Okay, I just finished updating this book and bring up to a standard that I like. For the people who don't want to reread the whole thing don't worry too much as the story is mostly the same however there are a few key changes that I added/removed.
Here are the biggest changes:
-Several Quirks have been removed, those being 'Overhaul', 'Overgrowth', etc.
-The concept of nanobot was also removed as it felt more like a gimmick rather than helping the story progress.
-The strength that Y/n previously displayed has been reduced a bit.
-A new thing that I added was that the Quirk he previously copied was butchered a lot and forced to merge with other Quirk to yield a stronger Quirk. Think of it like Kurogiri's 'Warp Gate' and how it came to be.
These are the important changes that I have made with minor ones being, how the grammar was written and the removal of paragraphs since they were not needed anymore. Now then, a recap of what Quirks Y/n has. This way you know what he will be taking with him when he travels to Remnant
Quirks List:
Quirk: Polymath
Type: Mutant
Quirk Description: This Quirk alters the user's form, making them more adept at learning and retaining information. This lets the user learn and practice skills and techniques much faster than other people. Not only can they pick up on them quickly, but grow them faster as well, letting them master a skill in a fraction of the time. This can cover a wide variety of subjects, such as mental skills like math, physical skills like martial arts, or crafting skills like painting. Even more complex skills like surgery can be learned by the user.
Weakness: Though the user still only has a human body, limiting how effectively they can retain and apply all the information and requires some physical training on their part. The user will still need to learn and practice everything they want to know, and it will still take some time. This is especially the case with difficult skill sets, so they won't become a doctor or a soldier overnight.
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Quirk: Recovery
Type: Mutant
Quirk Description: This Quirk alters the user's body to decrease the recovery time of their body, able to heal their body much faster. For instance, they gain stamina back much faster than the average person, seemingly coming back even as it is being drained, and their muscles rebuild themselves faster, giving them less time to be sore. Even the healing process itself seems to be quickened, recovering even from major injuries in a fraction of the time.
Weakness: Even if the user's body bounces back much faster, they still need time to recover, making it difficult for the Quirk to take effect if the user is pressed too much.
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Quirk: Gaze Over
Type: Emitter
Quirk Description: This Quirk allows the user to gain information on Quirks just by looking at a user. The user can learn all sorts of facts about the Quirk at even a cursory glance. For instance, by looking at Tsuyu, they can tell she has a Mutant type Quirk that gives her the traits of a frog. With more looking, the user can determine how far she can jump, the length of her tongue, the exact temperature she starts to hibernate, and much more. Even traits more unique to a user, such as Awakenings or Super Moves, can be learned by the user.
Weakness: Though it can be difficult for the user to take advantage of this information, still having a regular human body against a Quirk user. The user does need a live, clear line of the person they are using the Quirk on, meaning something obscuring their sight can stop the Quirk.
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Quirk: Draw
Type: Emitter
Quirk Description: This Quirk allows the user to change the effects of gravity's pull relative to the rest of their body. In effect, this makes it so the user can defy gravity and move on surfaces like gravity was pulling them in that direction, able to move on walls and ceilings without falling down. The user can apply this to almost any surface, even ones that are moving or too small to support the user, such as clinging to another person, all of which can be done rapidly.
Weakness: Besides the medium range of the Quirk and limited application, all this does require a lot of practice from the user to apply properly, trying to get their mark right as they alter their gravity. Certain environments can work against the user.
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Quirk: Overcharged
Type: Emitter
Quirk Description: This Quirk allows the user to supercharge the kinetic energy they create, empowering their physical actions. This greatly augments the user's movements, improving speed and attacking power whenever they apply it. The user can control where and how much of this effect is utilized, such as by only applying a small percent of their charge to their finger while pushing their legs to make them move at immense speeds. At the strongest output, the user can punch their steel and move like a blur. The user can even siphon off this kinetic energy from objects for certain effects, such as causing them to launch forward at high speeds or burst apart like a bomb.
Weakness: Applying this Quirk is physically straining on the user, both on their stamina and their body, making it difficult to apply for extended periods. The user does not have as much control over the energy when applying it to objects, potentially leading to unexpected results unless they are cautious when trying to use it.
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Quirk: Metal Head
Type: Mutant
Quirk Description: This Quirk alters the user's cranium, giving it a metallic appearance. With this, the user may mentally interact with electricity-based machinery within a five-meter radius. This makes it so the user can interact with it without touching it, such as turning it on or off, their brain acting like a universal remote. For example, they can activate a computer and start typing with their mind, their own thoughts appearing on the machine. This also gives the user a sixth sense of where nearby machinery is.
Weakness: This is dependent on the electronics nearby, what that technology is capable of, and its condition. For example, they can't make a phone strangle someone or move a car without a battery. Multiple machines or protected hardware will be harder to control.
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Quirk: Invigor
Type: Mutant
Quirk Description: This quirk makes it so the user's body cultivates and stores special energy in their body. Once it reaches a certain point, this energy enhances the user's natural abilities, namely their strength, speed, durability, and healing, to an above-peak human level. After this point, it will continue to cultivate in the user for later usage. The user may then use this energy to enhance their form, leaps, and bounds beyond what the energy had done before.
Weakness: However, the cultivation of this energy is slow, meaning the user will have to be selective with how much they apply it or they risk running out in the middle of a fight and eating into their regular boost. The boost given, and to a lesser extent, generation speed, is dependent on the user's physical health, requiring them to diet and take care of their body to receive the full benefits of the Quirk.
That's the Quirks for now. I plan on giving him maybe 3 or 4 more extra Quirks but that will be revealed later in the future. With this out of the way, I can finally start writing the sequel to it, however, I need to ask. How do you want it? What I mean is do I write the story as a new book OR do I write in this book for convenience's sake?
Another note I want to ponder is will this sequel be considered a cannon or an alternative path for Y/n. I haven't decided because the whole return to his previous life sounds a bit too out there for my liking but I would like to hear your thoughts on this. Me, personally, I think it would be like a possibility that it can happen, like an alternative timeline.
Word Count: 1340
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