[LoT] Custom Techniques Submission

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Panthalassa

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Technique Name: Heaven Punisher - Offensive mode
EXP: 20
Type: Energy/Equipment
Rank: B
Description: Using weapon transmutation this allows the user to transform one's weaponry into different shapes and forms, in this case Zi Yu's dull piercer weapon can be transformed into a sword wrapped in flames. The sword has the power to burn off any water or ice attacks below rank B and at the same time immune to fire attacks that are B rank and down. With weapon enhancing the User can increase the power of the flame, increasing Energy to +10, he is able to shoot out a burst of power from his sword which launches flames outwards from the tip. His overall sword dmg does 60% of energy.
Note: can have 3x the sword.
Note: The burst of flames has a 4 turn cooldown.
Note: Can have telekinetic control over it.
Link your bio in every post, I can't check your techniques without it.

Link is Zoro in sig.
Total EXP: 25

Technique Name:Santoryu: Ryu Tatsumaki|Three Sword Style: Dragon Twister
EXP:20
Type:Natural
Rank:B
Description:
Based on a concept similar to that of the phoenix cannon, the Dragon Twister is a directed cyclone of compressed air which drills into whatever it hits. This cyclone is formed by Zoro using his two held swords first. To begin, Zoro rotates the blades as if they were a cyclone. He then meets them with his mouth blade by swinging it forward to make contact with them. As they all meet, a compressed cyclone of air is shot at the target, acting like a drill, able to pierce hard stone. It can fully penetrate a normal human's body, and will deal serious damage to reinforced targets. This, technique is however not a cutting type of technique, so it is not optimal to use when a slice is necessary. The technique is compressed enough to be treated as an equal when coming into contact with energy attacks, and whichever does the highest damage will destroy the other. This attack deals 60% of Zoro's strength stat.
Notes:
-Short-Mid range
-Requires 3 swords
Approved

Technique Name: Saber Healing
EXP: 10
Type: Mutation
Rank: C
Description: Sabertooth's Core Ability is that of a regenerate damage done to his body. At an early stage of his regenerative ability is to heal small to medium damage. When healing it is near instant he does receive back 15 HP is the max of the usage of his early stage per damage he receives. With the healing factor he can feel the pain but is very high tolerate of it so he can still move around normal.
-Bruises
-Cuts ranging from small to medium(basically not cutting through muscle)
-First and Second Degree burns
-Bullet Wounds(bullets need to be removed first)
-Chucks of Flesh removed from his body
-Mild poisons, virus, drugs, toxins and diseases
Note: The user can only heal against C rank and below damage.
Note: Passive, though it can only heal 3 times.

The 160 hp receive back is based on the Power Grid where it say "For every 1 Durability points, one gains 5 Health Points"
Approved ~ I made some edits but I don't think this technique would work... you can't heal your full HP passively everytime you take damage, especially not at C rank. You can get this, but it might run out pretty easily. Feel free to drop this tech if you wish to come up with a better concept.



40 Exp left.

Technique Name: Flame of the Fabled Forgotten
EXP: 20
Type: Energy
Rank: B
Description: Inferno, while in the Flame On mode, will be able to compress any fire that he controls, including his own bodies fiery-plasma like state into a solid fire, becoming tangible once again. If the fire is compressed and makes contact with other solid entities such as swords, buildings, flesh, etc. Inferno can cause the fire to explode outwards and harm the opponent. This doesn't cause more damage opposed to regular fire, but it requires far more focus than regular fire attacks.
Too complex for a B rank... compressing flames to solid?

Technique Name: Vestiges of Vulcan
EXP: 20
Type: Energy
Rank: B
Description: While Inferno's Flame On mode is active, he can create tools, shapes, and constructs of hot fire. The only limit to this technique is Inferno's imagination, and about the size of a large car worth of flame volume, in total. These flames could be made from pre-existing fire, however, Inferno prefers to use this technique via using his own body as a source for fire. They deal 60% of the user's ENE stat in damage.
Approved ~ With Edits

Technique Name:[/B] DNA malfunction
EXP: 20
Type: Mutant
Rank: B
Description: Gamma radiation has the distinct ability of altering DNA for better or worse, knowing this the user controls the existing radiation inside someone(requires radiation poisoning if not already radiated) and manipulates it to shut down certain genes that give people their powers. This technique is active for 3 turns and shuts down all C rank energy techniques baring them from even being able to activate(B rank energy attacks can be shut down however the user must have more energy than the opponents durability).this technique can only be used twice.
Biological Manipulation is banned. The idea of shutting down the powers might be something worth giving it a look, but probably not something achievable with a B rank, if your ability isn't directly about stealing/neutralizing other people's powers.




Moved things that weren't restrictions out of the "Notes" sections so "The armor passively morphs with Beast Boy from form to form. Can overpower basic weapons and freeform attacks" also bolded any other changes.

Technique Name: Dragonbone Armor
EXP: 20
Type: Mutation
Rank: B
Description: Dragonbone Armor is exactly what it sounds like Beast Boy manifests bones breaking the skin and protruding them enough to create a plate-like armor reminiscent of a Stegosaurus covering any part of his body up to his entire body in these plates or growths. The armor adds +10 to his durability and if spiked allows him to create bone like weapons like blades on his hands, elbows, shoulders, knuckles and any other joints to create deep piercing damage which in turn boosts the strength the user has when used offensively giving +5 to +10 to strength however the larger the strength increase speed suffers, in direct proportion, 1:1. He is also able to if he wishes manifest solid Magnetite an organic producible metal like those found on the teeth of mollusks to further the strength of the armor. This can be used to augment any animalistic transformation. This can also be used to create magnetite nails, fangs, claws and any other sharp protuberances from his body. This is produced by creating a watery gel at a bone, nail, or tooth's centre, carbohydrate fibres then criss-cross to form a scaffold that binds positively charged ions such as magnesium and sodium. Those ions, then bind negatively charged proteins that collect iron, providing a detailed template for the growing of a dense magnetite shell. Due to his rapid transformation Beast Boy can do this nearly instantly where it would take a mullosc long parts of it's life. Magnetite itself is harder than steel and Beast Boy is able to do this because of his inherent knowledge of animal life when transforming.
This armor has the innate ability to repair and regrow itself like that of a Shark's tooth the plates replace themselves over time. This allows damage done to the armor to be negated over time through a slow healing process rebuilding and restructuring the armor. After taking damage by the end of the turn if mentioned the armor can replicate and regrow just like Shark's teeth shedding the outermost damaged layer and coming back at full power.

Beast Boy can also create quill like growths like a porcupine or a hedgehog. These too can be coated in Magnetite and can even be shot off towards an opponent like a projectile wave either in a condensed burst or an omnidirectional burst by covering the entire body in these quills. The spikes, quills, blades etc can be used in short range to augment Martial Arts usage and the quills, and spikes can be shot off like a porcupine up to Short-Mid range. Mid at max for condenced burst and Short max for omnidirectional. Any attack sourced from this ability does 50% of Beast Boy's current strength attribute modifier. Can overpower basic weapons and freeform attacks
Note: Armor can be created thrice per battle. It last 4 turns at most each usage, and required a 1 turn cd to re-use.
Note: Adds 30% of strength attribute to another physical attack if used in combination, but can only augment three attacks per usage.
Note: Can take on and heal from techniques of lower rank able to take the damage stopping it from harming the user at all.
Note: Can take on B rank damage halving the damage the user takes due to the blockage however the armor will be destroyed.
Note: The armor protects the torso and the limbs, but not the head. It is not compatible with other transformations.



Approved ~ With Edits

Technique Name: Bloodlust
EXP: 20
Type: Mutation
Rank: B
Description: This ability is based on changing Beast Boy's attributes by changing his muscle, bone, nerve or body structure beyond what can be done with the Core Ability. In essence the user is changing their bodily (muscle, nerve, bone, brain tissue, etc) structures to that of animals found in nature gaining strength, speed, durability or intelligence (can only take 2 at a time one gains +15 the other gains +10.) The user tends to stay in his human form when using this lesser version of the transformation and there are very little aesthetic differences . These lesser alterations such as advanced muscle mass or nerve structure can be held indefinitely, until the user transforms into something else. Beyond increasing two traits Beast Boy can further manipulate his bodily structure focusing on a single trait putting all that focus into one boost gaining strength, speed or durability by +20. This negates the +15 and +10 from the smaller variation. However, due to the nature of how the buffs work he must sacrifice something. For example if the user wants the +20 to strength he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +20 to speed he'd have to lose -5 from strength and durability because his muscles and metabolism would suffer the drainage of energy. Likewise, to increase durability, one loses speed and strength, and to increase inteligence one loses durability and speed. This is to make up for the additional attributes placed into a new category to gain a boost this large one must lose something of equal value through transformation.
Note: Lesser variation can only have two traits active at a time
Note: Advanced variation can only have a single trait active at a time and lasts four turns
Note: The technique has a one turn cd before traits can be shifted
Note: After the Advanced variation wears off Beast Boy returns to the lesser variation.
Approved ~ With Edits.

Technique Name: Primal Instinct
EXP: 5
Type: Mutation
Rank: D
Description: Primal Instinct is a state of mind Beast Boy can enter when his mind is being probed by an outside force or when his intelligence isn't enough to do what he needs of it. It allows him to substitute his Durability attribute for his Intelligence attribute for any situation that needs it giving him a sort of feral animalistic train of thought. Instead of long thought out plans he is left with a base animal instinct that can be used in a way that works similar to intelligence but in a much more simplistic way.
Where someone using their intelligence may think four moves ahead and be able to predict movements before they happen Primal Instinct allows Beast Boy to perceive motions as they happen, and react to them in the moment. When in this state Beast Boy works in a way that allows for minimal movement with maximum effect through strength and speed. For Beast Boy under the effects of Primal Instinct combat is spontaneous, his movements unpredictable. He reacts to his opponent, fluidly without hesitation. being infinitely flexible. Beast Boy seeks to waste no time or movement in this state the simplest things work best. The use and motives behind this state are based heavily on the teachings of Jeet Kun Do a martial arts and philosophy Beast Boy is extremely familiar with and is mentioned in the bio. In a way Durability becomes a Psychic Shield of sorts. Hand to hand combat isn't something that requires a lot of thought, which is why Beast Boy is able to do this and in a way is an extension of his Genetic Sense Memory mentioned in his Core Ability.
Note: When active Durability becomes a form of Intelligence able to be substituted in any scenario where his intelligence is needed
Note: This state is base instincts, it isn't smart like intelligence and instead a natural or intuitive way of acting.
Note: Mind control, and control of Beast Boy in general becomes harder, nearly impossible as he's not relying on thinking or feeling it's intuitive action thoughts fade and his mind becomes mostly empty with only stray thoughts passing through
Note: Thoughts pulled from him by a telepath are jumbled, unrecognizable and unpredictable things like "Attack the right side" which becomes a feign as he let's instinct take over and can attack differently then what information his mind gives out
Nah.

