[LoT] Custom Techniques Submission

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Negative Knight

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Technique Name: Cold Fusion
EXP: 20
Type: Energy
Rank: B
Description: Since his DNA is fused with his cold gun, Captain Cold takes his abilities one step further by temporarily turning himself into a being composed entirely of ice, snow or cold energy.

Ice Form: Captain Cold can turn himself into ice which has been cooled to temperatures close to absolute zero. All of his energy stat is converted into physical capability for the duration of this technique. His Energy stat falls to 0 and he can boost his Strength, Speed and Durability by however many Energy points he sacrificed. How these points are distributed rely entirely on the user and what their preferences are. Due to the user’s temperature, each successful strike they land against the opponent reduces their speed by 2 points for the rest of the battle. This form lasts a maximum of five turns.

Snow Form: Cold turns himself into ice before shattering into millions of microscopic pieces of ice. He can move to any location on the battlefield at a considerable speed (60% of his current energy stat) before reforming into his original self. This form is the most effective for avoiding attacks as the microscopic shards can initially move in completely different directions before converging to combine together. This form can last a maximum of one turn.

Energy Form: Cold will temporarily turn himself into the very cold energy he manipulates, allowing him to move as a wave of it (at 60% of his current energy stat in speed). If the opponent touches the user while in this form, their speed stat will fall by 20 points for the next three turns. The majority of attacks will pass through him in this form and he can only remain in this form for a maximum of four turns before reverting. Attacks with damage greater than 60% of the user's energy stat will still succeed in harming him. He can maintain his shape if he wishes to. While in this state, the user's strength falls to zero (but he becomes weightless and formless) and his energy stat is boosted by 20 points.

Note: Can be used a maximum of thrice per battle (once for each form)

Technique Name: Knights of the North
EXP: 20
Type: Energy
Rank: B
Description: Cold creates an armour of lightweight ice over his body, to either cover himself partially or fully and it can take any shape the user wishes. The full body armour only ever leaves the eyes exposed and even though the mouth/nose are covered, it doesn't restrict normal breathing nor does it restrict his mobility. The chassis of frozen water is cooled to temperatures close to absolute zero and so it exhibits properties not typical of ordinary ice. For one, it's hardness is on a completely different level. The armour can tank attacks up to 60% of the user's energy stat in damage and regenerate from them by the next turn, but attacks equal to or above the aforementioned value will succeed in destroying the armour entirely. While the armour absorbs the impact and damage of attacks, the user is still pushed back proportional to the force of said attacks. It also exhibits super fluidity and by extension zero viscosity. This means he can move across the ground without friction acting upon him (+10 to speed). The armour, if used to cover the user's limbs, will boost the damage of their strikes (+5 damage per hit). This technique can last as long as the user wishes but counts as one of the user's moves per turn every turn it's active (meaning the user can only use two other techniques per turn).

Note: Can only be used twice per battle

Technique Name: Himalayan Altitudes
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional pulse of cold energy that freezes most of the oxygen in the air and creates conditions similar to very high altitudes. Using one’s body to it’s full potential is no longer possible for five turns. This results in everyone on the battlefield’s speed, strength and energy stats being halved for the duration of this technique. For the duration of this technique, anyone on the battlefield can only use techniques their new stats allow for (e.g. an energy stat of 40 means the user can only use C-Ranks and below) and the attributes of their techniques (speed, damage, etc) are now calculated on their new stats until the end of this technique. The technique also decreases the intelligence stat of anyone on the battlefield by 20 points (including Captain Cold) as their brain isn’t being provided with enough oxygen to thrive, merely subsist. Any fire-based techniques, incendiary devices or explosive equipment (such as thermite or explosive gel) will drop one rank in strength and the use of them will burn up the remaining oxygen even quicker, resulting in anyone in their proximity (mid-range all around) passing out. This technique lasts for five turns, after that the battlefield will become saturated with oxygen again from it’s surroundings. This technique will also freeze any gases in their air with a higher boiling than oxygen (higher than -183°C). This technique doesn’t make the battlefield cold however, since all of the cold energy is being solely confined to the gases in the air. Though this technique affects Cold as well, it's purpose is meant to be a "great equalizer" when fighting opponents that greatly exceed him in one or multiple attributes.

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

Panthalassa said:
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: 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. Only light rainfalls and snowfalls can be created in desert-like conditions. Normal to heavy rainfalls and snowfalls/hailstorms can be created in cities and urban areas. Monsoon rainfalls and blizzards can only be created in areas with a high level of air moisture such as rainforests and areas which have had their air moisture increased by water-related abilities.

Hailstorms: These 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.

Monsoons: 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: During blizzards 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.

Snowfalls: The user's visibility isn't impaired during these conditions but they can still sense anything and anyone on the battlefield via their contact with the snow. As a result, the user's intelligence increases by 10 points until the end of the technique.

Note: Lasts for five turns
 
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Technique Name: Flame On!
EXP: 20
Type: Energy
Rank: B
Description: Inferno will channel energy throughout his whole body and change his body's constitution into a fiery-plasma like state opposed to his regular, human form. Unlike his heavy human form, Inferno's fiery-plasma form is intangible to regular, solid objects as his body is made of fire. However, when attacks containing energy make contact with the fire (according to regular elemental interactions) or technology with sufficient enough methods (sucking away fire, etc.), the fire could in fact be put out and leave Inferno out of his powered up form. Due to Inferno's whole body being made out of the fiery-plasma which is considerably lighter and has less mass opposed to his human form, he has the ability to fly at considerable speeds. The fiery-plasma form also gives Inferno a huge boost to his speed (+15) and energy (+15) as his whole body would be made of the energy he uses to attack and that fire is naturally fast and powerful. However, in this form, Inferno loses a considerable amount of raw, physical strength (-5) as his muscles which generate power would be in a non-solid state. This technique is passive in activation (still costs a move slot) and lasts the whole match (unless Inferno runs out of energy). While Inferno is in this form, he is immune to any heat or fire based attacks.

Technique Name: Inferno's Immolation
EXP: 5
Type: Energy
Rank: D
Description: Inferno can generate tools, shapes, waves, and constructs of fire from his body to attack the opponent or defend himself if he needs to do so. The limit to this technique is only the user's imagination, however, the technique is not terribly huge considering it's small rank.
 
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ZK

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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.
~Update Declined. A total of twenty points in bonuses all in one C-ranked technique? Keep the numbers Vex approved. I would also like to see you elaborate on the ability to 'tank heavy blasts' and the 'added protection against piercing weapons.' Is it freeform-protection like with temperature, or?

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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~Declined. I need a thorough elaboration on this ability, and, honestly, it has to be really good for me to consider approving something like that Also, this technique is B-ranked yet it can take A-ranked techniques and throw them back while doubling their damage?
 

Vegeta

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~Update Declined. A total of twenty points in bonuses all in one C-ranked technique? Keep the numbers Vex approved. I would also like to see you elaborate on the ability to 'tank heavy blasts' and the 'added protection against piercing weapons.' Is it freeform-protection like with temperature, or?



~Declined. I need a thorough elaboration on this ability, and, honestly, it has to be really good for me to consider approving something like that Also, this technique is B-ranked yet it can take A-ranked techniques and throw them back while doubling their damage?
I figured it was free form since I never specified, figured I'd update in the future when Im higher leveled

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 B 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.
Note: The ability to reflect an attack can only be used 2x per battle
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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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Akuma

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Too high for a D rank, and you should remove the attribute boost.
Reduced rank of objects effected by the technique offensively, and removed att boost.

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 D 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).
 

Vex

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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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+25 to stats maximum, my mistake. +15 to any one stat. If you want more, you need to sacrifice stats in another category.

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") - up to 10 per battle, knockout gas capsules (limit of 4) 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 (can be destroyed by attacks A rank and above).

