[LoT] Custom Techniques Submission

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ZandaT

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Updating the two

Approved here-

Technique Name: Nut, the God of Wind
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Nut" calling down the soul of the God of Wind, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light green glimmer while his mind is cleared of all mental disturbances as the characteristics of Nut influences Heru's heroic persona. Acting calm, fierce, peaceful, as well as infuential, Heru becomes the embodiment of wind while under the posession of Nut, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls wind, the spiritual soul energy of Nut gives Heru active control of the wind forces within short range of him allowing him to levitate/fly while active, as it also boosts the user's speed by +10 points, due to winds swift nature, and his intelligence by +5 because of the Godly mind state under possession. While the Wind Deity Nut's soul possesses Heru's, wind natured attacks become seemingly useless against his might as they suffer a 50% decrease in power. The divine wind energy flowing within Heru gives him the ability to create forms of powerful gusts, streams, torrents, and spheres of wind within short range of himself passively to be used for attacking, defending, or supplementary uses. Only one form can be used at once, ex. gusts or streams, and they all have a power of 25% of the ENE stat. This mantra allows Heru to use increased wind productions, create wind based creatures with temporary life's, manipulate the element, and even become the embodiment of wind via additional techniques.
♦ Unveiling Tempest, costing a move, Heru can manifest the soul energy of Nut in his body allowing him to create a cloak of surging wind around his body that can be manipulated into a plethora of shapes, weapons, or armor covers with a near solid feeling, and its dimensions are limited within 4m. The cloak of raging wind can be used as an extension of the user's body when fighting in close range increasing their range of CQC due to the cloaks reach of up to 5m. When contact is made with the semi tangible wind cloak, its victim will experience numerous minute slashes to the area of contact as it carries a power equal to 50% of the user's ENE stat.

-Lasts 4 turns-
-2 turn cool-down-
-UT: has a 1 turn cool-down-

Approved here-

Technique Name: Sobek, the God of Water
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Sobek" calling down the soul of the God of Water, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light blue glimmer while his mind is cleared of all mental disturbances as the characteristics of the God Sobek influences Heru's heroic persona. Acting tranquil, undisturbed, yet aggressive, and forceful when opposed, Heru becomes the embodiment of water while under the posession of Sobek, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls water, the spiritual soul energy of Sobek releases a continuous flow of moisture from the body of Heru creating a shroud of mist around his body that makes seeing harder for his opponent while within short range, -10 to their intelligence, while Heru's is boosted by +5 because of the Godly mind state while under possession. While the Water Deity Sobek's soul possesses Heru's water natured attacks become seemingly useless against his might as they suffer a 50% decrease in power. The divine water energy flowing within Heru gives him the ability to create several concentrated objects, weapons, and tools of water within short range of himself passively, using the moisture in the air, directly from a weaker source, or creating the water directly from his body. All things made are done through hand gestures, have a power of 25% of the ENE stat, and its dimensions cannot exceed 3m. Most things created in reason can then be fired into mid.range as projectiles, but after leaving short range the user has no control of the water made. This mantra allows Heru to use increased water productions, create water based creatures with temporary life's, manipulate the element, and even become the embodiment of water via additional techniques.
♦Liquid Expulsion, costing a move, Heru can manifest the soul energy of Sobek in his body allowing him to create small spheres of water in his hand that can be shot forwards towards a target in order to deal explosive water damage on contact. These orbs travel a mid.range distance from the user, and once triggered or contact is made, the orbs will explode releasing a medium sized (4m) volume of water that deals 50% of the ENE stat in damage. Up to two can be made with one usage.

