[LoT] Custom Techniques Submission

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Kingu

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Technique Name: Heaven Punisher Offensive.
EXP: 20
Type: Energy
Rank: B
Description: With weapon construct, Zi Yu can forge numerous airborn greatsword wrapped in flames which has the power to burn off any water or ice attacks below rank B, and at the same time immune to fire attacks that are B rank and down. With weapon enhancing the User can increase the power of the flames, which allow the user to shoot out a burst of power from his sword, which launches flames outwards from the tip of the sword. When wielding 1 sword the dmg does 60% of energy. He can do unarmed wielding by having telekenetic control over them. Exact range for it would be 2m, but Zi Yu can use his swords as projectiles.
Note: can have max 3 swords, each do 40% dmg.
Note: If a sword were to be destroyed it would take 1 turn for it to be restored.
 
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ZK

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Technique Name: FraGGed
EXP: 10
Type: Technology
Rank: C
Description:
Deadpool Carries a Few of these on his Person, they're Fragmentation Grenades - They are Circular Dark Green Spheres with a little cube stuck to the top where the pin is, "you pull the pin and throw then BOOM". These Grenades are designed to explode and send small pieces of Shrapnel flying through the air further than said explosion. The Frag Grenades have an Explosion Radius of 5 Meters, capable of exploding and "Mangling up the beautiful bodies of my wonderful enemies." Limb can easily be removed from said explosion - In such close proximity The damage is Maximum and will cause 40 points worth. The Explosions are heat based and will be able to bust through wood, brick walls, and any thing Ice Based is also weak to this "They'll shatter into dust." Thick metal is a lot trickier.

However, the Fragments cause even more of a problem, at a 15 Meter Radius many of these fragments will find a way to lodge inside the enemy. However outside the 5 meter explosion radius the damage will be reduced to 10, though these fragments will cause Damage over time - lowering the enemies health by 5 each turn

- Only Deadpool is Immune to the Fragmentation Effect of the Grenades, However if caught in 5m explosive Radius he still takes full damage.
- Even though Grenades are timed, Deadpool being the Master assassin that he is can time these Grenades to explode when he wants.
- May only Carry up to 6 on his Person "That's a Bummer."
- Can be used simultaneously, though each Grenade used costs 1 of the 3 Moves
- Grenade Explosion is enough to send Human Flying

~Declined. You have to reformat this. Take out the quotes and the unnecessary information.
 

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Technique Name:Nanites
EXP: 20
Type: Technology/Equipment/Science
Rank: B
Description: Rex has nanites bonded to him on a molecular level. Having activated nanites makes him an EVO; however, unlike most EVOs, Rex has the ability to control his nanites at will, allowing him to generate various machinery from his body. However, Rex's machines are very heavy and it is the internal mechanisms of the machines that allow him to lift them. It takes an A-rank attack to destroy a machine and only up two builds may be active. The user can withdraw and switch a current build with another, but will count as a move. His builds are as follows:

Smack Hands: The Smack Hands are a pair of massive gauntlets that Rex can transform his hands into. They give him incredible strength (+10 strength), allowing him to break through an obstacle or to lift heavy objects. Rex can also rotate the Smack Hands when they are balled into a fist: this mode allows the Smack Hands to function as high-powered drills. When using the drill, Rex can tunnel through the ground using this, or he can use it to add additional power behind his strength (extra +10 to strength). When the Smack Hands' drill mode is used underwater, the Smack Hands launch Rex at what he's fighting.

Slam Cannon: The Slam Cannon is a cannon projectile that Rex can turn both arms. It does not produce its own ammo, instead it shoots anything he can put into it, usually a piece of floor. The maw on the back end of the Slam Cannon extends into whatever material that is behind it. Like a cannon, it hits the target with great force.

 

Howard

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Technique Name: Bloodlust
EXP: 20
Type: Mutation
Rank: B
Description: This ability is based on changing Beast Boy's attributes by changing his muscle, bone, nerve or body structure beyond what can be done with the Core Ability. In essence the user is changing their bodily (muscle, nerve, bone, brain tissue, etc) structures to that of animals found in nature gaining strength, speed, durability or intelligence (can only take 2 at a time one gains +15 the other gains +10.) The user tends to stay in his human form when using this lesser version of the transformation and there are very little aesthetic differences . These lesser alterations such as advanced muscle mass or nerve structure can be held indefinitely, until the user transforms into something else. Beyond increasing two traits Beast Boy can further manipulate his bodily structure focusing on a single trait putting all that focus into one boost gaining strength, speed or durability by +20. This negates the +15 and +10 from the smaller variation. However, due to the nature of how the buffs work he must sacrifice something. For example if the user wants the +20 to strength he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +20 to speed he'd have to lose -5 from strength and durability because his muscles and metabolism would suffer the drainage of energy. Likewise, to increase durability, one loses speed and strength, and to increase inteligence one loses durability and speed. 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.
Note: Lesser variation can only have two traits active at a time
Note: Advanced variation can only have a single trait active at a time and lasts four turns
Note: The technique has a one turn cd before traits can be shifted
Note: After the Advanced variation wears off Beast Boy returns to the lesser variation.
Approved ~ With Edits.
For this all I did was clarify some things, and remove the extra -5s since it got shifted down to +20 instead of +25. The extra -5s would mean I'd only technically be getting +10 as a buff because I'd be losing -10 somewhere else. This way I'm getting +15 (20 - 5) and the -5 to compensate for the extra +5 given to a different stat. It's an edit so I believe it's free.

Technique Name: Bloodlust
EXP: 20
Type: Mutation
Rank: B
Description: This ability is based on changing Beast Boy's attributes by changing his muscle, bone, nerve or body structure beyond what can be done with the Core Ability. In essence the user is changing their bodily (muscle, nerve, bone, brain tissue, etc) structures to that of animals found in nature gaining strength, speed, durability or intelligence (can only take 2 at a time one gains +15 the other gains +10.) The user tends to stay in his human form when using this lesser version of the transformation and there are very little aesthetic differences. These lesser alterations such as advanced muscle mass or nerve structure can be held indefinitely, until the user transforms into something other than his human form. Beyond increasing two traits Beast Boy can further manipulate his bodily structure focusing on a single trait putting all that focus into one boost gaining strength, speed or durability by +20. This negates the +15 and +10 from the smaller variation. However, due to the nature of how the buffs work he must sacrifice something. For example if the user wants the +20 to strength he would need to take on a much bulkier muscle structure meaning speed would suffer -5. If for example he wanted +20 to speed he'd have to lose -5 from strength because his muscle structure would have to compensate. Likewise, to increase durability, one loses speed, and to increase intelligence one loses durability. 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.
Note: Lesser variation can only have two traits active at a time
Note: Advanced variation can only have a single trait active at a time and lasts four turns
Note: The technique has a one turn cd before traits can be shifted
Note: After the Advanced variation wears off Beast Boy returns to the lesser variation.


