Asymptote Sigs

Level 9
Max Active: 100
Max Nerf: 150
Max Passive: 20
Maximum Points: 480
Element: Elec

Mathmatician's Gaze 1: Asymptote, using his mathmatical prowess, takes a calculated aim at his foe once a turn. (Passive Take Aim1, 40 points)

Mathmatician's Gaze 2: Asymptote, using his mathmatical prowess, takes a calculated aim at his foe once a turn. (Passive Take Aim1, 40 points)

Galvanized Armor: Asymptote calls down bolts of lightning upon him or an ally, zapping them and giving either himself or an ally a metallic exterior for a turn. This armor is also reduces his speed by a rank when used, even if he doesn't use it on himself. (1 turn Iron Body, Self Slow1 towards empowering the signature, 3TCD) (40 points)

Generator Charge: Using the generator on his back to power his chips, Asymptote can imbue the power of lightning into one chip per turn. (Passive Imbue Elec, once per turn) (80 points)

Cable Wrap: Sending the two cables on his back into the ground, they lengthen and snake underground until they find their target. The cables shoot up from underground and wrap around the target to immobilize them for a few moments. They then send a shock through the ends a moment later, dealing electrical damage to the target. Asymptote is slowed whilst they do this. (Multi-Stage: Hold chosen target for 1 turn, then, if hold is successful, one Asymptote action later, 30 Elec to target, Ground attribute, Self Slow1 to empower signature, 3TCD) (40 points)

Burning Passion: Asymptote's inner self begins to heat up almost dangerously hot, but by expelling it through his mouth as a ball of fire, he can use it to cool himself down. (40 Fire shot damage to one target+Signature Chill1, 3 TCD) (100 points)

Defibrillator Fists: Sending electrical energy into his hands, Asymptote can mimic a defibrillator (or shoot it at an ally from a distance) and use it to jump-start himself or an ally's recovery. (Recover 45, 2 TCD) (60 points)

Conservation of Generation: By making smart use of his own generator, Asymptote theorized that he could use it's energy to cauterize wounds on either himself or an ally once a turn. Turns out this is a pretty decent way to self sustain his HP. (Passive Recover 15) (80)

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Cable Wrap: Sending the two cables on his back into the ground, they lengthen and snake underground until they find their target. The cables shoot up from underground and wrap around the target to immobilize them for a few moments. They then send a shock through the ends a moment later, dealing electrical damage to the target. Asymptote is slowed whilst they do this. (Multi-Stage: Hold chosen target for 1 turn, then, if hold is successful, one Asymptote action later, 30 Elec to target, Ground attribute, Self Slow1 to empower signature, 3TCD) (80 points)

That looks like Hold (50) + 30dmg (30) + Nerf40, so with the nerf, it would cost 40 points total.

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Burning Passion: Asymptote's inner self begins to heat up almost dangerously hot, but by expelling it through his mouth as a ball of fire, he can use it to cool himself down. (30 Fire shot damage to one target+Signature Chill1, 2 TCD) (80 points)

That's 30dmg (30) off element (20) + Sig Chill (40), which is 90 points total
This is what I get by finishing my sigs in a bit of a hurry, updated and added in some effects to make use of the extra 40 points.
Approved
Level 10
Max Active: 140
Max Nerf: 210
Max Passive: 25
Maximum Points: 480
Element: Elec

Because Asymptote had PERFECT DEFENSE IronBody, he gets a free retool to his signatures. I'm gonna trash 180 points worth of signature effects (Cable Wrap, Galvanized Armor and Burning Passion) for new sigs

Field Galvanization: Sending bolts of lightning down onto the ground, Asymptote galvanizes the field it's self, turning a bit of the field into metal. (Large Metal Terrain change, 40 points, 1TCD)

Electrical Draining Punch: Coating his fist in metal, Asymptote punches things SO HARD their defenses shatter with immense breaking power! Spikes on the ends of Asymptote's fists also drain vitality and slash through shadows. (30 Elec Drain, Melee, Slashing, Break, 80 points, 3 TCD)

Electric Barrier: Asymptote surrounds himself or an ally with a barrier made out of electricity, protecting them from harm temporarily. (30 HP Barrier, 1TCD)

Cable Casing: Asymptote wraps an ally or himself up with an outer bit of cables, protecting them temporarily from harm (30 HP Casing, 1TCD)
Approved.
Level 10
Max Without Nerfs: 140
Max With Nerfs: 210
Total Points: 480

Field Galvanization: Asymptote sends lightning bolts up into the air, which upon crashing down onto the field transforms it into a brittle, but extremely electrically conductive Metal. (Large Metal Field Change, 1TCD)(40 Signature Points)