-Lasts 4 turns-
-2 turn cool-down-
-LE: has a 1 turn cool-down-
 

Panthalassa

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Updating the two

Approved here-

Technique Name: Nut, the God of Wind
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Nut" calling down the soul of the God of Wind, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light green glimmer while his mind is cleared of all mental disturbances as the characteristics of Nut influences Heru's heroic persona. Acting calm, fierce, peaceful, as well as infuential, Heru becomes the embodiment of wind while under the posession of Nut, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls wind, the spiritual soul energy of Nut gives Heru active control of the wind forces within short range of him allowing him to levitate/fly while active, as it also boosts the user's speed by +10 points, due to winds swift nature, and his intelligence by +5 because of the Godly mind state under possession. While the Wind Deity Nut's soul possesses Heru's, wind natured attacks become seemingly useless against his might as they suffer a 50% decrease in power. The divine wind energy flowing within Heru gives him the ability to create forms of powerful gusts, streams, torrents, and spheres of wind within short range of himself passively to be used for attacking, defending, or supplementary uses. Only one form can be used at once, ex. gusts or streams, and they all have a power of 25% of the ENE stat. This mantra allows Heru to use increased wind productions, create wind based creatures with temporary life's, manipulate the element, and even become the embodiment of wind via additional techniques.
♦ Unveiling Tempest, costing a move, Heru can manifest the soul energy of Nut in his body allowing him to create a cloak of surging wind around his body that can be manipulated into a plethora of shapes, weapons, or armor covers with a near solid feeling, and its dimensions are limited within 4m. The cloak of raging wind can be used as an extension of the user's body when fighting in close range increasing their range of CQC due to the cloaks reach of up to 5m. When contact is made with the semi tangible wind cloak, its victim will experience numerous minute slashes to the area of contact as it carries a power equal to 50% of the user's ENE stat.

-Lasts 4 turns-
-2 turn cool-down-
-UT: has a 1 turn cool-down-

Approved here-

Technique Name: Sobek, the God of Water
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Sobek" calling down the soul of the God of Water, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light blue glimmer while his mind is cleared of all mental disturbances as the characteristics of the God Sobek influences Heru's heroic persona. Acting tranquil, undisturbed, yet aggressive, and forceful when opposed, Heru becomes the embodiment of water while under the posession of Sobek, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls water, the spiritual soul energy of Sobek releases a continuous flow of moisture from the body of Heru creating a shroud of mist around his body that makes seeing harder for his opponent while within short range, -10 to their intelligence, while Heru's is boosted by +5 because of the Godly mind state while under possession. While the Water Deity Sobek's soul possesses Heru's water natured attacks become seemingly useless against his might as they suffer a 50% decrease in power. The divine water energy flowing within Heru gives him the ability to create several concentrated objects, weapons, and tools of water within short range of himself passively, using the moisture in the air, directly from a weaker source, or creating the water directly from his body. All things made are done through hand gestures, have a power of 25% of the ENE stat, and its dimensions cannot exceed 3m. Most things created in reason can then be fired into mid.range as projectiles, but after leaving short range the user has no control of the water made. This mantra allows Heru to use increased water productions, create water based creatures with temporary life's, manipulate the element, and even become the embodiment of water via additional techniques.
♦Liquid Expulsion, costing a move, Heru can manifest the soul energy of Sobek in his body allowing him to create small spheres of water in his hand that can be shot forwards towards a target in order to deal explosive water damage on contact. These orbs travel a mid.range distance from the user, and once triggered or contact is made, the orbs will explode releasing a medium sized (4m) volume of water that deals 50% of the ENE stat in damage. Up to two can be made with one usage.

-Lasts 4 turns-
-2 turn cool-down-
-LE: has a 1 turn cool-down-
Keep the original ones
 

Vex

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Technique Name: Suit of Sorrows
EXP: 20
Type: Technology
Rank: B
Description: The original Suit of Sorrows was created ages ago, originally forged by the Order of Purity. The armor was crafted and forged from the melted blades and breastplates of several soldiers of the Order who had fallen in battle. It is said that the suit is able to impart strength and speed to those who wear it, but it will destroy anyone who is not pure. Batman, having heard legends and stories of the suit from his days training in the League, fashioned a replica of this armor. Adapted to mirror his trademark bat image, the Suit of Sorrows resembles the Batsuit with notable differences. The Kevlar armor has been removed in favor of a more body-tight suit designed to protect against biochemical agents, but as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. This suit also is lined with sensors attached to nerve ending clusters, stimulating blood flow and activity, leading to a tremendous speed and strength increase. The armor, just like the original suit, is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. In addition to this, the suit is lined with kinetic energy converters that allow for it to superheat as he moves, causing burning effects on contact. This allows for the suit to become immune to the effects of cold environments as well as same ranked low temperature related techniques. Due to this heating effect, Batman's gauntlets are able to superheat and cause burning effects when attacks using the blades are made, dealing first degree damage via freeform attacks. The cowl attached to the suit is the same as his specialized Batcowl except this one covers his entire face, mouth included to prevent from biochemical agents attacking him as the mouth is fitted with an air purifier to cleanse the air easier and prevent him from being harmed.

