[LoT] Custom Techniques Submission

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Lord of Kaos

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Custom Ability Techniques and Technology Submission Thread


Upon submitting a biography, you are also required to submit your bio's core power. Your Core Power and bio will be checked together, following the provided templates. Core Powers are the main powers or abilities that your bio relies on. For instance, Green Lantern has his power ring, and Deadpool has his healing factor.

You are able to submit customs based on the amount of EXP you have accumulated as well as your rating in the specific field related to it. With each rank costing a varying amount of EXP, it allows one to choose what moves they wish to spend EXP on in a better way, making every custom count. With a possible count of 50 Customs, divided between Custom Ability Techniques, or CATs, or Custom Technology, or CT, one can create a character with his custom set the exact way he likes. When approved, these abilities are to be placed in a post in your Bio thread with a link to approval as well as deduction of your current EXP points.


  • D rank Customs: 5 EXP needed
  • C rank Customs: 10 EXP needed
  • B rank Customs: 20 EXP needed
  • A rank Customs: 40 EXP needed
  • S rank Customs: 80 EXP needed
In addition to the above, you need to have a certain rating in an Attribute to be able to submit customs of certain ranks for said Attribute. Shown below, this means that in order to submit a B ranked Technology based custom, you need to have at least 41 Technology. This allows one to understand easier what one can submit and how it can be done.

  • D rank Customs: 1-20 needed
  • C rank Customs: 21-40 needed
  • B rank Customs: 41-60 needed
  • A rank Customs: 61-80 needed
  • S rank Customs: 81+ needed
The Template can be find below and an explanation of it follows.

PHP:
[B]Technique Name:[/B]
[B]Type:[/B]
[B]Rank:[/B] 
[B]Range:[/b]
[B]EXP:[/B]
[B]Damage:[/b]
[B]Description:[/B]

Technique Name: What are you calling your move?
Type: What kind of move is it (Natural, Energy Projection, Technology,)?
Rank: The rank of your move determines it'd strength and effects
Range: What is the range of this jutsu ( short, mid, Kong or very long )?
EXP: How much EXP will it cost you to submit?
Damage: How much damage does this attack deal?
Description: Describe how your technique works. Be thorough and full.


Damage is determined by the rank as well, shown below in the list. This means that an A rank does between 60 to 80 % of the Attribute rating it's based on. For example, a B rank Speeding Punch from someone that has 50 Speed would do between 40 to 60% of that Speed.

  • D rank Customs: 1-20 % of the Total Attribute
  • C rank Customs: 21-40 % of the Total Attribute
  • B rank Customs: 41-60 % of the Total Attribute
  • A rank Customs: 61-80 % of the Total Attribute
  • S rank Customs: 81+ % of the Total Attribute
Restriction for Techniques

[Indenf]
  • Boosting Techniques, or techniques that seek to boost stats in specific attributes, naturally have limitations. The soft cap any one stat can be boosted per technique is 10. In order to increase this stat higher than 10, another stat must be lowered as well. An example would be increasing strength by 15 but speed decreases 5. Any one technique can also only boost two fields max at any time.[/list[/indent]
 
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Never

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Technique Name: Weapon X Healing Factor
EXP: Core Ability
Type: Mutation
Rank: D - S
Description:
Deadpool's Core Ability is his superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. Deadpool is able to heal from injuries such as slashes, puncture wounds, bullet wounds, beheading, and severe burns within moments - however the more serious the Wound the Higher the Rank it takes to Heal.

D-Rank : Small Cuts, Bruises
C-Rank : 1st Degree burns, Slashes
B-Rank : 2nd Degree Burns, Deep Cuts, Bullet Wounds, Small Chunks of Flesh being torn off.
A-Rank : 3rd Degree Burns, Ligament Removement, Impalement
S-Rank : Beheading, Being Liquidized, Growing Back Parts

His head or any other limb can be reattached using this ability, but has to be placed in the proper place. Additionally, Deadpool can secretly use his healing factor as a tactical advantage against enemies. As he puts it, his healing factor "isn't exactly common knowledge." As Deadpool had cancer at the time of the gene therapy which endowed him with these abilities, it bound to the "healing factor" so that in a sense the cancer is his healing factor, which is why his skin is still horribly scarred.

There Are certain Effects depending on the Type of Damage that Deadpool Sustains, "Too keep myself from being too Overpowered for the Roleplayers to handl.." DEPENDING on the rank of the wound (Using the List above), there are certain restrictions.

D-Rank : Basically Passive.
C-Rank : "Not that Significant Either."
B-Rank : "You're going to have to do better than That."
A-Rank : Ligaments have to be reattached in the right place to be healed properly, if not then he cannot heal and will not regenerate the HP lost when his arm was removed. His Durability will also be Lowered by 20 Points for each removed Ligament "I can still walk around normally with a Sword through my body though."
S-Rank : Without his Head, Deadpool's Body's Speed becomes 10 and that of a Child without it's parent. Since it's a lot harder to control the body with a head, the body will stumble about and only be capable of walking around "Like Velma trying to Find her Glasses from Scooby-Doo" If Deadpool Wishes to Regrow Body Parts because they had been Destroyed or.... Liquidized. Then It will Take 3 Full turns for said Part to Regrow. If Deadpool wishes for more than one thing to be regrown, an Arm and a Leg "Edward Elric ain't got nothing on me." then the turns will add up (3+3, one for each part)

If Deadpool Receives Damage he gains +5 HP every turn.

If Deadpool's Head is Removed and Destroyed, his Body will Leave the Event and Go Home because it'll take all day to regrow. "My Beautiful Face needs it's Beauty Regeneration"

(Gimme Dat CnC)
 
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Panthalassa

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Technique Name: Weapon X Healing Factor
EXP: Core Ability
Type: Mutation
Rank: D - S
Description:
Deadpool's Core Ability is his superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. Deadpool is able to heal from injuries such as slashes, puncture wounds, bullet wounds, beheading, and severe burns within moments - however the more serious the Wound the Higher the Rank it takes to Heal.

D-Rank : Small Cuts, Bruises
C-Rank : 1st Degree burns, Slashes
B-Rank : 2nd Degree Burns, Deep Cuts, Bullet Wounds, Small Chunks of Flesh being torn off.
A-Rank : 3rd Degree Burns, Ligament Removement, Impalement
S-Rank : Beheading, Being Liquidized, Growing Back Parts

His head or any other limb can be reattached using this ability, but has to be placed in the proper place. Additionally, Deadpool can secretly use his healing factor as a tactical advantage against enemies. As he puts it, his healing factor "isn't exactly common knowledge." As Deadpool had cancer at the time of the gene therapy which endowed him with these abilities, it bound to the "healing factor" so that in a sense the cancer is his healing factor, which is why his skin is still horribly scarred.

