[LoT] Custom Techniques Submission

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jagged

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Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3), as they will have no autonomy of their own. Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 20% of energy damage and a -5 to intellect per turn afterwards, up to 2 turns without re-contact. Clones will be able to induce the Radiation Poisoning, at half the damage ( 10% ), but their damage is Energy based otherwise. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation, dealing 5% damage due to indirect contact. These radiation effects do not stack.

STR: 50
SPD: 50
ENE: 0
INT: 0
DUR: 0
TEC: 0

Approved ~ With Edits. Without ENE, your clones won't be able to use most of your techniques. You can, though, create STR based techniques for them to use ( or yourself ). If you specifically mention they're for your clones, I'll allow your ENE stat to be the main attribute, otherwise you'll have to upgrade your STR in order to submit high ranked techniques. Also, without INT, your clones are just puppets, they won't have a mind of their own.




Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3), as they will have no autonomy of their own. Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 20% of energy damage and a -5 to intellect per turn afterwards, up to 2 turns without re-contact. Clones will be able to induce the Radiation Poisoning, at half the damage ( 10% ), but their damage is Strength-based otherwise. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation, dealing 5% damage due to indirect contact. These radiation effects do not stack.

STR: 0
SPD: 50
ENE: 50
INT: 0
DUR: 0
TEC: 0
 
Last edited:

Lord of Kaos

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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.
Approved, this is cool as shit

Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3), as they will have no autonomy of their own. Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 20% of energy damage and a -5 to intellect per turn afterwards, up to 2 turns without re-contact. Clones will be able to induce the Radiation Poisoning, at half the damage ( 10% ), but their damage is Energy based otherwise. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation, dealing 5% damage due to indirect contact. These radiation effects do not stack.

STR: 50
SPD: 50
ENE: 0
INT: 0
DUR: 0
TEC: 0

Approved ~ With Edits. Without ENE, your clones won't be able to use most of your techniques. You can, though, create STR based techniques for them to use ( or yourself ). If you specifically mention they're for your clones, I'll allow your ENE stat to be the main attribute, otherwise you'll have to upgrade your STR in order to submit high ranked techniques. Also, without INT, your clones are just puppets, they won't have a mind of their own.




Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3), as they will have no autonomy of their own. Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 20% of energy damage and a -5 to intellect per turn afterwards, up to 2 turns without re-contact. Clones will be able to induce the Radiation Poisoning, at half the damage ( 10% ), but their damage is Strength-based otherwise. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation, dealing 5% damage due to indirect contact. These radiation effects do not stack.

STR: 0
SPD: 50
ENE: 50
INT: 0
DUR: 0
TEC: 0
Approved, edited parts.
 

ReXii

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Technique Name: Martian Mind Over Matter
EXP: 20
Type: Mutant
Rank: B
Description: Martian Mind Over Matter is a unique part of the Martian Manhunters skill set. Essentially this ability allows him to access the telekinetic and telepathic abilities of his people. Once activated Manhunter is capable of moving things, or people via telekinetic power based on his energy stat. Additionally he is capable of invading the mind of his opponents to gauge a rough idea of what they are planning to do in a combat situation, however this is limited and is not true precognition but it does contribute to the Manhunters intelligence stat to allow him to track things slightly better as he can somewhat predict what is about to happen. His telekinetic abilities cause 60% of his energy stat as damage and this counts as a move slot each time it's used. Using this ability grants the Manhunter a stat boost however he may not use any other stat boosting abilities whilst this is in effect. The final ability of this technique allows the Manhunter to use a psychic pulse like ability to blast his opponents brain making him feel groggy and dazed, lowering his intelligence by 10 for three turns.
Note: Once activated Manhunter gains +10 INT and +10 ENE and this lasts till the end of the fight.
Note: Once activated this ability remains active for the duration of the battle.
Note: Using any of the telekinetic or psychic pulse related abilities costs a move slot per usage.

Technique Name: Martian Berserker
EXP: 20
Type: Mutant
Rank: B
Description: Martian Berserker is an alternate usage of Manhunters psychic power along with his unique physiology. The manhunter will be able to alter the shape of his limbs for either offensive or defensive or even supplemental usages. Once the limbs have been altered. I.E causing the arm to become much longer to grab someone at range or to become much wider to act as a shield. Manhunter will use the limb as a focal point for his psychic power. Using the telekinetic force ability to greatly augment his strikes based on his energy statistic. Causing his next normal freeform attack to cause greatly increased damage, 60% of his ENE stat is the exact amount of damage caused. This technique can only be used to augment one limb at a time and one attack, meaning if the user wanted to augment 3 limbs to strike an opponent he would need to use this technique three times.

Technique Name: Martian Regeneration
EXP: 20
Type: Mutant
Rank: B
Description: Martian Regeneration is the Manhunters unique physiology allowing him to regenerate and regrow and heal parts of his body. Once activated this technique will begin healing immediately but will take a number of turns to reach great effect. The technique lasts for three turns. During the first turn Manhunter heals for 10% of his energy stat, on the second it's 20% and on the third it's 30%. This technique allows himself to repair his body from almost any condition however it can't be used if he's lost a battle, it can only be used to regenerate HP if he actually has some HP.
Note: Once activated this ability remains active for three turns and the ability can only be used three times.
 
