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Quirk Combo Potentials

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Jun 25th, 2018
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  1. --Quirk 1 (Dental Manipulation): The user is able to enlarge, shape, and control their teeth to form
  2. dangerous branching blades. The user of this Quirk’s teeth are also made many times stronger.
  3. The user of this Quirk is able to pick themselves up and move around by their branching teeth with no
  4. apparent discomfort. Knocking out the user’s teeth can cripple this Quirk.
  5.  
  6. --Quirk 3 (Daw Mour): The one with this Quirk is gifted with a long, prehensile tongue, no bones in their
  7. arms and numerous small, complex mouths scattered across their tongue and arms.
  8. The small mouths have specialized hinges attached to the jaws and teeth, creating an
  9. unfolding/launching/grabbing action when they bite with a maximum distance of a full foot away.
  10. These mouths can take repeated quick bites out of even tempered steel and stone faster than most
  11. can see. The user’s arms are hyper muscular and attached to their digestive system, flexible like a pair of
  12. tentacles. Fully functional despite lacking a rigid support structure.
  13. The user can quickly get full if they overeat with their various shredding, scraping mouths, needing
  14. either careful use or regurgitation when they get full. Otherwise they can digest most materials
  15. harmlessly.
  16.  
  17. --Quirk 5 (Assault): A simple Quirk, this one allows the user to increase the speed and power of their
  18. punches. Scaling off of the initial power of your punch, even a weakling could pulverize brick with a
  19. single bullet fast blow. Those who work on power and form will see incredible gains in return.
  20. Outside of the destructive potential of the user’s arms, the rest of their body lacks the offensive
  21. presence and protection, opening up potential for brutal counters.
  22.  
  23. --Quirk 2 (Temperature Modulation): The Quirk user is able to survive extreme temperatures. More
  24. notably, the user has the power to manipulate their own body’s temperature leave their body hot
  25. enough to melt steel with their bare hands or freeze water with a touch.
  26. What’s more, the Quirk user can either let their body’s adjusted temperature radiate or isolate it to
  27. their body or even a specific body part. Takes a moment to ramp up or lower temperature, making it
  28. hard to use it in a reactive capacity, which can prove dangerous.
  29.  
  30. --Quirk 4 (Shake): The user of this Quirk is able to vibrate whatever they touch, including the strength
  31. and speed of the shaking. This also makes the user more resilient to other vibration based abilities.
  32. Using this power, the user can shake apart and break brittle things quite easily, change the shape of
  33. the battlefield, rattle an enemy and other things you would use vibrations for.
  34. The user of this Quirk is limited by the aftershocks of their own ability, becoming stunned or even
  35. immobilized for an extended period of time if they shake something with too much strength or speed.
  36.  
  37. --Quirk 4 (Longevity): The possessor of this Quirk has functional immortality, being able to continue
  38. aging with no real upper limit, similar to certain animals like lobsters.
  39. The Quirk holder does not degrade over time like normal humans, being able to collect a vast array of
  40. skills, experiences and knowledge over their long life. Those with Longevity and the Hero or Villain may
  41. start with a decade or two of additional experience.
  42. The holder of Longevity is in every other way a normal human, still potentially vulnerable to dying via
  43. disease, accident or being murdered by someone else.
  44.  
  45. --Quirk 6 (Food): The Quirk user is able to bite, chew and digest almost anything they can get their jaws
  46. around, even snapping off chunks of reinforced steel and swallowing it with ease.
  47. Due to the effects of this Quirk when in use, the user digests things extremely fast, allowing them to
  48. eat and eat and eat as if running on an empty stomach.
  49. Of course, the user has to actually be able to bite something for this Quirk to come in handy, and
  50. toxins can still make them sick, but otherwise this renders their jaws insanely dangerous.
  51.  
  52. --Quirk 5 (Auto-Pilot): The Quirk user gains a secondary intelligence within their brain that scans the five
  53. senses of the user to the absolute extent of what is possible for them to perceive, even if the user
  54. doesn’t understand the information like it does.
  55. If danger is detected by this intelligence, it will temporarily take over and help the Quirk user dodge or
  56. counter. While less than impressive in words, it offers supernatural levels of threat and damage
  57. avoidance that may see the Quirk user walk away from a stroll through a battlefield unscathed.
  58. The Quirk user may shut off or suppress their autopilot if needed. The Quirk user may synchronize
  59. with their secondary intelligence, massively enhancing their senses and processing power for a short
  60. time. Synchronization however is extremely taxing on the mind.
  61.  
  62. --Quirk 5 (Auto-Pilot): The Quirk user gains a secondary intelligence within their brain that scans the five
  63. senses of the user to the absolute extent of what is possible for them to perceive, even if the user
  64. doesn’t understand the information like it does.
  65. If danger is detected by this intelligence, it will temporarily take over and help the Quirk user dodge or
  66. counter. While less than impressive in words, it offers supernatural levels of threat and damage
  67. avoidance that may see the Quirk user walk away from a stroll through a battlefield unscathed.
  68. The Quirk user may shut off or suppress their autopilot if needed. The Quirk user may synchronize
  69. with their secondary intelligence, massively enhancing their senses and processing power for a short
  70. time. Synchronization however is extremely taxing on the mind.
  71.  
  72. --Quirk 6 (Edge Master): The Quirk user has the ability to create and project bladed implements and
  73. weapons from their body ranging from swords and axes to chakram and guillotine blades.
  74. Projected bladed objects can potentially be sent flying at high speeds towards a designated target
  75. along straight or curved flight paths, though they’re unable to fly in a complete circle unaided.
  76. All bladed objects are made out of some form of high quality iron alloy that has the capacity to sheer
  77. through solid concrete without chipping or deforming.
  78. The Quirk relies heavily on the user’s focus in order to form the bladed objects above. If distracted or
  79. just careless, the constructs can come out warped, brittle, deformed or otherwise lower quality.
  80. Mental exhaustion may become a problem for those mentally weak. Otherwise, Edge Master takes
  81. minimal stamina for continuous production.
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