Note: Due to the attachments to the user's nerve clusters, the user gains a +20 increase to Strength as well as Speed while losing -15 to Durability, due to the nature of the suit.
Note: When Superheated, the fiery effects add +10 to freeform damage.
Note: After wearing for 10 turns, Batman's durability slips yet another -10 and his strength and speed increase +5 but he becomes unable to differentiate good from evil, right from wrong and his morals fade as he becomes a killing machine. This continues for every 10 turns until his health fades away, eventually killing him as he becomes mad with power and his soul corrupted.

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Remove the last note if needed, I just wanted it to mirror the actual suit as close as possible lol.
-Declined, you're increasing your freeform damage way too drastically. With this approved, you'd be hitting 14 damage with freeform blows - that's higher than someone with 100 I'm Strength :|. I'm fine with you adding heat damage in a non quantified way. Honestly, I don't mind the last note. In fact, I prefer it to the second one. But, you're gaining more and more power every turn. Make a note that you can't stack the stat boosts from this suit with any other boost.
 

Lord of Kaos

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-Declined, you're increasing your freeform damage way too drastically. With this approved, you'd be hitting 14 damage with freeform blows - that's higher than someone with 100 I'm Strength :|. I'm fine with you adding heat damage in a non quantified way. Honestly, I don't mind the last note. In fact, I prefer it to the second one. But, you're gaining more and more power every turn. Make a note that you can't stack the stat boosts from this suit with any other boost.
Technique Name: Suit of Sorrows
EXP: 20
Type: Technology
Rank: B
Description: The original Suit of Sorrows was created ages ago, originally forged by the Order of Purity. The armor was crafted and forged from the melted blades and breastplates of several soldiers of the Order who had fallen in battle. It is said that the suit is able to impart strength and speed to those who wear it, but it will destroy anyone who is not pure. Batman, having heard legends and stories of the suit from his days training in the League, fashioned a replica of this armor. Adapted to mirror his trademark bat image, the Suit of Sorrows resembles the Batsuit with notable differences. The Kevlar armor has been removed in favor of a more body-tight suit designed to protect against biochemical agents, but as a trade-off, the flexible armor leaves Batman more vulnerable to injury from knives and gunfire in favor of increased flexibility and lighter weight. This suit also is lined with sensors attached to nerve ending clusters, stimulating blood flow and activity, leading to a tremendous speed and strength increase. The armor, just like the original suit, is then coated with a black latex material for camouflage and to dampen Bruce's heat signature, making him difficult to detect with night-vision equipment. In addition to this, the suit is lined with kinetic energy converters that allow for it to superheat as he moves, causing burning effects on contact. This allows for the suit to become immune to the effects of cold environments as well as same ranked low temperature related techniques. Due to this heating effect, Batman's gauntlets are able to superheat and cause burning effects when attacks using the blades are made, dealing first degree damage via freeform attacks. The cowl attached to the suit is the same as his specialized Batcowl except this one covers his entire face, mouth included to prevent from biochemical agents attacking him as the mouth is fitted with an air purifier to cleanse the air easier and prevent him from being harmed.

Note: Due to the attachments to the user's nerve clusters, the user gains a +20 increase to Strength as well as Speed while losing -15 to Durability, due to the nature of the suit.
Note: After wearing for 10 turns, Batman's durability slips yet another -10 and his strength and speed increase +5 but he becomes unable to differentiate good from evil, right from wrong and his morals fade as he becomes a killing machine. This continues for every 10 turns until his health fades away, eventually killing him as he becomes mad with power and his soul corrupted.
Note: The user cannot use this with any other technique that boosts Strength and Speed.
Looks like:
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Technique Name: BatTaser
EXP: 20
Type: Technology
Rank: B
Description: A small hidden attachment Batman made, the BatTaser is a discrete taser in extreme compact size. Made to fit under a glove on the tip of a finger, the BatTaser delivers a nonlethal concentrated stream of electricity at a target. Upon hitting a person, these beams cause paralysis and electrical burn damage as they hit, burning the targeted area with first degree burns and second degree with prolonged exposure and causing muscle stiffness for the next 2 turn, reducing speed by 2 for two turns.
Note: Can be used once every two turns as the volt has to be recharged.
Note: Stream travels up to Mid Range.

