[LoT] Custom Techniques Submission

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The_Empire

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Technique Name: Saber Healing
EXP: 20
Type: Mutation
Rank: B
Description: Sabertooth's Core Ability is that of a regenerate damage done to his body. At an early stage of his regenerative abiltiy is to heal small to medium damage. When healing it is near instant he does receive back 60 HP is the max of the usage of his early stage per damage he recieves. 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 large/deep(basically not cutting through bone)
-First to Second Degree burns
-Bullet Wounds(bullets need to be removed first)
-Chucks of Flesh removed from his body
-Mild poisons, virus, drugs, toxins and diesases
Note: Passive

Bio in the sig
Not enough DUR for a B rank.
Technique Name: Saber Healing
EXP: 20
Type: Mutation
Rank: B
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 80 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 large/deep(basically not cutting through bone)
-First to Second Degree burns
-Bullet Wounds(bullets need to be removed first)
-Chucks of Flesh removed from his body
-Mild poisons, virus, drugs, toxins and diesases
Note: The user can only heal against B rank and below damage
Note: Passive
 

Akuma

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Approved ~ With Edits



Approved ~ With Edits



The ability to break objects apart through vibration is required to be higher ranked than this. And I don't really understand how something so wide in surface area can become sharper than a sword, it would have to be something like a lightning coating around your skin that has the appearance of a sword, rather than saying your limbs are sharper.



Okay, here's the main problem that I have with this technique, seeing as there's a lot other problems but I'll have to placate this one first. This technique is the technique that allows you to exert your ability, but what does it rely on? Is it your ENE att, your DUR? I would think it would be interesting to tag your ability to your DUR attribute, as you're modifying your body, and you even got a boost there, but there's nothing clear about it. I have to ask you first, which attribute you want to tag your ability to, before I can approve your techniques. ( Maybe even your INT stat, dealing with your imagination of the transformations? ).

And, btw, due to your attribute in both DUR and ENE, you are unable to submit B rank techniques yet.



I mean... D rank... you know? Lowest rank...



I need your bio to check these



Approved ~ With Edits



Approved



Not enough DUR for a B rank.



Approved ~ With Edits
Forget it, i'll yet again throw away another good idea. for ****s sake
 

Howard

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I currently have 25 EXP 20 is spent on my Core Ability so I have 5 free to sub a D rank.

Technique Name: You Would Not Believe Your Eyes
EXP: 5
Type: Mutation
Rank: D
Description: At it's core this is an evasion skill. When an incoming attack is about to hit Beast Boy and he's about to take direct damage that he cannot negate with his normal single transformations he can burst into the form of 10,000 fireflies separating among several thousand smaller transformations then recombining somewhere out of harm's way. This can be used to evade any projectile, straight line or otherwise straight forward technique and is mentioned in his abilities on the bio.
Beast Boy does not require all of the Fireflies to remerge to transform back. He can transform any single firefly back into himself and this works as a Hive Mind where any single Firefly can become a standin for Beast Boy's normal body due to his transformation abilities. Each has a sentience and can move and act separately but when Beast Boy wants to turn back he must choose one and do so. In a simple explanation it's merely like a Gecko losing a tail only a single firefly is critical to Beast Boy's retransformation. It's an evasion and distraction together.
Note: Alternately the user can turn into any small insect at any number between 1-10,000 and use this technique
Note: Can only be used three times per encounter
Note: Unlike his other forms direct damage cannot be dealt in the normal way via basic attacks
Note: Transformation lasts one to three turns with a one turn cd between the initial shifts
Note: Where this differs from his freeform transformation abilities is he is able to do so to counter techniques.
 
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Panthalassa

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Technique Name:Itoryu: 36 Pound Phoenix Cannon
EXP: 20
Type: Natural
Rank: B
Description:
Zoro, using a single sword, will deliver a twisting swing towards his opponent. This causes the air around the blade to condense and form a projectile of penetrating and cutting wind. This blast can be shot at the opponent from incredible range, and hits with the force of a 36 pound blow moving at an extreme speed. Because Zoro uses a single sword for this technique, it isn't as powerful as the two and three sword variations. This technique is however powerful enough to shatter solid rocks and on contact with a target, will penetrate their body and then release, as if exploding into blades of wind, causing severe cuts on the outside of the body. This attack deals 60% of Zoro's strength stat in damage. The winds caused by this technique can also blow away basic projectiles of equal or lower rank.
Note:
-Requires a single sword
-This projectile is on equal terms with energy projectiles, and if they collide, whichever deals the most damage will be able to destroy the other.
-Can only reach up to mid-range
Approved ~ With Edits

