[LoT] Dying of the Light

Negative Knight

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Mission Name: Light 'Em Up
Alignment: Villain
Type: Initiative
Rank: 6
Description: You're walking down a street, when you see bright flashes of light in the sky. They seem to be mainly green and yellow, so you immediately go to investigate. The figure with the Yellow ring crashes in front of you suddenly. The man claims that he is an intergalactic Yellow Lantern, and that he could use your help fighting the Green Lantern. However, suddenly more lights begin to appear in the sky, and you're told to deal with the Green Lantern in front of you. Before you can react, the Yellow Lantern shoots off into the sky to deal with the other Green Lanterns. As he does so, the Green Lantern begins to slowly get up.
Reward: 40 EXP

Cold had just completed a job and was on his way back to his base when two bright flashes crashed right in front of him, the yellow one closer to his position. The Yellow Lantern landed close enough to him to be caught within the aura of cold energy surrounding Cold. His speed was drastically depleted and Cold just stood in place, looking down at the alien with a contemptuous look on his face.

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

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

Human. I feel your power. Fight the one who crashed over there and I will owe you a blood debt.

Blood? That's no good to me. There's only two colours I'm interested and that's green and gold. Not the kind you're offering.

Material wealth? Such a waste. You command such power and you squander it on lowly pursuits. You could have so much more. You could be so much more.

I'm not buying what you're selling, so move it along.


Fine. I will bring you mountains of wealth if that's what you desire. Just kill the one in green.


If you're lying to me, you'll join him in the grave.

He walks away with a small smirk on his face and approaches the green lantern.

Alright, looks like you have to die. I don't usually kill but I don't think that applies to invading aliens, do you?
 

Penguin

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Stel was groggy from the crash, but due to his ring's power, he coated himself in an aura just in time to soften the impact of the crash. He slowly got up and turned to see a man whose very presence sent a cold chill down his spine.

Human, do not mettle in our affairs. I am the protector of this sector, so do not hinder me unless you are willing to accept the consequences.

Stel would await the answer from the cold man before flying off after the yellow lantern.
 

Negative Knight

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While Stel is talking, Cold imperceptibly activates a technique that freezes all of the moisture in the air and uses it to converge on the opponent's position without his knowledge. The frozen molecules of water will cling to him over the course of several turns and gradually slow him down.

Technique Name: Glacial Rain
EXP: 10
Type: Energy
Rank: C
Description: An initially imperceptible technique that Cold uses to cling frozen water molecules from the air moisture to the opponent’s clothes/body to sense them as well as weigh them down over time. Once set off, the process is autonomous, it’s simply a matter of the furthest icicles making their way to the opponent’s position. The icicles are too small to see or have any effect at all on their own, but this technique’s power lies in the cumulative effect of the individual icicles coming together. The frozen water molecules of water piling up on the body’s effects become vaguely apparent after one turn, when the opponent’s maximum speed falls by 5 points due to the added mass forced upon their person. two turn later, it falls by another five points. This total decrease in the target's speed by -10 will last for 2 turns afterwards, after which, the icicles melt the opponent’s speed returns to normal. This technique only has a visual tell from the third turn onwards (when their speed is -15 of what it originally was) due to the layer of frost covering their body/clothing.

Note: This technique cannot be stacked upon itself.

He then release an omnidirectional wave of intangible cold energy that cools down the air to very frigid temperatures. The cold will slow down the opponent's movements and induce moderate hypothermia, resulting in a decrease in his mental faculties (-10 to speed and -10 to intelligence). In time with this, he breaks into a run, taking a rightward arc towards Stel's current position. He remains mobile the entire time to prevent the opponent from seeing him clearly.

Technique Name: Judgement of the Tundra
EXP: 10
Type: Energy
Rank: C
Description: Captain Cold releases an omnidirectional wave of intangible cold energy through the air and uses it to cool down the battlefield to very frigid temperatures. This freezes all of the moisture in the air and prevents the use of water-related abilities (D-Rank and below) for this technique’s duration. The effects of the cold results in a very significant reduction in speed of anything on the battlefield if not complete cessation altogether. All tangible or semi-tangible techniques, weapons and tools/objects will be halved in speed. All people on the battlefield (excluding Captain Cold) will have their speed reduced by 10 points. The cold also has the added effect of inducing slight hypothermia. Anyone not acclimatized to the sheer cold (i.e. people without cold related powers) will begin shivering uncontrollably, throwing off their aim considerably if the person is a marksman or archer. Their intelligence will also fall 10 points due to the effects of the hypothermia. The effects of this technique on the body only last as long as one turn after the battlefield’s temperature returns to normal.

Lasts for three turns
Two turn cool down in between usages

My Stats
Strength: 15
Intelligence: 24
Speed: 20
Durability: 15
Energy: 60 [+10 due to Cyrokinesis]
Technology:15
 

Penguin

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Strength: 15
Intelligence: 34
Speed: 25
Durability: 15
Energy: 60 [+10 due to the ring]
Technology: 0

I can feel ill will within your heart. Prepare yourself, Ice man.

Stel could feel the waves of intangible energy immediately set in. He was cold, but began to move. As he moved, he realized how much slower he was, and he lost track of his opponent. Raising his ring in the air, he covered himself in a green aura and took to the skies, increasing many of his attributes in the process.

While in the sky, regaining sight of the Ice Man, Stel focused his power in his ring. A huge hammer was made, with the beating end a staggering five meters in diameter with insane reach. Stel viciously brought down the hammer, pretending the Ice Man was the nail, and drove him into the ground.

Technique Name: Beware My Power!
EXP: 40
Type: Energy
Rank: A
Description: This is an ability shared between all Green Lanterns. They will tap into the power of their Green Lantern rings, surrounding themselves with an aura of green energy. This energy enhances their bodies greatly, granting them the power of flight and to breathe under water and in a vacuum. The aura also grants the user a +15 boost to strength, intelligence and speed.

Technique Name: Greater Application Technique
EXP: 20
Type: Energy
Rank: B
Description: This technique requires the green lanterns to channel energy into their rings to form constructs, objects, or tools of energy. This attack does 60% damage of the user's total energy stat. Only the user's imagination can hinder him when using this technique.
 
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