[LoT] Custom Techniques Submission

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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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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 flexability. 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 mainly magical boost, the armor grants Doom a Durability boost of +10 as well as +5 to speed and +10 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.
Note: The Concussive blasts are B Ranked blasts.
Note: The Field is able to repel B rank and below techniques as well as keep anyone that is below a 60 in strength out.
Note: The electrical current isn't very strong as it doesn't pass through hardened materials such as armor or kevlar. It's only strong enough to stun an enemy with 50 and below durability for as long as they are in contact with Doom.


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Ańbu Juniør

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Link to Bio:

Technique Name: Metal Manipulation
EXP: 10
Type: Energy
Rank: C
Description: Through his core power of Magnetokinesis, Magneto is able to passively manipulate metal and make it take different forms. This allows him to attract and repel metallic objects, despite their weight. He can also control metal that is on or inside his opponent's body. He can indirectly manipulate non-metallic objects via metal ores they may contain.

Technique Name: Force Field
EXP: 10
Type: Energy
Rank: C
Description: Through his core power of Magnetokinesis, Magneto creates a force field to protect himself, but can quickly expand it up to 20 meters in order to protect a larger area. The force field usually extends about two meters from his body, covers a 360 degree area, and is strong enough to defend from volcanic eruptions.
Note: The Force field grants Magneto +15 Durability when activated.

Technique Name: Flight
EXP: 5
Type: Energy
Rank: D
Description: Through his core power of Magnetokinesis, Magneto is able to take flight by gliding along the planet's natural magnetic lines of force. He can also achieve this by creating a repulsive force between himself and the planet in order to propel himself at varying speeds
Note: When in flight Magneto's Speed is increased by +10
 
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Negative Knight

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Technique Name: Absolute Zero
EXP: 20
Type: Energy
Rank: B
Description: This technique is always active as a byproduct of Captain's Cold's Crytokinetic abilities. Cold can passively freeze anything he touches or anything that touches him (though to completely encase something of considerable size such as a large vehicle, more prolonged contact is required) and he is always surrounded by circular waves of cold energy not unlike the rings of Saturn in appearance. These waves encompass 360 degrees around him and span two meters in diameter. They cool down the surrounding air temperature to below freezing temperatures. Any small projectiles (such as arrows, bullets, spears) that enter the field are drastically drained of their speed and momentum and harmlessly fall to the floor before they hit Cold. Anyone who gets caught in the field isn't as badly affected due to their size but as soon as they enter the field and as long as they remain inside of it, their speed stat is reduced by 40 points. Inside the field, all technology B-Rank and below becomes inoperable and regenerative abilities become ineffective.

Note: The freezing ability is unranked
Note: This technique is always active but counts as one of the user's moves per turn on their first turn of a battle

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

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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: Blessing's from The Ancestors
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 usage is second nature to him. The Neter, the name given by his people to explain the universal energy flowing within everything of the world, connects Heru with the plane in which his past ancestors exists, the link between them stronger than many other people of Heru's plane, and is used by the Deity to extend their magical prowess to Heru to be used in many ways via techniques. This concentrated link to the Neter has affected the body of Heru since his birth giving him supernatural abilities compared to the basic man. This mental/physical/spiritual connection to the energy that flows within all has blessed Heru with Divine Sight, basic mental connection, allowing the hero to feel the presence of things within short range of him. The basic physical connection to the Neter allows Heru to manipulate the energy around his body granting him the ability to levitate/fly naturally. The spiritual connection to the Neter is the main offensive ability of Heru's prowess shared with the Deity. 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 that Deities letting their soul energy take over his body bestowing their divine powers respectively, boosting the hero's supernatural abilities by far. With his great powers comes conditions, the first being that Heru can only hold a specific Deity for a limited time before the link with that Deity goes on a cool-down for a certain amount of time, although, deity posession is activated via move. This technique is passive and must be posted at the start of every battle, and below are the names of the Deity known to Heru

  • Ra - God of Fire
  • Sobek - God of Water
  • Geb - God of Earth
  • Nut - God of Wind
  • Osiris - God of Light
  • Seth - God of Darkness


Technique Name: Do to me, What you want for You
EXP: 10
Type: Magic
Rank: C
Description: Tapping into his physical connection to the Neter, Heru is able to take control of the forces surrounding objects within mid.range of his body through hand gestures, weather it be minute or very noticible. Once control is taken, Heru freezes the physical movement of that object as he levitates it and moves it around within that same mid.range field to suit his needs. Physical or other forms of damage to a target can even be acquired through secondary sources like slamming the opponent/object into the ground or another object. With the use of this technique Heru can take control of up to two objects, one with each hand, and once control is taken he must remained focused on it in order to keep said control. The affected object's moving speed is based on the user's intellect(acc.), and only objects within the size dimensions of 3m can be taken over.
 
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Zaphkiel

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Technique Name: Solar Energy Transmutation
EXP: 20
Type: Mutant
Rank: B
Description A unique ability seen in Kryptonians, is the act of absorbing/processing radiation, especially that of stars. Clark carries this ability with him at all times and passively stores solar energy from the orange sun of PlanetNB within himself. He is also able to harvest the radiation of Blue Star should he venture beyond PlanetNB but not that of a Red Star. By passively absorbing solar radiation Clark is able to turn that energy into many other forms for his other superpowers, and can even use it to sustain himself--much like how humans eat food to stay 'alive'. Clark may also fly up to the sun, going far enough to the last atmospheric layer of PlanetNB, and stay there to absorb extra solar radiation and even heal himself of any injuries someone might have inflicted. The passive ability of Solar Energy Transmutation grants Clark the following abilities (which are also passive);

Flight: Clark is able to lift his body from the chains of gravity with something that can only be described as will. He can fly at blinding speeds or just hover when stationary. His flight speed is correspondent with his (Speed) attribute.

Durability: Due to constantly having solar radiation within and his Kryptonian physiology, Clark has an immensely durable body. Able to fall from orbit unharmed. Clark is immune to common Earth ailments and viruses and is resistant to various forms of poison that affects humans. Being an alien and all he also has the ability to survive in the vacuum of space by converting solar energy for sustenance. His durability is corresppndent with his (Durability) attribute and depending on the value of that attribute he is 'tough' to attacks of that rank and below. For example a Durability rating of 30 allows him to stand up to C ranked moves and techniques without losing HP.

Even though Superman is able to absorb various forms of radiation not all is ideal for his body. Namely the radiation of a Red Sun or green Kryptonite. If green Kryptonite is brought within short range Clark he begins to feel immediate effects which begin dropping his stats until they are zero, essentially turning him into a regular man. And if Clark even foes into the same region as a Red Star he begins to be stripped of his powers. He has recognized the radiative patters of these his weaknesses however, and can spot them with his X-Ray vision if he has reason to be suspicious. Other forms of radiation like Gamma Rays simply pass through his body without effect.

Note: Healing can only heal +5 per turn and cannot heal above 25 in all.
Note: Because of solar radiation absorption Clark is granted a passive +5 to Strength and speed if he is operating during the day.

Technique Name: Keenness of Senses
EXP: 5
Type: Mutant
Rank: D
Description: With his Kryptonian physiology Clark is able to see and hear even above superhuman. In addition to a higher perception:reaction quotient, Clark is able to see other waves of the Electro Magnetic Spectrum such as UV, Gamma, and even Microwaves up to long ranged. He is also able to hear varying frequencies such as radio and telephone calls up to long ranged. He cab only listen however and can't reply or talk on these frequencies. He is also able to feel the slightest of tremors on ground and distortions in the air such sound or delicate air pressure changes. His Intelligence increases by +5 because of this.