Technique Name:Haki: Busoshoku Style| Haki: Color Of Arms
EXP:20
Type:Natural
Rank:B
Description:
Busoshoku Haki is a power based upon the user's courage and physical strength. It is a martial discipline practiced by many for years, being apparent in only certain individuals. Busoshoku Haki is the ability to amplify the defensive or offensive capabilities of an individual, or an item, such as in the case of Zoro, his swords. Zoro can use this ability to "harden" his body and swords in a way. When using it, the swords he applies it to become black as night, and create purple sparks instead of standard ones when making contact with other blades. It gives them a great boost in damage (+6 to each attack), and makes them much more effective as cutting penetrating tools, enabling them to slice through solid stone with no real effort from the user. Zoro can also use Haki to amplify his body defensively, being able to harden a single part of his body. When hardened, a body part is immune entirely to attacks of D-Rank, and if used offensively, will deal more damage than usual (+4 to each attack.) Zoro is however not yet a master of Haki, and therefore cannot use it too often. He has a limit to the amount of times he can use it, and though the change to his swords can last a while, the amplification of his body will only last one turn.
Notes:
-Zoro can use this technique a total of four times throughout the battle
-Zoro only needs one usage of the technique to coat all three of his swords in Haki
-Swords will retain the advantages of the technique for 3 turns, and amplification of a bodypart will last only one turn.
-Though not considered an energy based technique, Haki coated attacks should be treated as energy infused, and will be able to hit enemies who cannot be harmed by normal physical moves.
While I approved the other one, this feels more like an ENE skill rather than STR. If you want to submit Haki, you'll have to pour some points into ENE.



Durability Attribute on the bio is now 41 the minimum for subbing B ranks.

Technique Name: Bestial Wrath
EXP: 20
Type: Science
Rank: B
Description: Beast Boy's core ability is Terrestial Metamorphism allowing him to transform through the modification of his own DNA or through his connection to the Red into any animal at any size relative to it's original counterpart. A very basic technique and one of the very first Beast Boy created it is in essence the ability to initiate and undergo animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal structure, their muscle structure, their bone structure, their nerve structure or even their organ structure. This allows for him to take on animalistic traits and gain abilities relative to the transformation Beast Boy is able to source a transformation from any species of animal including extinct, alien, single celled and even mythical. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use it is at it's lower uses a passive transformations granted by simply being Beast Boy. No matter the form Gar keeps his own consciousness and conscience.
These transformations can be used to defend and counter other techniques and if a proper transformation is adopted Garfield can even negate damage from incoming techniques and basic attacks. Only the same rank and below.
This also allows him to take on various additional senses examples being Infrared Sensing like that of a snake by adopting heat pits like a snake, or Nightvision, like a feline by increasing the number of rod cells in the eyes. Beast Boy can also adopt traits such as a nictitating membrane that negate light based attacks of the same rank; Hyperosmia like that of a dog or a wolf for tracking, heightened auditory perception, and heightened somatosensory (sense of touch.) Augmentation of a sense counts differently when compared to something like creating nictitating membranes in the eyes which would be an example of previously stated animalistic transformations. Any transformation would be extrapolated to the user's relative size or could be made larger or smaller depending on what the user wishes.
While under the effect of any transformation be it animalistic or sense related Beast Boy's Genetic Sensory abilities are amplified exponentially due to his attunement with animals he is able to understand any animal even their motives, thoughts, or feelings. He's also able to know their strengths and weaknesses.
He is able to communicate and use animals as scouts or learn information from them.

Unique Physiology: Along with his shapeshifting abilities he seems to possess a degree of heightened senses in his default human form, having hearing sensitive enough to detect a stealthily approaching enemy along with other heightened senses. He can also change his natural human form in several different ways taking on partial transformations, hybrid transformations, changing his own muscle structure, height, weight, organ structure, bone structure and any other bodily structure.
Animal Mimicry: Beast Boy has the power to mimic the abilities of any animal he knows of while he is in their form. The ability apparently gives him intuitive understanding of the animals and what abilities they have that may be useful in the situation. In his natural form he can change the structure of his body to accomplish similar feats, while under the effects of any transformation no matter how small he is able to speak with, understand and properly communicate with wild-life.
DNA Mimicry: Beast Boy can also model his own DNA after others transforming into anyone down to the subatomic level. If his skin didn't stay oddly toned he would be able to disguise himself as anyone perfectly.
Adaptability: Due to his extremely quick transformations Beast Boy is able to adapt to any environment. He can transform into an animal that can survive at immense pressures at the bottom of the sea, in the vacuum of space or even to survive relatively easily in a radioactive environment. He's able to gain resistances to nearly any type of damage such as blunt force, slashing, piecing, radioactive, heat, cold, etc. This is done by taking on an animilistic transformation and adopting traits found in wild-life foreign or domestic. If a proper transformation is undergone Beast Boy can take half damage from anything above B rank, and negate certain damage completely if it's B rank or below. This however only works with one type of damage at a time and the user must wait two turns before changing the resistance. During this time he can undergo other transformations but cannot use the adaptability to change his resistance until two turns have past. He can keep a transformation indefinitely though if he so wishes.