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Last edited:

ReXii

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Technique Name: Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is the main technique used by Doomsday. Essentially it is the activation technique for all his abilities and thus it is always passively activated upon entering any activity be it battle mission or adventure. However it should be noted that this technique does count as a move slot for the first post of said activity. Essentially this technique is the building block for Doomsday, it allows him to evolve and adapt in battles as well as regenerate his body. Once activated Doomsday will recover slowly during a battle, allowing him to regenerate 2 hp per each one of his turns. This however will not increase his HP past it's initial cap. The evolution ability behaves in a unique way, every time a particular damage source affects Doomsday he will become slightly more resistant to this source of damage. This applies indefinitely and must be recorded in the users biography with links to show his damage resistances. Each time Doomsday is damaged by an ability he will gain a 1 damage immunity to it. I.E if fighting a green lantern and struck by their ring powers he will take full damage initially but the next time he is struck by the ring power he will take 1 damage point less. This can stack for up to 1/2 of the damage of the opponents techniques should they keep striking Doomsday. Also it should be noted that this ability allows Doomsday to be actually killed, even on a scale where there is nothing left of him but atoms and he will still regenerate, making him completely immortal essentially. However this ability does have drawbacks, taking considerable time to regenerate. In other words he can not regenerate in a fight in this way. If he loses a fight it's over. But he will always come back in the future no matter what happens to him.

Note: Once activated remains active for the entire battle.
Note: User heals 2 damage every one of his turns.
Note: Evolution must be noted in his biography.
Note: Activation grants the user an increase to strength and durability of ten points, however the user may not activate any boosting techniques to stack with this one.
 
Last edited:

jagged

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Technique Name: Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Each plasma clone moves and does damage based on 60% of the users energy stat. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3).Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 60% of energy damage and a -5 to intellect per turn. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation the above effects.




Technique Name: Gamma sense
EXP: 5
Type: Mutant
Rank: D
Description: Exodus is a being of pure radiation granting him the ability to sense radiation and things moving in radiation up to midrange.

Note: above move grants +5 to intellect
Note: as the above move is related to the user composition it is always active and does not require an activation to use.



Technique Name: Vibration sense
EXP: 5
Type: mutant
Rank: D
Description: The user has total control of both sound waves and vibrations. The user now gains the ability to sense the vibrations and sounds in both the air and ground.

Note: this technique gives the user a +5 to intellect
Note: this technique is always active and as such does not need to be activated.
 
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Vegeta

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Technique Name: Nth Armor
EXP: 10
Type: Technology
Rank: C
Description: The Nth Armor, the suit Deathstroke wears over his body. While this would normally allow one to defy gravity and fly, his suit is "impure", a mixture of other metals with the Nth metal so it does not grant him this ability. However, it does increase his strength, speed, durability, and healing. The Nth metal add's +5 to his speed, strength and +10 to durability. Nth metal also protects the wearer from elements and speeds the healing of wounds (+5 every 2 turns after damaged), and protects them from extreme temperatures. His armor allows him to tank heavy blasts, and gives him added protection against piercing weapons. The armor is always on him so this is considered passive, however it must be mentioned by the user.
 
Last edited:

Akuma

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Technique Name: Asgardian-Energy Suit
EXP: 20
Type: Magic
Rank: B
Description: Forged only two hundreds of years after the creation of Mjolnir, Odin requested an armor vest to be made for Thor. This led to the creation of a Harness and Power-Belt that provided the wearer the with the abilities of flight, Super-Strength and limited Invulnerability; even for someone like Thor who already has these things, albeit this Magical Suit merely enhances these traits of him. The test subject, Thorlief Golmen, a psychiatric nurse, was fitted with the suit. However during the testing process he started ranting about how he now believed he was actually the God of Thunder, Thor. He was institutionalized as the delusions worsened. The Dwarves working on the Harness made several modifications to the suit using inspiration from Thorlief's rantings about Thor, adding Lightning absorbtion and conduction, using it to boost Thor's Electrokinetic ability giving his Energy/Electrokinetic techniques a +10 boost. The only problem was how to include the power source. It was Thor himself who suggested nestling it inside a Hammer, this allowed the suit to charge either by pulling energy from the Hammer itself, or usign the Hammer to drag Lightning from the skies and fuel the Suit and Belt; Including a total of 6 Energy Storage units into the Suit, this is where the energy absorbed goes and it is the energy used by the suit to enhance Thor's condition. The Harness and Belt give Thor an increase in strength, adding +15 to his physical attacks (freeform or otherwise). Using the Asgardian-Energy Suit's energy, the Hammer can use the heat generated by electricity to heat up the air up to mid range around himself and cause it to explode into a thunder clap, this is used to neutralize non-material attacks. (energy based and similiar) and to damage opponents (has B rank strength). The Harness (or Torso suit) increases Thor Durability by up to +20 points, given the properties and energy it is made of. A technique developed by Thor called "Judgment of God" makes used of the Energy storage units, by sucking all the energy of 2 of them (and thus leaving thhose 2 empty of energy) Thor focuses a large cluster of electricity above his target, then uses it to send a huge and powerful lightning bolt crashing down from the sky, frying the unlucky target. Wide and big enough to destroy a skyscraper. He can also use this attack to launch a massive lightning stream from the hammer or his hand, in a horizontal line. This technique requires 2 Units of Energy, and such can only be done thrice. When Energy Units are empty due to using "Judgement of God" Thor must refuel them by pulling down Lightning from the sky, and await 1 full turn per each Unit.