Note: Passive
 
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Venom

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Technique Name: Negative Speed Force
EXP: 10
Type: Science
Rank: C
Description: Thawne's primary super ability is his super speed which he gets from tapping into the Negative Speed Force or NSF for short. He mainlines the power from the force itself and cannot be cut off from the source. But what makes the NSF so special is not only its ability to accelerate the user's speed and other bodily functions at will. The NSF eats away at the regular Speed Force like a cancer and can consume any speedster's speed (lol) or item/object with a fast momentum and slow it down drastically. Thawne himself is the engine that generates this Negative Speed Force with every step that he runs through the manipulation of Kinetic energy. At this level of the NSF thawne is granted only +5 AP to his speed and energy attribute each. The list below is what occurs to thawne and what he is capable of with this level of the NSF.



  • Moves:
  • Energy Construct Creation: He discovered if he concentrated, the Speed Force could be used to create solid constructs which he used to compose his costume for example. Through this usage Thawne can create a full body suit to protect his identiy. The suit itself doesn't grant any protection against attacks, its just a suit. He can also create solid constructs to extend from certain part of his body but never leave his body.
  • Steal Speed: He is able to "steal" speed and/or momentum from anyone or anything, including fast beings or Inertia effectively turning them into living statues. Also can steal speed from bullets and other fast moving objects thrown at him or at others. Anything with speeds below his speed at the moment of this usage will be slowed down by 40% of the person/item attribute's speed (or if the speed of person/item is dependent on energy it will be 40% from that and instead of it being below thawne's speed attribute you will use his energy attribute to determine if one can slow it down or not and so on).

    Abilities:
  • Speed Force Aura: The Reverse Flash's body is surrounded by what he calls his "speed force aura". This aura and his suit protects him from the effects of using speed. With this aura, he is able to absorb kinetic energy passively to move fast.
  • Regeneration: Accelerating his healing factor while using the Speed Force to sustain him, he could heal from any injury with time, without prematurely aging. He isn't able to regenerate lost limbs/body parts and/or missing organs. At this level (C rank) Thawne can heal from damages such as small cuts/slashes that don't go pass bones, bruises, 2nd degree burns and from mild poisoning or natural weather calamities (B rank and below if any of these are attacks)
Notes:
-The NSF upon activation remains active for the entire fight or event.
-Each "Moves" counts as a move per turn (1st two dot notes above)
-The "Abilities" are passive upon requirement but only one can be used per turn at this level.

Technique Name: Increase Perception
EXP: 10
Type: Science
Rank: C
Description: Thawne possesses the ability to alter his perceptions of everything through the NSF so that falling objects for example can appear to be standing still and can be caught and moved back to their normal position. He can disarm or jam any number of opponents weapons before they are even aware of his movement if their tracking isn't up to thawne's speed and can hurl small projectiles at fast velocities. Now with this technique things do not truly stand still, it is his own perception of time that seems to stand still, and his body automatically adjusts to his perception, hence, the slower he views the world, the faster his body moves through NSF to adjust to his perception. Thawne's mental abilities are also increased in speed, simple computations can be done at faster speeds, and his ability to perform normal feats at increased speeds has allowed him to move sandbags to cover a beach or search an entire area for something as small as a paper clip. He can also read at super-speed, but rarely takes advantage of this ability to learn at increased speeds. Due to this feat, Thawne's intelligence attribute is increase by +5. This passively activates upon Thawne activating the Negative Speed Force.

Technique Name: Vortex
EXP: 5
Type: Science
Rank: D
Description: By running in a circle at a certain speed, Thawne is able to create a vortex with a variety of effects. One effect is pulling the air away from the center in order to suffocate an enemy. Another effect is levitating whoever and whatever was in the center which can be used offensively, defensively or for supplementary purposes in and out of battle. Normally one can simply extend a solid object towards the wall of the tornado to 'trip' down thawne but when using this technique thawne doesn't only stay on the ground and run he jumps occasionally. Some other effects are acting as barriers to movement or funnels for toxic gases with his hands even. Thawne also can spin his arms to create directed funnels of hurricane speed air that can knock down barriers or reduce the speed of a falling object. When putting out forest fires, what thawne does when he runs around the perimeter is create a pocket tornado. The updraft lowers the temperature inside the funnel and raises the fire off the ground which takes away its fuel source. This technique is determine by Thawne's speed attribute.

~
 

Lord of Kaos

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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 flexability. 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 mainly magical boost, the armor grants Doom a Durability boost of +10 as well as +5 to speed and +10 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.
Note: The Concussive blasts are B Ranked blasts.
Note: The Field is able to repel B rank and below techniques as well as keep anyone that is below a 60 in strength out.
Note: The electrical current isn't very strong as it doesn't pass through hardened materials such as armor or kevlar. It's only strong enough to stun an enemy with 50 and below durability for as long as they are in contact with Doom.


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Bio -
You should quote Pantha's check on this so one can know what exactly you were asked to edit/update. And all the pics aren't needed to show what Doom can do/has said lol.

Link to Bio:

Technique Name: Metal Manipulation
EXP: 10
Type: Energy
Rank: C
Description: Through his core power of Magnetokinesis, Magneto is able to passively manipulate metal and make it take different forms. This allows him to attract and repel metallic objects, despite their weight. He can also control metal that is on or inside his opponent's body. He can indirectly manipulate non-metallic objects via metal ores they may contain.

Passive manipulation? So you can control any metal, regardless of weight and size, how you see fit passively, including enemy armor/weapons? Cmon fam..... this can't be passive and given how much stuff it's implied to do, it needs to have a limit on weight and height as well as range. It can be advanced and expanded on with future customs.

Technique Name: Force Field
EXP: 10
Type: Energy
Rank: C
Description: Through his core power of Magnetokinesis, Magneto creates a force field to protect himself, but can quickly expand it up to 20 meters in order to protect a larger area. The force field usually extends about two meters from his body, covers a 360 degree area, and is strong enough to defend from volcanic eruptions.
Note: The Force field grants Magneto +15 Durability when activated.

20 meters is too much lmao, you basically can create a force field that negates anything on the entire field and can grow it to collide with opponents. And for a C rank to stop volcanic eruptions as well?? +15 is ehh, +10 sounds more plausible imo but when Pantha checks it, he might allow +15.

Technique Name: Flight
EXP: 5
Type: Energy
Rank: D
Description: Through his core power of Magnetokinesis, Magneto is able to take flight by gliding along the planet's natural magnetic lines of force. He can also achieve this by creating a repulsive force between himself and the planet in order to propel himself at a max speed of 40% of his Speed attribute.

Note: When in flight Magneto's Speed is increased by +10

Approved, with edits.




Technique Name: Absolute Zero
EXP: 20
Type: Energy
Rank: B
Description: This technique is always active as a byproduct of Captain's Cold's Crytokinetic abilities. Cold can passively freeze anything he touches or anything that touches him (though to completely encase something of considerable size such as a large vehicle, more prolonged contact is required) and he is always surrounded by circular waves of cold energy not unlike the rings of Saturn in appearance. These waves encompass 360 degrees around him and span two meters in diameter. They cool down the surrounding air temperature to below freezing temperatures. Any small projectiles (such as arrows, bullets, spears) that enter the field are drastically drained of their speed and momentum and harmlessly fall to the floor before they hit Cold. Anyone who gets caught in the field isn't as badly affected due to their size but as soon as they enter the field and as long as they remain inside of it, their speed stat is reduced by 40 points. Inside the field, all technology B-Rank and below becomes inoperable and regenerative abilities become ineffective.

