Board 8 > Create-A-Most-Powerful-Character Contest: The MPFC Simulator. Now with a wiki.

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Wanglicious
06/07/12 6:36:00 PM
#1:


okay, so with E3 winding down we can get back to this thing I hope. there's almost 20 characters and most of them look like they almost good to go.

the wiki:
http://mpfc.wikidot.com/
http://mpfc.wikidot.com/characters

the old topic:
http://www.gamefaqs.com/boards/8-gamefaqs-contests/62910713

truthfully, if you check out the first couple posts + the wiki and you'll get the idea. but since when is that fun.

if you didn't see the last topic, welcome. if you thought it was a mess - it was - then you can check the wiki to catch up and see that even though this being a trainwreck waiting to happen is entirely possible it also has a lot of potential. it's been a couple weeks now, but fact is there's a decent amount of contestants and there's always room for more - in fact the more we get, the better the contest can be. the main idea for a competition is a tiered league system and that means more entries = more enjoyment.


to recap a bit: yes, this is taking the MPFC contests, also known as the contests where we pit Superman vs. Touhou characters, Flash beats everyone, and we argue over anime/manga/game Mewtwo. this contest ain't quite the same. all the entries are characters that you, B8, makes. there's a couple criteria for it - mainly that they should be original, can't be too perfect/flawless, and to avoid one trick ponies because either you're going against the way the contest is or you're making characters that will usually lead to dull matches. the goal of this contest is to have a bunch of interesting characters to lead to interesting matches; instead of the usual 'okay fodder round NEXT' that we all know at a glance, this is meant to be more interesting. yes, some will hard counter another. yes, you'll get some blowouts. seeing how this is entirely user made i can't even guarantee a general power level, hence, why using a league system makes sense and we've got 2 (technically 3) main levels right now. to one line the way this works: the characters determine the way the contest is made. the contest revolves around them, not the usual reverse.

a lot of the game ultimately comes down to interpretation. even though you make a character it'd be wrong if you could just word of god everything that went on. so for a general procedure of how things have mostly been:
- you make your character.
- ask around, see what can be done, get some input.
- bold in clear terms that you've completed it. once you've reached this step, you cannot edit your character further and the rest will be down to interp. you can obviously argue to say that you see something this way or that way, but nobody has to agree with you. once done it's basically a third party character and takes on a more spell-contest vibe of 'interp means a lot.'


so why the 2nd topic? well, i initially wasn't sure what to expect as MPFC in its normal form isn't really doing it anymore and an idea like this requires a lot of input from not just 1 or 2 people buy a good 10-20. multiple characters are allowed, but it's still gonna need a sizable amount of people to be optimal. at first i thought 'okay, if i can get 16 this may work.' and among those it became clear that gamefaqs wasn't gonna cut it, i needed a wiki to contain some people as otherwise i'm looking at 2-4 posts on a lot of guys. wiki keeps it clean, simple, and easy. the characters were also rather interesting and it felt like a shame. so it's not a "make a character once and we never see her again." she'll show up again to fight the others who put in some quality work.

it's lagged a bit right now but finals + graduations + E3 is pretty understandable. most of that's done though. so:

to those of you with girls needing to be worked on, CONTINUE. i've updated the wiki with your comments in the character page already.

to those who haven't made one yet, BEGIN.

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Anagram
06/07/12 6:38:00 PM
#2:


Tag

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Started: July 6, 2005
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Ayuyu
06/07/12 6:40:00 PM
#3:


Will get on this I promise!

Got a lot on my hands these days ._.

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Wanglicious
06/07/12 6:43:00 PM
#4:


it's a busy time, you aren't the only one.
though Ayuyu, on Zodiac:
http://www.gamefaqs.com/boards/8-gamefaqs-contests/62910713/703880905

just for these contests there's a bunch of problems she runs into that i'm not sure if you saw.

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Ayuyu
06/07/12 6:44:00 PM
#5:


Oh yeah I saw, not sure if I want to correct them though.

I think I'll just focus on Meera and remove Zodiac entierely unless I find time to fix her.

