Armament Master

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Quirk Name: Armament Master

Quirk Type: Emitter

Quirk Overview: Satsuma has a quirk that lets her materialize firearms, ammunations, large-caliber high-velocity guns such as a tank gun. Materials can be various, depending on how much fat Satsuma spends. This quirk covers up to gun attachments.

Quirk Limits/Drawbacks: The quirk requires Satsuma’s fat just like Yaoyorozu’s Creation. She also needs to leave her body exposed to dispense weapons from her body. Time between each creation is one minute and half for firearms and exactly sixty seconds to create a gun magazine or shell.

List of shell:

Regular shell; easiest to make and take less fat than others.

H.E. shell; take more fat than regular, larger explosion.

Piercing shell; take more fat than H.E., no explosion but thick metal to penetrate through armor.

Incendiary shell; take same fat at Piercing shell, ignite stuff on fire upon explosion.

Quirk Strengths: Satsuma’s creations are quite versatile, Dragon’s Breath rounds, Diamond Bullets for example. Flamethrower that becomes Frozethrower (use liquid nitrogen), Automatic Mosin Nagant and even gun designs from video games and media.

Quirk Weaknesses: Meanwhile, Satsuma’s quirk can easily get overpowered by many supernatural abilities. Hunger makes Satsuma unable to concentrate and might end up making a failure, which can result in malfunction, weapon jamming or explosion into her face. It’s also hard to materialize armament when Satsuma is soaked with water, even worse underwater. The quirk is also not the best in rescue missions, the best example I could give is to make a sturdy cannon to keep a part of wrecks from falling.

Future Development: Armament Master is not hard to master each weapon. The only notable improvable is materializing speed.

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