[LoT] Custom Techniques Submission

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Vex

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That Clears things up :3

Bio :

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 2.5.
- Must be Reloaded after 8 Shots are Made for Each Desert Eagle, Reloading Costs a Turn. Deadpool is only able to reload 2 times per battle.
"For Extra Boom!"
-Approved with edits.



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 The 60 second enchantment is no longer in effect.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.
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-Declined
This is too much lol. +15 boost in strength, +10 durability, +20 to speed, and +10 to energy? That's a total of +55 to your stats. +10 strength, +10 speed, and +5 durability and energy is fine. Also, by this line "Mjölnir will even carve its way through the very center of a plant" I assume you mean planet >_>. However, that won't fly either (pun intended). Planet level techniques aren't allowed, it will go through a large house for now. As you level up, and update this it'll be able to do more, until it's able to go through a large city. Make sure that you specify it travels at your current speed.
I like the rest though.


 
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-Broly-

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Technique Name:Power Gauntlet
EXP:5
Type:Magic
Rank:D
Description:The Power Gauntlet is an item that goes over Hal Jordan's fist and is a conduit for his willpower to manifest in the form of green hard light constructs. The Power Gauntlet also imbues Hal with the energy of the Green Lantern Corps, giving +10 in energy. The Power Gauntlet also gives Hal a passive coating of green energy that he can control that allows him to fly as well as keeps him protected and safe in harsh environment's such as space or toxic air. The coating is D rank and as such reduces any attack that hits Hal by 20 Damage. The gauntlet is magically sealed to the users arm and thus can't be removed until it chooses another user to latch onto. When using the Gauntlet to fly and move, Hal's movement speed is of course determined by his Energy.

Technique*Name:*Blackest Night
EXP:**20
Type:**Magic
Rank:**C
Description:*Through this technique Hal is able to generate any hard light construct he desires stemming from his gauntlet. These constructs may have the properties of whatever the object they mimic have, such as creating a pillow that is as soft as one or creating a telescope that let's him see far distances. While the constructs must originate from the Gauntlet, they can be moved and controlled in long range. This technique may deal up to 40 Damage.
 
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Panthalassa

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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).
Approved, but note that attacks that are higher than C rank or deal more damage than your durability can withstand will still cause damage.

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 expanding pass the size of a small car. The Ki is pink in color and can either be translucent or extremely bright. The user can even manipulate after releasing from their body with hand gestures, reshaping it or changing it's directions.
Approved

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Technique Name: Godspeed
EXP: 10
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. 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. This ability grants him a boost of +5 Speed. 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.
Approved ~With Edits With less than 40 stats in Energy you can't submit an Energy based B ranked technique.

Technique Name: Radiative Vision
EXP: 10
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 2nd degree burns to regular human skin, after sustained contact and melt traditional metals like Iron and Copper. 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 short range. 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.
Approved ~ With Edits

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 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.
Approved

Technique*Name:*Blackest Night
EXP:**10
Type:**Magic
Rank:**C
Description:*Through this technique Hal is able to generate any hard light construct he desires stemming from his gauntlet. These constructs may have the properties of whatever the object they mimic have, such as creating a pillow that is as soft as one or creating a telescope that let's him see far distances. While the constructs must originate from the Gauntlet, they can be moved and controlled in Mid-range. This technique may deal up to 40% of the user's Energy Stat in Damage.
Approved ~ With Edits
 
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Shady Doctor

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Technique Name: Cosmic Control
EXP: 10
Type: Magic
Rank: C-Rank
Description: Silver Surfer wields the Power Cosmic, which gives him the ability to naturally absorb and manipulate cosmic energy. Cosmic energy can be used in many ways but this particular technique allows the user to compress the energy into visibly solid structures, blasts or beams which can be used for Offensive, Defensive or Supplementary purposes. The structures take on the same silvery look as the Surfer and his board, looking amazing when used in combat. These constructs or blasts can be created up to Mid range of the Surfer, though it has its limits. It can only be made within 5m of an opponent, though that restriction is thrown out the window if the Surfer and opponent are both within 5m of one another. This ability also can be used from any point of his body or Board seeing as they are both purely composed of Cosmic power and are linked to one another.

Note: Each Construct does 40% of the Surfer's Energy Stat.

Note: Can create multiple Constructs with a single use but the power would be split evenly.

Note: Size of the Constructs are dependent on the Surfer's Energy Stat also. (See spoiler)
(1-10) - Can create constructs half the size of himself
(11-20) - Can create constructs as big as himself
(21-40) - Can create constructs as big as an Average House
(41-60) - Can create constructs the size of city buildings
(61-100) - Can create constructs the size of a dozen city buildings




Technique Name: Cosmic Awareness
EXP: 10
Type: Magic
Rank: C
Description: This is the Silver Surfer's ability to use his Power Cosmic to "become one with the universe" through a certain degree of concentration. This is an increased form of intellect that allows him to "know" of things around him (+5 to intelligence). This form of sensing enable him to detect objects and concentrations of energy throughout different locations and to perceive matter and energy in subatomic detail, including life energies of living beings. He has demonstrated telepathic ability on occasions, being able to read the minds of those with weaker intellect or even influence their emotions. Cosmic awareness also allows the Surfer to perceive the weakness in things used against him, such as technology or powers, though of course it has its limits.

