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Make Your Own Quirk

Actionmanrandell said:
Landon Avery said:
AnonymousBlank said:
Hers is more like attraction though. Or a very limited telekinesis.
Yeah...but it's still telekinesis.
no its actually not. Telekinesis is the moving of an object with your mind. hers is solely is the ability to attract small objects
OK, fine but what about Hitoshi Shinsou? He has mind contral powers. Where's the "biological link" there?
 
They need to hear and respond to his voice which puts them in a trance which makes the almost completely susceptible to his commands unless they are jolted out of it via a sufficiently strong sensation.
 
Landon Avery said:
Actionmanrandell said:
Landon Avery said:
AnonymousBlank said:
Hers is more like attraction though. Or a very limited telekinesis.
Yeah...but it's still telekinesis.
no its actually not. Telekinesis is the moving of an object with your mind. hers is solely is the ability to attract small objects
OK, fine but what about Hitoshi Shinsou? He has mind contral powers. Where's the "biological link" there?
like others have said, its requires him to speak its linked to the vibration of his vocal cords
 
quirk: Ignition

type: duel part inherited quirk


parent quirks: Spark, Combustible

description of quirks: the owner of Ignition inherited the quirk Spark from his mother, spark turns every cell in his body into that of a flint and steel. he can force the cells in his body to vibrate against eachother which creates sparks, the sparks can be as weak as a tickle and as powerful as as strong jolt with enough force to knock even the toughest heroes or villains out. Combustible is a quirk that causes his body to produce an enzyme that is highly flamable.

by using both quirks simultaneously he can create highly powerful burst of flames.

he has control over how combustible the enzyme is. he can increase or decrease the effectiveness of the eynzyme to varying degree's

once fire is produced he has control over the fire via his father's combustible quirk

technique's

snap: by snapping his fingers together he can create a spark and which will ignite the enzyme around his fingers.


there's no place like home: by clicking his heels together like dorathy gale from the wizard of oz he can create a burst of fire from his feet strong enough to launch himself 20 feet in the air.


united states of Smash" by slaming his hands together he can create a firing shockwave

limitations: his body is immune to the heat of the attack and highly resistant to kinetic eneregy and highly destructive force. but there is still a limit to how much force his body can withstand if the force is powerful enough it can cause injury to his bones and muslce's


tools:


sword: edge of blade has enzyme embedded in it, he can activate his quirk upon impact creating an explosive cut.

gun: bullets have enyzme added to them so they explode upon impact

flame thrower added to uniform: enzme is fuel source.


grenade's and other type weapons
 
Landon Avery said:
So basically, it's an upgaded version of Bakugo's quirk?
its like shoto's and Bakugo's quirk combined. he has more precise control over it he can add shape to the fire he creates. similar to Enji, things like spears of fire etc. but with a different mechanism of ignition. he requires the sparks to ignite the enzyme
 
Actionmanrandell said:
united states of smash my heroes version it uses the name of all mights technique but the hulks gamma clap
You could at least alter it abit. How about "Ignighted States of Smash"?
 
I have yet another another one.

QUIRK: Jellyfish- The user's "hair" is not hair at all but rather plethora of tentecals witch they can control just as easily as they can any other part of their body. These tentecals have a great deal of elasticity and strect up to 10 feet in length. They can also regnerate within minutes of being cut off. And the real kicker, THEY HAVE VENOM. As the quirks name would suggest, the tentecals are coated with "stinging cells" These cell(apon coming into contact with someones skin) will inject the victem with venom. The effects of this venom is dependent on how much is injected/how long the victim is in contact with the stinging cells.

VENOM EFFECTS: A simple grase(bearly even a second of contact) is enoght to cause severe pain, itchiness, rashes, raised welt, and stiffness of the affected area. Between 3 and 7 seconds of contact can cause nausea, vomiting, diarrhea, lymph node swelling, abdominal pain, numbness/tingling, and muscle spasms. Anything longer then that has the potential to cause difficulty breathing, coma, and(if not treaded within 3-5 hours) DEATH.

LIMITATIONS: The user has no contral over wether or not the stinging cells go off, they do so automaticlly. The tentecals have thier own pian respters and thus will hurt like hell if they are cut off. The regen effect only aplies to the tentecals, the rest of the users body heals at the same rate as anyone else. The venom will not work on anyone of the same blood type as the user.


