[LoT] Custom Techniques Submission

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ZandaT

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Technique Name: Nut, the God of Wind
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Nut" calling down the soul of the God of Wind, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light green glimmer while his mind is cleared of all mental disturbances as the characteristics of Nut influences Heru's heroic persona. Acting calm, cool, as a pacifier, as well as infuential, Heru becomes the embodiment of wind while under the posession of Nut, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls wind, the spiritual soul energy of Nut gives Heru active control of the wind forces within short range of him allowing him to levitate/fly while active, as it also boosts the user's speed by 10 points, due to winds swift nature, and his intelligence by 5 because of the Godly mind state under possession. While the Wind Deity Nut's soul possesses Heru's, wind natured attacks become seemingly useless against his might, the hero's durability negation boosted by 75% of his max stat when faced with wind. The divine wind energy flowing within Heru gives him the ability to create forms of powerful gusts, streams, torrents, and spheres of wind within short range of himself passively to be used for attacking, defending, and supplementary uses. Only one form can be used at once, ex. gusts or streams, and they all equal D rank MAG strength. This mantra allows Heru to use increased wind productions, create wind based creatures with temporary life's, manipulate the element, and even become the embodiment of wind via additional techniques.
♦ Unveiling Tempest, costing a move, Heru can manifest the soul energy of Nut in his body allowing him to create a cloak of surging wind around his body that deals C ranked MAG damage upon contact as it inflicts numerous minute slashes to the target in contact with it. The user can manipulate this wind cloak and use it as an extension of his body when dealing physical attacks only being able to reach 3m from the user, but it can be manipulated into a plethora of shapes with dimensions within 3m.

-Lasts 4 turns-
-2 turn cool-down-
-UT: has a 1 turn cool-down-
 
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Negative Knight

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Technique Name: Cold Fusion
EXP: 5
Type: Technology
Rank: D
Description: Captain Cold's signature armour consists of a dense superconductive metal (that is kept cool by his body's innate crytokinetic abilities), a pair of snow goggles that minimizes the glare of very bright lights, a gas mask and an oxygen tank. The gas mask filters the air and is always active but the accompanying oxygen tank is by default off. It can be switched to at a moment's notice if the surrounding air somehow becomes devoid of air or simply becomes too toxic to filter/breathe in. If the suit is struck by any electricity or lightning, it will be harmlessly assimilated into the never-ending circuit of the suit (due to it being a superconductor) as long as it's D-Rank or below in power. The density of the suit also allows it to shield any type of radiation (including gamma) from penetrating it and harming the user underneath. The suit being made of a superconductor also provides it with certain unique traits. Magnetic fields can't exist inside of a superconductor and so the suit isn't prone to being manipulated by magnetic forces. The suit can sustain the same current infinitely, without any loss to electrical resistivity or other forces. Once supplied with sufficient power, the suit can power itself indefinitely as long as it's kept at extremely cold temperatures. The snow goggles on the suit ensure the user is unimpaired by flashbangs and similar light-related abilities.

Technique Name: Stay Frosty
EXP: 5
Type: Technology
Rank: D
Description: From his understanding of the Cold Gun’s engine and mechanics, Snart created an adapted version of his original weapon in the form of twin pistols. The pistols work almost exactly as a normal gun does, with the single exception being that the bullets fired from these weapons freeze the struck part of the body solid and each bullet that hits decreases the opponent’s speed stat by 5 points for the rest of the battle. The gun is also particularly useful against enemies that can regenerate from damage as the effect of the cold negates the effectiveness of their ability.

-Each bullet does 2.5 damage
-Drawing the Freeze Pistols and firing counts as one of the user's three moves per turn
-Each gun must be reloaded after six shots (twelve in all) and reloading costs a move. Cold can only reload the gun twice per battle.
-This weapon is immune to Captain Cold's "Absolute Zero" ability
 
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Sinthorus

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Technique Name: Iron Dragons Scales
EXP: 20 (-5 per turn)
Type: Magic
Rank: B
Description: Gajeel will use his magic causing his body to turn to solid Iron as his skin is covered in scales like a dragon. All super sharp. The ends of his fingers turn to claws that can cut through almost anything (within reason). This increases Gajeels durability by +10 and his strength by +10 due to his his increased magic in his body. This lasts for up to 4 turns and gives his attacks the power to break through rock like a dragon. He can use this for one turn only or just use it on part of his body for attack or defense for the base cost of the technique. It can only be done twice for the magic it takes to use it.
 

Vex

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Technique Name: Cold Fusion
EXP: 5
Type: Technology
Rank: D
Description: Captain Cold's signature armour consists of a dense superconductive metal (that is kept cool by his body's innate crytokinetic abilities), a pair of snow goggles that minimizes the glare of very bright lights, a gas mask and an oxygen tank. The gas mask filters the air and is always active but the accompanying oxygen tank is by default off. It can be switched to at a moment's notice if the surrounding air somehow becomes devoid of air or simply becomes too toxic to filter/breathe in. If the suit is struck by any electricity or lightning, it will be harmlessly assimilated into the never-ending circuit of the suit (due to it being a superconductor) as long as it's D-Rank or below in power. The density of the suit also allows it to shield any type of radiation (including gamma) from penetrating it and harming the user underneath. The suit being made of a superconductor also provides it with certain unique traits. Magnetic fields can't exist inside of a superconductor and so the suit isn't prone to being manipulated by magnetic forces. The suit can sustain the same current infinitely, without any loss to electrical resistivity or other forces. Once supplied with sufficient power, the suit can power itself indefinitely as long as it's kept at extremely cold temperatures. The snow goggles on the suit ensure the user is unimpaired by flashbangs and similar light-related abilities.

Technique Name: Stay Frosty
EXP: 5
Type: Technology
Rank: D
Description: From his understanding of the Cold Gun’s engine and mechanics, Snart created an adapted version of his original weapon in the form of twin pistols. The pistols work almost exactly as a normal gun does, with the single exception being that the bullets fired from these weapons freeze the struck part of the body solid and each bullet that hits decreases the opponent’s speed stat by 5 points for the rest of the battle. The gun is also particularly useful against enemies that can regenerate from damage as the effect of the cold negates the effectiveness of their ability.

-Each bullet does 2.5 damage
-Drawing the Freeze Pistols and firing counts as one of the user's three moves per turn
-Each gun must be reloaded after six shots (twelve in all) and reloading costs a move. Cold can only reload the gun twice per battle.
-A shots' speed is equivalent to 20% of current tech attribute.
-This weapon is immune to Captain Cold's "Absolute Zero" ability
-Declined Cold Fusion is cool and all, but in order to create a superconductor, you'd need a tech stat of at least 50. But I do like the suit itself, nice wording.

-Guns are approved, nice job. Minor note clarifying their speed.
 

Negative Knight

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Technique Name: Winds of Winter
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases waves of cold energy from either or both of his hands to freeze whatever he's targeting as long as it's within mid-range of his position. These blasts of cold energy slow down any movement at the atomic level to a complete halt and can be used to clash with other energy-based abilities (such as fire, lightning, hard light, etc). Anything solid or anyone caught in the blast will be encased in a prison of extremely cold ice. If the opponent has a strength stat greater than 40, he or she will be capable of breaking through the ice through sheer force alone but the exposure to the cold will leave them slower than usual for a short while (-20 to their speed stat for three turns). This technique does 60% of the user’s Energy stat in damage. The user can also use this technique in a supplementary manner to create a rideable wave of ice beneath them by directing the blasts of cold energy towards the ground (see image in spoiler). While using the slide, the user can move at speeds +10 their own.

