[LoT] Captain Cold - Approved

Negative Knight

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Name:Captain Cold
Alignment: Villain
Alias(es):
Secret Identity: Leonard Snart

Looks: In bio
Personality: Cold seems to exhibit little to no emotion unless it concerns his well-being of his sister. While a villain, he has a code strictly against the harming of innocent bystanders.

Rank//History

Rank: 5
Origin Type: Science
Origin Story: Cold used a genome recorder to give himself the powers of his cold gun.

History: The son of an abusive father and a mother who abandoned him, Leonard Snart was raised in poverty outside of Central City. As a child his only good influence was his grandfather, an ice delivery man whose job caused the young Leonard to associate cold with positive feelings. His father, meanwhile, instilled in him an emotional coldness, particularly after his grandfather died when he was twelve. As a young man he ran away from home, leaving his sister Lisa alone with their father, as he did not want her to get involved in his life of crime.

Abilities//Equipment

  • Strength: 15
  • Intelligence: 46
  • Speed: 35
  • Durability: 15
  • Energy: 60 [+10 due to Cyrokinesis]
  • Technology:15
Power/Ability:

Cryokinesis

Description of Powers: Captain Cold's standard weapon was a gun that slowed down the atoms of the target to a halt, causing the target to become extremely cold, rather than actually shooting ice and freezing the target directly. Snart gave his weapon to Dr. Elias in order to fuse his DNA with his cold gun. Doing so gave Leonard the ability to generate and control ice as well as cool (and thereby slow down) things on an atomic level.

Equipment: N/A

Other Information

Allies: N/A
Enemies: N/A
Other: N/A


Approved

 
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Negative Knight

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Technique Name: Frozen Forge
EXP: 5
Type: Energy
Rank: D
Description: Through this technique Captain Cold can generate a myriad of tools and weapons out of ice that can be used to attack, defend or for supplementary purposes. This technique is so varied that it can be used to create handheld weapons (swords, spears, tridents, etc), projectiles (arrows, bullets, etc) defensive constructs (shields, walls, etc) or tools which merely exist to aid movement such blunt pillars to launch the user or his allies into the air. This technique’s utility is only limited by Captain Cold’s own imagination and the fact that any created constructs must be created within one meter from his position. Anything not created directly from his body is made from freezing the surrounding air moisture and then sent outwards (if their intended use is to be used as projectiles). Any created projectiles move as fast as thrown projectiles and anything offensive created using this technique deals 20% of the user’s energy attribute. The maximum size of any single construct or total size of multiple constructs is 1 cubic meter.

Technique Name: Absolute Zero
EXP: 20
Type: Energy
Rank: B
Description: This technique is always active as a byproduct of Captain's Cold's Crytokinetic abilities. Cold is always surrounded by circular waves of cold energy not unlike the rings of Saturn in appearance. These waves encompass 360 degrees around him and span two meters in diameter. They cool down the surrounding air temperature to below freezing temperatures. Any small projectiles (such as arrows, bullets, spears) that enter the field are drastically drained of their speed and momentum and harmlessly fall to the floor before they hit Cold. Anyone who gets caught in the field isn't as badly affected due to their size but as soon as they enter the field and as long as they remain inside of it, their speed stat is reduced by 20 points. Inside the field, all technology C-Rank and below becomes inoperable and regenerative abilities become ineffective (C-Rank and below), while B Rank Technology and Regenerative Abilities are halved in their efficiency

Note: This technique is always active but counts as one of the user's moves per turn for as long as the technique is active
Note: The user isn't affected by this technique

Technique Name: Winds of Winter
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases waves of cold energy from either or both of his hands to freeze whatever he's targeting as long as it's within mid-range of his position. These blasts of cold energy slow 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, 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 40, he or she will be capable of breaking through the ice through sheer force alone but the exposure to the cold will leave them slower than usual for a short while (-20 to their speed stat for three turns). This technique does 60% of the user’s Energy stat in damage. The user can also use this technique in a supplementary manner to create a rideable wave of ice beneath them by directing the blasts of cold energy towards the ground (see image in spoiler). While using the slide, the user can move at speeds +10 their own.

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Technique Name: Glacial Rain
EXP: 10
Type: Energy
Rank: C
Description: An initially imperceptible technique that Cold uses to cling frozen water molecules from the air moisture to the opponent’s clothes/body to sense them as well as weigh them down over time. Once set off, the process is autonomous, it’s simply a matter of the furthest icicles making their way to the opponent’s position. The icicles are too small to see or have any effect at all on their own, but this technique’s power lies in the cumulative effect of the individual icicles coming together. The frozen water molecules of water piling up on the body’s effects become vaguely apparent after one turn, when the opponent’s maximum speed falls by 5 points due to the added mass forced upon their person. two turn later, it falls by another five points. This total decrease in the target's speed by -10 will last for 2 turns afterwards, after which, the icicles melt the opponent’s speed returns to normal. This technique only has a visual tell from the third turn onwards (when their speed is -15 of what it originally was) due to the layer of frost covering their body/clothing.

Note: This technique cannot be stacked upon itself.

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

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

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

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

Lasts for three turns
Two turn cool down in between usages

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

Note: Lasts for four turns

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 10% 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. The water takes five turns to drain from the battlefield after the monsoon ends.

Blizzards: During blizzards the opponent’s intelligence stat falls by 10 due to impaired visibility for this technique’s duration. Someone that relies on something other than hearing or sight, or thermal signature won't be impaired.

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, up to a maximum of 10. This form lasts a maximum of five turns. The max amount of points one can put into STR, SPD and DUR is 15.

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 SPD stat, post-transformation) 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.

Note: Can be used a maximum of thrice per battle

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, while the user only takes the exceeding damage. It also exhibits super fluidity and by extension near-zero viscosity. This means he can move across the ground without little-friction acting upon him (+10 to speed), though this means he can't actually walk or run. 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: Shattering Point
EXP: 20
Type: Energy
Rank: B
Description: Snart focuses his cold energy into the air moisture around the opponent's tools, weapons or armour and cools it down drastically, thereby freezing the given target(s) solid. The targeted objects are frozen to such a degree that merely striking them will result in their destruction (if they're basic in nature such as unranked weapons) and if the given tools/weapons are technology-based, they will become wholly unusable (C-Rank and below). The potency of this technique is equally divided between the number of targets (e.g. one target means this is B-Ranked, two means this is C-Ranked). This technique can neutralize anything solid that's C-Rank or below depending on how many objects are the target of this technique.

Note: Can only be used four times per battle
 
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