[LoT] Custom Techniques Submission

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Vex

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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 -15 to Durability, due to the nature of the suit.
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.
Note: The user cannot use this with any other technique that boosts Strength and Speed.
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Technique Name: BatTaser
EXP: 20
Type: Technology
Rank: B
Description: A small hidden attachment Batman made, the BatTaser is a discrete taser in extreme compact size. Made to fit under a glove on the tip of a finger, the BatTaser delivers a nonlethal concentrated stream of electricity at a target. Upon hitting a person, these beams cause paralysis and electrical burn damage as they hit, burning the targeted area with first degree burns and second degree with prolonged exposure and causing muscle stiffness for the next 2 turn, reducing speed by 2 for two turns.
Note: Can be used once every two turns as the volt has to be recharged.
Note: Stream travels up to Mid Range.

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-Both Approved

bio link:

Technique Name: Nth Armor
EXP: 10
Type: Technology
Rank: C
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability, and healing. The Nth metal add's +5 to his speed, strength and +5 to durability. Nth metal also protects the wearer from elements and speeds the healing of wounds (+5 every 2 turns after damaged for 3 turns), and protects them from extreme temperatures (freeform). His armor allows him to tank heavy blasts, and gives him added protection against piercing weapons. The armor is always on him so this is considered passive, however it must be mentioned by the user.
-Approved, I made slight edits. The fact that your suit increases your healing factor caused me to reduce one other bonus slightly. Update this tech as you rank up.

Technique Name: Asgardian-Energy Suit
EXP: 20
Type: Magic
Rank: B
Description: Forged only two hundreds of years after the creation of Mjolnir, Odin requested an armor vest to be made for Thor. This led to the creation of a Harness and Power-Belt that provided the wearer the with the abilities of flight, Super-Strength and limited Invulnerability; even for someone like Thor who already has these things, albeit this Magical Suit merely enhances these traits of him. The test subject, Thorlief Golmen, a psychiatric nurse, was fitted with the suit. However during the testing process he started ranting about how he now believed he was actually the God of Thunder, Thor. He was institutionalized as the delusions worsened. The Dwarves working on the Harness made several modifications to the suit using inspiration from Thorlief's rantings about Thor, adding Lightning absorbtion and conduction, using it to boost Thor's Electrokinetic ability giving his Energy/Electrokinetic techniques a +10 boost. The only problem was how to include the power source. It was Thor himself who suggested nestling it inside a Hammer, this allowed the suit to charge either by pulling energy from the Hammer itself, or usign the Hammer to drag Lightning from the skies and fuel the Suit and Belt; Including a total of 6 Energy Storage units into the Suit, this is where the energy absorbed goes and it is the energy used by the suit to enhance Thor's condition. The Harness and Belt give Thor an increase in strength, adding +15 to his physical attacks (freeform or otherwise). Using the Asgardian-Energy Suit's energy, the Hammer can use the heat generated by electricity to heat up the air up to short range around himself and cause it to explode into a thunder clap, this is used to neutralize non-material attacks. (energy based and similiar) and to damage opponents (has B rank strength). The Harness (or Torso suit) increases Thor Durability by up to +20 points, given the properties and energy it is made of. A technique developed by Thor called "Judgment of God" makes used of the Energy storage units, by sucking all the energy of 2 of them (and thus leaving thhose 2 empty of energy) Thor focuses a large cluster of electricity above his target, then uses it to send a huge and powerful lightning bolt crashing down from the sky, frying the unlucky target. Wide and big enough to destroy a skyscraper. He can also use this attack to launch a massive lightning stream from the hammer or his hand, in a horizontal line. This technique requires 2 Units of Energy, and such can only be done thrice. When Energy Units are empty due to using "Judgement of God" Thor must refuel them by pulling down Lightning from the sky, and await 1 full turn per each Unit.

Note: Must be stated and posted before battle, otherwise it counts as a move when activated after the first turn.
Note: Thunderclap technique costs a move slot whenever used. And can only neutralize attacks of equal rank (B).
Note: Suit's abilities are in effect so long as Thor has it on and active, regardless of his body/physical condition.
Note: Judgement of God can only be used x3 and requires a 2 turn interval between uses, it deals a total damage of up to 60% of Thor's current Energy stat. It costs a move slot when used.

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-Declined
, this is just too much. You know, in total, ALL of your stat boosts can only total up to 50 right? And a max of +25 in one category (again collectively from all stats).

Technique Name: Arsenal's Suit
EXP: 20
Type: Technology
Rank: B
Description: Arsenal's suit is a full body red and black battle suit made for Roy Harper himself . The Suit itself has multiple titanium plates located through out he armor. Though, as a result, there are multiple areas not coated in the supper hard metal. Though to compensate, the spandex material not plated is mixed in with a super flexible lightweight alloy which maintains flexibility. The plating covers Arsenal's whole torso, his forearms and the front of his legs. The inside of the suits has small micro sized spikes sending mini electromagnetic pules into Roy's body, this increases the rate message get sent from his body to his brain giving Roy a boost in reaction time and perception. The pules sen trhough his body aren't strong enough to cause Roy harm or cause numbing in his body.

Note: Due to the reinforced titanium Arsenal gets +10 in both durability and strength
Note: Due to the electromagnetic pulses Roy gets a +5 in intelligence.
Note: This electrical shock deals 60% of tech stat but it can only be used once a turn and requires a 2 turn cool down.
Illustration:
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-Approved. I made slight edits, then removed completely your electric surge thing as it was pretty much a copy of the Doctor Doom armour, and the batsuit.



Technique Name: Energy Staff
EXP: 10
Type: Technology
Rank: C
Description: One of Deathstroke's signature weapons, a near indestructible (Can be destroyed by A rank or above attacks) bo staff made out of prometheum alloy. The staff can also discharge an energy blast out of either end up to mid range (strong enough to destroy aircraft and even injure powerful metahumans, C rank in strength - dealing damage equivalent to 40% of tech stat) and can also be separated into two nightsticks. The staff's blunt damage is dependent on the user's strength stat, dealing 40% of strength stat in damage.
-Pending We start off with 25 EXP; you don't have enough to submit this yet. If I'm miscounting, VM me and I'll recheck.

-Approved

Technique Name: Orange Lantern Ring
EXP: 5
Type: Technology
Rank: D
Description: Larfleeze's most valued accessory - an ancient relic that serves as a conduit for the orange light of avarice. It's primary capability is enhancing orange energy manipulation via the efficient streamlining of said power in a manner exceeding the wielder's innate capacity. The ring, so long as it is worn, perpetually imbues the wearer with a dense aura of orange light that functions as a quasi-amor akin to a force-field, insofar as it yields significantly increased resistance to both energy-based and physical-based damage. Moreover, the aura guards against the hazards of space (or any vacuum), essentially supplanting biological respiration whilst also ensuring homeostasis. Lastly, the ring grants flight.

Note: reduces all damage resulting from both energy and physical attacks (by 5).
Note: flight speed is always a fixed value - 20% of Larfleeze's current energy stat.


-Approved
. Although, I removed your first note - There's no energy cost to produce constructs. Also, this was the first *fully* grammatically correct submission that I've ever checked ;-;.​
 
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Akuma

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-Declined
, this is just too much. You know, in total, ALL of your stat boosts can only total up to 50 right? And a max of +25 in one category (again collectively from all stats).
Reduced them to 5, and 15 at max. Instead of 45

Technique Name: Asgardian-Energy Suit
EXP: 20
Type: Magic
Rank: B
Description: Forged only two hundreds of years after the creation of Mjolnir. Odin requested an armor vest to be made for Thor. This led to the creation of a Harness and Power-Belt that provided the wearer the with the abilities of flight, Super-Strength and limited Invulnerability. Even for someone like Thor who already has these things, this Magical Suit merely enhances these traits of him. The test subject, Thorlief Golmen, a psychiatric nurse, was fitted with the suit. However during the testing process he started ranting about how he now believed he was actually the God of Thunder, Thor. He was institutionalized as the delusions worsened. The Dwarves working on the Harness made several modifications to the suit using inspiration from Thorlief's rantings about Thor, adding Lightning absorbtion and conduction, using it to boost Thor's Electrokinetic ability giving his Energy/Electrokinetic techniques a +5 boost. The only problem was how to include the power source. It was Thor himself who suggested nestling it inside a Hammer, this allowed the suit to charge either by pulling energy from the Hammer itself, or usign the Hammer to drag Lightning from the skies and fuel the Suit and Belt; Including a total of 6 Energy Storage units into the Suit, this is where the energy absorbed goes and it is the energy used by the suit to enhance Thor's condition. The Harness and Belt give Thor an increase in strength, adding +5 to his physical attacks (freeform or otherwise). Using the Asgardian-Energy Suit's energy, the Hammer can use the heat generated by electricity to heat up the air up to short range around himself and cause it to explode into a thunder clap, this is used to neutralize non-material attacks. (energy based and similiar) and to damage opponents (has B rank strength). The Harness (or Torso suit) increases Thor Durability by up to +15 points, given the properties and energy it is made of. A technique developed by Thor called "Judgment of God" makes used of the Energy storage units, by sucking all the energy of 2 of them (and thus leaving thhose 2 empty of energy) Thor focuses a large cluster of electricity above his target, then uses it to send a huge and powerful lightning bolt crashing down from the sky, frying the unlucky target. Wide and big enough to destroy a skyscraper. He can also use this attack to launch a massive lightning stream from the hammer or his hand, in a horizontal line. This technique requires 2 Units of Energy, and such can only be done thrice. When Energy Units are empty due to using "Judgement of God" Thor must refuel them by pulling down Lightning from the sky, and await 1 full turn per each Unit.