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Punk Hazard

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Technique Name: Hell-Fire
EXP: 20
Type:Energy
Rank: B
Description: This technique is the basically ability for demons to utilize their demonic energy to conjure and control Hell-Fire. Hell-Fire has many of the properties of normal fire, appearing as a bright red flame, though it is possible for the color to vary from demon to demon. Hell-Fire can be conjured onto the user's body, or thrown as a projectile or unleashed as a stream, though only one can be done at a time. This level of Hell-Fire doesn't display the typical burning attributes of normal fire. Rather, this level carries a spiritual-based effect, burning the souls of those it strikes. As such, it has little to no effect on inanimate objects other than being able to knock them back if striking them as a projectile or stream. On living creatures however, it is capable of dealing damage equal to 60% of the user's Energy Attribute so long as the user's Energy attribute is superior to the target's Intelligence Attribute.

Technique Name:Mark of Cain
EXP: 20
Type:Energy
Rank: B
Description:According to lore, the Mark of Cain was a brand given to Cain, the first-born son of Adam and Eve, by Lucifer after he murdered his brother Abel. The Mark appeared as a red scar, burned into his right arm just under the inside of his elbow. The Mark was a curse made of very powerful dark magic, which exhibited itself on Cain's soul and eventually twisted and decayed it until Cain became a demon. As Cain lived on, he passed the Mark onto few others, those who were murderers like him, and the Mark twisted their souls as well. The Mark of Cain grants any demon who is branded with it a boost in power, capable of releasing demonic energy that can fuel either their strength, speed, intelligence, or durability by +10, or two of these four attributes by +5. This temporary(3 turns max, twice per battle) boost however, came at a grave cost, as the Mark of Cain creates an insatiable bloodlust, causing those who are branded with it to crave murder as though it were a powerful drug.
 
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Never

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Technique Name: Assassin's Shot
EXP: 10
Type: Natural
Rank: C
Description:
A Skill Deadpool has had even before the Weapon X Program, being a professional Hitman and Assassin he has his way with Firearms. So This is used in conjunction with said Firearms, after firing a Bullet Deadpool will use his precise aiming skills to perform a Fatal hit on his opponent/target. This causes extra damage than usual, giving a single bullet +20 Damage to it's original Bullet Strength (For Example Deadpool's Deagle will cause 2.5+20 Damage). However this can't be used on every single bullet unless this Technique is used on each and ever one of them - of course that would be too many uses of a Technique per turn.

Deadpool can use this twice in the same turn when using Weapons Possible for Dual Wielding, for example if he had two pistols he would use this twice at the same time to perform a stronger attack. Since Deadpool is Aiming with this technique, he would gain an extra +10 Intelligence for this shot only to be able to track fast moving targets.

- Can only be used By Deadpool and those he Teaches
- Must be used in Conjunction with Firearms.


Deadpool :
 
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ZK

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-Declined.



Your robot's armor is being dependent on its durability stat, sword strikes and such will still do damage. However, you can make your unit immune to C rank and below attacks.



This portion is so overpowered, man. No way to avoid the radiation, or defend against it, as well as it being invisible. You'd just have to keep the robot alive and wait a few turns before it's GG.



Restrict the range that this gas can reach, and maybe describe the effects over time after being continuously exposed to the gas. I.E - first turn nausea/confusion, second turn paralyzed, third turn death. Make sure to specify that if someone is able to leave the cloud of gas, the effects cease, but they'd have a turn or two of disorientation (-10 intelligence).
Remote Access Mechanized Combat & Reconnaissance Droid [RAMCoRD] – Series: MIDAS 2.03b
EXP: 20
Type: Technology
Rank: B
Description: The Midas series is designed primarily for long-term undercover operations conducted in hostile territory. The humanoid unit is one hundred and eighty centimeters tall, one hundred and ten kilos heavy and deceptively harmless-looking.
Midas’ outer shell is designed as graded-Z radiation shielding; it is an alloy of steel, tantalum and aluminum, and every piece of the shell is covered by a layer of UHMW polyethylene that makes the unit immune to attacks of C-rank and below, and also disperses kinetic impacts over large areas. Beneath the outer shell of radiation shielding is a layer of a plutonium-uranium-titanium alloy whose alpha, beta and gamma rays are normally isolated by the graded-Z shielding. Herein lays Midas’ value as a deep-cover operative: the unit is able to rotate the many pieces of its outer shell and thus expose the radioactive alloy to the air. The unit’s appearance will not change, but it will now emit a steady stream of radiation (5% of total attribute in damage per turn, up to mid-range) and, if the layer of polyethylene is breached, visible plutonium-uranium dust (10% of total attribute in damage per turn, maximum of 4 turns). To assist with infiltration operations the unit is outfitted with a Holographic Image Inducer v6.1, which allows Midas to cloak itself in a human form. Combined with the soft, skin-like texture of the polyethylene and the unit’s state-of-the-art voice modulator Midas is extremely well-equipped for its purpose.
Version 2.03b is outfitted with one primary power sources; a v3.67 fusion reactor located in the unit’s chest region, and one secondary power source; an americium-powered radioisotope thermoelectric generator located in the unit’s pelvic region. These power Midas’ primary systems and circuitry (secondary systems and circuits are separate, shielded from EMP blasts and autonomously reactive), plus the unit’s pneumatic and hydraulic joints and its weapon systems. All systems and circuitry are shielded from radiation by layers of aromatic polyimide. The unit can reroute power autonomously.
The RAMCoRD series is remote controlled by a secure air gap connection and radio frequency transmissions that are picked up by the unit’s internal processors and executed without a single millisecond of delay. The series is almost impossible to hack because of its autonomous cyber defense protocols and the fact that initial handshake sequences require a physical and unique cable connection between Metal Knight’s mainframe and Midas. The series is outfitted with scanners of every conceivable type and function, and three photocells in the head region that compare information on three separate systems, though in Midas’ case the third photocell is actually three artificial, connected photoreceptor cells. It is able to detect targets from several hundred kilometers away using only its own systems.
The unit is outfitted with 15mm retractable adamantium ‘claws’ on each digit (50% of unit’s strength attribute in damage) that allow Midas to engage in close combat with minimal effort. For use in crowd-control situations the unit is outfitted with two canisters of cyanogen chloride, one in each upper arm, which will evaporate upon being released into the air. Cyanogen chloride is a highly toxic blood agent that is capable of penetrating gas mask filters and causes immediate injury upon contact with the eyes or respiratory organs. Symptoms of exposure are, turn for turn; confusion, vomiting, loss of consciousness, and death (50% of total attribute in damage per turn, maximum of 5 turns, up to mid-range). Midas’ long-range capabilities are supported by a semi-automatic Type 25 Directed Energy Weapon that is embedded in its head and fired from the three connected photoreceptor cells there. The T25 fires weaponized plasma that instantly cauterizes wounds and subjects adjacent bodily fluids to flash vaporization (3 damage per shot, maximum of 20 shots).
NOTE: The effects of the cyanogen chloride will cease after 1 turn if the victim escapes the cloud of gas.