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.
-Approved
 

Vex

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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 temperatures of up to 1200 degrees Farenheit as they are thrown with temperatures to melt through ice and numerous other materials with ease. Although, depending on the specific metal/material, the batarang may have some difficulty melting through it (B rank and above weapons/equipment - depending on constitution ofc. I.E - they would melt through a B ranked computer, but would not melt through a B ranked armor). 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 (requires at least 3 hits) 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.
-Approved with some edits
 

Howard

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Technique Name: Beastial Wrath
EXP: 20
Type: Science
Rank: B
Description: Beast Boy's core ability is Terrestial Metamorphism allowing him to transform through the modification of his own DNA or through his connection to the Red into any animal at any size relative to it's original counterpart. A very basic technique and one of the very first Beast Boy created it is in essence the ability to initiate and undergo animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal structure, their muscle structure, their bone structure, their nerve structure or even their organ structure. This allows for him to take on animalistic traits and gain abilities relative to the transformation Beast Boy is able to source a transformation from any species of animal including extinct, alien, single celled and even mythical. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use it is at it's lower uses a passive transformations granted by simply being Beast Boy. No matter the form Gar keeps his own consciousness and conscience.
These transformations can be used to defend and counter other techniques and if a proper transformation is adopted Garfield can even negate damage from incoming techniques and basic attacks. Only the same rank and below.
This also allows him to take on various additional senses examples being Infrared Sensing like that of a snake by adopting heat pits like a snake, or Nightvision, like a feline by increasing the number of rod cells in the eyes. Beast Boy can also adopt traits such as a nictitating membrane that negate light based attacks of the same rank; Hyperosmia like that of a dog or a wolf for tracking, heightened auditory perception, and heightened somatosensory (sense of touch.) Augmentation of a sense counts differently when compared to something like creating nictitating membranes in the eyes which would be an example of previously stated animalistic transformations. Any transformation would be extrapolated to the user's relative size or could be made larger or smaller depending on what the user wishes.
While under the effect of any transformation be it animalistic or sense related Beast Boy's Genetic Sensory abilities are amplified exponentially due to his attunement with animals he is able to understand any animal even their motives, thoughts, or feelings. He's also able to know their strengths and weaknesses.
He is able to communicate and use animals as scouts or learn information from them.

Unique Physiology: Along with his shapeshifting abilities he seems to possess a degree of heightened senses in his default human form, having hearing sensitive enough to detect a stealthily approaching enemy along with other heightened senses. He can also change his natural human form in several different ways taking on partial transformations, hybrid transformations, changing his own muscle structure, height, weight, organ structure, bone structure and any other bodily structure.
Animal Mimicry: Beast Boy has the power to mimic the abilities of any animal he knows of while he is in their form. The ability apparently gives him intuitive understanding of the animals and what abilities they have that may be useful in the situation. In his natural form he can change the structure of his body to accomplish similar feats, while under the effects of any transformation no matter how small he is able to speak with, understand and properly communicate with wild-life.
DNA Mimicry: Beast Boy can also model his own DNA after others transforming into anyone down to the subatomic level. If his skin didn't stay oddly toned he would be able to disguise himself as anyone perfectly.
Adaptability: Due to his extremely quick transformations Beast Boy is able to adapt to any environment. He can transform into an animal that can survive at immense pressures at the bottom of the sea, in the vacuum of space or even to survive relatively easily in a radioactive environment. He's able to gain resistances to nearly any type of damage such as blunt force, slashing, piecing, radioactive, heat, cold, etc. This is done by taking on an animilistic transformation and adopting traits found in wild-life foreign or domestic. If a proper transformation is undergone Beast Boy can take half damage from anything above B rank, and negate certain damage completely if it's B rank or below. This however only works with one type of damage at a time and the user must wait two turns before changing the resistance. During this time he can undergo other transformations but cannot use the adaptability to change his resistance until two turns have past. He can keep a transformation indefinitely though if he so wishes.

Smaller transformation derived from this are passive and can be called upon nearly instantly. They are things like growing fangs, nails, hair, claws, horns additional appendages such as tails, wings, limbs and even allows for the regrowth of removed limbs (explained in the healing section.) The user can also change their bodily (muscle, nerve, bone, brain tissue, etc) structures gaining strength, speed or durability (can only take 2 one gains +15 the other gains +10.) The user tends to stay in his human form when using the smaller transformations. These can be held indefinitely such as increasing muscle mass if mentioned in the bio to gain a +15 to strength and +10 to speed permanently. This permanent boost can only be done with smaller transformations.

Larger transformations are more involved the user can change their senses. They can gain things such as better sight, smell, taste, touch, hearing etc. This allows for the user to regrow organs or limbs if they are removed allowing for mediocre healing it also allows the user to create extra organs such as a second heart so that if the first is damaged the user is left alive from what would be fatal damage to anyone without Terrestrial Metamorphism. The user is able to further manipulate their bodily structure gaining strength, speed or durability by +25 (can only choose 1) this negates the +15 and +10 from the smaller transformations or boosts on the bio. However, due to the nature of how the buffs work he must sacrifice something. If the user wants the full +25 to strength for example he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +25 to speed he'd have to lose -5 from strength and intelligence. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.

Healing isn't instant and is something the user must focus on to accomplish meaning if the user wishes to heal he must actively regenerate it takes a full turn to heal for each rank of damage taken excluding D rank damage. Healing from D rank damage can be done passively healing superficial wounds such as scrapes, bruises, dislocated limbs, minor 1-2nd degree burns and cuts rather easily over the course of the user's turn (half a full turn). C rank rank damage takes 1 turn meaning the user's and his opponent's movesets and B rank damage takes 2 turns meaning 2 rounds of turns. The damage healed is proportional to the injury and time spent healing. Once initiated the heal becomes passive but still requires concentration subtracting -2 intelligence from the attribute while healing. If force-ably transformed due to magic or another's shapeshifting control abilities Beast Boy is able to transform back to his natural state or if he's feeling humorous he could change the form to suit the battle to in essence use it against the opponent.
Note: Stats can be shifted mid turn if a proper transformation is undergone
Note: Once stats are shifted the user must wait a full turn before shifting them again
Note: Healing can only be used once every two turns and counts as a move to initiate
Note: Any attack sourced from these transformations does 60% of Beast Boy's strength or speed modifier depending on if he uses his augmented strength or speed to attack.

Technique Name: Dragonbone Armor
EXP: 5
Type: Mutation
Rank: D
Description: Dragonbone Armor is exactly what it sounds like Beast Boy manifests bones breaking the skin and protruding them enough to create a plate-like armor reminiscent of a Stegosaurus covering any part of his body up to his entire body in these plates or growths. The armor adds +10 to his durability and if spiked allows him to create bone like weapons like blades on his hands, elbows, shoulders, knuckles and any other joints to create deep piercing damage which in turn boosts the strength the user has when used offensively giving +5 to +10 to strength however the larger the strength increase speed suffers. Anything over a +5 to the strength increase causes a -5 to the speed attribute. He is also able to if he wishes manifest solid Magnetite an organic producible metal like those found on the teeth of mollusks to further the strength of the armor. This can be used to augment any animalistic transformation. This can also be used to create magnetite nails, fangs, claws and any other sharp protuberances from his body. This is produced by creating a watery gel at a bone, nail, or tooth's centre, carbohydrate fibres then criss-cross to form a scaffold that binds positively charged ions such as magnesium and sodium. Those ions, then bind negatively charged proteins that collect iron, providing a detailed template for the growing of a dense magnetite shell. Due to his rapid transformation Beast Boy can do this nearly instantly where it would take a mullosc long parts of it's life. Magnetite itself is harder than steel and Beast Boy is able to do this because of his inherent knowledge of animal life when transforming.
This armor has the innate ability to repair and regrow itself like that of a Shark's tooth they replace themselves over time. This allows damage done to the armor to be negated over time through a slow healing process rebuilding and restructuring the armor. After taking damage by the end of the turn if mentioned the armor can replicate and regrow just like Shark's teeth shedding the outermost damaged layer and coming back at full power.