Technique Name: Stun Gun Punch
EXP: D
Type: Mutation
Rank: 5
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity, though creating a significantly less amount of volts found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to hinder an opponent momentarily and cause localized numbness throughout the opponent's point of contact for 1 turn. These organs can remain dormant until usage and while they are in Beast Boy's body though they can't defuse any incoming electrical charges of the same rank and above. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow.
Note: Deals both 20% of strength and energy
Note: Has a one turn cd after being used
Panthalassa;»--Panthalassa said:
Approved ~ With Edits. Nice way to take my suggestion though, but for an actual stun gun it would have to be higher ranked.
Technique Name: Stun Gun Punch
EXP: B
Type: Mutation
Rank: 20
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity, though creating about the same, if not more volts then that found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to stun an opponent for a single turn and cause numbness throughout the opponent's body along with muscle pain and stiffness that lasts 1 turn and is a -5 to speed for the opponent during that time. These organs can remain dormant until usage and while they are in Beast Boy's body and they can defuse a single C rank or below electrical charge. However if used in this way the organs become inactive and the technique must be posted again to use them. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow.
Note: Deals 50% of strength and 20% of energy
Note: Has a one turn cd after being used

Technique Name: Primal Instinct
EXP: 5
Type: Mutation
Rank: D
Description: Primal Instinct is a state of mind Beast Boy can enter when his mind is being probed by an outside force or when his intelligence isn't enough to do what he needs of it. It allows him to substitute his Durability attribute for his Intelligence attribute for any situation that needs it giving him a sort of feral animalistic train of thought. Instead of long thought out plans he is left with a base animal instinct that can be used in a way that works similar to intelligence but in a much more simplistic way.
Where someone using their intelligence may think four moves ahead and be able to predict movements before they happen Primal Instinct allows Beast Boy to perceive motions as they happen, and react to them in the moment. When in this state Beast Boy works in a way that allows for minimal movement with maximum effect through strength and speed. For Beast Boy under the effects of Primal Instinct combat is spontaneous, his movements unpredictable. He reacts to his opponent, fluidly without hesitation. being infinitely flexible. Beast Boy seeks to waste no time or movement in this state the simplest things work best. The use and motives behind this state are based heavily on the teachings of Jeet Kun Do a martial arts and philosophy Beast Boy is extremely familiar with and is mentioned in the bio. In a way Durability becomes a Psychic Shield of sorts. Hand to hand combat isn't something that requires a lot of thought, which is why Beast Boy is able to do this and in a way is an extension of his Genetic Sense Memory mentioned in his Core Ability.
Note: When active Durability becomes a form of Intelligence able to be substituted in any scenario where his intelligence is needed
Note: This state is base instincts, it isn't smart like intelligence and instead a natural or intuitive way of acting.
Note: Mind control, and control of Beast Boy in general becomes harder, nearly impossible as he's not relying on thinking or feeling it's intuitive action thoughts fade and his mind becomes mostly empty with only stray thoughts passing through
Note: Thoughts pulled from him by a telepath are jumbled, unrecognizable and unpredictable things like "Attack the right side" which becomes a feign as he let's instinct take over and can attack differently then what information his mind gives out
Howard - 02-07-2016 11:38 PM Report
"Nah." For my check, is that like a DNR as in a "Nah, not even worth resubbing always going to be declined." xD

»--Panthalassa→❤ - 02-07-2016 11:48 PM Report
It's too complex for a D rank, basically.
Technique Name: Primal Instinct
EXP: 20
Type: Mutation
Rank: B
Description: Primal Instinct is a state of mind Beast Boy can enter when his mind is being probed by an outside force or when his intelligence isn't enough to do what he needs of it. It allows him to substitute his Durability attribute for his Intelligence attribute for any situation that needs it giving him a sort of feral animalistic train of thought. Instead of long thought out plans he is left with a base animal instinct that can be used in a way that works similar to intelligence but in a much more simplistic way.
Where someone using their intelligence may think four moves ahead and be able to predict movements before they happen Primal Instinct allows Beast Boy to perceive motions as they happen, and react to them in the moment. When in this state Beast Boy works in a way that allows for minimal movement with maximum effect through strength and speed. For Beast Boy under the effects of Primal Instinct combat is spontaneous, his movements unpredictable. He reacts to his opponent, fluidly without hesitation. being infinitely flexible. Beast Boy seeks to waste no time or movement in this state the simplest things work best. The use and motives behind this state are based heavily on the teachings of Jeet Kun Do a martial arts and philosophy Beast Boy is extremely familiar with and is mentioned in the bio. In a way Durability becomes a Psychic Shield of sorts. Hand to hand combat isn't something that requires a lot of thought, which is why Beast Boy is able to do this and in a way is an extension of his Genetic Sense Memory mentioned in his Core Ability.
Note: When active Durability becomes a form of Intelligence able to be substituted in any scenario where his intelligence is needed
Note: This state is base instincts, it isn't smart like intelligence and instead a natural or intuitive way of acting.
Note: Mind control, and control of Beast Boy in general becomes harder, nearly impossible as he's not relying on thinking or feeling it's intuitive action thoughts fade and his mind becomes mostly empty with only stray thoughts passing through
Note: Thoughts pulled from him by a telepath are jumbled, unrecognizable and unpredictable things like "Attack the right side" which becomes a feign as he let's instinct take over and can attack differently then what information his mind gives out
Note: Once activated this becomes passive
 
Last edited:

Osiris.

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Technique*Name: Semblance
EXP: *20
Type:*Supplementary
Rank:*B
Description:*Yang's Semblance is the ability to absorb energy from the damage she's taken, and redirect it at her opponent, effectively making her stronger with each hit. It becomes active the moment she takes any form of damage. Semblance also reduces damage she takes by a certain percentage, depending on semblance rank. The damage stacks until she connects with an attack in which case it will reset. Yang will still take damage, she can only reduce the damage taken.

B rank semblance converts 50% of all "intended" physical, damage she takes into her next str based attack. Reduces 30% of any physical damage she takes.
 

