User blog comment:RyanTheScourgeOfTheStorm25/Quirk Ideas?/@comment-37122965-20181007061724

Quirk: Meltdown / Class: Emitter

This quirk allows its user to convert any energy generated being: internal chemical, kinetic, and/or bioelectrical into a energy, this energy when stored for to long can overheat their body, causing symptioms of fever or sickness if not watched. The natural response to this is releasing the energy, the quirk's main offensive use is using the enrgy to form blasts from any area of the body, or all areas at once.

Weakness: This quirk relies on either movement, eating, or patience(expessially after the use.) Small time detonations could result in a cool down as quick as five seconds while city block leveling blasts could take up to 3 hours to recover from.

Also, the body may naturally be protected from the blast wave, but this doesnt mean that any energy afterward i.e. fire, magma, etc. Cannot harm its user.

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Quirk: Lightwave / Class: Transformation/Emitter

Lightwave is a slight blend of both Transformation and Emitter classes of quirk for a unique manner. Lightwave allows the user of the quirk to charge their molocules with light energy in such a manner that their living cells mimic light. This could be used in many manners, but a short list of such is: Short distance Teleportation, Light Emission, Light Generation, and Near Light Speed

The Emitter portion comes from the properties of light itself. The quirk allows the user as well to generate light, and with said light project such. Of course this cant be used for much as light is massless and has no applicable use in a fight.

Weakness: The user must be able to see where they are going to Teleport to that location, and relatively can only go 10 yards(30 Ft.) In any direction. These powers are more powerful during the daytime, while at Night they take a bit to charge unless there is a nearby lightsource independent from the user.

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Quirk: Evol / Class: Transformation

Darwin's favorite Quirk, Evol or Evolution allows its holder to evolve to properly deal with a set problem within their path. This ability at time can leave some ideas of Mutations, affecting the users body with a shift of appearance both exterior and interior. Said ability again allows its user to change either physically or Emotionally to fit whatever the situation needs to survive.

Weakness: This quirk relies on the user's own intuition, meaning that the quirk will not allow him to transform unless he knows exactly what the threat is. An Example of this would be: the user walks into a room filled with poison, if the user knows there is a poisonous gas in the room, his body will adjust its internal makeup to apply filters to recieve a clean source of air, but if they do not they will be suseptible and die of the poison.

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There are three examples of Quirks I think would be cool, I might return to make more. If you all wouldnt mind, I would love feedback upon these quirks and perhaps you could offer your own thoughts and workshopping on these Idea to either Balance or improve their idea. That is what peers are for. I look foward to reading more on this fansite.

Plus Ultra!