Last edited:

jagged

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B]Technique Name:[/B] Earth ADempt
EXP: 20
Type: mutant
Rank: B
Description: using the same principles as his last technique that involved lifting objects contaminated by gamma radiation by levitating the radiation itself and thus the item the user will manipulate nearby earth contaminated by radiation. The user can skillfully mold earth into any shape he desires by manipulating the radiation found in the earth to move in a certain shape and Thus the earth will fallow suit, in addition the user can change the form of the contaminated earth into that of soft mud by manipulating the gamma found inside to mimick the properties and texture of water( turning the radiation into a liquid) and thus hydrating the earth into its mud state. The user can also reharden the wet earth by turning the now liquid radiation into its previous form and thus causing the earth to harden To stone in a sort of petrification. Any person petrified by this technique recieves a -10 to speed until the earth surrounding the limb is destroyed by the same rank technique or higher( you take half the dmg as you are hitting your own limb).All attacks from this technique uses 60% of the users ENE stat. If the body of the opponent is fully petrified the opponent needs the same or more STR than the users ENE to break out of the petrification.




B]Technique Name:[/B] Vibration shift
EXP: 20
Type: mutant
Rank: B
Description: Tapping into his power of vibration the user will vibrate his bod fast enough to let objects and attacks phase through him. Limbs that phase theough the user inherits some of the intense vibrations resulting in shaking (-10 to speed) for 2 turns. The user can phase through B rank and Below attacks only once the whole turn and this technique can be used only once that turn.
 
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Howard

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Technique Name: Thrill of the Hunt
EXP: 5
Type: Mutation
Rank: D
Description: Beast Boy or another shapeshifter augments their senses allowing for varying applications such as infrared sensing, night vision, ultraviolet sight, electromagnetic sensing, heightened sound perception, heightened or dulled sense of touch and pain, echo location and an increase in the sense of smell. He does this by augmenting the sensory organ related to that sense or creating a new organ to gain the sense putting it into his own body.

Any of the sight based sense augmentations allow the user to boost their eyesight to 20/5, meaning that what a normal person would need to be five feet away to see someone under the influence of this technique can see from twenty feet away meaning their sight is four times better. Heightened sound perception allows the user to hear whispers from roughly 30 meters away. Electromagnetic sensing allows the user to sense out various animals and people, and even sources of electricity. These abilities can be used by Beast Boy or any Shapeshifter he teaches how to do so. If desired the sense can boost the users intelligence by 10.
Note: Augmenting a sense is a passive action, unless the user wants to boost their intel with it
Note: Two different senses can be augmented at the same time eg: sight and sound but can't have multiple variations of the same sense eg: Nightvision and Infrared
 
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BlacKing

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Technique Name: Mimicry
EXP: 15
Type: Energy
Rank: D-C
Description: This passively active ability of Mimic's allows him to copy the abilities/skills/techniques/etc of anyone within a certain range of him (see bio for details). While this is active, Mimic can control these abilities/powers/fighting skill just as well as, if not better, than the person he took them from. Mimic can then use any technique's up to C Rank that the person(s) from whom he copied possesses. Power Grid Stat changes equate to equal to that of the person absorbed unless Mimic's PG Stat is already higher.
 

Alyx

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Approved bio:

Technique Name: Darkness Magic: Creations of the Demon
EXP: 20
Type: Magic
Rank: B – Rank
Description: This technique stands for Rose Yakushira’s generalized ability to control her power of Darkness. She can create solid structures of Darkness such as hands for gripping, controlled moving structures like animals and so on. These can be created up to mid-range away from her original point but controlled up to long range. She can also create pocket dimensions in which she can store objects for supplementary means or trap people within them and crush them within the void. The last and final use allows her to use Darkness Magic directly from her body in which she can sprout the Darkness in shapes such as extra limbs or by simply by becoming Darkness itself and allowing her to phase through tangible weaponry and magic(within reason).


Technique Name: Darkness Magic: Drain
EXP: 5
Type: Magic
Rank: D-Rank
Description: This technique is one of Rose Yakushira’s Darkness Magic unique form. Once Rose is within range to apply direct physical contact with her enemy she can use her Darkness to absorb the energy from them. This can apply to all origin types and in the case of technology she can absorb the power that might fuel said devices. While draining them, they are unable to temporarily utilize their powers thus needing to rely on physical combat to break her spell. This drain allows her to heal herself or to directly empower her Darkness.

Notes: Drains target’s strength -10 for each turn contact remains.
Notes: Empowerment increases her next offensive Magic by +10 or allows her to heal her Strength by +10(Both can’t be used at once).
 