Note: Must be stated and posted before battle, otherwise it counts as a move when activated after the first turn.
Note: Thunderclap technique costs a move slot whenever used. And can only neutralize attacks of equal rank (B).
Note: Suit's abilities are in effect so long as Thor has it on and active, regardless of his body/physical condition.
Note: Judgement of God can only be used x3 and requires a 2 turn interval between uses, it deals a total damage of up to 60% of Thor's current Energy stat. It costs a move slot when used.

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-Akuma-

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Technique Name: Arsenal's Suit
EXP: 20
Type: Technology
Rank: B
Description: Arsenal's suit is a full body red and black battle suit made for Roy Harper himself . The Suit itself has multiple titanium plates located through out he armor. Though as a result they are multiple areas not coated in the supper hard metal, though to compensate the spandex material not plated is mixed in with a super flexible lightweight alloy which maintains flexibility of the spandex. The plating covers Arsenal's whole torso, his forearms and the front of his legs. The suit has an electrical pulse feature integrated inside of it. Whenever Roy chooses the suit can release an electrical pulse capable of stunning the enemy, the shock extends out 5 meters all around the suit. The inside of the suits has small micro sized spikes sending mini electromagnetic pules into Roy's body, this increases the rate message get sent from his body to his brain giving Roy a boost in reaction time and perception. The pules sen trhough his body aren't strong enough to cause Roy harm or cause numbing in his body.

Note: Due to the reinforced titanium Arsenal gets +10 in both durability and strength
Note: Due to the electromagnetic pulses Roy gets a +5 in intelligence.
Note: This electrical shock deals 24 damage (%60 of 40) but it can only be used once a turn and requires a 2 turn cool down.
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Panthalassa

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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.
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. The Stanislau can passively use their stats at up to 40% ( C Rank Level ) to punch, kick and physically assault people.

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.

Declined, freeform damage is 10%, not 40%. This would make them 4 times stronger when doing basic attacks.
 
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Panthalassa

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Technique Name: Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is the main technique used by Doomsday. Essentially it is the activation technique for all his abilities and thus it is always passively activated upon entering any activity be it battle mission or adventure. However it should be noted that this technique does count as a move slot for the first post of said activity. Essentially this technique is the building block for Doomsday, it allows him to evolve and adapt in battles as well as regenerate his body. Once activated Doomsday will recover slowly during a battle, allowing him to regenerate 2 hp per every two of his turns. This however will not increase his HP past it's initial cap. The evolution ability behaves in a unique way, every time a particular damage source affects Doomsday he will become slightly more resistant to this source of damage. This applies indefinitely and must be recorded in the users biography with links to show his damage resistances. Each time Doomsday is damaged by an ability he will gain a 1 damage immunity to it. I.E if fighting a green lantern and struck by their ring powers he will take full damage initially but the next time he is struck by the ring power he will take 1 damage point less. This can stack for up to 1/2 of the damage of the opponents techniques should they keep striking Doomsday. Also it should be noted that this ability allows Doomsday to be actually killed, even on a scale where there is nothing left of him but atoms and he will still regenerate, making him completely immortal essentially. However this ability does have drawbacks, taking considerable time to regenerate. In other words he can not regenerate in a fight in this way. If he loses a fight it's over. But he will always come back in the future no matter what happens to him.

Note: Once activated remains active for the entire battle.
Note: User heals 2 damage every two of his turns.
Note: Evolution must be noted in his biography.
Note: Activation grants the user an increase to strength and durability of ten points, however the user may not activate any boosting techniques to stack with this one.
Note: The damage resiliency will only stack to 10 points in total for any ability, regardless of being hit further by that ability.
Approved ~ With Edits. Pretty inventive! I'll allow you to update this ability with higher ranks in order to allow you to receive a damage resiliency of higher than 10 points, but for a B rank is quite good already, since it allows you to tank Freestyle techniques of any ability after being hit with them enough times.