Note: Must be stated and posted before battle, otherwise it counts as a move when activated after the first turn.
Note: Thunderclap technique costs a move slot whenever used. And can only neutralize attacks of equal rank (B).
Note: Suit's abilities are in effect so long as Thor has it on and active, regardless of his body/physical condition.
Note: Judgement of God can only be used x3 and requires a 2 turn interval between uses, it deals a total damage of up to 60% of Thor's current Energy stat. It costs a move slot when used.

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Panthalassa

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Technique Name: Boom
EXP: 20
Type: mutant
Rank: B
Description: This technique is centered around gammas distinct ability to explode when a reaction occurs, knowing this the user channels a large amount of gamma energy, in his hand, and compresses it to the size of a marble, the user then controls the marble to follow the opponent until it collides resulting in an explosion that reaches mid range.The resulting explosion flings gamma radiation to long range(explosion moves at 30% of the users energy stat and does 60% amount of damage) any person the gamma touches suffers from gamma poisoning and received 10% of the users energy stat in damage and a -5 to intellect every 2 turns, for 4 turns, creating a total of 20% damage and -10 intellect afterwards. Gamma radiation has the distinct ability to harbor in clothes and items it touches as such any person that touches an item infested with gamma radiation gains the above effects of gamma poisoning. This radiation poisoning doesn't stack with other effects.
Approved ~ With Edits. I feel like half of the techniques I checked were yours, btw, since I started checking. How many customs do you have man?

Technique Name: Radioactive body
EXP: 20
Type: MUTANT
Rank: B
Description: Exodus physically transforms his body into a pure concentration of gamma radiation. When transforming into this state attacks that do not use led simply pass right through him withought harm, unless the Damage Stat of the target surpasses that of the user's Energy Stat. If living flesh touches him in this state they immediately receive gamma poisoning taking 20% of the users energy stat in damage and a -5 to intellect every two turns, for at least 4 turns if the contact does not happen again, creating a total of 20% damage and -10 intellect afterwards. Weapons and items that touch him in this state absorb large amounts of gamma radiation and as such gift any living being who touches it half of the above effects of gamma poisoning ( 5% of the Energy Stat ). This radiation poisoning doesn't stack with other effects. As a living being of pure radiation the user can reform anywhere within midrange of his original position.

Note: the user can only change into this form once per turn, form lasts 4 turns with a 2 turn cooldown and can only be used 4 times. Can only dodge one technique per turn.
Approved ~ With Edits

Technique Name: Hell-Hound
EXP: 20
Type: Energy
Rank: B
Description: Hell-Hounds are the pets of demons. They're created by the user channeling their Demonic Energy through dark magic, forming the energy into a sentient mass with glowing red eyes and a body that resembles that of a large wolf. Hell-Hounds appear to be made of countless shadows converging and swarming over each other, almost like a cloud of shadows. Hell-Hounds are capable of being completely controlled by their conjurers or acting independently, typically used as partners in combat or to collect souls. The reason for this is that Hell-Hounds are equipped with sharp claws and fangs as well as intense strength, tearing into the bodies of their masters' enemies to literally tear out their soul. While Hell-Hounds consist of Demonic Energy, they are tangible, capable of being thrown back by sufficient force(such as techniques or Strength higher than the Hell-Hounds) and killed by objects made of salt, iron, or energy. Hell-Hounds have strength and speed equaling to 60% of the user's Energy Attribute, and last for a maximum of 3 turns with a two turn cooldown before recreating them(can only be created twice a battle/mission). Once a Hell-Hound has the scent of its victim, it has it for life.

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You have to give attributes to this hounds. At B rank you have 100 points to spread.


Technique Name: Cryogenesis
EXP: 20
Type: Energy
Rank: B
Description: This technique is based on the idea of cryogenically freezing the body to preserve it longer than it’s natural life span. Captain Cold’s resistance to extremely cold temperatures allows him to cool his body to levels no other human being could survive. This technique is essentially a conscious cryogenic preservation, his body is essentially put his in a state of “stasis”. For this technique’s duration, he no longer needs to breathe and he becomes immune to poisonous gases, radiation and abilities that decay (B-Rank and below). He also no longer possess a thermal signature and blends in perfectly with his surroundings. This may sound far-fetched but this technique is simply cryogenic freezing taken one step further since Captain Cold’s body is uniquely suited to remaining conscious during the process. The cold has certain preservative properties and it also optimizes his bodily functions. No energy is wasted on keeping the body warm and so the body can prioritize other things. As a result, the user’s strength increases by 10, his speed increases by 10, his energy increases by 10, his intelligence by 10 and his durability by 20. The reason his durability increases so drastically compared to his other stats is because his skin also becomes “tempered” by the cold. His hardened skin and the preservative properties provided by the cold combine to form an even more durable being. In this state, Cold’s body is hard enough to clash with swords without being harmed. The cold also numbs Snart to all pain, he no longer feels fatigue and all wounds and burns he may have suffered close and heal respectively.

Note: Lasts for five turns
Note: Can only be used twice per match
Cryogenic freeze won't stop any sort of forceful decay, just ageing based ones. You have too many boosts for a B rank technique, and I don't see how you can be more inteligent when your brain is frozen. Size this down.

Technique Name: Judgement of the Tundra
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional wave of intangible cold energy through the air and uses it to cool down the battlefield to very frigid temperatures. This freezes all of the moisture in the air and prevents the use of water-related abilities (B-Rank and below) for this technique’s duration. The effects of the cold results in a very significant reduction in speed of anything on the battlefield if not complete cessation altogether. All tangible or semi-tangible techniques, weapons and tools/objects will be halved in speed. All people on the battlefield (excluding Captain Cold) will have their speed reduced by 20 points. All technology and regenerative abilities below B-Rank will become inoperable and useless respectively (while those equal to B-Rank will be halved in efficiency). The cold will also stiffen the joints and muscles of those affected as well as restrict mobility, meaning a reduction of 10 in the strength stat of any affected (excluding Cold). The cold also has the added effect of inducing slight hypothermia. Anyone not acclimatized to the sheer cold (i.e. people without cold related powers) will begin shivering uncontrollably, throwing off their aim considerably if the person is a marksman or archer. Their intelligence and durability will also fall 10 points each due to the effects of the hypothermia. The effects of this technique on the body only last as long as one turn after the battlefield’s temperature returns to normal. Can only be used four times per event (but a maximum of twice per battle).

Lasts for four turns
Two turn cool down in between usages
Too high a rank, too harsh decreases, a lot of abilities... go simpler man...

Technique Name: Arctic Armory
EXP: 20
Type: Energy
Rank: B
Description: Snart releases cold energy from his being to create constructions of solid ice from his body or the surrounding air moisture within mid-range of his position. The formation of constructions is loud enough for the opponent to hear if they're within short-range of the technique and any created constructions must be made a minimum of one meter away from the opponent. Alternatively, Captain Cold can manipulate any pre-existing ice, hail or snow on the field and use that to create the constructions instead. This technique’s utility is only limited by Captain Cold’s own imagination and the maximum size of any constructions created by this technique is ten cubic meters. This technique does 60% of the user's Energy stat in damage.
Approved

Technique Name: Armaments of Avarice
EXP: 20
Type: Energy
Rank: D-B
Description: A fundamental application that harnesses orange light to form basic, energy-based constructs that spawn from one's very thoughts and desire of avarice. Larfleeze can create any primitive or medieval object he can imagine, and conjure it into existence as a tangible form of pure greed. These constructs are not indestructible and are only as powerful as the inspired greed of the one creating them. Examples include things like chains, gauntlets, shields, and swords.

