User blog comment:RyanTheScourgeOfTheStorm25/Quirk Ideas?/@comment-6894131-20181105011215

Ooh, I love this! My turn!

Punchline:

The more jokes the user tells, the more aggressive and tunnelvisioned the target becomes, even to the point where the target is so focused on catching the user they forget to use their quirk or even acknowledge their environment.

weaknesses: only works on one target at a time and will always activate on someone when a joke is told even when the user doesn't intend to. granted the duration is only for a second someone will hate the user even if for a second. the target must understand the joke to be affected and repeated jokes diminish the return. Bad match against people with initially high speed.

Roulette:

Once per day, the user gains a randomly selected quirk to use throughout the remainder of the day before switching back to roulette. every time a quirk is selected the user has a basic understanding on how to use it.

weakness: the resulting quirk has a chance to be useless, and the weaknesses of the selected quirks also apply.

Adrenaline Rush:

While the user is in a state of panic or an "adrenaline rush" the user becomes completely immune to damage and gains incredible strength

weakness: as stated, the user must be in a state of panic to activate the quirk, which means the strength and invulnerability wear off as the user calms down.

Detonate:

Simply by clenching their fist the user is able to cause explosive material to prematurely detonate. from gas in a car to grenades and gunpowder. the user can control what explodes when they activates the quirk.

weakness: the explosions are dependent on the size and location of the explosive object that is being detonated. The user is not immune to the resulting blast if they are in close proximity.

Power-up:

by touching someone, the user can power up a target's quirk to a degree where even the target can't control it. the user can contol how much power is given.

weaknesses: Power-up does not work on quirks that simply increase raw physical abilities, such as most mutation quirks. difficult to use in combat due to the beneficial effect and requiring touch to activate. the power-up goes away once contact is broken.

Cupid's arrow:

the user can enchant objects which when thrown, should they hit someone, they exhibit feelings similar to having an immense romantic crush (anxiety, sweaty palms, etc). causing mild disorientation.

weaknesses: the projectile must hit the target to work and repeated hits with the projectile does nothing. the effect diminishes the more people are affected with the quirk

Venom:

depending on the flavor of the recently eaten item, the user's saliva causes physical symptoms when it enters a target's body through any means.the effects combine when multiple flavors are tasted at once.

Sweet: mild hallucinations

Sour: muscular aches and cramps

Spicy: F​​​​ever

Salty: Nausea

Bitter:  Headache

Umami: Skin irritation

weakness: the user's saliva must enter the target's body to work, not just contacting with the skin. furthermore, the flavors must sit in the user's mouth for a short time for the effect to apply to the saliva, meaning the user can experience very unpleasant flavors if multiple are used at a time. Dry mouth is a serious problem with this quirk if too much saliva is used.