There Are certain Effects depending on the Type of Damage that Deadpool Sustains, "Too keep myself from being too Overpowered for the Roleplayers to handl.." DEPENDING on the rank of the wound (Using the List above), there are certain restrictions.

D-Rank : Basically Passive.
C-Rank : "Not that Significant Either."
B-Rank : "You're going to have to do better than That."
A-Rank : Ligaments have to be reattached in the right place to be healed properly, if not then he cannot heal and will not regenerate the HP lost when his arm was removed. His Durability will also be Lowered by 20 Points for each removed Ligament "I can still walk around normally with a Sword through my body though."
S-Rank : Without his Head, Deadpool's Body's Speed becomes 10 and that of a Child without it's parent. Since it's a lot harder to control the body with a head, the body will stumble about and only be capable of walking around "Like Velma trying to Find her Glasses from Scooby-Doo" If Deadpool Wishes to Regrow Body Parts because they had been Destroyed or.... Liquidized. Then It will Take 3 Full turns for said Part to Regrow. If Deadpool wishes for more than one thing to be regrown, an Arm and a Leg "Edward Elric ain't got nothing on me." then the turns will add up (3+3, one for each part)

If Deadpool Receives Damage he gains +5 HP every turn.

If Deadpool's Head is Removed and Destroyed, his Body will Leave the Event and Go Home because it'll take all day to regrow. "My Beautiful Face needs it's Beauty Regeneration"

(Gimme Dat CnC)
You have 25 EXP to spend, this technique would require you to spend 5 + 10 + 20 + 30 + 40 EXP. I don't mind you describing the effects of your healing factor. You can, at most, go with a D-C (HA!) Healing Factor and then resubmit for more ranks. Then again, this describing the effects of your Healing Factor, so you could just go with the higher ranked ( B at your current level ) instead of wasting EXP, though you could still have different tiers of damage that would take different steps/turns of healing. I don't mind the HP regeneration though +5 might be too much, then again, if you make this a B rank or higher, +5 might be good. I'll give you more CnC when you give this technique a complete overhaul.

Btw, the origin of this Ability and technique is Science, not Mutation. Mutation is if this was Wolverine's ability, yours stems from a Mutation but was given to you by Science. And always link your bio when submitting a technique or a technology
 

Shady Doctor

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Technique Name: Cosmic board
EXP: 5
Type: Magic/Equipment
Rank: D
Description: The Surfer's board is composed of a nearly impervious, cosmically powered silvery material that is similar to his own skin. The board is mentally linked to the Surfer and moves in response to his mental commands even when he is not in physical contact with it. The board is nearly indestructible, but on those rare occasions when it has been damaged or destroyed, the Surfer has proven able to repair it, or even recreate it, with little effort. The Surfer can attack opponents remotely by directing the board against them, and the board is capable of absorbing and imprisoning other beings, at least temporarily. The Board has the ability to absorb cosmic energy albeit on a smaller scale than the surfer. This allows the board to transfer energy to The Surfer in order to empower his cosmic and physical abilities. With the board giving even more power than the Surfer naturally takes in, he'd gain a power augmentation to his attacks and defenses (Spd and Dur) adding +5 to each.

Note: The board itself doesn't need "activation" seeing as it was created with the Surfer when obtaining his abilities. This serves as an extension of the Surfer so is always present unless otherwise stated
Note: The Board's damage when used to attack and defend is dependent on the Surfer's Energy stat. Once it is destroyed or damaged it takes 1 turn for it to repair or recreate itself.
Note: The ability to "Capture" Someone within the board is dependent on the Surfer's Energy stat and can only capture someone with a lower Energy stat than the surfer. This only lasts 1 turn.
Note: Each Ability of the board costs a move to use.
 

Never

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Technique Name: Weapon X Healing Factor
EXP: Core Ability
Type: Mutation
Rank: D - S
Description:
Deadpool's Core Ability is his superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. Deadpool is able to heal from injuries such as slashes, puncture wounds, bullet wounds, beheading, and severe burns within moments - however the more serious the Wound the Higher the Rank it takes to Heal.

D-Rank : Small Cuts, Bruises
C-Rank : 1st Degree burns, Slashes
B-Rank : 2nd Degree Burns, Deep Cuts, Bullet Wounds, Small Chunks of Flesh being torn off.
A-Rank : 3rd Degree Burns, Ligament Removement, Impalement
S-Rank : Beheading, Being Liquidized, Growing Back Parts

His head or any other limb can be reattached using this ability, but has to be placed in the proper place. Additionally, Deadpool can secretly use his healing factor as a tactical advantage against enemies. As he puts it, his healing factor "isn't exactly common knowledge." As Deadpool had cancer at the time of the gene therapy which endowed him with these abilities, it bound to the "healing factor" so that in a sense the cancer is his healing factor, which is why his skin is still horribly scarred.

There Are certain Effects depending on the Type of Damage that Deadpool Sustains, "Too keep myself from being too Overpowered for the Roleplayers to handl.." DEPENDING on the rank of the wound (Using the List above), there are certain restrictions.

D-Rank : Basically Passive.
C-Rank : "Not that Significant Either."
B-Rank : "You're going to have to do better than That."
A-Rank : Ligaments have to be reattached in the right place to be healed properly, if not then he cannot heal and will not regenerate the HP lost when his arm was removed. His Durability will also be Lowered by 20 Points for each removed Ligament "I can still walk around normally with a Sword through my body though."
S-Rank : Without his Head, Deadpool's Body's Speed becomes 10 and that of a Child without it's parent. Since it's a lot harder to control the body with a head, the body will stumble about and only be capable of walking around "Like Velma trying to Find her Glasses from Scooby-Doo" If Deadpool Wishes to Regrow Body Parts because they had been Destroyed or.... Liquidized. Then It will Take 3 Full turns for said Part to Regrow. If Deadpool wishes for more than one thing to be regrown, an Arm and a Leg "Edward Elric ain't got nothing on me." then the turns will add up (3+3, one for each part)

If Deadpool Receives Damage he gains +5 HP every turn.

If Deadpool's Head is Removed and Destroyed, his Body will Leave the Event and Go Home because it'll take all day to regrow. "My Beautiful Face needs it's Beauty Regeneration"

(Gimme Dat CnC)
That Clears things up :3

Bio :

Technique Name: "Ouchie My Finger"
EXP: 20
Type: Science
Rank: B
Description:
Deadpool's Core Ability is his superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. This is the Less Advanced Version of his Healing Factor, being able to heal Small Cuts, Bruises - 1st and 2nd Degree Burns, Deep Cuts, Bullet Wounds, Small Chunks of Flesh.

If Deadpool is Damaged from wounds like these he will regain + 5 HP every turn until Fully healed (Unless There is an affect that doesn't allow him too fully heal). If He takes Damage that exceeds these sort of wounds then he will not Regenerate and the Damage will apply normally to his HP.