Thoughts?
 
Instead of saying the cells don't sting same blood type people when there is no way to know, how about the poison is ineffective against those of the same blood type as the quirk wielder. You could even expand and say the poison activates by attaching on to the blood cells much like how the A and B factors attach to blood cells or better yet, take them over the A/B for the poison to work.

Say the quirk owner has type O blood, since they do not have the A/B connected to their blood cells to activate the poison, it fails to do anything to them or would be victims. This also makes the Quirk more effective as O is the least common bloodtype.
 
Quirk: Hard Light

Description: The ability to gather and bend light into solid shapes and constructs (sword, spear, shield, projectiles, etc.) or strengthen an already existing object with micro layers of hard light, which give it a slight glow when strengthened. The simpler the construct the faster it can be formed, and vice versa, the more complex the construct the longer it takes to create. The hard light constructs can only be formed in a 5-meter radius around the caster, but once formed the constructs can be launched or thrown long distances and with great force.

Limitations: The constructs are only as strong as the light source they were created from. With direct sunlight, or a source of light similar to it, the constructs are incredibly durable can only be broken or shattered by tremendous force. However if the source of light is weak, then the constructs are still solid but very brittle. Strengthening an already existing object though, does not require a powerful light source in order to make it incredibly strong and nearly unbreakable. Once a construct has been created, it retains the strength of the light source that was used to make it, even if the light has been lessened or obscured. However, a weak construct can be strengthened if a new, more powerful light source becomes available. Once a construct has been launched from the quirks sphere of influence, it's flight path cannot be altered by the caster and has 5 seconds to impact its target before it breaks down and dissolves to nothing.

Equipment: The character I created this quirk for had the following equipment.

1. Magnesium Flares: The character carries several small magnesium flares for an instant, powerful light source when all other available light sources would only produce weak constructs. The flares typically last for around 2 minutes before burning out.

2. Military Shasqua: The character also carries a military style shasqua sword for use in combat when all available light sources would only create weakened constructs. The wielder typically strengthens it with hard light for an incredibly dependable and dangerous weapon.

Special Moves:

1. Star fall: The caster creates hundreds of small spherical orbs that are 1 inch in diameter. Upon command they are launched in rapid succession, at high speed toward one or multiple opponents. The orbs can be fired omni-directionally or concentrated on a single point for maximum devastation. The orbs carry the same force of a bullet of equal size.

2. Solar Flare: The caster rapidly gathers light toward a single point and instead of creating a construct, he unleashes it outward creating a flash of light several times brighter than its original light source. This move is used primarily to instantly blind or stun large groups of enemies. The flash cannot be used as a light source to create new constructs.

3. Perfect Shell: The caster creates a suit of armor over himself or someone nearby. The armor requires a light source greater or equal to direct sunlight and requires concentration to maintain for long periods of time. While wearing the suit, the caster is protected from all but the strongest attacks. However while it appears that he is invulnerable he can still be injured by attacks that are meant to poison the air or make an area unlivable. While his armor might not damage or crack, his body it still capable of feeling fatigue or whiplash from an enemy strike.

4. Star Nova: The weilder gathers as much light as he can into point and then releases it as a powerful beam of light. The more light that is gathered, the hotter and more powerful the beam of light is. At max power, the beam burbs as hot as the sun and will instantly incinerate all that it touches. One of its major weaknesses is the amount of time required to gather a sufficient amount of light. Also, due to it's lethality, the caster rarely uses it.

Please read and let me know what you think.
 
I really like the Gamer, so let's see if I can make a balanced quirk with it...


The Gamer: This quirks makes the user able to become like a videogame character, allowing them to increase their stats separately from each other with stat points, and increase "skill" levels at an accelerated speed.

They will able to see such levels through hallucinations activated via voice commands such as "Status" or "Abilities".

Limitation(s): The user needs to "level up", which essentially developing their quirk. It's development is done through large amounts of training (Tough this can be mental or physical. So someone who spent their life studying will be able to increase their physical strength to extreme levels despite not working out). The first few levels can be obtained in hours, but they increase to the point that eventually even one level will take months to years of training. A doctor would be level 100 by when they finish their studies.

Skills have a "level cap" dictated by the level of the quirk's owner, which means that they become unable to get better at something if it is beyond their level, tough prolonged attempts to get better would result in a level up.

