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Custom Technique Approval
Expendables: Shou flings forth a seemingly harmless fireball of energy, which seeps into the surface of inanimate objects and lies in wait. These are detonated at Shou's command, or at some volatile point later on. Used mainly to set ambushes, distractions and the element of surprise.
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Adaptive Mutation - Edward Reynolds genome is both highly adaptive and highly mutative (which makes many believe his current appearance is just some sort of farce). In combat, his skin is known to regenerate a higher percentage of keratin, making it more durable (this doesn't boost stats, its just an aesthetic thing). Edward’s limbs may also regenerate back with more specialized functions to sort the situation or type of combat. When the external instigator of the mutation is removed, these mutations will backpedal overtime, leaving the Captain looking like the same, handsome man he also appears to be.

My Five-Finger Date - Captain Edward Reynolds’s hands (and arms, depending on the point of severance) can continue to function even when unattached to his body. This requires his concentration (the hand functions via a psychokinetic link between the two). When the hand is finished with its "duty," it can be reattached to Edward's body. Likewise, if it is blown up or mangled beyond its ability to function, he can simply kill the link and regenerate the hand.

Cat Eyes - Edward Reynolds’s eyes can readily adapt to low-light and no-light settings, allowing him to see easily in these environments (albeit in grayscale and not color)

Fortitude n' Shit - Edward Reynolds’s veins auto-heal upon being torn or ruptured. This prevents the pirate from suffering from future blood loss in combat, thus elongating his ability to fight with injuries without having to flee or expend the energy to fully regenerate the wounds.

Imma Chargin Mah Lazer - Should his hands be bound, the Captain to the Space Stallion can unleash a mid-power ki blast from his mouth.

If Looks Could Kill - Captain Edward Reynolds can also shoot low-strength energy blasts from his dashing, steely eyes.

My C**K is Bigger - Using his psychokinetic powers, Edward can short-circuit/super-charge an opponent's energy attack, forcing it to explode prematurely. This requires a few moments, which means the pirate needs to be far enough away to detonate the on-coming attack, lest he blow it up in front of his face.

Mud in Your Eye - Edward can generate an adhesive form of energy, which will stick to surfaces, including the faces or body parts of his opponents. Edward can then augment this adhesive energy from afar and blow it up or even just use the distraction to run away.

Particulate Matter - Using a handful of sand or dirt (or even something like powderized glass or salt--anything that has tons of little tiny pieces), Edward can infused these particles/pieces with ki and utilize them in combat for various effects. He could use them as tiny explosives, seed an area with them as a trap, or even hurtle them at an on-coming attack to blow up or impede said attack.

Forward Salvo - Using Psychokinesis, Captain Edward Reynolds can masterfully contol the path of his energy attacks. He can also use this technique to deflect or reflect incoming attacks. The stronger the attack (enemy or friendly), the harder it is for Edward to manipulate the attack. Edward also cannot see where the attack is going, thus he can't just blow the shit out of something on the other side of the globe.

You Scurvy Dog - Edward Reynolds can utilize his regenerative powers to grind down the course of foreign poisons or infections. This allows him to fight off the effects as long as he can maintain the concentration (thus he cannot use this technique to mitigate the effect of Venomous Ki), but he can use it to fight off a slow-acting poison until he can get somewhere with an antidote.
[Image: edwardreynolds1.jpg]
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Remote Teleportation - Without having to accompany them, Piper can teleport others to specific locations she has traveled before. This has the same drain as teleporting along with a group of people, but for certain situations (sending someone home or moving them to safety), it allows Piper to forgo a more debilitating round trip.
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Quote:Vad's Whimsical Whimsicalisms: Men.  Good stuff there.
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but anyone can start today and make a new ending.

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Quote:I don't think that you need a custom tech in order to do this. You could simply roleplay the riddle/sensation as the method that Jarka senses the future.

Just to clarify:

The foresight ability only allows you to see a few seconds into the future. This CA would be for further glimpses, like days or years (hence the cryptic nature).

Sorry if I wasn't clear before, and I'm just double checking to make sure everything's kosher.
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I've got a great recipe for lemon meringue pie.