Notes : The Removal of Body Parts, Destroyed Organs, Third Degree Burns, Impalement will not regenerate Deadpool.
Notes : Deadpool still feels the Damage, he just has a High Pain Tolerance and can move around normally.
"Well I better start collecting More EXP by slaying dragons so I can get Better Skills."


Technique Name: "Deaglez"
EXP: 5
Type: Technology
Rank: D
Description:
The Desert Eagle, one of the biggest and strongest self loaded cartridge fed pistols going. Even though it is a Powerful Pistol, it is still only a Human Made Pistol with High Recoil, "Being a Master Assassin they're pretty easy to Wield. HEHE." The Desert Eagles hold 8 Rounds a Piece with the .44 Magnum Bullets, capable of deep penetration, through Wood and Thin Metal with ease. They are suitable for Short Range as far as Firearms go, their lethality fading as it gets further and further away. Deadpool Carries these Gunz on Holster around his Waist.

The "Deaglez" Go well in Combination with Deadpool's Military Background, even though they're not the most accurate of weapons, he can make them seem as though they handle with ease, capable of performing Trick shots and even shooting smaller/moving targets out of the air if possible. He can easily hold the Deagle with one hand and hold another weapon in the other, "Like my Katana!"

- Desert Eagles can be Dual Wielded. Meaning Two Can be Equipped at a Time.
- Drawing the Desert Eagles from his Holster, is an Activation.
- Each Bullet's Damage is worth 20.
- Must be Reloaded after 8 Shots are Made for Each Desert Eagle, Reloading Costs a Turn.
"For Extra Boom!"
 
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Punk Hazard

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Technique Name:Demonic Shroud
EXP: 20
Type: Magic
Rank: B
Description:The Demonic Shroud is a common technique within Demonic Magic. The technique is invoked by the user forcibly manifesting a large amount of demonic energy from their soul and infusing it through their body, causing their eyes to change to their demonic color/form, though this can be turned off as it is cosmetic. The flow of energy gives off a smoky, black aura from the user's skin, reaching a quarter foot outwards. This aura, also cosmetic, is the result of the Demonic Shroud empowering the user's body, granting a +10 boost to the Demon's Strength, Speed, and Durability. However, this boost in power is temporary, lasting for four turns maximum and having a two-turn cooldown in between usages.

Technique Name:Telekinetic Grab
EXP:5
Type: Magic
Rank: D
Description:This technique grants a demon the ability to move small objects from a distance. By infusing a small amount of their demonic energy into an object, the user can pull, lift, throw, or otherwise manipulate the position of inanimate objects such as knives, guns, stones, etc. Larger or living/organic objects, such as cars, people or body parts cannot be controlled through this ability. With focus, the user can control up to three small objects at the same time, but is unable to use any other demonic powers while using it.
 
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Vex

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Technique Name: Cosmic board
EXP: 5
Type: Magic/Equipment
Rank: D
Description: The Surfer's board is composed of a nearly impervious, cosmically powered silvery material that is similar to his own skin. The board is mentally linked to the Surfer and moves in response to his mental commands even when he is not in physical contact with it. The board is nearly indestructible, but on those rare occasions when it has been damaged or destroyed, the Surfer has proven able to repair it, or even recreate it, with little effort. The Surfer can attack opponents remotely by directing the board against them, and the board is capable of absorbing and imprisoning other beings, at least temporarily. The Board has the ability to absorb cosmic energy albeit on a smaller scale than the surfer. This allows the board to transfer energy to The Surfer in order to empower his cosmic and physical abilities. With the board giving even more power than the Surfer naturally takes in, he'd gain a power augmentation to his attacks and defenses (Spd and Dur) adding +5 to each.

Note: The board itself doesn't need "activation" seeing as it was created with the Surfer when obtaining his abilities. This serves as an extension of the Surfer so is always present unless otherwise stated
Note: The Board's damage when used to attack and defend is dependent on the Surfer's Energy stat. Once it is destroyed or damaged it takes 1 turn for it to repair or recreate itself.
Note: The ability to "Capture" Someone within the board is dependent on the Surfer's Energy stat and can only capture someone with a lower Energy stat than the surfer. This only lasts 1 turn.
Note: Each Ability of the board costs a move to use.
-Declined
Impervious, and able to fire energy blasts the same rank as the user? Make it clear what levels of attacks are able to destroy this board - keep in mind it's only a D rank. The imprisonment ability can only imprison someone in a manner where it's possible to break out and the initial 'beam' used to imprison needs to be avoidable. Tone down the board's energy attacks lol, 41 damage energy attacks that 'rank up' with you? It's essentially fighting two people.

My recommendation is to tone this down a lot, then to keep updating it as you rank up, slowly increasing its effects and abilities.
 

Lord of Kaos

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Technique Name: Batsuit
EXP: 20
Type: Technology
Rank: B
Description: The Batsuit is made of hardened kevlar plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of armor over a more flexible bodysuit for greater mobility. But as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. The Batsuit's cowl is a separate component inspired by the design of motorcycle helmets, allowing the wearer to freely swivel and move his neck without moving the rest of his upper torso. The armor is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. Made of a graphite material, the cowl acts as a protective helmet. Also, a strong electric current runs through it that prevents anyone except Batman from removing it to further protect his identity. The blades on the sides of Batman's gauntlets are now retractable and are capable of firing outwards as projectiles. The gauntlets contain not only Batman's signature spiked blades but also a hardened mini computer and remote for his vehicles, once gained. An advanced eavesdropping device is concealed within the cowl's right ear and enables Batman to listen in on conversations from a distance. Batman's cape is made of "memory cloth", it is essentially flexible in its normal state, but becomes semi-rigid in a fixed form (Batman's wings) when an electric current is passed through it from the microcircuits in the palms of his gloves. has the ability to fold into a backpack shape, if needed. The Batsuit also has "sonar-vision", where signals emitted by mobile phones are converted into images in a similar way to echolocation, in which bats use sound to see. In order to view the images, lenses fold down from Batman's cowl to cover his eyes.

Note: Due to the hardened Kevlar, the armor grants Batman a Durability boost of +10 as well as +5 to speed and +5 to Strength.
Note: Sonar Vision can be activated passively but lasts only 4 turns max each usage with a 3 turn charging period.
Note: The electric current causes small damage, just enough to force an opponent back 5 meters yet doesn't cause significant damage.
Note: Projectiles from gauntlets deal 10 damage.
Note: Covers everywhere except mouth area.

