Flying Squirrel

Quirk

Quirk Name: Flying Squirrel.

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

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) Quite honestly, he has the capacity of 15 squirrels. He can glide and has claws to help him with landings. His bones are light, he has an incredible sense of smell along with his other senses. He can run 20 mph and glide around 450 ft distances. He can also jump 10 ft high.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?) As his bones are light, he can be easily tossed around depending on how strong the opponent is. Because of how hollow his bones are, they are also easy to break. Gliding too much just kinda hurts. And it takes a lot of balance, the reason this is such a bad case is because of the fact that he doesn't have a tail which normally helps all squirrels with balance. He has a bit of memory loss because of his quirk

Quirk Strengths: (What does the quirk excel in?) Technically, he could glide all over gotham. Male squirrels can smell females from a mile away, and because he’s a human it's the same. He can sniff out any female from within a mile. They can see great. Surprisingly his wings aren't that sensitive, when touched they simply tickle.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Peppermint, no matter how much of a joke it must seem like, is a great weakness of his. He can smell very greatly, so because of how strong peppermint is it can easily set him off guard. They have crazy sensitive hearing, so sonic stuff will definitely hurt. Blinding lights will have a greater effect on him.

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

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