Negative Knight

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Lord of Kaos said:
It's fine as is.
Technique Name: Polar Perception
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold imperceptibly cools down a portion of the moisture in the air to the extent it freezes and uses those frozen molecules of water to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold's intelligence stat increases by 5. Using this technique is passive since it's such a simple maneuver.

Note: Lasts five turns

Lord of Kaos said:
Reduction of speed or no speed above 40, cant give you both of these in one tech, too abusable seeing as you already stack speed decreases a lot. If it's limiting people to just 40 speed, then you can believe that it will need to limit you somewhat as well and not just increase your energy by +10.
Technique Name: Frigid Wasteland
EXP: 20
Type: Energy
Rank: B
Description: Cold releases an omnidirectional burst of cold energy from his body that spreads through the air and the ground alike, eliciting a vast number effects on the surrounding environment. The ground becomes frozen solid, preventing the use of terrain-altering techniques equal to or below this technique's rank while this is active. When used inside of buildings, the walls, ceilings and upper as well as lower floors are covered in ice. The air moisture and nearby bodies of water will be frozen (including techniques if they’re below B-Rank). In these arctic conditions, Captain Cold is at this strongest and so his energy stat increases by 10. The cooling of the air to such frigid temperatures will also reduce the opponent’s speed and strength stats by 10 due to stiffened muscles/joints and a general lack of mobility in their limbs.

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

Lord of Kaos said:
-20 speed for 4 turns while dealing 60% damage and freezing anything B rank and below as well as slowing anything A rank in half? This is completely unreasonable. I almost DNRed it.
Technique Name: Roar of the Dead King
EXP: 20
Type: Energy
Rank: B
Description: The user will release an omnidirectional wave of cold energy. This blasts of cold energy slows down any movement at the atomic level to a complete halt and can be used to clash with other energy-based abilities (such as fire, lightning, hard light, radiation, etc). Anything solid or anyone caught in the blast will be encased in a prison of extremely cold ice. If the opponent has a strength stat greater than 60% of the user's energy stat, he or she will be capable of breaking through the ice through sheer force alone. This technique does 60% of the user’s Energy stat in damage. The blast will neutralize anything solid, liquid or energy-based B-Rank and below and will halve the speed of techniques that are A-Rank. This decrease in speed will also apply to energy-based attacks as their kinetic energy is drained by the cold.

Lord of Kaos said:
+20 for a C rank is way too much. Plus, in order to boost anything higher than +15, you need to compensate by decreasing something -5. This would need to be a B rank minimum either way to have +20.
Technique Name: Boreal Blasts
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold will focus his cold energy into his hands or feet and release jets of it to propel his body in a given direction. The jets will push him in the direction opposite to their release (so releasing them backwards will propel him forward) and for the short duration of the burst, his speed will increase by 10 points but it's worth noting that while this is a substantial boost, it's only momentary and can only be used in a linear fashion (e.g. to move in straight or diagonal paths and not curves or arcs). He can also use this technique to propel himself into the air. This technique can propel Cold a maximum of 15 meters (mid-range) in any given direction. This technique can double as an attack and an escape mechanism in close quarters, as Cold can angle the blast towards the opponent to harm them while still being pushed backwards by it's release. This technique does 40% of the user's energy stat in damage when used offensively.
 
Last edited:

Never

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Technique Name: FraGGed
EXP: 10
Type: Technology
Rank: C
Description:
Deadpool Carries a Few of these on his Person, they're Fragmentation Grenades - They are Circular Dark Green Spheres with a little cube stuck to the top where the pin is, "you pull the pin and throw then BOOM". These Grenades are designed to explode and send small pieces of Shrapnel flying through the air further than said explosion. The Frag Grenades have an Explosion Radius of 5 Meters, capable of exploding and "Mangling up the beautiful bodies of my wonderful enemies." Limb can easily be removed from said explosion - In such close proximity The damage is Maximum and will cause 40 points worth. The Explosions are heat based and will be able to bust through wood, brick walls, and any thing Ice Based is also weak to this "They'll shatter into dust." Thick metal is a lot trickier.

However, the Fragments cause even more of a problem, at a 15 Meter Radius many of these fragments will find a way to lodge inside the enemy. However outside the 5 meter explosion radius the damage will be reduced to 10, though these fragments will cause Damage over time - lowering the enemies health by 5 each turn

- Only Deadpool is Immune to the Fragmentation Effect of the Grenades, However if caught in 5m explosive Radius he still takes full damage.
- Even though Grenades are timed, Deadpool being the Master assassin that he is can time these Grenades to explode when he wants.
- May only Carry up to 6 on his Person "That's a Bummer."
- Can be used simultaneously, though each Grenade used costs 1 of the 3 Moves
- Grenade Explosion is enough to send Human Flying

Reposting

Technique Name: FraGGed
EXP: 10
Type: Technology
Rank: C
Description:
Deadpool Carries a Few of these on his Person, they're Fragmentation Grenades - They are Circular Dark Green Spheres with a little cube stuck to the top where the pin is, "you pull the pin and throw then BOOM". These Grenades are designed to explode and send small pieces of Shrapnel flying through the air further than said explosion. The Frag Grenades have an Explosion Radius of 5 Meters, capable of exploding and "Mangling up the beautiful bodies of my wonderful enemies." Limb can easily be removed from said explosion - In such close proximity The damage is Maximum and will cause 40 points worth. The Explosions are heat based and will be able to bust through wood, brick walls, and any thing Ice Based is also weak to this "They'll shatter into dust." Thick metal is a lot trickier.

However, the Fragments cause even more of a problem, at a 15 Meter Radius many of these fragments will find a way to lodge inside the enemy. However outside the 5 meter explosion radius the damage will be reduced to 10, though these fragments will cause Damage over time - lowering the enemies health by 5 each turn

- Only Deadpool is Immune to the Fragmentation Effect of the Grenades, However if caught in 5m explosive Radius he still takes full damage.
- Even though Grenades are timed, Deadpool being the Master assassin that he is can time these Grenades to explode when he wants.
- May only Carry up to 6 on his Person "That's a Bummer."
- Can be used simultaneously, though each Grenade used costs 1 of the 3 Moves
- Grenade Explosion is enough to send Human Flying

 

Lord of Kaos

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Technique Name: Heaven Punisher Offensive.
EXP: 20
Type: Energy
Rank: B
Description: With weapon construct, Zi Yu can forge numerous airborn greatsword wrapped in flames which has the power to burn off any water or ice attacks below rank B, and at the same time immune to fire attacks that are B rank and down. With weapon enhancing the User can increase the power of the flames, which allow the user to shoot out a burst of power from his sword, which launches flames outwards from the tip of the sword. He can do unarmed wielding by having telekinetic control over them. Exact range for it would be 2m, but Zi Yu can use his swords as projectiles.
Note: Can have max 3 swords dealing 60% damage collectively.
Approved, edited parts.







