural healing process.
These tunnels are not large enough to be observed through normal means.
- 70 – Microwaves (B-Class. Focus. Generation/Energy.)
Allows the user to emit microwaves (the electromagnetic radiation, not the appliance) from their hands.
With enough proficiency with this quirk, the user is able to alter both the wavelength and frequency of the emitted radiation. As best as I can figure, the limits of this extend either to, or close to, the physical limits (meaning one meter to one millimeter for wavelength and 300 MHz and 300 GHz.
- 71 – Barkskin (C-Class. Focus. Elemental/Transformation/Enhancement.)
Allows the user to transform their body into wood.
It is a full-body transformation, affecting even the user’s bones and internal organs.
I am unsure how organs continue to function despite being made of wood, but they do, with no discernible detriment to said function.
This transformation provides a certain boost to the durability of the user’s body, however it also brings weaknesses, particularly to heat and fire.
- 72 – Cable (C-Class. Focus. Manipulation.)
Allows the user to control steel cables.
This is an extremely narrow telekinesis variant that applies only to steel cables. There is next to no limit on the size, thickness, or specific design of the cable, but it must be steel (though cables that reach a certain size may be beyond the user’s capabilities, such as cables from suspension bridges). It will not work on cables comprised of other metals, nor will it work on other objects made of steel.
This quirk allows the user to completely control the movement of the cables. They can be moved in any direction, pulled, stretched, coiled, etc. This includes forces/movements that may break the cable.
The level of fine control that the user has over the controlled cables, as well as the amount of force they are able to exert is dependent upon their proficiency with the quirk. Actions that go beyond their capabilities, or any action that is otherwise strenuous, will be exceedingly tiring (either physically or mentally) depending on how extreme the action is.
- 73 – Brass Knuckles (C-Class. Focus. Transformation/Enhancement.)
Allows the user to partially transform their hands.
This transformation affects the bones in the user’s hands, stopping before the wrist, turning them into brass.
This provides an exceptional boost to the power behind and the force transmitted by the user’s punches. However, the user’s skin is not boosted in anyway, meaning that the skin over the fingers and knuckles are more likely to be damaged with the increased power.
- 74 – Liquid Metal (D-Class. Contact/Focus. Manipulation.)
Allows the user to temporarily liquefy iron and iron alloys.
The process is similar to liquefaction. Upon activation of the quirk, the user’s body, where it contacts the metal, vibrates at an extremely high and nearly undetectable frequency. This vibration acts upon the metal mimicking the process of liquefaction.
The type of metal being affected will determine its properties when liquefied. Pure iron will behave very similarly to water, while metals such as steel will take on the consistency of jelly. I believe that this is because the quirk only affects iron atoms. Any other metal present will retain its solid properties. This means that that any other metals mixed with the iron will affect how much it is affected.
The effects of this quirk persist until the user has stopped using the quirk and the liquefied metal has settled.
- 75 – Amphibian (C-Class. Automatic/Miscellaneous. Kinesis/Utility.)
Allows the user to breathe freshwater.
When the user enters a body of freshwater, and goes to breathe underwater, the water will fill the user’s lungs. As best as I can figure, once water has entered the user’s lungs, the quirk works to pull oxygen from it and transport it to the alveolae.
Using Entry 151 (All Sight), I’m able to see at a small enough scale to view individual alveolae. I’ve not seen any new organs form with the activation of this quirk, so I’m left with the tentative conclusion that it functions as I’ve described above.
The user’s lungs, throat, and other associated organs/muscles seem to have been enhanced to some degree to facilitate function. The epiglottis seems to be altered, as it closes automatically when the user is submerged, to prevent water from traveling to the stomach, as well as strengthened, to enable it to remain sealed for extended periods of time. The muscles associated with breathing seem to have been enhanced, to reduce the higher amount of strain that comes from pushing water in and out of the lungs. The lungs themselves have been strengthened, or otherwise altered to prevent damage to the internal structure by the introduction of fluid.
Additionally, the cough reflex, that would usually be triggered when anything other than air enters the airway, no longer triggers when this quirk is in use. Interestingly, it still triggers normally otherwise, even with fluids that enter while the user is not submerged.
- 76 – Wrath (B-Class. Automatic/Miscellaneous. Enhancement.)
Enhances the user’s capabilities (strength, speed, stamina, etc.) the angrier they are.
The quirk does not do anything to make the user angrier or make them easier to anger, only provides enhancement when they are.
How much the user is enhanced is directly proportional to how angry they are. There is no way to accurately measure how much strength is given or what the limit might be, as anger is subjective between instances and users.
In addition to enhancing the user’s body, the quirk also releases a massive surge of adrenaline when active (also proportional to the amount of anger). This dulls pain and allows the user to ignore limits.
The quirk is particularly dangerous when used in combination with other quirks. The enhancements it provides compounds with those given by other quirks. Additionally, the surge of adrenaline makes it easier to ignore exhaustion experienced through the use of other quirks.
Exhaustion will still be experienced when the anger (and the quirk) fades away, but it provides a massive benefit in-the-moment.
- 77 – Durability (C-Class. Passive. Enhancement.)
Similar to entry 29. This quirk differs in that it only affects the user’s flesh and muscles.
- 78 – Air Cannon (B-Class. Passive. Generation.)
Allows the user to create waves/’blasts’ or air and pressure through physical movement.
Physical motions, such as a punch, kick, or even flick of a finger, create pressure waves that are directly proportional to the amount of force used.
This means that the power of the quirk may be augmented by strength or speed enhancing quirks. More power/speed behind the physical movement means a higher output.
It is unknown how the quirk exerts the force upon the surrounding air to create the waves of pressure, as the quirk does nothing to increase the user’s base strength.
It is possible that this quirk is a variant of a wind-control-type quirk that requires physical motion to activate rather than mental effort.
- 79 – Smog (C-Class. Focus. Mutation/Generation.)
Allows the user to emit smoke as they exhale.
This quirk adds a specialized organ to the user’s body. This organ, located next to the heart and lungs, is what produces the smoke. It is vaguely ‘tube-shaped’ (not unlike the small and large intestine).
This organ seems to produce the smoke through a chemical reaction, and the process (as best as I can determine) is as follows: When the user activates the quirk, inhaling at the same time, the inhaled air is not drawn into the lungs, but instead into this specialized organ (which connects to the trachea, below the connection point between the trachea and the esophagus, complete with its own epiglottis). The organ expands, and the inhaled oxygen interacts with other chemicals present, most likely consisting of a fuel (perhaps sugar?) and a moderator (sodium bicarbonate?), producing smoke. Then, when the user exhales, the smoke is released. The longer the user holds this breath, the more complete the reaction is (the more oxygen from that breath gets converted, and the more smoke gets produced).
Along with this specialized organ, it seems that the user’s lungs are enhanced to better withstand or filter the smoke that gets drawn into them in the breaths immediately after quirk use.
The specialized organ is not capable of absorbing oxygen for the purpose of oxygenating blood, so quirk use must be balanced with the user’s need to breathe. This obviously means that the quirk is more difficult to use alongside physical exertion.
- 80 – Cat (C-Class. Focus. Animal/Transformation.)
Allows the user to transform into a cat.
This is a full-body transformation. Once activated, the user becomes (visibly) indistinguishable from a cat.
Physical characteristics shift to what would be expected from a cat. Senses increase or decrease in ability accordingly (Smell and hearing vastly improve, night vision and motion recognition/tracking improve, taste worsens), strength, speed, stamina, etc. follow a similar pattern.
The user’s mind is the only thing that does not change in terms of ability. However, the user will gain a certain amount of animalistic instincts that are associated with cats. These instincts include things such as a predator instinct to chase objects or creatures, and a predisposition to sun oneself, and nap for extended periods of time (this one in particular even extends to a full shift in sleep schedule, assuming the user is transformed for a long enough time for that to come into effect.)
The appearance of the transformation most closely resembles that of a Norwegian Forest Cat.
It should be noted that many quirks in my possession can still be used while transformed. Any with straightforward effects, like intelligence quirks, strength and speed enhancers, durability, and healing quirks can be used. Any that do not directly depend upon the user’s body (meaning any that don’t rely upon a specialized organ created by a quirk (such as ‘Mist’ or ‘Smog’) or that don’t function through particular actions that cannot be performed by a cat (such as ‘Attraction’), can still be used. This includes quirks such as ‘Tempest,’ ‘Captivate,’ ‘Frost,’ etc.
- 81 – Taser (C-Class. Focus. Generation/Elemental.)
Allows the user to generate electricity from their hands.
The electricity generated is great enough to create arcs from the user constantly. This quirk measures in stronger than a standard taser, and is extremely close to being lethal to humans, especially with continuous use.
- 82 – Speed (C-Class. Focus. Enhancement.)
This quirk is incredibly similar to entry 14. It differs in that the overall boost to speed that it provides is greater, and it requires constant focus to activate.
- 83 – EMP (D-Class. Focus/Miscellaneous. Energy.)
Allows the user to generate a low-energy electromagnetic field.
In order to activate this quirk, the user must rub their palms together for a few seconds, before pulling them apart. Rubbing the palms together seems to generate electric charges within the hands, and pulling them apart generates the electromagnetic field.
The strength of the field is such that electronics will be disrupted, but not to the point of permanently damaging components. However depending on the component, and its proximity to the source (the user’s hands) the possibility of wiped or corrupted data exists, so use of this quirk in close proximity to phones or computers should be considered before activation.
The strength of the field can be altered to a certain degree. This is done in two parts, outright power and effective range. The former can be altered during the first step of activation, by either rubbing one’s hands together for a longer period or more vigorously. The latter can be altered during the second step, by holding one’s hands closer together or farther apart. With the range, it’s an inversely proportional relationship between how far apart the hands are held and how great the effective range is. The closer the hands are, without making contact with one another, the greater the range.
As best as I can determine, when the user’s hands rub together and charges are generated, one hand generates a positive electric charge and the other a negative electric charge. The interaction between these oppositely charged poles is what creates the field.
- 84 – Tempest (S-Class. Focus. Elemental/Kinesis/Summon.)
Allows the user to control the weather to a limited degree.
The primary affect of this quirk is to either create or disperse storms. Specifically, warm weather storms (i.e., Thunderstorms, hurricanes (not blizzards or snow/hail/sleet). This can be done to any varying degree. The user can turn a clear sky into anything from a light rain to a full-force hurricane, and they can also turn a hurricane into a regular thunderstorm or a clear sky.
(It should be noted that the restriction preventing the user from creating cold-weather precipitation is only due to the extent to which this quirk can alter air temperatures. If the surrounding air/climate is cold enough, then snow can be produced.)
As best as I can determine, control over the weather is achieved through an extremely widespread control over particles in the air, such as water vapor. This control extends to kinesis to group the particles together or disperse them, and to temperature control, raising or lowering the temperature of vast areas to facilitate the movement of tremendous amounts of air/particles.
Use of this quirk requires a significant amount of focus and stamina. The specific amount of each is proportional to the level of control being attempted. Using the quirk to create a light rain in a small area is vastly easier and less costly than attempting to create a full-size, category 5 hurricane. Dispersing weather is marginally easier, but the same pattern applies.
- 85 – Cannon Ball (C-Class. Focus/Miscellaneous. Automatic Manipulation/Enhancement. Energy/Manipulation.)
Allows the user to increase the amount of kinetic energy enacting upon their body whilst falling.
Upon activation, assuming the user is falling (any distance is acceptable, whether it be the fall from jumping straight into the air or the fall from a building), the amount force carried by the user’s body is greatly increased. This has the effect of increasing momentum as well as impact-force.
