Essence ofPlus Ultra
byZagreusHades
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AI summary
A My Hero Academia Essence whose Quirk-granting options carry none of the usual penalties for holding several and can be toggled, beginning with a remade body guaranteed to stay in prime condition without gaining or losing weight against your wishes, and Work Done, which keeps body and mind optimally healthy and strong even when you neglect them. You may instead be an animal that developed a Quirk in the manner of UA's principal, able to speak, walk upright and use its forelimbs as hands, or a high-end Nomu outclassing all others with superior strength and at least six Quirks including super regeneration sufficient to overpower pro heroes. Other options cover training — rapid improvement with a perfect schedule generated for any deadline — Entrance Exam reflexes that assess a situation instantly and identify every scoring opportunity, a Recommendation guaranteeing entry to any prestigious institution without question, Real World Experience granting high adaptability and a greatly enhanced fight-or-flight response so you are never caught flat-footed, and Festivities, which makes you excel at competitions by picking up useful skills quickly and intuiting the best way to use them.
Generated précis — the sections below are the author's original text.
Effects
83(Some of the options below possess Quirks in the choices these will not effect you in a negative way that having multiple quirks normally would, you can also toggle them. They will be enhanced by any quirk enhancement you take from the essence however).
Physical: You may remake your body, you may gain a guarantee of staying in a prime physical state never gaining weight or loosing it without you truly wanting to maintain your figure/muscles no matter what. You will also possess highly advanced physical prowess and skills capable of moving at great speeds, quick reaction and reflexes, enhanced strength and durability, etc.
Work Done: Your body and mind will always be in an optimal state being healthy and strong without any issues even if you aren't caring for yourself. This also makes your body and perfectly capable of handling anything without suffering strain or drawbacks no matter how much it is subject to.
Animal: You may be an animal that has developed a quirk similar to the principle of UA, you will be able to talk, walk uprights, and use your upper limbs like hands with the same ease as a human.
High-End: You may be a high-end Nomu, completely outclassing other Nomu possessing superior strength and at least six quirks including super regeneration that allow them to overpower pro-heroes, the capacity to think on your own and speak not suffering from the normal strain that multiple quirks would have, and enhanced deduction capable of figuring out the limitations of others. You may choose to possess a Nomu like form or to appear complete normal without issue, you may also choose to gain both forms.
Training: You are a fast individual capable of quickly improving and training within a relatively short period of time, if you have a deadline or goal than a perfect training schedule and plan/routine will form in your mind that endures you don't burn out and damage yourself but still reach a decent outcome acceptable to your needs, if you don't have a deadline but a general idea of what needs to be improved you will develop multiple strategies, methods, and routines to help you. Fitness Tracker (Quirk): You possess a mental state sheer that you can "see" when you concentrate it will display your current "stats" and areas where you could improve, if you've currently learned of a short coming such as being defeated in battle the sheet will display the areas that would have helped you win. This sheet will also track time and breaks that you need, meal plans, and anything else that you would need to know to progress.
Entrance Exam: You possess a quick reaction time and a capacity to quickly assess a situation and react as soon as you've completed your look over, you also are capable of identifying all "points" within a situation that would be beneficial for you to know and help you. You are also very good at tests and exams with you being able to develop a "study guide" when you focus on the testing you are going to undertake even if you don't know what it entails you will get an idea of it and what's needed/expected of you (this will also activate to warn of potential pop quizzes, if you follow your guides you will be guaranteed to pass any exam or test. Threat Seeker (Quirk): You possess a mental map that requires a minute to update but when it does it will display the layout (Map, building blueprint, etc) you need the time can be shortened if you have seen the layout previously such as with a map or blueprint though it will passively update after a few minutes if there are secrets not shown in the original layout, the map will display all threats in the area including; enemies, hazards, hostages, traps, allies, wounded, etc. with each threat being distinctly identifiable to you including threat level and who should be immediately looked at or avoided.
Recommendation: You are granted a guarantee entrance into any prestigious thing that would require a normal entrance effort, your recommendation will always be accepted and no one will question who provided the recommendations. You can also share this with others granting multiple recommendations. When you enter a setting you can use this to retroactively be a member of a group such as a teacher, student, employee, etc.
Real World Experience: You are highly adaptive and can never be caught flat footed threats and dangers need to be acted upon at a moments notice and your fight or flight has become greatly enhanced warning you of dangers and speeding your reaction time and reflexes to help you better survive, in fact your survival instincts are always heightened to match any threat you face and will help to ease your mind and emotions to keep you calm and focused no matter what's going on around you, hesitating will never grasp your heart unless it would keep you safe. S.O.S (Quirk): You are capable of releasing a signal (the signal will change to ensure it always be noticeable from a distance such as cloud of smoke that will move through cracks of rubble, firework/flare to light the dark, a beacon of light, ballon/ink in water, etc) that comes in a few forms; a call for help, warning of danger, warning to avoid the area, safe zone, point of interest, display current location, etc. You can also create "pods" that can be activated by others or will go offer after a certain period of time.
Festivities: You are a blast to have around during festivals and competitions with you easily picking up skills and talents that would be useful while naturally figuring out the optimal ways to utilize your skills and abilities for any given situation you may experience including limiting you talents, this will also make you generally regarded as a good partner for activities. Competitive (Quirk): Your body is highly adaptive when you have a mission/goal shifting to achieve your needs and resetting once the goal/mission has succeeded or failed.
Name: You are highly creative when it comes to names and naming things creating titles and names that are perfect for any given thing/phenomenon. You are also capable of changing your name or the name of something you previously named at anytime.
Internship: You are a highly sought after individual or at least very good at getting people in higher positions to see something in you and offer their support in helping you reach your full potential.
Prodigy: You are naturally gifted and talented with things coming easy to you and you naturally being good at most of the things you try and attempt, it would almost be as if the world was on easy mode for you, of course there is always the potential for people to be better than you if you only rely on your natural skill.
Percentage: You are capable of weakening and strengthening your powers, abilities, and skills by percentages with you having a base level of power (100%) and being able to lower the amount you utilize. With training and use you will increase the level/amount of your base percentage.
Mad Science: You have learned and cultivated the skills and knowledge of a twisted medical professional capable of performing experiments equal to Kyudai Garaki allowing you to; harvest and copy the quirk factor of others, create creatures similar to the nomu, modify the body and mind of others, etc. Extractor (Quirk): This should make things a bit easier for you as you are now capable of utilizing the smallest amount of genetic material and super extracting it breaking it down and synthesizing the things in it you would like to copy such as an individuals quirk, you can "lock in" ten genetic templates allowing you to recreate them without requiring more genetic material from the individual, this won't prevent you from synthesizing other dna but it won't be saved unless you "flush out" one of the locked in templates.
Registered: This is a world where people are born with amazing abilities and powers but they are restricted under the laws to utilize them in public (for the most part) except for specific individuals, this choice grants you a blanket protection from any restrictions, laws, and regulations allowing you to utilize your powers without getting in trouble or being prosecuted for it.
Prestige: You have an aura of fame and popularity with people flocking to your side as friends and others watching you as though you were a B-List celebrity, you can toggle your fame aura and power it's impact but overall you give off the vibes of someone important. If you were to actually do something such as become a hero, actor, model, etc. truly entering the public eye than your celebrity level will increase with the fame you receive also growing to the point of it being no surprise when fan clubs form in your name. This will also give you important connection in any settings you enter. Show Boating (Quirk): The more people who know of you and cheer for you the greater your strength and power, you are capable of storing up this energy for later use though it's at its most potent as it occurs and you need to be able to hear/see the support. This generally assumes fame and a positive view but you are capable of switching to infamy and negative, each switch requires twelve hours before you can switch again.
Flawless Victory: Your presence guarantees the best and most flawless of outcomes. You are immediately and constantly analyzing situations to quickly develop plans, theories, detective reasoning, etc. to achieve ultimate success in any situation (such as; figuring out the leader of a group, identifying methods that need to be used to gain the trust of other or overcome opponents, best ways to utilize your allies, etc). A flawless victory is always an option with a single path always being present (there is the potential for more paths to success, but the minimum is always at least one.) You can also choose what a flawless victory is/means to you (no losses, no death, no sacrifice, etc). Fate, destiny, and other "set paths" are irrelevant when you are involved as your presence directly alters fate to ensure that you get your flawless victory.
Main: You are cared for by fate, guarded by luck, empowered by the plot, and guided by destiny. You are an existence equal to an anime main character possessing vast amounts of plot armor and luck, with you surviving things that would be fatal to even the most trained individuals, growing in strength/power/control at incredible speeds far quicker than others, developing stronger abilities and attacks, and having absolutely no limits on your power level and release.
Heroics: You have been through a hero course gaining most of the knowledge needed to achieve greatness such as learning; cooperation, how to utilize your power and skills, first aid, history of laws and act in regards to heroics, how to deal with the media and law enforcement, and other lessons taught in hero training courses.