Note: the rank modulates not just the power of individual constructs, but also the inherent size of what is created. D-Rank constructs replicate the precise size of the object imagined whilst C-Rank objects may be twice as large, with all B-Rank constructs being even larger. Their durability is equivalent to the total energy used to create each individual construct.
Note: multiple constructs may be created at once, but the energy will be distributed accordingly.​
This costs 35 EXP, you probably don't have that, do you?

Bio-

Updating the two

Approved here-

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, fierce, peaceful, 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 as they suffer a 35% decrease in power when they strike with Heru's body. 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, or supplementary uses. Only one form can be used at once, ex. gusts or streams, and they all have a power of 20% of the ENE stat. 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 can be manipulated into a plethora of shapes, weapons, or armor covers with a near solid feeling, and its dimensions are limited within 4m. The cloak of raging wind can be used as an extension of the user's body when fighting in close range increasing their range of CQC due to the cloaks reach of up to 4m. When contact is made with the semi tangible wind cloak, its victim will experience numerous minute slashes to the area of contact as it carries a power equal to 45% of the user's ENE stat.

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

Approved here-

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 as they suffer a 35% decrease in power when they strike Heru's body. 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, have a power of 20% of the ENE stat, 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 orbs will explode releasing a medium sized (4m) volume of water that deals 45% of the ENE stat in damage. Up to two can be made with one usage.

-Lasts 4 turns-
-2 turn cool-down-
-LE: has a 1 turn cool-down-
Approved ~ With Edits
. Current EXP: 40

Technique Name:
Blessing of Solaris
EXP: 5
Type: Mutant
Rank: C
Description: Utilizing his Solar Energy absorption capabilities, Clark will take flight and continue way out of the atmosphere until he's in outer space. From there, closer to the sun and exposed to its unhindered, ozone filtered radiation, Clark will begin to stock up Solar Energy. Similar to taking a performance enhancing drug Clark's body is then pumped with this energy and all his attributes are increased. Clark has a choice of boosting 3 of his five attribute trees for an impressive +5 for a 4 turns, on the fifth turn all these boosts evaporate and Clark is left to his base stats.

Note: If it becomes an issue, it takes 2 turns for Clark to reach outer space and begin stocking up, and 1 turn to return (considering he'd get a boost in speed).
Note: Cannot use any other ability while stocking up, only after.

Can't fly that far with a D rank

Technique Name: Olympian Fist
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.

Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.
Approved ~ With Edits. No need for stat boosts

Technique Name: Soldier of The Sun
EXP: 5
Type: Mutant
Rank: C
Description: By taking the principles of his Olympian Fist' one step higher, Clark is able to release a thin, near invisible coat of solar energy radiation 1 meter around his body. This film is extremely hot to the touch and allows him to melt through lesser metals and organic materials of D ranked and below and resist the damage of at least one C ranked attack of that nature. This cloak damages a target by 20% of the user's ENE, while the contact remains. It lasts 3 turns:

Note: Can only be used three times, with a 1 turn cool down between each use.
Note: Cannot be used while 'Olympian Fist' is active.
Approved ~ With Edits
 
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Punk Hazard

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You have to give attributes to this hounds. At B rank you have 100 points to spread.
Technique Name: Hell-Hound
EXP: 20
Type: Energy
Rank: B
Description: Hell-Hounds are the pets of demons. They're created by the user channeling their Demonic Energy through dark magic, forming the energy into a sentient mass with glowing red eyes and a body that resembles that of a large wolf. Hell-Hounds appear to be made of countless shadows converging and swarming over each other, almost like a cloud of shadows. Hell-Hounds are capable of being completely controlled by their conjurers or acting independently, typically used as partners in combat or to collect souls. The reason for this is that Hell-Hounds are equipped with sharp claws and fangs as well as intense strength, tearing into the bodies of their masters' enemies to literally tear out their soul. While Hell-Hounds consist of Demonic Energy, they are tangible, capable of being thrown back by sufficient force(such as techniques or Strength higher than the Hell-Hounds) and killed by objects made of salt, iron, or energy. Once a Hell-Hound has the scent of its victim, it has it for life.

Strength: 20
Intelligence: 30
Speed: 20
Durability: 10
Energy: 20(+10 due to being infused with Demonic Energy)
Technology:0
 

Panthalassa

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Technique Name: Hell-Hound
EXP: 20
Type: Energy
Rank: B
Description: Hell-Hounds are the pets of demons. They're created by the user channeling their Demonic Energy through dark magic, forming the energy into a sentient mass with glowing red eyes and a body that resembles that of a large wolf. Hell-Hounds appear to be made of countless shadows converging and swarming over each other, almost like a cloud of shadows. Hell-Hounds are capable of being completely controlled by their conjurers or acting independently, typically used as partners in combat or to collect souls. The reason for this is that Hell-Hounds are equipped with sharp claws and fangs as well as intense strength, tearing into the bodies of their masters' enemies to literally tear out their soul. While Hell-Hounds consist of Demonic Energy, they are tangible, capable of being thrown back by sufficient force(such as techniques or Strength higher than the Hell-Hounds) and killed by objects made of salt, iron, or energy. Once a Hell-Hound has the scent of its victim, it has it for life. Can only summon one Hellhound up to 3 times in a battle, or 3 at the same time once.

Strength: 20
Intelligence: 30
Speed: 20
Durability: 10
Energy: 20(+10 due to being infused with Demonic Energy)
Technology:0
Approved ~with Edits
 

Panthalassa

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Technique Name: Water Juggling
EXP: 5
Type: Magic
Rank: D
Description: The user is able to conjure water from Panthalassa's Realm, and manipulate it in freestyle. The range of the water follows the ability's range restrictions. The user is capable of controlling an amount equivalent to a pilates ball, and mold it into a myriad of shapes and objects, splitting it up as long as the volume remains the same.
Technique Name: Water Juggling
EXP: 20
Type: Magic
Rank: B
Description: The user is able to conjure water from Panthalassa's Realm, and manipulate it in freestyle. The range of the water follows the ability's range restrictions. The user is capable of controlling an amount equivalent to 10 cubic meters, and mold it into a myriad of shapes and objects, splitting it up as long as the volume remains the same. They damage based on impact, at up to 60% the user's ENE stat, and through non-quantifiable indirect damage ( drowning, slipping, etc ).
Once every 5 turns, the user is capable of giving his ENE attribute a boost of +10 for a single usage, as he gives his conjured water an acidic nature that does an initial damage of 60% the user's stat, and 20% if the contact remains for up to 2 turns afterwards. The user is unable to conjure any more water through Water Juggling in the same turn as this


Can only be created in short range of you and objects/shapes formed despite being made of 10 meter large water cant exceed large car sizes. I dont like the last paragraph either; it's an increase in damage for the sake of it and would cause this tech to have an overall usage limit, not just once per 5 turns. While manipulating it in freeform, you can't actively control anything else either. This is too exploitable to not limit.

Technique Name: Strongman Display
EXP: 20
Type: Magic
Rank: B
Description: This is a conjured summon only technique, thus being a display of the user's ENE stat, but actually serving as a different attribute technique. Strongman Display allows a physical based summon to exert a combo of either SPD or STR, consisting of either punches, kicks or any close-quarter combat attack, to one or multiple targets. Damage is based on up to 60% of the summon's STR or SPD stats. It can be used directly by summons ( as they have INT stats and autonomy ) or through the user's command, where they acquire a +10 boost to their active stat throughout the combo.
Strongman Display can be composed of up to 5 attacks in a combo.

Pick either strength or speed to rely on, not varying between both. This can only be used on summonings that are B rank and up also. And again, I dont see how this gets a +10 boost just because the user controls them; he doesnt make them any faster than they already are and the total damage is spread across the 5 attacks if done, not each one doing 60% damage a piece.

Technique Name: Carny Shot
EXP: 5
Type: Magic
Rank: D
Description: The user conjures a small quantity Water from Panthalassa's realm, which is basically concentrated liquid energy. This water has no damaging capabilities but, when drunk it boosts Panthalassa's ENE stat by +5. This water can be conjured around the opponent in a mist-like consistency to force the opponent to inhale it and acquire a -5 ENE stat decrease. The effects last 3 turns.
Can be kept in vials as a quick ENE potion.