Smaller transformation derived from this are passive and can be called upon nearly instantly. They are things like growing fangs, nails, hair, claws, horns additional appendages such as tails, wings, limbs and even allows for the regrowth of removed limbs (explained in the healing section.) The user can also change their bodily (muscle, nerve, bone, brain tissue, etc) structures gaining strength, speed or durability (can only take 2 one gains +15 the other gains +10.) The user tends to stay in his human form when using the smaller transformations. These can be held indefinitely such as increasing muscle mass if mentioned in the bio to gain a +15 to strength and +10 to speed permanently. This permanent boost can only be done with smaller transformations.

Larger transformations are more involved the user can change their senses. They can gain things such as better sight, smell, taste, touch, hearing etc. This allows for the user to regrow organs or limbs if they are removed allowing for mediocre healing it also allows the user to create extra organs such as a second heart so that if the first is damaged the user is left alive from what would be fatal damage to anyone without Terrestrial Metamorphism. The user is able to further manipulate their bodily structure gaining strength, speed or durability by +25 (can only choose 1) this negates the +15 and +10 from the smaller transformations or boosts on the bio. However, due to the nature of how the buffs work he must sacrifice something. If the user wants the full +25 to strength for example he would need to take on a much bulkier muscle structure meaning speed and intelligence would suffer -5. If for example he wanted +25 to speed he'd have to lose -5 from strength and intelligence. 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.

Healing isn't instant and is something the user must focus on to accomplish meaning if the user wishes to heal he must actively regenerate it takes a full turn to heal for each rank of damage taken excluding D rank damage. Healing from D rank damage can be done passively healing superficial wounds such as scrapes, bruises, dislocated limbs, minor 1-2nd degree burns and cuts rather easily over the course of the user's turn (half a full turn). C rank rank damage takes 1 turn meaning the user's and his opponent's movesets and B rank damage takes 2 turns meaning 2 rounds of turns. The damage healed is proportional to the injury and time spent healing. Once initiated the heal becomes passive but still requires concentration subtracting -2 intelligence from the attribute while healing. If force-ably transformed due to magic or another's shapeshifting control abilities Beast Boy is able to transform back to his natural state or if he's feeling humorous he could change the form to suit the battle to in essence use it against the opponent.
Note: The transformations Beast Boy undergoes are tied to the Durability attribute as are the subsequent techniques derived from his Core Ability
Note: Stats can be shifted mid turn if a proper transformation is undergone
Note: Once stats are shifted the user must wait a full turn before shifting them again
Note: Healing can only be used once every two turns and counts as a move to initiate
Note: Any attack sourced from these transformations deals 10% of Beast Boy's strength or speed modifier depending on if he uses his augmented strength or speed to attack.
Okay so, I have discussed with everyone, and your Ability is too vague and too powerful to be approved like this. First of all, the ability to turn into basically everything means you get a wide variety of properties, resilience and abilities that make it too diversify to fit into one single technique, B rank at that. Even if it were an S rank, it would have to be heavily restricted. Secondly, it allows you to turn not only into existing animals ( Infrared vision, venom, strength, etc ) but also alien animals and hybrid transformations, without any restriction, which to me just makes it possible for you to create whatever abilities you like, like fire-breathing, energy manipulation, etc etc, and that obviously can't be approved in such a vague technique.

So I have two propositions for you:

1. Have a base technique, related to DUR, that allows you to change your body into animals, without any sort of boost or stat change. And then have a INT based technique that allows you to analyze animals you see through RP ( missions, battles ), comprehend them and then use them as sort of guidelines for your transformations. These would most likely be a way to just mimic attributes these animals have, and, in freestyle, you most likely wouldn't be able to have any attribute change even if you do see a snake or an elephant.

