Quirk: Candy Boost

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*It was fun to be able to apply a bit of biochemistry to this quirk.*


Candy Boost:


The user can create many kinds of candies that can grant people either temporary or permanent boosts in stats (quirk boost, physical strength, agility , stamina, and body constitution) as well as helping them heal from any damage, and even causing the activation or development of a quirk factor for quirkless people. They can literally help someone develop a quirk but this can only be done after the user consumes a large amount of sugar as a lot of energy will be converted into creating a single candy piece. Moreover, the development of a quirk can take 3-4 weeks,  the target must eat 1  candy piece daily, and the quirk cannot be chosen but will be one that suits their body.  Now, to use the quirk the user needs to consume sugar to convert it into energy similar to Sato's Sugar rush quirk.



Alternatively, when no immediate sugar is consumed they can use their own blood sugar and the body's energy stores like glycogen ( stored form of glucose that's made up of many connected glucose molecules) in the liver, proteins, and fats (it will breakdown these last two to use as energy). However, doing this for prolonged periods of time is detrimental to the user’s health for it will cause their body to consume itself (enter starvation) in order to keep up with the biochemical demands of the quirk. Fortunately, they can replenish the sugar reserves by eating/drinking, and sleeping will  help their body  recovery.



Now,  the user can create several  types of candies such as:  sugar cubes that dissolve rapidly inside the mouth and hard / soft candies of various flavors. Nonetheless, the candy will only taste delicious to whoever is the intended recipient (for who the candy was made for). For example, if the user made the candies for a friend but someone comes to steal it, when they eat it, not only will it taste disgusting (like it's gone bad) but it will negatively affect their stats and their quirk too. They can also become sick (nausea, dizziness, etc) just from trying the candies without fully ingesting them as digestion begins in the mouth). They could end up with just mild food poisoning or becoming severely intoxicated causing their body to experience symptoms akin to    Septic Shock that will lead to death if not treated on time. The severity of the toxicity is directly proportional to the strength of the candy.

Therefore, the stronger the boosted candy is, the stronger the negative effects it will produce when consumed by non-recipients.


Additionally, since these candies are only appetizing to the intended recipients they will not attract any kind of insects. They also don't give off any aroma,  will not melt, and bacteria/fungi will not grow on them. This greatly increases their shelf life which, depending on the power that has been infused into them, can be from 1 week to (for the weakest candy) to over 5 years for the strongest one. An interesting aspect to note is that the COLOR of the candies correlates with the power or benefits they provide. The positive effects follow the color spectrum (ROY G BIV) in terms of power with Red being the lowest and violet being the highest. However, the color black while not belonging to the spectrum, represents the maximum power the candies can have as the color black absorbs all of the wavelengths of light.  These candies are the only ones with quirk boosting/stimulating effects including quirk factor activation or formation. In contrast, the color white, which reflects all of the wavelengths,  has  no real boosting effects serving only as a normal candy that can be  eaten by anyone.


Furthermore, when the intended recipient eats the candy, their current health and stats will be displayed over their heads like a screen that only the user can see allowing them to view the effects that the sweets are having on the individual. A similar effect occurs when people eat or drink as the user will also be able to observe a stat screen being displayed over their heads with their current health. With this information, they can know how a person is feeling and thus create candies to specifically suit their needs. Alternatively, they can create  granulated sugar with boosting abilities and use it to to make a pastry or another type of dessert  that will still have the same effect as the usual candies created.


This quirk has absolutely no firepower and is purely supportive. For this reason, the user can't really fight much without using strong equipment to make up for their lack of power.  However, Candy Boost is an excellent supportive quirk that can give  teammates a great advantage over opponents. It can also be the variable that turns the battle in  favor of their allies. So, just because it's not flashy or powerful doesn't mean it's useless.



Drawbacks: hypoglycemia, dizziness, lethargy, sluggish thinking, forgetfulness, unintentional weight loss (5 lbs a day if no sugar is consumed to compensate for quirk use), sarcopenia (muscle loss), high levels of cortisol in the body (due to biochemical stress/breakdown) and fainting if overuse is severe enough.




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