Bio:

Technique Name: Telepathy
EXP: 20
Type: Mutation
Rank: B
Description: Telepathy is the ability to read and control the minds and thoughts of animals, humans and other sentient beings, and to transfer information from one mind to another without the aid of physical communication (noise or movement). It should be noted that extensive use of one's mind abilities begins deteriorating their health which if not kept in check could lead to serious injury usually leading to death. There are two forms of this ability:

Telepathic Communication is to transmit information from one's mind to another. Through one's telepathic skill and control one can extend their telepathic communication abilities to whoever they wish by placing their hand on their forehead and creating a link between both their minds as well as being able to communicate with multiple people. All over vast differences. In both a battle and non-battle setting, his range would be up to Long Range, of which strength is based on the user's intelligence and energy.

Telepathic Perception is the ability to receive information from another's mind. With this ability, one is able to extract information from their target after placing his hand on their forehead. In a battle and non-battle setting his range would be Short Range only, of which strength is based on the user's intelligence and energy. Unlike most sensory perception abilities, telepathic perception allows one to sense others by scanning through thoughts in their immediate area, extending up to Mid-Range however it's more like jumping from one's mind to another and not an omnidirectional scan.

Note: Individual usage only be used 4x per battle after which it begins draining 30% of their own health.
Note: Multiple User usage can only be used 3x per battle after which it begins draining 40% of both user's health
Note: The strength of Telepathy is based on the user's Intelligence and Energy.
Your ENE stat isn't enough for a B rank.



Technique Name: Telekinesis
EXP: 5
Type: Mutation
Rank: D
Description: Telekinesis is the psionic ability to move, manipulate and control a multitude of people and objects with the mind without physically touching them, especially over long distances. Depending on the user's skill and power, they may be able to levitate themselves and other objects (including heavy objects), and form protective shields. A common use for telekinesis is immobilizing an opponent telekinetically, thus preventing any physical attacks while freely attacking his/her opponent with many objects he or she telekinetically controls and manipulates at great speeds.This is an effective move in combat however it should be noted that characters with sufficient physical strength can break free of this control, as they can generate more physical force than the psychokinetic force that the telekinesis user generates (For example: If character A has 50 of intelligence and another character has 80 strength, character A cannot immobilize the other character). This is the reason why certain characters with telekinesis cannot immobilize opponents with vastly superior physical strength. However, if an opponent possessed more than enough telekinetic strength and force, they might be able to telekinetically immobilize such powerhouses (60 STR & INT > 60 STR). Cosmic beings usually have the strongest and most powerfully advanced telekinesis and resisting their control is almost impossible for anyone except the physically strongest characters, and even then, it would usually take a lot of effort to resist them. It seems some telekinesis users can "sense" the features of objects they have great telekinetic manipulation and control over. A stronger telekinetic ability can also allow one to understand how things work by simply taking an object apart (this is called intuitive aptitude).

D Rank application: With this standard application, the user is able to slightly levitate an person/object including oneself. Manipulation of other people or objects is restricted to one at a time and can only be done in short range of the user. The strength of one's telekinetic control and damage at this level is based on 20% of the user's strength, intelligence, and energy divided by 3 ( Str + Int + Energy = x ÷ 3 = Damage).

Note: Individual usage only be used 4x per battle after which it begins draining 30% of their own health.
Note: Multiple applications can only be used 3x per battle after which it begins draining 40% of the user's own health
Note: The strength of Telekinesis is based on the user's Strength, Intelligence, and Energy.
Submit one technique for a D rank, if you want to do a D rank... you can't levitate yourself at D rank.

. Current EXP: 75

Technique Name: Road to Prime One Million
EXP: 10
Type: Mutant
Rank: C
Description: Using his impressive Kryptonian cells Clark will focus his body on absorbing sunlight intentionally. Even though his body passively absorbs solar energy for sustenance Clark will deliberately 'open' up his cells and begin absorbing more than the average threshold. To the regular human this is deadly but to a Kryptonian such as Clark he will become 'pumped up' as the extra energy turns him into a temporary powerhouse. Because of this all of his attributes (excepting TECH) gain a +5 boost. But even for Clark the move drains him physically and as such he can only sustain it for a short period of time, after which he falls back to his regular stats prior.
Note(s):
- Lasts 4 turns
- Requires a 2 turn cool down
Nah... 25 points boost for a C rank...

Technique Name: Thunder Clap
EXP: 20
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.
Approved



Current XP: 120



Technique Name: Siberian Storms
EXP: 10
Type: Energy
Rank: C
Description: Using his knowledge of how rainfalls and other forms of precipitation occur, Cold cools the warm moist air on the battlefield and condensation occurs. Since warm air can hold more water than cool air, when the warmer air is cooled the moisture in the air condenses to liquid and it rains. Depending on the degree of cooling he decides to employ, Snart can create a light drizzle, rainfalls, monsoons, snowfalls, blizzards and even hailstorms. Only light rainfalls and snowfalls can be created in desert-like conditions. Normal to heavy rainfalls and snowfalls/hailstorms can be created in cities and urban areas. Monsoon rainfalls and blizzards can only be created in areas with a high level of air moisture such as rainforests and areas which have had their air moisture increased by water-related abilities.

Hailstorms: These deal 10% of the user’s energy stat in damage spread over the course of five turns. Cold isn’t damaged since his ability to control ice allows him to unconsciously prevent any of the chunks of ice striking his body, this being as simple as breathing.

Monsoons: Monsoons can quickly flood the battlefield, being able to reach neck height by the end of this technique. The water takes five turns to drain from the battlefield after the monsoon ends.

Blizzards: During blizzards the opponent’s intelligence stat falls by 10 due to impaired visibility for this technique’s duration. Someone that relies on something other than hearing or sight, or thermal signature won't be impaired.

Note: Lasts for five turns
Approved ~ With Edits

Technique Name: Cold Fusion
EXP: 20
Type: Energy
Rank: B
Description: Since his DNA is fused with his cold gun, Captain Cold takes his abilities one step further by temporarily turning himself into a being composed entirely of ice, snow or cold energy.

Ice Form: Captain Cold can turn himself into ice which has been cooled to temperatures close to absolute zero. All of his energy stat is converted into physical capability for the duration of this technique. His Energy stat falls to 0 and he can boost his Strength, Speed and Durability by however many Energy points he sacrificed. How these points are distributed rely entirely on the user and what their preferences are. Due to the user’s temperature, each successful strike they land against the opponent reduces their speed by 2 points for the rest of the battle, up to a maximum of 10. This form lasts a maximum of five turns. The max amount of points one can put into STR, SPD and DUR is 15.

Snow Form: Cold turns himself into ice before shattering into millions of microscopic pieces of ice. He can move to any location on the battlefield at a considerable speed (60% of his current SPD stat, post-transformation) before reforming into his original self. This form is the most effective for avoiding attacks as the microscopic shards can initially move in completely different directions before converging to combine together. This form can last a maximum of one turn.

Note: Can be used a maximum of thrice per battle (once for each form)
Approved ~ With Edits

Technique Name: Knights of the North
EXP: 20
Type: Energy
Rank: B
Description: Cold creates an armour of lightweight ice over his body, to either cover himself partially or fully and it can take any shape the user wishes. The full body armour only ever leaves the eyes exposed and even though the mouth/nose are covered, it doesn't restrict normal breathing nor does it restrict his mobility. The chassis of frozen water is cooled to temperatures close to absolute zero and so it exhibits properties not typical of ordinary ice. For one, it's hardness is on a completely different level. The armour can tank attacks up to 60% of the user's energy stat in damage and regenerate from them by the next turn, but attacks equal to or above the aforementioned value will succeed in destroying the armour entirely. While the armour absorbs the impact and damage of attacks, the user is still pushed back proportional to the force of said attacks, while the user only takes the exceeding damage. It also exhibits super fluidity and by extension near-zero viscosity. This means he can move across the ground without little-friction acting upon him (+10 to speed), though this means he can't actually walk or run. This technique can last as long as the user wishes but counts as one of the user's moves per turn every turn it's active (meaning the user can only use two other techniques per turn).

Note: Can only be used twice per battle
Approved ~ With Edits.

Technique Name: Himalayan Altitudes
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional pulse of cold energy that freezes most of the oxygen in the air and creates conditions similar to very high altitudes. Using one’s body to it’s full potential is no longer possible for five turns. This results in everyone on the battlefield’s speed, strength and energy stats being halved for the duration of this technique. For the duration of this technique, anyone on the battlefield can only use techniques their new stats allow for (e.g. an energy stat of 40 means the user can only use C-Ranks and below) and the attributes of their techniques (speed, damage, etc) are now calculated on their new stats until the end of this technique. The technique also decreases the intelligence stat of anyone on the battlefield by 20 points (including Captain Cold) as their brain isn’t being provided with enough oxygen to thrive, merely subsist. Any fire-based techniques, incendiary devices or explosive equipment (such as thermite or explosive gel) will drop one rank in strength and the use of them will burn up the remaining oxygen even quicker, resulting in anyone in their proximity (mid-range all around) passing out. This technique lasts for five turns, after that the battlefield will become saturated with oxygen again from it’s surroundings. This technique will also freeze any gases in their air with a higher boiling than oxygen (higher than -183°C). This technique doesn’t make the battlefield cold however, since all of the cold energy is being solely confined to the gases in the air. Though this technique affects Cold as well, it's purpose is meant to be a "great equalizer" when fighting opponents that greatly exceed him in one or multiple attributes.

Note: Lasts for five turns
Note: Can only be used twice per battle
Nah, too much of a stat decrease.

