Energy Induction

The innate ability to transfer energy of any form into inanimate objects and store it inside of said item.

Description
The user of Energy Induction is capable of taking one form of energy and storing it into an inanimate objects that they touch. For users' not too attuned to the quirk's true power, they begin with utilizing their own energy that their body creates (i.e. the body's thermal energy to cause chosen object to be utilized with heat or kinetic energy from the body's movements to be utilized with ranged weapons to increase their speed). Along with using the body's own energies, they are amplified through means to make them more viable for combat sake.

When a user of Energy Induction learns to control their quirk on a higher level, they can obtain energy from outside sources such as generators, heaters or any other form that can give way to potential energies that the user can make combat efficient. When using outside sources of energy, the user cannot amplify the use of it, like the body's own energies. (i.e. User touches a small generator, they can store a small amount of energy from it into an item while if they touch a large generator, they can store a large amount of the energy into an item.)

Weaknesses

 * Too much energy stored into one item can cause the item to break or disintegrate depending on item.
 * When using the body's thermal energy to store in a weapon, the user's body heat will decline with prolonged use, causing the user to fall ill, pass out or even prove fatal if their body heat drops low enough.
 * Can only induct one form of energy at a time.
 * Has a limit of how much foreign energy can be transferred to items before injuring self.
 * Does not work well with clothes.

Super Moves
(Insert specific skills or moves your character possesses that make use of their quirk.)

Approved By
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