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Custom Technique Approval
Ki Mobility- the user will use small bursts of ki to give himself a boost of speed when he really needs it. Normally when making a small charge or dodging backwards.

Ki Muscle- the user will use a small burst of ki when attacking someone to add a small amount of power to the attack that wasn’t there. Easily combined with Contact Eruption.

Harmful Defense-
the user will toughen his body to a point where any physical attack the opponent does will cause them slight pain as if they were hitting a wall tough enough to block their attacks. Well doing this the user cannot move from his spot without being pushed from it by the opponent.

Contact Eruption- when the user makes contact with his opponent with the flat of his palm he will release a large amount of ki into the opponents body. This will result in a weaker target being pushed back a great distance with moderate damage to him and the surrounding area. A stronger target may not even be budged or he may be moved a few inches with slim to no damage.
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Kaden Wrote:Assimilates - Needs Body Split. With that, I'd put it at 30 XP.

Changed my mind about needing Body Split. I didn't see that you had Ki Spec.
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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Kiso Wrote:Ki Mobility- the user will use small bursts of ki to give himself a boost of speed when he really needs it. Normally when making a small charge or dodging backwards.

Ki Muscle- the user will use a small burst of ki when attacking someone to add a small amount of power to the attack that wasn’t there. Easily combined with Contact Eruption.

Harmful Defense-
the user will toughen his body to a point where any physical attack the opponent does will cause them slight pain as if they were hitting a wall tough enough to block their attacks. Well doing this the user cannot move from his spot without being pushed from it by the opponent.

Contact Eruption- when the user makes contact with his opponent with the flat of his palm he will release a large amount of ki into the opponents body. This will result in a weaker target being pushed back a great distance with moderate damage to him and the surrounding area. A stronger target may not even be budged or he may be moved a few inches with slim to no damage.

Mobility - 12

Muscle - 15

Harmful Defense - 20

Contact Eruption - 22
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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Energy Renzoku Dan: Orion pools ki into his palms and releases a barrage of attacks, creating a machine gun-like flurry of energy bolts.

Not sure if that needs to be a tech or not, but I thought I'd check.

And not to rain on Kiso's parade, but I thought abilities like Ki Mobility weren't allowed. (ie. can't boost stats with custom techs)
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Energy Renzoku Dan - 15

If Mobility had been a prolonged increase in speed instead of short bursts at a time, then I would not have allowed it.
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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A Passing Breeze: Eric exhales a small amount of air infused with his power over wind ki. The air then travels outwards from him in a circular fashion, like a radar, in order to detect enemies.
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Clarifying - the custom techs I'll be buying have already been submitted via this thread. No need to get them priced again, right?

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Bio: Juno | Active Thread: The Invasion - Bad Medicine
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No. As long as they don't change and you obtain the Abilities required to use them the prices will remain the same.
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Fresh Start- Frozen has found that with the power of Telepathy comes amazing new powers. One such power is the ability to place his hand or hands on a creatures head and flood their mind with telepathic power. He can target certain aspects of the creatures mind and erase them. This can be useful for naking sure someone dosent remember you or certain events. And for the more resiliant foe Frozen can completley wipe away all knowledge from the being leaving them in a vegitative state. This technique cannot be used on player characters or npc's in use by other players. This technique is intended for use in Frozens personal storyline against enemy npc's he encounters.The only way it can be used on another players character or npc is with concent.

Mental Probe- Through physical contact Frozen can probe his enemy or companions with his telepathic power. This allows him to learn things or pull much needed information from someone. Certain knowledge is kept burried and is much harder to get. Frozen would need permission from a player before using this technique to pull out hidden information.
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The cure is a shotgun, the cure is whatever blunt instrument one can salvage.Whomever finds themselves too proper will be the first to perish. And you know nothing that matters now.
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Iron Immunity – Due to proficiency in being able to control metal, Ander is able to become immune to its detrimental effects on the body, such as infection, poisoning, tetanus, and any other harmful maladies involving soluble or insoluble metal.

