Board Thread:Fun and Games/@comment-28715560-20170716173336/@comment-32970048-20170829030556

Here's another idea I have. It's a quirk I would definitely have in MHA. Quirk name: Evolution

Classification: Mutation

Quirk description: This quirk is surely an eye catcher to any scientist willing to study it. This quirk isn't one passed down in a bloodline. Rather, it is what its class is: A mutation. Many scientists believe this may be the very first quirk before the baby who could shine. Scientists have concluded that almost any organism can achieve this quirk. Evolution allows the user to adapt to its environment. No matter how extreme it may be. This quirk manipulates the cells of the users body to change for overall survival. An example may be if the environment the user is in is extremely hot and said user had a 10-15% chance of survival. The user's quirk would activate, allowing sweat to be at a minimum, the amount of water needed to survive would go incredibly low, and the body temperature would go down. Ultimately causing the survival rate to go from 15% to 85%.

Strengths: If trained and honed long enough, this could be used for combat purposes. For example,  the user is going against a villain who has a poison quirk. If the user managed to inhale the quirk, then after awhile the poison would no longer affect them as harshly. If the user was going against a villain who could multiply their strength, then the user could become more flexible and agile, allowing them to dodge attacks more efficiently.

Weaknesses: Of course, there are weaknesses to this quirk. The most infamous is that it must be Trained. Without enough training, this quirk could end up decreasing the user's survival rate. Also, there is another catch with this quirk. The quirk only increases one's survival rate. Meaning it will give the user what is needed to win a fight, but it's up to the user on how the fight will be won. Let's use the strength/flexibility situation again. The quirk will give you more flexibility to survive, not win. The more lethal the environment the user is in, the more power/ upgrades they will get. There is also a time effect on it. If fully trained, it will take up to 30 seconds for the quirk to kick in. This sort of makes the quirk more passive than active.