Beast Boy can also create quill like growths like a porcupine or a hedgehog. These too can be coated in Magnetite and can even be shot off towards an opponent like a projectile wave either in a condensed burst or an omnidirectional burst by covering the entire body in these quills. The spikes, quills, blades etc can be used in short range to augment Martial Arts usage and the quills, and spikes can be shot off like a porcupine up to Mid-Long range. Long at max for condenced burst and Mid max for omnidirectional. Any attack sourced from this ability does 20% of Beast Boy's current strength attribute modifier.
Note: The armor passively morphs with Beast Boy from form to form
Note: Can overpower basic weapons and freeform attacks
Note: Can be maintained and healed indefinitely over and entire battle
Note: Adds 20% of strength attribute to another attack if used in combination
Note: Can take on and heal from techniques of the same rank able to take the damage stopping it from harming the user at all. Can take on C rank damage halving the damage the user takes due to the blockage. If focused upon it can be healed and rebuilt. While focusing the user's intelligence is -2 points.


 
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ReXii

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Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.

Technique Name: Toxic Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an addition on to the evolution technique and can be activated passively with no move cost exactly the same as the evolution ability. However it does consume timeframe. This technique is very similar to evolution in that it adds to the defense of Doomsday. However this technique focuses on debuffs and counteracting them. It can apply to literally any type of debuff, freezing and burning, radiation, gravity. Anything that causes a loss in stat points. Every time Doomsday is affected by these abilities he begins to build up a tolerance to them of 10% per time affected. This can increase all the way up to 50% over the course of five turns. Making him 50% resistant to that particular type of debuff. Example, Doomsday is slowed by ice, after this happens once he gains a 10% resistance after twice he gains a 20% resistance. This behaves and is recorded in the biography in the exact same way as evolution.
Note: Must have evolution active to use this.

Technique Name: Cataclysmic Smash
EXP: 10
Type: Science
Rank: C
Description: This technique is an offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique allows Doomsday to smash his surroundings with such incredible force that it sends tremors rippling through the surroundings knocking his opponents off their feet if they're standing on any surface that falls victim to the tremors. Additionally the technique will cause a rather loud sonic boom like effect from said tremor, causing the opponent to lose 10 intelligence for 3 turns as their ears will likely pop disorienting them and setting them off balance. This technique benefits from 40% of Doomsdays strength.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light floor or terrain.
 
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Anbu Kirito

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Technique Name:Determination of The Blademaster
EXP:20
Type:Natural
Rank:B
Description:
This is Roronoa Zoro's ace in the hole. When his sheer strength and grit cannot cut it, he will enter a state of complete focus. He loses sight of all other things except victory, and gains access to the full potential of his body. This ability is really a mindset, not revolving around any type of magic of any sort. Through pure determination to win, Zoro will shrug off blows that would usually be highly painful, and will become faster and stronger, due to his own brain removing it's mental limits. This however will cause mental stress after extended usage. He gains +10 to strength +10 speed and +5 durability.
Notes:
-Lasts 4 Turns Per Use
-Can only be used twice, and after second usage ends, Zoro will be unable to use techniques above C-Rank for the remainder of the match.

Technique Name:Oni-Giri|Demon Cut
EXP:20
Type:Natural
Rank:D
Description:
Zoro's signature technique. A three-way simultaneous slashing attack. Zoro crosses his two swords across his chest and places the blade in his mouth horizontally behind them. Zoro then approaches the target (usually at high speed) and cuts through by swinging the swords across his chest, resulting in a descending diagonal-crossing slash from both swords while the mouth blade performs a horizontal cut from either the left or right, depending on which side of his mouth he positioned the sword's main blade at. This attack deals 60% of Zoro's strength stat.
 
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The_Empire

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Technique Name: Saber Healing
EXP: 20
Type: Mutation
Rank: B
Description: Sabertooth's Core Ability is that of a regenerate damage done to his body. At an early stage of his regenerative abiltiy is to heal small to medium damage. When healing it is near instant he does receive back 60 HP is the max of the usage of his early stage per damage he recieves. With the healing factor he can feel the pain but is very high tolerate of it so he can still move around normal.
-Bruises
-Cuts ranging from small to large/deep(basically not cutting through bone)
-First to Second Degree burns
-Bullet Wounds(bullets need to be removed first)
-Chucks of Flesh removed from his body
-Mild poisons, virus, drugs, toxins and diesases
Note: Passive


Technique Name: Saber Senses
EXP: 5
Type: Mutation
Rank: D
Description: Sabertooth has high sensing ability which is that of a smelling, sight, taste and hearing.
-Smell: Sabertooth can smell and person or object over a long distance(5 miles)
-Sight: He is able to see in almost complete darkeness like that of a Nocturnal Cat.
-Taste: Able to taste every substance in an object and can tell what it is if he has tasted the substance before.
-Hearing: He can hear the lightest of breathing up to 200 feet
Note: Passive

Bio in the sig
 
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ZK

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I figured it was free form since I never specified, figured I'd update in the future when Im higher leveled

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 B 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.
Note: The ability to reflect an attack can only be used 2x per battle
Appearance
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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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~Update Declined. You still have not explained how your sword is capable of 'dishing it back 2x's harder than what it took.' Can you reflect bullets? Bladed weapons? Fists? Radiation? Explosions? I need to know how this ability work.
 

Panthalassa

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Technique Name: Flame On!
EXP: 20
Type: Energy
Rank: B
Description: Inferno will channel energy throughout his whole body and change his body's constitution into a fiery-plasma like state opposed to his regular, human form. Unlike his heavy human form, Inferno's fiery-plasma form is intangible to regular, solid objects as his body is made of fire. However, when attacks containing energy make contact with the fire (according to regular elemental interactions) or technology with sufficient enough methods (sucking away fire, etc.), the fire could in fact be put out and leave Inferno out of his powered up form. Due to Inferno's whole body being made out of the fiery-plasma which is considerably lighter and has less mass opposed to his human form, he has the ability to fly at considerable speeds. The fiery-plasma form also gives Inferno a huge boost to his speed (+15) and energy (+15) as his whole body would be made of the energy he uses to attack and that fire is naturally fast and powerful. However, in this form, Inferno loses a considerable amount of raw, physical strength (-10) as his muscles which generate power would be in a non-solid state. This technique is passive in activation (still costs a move slot) and lasts the whole match (unless Inferno runs out of energy). While Inferno is in this form, he is immune to any heat or fire based attacks C rank and bellow.
Approved ~ With Edits

Technique Name: Inferno's Immolation
EXP: 5
Type: Energy
Rank: D
Description: Inferno can generate tools, shapes, waves, and constructs of fire from his body to attack the opponent or defend himself if he needs to do so. The limit to this technique is only the user's imagination, and about the size of a pilates ball for the total volume of constructs.
Approved ~ With Edits

Reduced rank of objects effected by the technique offensively, and removed att boost.

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 D 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).
The ability to break objects apart through vibration is required to be higher ranked than this. And I don't really understand how something so wide in surface area can become sharper than a sword, it would have to be something like a lightning coating around your skin that has the appearance of a sword, rather than saying your limbs are sharper.