The exact increase is equal to approximately double, however there is a certain amount of variation depending upon the momentum/amount of kinetic energy at the moment of activation. The boost to a fall from a regular jump would be slightly less than double, while the boost to a fall that reaches terminal velocity would be slightly greater than.
This quirk also has a secondary function of redirecting the impact forces that would normally affect the user as a result of Newton’s Third Law. Even with a fall at greater than double terminal velocity, upon impacting, the forces that would act upon the user’s body are redirected into the surface that they landed on to further increase the force enacted upon it.
This quirk most likely functions through a specialized form of telekinesis (at least the initial function), imparting an amount of force upon the user’s body that is roughly equal to that which is already acting upon them (thereby doubling the total amount).
- 86 – Tears (E-Class. Focus. Generation/Utility.)
Allows the user to cry on demand.
Upon activation, the user’s tear ducts are forced to produce large amounts of tears.
- 87 – Furry Hands (D-Class. Passive. Animal/Mutation.)
Mutates the user’s arms and hands to include fur, ‘paw’ pads on the fingers, and claws.
This mutation extends from the top of the bicep to the fingers. The fur provided is approximately 1 inch at its longest points (elbow, wrist, back of the hand), and approximately .25 inch at its shortest points (inside of the bicep and forearm, palm of the hand). The ‘paw’ pads are present along the insides of the fingers, between the joints (three per each finger, excluding the thumb, which has two). The palm doesn’t quite have a pad, but the skin of the palm does seem to be a bit thicker than normal. The claws provided replace the fingernails, extend roughly .5 inches from the tip of the finger, and come to a sharpened point.
- 88 – Tongue Twister (D-Class. Focus/Visual. Mental/Manipulation.
Allows the user to negatively affect a target’s ability to speak.
Upon activation, this quirk targets the user’s frontal lobe, specifically interfering with the ability to control the mouth for speech. While active, the target will not be able to speak coherently. This effect lasts until the user deactivates the quirk, focus is lost, or visual contact is lost.
- 89 – Flashbang (C-Class. Focus/Contact. Manipulation.)
Allows the user to cause objects to suddenly produce an extremely bright light, much like a flashbang.
Upon physical contact and conscious activation, the user temporarily alters an object. Shortly after activation, the affected item will produce the light. This action exists on a timer of approximately six seconds (between the activation and the detonation).
Several aspects of this quirk can be consciously altered by the user as a part of the activation process. The timer can be lengthened or shortened, the amount of light created can be increased or decreased, as can the amount of time that the flash persists.
If the user so wishes, a particular object can even be activated multiple times in a row. (ex. If a user picks up a rock and activates it with a ten-second timer, then activates it again two seconds later, when the first flash goes off, it will be followed by a second, two seconds later). No successive flash is in any way altered or affected by a preceding one.
Successive activations within a short period of time will tire the user. This drawback is worsened if those activations contain alterations (to a greater extent (i.e., increasing timers, or the amount of light)).
- 90 – Strength (C-Class. Focus. Transformation/Enhancement.)
Upon activation, increases the user’s muscle mass by as much as 50% (1.5 times).
This transformation can be applied to the user’s entire body, or it can be limited to specific areas.
- 91 – Whoops (B-Class. Focus/Visual. Mental/Manipulation.)
Allows the user to negatively impact a target’s sense of balance.
This quirk either affects a target’s cerebellum (specifically the area that deals with balance), or their vestibular system.
Whichever is the case, this quirk impacts the target’s sense of balance to such a degree that it becomes nearly impossible for them to remain standing.
- 92 – Hot Air (D-Class. Focus/Miscellaneous. Generation/Elemental.)
Allows the user to produce and exhale heated air.
Temperature of the air exhaled is anywhere from 223 degrees to 276 degrees Fahrenheit (106 – 135 degrees Celsius).
The heat is taken from the user’s body, drawing from their body heat. This means that this quirk can only be used so much at one time until it becomes unhealthy. Excessive use can result in hypothermia.
- 93 – Cushion (D-Class. Passive. Manipulation/Utility.
Allows the user to generate a ‘cushion’ of air.
This cushion is best used for reducing momentum in any direction. It can be generated in any direction relative to the user. The maximum range that it may be generated within is approximately five meters.
Being made of air, the cushion is invisible. It is unknown how this would be affected if used when there are particulates (dust, mist, etc) present in the air.
The shape of the cushion is roughly that of a rectangular prism. And the size of the cushion cannot be controlled. Exact size seems to vary depending on the size of the user, always remaining large enough to completely surround them.
The length of the cushion, or height depending on whether it is used when moving vertically or horizontally, will vary depending on how long it takes to come to a complete stop, whether landing from a fall or halting forward momentum.
Maximum length/height is approximately ten meters (maximum allowed by range). If generated below the user while falling (and if the fall is great enough to allow it) the cushion will be continuously created as the user continues to fall, dissipating when it extends beyond the maximum range above.
The quirk will not completely halt momentum. The cushion generated is not solid and will not support weight, acting more as a liquid (But retaining a shape in mid-air). This means that it will not entirely stop the user if they are falling. It will, however, slow them enough to land without injury.
It is unlikely that the quirk can be used underwater, as it functions by condensing the air. Perhaps it simply condenses any non-solid substance that is in the path of the fall, rather than just air.
- 94 – Smithy (D-Class. Passive. Enhancement/Utility.)
Allows the user to handle molten metals with their bare hands without sustaining damage.
This quirk enhances the user’s hands (specifically in heat resistance and strength), allowing them to resist the high temperatures brought by molten metals, and allowing them to shape that molten metal by hand.
The heat resistance provided by this quirk does not extend to affect the rest of the body, though it does affect the forearms to a certain degree, as transmission of heat via conduction does not cause them to be burnt when the user is handling molten metal.
- 95 – Steam Roller (C-Class. Focus/Contact. Manipulation.)
Allows the user to flatten objects.
Upon physical contact (placing a palm flat on the face of the object that the user wishes to have the flattening force affect (top if they want the object flattened downwards)) and conscious activation, the user can completely flatten an object so long as it is below a certain weight limit. Without exception, the target object is flattened to roughly the same thickness as the user’s own hand (palm to the back of the hand, not from side to side or length).
This limit seems to be roughly equivalent to the user’s own weight. There are no other limits to material composition, shape, organic or inorganic, etc. If the user attempts to use this quirk on an object that exceeds the weight limit, nothing will happen.
When a target object is flattened, the matter will behave as expected, meaning that if it is possible for the material to collapse and condense to such a degree, then it will, without affecting the X and Y dimensions of the object. However, if an object’s density or material composition does not allow for that, then the X and Y dimensions will be altered to allow for the displacement of matter. (Ex. If there are two targets, both cubes of 1 inch by 1 inch, one made of a soft material such as sponge or paper, the other made of metal. The cube made of the soft material will be able to compress, leaving its X and Y dimensions at 1 inch. However, the metal cube will not be able to compress nearly as much, meaning that the X and Y will increase to a greater length.)
In the event that an object is uneven, once the quirk has been activated, whatever the activation face was (the side/part of the object that the user placed their hand upon) will be completely flat and even.
The limits on quirk usage are such that it is possible to use this quirk on living creatures, including humans.
- 96 – Cough (B-Class. Focus/Visual. Manipulation/Debuff.)
Allows the user to force a target to cough.
This quirk bears similarities to that of Ms. Jokes’ ‘Outburst,’ forcing the target to perform a (normally) involuntary action to such a degree that mental faculties decrease.
This quirk can be used to an extent such as to cause damage to a target. They can be forced to cough until the action begins to damage their throat.
- 97 – Whistle (E-Class. Focus. Manipulation/Utility.)
Allows the user to perfectly control their whistling.
This means full, precise (with proficiency) control over pitch, volume, etc.
- 98 – Gem Eyes (E-Class. Passive. Mutation.)
Mutates the user’s eyes, changing them into gemstones.
The User’s eyes are changed into solid, unfaceted spheres of gemstone. The coloration of the gem matches up to the coloration before mutation. The whites become clear (like diamond), the pupils become remain, and the irises remain whatever color they were before.
There is no impact to the user’s sense of sight.
I am unsure what specific gemstone the user’s eyes are changed into, as I have no way to test. However, I am fairly certain that, whatever gemstone it is, it’s all the same, there is no variation between the different colors.
- 99 – Parallel Mind (A-Class. Passive. Mental/Enhancement.)
An intelligence quirk that enhances the user’s mind by allowing neurons to send multiple signals simultaneously.
This quirk essentially ‘duplicates’ the user’s mind, layering it and allowing for greatly enhances mental function. Since multiple signals may be sent along a pathway at a given time, the user is able to truly multitask and commit 100% of their focus on multiple subjects.
As far as I can tell, this quirk does more than simply allowing a neuron to send two signals at once. I have yet to test this quirk without the other intelligence quirks active to see what sort of effect they might have, but as far as I can tell, this quirk allows for five or more signals to be sent simultaneously.
- 100 – Nut Cracker (D-Class. Passive. Enhancement.)
Greatly enhances the user’s bite strength.
The amount of force that the user is capable of exerting through biting is increased to roughly 500 pounds per square inch (psi) (a normal adult’s bite force is roughly 70psi).
The user’s teeth, jaw, and muscles are strengthened to allow for such extreme forces.
- 101 – Rabbit (B-Class. Passive. Enhancement.)
Greatly enhances the user’s leg muscles.
This allows for things such as jumping higher/farther, running faster (to a certain degree), stronger kicks, etc.
- 102 – Hydraulic Press (C-Class. Passive. Enhancement.)
Greatly enhances the amount of force the user is able to exert through their grip.
- 103 – Hydrokinesis (D-Class. Focus. Kinesis.)
Allows the user to telekinetically control small amounts of water.
The amount of water that can be controlled is limited to approximately one gallon.
- 104 - Antlers (D-Class. Passive. Animal/Mutation.)
Mutation that grants the user a pair of antlers on top of their head.
The antlers connect to the top of the user’s head and extend roughly 18 inches (46cm) outward.
The appearance of the antlers most closely resembles (in physical appearance, but not size) the Irish Elk (Megaloceros giganteus). Particularly the high surface area compared to other smaller species of deer.
I’ve not yet kept this quirk active long enough to determine whether or not they must be molted as deer regularly do.
Image depicting the appearance of an Irish Elk's antlers.
**Note: The antlers provided by this quirk are nowhere near as large, but the appearance itself is fairly similar.
- 105 – Palette (D-Class. Focus. Manipulation/Utility.)
Allows the user to change the color of any part of their body.
Any part of the user’s body, including hair, eyes, skin, and even teeth and fingernails, can be affected. Effects of the quirk do not extend to objects on the user’s person or that they are otherwise in physical contact with.
Any color is possible, even those that wouldn’t necessarily be possible normally (this is a very loose concept with the existence of quirks, but unlike entry 21 (Shapeshift), where any color changes necessitate that the genes for the desired color be present in the user’s body, this quirk does not), and can be applied to parts of the body that would normally not be able to change colors, such as teeth or sclera.
Any change in color will persist until the user changes it again or uses the quirk to revert any current changes. Cancellation of the quirk (such as by ‘Erasure’) will not cancel the quirk’s effects.
- 106 – Spectrum (C-Class. Focus/Miscellaneous. Sensory/Manipulation/Enhancement.
Allows the user to change their vision at will.
These changes consist of night vision, thermal vision, x-ray, magnification, and UV protection. The magnification is equal to approximately 150x, and the UV protection is equal to an exceptionally strong pair of sunglasses.
Changes to the user’s vision are achieved through conscious activation and triggered by blinking. This functions by changing the cones and rods of the eye to be able to perceive different areas of the light spectrum.