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Lord of Kaos

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Technique Name: Martian Mind Over Matter
EXP: 20
Type: Mutant
Rank: B
Description: Martian Mind Over Matter is a unique part of the Martian Manhunters skill set. Essentially this ability allows him to access the telekinetic and telepathic abilities of his people. Once activated Manhunter is capable of moving things, or people via telekinetic power based on his energy stat. Additionally he is capable of invading the mind of his opponents to gauge a rough idea of what they are planning to do in a combat situation, however this is limited and is not true precognition but it does contribute to the Manhunters intelligence stat to allow him to track things slightly better as he can somewhat predict what is about to happen. His telekinetic abilities cause 60% of his energy stat as damage and this counts as a move slot each time it's used. Using this ability grants the Manhunter a stat boost however he may not use any other stat boosting abilities whilst this is in effect. The final ability of this technique allows the Manhunter to use a psychic pulse like ability to blast his opponents brain making him feel groggy and dazed, lowering his intelligence by 10 for three turns.
Note: Once activated Manhunter gains +10 INT and +10 ENE and this lasts till the end of the fight.
Note: Once activated this ability remains active for the duration of the battle.
Note: Using any of the telekinetic or psychic pulse related abilities costs a move slot per usage.
Approved

Technique Name: Martian Berserker
EXP: 20
Type: Mutant
Rank: B
Description: Martian Berserker is an alternate usage of Manhunters psychic power along with his unique physiology. The manhunter will be able to alter the shape of his limbs for either offensive or defensive or even supplemental usages. Once the limbs have been altered. I.E causing the arm to become much longer to grab someone at range or to become much wider to act as a shield. Manhunter will use the limb as a focal point for his psychic power. Using the telekinetic force ability to greatly augment his strikes based on his energy statistic. Causing his next normal freeform attack to cause greatly increased damage, 60% of his ENE stat is the exact amount of damage caused. This technique can only be used to augment one limb at a time and one attack, meaning if the user wanted to augment 3 limbs to strike an opponent he would need to use this technique three times.
Approved

Technique Name: Martian Regeneration
EXP: 20
Type: Mutant
Rank: B
Description: Martian Regeneration is the Manhunters unique physiology allowing him to regenerate and regrow and heal parts of his body. Once activated this technique will begin healing immediately but will take a number of turns to reach great effect. The technique lasts for three turns. During the first turn Manhunter heals for 10% of his base energy stat, on the second it's 20% and on the third it's 30%. This technique allows himself to repair his body from almost any condition however it can't be used if he's lost a battle, it can only be used to regenerate HP if he actually has some HP.
Note: Once activated this ability remains active for three turns and the ability can only be used three times.
Approved

B]Technique Name:[/B] Earth ADempt
EXP: 20
Type: mutant
Rank: B
Description: using the same principles as his last technique that involved lifting objects contaminated by gamma radiation by levitating the radiation itself and thus the item the user will manipulate nearby earth contaminated by radiation. The user can skillfully mold earth into any shape he desires by manipulating the radiation found in the earth to move in a certain shape and Thus the earth will fallow suit, in addition the user can change the form of the contaminated earth into that of soft mud by manipulating the gamma found inside to mimick the properties and texture of water( turning the radiation into a liquid) and thus hydrating the earth into its mud state. The user can also reharden the wet earth by turning the now liquid radiation into its previous form and thus causing the earth to harden To stone in a sort of petrification. Any person petrified by this technique recieves a -10 to speed until the earth surrounding the limb is destroyed by the same rank technique or higher( you take half the dmg as you are hitting your own limb).All attacks from this technique uses 60% of the users ENE stat. If the body of the opponent is fully petrified the opponent needs the same or more STR than the users ENE to break out of the petrification.
Lol, no. You aren't gaining terrakinesis abilities, don't try it.

Technique Name: Vibration shift
EXP: 20
Type: mutant
Rank: B
Description: Tapping into his power of vibration the user will vibrate his body fast enough to let objects and attacks phase through him. Limbs that phase theough the user inherits some of the intense vibrations resulting in shaking (-10 to speed) for 2 turns. The user can phase through B rank and Below physical attacks only once the whole turn and this technique can be used only once that turn.
Approved



Technique Name: Thrill of the Hunt
EXP: 5
Type: Mutation
Rank: D
Description: Beast Boy or another shapeshifter augments their senses allowing for varying applications such as infrared sensing, night vision, ultraviolet sight, electromagnetic sensing, heightened sound perception, heightened or dulled sense of touch and pain, echo location and an increase in the sense of smell. He does this by augmenting the sensory organ related to that sense or creating a new organ to gain the sense putting it into his own body.

Any of the sight based sense augmentations allow the user to boost their eyesight to 20/5, meaning that what a normal person would need to be five feet away to see someone under the influence of this technique can see from twenty feet away meaning their sight is four times better. Heightened sound perception allows the user to hear whispers from roughly 30 meters away. Electromagnetic sensing allows the user to sense out various animals and people, and even sources of electricity. These abilities can be used by Beast Boy or any Shapeshifter he teaches how to do so. If desired the sense can boost the users intelligence by 10.
Note: Augmenting a sense is a passive action, unless the user wants to boost their intel with it
Note: Two different senses can be augmented at the same time eg: sight and sound but can't have multiple variations of the same sense eg: Nightvision and Infrared
[COLOR="#B22222Approved[/COLOR][/I]

[QUOTE="Οraan, post: 20456866, member: 43979"]

Technique Name: Mimicry
EXP: 15
Type: Energy
Rank: D-C
Description: This passively active ability of Mimic's allows him to copy the abilities/skills/techniques/etc of anyone within a certain range of him (see bio for details). While this is active, Mimic can control these abilities/powers/fighting skill just as well as, if not better, than the person he took them from. Mimic can then use any technique's up to C Rank that the person(s) from whom he copied possesses. Power Grid Stat changes equate to equal to that of the person absorbed unless Mimic's PG Stat is already higher.[/QUOTE]

Approved, will be interesting to see how this is put to use.