For this all I did was clarify some things, and remove the extra -5s since it got shifted down to +20 instead of +25. The extra -5s would mean I'd only technically be getting +10 as a buff because I'd be losing -10 somewhere else. This way I'm getting +15 (20 - 5) and the -5 to compensate for the extra +5 given to a different stat. It's an edit so I believe it's free.

Technique Name: Bloodlust
EXP: 20
Type: Mutation
Rank: B
Description: This ability is based on changing Beast Boy's attributes by changing his muscle, bone, nerve or body structure beyond what can be done with the Core Ability. In essence the user is changing their bodily (muscle, nerve, bone, brain tissue, etc) structures to that of animals found in nature gaining strength, speed, durability or intelligence (can only take 2 at a time one gains +15 the other gains +10.) The user tends to stay in his human form when using this lesser version of the transformation and there are very little aesthetic differences. These lesser alterations such as advanced muscle mass or nerve structure can be held indefinitely, until the user transforms into something other than his human form. Beyond increasing two traits Beast Boy can further manipulate his bodily structure focusing on a single trait putting all that focus into one boost gaining strength, speed or durability by +20. This negates the +15 and +10 from the smaller variation. However, due to the nature of how the buffs work he must sacrifice something. For example if the user wants the +20 to strength he would need to take on a much bulkier muscle structure meaning speed would suffer -5. If for example he wanted +20 to speed he'd have to lose -5 from strength because his muscle structure would have to compensate. Likewise, to increase durability, one loses speed, and to increase intelligence one loses durability. 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.
Note: Lesser variation can only have two traits active at a time
Note: Advanced variation can only have a single trait active at a time and lasts four turns
Note: The technique has a one turn cd before traits can be shifted
Note: After the Advanced variation wears off Beast Boy returns to the lesser variation.
Update Approved


Technique Name: Stun Gun Punch
EXP: B
Type: Mutation
Rank: 20
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity, though creating about the same, if not more volts then that found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to stun an opponent for a single turn and cause numbness throughout the opponent's body along with muscle pain and stiffness that lasts 1 turn and is a -5 to speed for the opponent during that time. These organs can remain dormant until usage and while they are in Beast Boy's body and they can defuse a single C rank or below electrical charge. However if used in this way the organs become inactive and the technique must be posted again to use them. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow.
Note: Deals 50% of strength and 20% of energy
Note: Has a one turn cd after being used

Declined, a few inconsistencies; You say it stuns someone and also reduces speed -5. By stun, do you mean it paralyzes them? If so, then how does it also make them -5 slower for one turn if they can't move at all? If by stun, you just mean daze them then it's fine. I think you mean the latter based on the muscle pain and stiffness wording but I need to be sure. I'm also not a fan of attacks dealing a hybrid amount of damage (x% of x stat + y% of Y stat). I'd prefer all attacks to be based on one stat as it involves less math to deal with seeing as the site isn't as mathematically friendly as one would prefer though it was approved this way...


Technique Name: Primal Instinct
EXP: 20
Type: Mutation
Rank: B
Description: Primal Instinct is a state of mind Beast Boy can enter when his mind is being probed by an outside force or when his intelligence isn't enough to do what he needs of it. It allows him to substitute his Durability attribute for his Intelligence attribute for any situation that needs it giving him a sort of feral animalistic train of thought. Instead of long thought out plans he is left with a base animal instinct that can be used in a way that works similar to intelligence but in a much more simplistic way.
Where someone using their intelligence may think four moves ahead and be able to predict movements before they happen Primal Instinct allows Beast Boy to perceive motions as they happen, and react to them in the moment. When in this state Beast Boy works in a way that allows for minimal movement with maximum effect through strength and speed. For Beast Boy under the effects of Primal Instinct combat is spontaneous, his movements unpredictable. He reacts to his opponent, fluidly without hesitation. being infinitely flexible. Beast Boy seeks to waste no time or movement in this state the simplest things work best. The use and motives behind this state are based heavily on the teachings of Jeet Kun Do a martial arts and philosophy Beast Boy is extremely familiar with and is mentioned in the bio. In a way Durability becomes a Psychic Shield of sorts. Hand to hand combat isn't something that requires a lot of thought, which is why Beast Boy is able to do this and in a way is an extension of his Genetic Sense Memory mentioned in his Core Ability.
Note: When active Durability becomes a form of Intelligence able to be substituted in any scenario where his intelligence is needed
Note: This state is base instincts, it isn't smart like intelligence and instead a natural or intuitive way of acting.
Note: Mind control, and control of Beast Boy in general becomes harder, nearly impossible as he's not relying on thinking or feeling it's intuitive action thoughts fade and his mind becomes mostly empty with only stray thoughts passing through
Note: Thoughts pulled from him by a telepath are jumbled, unrecognizable and unpredictable things like "Attack the right side" which becomes a feign as he let's instinct take over and can attack differently then what information his mind gives out
Note: Once activated this becomes passive
Declined, I'm also not a fan of being able to swap/substitute a stat when needed. You could essentially have your Intelligence high enough to track something and then just shift your durability back to tank an attack or something. Primal instincts are the basic motivations we have for survival in life. It's things that are hardwired into our body that we don't need to learn about but naturally do in most cases. I dont know how basic instincts can allow you to add your durability onto your Intelligence. I get this is based on teh Fight or Flight response trigger that is somewhat a primal instinct but switching your Intelligence when you need to isn't going to fly. I also think that mind control would be easier as you would probably be in a feral state of mind, though I could see the argument going either way lol.

Technique Name: Semblance
EXP: 20
Type: Supplementary
Rank: B
Description: Yang's Semblance is the ability to absorb energy from the damage she's taken, and redirect it at her opponent, effectively making her stronger with each hit. It becomes active the moment she takes any form of damage. Semblance also reduces damage she takes by a certain percentage, depending on semblance rank. The damage stacks until she connects with an attack in which case it will reset. Yang will still take damage, she can only reduce the damage taken.

B rank semblance converts 50% of all "intended" physical, damage she takes into her next str based attack. Reduces 30% of any physical damage she takes.
Declined, A B rank reducing 30% of all damage and converting 50% of it to your own damage? Cmon now, Jojo.....
 