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Wanglicious
06/07/12 6:55:00 PM
#6:


that's fair.
the good news though, is that Kenri's character might be useful in her case too. not the fairy one, the antithesis one.
http://mpfc.wikidot.com/an-antithesis-consciousness

she's no one trick pony and fairly versitle but still.

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Ytterbium_70
06/07/12 7:35:00 PM
#7:


While you wait for me to complete some of my characters (I made a new one with a much more painless format), I made a piece of terrain. The other 3 I came up with were much more useless.

Old Mineshaft: The match takes place in a very old stone mine within a mountain; tunnels are abundant with new paths commonly found and much spadce to move around in. With repeated action, the walls have the potential of collapsing, and natural gases exist around dead ends with a chance of poison. Tools made of copper or iron can be located, along with corpses, though all of these are rare. Each player is placed somewhere around the shaft, and will need to move in order to find a . The exit has been blocked off, although the outer world is still accessible,
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Pirateking2000
06/07/12 7:39:00 PM
#8:


tag

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GANON1025
06/07/12 7:40:00 PM
#9:


tag

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KanzarisKelshen
06/07/12 8:01:00 PM
#10:


Planning on making a character, possibly two. Question: how is hyperanalysis/hypercognition going to be handled? In a normal MPFC it's utterly useless, but it's incredibly game-breaking in a 'real' fight.

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Wanglicious
06/07/12 8:25:00 PM
#11:


not entirely sure what you mean. i do remember reading a character or two that did seem to have what it sounds like already. initial reaction to what you mean is Kurama-esqued intelligence during combat, though the furthest extreme i could think of is Amadeus Cho in Marvel. but that's well beyond even the high end.

realistically, it's still the same kind of thing as any other character - that's a power. in Cho's case, his weakness is a pretty simple one: he's still completely and utterly human. in Kurama's case it's a matter of shounen power levels as he could still be injured if you were on par or if you managed to trick him/distract him somehow. you can also equate this to guys like Iron Man too at times. or you have stuff like Saber where her skill gives her quasi-precog-that-isn't-precog, yet she still would've lost to Lancer without interference due to his ability to predict actions in the future via raw skill and speed. in all cases, it's a power, so really it depends how well they'd fit. biggest things that come to mind are the basic questions; how does it work, what can it do/has it done, etc.

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The Destoyer
06/08/12 12:51:00 AM
#12:


I kinda let the length get out of hand. oh well...

Syl
(Note: "magic" is my catchall term for any kind of supernatural phenomena in the story she’s in. Essentially, anything that’d “impossible” in reality is considered magic. I’ll probably use some of story-ish stuff to explain things, so specific details may or may not completely apply to this contest)

Syl is a female assassin who uses Sealing magic. Sealing magic allows the user to literally and figuratively seal and unseal things (usually targeting people). Seals can be full or partial (full seal example: sealing a door shut or unsealing a door open). Once any seal is in place, it will stay for either a day, or until the Sealer removes it. It’s nearly impossible for an ordinary person to remove a seal, and even an extremely powerful mage (let's say a “city buster” for simplicity's sake) needs multiple hours to break one. However, a full seal used on an aware target will almost always fail. If the attribute a seal targets is active, the target will naturally resist it (independent of magic resistance/whatever). Ex: someone with open eyes will resist having their eyes sealed. But if it’s not active, they won’t have any natural resistance (aka they'd need magic resistance/whatever to resist it). Eye seals are somewhat unique: Syl can hit someone with an eye seal about 1/3 of the time she sees them blink. There’s no opening like this on things like heartbeat or breathing because those are always active, whereas people spend a significant amount of time with their eyes closed.

Figurative seals can affect anything the Sealer imagines as sealable (they’re almost always partial). Normally the range of targets is very limited, but Syl can seal nearly anything. This includes things like emotions, physical attributes, and magic. Emotion seals can make someone feel more or less of an emotion. Physical seals can strengthen/weaken attributes like strength or a part of the body. Partial seals bypass natural resistance and activeness, but are much weaker. The strength of a partial seal is affected by the skill of the Sealer and target’s natural resistance. For any attribute, the target will have a point where they resist a partial seal like it’s a full seal. On average, that's somewhere around 25-35% of a full seal (but it can vary a lot). Their "resistance limit" tends to have more to do with the opponent’s personality than their strength or anything like that. With greater skill, a Sealer can get closer to someone's resistance limit without going over. Syl is very good at getting the maximum effect from a partial seal.

