Mutations section, done. Have some new Quirks.
(Tier 2 Mutations)
>Quirk 9 (Rifle): The Quirk User’s is bestowed with two toned hair with properties of epoxy, allowing the user to tug it away and transform it into super hardened substance within moments of mixing the two colors. They have some level of instinctive knowledge on shaping them into bullets.
> The Quirk User is also able to produce a large, biomechanical sniper rifle by folding their arm, where the construct forms out of - and extends from - their elbow. They can feed the rifle ammo by feeding it through a port in their right palm, and then project it using a silent, no-flash system of pressurized air, bone, and muscle sinew.
> The stopping power generated by the user’s organic rifle and their epoxy rounds outpaces most modern rifles. Because it’s organic and partially muscle based, the user can also dramatically increase the output at risk of jamming the barrel. The user may also form tripod legs out of a pseudo-liquid substance, and extend a tendril from the rifle up to their eye where it then functions as a high power scope.
> The Quirk User can shape their epoxy into various types of rounds, though this takes practice. Their accuracy is likewise something they’ll need to independently practice. The user’s hair grows slightly faster than normal hair, but it’s still advisable to stockpile ammo ahead of time since there’s a limit to how much hair they can expend in a short timeframe.
>Quirk 10 (Shiver): The Quirk User’s body passively shivers at all times, producing a higher than average body temperature. The user does not suffer from this increased baseline temperature, though will shiver harder when exposed to cold, such that even the arctic can be endured comfortably.
> The Quirk User’s body also absorbs kinetic energies exerted upon it to increase the force of shivering, slowly bleeding it back off to divert damage. The user can willingly suppress or amplify their shivering, and also divert the background action that causes it to focus in one place, such as a single finger.
> Focused, amplified shivering can allow the user to burn and rupture the flesh of an enemy with a slap. User has great difficulty suppressing shivering completely and may have issues with delicate tasks at times. User has some issue dealing with overheating.
(Tier 3 Mutations)
>Quirk 9 (Chimera): The Quirk User is born with a varied mixture of abilities and physical traits. They appear to be the anthropomorphic combination of several animals piecemeal style; the body of one, limbs of another, tail of a third, and so on in that fashion. They are also bestowed generally - though not dramatically - heightened physical abilities.
> The Quirk User is bestowed with an ability resembling a simple Generation Quirk allowing them to breath some basic element of choice like fire or cold. These haphazard abilities are brought together by another ability, where the user may choose at any time to exaggerate their form and abilities into a more monstrous state.
> In this form, previously noted traits become more animalistic, or new mismatching traits will grow in, as they grow several times larger, and all their abilities become much stronger from statistical advantages becoming overwhelming to their unique breath reaching beam-like intensity. The animal traits of the user are by and large entirely cosmetic.
>Quirk 10 (Charles Horse): The Quirk User is a strange mutant with no outward signs of anything abnormal about their physiology. The moment adrenaline begins to pump however, the user begins to rapidly mutate in order to compensate for environmental stressors.
> If someone is holding a gun up at the user, the user may quickly develop armor-like skin. The direction of the ability is at least partially based on fear however, and so depending on how the user interprets the dangers of a situation, they may instead acquire heavily strengthened legs and superior vision to dodge bullets or save bystanders from fire.
> The Quirk User can quickly display any number of mutation-like abilities, but the Quirk goes into overdrive when actually enduring damage, attempting to compensate much harder to overcome whatever is currently threatening the user. As a fight or hectic situation progresses, mutations will progress, regress, or change to suit the user’s needs.
> As a situation cools off, the user’s newly developed adaptations will steadily recede, returning them back to their default state. The Quirk User’s abilities are not formed from upper consciousness and so the user needs to interpret new powers to an extent. Unexpected or enigmatic dangers are especially threatening due to lack of direction.