Note: Sensing is Passive

Note: The ability to read minds via telepathy is based on the Surfer's intelligence Stat, meaning those with equal to or higher intelligence can resist this.

Note: The ability to perceive the weaknesses within things is based on the Surfer's intelligence Stat versus the opposing stat of the gadget or ability. So it would be his intelligence versus opponent's technology stat if he was seeing the weakness of a gadget etc.
 
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ZandaT

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Technique Name: Deities Mantra
EXP: 5
Type: Magic
Rank: D
Description: This technique is the foundation of Heru's power shared with his ancestors, the Deities of Egypt, and is so basic that its activation is almost second nature to him. Triggered by the utterance of the specific Deities name, weather it be high or low in volume, Heru can tap into the spiritual power of the Deities letting their soul energy take over his body bestowing their divine powers respectively, granting the man supernatural abilities. Each Deity has their own field of power that is shared with Heru, yet, while his soul is being occupied by a Deity overall, he is granted a general boost in his prowess. When the soul possesion is active Heru becomes God like in certain fields, and is blessed with a mental connection to the energy that flows within all, Neter, giving him a sort of divine sight that allows him to feel the presence of things within mid.range of him. With his great powers comes conditions, the first being that Heru can only hold a specific Deity for a limited time, 3 turns, before that Deity goes on a cooldown of 2 turns being unable to fuse with Heru within that time. Heru can activate up to two Deity at once, oppossing nature spirits being unable to posses the same soul, but some souls can mix their powers together to create different ones of similar natures to both. (Ex. water + wind to make ice)
  • Ra - God of Fire
  • Sobek - God of Water
  • Geb - God of Earth
  • Nut - God of Wind
  • Osiris - God of Light
  • Seth - God of Darkness
 
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Vex

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Technique Name:Power Gauntlet
EXP:5
Type:Magic
Rank:D
Description:The Power Gauntlet is an item that goes over Hal Jordan's fist and is a conduit for his willpower to manifest in the form of green hard light constructs. The Power Gauntlet also imbues Hal with the energy of the Green Lantern Corps, giving +10 in energy. The Power Gauntlet also gives Hal a passive coating of green energy that he can control that allows him to fly as well as keeps him protected and safe in harsh environment's such as space or toxic air. The coating is D rank and as such reduces any attack that hits Hal by 20 Damage. The gauntlet is magically sealed to the users arm and thus can't be removed until it chooses another user to latch onto. When using the Gauntlet to fly and move, Hal's movement speed is of course 20% of his current energy attribute
-Approved, don't forget to link your bios next time. Also, I removed the fact that you're able to fly "depending on your energy stat" that's a passive +100 to speed right there z.z
 
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Leathercandle

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Technique Name: The Force
EXP: 20
Type: Magic
Rank: B
Description:
The Force resides in all living things, but only a select few can sense it and an even smaller percentage can harness it. The force can allow the user to shoot lightning from their fingers, apply pressure to things (choke them or crush them), enhance strength and speed, push or pull things away, or move them in general, and even make shields. It also grants the user force sensing and force persuasion, the latter enabling the user to force someone to do something for them or trick them if they are at least three ranks below the user in intelligence. With force sensing, the user gains +15 intelligence due to their years of training to understand and harness the force. Force sensing can also enable the user to detect danger that they cannot physically see, or sense mass amounts of death. By being a practitioner of the force, the user also gains +10 to energy due to the fact that to control the force, one needs to be to understand and be skilled enough in that field. With force shield, the user can block one attack up to B rank three times per battle (costs a move). With force lightning, the user can create lightning from their fingertips that can reach up to mid range. Force choke is an advanced version of force pressure and force telepathy. It holds the target in place, but it can be escaped with any rank technique if it makes sense). Force push can reach long range, and acts like a blast of wind. Force pull does the same and acts like a vacuum. Force strength and speed come in a package, and cost a move. For three turns the user's speed and strength gain a boost of +5. Force telepathy can target and move objects within mid range, and cost a move .