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Approved, edited parts.



Update Approved





Declined, a few inconsistencies; You say it stuns someone and also reduces speed -5. By stun, do you mean it paralyzes them? If so, then how does it also make them -5 slower for one turn if they can't move at all? If by stun, you just mean daze them then it's fine. I think you mean the latter based on the muscle pain and stiffness wording but I need to be sure. I'm also not a fan of attacks dealing a hybrid amount of damage (x% of x stat + y% of Y stat). I'd prefer all attacks to be based on one stat as it involves less math to deal with seeing as the site isn't as mathematically friendly as one would prefer though it was approved this way...




Declined, I'm also not a fan of being able to swap/substitute a stat when needed. You could essentially have your Intelligence high enough to track something and then just shift your durability back to tank an attack or something. Primal instincts are the basic motivations we have for survival in life. It's things that are hardwired into our body that we don't need to learn about but naturally do in most cases. I dont know how basic instincts can allow you to add your durability onto your Intelligence. I get this is based on teh Fight or Flight response trigger that is somewhat a primal instinct but switching your Intelligence when you need to isn't going to fly. I also think that mind control would be easier as you would probably be in a feral state of mind, though I could see the argument going either way lol.



Declined, A B rank reducing 30% of all damage and converting 50% of it to your own damage? Cmon now, Jojo.....
It only reduces physical attacks like punches, being stabbed and stuff. Stuff like gases and poisons cant get reduced.
 

Howard

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Technique Name: Stun Gun Punch
EXP: B
Type: Mutation
Rank: 20
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity, though creating about the same, if not more volts then that found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to stun an opponent for a single turn and cause numbness throughout the opponent's body along with muscle pain and stiffness that lasts 1 turn and is a -5 to speed for the opponent during that time. These organs can remain dormant until usage and while they are in Beast Boy's body and they can defuse a single C rank or below electrical charge. However if used in this way the organs become inactive and the technique must be posted again to use them. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow.
Note: Deals 50% of strength and 20% of energy
Note: Has a one turn cd after being used

Declined, a few inconsistencies; You say it stuns someone and also reduces speed -5. By stun, do you mean it paralyzes them? If so, then how does it also make them -5 slower for one turn if they can't move at all? If by stun, you just mean daze them then it's fine. I think you mean the latter based on the muscle pain and stiffness wording but I need to be sure. I'm also not a fan of attacks dealing a hybrid amount of damage (x% of x stat + y% of Y stat). I'd prefer all attacks to be based on one stat as it involves less math to deal with seeing as the site isn't as mathematically friendly as one would prefer though it was approved this way...
Not sure if you wanted me to change the damage aspect so I just left it as is. Changed the wording to reflect what I wanted the tech to do clarifying the effects. It's a 2 turn effect the first is a stun (changed the word to paralyze) and numbness that happens immediately as the shock happens the second is pain and stiffness that comes with the electrical shock after the fact. Also added another way to use it at the end in bold. That can be removed if it's too much.

Technique Name: Stun Gun Punch
EXP: B
Type: Mutation
Rank: 20
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity, creating about the same, if not more volts then that found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to paralyze an opponent for a single turn and cause numbness throughout the opponent's body. After the paralysis wears off the opponent's muscle's still experience pain and stiffness that lasts the following turn and is a -5 to speed for the opponent during that time the numbness by this time would have faded which is why the opponent feels the pain and stiffness after the fact. These organs can remain dormant until usage and while they are in Beast Boy's body and they can defuse a single C rank or below electrical charge. However if used in this way the organs become inactive and the technique must be posted again to use them. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow. The user can also release the electricity in a pulse instead of in tandem with an attack. This sort of usage will reach to mid range but only do 20% of the user's Energy Attribute.
Note: Deals 50% of strength and 20% of energy
Note: Has a one turn cd after being used

Technique Name: Drunken Monkey
EXP: 20
Type: Strength/Mutation
Rank: B
Description: A culmination of all of Beast Boy's martial arts prowess mixed with his own transformation abilities. Drunken Monkey is one of Beast Boy's main offensive means of attacking and he tends to substitute it for basic attacks. The style itself tends to be hard to predict and counter due to the erratic nature and behavior of the user who either plays the part of drunkard or actually becomes intoxicated to fight in a wild and unpredictable manner. Due to his transformations his skills and strength in this style are miles beyond anyone who uses similar styles because he has an intuitive understand of the Monkey and it's movements. He also has the ability to through his transformations augment the style by changing his center of gravity, moving his weight around in a more literal way and increasing and decreasing his muscle mass at crucial points of contact.

The form is short and simple, consisting of a few dozen or so movements. Much of the moves are performed at a low ground level, with rolling, tumbling and falling techniques. There are also many unusual grappling and blocking techniques. The higher level attacks include eye pokes and throat hits, as well as blocks and punches (with punching being exceptional, as monkeys generally do not attack with their fists.) There are also many middle attacks such as kicks aimed to the stomach area, and lower attacks to the lower abdomen, groin and legs.

The "Monkey-Hands" Technique: Relaxed hand strikes with the palm facing downward and fingers drooping towards the ground, used to deflect hand strikes and kicks, and also to strike with the fingers towards the throat and eyes.
The "Monkey-Claws" Technique: This attack is basically a strike with the palm facing forward and hitting with the fingers and striking downward, like any animal's clawing motion. It is used to hit the face and eyes, and can also be used to grapple the opponent's wrist.
Low Kicks and Ground Kicks: There are many kicks in Drunken Monkey, primarily aimed at the lower portions of the body (legs, groin, abdomen) and executed from a low position or from lying on the ground.
Beast Boy does not require intoxication to use this style, but he prefers it. This form of fighting can also be used for evasion within reason just as free form can be. Beast Boy is able to apply the teachings and styles to any form he enters through transformation.
Note: Augmentation of muscles increase strength, speed and durability +5 each if wanted
Note: The user will need to post the technique but it works like free form dealing 60% of the speed or strength attribute. If multiple attacks are sourced from a single use the damage is split evenly among the numerous attacks. The technique can also be used multiple times in a single turn to attack several different ways.
 