A full seal on magic won’t work (in-story, magic is technically always active), but partial seals work like normal on generic things like casting time and power. Partial seals on magic can also be used to completely cut someone off of specific spells or categories of spells. If Syl knows the kind of magic the target uses, she can preemptively seal anything she knows they can do, but otherwise they need to use a spell before she can seal it (guessing is possible, but rarely works). In some cases, it’ll only cut someone off a specific spell, but usually they will be cut off of the type they used (using a fire spell = no more fire, though it may also be more specific, like only cutting off fireball spells or whatever). If they can only do one specific, binary thing, it’ll be usually be cut off completely. Any kind of enhanced attribute is considered active, but a partial seal will usually be twice as effective.

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The Destoyer
06/08/12 12:51:00 AM
#13:


Syl can also seal herself, unsealing limits on her strength, speed, reaction time, vision, etc. and sealing away distracting thoughts and emotions, etc. She always has these kinds of seals active. There is no hard limit to how far she can unseal strength-related attributes (including speed) and a couple others, but making herself run, say, 25 times faster would be suicidal. She can un-seal her “durability” to accommodate for the backlash of these un-seals, but only so much. With durability “maxed”, she can raise strength-related attributes to, say, ~2-3x normal with no additional risk (active by default). She can relatively safely go up to ~4-5x for short periods of time. She can do short “bursts” of ~6-7x for movements involving a collision (aka hitting something), and up to 9-10x if she won’t hit anything before slowing back down. For these, the first use will usually be safe, but additional uses will put more and more strain on her body. Her ability to easily control these seals caps out at around 9x. She can also use self-seals to "heal" herself. It’s only a short-term fix to keep her fighting, though, and can only do so much. Ex: unsealing pain tolerance, temporarily holding together broken limbs, sealing shut wounds, keep herself awake.

Seals can be done mentally (which has a slight delay), but Syl has a large number tied to small gestures (which allow her to use seals as fast as she can do the gesture). She can make new seals in combat fairly easily, but they have to be done mentally. Syl can combine about six seals into one gesture. Generally, she will start a fight by using a combination of generic debuffs on her opponent: slow the target’s body and casting time, lower their stamina and concentration, weaken their general magical “output” and strength. Spamming seals doesn't work: using one on someone will make them significantly more resistant to the same seal and somewhat more resistant to all seals for a short time. Doing a “six at once” seal cheats this somewhat (all six will work as if they’re the first), but makes them much more resistant to seals until their resistance returns to normal (takes the same amount of time). After the first seal, she’ll usually wait and figure out what will be useful or necessary before using more. She rarely uses full seals (since they’re pretty useless in combat), but if she sees an opportunity, she’ll go for it.

In combat, she's very pragmatic and rational. She will generally try to end a fight as quickly and efficiently as possible. She won’t hesitate to make use of as much “unsafe” buffing as the situation requires. Ex: if she were fighting someone that's immensely more powerful, she might consider an all-in attack where she increases the speed/strength of her arm to, say, 25 times normal. This would **** her up really bad, but if she thought it was necessary she would use a super-risky strategy like this without a second thought. She fights with a sword, which she has trained extensively with. Normally, without any buffs, she has the speed, strength, skill, stamina, etc of a highly skilled martial artist.