Each change in vision also corresponds to a change to the user’s eye color. Most of the colors are unnatural (when not considering eye colors brought about by quirks as secondary mutations. At this point, like hair, just about every color is seen throughout the population). The single exception to this is magnification. Magnification does not come with a change to the eye color, leaving it as the user’s natural color.
Night vision comes with a particularly vibrant shade of green. Thermal comes with an equally vibrant shade of red. X-ray makes the iris almost clear in color, with bare traces of the user’s original eye color. UV protection comes with black, making the iris and pupil appear to be a solid structure.
Excessive use of this quirk (meaning switching between different types of vision, not continued use of one single type) can cause soreness in the user’s eyes. A consequence of shifting the eye structure multiple times.
- 107 – Ghost (A-Class. Focus/Miscellaneous. Mental/Illusion/Utility.)
Allows the user to completely erase/hide their presence.
While active, the user is effectively hidden from all forms of observation and detection. They cannot be seen by anyone, even through such means as thermal and x-ray vision. Any sounds produced – while still audible to the user – cannot be heard by anyone else, regardless of the presence of quirk(s) that enhance hearing. Any forces enacted on people cannot be detected. Other people can be touched, struck, grabbed, etc. without detection of the initial action.
If someone is struck or lifted by the user while the quirk is active, they will notice that they have been moved, or the resulting pain, but will not be able to detect the source. Furthermore, if the ground (or other objects) is struck with enough force to crack/break it, others can notice the resulting destruction, but no sound or vibrations from the initial impact.
The only instance I have noticed so far of a way to detect someone using the quirk, is using thermal vision to detect the absence of heat. The quirk hides the user’s presence too well. It completely hid that there was any heat in the space occupied by the user, resulting in a ‘void’ of sorts in the place of the user.
This quirk seems to be a mental quirk in how it keeps others from noticing the user. This is supported by the headache that formed when I first encountered the original user. Though I could detect their absence of heat using thermal vision, sustained observation was causing pain. Additionally, when I tried to view the user without the use of thermal vision, I could feel my eyes almost being forced to look away from the user. I could look, but a split second later, it was as if I would lose focus and unconsciously look elsewhere. I could not perceive them in my peripheral vision either. Attempting to force myself to focus on them caused further pain.
It is likely that most people would not be perceptive enough to cause such strain on their minds. I have multiple intelligence quirks compounding on each other. I believe that it was my increased intelligence that allowed me to even attempt to force it.
Use of this quirk is reliant upon the user’s current mental state. So long as it remains ‘normal,’ they will remain hidden. However, as soon as the user becomes excited outside of a certain threshold, the quirk will disable altogether. Any emotion that strays beyond what the user’s normal state of mind is enough to trigger this. This includes anger, sadness, happiness, stress, etc. There is no progressive loss of function.
Upon testing, I have confirmed that this quirk also works when the user is viewed by electronic/remote means, such as cameras. I tested this with photos, videos (both normal and thermal), and proximity/motion detectors. With photos and videos, both myself and the person who served as the control (meaning someone without numerous quirks affecting them), could not notice my presence. It was similar to when I tried to see the original user. My focus was forcibly shifted. With proximity/motion sensors, we could not even perceive that the sensors detected me.
Additionally, regarding the effect of this quirk on cameras and other such methods of remote detection: the effect persisted through multiple layers of camera detection. Meaning we used a second camera to record the screen that was playing footage of the first camera, and on this second footage, we still could not notice me.
- 108 – Metallum (A-Class. Focus/Miscellaneous. Transformation/Enhancement.)
Allows the user to transform their body into the last metal they touched.
Transformation extends to include every part of the user’s body except the eyes. This includes bones and internal organs. It is unknown why the eyes do not transform. I will have to experiment to see if this is a limitation that can be overcome. I am currently experimenting to see how far the transformation can be controlled, as far as keeping it isolated beneath the skin.
To copy a metal, the user needs to make direct physical contact with it, and must consciously activate a part of the quirk in order to copy it. They will not unconsciously copy any metal they come into contact with. I will experiment to se if more than one metal can be copied at once, to see if they can be ‘stored’ for use later. Currently, there is no time limit on how long they can use the metal after touching a source.
Any metal can be used, whether it is pure or an alloy. Size of the source does not matter. Anything from an aluminum alloy spoon to an iron fire escape may be used. Additionally, condition of the metal does not matter, to an extent. If the metal is rusted, it can still be used so long as the user is able to make contact with a piece that is not yet deteriorated.
With the transformation, comes a notable increase in the user’s weight. This is a result of their body’s density changing from normal to that of the metal of choice. For example, a human male of average size, upon changing their body to aluminum, would have their weight increase from approximately 144 pounds, to nearly 400 pounds. The denser the metal, the greater the increase in weight.
With the increase in their body’s density, the user’s strength is also increased. This allows them to still move and function normally under the increased weight. Using the previous example, a person that transformed into aluminum, despite weighing nearly 400 pounds, would be able to move just as fast as normal.
With increased weight not being a limiter in terms of usability, the quirk can be used to devastating effect if an extremely dense metal is chosen. Metals such as titanium, or tungsten would provide extreme increases in weight and, subsequently, strength.
It is unknown exactly how certain defensive capabilities would be increased by using the quirk. In theory, the user would get a certain amount of thermal resistance depending on the metal chosen. Metals such as gold, despite having a high density, have a lower melting point than those such as titanium. Additionally, this quirk greatly increases the user’s resistance to electricity.
- 109 – Gecko (C-Class. Focus/Contact. Utility/Transportation.)
Allows the user to stick to any surface. This includes surfaces that are fully vertical or even upside down.
This quirk is not limited to any one point of contact on the user. When active, it applies to every part of the user’s body. Any part could be used to stick to a surface. (ex. The user could ‘lay’ on the ceiling and stick there the same as if they were ‘standing’ on it.)
The effects of this quirk function through clothing, allowing the user to wear shoes to walk on surfaces.
It is unknown what exactly allows the user to stick to surfaces. It isn’t achieved through any form of chemical or attribute of the skin, given that it can function through clothing. My working theory is that it functions by way of some non-magnetic attraction between the user and whatever the user deems a surface to walk on.
This theory is supported by what the user does and does not stick to at any given moment. They do not stick to any surface that they do not intend to.
Ex. The user can walk up to a wall, step onto it, and proceed to walk along it as if it were the ground, so long as they intend/wish to do so. If the user were to bump or fall against the same wall, unintentionally, with the quirk active, they would not stick to it as, in that moment, they did not view the wall as a surface to stand/walk on.
- 110 – Window (C-Class. Focus/Contact. Manipulation/Utility.)
Allows the user to create temporary openings on flat surfaces.
Upon physical contact with a (mostly) flat surface, and conscious activation, the user can create an opening that will allow them to pass through the target surface. This opening will disappear with a conscious deactivation.
When the user first activates the quirk, a glowing outline of the desired opening will appear on the surface, with the center point located where the user made contact. With a subsequent swiping motion (while making contact with the surface), in any direction, the material within the outline will vanish, allowing people or objects to travel through the affected surface.
The size and shape of the opening can be determined by the user. It can be as small as the user desires, with an approximate upwards limit of a 3m x 3m square. This can be further increased with a proportional increase in required effort.
Only one opening can be created at once. Additionally, there is a limit to how thick a wall/surface can be. Anything exceeding approximately four feet (meaning more than four feet between the surface that the user makes contact with and the surface where they would exit) and the quirk will not function. In such a circumstance, the glowing outline will still appear, indicating a successful initial activation, but the material within the outline will not vanish with the subsequent movement.
When creating an opening in a surface such as a living-space wall (that consists of a hollow space between two pieces of material), this quirk will ignore the hollow space and create an opening that connects directly to the other side of the wall.
This quirk most likely functions by creating some form of portal, rather than directly displacing matter (and warping physical space in the case of the above example of ignoring the hollow space inside a wall). Two separate portals are created at exact opposite points of the target surface, giving the appearance of simple hole.
- 111 – Frenzy (B-Class. Focus/Visual. Mental/Manipulation.)
Allows the user to send targets into a frenzy.
With direct eye contact and conscious activation, the user can cause a target to enter into an uncontrollable frenzy. While in this state, the target will attack anyone they see, with intent to kill, regardless of previous relationships.
Once in this state, the only way to stop the target is to incapacitate them until the effects wear off. In a normal situation, the quirk’s effects wear off after approximately one hour.
The user is not safe from a target that they have affected. If there is no other target for the affected person’s rampage, they will go after the user.
- 112 – Speed (B-Class. Focus. Enhancement.)
Increases the user’s speed through a direct increase in the output of the user’s muscles.
- 113 – Demonic Tail (D-Class. Passive. Mutation/Animal.)
Gives the user a tail, similar in appearance to stereotypical ‘demon’ tails.
Tail is leathery in appearance and texture and is dark gray/black in color. It also has a slight flare close to the tip, before tapering down to a point.
Full control over the tail is possible, to the degree that it can function as a fully dexterous additional limb, able to be manipulated fully and even grip objects.
Quirks that enhance strength will effect this tail, as with other quirks that grant additional limbs (such as ‘Demonic Wings’). With the level of control that is possible over the limb, this presents the addition of another fully functional limb in combat.
- 114 – Weapon Mastery (B-Rank. Automatic/Contact. Mental/Information/Utility.)
Gives the user proficiency or ‘mastery’ over handheld weapons.
Upon making physical contact with a weapon, the user gains something akin to muscle memory for that particular weapon, allowing them to wield and maneuver the weapon as if they have been for years. This muscle memory does not seem to include any form of established form or style of combat. Instead, it simply gives the user the ability to maneuver the weapon to meet their needs.
For example, if the user were to face a master swordsman (while having no previous knowledge or experience with a sword) the quirk would give them the necessary skill to match the master.
It is important to note that this quirk does not give the user the necessary strength or stamina to use the weapon, only the skill/muscle memory.
Upon conducting research, what the quirk defines as a weapon is based solely upon what the user themselves considers one. If the user has claws, and considers them a weapon, then the quirk will take effect, giving them the knowledge required to wield them.
- 115 – Gigantification (A-Class. Focus. Manipulation/Enhancement.)
Allows the user to grow in size.
Maximum growth is equal to roughly three times (3x) the user’s normal size. Everything increases proportionally.
This quirk seems to be true gigantification, growing the user while leaving density the same, as opposed to some instances that simply expanding the user without adjusting density. The result of this is that the user’s weight also significantly increases with their size, as opposed to the alternative method in which the user remains the same weight as before the quirk is activated.
Because of this, the quirk is particularly potent, especially when used in combination with quirks that increase weight or density even further.
- 116 – Shock Absorption (A-Rank. Passive. Energy/Manipulation/Protection.)
Protects the user from kinetic force acting upon their body.
Most kinetic energy, such as from a punch, kick, or fall, is redistributed instantly, being redirected around the user and out the other side of their body. A small amount of energy from each instance is absorbed into the user, serving to replenish stamina.
There are exceptions to what can be redistributed. If an object (or fist, etc.) is moving slow enough, the quirk will not take effect. Additionally, if the object is sharp enough, and moving with enough momentum, the quirk may struggle to redistribute the force.
- 117 – Speed (A-Class. Passive. Enhancement.)
See entry 14.
This quirk differs in that the boost it provides to the user’s speed is significantly greater.
- 118 – Speed (A-Class. Passive. Enhancement.)
See entry 117.
- 119 – Speed (A-Class. Passive. Enhancement.)
See entry 117.
- 120 – Regeneration (S-Class. Automatic/Miscellaneous. Enhancement/Protection.)
