Quirk No. 21: Magnetism

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Quirk Name: Magnetism

Quirk Type: Emitter

Description: The user can emit a magnetic force from their hands. They can decide the strength of the field as well as whether their hands (which act as the poles) are north or south poles.

Specific Drawbacks of Overuse: Hands lose their magnetic charge, rendering the quirk temporarily useless; temporary loss of feeling in the hands; electrical burns on the hands.

Support Equipment:

Hafnium carbide darts.

Ultimate Moves

Output 100%

The user holds their hands flat apart, holding a projectile in place with their quirk, and then launch it, using their hands like the rails of a railgun, propelling the projectile (which could be a metal coin or specially made bullet) to high speeds (Mach 3+).

Output 1,000%, Magnetic Accelerator Cannon

The user increases the output of their quirk beyond safe levels in order to launch a projectile at mach 30+

Output 500%, EMP Cannon

The user pushes their quirk beyond safe levels to create a directed electromagnetic pulse capable of temporarily disabling electronic devices.

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