Quirk: Push n Pull

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Push n Pull

 
Type: Emitter



Description:

The user has the ability to manipulate the physical position of objects, people, or forces within a certain radius  by either pulling or pushing them toward or away from themselves. The force generated is subtle but strong enough to cause notable effects, allowing the user to control the battlefield or escape dangerous situations by altering distances.




Abilities & Applications:


1. Push (Repulsion)

The user can generate a force to push objects or people away from them. The range and weight capacity limits are dependent on the user's control, and the power of the push varies with the user’s experience and focus.

*(But as a starter, the user may be able to pull/push up to 3 times their own body weight. Then as they become stronger, the capacity increases accordingly)*

*(Their capacity limit and reach radius could be something like 50 meters and up to 30-50 times their own weight. I'm just throwing numbers out here. Feel free to do as you please)*


Combat

Can be used to knock opponents off balance, disarm them, or send projectiles and obstacles flying. It’s a great way to create space between oneself and a stronger opponent or to disrupt incoming attacks.


Non-combat:

Useful for moving large objects, quickly creating distance in dangerous situations, or clearing pathways.




2. Pull (Attraction)

The user can pull objects or people toward them, drawing them into a specific location. The attraction is not limited to solid objects—anything within the radius can be pulled, though heavier objects or those with more resistance require more effort.


Combat:

Pulling an opponent toward the user could disorient them or set them up for a counterattack, such as a punch or strike. It could also be used to displace enemy weapons or shields.


Non-combat:

The user could use this ability for practical purposes, such as pulling an object closer (e.g., retrieving a distant item) or even pulling an injured teammate to safety.



3. Radius of Effect

Range: The quirk’s range could vary based on the user’s experience, mental focus, and energy levels. The user would initially be able to move things or people within 12 meters (39 feet), which is ideal for creating a balance between close and mid-range combat. As the user improves, they may be able to extend this range up to 30 meters (98 feet) or more, though pushing and pulling at larger distances could become more difficult and energy-consuming. Moreover, their weight capacity limit will also increase as they get stronger and learn to control their quirk better.


 
Size Limit:

The user can only manipulate objects that fit within a certain weight class. For example, objects above a certain mass (e.g., larger vehicles) may be too heavy to move unless the user is highly skilled or focuses their effort on smaller, more manageable objects. People are within the user’s range but could require a bit more focus or strength, especially if they’re resisting.



4. Energy Consumption & Mental Strain

Energy Strain:

Using the quirk continuously or with a high force (e.g., pushing a large object or pulling a strong opponent) can drain the user’s stamina, leaving them vulnerable if overused. Pushing and pulling repeatedly with high intensity can cause physical fatigue, headaches, or even dizziness.



Control:

The user must maintain concentration to control the direction and intensity of the push/pull. If distracted or emotionally compromised, their quirk may become erratic or less precise, potentially causing unintended effects (e.g., pushing something in the wrong direction or pulling too  forcefully).



Quirk Variations (Advanced):


Pulse Push:

Instead of a constant push or pull, the user can generate a quick, powerful pulse to blast or draw in objects or people. This could be used in rapid succession to disorient opponents or break through barriers.



Directional Push/Pull:

The user can manipulate the direction of the force (e.g., pushing someone to the side instead of directly backward), allowing for more precise control in close combat situations.


Multi-Target Manipulation:

With increased skill, the user can push and pull multiple objects or people at once within their radius, but this requires greater focus and stamina.




Limitations & Drawbacks:


1. Physical Resistance:

The ability to pull or push is not always effective against highly resistant objects or individuals with enhanced physical abilities. For instance, an opponent with superhuman strength or dense armor could resist the user’s pulling or pushing effects.


2. Area of Effect Control:

The user must focus on their target, meaning they cannot multitask well when controlling multiple objects or opponents at once. Larger or more complex movements (e.g., pulling multiple objects at once) might require more concentration.


3. Mental Exhaustion:

The user can experience intense mental fatigue if they overexert themselves or use the quirk in rapid succession. This could make them vulnerable after prolonged use, requiring a break for recovery.


4. Unintended Effects:

The user might cause unintended results, such as pushing someone into a dangerous area or pulling an object that is more harmful (e.g., pulling a barrel of chemicals toward them). Control is key.

**I feel like this would be an interesting quirk for a class 1-B student.**

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