Approved bio:

Technique Name: Darkness Magic: Creations of the Demon
EXP: 20
Type: Magic
Rank: B – Rank
Description: This technique stands for Rose Yakushira’s generalized ability to control her power of Darkness. She can create solid structures of Darkness such as hands for gripping, controlled moving structures like animals and so on. These can be created up to mid-range away from her original point but controlled up to long range. She can also create pocket dimensions in which she can store objects for supplementary means or trap people within them and crush them within the void. The last and final use allows her to use Darkness Magic directly from her body in which she can sprout the Darkness in shapes such as extra limbs or by simply by becoming Darkness itself and allowing her to phase through tangible weaponry and magic(within reason).
Approved

Technique Name: Darkness Magic: Drain
EXP: 5
Type: Magic
Rank: D-Rank
Description: This technique is one of Rose Yakushira’s Darkness Magic unique form. Once Rose is within range to apply direct physical contact with her enemy she can use her Darkness to absorb the energy from them. This can apply to all origin types and in the case of technology she can absorb the power that might fuel said devices. While draining them, they are unable to temporarily utilize their powers thus needing to rely on physical combat to break her spell. This drain allows her to heal herself or to directly empower her Darkness.

Notes: Drains target’s strength -10 for each turn contact remains.
Notes: Empowerment increases her next offensive Magic by +10 or allows her to heal her Strength by +10(Both can’t be used at once).
Declined, this is not a D rank level ability lol
 
Last edited:

jagged

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Technique Name: Sonic movement
EXP: 20
Type: mutant
Rank: B
Description: Tapping into his power of vibration and sound manipulation the user will propel his body forward fast enough to break the sound barrier and create a sonic boom up to mid range of the users position. The sonic boom happens immediately upon propulsion and acts as a sort of barrier for the user as he is running, the sonic boom uses 60% of the users ENE stat in damage and can deflect B rank and below techniques. While using this technique his speed gains a +10 increase, this technique can only be used once per turn.
 
Last edited:

Vegeta

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Current EXP: 35
Approved

-updating-
Technique Name: Mirakuru formula healing factor
EXP: 15
Type: Science
Rank: C
Description: Due to being injected with the Mirakuru formula, Slade has been granted a modestly accelerated healing factor which enables him to recover from physical injuries much faster than most humans, which supplies him with great longevity. This ability has limitations, as he can not regenerate lost eyes or limbs, although he can heal from fatal injuries such as being shot multiple times, stabbed with a sword through his vital organs or great impacts such as falls from great heights and hits from super strong metahumans. He can recover from otherwise fatal injuries, but the experience is traumatic. He has suffered from short-term periods of insanity and animalistic behavior after these "resurrections". These episodic feral states are temporary, and he eventually regains control of himself.
Note: "Resurrecting" does not mean he can continue in a battle or mission after he has died, merely that he will come back to life afterwards.
Note: Adds +5 to health every 2 turns after injuries, not exceeding his maximum health, up to a maximum of 35 HP recovered per battle.
 

Vex

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Current EXP: 35
Approved

-updating-
Technique Name: Mirakuru formula healing factor
EXP: 15
Type: Science
Rank: C
Description: Due to being injected with the Mirakuru formula, Slade has been granted a modestly accelerated healing factor which enables him to recover from physical injuries much faster than most humans, which supplies him with great longevity. This ability has limitations, as he can not regenerate lost eyes or limbs, although he can heal from fatal injuries such as being shot multiple times, stabbed with a sword through his vital organs or great impacts such as falls from great heights and hits from super strong metahumans. He can recover from otherwise fatal injuries, but the experience is traumatic. He has suffered from short-term periods of insanity and animalistic behavior after these "resurrections". These episodic feral states are temporary, and he eventually regains control of himself.
Note: "Resurrecting" does not mean he can continue in a battle or mission after he has died, merely that he will come back to life afterwards.
Note: Adds +5 to health every 2 turns after injuries, not exceeding his maximum health, up to a maximum of 35 HP recovered per battle.
-Approved
 

Shroud

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Bio:
Current exp: 25

Technique Name:Carbon Deterioration Magic / Death Magic
EXP:10
Type: Magic/core ability
Rank: C
Description:
Originally Only possessed by the Grand demon of death hades but was passed down to his son thanatos This magic Is caused by manipulating a aura of pure Death Energy and infusing it into ones magic this Makes the magic so evil that when it comes in contact with carbon and any carbon it will cause it to decay at insane rates with pure carbon such as trees dieing in a few seconds to stronger less traces or carbon such as steel taking a minute or two to Decay completely.this can be used by making beams auras or waves of energy and then forcing the aura to fuse with it