Technique Name: Beastial Wrath
EXP: 20
Type: Science
Rank: B
Description: Beast Boy's core ability is Terrestial Metamorphism allowing him to transform through the modification of his own DNA or through his connection to the Red into any animal at any size relative to it's original counterpart. A very basic technique and one of the very first Beast Boy created it is in essence the ability to initiate and undergo animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal structure, their muscle structure, their bone structure, their nerve structure or even their organ structure. This allows for him to take on animalistic traits and gain abilities relative to the transformation Beast Boy is able to source a transformation from any species of animal including extinct, alien, single celled and even mythical. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use it is at it's lower uses a passive transformations granted by simply being Beast Boy. No matter the form Gar keeps his own consciousness and conscience.
These transformations can be used to defend and counter other techniques and if a proper transformation is adopted Garfield can even negate damage from incoming techniques and basic attacks. Only the same rank and below.
This also allows him to take on various additional senses examples being Infrared Sensing like that of a snake by adopting heat pits like a snake, or Nightvision, like a feline by increasing the number of rod cells in the eyes. Beast Boy can also adopt traits such as a nictitating membrane that negate light based attacks of the same rank; Hyperosmia like that of a dog or a wolf for tracking, heightened auditory perception, and heightened somatosensory (sense of touch.) Augmentation of a sense counts differently when compared to something like creating nictitating membranes in the eyes which would be an example of previously stated animalistic transformations. Any transformation would be extrapolated to the user's relative size or could be made larger or smaller depending on what the user wishes.
While under the effect of any transformation be it animalistic or sense related Beast Boy's Genetic Sensory abilities are amplified exponentially due to his attunement with animals he is able to understand any animal even their motives, thoughts, or feelings. He's also able to know their strengths and weaknesses.
He is able to communicate and use animals as scouts or learn information from them.

Unique Physiology: Along with his shapeshifting abilities he seems to possess a degree of heightened senses in his default human form, having hearing sensitive enough to detect a stealthily approaching enemy along with other heightened senses. He can also change his natural human form in several different ways taking on partial transformations, hybrid transformations, changing his own muscle structure, height, weight, organ structure, bone structure and any other bodily structure.
Animal Mimicry: Beast Boy has the power to mimic the abilities of any animal he knows of while he is in their form. The ability apparently gives him intuitive understanding of the animals and what abilities they have that may be useful in the situation. In his natural form he can change the structure of his body to accomplish similar feats, while under the effects of any transformation no matter how small he is able to speak with, understand and properly communicate with wild-life.
DNA Mimicry: Beast Boy can also model his own DNA after others transforming into anyone down to the subatomic level. If his skin didn't stay oddly toned he would be able to disguise himself as anyone perfectly.
Adaptability: Due to his extremely quick transformations Beast Boy is able to adapt to any environment. He can transform into an animal that can survive at immense pressures at the bottom of the sea, in the vacuum of space or even to survive relatively easily in a radioactive environment. He's able to gain resistances to nearly any type of damage such as blunt force, slashing, piecing, radioactive, heat, cold, etc. This is done by taking on an animilistic transformation and adopting traits found in wild-life foreign or domestic. If a proper transformation is undergone Beast Boy can take half damage from anything above B rank, and negate certain damage completely if it's B rank or below. This however only works with one type of damage at a time and the user must wait two turns before changing the resistance. During this time he can undergo other transformations but cannot use the adaptability to change his resistance until two turns have past. He can keep a transformation indefinitely though if he so wishes.

Smaller transformation derived from this are passive and can be called upon nearly instantly. They are things like growing fangs, nails, hair, claws, horns additional appendages such as tails, wings, limbs and even allows for the regrowth of removed limbs (explained in the healing section.) The user can also change their bodily (muscle, nerve, bone, brain tissue, etc) structures gaining strength, speed or durability (can only take 2 one gains +15 the other gains +10.) The user tends to stay in his human form when using the smaller transformations. These can be held indefinitely such as increasing muscle mass if mentioned in the bio to gain a +15 to strength and +10 to speed permanently. This permanent boost can only be done with smaller transformations.

Larger transformations are more involved the user can change their senses. They can gain things such as better sight, smell, taste, touch, hearing etc. This allows for the user to regrow organs or limbs if they are removed allowing for mediocre healing it also allows the user to create extra organs such as a second heart so that if the first is damaged the user is left alive from what would be fatal damage to anyone without Terrestrial Metamorphism. The user is able to further manipulate their bodily structure gaining strength, speed or durability by +25 (can only choose 1) this negates the +15 and +10 from the smaller transformations or boosts on the bio. However, due to the nature of how the buffs work he must sacrifice something. If the user wants the full +25 to strength for example he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +25 to speed he'd have to lose -5 from strength and intelligence. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.

Healing isn't instant and is something the user must focus on to accomplish meaning if the user wishes to heal he must actively regenerate it takes a full turn to heal for each rank of damage taken excluding D rank damage. Healing from D rank damage can be done passively healing superficial wounds such as scrapes, bruises, dislocated limbs, minor 1-2nd degree burns and cuts rather easily over the course of the user's turn (half a full turn). C rank rank damage takes 1 turn meaning the user's and his opponent's movesets and B rank damage takes 2 turns meaning 2 rounds of turns. The damage healed is proportional to the injury and time spent healing. Once initiated the heal becomes passive but still requires concentration subtracting -2 intelligence from the attribute while healing. If force-ably transformed due to magic or another's shapeshifting control abilities Beast Boy is able to transform back to his natural state or if he's feeling humorous he could change the form to suit the battle to in essence use it against the opponent.
Note: Stats can be shifted mid turn if a proper transformation is undergone
Note: Once stats are shifted the user must wait a full turn before shifting them again
Note: Healing can only be used once every two turns and counts as a move to initiate
Note: Any attack sourced from these transformations does 60% of Beast Boy's strength or speed modifier depending on if he uses his augmented strength or speed to attack.
Okay, here's the main problem that I have with this technique, seeing as there's a lot other problems but I'll have to placate this one first. This technique is the technique that allows you to exert your ability, but what does it rely on? Is it your ENE att, your DUR? I would think it would be interesting to tag your ability to your DUR attribute, as you're modifying your body, and you even got a boost there, but there's nothing clear about it. I have to ask you first, which attribute you want to tag your ability to, before I can approve your techniques. ( Maybe even your INT stat, dealing with your imagination of the transformations? ).

And, btw, due to your attribute in both DUR and ENE, you are unable to submit B rank techniques yet.

Technique Name: Dragonbone Armor
EXP: 5
Type: Mutation
Rank: D
Description: Dragonbone Armor is exactly what it sounds like Beast Boy manifests bones breaking the skin and protruding them enough to create a plate-like armor reminiscent of a Stegosaurus covering any part of his body up to his entire body in these plates or growths. The armor adds +10 to his durability and if spiked allows him to create bone like weapons like blades on his hands, elbows, shoulders, knuckles and any other joints to create deep piercing damage which in turn boosts the strength the user has when used offensively giving +5 to +10 to strength however the larger the strength increase speed suffers. Anything over a +5 to the strength increase causes a -5 to the speed attribute. He is also able to if he wishes manifest solid Magnetite an organic producible metal like those found on the teeth of mollusks to further the strength of the armor. This can be used to augment any animalistic transformation. This can also be used to create magnetite nails, fangs, claws and any other sharp protuberances from his body. This is produced by creating a watery gel at a bone, nail, or tooth's centre, carbohydrate fibres then criss-cross to form a scaffold that binds positively charged ions such as magnesium and sodium. Those ions, then bind negatively charged proteins that collect iron, providing a detailed template for the growing of a dense magnetite shell. Due to his rapid transformation Beast Boy can do this nearly instantly where it would take a mullosc long parts of it's life. Magnetite itself is harder than steel and Beast Boy is able to do this because of his inherent knowledge of animal life when transforming.
This armor has the innate ability to repair and regrow itself like that of a Shark's tooth they replace themselves over time. This allows damage done to the armor to be negated over time through a slow healing process rebuilding and restructuring the armor. After taking damage by the end of the turn if mentioned the armor can replicate and regrow just like Shark's teeth shedding the outermost damaged layer and coming back at full power.