Heals injuries to the user’s body nearly instantly.
Any injury, from simple cuts to missing limbs, will be healed. In most cases, the healing is so quick and powerful that injuries will barely bleed (as coagulation of the blood is fast enough to stop it) and in the case of stab wounds (or other injuries due to penetration), the knife/foreign object will be forcibly removed.
It is important to note that this quirk will not address any injuries that have occurred and then healed in the past. Any scars or incorrectly healed wounds will not be corrected.
- 121 – Strength (A-Class. Passive. Enhancement.)
Simultaneously significantly increases the user’s muscle mass and condenses it.
This results in an increase to the user’s muscle mass by approximately 500% (5 times), but condenses it down to barely be any different in appearance to a normal physiology.
- 122 – Strength (A-Class. Passive. Enhancement.)
See entry 03. This quirk uses the user’s energy/stamina to exert a greater amount of strength. This quirk differs in that it is significantly more powerful.
- 123 – Strength (A-Class. Passive. Enhancement.)
See entry 122.
- 124 – Strength (A-Class. Passive. Mutation/Enhancement.)
See entry 122.
- 125 – Speed (A-Class. Passive. Enhancement.)
See entry 117.
- 126 – Hotbar (D-Class. Focus/Contact. Manipulation/Utility.)
Allows the user to store objects within a pocket dimension.
With this quirk, the user has access to ten ‘slots’ or pockets, that they can store objects within. Upon touching a desired object, it is stored within one. Then, when the quirk is activated again, the user can choose to pull an item from one of the pockets, returning it to their hand.
There is a size limit with this quirk, but it is presented in an interesting manner. In order to be stored in one of the quirks pockets, an object must fit in the user’s hand. However, it is important to note that it does not require the user’s hand to be able to encompass it or for it to conform to a certain shape. I have since discovered that even something as large and oddly shaped as a katana is able to be stored.
Additionally, the use of more than a single hand increases the size limit. If an object is too large for one hand, the user can place their other hand on the object to store it. When the user goes to retrieve this larger object, the quirk will move the user’s hands into the position they were in when it was stored.
More than a single object can be stored in a single pocket. If the user has two identical, or at least similar enough in appearance, size, etc. objects, they can both be stored. This extends to being able to store said similar objects at different times. However, the downside to this is that when the user goes to retrieve an object, of which they have stored multiple, all objects in that pocket will be retrieved at the same time. It is impossible to only retrieve one from a pocket.
If the user has a container full of something and attempts to store it, the quirk will do so. It registers the container as the object being stored, so long as the container is completely enclosed. This means that the user could store a backpack full of money and a backpack full of food in a single pocket. This particular feature of the quirk is extremely useful, as the user could store a variety of objects while retaining free pockets.
Current pockets:
- Seax
- Katana
- Longsword
- Guandao
- Kusarigama
- Bag of emergency clothing
- Two sets of clothing for myself, Rei, Ochako, and Iona
- Oni bag
- An extra set of clothing, not including a mask, Oni’s phone, extra earpieces, as well as emergency medical supplies
- Bag of Oni/emergency funds
- Empty
- Empty
- 127 – Conqueror (S-Class. Passive. Focus. Mental/Manipulation. Mental/Manipulation/Generation.
Transforms the user’s willpower into a physical force.
Passively, this quirk works in a manner similar to entry 08 (Siren). It provides more weight to the user’s presence, making others that are either weaker-willed or unable to resist more likely to pay attention to and heed the words of the user.
Actively, the user can wield their willpower to halt a target’s movements or render them unconscious, or if the difference in strength is great enough, to give the target commands.
If the output of the active part of the quirk is great enough, it manifests as a physical force. This force itself cannot be separately controlled, but instead follows the user’s use of active part of the quirk.
For example, if the user activates the quirk indiscriminately, releasing a shockwave of their willpower in all directions around them, the physical force would follow. If the user directs their willpower in a direction, the force will follow.
This physical force can become intense enough to damage stone in its path and physically throw people in its path.
If the user is proficient enough with the quirk, they can control it to the point of being able to pick out specific targets within a crowd, hitting only them while leaving everything else unaffected.
- 128 – Temperature Resistance (B-Class. Passive. Enhancement/Utility.)
Enhances the user’s body against abnormal temperatures, both hot and cold.
This quirk allows the user to withstand extreme temperatures in either direction. It is powerful enough that the user can withstand fire (such as a wood fire, not necessarily anything hotter, such as a Bunsen burner) to their bare skin, as well as temperatures below the freezing point of water.
I have not conducted any tests to determine the specific limitations of this quirk, but based on what I know so far, it would allow the user to be completely engulfed in fire or frozen in a block of ice with no adverse impact on their body/health.
- 129 – Blowtorch (B-Class. Focus. Generation.)
The user is able to generate superheated streams of plasma from their fingertips.
The method in which the plasma is generated seems to be an extremely specialized electricity quirk, producing something akin to lightning.
I have no way to accurately measure the temperature of the plasma that is generated, but assuming my theory about it being similar to lightning is correct, then it would measure in the area of fifty-thousand degrees Fahrenheit. The actual number may be a bit lower, however, given the extremely small scale of the plasma.
- 130 – Steam (B-Class. Focus. Elemental/Generation.)
Allows the user to produce steam from their body, to the extent that they can create sizeable blasts of steam for offensive purposes.
The production of the steam is achieved through two simultaneous methods. The first is much more benign, drawing in water from the surrounding air and heating the user’s body to boil it when it comes into contact with their skin.
The second method is done through specialized organs spread across the body, just beneath the surface of the skin. These organs are mostly hollow, and along the arms, they exist in pairs. As the body pulls in water using the first method, the organs fill up. Then, using the bodies, raised temperature, the water is converted to steam, which can then be released outside of the body.
In the arms, as the water is being converted to steam, air is pulled from the first organ in the pair, lowering the pressure and subsequently lowering the boiling point of water, and is stored in the second organ, raising pressure. The user is able to use these paired organs to fire blasts of steam at their target.
- 131 – Jellyfish (D-Class. Passive/Contact. Animal/Mutation.)
Mutates the user’s palms, making them take on a ridged appearance and giving them cnidocytes.
These cnidocytes release venom similar to that of a jellyfish. This venom does not cause any significant health issues as far as I have been able to tell, but does cause a not insignificant amount of discomfort.
The ridges in the palm appear to be some form of regulating the number of cnidocytes that are used up at one time. This is especially necessary with how few there are (compared to jellyfish and when taking into account how often they would be used) and how many would be destroyed in a single usage.
- 132 – Threaded Lobes (B-Class. Focus. Mutation/Kinesis.)
The user’s earlobes are mutated into metallic chains of sharp, bladed segments.
The user has complete control over these chains, with a degree of precision that is equal to their other limbs. Given the structure of the chains, the best theory I can come up with as to how the user is able to control the chains, is through an extremely narrow form of telekinesis
The chains can extend up to fifteen meters away from the user, but the shape of the individual segments allows the chains to ‘slot’ into each other to compact itself. The metal they are composed of seems to be a sort of aluminum alloy.
The user seems to have some form of resistance to being cut by the chains. It is unknown if this is through an inherent mutation specifically geared for the quirk, or if it is a general resistance against cuts, such as increased skin durability.
It is unknown what would happen in the event of a chain being damaged or partially lost. The possibility exists that the body would be able to repair them as it would any damage. This theory is supported by the fact that the chains seem to be self-sharpening.
- 133 – Tongue (C-Class. Passive. Animal/Mutation.)
Mutates the user’s tongue to resemble that of a frog. The tongue is lengthened, tissue is softened, and saliva is changed to take on the same properties as a frog’s.
The tongue can extend approximately ten meters, with full fine control at that length.
Despite how closely the mutation matches a frog, there are two main differences. The first is that the tongue still connects to the back of the user’s mouth, rather than the front. Instead, the quirk also creates an empty space in the back of the throat in which to store the majority of it.
The second difference is in the tissue that makes up the tongue. In frogs, whose tongues are not capable of fine control of any kind, the tissue that makes up the organ is incredibly soft. This plays a crucial part in how the organ functions to catch prey. With this quirk, the tissue that makes up the tissue is only slightly softer than a normal human tongue. This difference is likely what allows for precise control.
- 134 – Hothead (D-Class. Passive. Elemental/Generation.)
Replaces the user’s hair with fire.
Hair does not grow from the user’s head. Instead, where the sebaceous gland would normally be located within the hair follicle, there is a unique gland that produces a flammable oil that fuels the fire. As best as I can figure, the new gland converts the user’s sweat, likely combining it with other chemicals from the body, into the flammable oil.
Oddly enough, when the quirk is activated while I have a full head of hair, that hair is not affected. Whatever inherent mutations there are that protect the user’s head from the flames also extends to hair that is already present.
- 135 – Blindside (B-Class. Focus. Kinesis)
Creates a concussive blast of air to strike a target from their blind spot.
The default for the quirk seems to be the back of the target’s head, but if the user focuses on any other part of the target, so long as it is a blind spot, the quirk will strike there instead. If the user attempts to aim for a spot that is not a blind spot, the quirk will simply target the closest spot that is.
So far, it is not possible to adjust the force of the blast, nor can it be altered by other quirks. This default force does not seem to be strong enough to seriously wound the target, but is still strong enough to disorient and potentially knock unconscious. The exception to this is if the quirk happens to strike someone repeatedly in exactly the same spot.
- 136 – Tamako (B-Class. Passive. Focus/Miscellaneous. Sapient/Mental/Protection. Mental/Manipulation)
A sapient quirk that has taken on the name ‘Tamako.’
Tamako is entirely sapient and aware, able to experience emotion, formulate opinions, communicate, and self-identify.
They exist entirely within the user’s mind, seeing the world through the user’s senses, and communicating using the user’s internal voice. They also have the ability to access the user’s memories and listen to the user’s own internal dialogue, essentially reading their mind. The user holds the ability to at any time, except in the case of loss of consciousness, block Tamako’s access to their senses, memories, and internal voice. Doing so renders Tamako unable to experience the world in any way and unable to even speak.
Tamako possesses the ability to ‘haunt’ other beings, as well as certain objects, controlling them to a certain degree. When used on another person, Tamako has access to everything they do when occupying the host; memories, senses, and internal dialogue. Beyond simple access, they are also able to manipulate the target’s thoughts and actions by speaking to them, which due to their nature is done through the target’s internal voice. If the circumstances are ideal, Tamako is also able to control the target’s movements.
When haunting inanimate objects, Tamako can reside in most anything so long as there is an electric current. However, unless the object has the means to observe, such as through a camera, Tamako cannot experience the world. Additionally, unless the object has the ability to move under its own power, such as a robot or animatronic, Tamako will not be able to move.
The range of this ability measures at approximately fifty (50) meters. However, once Tamako has entered a target, the range then resets to fifty meters from that person/object. They can take advantage of this to travel great distances from the user.
Additionally, just as the user retains the ability to block Tamako from their mind, they are also able to recall them from any target they may be haunting.
A notable weakness is the ease with which the target is able to resist Tamako’s control. Once a target is aware of Tamako, they are able to forcibly block access to everything. Due to this, Tamako’s abilities are most effective for intelligence gathering by listening in on a target’s thoughts and gaining access to their memories, and by subtly manipulating the targets using their internal voice.
Despite this, a completely ideal situation is one where a target has been rendered unconscious. With no way to resist, Tamako is able to take complete control over the target’s body. Fine motor skills seem to be at a level just below that of an average human, but will most likely improve with further practice. Control will persist until either Tamako leaves, by choice or because the user recalls them, or until the target regains consciousness and rejects Tamako. Additionally, if the target is further damaged to the point that they would lose consciousness again, such as by a wound to the head, Tamako will be forcibly removed.