Technique Name: Polar Perception
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold imperceptibly cools down a portion of the moisture in the air to the extent it freezes and uses those frozen molecules of water to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold's intelligence stat increases by 5. Once activated this technique remains active for the rest of the battle unless the water molecules are disturbed (i.e. manipulated through the use of a higher level technique or the molecules are somehow melted/evaporated).

Lasts 4 turns. Requires a 2 turn cooldown
Approved ~ With Edits

Technique Name:Speed Force Blast
EXP: 20
Type:Science
Rank: B
Description:The user will harness copious amounts of Speed Force through their bodies and from the environment and into their dominant arm, highly condensing it so that it gains a physical form. The user will then hurl the concentrated Speed Force towards a target. Due to gaining a physical form, the projectile will deliver a tremendous amount of damage by slamming into the target, being capable of destroying solid stone and denting steel. The attack does 60% of the user's Energy Stat.

Technique Name:Speed Vibrations
EXP:20
Type:Science
Rank: B
Description:Wally will release copious amounts of Speed Force from his body into the surrounding air, causing it to vibrate intensely due to the Speed Force stimulating the kinetic movement of the air molecules. These vibrations, spreading a meter in each direction, act as both a protective barrier and offensive weapon. Defensively, they prevent small weapons, such as bullets or knives, from striking Wally by deflecting them before they can make contact with his body. They also have the added benefit of preventing people from getting in close and preventing Wally from being frozen or encased in materials by having the vibrations break apart their structural integrity(B-rank and below constructs). Offensively, the vibrations increase the power of Wally's close quarter combat, adding +10 any attacks delivered with his body. The field lasts for four turns and can be used three times per battle with a one-turn cooldown between usages.

Technique Name:Scarlet Speedster
EXP:20
Type:Science
Rank:B
Description:Wally's signature technique, he will generate and channel massive amounts of Speed Force through his body, causing the red streaks that usually appear when he's running to flicker around his body even when he's standing still. This techniques increases Wally's speed tremendously while active, granting him a boost of +15 and +5 to Energy due to the surplus of Speed Force for four turns, though this decreases his Durability by 5 points for the duration of the technique. This technique can be used 3 times per battle with a two-turn cooldown between usages.

Technique Name:Speed Quake
EXP:20
Type: Science
Rank: B
Description:A variant of Wally's Speed Vibrations technique, he will generate a tremendous amount of Speed Force from his body, in addition to harnessing and channeling the Speed Force present in the surrounding area through his body and into one of his limbs. He will deliver a punch or kick, releasing the Speed Force into the surrounding air through the limb all at once, launching it towards the opponent in the form of a vibrating mass. The projectile causes effects similar to a shockwave when it strikes a target, inducing internal damage equal to 60% of the user's Energy stat.
AH! I DON'T HAVE TO CHECK YOURS! Sux it!
 
Last edited:

Robot Boy

Active member
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-Declined, these are literally reducing your vision :|.
Technique Name:Enhanced Goggles
EXP: 5
Type: Equipment
Rank: D
Description: Rex Salazar's goggles are an accessory that Rex possesses, most likely to protect his eyes. Originally a normal set of goggles to protect his eyes when flying, but later on Rex got an upgrade to his goggles which gave him a variety of visions including infrared, x-ray, microscopic, and nano vision.
Note: The user can see up to 60 feet using one of the visions.

I need sleep. Zzz
 

Lord of Kaos

Supreme
Joined
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Messages
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Total EXP: 65

Technique Name: Beast Act ~ Josephine

EXP: 20
Type: Magic
Rank: B
Description: Josephine are a series of bearded toad-like slime summons with incredibly high durability and health. They have the appearance of a toad with a great and lustrous beard, but, when looking closely, they are composed not of flesh but a mucus-like gel. They exist in a dormant or active state. In the dormant, they move about the field, hoping and croaking, until they meet a target. They will then swallow the target and trap him inside their gelatinous body, and become dormant. They lose INT and SPD down to 0 and become pure DUR tanks, unable to move or react. The more one strugles inside the gel, the more it becomes hard, creating an extremely tight jail. They can be used as shields, as the user is capable of breathing and continue using remote attacks from within Josephine's gut. Josephine's stats are based on the user's ENE stat, as they are conjured by him. When they appear, they look like small bearded tadpoles that immediately grow into the size of an morbidly obese fat lady. They aren't resilient to anything, they take full damage from every attack, but their body is highly un-conductible, so even Temperature or Radiation damage won't reach someone trapped inside, without first defeating Josephine down to 0 HP or forcing her to vanish, and someone could pound onto the outer mucus with all their strength that it wouldn't reach down to the core without first defeating Josephine. Once someone is inside her, the target will feel similar to drowning, without oxygen, loosing consciousness within a turn or two ( higher than 50 durability ).
Can only be summoned 3 times per battle, lasts until 10% of HP.

Active Attribute:

STR - 0% ( 0 )
INT - 20% ( 20 )
SPD - 20% ( 20 )
DUR - 60% ( 60 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )

Dormant Attribute:

STR - 0% ( 0 )
INT - 0% ( 0 )
SPD - 0% ( 0 )
DUR - 100% ( 100 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )

Declined, you know this ain't approvable. Highly exploitable and essentially gives you a double life by entering it and using all your techs from inside it at no drawback to you as you are born from this substance. 100 Durability would mean it gives it 500 health, basically a second life as you attack from long range. This has no chance at approval. :|

Technique Name: Beast Act ~ Siamese Twins

EXP: 40
Type: Energy
Rank: A
Description: Chang and Eng are two conjoined cats that inhabit Panthalassa's realm. They have the appearance of a massive, bus-sized feline, with two heads and two tails, with a very similar appearance to a spotted jaguar with the faces of a bald cats. Chang is a STR-based summon while Eng is a SPD-based summon. They assume control of the body at different times within the course of the battle, so the overall beast will always have a total attribute of 120 points. They are capable of fully moving their tails, to wrap around or whip someone, or use their fangs and nails to bite, tear and slash. Their stats are based on the user's ENE stat. Chang and Eng are the only ones within Panthalassa's realm, so only one can be summoned at a time. They count as two summons for the user's max count. When they use an attack, they usually are capable of exerting 10% more damage from their attributes than average, with the exception of S ranks ( remains at 100% max ).

Chang's Attributes:

STR - 80% ( 80 )
INT - 10% ( 10 )
SPD - 10% ( 10 )
DUR - 20% ( 20 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )

Eng's Attributes:

STR - 10% ( 10 )
INT - 10% ( 10 )
SPD - 80% ( 80 )
DUR - 20% ( 20 )
ENE - 0% ( 0 )
TEC - 0% ( 0 )

You need to be at least Rank 5 to submit A ranks.

Technique Name:Speed Force Blast
EXP: 20
Type:Science
Rank: B
Description:The user will harness copious amounts of Speed Force through their bodies and from the environment and into their dominant arm, highly condensing it so that it gains a physical form. The user will then hurl the concentrated Speed Force towards a target. Due to gaining a physical form, the projectile will deliver a tremendous amount of damage by slamming into the target, being capable of destroying solid stone and denting steel. The attack does 60% of the user's Energy Stat.

Approved

Technique Name:Speed Vibrations
EXP:20
Type:Science
Rank: B
Description:Wally will release copious amounts of Speed Force from his body into the surrounding air, causing it to vibrate intensely due to the Speed Force stimulating the kinetic movement of the air molecules. These vibrations, spreading a meter in each direction, act as both a protective barrier and offensive weapon. Defensively, they prevent small weapons, such as bullets or knives, from striking Wally by deflecting them before they can make contact with his body. They also have the added benefit of preventing people from getting in close and preventing Wally from being frozen or encased in materials by having the vibrations break apart their structural integrity(B-rank and below constructs). Offensively, the vibrations increase the power of Wally's close quarter combat, adding +10 any attacks delivered with his body. The field lasts for four turns and can be used three times per battle with a one-turn cooldown between usages.

This isn't consistent; if it makes a barrier that is a meter wide in each direction, then how can it be used for combat? This essentially makes a barrier around you that you use to negate attacks that come at you from all directions. I don't agree with it being used for combat. Also, this would work on C ranks and below, cant let it break every B rank and below that touches it.

Technique Name:Scarlet Speedster
EXP:20
Type:Science
Rank:B
Description:Wally's signature technique, he will generate and channel massive amounts of Speed Force through his body, causing the red streaks that usually appear when he's running to flicker around his body even when he's standing still. This techniques increases Wally's speed tremendously while active, granting him a boost of +15 and +5 to Energy due to the surplus of Speed Force for four turns, though this decreases his Durability by 5 points for the duration of the technique. This technique can be used 3 times per battle with a two-turn cooldown between usages.

Approved


Technique Name:Speed Quake
EXP:20
Type: Science
Rank: B
Description:A variant of Wally's Speed Vibrations technique, he will generate a tremendous amount of Speed Force from his body, in addition to harnessing and channeling the Speed Force present in the surrounding area through his body and into one of his limbs. He will deliver a punch or kick, releasing the Speed Force into the surrounding air through the limb all at once, launching it towards the opponent in the form of a vibrating mass. The projectile causes effects similar to a shockwave when it strikes a target, inducing internal damage equal to 60% of the user's Energy stat.

Approved

Technique Name:Speed Mirages
EXP:10
Type: Science
Rank:C
Description:Wally can create after-images with his speed, making it appear like he's more than one place at once, when in reality, he's just moving so fast that an image of himself is left behind. Those with high enough Intelligence to track the user are able to see through this after seeing it used more than two times.

Approved with edits.
Both Checked
 

Howard

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Technique Name: Stun Gun Punch
EXP: D
Type: Mutation
Rank: 5
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity creating roughly the same amount of volts found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to stun an opponent momentarily and cause numbness throughout the opponent's body for two turns. These organs can remain dormant until usage and while they are in Beast Boy's body they can defuse any incoming electrical charges of the same rank and below. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow.
Note: Deals both 20% of strength and energy
Note: Has a one turn cd after being used
 
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Kingu

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Link your bio in every post, I can't check your techniques without it.


Technique Name: Heaven Punisher - Offensive mode
EXP: 20
Type: Energy/Equipment
Rank: B
Description: Using weapon transmutation this allows the user to transform one's weaponry into different shapes and forms, in this case Zi Yu's dull piercer weapon can be transformed into a sword wrapped in flames. The sword has the power to burn off any water or ice attacks below rank B and at the same time immune to fire attacks that are B rank and down. With weapon enhancing the User can increase the power of the flame, increasing Energy to +10, he is able to shoot out a burst of power from his sword which launches flames outwards from the tip. His overall sword dmg does 60% of energy.
Note: can summon maximum 3 swords and can have telekinetic control over it.
Note: The burst of flames has a 2 turn cooldown.
Note: Each sword does 60% energy dmg.
 
