His quest to find villains for his team wasn't going well. Since meeting Crocodile, he'd made no progress until today. There were reports in the news of a giant human-looking creature rampaging through the streets of NBsville. He finally tracked the creature down and now he was standing before him. He had to admit, he was impressed. Reporters usually exaggerate the size of a threat. To be fair, they seem to have dubbed him with the name "Doomsday" so he supposed this was no exception to the rule. After all, how could one being bring about the end of an entire planet?
Technique Name: Absolute Zero
As he precaution, he cools down the surrounding air to frigid temperatures in order to lower his possible opponent's speed in case things go south. He then calls out to the creature.
Technique Name: Judgement of the Tundra
Are you the thing they call Doomsday?
Absolute Zero is always active.
First turn of Judgement of the Tundra.
Technique Name: Absolute Zero
EXP: 20
Type: Energy
Rank: B
Description: This technique is always active as a byproduct of Captain's Cold's Crytokinetic abilities. Cold is always surrounded by circular waves of cold energy not unlike the rings of Saturn in appearance. These waves encompass 360 degrees around him and span two meters in diameter. They cool down the surrounding air temperature to below freezing temperatures. Any small projectiles (such as arrows, bullets, spears) that enter the field are drastically drained of their speed and momentum and harmlessly fall to the floor before they hit Cold. Anyone who gets caught in the field isn't as badly affected due to their size but as soon as they enter the field and as long as they remain inside of it, their speed stat is reduced by 20 points. Inside the field, all technology C-Rank and below becomes inoperable and regenerative abilities become ineffective (C-Rank and below), while B Rank Technology and Regenerative Abilities are halved in their efficiency
Note: This technique is always active but counts as one of the user's moves per turn for as long as the technique is active
Note: The user isn't affected by this technique
Type: Energy
Rank: B
Description: This technique is always active as a byproduct of Captain's Cold's Crytokinetic abilities. Cold is always surrounded by circular waves of cold energy not unlike the rings of Saturn in appearance. These waves encompass 360 degrees around him and span two meters in diameter. They cool down the surrounding air temperature to below freezing temperatures. Any small projectiles (such as arrows, bullets, spears) that enter the field are drastically drained of their speed and momentum and harmlessly fall to the floor before they hit Cold. Anyone who gets caught in the field isn't as badly affected due to their size but as soon as they enter the field and as long as they remain inside of it, their speed stat is reduced by 20 points. Inside the field, all technology C-Rank and below becomes inoperable and regenerative abilities become ineffective (C-Rank and below), while B Rank Technology and Regenerative Abilities are halved in their efficiency
Note: This technique is always active but counts as one of the user's moves per turn for as long as the technique is active
Note: The user isn't affected by this technique
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
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
Are you the thing they call Doomsday?
Absolute Zero is always active.
First turn of Judgement of the Tundra.