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quirk:decibel:increase


description: the owner of this quirk can amplify the sound of various body parts"vocal cords, hearts etc"and expel it outward. the hero has multiple different modes. each mode allows them to have a higher output of decibels

technique's

whisper of the semi truck: the hero whispers the phrase"semi truck" using his quirk he than amplifies the phrase increasing the power output, the result a sound that is almost a billion times the power of a whisper, the number of decibels released 94

pump up 136: using this technique the hero chanels his quirk through his heart, releasing ten trillion times the power of a heartbeat, as such the hero releases a sound that is 17,000 times louder than a heartbeat. number of decibels 136

Black Hole: by magnifying the decibles of his heart beat he forms an event horrizon around himself attracting everything towards him, he can also use this same technique in the form of palm strikes, in which he magnifies the decibels of an enemies heartbeat forming an inescapable prison, number of decibels 1100

white hole: the opposite of his black hole technique, by amping up the decibels released to 1100 he creates a singularity around himself instead creating an attractive force, he creates a barrier that nothing can pentetrate


Unified hole: this is a fusion of black hole and white hole, first the hero amps up the decibels to 1100, than attracts as much light as possible, than inverts the gravity well into a white hole. a white hole doesn't let anything past its barrier, but it can emit light and matter, the result is an explosive amount of energy
 
Quirk Name: Abacomancer

-This quirk allows the user to manipulate and detect all the iron sand around them in a 1 kilometer radius with great control, this even allows to user to fly by creating a layer of high densely packed iron sand beneath them.

-Th quirk allows the user to manipulate the speed and direction of Iron Sand, which allows them to use it in several versatile ways and is mostly restricted by the user's own creativity to use the ability properly.


Limitation(s):

-
The user is limited to iron sand that already exists, this makes areas with low amount of iron sand in them a bad position for the user to be,as it would leave them with little to defend themselves or attack with.

-This quirk requires a huge amount of concentration and the ability to stay calm to work, as any disturbances will make the user unable to control it properly and might end up making an attack far too weak or far too strong.


Equipment: Side pockets filled with iron sand for the user to use and manipulate.

Special Moves:

  • Iron Saw: By vibrating the sand at high speed it is used to cut through most materials with ease. this is a very useful technique as it can bend around corners and attack even if the user can't see them and the opponents is hiding behind walls
  • Detection Sand: Due to their ability to detect iron sand in the air, they can notice where people are by sensing where iron sand is being stopped and being accumelated in a human like shape, allowing them to check for people's location without actualy seeing them, though they can only sense the the iron sand moving around them, not actualy observe them.
  • Iron cage: By surrounding the opponent in a sphere made of iron sand to trap them in there, this cage is very dificult to break out of as it consist of several layers doing their own thing to prevent escape, from the inside to out, the first 3 layers quickly move the majority of the iron sand to wherever the cage is being attack the most to prevent breaking out, the 4th vibrate at a high speed much the saw and damages whoever attempts to escape.
  • Fall Cushion: The user creaters a massive cushion made out of iron sand in the air to catch people who are falling in the air without hurting them, this works by progressively making it more densly packed with iron sand the further the people fallin it, slowing their fall gradualy to prevent dying from the shock.
 
VersusJunkie54 said:
Quirk: Inversion.

Effects: Is able to reverse the effects of any attack be it physical or something else. Instad of hurting the user, it heals them. It can also invert most actions taken against the user, whatever they may be.

Limitations: Healing is now harmful to the user of this quirk. So if touched by a healing Quirk, the user will find himself being injured. Not all inverted effects will be in the user's favor.

Equipment: Since normal Medicine is now harmfull, the user can instead carry around super toxins that would normally destroy the entire body from the inside out. But now they do the opposite.
Seija wants to say 'hello' lol.
SeijaInversion
 
Steam-powered.

Using the water in his body, the user can Briefly increase its attack and speed by several times. while the quirk is active, the user's body constantly emits steam (similar to Gear second from one piece)

The main drawback of this ability is that it can not be used to frequently or for a prolonged period of time because it rapidly dehydrates the user.

For equipment, the user carries around several large jugs of water.

his special move is Steam Train Rush. The user pushes there quirk to its very limit, before charging right into the opponent.
 
The man with the Midas touch said:
Steam-powered.
Using the water in his body, the user can Briefly increase its attack and speed by several times. while the quirk is active, the user's body constantly emits steam (similar to Gear second from one piece)

The main drawback of this ability is that it can not be used to frequently or for a prolonged period of time because it rapidly dehydrates the user.