2. Submit each transformation technique separately, based on DUR, and each transformation would be ranked and checked independently. This would give you a greater control over what you transform into and their properties, while still allowing you to submit the more whimsical animals yourself, without having to wait for other people to do it for you. In this option, you could submit maybe a Feline Transformation, allowing you to turn into leopards, tigers, lions, etc, which would grant you specific boosts, maybe more with SPD, and then another Pachyderm, for rhinos, elephants, etc, which are maybe more DUR and STR, etc etc, all the way to some alien transformations that give you all sorts of powers.

As a guideline, each rank allow you to create a Transformation that re-shapes your Attributes, similar to ZK's Robots, or my own Summons. D rank - 60 total points to spread, C Rank - 80, B - 100, A - 120 , S - 140.

Bio:

Technique Name: Dull Piercers
EXP:[/B 5
Type: Energy
Rank: D
Description: With weapon construct, Zi Yu can forge numerous airborn swords that be used for attacks. Each sword doing 20% of his Energy stat, he can do unarmed wielding by having telekenetic control over them. Exact range for it would be 2m, but Zi Yu can use his swords as projectiles.
Note: Maximum swords that can be wielded, 3.
Note: If a sword were to be destroyed it would take 1 turn for it to be restored.
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Approved ~ With Edits

Technique Name: Heavenly Piercer
EXP: 20
Type: Energy/Equipment
Rank: B
Description: Zi Yu's god slaying weapon forged from his weapon construct. A great sword wrapped in flames with the power to burn off the transcendent vigor and thus makes it a natural enemy to the gods. Heaven Punisher also has a defensive form in which the flames are absorbed by the User and gains +10 Strength, however his speed is reduced to +5, because the sword becomes extremely heavy and touch which not only allows it to be used as a means of protection from strong attacks but also it allows it to be used for very powerful swings. This allows the users to use 60%for his freeform sword attacks in both Defensive and Offensive form.
Note: I can't control it with telekinese, nor can I multiply this weapon.
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Can either have the offensive ability or the defensive ability. Do you want it to raise your stats, or do you want it to defend you from flames? Pick one, and explain why the sword does that.



Technique Name: Dreadful Desiccation
EXP: 10
Type: Energy
Rank: C
Description: Dreadful Desiccation is one of Inferno's most ingenious techniques. While Inferno has his "Flame On" technique activated, he could start releasing omnidirectional bursts of heat from his body that can be felt up to five meters away from himself (cannot be physically reacted to, but perceived by the naked eye). The two things these bursts of heat do is coat objects up to five meters away in a fiery-plasma type aura (doesn't do any damage). This in turn allows Inferno to feel the heat levels of basically any object within five meters of him due to Inferno being able to sense heat signatures close to him, increasing his intelligence stat by ten due to him being able to feel everything around him. The only other side affect of bursting such hot heat throughout the area around Inferno is water or ice constructs, D rank and bellow, not being able to be generated from within the air up to five meters away from Inferno. However, constructs of ice or water that are made from the user's body and travel towards Inferno will be only sensed, not weakened.

0 EXP if approved.
Approved ~ With Edits

Technique Name: NSF - Steal
EXP: 10
Type: Science
Rank: C
Description: He is able to "steal" speed and/or momentum from anyone or anything, including fast beings or Inertia effectively turning them into living statues. Also can steal speed from bullets and other fast moving objects thrown at him or at others. Anything with speeds below his speed at the moment of this usage will be slowed down by 40% of the person/item attribute's speed (or if the speed of person/item is dependent on energy it will be 40% from that and instead of it being below thawne's speed attribute you will use his energy attribute to determine if one can slow it down or not and so on). Now depending on what attribute Thawne used to absorb the speed of the opponent or technique, his speed or energy att will increase by 20%. Due to Thawne being able to control kinetic energy for him to move faster through the NSF, he is also able to absorb more from an external source. Once that is done, the kinetic energy from said moving person/object/projectile will lose the said percentage of speed/momentum. All of this is done through the NSF - Speed force Aura which projects out like a energy shield when absorbing the kinetic energy from something, short range from the user.

From bio:



Approved ~ With Edits

Technique Name: NSF - Regeneration
EXP: 10
Type: Science
Rank: C
Description: Accelerating his healing factor while using the Speed Force to sustain him, he could heal from any injury with time, without prematurely aging. He isn't able to regenerate lost limbs/body parts and/or missing organs. At this level (C rank) Thawne can heal from damages such as small cuts/slashes that don't go pass bones, bruises, 2nd degree burns and from mild poisoning or natural weather calamities or a cold/heat base confrontations (D rank and below if any of these are attacks) In situations where Thawne is frozen he can vibrate his body to the point of generating heat to melt the ice. This only works on limbs or his torso region. If 25% or under of his body is frozen it will take two usages for him to melt the ice through this technique at this level. Think of it as him doubling the speed of his healing process.This technique is base on Thawne's inteligence attribute due to him using his scientific knowledge of the body and anatomy to heal injuries through the NSF.