Tamako is also able to utilize this control with the user, provided that they allow that level of control. This means that in the case of the user falling unconscious, Tamako will be able to take over to potentially remove the user from the situation.
Due to the nature of Tamako’s existence, being completely non-physical, and with no tangible evidence to validate it, the original user was – presumably – not aware of Tamako’s sapience and suppressed them for years. As a result of this, of not being able to experience much of anything beyond what they could get from the user, Tamako was also unaware of their own sapience until I acquired them.
Since acquisition, however, Tamako has been developing at an astounding pace. Growing to the point that they are nearly indistinguishable from a human in conversation.
I theorize that since Tamako exists in my mind, in my body, they are also affected by the quirks that affect my body. This would primarily present itself with intelligence quirks. In fact, I believe that this is a significant reason why Tamako has been developing as fast as they have been. Just as the intelligence quirks almost forced me to develop mentally at a much greater pace than normal, so too are they making Tamako.
The most prevalent example of this is with entry 99 (Parallel Mind). This quirk affects the neurons in the brain to carry multiple signals at once, allowing for true split focus and true multitasking. In this instance, ‘Parallel Mind’ allows Tamako to exist slightly separate from my own mind.
In a normal person, only Tamako or the target are able to speak at one time with the user’s internal voice. However, with this quirk active, and Tamako’s brain function existing in parallel to my own, we are able to speak at the same time. Additionally, this quirk is further establishing Tamako as their own entity by allowing them to change the voice they speak with. Initially it was the same as my own, just as it is the same as whatever person they are haunting, but they have since changed it to more easily distinguish between myself and them.
With this unique interaction between Tamako and my quirks, I am left to wonder if any of my other quirks would result in something similarly interesting. We have not tested anything as of yet, but we will in the future.
- 137 – Shower in a Can (D-Class. Focus/Contact. Manipulation/Utility.)
Upon contact with themself or others, the user can completely clear away any dirt, germs, etc. to clean them.
The results of using this quirk are as if the target just took a shower (hence the name). Hair, skin, teeth, etc. are cleansed, and odors, pleasant or otherwise, are removed. Clothes and other objects on the target’s person are not affected.
This quirk can only be used on humans. Testing revealed that when the user attempts to use the quirk on other living creatures, such as plants and animals, and inanimate objects, it would not activate.
I’m not entirely sure how the quirk actually cleans. There is no visible evidence or effect of the quirk being used (aside from the target becoming clean), such as dirt/filth falling away, which rules out the dirt simply being removed through conventional means. I doubt that the quirk is illusory in nature, simply making the user appear/smell clean.
- 138 – Drake (C-Class. Focus. Transformation/Animal.)
Mutates the user’s head into that of a dragon.
This mutation gives the user’s head an appearance that is typically associated with dragons, including scales, horns, altered sensory organs, altered skin, and teeth.
The scales provided by this mutation are a dark red, range in size from approximately the size of a thumb fingernail to just smaller than a pinky fingernail. Additionally, scales are naturally durable enough to withstand being stabbed by a blade with an unenhanced amount of strength behind it.
The senses of sight (particularly in motion tracking and night vision), smell, and hearing are greatly enhanced. There is no discernible difference in taste, and the sense of touch across the head is lessened due to the tougher skin and scales.
The user’s voice is altered by this mutation, becoming noticeably deeper and rougher.
The amount of force that the user is capable of producing while biting increases tremendously with this mutation, to approximately 300psi.
This quirk does not allow the user to breathe fire.
- 139 – Illusion (A-Class. Focus. Focus/Visual Elemental/Generation/kinesis/ Manipulation/Sensory/Illusion/Debuff/Mental.)
Allows the user to create illusions.
This quirk allows the user to create illusions that affect four of the five senses: sight, hearing, smell, and taste.
In order to use this quirk, the user requires a precise understanding of what they wish to create an illusion of, as well as a tremendous amount of focus to both create and maintain it. Each sense can be affected individually, and exclusively.
When this quirk is activated, it will immediately begin to apply an illusion to the user’s surroundings based on what the user desires, and based on how well they are able to visualize it. If the user wishes to affect all four senses, then upon activation, light will appear to ‘pour’ (appearing to possess the physical properties of a liquid) from the user’s fingers, before rapidly covering the area that the user wishes to affect (if the desired area of effect is a vertical surface, or anything that isn’t directly beneath the user’s hand, then the light will flow through the air towards the area as if gravity is oriented to it). The speed at which this covering of the area takes place can be altered by the user. The default seems to be marginally faster than how a liquid would act, but it can be both significantly slowed, and significantly increased, to the point of covering the target area faster than the user can perceive (even I couldn’t perceive it, even when my perception of time was slowed with the activation of Entry 58 (Quick Thinker)). This ‘liquid’ light starts out colored pure white, but as soon as it has covered the entire desired area, the color changes to apply the desire visual illusion. At the same time, the quirk will also create the desired sounds, and cause the target to perceive the desired smell and taste (the latter three functions are non-visible).
**Note: Upon further experimentation and practice, the above analysis regarding the application of the illusion has been revealed to be only partially true, if not entirely false. Previously, I believed that the process of an illusion being applied could be sped up to the point where the ‘liquid light’ was too quick to be perceived, when in reality the illusion is simply being instantly applied.
It is unknown whether this improvement was achieved through proficiency, or if what I initially experienced was a result of the quirk simply behaving how I expected it to behave. Everything visible about this quirk behaves as the user directs, so perhaps I held some sort of unconscious belief as to how this quirk was supposed to function (or look while functioning) when I first activated it.
As best as I can determine, the functions of this quirk are achieved through both physical and mental means. The parts of the illusion that affect sight and hearing seem to be physical (or at least affecting the environment rather than a person) while the parts that affect smell and taste seem to be a mental manipulation. The visual aspects are achieved by a form of light manipulation, as described above. Auditory aspects are achieved through the manipulation of air. The quirk controls the air in the desired area to produce soundwaves, creating the desired sounds. Taste and smell are both most likely achieved through the slight manipulation of the areas of the target’s brain that handle the reception of those two senses.
Additionally, the possibility exists that the auditory aspect of this quirk is not completely physical, and that it relies partially upon mental manipulation. During my initial encounter with this quirk, I was under the effect of a full illusion produced by it. I was made to hear sounds of a busy restaurant. During the ensuing conflict, I broke an enemy’s arm, which caused them to scream in pain, however I was unable to hear this until after the illusion was lifted. This detail alone would lead me to believe that this quirk also has a mental function to assist with auditory illusion, with the purpose of canceling out any sound that the target might perceive that would interrupt that which the user wishes them to hear. However, I was able to hear myself speak while under the effects of the illusion. I was also able to hear certain results of my movement (primarily my feet on the ground).
The most likely reason for this is that this potential mental-auditory function does not apply to certain sounds produced by the target, to uphold the integrity of the illusion (if the target attempted to speak, but couldn’t, or if they were moving without any noise, that would be a potential sign that something is wrong, compromising an illusion that could otherwise be virtually indistinguishable from reality).
It should be noted that I have confirmed that the primary auditory aspect of this quirk (the production of noise) is physical in nature. This was done by testing whether or not the sounds produced could be picked up and/or transmitted via devices meant to record and transmit sound (my vigilante earpiece). The produced sounds were indeed perceived through the device, confirming the physical nature of the source of the sounds.
Additionally, the visual aspect of this quirk is not limited to physical surfaces (walls, floor, etc.). Visual illusions can be created in open air. This allows for three-dimensional illusions, which makes an illusion significantly more realistic. An example of this is that during the initial contact with this quirk, when I was made to experience an illusion of a busy restaurant, the illusory patrons filling the building were three-dimensional.
Creating three-dimensional visual illusions does not seem to require a notable increase in effort. Creating an illusion that is detailed and lifelike always requires a significant amount of focus and attention to detail, an amount which increases tremendously when an illusion is three-dimensional, but simply creating a three-dimensional shape does not require much effort.
This particular aspect can be used to create ‘walls’ in open space (three-dimensional images created by this quirk are always non-physical, impossible to be touched), objects or people where there aren’t any, or even objects that appear to float.
The range for this quirk seems to be roughly 20m (~66ft). This limit applies to all aspects of the illusion. There is no determinable hard limit on how many separate images (three-dimensional or otherwise) can be created within any given desired area, or how much detail/complexity each individual image can have. This limit is instead determined by the capabilities of the user.
When using the auditory aspect of this quirk (without the presence of a target, so just the creation of sound, and not the potential mental manipulation that goes along with it), there is no additional activation requirement. As with the visual aspect, sounds can be created anywhere within the desired area, in any amount, and with any amount of complexity (typically in the form of voices, and the volume changes and tonal inflections that come with it). The only limit to this aspect (aside from the overall range limit), is the volume, but it is only a soft limit. The user is able to produce sounds reaching upwards of 140dB, meaning that they can recreate most sounds with an accurate volume. This is the reason I call this a ‘soft’ limit. Because the number of situations or actions that would create a sound that naturally exceeds that volume are few. For the purpose of creating illusions (specifically the pursuit of lifelike illusions), the 140dB limit will not hinder the user’s efforts.
Additionally, sounds created by this quirk do not have to be created at the volume at which they would occur naturally. The user can freely alter how loud a sound is, from creating a voice at 140dB, to creating a gunshot that is the volume of a whisper.
The effects of the other two aspects (smell and taste), as well as the mental manipulation of the auditory aspect, have further activation requirements. Use of these aspects requires visual contact with the target(s). Beyond that, there is no notable limit on what smells/tastes the target can be made to experience or the intensity at which they experience them.
Use of this quirk does not necessarily require another person. The illusions produced can also affect the user (completely, meaning all four senses).
**Note: Upon further experimentation and practice, I have discovered that the range of this quirk is greater than what I initially believed. Since my initially analysis, the range has increased to roughly 40m (~131ft). Given how quickly the range increased over such a short period, I believe that the range will continue to increase at a commensurate rate over time.
Additionally, it has also been discovered that this range only applies to the creation of illusions, not for the existence of illusions. This means that an illusion can only be created within the 40m range, but if I then move away so that the illusion is out of the range, it does not disappear. It will remain in place. There does not seem to be a hard secondary range for maintaining illusions. As the user moves farther away, it becomes more difficult to maintain, both in focus and in outright effort, but otherwise, they will remain until the user chooses to dispel them, or loses focus.
Furthermore, these illusions that are being maintained beyond the initial range, can be further manipulated. It takes exponentially more focus and effort to do so, increasing with distance, but it is possible.
- 140 – Yo-Yo (C-Class. Focus/Contact. Kinesis.)
Allows the user to telekinetically control an object/objects through the movement of their fingers.
Upon physical contact, consisting of at least one of the user’s fingers, and conscious activation, the user can form a ‘link’ between themself and the object which they came into contact with. This link grants the user the ability to telekinetically move this object forwards and backwards, in relation to the user (closer or farther away from the user). This movement is facilitated through particular movements of the associated finger(s), similar to those required by Entry 01 (Attraction).
The user can use all ten fingers to create ten separate ‘links’ at once. They can also use multiple fingers on a single object. Doing so increases both the maximum size of the object that can be controlled, and the level of precision of allowed movements.
The size limit for an item that may be controlled with a single finger is approximately 20lbs (9kg). This limit increases additively with each additional finger used (i.e., two fingers supports 40lbs (18kg), eight fingers supports 160lbs (72kg), etc.) This means that with all ten fingers, the user can link with and control an average adult.