Note: The freezing ability is unranked
Note: This technique is always active but counts as one of the user's moves per turn on their first turn of a battle

If freezing ability is unranked, then what can break it? And passively freezing everything is a stretch; this is the base of your ability and you want it to be allowable passively. Reducing something by -40 is entirely too high as well, -15 is max for me, especially for a B rank. the rest seems fine.


Technique Name: Frozen Forge
EXP: 5
Type: Energy
Rank: D
Description: Through this technique Captain Cold can generate a myriad of tools and weapons out of ice that can be used to attack, defend or for supplementary purposes. This technique is so varied that it can be used to create handheld weapons (swords, spears, tridents, etc), projectiles (arrows, bullets, etc) defensive constructs (shields, walls, etc) or tools which merely exist to aid movement such blunt pillars to launch the user or his allies into the air. This technique’s utility is only limited by Captain Cold’s own imagination and the fact that any created constructs must be created within one meter from his position. Anything not created directly from his body is made from freezing the surrounding air moisture and then sent outwards (if their intended use is to be used as projectiles). Any created projectiles move as fast as their real-life counterparts and anything offensive created using this technique deals 20% of the user’s energy attribute. The maximum size of any created constructs can be up to three meters by three meters by three meters.
Lol, no they arent moving as fast as real life counterparts. You arent creating bullet speed items at D rank, that's too much.



Technique Name: Blessing's from The Ancestors
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 usage is second nature to him. The Neter, the name given by his people to explain the universal energy flowing within everything of the world, connects Heru with the plane in which his past ancestors exists, the link between them stronger than many other people of Heru's plane, and is used by the Deity to extend their magical prowess to Heru to be used in many ways via techniques. This concentrated link to the Neter has affected the body of Heru since his birth giving him supernatural abilities compared to the basic man. This mental/physical/spiritual connection to the energy that flows within all has blessed Heru with Divine Sight, basic mental connection, allowing the hero to feel the presence of things within short range of him. The basic physical connection to the Neter allows Heru to manipulate the energy around his body granting him the ability to levitate/fly naturally. The spiritual connection to the Neter is the main offensive ability of Heru's prowess shared with the Deity. 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 that Deities letting their soul energy take over his body bestowing their divine powers respectively, boosting the hero's supernatural abilities by far. With his great powers comes conditions, the first being that Heru can only hold a specific Deity for a limited time before the link with that Deity goes on a cool-down for a certain amount of time, although, deity posession is activated via move. This technique is passive and must be posted at the start of every battle, and below are the names of the Deity known to Heru

  • Ra - God of Fire
  • Sobek - God of Water
  • Geb - God of Earth
  • Nut - God of Wind
  • Osiris - God of Light
  • Seth - God of Darkness
Yeaaaahh......I'm let Pantha have this one.



Technique Name: Do to me, What you want for You
EXP: 10
Type: Magic
Rank: C
Description: Tapping into his physical connection to the Neter, Heru is able to take control of the forces surrounding objects within mid.range of his body through hand gestures, weather it be minute or very noticible. Once control is taken, Heru freezes the physical movement of that object as he levitates it and moves it around within that same mid.range field to suit his needs. Physical or other forms of damage to a target can even be acquired through secondary sources like slamming the opponent/object into the ground or another object. With the use of this technique Heru can take control of up to two objects, one with each hand, and once control is taken he must remained focused on it in order to keep said control. The affected object's moving speed is based on the user's intellect(acc.), and only objects within the size dimensions of 3m can be taken over.
This too.

Technique Name: Solar Energy Transmutation
EXP: 20
Type: Mutant
Rank: B
Description A unique ability seen in Kryptonians, is the act of absorbing/processing radiation, especially that of stars. Clark carries this ability with him at all times and passively stores solar energy from the orange sun of PlanetNB within himself. He is also able to harvest the radiation of Blue Star should he venture beyond PlanetNB but not that of a Red Star. By passively absorbing solar radiation Clark is able to turn that energy into many other forms for his other superpowers, and can even use it to sustain himself--much like how humans eat food to stay 'alive'. Clark may also fly up to the sun, going far enough to the last atmospheric layer of PlanetNB, and stay there to absorb extra solar radiation and even heal himself of any injuries someone might have inflicted. The passive ability of Solar Energy Transmutation grants Clark the following abilities (which are also passive);

Flight: Clark is able to lift his body from the chains of gravity with something that can only be described as will. He can fly at blinding speeds or just hover when stationary. His flight speed is correspondent with his (Speed) attribute.

Durability: Due to constantly having solar radiation within and his Kryptonian physiology, Clark has an immensely durable body. Able to fall from orbit unharmed. Clark is immune to common Earth ailments and viruses and is resistant to various forms of poison that affects humans. Being an alien and all he also has the ability to survive in the vacuum of space by converting solar energy for sustenance. His durability is correspondent with his (Durability) attribute and depending on the value of that attribute he is 'tough' to attacks of that rank and below. For example a Durability rating of 30 allows him to stand up to C ranked moves and techniques without losing HP.

Even though Superman is able to absorb various forms of radiation not all is ideal for his body. Namely the radiation of a Red Sun or green Kryptonite. If green Kryptonite is brought within short range Clark he begins to feel immediate effects which begin dropping his stats until they are zero, essentially turning him into a regular man. And if Clark even foes into the same region as a Red Star he begins to be stripped of his powers. He has recognized the radiative patters of these his weaknesses however, and can spot them with his X-Ray vision if he has reason to be suspicious. Other forms of radiation like Gamma Rays simply pass through his body without effect.

Note: Healing can only heal +5 per turn and cannot heal above 25 in all.
Note: Because of solar radiation absorption Clark is granted a passive +5 to Strength and speed if he is operating during the day.

Your Core Ability, which is Solar Energy Transmutation, already grants you a Stat bonus, why would this give you the same boosts twice? Flying to the top of the atmosphere in order to heal is too much as well, given he can live in outer space. You could stay there as long as you want lol. This covers too much for me though. Flight, Durability, Healing, and immunity to radiation inside one technique?

Technique Name: Keenness of Senses
EXP: 5
Type: Mutant
Rank: D
Description: With his Kryptonian physiology Clark is able to see and hear even above superhuman. In addition to a higher perception:reaction quotient, Clark is able to see other waves of the Electro Magnetic Spectrum such as UV, Gamma, and even Microwaves up to long ranged. He is also able to hear varying frequencies such as radio and telephone calls up to long ranged. He cab only listen however and can't reply or talk on these frequencies. He is also able to feel the slightest of tremors on ground and distortions in the air such sound or delicate air pressure changes. His Intelligence increases by +5 because of this.

Note: Passive
Approved

Technique Name: Negative Speed Force
EXP: 10
Type: Science
Rank: C
Description: Thawne's primary super ability is his super speed which he gets from tapping into the Negative Speed Force or NSF for short. He mainlines the power from the force itself and cannot be cut off from the source. But what makes the NSF so special is not only its ability to accelerate the user's speed and other bodily functions at will. The NSF eats away at the regular Speed Force like a cancer and can consume any speedster's speed (lol) or item/object with a fast momentum and slow it down drastically. Thawne himself is the engine that generates this Negative Speed Force with every step that he runs through the manipulation of Kinetic energy. At this level of the NSF thawne is granted only +5 AP to his speed and energy attribute each. The list below is what occurs to thawne and what he is capable of with this level of the NSF.



