Surge

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Quirk

Quirk Name: Surge

Quirk Type: Emitter/Mutation

Quirk Overview:

Surge is a mutation of the original quirk, and the hybrid quirks that were implanted into Speed Demon during its experimentation by The Chemist. With two new mixed quirks, and the original...

Charge:

Regeneration:

Velocity:

Regeneration being one of the new gimmicks, allowing the user to repair any part of its body that has been damaged or removed in a manner. Depending on the body part, or location of the damage. Repairs can take longer, although with his speed from his original quirk Velocity. This healing process is 3x faster than the original process. Allowing a single limb such as an arm to be re-grown in a matter of 3 minutes. The regeneration ability only works if the user stands still and uses time to focus on repairs.

Charge is the second ability implanted into the user’s body. With this quirk it allows the mix of the electricity conducted by the quirk Velocity and allows it to be used more efficiently. Creating a more heavier running battery. Charge allows the user to disburse and take in electricity. The more electricity the user takes in, it must be released after some time, any hard surface that electricity can move through is capable of being touched..

Charge can have a discharge if overused or redirected incorrectly. This makes the user a lot slower, and has a slower reaction time handling and processing thoughts. The Quirk itself is good for distribution as well. Capable of charging up and releasing a heavy charge of electricity. The more power the user has, the more he can discharge the electricity leading to fadal blows. This also comes down to absorbing energy capable of empowering him completely...

Velocity is a nickname for the speed type quirk it is. This quirk grants the user incredible speed. The quirk isn’t too complex, electricity is generated through the user’s nervous system completely harmless to the user. The user can use his energy and stamina on his entire body. This increases his reaction time, the speed of the user, and can be used as a major offensive quirk with many combative capabilities. To everyone but the user, it will appear as if they are moving slowly while the user is using the quirk. From someone else’s perspective the user will appear to be moving incredibly fast, too fast for the human eye to particularly follow precisely. Although a trail of his movement can be seen briefly.

The user of the quirk depending on the surface he runs on can also generate electricity around him through static electricity. Though this electricity can be harmful to the user and others around him. The more he increases his speed, the more electricity can surround the user’s body, or area of range of 5ft. The electricity is only harmful if he doesn’t allow the flow of electricity to reach the ground or apply it somewhere else. The user may have no control of what the electricity does but can apply it onto objects or people to refrain from harming himself or to immobilize enemy targets.

The energy of the user can not be overused. If used too excessively the user will become exhausted, and will need to wait 2 hours to regain full stamina if overused. If the user also reaches his quirk’s limit, his body begins to heat up extremely. Causing a horrible burning sensation to the user that can’t be put out, the user will continue running in a burning fury till he/she dies

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) Can easily injure the user by going above his 75% speed count by putting him in flames and using up his stamina. He can’t go beyond his exact speed otherwise it will begin to hurt him and other surroundings near him. Causing him to hold back much of the user’s power.

Quirk Strengths: (What does the quirk excel in?)

The quirk’s major prime is speed and it’s capabilities to move faster than any person.

Super Speed: This makes the user faster than anyone around him. Moving quickly and having a better reaction time to incoming attacks or when attacking someone else. The user can run after than 350 mph without injuring himself from burns. Passing that limit can cause incredible burns.

Electricity Energy: From his intense speed will create sparks of electrical charges and bolts out of his body. The user can’t control where the electricity goes but he can touch objects or people while charged up with electricity. Effective for attacks or powering things up.

Combative Offensive Advantages: In his high speed the user can easily pinpoint and attack rapidly using his limbs, throwing punches at least up to 65 mph and kicks up to 40 mph, this also allows him with athletic advantages, such as running up walls or sides of walls for a certain distance before the laws of gravity force him down.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?)

Quirk Overuse: If the user’s quirk is overused at his limit, he body begins to burn up from heavy friction. Once it’s lit, it can’t be put out and the user will die.

Overuse of Stamina: Will cause the user to be exhausted and will have to wait for about 30 minutes before being able to speed himself up again.

Damage from electricity: As electricity surrounds his body from major pluses of electricity. If he doesn’t get rid of it sooner than 10 minutes of having it around him, it will damage his body and will slow down the user’s reaction time, speed, and thought process.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.) Impulse can slowly develop his quirk from injuring himself.