Flat Foot Defibrilator: Charging his fists up with electrical energy, Asymptote sends an electrical pulse through himself or another ally to heal them. He quickly moves to achieve either a chance to do so to himself or to heal his ally (or an enemy) before their untimely demise. (Multi-Stage: First; One Movement, Second Recover60 to one ally, enemy or self, 3TCD) (100 SP)

Revitalizing Cable Casing: Wrapping himself (or another) in his cables, Asymptote can protect himself or an ally from damage temporarily. Asymptote has also enhanced the casing to, when attacked and damaged, heal the navi it's wrapped around. (40 HP Casing, Counter: upon receiving damage once; Heal30 to defense wearer, 2TCD) (80 SP)

Extra Electrical Barrier: Summoning electricity from his generator, Asymptote can create a barrier made entirely out of electricity to deflect attacks temporarily. As the barrier is damaged, the protected unit is healed as the barrier sears their data back together (40 HP Barrier, Counter: Upon receiving damage once; Heal30 to defense wearer, 2TCD) (80 SP)

All Seeing Calculations: Leaning more on his brain power than his physical prowess, Asymptote can not only increase the movement speed of himself or another ally, but he can increase his or an ally's aim temporarily. (Multi-Stage: First; One turn of haste. Second; One Movement. Finally; one instance of Accuracy Enhancement, 3 TCD) (100 SP)

Cooled Head: Exhaling steam and electrical particals from his body, Asymptote can reduce the strain on his body or someone else's body through their signature programs. (2 instances of Sig Chill, 2 TCD) (80 points)

Erisichthon Cross signature: All Consuming Glitch: Once Asymptote crosses with the buggy demon girl Eris, he grows ever hungrier. To sate his appetite, he devours a certain type of field (which somehow clears up parts that aren't even connected to it) and returns them to their basest form of normal panels...(un?)fortunately in the process, Asymptote takes on a mass of glitches from his hunger spree. (Multi-Stage: First; Medium Area Normal Panel change. Then; three instances of Glitch, 2TCD) (80 Cross Signature Points)

Vigil Cross Signature: All Seeing Monster: Summoning to himself a defensive shield, he holds it in one of his hands and with it, a flash of sight all around him to help with gunning down his foes. (2-hit Shield, Accuracy Enhancement, 2TCD) (80 CSP)
These all look fine, however, I'd ask that you clean up the wording on Revitalising Cable Casing and Extra Electrical Barrier; the trigger effects on these are Counters, and should be recorded as such.

They have to be Counters because they are triggered as a result of an effect - the effect being the defence taking damage.
Reworded the healing portion
Cool, you're all good!
Signature reset bought, activate RECOMPILE
Level 11
Max Without Nerfs: 140
Max With Nerfs: 210
Total Points: 480

Defensive Measures B: Using his monstrously strong legs to propel him out of the way, Asymptote dodges out of the way of attacks and uses the downtime to strengthen his defenses. (1 Dodge+80 HP Barrier, 3TCD) (120SP)

Defensive Measures C: Using his monstrously strong legs to propel him out of the way, Asymptote dodges out of the way of attacks and uses the downtime to strengthen his defenses. (1 dodge+80 HP Casing, 3TCD) (120SP)

Field Galvanization: Asymptote sends lightning bolts up into the air, which upon crashing down onto the field transforms it into a brittle, but extremely electrically conductive Metal. (Large Metal Field Change, 1TCD)(40SP)

Quick Med: Activating his programming, Asymptote quickly zaps himself or someone else with a quick bolt of electricity, healing them a little bit. (60 Heal, 2TCD) (80SP)

Overcharge: Asyptote overcharges himself or an ally with excess electricity, this electrical charge can be used on null-elemental chips to give an extra kick. (4 Elec Imbues, 2TCD) (80SP)

Glitch: Asymptote's programming begins to glitch up, sending a glitch or two into his or another's systems. (2 instances of Glitch, 1TCD)(40SP)
Most of these look okay, but there are a few mismatches, if I'm reading it correctly:

Quick Med is 60 healing, for 80 sig points, so its Cooldown is 2.

With nerfs, remember that you can only invest up to 50% of the total sig pool points that you're actually spending.... so:

Electric Crush, is 80Elec damage (80 points), with a Self-Slow. this would normally have a CD of 2. You can use the nerf in full, to make it (120 points of damage, spending 80 pool points, and having a 3TCD), OR you can use the nerf to reduce the cooldown by 40 points, making it (80 points of damage, spending 80 pool points, and having 1TCD).