For equipment, the user carries around several large jugs of water.

his special move is Steam Train Rush. The user pushes there quirk to its very limit, before charging right into the opponent.
sounds like Naruto's Boil Release unriveled strength
 
NothingToDebateWith said:
VersusJunkie54 said:
Quirk: Inversion.

Effects: Is able to reverse the effects of any attack be it physical or something else. Instad of hurting the user, it heals them. It can also invert most actions taken against the user, whatever they may be.

Limitations: Healing is now harmful to the user of this quirk. So if touched by a healing Quirk, the user will find himself being injured. Not all inverted effects will be in the user's favor.

Equipment: Since normal Medicine is now harmfull, the user can instead carry around super toxins that would normally destroy the entire body from the inside out. But now they do the opposite.
Seija wants to say 'hello' lol.
SeijaInversion
it sounds like an exact reproduction of the demon kings Inversion power from Nanatsu no taizai
 
The man with the Midas touch said:
Actionmanrandell said:
sounds like Naruto's Boil Release unrivaled strength
Neat. I haven't watched naruto though ┬»\_(Òâä)_/┬».
i find that hard to believe, as its one of the top 4 Anime in the world.

but yea whatever, but like i said, Boil Release, unrivalled strength, is a ninjutsu where in its user increases the temperature of chakra to the boiling point, generating large amounts of steam and avaporating any water or ice in direct contact with their body, the pressure resulting from the emitted steam can be used to increase the strength of the ninja, forcebehind physical attacks

when naruto used it he was able to speed blitz a literal God
 
Actionmanrandell said:
i find that hard to believe, as its one of the top 4 Anime in the world.
well, to be more accurate I have read a couple chapters, just never really got into it. but yeah based on what you described my quirk is pretty similar to boil release.
 
Seija wants to say 'hello' lol.
SeijaInversion
it sounds like an exact reproduction of the demon kings Inversion power from Nanatsu no taizai

When the Inversion is clearly more than that.
 
Quirk: Marionette

Description: This quirk allows the user to manipulate people or object's movements like a puppet on strings. In order for the quirk to be activated, the user must touch his target with both hands somewhere on the body. Once the target has been touched, he will not immediately come under the affects of the quirk until the user activates it. Once the conditions have been met, and the quirk activated, the user has complete control of the targets body, with the exception of their head. Meaning that the target can still speak and interact. The user can have control of only two objects, or people, at once. Each object/person can be controlled with one hand, however, using 2 hands gives the target a much wider range of motion, making it more suited for a combat roll. The only way to break the control is to have the user touch his target with both hands a second time. If the user is rendered unconscious, the control will go into standby, but be able to be reactivated once the user wakes up.

Limitations: The user can only hold two people on standby at a time. If he touches something with both hands, either intentionally or accidentally, it will override the previous controlled object whether the user wants to or not.


Comment and let me know what you think
 
Quirk: Attraction and Repulsion

Description: The user has the attract things objects to his hands and feet and repel objects with his elbows and knees. Only objects/people within 50 feet of the user fall under the quirk's influence. While attracting, the quirk can pull very broad objects, like the entire human body or very specific things, like the head or arm of someone. Same thing applies to repulsion. The objects influenced by the quirk can travel at varying speeds depending on what the user once, with the max speed being 60 mph. It's main combat purpose is to throw people off of their concentration when fighting by attracting or repelling certain body parts. (Example: Pulling someone's head to the user's fists, or slamming them into the ground/air with great force from an elbow or knee strike.). The force of the attraction or repulsion is increase based on the amount of appendages using that force. (Example: Two hands to pull, two knees to push)

Limitations: There is a weight limit to what can be pulled/pushed easily. While everything will feel the effect of the quirk, if the target is anchored down then it will not move. In the reverse, if something is in free fall then it is more susceptible to push/pull.

Equipment:
1. Armored Striking Plates: The user has armor plating on his fist, elbow, knees and feet to protect them when constantly striking an opponent. Then also deal increased damage to the opponent.
2. Muay Thai Training: The users if skilled in Muay Thai. Chosen due to its use of elbows and knees to maximize his quirk's combat potential.