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Negative Knight

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Nah, too much of a stat decrease.
I'm willing to make the following technique A-Rank if necessary

Technique Name: Himalayan Altitudes
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional pulse of cold energy that freezes most of the oxygen in the air and creates conditions similar to very high altitudes. Using one’s body to it’s full potential is no longer possible for five turns. This results in everyone on the battlefield’s speed, strength and energy stats decreasing by 20 points for the duration of this technique. For the duration of this technique, anyone on the battlefield can only use techniques their new stats allow for (e.g. an energy stat of 40 means the user can only use C-Ranks and below) and the attributes of their techniques (speed, damage, etc) are now calculated on their new stats until the end of this technique. The technique also decreases the intelligence stat of anyone on the battlefield by 20 points (including Captain Cold) as their brain isn’t being provided with enough oxygen to thrive, merely subsist. Any fire-based techniques, incendiary devices or explosive equipment (such as thermite or explosive gel) will drop one rank in strength and the use of them will burn up the remaining oxygen even quicker, resulting in anyone in their proximity (mid-range all around) passing out. This technique lasts for five turns, after that the battlefield will become saturated with oxygen again from it’s surroundings. This technique will also freeze any gases in their air with a higher boiling than oxygen (higher than -183°C). This technique doesn’t make the battlefield cold however, since all of the cold energy is being solely confined to the gases in the air. Though this technique affects Cold as well, it's purpose is meant to be a "great equalizer" when fighting opponents that greatly exceed him in one or multiple attributes.

Note: Lasts for five turns
Note: Can only be used twice per battle
Note: This technique also affects the user

Technique Name: Shattering Point
EXP: 20
Type: Energy
Rank: B
Description: Snart focuses his cold energy into the air moisture around the opponent's tools, weapons or armour and cools it down drastically, thereby freezing the given target(s) solid. The targeted objects are frozen to such a degree that merely striking them will result in their destruction (if they're basic in nature such as unranked weapons) and if the given tools/weapons are technology-based, they will become wholly unusable (B-Rank and below). The potency of this technique is equally divided between the number of targets (e.g. one target means this is B-Ranked, two means this is C-Ranked). This technique can neutralize anything solid that's B-Rank or below depending on how many objects are the target of this technique. Alternatively, this technique can be used to freeze the opponent's clothes to their body. This will make the opponent considerably slower due to effects of the sheer cold. As a result the opponent's speed stat falls by 20 points for four turns. This particular usage can only be used once per battle.

Note: Can only be used four times per battle

Technique Name: Frigid Wasteland
EXP: 20
Type: Energy
Rank: B
Description: Cold releases an omnidirectional burst of cold energy from his body that spreads through the air and the ground alike, eliciting a vast number effects on the surrounding environment. The ground becomes frozen solid, preventing the use of terrain-altering techniques equal to or below this technique's rank while this is active. When used inside of buildings, the walls, ceilings and upper as well as lower floors are covered in ice. Due to the lack of traction/friction on the icy surface, anyone on the battlefield will become incapable of travelling above speeds of 40 (including Captain Cold) without losing complete control of their movements. The air moisture and nearby bodies of water will be frozen (including techniques if they’re below B-Rank). Cold can use the frozen molecules of water in the air to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold’s intelligence stat increases by 10 (for the duration of this technique) due to his enhanced perceptive abilities. In these arctic conditions, Captain Cold is at this strongest and so his energy stat increases by 15. The cooling of the air to such frigid temperatures will also reduce the opponent’s strength stat by 10 due to stiffened muscles/joints and a general lack of mobility in their limbs.

Note: Lasts for five turns
Note: Can only be used thrice per battle

Technique Name: Knights of the North
EXP: 20
Type: Energy
Rank: B
Description: Cold creates an armour of lightweight ice over his body, to either cover himself partially or fully and it can take any shape the user wishes. The full body armour only ever leaves the eyes exposed and even though the mouth/nose are covered, it doesn't restrict normal breathing nor does it restrict his mobility. The chassis of frozen water is cooled to temperatures close to absolute zero and so it exhibits properties not typical of ordinary ice. For one, it's hardness is on a completely different level. The armour can tank attacks up to 60% of the user's energy stat in damage and regenerate from them by the next turn, but attacks equal to or above the aforementioned value will succeed in destroying the armour entirely. While the armour absorbs the impact and damage of attacks, the user is still pushed back proportional to the force of said attacks, while the user only takes the exceeding damage. It also exhibits super fluidity and by extension near-zero viscosity. This means he can move across the ground without little-friction acting upon him (+10 to speed), though this means he can't actually walk or run. This technique can last as long as the user wishes but counts as one of the user's moves per turn every turn it's active (meaning the user can only use two other techniques per turn).

Note: Can only be used twice per battle
Updating the above. Removed the speed boost and everything to do with superfluidity.

Technique Name: Knights of the North
EXP: 20
Type: Energy
Rank: B
Description: Cold creates an armour of lightweight ice over his body, to either cover himself partially or fully and it can take any shape the user wishes. The full body armour only ever leaves the eyes exposed and even though the mouth/nose are covered, it doesn't restrict normal breathing nor does it restrict his mobility. The chassis of frozen water is cooled to temperatures close to absolute zero and so it exhibits properties not typical of ordinary ice. For one, it's hardness is on a completely different level. The armour can tank attacks up to 60% of the user's energy stat in damage and regenerate from them by the next turn, but attacks equal to or above the aforementioned value will succeed in destroying the armour entirely. While the armour absorbs the impact and damage of attacks, the user is still pushed back proportional to the force of said attacks, while the user only takes the exceeding damage. This technique can last as long as the user wishes but counts as one of the user's moves per turn every turn it's active (meaning the user can only use two other techniques per turn).

Note: Can only be used twice per battle
 
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Zaphkiel

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Technique Name: Road to Prime One Million
EXP: 10
Type: Mutant
Rank: C
Description: Using his impressive Kryptonian cells Clark will focus his body on absorbing sunlight intentionally. Even though his body passively absorbs solar energy for sustenance Clark will deliberately 'open' up his cells and begin absorbing more than the average threshold. To the regular human this is deadly but to a Kryptonian such as Clark he will become 'pumped up' as the extra energy turns him into a temporary powerhouse. Because of this all of his attributes (excepting TECH) gain a +5 boost. But even for Clark the move drains him physically and as such he can only sustain it for a short period of time, after which he falls back to his regular stats prior.
Note(s):
- Lasts 4 turns
- Requires a 2 turn cool down

Nah... 25 points boost for a C rank...
How about +15?

Technique Name: Road to Prime One Million
EXP: 10
Type: Mutant
Rank: C
Description: Using his impressive Kryptonian cells Clark will focus his body on absorbing sunlight intentionally. Even though his body passively absorbs solar energy for sustenance Clark will deliberately 'open' up his cells and begin absorbing more than the average threshold. To the regular human this is deadly but to a Kryptonian such as Clark he will become 'pumped up' as the extra energy turns him into a temporary powerhouse. Because of this his strength (STR), speed (SPD), and intelligence (INT) gain a +5 boost. But even for Clark the move drains him physically and as such he can only sustain it for a short period of time, after which he falls back to his regular stats prior.
Note(s):
- Lasts 4 turns
- Requires a 2 turn cool down
 

ReXii

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Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.

Technique Name: Toxic Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an addition on to the evolution technique and can be activated passively with no move cost exactly the same as the evolution ability. However it does consume timeframe. This technique is very similar to evolution in that it adds to the defense of Doomsday. However this technique focuses on debuffs and counteracting them. It can apply to literally any type of debuff, freezing and burning, radiation, gravity. Anything that causes a loss in stat points. Every time Doomsday is affected by these abilities he begins to build up a tolerance to them of 10% per time affected. This can increase all the way up to 50% over the course of five turns. Making him 50% resistant to that particular type of debuff. Example, Doomsday is slowed by ice, after this happens once he gains a 10% resistance after twice he gains a 20% resistance. This behaves and is recorded in the biography in the exact same way as evolution.
Note: Must have evolution active to use this.

Technique Name: Cataclysmic Smash
EXP: 10
Type: Science
Rank: C
Description: This technique is an offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique allows Doomsday to smash his surroundings with such incredible force that it sends tremors rippling through the surroundings knocking his opponents off their feet if they're standing on any surface that falls victim to the tremors. Additionally the technique will cause a rather loud sonic boom like effect from said tremor, causing the opponent to lose 10 intelligence for 3 turns as their ears will likely pop disorienting them and setting them off balance. This technique benefits from 40% of Doomsdays strength.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light floor or terrain.

Reposting these at Panth's request as they were missed.
Bio link there if it's needed. Since I missed a cycle I'm assuming these don't count to whatever limit on customs there is. So I'm gonna go ahead and submit a 4th.

Technique Name: Furious Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an offensive evolution on the part of Doomsday and can only be used once he has at least 5 points of defense against a certain ability. Based on his original evolution technique. This technique allows him to evolve part of his body to directly counteract his opponents abilities and can only be done once. This evolution can be hugely varied from damage to supplemental use. The user is capable of dictating what this evolution is and how it works based on the opponents techniques but they must provide evidence that it's a direct counter to the opponents ability. I.E Gaining the ability to breathe fire against someone who uses ice or gaining the ability to fly against an aerial opponent or gaining the ability to poison someone who can heal. Once this technique is used, Doomsdays evolution will be based on his strength attribute. Causing 60% of his total STR attribute as damage, or all of his END stat if it's used in a supplemental way such as flying which would essentially cause Doomsdays SPD attribute to be replaced by his END attribute. The evolution follows the basic rules of the RP meaning that it can not be used to manipulate time and space or organisms on an atomic or molecular level. The first time this technique is used Doomsday will gain the evolution, any subsequent posts of the move will occur if Doomsday chooses to use the evolutionary ability.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 20 extra damage when clashing with a hard light technique. Due to his passive defense ability along with the evolution being a direct counter to whatever the opponents core ability is.
 