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Technique Name: Utility Belt
EXP: 5
Type: Technology
Rank: D
Description: Although seemingly unremarkable in appearance, the utility belt is one of Batman's most important tools in fighting crime. Consisting primarily of a strap and buckle, the utility belt houses ten pouches or cylindrical cartridges that are attached to the outside of the belt. The buckle itself typically contains a miniature camera and a tape recorder. A secondary compartment behind the length of the belt houses Batman's supply of Batarangs. Each of the ten pouches or cylinders contains various tools integral to Batman's war on crime, with the cylinders being interchangeable with each other. Through the years, Batman has modified the contents of his belt to accommodate various crime-fighting scenarios. The belt is shown to be able to electrocute any villain who even touches it. It can also release stun gas to prevent tampering. The belt's compartments are locked and only Batman knows how to open them. While it does not hold Batman's more advanced tools, it houses all his basic utilities such as:

  • Grapple Gun - for ascension of buildings at high speeds, to boost gliding ability, disarming criminals from a distance and opening up heavy doors.
  • Line Launcher - Fires a parallel line in opposite directions to accelerate over distant obstacles or tightrope walk across silently.
  • 10 Basic Batarang - for disabling thugs, opening doors or destroying things. (deals 10 damage each hit)
  • Freeze Grenades - disables thugs by freezing them in place or creating floating ice for Batman to safely navigate bodies of water
  • Disruptor - Disables mines and various firearms.
  • Cryptographic Sequencer - Computer and communicator allowing Batman to hack into various systems and open various electronically locked doors.
  • Explosive gel - Allows Batman to spray stable explosive and demolish obstacles and walls and destroy hazardous materials. (deals 20 damage per use)
  • Smoke pellets - create a cloud of smoke when thrown to mask Batman's presence to sneak up on armed opponents.
  • EMP gun: Used to disable any electrical equipment.
  • Remote claw: This gadget is used to join two objects and pull them together. It works by firing a projectile out which hooks onto an object. The projectile then launches a rope-attached claw, which attaches to a second object. Once both are connected, they are pulled together. Batman can use this to knock enemies together, slam heavy objects into foes, or string objects up
Note: The user can only use two of these items per turn, meaning if he chooses to throw Batarangs, he can only use one other item that turn.
Note: Can only be used by Batman and those who are his Apprentices.
Note: Most of these items can only be used outside of battle, with the obvious exceptions.
 
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Vex

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Technique Name: Batsuit
EXP: 20
Type: Technology
Rank: B
Description: The Batsuit is made of hardened kevlar plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of armor over a more flexible bodysuit for greater mobility. But as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. The Batsuit's cowl is a separate component inspired by the design of motorcycle helmets, allowing the wearer to freely swivel and move his neck without moving the rest of his upper torso. The armor is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. Made of a graphite material, the cowl acts as a protective helmet. Also, a strong electric current runs through it that prevents anyone except Batman from removing it to further protect his identity. The blades on the sides of Batman's gauntlets are now retractable and are capable of firing outwards as projectiles. The gauntlets contain not only Batman's signature spiked blades but also a hardened mini computer and remote for his vehicles, once gained. An advanced eavesdropping device is concealed within the cowl's right ear and enables Batman to listen in on conversations from a distance. Batman's cape is made of "memory cloth", it is essentially flexible in its normal state, but becomes semi-rigid in a fixed form (Batman's wings) when an electric current is passed through it from the microcircuits in the palms of his gloves. has the ability to fold into a backpack shape, if needed. The Batsuit also has "sonar-vision", where signals emitted by mobile phones are converted into images in a similar way to echolocation, in which bats use sound to see. In order to view the images, lenses fold down from Batman's cowl to cover his eyes.

Note: Due to the hardened Kevlar, the armor grants Batman a Durability boost of +10 as well as +5 to speed and +5 to Strength.
Note: Sonar Vision can be activated passively but lasts only 4 turns max each usage with a 3 turn charging period.
Note: The electric current causes small damage, just enough to force an opponent back 5 meters yet doesn't cause significant damage.
Note: Projectiles from gauntlets deal 25% of the users Strength.
Note: Covers everywhere except mouth area.

Looks like:
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Technique Name: Utility Belt
EXP: 5
Type: Technology
Rank: D
Description: Although seemingly unremarkable in appearance, the utility belt is one of Batman's most important tools in fighting crime. Consisting primarily of a strap and buckle, the utility belt houses ten pouches or cylindrical cartridges that are attached to the outside of the belt. The buckle itself typically contains a miniature camera and a tape recorder. A secondary compartment behind the length of the belt houses Batman's supply of Batarangs. Each of the ten pouches or cylinders contains various tools integral to Batman's war on crime, with the cylinders being interchangeable with each other. Through the years, Batman has modified the contents of his belt to accommodate various crime-fighting scenarios. The belt is shown to be able to electrocute any villain who even touches it. It can also release stun gas to prevent tampering. The belt's compartments are locked and only Batman knows how to open them. While it does not hold Batman's more advanced tools, it houses all his basic utilities such as:

  • Grapple Gun - for ascension of buildings at high speeds, to boost gliding ability, disarming criminals from a distance and opening up heavy doors.
  • Line Launcher - Fires a parallel line in opposite directions to accelerate over distant obstacles or tightrope walk across silently.
  • 10 Basic Batarang - for disabling thugs, opening doors or destroying things.
  • Freeze Grenades - disables thugs by freezing them in place or creating floating ice for Batman to safely navigate bodies of water
  • Disruptor - Disables mines and various firearms.
  • Cryptographic Sequencer - Computer and communicator allowing Batman to hack into various systems and open various electronically locked doors.
  • Explosive gel - Allows Batman to spray stable explosive and demolish obstacles and walls and destroy hazardous materials.
  • Smoke pellets - create a cloud of smoke when thrown to mask Batman's presence to sneak up on armed opponents.
  • EMP gun: Used to disable any electrical equipment.
  • Remote claw: This gadget is used to join two objects and pull them together. It works by firing a projectile out which hooks onto an object. The projectile then launches a rope-attached claw, which attaches to a second object. Once both are connected, they are pulled together. Batman can use this to knock enemies together, slam heavy objects into foes, or string objects up
Note: The user can only use two of these items per turn, meaning if he chooses to throw Batarangs, he can only use one other item that turn.
Note: Can only be used by Batman and those who are his Apprentices.
Note: Most of these items can only be used outside of battle, with the obvious exceptions.
Batsuit:
-Declined Do Not Resubmit, I really like this. However, I don't think wearing hardened kevlar would give you a speed boost. Also, specify how many retracktable gauntlets you carry on you z.z. Electrical current attack is good, but being able to push back an opponent should be dependent on their rank. I.E 0-10 durability pushed back 5 meters, 11-20 [4 meters], 21-30 [3 meters] and so on and so forth.

Utility Belt:

-Approved. However, the EMP/Cryptographic Sequences should be limited in that it won't effect specialized pieces of technology above, say, C rank. Otherwise, you'd pretty much invalidate technological natured bios.