  • Moves:
  • Energy Construct Creation: He discovered if he concentrated, the Speed Force could be used to create solid constructs which he used to compose his costume for example. Through this usage Thawne can create a full body suit to protect his identiy. The suit itself doesn't grant any protection against attacks, its just a suit. He can also create solid constructs to extend from certain part of his body but never leave his body.
  • Steal Speed: He is able to "steal" speed and/or momentum from anyone or anything, including fast beings or Inertia effectively turning them into living statues. Also can steal speed from bullets and other fast moving objects thrown at him or at others. Anything with speeds below his speed at the moment of this usage will be slowed down by 40% of the person/item attribute's speed (or if the speed of person/item is dependent on energy it will be 40% from that and instead of it being below thawne's speed attribute you will use his energy attribute to determine if one can slow it down or not and so on).

    Abilities:
  • Speed Force Aura: The Reverse Flash's body is surrounded by what he calls his "speed force aura". This aura and his suit protects him from the effects of using speed. With this aura, he is able to absorb kinetic energy passively to move fast.
  • Regeneration: Accelerating his healing factor while using the Speed Force to sustain him, he could heal from any injury with time, without prematurely aging. He isn't able to regenerate lost limbs/body parts and/or missing organs. At this level (C rank) Thawne can heal from damages such as small cuts/slashes that don't go pass bones, bruises, 2nd degree burns and from mild poisoning or natural weather calamities (B rank and below if any of these are attacks)
Notes:
-The NSF upon activation remains active for the entire fight or event.
-Each "Moves" counts as a move per turn (1st two dot notes above)
-The "Abilities" are passive upon requirement but only one can be used per turn at this level.

Yeah, all of this isnt being allowed in one custom, idk what you thought this was. All four of those moves and abilities need to be submitted by themselves, but I can tell you that they also need to be depowered as well.

Technique Name: Increase Perception
EXP: 10
Type: Science
Rank: C
Description: Thawne possesses the ability to alter his perceptions of everything through the NSF so that falling objects for example can appear to be standing still and can be caught and moved back to their normal position. He can disarm or jam any number of opponents weapons before they are even aware of his movement if their tracking isn't up to thawne's speed and can hurl small projectiles at fast velocities. Now with this technique things do not truly stand still, it is his own perception of time that seems to stand still, and his body automatically adjusts to his perception, hence, the slower he views the world, the faster his body moves through NSF to adjust to his perception. Thawne's mental abilities are also increased in speed, simple computations can be done at faster speeds, and his ability to perform normal feats at increased speeds has allowed him to move sandbags to cover a beach or search an entire area for something as small as a paper clip. He can also read at super-speed, but rarely takes advantage of this ability to learn at increased speeds. Due to this feat, Thawne's intelligence attribute is increase by +5. This passively activates upon Thawne activating the Negative Speed Force.

The colored part can lead to some confusion because it makes it seem like the better you concentrate, the faster you get and slower things appear. Keep in mind this doesn't increase your speed at all, just how things appear to you.

Technique Name: Vortex
EXP: 5
Type: Science
Rank: D
Description: By running in a circle at a certain speed, Thawne is able to create a vortex with a variety of effects. One effect is pulling the air away from the center in order to suffocate an enemy. Another effect is levitating whoever and whatever was in the center which can be used offensively, defensively or for supplementary purposes in and out of battle. Normally one can simply extend a solid object towards the wall of the tornado to 'trip' down thawne but when using this technique thawne doesn't only stay on the ground and run he jumps occasionally. Some other effects are acting as barriers to movement or funnels for toxic gases with his hands even. Thawne also can spin his arms to create directed funnels of hurricane speed air that can knock down barriers or reduce the speed of a falling object. When putting out forest fires, what thawne does when he runs around the perimeter is create a pocket tornado. The updraft lowers the temperature inside the funnel and raises the fire off the ground which takes away its fuel source. This technique is determine by Thawne's speed attribute.

~

D ranks can only move at up to 20% of the user's Attribute it's related to. 20% of 35 is 7 basically...You expect to cause tornadoes that suffocate and lift people from the air at Child like Speeds?
 

Venom

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Can't really quote the above due to his checks being in my quote lol so i'll just post it as normal and bold the changes i add. Hope thats ok..

Technique Name: Negative Speed Force
EXP: 10
Type: Science
Rank: C
Description: Thawne's primary super ability is his super speed which he gets from tapping into the Negative Speed Force or NSF for short. He mainlines the power from the force itself and cannot be cut off from the source. But what makes the NSF so special is not only its ability to accelerate the user's speed and other bodily functions at will Will be branch off into individual techniques). The NSF eats away at the regular Speed Force like a cancer and can consume any speedster's speed (lol) or item/object with a fast momentum and slow it down drastically Will be branch off into individual techniques). Thawne himself is the engine that generates this Negative Speed Force with every step that he runs through the manipulation of Kinetic energy. At this level of the NSF thawne is granted only +5 AP to his speed and energy attribute each. Upon activation he discovered if he concentrated, the Negative Speed Force could be used to create solid constructs which he used to compose his costume passively. The suit doesn't add any sort of offensive or defensive, its solely for cosmetics and to hide his identity.

Notes:
-The NSF upon activation remains active for the entire fight or event.

Technique Name: Increase Perception
EXP: 10
Type: Science
Rank: C
Description: Thawne possesses the ability to alter his perceptions of everything through the NSF so that falling objects for example can appear to be standing still and can be caught and moved back to their normal position. He can disarm or jam any number of opponents weapons before they are even aware of his movement if their tracking isn't up to thawne's speed and can hurl small projectiles at fast velocities. Now with this technique things do not truly stand still, it is his own perception of time that seems to stand still, and his mind automatically adjusts to his perception, hence, the slower he views the world, the faster his train of thought due to NSF adjusting his perception of things around him. This does not add any sort of speed to his body or speed attribute. It soley enhances his perception of things through the mind, increasing his brain power so to say. Thawne's mental abilities are also increased in speed, simple computations can be done at faster speeds, and his ability to perform normal feats at increased speeds has allowed him to move sandbags to cover a beach or search an entire area for something as small as a paper clip. He can also read at super-speed, but rarely takes advantage of this ability to learn at increased speeds. Due to this feat, Thawne's intelligence attribute is increase by +5. This passively activates upon Thawne activating the Negative Speed Force.

Technique Name: Vortex
EXP: 5
Type: Science
Rank: D
Description: By running in a circle at a certain speed, Thawne is able to create a miniature vortex with a variety of effects. An effect is levitating whoever and whatever was in the center which can be used offensively, defensively or for supplementary purposes in and out of battle (At this level he cannot use it to lift an adult size individual or items of a large size such as cars etc). Normally one can simply extend a solid object towards the wall of the tornado to 'trip' down thawne but when using this technique thawne doesn't only stay on the ground and run he jumps occasionally. Some other effects are acting as barriers to movement or funnels for toxic gases with his hands even. Thawne also can spin his arms to create directed funnels of hurricane speed air that can knock down barriers or reduce the speed of a falling object and can even use it for a brief gliding period or to stay afloat for some seconds.. When putting out forest fires, what thawne does when he runs around the perimeter is create a pocket tornado. The updraft lowers the temperature inside the funnel and raises the fire off the ground which takes away its fuel source. This technique is determine by Thawne's speed attribute.

