Board Thread:Fun and Games/@comment-24810520-20151204182918/@comment-32547828-20170711175651

Thoughts, improvements?

 Quirk Name:  Tranquility

 Emitter/Mutant/Transformation:  Emitter

 Quirk Range:  Close Range

 Offensive/Defensive/Supporting/Repressive:  Repressive/defensive

 Overview:   Tranquility is an Emitter type quirk that relies on intelligence and prexisting strength. This quirk allows the user to impose a state of mental tranquility on themselves and those around them. This grants the user a state which repressess fear and allows them to remain focused, as well as to dull the tension in their own mind. This gives them accurate and precise movements that would be unnatural in another position, as well immense improvements in overall strategy. Though labeled 'tranquility' this quirk is more one of mental fortitude, because offensively, it relies on it's user's actual strength, as it does not enhance them physically.

 Strengths:   Tranquility allows the user to retain a state of absolute focus. It grants confidence, determination, and suppresses emotions, including anger and guilt. The user may become more perceptive with other emotions dulled, allowing them to pinpoint the weaknesses of others and take the most straightforward path to victory. This sharpness of mind may allow them to see through certain quirks, such as a Brainwashing quirk. The user may also impose a state of Serenity on another person, though this must be done through touch. Someone who has been infected with Serenity quickly loses sight of their goals and motivation for a short time, becoming tired or lethargic, in some ways similar to a sedative. This state has a time limit of ten minutes, and can be used on only one person at a time. The user may retain their state of Tranquility while someone else is in a state of Serenity. Someone possessing Tranquility may also pass this ability, tmeporarily, onto another person. However, once they have granted someone this power, the original user is reverted back to normal. Outside of the battlefield, this quirk is very useful for those pursuing political interests.

 Weaknesses and Limitations:   Tranquility does not provide the user with any physical enhancements, meaning they must rely on the strength they had before in battle. In addition to this, as all emotions become jaded, the user often risks harming those around them to achieve the goal that they had in mind. Once someone maintains the state of tranquility for a long time (30+ minutes) they themselves are exhausted, meaning that the user is suited for short term battles. This quirk must be used in small bursts to be most effective. The time limit on this quirk may be lengthened with stamina training. Serenity, like Brainwashing, may be broken by someone with immense will and determination. It's difference is that Serenity, unlike any type of mind control, dulls the senses of the user and they are not aware of what they are doing- resulting in another person have to snap the infected out of this state. In addition to this, Serenity does not allow the user to control the movement of the person infected, instead, simply incapacitating them. The user must make contact with another person to impose Serenity, and the same applies to passing on Tranquility. In addition to this, even if someone else is using Tranquility, the actual holder of the quirk will be the one being exhausted.