The speed at which an object can be moved is determined by how heavy an object is and how many fingers are used. A single small object (such as a knife), which weighs approximately 1lbs (.5kg) will be able to move much faster when linked with five fingers than with one. Movement speed is also controlled by the user, within the limits determined by weight/fingers used.
- 141 – Fire Breath (B-Class. Focus. Mutation/Generation/Elemental.)
Allows the user to emit large amounts of fire from their mouth.
This quirk adds a specialized organ to the user’s body to facilitate the production of flame. This organ is incredibly similar to the one created by Entry 79 (Smog), both in location and appearance, situated next to the heart and lungs, and connected to the trachea via its own airway, complete with its own epiglottis, and in function. This epiglottis is unique in that instead of opening to allow gas to pass through in both directions, it acts as a one-way valve allowing gas to flow out, but not in.
When the user activates this quirk, the specialized organ begins to produce and store a pyrophoric gas, expanding much like a lung would. At the same time, the user inhales, filling the lungs. As the organ fills with gas, pressure builds, and small amounts of the gas escape through the valve, interacting with the oxygen present in the trachea (this is what causes the noticeable glow in the user’s throat as they are preparing to use this quirk). Once the organ is full (or before, if they so choose), the user exhales, emptying both the organ and the lungs at the same time. Both the pressure built up in the organ, plus the added force from contracting muscles around it and from air leaving the lungs propels the gas out of the user’s mouth, where it ignites with the air.
During the process of exhaling, the lungs contract before the specialized organ, pushing away the oxygen present in the throat and preventing the pyrophoric gas from igniting before it is meant to (the C02 from the lungs does not ignite).
After the quirk is used, a certain amount of the gas remains in the trachea, this remaining gas will ignite with the oxygen brought from subsequent breaths, resulting in small amounts of flame in the throat and potentially emitting from the mouth depending on the amount of gas remaining and the force of the breath.
The user’s mouth, trachea/esophagus, and lungs are all enhanced to withstand both the heat of the flames and the gas (I am unsure what compound specifically, but most pyrophoric gasses are toxic). Additionally, this quirk adds another muscle similar to the epiglottis to the back of the throat, behind the uvula. This muscle seals off the nasal cavity during quirk usage to prevent the gas and resulting flame to pass through and exit through the nose.
It should be noted that the flames produced by this quirk are capable of reaching temperatures high enough to completely melt flesh and disintegrate bone. This means that they can reach temperatures upwards of 1,100 degrees Celsius (2,012 degrees Fahrenheit), with the possibility of rising much higher than that as in the one example of this that I have witnessed, the flesh and bones had been enhanced.
- 142 – Four Arms (C-Class. Passive. Utility/Mutation.)
Mutation that grants the user an extra pair of arms.
These arms are located just beneath the original pair, and appear to be completely identical to them.
Along with this mutation, the user’s skeleton and musculature are slightly altered to accommodate. The user’s spine is slightly longer (two extra vertebrae are added. The T8 vertebra appears to have been essentially duplicated twice) and another set of pectoral muscles (slightly less pronounced than the original) are added to support.
- 143 – Extra Eyes (D-Class. Passive. Sensory/Mutation.)
Mutation that grants the user an extra pair of eyes.
These eyes are located approximately 1 inch above the original pair of eyes, and are ever so slightly farther apart. Otherwise they are completely identical to the original pair of eyes.
To accommodate this extra pair of eyes the user’s skull is slightly altered, as is the user’s brain (not enough to warrant any concern, but just enough to provide space for the extra eyes to sit within the skull).
- 144 – Absorption and Release (C-Class. Automatic/Contact. Focus. Absorption/Stockpile. Summon.)
Allows the user to stockpile certain forms of energy or matter, and then use them as they see fit.
When the user directly comes into contact (meaning direct physical contact) with certain forms of energy or matter, it will be drawn into the user, becoming stored within. Instances of energy/matter that this quirk will drawn in and stockpile include, but are not limited to: fire, electricity, acid, winds exceeding a certain velocity, water, physical impacts/kinetic energy exceeding a certain amount, sunlight (incredibly slowly).
Once stockpiled, the user can then release the stored energy/matter as they so choose, from any part of the body, and in any combination. As of yet, I have not discovered a limit to how many differing forms of energy/matter can be stored at once or how long they can be stored for.
It should be noted that this quirk provides no level of resistance to any of the forms of matter/energy that it can absorb. Fire will still burn, electricity will still shock, etc. This also applies when releasing what has been stored. If the user comes into contact with fire (either naturally or by way of a fire-based attack (quirk or otherwise) they will be burned, even as the fire is being drawn in, and then when the user releases the stored fire, it will burn them again. The fire will not burn while it is stored, however.
- 145 – Muscle Augmentation (B-Class. Passive. Enhancement/Mutation.)
A strength enhancing quirk that simultaneously increases muscle mass and muscle density.
- 146 – Tongue Splitter (B-Class. Focus. Manipulation/Enhancement)
Allows the user to alter the shape and size of their tongue.
This quirk grants the user the ability to both alter the size and shape of their tongue, and control it with both the precision and strength of a prehensile limb.
The extent to which the user can alter their tongue are quite significant. The tongue can be split into multiple fully developed and fully functional duplicates, it can be lengthened, thickened, split ends can be joined back in a separate spot, and all of these can happen in any order and in seemingly any amount.
For example: The user could utilize this quirk to extend their tongue several meters from their mouth, split it into eight individual ends, control and lengthen each individual end to make them stretch behind the user, and have the eight ends rejoin, then from anywhere along the now extensive and heavily mutated organ, additional tongues can be split off and be controlled and altered just the same.
Despite how far the tongue can be lengthened and how extensively it can be otherwise altered to increase its mass, I have not yet experienced any form of strain put on my body from doing so (with no physical enhancers active).
Additionally, tests have been conducted to confirm that this quirk can be used to support the user’s weight, both through grabbing something above and lifting the user into the air, and by applying force to the ground to lift the user.
- 147 – Strength (C-Class. Passive. Enhancement.)
Allows the user’s muscles to exert a greater amount of force.
- 148 – Speed (B-Class. Passive. Enhancement.)
See Entry 117.
Differs in that the enhancement provided is not as potent.
- 149 – Regeneration (B-Class. Automatic. Healing.)
Similar to Entry 120 (another regeneration quirk), in the injuries that it’ll heal, but less powerful. It does not heal/regenerate as quickly.
- 150 – Super Regeneration (A-Class. Automatic. Healing.)
Nearly identical to Entry 120 in all observable ways.
- 151 – All Sight (S-Class. Passive. Utility/Sensory.)
Grants the user an additional method of sensory reception.
This method of sensory reception closely resembles normal eyesight, in that it allows the user to perceive physical attributes of the world around them, such as shapes, distance, physical appearances, etc. However, this sensory reception provides a level of detail and functions at a range that is tremendously greater than what is offered by normal eyesight. The only aspect in which eyesight surpasses this sense, is in reception of colors, this method of sensory reception does not allow the user to determine color, with the field of ‘vision’ being made up of grays and blues. This is most likely a result of the method through which this sensory reception is received.
To the best that I can determine, this quirk functions through a combination of electrolocation and a form of magnetoreception. The sheer amount of detail provided would suggest the former, while the functional range suggest the latter. My leading theory is as follows: the ‘sight’ itself is facilitated through electroreception, the movement of electrons through matter within electric fields. These electric fields create mild magnetic fields. When electrons pass through matter, the electric field is ever so slightly disturbed, subsequently disturbing its magnetic field. The disruptions in the magnetic fields are transmitted to the user by magnetoreception, providing the user with the sensory information.
This theory is supported primarily by two things. First, the way this quirk handles certain materials. With most materials, this quirk grants me a full 360-degree view of both the inside and outside of an object, even if said object is solid (ex. I can use this quirk to view the inside of a solid brick, or within a tree). However, with certain materials such as lead, I cannot see within solid pieces, and there is a structure made entirely of it, such as a safe, I cannot see within it.
Second, the way this quirk behaves at the edge of its effective range when viewing certain things. This quirk has an approximate range of 150m (492ft). Sensory reception does not halt immediately at this range, but instead begins fading out and losing detail just before it, and fades out entirely shortly after. However, near certain objects that carry a particularly strong electric current (such as power lines, waystations, etc.) both the effective range and the level of detail increase proportionately with the strength of the field. For example, if there was an electricity waystation exactly 150m away from the user, not only would the effective range in that surrounding area increase (by roughly 50m in every direction around the waystation), but the loss in detail that would’ve appeared before the 150m, doesn’t. Instead, the loss of detail occurs closer to the 200m point, and fades out entirely shortly after.
As stated above, the effective range of this quirk is approximately 150m. This range is a radius around the user, stretching in every direction. Additionally, this quirk is always active. The user has constant access to sensory input of every person, creature, building, and object within a 150m radius. The default for this quirk is for all of the received sensory information to exist in the background, not unlike seeing something from the corner of one’s eye, or hearing, but not actually noticing a particular sound. At any time the user can focus on anything within the radius.
On its own, this quirk affords the user an extensive source of sensory input with very few limitations, and that is (to the extent of my knowledge) completely undetectable, via quirks or otherwise. However, in my hands, with several intelligence quirks that enhance both the processing speed of my brain and the limit of my being able to multitask (Entry 99 ‘Parallel Mind’), this quirk is extraordinarily powerful. With how quickly I am able to think and process information, and the number of times over that I’m able to dedicate the equivalent of 100% of my focus to any particular thought or action, I am able to use this quirk to be completely aware of my surroundings at all times. What’s more is that, with the boost to my memory, nearly every single iota of sensory data is memorized instantly upon being received. This means that I could walk down the street, and be fully aware of and be able to later recall the face of every single person that passed within 150 meters of me, whether they passed right next to me, were walking the opposite direction a block away, or were sitting in a building next to the one I passed.
Additionally, this quirk combines remarkably well with other quirks, especially those with vision-based activation requirements. For example, Entry 50 (Appraisal), typically requires direct visual contact to activate, but viewing the target through this quirk bypasses that requirement. Entry 139 (Illusion) has similar vision-based requirements for certain aspects, this quirk bypasses those as well.
- 152 – Strength (A-Class. Passive. Enhancement.)
See Entry 145.
Differs in that this quirk provides a stronger enhancement.
- 153 – Speed (A-Class. Passive. Enhancement.)
See Entry 117.
Provides a nearly identical level of enhancement.
- 154 – Fluid Earth (C-Class. Passive. Enhancement/Mutation.)
Allows the user to dig their way through solid surfaces/materials such as dirt, stone, and clay, typically in the form of digging through the ground.
This is achieved through two separate affects. The first is a mutation to the user’s hands. The tips of the user’s fingers harden, taking on physical properties similar to bones, and sharpen, becoming flat (parallel with hand if the user were to hold it out flat) and bladelike. This mutation allows the user to claw through the hard materials. Initial tests conducted with cement, brick, asphalt, and stone (with no physical enhancers active), showed that this mutation allows the user to claw away significant chunks of each with barely any discernible effort.
The second effect is a subtle, yet extremely powerful, vibration that takes place in the user’s muscles as they come into contact with materials such as those listed above (specifically, when the user begins to dig into them). This vibration assists in breaking apart the target material, allowing the user to do so without even using the claw mutation. This effect will even partially ‘liquidize’ certain materials through liquefaction.
These two effects combined allow the user to essentially swim through the ground, and to easily dig through such materials.
The most notable downside to this quirk is that it does nothing to assist in providing the user with oxygen whilst underground. Care must be taken that digging underground is either done with frequent trips above ground to breathe, or that a tunnel is left behind to provide a source of oxygen (the difference in usage that leads to a tunnel being present or not present is how vigorously the user digs and the material that is being dug through.