The death aura can also be condensed into pure Death energy making it much stronger, but this puts alot of strain on thantos's mortal body.this pure death energy is much stronger than the dumbed down version with pure carbon such as forests dieing in a mere momment and non pure carbon such as steel decaying 5x faster

Overall The Pure energy While being Much more powerful Is Unstable being used by thanatos's mortal body while the Death energy infused normal magic puts little to no strain on his body


As for looks the death magic turns his magic a slight tint black




Note: Pure death energy attacks Should only be used 3 times per battle any more will start to take a toll on Thanatos's mortal body and using them 6 times in a single fight will kill him completely




Technique Name:Demon Mode
EXP: 10
Type: Magical
Rank: C
Description:
This Ability Allows Thanatos To Unleash Some of His Demonic Energy Pairtly Transforming into a demon more than usual Giving him buffs

Stage One:
Thanatos Will unleash some of his demon energy in a controled state 4 black lines will come out of his star two emit from the right and the other from the left they will then reach the edge of his forehead and go down his face stopping at his chin and his eyes will glow a faint red This increases his strength and magic by 5 each
This can be used three times per battle with it lasting 3 turns with a 2 turn cool down
this mode allows him to harness his demonic energy more tha usual allowing him to float up to around 8 ft in the air in this mode.

Stage Two:
Thanatos's body will turn black and his eyes will glow a full crimson he sprouts black angel wings from his back and his and his strength goes up by 10 his magic goes up by 10 and his speed by 5 in this stage he is mostly demon and the toll for his pure death energy is reduces with it starting to take its toll at 5 uses and making him drop dead at 8 uses this mode however takes energy from his soul and his energy takes 5 turns to regenerate.While in this state Thanatos's demon personality is uncontrolable he becomes raged and angry and thirsty for blood.
this can be used once per battle with it lasting 4 turns
Note To get into stage two one must have stayed in stage one for a full turn
 
Last edited:

Xicer

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Bio:
EXP:25

Technique Name: Bodily Defraction
EXP: 20
Type: Science
Rank: B
Description: As the Quantum Observer, Dr. Manhattan is capable of utilizing quantum forces/phenomenon for application to himself. One such force is that of defraction of an electron which, simply put, the occurance that happens when an electron is sent through a series of narrow slits and is represented in a patterned appearance to a receiver. When testing the spots that registered as a point in the pattern, one would notice that only one carries a charge. Using this same phenomenon as a model, Dr. Manhattan is able to split himself into (up to) four co-dependent clones. These clones are exact replicas to the original in every physical aspect, down to thought and speech patterns. However, due to the nature of the occurance that he is utilizing, there are key differences to the clones as compared to the original. For one, the clones are substantially weaker than the original, only being able to use up to C-Ranks of the original's techniques. Next, because the pattern must be presented within a certain range of the original, so must the clones, only able to be maintained up to mid range from the user.




Technique Name: Psionic Tremor
EXP: 5
Type: Energy
Rank: D
Description: Dr. Manhattan utilizes the repulsive qualities of atoms to send a small tremor of energy through the air that is capable of pushing small objects or regular sized people in the direction of the tremor. He releases this tremor through an arm waving motion, with the range being determined by the size of the object(s) being repelled. It has a maximum range of 10m for small objects, such as medium sized dog; while normal people can be affected up to 5m from him, and heavier objects can only be affected through direct contact.
 
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Anbu Kirito

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Total EXP: 65 points from Zoro leftover. I really should've spent more on him XD
Bio: LoT Yusuke in Sig

Technique Name:Reiki Mastery
EXP:20
Type:Core Power
Rank:B
Description:
Yusuke, through usage of his own latent power, can access raw spiritual energy to create a variety of attacks. After continued training, Yusuke's own energy has actually become a permanent flow through his body, therefore always being able to be accessed. This constant influx of energy gives Yusuke a +10 to his energy stat at all times. It also allows him to perform simple blasts of energy, and fly at relatively high speeds by pushing himself of the ground using Reiki Spirit Energy.
Note:
-This Ability is always active, being Yusuke's core power.

Technique Name:Spirit Gun
EXP:20
Type:Energy
Rank:B
Description:
A powerful and constantly utilized asset in Yusuke's arsenal, this is a simple yet highly effective attack which he has access to. By focusing his Spirit Energy on the tip of his index finger, Yusuke will cause it to glow with energy, forming into a volatile sphere around his finger. By then pulling his thumb downwards like the trigger on a finger gun, he will fire a "bullet" of spirit energy which forms itself into a blue wave of power. It can destroy a very large house with it's explosion and shockwave, and deals 60% of Yusuke's energy stat in damage.

