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 have 3x the sword.
Note: The burst of flames has a 4 turn cooldown.
Note: Can have telekinetic control over it.
ApprovedLink 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 ~ 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.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"
Too complex for a B rank... compressing flames to solid?You must be registered for see links
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.
Approved ~ With EditsTechnique 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.
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.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.
Approved ~ With EditsYou must be registered for see links
You must be registered for see links
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.
You must be registered for see links
You must be registered for see links
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.
Nah.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
Your ENE stat isn't enough for a B rank.Bio:You must be registered for see links
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.
Submit one technique for a D rank, if you want to do a D rank... you can't levitate yourself at D 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.
Nah... 25 points boost for a C rank...You must be registered for see links. 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
ApprovedTechnique 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 ~ With EditsYou must be registered for see links
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 EditsTechnique 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
Nah, too much of a stat decrease.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
Approved ~ With EditsTechnique 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
AH! I DON'T HAVE TO CHECK YOURS! Sux it!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.
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