This just seems like a cheap way to boost your energy rating to increase your attacks while decreasing the opponent's. These techs just seem like you adding and boosting stats for the sake of it.
 
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Vex

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Technique Name: Sonic Clap
EXP: 20
Type: Defense
Rank: B
Description: Whilst enraged and transformed into Hulk, Banner will cause a devastating clap using both of his hands. These sound waves travel at extremely high speeds, and are infused with small amounts of Gamma radiation. The gamma radiation causes this shockwave to exhibit properties reminiscent of an EMP, creating large numbers of charges with sufficient energy within the main components of the technology. Thus, even if a piece of technology is protected against normal EMPs and radiation, this one has the gamma rays travel on the sound wave itself, thus causing technology of C rank and below to be disabled for two turns. Additionally, the clap carries enough force, and moves with a frequency that results in the dissipitation of energy based attacks (fire, lightning, etc), and the structural destruction of physical based attacks (concrete, stone, etc). However, the clap would have little effect on humans - simply blowing them back a distance dependent upon their durability (100-91 - no effect, 90-81 blown back 5 meters, 80-79 10 meters, etc).

Note: Usable only whilst transformed into Hulk
Note: Usable 3x per battle, with a one turn cool down between usages.

So you want this to cancel technology of B rank and below (though you edited it to C now), dissipate energy based attacks and destroy physical attacks while potentially pushing people backwards up to 50 meters? Boooooyyyyyyy
 
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Negative Knight

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Cryogenic freeze won't stop any sort of forceful decay, just ageing based ones. You have too many boosts for a B rank technique, and I don't see how you can be more inteligent when your brain is frozen. Size this down.
Removed the boosts to energy and intelligence.

Technique Name: Cryogenesis
EXP: 20
Type: Energy
Rank: B
Description: This technique is based on the idea of cryogenically freezing the body to preserve it longer than it’s natural life span. Captain Cold’s resistance to extremely cold temperatures allows him to cool his body to levels no other human being could survive. This technique is essentially a conscious cryogenic preservation, his body is essentially put his in a state of “stasis”. For this technique’s duration, he no longer needs to breathe and he becomes immune to poisonous gases, radiation and his body becomes immune to aging-based decay. He also no longer possess a thermal signature and blends in perfectly with his surroundings. This may sound far-fetched but this technique is simply cryogenic freezing taken one step further since Captain Cold’s body is uniquely suited to remaining conscious during the process. The cold has certain preservative properties and it also optimizes his bodily functions. No energy is wasted on keeping the body warm and so the body can prioritize other things. As a result, the user’s strength increases by 10, his speed increases by 10, and his durability by 20. The reason his durability increases so drastically compared to his other stats is because his skin also becomes “tempered” by the cold. His hardened skin and the preservative properties provided by the cold combine to form an even more durable being. In this state, Cold’s body is hard enough to clash with swords without being harmed. The cold also numbs Snart to all pain, he no longer feels fatigue and all wounds and burns he may have suffered close and heal respectively.

Note: Lasts for five turns
Note: Can only be used twice per match


Too high a rank, too harsh decreases, a lot of abilities... go simpler man...
Removed a chunk of stuff and focusing solely on reducing the opponent's speed and intelligence stats.

Technique Name: Judgement of the Tundra
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold releases an omnidirectional wave of intangible cold energy through the air and uses it to cool down the battlefield to very frigid temperatures. This freezes all of the moisture in the air and prevents the use of water-related abilities (C-Rank and below) for this technique’s duration. The effects of the cold results in a very significant reduction in speed of anything on the battlefield if not complete cessation altogether. All tangible or semi-tangible techniques, weapons and tools/objects will be halved in speed. All people on the battlefield (excluding Captain Cold) will have their speed reduced by 15 points. The cold also has the added effect of inducing slight hypothermia. Anyone not acclimatized to the sheer cold (i.e. people without cold related powers) will begin shivering uncontrollably, throwing off their aim considerably if the person is a marksman or archer. Their intelligence will also fall 15 points due to the effects of the hypothermia. The effects of this technique on the body only last as long as one turn after the battlefield’s temperature returns to normal.

Lasts for four turns
Two turn cool down in between usages

Technique Name: Siberian Storms
EXP: 10
Type: Energy
Rank: C
Description: Using his knowledge of how rainfalls and other forms of precipitation occur, Cold cools the warm moist air on the battlefield and condensation occurs. Since warm air can hold more water than cool air, when the warmer air is cooled the moisture in the air condenses to liquid and it rains. Depending on the degree of cooling he decides to employ, Snart can create a light drizzle, rainfalls, monsoons, snowfalls, blizzards and even hailstorms.

Moonsoon rainfalls: Monsoons can quickly flood the battlefield, being able to reach neck height by the end of this technique. Anyone on the battlefield loses 2 speed every turn this is active (reaching a total of 10 by the 5th turn) due to the difficulty of moving through the water. The water takes five turns to drain from the battlefield after the monsoon ends and anyone affected by this technique gradually gains 2 speed every turn up to and including the 5th turn.

Blizzards and Hailstorms: During blizzards and hailstorms, the opponent’s intelligence stat falls by 10 due to impaired visibility for this technique’s duration. Cold isn’t affected as he can still sense the opponent through their contact with the snow/hail. Hailstorms also deal 40% of the user’s energy stat in damage spread over the course of five turns. Cold isn’t damaged since his ability to control ice allows him to unconsciously prevent any of the chunks of ice striking his body, this being as simple as breathing.

Note: Lasts for five turns

Technique Name: Imperious Ice Age
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional wave of intangible cold energy through the air but it’s effects are confined to any technology within it’s reach (mid-range all around). Any technology in the vicinity that’s C-Rank or below will simply become inoperable for the rest of the battle, as even when they thaw the damage done to their circuits (from the cold and the water evolved) prevents them from functioning any further. Any pieces of equipment or technology equal to B-Rank will fall in rank and simply be halved in efficiency for the rest of the battle. The effects of this reduction in efficiency can be quantified as such: androids, robots, suits of armour and the like will find themselves with their stats halved. Any pieces of equipment that boosts the user’s stats will only increase the user’s stats by half of that amount (decimals are rounded down). Projectiles and offensive equipment will be halved in their damage, speed and other relevant statistics. Can only be used four times per event (but a maximum of twice per battle).

Note: Lasts for four turns
 
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Vex

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Technique Name: Goliath
EXP: 20
Type: Technology
Rank: B
Description: The 'Goliath' was a project enacted by Banner to avoid 'Hulking Out'. The armor is a suit made of incredibly strong vibranium based materials whose defensive capabilities are boosted by tiny energy resistors, repelling forces built into each individual fiber. These fibers are based on 'dense regular connective tissue' found in the human body. His standard armor suit consists of approximately one million fibers (about the width of strings) - which are shaped to have as large a surface as possible to optimize their effectiveness. The suit appears as numerous fibrous 'threads' binding together - even on the cellular level. The basis of the suit's structural integrity is the powerful force field which permeates the armor's "cells," as well as the whole configuration when active. Each of the "fibers" is a tiny unit in its own right, contributing energy and computing power to the entire armor. The armor is powered through a central unit containing a small oval of radioactive material, constantly exuding Gama radiation to power the suit. Consequently, this results in the suit being immune to the effects of an EMP, and being insulated from the effects of water and electricity. In the case that this form of power is somehow halted, the suit also has several solar panels built into the helmet and along the back, constantly storing excess energy in case emergency power is required at night. When inactive, the entire suit can collapse on the microscopic level, the fibers "folding" in on themselves to take up a smaller volume, like a three-dimensional accordion pleat. This allows easy storage, allowing it to be placed within a briefcase or even belt. If by chance the suit is left at Banner's base, or they are separated, he can call it to himself through simple button sequences on his watch. Additionally, the armor is capable of recycling food and waste materials of the wearer, and can sustain the wearer for a few weeks at a time. Due to the strength of the material composing the armor, the armor is resistant to blunt force trauma, as well as extreme temperatures due to both an intense cooling unit, and thermal heating unit. Due to the suit's composition, the suit's build can be changed to suit the need. Thus it can go from a sleek black (suited for swimming) to a more rugged build suited to battle. This change is purely cosmetic, not changing any of its abilities or effects. Moreover, by way of rocket propulsion along the feet, back and legs, the suit is capable of rapid flight of speeds up to 60% of the user's current technology stats. In order to control his flight paths, the palm's contain force emitting blasts of Gamma radiation, for quick stops and turns. However, Banner discovered that they were able to be used offensively as quick fire bursts of laser-like energy. They deal both burning and impact damage, according to the user's tech stats (60% ofc). Other than that, the other weapons are fairly standard, 3 miniature rockets (coming f, to shoulder mounted turrets (30 bullets each), and a frontal beam that overcharges the suit and fires excess energy from the chest in a wide scale destructive beam (all dealing 60% of tech stat in damage). The suit also provides adequate storage for easy transport of other materials/techmology Banner might need during a fight, being able to launch them into his hands or the air through the use of hydraulics. The final primary aspect of the suit is the artificial intelligence unit known as S.T.A.C.Y (Synthetic Technological Android Calibrated for You), to interface with the suit. Her interface color is red, which matches the holograms she projects, of a young woman. She has waves holograms interface surrounding his core membrane, and when she speaks, the waves ripple depending on what she is saying, in a manner similar to sound waves. STACY is capable of connecting to the internet, and interfacing with equally ranked technology. This does not mean that she can destroy it - rather, she gives Banner an understanding of its inner workings and functions, giving him information. As an AI, Stacy's hacking skills far surpass any humans, being able to triangulate computer based signals to within a few meters, no matter how heavily encrypted or hidden. His most important usage however, lies in that he is able to take momentary control of the suit in the condition that Banner becomes unconscious, however he is only able to do this for a short time period (2 turns). Banner was satisfied with the suit, until he discovered an unknown usage. Due to its composition, the suit would accommodate wearers of numerous sizes. However, upon 'Hulking' Banner's physical powers were simply too much, thus the suit would contract and fold into itself into a compartment on the Hulk's belt.