Random things she could do that come to mind:
-partial unseal on someone’s wounds to open them more
-unseal someone’s eyes open, seal someone’s mouth closed
-close or enlarge a hole in the ground
-partial/full seal someone’s sword in its sheath
-unseal her sword’s sharpness and other parameters (actually, this is probably something she always does)
-make her clothing provide significantly more defense (this too)
-seal broken bones together to allow her to use unsafe boosts a few more times
-increase or decrease her senses
-make herself resistant to specific things (like fire or whatever)

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KanzarisKelshen
06/08/12 2:09:00 AM
#14:


From: Wanglicious | #011
not entirely sure what you mean. i do remember reading a character or two that did seem to have what it sounds like already. initial reaction to what you mean is Kurama-esqued intelligence during combat, though the furthest extreme i could think of is Amadeus Cho in Marvel. but that's well beyond even the high end.

realistically, it's still the same kind of thing as any other character - that's a power. in Cho's case, his weakness is a pretty simple one: he's still completely and utterly human. in Kurama's case it's a matter of shounen power levels as he could still be injured if you were on par or if you managed to trick him/distract him somehow. you can also equate this to guys like Iron Man too at times. or you have stuff like Saber where her skill gives her quasi-precog-that-isn't-precog, yet she still would've lost to Lancer without interference due to his ability to predict actions in the future via raw skill and speed. in all cases, it's a power, so really it depends how well they'd fit. biggest things that come to mind are the basic questions; how does it work, what can it do/has it done, etc.


Cho is close to it, actually - the stuff I'm talking about is basically mixing his talents with super fast information processing and detectivesque inferences to elaborate models of reality, then rapidly readjust those models based on new information. Think of it kind of like how a supercomputer maps out chess moves many many turns in advance, but make it human and applied to reality.

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Kinglicious
06/08/12 6:44:00 AM
#15:


Then yeah, best advice is write what you want first. Any questions, tweaks, etc can come after if necessary. There's wide variety and range to work with so stick with what you want before seeing if it would work.

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Pram_the_Oracle
06/08/12 6:58:00 AM
#16:


Anastasia's a hypercog.

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Kinglicious
06/08/12 2:36:00 PM
#17:


Quit playing games with my heart

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KanzarisKelshen
06/08/12 3:30:00 PM
#18:


Alright then. Here goes.

Ex Machina

A living superweapon, Ex Machina is a mutant with strange powers. Physically unimposing (being a blond teenager who wears glasses and has strange eyes), he combines a dizzying intellect with a frightening attunement to machines to tackle challenges that dwarf his capabilities.

Powers:

-Intelligence: Ex Machina is extraordinarily brilliant. This power manifested when he was eight years old, in the form of an unexplained stroke that left him bedridden for weeks. When he emerged from it, his intelligence had been amplified to frightening levels. He refers to the incident that gifted him with his current brilliance as his Uplifting. The Uplifting has granted Ex Machina a perfect, unfading memory (he remembers events in the past exactly as they transpired, and does not forget what he learns), a natural knack for understanding that has allowed him to become a multi-disciplinary scientist, and vastly improved information processing abilities, calculated to be between one and five hundred times that of a normal human. Coupled with his ability to dissect what he has learned to arrive to its core, this gives him a level of adaptability not seen in normal humans.

-Technopathy: By far his most salient power and the one that has awarded him his designation, Ex Machina is capable of controlling, altering, and animating machines and tools with little effort. While this ability does require him to touch the machine being altered, it can also drastically modify it, and even grant it sapience. Attempts to understand this mysterious ability have bore little success - the closest anyone, including Ex Machina himself, has come to understanding this ability is guessing at some form of molecular engineering, though even that fails to account for his ability to grant understanding to machines. Ex Machina's technopathy is divided in three broad types of application.
--Tools From The Machine: The simplest and easiest modifications Ex Machina is capable of, this type of alteration takes an item and makes it drastically more powerful and efficient. For example, by taking a cellphone and making its screen a touchpad, while also amping up its memory storage.
--Servants From The Machine: As above, but also granting the ability to think and adapt to the tools being modified. An example of this would be taking a few pistols and turning them into auto-tracking gun turrets. There is no known limit to the number of Servants that may be animated at one time, but directing the Servants and processing the information provided by them requires Ex Machina to concentrate. Animating a very large number of Servants (or a smaller number of extremely complex Servants) will leave Ex Machina distracted and unaware of his surroundings. In extreme cases, he may be forced to pay absolutely no attention to what is happening around him to control his machines. One Servant is constant regardless of how Ex Machina is using his powers: The Panopticon Carrier, a small, hand-sized robot bearing an electrolaser on its back capable of wreaking havoc. It is, however, extraordinarily fragile due to its size and construction. Ex Machina is attached to it, and considers its welfare the number 1 priority.