It looks like you're proposing a signature that is 40Elec damage, amped up to 80 with a 40 point nerf... but that is not legal; that would be using 100% of your spent sig pool points again in nerfs, rather than the maximum of 50%. At most, with a 40 point signature, you can apply 20 points of nerf, which is 50% of the sig pool points being invested.

Your options then, would be:
(80Elec, Melee, Self-Slow)(80 Points spent, 1TCD)
(120Elec, Melee, Self-Slow)(80 Points spent, 3TCD)
(60Elec, Melee, Self-Slow)(40 Points spent, 2TCD)
(50Elec, Melee, Self-Slow)(40 Points spent, 1TCD) (This would be 10 nerf points to boost strength, and 10 to reduce effective cost of cooldown)

The Overcharge Signatures have a similar mismatch. (140 points worth of effects present, 40 points of nerf to spend - so either you're investing 100 sig points, and the nerf is covering the other 40, giving you a cooldown of 4TCD, or you're spending 140 sig points, and the nerf is reducing your cooldown, to 3TCD)

(Or possibly the pan presumes that Imbue Elec costs 10, because that makes the math work slightly better - unfortunately on-element imbue is still 20, and off element is 40)

Remember that Nerfs can be used to empower, serving as extra points that don't come out of your sig pool - but in this case they are still strength of points that contributes to increasing the cooldown. OR, they can be applied to reduce the effective point cost of a signature, to reduce the effective cooldown, but in this case you are still spending the points out of your sig pool. You can use both types of application at once, but the overall rule is that you cannot apply more than 50% of the total signature pool points that you are actually investing, in additional nerfs.
Edited my signatures
Edits all look correct, that's approved.
Level 14
Max Without Nerfs: 140
Max With Nerfs: 210
Total Points: 640

Quick Med: Activating his programming, Asymptote quickly zaps himself or someone else with a quick bolt of electricity, healing them a little bit. (60 Heal, 2TCD) (80SP)

Overcharge: Asyptote overcharges himself or an ally with excess electricity, this electrical charge can be used on null-elemental chips to give an extra kick. (4 Elec Imbues, 2TCD) (80SP)

Glitch: Asymptote's programming begins to glitch up, sending a glitch or two into his or another's systems. (2 instances of Glitch, 1TCD)(40SP)

Field Galvanization: Asymptote sends lightning bolts up into the air, which upon crashing down onto the field transforms it into a brittle, but extremely electrically conductive Metal. (Large Metal Field Change, 1TCD)(40SP)

Super Barrier: Asymptote creates a barrier around himself or another target to protect from damage, using his internal electrical charge (80 HP Barrier, 2TCD) (80 SP)

Murderous Intent: An aura wraps around Asymptote's (or another's) body, the visible aura helping to guide attacks towards their intended targets, as well, this gives the bearer additional power behind their chip based attacks. (1 turn Accuracy Enhancement, 40 Strengthen, 2TCD) (80 SP)

Spectral Shield: Asymptote draws from the power of the panels beneath his feet, creating a shield that matches that element, chipping away as hits are taken. (4-hit Planar Shield, 2 TCD) (80 SP)

Thunder Shot: Taking up arms, Asymptote produces a ball of electricity that seeks out an enemy, zapping them if hit. (60 Elec, Homing, 2TCD) (80 SP)

Dual-Defense: Creating a barrier and casing quickly, Asymptote makes sure to protect himself or another as fully as possible. This however locks up his buster for a little while. (50 HP Barrier+50 HP Casing, Buster Lock1 (20 to Cooldown, 20 to power), 2TCD) (80 SP)
Looks good to me, approved.
Small error sorry, have to jump in:

"Slow Go Casing: Creating a casing around himself or another, Asymptote feels the weight of the world on his shoulders, lowering his ability to evade and move about. (80 HP Casing, 1 turn of Self-Slow (40 Powering), 3TCD) (40 SP)"

This is 80 points of signature value, but you can only spend nerf equal to half your actual point investment, so you cannot spend 40 pool points and 40 nerf points - that would be nerf points equal to 100% of your invested points

With 80 point value, and a self-slow nerf, you could reduce the cool down to 1 turn (80 points sentt, 2tcd becomes 1tcd), OR you could increase the strength ofthe signature to 120HP, and 3 TCD, while still pending 80 points.

If you need to spend no more than 40 points, the highest hp value casing you could make would be 60Hp 40 from your pool and 20 (50% of 40) from a nerf, and the cooldown would be 2TCD.
Changed it
Alright, you're all good to go now!