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Anbu Kirito

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Zoro in sig.
Total Exp: 10
Technique Name: Battle Technique: Afterimage
EXP:10
Type:Natural
Rank:C
Description:
Zoro moves into a burst of incredible speed. During this state, he gains +10 to his speed. This isn't all however. To fool opponents, he will move in a certain way so he leaves, "Afterimages" as he runs. This afterimages are like still photos, though they are enough to fool most opponents. If Zoro stops running, he will be unable to leave afterimages until he begins to run again. This is only a basic application of the afterimage, and therefore he cannot leave any more than three active afterimages at a time. Not only this, but anybody who's intelligence is in the same tier as Zoro's speed will be able to see through the afterimage illusions, and be able to track Zoro.
Notes:
-Can only be used 3 times a match
-Lasts 3 turns each use
-Zoro cannot use attacks above B-Rank while under the effects of this technique.
 

Deviation

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Bio:

Technique Name: Telepathy
EXP: 20
Type: Mutation
Rank: B
Description: Telepathy is the ability to read and control the minds and thoughts of animals, humans and other sentient beings, and to transfer information from one mind to another without the aid of physical communication (noise or movement). It should be noted that extensive use of one's mind abilities begins deteriorating their health which if not kept in check could lead to serious injury usually leading to death. There are two forms of this ability:

Telepathic Communication is to transmit information from one's mind to another. Through one's telepathic skill and control one can extend their telepathic communication abilities to whoever they wish by placing their hand on their forehead and creating a link between both their minds as well as being able to communicate with multiple people. All over vast differences. In both a battle and non-battle setting, his range would be up to Long Range, of which strength is based on the user's intelligence and energy.

Telepathic Perception is the ability to receive information from another's mind. With this ability, one is able to extract information from their target after placing his hand on their forehead. In a battle and non-battle setting his range would be Short Range only, of which strength is based on the user's intelligence and energy. Unlike most sensory perception abilities, telepathic perception allows one to sense others by scanning through thoughts in their immediate area, extending up to Mid-Range however it's more like jumping from one's mind to another and not an omnidirectional scan.

Note: Individual usage only be used 4x per battle after which it begins draining 30% of their own health.
Note: Multiple User usage can only be used 3x per battle after which it begins draining 40% of both user's health
Note: The strength of Telepathy is based on the user's Intelligence and Energy.
Your ENE stat isn't enough for a B rank.

*removed energy references and added the bold part.

Technique Name: Telepathy
EXP: 20
Type: Mutation
Rank: B
Description: Telepathy is the ability to read the minds and thoughts of animals, humans and other sentient beings, and to transfer information from one mind to another without the aid of physical communication (noise or movement). It should be noted that extensive use of one's mind abilities begins deteriorating their health which if not kept in check could lead to serious injury usually leading to death. There are two forms of this ability:

Telepathic Communication is to transmit information from one's mind to another. Through one's telepathic skill and control one can extend their telepathic communication abilities to whoever they wish by placing their hand on their forehead and creating a link between both their minds as well as being able to communicate with multiple people. All over vast differences. In both a battle and non-battle setting, his range would be up to Long Range, of which strength is based on the user's intelligence.

Telepathic Perception is the ability to receive information from another's mind. With this ability, one is able to extract information from their target after placing his hand on their forehead. In a battle and non-battle setting his range would be Short Range only, of which strength is based on the user's intelligence and energy. Unlike most sensory perception abilities, telepathic perception allows one to sense others by scanning through thoughts in their immediate area, extending up to Mid-Range however it's more like jumping from one's mind to another and not an omnidirectional scan.

Telepathic Suggestion is the ability to implant information inside another's mind. With this ability, the user is able to implant false information in the mind of the target. The most common usage of this would to be engage in a telepatchic battle with the opponent which can be initiated through direct contact. Once engaged in this battle both user and opponent will be transported in to an alternate "mind" dimension. Inside this dimension the user will gain an increase of +5 to his intelligence and +5 to his energy whilst the opponent will lose -5 in both intelligence and energy. Any damage sustained in the mind realm will take real effect on the minds of both user and opponent and will result in a knockout if sufficient damage is sustained in the mind realm.

Note: Individual usage only be used 4x per battle after which it begins draining 30% of their own health.
Note: Multiple User usage can only be used 3x per battle after which it begins draining 40% of both user's health
Note: The strength of Telepathy is based on the user's Intelligence.
 
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Never

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Technique Name: FraGGed
EXP: 10
Type: Technology
Rank: C
Description:
Deadpool Carries a Few of these on his Person, they're Fragmentation Grenades - They are Circular Dark Green Spheres with a little cube stuck to the top where the pin is, "you pull the pin and throw then BOOM". These Grenades are designed to explode and send small pieces of Shrapnel flying through the air further than said explosion. The Frag Grenades have an Explosion Radius of 5 Meters, capable of exploding and "Mangling up the beautiful bodies of my wonderful enemies." Limb can easily be removed from said explosion - In such close proximity The damage is Maximum and will cause 40 points worth. The Explosions are heat based and will be able to bust through wood, brick walls, and any thing Ice Based is also weak to this "They'll shatter into dust." Thick metal is a lot trickier.

However, the Fragments cause even more of a problem, at a 15 Meter Radius many of these fragments will find a way to lodge inside the enemy. However outside the 5 meter explosion radius the damage will be reduced to 10, though these fragments will cause Damage over time - lowering the enemies health by 5 each turn

- Only Deadpool is Immune to the Fragmentation Effect of the Grenades, However if caught in 5m explosive Radius he still takes full damage.
- Even though Grenades are timed, Deadpool being the Master assassin that he is can time these Grenades to explode when he wants.
- May only Carry up to 6 on his Person "That's a Bummer."
- Can be used simultaneously, though each Grenade used costs 1 of the 3 Moves
- Grenade Explosion is enough to send Human Flying

 
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Venom

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Technique Name: NSF - Heat Dome
EXP: 10
Type: Science
Rank: C
Description: Base on the principles of his and healing abilities when frozen, Reverse Flash (RF) took his vibration aspect a bit further. He further manipulated his NSF to have his body emit a vibrating field that extends 2.5m all around him, covering short range with a sort of heat casing. Due to the air around him vibrating faster this field not only slows down solid base projectiles and/or people entering it by 20% of the whatever speed attribute is used for the speed but it enhances Thawne's speed. Higher temperature is tied to a higher average speed. This results in the molecules having a higher average kinetic energy. Since RF's speed is mainly base on him absorbing Kinectic energy through the NSF, the heat speeding up the molecules gives RF's speed an increase by +10 but due to the exposure of the heat without protection his strength is drain by -4. The heat field only lasts up to 4 turns with 2 usage total and a 3 turn cool down period. Since RF doesn't lose his absorb kinetic energy the speed boost wont go away. The heat field not only slows down solid things coming in but it keeps anything of a cold base temperature out (C rank and below)

~
~20 exp remaining
 
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ZK

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Technique Name: Thermal Goggles
EXP: 5
Type: Technology
Rank: D
Description: Cold's most basic yet essential piece of equipment are his thermal goggles. Unless stated otherwise, they are always worn and this technique should be posted at the beginning of a battle. The thermal goggles allow him to see the opponent better than he could with the naked eye and so his intelligence increases by 5 points. He can freely turn them on and off at will in case they become a hindrance.
~Approved with edits.


25 EXP.

Technique Name: Nano-Suit
EXP: 20
Type: Technology
Rank: B
Description: A white and black suit with purplish-pink lights constructed entirely from nanobots. It's implanted within Brainiac's biological system and linked to his mind. Brainiac is able to form and extend this suit to his will in order to create a verity of weapons and tools such as blades, blunt objects, guns, keys, etc. If needed, Brainiac can extend metal cords from this suit into other nearby metal or mechanical objects to convert them into nanobots, increasing or repairing the suit. The Nano-Suits bio connection into Brainiac allows it to run off of his biology instead of an internal power source. This renders EMP styled attacks up to B-Rank useless against it.
Notes:
-Can only create weapon once per turn.
-Can only repair once per turn requiring a 2 turn recharge.
-Can only have one weapon at a time.
-Brainiac gains a +15 to Durability because of the Nano-Suit's structure.
~Approved.
 

Panthalassa

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Technique Name: Stun Gun Punch
EXP: D
Type: Mutation
Rank: 5
Description: Beast Boy adds an additional set of organs (i.e the Electric Organ, the Hunter's organ, and the Sach's organ) into his body extrapolated to human size. This allows him to like an Electric Eel produce a decent amount of electricity, though creating a significantly less amount of volts found in a commercial stun gun or a set of defibrillation paddles when he attacks. This is enough to hinder an opponent momentarily and cause localized numbness throughout the opponent's point of contact for 1 turn. These organs can remain dormant until usage and while they are in Beast Boy's body though they can't defuse any incoming electrical charges of the same rank and above. Before the moment of impact Beast Boy also increases his muscle mass momentarily heightening the strength based force behind the blow.
Note: Deals both 20% of strength and energy
Note: Has a one turn cd after being used
Approved ~ With Edits. Nice way to take my suggestion though, but for an actual stun gun it would have to be higher ranked.



Technique Name: Heaven Punisher - Offensive mode
EXP: 20
Type: Energy/Equipment
Rank: B
Description: Using weapon transmutation this allows the user to transform one's weaponry into different shapes and forms, in this case Zi Yu's dull piercer weapon can be transformed into a sword wrapped in flames. The sword has the power to burn off any water or ice attacks below rank B and at the same time immune to fire attacks that are B rank and down. With weapon enhancing the User can increase the power of the flame, increasing Energy to +10, he is able to shoot out a burst of power from his sword which launches flames outwards from the tip. His overall sword dmg does 60% of energy.
Note: can summon maximum 3 swords and can have telekinetic control over it.
Note: The burst of flames has a 2 turn cooldown.
Note: Each sword does 60% energy dmg.
I know now what a Dull Piercer is, but at D rank it can't as the basis for such a higher ranked technique





I'm willing to make the following technique A-Rank if necessary

Technique Name: Himalayan Altitudes
EXP: 20
Type: Energy
Rank: B
Description: Captain Cold releases an omnidirectional pulse of cold energy that freezes most of the oxygen in the air and creates conditions similar to very high altitudes. Using one’s body to it’s full potential is no longer possible for five turns. This results in everyone on the battlefield’s speed, strength and energy stats decreasing by 20 points for the duration of this technique. For the duration of this technique, anyone on the battlefield can only use techniques their new stats allow for (e.g. an energy stat of 40 means the user can only use C-Ranks and below) and the attributes of their techniques (speed, damage, etc) are now calculated on their new stats until the end of this technique. The technique also decreases the intelligence stat of anyone on the battlefield by 20 points (including Captain Cold) as their brain isn’t being provided with enough oxygen to thrive, merely subsist. Any fire-based techniques, incendiary devices or explosive equipment (such as thermite or explosive gel) will drop one rank in strength and the use of them will burn up the remaining oxygen even quicker, resulting in anyone in their proximity (mid-range all around) passing out. This technique lasts for five turns, after that the battlefield will become saturated with oxygen again from it’s surroundings. This technique will also freeze any gases in their air with a higher boiling than oxygen (higher than -183°C). This technique doesn’t make the battlefield cold however, since all of the cold energy is being solely confined to the gases in the air. Though this technique affects Cold as well, it's purpose is meant to be a "great equalizer" when fighting opponents that greatly exceed him in one or multiple attributes.