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KanzarisKelshen
06/08/12 3:35:00 PM
#19:


--God From The Machine: The ultimate expression of his power, Ex Machina requires large amounts of machinery nearby to animate a God. By joining and drastically altering the machines, Ex Machina creates a behemoth capable of accomplishing nigh-impossible tasks and utilizing technology far, far beyond the state of the art (such as particle beam accelerators, gauss weaponry, 'Iron Curtain' field generators, nanotech swarms). Its downside is that the God From The Machine requires nothing less than Ex Machina's total concentration - he is only aware of what the God perceives and nothing else. Additionally, the God is unstable: though it can become a permanently functional unit given enough time to re-engineer it, it is very unstable shortly after its creation, such that, if Ex Machina breaks contact with it, it will collapse into a heap of junk. For this reason, any God Ex Machina animates is likely to have some sort of secure spot where he can maintain contact, though depending on time contraints, it might not be a very safe one.

Equipment:

The Toolbag: Aware of how dependent he is on machinery to get anything done, Ex Machina carries a large pack of spare parts to modify and animate, including microchips, several types of small arms and one light machinegun, several lengths of wire, LEDs, cameras, and many other necessary components. They are no substitute to preexisting Machinery, but are enough to create useful Servants or Tools as suits the situation. He also carries a cutting edge first aid kit around to mend any injuries he sustains in battle, though he acknowledges how useless it can be against individuals who are a match for him.

Auriga: A risky and potent drug, Auriga stimulates Ex Machina's brain functions, enhancing them to incredible degrees. His ability to process information is multiplied by a factor of hundreds of thousands, if not millions, allowing him to process information that would take a human several years to understand in a split second and control many more Servants than normal, and possibly even more than one God. Auriga has significant drawbacks, however: it stimulates blood circulation to the brain and puts great stress on the heart, making a fatal brain haemorrhage or heart attack a distinct, if unlikely possibility. Ex Machina carries two doses of Auriga in syringes, one small and one big. The aforementioned effects are for the small dose. Due to a natural desire to preserve his own existence, Ex Machina has not used the large dose of Auriga yet, so its effects remain unknown (though they would likely jack up his processing capabilities even further). A single small dose of Auriga lasts about an hour, and has a 'burnout' period afterward of a few hours where Ex Machina will be dizzy, weak and disoriented.

Personality:

Ex Machina is ruthlessly practical. He is not above kindness or mercy, but does not believe in tiptoeing around threats - anyone he deems a danger to others will be swiftly put down, with the minimum amount of force required to guarantee a takedown. He isn't particularly interested in fighting, but if his life in put in danger, he will employ all of his talents to subdue his aggressors. He is in love with fellow mutant and superweapon Silver Star, and has few, if any friends. He is extremely interested in the pursuit of knowledge and enlightenment, and considers it his primary priority after self-preservation and uncovering practical applications for his talents. He is also extremely arrogant and has a very high opinion of himself thanks to his superhuman intellect, though he does not boast about it in public unless taunted into doing so. He approaches most matters in a calm and collected fashion.



So yeah, that's basically it. Imagine a comic book superscientist if they weren't useless, make their ridiculous gadgets a superpower, and add a dash of hypercognition and you have Ex Machina.

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Wanglicious
06/08/12 3:40:00 PM
#20:


hm... but he's not wearing any special kind of armor or something to begin with, nor is he any better than a 'human' too, right?
i mean it also doesn't sound like he's the biggest fan of using that drug either and is more of a 'if the enemy busts out a lot that i will need to do this, well...'

