Quirk: Seaweed Control.

Type: Emitter.

Description: Grants the user full control over seaweed and other aquatic plants, enabling them to control its movements, and adjust their hardness, strength, density, and weight.

Drawbacks: Doesn't work when the plants are dried out.

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Quirk: Skin Armour.

Type: Mutant.

Description: Gives the user a layer of graphene that's fused to his skin, giving him diamond-like indestructibility, and enough conductivity to charge his punches and kicks with electricity.

Drawbacks: Flu shots and other medicines taken via needle cannot penetrate the skin, and the extreme conductivity can be quite problematic outside of combat.

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Quirk: True Sight.

Type: Emitter.

Description: Enables the user to change their vision at will and clearly see things that are normally invisible.

Drawbacks: There's only one type of vision at a time, and sometimes other things that are no longer invisible can obscure what you're trying to look at.

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Quirk: Water Purification.

Type: Emitter.

Description: Enables the user to destroy via touch, any and all impurities in a liquid, rendering it completely clean and drinkable. It can also be used to purify things that are only partly liquid, like raw meat.

Drawbacks: The process is automatic, cannot be turned off, and some water sources (like alcohol, soup, juice, hot springs with medical properties, etc,) are not meant to be purified.