Beast Boy can also create quill like growths like a porcupine or a hedgehog. These too can be coated in Magnetite and can even be shot off towards an opponent like a projectile wave either in a condensed burst or an omnidirectional burst by covering the entire body in these quills. The spikes, quills, blades etc can be used in short range to augment Martial Arts usage and the quills, and spikes can be shot off like a porcupine up to Mid-Long range. Long at max for condenced burst and Mid max for omnidirectional. Any attack sourced from this ability does 20% of Beast Boy's current strength attribute modifier.
Note: The armor passively morphs with Beast Boy from form to form
Note: Can overpower basic weapons and freeform attacks
Note: Can be maintained and healed indefinitely over and entire battle
Note: Adds 20% of strength attribute to another attack if used in combination
Note: Can take on and heal from techniques of the same rank able to take the damage stopping it from harming the user at all. Can take on C rank damage halving the damage the user takes due to the blockage. If focused upon it can be healed and rebuilt. While focusing the user's intelligence is -2 points.


I mean... D rank... you know? Lowest rank...

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.

Technique Name: Toxic Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an addition on to the evolution technique and can be activated passively with no move cost exactly the same as the evolution ability. However it does consume timeframe. This technique is very similar to evolution in that it adds to the defense of Doomsday. However this technique focuses on debuffs and counteracting them. It can apply to literally any type of debuff, freezing and burning, radiation, gravity. Anything that causes a loss in stat points. Every time Doomsday is affected by these abilities he begins to build up a tolerance to them of 10% per time affected. This can increase all the way up to 50% over the course of five turns. Making him 50% resistant to that particular type of debuff. Example, Doomsday is slowed by ice, after this happens once he gains a 10% resistance after twice he gains a 20% resistance. This behaves and is recorded in the biography in the exact same way as evolution.
Note: Must have evolution active to use this.

Technique Name: Cataclysmic Smash
EXP: 10
Type: Science
Rank: C
Description: This technique is an offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique allows Doomsday to smash his surroundings with such incredible force that it sends tremors rippling through the surroundings knocking his opponents off their feet if they're standing on any surface that falls victim to the tremors. Additionally the technique will cause a rather loud sonic boom like effect from said tremor, causing the opponent to lose 10 intelligence for 3 turns as their ears will likely pop disorienting them and setting them off balance. This technique benefits from 40% of Doomsdays strength.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light floor or terrain.
I need your bio to check these

Link:

Technique Name:Determination of The Blademaster
EXP:20
Type:Natural
Rank:B
Description:
This is Roronoa Zoro's ace in the hole. When his sheer strength and grit cannot cut it, he will enter a state of complete focus. He loses sight of all other things except victory, and gains access to the full potential of his body. This ability is really a mindset, not revolving around any type of magic of any sort. Through pure determination to win, Zoro will shrug off blows that would usually be highly painful, and will become faster and stronger, due to his own brain removing it's mental limits. This however will cause mental stress after extended usage. He gains +10 to strength +10 speed and +5 durability.
Notes:
-Lasts 4 Turns Per Use
-Can only be used twice, and after second usage ends, Zoro will be unable to use techniques above C-Rank for the remainder of the match. After the technique ends, the user will have -10 INT for 2 turns afterwards, and -20 INT for 4 turns after the second usage.
Approved ~ With Edits

Technique Name:Oni-Giri|Demon Cut
EXP:20
Type:Natural
Rank:B
Description:
Zoro's signature technique. A three-way simultaneous slashing attack. Zoro crosses his two swords across his chest and places the blade in his mouth horizontally behind them. Zoro then approaches the target (usually at high speed) and cuts through by swinging the swords across his chest, resulting in a descending diagonal-crossing slash from both swords while the mouth blade performs a horizontal cut from either the left or right, depending on which side of his mouth he positioned the sword's main blade at. This attack deals 60% of Zoro's strength stat.
Approved

Technique Name: Saber Healing
EXP: 20
Type: Mutation
Rank: B
Description: Sabertooth's Core Ability is that of a regenerate damage done to his body. At an early stage of his regenerative abiltiy is to heal small to medium damage. When healing it is near instant he does receive back 60 HP is the max of the usage of his early stage per damage he recieves. With the healing factor he can feel the pain but is very high tolerate of it so he can still move around normal.
-Bruises
-Cuts ranging from small to large/deep(basically not cutting through bone)
-First to Second Degree burns
-Bullet Wounds(bullets need to be removed first)
-Chucks of Flesh removed from his body
-Mild poisons, virus, drugs, toxins and diesases
Note: Passive
Not enough DUR for a B rank.

Technique Name: Saber Senses
EXP: 5
Type: Mutation
Rank: D
Description: Sabertooth has high sensing ability which is that of a smelling, sight, taste and hearing.
-Smell: Sabertooth can smell and person or object over a long distance( 200 feet )
-Sight: He is able to see in almost complete darkeness like that of a Nocturnal Cat.
-Taste: Able to taste every substance in an object and can tell what it is if he has tasted the substance before.
-Hearing: He can hear the lightest of breathing up to 200 feet
Note: Passive

Bio in the sig
Approved ~ With Edits
 

Panthalassa

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Total EXP: 65

Technique Name: Beast Act ~ Josephine

EXP: 20
Type: Magic
Rank: B
Description: Josephine are a series of bearded toad-like slime summons with incredibly high durability and health. They have the appearance of a toad with a great and lustrous beard, but, when looking closely, they are composed not of flesh but a mucus-like gel. They exist in a dormant or active state. In the dormant, they move about the field, hoping and croaking, until they meet a target. They will then swallow the target and trap him inside their gelatinous body, and become dormant. They lose INT and SPD down to 0 and become pure DUR tanks, unable to move or react. The more one strugles inside the gel, the more it becomes hard, creating an extremely tight jail. They can be used as shields, as the user is capable of breathing and continue using remote attacks from within Josephine's gut. Josephine's stats are based on the user's ENE stat, as they are conjured by him. When they appear, they look like small bearded tadpoles that immediately grow into the size of an morbidly obese fat lady. They aren't resilient to anything, they take full damage from every attack, but their body is highly un-conductible, so even Temperature or Radiation damage won't reach someone trapped inside, without first defeating Josephine down to 0 HP or forcing her to vanish, and someone could pound onto the outer mucus with all their strength that it wouldn't reach down to the core without first defeating Josephine. Once someone is inside her, the target will feel similar to drowning, without oxygen, loosing consciousness within a turn or two ( higher than 50 durability ).
Can only be summoned 3 times per battle, lasts until 10% of HP.

Active Attribute:

STR - 0% ( 0 )
INT - 20% ( 20 )
SPD - 20% ( 20 )
DUR - 60% ( 60 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )

Dormant Attribute:

STR - 0% ( 0 )
INT - 0% ( 0 )
SPD - 0% ( 0 )
DUR - 100% ( 100 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )

Technique Name: Beast Act ~ Siamese Twins

EXP: 40
Type: Energy
Rank: A
Description: Chang and Eng are two conjoined cats that inhabit Panthalassa's realm. They have the appearance of a massive, bus-sized feline, with two heads and two tails, with a very similar appearance to a spotted jaguar with the faces of a bald cats. Chang is a STR-based summon while Eng is a SPD-based summon. They assume control of the body at different times within the course of the battle, so the overall beast will always have a total attribute of 120 points. They are capable of fully moving their tails, to wrap around or whip someone, or use their fangs and nails to bite, tear and slash. Their stats are based on the user's ENE stat. Chang and Eng are the only ones within Panthalassa's realm, so only one can be summoned at a time. They count as two summons for the user's max count. When they use an attack, they usually are capable of exerting 10% more damage from their attributes than average, with the exception of S ranks ( remains at 100% max ).

Chang's Attributes:

STR - 80% ( 80 )
INT - 10% ( 10 )
SPD - 10% ( 10 )
DUR - 20% ( 20 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )

Eng's Attributes:

STR - 10% ( 10 )
INT - 10% ( 10 )
SPD - 80% ( 80 )
DUR - 20% ( 20 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )
 
Last edited:

Anbu Kirito

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Total EXP: 45
Link is Zoro in sig.