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KanzarisKelshen
06/08/12 3:47:00 PM
#21:


Correct. He might come into a fight wearing something like light bleeding-edge military armor, but forcefield generators, enchanted armor, or anything of the sort? Nope. And he's human trending toward average in all areas that aren't mental. You also got his opinion on Auriga right, too - if his enemy is shrugging off blasts from the Panopticon like they're nothing and the weaker Servants aren't doing anything, he might pop the lesser dose of Auriga to give himself a necessary edge. He'll pretty much never use the bigger dose unless he's facing somebody on the level of a Galactus or the like, his enemy can only be defeated via raw brainpower, or some buttons are pushed that make him decide his life isn't worth as much as what would be lost if the other dude won (like threatening Silver Star or showing off tortured prisoners or whatever).

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Wanglicious
06/08/12 4:01:00 PM
#22:


meanwhile:

Old Mineshaft seems mostly fine. the mostly is because i assume that's supposed to be "an exit" and not them looking for punctuation.


Destroyer - don't worry about length, that's what the wiki is for. literally had a 4 post one done before in the last topic which really made that decision an easy one to make. yours seems to actually be pretty detailed and her power's really, really interesting. even though she's got just 1 power there's few things that good, but... i do have to ask on the limits a bit. technically by what's written, she can seal oxygen out of the air and have people breath in almost pure nitrogen. the oxygen may 'resist' it, but is it too much to resist? and how would that differ from your hole in the ground example? you can leave this to 'interp!' if you want, just pointing out where the questions will go. you mentioned she can't seal off organs because they're active (good), but i just wonder how that goes. personal interp reading from that makes me think that the seal has a harder time with things that are active for longer periods of time (e.g., breathing or heartbeat) and that's gotten from her eye sealing (your eyes are frequently being closed, therefore the resistance is weaker). as a result, this blocks her from messing around with stuff like air, without getting TOO overly scientific. light would be a more interesting one - sealing the light over an opponent seems like it's doable because even though it's active NOW it isn't always and depending on what or when, may not even be for a long period of time. of course, it being active at all may be enough to resist (while blinking is constant interruption of sight, light is a constant stream).

mostly just wondering on the limits of the mechanics. you've shown that be used in a lot of ways, but it's somewhat unclear in what ways the limits exist. don't have to be specific, but just some clearer understanding to what she's stuck on (besides her own body, which i assume she has full control of with her seals, despite being aware) can help.


but again, a good amount of that is interp. if there's any specific ways you're after, feel free to include it.

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Wanglicious
06/08/12 4:06:00 PM
#23:


then yeah, i really can't see anything fundamentally wrong with him. i mean a lot of those questions were interp too so if you'd leave it at that it's probably fine (it's not like you ever specified his outfit but based on his personal description i'd sooner imagine jeans and a t-shirt) and the goes for parameters. though you do seem like the kind of guy who'd be meticulous with his character, so yeah, had to ask.
>_>; and i won't take that galactus bit to heart there. you can be completely suicidal for considerably less than galactus. i get the point though.

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KanzarisKelshen
06/08/12 4:21:00 PM
#24:


Well, I'm actually considering detailing a few exploits to clear up the interp. issues, since I know that 'change technology' is...kind of a broad power, as is 'is craaaaaaaazy smart', as well as maybe providing a few examples of the Servants he can animate and one God to give an idea of what he can do. For example, here's something that stands out in my mind as something he could pull off...

A) Going Viral: In an act of rebellion and an attempt to make a better world, he created a Super Serum over a few months (the old-fashioned way, no techno-engineering here), then synthesized it into an artificial retrovirus, planting discreet packets of it across several major cities of the world while out fighting threats, then set them to release and called up his colleagues to convince him *not* to do so. They weren't persuasive enough at that moment so he released the retrovirus, but they convinced him down the line, and he managed to engineer a neutralizing airborn agent for it over the course of two weeks, before the retrovirus could develop enough to enter its active stage.

That sort of thing is the stuff I'm thinking about adding. Think it's a good idea to go for it Wang?

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Wanglicious
06/08/12 4:29:00 PM
#25:


well the wiki's for giant gobs of text to come. if you want to flesh out the character more, go for it.

