Ionic trigger:
The user can manipulate the ions around them whether they are liquid, gas, or solid (including live organisms or objects) forms to trigger explosions. These can be electrical, combustive (fire), and/or pressurized (compressed gas or air) depending on the ions manipulated and the material/substances used. They do this by internally utilizing their own ions to send an electric impulse that energizes the target ions (of what they touched), making them build up their charges prior to their detonation.
Also, playing with the charges (positive/negative), they can pull and direct the excited ions to wherever they want them to go. As such, manipulation of ions in the surrounding air (gaseous form) around is possible and they can even gather and compress the ions to create electrical or air bullets to fire at targets though their reach is limited. For this reason, these bullets can only be used for close and middle ranged combat.
They can work just fine alone or with a team. Due to their quirk's nature, there is synergy with other abilities that deal with electricity/charges and those that boost the power of the user's quirk.
Though Ionic Trigger can cause damage to structures and buildings, it is much better and more sinister for the user to utilize their quirk on live targets. They can quite literally energize a target's inner ions and turn them into a walking bomb that they can set off at any moment. This is excellent for surprise attacks, to confuse or cause fear among their enemies, and to create distractions. Moreover, the targets do not have to be human for animals, insects, even plants can be used as substitutes for they all have ions inside them.
Drawbacks: **tetanic contractions** of the extremities due the overusing the ions in their own body which causes electrochemical disbalances of ion channels in muscles, leading to the involuntary movements.
**Tetanic contractions are sustained muscle contractions evoked when the motor nerve that innervates the skeletal muscle emits action potentials ( electrical signals/impulses) at a very high rate. These contractions are temporary, do not cause permanent damage, and can last from 20 minutes to 2 hours. This makes the muscle very rigid and very difficult to move one's extremities (arms affected the most), which can render the user unable to fight.
Massages, using transcutaneous electrical nerve stimulation, and warm treatments of water can help to greatly reduce the stiffness of the limbs as they provide new electrical stimulation to help override the sustained impulses. This allows ion channels in the body to reestablish their resting electrical potentials, returning them to normal.
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BNHA Quirks/Some Prompts
FanfictionThese are some random quirk ideas that you can use in your writing or to spark your own version! I may include the occasional one shot ideas too. Also if anyone uses the quirks or oneshot ideas to write something, then PLEASE FOR THE LOVE OF ULTRA...