~
 

Negative Knight

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If freezing ability is unranked, then what can break it? And passively freezing everything is a stretch; this is the base of your ability and you want it to be allowable passively. Reducing something by -40 is entirely too high as well, -15 is max for me, especially for a B rank. the rest seems fine.

Lol, no they arent moving as fast as real life counterparts. You arent creating bullet speed items at D rank, that's too much.
Removed freezing ability, I'll make that as a separate technique.

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

Note: This technique is always active but counts as one of the user's moves per turn on their first turn of a battle
Note: The user isn't affected by this technique

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

Leathercandle

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Bio link:
Gained 20 EXP here:

Technique Name: Force Pressure
EXP: 20
Type: Magic
Rank: B
Description:
The user controls the force in such a way that they apply pressure to objects. There are two main variations in how this technique can be used, each quite deadly and powerful. The first, is Force Choke, and the other is Force Crush

Force Choke:
The user applies pressure around the neck of someone by curling the fingers of one of their hands inwards and often also extending that arm. By raising the arm, the user can lift the targeted person into the air up to three feet. While being choked, the target takes 50% damage of the user's Energy attribute every turn, and after two of the user's turns (including the one it starts) of continuous Force Choke, they faint due to a lack of oxygen in their lungs and brain.

Force Crush:
The user applies large amounts of pressure to an object or person using the force, crushing them or it. This technique does 60% damage of the user's Energy attribute to the target, and can leave them crippled with bones sticking out of their body, and internal organs crushed. If the opponent's Durability attribute is at least 40 points higher than the user's Energy attribute, this technique will only be able to break their skin and make it harder to move.

-Force Crush can be used twice per battle, with a two turn cool down
-When someone is under the effects of Force Crush, they suffer -15 to their Speed attribute
-Force Choke can be used an infinite number of times, but there must be a two turn cool down between usages
 

Zaphkiel

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Lord of Kaos said:
Your Core Ability, which is Solar Energy Transmutation, already grants you a Stat bonus, why would this give you the same boosts twice? Flying to the top of the atmosphere in order to heal is too much as well, given he can live in outer space. You could stay there as long as you want lol. This covers too much for me though. Flight, Durability, Healing, and immunity to radiation inside one technique?
But..but..I'm Superman :( *edited to criteria*

Technique Name:Solar Energy Transmutation
EXP: 20
Type: Mutant
Rank: B
Description A unique ability seen in Kryptonians, is the act of absorbing/processing radiation, especially that of stars. Clark carries this ability with him at all times and passively stores solar energy from the orange sun of PlanetNB within himself. He is also able to harvest the radiation of Blue Star should he venture beyond PlanetNB but not that of a Red Star. By passively absorbing solar radiation Clark is able to turn that energy into many other forms for his other superpowers, and can even use it to sustain himself--much like how humans eat food to stay 'alive'. Clark may also fly absorb extra solar radiation and to heal himself of any injuries someone might have inflicted. The passive ability of Solar Energy Transmutation grants Clark the following abilities (which are also passive);

Flight: Clark is able to lift his body from the chains of gravity with something that can only be described as will. He can fly at blinding speeds or just hover when stationary. His flight speed is correspondent with his (Speed) attribute.

Durability: Due to constantly having solar radiation within and his Kryptonian physiology, Clark has an immensely durable body. Able to fall from orbit unharmed. Being an alien and all he also has the ability to survive in the vacuum of space by converting solar energy for sustenance. His durability is corresppndent with his (Durability) attribute and depending on the value of that attribute he is 'tough' to attacks of that rank and below. For example a Durability rating of 30 allows him to stand up to C ranked moves and techniques without losing HP.

Even though Superman is able to absorb various forms of radiation not all are ideal for his body. Namely the radiation of a Red Sun or green Kryptonite. If green Kryptonite is brought within short range Clark he begins to feel immediate effects which begin dropping his stats until they are zero, essentially turning him into a regular man. And if Clark even goes into the same region as a Red Star he begins to be stripped of his powers. He has recognized the radiative patters of these his weaknesses however, and can spot them with his radiative vision if he has reason to be suspicious.

Note: Healing can only heal +5 to Durability per turn and cannot heal above 25 in all.
 
Last edited:

Panthalassa

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Hey Madara, why you messin' up my section, bruh?

Can't really quote the above due to his checks being in my quote lol so i'll just post it as normal and bold the changes i add. Hope thats ok..

Technique Name: Negative Speed Force
EXP: 10
Type: Science
Rank: C
Description: Thawne's primary super ability is his super speed which he gets from tapping into the Negative Speed Force or NSF for short. He mainlines the power from the force itself and cannot be cut off from the source. But what makes the NSF so special is not only its ability to accelerate the user's speed and other bodily functions at will Will be branch off into individual techniques). The NSF eats away at the regular Speed Force like a cancer and can consume any speedster's speed (lol) or item/object with a fast momentum and slow it down drastically Will be branch off into individual techniques). Thawne himself is the engine that generates this Negative Speed Force with every step that he runs through the manipulation of Kinetic energy. At this level of the NSF thawne is granted only +5 AP to his speed and energy attribute each ( Already present on the bio, does not stack) . Upon activation he discovered if he concentrated, the Negative Speed Force could be used to create solid constructs which he used to compose his costume passively ( Techniques for other constructs will be submitted separately ). The suit doesn't add any sort of offensive or defensive, its solely for cosmetics and to hide his identity.

Notes:
-The NSF upon activation remains active for the entire fight or event.
Made some Edits (Seems useless, btw, don't know what you wanted to do with this, is basically just a copy of your Ability's description. ) I didn't approved it because I think you should spend your EXP in other things, or at least give this technique a purpose other than describing once again your abilities.

Technique Name: Increase Perception
EXP: 10
Type: Science
Rank: C
Description: Thawne possesses the ability to alter his perceptions of everything through the NSF so that falling objects for example can appear to be standing still and can be caught and moved back to their normal position. He can disarm or jam any number of opponents weapons before they are even aware of his movement if their tracking isn't up to thawne's speed and can hurl small projectiles at fast velocities. Now with this technique things do not truly stand still, it is his own perception of time that seems to stand still, and his mind automatically adjusts to his perception, hence, the slower he views the world, the faster his train of thought due to NSF adjusting his perception of things around him. This does not add any sort of speed to his body or speed attribute. It soley enhances his perception of things through the mind, increasing his brain power so to say. Thawne's mental abilities are also increased in speed, simple computations can be done at faster speeds, and his ability to perform normal feats at increased speeds has allowed him to move sandbags to cover a beach or search an entire area for something as small as a paper clip. He can also read at super-speed, but rarely takes advantage of this ability to learn at increased speeds. Due to this feat, Thawne's intelligence attribute is increase by +5. This passively activates upon Thawne activating the Negative Speed Force.
It's once again something quite useless. Your ability to track other things are based on your INT, and your description has a mix of too powerful for a C rank and just plain strange. If you want to associate your INT with your SPD stat, then you should base it on a something different, maybe say your INT grows in proportion with your SPD. I can reword this so that it's basically just something that gives you +5 in INT, but you won't be able to see everything standing still.