Note: Lasts for five turns
Note: Can only be used twice per battle
Note: This technique also affects the user
Cool, means I don't have to check it until you rank up!

Technique Name: Shattering Point
EXP: 20
Type: Energy
Rank: B
Description: Snart focuses his cold energy into the air moisture around the opponent's tools, weapons or armour and cools it down drastically, thereby freezing the given target(s) solid. The targeted objects are frozen to such a degree that merely striking them will result in their destruction (if they're basic in nature such as unranked weapons) and if the given tools/weapons are technology-based, they will become wholly unusable (C-Rank and below). The potency of this technique is equally divided between the number of targets (e.g. one target means this is B-Ranked, two means this is C-Ranked). This technique can neutralize anything solid that's C-Rank or below depending on how many objects are the target of this technique.

Note: Can only be used four times per battle
Approved ~ With Edits

Technique Name: Frigid Wasteland
EXP: 20
Type: Energy
Rank: B
Description: Cold releases an omnidirectional burst of cold energy from his body that spreads through the air and the ground alike, eliciting a vast number effects on the surrounding environment. The ground becomes frozen solid, preventing the use of terrain-altering techniques equal to or below this technique's rank while this is active. When used inside of buildings, the walls, ceilings and upper as well as lower floors are covered in ice. Due to the lack of traction/friction on the icy surface, anyone on the battlefield will become incapable of travelling above speeds of 40 (including Captain Cold) without losing complete control of their movements. The air moisture and nearby bodies of water will be frozen (including techniques if they’re below B-Rank). Cold can use the frozen molecules of water in the air to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold’s intelligence stat increases by 10 (for the duration of this technique) due to his enhanced perceptive abilities. In these arctic conditions, Captain Cold is at this strongest and so his energy stat increases by 15. The cooling of the air to such frigid temperatures will also reduce the opponent’s strength stat by 10 due to stiffened muscles/joints and a general lack of mobility in their limbs.

Note: Lasts for five turns
Note: Can only be used thrice per battle
No to the stat increases, nor the sensing. I haven't decided about the speed thing, probably okay...

Updating the above. Removed the speed boost and everything to do with superfluidity.

Technique Name: Knights of the North
EXP: 20
Type: Energy
Rank: B
Description: Cold creates an armour of lightweight ice over his body, to either cover himself partially or fully and it can take any shape the user wishes. The full body armour only ever leaves the eyes exposed and even though the mouth/nose are covered, it doesn't restrict normal breathing nor does it restrict his mobility. The chassis of frozen water is cooled to temperatures close to absolute zero and so it exhibits properties not typical of ordinary ice. For one, it's hardness is on a completely different level. The armour can tank attacks up to 60% of the user's energy stat in damage and regenerate from them by the next turn, but attacks equal to or above the aforementioned value will succeed in destroying the armour entirely. While the armour absorbs the impact and damage of attacks, the user is still pushed back proportional to the force of said attacks, while the user only takes the exceeding damage. This technique can last as long as the user wishes but counts as one of the user's moves per turn every turn it's active (meaning the user can only use two other techniques per turn).

Note: Can only be used twice per battle
Nope, loved the restriction you put upon yourself

How about +15?

Technique Name: Road to Prime One Million
EXP: 10
Type: Mutant
Rank: C
Description: Using his impressive Kryptonian cells Clark will focus his body on absorbing sunlight intentionally. Even though his body passively absorbs solar energy for sustenance Clark will deliberately 'open' up his cells and begin absorbing more than the average threshold. To the regular human this is deadly but to a Kryptonian such as Clark he will become 'pumped up' as the extra energy turns him into a temporary powerhouse. Because of this his strength (STR), speed (SPD), and intelligence (INT) gain a +5 boost. But even for Clark the move drains him physically and as such he can only sustain it for a short period of time, after which he falls back to his regular stats prior.
Note(s):
- Lasts 4 turns
- Requires a 2 turn cool down
Nah, too many power ups

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.
Approved

Technique Name: Toxic Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an addition on to the evolution technique and can be activated passively with no move cost exactly the same as the evolution ability. However it does consume timeframe. This technique is very similar to evolution in that it adds to the defense of Doomsday. However this technique focuses on debuffs and counteracting them. It can apply to literally any type of debuff, freezing and burning, radiation, gravity. Anything that causes a loss in stat points. Every time Doomsday is affected by these abilities he begins to build up a tolerance to them of 10% per time affected. This can increase all the way up to 50% over the course of five turns. Making him 50% resistant to that particular type of debuff. Example, Doomsday is slowed by ice, after this happens once he gains a 10% resistance after twice he gains a 20% resistance. This behaves and is recorded in the biography in the exact same way as evolution.
Note: Must have evolution active to use this.
Note: In order for this to happen, Doomsday DUR stats have to be higher than the opponent's damage Stat ( ENE, SPD, STR, etc )
Approved ~ With edits



Technique Name: Cataclysmic Smash
EXP: 10
Type: Science
Rank: C
Description: This technique is an offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique allows Doomsday to smash his surroundings with such incredible force that it sends tremors rippling through the surroundings, up to short-range, knocking his opponents off their feet if they're standing on any surface that falls victim to the tremors. Additionally the technique will cause a rather loud sonic boom like effect from said tremor, causing the opponent to lose 10 intelligence for sound-based tracking 3 turns as their ears will likely pop disorienting them and setting them off balance, if they're within 1 meter from the clap. This technique benefits from 40% of Doomsdays strength.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light floor or terrain.
Approved ~ With Edits

Technique Name: Furious Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an offensive evolution on the part of Doomsday and can only be used once he has at least 5 points of defense against a certain ability. Based on his original evolution technique. This technique allows him to evolve part of his body to directly counteract his opponents abilities and can only be done once. This evolution can be hugely varied from damage to supplemental use. The user is capable of dictating what this evolution is and how it works based on the opponents techniques but they must provide evidence that it's a direct counter to the opponents ability. I.E Gaining the ability to breathe fire against someone who uses ice or gaining the ability to fly against an aerial opponent or gaining the ability to poison someone who can heal. Once this technique is used, Doomsdays evolution will be based on his strength attribute. Causing 60% of his total STR attribute as damage, or all of his END stat if it's used in a supplemental way such as flying which would essentially cause Doomsdays SPD attribute to be replaced by his END attribute. The evolution follows the basic rules of the RP meaning that it can not be used to manipulate time and space or organisms on an atomic or molecular level. The first time this technique is used Doomsday will gain the evolution, any subsequent posts of the move will occur if Doomsday chooses to use the evolutionary ability.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 20 extra damage when clashing with a hard light technique. Due to his passive defense ability along with the evolution being a direct counter to whatever the opponents core ability is.
These alterations have to be their own techniques

Zoro in sig.
Total Exp: 10
Technique Name: Battle Technique: Afterimage
EXP:10
Type:Natural
Rank:C
Description:
Zoro moves into a burst of incredible speed. During this state, he gains +10 to his speed. This isn't all however. To fool opponents, he will move in a certain way so he leaves, "Afterimages" as he runs. This afterimages are like still photos, though they are enough to fool most opponents. If Zoro stops running, he will be unable to leave afterimages until he begins to run again. This is only a basic application of the afterimage, and therefore he cannot leave any more than three active afterimages at a time. Not only this, but anybody who's intelligence is in the same tier as Zoro's speed will be able to see through the afterimage illusions, and be able to track Zoro.
Notes:
-Can only be used 3 times a match
-Lasts 3 turns each use
-Zoro cannot use attacks above B-Rank while under the effects of this technique.
Afterimages have to be a higher tech


*removed energy references and added the bold part.

Technique Name: Telepathy
EXP: 20
Type: Mutation
Rank: B
Description: Telepathy is the ability to read the minds and thoughts of animals, humans and other sentient beings, and to transfer information from one mind to another without the aid of physical communication (noise or movement). It should be noted that extensive use of one's mind abilities begins deteriorating their health which if not kept in check could lead to serious injury usually leading to death. There are two forms of this ability:

Telepathic Communication is to transmit information from one's mind to another. Through one's telepathic skill and control one can extend their telepathic communication abilities to whoever they wish by placing their hand on their forehead and creating a link between both their minds as well as being able to communicate with multiple people. All over vast differences. In both a battle and non-battle setting, his range would be up to Long Range, of which strength is based on the user's intelligence.

Telepathic Perception is the ability to receive information from another's mind. With this ability, one is able to extract information from their target after placing his hand on their forehead. In a battle and non-battle setting his range would be Short Range only, of which strength is based on the user's intelligence and energy. Unlike most sensory perception abilities, telepathic perception allows one to sense others by scanning through thoughts in their immediate area, extending up to Mid-Range however it's more like jumping from one's mind to another and not an omnidirectional scan.

Telepathic Suggestion is the ability to implant information inside another's mind. With this ability, the user is able to implant false information in the mind of the target. The most common usage of this would to be engage in a telepatchic battle with the opponent which can be initiated through direct contact. Once engaged in this battle both user and opponent will be transported in to an alternate "mind" dimension. Inside this dimension the user will gain an increase of +5 to his intelligence and +5 to his energy whilst the opponent will lose -5 in both intelligence and energy. Any damage sustained in the mind realm will take real effect on the minds of both user and opponent and will result in a knockout if sufficient damage is sustained in the mind realm.