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Since days and years would, presumably, only be effective in personal storyline/non PC v. PC settings, I'm willing to bet that you would still not need a custom technique. I may be wrong, but, generally, custom techniques are only required when they would alter the 'game aspect' of the RPG. For instance, moves that are useful in combat require purchasing, as do techniques like Travel Teleporation, since they undercut travel times and costs. But your custom technique, as it appears, would not be able the game aspect the RPG.

*two cents*
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Orion Wrote:Again, that's basically what Immaterial is. You shouldn't need a custom tech for it.

I read the definition of Immaterial as "turns your body into ki, shields you from physical attacks and gives you the ability to do other things, etc, with an extra weakness to ki." I thought I would need a custom tech for specific other things. I don't mind if it's like 3 XP or something, I just want to have it locked in since it isn't explicitly stated in the description. Unless you seriously think it's not neccessary.

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Juno Wrote:I read the definition of Immaterial as "turns your body into ki, shields you from physical attacks and gives you the ability to do other things, etc, with an extra weakness to ki." I thought I would need a custom tech for specific other things. I don't mind if it's like 3 XP or something, I just want to have it locked in since it isn't explicitly stated in the description. Unless you seriously think it's not neccessary.

Might I suggest you try a custom technique where you make inanimate objects immaterial? Like making it so someone else can walk through a wall, or making pitfalls in floors.
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Shunkan Shiryoku [Instant Sight]: Utilizing his ability to communicate telepathically Shun has developed a technique that allows him to lock onto a familiar ki signature and witness from a first person perspective what the target is seeing.

Sagic Symbol - Protection: Shun holds out his hand and uses his ki to draw a symbol above his palm resembling the world triad, instantly surrounding him and/or whoever he is trying to protect in an orb of cyan energy.

Sagic Symbol - Summon: Shun produces the Sagic symbol for ally using his ki and can instantly teleport a friend to his position.

Shunkan Dō [Instant Move]: Shun has developed his own variation of the Yardrat technique, allowing him to teleport to a location he senses without needing to place his index and middle finger on his forehead.

Shunkan Bakuhatsu [Instant Blast]: Shun is capable of firing energy projectiles at an opponent without moving an inch. In addition, when he concentrates his energies the charge time for his attacks are significantly decreased, allowing him to essentially use less energy without losing any destructive power.

Asaruto No Ame [Assault Rain]: Shun raises his hand up in the air and charges a cerulean aura around his body. Then, he fires a massive barrage of cerulean energy waves up into the air to rain down on the opponent, inflicting a huge amount of damage. When facing large groups Shun uses his Ki Sense ability to hone in on specific targets, allowing him to take on groups with this technique.

Torappushūtingu [Trap Shooter]: Shun draws his hand back and charges a green or yellow energy sphere. Then, he waves his hand forward and fires several, compact, powerful energy sphere bullets that follow the opponent's movements, inflicting considerable damage.

Hyōteki [Longshot]: First, Shun extends his index and middle fingers forward and charges a white energy sphere while streaks of electricity surround his body. Then, he fires the energy sphere in the form of an energy wave, similar to the Special Beam Cannon, at the opponent.
[Image: Shun_Malevolence.png]
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Jarka Wrote:Just to clarify:

The foresight ability only allows you to see a few seconds into the future. This CA would be for further glimpses, like days or years (hence the cryptic nature).

Sorry if I wasn't clear before, and I'm just double checking to make sure everything's kosher.

Man, really?

I feel really stupid for buying Flash for 25xp, then.
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Bah, I think somebody should take it upon themselves to clarify the specifics of some of the abilities, or at least unify some of the Custom techs, because I've been using a form of Vic's Triage for a while now w/ no exp spent.
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Sigfried Hunin Wrote:Bah, I think somebody should take it upon themselves to clarify the specifics of some of the abilities, or at least unify some of the Custom techs, because I've been using a form of Vic's Triage for a while now w/ no exp spent.

The specifics to Vic's triage is that she can perform it in a PVP setting. You cannot. While you're doing it inside of a storyline, you wouldn't be able to pull it off without making a custom of equal strength.