-If the opponent is clad in body armor type equipment that is S rank, force choke and force telepathy have no effect
-All force abilities, unless otherwise specified, can be used 4 times per battle and all cost a move (besides force sensing which is passive and lasts forever)
-If the user tries to use a force technique a 5th time, or over the specified limit, they will instantly lose 90% of their current health and will die at the end of their next turn.
-After three turns of force choke, the opponent faints due to lack of oxygen to the brain
-Force lightning does 60% of total attribute
-Force push does 60% of total attribute
-Force choke does 41% of total attribute but causes the one being choked to faint after 3 turns of it


Technique Name: Sith Eyes
EXP: 5
Type: Magic
Rank: D
Description:
By focusing on his emotions and letting them flow outwards, Anakin's eyes take on an orange tint. While in this mode, Anakin's intelligence levels get a +15 boost, as they work similarly to the way that the Sharingan works (in that respect). Sith Eyes also can strike fear into anyone who's total number of points in Energy and Durability are below 90. This fear makes it so the opponent cannot get within short range of Anakin without feeling an excruciating sense of fear.


edit:
link to bio
 
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-Blade-

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Technique Name: Titanium Armor
EXP: 20
Type: Technology
Rank: B
Description: The armor is made of a metallic titanium alloy. The armor is computer assisted as well as magically enhanced. But as a trade-off, the bulk of the armor limits dooms movements and speed. The cloak is a titanium dipped micro fiber that is made of "memory cloth". The cloak is for the most part flame and bullet proof. Doom is able to produce a strong electric current through his armor that prevents anyone from touching or holding on to him especially since "None may lay hands on Doom". The gauntlets contain not only a mini computer and remote for his Doom Bots(TBA), but also Concussive bolts of force can be fired from the gauntlets. Force-field: The suit's best defense is the force-field generated by the armor, which has a maximum radius of eight feet (and so can encompass others); Doom cannot attack without lowering his force-field unless the target is already within range. Infrared Vision: Infrared scanners in the helmet allow the wearer to detect heat sources, permitting night vision and the ability to see invisible persons (unless they do not give off or can somehow mask their heat signature). Sensor Systems: Optical scanners in the helmet allow the helmet's eyepieces to be used as high-powered telescopes, and parabolic ear amplifiers fitted inside the helmet allow Doom to detect extremely faint sounds and unusual frequencies within the audible range for humans.

Note: Due to the material and magical boost, the armor grants Doom a Durability boost of +10 as well as +10 to speed and +15 to Strength.
Note: The Force Field can be activated passively but lasts only 3 turns max each usage with a 5 turn charging period.
Note: The electric current causes small damage, just enough to stun an opponent while in contact yet doesn't cause significant damage.
Note: The concusive blasts are not magically enhanced and neither is the field. And as such they are significantly weaker than a magical blast or field.

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ZK

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Remote Access Mechanized Combat & Reconnaissance Droid [RAMCoRD] – Series: ASMODEUS 1.38a
EXP: 20
Type: Technology
Rank: B
Description: Asmodeus is the primary heavy assault unit of Metal Knight and its appearance reflects this. The humanoid unit is about four meters tall, six tons heavy and armed to the teeth.
Asmodeus’ outer shell is an alloy of titanium and tungsten that leaves it resistant to extreme temperatures. Beneath this is a layer of flexible, composite armor made from laminated polymeric fibers stacked in multiple layers that disperse kinetic impacts over large areas. Finally a layer of carbon nanotube metal matrix composite armor rests beneath the polymer. Each layer of armor is interwoven with thin, auxiliary electrical power units that serve a dual purpose in both powering the unit and discharging varying levels of electrical currents in the case of structural damage. These discharges, capable of frying flesh and circuits alike, do not damage Asmodeus’ own components on account of these being protected by a layer of treated rubber and on account of the discharges themselves being shaped.
Version 1.38a is outfitted with two primary power sources; a v3.67 fusion reactor and a v1.9c dark matter reactor located in the unit’s lumbar and chest region respectively, and one secondary power source; a polonium-powered radioisotope thermoelectric generator located between the unit’s shoulder blades. These power Asmodeus’ primary and secondary systems and circuitry (tertiary systems and circuits are separate, shielded from EMP blasts and autonomously reactive), plus the unit’s pneumatic and hydraulic joints and its weapon systems. The unit can reroute power autonomously.
The RAMCoRD series is remote controlled by a secure air gap connection and radio frequency transmissions that are picked up by the unit’s internal processors and executed without a single millisecond of delay. The series is almost impossible to hack because of its autonomous cyber defense protocols and the fact that initial handshake sequences require a physical and unique cable connection between Metal Knight’s mainframe and Asmodeus. The series is outfitted with scanners of every conceivable type and function, and three photocells in the head region that compare information on three separate systems. It is able to detect targets from several hundred kilometers away using only its own systems.
The unit is outfitted with series of flexible jet propellers on its back. These allow for high-speed and maneuverable flight at up to Mach 1. This is in stark contrast to the unit’s ground speed, which hardly exceeds an average person’s running speed. Above these propellers a series of missile tubes are mounted, able to fire one (1) volley of guided surface-to-surface ballistic missiles and another (1) volley of similarly guided surface-to-air missiles (60% of total attribute in damage). The volleys can be guided by radar, infrared homing or heat-seeking. Asmodeus is furthermore equipped with two Magnetic Accelerator Cannons that fire 6-kilo tungsten slugs with depleted uranium cores (50% of total attribute in damage, 5 per turn afterwards). The MACs are single-action armaments that take two (2) rounds to reload, but the unit makes up for this weakness with the two short-range napalm flamethrowers mounted in its shoulders (41% of total attribute in damage per turn) and the two M134 miniguns normally hidden in its chest (1 damage per bullet). It should also be noted that Asmodeus is extremely strong, capable of lifting several times its own weight.