Technique Name:Itoryu: 36 Pound Phoenix Cannon
EXP: 20
Type: Natural
Rank: B
Description:
Zoro, using a single sword, will deliver a twisting swing towards his opponent. This causes the air around the blade to condense and form a projectile of penetrating and cutting wind. This blast can be shot at the opponent from incredible range, and hits with the force of a 36 pound blow moving at an extreme speed. Because Zoro uses a single sword for this technique, it isn't as powerful as the two and three sword variations. This technique is however powerful enough to shatter solid rocks and on contact with a target, will penetrate their body and then release, as if exploding into blades of wind, causing severe cuts on the outside of the body. This attack deals 60% of Zoro's strength stat in damage. The winds caused by this technique can also blow away basic projectiles of equal or lower rank.
Note:
-Requires a single sword
-This projectile is on equal terms with energy projectiles, and if they collide, whichever deals the most damage will be able to destroy the other.

Technique Name:Haki: Busoshoku Style| Haki: Color Of Arms
EXP:20
Type:Natural
Rank:B
Description:
Busoshoku Haki is a power based upon the user's courage and physical strength. It is a martial discipline practiced by many for years, being apparent in only certain individuals. Busoshoku Haki is the ability to amplify the defensive or offensive capabilities of an individual, or an item, such as in the case of Zoro, his swords. Zoro can use this ability to "harden" his body and swords in a way. When using it, the swords he applies it to become black as night, and create purple sparks instead of standard ones when making contact with other blades. It gives them a great boost in damage (+6 to each attack), and makes them much more effective as cutting penetrating tools, enabling them to slice through solid stone with no real effort from the user. Zoro can also use Haki to amplify his body defensively, being able to harden a single part of his body. When hardened, a body part is immune entirely to attacks of D-Rank, and if used offensively, will deal more damage than usual (+4 to each attack.) Zoro is however not yet a master of Haki, and therefore cannot use it too often. He has a limit to the amount of times he can use it, and though the change to his swords can last a while, the amplification of his body will only last one turn.
Notes:
-Zoro can use this technique a total of four times throughout the battle
-Zoro only needs one usage of the technique to coat all three of his swords in Haki
-Swords will retain the advantages of the technique for 3 turns, and amplification of a bodypart will last only one turn.
-Though not considered an energy based technique, Haki coated attacks should be treated as energy infused, and will be able to hit enemies who cannot be harmed by normal physical moves.
 
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Howard

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Technique Name: Beastial Wrath
EXP: 20
Type: Science
Rank: B
Description: Beast Boy's core ability is Terrestial Metamorphism allowing him to transform through the modification of his own DNA or through his connection to the Red into any animal at any size relative to it's original counterpart. A very basic technique and one of the very first Beast Boy created it is in essence the ability to initiate and undergo animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal structure, their muscle structure, their bone structure, their nerve structure or even their organ structure. This allows for him to take on animalistic traits and gain abilities relative to the transformation Beast Boy is able to source a transformation from any species of animal including extinct, alien, single celled and even mythical. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use it is at it's lower uses a passive transformations granted by simply being Beast Boy. No matter the form Gar keeps his own consciousness and conscience.
These transformations can be used to defend and counter other techniques and if a proper transformation is adopted Garfield can even negate damage from incoming techniques and basic attacks. Only the same rank and below.
This also allows him to take on various additional senses examples being Infrared Sensing like that of a snake by adopting heat pits like a snake, or Nightvision, like a feline by increasing the number of rod cells in the eyes. Beast Boy can also adopt traits such as a nictitating membrane that negate light based attacks of the same rank; Hyperosmia like that of a dog or a wolf for tracking, heightened auditory perception, and heightened somatosensory (sense of touch.) Augmentation of a sense counts differently when compared to something like creating nictitating membranes in the eyes which would be an example of previously stated animalistic transformations. Any transformation would be extrapolated to the user's relative size or could be made larger or smaller depending on what the user wishes.
While under the effect of any transformation be it animalistic or sense related Beast Boy's Genetic Sensory abilities are amplified exponentially due to his attunement with animals he is able to understand any animal even their motives, thoughts, or feelings. He's also able to know their strengths and weaknesses.
He is able to communicate and use animals as scouts or learn information from them.

Unique Physiology: Along with his shapeshifting abilities he seems to possess a degree of heightened senses in his default human form, having hearing sensitive enough to detect a stealthily approaching enemy along with other heightened senses. He can also change his natural human form in several different ways taking on partial transformations, hybrid transformations, changing his own muscle structure, height, weight, organ structure, bone structure and any other bodily structure.
Animal Mimicry: Beast Boy has the power to mimic the abilities of any animal he knows of while he is in their form. The ability apparently gives him intuitive understanding of the animals and what abilities they have that may be useful in the situation. In his natural form he can change the structure of his body to accomplish similar feats, while under the effects of any transformation no matter how small he is able to speak with, understand and properly communicate with wild-life.
DNA Mimicry: Beast Boy can also model his own DNA after others transforming into anyone down to the subatomic level. If his skin didn't stay oddly toned he would be able to disguise himself as anyone perfectly.
Adaptability: Due to his extremely quick transformations Beast Boy is able to adapt to any environment. He can transform into an animal that can survive at immense pressures at the bottom of the sea, in the vacuum of space or even to survive relatively easily in a radioactive environment. He's able to gain resistances to nearly any type of damage such as blunt force, slashing, piecing, radioactive, heat, cold, etc. This is done by taking on an animilistic transformation and adopting traits found in wild-life foreign or domestic. If a proper transformation is undergone Beast Boy can take half damage from anything above B rank, and negate certain damage completely if it's B rank or below. This however only works with one type of damage at a time and the user must wait two turns before changing the resistance. During this time he can undergo other transformations but cannot use the adaptability to change his resistance until two turns have past. He can keep a transformation indefinitely though if he so wishes.

Smaller transformation derived from this are passive and can be called upon nearly instantly. They are things like growing fangs, nails, hair, claws, horns additional appendages such as tails, wings, limbs and even allows for the regrowth of removed limbs (explained in the healing section.) The user can also change their bodily (muscle, nerve, bone, brain tissue, etc) structures gaining strength, speed or durability (can only take 2 one gains +15 the other gains +10.) The user tends to stay in his human form when using the smaller transformations. These can be held indefinitely such as increasing muscle mass if mentioned in the bio to gain a +15 to strength and +10 to speed permanently. This permanent boost can only be done with smaller transformations.

Larger transformations are more involved the user can change their senses. They can gain things such as better sight, smell, taste, touch, hearing etc. This allows for the user to regrow organs or limbs if they are removed allowing for mediocre healing it also allows the user to create extra organs such as a second heart so that if the first is damaged the user is left alive from what would be fatal damage to anyone without Terrestrial Metamorphism. The user is able to further manipulate their bodily structure gaining strength, speed or durability by +25 (can only choose 1) this negates the +15 and +10 from the smaller transformations or boosts on the bio. However, due to the nature of how the buffs work he must sacrifice something. If the user wants the full +25 to strength for example he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +25 to speed he'd have to lose -5 from strength and intelligence. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.

Healing isn't instant and is something the user must focus on to accomplish meaning if the user wishes to heal he must actively regenerate it takes a full turn to heal for each rank of damage taken excluding D rank damage. Healing from D rank damage can be done passively healing superficial wounds such as scrapes, bruises, dislocated limbs, minor 1-2nd degree burns and cuts rather easily over the course of the user's turn (half a full turn). C rank rank damage takes 1 turn meaning the user's and his opponent's movesets and B rank damage takes 2 turns meaning 2 rounds of turns. The damage healed is proportional to the injury and time spent healing. Once initiated the heal becomes passive but still requires concentration subtracting -2 intelligence from the attribute while healing. If force-ably transformed due to magic or another's shapeshifting control abilities Beast Boy is able to transform back to his natural state or if he's feeling humorous he could change the form to suit the battle to in essence use it against the opponent.
Note: Stats can be shifted mid turn if a proper transformation is undergone
Note: Once stats are shifted the user must wait a full turn before shifting them again
Note: Healing can only be used once every two turns and counts as a move to initiate
Note: Any attack sourced from these transformations does 60% of Beast Boy's strength or speed modifier depending on if he uses his augmented strength or speed to attack.