Edit: -Update Approved
 
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Lord of Kaos

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Batsuit:
-Declined Do Not Resubmit, I really like this. However, I don't think wearing hardened kevlar would give you a speed boost. Also, specify how many retracktable gauntlets you carry on you z.z. Electrical current attack is good, but being able to push back an opponent should be dependent on their rank. I.E 0-10 durability pushed back 5 meters, 11-20 [4 meters], 21-30 [3 meters] and so on and so forth.

Utility Belt:

-Approved. However, the EMP/Cryptographic Sequences should be limited in that it won't effect specialized pieces of technology above, say, C rank. Otherwise, you'd pretty much invalidate technological natured bios.
Technique Name: Batsuit
EXP: 20
Type: Technology
Rank: B
Description: The Batsuit is made of hardened kevlar plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of armor over a more flexible bodysuit for greater mobility. But as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. The Batsuit's cowl is a separate component inspired by the design of motorcycle helmets, allowing the wearer to freely swivel and move his neck without moving the rest of his upper torso. The armor is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. Made of a graphite material, the cowl acts as a protective helmet. Also, a strong electric current runs through it that prevents anyone except Batman from removing it to further protect his identity. The 3 blades on the sides of Batman's gauntlets are now retractable and are capable of firing outwards as projectiles. The gauntlets contain not only Batman's signature spiked blades but also a hardened mini computer and remote for his vehicles, once gained. An advanced eavesdropping device is concealed within the cowl's right ear and enables Batman to listen in on conversations from a distance. Batman's cape is made of "memory cloth", it is essentially flexible in its normal state, but becomes semi-rigid in a fixed form (Batman's wings) when an electric current is passed through it from the microcircuits in the palms of his gloves. has the ability to fold into a backpack shape, if needed. The Batsuit also has "sonar-vision", where signals emitted by mobile phones are converted into images in a similar way to echolocation, in which bats use sound to see. In order to view the images, lenses fold down from Batman's cowl to cover his eyes.

Note: Due to the hardened Kevlar, the armor grants Batman a Durability boost of +10 as well as +5 to speed and +5 to Strength.
Note: Sonar Vision can be activated passively but lasts only 4 turns max each usage with a 3 turn charging period.
Note: The electric current causes small damage, just enough to force an opponent back 5 meters max doesn't cause significant damage. Those with Durability of higher than 50 but lower than 80 are forced back a meter max, those with Durability lower than 20 are blasted into Mid range. Durability of higher than 80 only causes temporary paralysis.
Note: Projectiles from gauntlets deal 10 damage.
Note: Covers everywhere except mouth area.

Looks like:
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jagged

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Technique Name: Expulsion
EXP: 20
Type: Mutation
Rank: B
Description: The core ability of exodus is to produce and control gamma and acoustic radiation, with this in mind Exodus initiates the technique by constantly expelling large amounts of gamma radiation up to mid range. Gamma radiation has the distinct trait of breaking down and destroying the Dna of living beings, traits of what will now be referred to as "gamma radiation poisoning" is the occurrence of sever nausea and hemorrhagic symptoms,any living being touched by the gamma radiation recieves a -20 to health, and -10 to intelligence each turn. Gamma radiation can be identified by its green gaseous color and unlike other radiations it has the distinct ability to harbor in clothes and items it so happens to touch, items that have been contaminated with gamma radiation now inflict the above effects if touched by living flesh, this does not prove true for led however as gamma radiation cannot contaminate it.

Note: upon activation the technique remains passive until the user is in someway incopacitated.
Note: Led items can not be contaminated by the radiation


Technique Name: Acoustic manipulation
EXP: 5
Type: mutation
Rank: D
Description: Another core ability of exodus grants the user control over sound waves, at any point in time the user can manipulate a simple sound to be become aggravatingly high or to a completely muted mode. High pitched sounds have the pronounced effect of disorienting anyone who hears them granting a -10 to intelligence .

Note: debuff lasts only one turn, initial attack does 10 dmg
 
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Shady Doctor

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-Declined
Impervious, and able to fire energy blasts the same rank as the user? Make it clear what levels of attacks are able to destroy this board - keep in mind it's only a D rank. The imprisonment ability can only imprison someone in a manner where it's possible to break out and the initial 'beam' used to imprison needs to be avoidable. Tone down the board's energy attacks lol, 41 damage energy attacks that 'rank up' with you? It's essentially fighting two people.

My recommendation is to tone this down a lot, then to keep updating it as you rank up, slowly increasing its effects and abilities.
Technique Name: Cosmic board
EXP: 5
Type: Equipment
Rank: D
Description: The Surfer's board is composed of a nearly impervious, cosmically powered silvery material that is similar to his own skin. The board is mentally linked to the Surfer and moves in response to his mental commands even when he is not in physical contact with it. The board is nearly indestructible, but on those rare occasions when it has been damaged or destroyed, the Surfer has proven able to repair it, or even recreate it, with little effort. The Surfer can attack opponents remotely by directing the board against them physically, delivering blunt damage. The board is capable of absorbing and imprisoning other beings or objects, at least temporarily. This is done by shooting a wide beam of energy that only reaches about 5m away from the board in an omnidirectional fashion, taking in up to 1 person or object. The Board has the ability to absorb cosmic energy albeit on a smaller scale than the surfer. This allows the board to transfer energy to The Surfer in order to empower his cosmic and physical abilities while they are in contact . With the board giving even more power than the Surfer naturally takes in, he'd gain a power augmentation to his attacks and defenses (Spd and Dur) adding +5 to each.

Note: The board itself doesn't need "activation" seeing as it was created with the Surfer when obtaining his abilities. This serves as an extension of the Surfer so is always present unless otherwise stated
Note: The Board's damage when used to attack and defend is D-rank, taking C-rank attacks to destroy or break it. Once it is destroyed or damaged it takes 1 turn for it to repair or recreate itself.
Note: The ability to "Capture" Someone within the board is dependent on the Surfer's Energy stat and can only capture someone with a lower Energy stat than the surfer. This only lasts 1 turn. Once captured, it is possible to break out with raw strength higher than the Surfer's energy which holds them in. Or can be countered by gadgets or powers 1 rank higher within reason (Teleporting, energy attack, etc.).
Note: Each Ability of the board costs a move to use.
 

Axle

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Technique Name: Is That it?
EXP: 10
Type: Mutation
Rank: C
Description: A regenerative factor that heals damage +10 every usage. This healing factor deals with major/minor cuts and burns as well as internal damage. The user cannot however repair from major damages in a single turn, it will take up to the number of turns for the regenerative factor to equal or surpass the amount of damage dealt from the wound.

Technique Name: Heightened senses
EXP: 5
Type: Mutant
Rank: D
Description: The user has the ability to augment their five senses for tracking, combat, or personal purposes.
-Passive

Technique Name: Trigger
EXP: 10
Type: Science
Rank: C
Description: The user hits a kill switch in their mind which passively augments their senses, bloodlust, willpower, and increases speed by +10. The user's intelligence decreases by -10 from being blinded by the user's own rage.
 