General: You have received one of the best educations available gaining vast amounts of knowledge from many elite and best in their field individuals, you have also gained the building blocks needed to achieve and goal or future path you choose to set out for.
Business: You have a good head on your shoulders having an extensive knowledge of; businesses management, the requirements or establishing and running of an agency, promotional and public relation tricks and methods, capitalism, and general knowledge of business and selling anything. PR (Quirk): Your mind is best described as a constantly active factory/archive/library/business that's constantly organizing and storing away information, if you are in charge or helping in something like a business or project the "factory" will kick into action and begin keeping track of everything required from funding that comes in and goes out, paperwork that needs work and has been completed, schedules, meetings, deadlines, etc. even if you don't actively see these things you will have an "idea" of it, if any issues pop up or someone isn't/hasn't done something you will immediately be notified of the issue and it's source.
You also have a seventh sense of public opinion and how to twist/sell a story/image for your benefit or the benefit of others.
You may silence/lower the activity of your mind at anytime.
Support: You have undergone the support course having learned how to develop support equipment to help others, and general building skills. This will boost your creativity allowing you to come up with ideas to help other and the general knowledge of you to do it, you are also proficient in most handy/crafting skills such as; clothing/costume design, device/mechanics, architecture and structuring, etc. with a full knowledge of how to integrate it into a different setting (houses that can withstand superpowers, clothing that can be exposed to intense energy without being damaged, etc). Forge (Quirk): Your ability to create is far superior and could almost cross into the lines of the impossible (which is saying something in a setting where breathing fire is considered nothing special), you need only have a general idea of something and your mind will begin creating a "blueprint" and list of resources needed to create your creation, you could recreate powers, create blends between technology and a biology, etc. nothing is outside your grasp of creation. You are also capable of; creating materials that would be rare or normally inaccessible but are required for your builds (such as materials from other worlds you've previously been to or have a connection to), generating a clean reusable energy, repairing and vastly improving the function of other creations, and entering a "hyper-time" where you'll move at a enhanced speed and pace while working on one of your "blueprinted" projects.
Rank King: Top heroes, top ranking students, etc. if there is a ranking system in play you are almost guaranteed to be a part of it at least top 5 and that's just passively if you buy actual work into it or already had some level of "Prestige" you could be looking at top three no problems. When a ranking system is implemented you will have constant knowledge of the qualifications and your placement on the leaderboard with ideas of what you would need to do to drop or rise. Just because you are guaranteed a top position doesn't mean you have to take it (you can toggle the guarantee), but you can still gain the benefits of being a top ranked individual even if you are t in a high ranking position.
New World: This setting has gone through a number of "rebirths" from; the emergence of quirks, the start of vigilantes, the birth of heroes, the emergence of the symbol of peace, etc. and there have always been individuals who have wanted to change the world in some way whether they can do it or not usually depends on drive and power, things you have in spades you are the ultimate changer capable of literally changing the world with your every action and word, if you act against something it will cause others to turn on that same thing and begin a new era without it if you embrace something others will follow and a new era will emerge, or you could help others to stop following others and begin to wake up from their naive inactive state that only follows the loudest voice. You can toggle this completely or partially.
Fanboy: You are a interesting individual watching and fawning over other's achievements and actions to the point of completely analyzing their move set, strengths, weaknesses, potential, combat behavior, etc. You analyze and study others with ease allowing you to develop strategies with them in mind and incorporate what you've seen them do into your own skills.
Student: You are the ideal student a sponge that is constantly absorbing information, adapting, and growing. Your mind holds everything you've ever learned without limit being able to recall it on the spot. You also have the makings of a social butterfly capable of forming friendships quickly and maintaining them far into the future with these friendships being strong enough that others would put themselves in great danger for you. If taken with "Main", anytime you defeat an individual whether a mock battle or real battle they will instantly become friendly to you and more willing to help and support you even if that means switching sides.
Teacher: You have all the skills of a teacher, instructor, and mentor capable of; bringing the best out of your students, figuring out how each student learns and the methods needed to utilize those traits, learning the dreams and goals of others and helping them see it come to fruition whether you help as an active role or from the shadows as a gentle guiding hand, your skills work for any category from academic, personal, practical, etc. You are also guaranteed to gain the trust and respect of your students, doesn't mean they'll always listen to your words but chances are they give you a sign that they don't intend to.
Sidekick: You are the perfect Sidekick knowing what your hero/employers needs before they do and begin able to act as their support and back them up at a moments notice your actions always helping and highlighting them (without dimming your own light). You are quick to collaborate and act where your needed without instruction as you gain a feel for the need of those you support.
Hero: You are a remarkable individual who took it upon themselves to fight in the name of peace and justice becoming a symbol of hope in others and a star that guides others to acts of bravery and goodness.
You possess great training and skills in the use of any abilities you possess including the control to avoid unnecessary injuries/destruction, you are also always in control of your emotions never displaying your worries outwardly and maintaining a calming presence.
You may choose to be specialized in Rescue, Battle, Evacuation, or a balanced blend of two or all three specialties without loss of skill. Patrol (Quirk): When you are in an area of a while (three days) you will mark that area as your territory connecting to it on a deeper level that will notify you of any crimes or suspicious activity occurring with the zone and a general direction the more pressing the matter the greater the feeling, this will be able to cover a whole town or city, if you own property in the area you can speed up the territory claim to 10 hours but can only hold one territory at a time.
Peace: You are more than simply a hero you are the epitome of what the public expects of a hero a literal symbol/embodiment of heroics and peace. Your presence in an area drastically drops the crime rate and lowers the chances of villainy. You have also mastered the most dangerous aspect of being a hero, dealing with the media, you are always aware when your being observed and are always able to speak and utilize the media to benefit you and maintain a good image, even if something did happen the public would defend you faster than they would turn on you. If you took "Patrol (Quirk)", it will update with a new feature that will display individuals with the greatest potential and those currently on the path to be heroes or fight for justice.
Underground: Most heroes seek the public's attention and the eyes of the media, you not so much you are a hero skilled at staying under the radar and avoiding the attention of others allowing you to get things done and even act in ways that other heroes would be prosecuted for. You have the skills of an assassin and ninja with darkness, mystery, and subterfuge being your greatest allies.
Villain: You are a dangerous individual who took up a lifestyle that moves against the grain sowing fear and chaos and becoming a symbol of danger and a veil of destruction that strikes fear in the hearts of others.
You possess great training and skills in the use of any abilities you possess including using it to increase the chance of escaping capture and getting away clean.
You are always a step ahead of your opponent capable of spotting weakness that you can play on to get one up on a opponent no matter how underhanded.
You may choose to be specialized in illicit dealing, theft/robbery, escape artistry, or a balanced blend of two or all three specialties without loss of skill. Hunters Prey (Quirk): When you have decided on a target (or multiple targets) you will develop a "connection" to it/them that will notify you of the general location(s), distance from you, and give warning pings of potential obstacles between you and your target.
Fear: You are more than simply a villain you are the epitome of what a true villain is the dark king on his throne who controls others like the greatest of puppeteers, a literal symbol/embodiment of villainy and fear. Your presence in an area drastically increases the crime rate and increases the chance of villainy. You have also gained the charisma to draw in those who have been shunned/forgotten/failed by the worlds naivety and inaction and bring them to heel under your banner and command. If you took "Hunters Prey (Quirk)", it has a new feature that is always active that will locate and "mark" anyone with the greatest potential or are on the path to villainy and crime.
Killer: You are something far more dangerous than a normal villain you are an individual who has trained and honed one particular set of skills to a fine artistry, you are a walking executioner, death made manifest. You have trained in the dark skills of killing becoming a threat to super-powered individuals everywhere of every level with an aura of dreadful vengeance so powerful even the most hardened of heroes would feel fear of your presence, you are the dark wolf licking at the heels of heroes waiting for the right moment to sink your teeth in their throats and that moment always comes.
Vigilante: You are an individual who has seen those who act only for their selfish gain both in the name of heroism and villainy, you have seen how that laws restrict the common people preventing them from truly acting and defending themselves with the threat of arrest should they harm another with their quirk even in the name of self defense or to save another and rather than putting your head down and taking the role of an audience member you have chosen to act no matter the consequences, you have become a vigilante. Your skills aren't as refined as those of heroes but the public sees a reflection of themselves in you and your fight to help them without receiving any benefits in return. The public views heroes as idols on a pedestal above themselves, villains as monsters in the shadows of the pedestals waiting for the right time to strike, vigilante are the space between a bridge between both views and the closest to the public, and when there is doubts in the public's heart you are who they look to one of their own who decided enough is enough and took action.
You are skilled fighter capable of taking on individuals far better trained than yourself, and capable of moving/traveling without leaving any trace of your presence behind.
You also have the public's trust capable of leading and guiding them better than any hero or villain could dream of. Where Is The Justice (Quirk): You are capable of "Seeing" the morality and alignments of others identifying heroes, villains, civilians, vigilantes, etc. your sight will have some issue with double agents but for the most part your sight is correct 98% of the time.