This allows the user to heal 5 HP per turn, up to a maximum of 3 turns. He is capable of doing this 2 per battle.
Approved ~ With Edits

Technique Name: NSF - Lightning
EXP: 10
Type: Science
Rank: C
Description: Thawne's unique biology causes his body to produce massive amounts of electricity, which charges his molecules to allow for his accelerated movements. As this power is genetically coded to his DNA, he can potentially gain mmore his speed by using more electricity to jumpstart it whether it be from an attack (D rank and below) or from his own source, he would gain +5 to his speed. Due to this technique remaining active after first use. it gives Thawne a new look when using the NSF. Thawne has streams of lightning running all over and around his body (purely cosmetics). Now through this technique Thawne is able to hurl lightning bolts gathered from a fast movement. Think of it as running your feet on the carpet. Thawne is not only able to create it through fast and rapid movement, but release it through a strong gesture. After release Thawne cannot control or manipulate it any further.

This technique allows two different usages: 1. Absorb low level lightning when running, and turn it into a speed boost. 2. Generate and shoot low level lightning, that deal 20% of the user's ENE stat in Damage. The user can combine this two usages, to gain a speed boost from his own lightning, by targeting himself. But counts as two techniques.
Approved ~ With Edits



Technique Name: Acoustic adept
EXP: 20
Type: mutant
Rank: B
Description: Excersing his control over acoustic radiation the user now has the ability to manipulate sounds and vibrations for an attack. The user can generate shock waves that push the target over, repel them, shatter them, and even cause earthquakes by shaking the ground,however all vibrations need a medium to travel through restricting the user to hand gestures towards the the target he wants to use vibrations on.(vibrations move at 60% of the users ENE stat and bypasses all armor C rank and below)(B rank armor can stop the vibrations only if the opponents tech stat is stronger than the users energy stat), (vibrations have the ability to inflict vertigo and as such gifts anyone who gets hit a -10 to speed) The user can also apply his vibrations to the ground making tremors up to midrange(tremors move at 60% of the users ENE speed, anyone hit recieves a -10 to speed because of vertigo). Tremors last for as long as the user stands in place(cannot use any other acoustic related techniques while in use as the vibrations needs a medium to travel.
Approved

Technique Name: Vibrating attack
EXP: 20
Type: mutant
Rank: B
Description: The user channels vibrations to a single point otherwise known as a hypocenter(this gives it the appearance of a bubble of sorts) to produce an explosion like attack. Any person or item coated in vibrations gains an increase in ENE damage (50%) and cannot be frozen by C rank ice attacks and below (Item or person coated in vibrations can be frozen by a B rank ice attack if there attack stat is stronger than the users energy stat). Any attack using vibrations can completely bypass armor and items C rank and below(B rank items can stop the vibrations if the opponents tech stat is more than the users energy stat) they also have the uncanny ability to inflict vertigo -10 speed if hit.
Nah

Technique Name: Saber Healing
EXP: 20
Type: Mutation
Rank: B
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 80 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 large/deep(basically not cutting through bone)
-First to Second Degree burns
-Bullet Wounds(bullets need to be removed first)
-Chucks of Flesh removed from his body
-Mild poisons, virus, drugs, toxins and diesases
Note: The user can only heal against B rank and below damage
Note: Passive
Your DUR is 32, which allows you to submit D and C ranks. B ranks require your DUR to be 41 or higher. This means that any technique you submit that deals with your Healing Factor can only be D or C ranks, until you raise your DUR ( when you rank up ).



I currently have 25 EXP 20 is spent on my Core Ability so I have 5 free to sub a D rank.