Technique Name: Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Each plasma clone moves and does damage based on 60% of the users energy stat. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3).Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 60% of energy damage and a -5 to intellect per turn. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation the above effects.[/spoiler]
You need to submit these clones with an actual attribute table. For B rank, you can spread 100 points around the Attribute table.

Technique Name: Gamma sense
EXP: 5
Type: Mutant
Rank: D
Description: Exodus is a being of pure radiation granting him the ability to sense radiation and things moving in radiation up to midrange.

Note: as the above move is related to the user composition it is always active and does not require an activation to use.
Approved ~With Edits

Technique Name: Vibration sense
EXP: 5
Type: mutant
Rank: D
Description: The user has total control of both sound waves and vibrations. The user now gains the ability to sense the vibrations and sounds in both the air and ground.

Note: this technique gives the user a +5 to intellect
Note: this technique is always active and as such does not need to be activated.
How does this relate to your abilities?
 

jagged

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Technique Name: Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Each plasma clone moves and does damage based on 60% of the users energy stat. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3).Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 60% of energy damage and a -5 to intellect per turn. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation gains the above effects.

Str:50
SPD:50
ENE: 0
INT:0
Dura:0


Technique Name: Vibration sense
EXP: 5
Type: mutant
Rank: D
Description: The user has total control of All Acoustic radiation. The user now gains the ability to sense the vibrations and sounds in both the air and ground.(sounds and vibrations fall under acoustic radiation)

Note: this technique gives the user a +5 to intellect
Note: this technique is always active and as such does not need to be activated.
 
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Panthalassa

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

STR: 50
SPD: 50
ENE: 0
INT: 0
DUR: 0
TEC: 0[/spoiler][/spoiler]

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

Technique Name: Vibration sense
EXP: 5
Type: mutant
Rank: D
Description: The user has total control of All Acoustic radiation. The user now gains the ability to sense the vibrations and sounds in both the air and ground.(sounds and vibrations fall under acoustic radiation)

Note: this technique is always active and as such does not need to be activated.
Approved ~ With Edits. I guess that's right.
 
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Vegeta

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Technique Name: Energy Staff
EXP: 10
Type: Technology
Rank: C
Description: One of Deathstroke's signature weapons, a near indestructible bo staff made out of prometheum alloy. The staff can also discharge an energy blast out of either end up to mid range (strong enough to destroy aircraft and even injure powerful metahumans, C rank in strength) and can also be separated into two nightsticks.
 

jagged

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Technique Name: Boom
EXP: 20
Type: mutant
Rank: B
Description: This technique is centered around gammas distinct ability to explode when a reaction occurs, knowing this the user channels a large amount of gamma energy and compresses it to the size of a marble, the user then controls the marble to follow the opponent until it collides resulting in an explosion that reaches mid range.The resulting explosion flings gamma radiation to long range(explosion moves at 60% of the users energy stat and does the same amount of damage) any person the gamma touches suffers from gamma poisoning and received 60% of the users energy stat in damage and a -5 to intellect every 2 turns. Having the full control over all gamma radiation the user can control any existing gamma radiation to explode in the same manner. Gamma radiation has the distinct ability to harbor in clothes and items it touches as such any person that touches an item infested with gamma radiation gains the above effects of gamma poisoning.


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

Technique Name: Radioactive body
EXP: 20
Type: MUTANT
Rank: B
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, 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 40% of the users energy stat in damage and a -5 to intellect every two turns, for at least 6 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 ( 20% of the Energy Stat ). As a living being of pure radiation the user can reform anywhere within midrange of his original position.

Note: the user can only change into this form once per turn, form lasts 5 turns with a 2 turn cooldown and can only be used 4 times.
 
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Punk Hazard

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Technique Name: Hell-Hound
EXP: 20
Type: Energy
Rank: B
Description: Hell-Hounds are the pets of demons. They're created by the user channeling their Demonic Energy through dark magic, forming the energy into a sentient mass with glowing red eyes and a body that resembles that of a large wolf. Hell-Hounds appear to be made of countless shadows converging and swarming over each other, almost like a cloud of shadows. Hell-Hounds are capable of being completely controlled by their conjurers or acting independently, typically used as partners in combat or to collect souls. The reason for this is that Hell-Hounds are equipped with sharp claws and fangs as well as intense strength, tearing into the bodies of their masters' enemies to literally tear out their soul. While Hell-Hounds consist of Demonic Energy, they are tangible, capable of being thrown back by sufficient force(such as techniques or Strength higher than the Hell-Hounds) and killed by objects made of salt, iron, or energy. Hell-Hounds have strength and speed equaling to 60% of the user's Energy Attribute, and last for a maximum of 3 turns with a two turn cooldown before recreating them(can only be created twice a battle/mission). Once a Hell-Hound has the scent of its victim, it has it for life.