Due to the limitations, users will be forced to become "Jack of all trades, master of none" for years, and would make actions such as becoming strong enough to be enlisted in a hero academy difficult at best.

Equipment: Due to not being directly combat applicable, suggested equipment would be books or a phone with internet connection allowing to study when possible, and training equipment.

Special Moves: (Since it doesn't have one direct skill by itself, some possible skills will be listed with showcase of the changes with level)

  • Sprint: The ability to walk really fast, or running to normal people. Increase speed by 50% per level
  • Martial Arts: Jackie Chan ain't got nothing on you. Increase combat speed by 100% per level, increase strength by 100% per level, decrease physical damage by 0.1% per level
  • Meditation: Allows to enter a state of calmness. Increase recovery speed by 50% per level, reduce mental status effects effectiveness, reduce negative status effects severity faster.
  • Observation: Allows to observe even the smallest of details, and can give a screen summary of knowledge on an object or person. The screen can be however wrong.
 
hmmm well i think they would either cancel each other out or just plain destroy eachother or maybe they could do both at the same time
 
Quirk: Power Lungs


description: all over the heroes body is a bunch of Gill Like Protrusions that are interconnected and have a direct interface with Cybernetic lungs inside the heroes body. these Gill like protrusions allow the hero to absorb massive amounts of oxygen.

once absorbed into the cyber lungs the cyberlungs converts the massive amounts of oxygen into ATP (Adenosine Triphosphate).

Adenosine triphosphate is a complex organic chemical that provides energy to drive many processes in living cells, e.g. muscle contraction, nerve impulse propagation, and chemical synthesis. Found in all forms of life, ATP is often referred to as the "molecular unit of currency" of intracellular energy transfer.

The Result, our hero granted many many times the physical strength, reflexes and enhanced chemical processes of the average person

unique side effect: because of the nature of this quirk, the hero has a personal Atmopshere and innner pressure system.allowing this hero to feel no ill effects caused from what he refers to as the"Deep" or in laymens terms, the vary depths of the ocean floor or outerspac hense DEEP/ocean/space. because his body is heavily fortified against ocean pressures he has spent a great deal of time swimming on the bottom of the ocean. and has built up a very durable body. the results of this pressure protected body is that he doesn't have to worry about damaging his body when he gives himself a Boost of strength.


technique's


Deep Breath: by taking a large deep Breath he quickly converts the oxygen into a large amount of ATP and saturates his body with it, his strength increases 10 fold over his unsaturated strength.

also his hand eye coordination sees a similar rise allowing him to react at 10 x the speed he normally can.

Maximum Breath: by activating his lungs to 100% each cell in the lungs act as a micro lung absorbing oxygen into every one of the lungs cells, the result he gains 100 x the strength of his base

Grand Breath:when using Grand Breath, his lungs absorb 10 x the oxygen every second, than releases it to form an atompsheric barrier around his body.

said barrier is as strong as the earths atmosphere. all attacks bounce off unless aimed at the correct entry angle(just like the earths atmosphere) so while its not completely impervious to damage its still a very effective barrier.

other than forming a barrier with it, he can use it to aid his martial arts combat. turning every strike into an Air Cannon capable of a great amount of damage

other side effects of lungs: the lungs have a perfect filter system granting the hero immunity to any airborn toxins, poisons or diseases. once said compounds are absorbed by the lungs the lungs produce, antibodies,anti-toxins and antidotes to all said compounds

limitations: exessive absorbtion of oxygen will also result in the cyberlungs overheating. which causes what is described as an extreme heart burn like effect. instead of just in the chest this "lung burn" happens all over the body.


also exessive consumption of oxygen will result in a psycotropic effect similar to some drugs
 
SteelShine Armory: The user can create biometallic structures from their body, allowing them to grow things like claws, blades, enhanced muscle mass, shields, armor, and even non-weapons like spider legs from their back, and wings. The type of metal the constructs are made of can be changed by the user, be it steel, iron, titanium, or even more unconventional metals, like brass or copper.

Limitations: The transformations take a physical toll on their user. Growing things uses up their own body, and as such, extended use can run the risk of destroying themself. This causes the power to have to be limited for the sake of their own safety.

Equipment: The hero costume would need to be altered to allow the user to grow the weapons without destroying the suit. The Suit would also need to hold a few items like food, and materials that are cut resistant to make sure that civilians are not hurt by the user if interacting with them with weapons still grown.