  • Strength: 20
  • Intelligence: 0
  • Speed: 55
  • Durability: 25
  • Energy: 0
  • Technology: 0
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Vex

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Technique Name: Assassin's Shot
EXP: 10
Type: Natural
Rank: C
Description: A Skill Deadpool has had even before the Weapon X Program, being a professional Hitman and Assassin he has his way with Firearms. So This is used in conjunction with said Firearms, after firing a Bullet Deadpool will use his precise aiming skills to perform a Fatal hit on his opponent/target, aiming at a vital organ, taking aim even faster so that the time it takes to fire is reduced. This causes extra damage than usual, giving a single bullet +20 Damage to it's original Bullet Strength (For Example Deadpool's Deagle will cause 2.5+20 Damage). However this can't be used on every single bullet unless this Technique is used on each and ever one of them - of course that would be too many uses of a Technique per turn.

Deadpool can use this twice in the same turn when using Weapons Possible for Dual Wielding, for example if he had two pistols he would use this twice at the same time to perform a stronger attack. Since Deadpool is Aiming with this technique, he would gain an extra +10 Intelligence (and +5 speed to his bullets) for this shot only to be able to track fast moving targets.

- Can only be used By Deadpool
- Must be used in Conjunction with Firearms.


Deadpool :
Remote Access Mechanized Combat & Reconnaissance Droid [RAMCoRD] – Series: MIDAS 2.03b
EXP: 20
Type: Technology
Rank: B
Description: The Midas series is designed primarily for long-term undercover operations conducted in hostile territory. The humanoid unit is one hundred and eighty centimeters tall, one hundred and ten kilos heavy and deceptively harmless-looking.
Midas’ outer shell is designed as graded-Z radiation shielding; it is an alloy of steel, tantalum and aluminum, and every piece of the shell is covered by a layer of UHMW polyethylene that makes the unit immune to attacks of C-rank and below, and also disperses kinetic impacts over large areas. Beneath the outer shell of radiation shielding is a layer of a plutonium-uranium-titanium alloy whose alpha, beta and gamma rays are normally isolated by the graded-Z shielding. Herein lays Midas’ value as a deep-cover operative: the unit is able to rotate the many pieces of its outer shell and thus expose the radioactive alloy to the air. The unit’s appearance will not change, but it will now emit a steady stream of radiation (5% of total attribute in damage per turn, up to mid-range) and, if the layer of polyethylene is breached, visible plutonium-uranium dust (10% of total attribute in damage per turn, maximum of 4 turns). To assist with infiltration operations the unit is outfitted with a Holographic Image Inducer v6.1, which allows Midas to cloak itself in a human form. Combined with the soft, skin-like texture of the polyethylene and the unit’s state-of-the-art voice modulator Midas is extremely well-equipped for its purpose.
Version 2.03b is outfitted with one primary power sources; a v3.67 fusion reactor located in the unit’s chest region, and one secondary power source; an americium-powered radioisotope thermoelectric generator located in the unit’s pelvic region. These power Midas’ primary systems and circuitry (secondary systems and circuits are separate, shielded from EMP blasts and autonomously reactive), plus the unit’s pneumatic and hydraulic joints and its weapon systems. All systems and circuitry are shielded from radiation by layers of aromatic polyimide. The unit can reroute power autonomously.
The RAMCoRD series is remote controlled by a secure air gap connection and radio frequency transmissions that are picked up by the unit’s internal processors and executed without a single millisecond of delay. The series is almost impossible to hack because of its autonomous cyber defense protocols and the fact that initial handshake sequences require a physical and unique cable connection between Metal Knight’s mainframe and Midas. The series is outfitted with scanners of every conceivable type and function, and three photocells in the head region that compare information on three separate systems, though in Midas’ case the third photocell is actually three artificial, connected photoreceptor cells. It is able to detect targets from several hundred kilometers away using only its own systems.
The unit is outfitted with 15mm retractable adamantium ‘claws’ on each digit (50% of unit’s strength attribute in damage) that allow Midas to engage in close combat with minimal effort. For use in crowd-control situations the unit is outfitted with two canisters of cyanogen chloride, one in each upper arm, which will evaporate upon being released into the air. Cyanogen chloride is a highly toxic blood agent that is capable of penetrating gas mask filters and causes immediate injury upon contact with the eyes or respiratory organs. Symptoms of exposure are, turn for turn; confusion (Turn 1 -10 intelligence), vomiting (Turn 2), loss of consciousness,(Turn 3), and death (Turn 4) - (50% of total attribute in damage per turn, maximum of 5 turns, up to mid-range (10 meters)). Midas’ long-range capabilities are supported by a semi-automatic Type 25 Directed Energy Weapon that is embedded in its head and fired from the three connected photoreceptor cells there. The T25 fires weaponized plasma that instantly cauterizes wounds and subjects adjacent bodily fluids to flash vaporization (3 damage per shot, maximum of 20 shots) each shot moving at 60% of current tech attribute in terms of speed.
NOTE: The effects of the cyanogen chloride will cease after 1 turn if the victim escapes the cloud of gas.

  • Strength: 20
  • Intelligence: 0
  • Speed: 55
  • Durability: 25
  • Energy: 0
  • Technology: 0
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- Both Approved, slight edits made.
 
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-Blade-

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-Declined. this is really REALLY similar to LoK's batsuit. The limit is +25 to stats total, so redistribute them. Put limits on the electric field, up to what durability is it effecting? How strong is the force field? How strong are the concussive blasts? Specify this stuff z.z

Also:

Due to the material and magical boost, the armor grants Doom a Durability boost of +10 as well as +10 to speed and +15 to Strength

&

The armor is computer assisted as well as magically enhanced. But as a trade-off, the bulk of the armor limits dooms movements and speed.



-Approved with slight edits. Mach 1 is considered to be the maximum speed reached in the RP, so leaving that in there would be the equivalent of a +90 boost >_>. And to clarify the percentages are coming out of your Tech stat.
Technique Name: Titanium Armor
EXP: 20
Type: Technology
Rank: B
Description: The armor is made of a metallic titanium alloy. The armor is computer assisted as well as magically enhanced. But as a trade-off, the bulk of the armor limits dooms movements and speed. The cloak is a titanium dipped micro fiber that is made of "memory cloth". The cloak is for the most part flame and bullet proof. Doom is able to produce a strong electric current through his armor that prevents anyone from touching or holding on to him especially since "None may lay hands on Doom". The gauntlets contain not only a mini computer and remote for his Doom Bots(TBA), but also Concussive bolts of force can be fired from the gauntlets. Force-field: The suit's best defense is the force-field generated by the armor, which has a maximum radius of eight feet (and so can encompass others); Doom cannot attack without lowering his force-field unless the target is already within range. Infrared Vision: Infrared scanners in the helmet allow the wearer to detect heat sources, permitting night vision and the ability to see invisible persons (unless they do not give off or can somehow mask their heat signature). Sensor Systems: Optical scanners in the helmet allow the helmet's eyepieces to be used as high-powered telescopes, and parabolic ear amplifiers fitted inside the helmet allow Doom to detect extremely faint sounds and unusual frequencies within the audible range for humans.

Note: Due to the material and magical boost, the armor grants Doom a Durability boost of +10 as well as +10 to speed and +15 to Strength.
Note: The Force Field can be activated passively but lasts only 3 turns max each usage with a 5 turn charging period.
Note: The electric current causes small damage, just enough to stun an opponent while in contact yet doesn't cause significant damage.
Note: The concusive blasts are not magically enhanced and neither is the field. And as such they are significantly weaker than a magical blast or field.

