Quirk: Extreme Transformation.
Type: Transformation.
Description: Enables the user to freely alter their body in any way they can imagine, down to the molecules and even physics of their body, turning their body into a literal playground for their mind, and enabling them to create and use almost any power they can imagine. For example, the user can alter their mass and muscular structure for super strength, change their appearance, alter their body's properties to generate fire and lightning, shoot lasers, turn into gel or steel, alter the distance between their molecules to pass through objects, change their buoyancy to float through the air, shift the dimensions of their body, duplicate their cells to create clones, alter their brain to use psychic powers, the list goes on and on.
Drawbacks: This quirk is very hard to control, can easily go off by accident, and is stimulated by emotions.
(GDW311 wanted me to condense all Jack-Jack Parr's powers from the Incredibles into a singular quirk. This was the best I could think of.)
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Quirk: Demon Hands.
Type: Mutant.
Description: Makes the user's hands look like Halloween gloves, and increases the strength of their hands and fingers to a virtually impossible degree, enabling them to cause incredible damage, create powerful shockwaves, or launch tiny objects such as coins or pebbles with more force than a cannon, all with a simple flick. (And unlike when Deku did it, it doesn't cause any damage to the user, let alone shatter their bones.) The user can also snap their fingers so loudly that it can stun everyone in the immediate vicinity, or clap with enough force to create hurricane force winds.
Drawbacks: The user has little natural protection against their own power, so ear protection is often needed. And while the user can adjust their power, there's always a risk of crushing what they're holding.
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Quirk: Water Tank.
Type: Mutant.
Description: Gives the user a small sealed water tank on their back, a hose in each arm, and a nozzle sticking out of each hand. These nozzles can suck up any liquid and send it into the tank, where it can produce impossibly large quantities of that liquid, and it can then be expelled back out those nozzles with more force than most hoses. The liquids exit the same as they go in, so they're always completely free of any of the user's germs, but they don't get purified in any way either.
Drawbacks: The user may be resistant, but won't be completely immune to what's stored in their tank, so sucking up poison, acid, pollution, etc, should never be attempted, and stuff like alcohol comes with risks. Also, if you're trying to put out fires, make sure that the stored liquid isn't flammable, or you'll just become a walking flamethrower.
(This was the best I could think of to excuse the UA kids drinking underage.)
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Quirk: Dragon Cannon.
Type: Mutant.
Description: Turns the user's hand and part of the forearm into a dragon's head, capable of breathing fire, shooting fireballs, and biting with the force of an alligator.
Drawbacks: Having only one hand with fingers. Needing customized shirts & jackets. The backwards pointing horns on the dragon's head can get in the way if they're not kept filed down.
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Quirk: Aerosol.
Type: Emitter.
Description: User can consume any form of chemical, dug, or toxin with no ill effects. User can then produce a gaseous form of that substance from their pores at will. If inhaled, these fumes will have the same effect as if ingested.
Drawbacks: In order to produce a substance, the user must consume a sample of it first. While user is immune to the gas, allies and bystanders are not. Also, if pores become blocked, both the amount of gas produced and its effectiveness are reduced greatly.
Quirk by: Nate11161994