Note: Individual usage only be used 4x per battle after which it begins draining 30% of their own health.
Note: Multiple User usage can only be used 3x per battle after which it begins draining 40% of both user's health
Note: The strength of Telepathy is based on the user's Intelligence.
You may have removed the link, but it's still an ENE skill, not just INT.

Technique Name: NSF - Heat Dome
EXP: 10
Type: Science
Rank: C
Description: Base on the principles of his and healing abilities when frozen, Reverse Flash (RF) took his vibration aspect a bit further. He further manipulated his NSF to have his body emit a vibrating field that extends 2.5m all around him, covering short range with a sort of heat casing. Due to the air around him vibrating faster this field not only slows down solid base projectiles and/or people entering it by 20% of the whatever speed attribute is used for the speed but it enhances Thawne's speed. Higher temperature is tied to a higher average speed. This results in the molecules having a higher average kinetic energy. Since RF's speed is mainly base on him absorbing Kinectic energy through the NSF, the heat speeding up the molecules gives RF's speed an increase by +10 but due to the exposure of the heat without protection his strength is drain by -4. The heat field only lasts up to 4 turns with 2 usage total and a 3 turn cool down period. Since RF doesn't lose his absorb kinetic energy the speed boost wont go away. The heat field not only slows down solid things coming in but it keeps anything of a cold base temperature out (C rank and below)

~
~20 exp remaining
Can't have a heat barrier around you as you run at super speed, and the STR draining is not really fitting. Also, if he's speed increases with the draining of kinetic energy why do you have a SPD increase that stacks with that?
 
Last edited:

Kingu

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Technique Name: Heaven Punisher Offensive.
EXP: 20
Type: Energy/Equipment.
Rank: B
Description: With weapon creation user can create weapons from nothing or by shaping the existing matter or energy, capable of creating virtually any weapon. Zi Yu chose a greatsword wrapped in flames which has the power to burn off any water or ice attacks below rank B and at the same time immune to fire attacks that are B rank and down. With weapon enhancing the User can increase the power of the flame, increasing Energy to +10, he is able to shoot out a burst of power from his sword which launches flames outwards from the tip. His overall sword dmg does 60% of energy.
Note: can have 3x the sword.
Note: The burst of flames can only be used by one sword at a time with a 3 turn cooldown inbetween.
Note: Can have telekinetic control over it.
Note: Each sword doing 60% energy dmg.
 

Zaphkiel

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Dammit, alright new techs then;

Kal-El.

Technique Name: The Man of Steel
EXP: 20
Type: Mutant
Rank: B
Description: Bolstering his cells with extra energy from his solar radiation absorption capabilities Clark is able to create a near indestructible state within his body. In this state, which lead onlookers to dub him as "The Man of Steel", Clark gains a temporary and impressive boost to durability (+10) for the sake of one attack. Meaning, when faced with say, a punch from the opponent, Clark would steel himself for the punch and boost his HP above the base threshold to compensate for the new damage inbound. So if the attack should have taken 5 from his DUR stat it would become negligible with this rented extra 10 boost. In addition to this, the technique prevents him from any lingering effects from the technique in question that he retards. For e.g. Burns from fire, or frostbite from cold. This only works for one technique, be it a single hit or a combined flurry and cannot be used twice in the same turn. After he 'tanks' the attack the boost disappears.
Note (s):
- Requires a turn cool down
 

jagged

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Technique Name: Radiated gravity
EXP: 20
Type: mutant
Rank: B
Description: the user releases radiation up to midrange(or uses radiation that is already present) and forcefully commands the radiation to shoot downwards and pin anything they touch to the floor. The speed at which and strength at which the user can pin down objects is 60% of the users energy stat, an opponent with more strength than the users energy stat can break free from being pinned down. Gamma radiation gives anyone touched radiation poisoning making anyone touched suffer 40% of the users energy stat and a -5 to intellect every 2 turns for 4 turns. Gamma radiation has the distinct ability to harbor in clothes and items it touches granting anyone who touches an item that houses radiation 20% ENE damage and a -5 to int each turn.
 

Negative Knight

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Technique Name: Polar Perception
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold imperceptibly cools down a portion of the moisture in the air to the extent it freezes and uses those frozen molecules of water to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold's intelligence stat increases by 5. Once activated this technique remains active for the rest of the battle unless the water molecules are disturbed (i.e. manipulated through the use of a higher level technique or the molecules are somehow melted/evaporated).

Lasts 4 turns. Requires a 2 turn cooldown
Updating the following because it's useless to me atm.

Technique Name: Polar Perception
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold imperceptibly cools down a portion of the moisture in the air to the extent it freezes and uses those frozen molecules of water to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold's intelligence stat increases by 10. Using this technique is passive since it's such a simple maneuver but it still counts as one of the user's moves per turn.

Note: Lasts five turns

Panthalassa said:
No to the stat increases, nor the sensing. I haven't decided about the speed thing, probably okay...
Removed the boost to intelligence and the sensing. Kept the boost to energy but decreased it. Feels really minimal for a B-Rank otherwise.

Technique Name: Frigid Wasteland
EXP: 20
Type: Energy
Rank: B
Description: Cold releases an omnidirectional burst of cold energy from his body that spreads through the air and the ground alike, eliciting a vast number effects on the surrounding environment. The ground becomes frozen solid, preventing the use of terrain-altering techniques equal to or below this technique's rank while this is active. When used inside of buildings, the walls, ceilings and upper as well as lower floors are covered in ice. Due to the lack of traction/friction on the icy surface, anyone on the battlefield will become incapable of travelling above speeds of 40 (including Captain Cold) without losing complete control of their movements. The air moisture and nearby bodies of water will be frozen (including techniques if they’re below B-Rank). In these arctic conditions, Captain Cold is at this strongest and so his energy stat increases by 10. The cooling of the air to such frigid temperatures will also reduce the opponent’s speed and strength stats by 10 due to stiffened muscles/joints and a general lack of mobility in their limbs.

Note: Lasts for five turns
Note: Can only be used thrice per battle

Technique Name: Roar of the Dead King
EXP: 20
Type: Energy
Rank: B
Description: The user will release an omnidirectional wave of cold energy. This blasts of cold energy slows down any movement at the atomic level to a complete halt and can be used to clash with other energy-based abilities (such as fire, lightning, hard light, radiation, etc). Anything solid or anyone caught in the blast will be encased in a prison of extremely cold ice. If the opponent has a strength stat greater than 60% of the user's energy stat, he or she will be capable of breaking through the ice through sheer force alone but the exposure to the cold will leave them slower than usual for a short while (-20 to their speed stat for four turns). This technique does 60% of the user’s Energy stat in damage. The blast will neutralize anything solid, liquid or energy-based B-Rank and below and will halve the speed of techniques that are A-Rank. This decrease in speed will also apply to energy-based attacks as their kinetic energy is drained by the cold.

Technique Name: Boreal Blasts
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold will focus his cold energy into his hands or feet and release jets of it to propel his body in a given direction. The jets will push him in the direction opposite to their release (so releasing them backwards will propel him forward) and for the short duration of the burst, his speed will increase by 20 points but it's worth noting that while this is a substantial boost, it's only momentary and can only be used in a linear fashion (e.g. to move in straight or diagonal paths and not curves or arcs). He can also use this technique to propel himself into the air. This technique can propel Cold a maximum of 15 meters (mid-range) in any given direction. This technique can double as an attack and an escape mechanism in close quarters, as Cold can angle the blast towards the opponent to harm them while still being pushed backwards by it's release. This technique does 40% of the user's energy stat in damage when used offensively.
 
Last edited:

Bruce Banner

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Technique Name:Basic Telekinesis
EXP: 5
Type: Energy
Rank: D
Description:telekinetic abilities enable her to levitate herself or other objects, propel or manipulate them however she wishes, stimulate individual molecules to create heat, and generate concussive force or protective shields

Note:
- Usable 6 times per battle
- Takes one turn to cool down after 2 times usage
- Range only from short – mid

Technique Name: Telekinetic Sensitivity
EXP: 5
Type: Energy
Rank: D
Description:
That lets her feel the texture of objects she has a telekinetic hold on, feel when other objects come into contact with them, and probe them at a molecular level to identify if they contain alien materials or feel when two things which she has a telekinetic “hold” upon are similarly composed.


Technique Name: Phoenix Force Avatar
EXP: 10
Type: Mutation
Rank: C
Description:
A cosmic entity which embodies creation and destruction, and derives its power from those another mutant. Phoenix's body is permanently tied to the Phoenix Force as a nexus. Phoenix Force thinks of Jean Grey is its "host, body, and self." The Phoenix Force gives her vast psionic ability to manipulate time, space, matter, and energy for virtually any purpose. Phoenix (Jean) can also revive, absorb, re-channel and preserve any kind of life-form, since the Phoenix is the sum of all life-force. The Phoenix Force can significantly boost her mental abilities allowing her to rearrange matter at a molecular level, to fly unaided through space, create intense heat and thermal energy by stimulating molecular activity to create fire, flames, and concussive blasts. She can create fire under any condition, including while submerged, and she can manipulate thermal energy in her vicinity. She can also manipulate the voluntary and involuntary responses in the human body.


Technique Name: Phoenix Force Avatar
EXP: 20
Type: Energy
Rank: B
Description:
Cosmic Pyrokinesis: After merging completely with the Phoenix Force, Jean is now able to create cosmic fire and flames at will, an ability known as Cosmic Pyrokinesis. Cosmic Pyrokinesis is the ability to create, control, and manipulate cosmic flames, flames which are not dependent on oxygen. The source of Phoenix's cosmic flames derives from her ability to manipulate matter at the atomic level, which allows her to generate intense heat, combustion and concussive blasts by stimulating heat molecules, or simply from her access to cosmic energy, or by combining both powers at once to create more powerful cosmic fire. When using these flames offensively, she burns her victims at the molecular and sub-molecular levels; thus no ashes or other combustive by-products are produced. Her cosmic flames are different from flames that are usually created by common pyrokinetics. Because her flames are not dependent on oxygen, she can create cosmic flames under seemingly impossible conditions like underwater or even in the vacuum of space. When using her Cosmic Pyrokinesis, the flames usually manifest in the shape of a large fiery bird, a Phoenix. Phoenix, however, has complete control over her cosmic flames and can shape them however she wishes; as a fireball, fiery claws, or even the appearance of an ordinary fire. The pain caused by these flames can be either mental, physical or both simultaneously. Phoenix's control over them is so complete that they only harm what she chooses harm, which she calls it "burn away what doesn't work"; thus, her cosmic fire will burn her enemies until they die or she extinguishes it by her own will, and it has no effect on her clothing or anything around her vicinity.
 