  • Strength: 40
  • Intelligence: 0
  • Speed: 10
  • Durability: 50
  • Energy: 0
  • Technology: 0
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Panthalassa

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Technique Name: Cosmic Control
EXP: 10
Type: Magic
Rank: C-Rank
Description: Silver Surfer wields the Power Cosmic, which gives him the ability to naturally absorb and manipulate cosmic energy. Cosmic energy can be used in many ways but this particular technique allows the user to compress the energy into visibly solid structures, blasts or beams which can be used for Offensive, Defensive or Supplementary purposes. The structures take on the same silvery look as the Surfer and his board, looking amazing when used in combat. These constructs or blasts can be created up to Mid range of the Surfer, though it has its limits. It can only be made within 5m of an opponent, though that restriction is thrown out the window if the Surfer and opponent are both within 5m of one another. This ability also can be used from any point of his body or Board seeing as they are both purely composed of Cosmic power and are linked to one another.

Note: Each Construct does 40% of the Surfer's Energy Stat.

Note: Can create multiple Constructs with a single use but the power would be split evenly.

Note: Can create structures twice as big as himself, though when using multiple structures the total volume can't surpass that.[/spoiler]
Approved ~ With Edits. The size of your constructs are based on the rank of your technique. You should split the technique in multiple ones, of different ranks.

Technique Name: Cosmic Awareness
EXP: 10
Type: Magic
Rank: C
Description: This is the Silver Surfer's ability to use his Power Cosmic to "become one with the universe" through a certain degree of concentration. This is an increased form of intellect that allows him to "know" of things around him (+5 to intelligence). This form of sensing enable him to detect objects and concentrations of energy throughout different locations and to perceive matter and energy in subatomic detail, including life energies of living beings. He has demonstrated telepathic ability on occasions, being able to read the minds of those with weaker intellect or even influence their emotions. Cosmic awareness also allows the Surfer to perceive the weakness in things used against him, such as technology or powers, though of course it has its limits.

Note: Sensing is Passive, and can reach up to Mid-Range

Note: The ability to read minds via telepathy is based on 50% ofthe Surfer's intelligence Stat, meaning those with equal to or higher intelligence can resist this. This can reach up to Short-Range

Note: The ability to perceive the weaknesses within things is based on 50% of the Surfer's intelligence Stat versus the opposing stat of the gadget or ability. So it would be his intelligence versus opponent's technology stat if he was seeing the weakness of a gadget etc. This can reach up to Mid-Range
Approved ~ With Edits



Technique Name: Deities Mantra
EXP: 5
Type: Magic
Rank: D
Description: This technique is the foundation of Heru's power shared with his ancestors, the Deities of Egypt, and is so basic that its activation is almost second nature to him. Triggered by the utterance of the specific Deities name, weather it be high or low in volume, Heru can tap into the spiritual power of the Deities letting their soul energy take over his body bestowing their divine powers respectively, granting the man supernatural abilities. Each Deity has their own field of power that is shared with Heru, yet, while his soul is being occupied by a Deity overall, he is granted a general boost in his prowess. When the soul possesion is active Heru becomes God like in certain fields, and is blessed with a mental connection to the energy that flows within all, Neter, giving him a sort of divine sight that allows him to feel the presence of things within short range of him. With his great powers comes conditions, the first being that Heru can only hold a specific Deity for a limited time, 3 turns, before that Deity goes on a cooldown of 2 turns being unable to fuse with Heru within that time.

  • Ra - God of Fire
  • Sobek - God of Water
  • Geb - God of Earth
  • Nut - God of Wind
  • Osiris - God of Light
  • Seth - God of Darkness
Made some edits. In addition to that, I want you to describe exactly what entails each Deity and what powers they have. If you wish to submit each individually ( and I think that is for the best ), then I'll approve this technique as sort of a trigger for the possession, if you wish to submit all of their powers in this one technique, then you have to make sure it does not become too complex, or else it's no good for a D rank technique.

Technique Name: The Force
EXP: 20
Type: Magic
Rank: B
Description:
The Force resides in all living things, but only a select few can sense it and an even smaller percentage can harness it. The force can allow the user to shoot lightning from their fingers, apply pressure to things (choke them or crush them), enhance strength and speed, push or pull things away, or move them in general, and even make shields. It also grants the user force sensing and force persuasion, the latter enabling the user to force someone to do something for them or trick them if they are at least three ranks below the user in intelligence. With force sensing, the user gains +15 intelligence due to their years of training to understand and harness the force. Force sensing can also enable the user to detect danger that they cannot physically see, or sense mass amounts of death. By being a practitioner of the force, the user also gains +10 to energy due to the fact that to control the force, one needs to be to understand and be skilled enough in that field. With force shield, the user can block one attack up to B rank three times per battle (costs a move). With force lightning, the user can create lightning from their fingertips that can reach up to mid range. Force choke is an advanced version of force pressure and force telepathy. It holds the target in place, but it can be escaped with any rank technique if it makes sense). Force push can reach long range, and acts like a blast of wind. Force pull does the same and acts like a vacuum. Force strength and speed come in a package, and cost a move. For three turns the user's speed and strength gain a boost of +5. Force telepathy can target and move objects within mid range, and cost a move .