Quirkless: Even when there seems to be nothing special about you, there will always be something very important about you. You always seem to find yourself wandering into the plot and coming across moments of importance with your actions having a greater impact than most. The greatest part of this option is that it grants you the ultimate power to change and adapt meaning you could safely host anything even conflicting energies, things that would normally be incompatible, and great levels of power, you would be able to contain One for All after Izuku without any issues no matter how powerful the things you acquire are your body will always be able to handle it. This is all toggle-able and will still work even if you do have a quirk, in fact it works especially well if you had a quirk as you would be capable of getting more quirks without degradation on your mind or body.
Quirk: You may gain a Quirk, this can be of your own design or a copy of a canon quirk. Your quirk is far more stable than the average quirk in the fact that your quirk doesn't have a true downside or drawback from overuse (of course nothing is stopping you from saying there is).
Quirk Marriage: You may create or gain a copy of a canon quirk to act as your secondary quirk. You may choose how this secondary quirk interacts with the first whether they fuse or are independent of one another. This will also allow you to combine other abilities not just quirks. (Example: Me, Myself, I and Vestige could make it so when a vestige is manifested it is just your Quirk body changing its shape and function to copy your target. If taken with "Awakened", your quirk body may be able to create perfect copies of a quirk vestige manifestation granting you more Quirk bodies and vestige bodies based off your targets but all would still be parts of you.). Pedigree (Quirk): Your ability allows you to perform feats similar to the genetic potential of quirks that can occur in three ways; inheriting a single quirk from one of their parents, inheriting both quirks that merge into a single unique quirk, and/or the potential for a mutation to occur resulting in a quirk that has no connection to their predecessors. This quirk allows you to access three states; the Merging state allows you to to blend/merge two quirks/powers/abilities/items/etc. similar to what can occur from a quirk marriage with you being able to slightly direct the form in a general direction but you may have to attempt it multiple times before you get what your actually looking for, the Inherited state that simply separates the Merging and Mutation states combos back into their base components, and the Mutation state that will randomly generate blend two things and create something with a unique ability unrelated to the two things fused.
Multi-: You may gain more than one (Or two) quirks possessing as many as you want without issue/drawbacks or stress on your body like a shortened lifespan or mental breakdown. You may create and/or copy quirks gaining one or more of your choice that you would have the natural aptitude and protection for.
Fail-Safe: Your powers have a protective feature locked into their very nature that lies dormant until a specific catalyst, that catalyst? You in fatal danger or the brink of death with your power and strength breaking all levels and restrictions in a last ditch effort to overcome the threat and keep you safe.
Awakened: Your quirk has evolved to a greater level of power, unlocking its full potential and capabilities. This will grant not just your quirk but any other abilities a boosted state of power and an awakening in their effects/potential. This will effect any abilities you gain in the future with them developing the potential to grow to higher levels and evolve as well.
Fitness Tracker: Your tracker is now capable of being used for others allowing you to build the perfect training regime for others including being able to create a physical copy of the stat sheet and training regime.
Threat Seeker: The map no longer needs a moment to create itself doing so instantly it will also record each map and notify you of changes as they occur or that have occurred since you last used the layout, you can also grant others access to the map granting them the ability to "see" the map to, you can also generate a projection of the map for all to see, and can set checkpoints/markers to guide others.
S.O.S: Your signals can be filtered preventing specific individuals/groups from seeing them while ensuring others do spot them, your pods can also construct an emergency shelter around themselves and the user.
Competitive: Your body will make passive changes to itself after every shift adapting minor versions of the traits utilized during the shift, this will never physically alter your body in any way you wouldn't want it to.
Extractor: You no longer have a limit on how many genetic templates you can lock in, with you having infinite storage and all stored templates being neutralized and safe for you to handle, same with all genetic matter in general. What categorizes as "genetic material" is also a bit more vague where you are concerned.
Show Boating: Your power is passively being drawn at all times with you no longer needing to perceive it in anyway simply the act of another knowing of you acts as fuel and should they idolize you that fuel is greater as your energy is always potent. You can switch instantly between positive and negative views and can (with training) utilize both at the same time. This also allows you to gain fame through legacy; if you take/share the name with another individual (Tenya Lida taking the Ingenium name from his brother) you would gain the fame from people speaking of your predecessors. The base abilities this provides are those of a "flying brick" powerset.
PR: Your quirk "creates" mini representations of each business, project, and individual that you have a hand in shaping/working with within your mind, each representation is constantly updating and keeping track of its real counterpart warning you of issues before they occur and providing feedback/helpful information to keep things going smoothly. This will also include information on groups/teams with real time health tracker, and grant you a knowledge of contracts and word smithing. You may also grant others access to a lesser version with them gaining task lists and business plans.
Forge: Your creations aren't simply on the brink of impossible but have completely crossed over the lines, you can create anything and everything with each blueprint coming together and the lists of resources you create will instead be a full supply of tangible goods with each device being completely streamlined and high tech far above the world's highest creations in advancement, your very touch can upgrade, repair, and build your creations and adapt them. Your creations are completely loyal to your and impossible for others to recreate.
Patrol: All area will be mapped out as your territory and will not have a delay occurring immediately, your notifications are also almost prophetic as your warned of things a few minutes before they occur, you will also gain insight into criminal plans and all pieces of the plan. The range of your ability is now worldwide with there being no limit to how many territories you can claim, you will also be notified of exact connections between multiple individuals.
Hunters Prey: Your targets location is now extremely precise, every obstacle in the way is also given a danger level based on your own power and skill.
Where Is The Justice: Your sight can see through all forms of disguise and subterfuge seeing an individuals true loyalties, including seeing the name of their groups and the individuals linked to it. Your sight is always 100% correct and nothing can confuse it or it's listing.
Pedigree: You are capable of performing each feat in seconds and when you utilize Merging and/or Mutation you; can combine two or more without limits, will still have the separated forms available to you no matter how many times you utilize it, and have complete control over the combinations outcome getting exactly what you want the first time. Your inheritance stage maintains its ability and usage but since the powers don't disappear when merged it simply gets rid of the merge or mutation. You also possess a full mental catalog of every combination and the results of each level one allowing you to access them instantly again.
Constant Charge: You are capable of utilizing your energy to charge others restoring their energies (powers, stamina, etc.) even "relighting a spark", you can also grant others a connection to your dimension and remove the connected at anytime.
Vestiges: Your willpower is unmatched making it so that no vestige is able to resist your command/call. You can now; increase the amount of time a vestige turns against its user including making it permanent (Or temporary but only ending after a specific scenario), the temporary loss of power can be toggled, you can choose how long the quirk is manifested with the only limit being as long as you want or are alive, the loyalty you can impose on the manifested vestiges is now complete with them remaining loyal even if defeated, if an owner dies the vestige will remain and become a part of a "dimension" where they will reside until you need/want to call on them (if you have an ability that lets you steal/remove quirks you could steal them into the dimension even without the "host" dying), there is no longer a limit to the vestiges you can manifest. You can dismiss the vestige back into their user at any time, this also allows you to "see" quirks identifying similar quirks (or the same), and being able to identify individuals by the unique traits of their quirks.
Yggdrasil: You have access to every/any AU and have merged with all alternate versions of yourself.
You can travel to alternate universes including bringing others with you and or transform one setting into an alternate universe aspect.
You are capable of altering reality on vast or simple ways, how does an opponent deal with their powers shifting from a natural body reaction to produced by an item or by utilizing the energy of the world, or even nonexistent, you can alter others and provide them no knowledge or help in dealing with the changes you made or give them natural knowledge (including retroactively causing the changes). You have also gained a pocket dimension that resembles a forest of tower sized trees each one an expression of a different world/setting you have entered/been to/have a connection with, by touching a tree you will enter a second pocket dimension dotted in wells with each one representing a different alternate universe by jumping into a well you will be brought to a third dimension containing a single giant tree that can allow you to enter that world at any point/area, if you already have an idea where you want to go you can circumvent the process and immediately appear in the second or third dimension. You can also choose the flow of time making it so all other worlds freeze while you are not present.
Blender: You can fuse more than two individuals into a single body, the fusion may have both minds active a single mind active or a fusion of the individuals minds, when the individuals separate you can choose if the damage is split equally/doesn't pass on to the components/is transferred to a single individual. You can also utilize this on other things besides people.
LARP: You may adopt multiple "Classes" based on multiple fantasy roles and fantasy races/monsters. The classes you adopt will possess the full abilities you would expect, the change can be done instantly. You can also grant others access to a class and remove the class just as easily.
Beastly: Rather than adapting a single beastly form you will possess multiple, with each form being suited for different terrains and situations with each being a chimeric mix-match of animals to create the apex beast for every terrain/situation. Each form is also capable of evolving and adapting traits from other species that you encounter/learn about.