Last edited:

ZK

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Technique Name:Nanites
EXP: 20
Type: Technology/Equipment/Science
Rank: B
Description: Rex has nanites bonded to him on a molecular level. Having activated nanites makes him an EVO; however, unlike most EVOs, Rex has the ability to control his nanites at will, allowing him to generate various machinery from his body. However, Rex's machines are very heavy and it is the internal mechanisms of the machines that allow him to lift them. It takes an A-rank attack to destroy a machine and only up two builds may be active. The user can withdraw and switch a current build with another, but will count as a move. His builds are as follows:

Smack Hands: The Smack Hands are a pair of massive gauntlets that Rex can transform his hands into. They give him incredible strength (+10 strength), allowing him to break through an obstacle or to lift heavy objects. Rex can also rotate the Smack Hands when they are balled into a fist: this mode allows the Smack Hands to function as high-powered drills. When using the drill, Rex can tunnel through the ground using this, or he can use it to add additional power behind his strength (extra +10 to strength). When the Smack Hands' drill mode is used underwater, the Smack Hands launch Rex at what he's fighting.

Slam Cannon: The Slam Cannon is a cannon projectile that Rex can turn both arms. It does not produce its own ammo, instead it shoots anything he can put into it, usually a piece of floor. The maw on the back end of the Slam Cannon extends into whatever material that is behind it. Like a cannon, it hits the target with great force.

~Declined. You can have 2/2 builds activated at the same time and only A-ranked techniques can destroy them? That will not fly.

Reposting

Technique Name: FraGGed
EXP: 10
Type: Technology
Rank: C
Description:
Deadpool Carries a Few of these on his Person, they're Fragmentation Grenades - They are Circular Dark Green Spheres with a little cube stuck to the top where the pin is, "you pull the pin and throw then BOOM". These Grenades are designed to explode and send small pieces of Shrapnel flying through the air further than said explosion. The Frag Grenades have an Explosion Radius of 5 Meters, capable of exploding and "Mangling up the beautiful bodies of my wonderful enemies." Limb can easily be removed from said explosion - In such close proximity The damage is Maximum and will cause 40 points worth. The Explosions are heat based and will be able to bust through wood, brick walls, and any thing Ice Based is also weak to this "They'll shatter into dust." Thick metal is a lot trickier.

However, the Fragments cause even more of a problem, at a 15 Meter Radius many of these fragments will find a way to lodge inside the enemy. However outside the 5 meter explosion radius the damage will be reduced to 10, though these fragments will cause Damage over time - lowering the enemies health by 5 each turn

- Only Deadpool is Immune to the Fragmentation Effect of the Grenades, However if caught in 5m explosive Radius he still takes full damage.
- Even though Grenades are timed, Deadpool being the Master assassin that he is can time these Grenades to explode when he wants.
- May only Carry up to 6 on his Person "That's a Bummer."
- Can be used simultaneously, though each Grenade used costs 1 of the 3 Moves

~Approved. I deleted the part about flying humans.
 

Robot Boy

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~Declined. You can have 2/2 builds activated at the same time and only A-ranked techniques can destroy them? That will not fly.



~Approved. I deleted the part about flying humans.
~Resubmitting~

I took it out.

Technique Name:Nanites
EXP: 20
Type: Technology/Equipment/Science
Rank: B
Description: Rex has nanites bonded to him on a molecular level. Having activated nanites makes him an EVO; however, unlike most EVOs, Rex has the ability to control his nanites at will, allowing him to generate various machinery from his body. However, Rex's machines are very heavy and it is the internal mechanisms of the machines that allow him to lift them. The user can withdraw and switch a current build with another, but it will count as a move. His builds are as follows:

Smack Hands: The Smack Hands are a pair of massive gauntlets that Rex can transform his hands into. They give him incredible strength (+10 strength), allowing him to break through an obstacle or to lift heavy objects. Rex can also rotate the Smack Hands when they are balled into a fist: this mode allows the Smack Hands to function as high-powered drills. When using the drill, Rex can tunnel through the ground using this, or he can use it to add additional power behind his strength (extra +10 to strength). When the Smack Hands' drill mode is used underwater, the Smack Hands launch Rex at what he's fighting.

Slam Cannon: The Slam Cannon is a cannon projectile that Rex can turn both arms. It does not produce its own ammo, instead it shoots anything he can put into it, usually a piece of floor. The maw on the back end of the Slam Cannon extends into whatever material that is behind it. Like a cannon, it hits the target with great force.
 
Last edited:

Osiris.

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Technique*Name: Semblance
EXP: *20
Type:*Supplementary
Rank:*B
Description:*Yang's Semblance is the ability to absorb energy from the damage she's taken, and redirect it at her opponent, effectively making her stronger with each hit. It becomes active the moment she takes any form of damage. Semblance also reduces damage she takes by a certain percentage, depending on semblance rank. The damage stacks until she connects with an attack in which case it will reset. Yang will still take damage, she can only reduce the damage taken.

B rank semblance converts 40% of all "intended" physical, damage she takes into her next str based attack. Reduces 30% of any physical damage she takes.
 

Lord of Kaos

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Not sure if you wanted me to change the damage aspect so I just left it as is. Changed the wording to reflect what I wanted the tech to do clarifying the effects. It's a 2 turn effect the first is a stun (changed the word to paralyze) and numbness that happens immediately as the shock happens the second is pain and stiffness that comes with the electrical shock after the fact. Also added another way to use it at the end in bold. That can be removed if it's too much.

Technique Name: Stun Gun Punch
EXP: B
Type: Mutation
Rank: 20
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity, creating about the same, if not more volts then that found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to paralyze an opponent for a single turn and cause numbness throughout the opponent's body. After the paralysis wears off the opponent's muscle's still experience pain and stiffness that lasts the following turn and is a -5 to speed for the opponent during that time the numbness by this time would have faded which is why the opponent feels the pain and stiffness after the fact. These organs can remain dormant until usage and while they are in Beast Boy's body and they can defuse a single C rank or below electrical charge. However if used in this way the organs become inactive and the technique must be posted again to use them. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow. The user can also release the electricity in a pulse instead of in tandem with an attack. This sort of usage will reach to mid range but only do 20% of the user's Energy Attribute.
Note: Deals 50% of strength and 20% of energy
Note: Has a one turn cd after being used

Technique Name: Drunken Monkey
EXP: 20
Type: Strength/Mutation
Rank: B
Description: A culmination of all of Beast Boy's martial arts prowess mixed with his own transformation abilities. Drunken Monkey is one of Beast Boy's main offensive means of attacking and he tends to substitute it for basic attacks. The style itself tends to be hard to predict and counter due to the erratic nature and behavior of the user who either plays the part of drunkard or actually becomes intoxicated to fight in a wild and unpredictable manner. Due to his transformations his skills and strength in this style are miles beyond anyone who uses similar styles because he has an intuitive understand of the Monkey and it's movements. He also has the ability to through his transformations augment the style by changing his center of gravity, moving his weight around in a more literal way and increasing and decreasing his muscle mass at crucial points of contact.