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Negative Knight

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

Note: Lasts for five turns
Note: Can only be used twice per match

Technique Name: Judgement of the Tundra
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional wave of intangible cold energy through the air and uses it to cool down the battlefield to very frigid temperatures. This freezes all of the moisture in the air and prevents the use of water-related abilities (B-Rank and below) for this technique’s duration. The effects of the cold results in a very significant reduction in speed of anything on the battlefield if not complete cessation altogether. All tangible or semi-tangible techniques, weapons and tools/objects will be halved in speed. All people on the battlefield (excluding Captain Cold) will have their speed reduced by 20 points. All technology and regenerative abilities below B-Rank will become inoperable and useless respectively (while those equal to B-Rank will be halved in efficiency). The cold will also stiffen the joints and muscles of those affected as well as restrict mobility, meaning a reduction of 10 in the strength stat of any affected (excluding Cold). The cold also has the added effect of inducing slight hypothermia. Anyone not acclimatized to the sheer cold (i.e. people without cold related powers) will begin shivering uncontrollably, throwing off their aim considerably if the person is a marksman or archer. Their intelligence and durability will also fall 10 points each due to the effects of the hypothermia. The effects of this technique on the body only last as long as one turn after the battlefield’s temperature returns to normal. Can only be used four times per event (but a maximum of twice per battle).

Lasts for four turns
Two turn cool down in between usages

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

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Technique Name: Orange Lantern Ring
EXP: 5
Type: Technology
Rank: D
Description: Larfleeze's most valued accessory - an ancient relic that serves as a conduit for the orange light of avarice. It's primary capability is enhancing orange energy manipulation via the efficient streamlining of said power in a manner exceeding the wielder's innate capacity. The ring, so long as it is worn, perpetually imbues the wearer with a dense aura of orange light that functions as a quasi-amor akin to a force-field, insofar as it yields significantly increased resistance to both energy-based and physical-based damage. Moreover, the aura guards against the hazards of space (or any vacuum), essentially supplanting biological respiration whilst also ensuring homeostasis. Lastly, the ring grants flight.

Note: partially supplicates the energy cost required to create orange light constructs (by 5).
Note: reduces all damage resulting from both energy and physical attacks (by 5).
Note: flight speed is always a fixed value - 20% of Larfleeze's current energy stat.

Technique Name: Armaments of Avarice
EXP: 20
Type: Energy
Rank: D-B
Description: A fundamental application that harnesses orange light to form basic, energy-based constructs that spawn from one's very thoughts and desire of avarice. Larfleeze can create any primitive or medieval object he can imagine, and conjure it into existence as a tangible form of pure greed. These constructs are not indestructible and are only as powerful as the inspired greed of the one creating them. Examples include things like chains, gauntlets, shields, and swords.

Note: the rank modulates not just the power of individual constructs, but also the inherent size of what is created. D-Rank constructs replicate the precise size of the object imagined whilst C-Rank objects may be twice as large, with all B-Rank constructs being even larger. Their durability is equivalent to the total energy used to create each individual construct.
Note: multiple constructs may be created at once, but the energy will be distributed accordingly.​
 
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ZandaT

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Updating the two

Approved here-

Technique Name: Nut, the God of Wind
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Nut" calling down the soul of the God of Wind, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light green glimmer while his mind is cleared of all mental disturbances as the characteristics of Nut influences Heru's heroic persona. Acting calm, fierce, peaceful, as well as infuential, Heru becomes the embodiment of wind while under the posession of Nut, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls wind, the spiritual soul energy of Nut gives Heru active control of the wind forces within short range of him allowing him to levitate/fly while active, as it also boosts the user's speed by +10 points, due to winds swift nature, and his intelligence by +5 because of the Godly mind state under possession. While the Wind Deity Nut's soul possesses Heru's, wind natured attacks become seemingly useless against his might as they suffer a 35% decrease in power. The divine wind energy flowing within Heru gives him the ability to create forms of powerful gusts, streams, torrents, and spheres of wind within short range of himself passively to be used for attacking, defending, or supplementary uses. Only one form can be used at once, ex. gusts or streams, and they all have a power of 20% of the ENE stat. This mantra allows Heru to use increased wind productions, create wind based creatures with temporary life's, manipulate the element, and even become the embodiment of wind via additional techniques.
♦ Unveiling Tempest, costing a move, Heru can manifest the soul energy of Nut in his body allowing him to create a cloak of surging wind around his body that can be manipulated into a plethora of shapes, weapons, or armor covers with a near solid feeling, and its dimensions are limited within 4m. The cloak of raging wind can be used as an extension of the user's body when fighting in close range increasing their range of CQC due to the cloaks reach of up to 5m. When contact is made with the semi tangible wind cloak, its victim will experience numerous minute slashes to the area of contact as it carries a power equal to 45% of the user's ENE stat.