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Vex

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Technique Name: Batsuit
EXP: 20
Type: Technology
Rank: B
Description: The Batsuit is made of hardened kevlar plates on titanium-dipped tri-weave fibers and is broken into multiple pieces of armor over a more flexible bodysuit for greater mobility. But as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. The Batsuit's cowl is a separate component inspired by the design of motorcycle helmets, allowing the wearer to freely swivel and move his neck without moving the rest of his upper torso. The armor is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. Made of a graphite material, the cowl acts as a protective helmet. Also, a strong electric current runs through it that prevents anyone except Batman from removing it to further protect his identity. The 3 blades on the sides of Batman's gauntlets are now retractable and are capable of firing outwards as projectiles. The gauntlets contain not only Batman's signature spiked blades but also a hardened mini computer and remote for his vehicles, once gained. An advanced eavesdropping device is concealed within the cowl's right ear and enables Batman to listen in on conversations from a distance. Batman's cape is made of "memory cloth", it is essentially flexible in its normal state, but becomes semi-rigid in a fixed form (Batman's wings) when an electric current is passed through it from the microcircuits in the palms of his gloves. has the ability to fold into a backpack shape, if needed. The Batsuit also has "sonar-vision", where signals emitted by mobile phones are converted into images in a similar way to echolocation, in which bats use sound to see. In order to view the images, lenses fold down from Batman's cowl to cover his eyes.

Note: Due to the hardened Kevlar, the armor grants Batman a Durability boost of +10 and +10 to Strength.
Note: Sonar Vision can be activated passively but lasts only 4 turns max each usage with a 3 turn charging period.
Note: The electric current causes small damage, just enough to force an opponent back 5 meters max doesn't cause significant damage. Those with Durability of higher than 50 but lower than 80 are forced back a meter max, those with Durability lower than 20 are blasted into Mid range. Durability of higher than 80 only causes temporary paralysis.
Note: Projectiles from gauntlets deal 10 damage.
Note: Covers everywhere except mouth area.

Looks like:
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-Approved

Technique Name: Cosmic board
EXP: 5
Type: Equipment
Rank: D
Description: The Surfer's board is composed of a nearly impervious, cosmically powered silvery material that is similar to his own skin. The board is mentally linked to the Surfer and moves in response to his mental commands even when he is not in physical contact with it. The board is nearly indestructible, but on those rare occasions when it has been damaged or destroyed, the Surfer has proven able to repair it, or even recreate it, with little effort. The Surfer can attack opponents remotely by directing the board against them physically, delivering blunt damage. The board is capable of absorbing and imprisoning other beings or objects, at least temporarily. This is done by shooting a wide beam of energy that only reaches about 5m away from the board in an omnidirectional fashion, taking in up to 1 person or object. The Board has the ability to absorb cosmic energy albeit on a smaller scale than the surfer. This allows the board to transfer energy to The Surfer in order to empower his cosmic and physical abilities while they are in contact . With the board giving even more power than the Surfer naturally takes in, he'd gain a power augmentation to his attacks and defenses (Spd and Dur) adding +5 to each.

Note: The board itself doesn't need "activation" seeing as it was created with the Surfer when obtaining his abilities. This serves as an extension of the Surfer so is always present unless otherwise stated
Note: The Board's damage when used to attack and defend is D-rank, taking C-rank attacks to destroy or break it. Once it is destroyed or damaged it takes 1 turn for it to repair or recreate itself.
Note: The ability to "Capture" Someone within the board is dependent on the Surfer's Energy stat and can only capture someone with a lower Energy stat than the surfer. This only lasts 1 turn. Once captured, it is possible to break out with raw strength higher than the Surfer's energy which holds them in. Or can be countered by gadgets or powers 1 rank higher within reason (Teleporting, energy attack, etc.).
Note: Each Ability of the board costs a move to use.
-Approved




Technique Name: Savage Hulk
EXP: 20
Type: Science
Rank: B
Description: Bruce's anger gets the better of him, and causes his adrenal glands to pump pure adrenaline into his muscles. He gains a massive power boost, and becomes able to withstand much more damage (Stats Specified in bio . However, consequently, Bruce's mental faculties are reduced to those of a five year old. Due to the transformation being reliant on stress levels, Bruce is able to transform within seconds of being placed into a dangerous situation.

Technique Name: Gamma Bomb
EXP: 5
Type: Technology
Rank: E
Description: Gamma Bombs are the products of Bruce Banner's intensive research with Gamma Radiation. Using a specialized polymer that he himself developed, Banner is able to contain bursts of gamma radiation in the size of marbles. These are able to be used as small explosives, each able to blast through medium sheets of metal and dealing 20 damage each. However, this is damage from the explosives themselves. The radiation would deal an additional 5 damage to anyone within a five meter radius, unless they are able to absorb energy/radiation through a power. In which case, they'd gain an additional five points towards any attribute they would like per bomb. Either wise, they would simply take five damage total (no matter the number of bombs), unless they had some sort of quick defense which protected against radiation (green Lantern barriers, flash being able to run away from it, etc.)

Note: Able to carry 10 bombs max
Note: Once the user runs out, he is out of bombs for the duration of the event/battle until he returns to his base to make more.
 
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Panthalassa

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REMEMBER TO LINK YOUR BIO!

That Clears things up :3

Bio :

Technique Name: "Ouchie My Finger"
EXP: 20
Type: Science
Rank: B
Description:
Deadpool's Core Ability is his superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. This is the Less Advanced Version of his Healing Factor, being able to heal Small Cuts, Bruises - 1st and 2nd Degree Burns, Deep Cuts, Bullet Wounds, Small Chunks of Flesh.

If Deadpool is Damaged from wounds like these he will regain + 5 HP every two turns until the damage that pertains to that attack is fully healed (Unless There is an affect that doesn't allow him too fully heal). If He takes Damage that exceeds these sort of wounds then he will not Regenerate and the Damage will apply normally to his HP.

Notes : The Removal of Body Parts, Destroyed Organs, Third Degree Burns, Impalement will not regenerate Deadpool.
Notes : Deadpool still feels the Damage, he just has a High Pain Tolerance and can move around normally.
"Well I better start collecting More EXP by slaying dragons so I can get Better Skills."
Approved ~ With edits. If you're damaged with more severity that that you can heal, your health decreases. If you suffer minor injuries on top of that, you will be able to heal those minor injuries up to the health you had previously, not full health.

Btw, ask Vex to check them guns, they're items.