Technique Name: You Would Not Believe Your Eyes
EXP: 5
Type: Mutation
Rank: D
Description: At it's core this is an evasion skill. When an incoming attack is about to hit Beast Boy and he's about to take direct damage that he cannot negate with his normal single transformations he can burst into the form of 10,000 fireflies separating among several thousand smaller transformations then recombining somewhere out of harm's way. This can be used to evade any projectile, straight line or otherwise straight forward technique and is mentioned in his abilities on the bio.
Beast Boy does not require all of the Fireflies to remerge to transform back. He can transform any single firefly back into himself and this works as a Hive Mind where any single Firefly can become a standin for Beast Boy's normal body due to his transformation abilities. Each has a sentience and can move and act separately but when Beast Boy wants to turn back he must choose one and do so. In a simple explanation it's merely like a Gecko losing a tail only a single firefly is critical to Beast Boy's retransformation. It's an evasion and distraction together.
Note: Alternately the user can turn into any small insect at any number between 1-10,000 and use this technique
Note: Can only be used three times per encounter
Note: Unlike his other forms direct damage cannot be dealt in the normal way via basic attacks
Note: Transformation lasts one to three turns with a one turn cd between the initial shifts
Note: Where this differs from his freeform transformation abilities is he is able to do so to counter techniques.
How can you turn into multiple entities? This is too much for a D rank. And I don't think you can do it with your Ability
 

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Can either have the offensive ability or the defensive ability. Do you want it to raise your stats, or do you want it to defend you from flames? Pick one, and explain why the sword does that.
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.
 
Last edited:

Anbu Kirito

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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
 
Last edited:

Howard

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Okay so, I have discussed with everyone, and your Ability is too vague and too powerful to be approved like this. First of all, the ability to turn into basically everything means you get a wide variety of properties, resilience and abilities that make it too diversify to fit into one single technique, B rank at that. Even if it were an S rank, it would have to be heavily restricted. Secondly, it allows you to turn not only into existing animals ( Infrared vision, venom, strength, etc ) but also alien animals and hybrid transformations, without any restriction, which to me just makes it possible for you to create whatever abilities you like, like fire-breathing, energy manipulation, etc etc, and that obviously can't be approved in such a vague technique.

So I have two propositions for you:

1. Have a base technique, related to DUR, that allows you to change your body into animals, without any sort of boost or stat change. And then have a INT based technique that allows you to analyze animals you see through RP ( missions, battles ), comprehend them and then use them as sort of guidelines for your transformations. These would most likely be a way to just mimic attributes these animals have, and, in freestyle, you most likely wouldn't be able to have any attribute change even if you do see a snake or an elephant.

2. Submit each transformation technique separately, based on DUR, and each transformation would be ranked and checked independently. This would give you a greater control over what you transform into and their properties, while still allowing you to submit the more whimsical animals yourself, without having to wait for other people to do it for you. In this option, you could submit maybe a Feline Transformation, allowing you to turn into leopards, tigers, lions, etc, which would grant you specific boosts, maybe more with SPD, and then another Pachyderm, for rhinos, elephants, etc, which are maybe more DUR and STR, etc etc, all the way to some alien transformations that give you all sorts of powers.

As a guideline, each rank allow you to create a Transformation that re-shapes your Attributes, similar to ZK's Robots, or my own Summons. D rank - 60 total points to spread, C Rank - 80, B - 100, A - 120 , S - 140.
Most of what I did was cut out things like we discussed. Advanced senses will need to be their own techniques, and is reflected in the bolded. I left in three basic sense augmentations for tracking and combat and noted that only one can be active at a time. Anything else like venom, acid, nightvision etc will need it's own technique.

Technique Name: Bestial Wrath
EXP: 20
Type: Science
Rank: B
Description: Beast Boy's core ability is Terrestial Metamorphism allowing him to transform through the modification of his own DNA or through his connection to the Red into any animal at any size relative to it's original counterpart. A very basic technique and one of the very first Beast Boy created it is in essence the ability to initiate and undergo animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal structure, their muscle structure, their bone structure, their nerve structure or even their organ structure. This allows for him to take on animalistic traits and gain abilities relative to the transformation Beast Boy is able to source a transformation from any species of animal including extinct, alien, single celled and even mythical. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use it is at it's lower use a passive transformation granted by simply being Beast Boy. No matter the form Gar keeps his own consciousness and conscience. To use this properly separate techniques will be made to use certain abilities and if this technique alone is used to attack it will count as something akin to advanced freeform being around the same strength.
These transformations can be used to defend and counter other techniques and if a proper transformation is adopted Garfield can even negate damage from incoming techniques and basic attacks. Only the same rank and below.
This also allows him to augment his smell, sight and hearing to a level above others, to the point of being able to track others by these senses and preceive things other people wouldn't be able to percieve.
While under the effect of any transformation be it animalistic or sense related Beast Boy's genetic sensory abilities are amplified exponentially due to his attunement with animals he is able to understand any animal even their motives. He's also able to know their strengths and weaknesses due to being able to transform into them. This is how he is able to know what abilities are useful and which are not. He is able to communicate and use animals as scouts or learn information from them.