Note: Usually worn by Banner, the suit's 'activation' requires the spending of a move.
Note: As the suit's Physical factors are increased, they give Banner an increase of +15 to his strength, and +10 to his durability.
Note: Due to Hulk constantly emitting and absorbing Gamma Radiation, the suit would automatically absorb the exuded radiation, decreasing energy by 10.
Note: Because of the way the suit is powered, if anyone other than banner tried wearing it they would die within two turns.

Appearence:

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Stacy:
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Lord of Kaos

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Technique Name: Batarang Collection
EXP: 20
Type: Defense
Rank: B
Description: An advancement over the standard Batarangs that Batman uses, these Special Batarangs all have unique properties that allow for them to do different feats and have more functionality than the standard version allows for. Each of these are based upon his strength except those noted to be different.

  • Sonic Batarang: These Batarangs when thrown emit a powerful sonar that has to usages depending on the frequency used; if a low frequency is generated, these batarangs cause pain to one's ears and causes vertigo and sickness, causing a small drop in their ability to focus for one turn (-10 Intelligence). If a high ultrasonic frequency is used, this causes a pitched sound normal humans cannot hear and summons a large swarm of bats to be summoned which allows for Batman to mount an escape if needed.
  • Explosive Batarangs: Batarangs equipped with special bombs inside them, these Batarangs are able to explode and cause a large explosion in a 5 meter radius. This explosion causes the Batarangs to release sharpened shrapnel in all directions which pierces the foe and causes high damage to them. While non-lethal, should these be used in the right scenarios (health under 10), these Batarangs are able to cause one to pass out from concussive force while not killing them. These Batarangs can also be timed delayed and remotely detonated.
  • Heated Batarangs: Equipped with a remote heating device, these Batarangs are able to heat tremendously and rapidly, reaching lava like temperatures as they are thrown with temperatures to melt through ice and metal with ease. These Batarangs are able to cause damage to Batman himself should caution not be taken when they are used. These Batarangs are capable of drying a liquid based item out rapidly as it superheats it, evaporating the water from the substance. These Batarangs can also be timed delayed and remotely detonated to cause a 5 meter explosion of superheated air that causes scalding burns and heat damage to anything nearby as well as be used as heat seeking Batarangs.
  • Poisonous Batarangs: Despite the name, all Batarangs of this type are not directly poisonous but release gases that can cause biochemical harm if ingested or exposed to. The most commonly type deployed of these are Tear Gas Batarangs, which cause choking and blurry, teary-eyed vision and lowers their ability to focus for one turn severely (-15 Intelligence) and slightly lowers it the next turn (-5). He is also able to employ Smoke Batarangs which function just like the Tear Gas ones without the debuffing abilities. The last type of these are Venomous Batarangs, which when thrown emit a trail of gas that causes 5% damage per turn for 4 turns (leading to a total of 20% of the user's Technology rating).
  • Computerized Batarangs: These special Batarangs are able to be used by Batman in a way that allows him to set a fixed path prior to launching them, and control them through his computer on his gauntlet or through his Batcowl vision, seeing the path and being able to use sonar signals to adjust the pattern. This allow for him to use them in sneak attacks should an opponent dodge the first attack by readjusting the course. Upon impact, these Batarangs emit an electrical wave to stun and cause damage to foes or to short circuit C ranked and below technology. Multiple usages of this is able to affect technology of the same rank and below.
Note: The User can only use one type per turn.
Note: After each usage, the user must wait one turn before reusing it.
 
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Venom

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Technique Name: Increase Perception
EXP: 10
Type: Science
Rank: C
Description: Thawne possesses the ability to alter his perceptions of everything through the NSF so that falling objects for example can appear to be standing still and can be caught and moved back to their normal position. He can disarm or jam any number of opponents weapons before they are even aware of his movement if their tracking isn't up to thawne's speed and can hurl small projectiles at fast velocities. Now with this technique things do not truly stand still, it is his own perception of time that seems to stand still, and his mind automatically adjusts to his perception, hence, the slower he views the world, the faster his train of thought due to NSF adjusting his perception of things around him. This does not add any sort of speed to his body or speed attribute. It soley enhances his perception of things through the mind, increasing his brain power so to say. Thawne's mental abilities are also increased in speed, simple computations can be done at faster speeds, and his ability to perform normal feats at increased speeds has allowed him to move sandbags to cover a beach or search an entire area for something as small as a paper clip. He can also read at super-speed, but rarely takes advantage of this ability to learn at increased speeds. Due to this feat, Thawne's intelligence attribute is increase by +5. This passively activates upon Thawne activating the Negative Speed Force.


It's once again something quite useless. Your ability to track other things are based on your INT, and your description has a mix of too powerful for a C rank and just plain strange. If you want to associate your INT with your SPD stat, then you should base it on a something different, maybe say your INT grows in proportion with your SPD. I can reword this so that it's basically just something that gives you +5 in INT, but you won't be able to see everything standing still
Technique Name: Increase Perception
EXP: 10
Type: Science
Rank: C
Description: Thawne possesses the ability to alter his perceptions of everything through the NSF. He can disarm or jam any number of opponents weapons before they are even aware of his movement if their tracking isn't up to thawne's speed and can hurl small projectiles at fast velocities. Now with this technique things do not truly stand still, it is his own perception of time that seems to stand still, and his mind automatically adjusts to his perception, hence, the slower he views the world, the faster his train of thought due to NSF adjusting his perception of things around him. This does not add any sort of speed to his body or speed attribute. It soley enhances his perception of things through the mind, increasing his brain power so to say. Thawne's mental abilities are also increased in speed, simple computations can be done at faster speeds, and his ability to perform normal feats at increased speeds has allowed him to move sandbags to cover a beach or search an entire area for something as small as a paper clip. He can also read at super-speed, but rarely takes advantage of this ability to learn at increased speeds. Due to this feat, Thawne's intelligence attribute is increase by +6. This passively activates upon Thawne activating the Negative Speed Force. Due to the NSF influencing his increase brain power and inteligence, his INT attribute grows in proportion to his soeed attribute when/if it does.

Technique Name: NSF - Steal
EXP: 10
Type: Science
Rank: C
Description: He is able to "steal" speed and/or momentum from anyone or anything, including fast beings or Inertia effectively turning them into living statues. Also can steal speed from bullets and other fast moving objects thrown at him or at others. Anything with speeds below his speed at the moment of this usage will be slowed down by 40% of the person/item attribute's speed (or if the speed of person/item is dependent on energy it will be 40% from that and instead of it being below thawne's speed attribute you will use his energy attribute to determine if one can slow it down or not and so on). Now depending on what attribute Thawne used to absorb the speed of the opponent or technique, his speed or energy att will increase by 40%.