Technique Name:Demonic Shroud
EXP: 20
Type: Magic
Rank: B
Description:The Demonic Shroud is a common technique within Demonic Magic. The technique is invoked by the user forcibly manifesting a large amount of demonic energy from their soul and infusing it through their body, causing their eyes to change to their demonic color/form, though this can be turned off as it is cosmetic. The flow of energy gives off a smoky, black aura from the user's skin, reaching a quarter foot outwards. This aura, also cosmetic, is the result of the Demonic Shroud empowering the user's body, granting a +10 boost to the Demon's Strength, Speed, and Durability. However, this boost in power is temporary, lasting for four turns maximum and having a two-turn cooldown in between usages.
That first one is too powerful for the rank. At B rank I'll allow +10 to one of the stat for that duration of time, or +5 to all of those stats. Pick one and resubmit.

Technique Name:Telekinetic Grab
EXP:5
Type: Magic
Rank: D
Description:This technique grants a demon the ability to move small objects from a distance up to mid-range. By infusing a small amount of their demonic energy into an object, the user can pull, lift, throw, or otherwise manipulate the position of inanimate objects such as knives, guns, stones, etc. Larger or living/organic objects, such as cars, people or body parts cannot be controlled through this ability. With focus, the user can control up to three small objects at the same time, but is unable to use any other demonic powers while using it, otherwise the user can control only a single object.
Approved ~ With edits

Technique Name: Expulsion
EXP: 20
Type: Mutation
Rank: B
Description: The core ability of exodus is to produce and control gamma and acoustic radiation, with this in mind Exodus initiates the technique by constantly expelling large amounts of gamma radiation up to mid range. Gamma radiation has the distinct trait of breaking down and destroying the Dna of living beings, traits of what will now be referred to as "gamma radiation poisoning" is the occurrence of sever nausea and hemorrhagic symptoms,any living being touched by the gamma radiation receives damage according to 50% of his Energy Status, in relation to the target's Durability attribute and -5 to intelligence every 2 turns. Gamma radiation can be identified by its green gaseous color and unlike other radiations it has the distinct ability to harbor in clothes and items it so happens to touch, items that have been contaminated with gamma radiation now inflict the above effects if touched by living flesh, this does not prove true for led however as gamma radiation cannot contaminate it.

Note: upon activation the technique remains passive until the user is in someway incapacitated. Though it also means he is unable to perform other Radiation related techniques.
Note: Led items can not be contaminated by the radiation
Approved ~ With edits

Technique Name: Acoustic manipulation
EXP: 5
Type: mutation
Rank: D
Description: Another core ability of exodus grants the user control over sound waves, at any point in time the user can manipulate a simple sound to be become aggravatingly high or to a completely muted mode. High pitched sounds have the pronounced effect of disorienting anyone who hears them granting a -5 to intelligence.

Note: Debuff lasts 1 turn.
Approved ~ With edits



Technique Name: Is That it?
EXP: 10
Type: Mutation
Rank: C
Description: A regenerative factor that heals damage +10 every usage. This healing factor deals with major/minor cuts and burns as well as internal damage. The user cannot however repair from major damages in a single turn, it will take up to the number of turns for the regenerative factor to equal or surpass the amount of damage dealt from the wound.

Note: Can't be used on consecutive turns.
Note: Can't heal more than 50 Health points.
Note: Can't heal damage from 3rd Degree Burns, Severed Limbs or Missing Organs.
Approved ~ With Edits

Technique Name: Heightened senses
EXP: 5
Type: Mutant
Rank: D
Description: The user has the ability to augment their five senses for tracking, combat, or personal purposes.
-Passive
Approved

Technique Name: Trigger
EXP: 10
Type: Science
Rank: C
Description: The user hits a kill switch in their mind which passively augments their senses, bloodlust, willpower, and increases speed by +10. The user's intelligence decreases by -10 from being blinded by the user's own rage.
Approved

Technique Name: Savage Hulk
EXP: 20
Type: Science
Rank: B
Description: Bruce's anger gets the better of him, and causes his adrenal glands to pump pure adrenaline into his muscles. He gains a massive power boost, and becomes able to withstand much more damage (Stats Specified in bio . However, consequently, Bruce's mental faculties are reduced to those of a five year old. Due to the transformation being reliant on stress levels, Bruce is able to transform within seconds of being placed into a dangerous situation.
Approved

Technique Name: Gamma Bomb
EXP: 5
Type: Technology
Rank: E
Description: Gamma Bombs are the products of Bruce Banner's intensive research with Gamma Radiation. Using a specialized polymer that he himself developed, Banner is able to contain bursts of gamma radiation in the size of marbles. These are able to be used as small explosives, each able to blast through thin sheets of metal and dealing 5 damage each. However, this is damage from the explosives themselves. The radiation would deal an additional 5 damage to anyone within a five meter radius, unless they are able to absorb energy/radiation through a power. Either wise, they would simply take five damage total (no matter the number of bombs), unless they had some sort of quick defense which protected against radiation (green Lantern barriers, flash being able to run away from it, etc.)

Note: Able to carry 10 bombs max
Note: Once the user runs out, he is out of bombs for the duration of the event/battle until he returns to his base to make more.
Approved ~ With Edits. I removed your power up effects, probably not good to allow an E rank that could get you a +50 stat boost.
 
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Panthalassa

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Technique Name: Water Juggling
EXP: 5
Type: Magic
Rank: D
Description: The user is able to conjure water from Panthalassa's Realm, and manipulate it in freestyle. The range of the water follows the ability's range restrictions. The user is capable of controlling an amount equivalent to a pilates ball, and mold it into a myriad of shapes and objects, splitting it up as long as the volume remains the same.

Technique Name: Beast Act ~ Stanislau
EXP: 10
Type: Magic
Rank: C
Description: Stanislau is an umbrella name for a series of basic servant from Panthalassa's Realm. The user conjures a small-ape looking creatures that mature into a great black gorillas soaked in water. They're a slower summon, at 1/2 the user's Energy Attribute, but quite durable and strong, following the user's Energy Attribute, serving as a good tank without any other special abilities.

Note: Can only summon one Stanislau per usage.