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Bio -
Technique Name: Titanium Armor
EXP: 20
Type: Technology
Rank: B
Description: The armor is made of a metallic titanium alloy. The armor is computer assisted as well as magically enhanced. But as a trade-off, the bulk of the armor limits dooms movements and flexability. The cloak is a titanium dipped micro fiber that is made of "memory cloth". The cloak is for the most part flame and bullet proof. Doom is able to produce a strong electric current through his armor that prevents anyone from touching or holding on to him especially since "None may lay hands on Doom". The gauntlets contain not only a mini computer and remote for his Doom Bots(TBA), but also Concussive bolts of force can be fired from the gauntlets. Force-field: The suit's best defense is the force-field generated by the armor, which has a maximum radius of eight feet (and so can encompass others); Doom cannot attack without lowering his force-field unless the target is already within range. Infrared Vision: Infrared scanners in the helmet allow the wearer to detect heat sources, permitting night vision and the ability to see invisible persons (unless they do not give off or can somehow mask their heat signature). Sensor Systems: Optical scanners in the helmet allow the helmet's eyepieces to be used as high-powered telescopes, and parabolic ear amplifiers fitted inside the helmet allow Doom to detect extremely faint sounds and unusual frequencies within the audible range for humans.

Note: Due to the material and mainly magical boost, the armor grants Doom a Durability boost of +10 as well as +5 to speed and +10 to Strength.
Note: The Force Field can be activated passively but lasts only 3 turns max each usage with a 5 turn charging period.
Note: The electric current causes small damage, just enough to stun an opponent while in contact yet doesn't cause significant damage.
Note: The concusive blasts are not magically enhanced and neither is the field. And as such they are significantly weaker than a magical blast or field.
Note: The Concussive blasts are B Ranked blasts.
Note: The Field is able to repel B rank and below techniques as well as keep anyone that is below a 60 in strength out.
Note: The electrical current isn't very strong as it doesn't pass through hardened materials such as armor or kevlar. It's only strong enough to stun an enemy with 50 and below durability for as long as they are in contact with Doom.


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Bio -

Made the necessary changes(bold)
 

Panthalassa

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Technique Name: Nut, the God of Wind
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Nut" calling down the soul of the God of Wind, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light green glimmer while his mind is cleared of all mental disturbances as the characteristics of Nut influences Heru's heroic persona. Acting calm, cool, as a pacifier, as well as infuential, Heru becomes the embodiment of wind while under the posession of Nut, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls wind, the spiritual soul energy of Nut gives Heru active control of the wind forces within short range of him allowing him to levitate/fly while active, as it also boosts the user's speed by 10 points, due to winds swift nature, and his intelligence by 5 because of the Godly mind state under possession. While the Wind Deity Nut's soul possesses Heru's, wind natured attacks become seemingly useless against his might, giving him a boost of +20 to Durability when facing wind-based techniques. The divine wind energy flowing within Heru gives him the ability to create forms of powerful gusts, streams, torrents, and spheres of wind within short range of himself passively to be used for attacking, defending, and supplementary uses. Only one form can be used at once, ex. gusts or streams, and they all equal D rank ENE strength. This mantra allows Heru to use increased wind productions, create wind based creatures with temporary life's, manipulate the element, and even become the embodiment of wind via additional techniques.
♦ Unveiling Tempest, costing a move, Heru can manifest the soul energy of Nut in his body allowing him to create a cloak of surging wind around his body that deals C ranked ENE damage upon contact as it inflicts numerous minute slashes to the target in contact with it. The user can manipulate this wind cloak and use it as an extension of his body when dealing physical attacks only being able to reach 3m from the user, but it can be manipulated into a plethora of shapes with dimensions within 3m.

-Lasts 4 turns-
-2 turn cool-down-
-UT: has a 1 turn cool-down-
Approved ~ With Edits

Technique Name: Iron Dragons Scales
EXP: 20
Type: Magic
Rank: B
Description: Gajeel will use his magic causing his body to turn to solid Iron as his skin is covered in scales like a dragon. All super sharp. The ends of his fingers turn to claws that can cut through almost anything (within reason). This increases Gajeels durability by +10 and his strength by +10 due to his his increased magic in his body. This lasts for up to 4 turns and gives his attacks the power to break through rock like a dragon. He can use this for one turn only or just use it on part of his body for attack or defense. It can only be done thrice for the magic it takes to use it.
Approved ~ With Edits. Don't forget to link your bio. Also, you only use EXP once to buy the technique, you can then use it indefinitely unless there's a usage restriction within the description.

Technique Name: Winds of Winter
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases waves of cold energy from either or both of his hands to freeze whatever he's targeting as long as it's within mid-range of his position. These blasts of cold energy slow down any movement at the atomic level to a complete halt and can be used to clash with other energy-based abilities (such as fire, lightning, hard light, etc). Anything solid or anyone caught in the blast will be encased in a prison of extremely cold ice. If the opponent has a strength stat greater than 40, he or she will be capable of breaking through the ice through sheer force alone but the exposure to the cold will leave them slower than usual for a short while (-20 to their speed stat for three turns). This technique does 60% of the user’s Energy stat in damage. The user can also use this technique in a supplementary manner to create a rideable wave of ice beneath them by directing the blasts of cold energy towards the ground (see image in spoiler). While using the slide, the user can move at speeds +10 their own.

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Approved

Technique Name: Hell-Fire
EXP: 20
Type:Energy
Rank: B
Description: This technique is the basically ability for demons to utilize their demonic energy to conjure and control Hell-Fire. Hell-Fire has many of the properties of normal fire, appearing as a bright red flame, though it is possible for the color to vary from demon to demon. Hell-Fire can be conjured onto the user's body, or thrown as a projectile or unleashed as a stream, though only one can be done at a time. This level of Hell-Fire doesn't display the typical burning attributes of normal fire. Rather, this level carries a spiritual-based effect, burning the souls of those it strikes. As such, it has little to no effect on inanimate objects other than being able to knock them back if striking them as a projectile or stream. On living creatures however, it is capable of dealing damage equal to 60% of the user's Energy Attribute so long as the user's Energy attribute is superior to the target's Intelligence Attribute.
Approved

Technique Name:Mark of Cain
EXP: 20
Type:Energy
Rank: B
Description:According to lore, the Mark of Cain was a brand given to Cain, the first-born son of Adam and Eve, by Lucifer after he murdered his brother Abel. The Mark appeared as a red scar, burned into his right arm just under the inside of his elbow. The Mark was a curse made of very powerful dark magic, which exhibited itself on Cain's soul and eventually twisted and decayed it until Cain became a demon. As Cain lived on, he passed the Mark onto few others, those who were murderers like him, and the Mark twisted their souls as well. The Mark of Cain grants any demon who is branded with it a boost in power, capable of releasing demonic energy that can fuel either their strength, speed, intelligence, or durability by +10, or two of these four attributes by +5. This temporary(3 turns max, twice per battle) boost however, came at a grave cost, as the Mark of Cain creates an insatiable bloodlust, causing those who are branded with it to crave murder as though it were a powerful drug, leaving the user with a deficit on the stat boosted equivalent to half of the boost ( -5 or -2,5 ), for 1 turn.
Approved ~ With Edits



Technique Name: Thunder Senses
EXP: 5
Type: Magic
Rank: D
Description: Releasing a vast amount of Lightning energy over his body and then expelling it in a shockwave of electricity, Thor forms an electric zone around him up to 5 meters in a 360 degree radius around him. While inside Thor is capable of tracking objects traveling faster than he would be able otherwise, this is done by slowing the opponent down using the electricity in the air around him and also vastly increasing his own vision with the same energy, increasing his INT by +5 and decreasing the opponent's SPD by -5. The blast in not harmful to the opponent otherwise.