Side Effects: Due to the self destructive nature of the quirk, the user would need a very big food intake to compensate for the quirk's major downside, which is the use of the user's body as a catalyst for the shapeshifting. Muscle mass is used primarily as the catalyst, but due to this the user's body has naturally optimized their metabolism, allowing almost all of the food to be used in rebuilding lost musclemass, albeit much faster than normal. This comes out to about 10% muscle mass Per day Per 3000 Calories consumed. Some other side effects of the quirk are that the user would have a harder time with small things, like cramps, which would cause the affected area to turn to metal for an hour or so, and various diseases, which would cause other things, like the metal constructs grown to rust rapidly, greatly diminishing the user's combat power.

Special Moves: Since this power requires the user to limit their own power, these moves are ordered based on how the limits are removed to access them, but due to this, once these moves are used, afterword the user's body would quickly loose mass. At the end of the move, the power used will be shown in Percent, and the Mass lost will be shown in percent also, but will be listed as recoil. This is important to note because this is mostly muscle mass.

Side Note: In base, the maximum amount of power normally accessible without using the special moves is at max about 30%.

SteelShine Overload: God Speed: By Shifting most of their Mass into their muscles, the user can Attain speed so fast that they almost appear to be teleporting. This boost doesn't last for long however, as the boost only lasts for about 30 seconds. The speed can also be used as a way to bolster their attacks by using the momentum gained to increase striking power. This boost, however, is not compatible with any other weapons, and restricts the user to only using their ability to enhance their muscle mass. % Used: 50%. Recoil: 30%

SteelShine Overload: Steel Prison: By Shifting most of their mass into their hands, the user then grows claws and slams their hands into the ground. Their claws extend through the ground, and travel to the enemy, bursting out of the ground and encasing the enemy in a full body cocoon of metal. % Used: 50%. Recoil: 15%.

SteelShine Overload: Earthquake: By shifting their mass to their hands, the user places their hand on the grounds and tendrils grow from their palms, spreading through the ground, and after about 3 seconds the tendrils all grow spikes, and retract, destroying the ground and causing tremors. This power can be finely controlled by the user to prevent damage to buildings and vehicles. % Used: 50%. Recoil: 10%.

'SteelShine Overclock: Omnipresence': Essentially a cranked up version of God Speed, this is a boost to speed and power way outclassing God Speed. By once more shifting almost all available mass to their muscles, the user attains speed that is almost unrivaled, to the point where the user's movements are unseen to the human eye. This boost, much like God Speed, doesn't last long, only for about 30 seconds. It also shares God Speed's restriction of limiting shapeshifting to Increased Muscle Mass. % Used: 80%. Recoil: 55%.

SteelShine Overclock: Wings of the Dragon: By shifting almost all of their mass to their back, the user grows several massive pairs of wings. This is then used to beat them all in succession, causing a massive windstorm, and blowing away enemies, or hurling nearby debris at them. % Used: 80%. Recoil: 40%

SteelShine Overclock: Falling Star: The User shifts mass to their legs, and then leaps into the sky, then, by shifting almost all of their mass to their arms, they grow massive balls of dense metal on their arms. Then they use wings to throw themselves at their opponent with immense force, causing massive damage on impact. This move is dangerous to use in urban areas however, as it can cause colateral damage if used incorrectly. % Used: 80%. Recoil: 50%

SteelShine Unlock: By releasing all of their power, the user can use essentially their entire body as fuel, allowing them to unleash all of their power, and use all of their abilities with no limits. This is not technically a special move, but is releasing the limiter on their own power. This is immensely dangerous, however. If one is to use this move for more than a minute, or is to use more than 1 special move, they may die due to the immense amount of power and mass they will use while in this state. % Used: 100%. Recoil: Up to 100%.
 
The God Of Procrastination said:
SteelShine Detonate: The user transforms their entire mass into polonium, killing anything in their general vicinity. % Used: 100%. Recoil: 100%.
I mean, I intended the quirk to be limited to machinery metals, but polonium is a metal. Also, If anyone ever said a radioactive metal, I thought it would be caesium, so good on you for mentioning a metal I didn't expect. Also, I thought of something stupid. You could use the quirk to turn into mercury to let attacks pass through you!
 
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