Shun Wrote:Shunkan Shiryoku [Instant Sight]: Utilizing his ability to communicate telepathically Shun has developed a technique that allows him to lock onto a familiar ki signature and witness from a first person perspective what the target is seeing.

35 XP

Quote:Sagic Symbol - Protection: Shun holds out his hand and uses his ki to draw a symbol above his palm resembling the world triad, instantly surrounding him and/or whoever he is trying to protect in an orb of cyan energy.

20 XP

Quote:Sagic Symbol - Summon: Shun produces the Sagic symbol for ally using his ki and can instantly teleport a friend to his position.

50. No distance limit right?

Quote:Shunkan Dō [Instant Move]: Shun has developed his own variation of the Yardrat technique, allowing him to teleport to a location he senses without needing to place his index and middle finger on his forehead.

For planetary travel you don't really need a custom, but if you're going to do interplanetary travel this would be 75.


Quote:Shunkan Bakuhatsu [Instant Blast]: Shun is capable of firing energy projectiles at an opponent without moving an inch. In addition, when he concentrates his energies the charge time for his attacks are significantly decreased, allowing him to essentially use less energy without losing any destructive power.

25 XP

Quote:Asaruto No Ame [Assault Rain]: Shun raises his hand up in the air and charges a cerulean aura around his body. Then, he fires a massive barrage of cerulean energy waves up into the air to rain down on the opponent, inflicting a huge amount of damage. When facing large groups Shun uses his Ki Sense ability to hone in on specific targets, allowing him to take on groups with this technique.

35 XP

Torappushūtingu [Trap Shooter]: Shun draws his hand back and charges a green or yellow energy sphere. Then, he waves his hand forward and fires several, compact, powerful energy sphere bullets that follow the opponent's movements, inflicting considerable damage.[/QUOTE]

25 XP

Quote:Hyōteki [Longshot]: First, Shun extends his index and middle fingers forward and charges a white energy sphere while streaks of electricity surround his body. Then, he fires the energy sphere in the form of an energy wave, similar to the Special Beam Cannon, at the opponent.

15 Xp

Piper Juunanagou Wrote:Remote Teleportation - Without having to accompany them, Piper can teleport others to specific locations she has traveled before. This has the same drain as teleporting along with a group of people, but for certain situations (sending someone home or moving them to safety), it allows Piper to forgo a more debilitating round trip.

65 XP

Jarka Wrote:Just to clarify:

The foresight ability only allows you to see a few seconds into the future. This CA would be for further glimpses, like days or years (hence the cryptic nature).

Sorry if I wasn't clear before, and I'm just double checking to make sure everything's kosher.

I don't have a problem with it.


To Shun: Those all seem pretty powerful. If you feel the price is too high then I may have interpreted it wrong. Lemme know.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Yes Shunkan Do is intended for interplanetary travel and yes I was hoping it would be possible to not have a limit on the 'Sagic Symbol - Summon' technique. The prices do seem a bit higher than I'm used to but you're right, these are pretty powerful so I've got no problem with the pricing. Just means I got my work cut out for me. Thanks. =]
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How much would Instant Transmission be? Or can we even get it?
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Shunkan Do [Instant Move] is basically Shunkan Ido [Instant Transmission], which was priced for me at 75 XP. Members can only get IT or techniques like it if they have Combat Teleportation though.
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Shun Wrote:Shunkan Do [Instant Move] is basically Shunkan Ido [Instant Transmission], which was priced for me at 75 XP. Members can only get IT or techniques like it if they have Combat Teleportation though.

Correct.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Prescription Warfare: Look mom! No hands! Shou is able to expel ki in the same conception as his Bangkok Bang technique, only that this one requires no physical contact and catches all within a 20-foot radius. Requires 1 PP.

Israeli Cache: For opponents who may be able to take more than just a couple punches to the chin. With this active Shou’s hands glow and he seeps small amounts of his more kinetic energy into the point of contact (likely on an opponents person). This is easily triggered, as it is volatile, and used to compensate for Shou’s lack of physical dominance.

