Flame Manipulation

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Quirk

Quirk Name: Flame manipulation.

Quirk Type: Emitter.

Quirk Overview: Description: The ability to manipulate the direction, form, size, and intensity of already existing flames. Unlike Endeavor and Todoroki, FM cannot produce flames, but once flames exist FM can drastically increase the intensity output of normal flames, surpassing traditional flame users.

Advantages: Can turn a single spark into a massive flame tornado with minimal effort. Can have the flames chase after opponents. Can pick and choose who or what gets hit or damaged with the flames. Advanced users can achieve flight through upwards flame propulsion. Flame quirk users are for all intents and purposes nullified by FM, who can control her opponents flames as well as her own.

Quirk Limits/Drawbacks: Weaknesses: Unable to create flames naturally. If flames are put out, there must be a new spark to reignite them. Rain or water type quirks can effectively nullify the quirk by preventing new sparks. The users body is unable to withstand unnatural amounts of heat like Endeavor and Todoroki, meaning their own flames can burn them and they're constantly sweating when using their quirk.

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

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Explained in the above paragraph.

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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Extra Info

Strategy: A skilled FM user will have flint on his person, ideally in the form of rings on her fingers or on the soles of her shoes to instantly create new sparks. Smoking would be a good habit to pickup as a lit cigarette on your person will allow you to ignite and expand your flames at any moment.

An advanced user will have a fire resistant suit to prevent burning and heat exhaustion from overuse.