Re(d)thread: You can create, shape, and manipulate your normal red strings and the red string of fate, the invisible conceptual strings that link soulmates together. The distances your strings can extend to are limitless, they are now indestructible, they can become invisible and visible, they may shift from intangible and tangible, and with the fate strings you can control/manipulate the relationships of others allowing you to; alter destiny, defy fate, utilize them for movement, identify emotionally tors between others, decide/identify soulmates.
Instinct: You are capable of controlling your pheromones and production as well as possessing a deep understanding of pheromones and their effects, your senses and instinct are also heightened turning you into the apex predator and the ultimate escape artist (traveling unnoticed, making no sounds, covering your presence physically and other, tracking targets you've seen, etc). You are also capable of providing characteristics of Omegaverse genders onto others, you can set a time limit or leave it permanently.
Genderbend: Your power allows you to shift others like you had been able to shift yourself, your alterations to yourself is also greater allowing you to perform shapeshifting like feats.
Angel/Demon: You are capable of making your changes permanent and can now effects individual under your powers effect. You can also shift the change from their complete flip from black to white, to gently nudges into grey areas making heroes a bit more darker or willing to act in less heroic ways without sacrificing their heroic beliefs.
Muse: Your powers have evolved to near-reality warping full musical effects such as; causing people to sing their emotions in full length musical numbers, creating musical number jumps and scenery (full dream scenery, aesthetic phenomenon, quick travel in scenes that fit the song/singers need, etc.), creating music and background voices to support the song, essentially creating a full musical reality around yourself that could cover the whole world. You can also make it so the songs/performances go unnoticed (yet still allow the progression meaning to get across: a love duet sang to each other would still count as a confession) or are fully acknowledged (including individual recognizing that something is up), your power will also subtly improve the singing and dancing skills of those performing. Your "hard-light" projections are capable of being more than backup dancers allowing you to create instruments that work, and other shapes you would like such as musical notes, you can also make them simple illusions and no longer physical.
Sideshow: Your strength is equal to the combined strength of every individual within a mile of you (with room to expand the radius) you are able to toggle your strength and sharing the radius but you will also always have the strength of two elephants accessible to you, your whole body is also capable of stretching and flexing over great ranges and untangling itself if you get tied in knots it can also perform feats more akin to a slapstick cartoon character melting, turning to ashes, and reforming without any pain or issues. The space in your body has slightly disappeared becoming more of a hammer space that you can access from any point including your body, and store things within just as simple as wanting them to be stored. Your hammer-space also always seems to have a constant supply of festival/circus foods/goods/drinks (Cotten candy, peanuts, soft serve ice cream, popcorn, ripe tomatoes, yakisoba, takoyaki, yakitori, sparking water, candy, etc.) and balloons of every kind (your also a master balloon artist).
Lock Down: Your power, abilities, skills, items, etc. are completely loyal to you and incapable of acting against you or being taken without your permission and should they be taken you can recall them at anytime or use them while they are currently somewhere else.
(The choices below can all be taken as perks ignoring the fluff).
Birth: Your quirk(s) where active from the moment you where born, granting you far greater control and finesse over your abilities and their limits/uses. You could rely purely on your Quirk alone in most any situations capable of utilizing it for anything, and your quirk is guaranteed to be one of the strongest in the setting.
Preschool: Your quirk(s) activated when you were around the age of four, granting you a good grasp on control and how to keep others from getting accidentally hurt by your powers abilities. You have also received the proper teaching and education to help you deal with your quirks effects and it's effects on others allowing you to better understand others and get them to understand you.
Puberty: Your quirk(s) activated when you were going through puberty, an already stressful time to begin with, but it did teach you an "important" skill in how to utilize your quirk in showy and impressive ways that draw the eyes and attention of others with even the most none flashy quirks having a cool factor to impress friends, family, crushes, etc.
Late Bloomer: Your quirk(s) activated at a later time in your life after puberty when you had pretty much been written off as quirkless, this has enhanced your body and physical capabilities as you had to deal with individuals with abilities looking down on you, you are a threat even without access to your quirk not needing to rely on it or use it with all your physical capabilities being above human even without powers.
Quirk Type:
Emitter: The most common types of quirk emitter types possess no physical manifestation on their user. Emitters abilities generally focus on generating, altering, and/or controlling something and usual require a conscious effort on the user's part to activate with the range being as close as physical touch to near infinite distances. A few emitter type quirks require an external factor to activate/utilize it, but not all. By taking this your abilities/powers/quirks/etc. will possess no visible signs that would give away its abilities/functions.
Transformation: Transformation types possess a temporary physical manifestation on their user. Transformation abilities generally focus on enhancing, removing, and/or adding something to the user's body and usual require a conscious effort on the user's part to activate but can be trained to reflexive activation and tend to provide a powerful ability. The transformation is usually focused on the user with rare exceptions that effect others. By taking this your abilities/powers/quirks/etc. will possess a beneficial feature that effects you on some level and can include a visible signs that would "announce" its activation/presence.
Mutant: The most commonly inherited types of quirk that is passed on to their children and descendants, though usually only the physical traits are passed on with the original abilities no longer being present after a point. Mutation types possess a permanent physical manifestation on their user. Mutations usually add a bodily structure, adapt an existing body part into something else, and/or other noticeable abnormalities on to the physical form of their user. Mutant types can sometimes channel things similar to emitters with greater versatility. By taking this your abilities/powers/quirks/etc. will be immune to dampeners/depowerment/disabling.
Sub-Types:
Accumulation: A subtype of quirks that involves the storing of something in order to utilize the stored "energy" to utilize the full strength and power of the quirk such as; kinetic energy, strength, carbs, energy over time, etc. By taking this individuals who can copy abilities will be unable to actually use your powers as they will be deemed to not possess the necessary energy stored for utilizing (even if you Quirk/power doesn't actually utilize this feature). Constant Charge (Quirk): Your connected to a pocket dimension that is constantly creating and filling itself with a unique energy that can transform to fill any needs you have, it can become kinetic, mana, electrical, carbs, etc., whatever energy source you utilize or require. You can lower the output that the dimension provides you and increase it with ease.
Sentient: Some quirks manifest as a sentient being capable of acting, speaking, and existing as a presence separate from its user. You may gain a sentient to your quirk with the guarantee that it will be loyal to you, optionally if you would rather not take the chance it's sentience could simply be a result of it being in a hive mind with you but appearing to be its own thing. Vestiges (Quirk): All quirks possess a vestige, an echo of their users memory and personality that exists within the Quirk itself, you possess the power to "commune" with the vestige of others and can exert a level of control over them causing the quirk/power to turn on its user for a few minutes, this can occur in two forms; the first causes the quirk to backfire on its user temporarily when they attempt to utilize it and even going off on its own the protection that an individual usually has from their quirk is also weakened making them more susceptible to injury from their own quirk. The second allows you to temporarily manifest the vestige (quirk) into the material world as its own "living" being while manifested the owner will temporarily loose access to their power, the vestiges you manifest will tend to resemble humanoid beings that display aesthetic traits representing the quirk they are, though a few will resemble their user with a few aesthetic features that highlight their quirk. The manifested quirks will be loyal to you, but if they are defeated by their owner they're loyalty will return to their user until their time limit ends and they return to being a part of their user (of course you can summon the vestige with it being loyal to its owner already), if an owner dies the vestige that belongs to them will disappear. The effects of your power can range from a few seconds to four hours, you can only manifest three quirks at a time but can backfire multiple. The vestiges of strong willed individuals are able to ignore your command/call.
(The Quirks below may be take in conjunction with any other quirks you possess and you may designate/design their quirk type (Emitter, Transformation, Mutant) and potential Sub-Type (Accumulation, Sentient, etc).)
All for One: You have gained a perfect copy of the All for One quirk, without any of the negative aspects (no vestiges in your head and any quirk you absorb will be unable to harm you or your abilities, falling completely under your control). You can choose at what point in the story that your version is a copy of including gaining the abilities held at that time. If you have "Awakened" fanwank how that works.
One for All: You have gained a perfected copy of the One for All quirk, without any of the negative aspects (no other vestiges stored in the quirk that you need to get the permission of in order to use their abilities). You can choose at what point in the story that your version is a copy of including gaining the abilities held at that time. If you have "Awakened" fanwank how that works.
All or Nothing: You possess a unique quirk that has two powerful abilities the first ability allows you to effect a mile around yourself (can be expanded with training, you already have the skills to shrink it) anyone within that area will gain access to the abilities of all others in the area (except for your abilities while you will gain access to theirs) the abilities will be weakened or strengthened to be compatible with the individuals mind/body/soul/etc. ensuring their safety this will not however grant them knowledge of how to use the abilities or even that they have access to them. The second ability allows you to effect a mile around yourself (can be expanded with training, you already have the skills to shrink it) anyone within that area will loose access to their abilities (including yourself only having access to this ability so that you can turn it off). If taken with "Awakened" your range is limitless and you can filter who is effected and who isn't, you can even cause both effects to be active at the same time having individuals loose access to their quirks while others gain access to every quirk that would be present even those that had been nullified.
