LightReader

Bio

Name: Ren Homura

Age: 14

Appearance:

Hero costume:

Quirk: Copy

Base Quirk: Quirk Sync allows the user to copy another person's Quirk through physical touch. The user can store an unlimited number of Quirks but can only actively use ten at a time. Switching active Quirks takes a toll—if the user attempts to switch after reaching ten, they are locked into that current set for 72 hours unless they willingly swap out one for another, resetting the timer.

Extension: Clone Divide

Description:

The user can generate up to ten autonomous clones, each taking on one of their currently active Quirks. These clones are identical in physical strength, stamina, and durability to the original but do not retain any copied Quirks besides the one assigned. The moment a clone is created, the user loses access to the Quirk the clone now holds. The clone retains that Quirk until it is dismissed, destroyed, or reabsorbed.

Key Rules:

• Each clone takes one of the ten active Quirks.

• The user cannot use the Quirk a clone has taken until the clone is gone.

• Clones cannot copy or store Quirks themselves.

• Clones have their own will but follow the user's intent like extensions of their body.

• Clones disappear if knocked out, dismissed, or after an extended period (1–2 hours depending on stamina).

• Creating more clones requires sacrificing more active Quirks, which limits the user's own combat ability.

Copied quirks

Emitter:

| overdrive; allows the user to stockpile energy, then convert it into bursts of enhanced speed or strength. It also passively detects nearby threats by sensing hostile or unstable energy

Drawbacks: can cause severe fatigue if overused

Plasma forge; The user can generate, control, and manipulate plasma - the superheated, electrically charged state of matter. This Quirk allows them to create weapons, projectiles, and barriers made of plasma, or fire searing beams and blasts. Plasma Forge is incredibly versatile, blending elements of fire and electricity with high energy output and raw destructive power.

Drawbacks: Producing plasma consumes a lot of stamina and calories. Overuse can cause extreme fatigue or even unconsciousnes. 

Solar Flare: The user absorbs sunlight (solar radiation) through their skin and stores it as energy. They can release this energy in the form of blinding flashes, focused heat beams, solar-charged punches, or explosive bursts. The more sunlight they absorb, the stronger their attacks.

Drawbacks: Overuse of powerful attacks can deplete their reserves and leave them drained or dizzy.

 Heat Sensitivity: Excess energy stored too long can cause overheating, fever, or even burns on their own body.

Energy Flux: Energy Flux allows the user to perceive, absorb, store, redirect, and manipulate raw energ from various sources-kinetic, thermal, electrical, or even sound (to a limited extent). The user can channel this energy to enhance their physical abilities, fire it as blasts, create barriers, or power nearby technology. However, the Quirk doesn't generate energy on its own; it relies on external sources. The user must "fuel up" by drawing energy from their surroundings, teammates, or even enemy attacks.

Drawbacks: Absorbing too much at once causes feedback damage to the user's nervous system or muscles.

Hydroform: allows the user to manipulate water in all its physical states-liquid, solid (ice), and gas (vapor)-within a limited radius (about 30 meters). The user can shape, accelerate, and change the state of water instantly, allowing for both offensive and defensive techniques. The user can also draw moisture from the air or nearby surfaces, but this takes more concentration and time depending on humidity levels.

Drawbacks: The quirk depends on available moisture; it's much weaker in dry environments.

 Prolonged use without natural water sources quickly dehydrates the user, causing dizziness or nausea.

 Rapid state changes (like liquid to vapor to ice) place strain on the user's body and can lead to hypothermia if overused

 Using purified or clean water is easier; dirty or salty water (like seawater) is harder to manipulate precisely.

Cryokinesis: The user can generate, control, and shape ice and snow at will. This includes creating complex ice structures (like palaces or bridges), freezing large areas instantly, and even creating semi-sentient constructs like snow golems. Advanced control allows the user to manipulate the temperature of the environment and freeze moisture in the air. In its awakened state, the quirk can tap into deep environmental energy, allowing the user to influence weather-like phenomena (like snowstorms or blizzards) and even sense natural flows of energy

Drawbacks: Prolonged use in large-scale applications causes fatigue or cold burn backlash

Pyroform: user can generate, manipulate, and shape fire with high precision and elegance, much like how Elsa sculpts ice. Unlike traditional explosive or chaotic fire quirks, Pyroform allows the user to create intricate, stable constructs of flame - such as fire-made clothing, creatures, weapons, and even temporary structures - without burning them or their surroundings unless they will it.

Think of it like "solid fire" that can behave like a liquid, gas, or even hard material at the user's command.

Drawbacks: High precision costs energy; large constructs or battles can rapidly deplete stamina.

 Rain or water can disrupt constructs unless superheated.

Matter morph: The user can alter the molecular structure of inorganic matter within a limited radius, changing its form, density, and basic properties.

This doesn't allow them to create or destroy matter-only to reshape or reconfigure what's already there.

Drawbacks: Energy Drain: The more complex or large-scale the transformation, the more stamina it takes.

 Touch Activation: Must be in direct contact with the material to alter it, unless trained to expand the range.