-Lasts 4 turns-
-2 turn cool-down-
-UT: has a 1 turn cool-down-

Approved here-

Technique Name: Sobek, the God of Water
EXP: 20
Type: Magic
Rank: B
Description: Tapping into the Neter that connects Heru with the realm of his ancestors, the hero utters the mantra "Sobek" calling down the soul of the God of Water, merging its soul with his own. This divine spiritual posession is like no other, a ritual that is subtle and quick, as Heru's eyes emit a swift light blue glimmer while his mind is cleared of all mental disturbances as the characteristics of the God Sobek influences Heru's heroic persona. Acting tranquil, undisturbed, yet aggressive, and forceful when opposed, Heru becomes the embodiment of water while under the posession of Sobek, qualities that match that of the God whom he borrows power from. Being the divine Godly force that controls water, the spiritual soul energy of Sobek releases a continuous flow of moisture from the body of Heru creating a shroud of mist around his body that makes seeing harder for his opponent while within short range, -10 to their intelligence, while Heru's is boosted by +5 because of the Godly mind state while under possession. While the Water Deity Sobek's soul possesses Heru's water natured attacks become seemingly useless against his might as they suffer a 35% decrease in power. The divine water energy flowing within Heru gives him the ability to create several concentrated objects, weapons, and tools of water within short range of himself passively, using the moisture in the air, directly from a weaker source, or creating the water directly from his body. All things made are done through hand gestures, have a power of 20% of the ENE stat, and its dimensions cannot exceed 3m. Most things created in reason can then be fired into mid.range as projectiles, but after leaving short range the user has no control of the water made. This mantra allows Heru to use increased water productions, create water based creatures with temporary life's, manipulate the element, and even become the embodiment of water via additional techniques.
♦Liquid Expulsion, costing a move, Heru can manifest the soul energy of Sobek in his body allowing him to create small spheres of water in his hand that can be shot forwards towards a target in order to deal explosive water damage on contact. These orbs travel a mid.range distance from the user, and once triggered or contact is made, the orbs will explode releasing a medium sized (4m) volume of water that deals 45% of the ENE stat in damage. Up to two can be made with one usage.

-Lasts 4 turns-
-2 turn cool-down-
-LE: has a 1 turn cool-down-
 

Zaphkiel

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. Current EXP: 40

Technique Name:
Blessing of Solaris
EXP: 5
Type: Mutant
Rank: C
Description: Utilizing his Solar Energy absorption capabilities, Clark will take flight and continue way out of the atmosphere until he's in outer space. From there, closer to the sun and exposed to its unhindered, ozone filtered radiation, Clark will begin to stock up Solar Energy. Similar to taking a performance enhancing drug Clark's body is then pumped with this energy and all his attributes are increased. Clark has a choice of boosting 3 of his five attribute trees for an impressive +5 for a 4 turns, on the fifth turn all these boosts evaporate and Clark is left to his base stats.

Note: If it becomes an issue, it takes 2 turns for Clark to reach outer space and begin stocking up, and 1 turn to return (considering he'd get a boost in speed).
Note: Cannot use any other ability while stocking up, only after.

Technique Name: Olympian Fist
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to long range and create a crater up to mid ranged. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. This means, Clark's punch gains a ephemeral SPD boost of +3 while carrying the damage of his STR, after the punch the SPD buff is removed. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move.

Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.

Technique Name: Soldier of The Sun
EXP: 5
Type: Mutant
Rank: C
Description: By taking the principles of his Olympian Fist' one step higher, Clark is able to release a thin, near invisible coat of solar energy radiation around his body. This film is extremely hot to the touch and allows him to melt through lesser metals and organic materials of D ranked and below and resist the damage of at least one C ranked attack of that nature. His damage output while this coat remains active is calculated by half of his STR attribute plus half of his ENE attribute (to the nearest even number). In this case it would be (14+20= 34).

Note: Can only be used three times, with a 1 turn cool down between each use.
Note: Cannot be used while 'Olympian Fist' is active.
 
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