Technique Name: NSF - Regeneration
EXP: 20
Type: Science
Rank: B
Description: Accelerating his healing factor while using the Speed Force to sustain him, he could heal from any injury with time, without prematurely aging. He isn't able to regenerate lost limbs/body parts and/or missing organs. At this level (B rank) Thawne can heal from damages such as deep cuts/slashes that don't go pass bones, bruises, 2nd degree burns, from mild poisoning, natural weather calamities or a cold/heat base confrontations (B rank and below if any of these are attacks). In situations where Thawne is frozen he can vibrate his body to the point of generating heat to melt the ice. This only works on limbs or his torso region. If over 50% of his body is frozen it will take two usages for him to melt the ice through this technique at this level. Think of it as him doubljng the speed of his healing process.This technique is base on Thawne's inteligence attribute due to him using his scientific knowledge of the body and anatomy to heal injuries through the NSF.

 

Panthalassa

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Current EXP: 60



Technique Name: Water Juggling
EXP: 20
Type: Magic
Rank: B
Description: The user is able to conjure water from Panthalassa's Realm, and manipulate it in freestyle. The range of the water follows the ability's range restrictions. The user is capable of controlling an amount equivalent to 10 cubic meters, and mold it into a myriad of shapes and objects, splitting it up as long as the volume remains the same. They damage based on impact, at up to 60% the user's ENE stat, and through non-quantifiable indirect damage ( drowning, slipping, etc ).
Once every 5 turns, the user is capable of giving his ENE attribute a boost of +10 for a single usage, as he gives his conjured water an acidic nature that does an initial damage of 60% the user's stat, and 20% if the contact remains for up to 2 turns afterwards. The user is unable to conjure any more water through Water Juggling in the same turn as this


Can only be created in short range of you and objects/shapes formed despite being made of 10 meter large water cant exceed large car sizes. I dont like the last paragraph either; it's an increase in damage for the sake of it and would cause this tech to have an overall usage limit, not just once per 5 turns. While manipulating it in freeform, you can't actively control anything else either. This is too exploitable to not limit.

Technique Name: Strongman Display
EXP: 20
Type: Magic
Rank: B
Description: This is a conjured summon only technique, thus being a display of the user's ENE stat, but actually serving as a different attribute technique. Strongman Display allows a physical based summon to exert a combo of either SPD or STR, consisting of either punches, kicks or any close-quarter combat attack, to one or multiple targets. Damage is based on up to 60% of the summon's STR or SPD stats. It can be used directly by summons ( as they have INT stats and autonomy ) or through the user's command, where they acquire a +10 boost to their active stat throughout the combo.
Strongman Display can be composed of up to 5 attacks in a combo.

Pick either strength or speed to rely on, not varying between both. This can only be used on summonings that are B rank and up also. And again, I dont see how this gets a +10 boost just because the user controls them; he doesnt make them any faster than they already are and the total damage is spread across the 5 attacks if done, not each one doing 60% damage a piece.

Technique Name: Carny Shot
EXP: 5
Type: Magic
Rank: D
Description: The user conjures a small quantity Water from Panthalassa's realm, which is basically concentrated liquid energy. This water has no damaging capabilities but, when drunk it boosts Panthalassa's ENE stat by +5. This water can be conjured around the opponent in a mist-like consistency to force the opponent to inhale it and acquire a -5 ENE stat decrease. The effects last 3 turns.
Can be kept in vials as a quick ENE potion.

This just seems like a cheap way to boost your energy rating to increase your attacks while decreasing the opponent's. These techs just seem like you adding and boosting stats for the sake of it.
Technique Name: Water Juggling
EXP: 20
Type: Magic
Rank: B
Description: The user is able to conjure water from Panthalassa's Realm, and manipulate it in freestyle. The range of the water follows the ability's range restrictions. The user is capable of controlling an amount equivalent to 10 cubic meters, and mold it into a myriad of shapes and objects, splitting it up as long as the volume remains the same, though each individual structure can only reach, at most, the size of a large car. They damage based on impact, at up to 60% the user's ENE stat, and through non-quantifiable indirect damage ( drowning, slipping, etc ).

Once every 5 turns, the user is capable of conjuring water with an acidic nature, which does a bit more damage ( boost of +10 to the ENE stat when calculating damage for this attack only ) that does an initial damage of 60% the user's stat, and 20% if the contact remains for up to 2 turns afterwards. This water can only be summoned Short-Range from the user. The user is unable to conjure any more water through Water Juggling in the same turn as this, or manipulate other Water Jugglings. This can only be used 4 times per battle.


Technique Name: Strongman Display
EXP: 20
Type: Magic
Rank: B
Description: This is a conjured summon only technique, thus being a display of the user's ENE stat, but actually serving as a different attribute technique. Strongman Display allows a physical based summon to exert a combo of STR, consisting of either punches, kicks or any close-quarter combat attack, to one or multiple targets. Damage is based on up to 60% of the summon's STR or SPD stats. It can be used directly by summons ( as they have INT stats and autonomy ) or through the user's command. For the user to perform this technique, he would have to reach a STR fitting of a B rank ( 41 STR or Higher )
Strongman Display can be composed of up to 4 attacks in a combo, splitting the 60% damage across the multiple attacks.

Both Approved
 
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ZK

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Editting:

Approved .

Remote Access Mechanized Combat & Reconnaissance Droid [RAMCoRD] – Series: ASMODEUS 1.38a
EXP: 20
Type: Technology
Rank: B
Description: Asmodeus is the primary heavy assault unit of Metal Knight and its appearance reflects this. The humanoid unit is about four meters tall, six tons heavy and armed to the teeth.
Asmodeus’ outer shell is an alloy of titanium and tungsten that leaves it resistant to extreme temperatures (-10 damage from temperature-based techniques). Beneath this is a layer of flexible, composite armor made from laminated polymeric fibers stacked in multiple layers that disperse kinetic impacts over large areas. Finally a layer of carbon nanotube metal matrix composite armor rests beneath the polymer (-10 damage from kinetic-based techniques). Each layer of armor is interwoven with thin, auxiliary electrical power units that serve a dual purpose in both powering the unit and discharging varying levels of electrical currents in the case of structural damage. These discharges, capable of frying flesh and circuits alike, do not damage Asmodeus’ own components on account of these being protected by a layer of treated rubber and on account of the discharges themselves being shaped (10% of total attribute in damage if technique exceeds 10 damage).
Version 1.38a is outfitted with two primary power sources; a v3.67 fusion reactor and a v1.9c dark matter reactor located in the unit’s lumbar and chest region respectively, and one secondary power source; a polonium-powered radioisotope thermoelectric generator located between the unit’s shoulder blades. These power Asmodeus’ primary and secondary systems and circuitry (tertiary systems and circuits are separate, shielded from EMP blasts and autonomously reactive), plus the unit’s pneumatic and hydraulic joints and its weapon systems. 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 Asmodeus. 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. It is able to detect targets from several hundred kilometers away using only its own systems.
The unit is outfitted with series of flexible jet propellers on its back. These allow for high-speed and maneuverable flight (up to +10 of current running speed). This is in stark contrast to the unit’s ground speed, which hardly exceeds an average person’s running speed. Above these propellers a series of missile tubes are mounted, able to fire one (1) volley of guided surface-to-surface ballistic missiles and another (1) volley of similarly guided surface-to-air missiles (60% of total attribute in damage). The volleys can be guided by radar, infrared homing or heat-seeking. Asmodeus is furthermore equipped with two Magnetic Accelerator Cannons that fire 6-kilo tungsten slugs with depleted uranium cores (50% of total attribute in damage, 5 per turn afterwards). The MACs are single-action armaments that take two (2) rounds to reload, but the unit makes up for this weakness with the two short-range napalm flamethrowers mounted in its shoulders (40% of total attribute in damage per turn) and the two M134 miniguns normally hidden in its chest (40% of total attribute in damage per volley). It should also be noted that Asmodeus is extremely strong, capable of lifting several times its own weight.