Note: Only lasts three turns.
Note: Takes effect only up to 5 meters around Thor.
Edited heavily, retracted my Approval at the request of the submitter.



using 40 exp Im getting from mission to update stuff


Technique Name:Manipulation by association
EXP: 20
Type: Mutant
Rank: B
Description: Gamma radiation harbors in whatever item it touches, never to go away unless forcefully extracted. Because of Exodus's prowess in radiation control he now has the ability to move items that contain gamma radiation with just his mind(this does not include living beings). How this occurs is by exodus manipulating the gamma inside and around the weapon, because exodus has not expelled the gamma from the item the item simply rises and moves with the radiation itself.

Note: The control of particular items the opponent controls that is contaminated with gamma radiation can be negated if the opponent has enough physical strength to combat the pull of the item.
Note: the user cannot make any complex movements with the items such as firing a gun or activating a trigger unless he physically does so
Note: the user can only control 3 items at a time, it cannot surpass C rank items.[/spoiler]
Approved ~ With Edits

Technique Name: Death Beam
EXP: 10
Type: mutant
Rank: C
Description: concentrating large amounts of radiation on the tip of his finger exodus will manipulate the radiation to shoot off in the direction he is pointing. The speed at which the gamma radiation is shooting at results in a highly concentrated beam that has enough force to pierce through human flesh. When the beam touches living skin the person touched will receive 40% of the users energy stat in damage as well as a -5 to intellect every two turns Gamma radiation has the distinct effect of harboring in clothes and items it touches, as such whatever item that has been contaminated with gamma radiation will mimic the effects of gamma radiation poisoning if touched by living flesh, dealing +5% of ENE damage every turn for up to 4 turns.

Note: the initial damage of the technique is 40% of the users energy stat, afterwards the effects of gamma poisoning occur ( -5 INT and +5% ENE Damage ), for 4 turns without re-exposure. These effects do not stack with others.
Note: Non harmful radiation lingers in the target for 2 additional turns after the Radiation Poisoning ends.
Approved ~ With Edits

Technique Name: Serpent slayer
EXP: 20
Type: Mutant/equipment
Rank: B
Description: serpent slayer is essentially a Simple katana hilt with an empty slit right were the blade is supposed to sit. Exodus main ability is to control and produce an infinite amount of radiation,utilizing this the user will channel an extreme amount of radiation into the slit of the sword handle creating a blade. The user will condense the radiation to the form of a traditional katana, the condensed radiation becomes hot from the jumble molecules and creats a semi solid blade similar to plasma. The blade of radiation can be extended to long range at will, because it's composition is gamma radiation any living flesh that touches the blade will receive gamma poisoning taking 40% of the users energy stat in damage and -5 to intellect every 2 turns. Because of the quantity of radiation compressed into the form of a blade it has now changed to a form similar to that of plasma as such the user can cut through B rank and Below items like butter. As the blade is pure energy each strike the blade makes does the 60% of the users energy stat in damage . The blade itself weighs nothing as it is pure energy making physical attacks(like slashing) based on the users energy . Gamma radiation has the distinct ability to harbor in clothes and other items as such any item that has gamma radiation and is touched by living flesh grants the person touched the above effects of gamma poisoning.

Note: large amounts of radiation only empowers Exodus and as such boosts his SPD by +10, Int by +10, and Strength by 5 when wielding this blade(this only happens once)
Note: The blade itself emits radiation up to mid range.
Note: physical attacks such as slashing are decided by the users energy stat
Note: aBlade extension is based on the users energy stat.
Note: items struck by this blade can resist being cut into if the opponents technology stat is higher than the users energy stat.
Note: the user can perform other radiation related moves through the blade itself, if so the initial effects of the techniques used are doubled thanks to the large amounts of gamma radiation being used.
Vex, you missed this

I'll be using the 20 EXP I just got from my mission to update 2 of my abilities



Technique Name: Is That it?
EXP: 20
Type: Mutation
Rank: B
Description: A regenerative factor that heals damage +15 every usage. This healing factor deals with major/minor cuts and burns as well as internal damage. The user cannot however repair from major damages in a single turn, it will take up to the number of turns for the regenerative factor to equal or surpass the amount of damage dealt from the wound.
Note: Can't be used on consecutive turns.
Note: Can't heal more than 60 Health points.
Note: Can't heal damage from Severed Limbs or Missing Organs.
Approved ~ With Edits

Technique Name: Heightened senses
EXP: 10
Type: Mutant
Rank: C
Description: The user has the ability to augment their five senses for tracking, combat, or personal purposes. The user can track objects/people +10 speed faster than her own.
-Passive
Your INT Stat does not allow you to submit C Ranks.

Technique Name: Sixth Sense
EXP: 5
Type: Mutant
Rank: D
Description: The user gains an animal instinct to smell out or sense danger seconds before it happens. The user can sense danger 1 seconds before the action actually happens. Meaning that if a bullet is about to be fired, the sense happen 1 seconds from when the trigger is actually pulled however the user cannot tell where the danger is coming from
-Passive
Approved ~ With Edits
 
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ZandaT

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Technique Name: Sobek, the God of Water
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Sobek" calling down the soul of the God of Water, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light blue glimmer while his mind is cleared of all mental disturbances as the characteristics of the God Sobek influences Heru's heroic persona. Acting tranquil undisturbed, yet aggressive, and forceful when opposed, Heru becomes the embodiment of water while under the posession of Sobek, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls water, the spiritual soul energy of Sobek releases a continuous flow of moisture from the body of Heru creating a shroud of mist around his body that makes seeing harder for his opponent while within short range, -10 to their intelligence, while Heru's is boosted by +5 because of the Godly mind state while under possession. While the Water Deity Sobek's soul possesses Heru's, water natured attacks become seemingly useless against his might, giving him a boost of +20 to Durability when facing water-based techniques. The divine water energy flowing within Heru gives him the ability to create several concentrated objects, weapons, and tools of water within short range of himself, passively, using the moisture in the air, directly from a weaker source, or creating the water directly from his body. All things made are done through hand gestures, equal D rank ENE strength, and its dimensions cannot exceed 3m. Most things created in reason can then be fired into mid.range as projectiles, but after leaving short range the user has no control of the water made. This mantra allows Heru to use increased water productions, create water based creatures with temporary life's, manipulate the element, and even become the embodiment of water via additional techniques.
♦Liquid Expulsion, costing a move, Heru can manifest the soul energy of Sobek in his body allowing him to create small spheres of water in his hand that can be shot forwards towards a target in order to deal explosive water damage on contact. These orbs travel a mid.range distance from the user, and once triggered or contact is made, the orb will explode releasing a medium sized (3m) volume of water that has a C ranked ENE strength.

