Quirk: Ionic Trigger

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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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