  • Strength: 40
  • Intelligence: 0
  • Speed: 10
  • Durability: 50
  • Energy: 0
  • Technology: 0
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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 disperses kinetic impacts over large areas (-5 from physical and piercing techniques). 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 that 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 (40% of total attribute in 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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Inashi

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Technique Name: Nightwing Suit
EXP: 20
Type: Technology
Rank: B
Description: The Nightwing suit has a stylized Red "wing" across his shoulders and extending to his hands, coloring his two middle fingers, over a black torso and legs. Nightwing's costume is tailored specifically to his unique style of crime-fighting. As such, his costume has few body-armor inlays, anticipating a decreased need for shock-absorption and an increased capacity for motion ("Move more, get hit less", as he often says) but its also durable enough to take bullets from machine guns. Should Nightwing need to engage an enemy who is capable of exploiting this weakness, he has supplemental body-armor overlays which he attached to his gauntlets, mask, shoulders, and boots. It is made of a version of the Nomex fire-resistant, triple-weave Kevlar-lined material. It is an excellent protection against damage, and it's also electrically insulated. Instead of a black cape for stealth purposes, the suit is light sensitive, darkening when there is more light in the area. The mask, in the form of his symbol, is fixed in place with spirit gum, and includes a built-in radio transmitter/receiver and Starlight night-vision goggles. Each gauntlet's sections can contain a wide array of equipment, such as sonic or smoke pellets, modified batarangs ("Wing-Dings"), knockout gas capsules and throwing tracers. The right gauntlet is also equipped with a 100,000-volt stun gun. Like the gauntlets, his boots can carry vital elements like flares, a rebreather as protection against any airborne non-contact toxins, a mini-computer equipped with fax, modem, GPS and a minidisk rewritable drive. Other items are lock picks, a first aid kit, a mini-cellphone, flexi-cuffs, antitoxin assortment, signal flares, wireless listening devices and a small halogen flashlight. Held in spring-loaded pouches in the back of his costume, Nightwing carries a pair of Escrima sticks made from an unbreakable polymer that are wielded as both offensive and defensive weapons.

Note:
Due to the hardened Kevlar, the armor grants Nightwing a Durability boost of +10 as well as +10 to Strength.
Note: Stun Gun attack is able to cause moderate damage to the opponent equal to a B ranked attack, forcing a foe backwards up to 10 meters max (If Durability of higher than 50, then only 5 meters is the range) and causing temporary paralysis for a turn.
Note: Knockout gas pellets cause one to call unconscious if exposed to the gas for more than 1 turn. Exposure for one turn causes fatigue and dizziness, causing a -10 decrease to Intelligence.
Note: Covers everywhere besides hair and mouth.
Note: Escrima Sticks deal same damage as thrown Wing-Dings, equal to the user's freeform Strength damage.
 
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Akuma

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Technique Name: Thunder Vibration
EXP: 5
Type: Magic
Rank: D
Description: Thor uses his Electrokinesis abilities to use lightning energy around his body or any object/weapon he is touching, increasing its vibrating frequency and giving it such cutting power of actual lightning. This makes Thor's limbs a virtual blade sharper than a sword, even his body if he choses to vibrate can become a walking shredder, taking apart whatever comes into contact with him. This technique can effect objects and weapons Thor is holding, such as Mjolnir, making it become a cutting and slicing weapon, instead of a blunt force one. Using this technique, Thor can make objects or matter he touches break apart by causing them to vibrate uncontrollably. Though this only works with objects up to C rank. Thor can block off Energy based attacks, by using the vibrating effect to make the energy of the technique shake out of control and disperse. It however only works with techniques of equal rank (D).

Note: It adds +5 to Thor's Strength attribute when used, given it increases the damage of his attacks.
 
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Panthalassa

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Current XP: 60



Removed the boosts to energy and intelligence.

Technique Name: Cryogenesis
EXP: 20
Type: Energy
Rank: B
Description: This technique is based on the idea of cryogenically freezing the body to preserve it longer than it’s natural life span. Captain Cold’s resistance to extremely cold temperatures allows him to cool his body to levels no other human being could survive. This technique is essentially a conscious cryogenic preservation, his body is essentially put his in a state of “stasis”. For this technique’s duration, he no longer needs to breathe and he becomes immune to inhaled poisonous gases and his body becomes immune to aging-based decay. He also no longer possess a thermal signature and blends in perfectly with his surroundings. This may sound far-fetched but this technique is simply cryogenic freezing taken one step further since Captain Cold’s body is uniquely suited to remaining conscious during the process. The cold has certain preservative properties and it also optimizes his bodily functions. No energy is wasted on keeping the body warm and so the body can prioritize other things. As a result, the user’s strength increases by 10, his speed increases by 10, and his durability by 20. The reason his durability increases so drastically compared to his other stats is because his skin also becomes “tempered” by the cold. His hardened skin and the preservative properties provided by the cold combine to form an even more durable being. In this state, Cold’s body is hard enough to clash with swords without being harmed. The cold also numbs Snart to all pain, all wounds and burns he may have suffered will be in a stasis until the end of the technique. Throughout the duration of this technique, the user looses 10 energy points per turn, regaining them at one turn after the technique.

Note: Lasts for five turns or until the energy points reach 10, requires a 2 turn cooldown after the technique ends.
Note: Can only be used twice per match
Approved ~ With Edits


Removed a chunk of stuff and focusing solely on reducing the opponent's speed and intelligence stats.

Technique Name: Judgement of the Tundra
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold releases an omnidirectional wave of intangible cold energy through the air and uses it to cool down the battlefield to very frigid temperatures. This freezes all of the moisture in the air and prevents the use of water-related abilities (D-Rank and below) for this technique’s duration. The effects of the cold results in a very significant reduction in speed of anything on the battlefield if not complete cessation altogether. All tangible or semi-tangible techniques, weapons and tools/objects will be halved in speed. All people on the battlefield (excluding Captain Cold) will have their speed reduced by 10 points. The cold also has the added effect of inducing slight hypothermia. Anyone not acclimatized to the sheer cold (i.e. people without cold related powers) will begin shivering uncontrollably, throwing off their aim considerably if the person is a marksman or archer. Their intelligence will also fall 10 points due to the effects of the hypothermia. The effects of this technique on the body only last as long as one turn after the battlefield’s temperature returns to normal.

Lasts for three turns
Two turn cool down in between usages
Approved ~ With Edits

Technique Name: Siberian Storms
EXP: 10
Type: Energy
Rank: C
Description: Using his knowledge of how rainfalls and other forms of precipitation occur, Cold cools the warm moist air on the battlefield and condensation occurs. Since warm air can hold more water than cool air, when the warmer air is cooled the moisture in the air condenses to liquid and it rains. Depending on the degree of cooling he decides to employ, Snart can create a light drizzle, rainfalls, monsoons, snowfalls, blizzards and even hailstorms.

Moonsoon rainfalls: Monsoons can quickly flood the battlefield, being able to reach neck height by the end of this technique. Anyone on the battlefield loses 2 speed every turn this is active (reaching a total of 10 by the 5th turn) due to the difficulty of moving through the water. The water takes five turns to drain from the battlefield after the monsoon ends and anyone affected by this technique gradually gains 2 speed every turn up to and including the 5th turn.

Blizzards and Hailstorms: During blizzards and hailstorms, the opponent’s intelligence stat falls by 10 due to impaired visibility for this technique’s duration. Cold isn’t affected as he can still sense the opponent through their contact with the snow/hail. Hailstorms also deal 40% of the user’s energy stat in damage spread over the course of five turns. Cold isn’t damaged since his ability to control ice allows him to unconsciously prevent any of the chunks of ice striking his body, this being as simple as breathing.

Note: Lasts for five turns
I don't mind you being able to control the weather based on temperature, but without knowing the moisture, or having no control over it, you're unable to decide the severity of the rainfall. You need to throw a moisture variable in there, like a sort of Low, Medium and High Moisture situations, at the very least ( Desert, City, Rainforest ), and maybe a variable for Water-based abilities that would most likely change the moisture in the air.

Or just keep it simple and make it either light rain or light snow/hail, which will give you ammunition to use other techniques, it's a C rank after all.

Technique Name: Imperious Ice Age
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional wave of intangible cold energy through the air but it’s effects are confined to any technology within it’s reach (mid-range all around). Any technology in the vicinity that’s C-Rank or below will simply become inoperable for the rest of the battle, as even when they thaw the damage done to their circuits (from the cold and the water evolved) prevents them from functioning any further. Any pieces of equipment or technology equal to B-Rank will fall in rank and have half efficiency for the rest of the battle. The effects of this reduction in efficiency can be quantified as such: androids, robots, suits of armour and the like will find themselves with their stats halved. Any pieces of equipment that boosts the user’s stats will only increase the user’s stats by half of that amount (decimals are rounded down). Projectiles and offensive equipment will be halved in their damage, speed and other relevant statistics. Can only be used four times per event (but a maximum of twice per battle).