Smaller transformation derived from this are passive and can be called upon nearly instantly. They are things like growing fangs, nails, hair, claws, horns additional appendages such as tails, wings, limbs and even allows for the regrowth of removed limbs. This basically allows the user to change his own body structure in his base form to better suit combat.

Larger transformations are more involved the user can change their basic senses It also allows the user to create extra organs such as a second heart so that if the first is damaged the user is left alive from what would be fatal damage to anyone without Terrestrial Metamorphism. The user is able to further manipulate their bodily structure turning completely into an animal, or a chimeric shape comprised of several animals.
Note: Only one sense can be augmented at a time
Note: Size restriction is that of a large car
Note: Any attack sourced from these transformations deals 10% of Beast Boy's strength or speed modifier
 
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Panthalassa

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Most of what I did was cut out things like we discussed. Advanced senses will need to be their own techniques, and is reflected in the bolded. I left in three basic sense augmentations for tracking and combat and noted that only one can be active at a time. Anything else like venom, acid,

Technique Name: Bestial Wrath
EXP: 20
Type: Science
Rank: B
Description: Beast Boy's core ability is Terrestial Metamorphism allowing him to transform through the modification of his own DNA or through his connection to the Red into any animal at any size relative to it's original counterpart. A very basic technique and one of the very first Beast Boy created it is in essence the ability to initiate and undergo animalistic transformations such as gaining claws, fangs, horns additional appendages such as tails, wings, limbs, organs or adopting other traits found in animals such as their vocal structure, their muscle structure, their bone structure, their nerve structure or even their organ structure. This allows for him to take on animalistic traits and gain abilities relative to the transformation Beast Boy is able to source a transformation from any species of animal including extinct, alien, single celled and even mythical in more advanced applications of the core ability, keeping to terrestrial and average animals for this base ability. Several animalistic transformations can be derived from this and in turn the user can change their body structure in several ways with a single use it is at it's lower use a passive transformation granted by simply being Beast Boy. No matter the form Gar keeps his own consciousness and conscience. To use this properly separate techniques will be made to use certain abilities and if this technique alone is used to attack it will count as something akin to advanced freeform being around the same strength.
This also allows him to augment his smell, sight and hearing to a level above others, to the point of being able to track others by these senses and preceive things other people wouldn't be able to percieve, increasing one of the senses per transformation.
While under the effect of any transformation be it animalistic or sense related Beast Boy's genetic sensory abilities are amplified exponentially due to his attunement with animals he is able to understand any animal even their motives. He's also able to know their strengths and weaknesses due to being able to transform into them. This is how he is able to know what abilities are useful and which are not. He is able to communicate and use animals as scouts or learn information from them.

Smaller transformation derived from this are passive and can be called upon nearly instantly. They are things like growing fangs, nails, hair, claws, horns additional appendages such as tails, wings, limbs and even allows for the regrowth of removed limbs. This basically allows the user to change his own body structure in his base form to better suit combat.

Larger transformations are more involved the user can change their basic senses. The user is able to further manipulate their bodily structure turning completely into an animal, or a chimeric shape comprised of several animals, but will always transform his body and organs, never create duplicates of an organ, with this base technique.
Note: Only one sense can be augmented at a time
Note: Size restriction is that of a large car
Note: Any attack sourced from these transformations deals 10% of Beast Boy's strength or speed modifier
Approved ~ With Edits

You can't negate techniques with this base technique, and you can create multiple hearts to sustain fatal damage. And you can't turn into multiple entities. These applications, along with the advanced skills and advanced senses, will be open to you for different techniques, with the proper restrictions.


Will check the other submissions at a future date
 

The_Empire

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Technique Name: Saber Healing
EXP: 20
Type: Mutation
Rank: B
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 80 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 large/deep(basically not cutting through bone)
-First to Second Degree burns
-Bullet Wounds(bullets need to be removed first)
-Chucks of Flesh removed from his body
-Mild poisons, virus, drugs, toxins and diesases
Note: The user can only heal against B rank and below damage
Note: Passive
Your DUR is 32, which allows you to submit D and C ranks. B ranks require your DUR to be 41 or higher. This means that any technique you submit that deals with your Healing Factor can only be D or C ranks, until you raise your DUR ( when you rank up ).
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 160 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

The 160 hp receive back is based on the Power Grid where it say "For every 1 Durability points, one gains 5 Health Points"
 

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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.

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. 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.
 

jagged

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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.
 