Technique Name: Vortex
EXP: 5
Type: Science
Rank: D
Description: By running in a circle at a certain speed, Thawne is able to create a miniature vortex with a variety of effects. An effect is levitating whoever and whatever was in the center which can be used offensively, defensively or for supplementary purposes in and out of battle (At this level he cannot use it to lift an adult size individual or items of a large size such as cars etc). Normally one can simply extend a solid object towards the wall of the tornado to 'trip' down thawne but when using this technique thawne doesn't only stay on the ground and run he jumps occasionally. Some other effects are acting as barriers to movement or funnels for toxic gases with his hands even. Thawne also can spin his arms to create directed funnels of hurricane speed air that can knock down barriers or reduce the speed of a falling object and can even use it for a brief gliding period or to stay afloat for some seconds.. When putting out forest fires, what thawne does when he runs around the perimeter is create a pocket tornado. The updraft lowers the temperature inside the funnel and raises the fire off the ground which takes away its fuel source. This technique is determine by Thawne's speed attribute. The tornado is empowered and deals damage according to 20% of the user's Speed Attribute.

~
Approved ~ With Edits

Removed freezing ability, I'll make that as a separate technique.

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

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

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

Bio link:
Gained 20 EXP here:

Technique Name: Force Pressure
EXP: 20
Type: Magic
Rank: B
Description:
The user controls the force in such a way that they apply pressure to objects. There are two main variations in how this technique can be used, each quite deadly and powerful. The first, is Force Choke, and the other is Force Crush

Force Choke:
The user applies pressure around the neck of someone by curling the fingers of one of their hands inwards and often also extending that arm. By raising the arm, the user can lift the targeted person into the air up to three feet. While being choked, the target takes 50% damage of the user's Energy attribute every turn, and after two of the user's turns (including the one it starts) of continuous Force Choke, they faint due to a lack of oxygen in their lungs and brain.

Force Crush:
The user applies large amounts of pressure to an object or person using the force, crushing them or it. This technique does 60% damage of the user's Energy attribute to the target, and can leave them crippled with bones sticking out of their body, and internal organs crushed, if focused on a single area or limb. If the opponent's Durability attribute is enough to counter at least half of the damage given by this attack, then the user's Energy attribute, this technique will only be able to break their skin and make it harder to move. The effects aren't instantaneous.

-Force Crush can be used twice per battle, with a two turn cool down
-When someone is under the effects of Force Crush, they suffer -15 to their Speed attribute
-Force Choke can be used an infinite number of times, but there must be a three turn cool down between usages
Approved ~ With Edits

But..but..I'm Superman :( *edited to criteria*

Technique Name:Solar Energy Transmutation
EXP: 20
Type: Mutant
Rank: B
Description A unique ability seen in Kryptonians, is the act of absorbing/processing radiation, especially that of stars. Clark carries this ability with him at all times and passively stores solar energy from the orange sun of PlanetNB within himself. He is also able to harvest the radiation of Blue Star should he venture beyond PlanetNB but not that of a Red Star. By passively absorbing solar radiation Clark is able to turn that energy into many other forms for his other superpowers, and can even use it to sustain himself--much like how humans eat food to stay 'alive'. Clark may also fly absorb extra solar radiation and to heal himself of any injuries someone might have inflicted. The passive ability of Solar Energy Transmutation grants Clark the following abilities (which are also passive);

Flight: Clark is able to lift his body from the chains of gravity with something that can only be described as will. He can fly at blinding speeds or just hover when stationary. His flight speed is correspondent with his (Speed) attribute.

Durability: Due to constantly having solar radiation within and his Kryptonian physiology, Clark has an immensely durable body. Able to fall from orbit unharmed. Being an alien and all he also has the ability to survive in the vacuum of space by converting solar energy for sustenance. His durability is corresppndent with his (Durability) attribute, following the normal Damage rules.

Even though Superman is able to absorb various forms of radiation not all are ideal for his body. Namely the radiation of a Red Sun or green Kryptonite. If green Kryptonite is brought within short range Clark he begins to feel immediate effects which begin dropping his stats until they are zero, essentially turning him into a regular man. And if Clark even goes into the same region as a Red Star he begins to be stripped of his powers. He has recognized the radiative patters of these his weaknesses however, and can spot them with his radiative vision if he has reason to be suspicious. He has a resistance of 1:1 to Radiation type attacks, with the exception of those mentioned, instead of a 1:0,5 as usua.

Note: Healing can only heal +5 to Durability per turn and cannot heal above 50 in a battle.
Approved ~ With Edits.



Technique Name: Blessing's from The Ancestors
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 usage is second nature to him. The Neter, the name given by his people to explain the universal energy flowing within everything of the world, connects Heru with the plane in which his past ancestors exists, the link between them stronger than many other people of Heru's plane, and is used by the Deity to extend their magical prowess to Heru to be used in many ways via techniques. This concentrated link to the Neter has affected the body of Heru since his birth giving him supernatural abilities compared to the basic man. This mental/physical/spiritual connection to the energy that flows within all has blessed Heru with Divine Sight, basic mental connection, allowing the hero to feel the presence of things within short range of him. The spiritual connection to the Neter is the main offensive ability of Heru's prowess shared with the Deity. 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 that Deities letting their soul energy take over his body bestowing their divine powers respectively, boosting the hero's supernatural abilities by far. With his great powers comes conditions, the first being that Heru can only hold a specific Deity for a limited time before the link with that Deity goes on a cool-down for a certain amount of time, although, deity posession is activated via move. This technique is passive and must be posted at the start of every battle, and below are the names of the Deity known to Heru

  • Ra - God of Fire
  • Sobek - God of Water
  • Geb - God of Earth
  • Nut - God of Wind
  • Osiris - God of Light
  • Seth - God of Darkness

Approved ~ With Edits

Technique Name: Do to me, What you want for You
EXP: 10
Type: Magic
Rank: C
Description: Tapping into his physical connection to the Neter, Heru is able to take control of the forces surrounding objects within mid.range of his body through hand gestures, weather it be minute or very noticible. Once control is taken, Heru freezes the physical movement of that object as he levitates it and moves it around within that same mid.range field to suit his needs. Physical or other forms of damage to a target can even be acquired through secondary sources like slamming the opponent/object into the ground or another object. With the use of this technique Heru can take control of up to two objects, one with each hand, and once control is taken he must remained focused on it in order to keep said control. The affected object's moving speed is based on the user's intellect(acc.), and only objects within the size dimensions of 3m can be taken over.
As it stands, I believe this is outside of your abilities. Which Deity grants you the power of telekinesis? it's the same as your flight, I would understand if the Deity related with Air allows you these sort of abilities, but not all of them.
 
Last edited:

Kikyo

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Technique Name: Null
EXP: 20
Type: Magic
Rank: B
Description: Dennis is, and will always be, the embodiment of Darkness. As such, he will always exist in the shadows, and in his own realm of control, The Null. By activating this technique, Dennis's body reflexively turns into darkness upon being attacked, and as a result of this, his body instantly absorbs anything, save for light, and forces it into a pocket dimension known as The Null. This technique is extremely powerful since it allows him to essentially dodge almost every attack, however, in order to constantly keep this reflexive power active, Dennis is unable to use anything higher than B-Rank techniques. Additionally, Dennis can only absorb up to C-Rank techniques.
 