Shifting Spikes – Ander swallows a few spheres of metal, and utilizes his Metal Binding to direct them to any point in his body that he chooses. He then combines the power of his Immaterial to allow the metal spheres to project from his skin in the form of spikes without tearing his flesh. The number of spikes is completely dependent on how many spheres he swallows, and they are essentially used as melee weapons. He can split the spheres up to form many smaller spikes, or combine the spheres into one large spike. Ander is also able to “recall” the spikes into his body and reposition them anywhere as deemed necessary.

Flashbomb – Ander throws small spheres of metal filled with flash powder onto the ground or into the air, and upon his signal, they explode into little shrapnel grenades, causing a blinding flash, similar to a Solar Flare.

Exploding Cluster Bomb – This is an upgrade of his Flashbomb move; Ander swallows several small spheres of metal filled with flash powder and allows them all to accumulate in his stomach. He then combines both Metal Binding and Immaterial to forcibly project the spheres from his core in all directions, whereupon they explode into little shrapnel grenades upon contact with anything. They also cause a blinding flash, similar to a Solar Flare.

Iron Venom – Ander injects several small ferrous iron pins into his opponent’s body, and then liquefies them from the outside, inducing a mild form of iron poisoning that causes dizziness, vomiting, chest pain, abdominal pain, and headaches. Due to the nature of the Metal Binding manipulation required in the liquefying process, the injected iron will eventually dissolve on its own and does not remain in the bloodstream for long.

Iron Will – Ander coats his entire skin in a dense layer of heat-and-cold-resistant metal, turning him into a walking, talking tank. In this form, he is able to withstand damage from physical attacks, weapons, elemental ki attacks, and some, but not all, regular ki attacks. However, he loses a great deal of mobility in this form, and since it requires a great deal of energy to maintain, cannot stay in it for very long. Heavy damage or consistent damage can also prematurely crack or shatter the metal.

Bloodbending – Due to the naturally occurring iron in the body and bloodstream, Ander exerts his Metal Binding to control those properties on his opponents, giving him a small amount of leverage over their movements. He can slow an attack or movement, or outright stop it if they are weak enough. This requires his complete and total focus in order to do, and does not work very well—if at all—against opponents who are stronger than him, as they can outmuscle it, or opponents who are very fast/teleporters, as he cannot get a lock on them long enough to use it. It is purely a defensive maneuver.
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I don't want to feel the things that you do
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Iron Immunity - 20 xp

Shifting Spikes - just so I understand; your 'immunity' in this case only extends to the flesh immediately around the spikes, so they don't cut you up, right? If someone could maneuver around them, they could still hit you? if that's the case - 15 xp

Flashbomb - 15 xp

Exploding Cluster Bomb (is there any other kind of cluster bomb?) - 30 xp

Iron Venom - Whoo. This is a potentially powerful one. Pretty clever, too. I'm going to say 50xp, but I'm totally okay with you going to Kaden forever if you think that's steep. I can see it as one of those 'turn the tide' moves, myself, but... yeah.

Iron Will - 30 xp

Bloodbending - 30 xp
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V.A.T.S: Using the skills she obtained from Afterimage the youth speeds up her body, making the world around her to appear slower due to her faster moving body. This allows her to make her reaction time better, dodge attacks with much greater efficiency, and aim for targeted points with much greater success. While the world appears slower for Karin, it is NOT actually slowed at all, it is simply her speed allowing it to appear as so. To other individuals it just appears as if she is moving extraordinarily fast with incredible precision. The speed of this ability is on par with Afterimage, and like Afterimage, is temporary, each instance of V.A.T.S usable a few seconds at best; as well as leaving a faint mirage of herself behind. She can use them in rapid succession however this will rapidly drain her ki pool.

Basically it’s just a precise attacked that follows the use of Afterimage, that’s what I’m asking. Besides the “world moving slower” in her eyes bit.

(Martial Arts Specialization + Afterimage)

Shiyoken: Karin appears to have four arms from the speed of their movement. This allows her to attack much faster, block faster, and defend herself from multiple angles. It is taxing however, and prolonged use can tire her out.

(Martial Arts Specialization + Afterimage)

Ki Barrier: A white sphere of energy that protects her from Ki attacks. How much is protects is based on how much energy she puts into it, and how much energy her opponents attack contains. It also protects against physical attacks, although it is similar to a bubble in that context. When enough pressure is place on one spot it will puncture and shatter.