-Lasts 4 turns-
-2 turn cool-down-
-LE: has a 1 turn cool-down-
 
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Panthalassa

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Technique Name: Sobek, the God of Water
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Sobek" calling down the soul of the God of Water, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light blue glimmer while his mind is cleared of all mental disturbances as the characteristics of the God Sobek influences Heru's heroic persona. Acting tranquil undisturbed, yet aggressive, and forceful when opposed, Heru becomes the embodiment of water while under the posession of Sobek, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls water, the spiritual soul energy of Sobek releases a continuous flow of moisture from the body of Heru creating a shroud of mist around his body that makes seeing harder for his opponent while within short range, -10 to their intelligence, while Heru's is boosted by +5 because of the Godly mind state while under possession. While the Water Deity Sobek's soul possesses Heru's, water natured attacks become seemingly useless against his might, giving him a boost of +20 to Durability when facing water-based techniques. The divine water energy flowing within Heru gives him the ability to create several concentrated objects, weapons, and tools of water within short range of himself, passively, using the moisture in the air, directly from a weaker source, or creating the water directly from his body. All things made are done through hand gestures, equal D rank ENE strength, and its dimensions cannot exceed 3m. Most things created in reason can then be fired into mid.range as projectiles, but after leaving short range the user has no control of the water made. This mantra allows Heru to use increased water productions, create water based creatures with temporary life's, manipulate the element, and even become the embodiment of water via additional techniques.
♦Liquid Expulsion, costing a move, Heru can manifest the soul energy of Sobek in his body allowing him to create small spheres of water in his hand that can be shot forwards towards a target in order to deal explosive water damage on contact. These orbs travel a mid.range distance from the user, and once triggered or contact is made, the orb will explode releasing a medium sized (3m) volume of water that has a C ranked ENE strength.

-Lasts 4 turns-
-2 turn cool-down-
-LE: has a 1 turn cool-down-
Approved ~ Add this edit:

Note: IT DOES NOT WORK AGAINST PANTHALASSA, ANY OF IT!!

Just kidding lol
 

XZA

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Technique Name: Buu Style: Victoria's Secret
EXP: 5
Type: Magic
Rank: D
Description: Buu is capable of absorbing and hosting a large amount of Ki in his body, being able to draw it from the atmosphere and immediate vicinity. This, as a result, greatly increases his Vitality and Life Force and allows him to repair damage done to his body.
Note: Heals 10 HP a turn

Technique Name: Buu Style: The Pink Panther
EXP: 20
Type: Magic
Rank: B
Description: An extremely simple technique, but also extremely useful. Buu will output a large amount of Ki from his body, which is transparent except for around the edges of the armor, giving off a Pink Hue. The Armor is reminiscent of a flame that covers the area 3 meters in radius from their person. The Armor of Ki is immune to C Ranks and Freeform passively, while a B Rank Can neutralize it, and A Ranks can burst through it completely. Other than protecting, the user is capable of using the armor to fly, manipulating the Ki to maneuver through the air while still inside the armor. Their Attacks are greatly augmented, gaining a 30% increase from their base power, and the overall Area of effect of the technique increases ten Fold, so now a simple punch is capable of leaving a crater in the ground.
Note: Lasts 5 Turns
Note: 2 Turn Cooldown

 

Detective L

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Technique Name: Saltar Atrás
EXP: 20
Type: Energy
Rank: B rank
Description: A technique passively activated upon will, and gained by Crocodile as a by-product after eating the Suna Suna no Mi. Crocodile is capable of passively changing any part of his body, or his entire body, into Sand, allowing him to evade damage done by projectiles and small weapons, and even to allow close range hits to merely phase through him. This also allows Crocodile to reform after being hit by a large projectile, and form back into his full form. When completely hit, below the rank of the technique and scattered, Crocodile can reform elsewhere, up to Mid range from his former position, and travels in the form of small sand particles. Due to the technique being passive and merely activated at the start of a battle, its always activated but acts as one of the users' three moves per turn, and thus, when active, the user can only use two techniques. The technique is purely supplementary, and does not do any damage on its own. The technique only works on physical forms, and things below and equal to the rank of the technique. For the former, it can be done up to six times and the latter, up to four times.

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Technique Name: Construcciones de Arena
EXP: 5
Type: Energy
Rank: D rank
Description: A basic application of his Sand Manipulation, Crocodile will use existing sources of Sand, or Sand that has been formed from his body after Saltar Atrás, to create several constructs of Sand, in free form and using it via hand gestures or mental command. These constructs are merely limited to his imagination, though can not be sentient, or extremely large due to the rank of the technique. This technique can be used offensively, defensively, and even for supplementary usages. Creating structures and tools, can be done in Short range of Crocodile and when using it offensively, can be done up to Mid range from him. The technique deals 20% of Crocodiles energy stat (which is 12) when used offensively.
 

Negative Knight

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Technique Name: Glacial Rain
EXP: 10
Type: Energy
Rank: C
Description: An initially imperceptible technique that Cold uses to cling frozen water molecules from the air moisture to the opponent’s clothes/body to sense them as well as weigh them down over time. Once set off, the process is autonomous, it’s simply a matter of the furthest icicles making their way to the opponent’s position. The icicles are too small to see or have any effect at all on their own, but this technique’s power lies in the cumulative effect of the individual icicles coming together. The frozen water molecules of water piling up on the body’s effects become vaguely apparent after one turn, when the opponent’s maximum speed falls by 5 points due to the added mass forced upon their person. One turn later, it falls by another five points. One turn after that and it will have fallen by a total of 15 points. On the fourth and final turn of this technique, their speed becomes 20 less than what it was originally. After this turn, the icicles melt by the next turn and the opponent’s speed returns to normal. This technique only has a visual tell from the third turn onwards (when their speed is -15 of what it originally was) due to the layer of frost covering their body/clothing.

Note: This technique cannot be stacked upon itself.

 
Last edited:

Vex

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Technique Name: Serpent slayer
EXP: 20
Type: Mutant/equipment
Rank: B
Description: serpent slayer is essentially a Simple katana hilt with an empty slit right were the blade is supposed to sit. Exodus main ability is to control and produce an infinite amount of radiation,utilizing this the user will channel an extreme amount of radiation into the slit of the sword handle creating a blade. The user will condense the radiation to the form of a traditional katana, the condensed radiation becomes hot from the jumble molecules and creats a semi solid blade similar to plasma. The blade of radiation can be extended to long range at will, because it's composition is gamma radiation any living flesh that touches the blade will receive gamma poisoning taking 5% of the users energy stat in damage and -5 to intellect every 2 turns for 4 turns. Because of the quantity of radiation compressed into the form of a blade it has now changed to a form similar to that of plasma as such the user can cut through C rank and Below items like butter, and having difficulty cutting same ranked items. As the blade is pure energy each strike the blade makes does the 60% of the users energy stat in damage . The blade itself weighs nothing as it is pure energy making physical attacks(like slashing) based on the users energy . Gamma radiation has the distinct ability to harbor in clothes and other items as such any item that has gamma radiation and is touched by living flesh grants the person touched the above effects of gamma poisoning.

Note: large amounts of radiation only empowers Exodus and as such boosts his Int by +10, and Strength by 5 when wielding this blade(this only happens once)
Note: The blade itself emits visible radiation up to short range.
Note: physical attacks such as slashing are decided by the users energy stat
Note: Blade extension is based on the users energy stat.
Note: items struck by this blade can resist being cut into if the opponents technology stat is higher than the users energy stat or if made from Lead. Lead protection doesn't apply to C ranks and below.
Note: the user can perform other radiation related moves through the blade itself
-Approved with some edits.