ZK

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Remote Access Mechanized Combat & Reconnaissance Droid [RAMCoRD] – Series: MIDAS 2.03b
EXP: 20
Type: Technology
Rank: B
Description: The Midas series is designed primarily for long-term undercover operations conducted in hostile territory. The humanoid unit is one hundred and eighty centimeters tall, one hundred and ten kilos heavy and deceptively harmless-looking.
Midas’ outer shell is designed as graded-Z radiation shielding; it is an alloy of steel, tantalum and aluminum, and every piece of the shell is covered by a layer of UHMW polyethylene that not only offers the unit significant protection from most handguns and bladed weapons, but also disperses kinetic impacts over large areas. Beneath the outer shell of radiation shielding is a layer of a plutonium-uranium-titanium alloy whose alpha, beta and gamma rays are normally isolated by the graded-Z shielding. Herein lays Midas’ value as a deep-cover operative: the unit is able to rotate the many pieces of its outer shell and thus expose the radioactive alloy to the air. The unit’s appearance will not change, but it will now emit a steady stream of radiation (10% of total attribute in damage per turn) and, if the layer of polyethylene is breached, plutonium-uranium dust (20% of total attribute in damage per turn). To assist with infiltration operations the unit is outfitted with a Holographic Image Inducer v6.1, which allows Midas to cloak itself in a human form. Combined with the soft, skin-like texture of the polyethylene and the unit’s state-of-the-art voice modulator Midas is extremely well-equipped for its purpose.
Version 2.03b is outfitted with one primary power sources; a v3.67 fusion reactor located in the unit’s chest region, and one secondary power source; an americium-powered radioisotope thermoelectric generator located in the unit’s pelvic region. These power Midas’ primary systems and circuitry (secondary systems and circuits are separate, shielded from EMP blasts and autonomously reactive), plus the unit’s pneumatic and hydraulic joints and its weapon systems. All systems and circuitry are shielded from radiation by layers of aromatic polyimide. 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 Midas. 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, though in Midas’ case the third photocell is actually three artificial, connected photoreceptor cells. It is able to detect targets from several hundred kilometers away using only its own systems.
The unit is outfitted with 15mm retractable adamantium ‘claws’ on each digit (50% of unit’s strength attribute in damage) that allow Midas to engage in close combat with minimal effort. For use in crowd-control situations the unit is outfitted with two canisters of cyanogen chloride, one in each upper arm, which will evaporate upon being released into the air. Cyanogen chloride is a highly toxic blood agent that is capable of penetrating gas mask filters and causes immediate injury upon contact with the eyes or respiratory organs. Symptoms of exposure include; confusion, vomiting, loss of consciousness, paralysis and death (50% of total attribute in damage per turn, maximum of 3 turns). Midas’ long-range capabilities are supported by a semi-automatic Type 25 Directed Energy Weapon that is embedded in its head and fired from the three connected photoreceptor cells there. The T25 fires weaponized plasma that instantly cauterizes wounds and subjects adjacent bodily fluids to flash vaporization (3 damage per shot, maximum of 20 shots).

  • Strength: 20
  • Intelligence: 0
  • Speed: 55
  • Durability: 25
  • Energy: 0
  • Technology: 0
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Panthalassa

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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. Gamma Radiation lingers in the target's clothes for 3 turns after the radiation hit or 1 turn if the target merely stands within short-range of the beam.

Note: The damage of the technique is 20% of the users energy stat.

what it looks like
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Approved ~ With Edits. Lingering Radiation Poisoning can only be done in higher ranked techniques, or as a standalone technique.

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 1 item at a time, it cannot surpass either D rank item or the volume of a basketball.
Approved ~ With Edits

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 physical attacks that do not use led simply pass right through him withought harm, unless the Damage Stat of the target surpasses that of the user's Energy Stat. If living flesh touches him in this state they immediately receive gamma poisoning taking 20% of the users energy stat in damage and a -5 to intellect every two turns, for at least 4 turns if the contact does not happen again. 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 half of the above effects of gamma poisoning ( 10% of the Energy Stat ).

Note: the user can only change into this form once per turn.
Note: this form only Allows time to dodge one attack per turn.
Note: requires 2 turn cooldown to use again
Approved ~ With Edits

Technique Name: Null
EXP: 20
Type: Magic
Rank: B
Description: Dennis is, and will always be, the embodiment of Darkness. As such, he will always exist in the shadows, and in his own realm of control, The Null. By activating this technique, Dennis's body reflexively turns into darkness upon being attacked, and as a result of this, his body instantly absorbs anything, save for light, and forces it into a pocket dimension known as The Null. This technique is extremely powerful since it allows him to essentially dodge almost every attack, however, in order to constantly keep this reflexive power active, Dennis is unable to use anything higher than B-Rank techniques. Additionally, Dennis can only absorb up to C-Rank techniques, with the exception of Light-based techniques or techniques whose Damage attribute surpasses the user's Energy Attribute. Lasts 5 turns and requires a 2 turn cooldown to use again. Can only be used 4 times per battle.
Approved ~ With Edits
 

Axle

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Technique Name: Is That it?
EXP: 10
Type: Mutation
Rank: C
Description: A regenerative factor that heals damage +10 every usage. This healing factor deals with major/minor cuts and burns as well as internal damage. The user cannot however repair from major damages in a single turn, it will take up to the number of turns for the regenerative factor to equal or surpass the amount of damage dealt from the wound.
Note: Can't be used on consecutive turns.
Note: Can't heal more than 50 Health points.
Note: Can't heal damage from 3rd Degree Burns, Severed Limbs or Missing Organs.

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

Technique Name: Trigger
EXP: 10
Type: Science
Rank: C
Description: The user hits a kill switch in their mind which passively augments their senses, bloodlust, willpower, and increases speed by +10. The user's intelligence decreases by -10 from being blinded by the user's own rage.
I'll be using the 20 EXP I just got from my mission to update 2 of my abilities



Technique Name: Is That it?
EXP: 20
Type: Mutation
Rank: B
Description: A regenerative factor that heals damage +20 every usage. This healing factor deals with major/minor cuts and burns as well as internal damage. The user cannot however repair from major damages in a single turn, it will take up to the number of turns for the regenerative factor to equal or surpass the amount of damage dealt from the wound.
Note: Can't be used on consecutive turns.
Note: Can't heal more than 60 Health points.
Note: Can't heal damage from Severed Limbs or Missing Organs.

Technique Name: Heightened senses
EXP: 10
Type: Mutant
Rank: C
Description: The user has the ability to augment their five senses for tracking, combat, or personal purposes. The user can track objects/people +10 speed faster than her own.
-Passive

Technique Name: Sixth Sense
EXP: 5
Type: Mutant
Rank: D
Description: The user gains an animal instinct to smell out or sense danger seconds before it happens. The user can sense danger 3 seconds before the action actually happens. Meaning that if a bullet is about to be fired, the sense happen 3 seconds from when the trigger is actually pulled however the user cannot tell where the danger is coming from
-Passive
 
Last edited:

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.


using 40 exp Im getting from mission to update stuff


Technique Name:Manipulation by association
EXP: 20
Type: Mutant
Rank: B
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, it cannot surpass B rank items.

Technique Name: Death Beam
EXP: 10
Type: mutant
Rank: C
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 40% 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 40% of the users energy stat, afterwards the effects of gamma poisoning occur.
Note: beam emits gamma radiation up to short range from itself that induces a milder version of gamma poisoning (20% of energy stat in dmg).


