Duocana

~+-+====================================================+-+~

Quirk

Quirk Name: Duocana

Quirk Type: Emitter

Quirk Overview:  The quirk utilizes a tarot card like system of combining two different types of quirks in order to achieve a number of different results. This is all generated from the user itself and a limited reserve of pure energy that is used in a way similar to Yayorozu’s quirk: Creation.

Quirk Limits/Drawbacks:  Unlike say, a fire quirk where the user can just incorporate basic attacks like punches and kicks or throwing out a fireball, in order for the user to even do one of Duocana’s basic things, they must pull off a card combination. The user must eat or rest after significant drain due to the quirk, if they cannot then their physical health will decline over the next several days if they are unable to keep it at bay(similar to how momo must eat a lot or fatty foods in order to keep her lipids up.).

Quirk Strengths: The quirk can do extremely strong things like summoning spectral-like constructs that are able to unleash powerful attacks, as well as its versatility in what it can do.

Quirk Weaknesses: The quirk requires him to pull off a two card combination, the cards are made from his body(similar to momo’s quirk though not limited to just lipids.), the card combo can be interrupted if the opponent is fast enough, and further drawbacks and limits listed in extra info, such as the exact combinations that the user can use from the start, as they cannot use all of them from the start.

Future Development: Learning to do more combinations and stronger combinations while trying to minimize the drain it can induce on the user. See Mastery/advancements for further detail and info.

~+-+====================================================+-+~

Extra Info

(If there’s any Quirk photos, other quirk details not able to be listed?)

Categories of combo types:

Weapon-infusing:

These are all combinations of one of the elemental creatures and the mercury card. These can be used on the fly without any real constraints due to how simple they are.

Mercury+Salamander- fire infused weapon

Mercury+Serpent- ice infused weapon

Mercury+Mandragora- plant/thorn infused weapon

Mercury+Golem- Earth/rock n stuff infused weapon

Mercury+ Manticore- poison mist or toxic infused weapon

Mercury+ Thunderbird - Electrically infused weapon

Projectile/combat based:

These use the Apollo card. They can only be used once every 10 seconds or so and if used too much will wear the user out physically and mentally.

Apollo+ Salamander: Generic black fuse-lit bomb.

Apollo+ Serpent:  Launches a projectile baseball sized ice ball

Apollo + Mandragora: A frag-like plant bomb that sends thorn shrapnel everywhere.

Apollo + Manticore: throws out a bomb that expels a noxious/toxic gas.

Apollo + Griffin: Launches out a tornado that is about 4 feet tall.

Apollo + Thunderbird: An electric orb of electricity that can be guided by hand is launched out.

Familiars:

These use the Saturn card and take several seconds for the user to manifest. If a familiar is killed, then that damage is reflected on the quirk user to a lesser extent. Familiars do not have a limit on how many can be summoned at once, but overusing this category causes a larger physical and mental strain on the user, more than around 5 or so total familiars brought forth.

Saturn + Serpent: An ice wraith familiar that resembles a melancholy woman dressed in a white dress and veil who fires off icicle-like projectiles.

Saturn + Mandragora: An owl that obeys the user.

Saturn+Golem: A red tailed hawk that obeys the user.

Saturn + Cockatrice: A gorgon who can cause someone to be petrified with fear upon making eye contact with her, the snakes in her hair deliver venomous bites if she is close enough to the foe.

Saturn + Thunderbird: A crow that obeys the user.

Saturn + Unicorn: An angel capable of tending to the wounds of others.

Summons:

These are the strongest, the hardest to pull off, and the most taxing form of card combo that the user can manage. A summon can only be pulled off once a day unless the user has trained and improved their control and handle of the quirk, at which this is raised from one to more. See Future Developments and the mastery/advancements for the specifics. A summon cannot be destroyed, however it also only lasts for several minutes, usually between 1-5(1 if the user isn’t very versed or trained, at full mastery they can maintain a summon for 5 minutes without fail.).

Ouranos + Salamander: It conjured a fire elemental summon in the form of a komodo dragon sized salamander that can breathe flames as well as surround its body in flame.

Ouranos + Serpent: It summons forth a leviathan like ice elemental serpent. It generates surface-based ice spikes as it’s powerful attacks.

Ouranos + Mandragora: It summons a mythical plant beast that uses its vines to ensnare and attack.

Ouranos + Golem: A tanky looking 6 foot golem made of some sort of hard rock or earthen material. It slams and creates shockwaves or quakes in a 6 foot radius around it. It moves slow, but if it punches someone, it’s hits are devastating.

Ouranos + Cockatrice: A 4 foot tall rooster-like being that crows and screeches in a tone that hurts the ears of others besides the user.

Ouranos + Manticore: The legendary and chimera-like Manticore is summoned. With its sharp claws and scorpion tail of sorts, all of its attacks deliver venomous blows.

Ouranos +Griffin : A griffin is summoned, capable of unleashing powerful gales and twisters in its wake.

Ouranos + Thunderbird: The thunderbird is summoned forth, able to unleash a destructive storm of lightning upon the immediate area of  a 10 meter radius.