- 155 – Scorpion Tail (C-Class. Passive. Animal/Mutation.)
Mutation that provides the user a tail that almost identically matches a scorpion’s tail/stinger.
The limb is approximately 2m in length and is comprised of several segmented sections of chitinous exoskeleton, complete with a stinger at the tip.
This stinger will release venom upon piercing an object/person. As of yet I do not have a way to safely test the strength of this venom.
- 156 – Spines (D-Class. Passive. Mutation.)
Mutation that grants the user scales and spikes along their spine.
- 157 – Strength (B-Class. Passive. Enhancement.)
See Entry 147.
Differs in that it provides a slightly greater enhancement.
- 158 – Speed (B-Class. Passive. Enhancement.)
See Entry 117.
Differs in that the provided enhancement is not as potent.
- 159 – Wings (D-Class. Passive. Animal/Mutation.)
Mutation that provides the user with a pair of large, leathery wings.
This quirk is nearly identical to Entry 19 (Demonic Wings)
- 160 – Talons (D-Class. Passive. Animal/Mutation.)
This quirk is nearly identical to Entry 66 (Talon).
The only differences lie in slight alterations to the size of the feet and talons (larger and smaller respectively), and the length of the legs (slightly shorter).
- 161 – Strength (C-Class. Passive. Enhancement.)
See Entry 147.
Provides a nearly identical level of enhancement.
- 162 – Speed (C-Class. Passive. Enhancement.)
See Entry 117.
Differs in that the enhancement provided by this quirk is much less potent.
- 163 – Blood Curdle (C-Class. Automatic/Connection. Manipulation/Debuff.)
Allows the user to, upon ingestion of a target’s blood, temporarily paralyze them.
The ingested blood must be fresh (within minutes of leaving the body).
The amount of time that the target is paralyzed is dependent upon the blood-type. The amount of blood ingested has no obvious affect.
The severity of the paralysis includes most consciously controlled muscles (meaning arms and legs, excludes muscles associate with breathing, blinking, etc.) from the legs to the neck. Affected targets are still able to talk.
- 164 – Sciakinesis (A-Class. Automatic./Miscellaneous Focus./Miscellaneous. Sensory. Elemental/Kinesis/Manipulation. Transportation.)
Allows the user to control shadows.
This quirk has Three separate functions. First is an automatic sensory function, that allows the user to be aware of/feel any and all shadows that they (or their shadow) come into contact with. Second is the direct control/manipulation of shadows, including things such as changing the size, shape, and how dark they are, and even completely moving shadows beyond what would normally be allowed by the object casting the shadow. Third is the ability to travel between connected shadows.
The first function supports the second function, and the third to the extent that any significant usage of the third (meaning distance covered) relies upon it.
The sensory input from the first function is fairly indistinct. Next to no precise detail is received, though with a great enough proficiency and conscious effort, the user can achieve this in a limited capacity. For the most part, the extent of this sensory reception is simply whether or not there are shadows/is darkness present. However, the range for this quirk is astronomical. At a minimum, when it is night, the range for this function encompasses half of the Earth. Beyond that, the possibility exists that the range can extend farther. In the correct conditions (such as a new moon, when the Earth’s shadow is being cast upon the moon) this quirk may be able to feel shadows that exist outside of Earth’s atmosphere.
However, during the day, or in areas that are especially well lit, the capabilities of this function decrease tremendously. The user can only feel shadows that they are in contact with, whether that be directly (actually physically standing within a shadow) or indirectly (a particular shadow is in contact with another that the user is in contact with). During the night, the user and the user’s shadow are both in contact with the Earth’s shadow.
The second function of this quirk is much more active in comparison. As stated above, the user is able to control nearby shadows, altering their physical characteristics. This includes actions such as making shadows larger, smaller, or moving them altogether, even outside of the bounds of what should be possible, altering how dark they are, and even making them semi-tangible. This last affect can be used to such a degree that it is possible to use them to interact with objects and people, grabbing and moving them.
Each of these actions take effort and focus, with the requirement being proportionately greater the larger the action taken. The last affect, making shadows semi-tangible, is especially taxing.
I am, as of yet, unsure how most of these are possible.
The third function of this quirk is, without question, the most useful. It allows the user to travel through shadows. The only requirements to this travel are that the target shadow (the one that the user wishes to travel to) is connected in some way to a shadow that the user is in contact with, that they must be able to visualize the destination to sufficient degree, and that the user possess a decent understanding of the spatial relationship of their current position and the destination. This means that, if the user is close enough, they can make visual contact with the desired location, and the focus from that alone is enough to satisfy the second and third conditions. If the destination is farther away though, then the user must be aware, to a certain degree, of how far away the target is and in what direction it is.
If the user does not meet the first of the three conditions, then travel will not be possible at all. However, if the user does not meet the second or third conditions, they will still travel through the shadows, but since they did not possess a sufficient understanding of their target destination, the quirk will send them somewhere else instead. Tests have been conducted in an attempt to determine if there is any pattern in where the quirk sends the user in such cases. As of yet there does not seem to be any pattern at all.
This third function can also be used to transport objects other than the user. Using the quirk in such a way does not even require the user to travel through the shadows at all, they can simply send whatever they wish through the shadows to the destination. All three of the activation conditions still apply though.
Using the quirk in this way requires much more effort and focus (where normal travel requires a minimal amount of physical effort and only the focus that is necessary to determine the destination). This increases further the larger the object or amount of objects that the user wishes to send through.
- 165 – Strength (B-Class. Passive. Enhancement.)
See Entry 145.
Provides a nearly identical level of enhancement.
- 166 – Speed (B-Class. Passive. Enhancement.)
See Entry 117.
Differs in that the provided enhancement is not as potent.
- 167 – Shadow Blend (C-Class. Automatic. Kinesis/Utility/Illusion.)
Allows the user to ‘blend’ in with shadows.
When any part of the user’s body is cast in shadow, that part of the body will begin to fade and become less visible. This effect becomes proportionately stronger the darker the shadow. At its fullest potential this quirk can render the user invisible. It should be noted that this effect also occurs in normal darkness, the shadow cast by the Earth.
Essentially, this quirk allows the user to become invisible if their environment is dark enough.
It takes no effort from the user (conscious or otherwise) to induce or maintain invisibility. It is an involuntary action that takes place automatically upon contact with a shadow.
How exactly this quirk achieves this invisibility is unknown to me. My leading theory is that this quirk functions through a form of light manipulation, bending light to induce invisibility. Following this theory, the effects of this quirk within brighter shadows, that render the user anything less than completely invisible are due to this quirk only being able to manipulate light to a certain extent, only a certain amount of light can be controlled (meaning brightness. There is no difference between just the user’s arm being affected and the entire body being affected).
- 168 – Ruby (B-Class. Focus. Enhancement/Transformation.)
Allows the user to transform their body into a gemstone.
This is a full-body transformation, affecting bones, internal organs, eyes, etc.
The gemstone that this quirk transforms the user into most closely resembles a ruby.
This quirk brings with it an increase in weight, and a tremendous increase in durability and other resistances, such as temperatures and electricity.
- 169 – Fire (A-Class. Focus. Generation/Elemental/Manipulation. Manipulation.)
Allows the user to create and control fire.
This quirk has two separate primary functions. The first is the creation of fire. The second is the manipulation of existing fire.
Upon conscious activation, the user can produce large amounts of fire. This fire can be created anywhere from the body, and can be created in significant amounts, and with an intensity great enough to scorch concrete.
The fire created by this quirk is not done through the function of any specialized organ, but rather in open air, likely through the direct manipulation of air particles, heating them to the point of igniting the oxygen in the air. These flames can be created anywhere within a certain radius of the user (roughly 2m (6.5ft)).
Once created, the flame(s) can be controlled and manipulated, at a range much greater than two meters. This control and manipulation includes things such as sending the flames beyond the two meter range, ‘throwing’ it, or causing the flame to grow and travel as a large stream or ‘blast,’ split apart, grow, shrink, etc.
The creation and subsequent control and manipulation can be done in combination, so achieve things such as creating large streams of flame from the user’s body.
This manipulation aspect can be used on any flame (both created by the user and those that were created through other means) within the user’s range limit (approximately 30m (99ft)). The extent of manipulation remains the same, and in addition to that, the user can use this to reduce and even extinguish flam.
- 170 – Expanded Mind (C-Class. Passive. Enhancement/Mutation.)
Mutation quirk that increases the size of the user’s brain.
This quirk seems to warp space within the user’s skull, altering it so that the interior volume is much greater than what the outer dimensions would allow. The increase in size seems to be roughly three times what it used to be, both regard to interior volume of the skull and brain matter.
Despite this rather extreme alteration to size, there seems to be no obvious change in the user’s mind, in regard to how the user thinks or processes information.
I have no way to test this, but I suspect that rather than outright altering the existing sections of the brain or adding anything new, this quirk has simply increased the size of everything proportionately. I also have no way of testing whether or not this quirk had any affect on the density of the brain matter.
It should be noted, that a potential factor as to why I detected no change to my mind or how I think is the intelligence quirks that are already enhancing my mind. The possibility exists that this quirk would actually provide a significant boost to someone who is otherwise unenhanced, but that boost either doesn’t compare to that which already affects my mind, or simply served to enhance an existing boost in a way that is undetectable.
- 171 – Acid (B-Class. Focus. Generation.)
Allows the user to produce acid from their hands.
The acid created is rather potent, capable of melting flesh with relative ease/speed, and even melting cement, albeit at a greatly reduced pace. The user is able to alter the potency to a certain degree. I am unsure of the exact upper limit, but the least potent I could create still reacted with my skin (unenhanced by any durability or other physical enhancers).
The acid can only be produced from the hands. When making use of Entry 151 (All Sight), I saw no specialty organ or other visible source for the acid. The possibility exists that it is produced via altered sweat glands. This would account for the slow rate of production.
The amount of acid that can be produced at one time isn’t noteworthy. It seems to be at a much lesser level than other instances of similar quirks (namely Ashido’s ‘Acid’). Though it should be noted that this merely applies to the rate at which acid can be produced. In terms of how much can be produced in a single extended usage, over an extended period of time, there was no noticeable limit. It should also be noted that the rate of production is fast enough that mere seconds after activation, enough acid had accumulated on my hands that it began to drip to the ground below (with my hands held parallel to the ground, palms facing downward).
- 172 – Laundromat (C-Class. Focus/Contact. Manipulation/utility. Kinesis/ Manipulation/Utility.)
Allows the user to clean and slightly alter clothing.
Upon physical contact with a clothing item (or piece of cloth) and conscious activation, any and all dirt, grime, stains, etc. will be removed from the item. With additional focus, the user can slightly alter the item. The extent of the alterations includes things such as repairing damage (so long as the damage did not cause a significant loss of material, such as through burning) repairing integrity (reducing stretching or fraying, and removing or restoring stitching. Using this aspect, the user can also cut material and re-attach it (this function is the primary method by which this quirk can repair damage, by restoring things such as cuts, tears or holes).
By using this aspect, it is possible for the user to attach two pieces of fabric that were never previously attached, so long as both pieces of fabric are of the same material.
- 173 – Ice Shield (B-Class. Focus. Generation/Elemental/Protection.)
Allows the user to create a barrier or shield made of ice.
Upon activation, water is drawn from the user’s surroundings and condensed at the desired location, where it is rapidly cooled to form ice.
The shield can be created wherever the user desires within a certain radius of themself, and it can be created in any orientation (i.e., parallel to the ground or perpendicular). The shield is created in mid-air, and floats until either the user stops usage, or the shield is destroyed. Size and thickness can be altered to a degree, primarily depending upon the user’s proficiency with the quirk.