-If the opponent is clad in body armor type equipment that is S rank, force choke and force telepathy have no effect
-All force abilities, unless otherwise specified, can be used 4 times per battle and all cost a move (besides force sensing which is passive and lasts forever)
-If the user tries to use a force technique a 5th time, or over the specified limit, they will instantly lose 90% of their current health and will die at the end of their next turn.
-After three turns of force choke, the opponent faints due to lack of oxygen to the brain
-Force lightning does 60% of total attribute
-Force push does 60% of total attribute
-Force choke does 41% of total attribute but causes the one being choked to faint after 3 turns of it
This is both too varied to be considered a single technique, and offers too much strength, power and boosts to be considered a single A rank. I suggest you with split this technique into Force Awareness, Force Object Manipulation ( Push & Pull & Choke ), Force Lightning, Force Trickery, etc etc, or seriously debuff everything and resubmit in a more segmented way

Technique Name: Sith Eyes
EXP: 5
Type: Magic
Rank: D
Description:
By focusing on his emotions and letting them flow outwards, Anakin's eyes take on an orange tint. While in this mode, Anakin's intelligence levels get a +5 boost, as they work similarly to the way that the Sharingan works (in that respect). Sith Eyes also can strike fear into anyone who's total number of points in Energy and Durability are below 90. This fear makes it so the opponent cannot get within short range of Anakin without feeling a great sense of fear that weakens their Speed, Strength and Intelligence stats by -1.


edit:
link to bio
Approved ~ With Edits
 

Kikyo

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Technique Name:(空隙)Kūgeki | Void
EXP: 10
Type: Magical
Rank: C
Description: Darkness is a Void. It is the ability to absorb everything and leave nothing else in it's wake. Upon activating this technique, the user's entire body transforms into darkness, causing all attacks that pass into the void to be swallowed up and left in a pocket dimension. At the same time, the user is unable to be damaged by the technique he absorbs. This can also be used to absorb people.

Note: Can only be used once per turn
Note: Can only affect one attack/person within a brief period of the time frame at a time
 

Panthalassa

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Technique Name:(空隙)Kūgeki | Void
EXP: 10
Type: Magical
Rank: C
Description: Darkness is a Void. It is the ability to absorb everything and leave nothing else in it's wake. Upon activating this technique, the user's entire body transforms into darkness, causing all attacks that pass into the void to be swallowed up and left in a pocket dimension. At the same time, the user is unable to be damaged by the technique he absorbs. This can also be used to absorb people.

Note: Can only be used once per turn
Note: Can only affect one attack/person within a brief period of the time frame at a time
What happens to the person that is absorbed by this? How long will they stay absorbed?
 

Leathercandle

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Technique Name: Force Push
EXP: 20
Type: Magic
Rank: B
Description:
By accessing the force, the Anakin can send blasts of the force towards an opponent up for far range away. The blasts can be large or extremely small. These blasts are very similar to a Gyojin shockwave from the NB rp, but far more destructive in most cases. This technique does 60% damage of total attribute.
-For 30% damage of total attribute per blast, the user can send two blasts of the force at an opponent.
 

Panthalassa

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Technique Name: Force Push
EXP: 20
Type: Magic
Rank: B
Description:
By accessing the force, the Anakin can send blasts of the force towards an opponent up for far range away. The blasts can be large or extremely small. These blasts are very similar to a Gyojin shockwave from the NB rp, but far more destructive in most cases. This technique does 60% damage of the user's Energy Attribute.
-For 30% damage of the Energy Attribute per blast, the user can send two blasts of the force at an opponent.
Approved ~ Go easy on the Naruto RP references... And link your bio
 

Vex

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Technique Name: Titanium Armor
EXP: 20
Type: Technology
Rank: B
Description: The armor is made of a metallic titanium alloy. The armor is computer assisted as well as magically enhanced. But as a trade-off, the bulk of the armor limits dooms movements and speed. The cloak is a titanium dipped micro fiber that is made of "memory cloth". The cloak is for the most part flame and bullet proof. Doom is able to produce a strong electric current through his armor that prevents anyone from touching or holding on to him especially since "None may lay hands on Doom". The gauntlets contain not only a mini computer and remote for his Doom Bots(TBA), but also Concussive bolts of force can be fired from the gauntlets. Force-field: The suit's best defense is the force-field generated by the armor, which has a maximum radius of eight feet (and so can encompass others); Doom cannot attack without lowering his force-field unless the target is already within range. Infrared Vision: Infrared scanners in the helmet allow the wearer to detect heat sources, permitting night vision and the ability to see invisible persons (unless they do not give off or can somehow mask their heat signature). Sensor Systems: Optical scanners in the helmet allow the helmet's eyepieces to be used as high-powered telescopes, and parabolic ear amplifiers fitted inside the helmet allow Doom to detect extremely faint sounds and unusual frequencies within the audible range for humans.