 Knowledge-Based: The user must understand the material to manipulate it accurately-guesswork can lead to unstable or explosive results.

Telekinesis: allows the user to manipulate physical objects with their mind. The user can exert force on objects within a certain range, lifting, pushing, pulling, or crushing them without touching them. The strength and precision of the telekinesis depend on the user's focus and stamina. 

Drawbacks: • Requires intense focus — mental fatigue can weaken or cancel the effect.

• Range is limited (starts at 10 meters, can increase with training).

• Disrupted by sensory overload or mental interference.

• Fine control (like manipulating small mechanisms) is difficult without training

Gravity shift: Gravity Shift allows the user to alter the gravitational pull on objects or people within a certain radius. They can increase, decrease, or change the direction of gravity acting on a target, allowing for crushing force, levitation, or directional movement

Drawbacks: Affects only one or a limited number of targets at a time unless highly trained.

• Requires line of sight or hand gestures to designate targets.

• Overuse causes nausea, dizziness, and joint strain in the user.

• Strong-willed or physically enhanced opponents can resist brief effects.

Shapeshift: allows the user to shapeshift their body into other living beings or alter their physical features at will. This includes changing size, appearance, limbs, or even mimicking another person's form completely. With enough mastery, they can even morph parts of their body into weapons or tools.

Drawbacks: • Copying a form doesn't grant that person's Quirk or abilities.

• Large transformations drain stamina quickly.

• Emotional instability can cause accidental shapeshifting.

• If unconscious, the user reverts to their original form

Skybound: Skybound grants the user the ability to defy gravity and achieve high-speed, controlled flight. The Quirk manipulates air pressure and momentum around the user's body, allowing them to lift off, hover, and soar through the air with exceptional agility.

Drawbacks: Requires constant energy to stay airborne — overuse leads to fatigue.

• Vulnerable to weather interference (strong winds, storms, etc.).

• Sudden shifts in direction at high speed can cause physical strain or blackout.

Heat vision: The user can emit high-intensity beams of heat from their eyes. These beams can cut through steel, weld metal, or explode on contact depending on how the power is focused.

Drawbacks: • Overuse causes eye strain or temporary blindness.

• Beams can't penetrate heat-resistant materials.

• Requires line of sight to be effective.

Pentrasight: Allows the user to see through solid objects, up to a certain number of layers or material thickness. With training, they can switch between surface scans and deep scans, even seeing organ movement or hidden items.

• Can't see through lead or similar dense shielding.

• Extended use causes headaches or eye fatigue.

• Overuse may blur or confuse vision. 

Cryobreath: The user can exhale supercooled air capable of freezing objects, enemies, or creating walls of ice. The breath can cover wide areas or be focused into a narrow jet stream.

Drawbacks: Cold breath requires lung stamina—overuse leads to shortness of breath or frostbite risk.

• Doesn't work well in high-temperature environments.

• Needs to breathe in deeply before use, making it telegraphe

Vital bloom: Vital Bloom allows the user to rapidly accelerate the natural healing process of themselves or others by emitting a bio-energetic aura from their hands. When in contact with a wounded person, the aura stimulates cell regeneration, seals wounds, mends broken bones, and purges minor toxins.

Drawbacks: • Healing takes energy directly from the user's stamina—overuse can cause fainting or illness.

• Cannot regenerate lost limbs or organs.

• Doesn't work on self unless user channels aura inward (which is slower and less efficient).

• Healing is ineffective against Quirks that bypass biological recovery (e.g., decay, time-stop damage, etc.).

Storm core: Storm Core allows the user to generate, manipulate, and become a living conduit for high-voltage lightning. Unlike basic electrical quirks, Storm Core taps into atmospheric energy, enabling dramatic displays of raw, thunderous power. When active, the user becomes surrounded by lightning arcs, discharges, and electromagnetic surges, as seen in the image.

Drawbacks: Overload: Absorbing too much electricity at once can short-circuit the user, causing nerve strain or unconsciousness.

 Insulation Weakness: Rubber, grounding, or certain quirks (like those that absorb energy) can diminish effectiveness.

 Weather Dependent (for max power): While the user can self-generate lightning, their true potential blooms during actual thunderstorms.

Gale pulse: Gale Pulse allows the user to emit concentrated bursts of pressurized wind from specific points on their body (usually palms, feet, or even back). These pulses can be used for offense, defense, mobility, and even environmental manipulation. The air pressure can be fine-tuned: it can be a narrow, slicing gust like a wind blade, or a wide shockwave-like blast for crowd control. Over time, the user can also learn to generate "silent pulses" — wind bursts with minimal sound, ideal for stealth.

Drawbacks: Limited Air Supply: Overuse in a stagnant or enclosed area depletes breathable oxygen.

 Backlash: Misfired pulses can injure the user or blow them off

course.

 Wind Resistance: Against enemies with strong mass, density, or aerodynamic abilities, the effect is reduced.

Equipped quirks:

Cryokinesis

Plasma forge

Gravity shift

Storm core

Gale pulse

Solar flare

Pentrasight

Heat vision

Hydroform

Telekinesis 

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