quirk # 1
QUIRK NAME : undecided (oxidation)
QUIRK TYPE : EMITTER (?)
QUIRK DEVELOPMENT :
BASIC QUIRK INFO :
The user can accelerate the oxidation process in the compounds making up materials. Their emotions highly impact the user’s quirk — residual from their father’s empathic-based quirk. Quirk can only be used when applicable — if an object requires moisture to use, the user can only use their quirk on it if there is enough moisture in the air to accelerate the process. Quirk does not work on items made of compounds that do not oxidize (ie; plastics, ceramics, etc).
The user has the best control in urban, moist/cool areas. Quirk is most effective when the weather is humid. At the time of the entrance exam, the quirk can be used, up to ~2.5 meters.
DRAWBACKS : User must have extreme control over their own emotions to ensure quirk controllability (ex; if the user is extremely overwhelmed they might accidentally activate their quirk, potentially causing combustion). Overuse of quirk causes the iron in the users’ blood to start oxidizing, causing the hemoglobin to break down & leading to anemic-like symptoms, hemochromatosis, joint/muscle inflammation, internal bleeding, and extreme overuse organ/brain failure. Breaks down users’ cells over time — leading to early death.
APPLICATIONS : (All at different levels of control/quirk growth, unorganized.)
- Rust acceleration to weaken the structure(s)
- Organic decay causes wilting, discolouration, and/or decomp.
- Chemical decay-causing appearance / structural integrity to be damaged/weakened
- Combustion (oxidizing oxygen..) causes heat/light (fire) to be released. Combustion comes with the risk of overwhelmed fires in areas where they quickly spread in the air & require immense concentration and control.
PARENT QUIRKS :
MOTHER : Minor chemical alteration quirk — can speed/slow rusting processes.
FATHER : Minor emotional manipulation quirk — can sense emotions up to ~7 meters, and “suggest” feelings. Suggestions only work off of users
/own/ feelings at any given time.
quirk # 2
QUIRK NAME: something to do w bones
QUIRK TYPE: EMITTER
BASIC INFO:
the user can accelerate & control bone growth and manipulate the shape of their skeletal structure, either reinforcing it for defense or forcing bone outward for offense. the bone only takes seconds to grow (timing depending on calcium levels) the bone easily breaks through skin (quirk side effect is naturally thinner skin making it easier for this aspect). bones may grow inwards to "thicken" defense.
DRAWBACKS :
every use shreds muscle tissue as bones force their way through, leaving open wounds. (minor acceleration in healing. only heals when quirk is im use for 10mins) repeated overuse can cause severe osteoporosis, organ punctures, nerve damage, and eventual paralysis. extended overuse use may lead to a state where the skeleton becomes so brittle that a minor fall could cause multiple fractures (VERYYY low calcium levels)
PARENT QUIRKS :
MOTHER : bone density manipulation can make bones temporarily harder + thicker
FATHER : accelerated healing factor that only works on skeletal injuries.
quirk # 3
QUIRK NAME: boom blood or something
QUIRK TYPE: EMITTER
BASIC INFO:
the user can ignite their own blood. (more specifics undetermined) the user can eject ignited blood via open wounds, or they can explode the blood directly out of their veins. (with extreme practice + control. not recommended.) ignited when the iron in the user’s blood undergoes a rapid chemical chain reaction, igniting into high-energy flame upon contact with excess oxygen.
DRAWBACKS:
death !!!!!!
(the reaction permanently destroys all blood it consumes which leads rapid anemia + every use scorches the user’s veins and arteries from the inside, leaving irreversible scar tissue & eventually the circulatory system will become so damaged that the heart will no longer pump blood effectively, leading to organ failure)
PARENT QUIRKS:
MOTHER: minor blood ignition quirk, only minor sparks
FATHER: pyrokensis