Lord of Kaos

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Technique Name: Heaven Punisher Offensive.
EXP: 20
Type: Energy/Equipment.
Rank: B
Description: With weapon creation user can create weapons from nothing or by shaping the existing matter or energy, capable of creating virtually any weapon. Zi Yu chose a greatsword wrapped in flames which has the power to burn off any water or ice attacks below rank B and at the same time immune to fire attacks that are B rank and down. With weapon enhancing the User can increase the power of the flame, increasing Energy to +10, he is able to shoot out a burst of power from his sword which launches flames outwards from the tip. His overall sword dmg does 60% of energy.
Note: can have 3x the sword.
Note: The burst of flames can only be used by one sword at a time with a 3 turn cooldown inbetween.
Note: Can have telekinetic control over it.
Note: Each sword doing 60% energy dmg.
Damage will be divided between the amount of swords you make, not each doing 60%. I don't agree with the +10 either as it doesn't make sense seeing as it's just you generating a fire sword. Also, that sentence confuses me a bit because Idk if it's meant to be one sentence or is a runon or something.

Dammit, alright new techs then;

Kal-El.

Technique Name: The Man of Steel
EXP: 20
Type: Mutant
Rank: B
Description: Bolstering his cells with extra energy from his solar radiation absorption capabilities Clark is able to create a near indestructible state within his body. In this state, which lead onlookers to dub him as "The Man of Steel", Clark gains a temporary and impressive boost to durability (+10) for the sake of one attack. Meaning, when faced with say, a punch from the opponent, Clark would steel himself for the punch and boost his HP above the base threshold to compensate for the new damage inbound. So if the attack should have taken 5 from his DUR stat it would become negligible with this rented extra 10 boost. In addition to this, the technique prevents him from any lingering effects from the technique in question that he retards. For e.g. Burns from fire, or frostbite from cold. This applies if his Durability is higher than the stat the attack he is hit with; otherwise, the lingering and side effects still apply. This only works for one technique, be it a single hit or a combined flurry and cannot be used twice in the same turn. After he 'tanks' the attack the boost disappears.
Note (s):
- Requires a turn cool down
Approved with edits.

Technique Name: Radiated gravity
EXP: 20
Type: mutant
Rank: B
Description: the user releases radiation up to midrange(or uses radiation that is already present) and forcefully commands the radiation to shoot downwards and pin anything they touch to the floor. The speed at which and strength at which the user can pin down objects is 60% of the users energy stat, an opponent with more strength than the users energy stat can break free from being pinned down. Gamma radiation gives anyone touched radiation poisoning making anyone touched suffer 40% of the users energy stat and a -5 to intellect every 2 turns for 4 turns. Gamma radiation has the distinct ability to harbor in clothes and items it touches granting anyone who touches an item that houses radiation 20% ENE damage and a -5 to int each turn.
No to using already existing radiation. We're not going to keep approving techs that do radiation poisoning as well just because it can linger in clothing and things it touch. And your wording seems to imply they get 40% damage as well as -5 intellect two times (every 2 turns for 4 turns), which I'm not approving.


Technique Name:Basic Telekinesis
EXP: 5
Type: Energy
Rank: D
Description:telekinetic abilities enable her to levitate herself or other objects, propel or manipulate them however she wishes, stimulate individual molecules to create heat, and generate concussive force or protective shields

Note:
- Usable 6 times per battle
- Takes one turn to cool down after 2 times usage
- Range only from short – mid

Technique Name: Telekinetic Sensitivity
EXP: 5
Type: Energy
Rank: D
Description:
That lets her feel the texture of objects she has a telekinetic hold on, feel when other objects come into contact with them, and probe them at a molecular level to identify if they contain alien materials or feel when two things which she has a telekinetic “hold” upon are similarly composed.


Technique Name: Phoenix Force Avatar
EXP: 10
Type: Mutation
Rank: C
Description:
A cosmic entity which embodies creation and destruction, and derives its power from those another mutant. Phoenix's body is permanently tied to the Phoenix Force as a nexus. Phoenix Force thinks of Jean Grey is its "host, body, and self." The Phoenix Force gives her vast psionic ability to manipulate time, space, matter, and energy for virtually any purpose. Phoenix (Jean) can also revive, absorb, re-channel and preserve any kind of life-form, since the Phoenix is the sum of all life-force. The Phoenix Force can significantly boost her mental abilities allowing her to rearrange matter at a molecular level, to fly unaided through space, create intense heat and thermal energy by stimulating molecular activity to create fire, flames, and concussive blasts. She can create fire under any condition, including while submerged, and she can manipulate thermal energy in her vicinity. She can also manipulate the voluntary and involuntary responses in the human body.


Technique Name: Phoenix Force Avatar
EXP: 20
Type: Energy
Rank: B
Description:
Cosmic Pyrokinesis: After merging completely with the Phoenix Force, Jean is now able to create cosmic fire and flames at will, an ability known as Cosmic Pyrokinesis. Cosmic Pyrokinesis is the ability to create, control, and manipulate cosmic flames, flames which are not dependent on oxygen. The source of Phoenix's cosmic flames derives from her ability to manipulate matter at the atomic level, which allows her to generate intense heat, combustion and concussive blasts by stimulating heat molecules, or simply from her access to cosmic energy, or by combining both powers at once to create more powerful cosmic fire. When using these flames offensively, she burns her victims at the molecular and sub-molecular levels; thus no ashes or other combustive by-products are produced. Her cosmic flames are different from flames that are usually created by common pyrokinetics. Because her flames are not dependent on oxygen, she can create cosmic flames under seemingly impossible conditions like underwater or even in the vacuum of space. When using her Cosmic Pyrokinesis, the flames usually manifest in the shape of a large fiery bird, a Phoenix. Phoenix, however, has complete control over her cosmic flames and can shape them however she wishes; as a fireball, fiery claws, or even the appearance of an ordinary fire. The pain caused by these flames can be either mental, physical or both simultaneously. Phoenix's control over them is so complete that they only harm what she chooses harm, which she calls it "burn away what doesn't work"; thus, her cosmic fire will burn her enemies until they die or she extinguishes it by her own will, and it has no effect on her clothing or anything around her vicinity.
You dont have the EXP needed for this.





Updating the following because it's useless to me atm.

Technique Name: Polar Perception
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold imperceptibly cools down a portion of the moisture in the air to the extent it freezes and uses those frozen molecules of water to sense everything on the battlefield spatially. This encompasses people, objects and techniques. Any disturbance in the water molecules will be sensed and anything that moves will inadvertently displace them. As a result, Cold's intelligence stat increases by 10. Using this technique is passive since it's such a simple maneuver but it still counts as one of the user's moves per turn.

Note: Lasts five turns

It's fine as is.

Removed the boost to intelligence and the sensing. Kept the boost to energy but decreased it. Feels really minimal for a B-Rank otherwise.

Technique Name: Frigid Wasteland
EXP: 20
Type: Energy
Rank: B
Description: Cold releases an omnidirectional burst of cold energy from his body that spreads through the air and the ground alike, eliciting a vast number effects on the surrounding environment. The ground becomes frozen solid, preventing the use of terrain-altering techniques equal to or below this technique's rank while this is active. When used inside of buildings, the walls, ceilings and upper as well as lower floors are covered in ice. Due to the lack of traction/friction on the icy surface, anyone on the battlefield will become incapable of travelling above speeds of 40 (including Captain Cold) without losing complete control of their movements. The air moisture and nearby bodies of water will be frozen (including techniques if they’re below B-Rank). In these arctic conditions, Captain Cold is at this strongest and so his energy stat increases by 10. The cooling of the air to such frigid temperatures will also reduce the opponent’s speed and strength stats by 10 due to stiffened muscles/joints and a general lack of mobility in their limbs.

Note: Lasts for five turns
Note: Can only be used thrice per battle

Reduction of speed or no speed above 40, cant give you both of these in one tech, too abusable seeing as you already stack speed decreases a lot. If it's limiting people to just 40 speed, then you can believe that it will need to limit you somewhat as well and not just increase your energy by +10.

Technique Name: Roar of the Dead King
EXP: 20
Type: Energy
Rank: B
Description: The user will release an omnidirectional wave of cold energy. This blasts of cold energy slows down any movement at the atomic level to a complete halt and can be used to clash with other energy-based abilities (such as fire, lightning, hard light, radiation, etc). Anything solid or anyone caught in the blast will be encased in a prison of extremely cold ice. If the opponent has a strength stat greater than 60% of the user's energy stat, he or she will be capable of breaking through the ice through sheer force alone but the exposure to the cold will leave them slower than usual for a short while (-20 to their speed stat for four turns). This technique does 60% of the user’s Energy stat in damage. The blast will neutralize anything solid, liquid or energy-based B-Rank and below and will halve the speed of techniques that are A-Rank. This decrease in speed will also apply to energy-based attacks as their kinetic energy is drained by the cold.

-20 speed for 4 turns while dealing 60% damage and freezing anything B rank and below as well as slowing anything A rank in half? This is completely unreasonable. I almost DNRed it.

Technique Name: Boreal Blasts
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold will focus his cold energy into his hands or feet and release jets of it to propel his body in a given direction. The jets will push him in the direction opposite to their release (so releasing them backwards will propel him forward) and for the short duration of the burst, his speed will increase by 20 points but it's worth noting that while this is a substantial boost, it's only momentary and can only be used in a linear fashion (e.g. to move in straight or diagonal paths and not curves or arcs). He can also use this technique to propel himself into the air. This technique can propel Cold a maximum of 15 meters (mid-range) in any given direction. This technique can double as an attack and an escape mechanism in close quarters, as Cold can angle the blast towards the opponent to harm them while still being pushed backwards by it's release. This technique does 40% of the user's energy stat in damage when used offensively.
+20 for a C rank is way too much. Plus, in order to boost anything higher than +15, you need to compensate by decreasing something -5. This would need to be a B rank minimum either way to have +20.
 
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