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The Destoyer
06/08/12 4:40:00 PM
#26:


With the oxygen thing, I think that things will generally resist being totally fundamentally changed. Modifying it is fine, like making a hole bigger. So, she could probably increase or decrease the amount of oxygen in an area, or mix in nitrogen along with the oxygen. Something like that.

I think sealing light is a lot like sealing eyes. With eyes, since they're often closed, when there's a temporary switch from open to closed, there's a moment where the shields are down and they can be sealed shut. So, if it's light out, she can't just seal off the light (though she could partially seal it), but if it's light out and something block out the sun or whatever, she would then have an opportunity to seal away the light.

Also, anything that is currently active will only resist things that go against it. I mean, technically things are always "active" in a sense. When the eyes are closed, they're "active" against being opened, but "inactive" to being closed. So when someone's eyes are open, they're mostly defenseless to having them kept open and things like that.

Hope that cleared things up a bit. I'll be posting a second character in a bit.

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Wanglicious
06/08/12 5:02:00 PM
#27:


the light bit makes sense, but even then if you drop the amount of oxygen in air it'd be pretty fatal. i bring that one up because it will be what gets thrown around in these contests. the basic problem mpfc (and anything like it for that matter) generally has is that people will look for how can this character win. they'll stick with being in character too.

the most extreme case of this is the flash, who does have the powers and has used them against certain enemies that are extremely dangerous and a 'must win' situation. of course without the 'fight to win' clause which really doesn't make much sense with everyone, the result will... be mostly the same. that clause is what people generally want to do, and if the means are available within practical characters, the answer would be to shut down the enemy.

so breathing would be an easy focus. thus, air. air has a general composition to it with the amount of oxygen, nitrogen, and other elements in it; if oxygen dropped down to 10% instead of its usual 20-30 range it'd be pretty fatal, especially if the remains became nitrogen, and especially if it was instantaneous. i'm just pointing out here where an argument you probably don't want to happen will occur because it makes everything else cool about the power go to waste, much like Yukari's being able to switch boundaries; it can be used for a lot of creative things and is, but in mpfc the ones that matter end up being along the lines of life/death.


i mean it can still run into problems with the whole active bit (even if it's not being fundamentally changed, air is active), but yeah. i also assume the more conceptual side of things like time aren't really in her league (time is 'active'). i don't know how you've written her out in other stories or ever thought of this, but it's pretty much the main thing that'd come up.

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Ytterbium_70
06/08/12 5:50:00 PM
#28:


Yeah, that's just an ordinary mineshaft exit, blocked off.

Error there though; they're looking for eachother
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Pram_the_Oracle
06/08/12 5:52:00 PM
#29:


My telekinesis guy is almost done, maybe in a day or two.

Afterwards, shorter Anastasia writeup, and maybe a stage.

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Wanglicious
06/08/12 5:55:00 PM
#30:


well, you can see roman for an example of how things wuould be posted if size is a concern - the writeup portion posted, and something along the lines of 'more details can be found here' with a link to the wiki.

at most nothing should take 2 posts to start.

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The Destoyer
06/08/12 6:02:00 PM
#31:


I see what you're saying. First off, yeah stuff like time is off-limits.

For the air thing... altering air in that way is definitely outside of her abilities. Hmm... I'd say that big structures and components of nature (like air) have very powerful natural resistance. As i mentioned before, i could imaging her un/sealing air in some way, but only by very tiny amounts, not close to being automatically lethal or anything like that. But like with the other examples, if there's some kind of anomaly that changes the air in some way, she can run with that and use it to further mess with things. Like the hole example: she wouldn't be able to just create a hole in the ground out of nowhere, it's just that if a hole were created by something else, she can expand or reduce it.

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The Destoyer
06/08/12 6:08:00 PM
#32:


i swear this character's name is a coincidence after all this talk about air...

Air
(Note: "magic" is my catchall term for any kind of supernatural phenomena in the story she’s in. Essentially, anything that’d “impossible” in reality is considered magic. I’ll probably use some of story-ish stuff to explain things, so specific details may or may not completely apply to this contest)

Air is a female swordsman. She possesses greatly enhanced physical attributes like strength, speed, etc., and particularly “combat speed” (aka things like reaction time, short quick movements, etc.). She also possesses magical eyes and two magical weapons.