The form is short and simple, consisting of a few dozen or so movements. Much of the moves are performed at a low ground level, with rolling, tumbling and falling techniques. There are also many unusual grappling and blocking techniques. The higher level attacks include eye pokes and throat hits, as well as blocks and punches (with punching being exceptional, as monkeys generally do not attack with their fists.) There are also many middle attacks such as kicks aimed to the stomach area, and lower attacks to the lower abdomen, groin and legs.

The "Monkey-Hands" Technique: Relaxed hand strikes with the palm facing downward and fingers drooping towards the ground, used to deflect hand strikes and kicks, and also to strike with the fingers towards the throat and eyes.
The "Monkey-Claws" Technique: This attack is basically a strike with the palm facing forward and hitting with the fingers and striking downward, like any animal's clawing motion. It is used to hit the face and eyes, and can also be used to grapple the opponent's wrist.
Low Kicks and Ground Kicks: There are many kicks in Drunken Monkey, primarily aimed at the lower portions of the body (legs, groin, abdomen) and executed from a low position or from lying on the ground.
Beast Boy does not require intoxication to use this style, but he prefers it. This form of fighting can also be used for evasion within reason just as free form can be. Beast Boy is able to apply the teachings and styles to any form he enters through transformation.
Note: Augmentation of muscles increase strength, speed and durability +5 each if wanted
Note: The user will need to post the technique but it works like free form dealing 60% of the speed or strength attribute. If multiple attacks are sourced from a single use the damage is split evenly among the numerous attacks. The technique can also be used multiple times in a single turn to attack several different ways.
Both Approved
~Resubmitting~

I took it out.

Technique Name:Nanites
EXP: 20
Type: Technology/Equipment/Science
Rank: B
Description: Rex has nanites bonded to him on a molecular level. Having activated nanites makes him an EVO; however, unlike most EVOs, Rex has the ability to control his nanites at will, allowing him to generate various machinery from his body. However, Rex's machines are very heavy and it is the internal mechanisms of the machines that allow him to lift them. The user can withdraw and switch a current build with another, but it will count as a move. His builds are as follows:

Smack Hands: The Smack Hands are a pair of massive gauntlets that Rex can transform his hands into. They give him incredible strength (+10 strength), allowing him to break through an obstacle or to lift heavy objects. Rex can also rotate the Smack Hands when they are balled into a fist: this mode allows the Smack Hands to function as high-powered drills. When using the drill, Rex can tunnel through the ground using this, or he can use it to add additional power behind his strength (extra +10 to strength). When the Smack Hands' drill mode is used underwater, the Smack Hands launch Rex at what he's fighting.

Slam Cannon: The Slam Cannon is a cannon projectile that Rex can turn both arms. It does not produce its own ammo, instead it shoots anything he can put into it, usually a piece of floor. The maw on the back end of the Slam Cannon extends into whatever material that is behind it. Like a cannon, it hits the target with great force.
Approved

Technique Name: Semblance
EXP: 20
Type:Supplementary
Rank: B
Description: Yang's Semblance is the ability to absorb energy from the damage she's taken, and redirect it at her opponent, effectively making her stronger with each hit. It becomes active the moment she takes any form of damage. Semblance also reduces damage she takes by a certain percentage, depending on semblance rank. The damage stacks until she connects with an attack in which case it will reset. Yang will still take damage, she can only reduce the damage taken.

B rank semblance converts 40% of all physical damage she takes into her next str based attack. Reduces 30% of any physical damage she takes.
Approved, edited parts.

Technique Name: Polar Perception
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold imperceptibly cools down a portion of the moisture in the air to the extent it freezes and uses those frozen molecules of water to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold's intelligence stat increases by 5. Using this technique is passive since it's such a simple maneuver.

Note: Lasts five turns
Approved

Technique Name: Frigid Wasteland
EXP: 20
Type: Energy
Rank: B
Description: Cold releases an omnidirectional burst of cold energy from his body that spreads through the air and the ground alike, eliciting a vast number effects on the surrounding environment. The ground becomes frozen solid, preventing the use of terrain-altering techniques equal to or below this technique's rank while this is active. When used inside of buildings, the walls, ceilings and upper as well as lower floors are covered in ice. The air moisture and nearby bodies of water will be frozen (including techniques if they’re below B-Rank). In these arctic conditions, Captain Cold is at this strongest and so his energy stat increases by 10. The cooling of the air to such frigid temperatures will also reduce the opponent’s speed and strength stats by 10 due to stiffened muscles/joints and a general lack of mobility in their limbs.

Note: Lasts for three turns
Note: Can only be used thrice per battle
Approved

Technique Name: Roar of the Dead King
EXP: 20
Type: Energy
Rank: B
Description: The user will release an omnidirectional wave of cold energy. This blasts of cold energy slows down any movement at the atomic level to a complete halt and can be used to clash with other energy-based abilities (such as fire, lightning, hard light, radiation, etc). Anything solid or anyone caught in the blast will be encased in a prison of extremely cold ice. If the opponent has a strength stat greater than 60% of the user's energy stat, he or she will be capable of breaking through the ice through sheer force alone. This technique does 60% of the user’s Energy stat in damage. The blast will neutralize anything solid, liquid or energy-based B-Rank and below and will halve the speed of techniques that are A-Rank. This decrease in speed will also apply to energy-based attacks as their kinetic energy is drained by the cold.
I'd suggest creating this at A rank vs B to have what you're trying to have now.

Technique Name: Boreal Blasts
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold will focus his cold energy into his hands or feet and release jets of it to propel his body in a given direction. The jets will push him in the direction opposite to their release (so releasing them backwards will propel him forward) and for the short duration of the burst, his speed will increase by 10 points but it's worth noting that while this is a substantial boost, it's only momentary and can only be used in a linear fashion (e.g. to move in straight or diagonal paths and not curves or arcs). He can also use this technique to propel himself into the air. This technique can propel Cold a maximum of 15 meters (mid-range) in any given direction. This technique can double as an attack and an escape mechanism in close quarters, as Cold can angle the blast towards the opponent to harm them while still being pushed backwards by it's release. This technique does 40% of the user's energy stat in damage when used offensively.
Approved
 

Vegeta

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25 exp currently

-updating-
Technique Name: Nth Armor
EXP: 20
Type: Technology
Rank: B
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability, and healing. The Nth metal add's +5 to his speed, strength and +10 to durability. Nth metal also protects the wearer from elements and speeds the healing of wounds (+5 every 2 turns after damaged for 6 turns), and protects them from extreme temperatures (Up to B rank). His armor allows him to tank heavy blasts (C rank), 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. If a different armor is worn this tech is nullified.

bio
 
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Robot Boy

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Technique Name:Enhanced Goggles
EXP: 5
Type: Equipment
Rank: D
Description: Rex Salazar's goggles are an accessory that Rex possesses, most likely to protect his eyes. Originally a normal set of goggles to protect his eyes when flying, but later on Rex got an upgrade to his goggles which gave him a variety of visions including infrared, x-ray, microscopic, and nano vision.
Note: The user can see up to 60 feet using one of the visions.