Both Approved
 
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Akuma

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Technique Name: Mjolnir
EXP: 20
Type: Magic/Equipment
Rank: B
Description: Odin ordered the Dwarves of Nidavellir to forge Mjölnir. The blacksmiths Eitri, Brokk, and Buri used the core of a star as the mold. Mjölnir obeys Thor’s commands as though it were alive, and if Thor’s will is strong enough, the hammer can pass through nearly any barrier to reach him should he so choose; Mjölnir will even carve its way through the very center of a plant to get back to THor. Mjölnir can also transform Thor into his civilian guises. When Thor is a civilian, the hammer most often becomes an old wooden cane. While employing a mortal guise, Thor would transform back into his mortal form if he was separated from Mjölnir for more than 60 seconds. The 60 second enchantment is no longer in effect. Mjölnir can be used both offensively and defensively. Thor often uses the hammer as a physical weapon, with almost nothing being capable of withstanding a hammer blow or throw. Mjolnir is constantly storing energy, and when used by Thor as a medium to unlease magic attacks/lightning/thunder, it adds a boost in damage to the attack. Mjolnir main ability is Lightning Creation and Generation aswell as Energy Generation, using this ability, Thor can use it to fly, generate lightning strikes, bolts, lightning clones, lightning animals, barriers, absorbation of lightning and these all can deal up to 40 damage. Thor can use lightning to enhance his speed at move at lightning speed and body strength; natural or generation, all lightning is at his mercy to use and manipulate. The Manipulation of the element goes as far as manipulate the elements of a Storm, causing for Thor to generate Blizzards, tidal waves, thunderstorms, rain and earthquakes and it's Energy Generation allows Thor to generate any object or mass of energy with a given shape or property. Mjolnir is 'Worthiness Enhanced' This enchantment surrounding Mjölnir prevents it from being wielded by anyone save those who have been found worthy. To anyone else but Thor, Mjölnir cannot be lifted from the ground nor wrested from Thor’s grip. Thor can also will unto others the ability to wield the mystical hammer, bypassing the worthiness enchantment, and also empower them with his own abilities. As long as he is alive, no one but himself is able to wield the hammer (unles he will's it unto them). The enchantment is so powerful that even with the hammer cut in half, its still in effect.

Note: Due to Mjolnir enhancing Thor's body attributes with it's lightning energy, Thor gains a +20 boost in speed when harnessing the energy of Mjolnir to increase in speed, a +15 boost in strength, and +10 boost in Durability. Each time it's used the boosts drop -5 points.
Note: Aside from "Worthiness Enchantment" & "Mystical Link" which are passive abilities of Mjolnir, the other abilities count as a move when used.
Note: Mjnolnir's Energy/Electrokinesis techniques have 40 points of defense and 40 points of attack damage, a freeform hit from Mjnolnir has the rank of C rank with a total of 10 damage.
Note: When using Energy/Lightning techniques that do not need Mjolnir, with Mjolnir as a medium, they gain +10 boost in damage using the stored energy in the hammer.
Looks:
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XZA

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Technique Name: Peek-a-Buu!
EXP: 5
Type: Magic
Rank: D
Description: Buu's body is comprised almost entirely out of an unkown substance which is pink and mimics rubber/clay. Buu has the ability to manipulate the ki found in his body to control the rubber substance making his body extremely malleable and elastic, allowing him to stretch, flatten, deform, expand, and contract parts of his body or every part of his body. As a Result, his body absorbs impact and blunt damage quite well, able to defend up to D Ranks and Freeform passively, but not sharp attacks.
However, the truly more dangerous abilities center around the many holes in his body, which allow him absorb and dispel air using his body to host large amounts of it, or push it through the holes, much like a canon which can be used to generate kinetic force for attacks, propelling the body of parts of it in the desired direction, granting a small burst of Speed (+5).

Technique Name: Buu Style: Pink Matter
EXP: 10
Type: Magic
Rank: C
Description: Another versatile and useful technique, in which the user generates and manipulates Ki from their person in order to attack/defend/supplement them. The user can shape them into whatever construct he pleases, however not escaping a 4x4x4 meter parameters. The Ki is pink in color and can either be translucent or extremely bright. The user can even manipulate even after releasing from their body with hand gestures, reshaping it or changing it's directions.
 
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Zaphkiel

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.

Technique Name: Godspeed
EXP: 20
Type: Mutant
Rank: B
Description: Using his superhuman physiology, Clark is able to reach speeds near untraceable by the human. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. In the air, if sustained long enough, Clark can reach Mach speeds and on ground he's fast enough to dodge a speeding bullet. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.

Note: Can only be used once a turn
Note: While active Clark gains a +10 boost to his speed on ground and +15 in the air.
Note: If used consecutively with a melee move Clark's Strength is boosted by +20 for that one melee move in question. After this he must wait 2 turns to boost another melee attack.

Technique Name: Radiative Vision
EXP: 5
Type: Mutant
Rank: C
Description: By harvesting his stored Solar Energy Clark can emit focused beams of radiation from his pupils that, with enough concentration can be used offensively and in a supplementary manner. In the offensive way Clark can fire beams of high energy lasers at his targets that can reach up to mid ranged. These beams aren't really dangerous, they can deliver third degree burns to regular human skin and melt traditional metals like Iron and Copper. But if left trained on a target these lasers can become quite dangerous. For more "strategic" uses Clark can also tone down the radiation to provide X-Ray Vision. With this he can see through people and objects up to mid ranged. The X-Ray doesn't hurt people or things.

Note: Laser Vision aspect costs a move while X-Ray can be used passively for a max of 3 turns per use. After which it takes 2 turn to recharge.
 
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Punk Hazard

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That first one is too powerful for the rank. At B rank I'll allow +10 to one of the stat for that duration of time, or +5 to all of those stats. Pick one and resubmit.
Link to bio


Technique Name:Demonic Shroud
EXP: 20
Type: Magic
Rank: B
Description:The Demonic Shroud is a common technique within Demonic Magic. The technique is invoked by the user forcibly manifesting a large amount of demonic energy from their soul and infusing it through their body, causing their eyes to change to their demonic color/form, though this can be turned off as it is cosmetic. The flow of energy gives off a smoky, black aura from the user's skin, reaching a quarter foot outwards. This aura, also cosmetic, is the result of the Demonic Shroud empowering the user's body, granting a +10 boost to the Demon's Strength, Speed, and Durability. However, this boost in power is temporary, lasting for four turns maximum and having a two-turn cooldown in between usages.

Technique Name:Telekinetic Grab
EXP:5
Type: Magic
Rank: D
Description:This technique grants a demon the ability to move small objects from a distance. By infusing a small amount of their demonic energy into an object, the user can pull, lift, throw, or otherwise manipulate the position of inanimate objects such as knives, guns, stones, etc. Larger or living/organic objects, such as cars, people or body parts cannot be controlled through this ability. With focus, the user can control up to three small objects at the same time, but is unable to use any other demonic powers while using it.
Technique Name:Demonic Shroud
EXP: 20
Type: Magic
Rank: B
Description:The Demonic Shroud is a common technique within Demonic Magic. The technique is invoked by the user forcibly manifesting a large amount of demonic energy from their soul and infusing it through their body, causing their eyes to change to their demonic color/form, though this can be turned off as it is cosmetic. The flow of energy gives off a smoky, black aura from the user's skin, reaching a quarter foot outwards. This aura, also cosmetic, is the result of the Demonic Shroud empowering the user's body, granting a +10 boost to either Demon's Strength, Speed, and Durability, but not more than one at the same time. However, this boost in power is temporary, lasting for four turns maximum and having a two-turn cooldown in between usages.
 
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