Technique Name:Combat Aura: 60%
EXP:20
Type:Energy
Rank:B
Description:
Yusuke will release all of his latent power from his body at an alarming rate, forming a powerful blue and white aura around him, which releases itself like a flame surrounding his body. Yusuke uses this technique when he is in a fight of average or somewhat high danger, causing him to fight at his normal effectiveness. The spirit energy released will cause his muscles to gain power, giving a +10 strength boost and +5 speed boost. It will also enhance his spiritual attacks, giving him a +10 energy boost.
Notes:
-Must be activated as a move
-Lasts until user turns it off
-Can only be used once a battle

EXP Spent: 60
 

jagged

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Technique Name: Ignite
EXP: 20
Type: Core Ability
Rank: B
Description: Excercissing his control over the powers of radiation, Exodus mentally ignites the residual particles of radiation within the area to explode. This ability revolves around radiations explosive qualities and allows the user to explode any radiation within midrange of the user dealing 60% energy damage to the opponent.
 

Howard

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Technique Name: Sonic movement
EXP: 20
Type: mutant
Rank: B
Description: Tapping into his power of vibration and sound manipulation the user will propel his body forward fast enough to break the sound barrier and create a sonic boom up to mid range of the users position. The sonic boom happens immediately upon propulsion and acts as a sort of barrier for the user as he is running, the sonic boom uses 60% of the users ENE stat in damage and can deflect B rank and below techniques. While using this technique his speed gains a +10 increase, this technique can only be used once per turn.
Declined, using sound energy to propel yourself is doable but you're trying to get too much out of this. Breaking the speed of sound and causing a sonic boom would mean you'd be traveling in excess of 340 m/s, that's 767 mph on par with mid tier speedsters like Jay Garrick. As for the damage, it would only be effective if you rush into a person while exerting such speed the sound waves aren't going to deal damage to a person merely by breaking the speed of sound. If this was possible merely being close enough to hear a sonic boom from a plane would cause you significant damage. The +10 increase to speed is fine.

Technique Name: Ignite
EXP: 20
Type: Core Ability
Rank: B
Description: Excercissing his control over the powers of radiation, Exodus mentally ignites the residual particles of radiation within the area to explode. This ability revolves around radiations explosive qualities and allows the user to explode any radiation within midrange of the user dealing 60% energy damage to the opponent.
Declined, Just no. "Any Radiation" like thermal radiation, electromagnetic radiation, gamma radiation, acoustic radiation, alpha radiation, x-rays, the radiation given off by Kryptonite? See what I'm saying. There are way too many variations of radiation to say any, your powers control Gamma and Acoustic. I'll allow you to cause only those two types of radiation to explode, and only when they've been directly created by you these must be mentioned in the technique for me to approve it. I will not let something that vague get through you could easily say "I cause the acoustic radiation given off by your breathing patterns to explode ripping your chest to shreds."

Note: Next time link both your bio, and your current EXP count.


Bio:
Current exp: 25

Technique Name:Carbon Deterioration Magic / Death Magic
EXP:10
Type: Magic/core ability
Rank: C
Description:
Originally Only possessed by the Grand demon of death hades but was passed down to his son thanatos This magic Is caused by manipulating a aura of pure Death Energy and infusing it into ones magic this Makes the magic so evil that when it comes in contact with carbon and any carbon it will cause it to decay at insane rates with pure carbon such as trees dieing in a few seconds to stronger less traces or carbon such as steel taking a minute or two to Decay completely.this can be used by making beams auras or waves of energy and then forcing the aura to fuse with it

The death aura can also be condensed into pure Death energy making it much stronger, but this puts alot of strain on thantos's mortal body.this pure death energy is much stronger than the dumbed down version with pure carbon such as forests dieing in a mere momment and non pure carbon such as steel decaying 5x faster

Overall The Pure energy While being Much more powerful Is Unstable being used by thanatos's mortal body while the Death energy infused normal magic puts little to no strain on his body


As for looks the death magic turns his magic a slight tint black




Note: Pure death energy attacks Should only be used 3 times per battle any more will start to take a toll on Thanatos's mortal body and using them 6 times in a single fight will kill him completely




Technique Name:Demon Mode
EXP: 10
Type: Magical
Rank: C
Description:
This Ability Allows Thanatos To Unleash Some of His Demonic Energy Pairtly Transforming into a demon more than usual Giving him buffs

Stage One:
Thanatos Will unleash some of his demon energy in a controled state 4 black lines will come out of his star two emit from the right and the other from the left they will then reach the edge of his forehead and go down his face stopping at his chin and his eyes will glow a faint red This increases his strength and magic by 5 each
This can be used three times per battle with it lasting 3 turns with a 2 turn cool down
this mode allows him to harness his demonic energy more tha usual allowing him to float up to around 8 ft in the air in this mode.