Note: Due to the material and magical boost, the armor grants Doom a Durability boost of +10 as well as +10 to speed and +15 to Strength.
Note: The Force Field can be activated passively but lasts only 3 turns max each usage with a 5 turn charging period.
Note: The electric current causes small damage, just enough to stun an opponent while in contact yet doesn't cause significant damage.
Note: The concusive blasts are not magically enhanced and neither is the field. And as such they are significantly weaker than a magical blast or field.

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Bio -
-Declined. this is really REALLY similar to LoK's batsuit. The limit is +25 to stats total, so redistribute them. Put limits on the electric field, up to what durability is it effecting? How strong is the force field? How strong are the concussive blasts? Specify this stuff z.z

Also:

Due to the material and magical boost, the armor grants Doom a Durability boost of +10 as well as +10 to speed and +15 to Strength

&

The armor is computer assisted as well as magically enhanced. But as a trade-off, the bulk of the armor limits dooms movements and speed.

Remote Access Mechanized Combat & Reconnaissance Droid [RAMCoRD] – Series: ASMODEUS 1.38a
EXP: 20
Type: Technology
Rank: B
Description: Asmodeus is the primary heavy assault unit of Metal Knight and its appearance reflects this. The humanoid unit is about four meters tall, six tons heavy and armed to the teeth.
Asmodeus’ outer shell is an alloy of titanium and tungsten that leaves it resistant to extreme temperatures. Beneath this is a layer of flexible, composite armor made from laminated polymeric fibers stacked in multiple layers that disperse kinetic impacts over large areas. Finally a layer of carbon nanotube metal matrix composite armor rests beneath the polymer. Each layer of armor is interwoven with thin, auxiliary electrical power units that serve a dual purpose in both powering the unit and discharging varying levels of electrical currents in the case of structural damage. These discharges, capable of frying flesh and circuits alike, do not damage Asmodeus’ own components on account of these being protected by a layer of treated rubber and on account of the discharges themselves being shaped.
Version 1.38a is outfitted with two primary power sources; a v3.67 fusion reactor and a v1.9c dark matter reactor located in the unit’s lumbar and chest region respectively, and one secondary power source; a polonium-powered radioisotope thermoelectric generator located between the unit’s shoulder blades. These power Asmodeus’ primary and secondary systems and circuitry (tertiary systems and circuits are separate, shielded from EMP blasts and autonomously reactive), plus the unit’s pneumatic and hydraulic joints and its weapon systems. The unit can reroute power autonomously.
The RAMCoRD series is remote controlled by a secure air gap connection and radio frequency transmissions that are picked up by the unit’s internal processors and executed without a single millisecond of delay. The series is almost impossible to hack because of its autonomous cyber defense protocols and the fact that initial handshake sequences require a physical and unique cable connection between Metal Knight’s mainframe and Asmodeus. The series is outfitted with scanners of every conceivable type and function, and three photocells in the head region that compare information on three separate systems. It is able to detect targets from several hundred kilometers away using only its own systems.
The unit is outfitted with series of flexible jet propellers on its back. These allow for high-speed and maneuverable flight at up to +10 of current running speed. This is in stark contrast to the unit’s ground speed, which hardly exceeds an average person’s running speed. Above these propellers a series of missile tubes are mounted, able to fire one (1) volley of guided surface-to-surface ballistic missiles and another (1) volley of similarly guided surface-to-air missiles (60% of total attribute in damage). The volleys can be guided by radar, infrared homing or heat-seeking. Asmodeus is furthermore equipped with two Magnetic Accelerator Cannons that fire 6-kilo tungsten slugs with depleted uranium cores (50% of total attribute in damage, 5 per turn afterwards). The MACs are single-action armaments that take two (2) rounds to reload, but the unit makes up for this weakness with the two short-range napalm flamethrowers mounted in its shoulders (41% of total attribute in damage per turn) and the two M134 miniguns normally hidden in its chest (1 damage per bullet, max 30 bullets per gun). It should also be noted that Asmodeus is extremely strong, capable of lifting several times its own weight.

  • Strength: 40
  • Intelligence: 0
  • Speed: 10
  • Durability: 50
  • Energy: 0
  • Technology: 0
Looks as such:
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Link to bio:
-Approved with slight edits. Mach 1 is considered to be the maximum speed reached in the RP, so leaving that in there would be the equivalent of a +90 boost >_>. And to clarify the percentages are coming out of your Tech stat.
 