Ouranos + Unicorn: Perhaps the strongest of his summons, unexpectedly a unicorn is not summoned. Instead, a ten foot tall, blue eyed and white scaled dragon is brought forth. It unleashes a rampage of white, light-like yet lightning-like blasts from its sharp toothed maw. **No matter the user’s mastery, this can only be managed once per day**

Ouranos + Black Dog:  A shadowy black dog that leaps in and out from the shadows in order to attack its foes.

Augmentations:

By using the Pluto card in a limited number of combinations, the user is able to augment themselves or something about themselves in order to do some interesting things. These can be of little, or a lot of drain to the user depending on each one of the combinations and what they do. Most require the user to be moderately, if not majorly skilled and versed in their quirk.

Pluto + Golem:  It creates a duplicate of the user. It’s a spectral clone that is weaker in durability and strength of the user. It lasts for 5 or 10 minutes, depending on if the user is moderately skilled and strong in their quirk, or has mastered it.

Pluto + Griffin: It allows the user to use, or store and then use an extremely fast (150mph), but short burst of increased movement. These cannot be stacked, and only one can be used or conserved at a time. There is also a 30 second cooldown between the use of each one, it cannot be spammed.

Pluto + Unicorn: It allows the user to be in a temporary state of invulnerability that visually appears as a clear white gloss over the user. This lasts for 2, or 4 minutes depending on if the user is moderately skilled and strong in their quirk, or has mastered it. Additionally, while the user is invulnerable, they also are unable to cause harm or damage while in this state.

Pluto + Black Dog:  The user is transformed into a skeleton. The skeleton will mostly just throw small bones that are comically.. Not very damaging at all. There is however, a small chance with every toss that it can turn into a devastating, giant 6 foot  by 1 foot bone. ((ooc this is determined by a dice roll and is a 1/12 chance. A 1d12 is rolled in a way that all may see, and it must hit a 12 in order to trigger the BIG BONE.). The bone throw has a 30 second cooldown for the user however, so it can’t exactly be spammed.

Mastery/advancements

The user is not able to use all 32 different combinations from the start. Some are reserved for, too complex, or too strong for them to be able to use until they have reached a certain threshold of skill, strength, and/or mastery over their quirk.

Combos available from the start:   All of the Mercury combinations,

Apollo+ Salamander: Generic black fuse-lit bomb.

Apollo+ Serpent:  Launches a projectile baseball sized ice ball

Apollo + Mandragora: A frag-like plant bomb that sends thorn shrapnel everywhere.

The Hawk, Owl, and Crow familiar combinations,  The Salamander and Cockatrice summons, and the Pluto + Griffin combination. Only one summon may be used per day, and only one. This means the user may use one Salamander summon OR one Cockatrice summon, not one of each.

-

Combinations that the user must  be fairly skilled or trained in order to use:

Apollo + Manticore: throws out a bomb that expels a noxious/toxic gas.

Apollo + Griffin: Launches out a tornado that is about 4 feet tall.

Apollo + Thunderbird: An electric orb of electricity that can be guided by hand is launched out.

The rest of the familiar combinations,

The following summons(the cap of summons per day becoming 2, a summon will without fail last for 1 minutes, and can last for 2 minutes if the user exerts enough focus on that.):

Ouranos + Black Dog:  A shadowy black dog that leaps in and out from the shadows in order to attack its foes.

Ouranos + Serpent: It summons forth a leviathan like ice elemental serpent. It generates surface-based ice spikes as it’s powerful attacks.

Ouranos + Mandragora: It summons a mythical plant beast that uses its vines to ensnare and attack.

Ouranos + Golem: A tanky looking 6 foot golem made of some sort of hard rock or earthen material. It slams and creates shockwaves or quakes in a 6 foot radius around it. It moves slow, but if it punches someone, it’s hits are devastating.

As well as the  rest of the pluto combinations in their 2 minute time variants.

--

Combinations the user must be majorly skilled or trained in, in order to use:

The rest of the summons(summon cap per day being 3, a summon will now last for 3 whole minutes without fail), those being

Ouranos + Manticore: The legendary and chimera-like Manticore is summoned. With its sharp claws and scorpion tail of sorts, all of its attacks deliver venomous blows.

Ouranos +Griffin : A griffin is summoned, capable of unleashing powerful gales and twisters in its wake.

Ouranos + Thunderbird: The thunderbird is summoned forth, able to unleash a destructive storm of lightning upon the immediate area of  a 10 meter radius.

Ouranos + Unicorn: Perhaps the strongest of his summons, unexpectedly a unicorn is not summoned. Instead, a ten foot tall, blue eyed and white scaled dragon is brought forth. It unleashes a rampage of white, light-like yet lightning-like blasts from its sharp toothed maw. **No matter the user’s mastery, this can only be managed once per day**

As well as no longer being strained by overusing familiars. The user’s familiars are furthermore more durable and harder to destroy.

Combinations the user gains at fully mastering the quirk:

No new ones. The user gains the 10 minute variation of pluto + golem, the 4 minute variations of the other Pluto combinations, and  their summon lasts for 5 minutes. Their cap of summons per day reaches its absolute maximum of 4. The user is only drained physically and mentally from extreme overuse of the quirk at this point.