Stage Two:
Thanatos's body will turn black and his eyes will glow a full crimson he sprouts black angel wings from his back and his and his strength goes up by 10 his magic goes up by 10 and his speed by 5 in this stage he is mostly demon and the toll for his pure death energy is reduces with it starting to take its toll at 5 uses and making him drop dead at 8 uses this mode however takes energy from his soul and his energy takes 5 turns to regenerate.While in this state Thanatos's demon personality is uncontrolable he becomes raged and angry and thirsty for blood.
this can be used once per battle with it lasting 4 turns
Note To get into stage two one must have stayed in stage one for a full turn
Both Declined: Going to need to tone the first one down a lot considering you're trying to get it approved as a C rank. You won't be able to kill entire forests, or decay any carbon in existence. All life on earth is made of carbon that would mean just touching a person for you, or hitting them with your death magic is a 1hko decaying all the carbon in their entire body and killing them. Also what does "x5 faster mean" when compared to "a momment." If you want turn based destruction you're going to have to hit someone with something and wait for the death magic to take effect over time slowly decaying things like "The Rot" in the DC universe. A side note, if your death magic destroys all carbon, your body has carbon in it as well. Something like deals 40% of energy as damage over the course of 4 turns dealing 10% of the damage per turn for a C rank that is.

For the second one, your core ability wasn't approved. You need a core ability to base your subsequent techniques off of. Though, I'll give you some thoughts on it. The dying from using it 8 times doesn't need to be there if you want a turn usage make it universal and actually have it mean something 5 uses and 8 uses are both very high for a battle. The floating ability is fine I'd even be fine with it giving actual flight, as long as if it's used to avoid a technique it counts as a technique.


Bio:
EXP:25

Technique Name: Bodily Defraction
EXP: 20
Type: Science
Rank: B
Description: As the Quantum Observer, Dr. Manhattan is capable of utilizing quantum forces/phenomenon for application to himself. One such force is that of defraction of an electron which, simply put, the occurance that happens when an electron is sent through a series of narrow slits and is represented in a patterned appearance to a receiver. When testing the spots that registered as a point in the pattern, one would notice that only one carries a charge. Using this same phenomenon as a model, Dr. Manhattan is able to split himself into (up to) three co-dependent clones. These clones are exact replicas to the original in every physical aspect, down to thought and speech patterns. However, due to the nature of the occurance that he is utilizing, there are key differences to the clones as compared to the original. For one, the clones are substantially weaker than the original, only being able to use up to C-Ranks of the original's techniques. Next, because the pattern must be presented within a certain range of the original, so must the clones, only able to be maintained up to mid range from the user.
Note: These clones last three turns and keeping them active requires focus from the user meaning he himself is unable to use techniques while the clones are active.




Technique Name: Psionic Tremor
EXP: 5
Type: Energy
Rank: D
Description: Dr. Manhattan utilizes the repulsive qualities of atoms to send a small tremor of energy through the air that is capable of pushing small objects or regular sized people in the direction of the tremor. He releases this tremor through an arm waving motion, with the range being determined by the size of the object(s) being repelled. It has a maximum range of 10m for small objects, such as medium sized dog; while normal people can be affected up to 5m from him, and heavier objects can only be affected through direct contact.
Both approved: Lowered the first one to 3 clones, that means you can only have 4 bodies on the field at a time. I also made a note that you, yourself are unable to use techniques while the clones are active. I put this in so that you cannot simply throw a high level technique accompanied by two low level techniques at a person to make it so they are unable to counter. As for the second one, you never stated damage so I approved it on the grounds that it merely knocks things back which is how I read it. If this isn't the case, you can resub it with the changes you want.

Total EXP: 65 points from Zoro leftover. I really should've spent more on him XD
Bio: LoT Yusuke in Sig

Technique Name:Reiki Mastery
EXP:20
Type:Core Power
Rank:B
Description:
Yusuke, through usage of his own latent power, can access raw spiritual energy to create a variety of attacks. After continued training, Yusuke's own energy has actually become a permanent flow through his body, therefore always being able to be accessed. This constant influx of energy gives Yusuke a +10 to his energy stat at all times. It also allows him to perform simple blasts of energy, and fly at relatively high speeds by pushing himself of the ground using Reiki Spirit Energy.
Note:
-This Ability is always active, being Yusuke's core power.
-Each successive blast of energy has it's power split with the others only being able to deal 60% of the users energy stat per turn. Using these blasts count as a technique.
Approved, it's basic so don't expect to get much out of it. The note means that if you fire off say 2 blasts each only deal 30% of your energy stat for a total of 60%. Flight isn't a big deal imo, and as long as you post this technique along side when flying it can be done freeform however if you use it to dodge a technique it counts as a move.

Technique Name:Spirit Gun
EXP:20
Type:Energy
Rank:B
Description:
A powerful and constantly utilized asset in Yusuke's arsenal, this is a simple yet highly effective attack which he has access to. By focusing his Spirit Energy on the tip of his index finger, Yusuke will cause it to glow with energy, forming into a volatile sphere around his finger. By then pulling his thumb downwards like the trigger on a finger gun, he will fire a "bullet" of spirit energy which forms itself into a blue wave of power. It can destroy a medium sized car however it has less effect against humans then it does inanimate objects. It's explosion and shockwave deals 60% of Yusuke's energy stat in damage.
Note: Can be used four times per battle
Approved, this is roughly the strength of Spirit Gun with less knockback potential and the damage to the body toned down to fit the rp better. You will be able to make it stronger with higher ranks, something like the Spirit Gun used against Younger Toguro would be A rank. Four times is the limit Yusuke had with minimal training, so I say it's fair to put the usage at 4 for this version.