Suicide Ride: Caution! Objects may fall from the sky! An amalgamation of psychokinetic prowess, defiance of the laws of physics & a drinking-game-turned-prank-gone-wrong. Simply, Shou’s interplanetary teleportation is warped with his scouter and his psychokinetic talents therefore whenever he jumps he takes everything with him in a quarter-mile radius (every single noun). This can cause objects to fall from the sky whenever he arrives and will permanently damper his teleportation abilities.

C-3 (Close Combat Countermeasures): Don’t blink (or even flinch). A technique ingrained in those under Paragon’s K-9 and AK-47 projects. Whenever an attack is imminent and the body can detect it, but the conscious focus hasn’t yet it kicks in to keep the user from blindside harm. They flinch into and out of existence, either immediately reappearing where they once existed or appearing in some sort of situation just barely out of harms reach with their bodies poised even if their minds aren’t. 1 PP per usage.

Trigger Finger: The snappy catalyst. Simple: Shou snaps his fingers, Shou gets all of his already expelled energy to explode. Usually used alongside another technique.

Kansas City Quick Draw: A Bob Munden inspiration. With his hands in the form of mock pistols Shou can unleash a barrage of fast draw showboating. They press forth like they’ve been spring-loaded for action, instantaneously, and are at the helm of his command. Though they lack stopping power, taking more than your fair share of these can come with heartfelt consequences.

Beijing Cocktail: For the 4th of July or the 5th of November. Shou can fling forth a brilliant fireball of ki that, seemingly, does nothing on contact. In retrospect, its actual function is to lay dormant until triggered via Trigger Finger, ki collapsing on itself, or multitude of other actions as its extremely volatile. Can stick itself to either sentient or non-sentient objects, but doesn’t show unaided visual cues to its existance.

Cluster Ufck: Ever seen what a clusterbomb is capable of? Shou effortlessly waves an antipathetic volley of ki in the general direction of his target and they detonate, sending clusters of overwrought energy in all directions. Although he appears to take little to no stress getting this off if he were to do one right after the other he would definitely show signs of wear on his body.

Mongolian Grip: Better known as the Sith Grip. The victim is grabbed with a metaphysical Kung Fu-like grip and under the fate of Shou. Thrashing about, flailing, throwing hissy fits and small objects in retalitation is quite possible, but at Shou’s discretion one can easily be flung to cover large distances or battered against the ground. 1 PP for each additional person caught in Grip.

Anti-Kienzan Boxcutter Style: For those times when you need to neutralize your ex’s Kienzan Boxcutter and “just talk” because she apparently has the upper hand. A negative enough concoction of ki to negate the effects of physical ki, negating them both and usually allowing Shou to counteract high-caliber ki-based assaults with a follow-up.
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Assassin Wire- Mujitsu attacks in the form strands of ki like razor wire. He will wrap the wires around his foe and force them to squeeze around his prey. The strands of energy can be forced to grip further onto the target as desired and cut more at struggling targets. He must put more energy into the attack verses a target who is struggling in the strands.

Homing Darts-Mujitsu's attacks his foe in the form of homing darts of ki. The sharp ki blasts are designed to home in on specified targets and pierce into them before exploding when told to. If the target vanished the darts sit in the air inert untill the targets ki signatures shows back up again. They can also be dispelled if the needs arises. The explosive power varies depending on the energy the Namekian puts into the ki like darts.
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shou Wrote:prescription warfare: look mom! No hands! Shou is able to expel ki in the same conception as his bangkok bang technique, only that this one requires no physical contact and catches all within a 20-foot radius. requires 1 pp.

15 xp

israeli cache: for opponents who may be able to take more than just a couple punches to the chin. With this active shou’s hands glow and he seeps small amounts of his more kinetic energy into the point of contact (likely on an opponents person). This is easily triggered, as it is volatile, and used to compensate for shou’s lack of physical dominance.

25 xp

suicide ride: caution! Objects may fall from the sky! An amalgamation of psychokinetic prowess, defiance of the laws of physics & a drinking-game-turned-prank-gone-wrong. Simply, shou’s interplanetary teleportation is warped with his scouter and his psychokinetic talents therefore whenever he jumps he takes everything with him in a quarter-mile radius (every single noun). This can cause objects to fall from the sky whenever he arrives and will permanently damper his teleportation abilities.