I need sleep. Zzz
~Resubmitting~

Was ignored.

Technique Name:Enhanced Goggles
EXP: 5
Type: Equipment
Rank: D
Description: Rex Salazar's goggles are an accessory that Rex possesses, most likely to protect his eyes. Originally a normal set of goggles to protect his eyes when flying, but later on Rex got an upgrade to his goggles which gave him a variety of visions including infrared, x-ray, microscopic, and nano vision.
Note: The user can see up to 60 feet using one of the visions.
 

Vex

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25 exp currently

-updating-
Technique Name: Nth Armor
EXP: 20
Type: Technology
Rank: B
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability, and healing. The Nth metal add's +5 to his speed, strength and +10 to durability. Nth metal also protects the wearer from elements and speeds the healing of wounds (+5 every 2 turns after damaged for 4 turns), and protects them from extreme temperatures (Up to B rank). His armor allows him to tank heavy blasts (C rank), 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. If a different armor is worn this tech is nullified.

bio
-Approved, minor edits.

~Resubmitting~

Was ignored.

Technique Name:Enhanced Goggles
EXP: 5
Type: Equipment
Rank: D
Description: Rex Salazar's goggles are an accessory that Rex possesses, most likely to protect his eyes. Originally a normal set of goggles to protect his eyes when flying, but later on Rex got an upgrade to his goggles which gave him a variety of visions including infrared, x-ray, microscopic, and nano vision.
Note: The user can see up to 60 feet using one of the visions.
-Declined

Microscopic vision is poorly defined, there are microscopes that can see up to like 500x normal vision, and others that can see only 50x. You say microscopic but then you say 60ft maximum, and that's literally worse than normal human eyesight. I'm not going to allow you to see past the cellular level, btw. Also, if you see like that permanently, your vision would constantly be zoomed in so much that you'd be effectively blind .-.
Overall, you need to rework this a lot. Also, link your bio.
 

Robot Boy

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-Approved, minor edits.



-Declined

Microscopic vision is poorly defined, there are microscopes that can see up to like 500x normal vision, and others that can see only 50x. You say microscopic but then you say 60ft maximum, and that's literally worse than normal human eyesight. I'm not going to allow you to see past the cellular level, btw. Also, if you see like that permanently, your vision would constantly be zoomed in so much that you'd be effectively blind .-.
Overall, you need to rework this a lot. Also, link your bio.
Technique Name: Enhanced Goggles
EXP: 5
Type: Equipment
Rank: D
Description: Rex Salazar's goggles are an accessory that Rex possesses, most likely to protect his eyes. Originally a normal set of goggles to protect his eyes when flying, but later on Rex got an upgrade to his goggles which gave him a variety of visions including infrared, x-ray, night, and microscopic vision. The user can change between modes by pressing the buttons on the side of the goggles.

Infrared: The user is able to perceive the infrared spectrum, allowing them to see temperature variations in objects and the environment. The user will see orange silhouettes of allies and enemies they come across, ambient temperature will be seen as red, things such as hot springs will be seen as yellow, while things such as the heat from a fire will be seen as white.

Microscopic: Allows the user to zoom in on targets that are normally too small to see with their eyes, but only up to the cellular level.

X-ray: The user can see into and through solid matter up to 20 feet. It can penetrate up to a foot of stone, an inch of common metal or three feet of tree or dirt. The user can’t penetrate through things like lead or thicker material.

Night: User can see up to 60 feet and the field of vision becomes tinted green.


 

Vex

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Technique Name: Enhanced Goggles
EXP: 5
Type: Equipment
Rank: D
Description: Rex Salazar's goggles are an accessory that Rex possesses, most likely to protect his eyes. Originally a normal set of goggles to protect his eyes when flying, but later on Rex got an upgrade to his goggles which gave him a variety of visions including infrared, x-ray, night, and microscopic vision. The user can change between modes by pressing the buttons on the side of the goggles.

Infrared: The user is able to perceive the infrared spectrum, allowing them to see temperature variations in objects and the environment. The user will see orange silhouettes of allies and enemies they come across, ambient temperature will be seen as red, things such as hot springs will be seen as yellow, while things such as the heat from a fire will be seen as white.

Microscopic: Allows the user to zoom in on targets that are normally too small to see with their eyes, but only up to the cellular level.

X-ray: The user can see into and through solid matter up to 20 feet. It can penetrate up to a foot of stone, an inch of common metal or three feet of tree or dirt. The user can’t penetrate through things like lead or thicker material.

Night: User can see up to 60 feet and the field of vision becomes tinted green.


-Approved
 

Inch

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Is this alive? Anywhoo

Technique Name: Creation of All Things
EXP: 20
Type: Energy
Rank: B
Description: The Creation of All Things spell is incredibly versatile, its application depending on the complexity of the incantation used. Upon the incantation being uttered, the structure will rise up from a magic summoning circle which will appear at the ground of the location, though this process takes place rather quickly. Essentially, Strange will channel his magic through his words in order to create structures of dense, magical energy in some physical space that he can see. One word incantations can only create simple structures such as walls, spears, pillars etc... Should Strange wish to create something more complex, say a small house, he will have to specifically describe each basic structure which makes up that more complex structure. The structures are devoid of any special properties except their physical presence and , in certain situations, movement. The size of these constructs is determined entirely by the size of the magic summoning circle that Dr. Strange chooses to channel it through, meaning a small circle will produce a small spear, etc... Normally, the objects will be affixed in their position unless a stronger force moves them. However, should the construct be within a short range of him, Dr. Strange can attach words to his incantation to give his constructs movement. For example, "Forward moving spear", would cause the spear mentioned earlier to move in a linear direction upon its creation. Dr. Strange can cause any of his constructs to leave by repeating the incantation used to create them and attaching the word "vanish" at the end.
 
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