Fairest of Them All: A harem protagonist quirk that makes you a 10/10 to anyone and should you actually find them attractive or want to get to know them better you might as well be a 12/10. This will also make it extremely likely that your partner will be fine with you having multiple partners, it's up to you if you would like them to form relationships between one another or keep the relationship they normally would have (if you get with best friends you can have them remain best friends or become lovers as well becoming a throuple rather then two couples who have a shared partner). This will also make you extremely good at romantic gestures and behaviors. Oddly enough this quirk also grants you an odd connection with reflections and reflective surfaces allowing you to; move through them, interacting with reflections as though real, manipulate the real world through a reflection (shattering a mirror could shatter and objects in the reflection and greatly injure any living thing, disrupting a puddle may cause earthquakes to the effected structures and vertigo to the living beings, etc), and you can see through reflections from another reflection. If taken with "Awakened", you are a 15/10 to others and a 20/10 to those you like but can toggle this even dropping to negatives, your partners are guaranteed to be fine with you having multiple partners, and you have far more control over reflections (shattering a mirror would normally effect all things in the reflection but now you can choose what's effected and to what extent/severity), and you can now access a realm between all reflections with each acting as a window to the other side.
Beginning and End: Your quirk is truly special as it is a complete catalogue of every quirk that has been, currently is, and will/could be. What's more your quirk grants you complete access to all those quirks including allowing you to create new ones with a thought or by blending quirks in the catalog. You also possess the ability to seal, remove, weaken, strengthen, and give quirks, while toggling whether there is a drawback from this or not. If taken with "Awakened" you very well could be the divine embodiment of quirks, capable of so much more and to greater lengths completely remove all quirks in the setting or create a whole new quirk outbreak in new worlds and settings, you could do anything to any quirk in existence, including nullifying their effects making you and others immune to certain quirks or all and making others more vulnerable to them. If taken with "End and Beginning", you are now the living embodiment of quirks, the Quirk Singularity (the point where quirks get to powerful for anyone to use/control), the cause of quirks appearing, and the possible end of all quirks. All quirks are a part of you and you exist within all quirks.
End and Beginning: Your quirk is truly special as it is a complete catalogue of every quirk that hasn't been, isn't, and will/could never be. What's more your quirk grants you complete access to all those quirks including allowing you to create new ones with a thought or by blending quirks in the catalog. You also possess the ability to awaken/unlock, restore, evolve, degenerate, and take quirks, while toggling whether there is a drawback from this or not. If taken with "Awakened" you very well could be the divine embodiment of quirks, capable of so much more and to greater lengths completely resetting all quirks in the setting or turn other special qualities (alien abilities, superpowers, magic, artifacts, etc) into quirks in new worlds and settings, you could do anything to any quirk in existence, including nullifying their effects making you and others immune to certain quirks or all and making others more vulnerable to them. If taken with "End and Beginning", you are now the living embodiment of quirks, the Quirk Singularity (the point where quirks get to powerful for anyone to use/control), the cause of quirks appearing, and the possible end of all quirks. All quirks are a part of you and you exist within all quirks.
NSFW: This grants you any and all NSFW quirks that have been thought up and will be thought up like; spying eyes, "cameras" that record (maybe you produce a CD or USB drive or even store them in a pocket dimension) every angle and can change to any setting (phantom, night vision, harmless X-ray, infrared, etc.), erotic clone dolls, enhanced production, lactation causing, aphrodisiacs, pregnancy enabling, fetish gear creation, etc. any NSFW power or ability you can think of this quirk offers it. This quirk also grants you the immunity to any diseases and can allow you to make any abilities you possess take on NSFW properties and then turn them back to normal. If taken with "Awakened", then fanwanking helps.
Adaptoid: Your body is highly adaptive undergoing shifts in a matter of minutes to adapt itself to best survive and handle whatever you are currently facing/experiencing. If taken with "Awakened", your body shifts instantly to protect you, you can focus on a thing to force your body to adapt itself to accomplish that thing, your mind is also granted a protective adaptability that will never negatively influence you or change you, and you can adapt others.
Me, Myself, I: Your quirk has changed you granting you three "bodies" that exist at the same time; the first body (your standard) is your normal physical body, the second is a body made of energy (your quirk made manifest) possessing superhuman levels of physical power and flight capabilities, and the third is a purely psychic in nature (your vestige body) and capable of "possessing" others acting as an internal voice in their head or an advisor/telepathic communication or if your willpower is stronger than theirs you can take control of their body. Each body exist and is connected by a hive mind, the second and third will reform in the first if damaged or trapped for twelve hours, the second and third can also be stored within the first. If taken with "Awakened", the second body can split into smaller versions of itself and shift its energy form into other shapes, the third body (and the whole of you) now possess an indomitable willpower capable of overpowering anyone (even multiple anyone's) and can split into smaller versions to "possess multiple people", and the first body can now be healed and restored as long as one of the other bodies exists. Each body can also instantly call/teleport one or both of the others to its location merging together or appearing nearby.
Kitsune: You possess three tails/energy pipe foxes/will-o-the-wisps each is a different color with one white, gold, and black. Each "tail" possesses an ability unique to its color; the white one is capable of generating foxfire (true fire and/or electricity that can be utilized in multiple forms flamethrower/orbs of elements/utility/etc., and a false illusionary version that only projects light), the black one is capable of deploying illusions and illusionary shapeshifting for you and your "tail", the gold one is only able to change the color of the other "tails" but the other "tail" will change immediately to the other color ensuring three different colors (this is more useful if taken with the pipe foxes and wisps as an illusion can become an energy projector). If taken with "Awakened", you will instead possess nine "tails" each with a different color white, black, red, light grey, beige, brown, blonde, dark grey, and gold. Each "tail" possesses a unique ability to its color; white and black possess their original abilities but to greater extents (white can create full blown infernos and and massive lightning storms, black can create physical illusion and can project them over vast distances without needing to be around they can also create full cities indistinguishable from reality even if their canvas is a 5x5 room), red is able to possess things and allow you to possess do the same it can also cause madness and cure it, light grey is capable of putting others to sleep and creating/manipulating the dreams of others including allowing you to enter them, beige is capable of granting the power of flight to you and others, brown is capable of absorbing the life force of others with acts of intimacy boosting the effects (you can choose if the drain is permanent or temporary), blonde is capable of performing limited spatial and temporal manipulation with greater room to grow (teleporting self and groups, performing telekinesis, freezing time in an enclosed space, speeding up personal time to act as super seed, focusing your manipulation to freeze specific things, etc.), silver grants you immortality and eternal youth that you can toggle and share with others (and take back) including restoring youth to the individual(s) prime, gold is still able to change the color of others "tails" but it won't immediately change other "tails" to the changed color unless you want it to allowing you to possess multiple "tails" of the same color with gold always being present it will also grant you the ability to see and hear anything happening anywhere in the world if you focus on a specific/general thing. Each "tail" can freely change to any form (true tails, wisps, pipe foxes) and have gained two/three other forms; masks (allowing others to utilize the "tails" powers), balls that can be moved telekinetically but loose access to their powers only being extremely strong and durable orbs, and a ball form that is made from combing all nine tails in this form the "tails" are completely powerless including loosing the telekinetic nature becoming what is essentially a toy with its only ability being is capacity to return to its other forms.
Voodoo: Your quirk makes you a dangerous opponent not from sheer power but simply because any harm or attack done to you is also inflicted on the attacker with them suffering equal to your own suffering negating any immunities or protections. If taken with "Awakened", you are immune to all forms of damage but still reflect what damage could have been done to you back onto the attacker and if you concentrate you could even link others into the feedback.
Great to Small: You are capable of releasing a phenomenon that makes the strongest individual in the effected zone as powerful/strong at the weakest individual in the effected zone. If taken with "Awakened", this will even the field a bit more as all individuals in the area will find themselves as weak as the weakest individual in the area.
Small to Great: You are capable of releasing a phenomenon that makes the weakest individual in the effected zone as powerful/strong at the strongest individual in the effected zone. If taken with "Awakened", this will even the field a bit more as all individuals in the area will find themselves as strong as the strongest individual in the area.
Fountain of Youth: You are capable of turning back the hands of time in a very specific way, you revert things to a younger state with each use setting them back by ten years. This doesn't restore things that have been lost or taken (limbs, organs, powers, wounds, etc.), it does however take from those effects as it removes the memories that those effected acquired in those years that it reversed. If taken with "Awakened", you have far more control over your power reverting less or more years with a single use, you can also choose if memories are taken or left behind (even sealing them away).
Restoration: Seems there is a cleric in the party, your quirk allows you to restore/rebuild/regenerate things you come into contact with such as; healing injuries, repairing clothing, fixing broken objects, refreshing raw food, etc. this will also automatically activate to heal you of injuries or damage. If taken with "Awakened", your powers are better described as reality warping as you can revive the dead, restore eradicated things, heal long scared/burnt wounds, no time period limits what you can restore and even your range has increased with you needing only an idea of where to begin you can also potential revive a whole planet and its ecosystem with enough energy and concentration. You could also limit yourself to only healing up to a point or a certain area.