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Howard

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Technique Name: Dragonbone Armor
EXP: 5
Type: Mutation
Rank: D
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. Anything over a +5 to the strength increase causes a -5 to the speed attribute. 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 they 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 Mid-Long range. Long at max for condenced burst and Mid max for omnidirectional. Any attack sourced from this ability does 20% of Beast Boy's current strength attribute modifier.
Note: The armor passively morphs with Beast Boy from form to form
Note: Can overpower basic weapons and freeform attacks
Note: Can be maintained and healed indefinitely over and entire battle
Note: Adds 20% of strength attribute to another attack if used in combination
Note: Can take on and heal from techniques of the same rank able to take the damage stopping it from harming the user at all. Can take on C rank damage halving the damage the user takes due to the blockage. If focused upon it can be healed and rebuilt. While focusing the user's intelligence is -2 points.


I mean... D rank... you know? Lowest rank...



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. Anything over a +5 to the strength increase causes a -5 to the speed attribute. 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 Mid-Long range. Long at max for condenced burst and Mid max for omnidirectional. Any attack sourced from this ability does 60% of Beast Boy's current strength attribute modifier. The armor passively morphs with Beast Boy from form to form. Can overpower basic weapons and freeform attacks
Note: Armor can be created twice per battle
Note: Adds 60% of strength attribute to another attack if used in combination, but can only augment two attacks per turn
Note: Can be maintained and healed indefinitely over an entire battle, however healing can only happen every other turn meaning it has a one turn cd
Note: Can take on and heal from techniques of the same rank able to take the damage stopping it from harming the user at all. While focusing the user's intelligence is -5 points. This counts as a move.
Note: Can take on A rank damage halving the damage the user takes due to the blockage however the armor will be destroyed.





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. If mentioned in the bio he is able to gain a +15 and a +10 to speed, strength, durability or intelligence permanently. This permanent boost can only be done with the lesser variation and if mentioned in the bio any fight Beast Boy goes into will have these passive traits.
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 +25 or more (can only choose 1) 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 +25 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 +25 to speed he'd have to lose -5 from strength and intelligence because his muscles and mind would suffer the loss. 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 boosted traits on his bio

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
 
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Deviation

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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.



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.
 

Robot Boy

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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 15 feet using one of the visions.

 

Zaphkiel

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. 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

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.
 

Negative Knight

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Current XP: 120

Panthalassa said:
I don't mind you being able to control the weather based on temperature, but without knowing the moisture, or having no control over it, you're unable to decide the severity of the rainfall. You need to throw a moisture variable in there, like a sort of Low, Medium and High Moisture situations, at the very least ( Desert, City, Rainforest ), and maybe a variable for Water-based abilities that would most likely change the moisture in the air.

Or just keep it simple and make it either light rain or light snow/hail, which will give you ammunition to use other techniques, it's a C rank after all.
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 40% 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. Anyone on the battlefield loses 2 speed every turn this is active (reaching a total of 10 by the 5th turn) due to the difficulty of moving through the water. The water takes five turns to drain from the battlefield after the monsoon ends and anyone affected by this technique gradually gains 2 speed every turn up to and including the 5th turn.

Blizzards: During blizzards the opponent’s intelligence stat falls by 10 due to impaired visibility for this technique’s duration. Cold isn’t affected as he can still sense the opponent through their contact with the snow.

Snowfalls: The user's visibility isn't impaired during these conditions but they can still sense anything and anyone on the battlefield via their contact with the snow. As a result, the user's intelligence increases by 10 points until the end of the technique.

Note: Lasts for five turns

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. This form lasts a maximum of five turns.

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 energy stat) 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.

Energy Form: Cold will temporarily turn himself into the very cold energy he manipulates, allowing him to move as a wave of it (at 60% of his current energy stat in speed). If the opponent touches the user while in this form, their speed stat will fall by 20 points for the next three turns. The majority of attacks will pass through him in this form and he can only remain in this form for a maximum of four turns before reverting. Attacks with damage greater than 60% of the user's energy stat will still succeed in harming him. He can maintain his shape if he wishes to. While in this state, the user's strength falls to zero (but he becomes weightless and formless) and his energy stat is boosted by 20 points.

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

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. It also exhibits super fluidity and by extension zero viscosity. This means he can move across the ground without friction acting upon him (+10 to speed). The armour, if used to cover the user's limbs, will boost the damage of their strikes (+5 damage per hit). 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

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

Technique Name: Polar Perception
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold imperceptibly cools down 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 15. 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).
 
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Punk Hazard

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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.

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.
 
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Negative Knight

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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 10 points. He can freely turn them on and off at will in case they become a hindrance.
 
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Vex

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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 15 feet using one of the visions.

-Declined, these are literally reducing your vision :|.
 

Serpent

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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.
 
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