40 xp

c-3 (close combat countermeasures): don’t blink (or even flinch). A technique ingrained in those under paragon’s k-9 and ak-47 projects. Whenever an attack is imminent and the body can detect it, but the conscious focus hasn’t yet it kicks in to keep the user from blindside harm. They flinch into and out of existence, either immediately reappearing where they once existed or appearing in some sort of situation just barely out of harms reach with their bodies poised even if their minds aren’t. 1 pp per usage.

20 xp

trigger finger: the snappy catalyst. Simple: Shou snaps his fingers, shou gets all of his already expelled energy to explode. Usually used alongside another technique.

10 xp

kansas city quick draw: a bob munden inspiration. With his hands in the form of mock pistols shou can unleash a barrage of fast draw showboating. They press forth like they’ve been spring-loaded for action, instantaneously, and are at the helm of his command. Though they lack stopping power, taking more than your fair share of these can come with heartfelt consequences.

20 xp

beijing cocktail: for the 4th of july or the 5th of november. Shou can fling forth a brilliant fireball of ki that, seemingly, does nothing on contact. In retrospect, its actual function is to lay dormant until triggered via trigger finger, ki collapsing on itself, or multitude of other actions as its extremely volatile. Can stick itself to either sentient or non-sentient objects, but doesn’t show unaided visual cues to its existance.

what effects do this cause? And it would require venomous ki if you don't already have it.

cluster ufck: ever seen what a clusterbomb is capable of? Shou effortlessly waves an antipathetic volley of ki in the general direction of his target and they detonate, sending clusters of overwrought energy in all directions. Although he appears to take little to no stress getting this off if he were to do one right after the other he would definitely show signs of wear on his body.

15 xp

mongolian grip: better known as the sith grip. The victim is grabbed with a metaphysical kung fu-like grip and under the fate of shou. Thrashing about, flailing, throwing hissy fits and small objects in retalitation is quite possible, but at shou’s discretion one can easily be flung to cover large distances or battered against the ground. 1 pp for each additional person caught in grip.

30 xp

anti-kienzan boxcutter style: for those times when you need to neutralize your ex’s kienzan boxcutter and “just talk” because she apparently has the upper hand. A negative enough concoction of ki to negate the effects of physical ki, negating them both and usually allowing shou to counteract high-caliber ki-based assaults with a follow-up.

40 xp

mujitsu Wrote:assassin wire- mujitsu attacks in the form strands of ki like razor wire. He will wrap the wires around his foe and force them to squeeze around his prey. The strands of energy can be forced to grip further onto the target as desired and cut more at struggling targets. He must put more energy into the attack verses a target who is struggling in the strands.

15 xp. Just be aware that the stronger the opponent the more viable it is to break free.

homing darts-mujitsu's attacks his foe in the form of homing darts of ki. The sharp ki blasts are designed to home in on specified targets and pierce into them before exploding when told to. If the target vanished the darts sit in the air inert untill the targets ki signatures shows back up again. They can also be dispelled if the needs arises. The explosive power varies depending on the energy the namekian puts into the ki like darts.

25 xp
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Bend and Break- Kei will target the opponent’s very bones forcing them to twist and turn. This causes the enemy great pain but will not kill them. If enough energy is put into the attack can crack or break the very bones it is targeting.

1PP per extra body part targeted(not limited to one opponent.)

Block and Return- Using psychokinetic energy Kei will bend an enemy attack in such a way that it either stops it completely from hitting him or returns to the sender. Ki usage varies depending on what he is using it against.

Grip and Grind- Kei will psychokinetically grip an opponent from a distance forcing his limbs to hold together forcefully. The more energy put into this attack the tighter the grip becomes.

1pp per opponent targeted with the ability.

Rip and Rend- Kei will use a psychokinetic blast which will disperse over an opponent’s body pulling at its very flesh. Depending on the amount of energy put behind the attack these can be simple yet annoying cut or blade like markings that are left.
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Just giving a heads up that my stuff has been up for awhile waiting for judging in here.
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