[@vancexentan] Here, let me just do the ability list for it. Its basically the TF2 medic without MvM upgrades. It probably needs some changes. [hider=Quirk: Medi-Beam] Beam Mechanics: The medi-beam is a rubbery beam with a very noticeable effect that emanates from 's hand. This beam has a limited range of about 7m, and will break beyond that. Walls and any obstacle that isn't another person that intercepts the beam for more than a second will break the beam. can only have one patient at a time, but is also healed himself while he is healing his patient and gains all charge effects that his patient has. can pull himself to his patient every once in a while. If the patient moves at a faster movement speed than , will have his patient's movement speed while attached to them. Likewise if the patient uses an advanced movement ability such as using an explosive quirk to fly, leaps really high, or anything like that, will mimic these movement effects while attached to his patient and will take whatever landing damage his patient would've taken if he is still attached when he lands. (So for example, if he healed All Might and All Might leaped, when All Might landed, would take no damage from the leap because All Might would've taken no damage from the leap.) The Medi Beam also gives and his patient a slight resistance to whatever element wants, however blunt and slash based attacks can never be resisted. Healing: The medi-beam allows to heal whoever he attaches it to, healing their injuries at a steady rate. Older injuries heal faster, however older injuries that affect organs or bones can't be healed by the standard beam. These can be healed if the damage is only minor and the damage occurred while a medi-beam was attached to the patient. Existing Brain damage can't be healed, and only minor brain damage can be healed if the medi-beam was already attached to the patient when it occurred. Surgery Mode: A special mode of the medi-beam that doesn't heal or generate charge, but keeps the patient stable during surgery. In this mode, the medi-beam takes over all vital functions for the patient while applying a power painkiller, allowing stuff like open heart surgery to be preformed without issue. However the patient must be conscious through all of this. Any Surgery's performed using this mode and things added via these surgerys will never trigger an immune response. Overheal: If a patient is perfectly healthy when being healed by a medi-beam, they are slowly 'overhealed' and gain extra vitality and stamina while being healed up to about half of what they'd normally be able to have. Overheal decays very quickly if the Medi-Beam isn't attached to the patient. Charge: While healing, builds up charge, which can be spent in increments to bestow powerful buffs to himself and his patient. Charge level can be determined by how much electrical healing energy is coming out of his hand. Charge builds faster if heals or overheals a damaged patient/non overhealed patient, and higher levels of charge take longer to acquire than the previous level. Higher levels of charge cause pain to until the charge is spent. 25% charge - Reinforcement: Spending 25% charge allows to apply a shield of the resistances that his medi-beam grants him and his patient to the level of a durability quirk for 5 seconds. A faint shield like bubble appears around himself and his patient to signify this. Any damage to a shielded patient that is of the element type that is resisted will heal for the damage it would cause after reductions. If swaps patients, the shield on the first patient doesn't go away until it would normally expire. 50% charge - Empowerment: Spending 50% charge allows to triple the damage output of his patient for 15 seconds. This is shown by the patient's method of attack glowing with energy. If swaps patients, the new patient gets the buff and the old patient loses the buff, although any projectiles fired by the first patient will still have their amped damage. 75% charge - Rapid Heal: Spending 75% charge allows to greatly enhance his healing ability for 18 seconds. This is shown by a strange healing aura being around and his patient. This enhanced healing not only allows him to heal old wounds such as shattered bones and damaged organs (But not brain injuries), it also makes him and his patient immovable to enemy effects and immune to the effects of things such as flashbangs, concussions, or anything that's make him or his patient lose consciousness for its duration. and the patient can still be killed by overwhelming damage, they just heal really really fast. If swaps patients, the new patient gets the buff and the old patient loses it. 100% charge - Uber: Spending 100% charge allows to turn himself and his patient completely invincible to all damage for 12 seconds. While in this state, and his patient will glow a bright metallic blue. If swaps patients, the new patient gets the buff and the old patient loses it. Swapping patients reduces the remaining time of Uber by 20% per swap. [/hider]