Special Moves:
1. Full Contact Elbow: The user attracts an opponent toward him and then once within range delivers a powerful elbow thrust that inflicts lots of damage. Then immediately sends them flying backwards with the elbow's repulsion.
2. Crushing Repulsion: The user strikes an opponent with a knee to the chest and an elbow to the back. Then activates the repulsion in both the knee and elbow causing the opponents to be trapped between to pushing forces, dealing severe damage to an opponent.
3. Seismic Dropkick: A drop kick that uses both the hands and feet to pull an enemy toward the strike with increases force and velocity.
 
quirk:infection

description: the hero appears to be infected by a zombie like virus. his skin is pale and he walks slow and zombie like. the quirk grants superior stamina, strength and agility, and durability moreover the quirk grants him a hunger, instead of eating brains and flesh like a movie zombie, he consumes psychic energy, the more energy consumes,the higher his stats rise. those who have had their energy consumed do not die, but are left in a paralytic state.

moreover, his body carries withit an enzyme that is secreted from his skin, those he touches he can infect essentially granting them his QUIRK.

the infected gain the same basic abilities and hunger. they search out and consume psychic energy. instead of storing up energy, they transfer the energy to him.

his body also secretes and enzyme that acts as a cure, that he can give the infected

the enzyme are a very unstable chemical, once they make contact with oxygen they quickly turn to a gasses state


techniques

infecto palm: a palm strike that imbeds the enzyme into a target, transforming them into a "zombie"

king cobra blast: a quick spit of the enzyme into a targets eyes

Zragon Roar:( a play on zombie mixed with dragon) a technique in which he accumulates a large amount of the eynzyme in his mouth he than spits it out, it quickly turns to a gas and infects anyone who is inside its range.

those infected become docile and he can manipulate and control them
 
Light Ball: the user has a ball of plasma that they can move around at will, any opposition will increase it's temperature.

However, the resistance is still there, and it's speed is unaffected by the heat increase (this can be increased with training, however).
 
quirk: quick draw


the user has a pair of pistals imbeded into his hips.he can remove and fight with them.


the bullets are made from the calcium in his body. for every round he shoots of he has to replace, so after words he becomes hungry for calcium rich foods
 
Quirk 2 of 3!


Quirk name: Lycanthropy

The user is able to tranform into two basic forms of wolf-beast. These forms have different versions of them that can be acquired if they can tame them in the Hunting Grounds.


The Wolf

This form is just a full-on wolf. In this form, the user can change size, has improved speed/strength/senses, is really intelligent, and can communicate with animals.

The Beast

This is the most dangeous if activated due to the limitation. This form turns the user into the man-beast every knows and loves. The Beast is very big, REALLY strong/durable, REALLY fast, has a REALLY strong healing factor, REALLY intelligent and most importantly.... REALLY F***ING EASY TO ANGER.

Limitations:


Well the thing is that The Wolf and The Beast have wills of their own, and therefore personalities as well. This is actually a huge issue because the user has to actually have a good bond with these forms in order to get the most out of their power. The user usually has a good bond with The Wolf due to its wise, kind, and understanding personality, but the beast on the other hand believes that all problems should be resolved with violence and intimidation. The Beast also believes that due to his superior intelligence, he should always be in control and usually never cooroperates with the user in beast form unless absolutely nessesary or they're in a good mood. Also, these two entities are physical manifestations of the user's positive and negative emotions, it's natural that they do not get along with each other and have a huge habit of fighting each other. These two entities reside in a place deep in the user's mind known as The Hunting Grounds, a very massive and foggy forest split into three different territories: The Beast's(Negative Emotions), The Wolf's (Positive Emotions), and the user's ( their sainity and control over themselves). The two entities have a habit of taking over half of or all of the user's conciousness, whether the user agrees to or not. It is for these reasons that the user tends to have sudden personality changes.


Equipment:

Havent figured that out.

Super-moves! :

Certain moves can only be accessed by being in one of the forms so quick key chart:


W=The Wolf, B= the Beast, A=Any (including human)

- Howl of The Pack! (W/B):
The user lets out a howl that results in two wolf-beast shadows being created. If used in Beast Mode, creates werewolves or different forms of werewolves the user has access to. If in Wolf Mode, creates Dire Wolves or wolves the user has access to.

Eyes of Instinct! (A): The User's eyes can now see in the dark much better and can see/ hear any targets within its sight from super great distance.

Eyes/Howl of Bloodlust! (A): Any user who makes eye contact with or hears the howl of the user are instantly filled with fear, causing them or flee or freeze in fear. Those with more willpower than the user will have their ATK/DEF decreased and willpower drained until they start to feel the effects.

-Blink! (W): User goes into a spirt wolf form and teleports to their desired location.

