MHA: A system of whimsy

Chapter 17: Chapter 17: The List of Quirks



In fact, I could have picked up a new quirk after the Trial Battle, but I decided to wait. Maybe if I had picked up something like that, I could have messed up Shigaraki's business, but... Was it worth the risk?

Besides, heroes couldn't be relied upon at all. These champions of justice didn't execute particularly dangerous criminals, which would of course come back to haunt them over time. If they were to oppose the VZO, they were to leave no witnesses. He was quite strong now and could easily free Shigaraki if necessary.

In general, as it turned out, it was not in vain that I saved up points. I was just a little short of a top quirk.

Regeneration, for example, would be a good solution, although quite dangerous... Let's say, what happens if people notice how quickly I regenerate severe wounds, what then? There will definitely be questions. After all, something told me that Regeneration is a passive ability that I could not simply turn off at will, especially with zero development.

Very tempting, and to buy it I needed some seven thousand, which I could easily get in the near future. However, it is not worth taking such a risk... Firstly, as I said, it is dangerous. Secondly, why? Really, what good is super regeneration to me now? If it were the times of the Liberation Front, it would be a different matter. It would be more useful to take Teleportation and simply avoid damage.

In general, my choice fell on other, less noticeable and no less useful quirks:

[Cell Activation] → 100,000 points. - Almost regeneration, but controlled, which is pretty good. It has its drawbacks, but you can still heal others.

[Reconstruction] → 100,000 points. - Chisaki's quirk. Really imba. Although, I don't think it will be of any use in the near future. In the future, it will definitely come in handy as a combat quirk, if suddenly I work in the shadows, not wanting to show off the Explosive Wave.

[Strength] → 100,000 points. - I suppose it can be hidden. Well, or at least not use its full potential. The recent Nomu had just such a quirk and gave a pretty good fight to the Almighty. Although, in my opinion, it is better to use this quirk in conjunction with others.

[Super Smart] → 100,000 points. — Our director's quirk. Can increase my intellectual abilities. Is it worth it? It's hard to say. I didn't understand how it worked, but if it allows you to be smarter, then why not? The quirk below would be useful for this...

[Quirk Scanner] → 100,000 points. Allows you to determine the essence of a quirk, how it works and how best to develop it, and even understand what it will become when fully revealed. A scientist from Ai Island owned this quirk and helped many heroes on their path.

[Metamorphosis] → 100,000 points. — Toga's quirk allows you to copy someone else's appearance. In the future, it can develop to copy not only the appearance, but also the quirk. It could rather be useful to me as a cover. Although, how to get blood? Besides, there was a better quirk for disguise...

[Mask] → 100,000 points. - A quirk of a villain from America. Allows you to hide your appearance. Complete disguise. Something like interference is created around the user's body, which can be manipulated with the power of thought.

[Warp Gate] → 100,000 points. - I encountered it recently. Useful. It can even be used as a disguise. But I have doubts about this fog, and the next quirk is more interesting for me personally...

[Teleportation] → 100,000 points. - A quirk of a vigilante from Europe. Allows you to instantly teleport to places that the user sees or has ever visited. As for me, it's not bad at all if things get hot. And you can dispel suspicions. Deal with someone and run away. Not bad? Quite. Add flight and you can forget about problems with movement. And the speed of this quirk was off the charts, unlike other teleportation quirks. It's ideal for fighting and escaping.

[Penetration] → 100,000 points. - You can also hide it as a trump card and walk through walls. Of course, there are disadvantages, but there are plenty of advantages, like almost complete invulnerability and the ability to "penetrate" anywhere. Although, right now I don't need it.

[Persuasion] → 100,000 points. - That's more interesting. The owner is also from America, this time a top hero. The quirk allowed you to talk to a person and convince him of something. However, if a person covers his ears, the quirk will be useless. But it works even through a phone call. The quirk does have quite a few weaknesses, but it's not hypnosis, and someone with a strong will and convictions can easily resist.

[Clairsentience] → 100,000 points. — Quite an interesting quirk. Allows you to see the past of objects the user touches. The best detective in London has this quirk. He can literally touch the victim's body and understand who killed them. I think it might be useful to me too.

[Technopathy]→ 100,000 points. — A quirk of another hero from the USA. He can control computers, literally communicate with them. Any protection is not a problem for him. He will be able to infiltrate whenever and wherever, easily track down the target using surveillance cameras. Another intelligence quirk.

[Adaptive Muscle Memory] → 100,000 points. — Complete memorization of everything the user sees, almost intuitive. It is enough to simply see and repeat it will not be a problem. Of course, if physical training allows it.

[Cold-blooded] → 100,000 points. — The more cold-blooded the user, the stronger he is. Belongs to one hero from Europe. A very interesting enhancement quirk.

[Mind Control] → 100,000 points. — Where would we be without this quirk? I always wanted it. But, as I said before, it will be useless in the near future, especially without Turbidity. Otherwise, I'll have to kill those I use it on, because otherwise I'll attract attention, like Shinso did at the Festival.

And, of course, Endurance .

If I remember correctly, this was the quirk that allowed Gigantomachia to have additional quirks. So if I spend a hundred thousand points on it, it might be worth it. Endurance itself is useful as a Enhancement, but if the changeling has an additional reserve of 2-3 quirks, then this is a saving of 40-60k points.

But what if Endurance is the reason Gigantomachia was looking for a Master? What if this quirk forces the user to seek an object of loyalty for their own development and strengthening? If so, then I definitely don't need this.

The risk, as you can see, is not small.

So it's worth focusing on something else...

For example, on quirks that are cheaper, but no less useful:

[Sharp Hearing] → 20,000 points.

[Pain Block] → 20,000 points.

[Search] → 50,000 points.

[Sensor] → 50,000 points.

[Foresight] → 80,000 points.

[Zoom] → 20,000 points.

[Storage] → 50,000 points.

[Energy Saving] → 50,000 points.

[Compress] → 50,000 points.

[Theft] → 20,000 points.

[Power Steal] → 50,000 points.

[Electromagnetic Waves] → 50,000 points.

[Lie Detector] → 30,000 points.

[X-ray vision] → 80,000 points.

[Premonition of Danger] → 30,000 points.

[Mind Reading] → 50,000 points. (By Touch)

[Empathy] → 30,000 points. (Understand what a person wants by touching)

In fact, there were more expensive quirks, for example, Aizawa's quirk, which cost as much as 150 thousand, and a few more. They could be counted on the fingers, unlike the standard list, which I had to sort through for a very long time. But I didn't even look at such quirks. There was no need. Because after Aizawa's quirk, the next one I knew cost more than three hundred thousand.

Well, what next? The most imba abilities like the VZO force. There were a couple more similar ones, for example:

Time Manipulation or Divine Palm. The second one cost even more than the VZO quirk, but it is understandable, considering that the quirk allowed changing realities. There was also Caitlin's quirk, even higher than the OZV. But, it is definitely understandable, considering her potential.

I suppose that even if I rely on three or four top quirks and save up for the most overpowered one, I still won't have saved up enough for the final battle with VZO. Therefore, considering such strong quirks didn't make much sense. Maybe Quirk Erasure, maybe one day.

The main thing that was worth emphasizing was the dozens of unknown quirks to change. I highlighted only those that I knew something about not only from the canon, but also after collecting information in this world. Perhaps among all these quirks there were truly useful and powerful ones, but since I knew nothing about it, I didn't really want to risk it. The system had very brief explanations about the quirk, such as its type and capabilities, without any examples. This, of course, was depressing... Maybe one day I'll take the risk, but definitely not in the near future.


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