(Ki Specialization + Ki Control)

Gyariku Ho: Karin places her hands behind her body in a cup formation and energy is gathered. Upon gathering the desired amount she extends her arms forward, releasing her signature golden energy wave. It is comparable to Kamehameha.

(Ki Specialization + Ki Control)

Ashi Kara Gyariku Ho: Karin cups her feet and releases a Gyariku Ho from them; propelling herself forward much quicker then she normally could. The true advantage to this technique is that her hands are free to attack her opponent, although the disadvantage is that this technique can only go in one direction at a time.

(Ki Specialization + Martial Arts Specialization + Ki Control)

Kakusan Kikou Ha: Karin launches two identical blasts into the air where they combine. Immediately after they combine the energy splits off, raining ki bolts down over the area beneath the splitting point.

(Ki Specialization + Ki Control)
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Fresh Start - 20 XP

Mental Probe - This sounds too much like an advanced version of Mediumship to me.

V.A.T.S - 20 XP

Shiyoken - 25

Ki Barrier - 13

Gyariku Ho - 15

Ashi Kara Gyariku Ho - 15 (Used by Goku against Piccolo late in DB I believe)

Kakusan Kikou Ha - 25 XP
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I'm going to have to nix VATS.

Can't have a Custom that just boosts your stats.
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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Can I perhaps argue for it? I want to use it as a extent to Afterimage, and it increases your speed the same way Afterimage does. Hence why it leaves a image of yourself behind.

The only thing that's different then Afterimage is that the world appears slower to Karin because of the speed boost, and allows her to react faster because of it.

I'm not trying to be a pain in the ass, although I most likely am, but that's what it really does. It's just a addon to Afterimage.
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Vad Wrote:Armored Core:

While Metal Defense can create shields to block incoming attacks on the fly, it isn't reliable all the time. By seeping liquid steel under his skin Vad coats his muscles. This layer of liquid metal remains fluid until struck when it hardens into solid metal. To avoid injury as soon as the section of used metal hardens and the blow stopped or reduced it dissipates and is expended as used energy. Only one layer can be made and it cannot be repaired. It must be used completely or removed entirely before it can be remade. The time to remove it is quick, but to reform it during combat is stupid and leaves Vad exposed as he needs to channel his energy into carefully coating his muscles.

Bump?
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Magnetism:

Using metal binding, Vad creates a dynamo to produce an electric field and applies the resulting magnetic field to generated metals he wishes to magnetize. He partially submerges this created dynamo in the center of his chest plate.

Attract:

A rather useful technique when Vad's opponent wishes to keep distance from him. Creating a domino sized piece of iron he magnetically charges it so it is strongly attracted to his dynamo. Coating the iron piece in liquid metal he attaches it to his opponent's clothing. When desired he may use the magnetic attraction of that fragment of iron to pull his opponent toward him. With one attached it would inhibit movement within range of the magnetic field around Vad. As more are attached it would slowly pull his opponent toward him thus inhibiting their ability to get away.

Repel:

Working opposite to that of Attract, Vad creates a piece of iron that strongly repels away from his dynamo. By infusing his KI into the magnet as well he can suspend it inside an oncoming energy attack. The magnetic field emanating from his chest will slow the energy attack allowing him a needed second to move or repel it all together.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Kiai: Karin screams, projecting invisible ki in a cone shape in front of her. The range of the attack depends on the strength put into it, as does the damage it causes upon impact. The farther it fans out also lowers the damage it causes, although it means that it hit's more targets.

Kienzan: A flat, circular plane of energy, a Kienzan can cut through almost any surface. It has this ability because, like a knife, its edge is very thin. Although the person using this technique generally has more success when they have a higher power level, it can still cause a drastic amount of damage to people around her own power. Karin's Kienzan can be guided, as well.
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YOU R REJECTED!



Kiai: 15

Kienzan: 20
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Kienzan: A flat, circular plane of energy, a Kienzan can cut through almost any surface. It has this ability because, like a knife, its edge is very thin. Although the person using this technique generally has more success when they have a higher power level, it can still cause a drastic amount of damage to people around her own power. Karin's Kienzan can be guided, as well. She can also form two at a time, one in each hand.

Added for clarification.
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