-Hellish Flare (B): The User breathes out blue flames at the target.


Will update if I come up with anything new. If you have any suggestions, let me know please as i literally know nothing else to do right with this sort of.
 
Quirk: Fatigueless

Ability: Make the user to not feel tired at all, and with no drop of performance or wear down of the body no matter how hard you work. Plus, when sleeping, or perform any act of resting at all, the user could bulk up, and stock potential energy instead, for burst of physical and mental prowess beyond the usual action. Training, aside from naturally increase your physical condition, could also increase the speed and amount of energy you could stock up.

Limitaion: May make the user hard to sleep, and get restless, the more they stock up on energy. Thus, intense meditation practice is required.

Equipment: Sleeping pill, pajama, and other relax-aid.
 
Quirk: crumble

description: the ability to reduce anything to its base particles

can do so by touch or remotely by taking a big gulp of air and than blowing it outwards while activating the quirk which creates a cloud that turns anything it touches into base particles

technique's

dust kick: a quick roundhouse kick that atomizes what ever it touches


swift fragility: a double palm strike that weakens the outer layer of skin on an enemy making it easy to disable them without killing them

overdrive:the character leaps high into the air thrusts their palm downwards activating their quirk they than use crumble on an a cluster of air molecules causing them to rupture and explode. the result is a small nuclear like explosion
 
Quirk: Chameleon

Descriptio: The user has the ability to change the color of any part of their body (hair, eyes, skin, etc) in order to blend in with their surroundings, rapidly change their colors in bright, hypnotic ways, or just change their eye or hair color to fit their whim.

Limitations: The user cannot change the color of their normal clothes, making stealth difficult.

Equipment: A suit interwoven with the user's hair (similar to Mirio, so they can make the suit blend completely).
 
Wow, what happened to everyone? I knew it was gonna take a while to figure this one out, but no one's been posting? Y'all got sone busy lives. Well I'll at least get the fire running again.

Quirk Name: Enchantment

The user is able to imbue objects or some forms of living matter with unusal effects known as "enchantments". The user can set conditions on how these enchantments are activated, know what enchantments are in the vessel, how much power the enchantments are, activate/deactivate these enchantments, and can remove these enchantments if they wish. Anything that gets enchanted is permanent until the user disables the enchantments.

Limitations:


Only 3 enchantments may be placed on an item. Enchantments have small limitations as well, so knowing each of these limitations is recommended. Also, the user must be touching said object in order to use this quirk( this limitation is no issue if you have the Extended touch or recall enchantment on it). If an enemy manages to get the user's enchanted weapon or item, it could be used against them(again, using the previously stated enchantments can easily counter this). Finally, this quirk uses stamina, so putting an enchantment on something huge will take time and tire the user.

Equipment:

The user will have good/agile body armor with a variety of pouches filled with things such as metal balls, tape, rings, buttons,etc. They'll also carry a sword, guns, a retractable sheild the size of a saucer, and some future tech. The sword usally has a energy slash enchantment and an unbreakable enchantment. The shield has a perfect defense enchantment. The guns will have the unbreakable and energy enchantment with the one bullet having the infinite ammo on them.

List of Enchantments

Energy: charges item with energy. Can be released in a slash or shot. Uses the user's stamina as defualt energy, but depending on what its charged with, the energy will have different effects.

Unbreakable: The item is much harder to break than usual. At max, it cannot be broken by any means.

Perfect Defense: Anything that attempts to damage the object is wasting its time, as it completely negates damage. However, this enchantment can only be put on small objects.

Infinite: If put on something like a bullet, then the gun never runs out of ammo. However, the enchantment will always take 3 days to activate and requires a lot of stamina to use.

Float: anything that has this will begin to float, being able to carry a person. However, if said weight is dumb heavy than the object, the enchantment will slowly begin to wear off.

Stick: Just as it says, anything that has this will stick to a surface, which can be used for climbing. However, it only makes the object stick not the user. So if the user slips out of their shoes and gloves while climbing, user falls while the shoes/gloves remain.

Recall: Recalls the item back to the user. However, it takes 5 seconds to recall.

Extended Touch: anything that has this is an extension of the user and as such, can enchant/disenchant items it physically touches.

Connect-A-Barrier: If at least 2 things with this are in the set distance and activated(optional), it creates a unbreakable wall. However, this does leave the sources exposed and if all but one is destroyed, the remaining one deactivates.