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jagged

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Technique Name: Death Beam
EXP: 5
Type: mutant
Rank: D
Description: concentrating large amounts of radiation on the tip of his finger exodus will manipulate the radiation to shoot off in the direction he is pointing. The speed at which the gamma radiation is shooting at results in a highly concentrated beam that has enough force to pierce through human flesh. When gamma radiation touches living skin the person touched will receive 20% of the users energy stat in damage as well as a -5 to intellect every two turns. Gamma radiation has the distinct effect of harboring in clothes and items it touches, as such whatever item that has been contaminated with gamma radiation will mimick the effects of gamma radiation poisoning if touched by living flesh.

Note: the initial damage of the technique is 20% of the users energy stat, afterwards the effects of gamma poisoning occur.

what it looks like
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Technique Name:Manipulation by association
EXP: 5
Type: Mutant
Rank: D
Description: Gamma radiation harbors in whatever item it touches, never to go away unless forcefully extracted. Because of Exodus's prowess in radiation control he now has the ability to move items that contain gamma radiation with just his mind(this does not include living beings). How this occurs is by exodus manipulating the gamma inside and around the weapon, because exodus has not expelled the gamma from the item the item simply rises and moves with the radiation itself.

Note: The control of particular items the opponent controls that is contaminated with gamma radiation can be negated if the opponent has enough physical strength to combat the pull of the item.
Note: the user cannot make any complex movements with the items such as firing a gun or activating a trigger unless he physically does so
Note: the user can only control 3 items at a time.


Technique Name: Radioactive body
EXP: 10
Type: Mutant
Rank: C
Description: Exodus physically transforms his body into a pure concentration of gamma radiation. When transforming into this state attacks that do not use led simply pass right through him withought harm. If living flesh touches him in this state they immediately receive gamma poisoning taking 40% of the users energy stat in damage and a -5 to intellect every two turns. Weapons and items that touch him in this state absorb large amounts of gamma radiation and as such gift any living being who touches it the above effects of gamma poisoning

Note: the user can only change into this form once per turn
Note: this form only Allows time to dodge one attack per turn.
 
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Goetia

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Technique Name: Custom Military Armour
EXP: 20
Type: Technology
Rank: B
Description: The Custom Military Armour is made of several plates of a lightweight titanium-coated metal to allow for maximum protection from weapons and firearms. All of these armour pieces are connected by belts and couplers, as well as some parts naturally fitting themselves on the body. The chest-piece, being the main part of the armour, is composed of two stylised breastplates that appear to be the most rigid and sharp part of the suit. When both placed on together, the chest-piece forms the Arkham symbol. These breastplates connect with the armouring that protects the user's upper back. The armour for the arms includes stylised spaulders and gauntlets, as well as rigid plating that is secured on the triceps and biceps on both arms to establish protection and a more lethal weapon in close-quarters combat. On the back of each hand is a small plate of metal. The shin guards follow the same principle of design and practicality as the other armour pieces. Starting at the ankle and reaching slightly past the kneecap, it is designed more for protection than offense, but can still be a useful piece. The mask itself is the most intricate part of the set, being two different pieces before being put together for the final assembly. The helmet is made up of an unknown material that allows nobody to see the face behind it, but the wearer can still see anything outside with unaltered vision. This helmet has an in-built monitor that displays information. It's a basic interface from which the wearer can see what is happening around him in greater detail using an on-board computer. Using this interface, the wearer can use it to create digital displays that appear only on the outside of the mask, so as to further conceal identity. Built into the helmet is also a voice modifier, which is also used to conceal identity. Alongside this, inside the helmet is an advanced technological apparatus that allows the wearer to view their surroundings via a radar display in the helmet. It is very basic and will show solid objects and constructs, such as walls, as lines, hostiles in the area will be displayed as blips, and the wearer will be displayed as a triangle at the center of the radar. The second part of the mask is the ears. These serve as transmitters from which communications can be intercepted, sent out and monitored. On the back of the helmet is a button which moves the whole mask set upward, revealing the wearer's face. This allows the wearer to perform other actions as the helmet is partially removed. Despite the sheer amount of armouring on the body, it allows for maximum flexibility and mobility, as if the user was not wearing any armour at all. Aside from the exterior armouring, there is a small amount of padding underneath the combat suit to take away impact from blows that do not hit the plating. Because of the armour's rigidity, objects such as small claws and other appendages cannot properly grip on it. The digital displays in the helmet do not obstruct the wearer's sight or vision in any way.

Note: The hardened armour grants the wearer +10 to Durability and +5 to his Strength.
Note: Tactical Vision is constantly active.
Note: Tactical Vision is capable of displaying anything within 10 metres of the user.

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Akuma

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This is too much lol. +15 boost in strength, +10 durability, +20 to speed, and +10 to energy? That's a total of +55 to your stats. +10 strength, +10 speed, and +5 durability and energy is fine. Also, by this line "Mjölnir will even carve its way through the very center of a plant" I assume you mean planet >_>. However, that won't fly either (pun intended). Planet level techniques aren't allowed, it will go through a large house for now. As you level up, and update this it'll be able to do more, until it's able to go through a large city. Make sure that you specify it travels at your current speed.
I like the rest though.




