Fuse

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Quirk: Fuse

Quirk Type: Transformation

Quirk Class: Destruction and Fire

Ability - The user's fingers are replaced by fuses that the user can manipulate like fingers and bend them in all directions. The user can also stretch their fuses up to 10 metres away with quite strong tensile strength. The user can't magically lift someone up off the ground, but can swing their body to essentially throw or drag people who are wrapped up in the fuse. The user can light each individual fuse finger from either the base of the hand or the tip of the fuse. The burning rate of the fuse takes one second per thirty centimetres, once the fuse has gone from one end to the other, the place where the fuse end explodes. The user's hands are immune to their own explosions but the rest of the user is not. Once the fuse is lit, the user will have to wait an hour for a new fuse to grow back to replace their finger. The user can determine the power of the explosions, so it can be large or barely a pop.

Combat Range: Medium

Disadvantage: - The user can't light their fuse if it gets wet, meaning the user has to cut off their fuse finger to be able to properly use their quirk.

- There is very few reasons for the use create an explosion close to them as they are not immune. Though thanks to their hands tolerance, they are able to do it. 

- The user has a long time without a functioning fingers if the fuse gets cut off or used to explode.

Special Moves: Epicentre Target - The user lights all ten fuses at once and extends them to max distance. They then whip the fuses at one spot right before the explosion and cause a major explosion. 

Hero/Villain Names: Fuse, Detonate, Kaboom

My Input (Not Necessary): A weird quirk that is strong but has the unfortunate effect of getting weaker the more you use. I see this being on a support gear student that will make mini explosions in their face when they are being annoying.

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