Note: Lasts for four turns
Approved

Technique Name: Increase Perception
EXP: 10
Type: Science
Rank: C
Description: Thawne possesses the ability to alter his perceptions of everything through the NSF. He can disarm or jam any number of opponents weapons before they are even aware of his movement if their tracking isn't up to thawne's speed and can hurl small projectiles at fast velocities. Now with this technique things do not truly stand still, it is his own perception of time that seems to stand still, and his mind automatically adjusts to his perception, hence, the slower he views the world, the faster his train of thought due to NSF adjusting his perception of things around him. This does not add any sort of speed to his body or speed attribute. It soley enhances his perception of things through the mind, increasing his brain power so to say. Thawne's mental abilities are also increased in speed, simple computations can be done at faster speeds, and his ability to perform normal feats at increased speeds has allowed him to move sandbags to cover a beach or search an entire area for something as small as a paper clip. He can also read at super-speed, but rarely takes advantage of this ability to learn at increased speeds. Due to this feat, Thawne's intelligence attribute is increase by +10% of his SPD attribute. This passively activates upon Thawne activating the Negative Speed Force. Due to the NSF influencing his increase brain power and inteligence, his INT attribute grows in proportion to his SPD attribute when/if it does.
Approved ~ With Edits

Technique Name: NSF - Steal
EXP: 10
Type: Science
Rank: C
Description: He is able to "steal" speed and/or momentum from anyone or anything, including fast beings or Inertia effectively turning them into living statues. Also can steal speed from bullets and other fast moving objects thrown at him or at others. Anything with speeds below his speed at the moment of this usage will be slowed down by 40% of the person/item attribute's speed (or if the speed of person/item is dependent on energy it will be 40% from that and instead of it being below thawne's speed attribute you will use his energy attribute to determine if one can slow it down or not and so on). Now depending on what attribute Thawne used to absorb the speed of the opponent or technique, his speed or energy att will increase by 40%.
How will they lose momentum, when you touch them?

Technique Name: NSF - Regeneration
EXP: 20
Type: Science
Rank: B
Description: Accelerating his healing factor while using the Speed Force to sustain him, he could heal from any injury with time, without prematurely aging. He isn't able to regenerate lost limbs/body parts and/or missing organs. At this level (B rank) Thawne can heal from damages such as deep cuts/slashes that don't go pass bones, bruises, 2nd degree burns, from mild poisoning, natural weather calamities or a cold/heat base confrontations (B rank and below if any of these are attacks). In situations where Thawne is frozen he can vibrate his body to the point of generating heat to melt the ice. This only works on limbs or his torso region. If over 50% of his body is frozen it will take two usages for him to melt the ice through this technique at this level. Think of it as him doubljng the speed of his healing process.This technique is base on Thawne's inteligence attribute due to him using his scientific knowledge of the body and anatomy to heal injuries through the NSF.

While you do mention that this is based on your INT, it's also based on your NSF, and that's SPD. Both would have to work together for this to happen, and that means you do not have the SPD requirements for a B rank.

Technique Name: Thunder Vibration
EXP: 5
Type: Magic
Rank: D
Description: Thor uses his Electrokinesis abilities to use lightning energy around his body or any object/weapon he is touching, increasing its vibrating frequency and giving it such cutting power of actual lightning. This makes Thor's limbs a virtual blade sharper than a sword, even his body if he choses to vibrate can become a walking shredder, taking apart whatever comes into contact with him. This technique can effect objects and weapons Thor is holding, such as Mjolnir, making it become a cutting and slicing weapon, instead of a blunt force one. Using this technique, Thor can make objects or matter he touches break apart by causing them to vibrate uncontrollably. Though this only works with objects up to C rank. Thor can block off Energy based attacks, by using the vibrating effect to make the energy of the technique shake out of control and disperse. It however only works with techniques of equal rank (D).

Note: It adds +5 to Thor's Strength attribute when used, given it increases the damage of his attacks.
Too high for a D rank, and you should remove the attribute boost.
 

Vegeta

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Technique Name: Nth Armor
EXP: 10
Type: Technology
Rank: C
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability, and healing. The Nth metal add's +5 to his speed, strength and +5 to durability. Nth metal also protects the wearer from elements and speeds the healing of wounds (+5 every 2 turns after damaged for 3 turns), and protects them from extreme temperatures (freeform). His armor allows him to tank heavy blasts, and gives him added protection against piercing weapons. The armor is always on him so this is considered passive, however it must be mentioned by the user.
-Approved, I made slight edits. The fact that your suit increases your healing factor caused me to reduce one other bonus slightly. Update this tech as you rank up.

Updating, realized the healing factor should be part of his Mirakuru formula power, not so much from the armor itself. Gonna make a separate tech for the healing factor

Technique Name: Nth Armor
EXP: 10
Type: Technology
Rank: C
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability. The Nth metal add's +5 to his speed, strength and +10 to durability. Nth metal also protects the wearer from elements, and protects them from extreme temperatures (freeform). His armor allows him to tank heavy blasts, and gives him added protection against piercing weapons. The armor is always on him so this is considered passive, however it must be mentioned by the user.

Technique Name: Mirakuru formula healing factor
EXP: 5
Type: Science
Rank: D
Description: Due to being injected with the Mirakuru formula, Slade has been granted a modestly accelerated healing factor which enables him to recover from physical injuries much faster than most humans, which supplies him with great longevity. This ability has limitations, as he can not regenerate lost eyes or limbs, although he can heal from fatal injuries such as being shot multiple times, stabbed with a sword through his vital organs or great impacts such as falls from great heights and hits from super strong metahumans. He can recover from otherwise fatal injuries, but the experience is traumatic. He has suffered from short-term periods of insanity and animalistic behavior after these "resurrections". These episodic feral states are temporary, however, and he eventually regains control of himself.
Note: "Resurrecting" does not mean he can continue in a battle or mission after he has died, merely that he will come back to life afterwards.
Note: Adds +5 to health every 2 turns after minor injuries ( 1st Degree burns, superficial wounds, etc ), not exceeding his maximum health, up to a maximum of 20 HP recovered per battle.

Technique Name: God Killer Sword
EXP: 20
Type: Technology
Rank: B
Description: A sword forged by the God Hephaestus. The sword in his hands seems to have a mind of its own, vibrating with its own emotions: hatred, rage, and the urge to kill. The sword itself can alter it's form to whatever the user needs, whether it be a sword, splitting into 2 swords, a spear, a dagger, or any hand held weapon of the sort. The sword is capable of taking direct heavy damage and dishing it back 2x's harder than what it took (No higher than A rank), and can also alter it's form to reach out and constrict around an opponent mid range away from it (See spoiler for a look at these abilities). The blade burns at an extremely high temperature and can cut thru almost any material.
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Taking damage and reflecting it back 2x's stronger
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Changing form and restricting
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Panthalassa

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Technique Name: Mirakuru formula healing factor
EXP: 5
Type: Science
Rank: D
Description: Due to being injected with the Mirakuru formula, Slade has been granted a modestly accelerated healing factor which enables him to recover from physical injuries much faster than most humans, which supplies him with great longevity. This ability has limitations, as he can not regenerate lost eyes or limbs, although he can heal from fatal injuries such as being shot multiple times, stabbed with a sword through his vital organs or great impacts such as falls from great heights and hits from super strong metahumans. He can recover from otherwise fatal injuries, but the experience is traumatic. He has suffered from short-term periods of insanity and animalistic behavior after these "resurrections" (much like Ra's Al Ghul after using a Lazarus Pit). These episodic feral states are temporary, however, and he eventually regains control of himself.
Note: Feral state lasts 2 turns after recovery
Note: Adds +5 to health every 2 turns after being injured, not exceeding his maximum health.
What does the Feral state do? This also sounds like a Healing factor too good to be a D rank, if it heals you from fatal damage.
 

Panthalassa

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Actually resubmit the technique, my friend lol

Technique Name: Mirakuru formula healing factor
EXP: 5
Type: Science
Rank: D
Description: Due to being injected with the Mirakuru formula, Slade has been granted a modestly accelerated healing factor which enables him to recover from physical injuries much faster than most humans, which supplies him with great longevity. This ability has limitations, as he can not regenerate lost eyes or limbs, although he can heal from fatal injuries such as being shot multiple times, stabbed with a sword through his vital organs or great impacts such as falls from great heights and hits from super strong metahumans. He can recover from otherwise fatal injuries, but the experience is traumatic. He has suffered from short-term periods of insanity and animalistic behavior after these "resurrections". These episodic feral states are temporary, however, and he eventually regains control of himself.
Note: "Resurrecting" does not mean he can continue in a battle or mission after he has died, merely that he will come back to life afterwards.
Note: Adds +5 to health every 2 turns after minor injuries ( 1st Degree burns, superficial wounds, etc ), not exceeding his maximum health, up to a maximum of 20 HP recovered per battle.
Approved ~ With Edits
 
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