Technique Name:Combat Aura: 60%
EXP:20
Type:Energy
Rank:B
Description:
Yusuke will release all of his latent power from his body at an alarming rate, forming a powerful blue and white aura around him, which releases itself like a flame surrounding his body. Yusuke uses this technique when he is in a fight of average or somewhat high danger, causing him to fight at his normal effectiveness. The spirit energy released will cause his muscles to gain power, giving a +10 strength boost and +5 speed boost. It will also enhance his spiritual attacks, giving him a +10 energy boost.
Notes:
-Must be activated as a move
-Lasts until user turns it off
-Can only be used once a battle

EXP Spent: 60
Declined, for the +25 you're going to have to give it a turn limit. I'm also cool with it being used more than once per battle.
 
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Kingu

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Technique Name: Normal Series
EXP: 20
Type: Mutant
Rank: B
Description:*Saitama's Normal Series consists of techniques in which he puts little to no effort into attacking. Even though his attacks are loose in this style. For every strike Saitama delivers he enerate shock-waves that can push targets over, repulsed them away or even shatter them, this would 40% of either the Strength or Speed stat, depending on which the user is using.

Strength: Saitama is able to go toe-to-toe and even surpass the strongest of beings with nothing but the raw force of their physical blows. Certain level of weight the user needs to lift is irrelevant as their body can emit force that can repel an object of certain mass. Dealing 60% dmg of the user Str.

Speed: User is able to fight at incredible speed, striking their opponent in rapid succession*that may*even kill*opponents instantly. The requirement to counter or doge is if your speed were in the 5 point range, so for every +6 difference you have between you and the opponent is an additional punch you get in a single hit. This deals 60% dog of Speed.

Note: each type cost a move slot.

 

Howard

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Technique Name: Normal Series
EXP: 20
Type: Mutant
Rank: B
Description:*Saitama's Normal Series consists of techniques in which he puts little to no effort into attacking. Even though his attacks are loose in this style. For every strike Saitama delivers he enerate shock-waves that can push targets over, repulsed them away or even shatter them, this would 40% of either the Strength or Speed stat, depending on which the user is using.

Strength: Saitama is able to go toe-to-toe and even surpass the strongest of beings with nothing but the raw force of their physical blows. Certain level of weight the user needs to lift is irrelevant as their body can emit force that can repel an object of certain mass. Dealing 60% dmg of the user Str.

Speed: User is able to fight at incredible speed, striking their opponent in rapid succession*that may*even kill*opponents instantly. The requirement to counter or doge is if your speed were in the 5 point range, so for every +6 difference you have between you and the opponent is an additional punch you get in a single hit. This deals 60% dog of Speed.

Note: each type cost a move slot.

Declined, too much going on here with too little explanation on why. If you want a fighting style, you'll need to limit how many attacks per turn you can derive from it and how much damage each does. If you want to only be able to produce one punch from the technique you can get the full 60% damage delivered by one blow out of it. If you want to be able to get several attacks with one use each will have to share the damage output so say 3 attacks for 20% of your strength stat each. Saying "weight is irrelevant" won't work, you still have to go with the stats you have.

[ 41 - 50 ] Bodybuilder
At this level, beyond the norm, the user is able to level a small house with limited structural integrity. People at this level truly can begin to consider themselves “super”.

Is where your strength is at people with high enough durability or at a similar level of strength will easily be able to pull off similar feats. The above are the things you'll be able to accomplish with such a technique. Getting extra attacks for being fast isn't going to fly either. As I said you're going to have to pick how it works, one attack for 60% of damage or multiple attacks for split damage. Killing opponents instantly needs to be removed as well. That's dependent on their durability, your damage output and if your attack makes contact. If you want a relaxed fighting style that focuses on "One Punch" to end it all, you're going to most likely want to go with the one attack for 60% of your strength stat but as is it's a bit too vague and isn't actually a fighting style.
 
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Kingu

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Technique Name: (More than) One Punch-Man
EXP: 20
Type: Mutant
Rank: B
Description: Saitama posses absolute physical prowess making him glaringly, obviously and unnaturally stronger than his race because his capabilities are pushed beyond the natural level; making him have immeasurable strength and speed, allowing him to reach new levels of strength and speed giving 10+ in speed and strength.

With this Saitama is able to apply incredible force to his fists, enabling him to throw a superhuman punch. Dealing 60% dmg from Str.

 
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Howard

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Technique Name: (More than) One Punch-Man
EXP: 20
Type: Mutant
Rank: B
Description: Saitama posses absolute physical prowess making him glaringly, obviously and unnaturally stronger than his race because his capabilities are pushed beyond the natural level; making him have immeasurable strength and speed, allowing him to reach new levels of strength and speed giving 10+ in speed and strength. With this Saitama is able to apply incredible force to his fists, enabling him to throw a superhuman punch. Dealing 60% dmg from Str.
Note: Saitama can perform One Punch per use of the technique

Approved
 
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