Technique Name: Titanium Armor
EXP: 20
Type: Technology
Rank: B
Description: The armor is made of a metallic titanium alloy. The armor is computer assisted as well as magically enhanced. But as a trade-off, the bulk of the armor limits dooms movements and flexability. The cloak is a titanium dipped micro fiber that is made of "memory cloth". The cloak is for the most part flame and bullet proof. Doom is able to produce a strong electric current through his armor that prevents anyone from touching or holding on to him especially since "None may lay hands on Doom". The gauntlets contain a remote for his Doom Bots(TBA), but also Concussive bolts of force can be fired from the gauntlets. Force-field: The suit's best defense is the force-field generated by the armor, which has a maximum radius of eight feet (and so can encompass others); Doom cannot attack without lowering his force-field unless the target is already within range. Infrared Vision: Infrared scanners in the helmet allow the wearer to detect heat sources, permitting night vision and the ability to see invisible persons (unless they do not give off or can somehow mask their heat signature). Sensor Systems: Optical scanners in the helmet allow the helmet's eyepieces to be used as high-powered telescopes, and parabolic ear amplifiers fitted inside the helmet allow Doom to detect extremely faint sounds and unusual frequencies within the audible range for humans.

Note: Due to the material and mainly magical boost, the armor grants Doom a Durability boost of +10 as well as +5 to speed and +10 to Strength.
Note: The electric current causes small damage, just enough to stun an opponent while in contact yet doesn't cause significant damage.
Note: The concusive blasts are not magically enhanced and neither is the field. And as such they are significantly weaker than a magical blast or field.
Note: The Concussive blasts are B Ranked blasts (60% of current tech stat in damage).
Note: The Field is able to repel B rank and below techniques as well as keep anyone that is below a 60 in strength out (Duration of 2 turns max).
Note: The electrical current isn't very strong as it doesn't pass through hardened materials such as armor or kevlar. It's only strong enough to stun an enemy with 50 and below durability for as long as they are in contact with Doom. (Usable 3 times total, with a 1 turn cool down between uses)


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Bio -

Made the necessary changes(bold)
-Approved slight edits.
 
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Akuma

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Technique Name: MAX2 Volt God
EXP: 20
Type: Magic
Rank: B
Description: Thor releases various levels of his electric energy all over his body, or alternatively actives this technique by pulling down lightning from the skies with Mjolnir, eventually becoming a living body of lightning; turnins his flesh and body into pure Lightning. Thor is passively pulling lightning from the skies every turn and harnessing it, this makes his energy and electrokinesis techniques increase in 50% of his current Energy attribute once this technique is entered. MAX2 Volt God puts Thor in a state where normal and physical attacks/forces would phase right through him, even if a blast struck him, he'd reform once more. The electrical heat of his body makes it so anything touching him immediately burns or heats up, as such steel or metal armor and weaponary would get heated almost immediately and people would be electrified or scorched. Thor is able to listen to the electrical sound waves that traverse the very air itself while under MAX2 Volt God. This gives him a radar-like sense of everything around him that makes it seem like he is omniscient, while not truly so, but very convincing. MAX2 Volt God has two main states, the Speed Volt and the Energy Volt, and each states has it's own abilities.

While Speed Volt doesn't change any aspect of Thor's body, except becoming lightning, it in return makes him much more faster and agile, being a state of speed. In this state he can move 60% faster than his current speed Attribute and 40% smarter than his current Intelligence att. Speed Volt gives Thor the ability to turn himself into a lightning bolt, further advancing his Lightning body. Whose size can vary from mere, fast-moving sparks to large pillars of lightning; able to make sharp turns even. Together with the signature intangibility of Electricity Magic, this form also grants him some traits typical of real lightning: he's shown capable of freely moving around at high speed and to travel over long distances, rapidly appearing at his destination from places away from sigh as well as to electrocute everything crossing his path. With the voltage of his bodily electricity being high enough to wreak havoc throughout several square blocks. However he can only use this bolt tranformation while in motion.

Meanwhile Energy Volt transforms Thor into a gigantic Raijin-looking thunder god (made of pure electricity), roughly twice the size of Hulk, with a broader and bigger body/muscle. In this MAX2 Volt his Energy attribute is increased by 60% of his current, and his Strength is empowered by 40%. He can fire giant lightning blasts from his hands (C rank strength, 40% of his energy attribute in damage) and is supposedly at his strongest; and his body acts as a Lightning magnet, basically pulling all forms of lightning and storm into it's belly; absorbing it. While under MAX2 Volt God states, Thor's attributes are un-altered except the ones specifically mentioned being enhanced by the technique (Speed and Energy). Thor retains his ability to hit and interact with physical matter if he wishes under both MAX2 Volt states, with his Energy State allowing him to destroy a small building with a single swipe of a limb. He is also able to wield Mjolnir under this technique.

Note: Lasts 4 turns and can only be used twice.
Note: The user can transverse between Energy Volt and Speed Volt while using MAX2 Volt God technique, without counting a move, unless it is deactivated or runs out.
Note: The technique only allows for attacks (physical/tangible) to phase through the user unharmed if they are of equal rank as this technique (B). Higher rank techniques (A+) will still do damage.
Note: Techniques allowed during Speed Volt and Energy Volt count as a technique each time used. This refers to the Bolt Body technique and the Lightning blasts from Thor's hands.
 
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Lord of Kaos

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Technique Name: Suit of Sorrows
EXP: 20
Type: Technology
Rank: B
Description: The original Suit of Sorrows was created ages ago, originally forged by the Order of Purity. The armor was crafted and forged from the melted blades and breastplates of several soldiers of the Order who had fallen in battle. It is said that the suit is able to impart strength and speed to those who wear it, but it will destroy anyone who is not pure. Batman, having heard legends and stories of the suit from his days training in the League, fashioned a replica of this armor. Adapted to mirror his trademark bat image, the Suit of Sorrows resembles the Batsuit with notable differences. The Kevlar armor has been removed in favor of a more body-tight suit designed to protect against biochemical agents, but as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. This suit also is lined with sensors attached to nerve ending clusters, stimulating blood flow and activity, leading to a tremendous speed and strength increase. The armor, just like the original suit, is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. In addition to this, the suit is lined with kinetic energy converters that allow for it to superheat as he moves, causing burning effects on contact. This allows for the suit to become immune to the effects of cold environments as well as same ranked low temperature related techniques. Due to this heating effect, Batman's gauntlets are able to superheat and cause burning effects when attacks using the blades are made, dealing first degree damage via freeform attacks. The cowl attached to the suit is the same as his specialized Batcowl except this one covers his entire face, mouth included to prevent from biochemical agents attacking him as the mouth is fitted with an air purifier to cleanse the air easier and prevent him from being harmed.

Note: Due to the attachments to the user's nerve clusters, the user gains a +20 increase to Strength as well as Speed while losing -10 to Durability, due to the nature of the suit.
Note: When Superheated, the fiery effects add +10 to freeform damage.
Note: After wearing for 10 turns, Batman's durability slips yet another -10 and his strength and speed increase +5 but he becomes unable to differentiate good from evil, right from wrong and his morals fade as he becomes a killing machine. This continues for every 10 turns until his health fades away, eventually killing him as he becomes mad with power and his soul corrupted.