Charge: Tensing for a melee attack, or holding the trigger on a gun willl surrond it with a red aura. When this attack is released, the attack is faster and more power. The more powerful the attack is, the redder the aura on the weapon. But be ready for the recoil if its used on a gun ( of course if you use stick, this doesnt matter).

Stasis: Holds object in place, even in mid-air.

Storage: The object will have a endless dimensional space that can be used for storage. Everything will be properly organized. If the user is using weapons or armor, they can instantly switch between these as long as it's in the storage.


Specal moves:
ƒÿöNone right now...

All I got for now. If you can come up with more enchantments, ideas, Special moves, do let me know. I'll update this if i cone up with anything new. Also, start posting! I miss reading the shit you people come up with. Its why I made an account on this in the first place.
 
Power Time: The user can enter a state of enhanced physical prowess, accompanied by a mysterious voice saying "on" (deactivation comes with it saying "off"). The boost is times the number of seconds that they have left (rounded up) plus one. The user can only use this quirk so long as they have "time," which is depleted as they use it, though, it can be restocked by people wanting them to have more time at a rate of one second per person per day, and automatically goes back to 4 hours (they can have a maximum of 5) from any lower value at the start of each month.
 
Hero name: Pantheon

quirk: Divinity


Description: Divinity is a basic augmentation quirk, the owner of this quirk can augment thereself, when they do they enter a state that they define as a Divine form. every stat is augmented greatly, strength, agility, speed, recovery time etc etc. on top of that it its also considered a group augmentation quirk, as it works not on just the individual owner of the quirk but on a group.

the hero pantheon uses this quirk on his club/gang/future hero agency.

said group is called Pantheon and it is a group of 12 members each member is granted "divinity" from Pantheon. like i said all base stats are augmented, on top of base physical stats being augmented. the members Quirks are also granted an augmentation, from efficiency to possibly developing secondary quirks. each member is granted the title of Divine before their name, example would be if Decu was a member he would be called Divine Decu etc.

known members:

Divine Dave: Dave is a young hero who has the quirk armor: a quirk that forms several thin layers of Lamellar armor that add incredible durablity. on top of the durability granted by dave's quirk all base stats are augmented by his divinity

Divine Maxine: Maxine is a hero who has the quirk Magnum Reflex: a quirk that grants augmented reflexes and reaction time.

Divine King Fist: King Fist is a hero who has a martial arts quirk called King Fist: a quirk that grants Him the ability to learn and master any form of martial arts in the shortest amount of time.

Titan queen: Queen is a hero who has a basic liquid manipulation quirk called Liquid God: when water is created by this hero it has a unique property in that the water becomes like a portal to a vast endless ocean. this means that she can fight in even the most confined spaces and it would be as if she was fighting in the middle of a universal ocean. because the nature of her quirk after being augmented by Pantheon she is granted the title of Titan which Pantheon views as a tital befiting someone beyond Divine


limitations to quirk:

initial augmentation is temporary but once a member has started to train their quirk after being augmentation any developement made is perminent. so Pantheon must ensure all members are truly worthy of 'divinity" otherwise he runst he risk of creating unstopplable villains
 
Fury Man: The user has every quirk necessary to drive those around them into a blind rage.

This is limited to quirks that exist, however.
 
Quirk: gas flame

Effects: the user releases a gas frok their hands that turns into fire on contact with air

Limitations: the users body heat gets hoter like endeveor and needs air to use fire
 
Here's one I've been sitting on for awhile, I'm particularly fond of it.

Quirk: Irrational

Descriptio
: This is a quirk that warps reality. The user of the quirk can within a 5 foot radius warp reality around him in subtle ways. Anything and anyone out side his/her range cannot be influenced by the power in any way. The quirks' name comes from the fact that while the ability is subtle, it "breaks physics" often leading to illogical and irrational effects. This means that while the user is incapable of say forming a star in the palm of their hand or changing a building to candy, it can screw with certain physical laws. For instance nullifying the second law of motion to rob a bullet of its force.

Limitations: the second reason that this quirk is named "Irrational" is because the user has almost no control over how the quirk will manifest. The complete extent of his/her control is activating and deactivating the quirk, they have no control over how it's power is applied or the potential side effects it could cause. The quirk seemingly works at random, altering its tiny pocket of reality in order to perform a task and without a conscious mind to direct it, often the effects have unpredictable consequences.

Techniques: As there exists no way to control this power, there exists no real techniques that can be conjured.
 