Reject: You are capable of manifesting three "fields" that repel things, with each field repelling something different, the first repels damage causing things (can act as a platform to slow falls, a true shield, umbrella, etc) and offensive/aggressive actions, the second repels injuries and damage and the third repels on both sides acting as a blade or bludgeon.
You can shape the fields creating walls, bubbles, shapes, and project them over distances. Each field is strengthened and weakened by your resolve and emotional strength; the first is fueled by protective/survival/defensive instincts, the second is fueled by compassion/nurturing/kindness, and the third is fueled by anger/hatred/primal instinct, that means your defensive field can be shattered if your no feeling protective enough. It is difficult to utilize multiple fields on the same field instance. If taken with "Awakened", your fields aren't so much repealing things as they're actually rejecting phenomenon even rewritten reality by denying the events they are blocking and even undoing the effects caused by different events. Each of the fields powers have grown far stronger such as; your defensive field blocking the intangible (sight based abilities, phasing, teleporters/warping, decay/overhaul, etc.), your healing field being able to heal even death and regrow limbs/organs/bones you could easily focus it on a specific area, and the third field your attack being capable of easily slicing or striking anything.
You can create multiple fields over infinite distances, the strength and power of your fields has also severed their connection to your emotional strength with them now simply being toggled by your will and desire potential allowing you to create indestructible shields.
You are capable of manifesting multiple fields at once and can easily blend them into the same instance developing new abilities and "field" variations by mixing them together and raising/lowering the type of fields present.
Simulation: You are capable of creating a near perfect simulation of any scenario, the simulation is created from the knowledge you possess and will be more effective and real with more knowledge about the components your using (a battle simulation opponents would utilize the abilities and moves you know they possess and may even utilize things you believe they should, if you know nothing about your opponent then they will be built of inaccuracies and generally not as helpful).
You can send others into a simulation and/or link groups into them. The simulation can occur in two forms a purely mental world where time outside the simulation doesn't pass or a physical simulation that occupies the real world and behaves as such creating a localized pocket dimension (best used in a closed space, in the open it has a range of a mile in every direction from the point you activated it). Death is impossible in both simulation forms but non-fatal injuries will carry over from the real world version. Simulations will end if each individual is no longer fit to fight, the goal you set is completed, a time limit up passes (in the mental version: up to five seconds in the real world with the mental world allowing up to ten hours to occur, in the physical version: up to 5Hrs is the limit) and/or you dismiss it. If taken with "Awakened", your simulations are perfect as they seem to absorb knowledge from the universe itself to create and fill out the scenarios you designate including enemy abilities and actions. Your real simulations now create a localized pocket dimension creating its own "walls" (even in closed off areas) and then expands the inside of its "room" into vast areas of your design (recreate a whole planet) or desire (if your simulation is meant to replicate an event past/present/future the simulation will cover the area around those events to perfect effect essentially giving you a heads up on the events coming up).
You can now set if death and injuries are varied over from the simulation including different rules for each "guest", your simulations also no longer have a set time limits with you being able to decide it (including altering the time dilation between the mental version and real world (have a single second equal a day/week/month/year/century/etc.).
You may create multiple simulations at a time and can "feel" each one that's in progress and the guests within.
Pathway: You are capable of perceiving ten different "timelines" up to an hour and a half into the future, each timeline will focus on you taking different actions and then follow through with the most likely outcome of those ten paths, while you witness these timelines one seconds will pass in the present. The "futures" you see aren't set with your opponent being able to act outside what you witnessed but generally they will act the way you witnessed. If taken with "Awakened", you can see any number of different timelines as you want without stress on your mind or perspective, each timeline can go as far into the future as you want ending when you choose (you can set events that end your visions such as a specific goal being reached allowing you to see the quickest path), while looking through your visions not a single moment will pass in the current time. As you can see more visions you can have them mark points that have the potential to change the outcome with indicators of the most important parts, you can then have new branches of timelines form at those points to get an idea of possible variables. Your visions are now within the 90% range for accuracy.
The Mist: You are capable of generating a thick fog anyone caught in the fog will begin to experience visions of their greatest fear, if individuals are in contact the fog may "get confused" and place each individual into the fear of the first person it touched. While in the fog the fears respond as they would in real life and can interact with the physical world. If a fear is fought/overcome the fog will require a "reset" before it can attempt to create a fear for that individual again. If taken with "Awakened", you can generate your fog around yourself to create an armor that takes the form of a nightmare/fear, you can also construct fearlings out of your fog that can act even outside the fogs perimeter. Your fog can spread over vast distances covering all the U.S. in the span of a day with potential to grow, it also no longer needs a refresh to effect individual who have overcome their original fear, it is also no longer confused by multiple individuals being in contact.
Red Eye: You possess the ability to create a liquid muscle-like substance that can moves like water and while possessing a diamond-like durability and strength, you are capable of hardening and softening the substance in seconds. This substance can be created and manipulated in four forms; the first manifests from the upper back and resembles wings it can also launch spine-like projectiles, the second manifests from the shoulder blade creating a heavy and sturdy defensive shield-blade, the third manifests from the lower back creating tentacle-like structures capable of powerful strikes, and the final manifests from the tailbone area and naturally takes one to more tail-like forms. If taken with "Awakened", you can manifest each manifestation at the same time or pick and choose multiple forms to use at the same time, you can also generate a full armor over your body that will possess all four manifestations and a new fifth form resembling full body armor.
Blade Blizzard: You are capable of releasing small metallic particles that move at your command, with each blade being extreme sharp and dangerous in large swarms. You can choose the shape and appearance of these particles such as having them resemble snowflakes, flower petals (of a specific flower), insects (butterflies, bees, etc.), the substance they resemble (glass, ash, ice, etc.), etc. If taken with "Awakened", you can release an infinite swarm of blades and even shape them into constructs, each blade can also act as a "camera" that you can sense (see, hear, speak) through, they can also be made to dull themselves becoming harmless, and you can change their appearance instantly.
Weighted: You are capable of doubling the weight of whatever you touch with each touch doubling the new weight of the effected target, the effect will only last eight minutes with each touch having its own counter. If taken with "Awakened", you can choose the weight increase (double, triple, quadruple, etc.), there is no longer a time limit with you being able to dismiss it or set a time limit for each touch or the full effect.
Hear No, Speak No, See No: You are capable of turning off the sight, hearing, and/or voice of your target, you can only turn off one aspect at a time but can utilize all three aspects (you could remove sight and hearing from one person and voice from another, but can't remove sight and hearing from one person And sight from another). If taken with "Awakened", you can remove multiple instances of the same aspect from multiple individuals, you can also burrow the senses you have removed seeing through the eyes of those you've blinded and hearing through the ears of those you've deafened and using the voice of those you've muted, including activating any of their abilities that use those features. You can also create "blind spots" in those senses without removing them (sight cants see things that are red or specific individual, etc).
Black Mirror: You are capable of generating clones of others with each clone being near perfect except for them highlighting the worst traits of the individual, the clones are highly combative to their "original" self and will attack them physically and emotionally, each clone can only exist for two hours in the beginning and will generally listen and obey you. If taken with "Awakened", the clones you can create can truly be perfect reflections of the individuals and no longer possess the violent impulse acting generally the same as their original except being fully loyal to you and following your orders even placing themselves in danger to keep you safe, you can set a limit for how long they exist or a specific catalyst though they will always fade if they take to much damage.
Inverse: You possess the ability to temporarily alter the quirks of others causing them to act in ways opposite to their nature in some way. If taken with "Awakened", you have a bit more control over the inverse effect and can ensure its beneficial to the effected or dangerous to them, your power could also effect mutation type quirks but instead of supplying the inverse effect will simply "remove" the mutation, you can choose if these changes are permanent or temporary.
Homunculus: You are capable of shaping substances around you into "living" construct loyal to you, these constructs are as strong as the substance that formed them but will possess traits dependent on their creation, the constructs are similar to Nomu just without the quirks. If taken with "Awakened", you can create your constructs whole cloth without needing to utilize substances around you with your constructs now existing as being of your imagination and thought given form.
Figurines: You can transform others into toy like forms (plushies, figurines, dolls, mannequins, etc.), those transformed will still be conscious but unable to move and speak, and the transformation can only last up to eight hours. If taken with "Awakened", you can place the transformed into a full stasis slumber, grant the transformed movement in their changed form, and decrease or increase the transformation time from seconds to permanent.
Blank Out: You are capable of ending/removing the effects of quirks. If taken with "Awakened", you can intercept the effect of a quirk before it activates, and neutralize things that stem from Quirks.
License: You possess a shifting ID that will act as any ID/License you require and are registered for, it will always be up to date and valid, if needed it can copy itself to provide you with multiple identifications. When you enter a setting this will retroactively create a valid/legal history for you, it can do this multiple times and for others.
