Current XP: 90
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
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
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
Technique Name: Siberian StormsPanthalassa 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.
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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