Technique Name: Dragonbone Armor
EXP: 5
Type: Mutation
Rank: D
Description: Dragonbone Armor is exactly what it sounds like Beast Boy manifests bones breaking the skin and protruding them enough to create a plate-like armor reminiscent of a Stegosaurus covering any part of his body up to his entire body in these plates or growths. The armor adds +10 to his durability and if spiked allows him to create bone like weapons like blades on his hands, elbows, shoulders, knuckles and any other joints to create deep piercing damage which in turn boosts the strength the user has when used offensively giving +5 to +10 to strength however the larger the strength increase speed suffers. Anything over a +5 to the strength increase causes a -5 to the speed attribute. He is also able to if he wishes manifest solid Magnetite an organic producible metal like those found on the teeth of mollusks to further the strength of the armor. This can be used to augment any animalistic transformation. This can also be used to create magnetite nails, fangs, claws and any other sharp protuberances from his body. This is produced by creating a watery gel at a bone, nail, or tooth's centre, carbohydrate fibres then criss-cross to form a scaffold that binds positively charged ions such as magnesium and sodium. Those ions, then bind negatively charged proteins that collect iron, providing a detailed template for the growing of a dense magnetite shell. Due to his rapid transformation Beast Boy can do this nearly instantly where it would take a mullosc long parts of it's life. Magnetite itself is harder than steel and Beast Boy is able to do this because of his inherent knowledge of animal life when transforming.
This armor has the innate ability to repair and regrow itself like that of a Shark's tooth they replace themselves over time. This allows damage done to the armor to be negated over time through a slow healing process rebuilding and restructuring the armor. After taking damage by the end of the turn if mentioned the armor can replicate and regrow just like Shark's teeth shedding the outermost damaged layer and coming back at full power.

Beast Boy can also create quill like growths like a porcupine or a hedgehog. These too can be coated in Magnetite and can even be shot off towards an opponent like a projectile wave either in a condensed burst or an omnidirectional burst by covering the entire body in these quills. The spikes, quills, blades etc can be used in short range to augment Martial Arts usage and the quills, and spikes can be shot off like a porcupine up to Mid-Long range. Long at max for condenced burst and Mid max for omnidirectional. Any attack sourced from this ability does 20% of Beast Boy's current strength attribute modifier.
Note: The armor passively morphs with Beast Boy from form to form
Note: Can overpower basic weapons and freeform attacks
Note: Can be maintained and healed indefinitely over and entire battle
Note: Adds 20% of strength attribute to another attack if used in combination
Note: Can take on and heal from techniques of the same rank able to take the damage stopping it from harming the user at all. Can take on C rank damage halving the damage the user takes due to the blockage. If focused upon it can be healed and rebuilt. While focusing the user's intelligence is -2 points.


Okay, here's the main problem that I have with this technique, seeing as there's a lot other problems but I'll have to placate this one first. This technique is the technique that allows you to exert your ability, but what does it rely on? Is it your ENE att, your DUR? I would think it would be interesting to tag your ability to your DUR attribute, as you're modifying your body, and you even got a boost there, but there's nothing clear about it. I have to ask you first, which attribute you want to tag your ability to, before I can approve your techniques. ( Maybe even your INT stat, dealing with your imagination of the transformations? ).

And, btw, due to your attribute in both DUR and ENE, you are unable to submit B rank techniques yet.


Durability Attribute on the bio is now 41 the minimum for subbing B ranks.

Technique Name: Bestial Wrath
EXP: 20
Type: Science
Rank: B
Description: Beast Boy's core ability is Terrestial Metamorphism allowing him to transform through the modification of his own DNA or through his connection to the Red into any animal at any size relative to it's original counterpart. A very basic technique and one of the very first Beast Boy created it is in essence the ability to initiate and undergo animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal structure, their muscle structure, their bone structure, their nerve structure or even their organ structure. This allows for him to take on animalistic traits and gain abilities relative to the transformation Beast Boy is able to source a transformation from any species of animal including extinct, alien, single celled and even mythical. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use it is at it's lower uses a passive transformations granted by simply being Beast Boy. No matter the form Gar keeps his own consciousness and conscience.
These transformations can be used to defend and counter other techniques and if a proper transformation is adopted Garfield can even negate damage from incoming techniques and basic attacks. Only the same rank and below.
This also allows him to take on various additional senses examples being Infrared Sensing like that of a snake by adopting heat pits like a snake, or Nightvision, like a feline by increasing the number of rod cells in the eyes. Beast Boy can also adopt traits such as a nictitating membrane that negate light based attacks of the same rank; Hyperosmia like that of a dog or a wolf for tracking, heightened auditory perception, and heightened somatosensory (sense of touch.) Augmentation of a sense counts differently when compared to something like creating nictitating membranes in the eyes which would be an example of previously stated animalistic transformations. Any transformation would be extrapolated to the user's relative size or could be made larger or smaller depending on what the user wishes.
While under the effect of any transformation be it animalistic or sense related Beast Boy's Genetic Sensory abilities are amplified exponentially due to his attunement with animals he is able to understand any animal even their motives, thoughts, or feelings. He's also able to know their strengths and weaknesses.
He is able to communicate and use animals as scouts or learn information from them.

Unique Physiology: Along with his shapeshifting abilities he seems to possess a degree of heightened senses in his default human form, having hearing sensitive enough to detect a stealthily approaching enemy along with other heightened senses. He can also change his natural human form in several different ways taking on partial transformations, hybrid transformations, changing his own muscle structure, height, weight, organ structure, bone structure and any other bodily structure.
Animal Mimicry: Beast Boy has the power to mimic the abilities of any animal he knows of while he is in their form. The ability apparently gives him intuitive understanding of the animals and what abilities they have that may be useful in the situation. In his natural form he can change the structure of his body to accomplish similar feats, while under the effects of any transformation no matter how small he is able to speak with, understand and properly communicate with wild-life.
DNA Mimicry: Beast Boy can also model his own DNA after others transforming into anyone down to the subatomic level. If his skin didn't stay oddly toned he would be able to disguise himself as anyone perfectly.
Adaptability: Due to his extremely quick transformations Beast Boy is able to adapt to any environment. He can transform into an animal that can survive at immense pressures at the bottom of the sea, in the vacuum of space or even to survive relatively easily in a radioactive environment. He's able to gain resistances to nearly any type of damage such as blunt force, slashing, piecing, radioactive, heat, cold, etc. This is done by taking on an animilistic transformation and adopting traits found in wild-life foreign or domestic. If a proper transformation is undergone Beast Boy can take half damage from anything above B rank, and negate certain damage completely if it's B rank or below. This however only works with one type of damage at a time and the user must wait two turns before changing the resistance. During this time he can undergo other transformations but cannot use the adaptability to change his resistance until two turns have past. He can keep a transformation indefinitely though if he so wishes.

Smaller transformation derived from this are passive and can be called upon nearly instantly. They are things like growing fangs, nails, hair, claws, horns additional appendages such as tails, wings, limbs and even allows for the regrowth of removed limbs (explained in the healing section.) The user can also change their bodily (muscle, nerve, bone, brain tissue, etc) structures gaining strength, speed or durability (can only take 2 one gains +15 the other gains +10.) The user tends to stay in his human form when using the smaller transformations. These can be held indefinitely such as increasing muscle mass if mentioned in the bio to gain a +15 to strength and +10 to speed permanently. This permanent boost can only be done with smaller transformations.