Phone: You possess a high-tech constantly updating phone that has infinite power/storage/etc, the phone is unhackable, and if broken, loss, etc. it will be restored and returned to you. It also has an emergency feature that if your in danger it will alert others of your location.
Journals: You may gain a pocket dimension of bookshelves containing journals some of them are filled with information describing the local heroes/important individuals and things that the public has seen or would be aware of, and other journals are empty waiting for you to fill them in, the pocket dimension will contain a desk and writing materials. You can also summon journals and materials out of the dimension.
House: You may gain a decent two story family home containing 3 bedrooms, 3 bathrooms, an office space, open space kitchen and dining room, laundry room and a spare room for your free use all surrounding a well tended garden, and an attached garage. The house is completely yours and will repair any damage as well as self-sustain itself and it's amenities. You can store the house in a pocket dimension and place it down anywhere without issue.
Money: You may gain a refreshing supply of money that would allow you to live modestly, with the caches refilling as needed and you being able to access and utilize the funds in anyway without issue.
More: You have more money than you could ever hope to need and it will still refill itself as you utilize it gaining back double what was removed, your housing situation has also gained some improvement as you may gain a large manor, a penthouse, a full apartment building, and/or a fully customized houseboat/yacht.
Suit: You may gain a shapeshifting super suit capable of growing and adapting to best suit your needs and abilities. The suit will always keep up with you in terms of power and will develop gear to best help/utilize and strengthen your abilities. If you possess "Forge (Quirk)", your suit is far more adaptive not simply responding to you but the world around you adapting to better handle threats you encounter/face and methods to defeat them. Your suit is also more inline with a bio-suit that can adapt an armor form. You have also gained the blueprint to create bio-suit that adapt to their wearer, safely contained in your mind and only you can recreate it.
Support Gear: You may gain a constantly updating supply of support gear to boost your abilities and the abilities of your allies, as well as blueprints to recreate the gear and figure out upgrades. If taken with "Forge (Quirk)", you will gain a pocket dimension workshop filled with every tool you need you will also gain partial blueprints for gear that would allow you to recreate the quirk/abilities of others you witness.
Wardrobe: You may gain a pocket dimension that is constantly updating and filling with clothing, accessories, shoes, etc. from throughout the setting/world the pocket dimension will collect its contents in multiple sizes and shapes giving you a wardrobe for any individual for any occasion. Anything removed from the dimension will be replaced, and everything inside will be made safe for your use.
Merch: You may gain a pocket dimension that is constantly filling with merch and fan memorabilia for the individuals of the setting including yourself, this will include limited edition and canceled things all made safe and loyal to you. Anything removed from the dimension will be replaced.
Job: Even heroes have day jobs and and if your not a hero than you have a normal job. By taking this you may gain ownership of a perfectly legal business of your choice and/or gain a contract/employment to an job of your choice. You may gain a building that will come with a resupply of stock including contacts for the business, it will also fill with standard employees to fill its ranks and work keeping the business running, though your presence could make it flourish. If taken with "Prestige", your business will be highly regarded with your staff being experts in their field, and if you are simply an employee than your regarded as one of the top employers.
School: You may gain a school building and yard, you may choose the schools education level (preschool, high school, college, etc.). The school will generally be equal to U.A. in terms of facilities, grounds, and staff. If taken with "Prestige", your school will be regarded as a true equal to U.A. including in terms of education, importance, fame, and well prestige.
Training Grounds: Your school contains a great expanse of land that has been populated with multiple training facilities of different terrains and situations including (rescue, natural disasters, battle, festivals, etc). Each training facility it self sustaining and capable of repairing itself passively from any damage given a full day if you actively require it to repaid faster it can but the repairs won't be as clean.
Dorm: You may gain form buildings for your school allowing students to stay on the school grounds, each dorm is capable of housing thirty-two students and offers living/recreational areas. More dorms will be built as needed without crowding the school as if they bend space to comfortably fit themselves and the other buildings around.
Security: Your school has received a highly upgraded security system equal to U.A.'s upgraded security. If taken with "Forge (Quirk)", your schools systems are far above what anyone else could expect being able to adapt to any situation in seconds without lowering the integrity of the schools security, even an attack from every quirk user in the setting couldn't breach your schools systems. You have also gained the blueprints for this security system safely stored within your mind, with only you being able to recreate it.
Agency: You may gain ownership of a fully licensed hero agency and building fully furnished and themed to your specializations. The building is state of the art and fully connected to helping the civilians and maintaining peace/justice, with you as the designated lead hero (if you are a hero, if not than a family member or mentor may be the current lead hero of the agency until you are ready to take it over or to simply lead it). If taken with "Prestige" and/or "Rank King" as well as "Hero", your agency could fill any requirements to allow it to take part in any event/mission.
Extras: Your agency is renowned for its skill and prestige with it having a well organized and well trained staff of sidekicks (you may choose how many) who are loyal to you and your views of heroics, all sidekicks are quiet capable heroes on their own being more than a match for well trained threats. If taken with "Rank King", you may gain five sidekicks that could challenge (are equal to) the 6th-10th ranked heroes in power and skill. You can completely design them including; looks, personality, Quirk, feelings towards you, etc.
Hideout: You may gain a dark corner of the world and abandoned hovel overlooked by heroes and the general populace a blind spot for most people. You are the full time owner of this corner, though it's impossible for anyone to actually tie you to it.
Fodder: You may gain a self replenishing army of mooks and fodder followers that will serve you and your interests faithfully never turning on you or selling you out, they aren't extremely strong being generally better than the average citizen but no true powerhouses relying on numbers rather than power. If taken with "Rank King", you may gain eight loyal lieutenants each one a formidable threat to a pro-hero and three well trained sidekicks. You can completely design them including; looks, personality, Quirk, feelings towards you.
Stolen Dreams: You have a pocket dimension containing a stockpile of what others would view as vile gains including; corpses locked in stasis preserving them, tanks to contain experiments of any size, multiple shelves of duplicate quirk factors, and a limitless number of villainous goods and contraband for any dark deeds you have in mind. This will also include two double-tier cases one red the other blue; the red case contains Overhaul's finished de-powering bullets on the first tier and the temporary unfinished version on the second, the blue case contains Overhaul's finished re-powering serum to undue the de-powering bullets on both tiers. The cases will refill as needed.
Safehouse: You may gain a sanctuary, a place hidden from anyone and everyone safe from all threats and dangers and extremely hard to find and enter without your permission. This sanctuary is fully equipped to hold any number of refuges and care for them without issue, restocking as needed to maintain its safe haven nature. The sanctuary is also fully equipped with training grounds and supplies to rise up an attack/defend as needed.
Summer Days: You may gain ownership of a paradise the perfect vacation spot, while the name implies summer that doesn't have to be the case as it can fit whatever vacation need you want such as; sky resort, tropical island resort, autumnal lake cabins, cherry blossom springs, etc. Optionally, you may gain an island that can shift as you desire including constructing man-made fully furnished buildings along with food and resources, the weather is always what you want it to be even if you patchwork it such as having spots experiencing full blizzards while others are going through bright warm summer days, with the land and vegetation going through similar states to fit your desire no matter how fickle.
Nomu: You may gain the serves of your own loyal Nomu. In your service will exist; one high-end (Super Regeneration, 1-6 Quirks, deductive reasoning and thought), three near high-end (1-6 Quirks, Super Regeneration), five upper-tier (Super Regeneration, 2-4 Quirks), ten middle-tier (1-3 Quirks), and twenty lower-tier (1-2 Quirks). Each one will be completely loyal to you and will be restored if injured/destroyed/killed.
Family: You may gain and design a family from a single member to a whole generational tree with pets, you can also create black sheep members and their opinions on you and each other (maybe every member loves you but can't stand each other, etc.).
Additions: Gain anything else from this setting not listed in any other options (A copy of the world in a pocket dimension, a hero school, a super suit, a handful of Nomu soldiers, something from an AU, etc).
AU: You may enter a world/setting and retroactively change it while keeping/changing the individuals and their abilities to fit the setting if possible (Fantasy AU with barbarian prince/king Bakugou who is proficient at explosion magic).
You may adapt your form and make changes to match the universe you are in. This will also make all things work on similar things, anything that's used on quirks can also be used on other powers (superpowers, spiritual abilities, magic, etc). Optionally, rather than changing the world you can transport yourself into a AU version of the setting. Yggdrasil (Quitk): You are capable of connecting to eight alternate universe (Pirates, Gangsters, Band, Carnival, Western, Urban Fantasy, Fairy Tales, Inverted Morality, Genderswap, Racer, Omegaverse, Mundane, Celebrity, Gods, Animal Boy/Girl, Monster, etc.) of your choice with you being unable to change them once you've decided, a ninths world exists that is the original world/setting you entered. You can call on aspects of those universes funneling their nature through you and into your current world.
You are capable of "jumping" to the different worlds in your set, with time flowing through all nine at equal lengths, you can also use this to warp around in your current world.