Looks like:
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Remove the last note if needed, I just wanted it to mirror the actual suit as close as possible lol.
 

Panthalassa

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Technique Name: Buu Style: Victoria's Secret
EXP: 5
Type: Magic
Rank: D
Description: Buu is capable of absorbing and hosting a large amount of Ki in his body, being able to draw it from the atmosphere and immediate vicinity. This, as a result, greatly increases his Vitality and Life Force and allows him to repair damage done to his body.
Note: Heals 5 HP every two turns, for a maximum of 20 HP
Approved ~ With Edits

Technique Name: Buu Style: The Pink Panther
EXP: 20
Type: Magic
Rank: B
Description: An extremely simple technique, but also extremely useful. Buu will output a large amount of Ki from his body, which is transparent except for around the edges of the armor, giving off a Pink Hue. The Armor is reminiscent of a flame that covers the area 3 meters in radius from their person. The Armor of Ki is immune to C Ranks and Freeform passively, while a B Rank Can neutralize it, and A Ranks can burst through it completely. Other than protecting, the user is capable of using the armor to fly, manipulating the Ki to maneuver through the air while still inside the armor. Their Attacks are greatly augmented, gaining a 20% increase from their base power, and the overall Area of effect of the technique increases 2 fold.
Note: Lasts 4 Turns
Note: 2 Turn Cooldown
Note: Can only be used 3 times

Approved ~ With Edits

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Technique Name: Saltar Atrás
EXP: 20
Type: Energy
Rank: B rank
Description: A technique passively activated upon will, and gained by Crocodile as a by-product after eating the Suna Suna no Mi. Crocodile is capable of passively changing any part of his body, or his entire body, into Sand, allowing him to evade damage done by projectiles and small weapons, and even to allow close range hits to merely phase through him. This also allows Crocodile to reform after being hit by a large projectile, and form back into his full form. When completely hit, below the rank of the technique and scattered, Crocodile can reform elsewhere, up to Mid range from his former position, and travels in the form of small sand particles. Due to the technique being passive and merely activated at the start of a battle, its always activated but acts as one of the users' three moves per turn, and thus, when active, the user can only use two techniques. The technique is purely supplementary, and does not do any damage on its own. The technique only works on physical forms, and things below and equal to the rank of the technique. For the former, it can be done up to six times and the latter, up to four times.

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Technique Name: Construcciones de Arena
EXP: 5
Type: Energy
Rank: D rank
Description: A basic application of his Sand Manipulation, Crocodile will use existing sources of Sand, or Sand that has been formed from his body after Saltar Atrás, to create several constructs of Sand, in free form and using it via hand gestures or mental command. These constructs are merely limited to his imagination, though can not be sentient, or extremely large due to the rank of the technique. This technique can be used offensively, defensively, and even for supplementary usages. Creating structures and tools, can be done in Short range of Crocodile and when using it offensively, can be done up to Mid range from him. The technique deals 20% of Crocodiles energy stat (which is 12) when used offensively.
Approved

Technique Name: Glacial Rain
EXP: 10
Type: Energy
Rank: C
Description: An initially imperceptible technique that Cold uses to cling frozen water molecules from the air moisture to the opponent’s clothes/body to sense them as well as weigh them down over time. Once set off, the process is autonomous, it’s simply a matter of the furthest icicles making their way to the opponent’s position. The icicles are too small to see or have any effect at all on their own, but this technique’s power lies in the cumulative effect of the individual icicles coming together. The frozen water molecules of water piling up on the body’s effects become vaguely apparent after one turn, when the opponent’s maximum speed falls by 5 points due to the added mass forced upon their person. two turn later, it falls by another five points. This total decrease in the target's speed by -10 will last for 2 turns afterwards, after which, the icicles melt the opponent’s speed returns to normal. This technique only has a visual tell from the third turn onwards (when their speed is -15 of what it originally was) due to the layer of frost covering their body/clothing.

Note: This technique cannot be stacked upon itself.
Approved ~ With Edits



Technique Name: MAX2 Volt God
EXP: 20
Type: Magic
Rank: B
Description: Thor releases various levels of his electric energy all over his body, or alternatively actives this technique by pulling down lightning from the skies with Mjolnir, eventually becoming a living body of lightning; turnins his flesh and body into pure Lightning. Thor is passively pulling lightning from the skies every turn and harnessing it, this makes his energy and electrokinesis techniques increase in 50% of his current Energy attribute once this technique is entered, up to a maximum of +15. MAX2 Volt God puts Thor in a state where normal and physical attacks/forces would phase right through him, even if a blast struck him, he'd reform once more. The electrical heat of his body makes it so anything touching him immediately burns or heats up, as such steel or metal armor and weaponary would get heated almost immediately and people would be electrified or scorched. Thor is able to listen to the electrical sound waves that traverse the very air itself while under MAX2 Volt God. This gives him a radar-like sense of everything around him that makes it seem like he is omniscient, while not truly so, but very convincing. MAX2 Volt God has two main states, the Speed Volt and the Energy Volt, and each states has it's own abilities.

While Speed Volt doesn't change any aspect of Thor's body, except becoming lightning, it in return makes him much more faster and agile, being a state of speed. In this state he can move 60% faster than his current speed Attribute, up to a maximum of +10, and 40% smarter than his current Intelligence att, up to a maximum of +5. Speed Volt gives Thor the ability to turn himself into a lightning bolt, further advancing his Lightning body. Whose size can vary from mere, fast-moving sparks to large pillars of lightning; able to make sharp turns even. Together with the signature intangibility of Electricity Magic, this form also grants him some traits typical of real lightning: he's shown capable of freely moving around at high speed and to travel over long distances, rapidly appearing at his destination from places away from sigh as well as to electrocute everything crossing his path. With the voltage of his bodily electricity being high enough to wreak havoc throughout several square blocks. However he can only use this bolt tranformation while in motion. ( This does not grant Lightning or Light speed, just greater speed )

On the other hand, Energy Volt transforms Thor into a gigantic Raijin-looking thunder god (made of pure electricity), roughly twice the size of Hulk, with a broader and bigger body/muscle. In this MAX2 Volt his Energy attribute is increased by 60% of his current, ( Up to +20, replacing the original boost ) and his Strength is empowered by 40% ( Up to a maximum of +5 ). He can fire giant lightning blasts from his hands (C rank strength, 40% of his energy attribute in damage) and is supposedly at his strongest; and his body acts as a Lightning magnet, basically pulling all forms of lightning and storm into it's belly; absorbing it. While under MAX2 Volt God states, Thor's attributes are un-altered except the ones specifically mentioned being enhanced by the technique (Speed and Energy). Thor retains his ability to hit and interact with physical matter if he wishes under both MAX2 Volt states. He is also able to wield Mjolnir under this technique.

Note: Lasts 4 turns and can only be used twice.
Note: The user can transverse between Energy Volt and Speed Volt while using MAX2 Volt God technique, without counting a move, unless it is deactivated or runs out.
Note: The technique only allows for attacks (physical/tangible) to phase through the user unharmed if they are of equal rank as this technique (B). Higher rank techniques (A+) will still do damage.
Note: Techniques allowed during Speed Volt and Energy Volt count as a technique each time used. This refers to the Bolt Body technique and the Lightning blasts from Thor's hands.
Approved ~ with Edits
 
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