Technique Name: Serpent slayer
EXP: 20
Type: Mutant/equipment
Rank: B
Description: serpent slayer is essentially a Simple katana hilt with an empty slit right were the blade is supposed to sit. Exodus main ability is to control and produce an infinite amount of radiation,utilizing this the user will channel an extreme amount of radiation into the slit of the sword handle creating a blade. The user will condense the radiation to the form of a traditional katana, the condensed radiation becomes hot from the jumble molecules and creats a semi solid blade similar to plasma. The blade of radiation can be extended to long range at will, because it's composition is gamma radiation any living flesh that touches the blade will receive gamma poisoning taking 60% of the users energy stat in damage and -5 to intellect every 2 turns. Because of the quantity of radiation compressed into the form of a blade it has now changed to a form similar to that of plasma as such the user can cut through B rank and Below items like butter. As the blade is pure energy each strike the blade makes does the 60% of the users energy stat in damage . The blade itself weighs nothing as it is pure energy making physical attacks(like slashing) based on the users energy . Gamma radiation has the distinct ability to harbor in clothes and other items as such any item that has gamma radiation and is touched by living flesh grants the person touched the above effects of gamma poisoning.

Note: large amounts of radiation only empowers Exodus and as such boosts his SPD by +10, Int by +10, and Strength by 5 when wielding this blade(this only happens once)
Note: The blade itself emits radiation up to mid range.
Note: physical attacks such as slashing are decided by the users energy stat
Note: aBlade extension is based on the users energy stat.
Note: items struck by this blade can resist being cut into if the opponents technology stat is higher than the users energy stat.
Note: the user can perform other radiation related moves through the blade itself, if so the initial effects of the techniques used are doubled thanks to the large amounts of gamma radiation being used.
 
Last edited:

Vex

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Remote Access Mechanized Combat & Reconnaissance Droid [RAMCoRD] – Series: MIDAS 2.03b
EXP: 20
Type: Technology
Rank: B
Description: The Midas series is designed primarily for long-term undercover operations conducted in hostile territory. The humanoid unit is one hundred and eighty centimeters tall, one hundred and ten kilos heavy and deceptively harmless-looking.
Midas’ outer shell is designed as graded-Z radiation shielding; it is an alloy of steel, tantalum and aluminum, and every piece of the shell is covered by a layer of UHMW polyethylene that not only offers the unit significant protection from most handguns and bladed weapons, but also disperses kinetic impacts over large areas. Beneath the outer shell of radiation shielding is a layer of a plutonium-uranium-titanium alloy whose alpha, beta and gamma rays are normally isolated by the graded-Z shielding. Herein lays Midas’ value as a deep-cover operative: the unit is able to rotate the many pieces of its outer shell and thus expose the radioactive alloy to the air. The unit’s appearance will not change, but it will now emit a steady stream of radiation (10% of total attribute in damage per turn) and, if the layer of polyethylene is breached, plutonium-uranium dust (20% of total attribute in damage per turn). To assist with infiltration operations the unit is outfitted with a Holographic Image Inducer v6.1, which allows Midas to cloak itself in a human form. Combined with the soft, skin-like texture of the polyethylene and the unit’s state-of-the-art voice modulator Midas is extremely well-equipped for its purpose.
Version 2.03b is outfitted with one primary power sources; a v3.67 fusion reactor located in the unit’s chest region, and one secondary power source; an americium-powered radioisotope thermoelectric generator located in the unit’s pelvic region. These power Midas’ primary systems and circuitry (secondary systems and circuits are separate, shielded from EMP blasts and autonomously reactive), plus the unit’s pneumatic and hydraulic joints and its weapon systems. All systems and circuitry are shielded from radiation by layers of aromatic polyimide. 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 Midas. 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, though in Midas’ case the third photocell is actually three artificial, connected photoreceptor cells. It is able to detect targets from several hundred kilometers away using only its own systems.
The unit is outfitted with 15mm retractable adamantium ‘claws’ on each digit (50% of unit’s strength attribute in damage) that allow Midas to engage in close combat with minimal effort. For use in crowd-control situations the unit is outfitted with two canisters of cyanogen chloride, one in each upper arm, which will evaporate upon being released into the air. Cyanogen chloride is a highly toxic blood agent that is capable of penetrating gas mask filters and causes immediate injury upon contact with the eyes or respiratory organs. Symptoms of exposure include; confusion, vomiting, loss of consciousness, paralysis and death (50% of total attribute in damage per turn, maximum of 3 turns). Midas’ long-range capabilities are supported by a semi-automatic Type 25 Directed Energy Weapon that is embedded in its head and fired from the three connected photoreceptor cells there. The T25 fires weaponized plasma that instantly cauterizes wounds and subjects adjacent bodily fluids to flash vaporization (3 damage per shot, maximum of 20 shots).

  • Strength: 20
  • Intelligence: 0
  • Speed: 55
  • Durability: 25
  • Energy: 0
  • Technology: 0
Looks as such:
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-Declined.

polyethylene that not only offers the unit significant protection from most handguns and bladed weapons, but also disperses kinetic impacts over large areas.
Your robot's armor is being dependent on its durability stat, sword strikes and such will still do damage. However, you can make your unit immune to C rank and below attacks.

The unit’s appearance will not change, but it will now emit a steady stream of radiation (10% of total attribute in damage per turn) and, if the layer of polyethylene is breached, plutonium-uranium dust (20% of total attribute in damage per turn).
This portion is so overpowered, man. No way to avoid the radiation, or defend against it, as well as it being invisible. You'd just have to keep the robot alive and wait a few turns before it's GG.

capable of penetrating gas mask filters and causes immediate injury upon contact with the eyes or respiratory organs. Symptoms of exposure include; confusion, vomiting, loss of consciousness, paralysis and death (50% of total attribute in damage per turn, maximum of 3 turns).
Restrict the range that this gas can reach, and maybe describe the effects over time after being continuously exposed to the gas. I.E - first turn nausea/confusion, second turn paralyzed, third turn death. Make sure to specify that if someone is able to leave the cloud of gas, the effects cease, but they'd have a turn or two of disorientation (-10 intelligence).
 

Panthalassa

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

Note: Can only summon one Stanislau per usage.
[/FONT]
Ressubmitting:

Technique Name: Beast Act ~ Stanislau

EXP: 20
Type: Magic
Rank: B
Description: Stanislau is an umbrella name for a series of basic servant from Panthalassa's Realm. The user conjures a small-ape looking creatures that mature into a great black gorillas soaked in water. They're a slower summon, but quite durable and strong, following the user's Energy Attribute, serving as a good tank without any other special abilities.

Attributes:

STR - 55% ( 55 )
INT - 5% ( 5 )
SPD - 5% ( 5 )
DUR - 35% ( 35 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )


Note: Can only summon one Stanislau per usage.

Approved, much better this time around.
 
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Akuma

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Technique Name: Thunder Senses
EXP: 5
Type: Magic
Rank: D
Description: Releasing a vast amount of Lightning energy over his body and then expelling it in a shockwave of electricity, Thor forms an electric zone around him up to 10 meters in a 360 degree radius around him. While inside Thor's superhuman sense's allow him to see objects as far out as the edge of the horizon, allow him to track objects traveling faster than him by up to +20% of his Intelligence stat, this is done by slowing the opponent down using the electricity in the air around him and also vastly increasing his own vision with the same energy. This allows him to also hear things much clear even from up 5 blocks around him. While harmful for the opponent, the electric field reduces the opponent's Intelligence by stunning them in the initial hit, reducing it by -10, while increasing Thor's by +10, additionally the energy around him gives his energy a +5 boost.

Note: Only lasts three turns.
Note: Takes effect only up to 10 meters around Thor.
 
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