Fusion: You may enter or adapt yourself as though you were in a setting where individuals of the setting where fused into a single being usually two individuals are included in the fusion (E-32 of DC Comics would be the best example). You may choose if multiple fusions could use the same components. If you take this even if you don't enter a fusion au world you may still choose to be a fusion of two of the individuals in the setting and determine how it works (Age, look, abilities, etc). Blender (Quirk): You are capable of fusing two beings into a single body, the resulting fusion will have both individuals minds active and access to all their abilities, when the fusion separates or you end the fusion early the individuals will split damage gained in their fusion form equally between them and any abilities will be unchanged by the fusion (One for All wouldn't gain the quirk if anyone it was fused with). The fusions will naturally end after eight hours if you don't end it.
Fantasy: You may enter or adapt yourself as though you were in a setting based on fantasy (dragons, elves, kingdoms, magic, etc). If you take this even if you don't enter a fantasy au world you may still choose to be a fantasy species and determine how it works (look, abilities, etc). LARP (Quirk): You are capable of adopting a "Class" based on a fantasy role (Ranger, Knight, Healer, Mage, Barbarian, Rogue, etc.), the class you adopt will provide you with three abilities befitting the role (Rangers may gain an energy arrow attack, the ability to manifest a beast companion, and the ability to track a single target no matter where they go), it takes thirty minutes to switch classes and only one class can be active at a time.
Animorph: You may enter or adapt yourself as though you were in a setting where individuals of the setting where part animal (Catgirls, bunnyboys, etc). If you take this even if you don't enter a Animorph au world you may still choose to be an animal person and determine how it works (look, abilities, etc). Beastly (Quirk): You are capable of transforming individuals into animal people giving them some of the traits of that animal and heightened instinct. You are also capable of transforming into an amalgam form of multiple beast (Mammals, Reptiles, Insects, Fish, Etc.) you know of gaining the best body parts of each beast for each limb (rabbit ears for hearing, eagle eyes for sight, a monkeys prehensile tail, etc.), your form can adapt and change as you learn of new animals.
Mundane: You may enter or adapt yourself as though you were in a setting where individuals of the setting where normal/mundane removing all special qualities. If you take this even if you don't enter a mundane AU world you may still choose to toggle yourself hiding all special qualities with them becoming undetectable by any means.
Racer: You may enter or adapt yourself as though you were in a setting where racing and fast cars are the THING, this may remove special features (Quirks) and incorporate them into the vehicle of the racer in some way even just thematically. If you take this even if you don't enter a racer au world you may still shift one or more of your abilities into a highly tricked out vehicle and determine how it works (look, abilities, etc).
Insert: You may enter or adapt yourself into any setting/world you enter retroactively becoming a part of it in a way you choose/want (sibling, friend, family, neighbor, etc.), with this you can also dictate how connected to the plot you are including replacing the spot occupied be other characters or being an "Exception" (a class of twenty may now be twenty-one with you as that extra individual). You may also choose to completely replace an individual taking their history, power, role, etc. in the setting with you gaining a guarantee to follow the same path and growth as them as far as you want, with the added bonus of potential changing points if you'd like.
Prequel: When you enter a setting/world you can enter at an earlier point than the normal "plot/story" would start, allowing you to be in the setting before the main characters were around/born. There is no limit to how far back you can enter.
Epilogue: When you enter a setting/world you can enter at a later point than the normal "plot/story" would start, allowing you to be in the setting after the main characters were around or At a point where they are older. There is no limit to how far forward you can enter, and you can choose to enter into an alternate universe version of the future that's "present" (didn't experience some events or did experience specific events). If taken with "Quirk Marriage", you will gain the option to be a child of any of the main character(s), as long as the point you enter is far enough in the future.
Time Displaced (Requires "Prequel" and/or "Epilogue"): You may enter a setting as an individual from a different time period/timeline.
Ship It: When you enter a setting/world you may designate the "pairings" of the people in the setting including yourself, this would allow you to play matchmaker with your matches sticking and choose who ends up with you if you are only focused on matching individuals but not matching those they were originally gonna get with then loose matches will seek each other out or create new bonds potential retreading the whole setting. Re(d)thread (Quirk): You can create, shape, and manipulate a red string like material capable of; extending over a mile with you initial shot and greater if attached to something, your strings are extremely durable and difficult to break, manipulate them as weapons and tools, and utilize them as puppet strings.
Omegaverse: You may enter or adapt yourself as though you were in a setting where every individual possesses a secondary gender (usually Alpha, Beta, or Omega). If you take this even if you don't enter an Omegaverse AU world you may still adapt your body to act as though one of the potential secondary genders. Instinct (Quirk): You have a highly evolved instinct boosting your senses to great heights allowing you to pick up on the changes in a person's scent/pheromones, hear their heartbeat, sense changes in the air around, etc. Your reflexes and reaction time are also highly advanced allowing you to dodge bullets and even catch them if you wanted to, your body also moves in ways to best act and respond allowing you to pull off feats like landing on your feet after falling from great distances without any negative effects and your body naturally twisting to get you on your feet, this would also allow you to negate the impact of others you catch.
Genderswap: You may enter or adapt yourself as though you were in a setting where the individuals of the world where of the opposite gender. Genderbend (Quirk): You are capable of altering your own form shifting your biological aspects to change your gender shifting skeleton, organs, features, hair, etc. You can choose any gender or lack of that you would like.
Inverted Morality: You may enter or adapt yourself as though you were in a setting where the morality of the individuals of the setting where flipped (heroes are villains, villains are heroes, citizens are still citizens). Angel/Demon (Quirk): You are capable of by some means (a song, touch, substance you release, eye contact, etc.) altering the morality of others shifting them to the opposite side of the scale turning good to evil, heroes to villains, criminals to law abiding citizens, etc. you may possess three versions of your shifting means; one will always turn those effected to evil/chaos/villainy with people who are already in those categories being unaffected, the second will always turn those effected to good/order/heroics with people who are already in those categories being unaffected, and the third will always turn those affected to their opposite alignment affecting all exposed. The change will last 12hrs before ending on its own, and those affected can't be affected again tell the timer runs out.
Band: You may enter or adapt yourself as though you were in a setting where music and instruments are the THING, this may remove special features (Quirks) and incorporate them into the instrument/equipment of the performer in some way even just thematically. If you take this even if you don't enter a band au world you may still shift one or more of your abilities into a highly tricked out instrument and determine how it works (look, abilities, etc), you may also gain a talent for any instrument(s) and an amazing voice and sense of rhythm. Muse (Quirk): You possess a voice that can cause others to follow your command as long as your singing, those caught in your song will begin singing and dancing in tandem with the song you started. You are also capable of manifesting "hard-light" backup dancers to perform around you and act in your service. The control you have over others ends when they can't hear you, or when you stop singing/humming/dancing.
Carnival: You may enter or adapt yourself as though you were in a setting where showmanship, the peculiar, and unique are the THING, this may remove special features (Quirks) and incorporate them into acts in some way even just thematically. If you take this even if you don't enter a circus au world you may still shift one or more of your abilities into a trick and determine how it works (look, abilities, etc). Sideshow (Quirk): Your body and abilities are designed to make you a great freak (for lack of a better term).
Your strength is a match for two full grown bull elephants, your bones, ligaments, and organs are capable of becoming like liquid rubber allowing you to bend and contort in any shape fitting in any container.
Your body also contains two spaces within itself with one being able to store any objects like swords, bowling balls, etc. this will also allow you to unhinge your jaw and toggle your gag reflex, the second space can contain elements/phenomenon (fire, poison, water, etc.) that you can suck/draw into yourself and release like a hose/fire thrower at a later time. Your also capable of toggling your pain tolerance.
The Singularity: Your connection to this setting has expanded beyond measure connecting you to all versions of it and turning you into a living embodiment/god of all MHA/BNHA worlds and settings granting you access to every power, skill, item, species/race, planets, galaxies, knowledge, afterlives, nomu, quirks, heroes, artifacts, etc. ever to exist in this setting (Fanfics, Canon, AU, etc) while also granting you complete control over anything from any settings of this place. You can also grant things from this setting to others and take it back at anytime you desire. You can also freely travel to any variation of the setting and times in the setting while also hiding you nature.
Optionally, you may choose to receive any of the following people as your companions. You can pick as many as you want. The relationship between you and them is whatever you want it to be, and you can choose exactly how romantically and sexually experienced they are. This can be different for each of the characters but they will all be irrevocably loyal to you.
Anyone from the MHA/BNHA setting/universe (including any AUs).
Optionally, you may at any time choose to take a trip into the world of MHA/BNHA, or a variation of it. This can be any alternate universe, like a fanfic or one made perfectly for yourself. You can either simply be dropped in or reincarnated into the body of an existing character or someone new.
- Categories
- utilitysocialmagiccombattransformation
- Traits
- craftingpocket dimensionspace manipulationcompanionsgender changetime manipulationwealthskill mastery
- Keywords
- leadershipcloningillusionsdurabilityimmunityregenerationstealthsuperhuman strengthemotional controlflightenhanced senses