Push and Pull



Quirk

Quirk Name: Push and Pull

Quirk Type: (Emitter, Mutation, Transformation- mixed?)Emitter

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) The quirk lets it user to push an object/being (anything that is solid) away from them that is in a range of 25-30m and lets the user to pull himself towards the object/being (anything solid) that is in a range of 25-30m in a speed of 30-40mph. (the force that both the target and user feels when being pushed/pulled is like two magnets attracting and repelling one another.)

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) The quirk is limited to ONLY the palm of the user's hand and feet. The user will feel nauseous from the recoil of using the quirk. The user MUST see the target before using the quirk. The user cannot push himself away from an object and cannot pull an object to him.

Quirk Strengths: (What does the quirk excel in?)  Excels in midrange and close combat, useful during emergency evacuations and capturing villains.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) The quirk ONLY works on solid objects. If the user's hands and feet are broken/damaged the quirk wont be consistent. If the user is in a hot environment or near electric currents the quirk will significantly weaken.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.)

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