The range limit for this quirk (the radius around the user), seems to be roughly 3m (10ft). The size limits seem to be roughly 2m (6.5ft) x 2m for height and width, and .5m (20in) in thickness. I was able to, with a tremendous amount of effort, create a shield beyond all three of these limits, so the possibility exists that they can be naturally increased through training and proficiency.
Additionally, more than one shield can be created at once, but each shield brings an increase in the focus and effort required to create and maintain it.
The water for the shields seems to be pulled primarily from the air around the user, but if there are larger sources of water nearby, such as puddles, the quirk will pull from well. Presence of such larger sources of water provides a noticeable decrease in effort required to create a shield.
It should be noted that this quirk provides no form of enhancement or boost to the structural integrity of the ice. Shields are no stronger or weaker than naturally forming ice of the same dimensions. The only enhancement that this quirk provides the ice is that when a floating shield is created, it will not move. It will remain in place and no amount of force or damage (that would not destroy it) will be able to move it in any direction. Created shields are ‘locked’ in place until they are either destroyed (by outright damage or by being in existence long enough to melt away) or the user deactivates the quirk.
- 174 – Observation (A-Class. Automatic/Proximity. Empath/Information.)
Allows the user to view the emotions of others.
This quirk constantly observes the emotions of others within a certain radius of the user. The user is able to perceive and interpret these emotions.
The effective range of this quirk seems to be a radius of roughly 25m (82ft) around the user. There seems to be no way of altering this range in any way. This quirk is not impeded by obstacles such as walls, no matter the material they are made of. As of yet, there appears to be no way for anyone without this quirk to detect its effects, nor does there seem to be any way of negating or impeding it.
Despite this quirk always being active, and always observing the emotions of those that are within range, it does not constantly bombard the user with information. No amount of input will ever be able to overwhelm the user, even if a hundred or more people are all within the quirk’s range and being observed. This is because all the receiving information exists in the background, out of the user’s direct focus until they desire otherwise. The information is always there, it is simply out of focus. Similar to how one’s nose is always visible, but subconsciously ignored until directly focused on, or how the user is always able to see from the corners of their eyes, but will only directly focus on something that’s there if their attention is drawn to it. The user can focus on the emotions of individuals whenever they wish.
Additionally, in certain situations, with a high enough level of proficiency (on the user’s part), this quirk can also be used to read an individual’s intent, to the extent that it allows the user to predict a target’s actions before they happen. I have already confirmed (during the initial encounter with this quirk) that it is intent specifically that this quirk reads. During the conflict, when working out how the original user was predicting my actions, I began by deliberately planning out my next move, first only one, then several potential plans (making use of Entry 151 ‘All Sight’). When I detected no reaction, I then added intent to those plans all at once, which warranted a reaction from the user. The intent was the only variable that changed, leading me to believe that-that is what this quirk was detecting.
This prediction aspect is powerful enough that, even while my physical capabilities were being boosted by several enhancement quirks (namely my speed), the original user was able to avoid me for a time. Granted, I was far from actually fully utilizing my speed during the conflict, but it is impressive nonetheless.
- 175 – Flight (A-Class. Focus. Manipulation/Transportation.)
Allows the user to fully manipulate their own momentum.
This quirk allows the user to achieve completely unassisted flight, without the use of, or manipulation of, anything physical (meaning body parts such as wings, manipulation of air, etc.). Flight is achieved through the direct manipulation of the user’s momentum.
The only activation requirement/trigger is visualization of what the user wishes to do. If the user wishes to ascend, all they must do is visualize themself doing so. Furthermore, the level of control allowed by this quirk means that the user can move and orient themself however they wish, even simulating the effect of gravity on vertical (or horizontal, upside down) surfaces. By increasing their upward momentum just enough to negate gravity, the user can render themself effectively weightless, then by applying momentum in a different direction, they can simulate the effect of gravity, pushing them towards another surface.
This quirk is not limited to flight. Its effects can be applied to different body parts individually. Testing confirmed that this can be done with at least enough proficiency to control my arm, hand, and fingers with nothing but this quirk.
In terms of this quirk’s capabilities, it is enormously powerful. If there are any limitations on this quirk and what it can do, they exist solely with the user, both physical limitations in what their body can handle, and potential subconscious limitations to prevent this quirk from surpassing those physical limits and shredding the user’s body with its own momentum.
For starters, this quirk is capable of a tremendously rapid rate of acceleration. The very first test I conducted after obtaining this quirk resulted in it accelerating me to somewhere beyond the speed of sound within a tenth of a second, if not faster. This occurred without putting in any attempt whatsoever to accelerate with anywhere near that much power. This was an initial test, the first attempt to use this quirk through a simple visualization of what I wanted to happen. I can tell without attempting it that if I were to put in effort to this aspect, this quirk would be able to surpass that instance easily.
(An interesting side note, when estimating the amount of force this particular instance exerted upon my body, estimating values on the lower end of what I could (Assuming that it only accelerated me to the speed of sound, and assuming that it took place in a tenth of a second and not faster), I came to the conclusion that I briefly experienced upwards of 350g (350 times the force enacted upon a body by gravity). This amount of force would’ve instantly killed an unenhanced human, likely liquidizing all internal organs, and likely much more than that. This serves as an excellent showing of what my body is capable of withstanding while enhanced by quirks. I was still injured by this incident (to the point that, even as enhanced as I was, I likely would’ve died if not for my regeneration quirks), but not enough to incapacitate me.)
What’s more is that, rate of acceleration aside, this quirk is also capable of reaching tremendous velocities. The incident described above accelerated me to at least the speed of sound with no effort on my part. Then later, once I decided to actually begin testing the limits of what this quirk could achieve, I managed to reach a high enough velocity that the compression of air in front of me caused my clothing to begin igniting. Assuming I was not incorrect in my assumptions or my calculations, I would’ve had to have been going over twice the speed of sound. And even still, this was shortly after I acquired this quirk. The possibility exists that with continued usage and increased proficiency, I could go much further. (It should be noted that in that particular instance, I was not forced to stop, I merely did so to investigate the new development of my clothes igniting. So, I could already push the quirk further than I did.)
During the incident described above (or rather, shortly before), I became aware of a form of strain, potentially associated with overuse. As I pushed the quirk further, I noticed pressure in my forehead, behind my eyes. The beginnings of a headache. It can be assumed that, had I continued to push it, this would have escalated to a full migraine, and possibly further until either the migraine was too intense for me to focus, or until whatever part of my brain was being affected eventually collapsed and failed under the strain.
- 176 – Florist (D-Class. Passive. Automatic. Focus. Elemental/Mutation. Elemental/Empath/Manipulation. Elemental/Generation.)
Allows the user to grow flowers on any part of their body.
This quirk has two primary aspects:
The first comes in the form of a mutation to the user’s body. This quirk replaces the hair on the user’s head (only on top, facial hair is unaffected), with flowers. These flowers rapidly change (in species) in response to the user’s emotions. This is an unconscious reaction that cannot be controlled by the user.
The second is a conscious aspect that allows the user to grow any flower they wish from any part of their body.
The flowers that replace the user’s hair do so in such a way that the head is completely covered, with next to no skin visible where it would not already be. Flowers seem to roughly follow the hairline of the user.
It seems as though the user does not have to possess any knowledge of flowers for this mutation and automatic function to take place. When I first obtained this quirk, flowers grew in on my head that I had no memory of seeing before.
The possibility exists that this quirk includes/contains some form of stockpile of knowledge regarding flowers, that I somehow took when I obtained this quirk. I have confirmed through another quirk (Entry 126 ‘Hotbar’) that items stored within a quirk (assuming the quirk is capable of doing such a thing) can transfer to a new user if the quirk is taken.
Unfortunately, I have no way of conducting any tests to confirm or deny this theory. The only way to do so would’ve been to observe the quirk when it first developed/manifested, with the original user. Whether or not the quirk created flowers immediately, without the user possessing any knowledge at all about flowers, if it only created flowers when the user saw (but did not necessarily know anything about) a flower, or if it only functioned once the user possessed a more complete knowledge of flowers.
The second aspect of this quirk, the conscious aspect, does not require any specific knowledge regarding flowers in order to be used. The only thing that the user requires is to be able to sufficiently visualize what they wish to create. Once a flower is visualized, and the quirk is activated, the desired flower will be created, anywhere the user wishes.
This means that the user is able to grow flowers that do not exist naturally. I have confirmed this by first researching different kinds of flowers, then visualizing something new, with aspects taken from several existing species. The quirk successfully produced this unique flower.
When flowers are produced, every single one is exactly as the user visualized. There is no variation whatsoever unless it occurred first with the visualization, whether it be purposeful or a result of a lack of focus. This was also tested, by visualizing a flower with unique markings. Every single flower created was exactly the same.
When the user creates a flower, it sprouts from the user’s flesh (without any pain or discomfort) and will remain in place until it is removed. There is no way to ‘deactivate’ or pull a flower back. Though, it should be noted that pulling a flower from where it is attached also brings no pain or discomfort, nor does it leave any wounds, or even any evidence that it was there to begin with.
While a flower remains connected, the user is able to feel it to a certain degree. Not in the sense of perceiving the weight of it on their flesh, or it being attached to them, but somethings else entirely. Without looking at or perceiving the flower with any of the five senses, the user is able to feel the presence of the flower as a separate, but connected, living organism. Additionally, there is a slight awareness of the natural processes of the flower, that it would normally have to do to remain alive (such as photosynthesis). There is nothing discernible to give legitimacy to this feeling, but this is the closest that I am able to describe it after experiencing it firsthand.
Assuming that this feeling is legitimate, and that I am not mistaken, then the flowers created by the user are indeed living organisms, carrying out their natural processes. And since the flowers do not necessarily need to conduct these processes to remain alive (tests were conducted, keeping flowers attached, but deprived of sunlight, and of anything aside from nutrients that they may be receiving from the user’s own body), the possibility exists that these processes are being conducted to support the user’s continued existence.
It is unknown whether or not this is actually the case, and if it is, what sort of total effect it might have on the user over extended periods of time.
It is also unknown whether or not the flowers produced are able to reproduce. I have not yet conducted any tests to determine this.
The following is a list of flowers that I have seen this quirk create and the matching emotion, identified to the best of my ability:
- Stock Flower (Matthiola incana) Mixture of yellow, blue, and purple: Happiness (calm happiness, contentment, as from sunning myself on the beach)
- Yellow Daylilly (Hemerocallis lilioasphodelus): Happiness/joy (more of a giddy happiness, excitement, as from a particularly exciting fight)
- Marjoram (Origanum majorana) and Pink Rose (Rosa caninae) mixture: Familial love and gratitude (specifically relating to thoughts surrounding Rei)
- Orange Lily (Lilium bulbiferum) and Yellow Carnation (Dianthus caryophyllus): Mild anger and disappointment (specifically relating to thoughts surrounding petty criminals encountered during my vigilante work)
- Orange Lily (Lilium bulbiferum) and Black Petunia mixture: Intense hatred (Specifically relating to thoughts surrounding individuals such as Shigaraki and the original user of Entry 08 (Siren)
- Purple Hyacinth (Hyacinthus orientalis): Sadness (specifically relating to thoughts surrounding Inko Midoriya)
- Hollyhock (Alcea setosa), Edelweiss (Leontopodium nivale), Thyme (Thymus vulgaris), Gladiolus (Gladiolus alatus, Gladiolus equitans, and Gladiolus murielae) mixture: Default. When I’m not experiencing any particular emotion, a mixture of these flowers and more constantly shift in and out