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 building 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. Mjolnir moves at Thor's current speed.

Note: Due to Mjolnir enhancing Thor's body attributes with it's lightning energy, Thor gains a +10 boost in speed when harnessing the energy of Mjolnir to increase in speed, a +10 boost in strength, and +5 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 +5 boost in damage using the stored energy in the hammer.
Looks:
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Changes made.
 
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Lord of Kaos

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Technique Name: Batcowl
EXP: 10
Type: Technology
Rank: C
Description: Mainly the cowl conceals Batman's features and contributes to his imposing appearance. It also carries an inertial navigation unit to keep him in balance when facing foes that can cause extreme dizziness or vertigo. Because some criminals have the power to see through solid objects be it X-ray technology or other means, Batman also lined the cowl with lead to protect his identity. The cowl's Kevlar panels provide a level of protection for his head against firearms. The front of the skull and the sides of the temples also have small armor inserts to increase the effectiveness of skull strikes and protect from concussive blows. Linking with the computer on his gauntlet, the cowl also contains shifting lenses that identifies suspect's identities, as well as their weak points (through medical records), while simultaneously avoiding the possibility of eye identification. This cowl is also equipped with special electromagnetic sensors as well that reverse magnetic waves from within 2 meters of it, redirecting magnetic waves from it as if an invisible force field was generated from it. This allows Batman to be able to effectively prevent mind control, or tampering with his mind. This protection also extends to being able to prevent electromagnetic or magnetic force manipulation near him. The Cowl is also fitted with a rebreather device that purifies air for Batman to breathe through in the case of being in hazardous environments or air where breathing is difficult.

Note: Due to the hardened Kevlar and enhanced visions granted, Batman gains a + 5 Durability boost at attacks aimed at the skull as well as a +15 Boosts to his Intelligence.
Note: Reversing of magnetic waves can be done and when done, attacks or gadgets based on magnetic pulses cannot be used and lasts 4 turns per usage.
Note: Rebreather can be used passively for 5 turns max each usage with a 1 turn cooling down period.
 
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Vex

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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 building 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 of +5. Mjolnir main ability is Lightning Creation and Generation aswell as Energy Generation, using this ability, Thor can use it to fly, generate lightning strikes (speed is equal to 60% of current energy), bolts, barriers, absorbation of lightning and these all can deal up to 60% of current energy attribute in damage. Thor can use lightning to enhance his 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 up to B rank (60% of current energy attribute in strength) with only a maximum of 3 objects created at a time. 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. Mjolnir moves at Thor's current speed.

Note: Due to Mjolnir enhancing Thor's body attributes with it's lightning energy, Thor gains a +10 boost in speed when harnessing the energy of Mjolnir to increase in speed, a +10 boost in strength, and +5 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: A freeform hit from Mjnolnir has the rank of B rank with a total of 60% of Strength attribute in damage damage.
Note: When using Energy/Lightning techniques that do not need Mjolnir, with Mjolnir as a medium, they gain +5 boost in damage using the stored energy in the hammer.
Looks:
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Changes made.
Technique Name: Batcowl
EXP: 10
Type: Technology
Rank: C
Description: Mainly the cowl conceals Batman's features and contributes to his imposing appearance. It also carries an inertial navigation unit to keep him in balance when facing foes that can cause extreme dizziness or vertigo. Because some criminals have the power to see through solid objects be it X-ray technology or other means, Batman also lined the cowl with lead to protect his identity. The cowl's Kevlar panels provide a level of protection for his head against firearms. The front of the skull and the sides of the temples also have small armor inserts to increase the effectiveness of skull strikes and protect from concussive blows up to C rank. Linking with the computer on his gauntlet, the cowl also contains shifting lenses that identifies suspect's identities, (through medical records), while simultaneously avoiding the possibility of eye identification. This cowl is also equipped with special electromagnetic sensors as well that reverse magnetic waves from within 2 meters of it, redirecting magnetic waves from it as if an invisible force field was generated from it. This allows Batman to be able to effectively prevent mind control, or tampering with his mind. This protection also extends to being able to prevent electromagnetic or magnetic force manipulation near him. The Cowl is also fitted with a rebreather device that purifies air for Batman to breathe through in the case of being in hazardous environments or air where breathing is difficult.

Note: Due to the hardened Kevlar and enhanced visions granted, Batman gains a + 5 Durability boost at attacks aimed at the skull as well as a +15 Boosts to his Intelligence.
Note: Reversing of magnetic waves can be done and when done, attacks or gadgets based on magnetic pulses cannot be used and lasts 4 turns per usage.
Note: Rebreather can be used passively for 5 turns max each usage with a 1 turn cooling down period.
-Both approved, nicely done z.z
Edited minor things in the cowl.
 
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