Quirk name portal

Description: Can create a maximum of ten portals within visible range, can use said portals to indefinitely increase speed of objects and self. Portals have no static location and can be moved on the users whim.Can control the size of portal of the portal min radius of 2in max radius of 5 ft


Limitations: can create a max of ten portals safely any more than that the user starts to suffer from mild brain hemohaging and blood vessels in the eyes to burst more than 20 causes user to suffer severe blood loss to frontal lobe it is considered that anything past 25 cause death. Due to the unfathomable amount of speed provided from a portal loop user suffers the risk of hurting oneself if going faster than sound barrier.


Equipment: Periscopic/telescopic goggles to allow user to see at a full 360 degrees or at far distances not in visible range Body suit with built in shock absorbers Diferently weighted ball bearings for ammunition


Special moves Instant transmission: User can create a semi-sphere by using the goggles to allow the user to instantly move to attack at all angles. Passive defense: Using the periscopic goggles the user can make a barrier of portals to make attacks useless Charging sniper shot: Using a series of portals the user can either send his ammunition or themselves at a target ( think of an infinite loop in portal as an example as the charging sequence.) I hope this makes for a great quirk and would be delighted if it was used in a FanFiction.
 
Davidsteel1 said:
Here's one I've been sitting on for awhile, I'm particularly fond of it.

Quirk: Irrational

Descriptio
: This is a quirk that warps reality. The user of the quirk can within a 5 foot radius warp reality around him in subtle ways. Anything and anyone out side his/her range cannot be influenced by the power in any way. The quirks' name comes from the fact that while the ability is subtle, it "breaks physics" often leading to illogical and irrational effects. This means that while the user is incapable of say forming a star in the palm of their hand or changing a building to candy, it can screw with certain physical laws. For instance nullifying the second law of motion to rob a bullet of its force.

Limitations: the second reason that this quirk is named "Irrational" is because the user has almost no control over how the quirk will manifest. The complete extent of his/her control is activating and deactivating the quirk, they have no control over how it's power is applied or the potential side effects it could cause. The quirk seemingly works at random, altering its tiny pocket of reality in order to perform a task and without a conscious mind to direct it, often the effects have unpredictable consequences.

Techniques: As there exists no way to control this power, there exists no real techniques that can be conjured.
King style might work well with it.
 
A little OP, this one.

Quirk Name: The Summoner's Inventio

Gives the user the ability to switch between two different modes. These modes grant the user a unique ability. These two modes are:

-Inventer Mode: gives the user the ability to create items that would otherwise be absolutely impossible.

-Summoner Mode: Gives the user the ability to summon creatures and equipment from other worlds.

Limitations:


Both modes cannot be used at 100% if used in conjunction and can only be used at 50% if that is the case. To use 100% of one mode's power, one must go fully into one of the modes stated above. However, doing so completely prevents usage of the other mode. In order to switch modes, the user has to go back to half n half mode, then switch to the other mode. Also, each mode has a limation:

SM: What the user can summon is limited to their MP and qurik %.

IM: Materials are needed to make such items, do take a little time to make, and may require a limation if the mode deems it too powerful. What they can create is tied to their quirk %.

Equipment: Working on it.

Special Moves: Working on it.


So I need help peoples. Give me ideas. Moves, equipment, Limitations... You know, that stuff.
 
The God Of Procrastination said:
Is switching thought-based? How much control do they have over where the things are summoned to?
Switching is thought based and how much control the user has over the summoned items they've summoned depends on the limitations that item has and their quirk %. So using something while in SM that's more powerful than their quirk % means the item/creature's power will be harder to control. This means that the user will have to be smart when summoning things otherwise they could end up being overtaken by a item/creature's power.

-oh, I should also mention that this quirk is like a videogame crafting system. If it's something beyond their Mode's skill, it either wont be usable or that mode's system will warn the user of the risk. However, just using the modes unlocks higher tier features easily.
 
The God Of Procrastination said:
What I meant was "do they appear above the users head, anywhere the user wants, or somewhere at random in the universe?"
Oh, well making its reach that much is a little too powerful in my opinion. How far something can be summoned is limited to the user's eyesight. But just like how IM creates god-tier inventions, SM can summon god tier items. You could create or summon something that just allows you to know where everything is. If I had to rank it, it would be like one of the easiest god tier things to get. Also you gave me equipment/move ideas... Thanks!
 
Hidden Strength

Abilities:
the user can grant themselves any form of power-up.

Limitations: the user only has vague control over what they gain, and must unlock it through a randomly selected trial.
 
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