Larger transformations are more involved the user can change their senses. They can gain things such as better sight, smell, taste, touch, hearing etc. This allows for the user to regrow organs or limbs if they are removed allowing for mediocre healing it also allows the user to create extra organs such as a second heart so that if the first is damaged the user is left alive from what would be fatal damage to anyone without Terrestrial Metamorphism. The user is able to further manipulate their bodily structure gaining strength, speed or durability by +25 (can only choose 1) this negates the +15 and +10 from the smaller transformations or boosts on the bio. However, due to the nature of how the buffs work he must sacrifice something. If the user wants the full +25 to strength for example he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +25 to speed he'd have to lose -5 from strength and intelligence. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.

Healing isn't instant and is something the user must focus on to accomplish meaning if the user wishes to heal he must actively regenerate it takes a full turn to heal for each rank of damage taken excluding D rank damage. Healing from D rank damage can be done passively healing superficial wounds such as scrapes, bruises, dislocated limbs, minor 1-2nd degree burns and cuts rather easily over the course of the user's turn (half a full turn). C rank rank damage takes 1 turn meaning the user's and his opponent's movesets and B rank damage takes 2 turns meaning 2 rounds of turns. The damage healed is proportional to the injury and time spent healing. Once initiated the heal becomes passive but still requires concentration subtracting -2 intelligence from the attribute while healing. If force-ably transformed due to magic or another's shapeshifting control abilities Beast Boy is able to transform back to his natural state or if he's feeling humorous he could change the form to suit the battle to in essence use it against the opponent.
Note: The transformations Beast Boy undergoes are tied to the Durability attribute as are the subsequent techniques derived from his Core Ability
Note: Stats can be shifted mid turn if a proper transformation is undergone
Note: Once stats are shifted the user must wait a full turn before shifting them again
Note: Healing can only be used once every two turns and counts as a move to initiate
Note: Any attack sourced from these transformations deals 10% of Beast Boy's strength or speed modifier depending on if he uses his augmented strength or speed to attack.
 
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Kingu

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Bio:

Technique Name: Dull Piercers
EXP:[/B 5
Type: Energy
Rank: D
Description: With weapon construct, Zi Yu can forge numerous airborn swords that be used for attacks. Each sword doing 20% of his Energy stat, he can do unarmed wielding by having telekenetic control over them. Exact range for it would be 5m, but Zi Yu can use his swords as projectiles, increase its speed by +5.
Note: Maximum swords that can be wielded, 10.
Note: If a sword were to be destroyed it would take 1 turn for it to be restored.
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Technique Name: Heaven Punisher
EXP: 20
Type: Energy/Equipment
Rank: B
Description: Zi Yu's dull piercer weapon can be transformed into a great sword wrapped in flames with weapon transmutation. This sword has an offensive mode and a defensive mode.

Offensive
Zi yu has the power to burn off any physical attacks below rank B. By increasing the power of his flames, he is able to shoot out a burst of power from his sword which launches his flames outwards from the tip of his sword and doing 60% dmg from his energy whike his FF does 50%.

Defensive mode
Heaven Punisher also has a defensive form in which the flames are absorbed by the User ,using weapon empowerment, gains +15 Strength, he will need this because the sword becomes extremely heavy and touch which not only allows it to be used as a means of protection from strong attacks (B rank and below) but also it allows it to be used for very powerful swings. This allows the users FF dmg to do 60%.

Note: I can't control it with telekinese, nor can I multiply this weapon.
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Technique Name: Dreadful Desiccation
EXP: 10
Type: Energy
Rank: C
Description: Dreadful Desiccation is one of Inferno's most ingenious techniques. While Inferno has his "Flame On" technique activated, he could start releasing omnidirectional bursts of heat from his body that can be felt up to five meters away from himself (cannot be physically reacted to, but perceived by the naked eye). The two things these bursts of heat do is coat objects up to five meters away in a fiery-plasma type aura (doesn't do any damage). This in turn allows Inferno to feel the heat levels of basically any object within five meters of him due to Inferno being able to sense heat signatures close to him, increasing his intelligence stat by twenty due to him being able to feel everything around him. The only other side affect of bursting such hot heat throughout the area around Inferno is water or ice constructs not being able to be generated from within the air up to five meters away from Inferno. However, constructs of ice or water that are made from the user's body and travel towards Inferno will be only sensed, not weakened.

0 EXP if approved.
 
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Venom

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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%.
Check by pantha:

How will they lose momentum, when you touch them?
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%. Due to Thawne being able to control kinetic energy for him to move faster through the NSF, he is also able to absorb more from an external source. Once that is done, the kinetic energy from said moving person/object/projectile will lose the said percentage of speed/momentum. All of this is done through the NSF - Speed force Aura which projects out like a energy shield when absorbing the kinetic energy from something.

From bio:
Speed Force Aura: The Reverse Flash's body is surrounded by what he calls his "speed force aura". This aura protects him from the effects of using speed. With this aura, he is able to absorb kinetic energy



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.
Check by pantha:

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: NSF - Regeneration
EXP: 10
Type: Science
Rank: C
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 (C rank) Thawne can heal from damages such as small cuts/slashes that don't go pass bones, bruises, 2nd degree burns and from mild poisoning or natural weather calamities or a cold/heat base confrontations (C 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 25% or under 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 doubling 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.

Technique Name: NSF - Lightning
EXP: 10
Type: Science
Rank: C
Description: Thawne's unique biology causes his body to produce massive amounts of electricity, which charges his molecules to allow for his accelerated movements. As this power is genetically coded to his DNA, he can potentially gain mmore his speed by using more electricity to jumpstart it whether it be from an attack (C rank and below) or from his own source, he would gain +5 to his speed. Due to this technique remaining active after first use. it gives Thawne a new look when using the NSF. Thawne has streams of lightning running all over and around his body (purely cosmetics). Now through this technique Thawne is able to hurl lightning bolts gathered from a fast movement. Think of it as running your feet on the carpet. Thawne is not only able to create it through fast and rapid movement, but release it through a strong gesture. After release Thawne cannot control or manipulate it any further.



~50 EXP Remaining
 
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jagged

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Technique Name: Acoustic adept
EXP: 20
Type: mutant
Rank: B
Description: Excersing his control over acoustic radiation the user now has the ability to manipulate sounds and vibrations for an attack. The user can generate shock waves that push the target over, repel them, shatter them, and even cause earthquakes by shaking the ground,however all vibrations need a medium to travel through restricting the user to hand gestures towards the the target he wants to use vibrations on.(vibrations move at 60% of the users ENE stat and bypasses all armor C rank and below)(B rank armor can stop the vibrations only if the opponents tech stat is stronger than the users energy stat), (vibrations have the ability to inflict vertigo and as such gifts anyone who gets hit a -10 to speed) The user can also apply his vibrations to the ground making tremors up to midrange(tremors move at 60% of the users ENE speed, anyone hit recieves a -10 to speed because of vertigo). Tremors last for as long as the user stands in place(cannot use any other acoustic related techniques while in use as the vibrations needs a medium to travel.


Technique Name: Vibrating attack
EXP: 20
Type: mutant
Rank: B
Description: The user channels vibrations to a single point otherwise known as a hypocenter(this gives it the appearance of a bubble of sorts) to produce an explosion like attack. Any person or item coated in vibrations gains an increase in ENE damage (50%) and cannot be frozen by C rank ice attacks and below (Item or person coated in vibrations can be frozen by a B rank ice attack if there attack stat is stronger than the users energy stat). Any attack using vibrations can completely bypass armor and items C rank and below(B rank items can stop the vibrations if the opponents tech stat is more than the users energy stat) they also have the uncanny ability to inflict vertigo -10 speed if hit.
 
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