Eye magic normally has a power eye and control eye. The power eye is aligned with one of several very broad categories of magic (ex: energy, spirit, mind). Within their category, the owner develops more specific abilities based on their natural inclinations and on the eye’s magical inclination. They also get enhanced perception of things within their category (the scope and power of this can vary quite a bit). Air, however, was born with two power eyes: one “force” and the other “spirit”. Without a control eye, the power eye can act independently according to its inclination and will also affect and sometimes significantly alter the personality of its owner. Though she has no control eye, she can still control what her eyes do with some concentration. Usually eye magic is not very tiring, but taking control will tire her a bit. Additionally, her force eye is magically inclined towards death and killing. Once a battle begins, she becomes especially bloodthirsty due to its personality-altering effect, and it will always try to cause the most damage possible to others.

The force eye allows Air to push, pull, and redirect the forces acting on anything she sees. The actual strength of this is more like a “nudge”: she can’t throw someone around, but instead more subtly manipulate their movements (ex: pushing against them to make them move slower or adjusting the direction of an attack). She can also use this on herself, but only if she takes control of it. The spirit eye is focused on perception: she can see anything spiritually- or magically-aligned (including things that are invisible or intangible) and often understand what they are and how they work before even seeing them used. This includes things like the nature of someone’s magic, what kinds of spells they can use, what the spell they are casting will do, and also the location/direction/effect/etc of a spell that’s been cast. She has a limited ability to interact with intangible/spiritual/magical things, such as incorporeal beings or her opponent’s “spirit” (aka the source of their magic). The eye also gives her minor “elemental” magic (mainly fire and ice) and she can combine it with her force eye to create a stronger effect. This is generally only useful if she can’t get close to her opponent.

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The Destoyer
06/08/12 6:09:00 PM
#33:


She possesses a sword that absorbs any magic that touches it and a knife that can drain all magic from the user and give a replacement effect. When activated, the knife will grant her significantly greater speed. However, this is mainly useful for moving from point A to point B, since she does not have the control to make many precise movements effectively. So, she’s generally more effective in a close-range fight without the knife activated. But if for some reason she only needs to do one type of movement (only attack, only move around, etc.) she has enough control to make use of the greater speed from the knife. After deactivating the knife (activation and deactivation can be done at will, she doesn’t need to actually be holding or using the knife, it just needs to be on her person), her magic will be drained for a short while. With a little time, Air can use her spirit eye to create a link between her spirit and her opponent’s spirit, and then activate the knife to cut both off from magic entirely. This will generally last for a minute or two before the link breaks. The knife grants no bonus to anyone in this case.

Her sword will absorb any magic it touches. With her perception and reflexes together she is generally able to block any magic directed at her, including some types that don’t have any apparent travel time. The absorbed magic dissipates after less than a second, but while it is stored in the sword it can be released however she wants (effectiveness varies based on what the sword absorbed). If someone is touching the sword and uses magic on it, the sword will absorb all magic from that person (of the type they used: Air would retain her physical enhancements if she “eyes” the sword). With great effort, this could be used to cut an opponent off of magic for a few seconds and potentially unleash it back at them, but its main use is allowing Air to pour her magic into the sword and unleash an extremely powerful attack, combining the power of both her eyes to create an elemental burst (typical ice or fire). Using this leaves her eyes deactivated for a short while and is also quite tiring.

Air is an extremely talented swordsman who became a legendary, undefeatable hero before any of her magical abilities activated. As noted, her force eye focuses her solely on killing her opponent in battle. However, she’s not exactly a berserker: she’ll still fight intelligently and use her abilities effectively, but she may not always use the optimal strategy, particularly if it involves patience.

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Wanglicious
06/08/12 6:11:00 PM
#34:


that makes sense, yeah. i mean there's also the argument that it being so small is difficult to address, both due to its size and due to the fact that any change made runs into issue that other air exists and will dilute the efforts to negilble amounts.

really do dig the power though. i'm a fan of stuff that is 1 real power but a billion things can be done and i dislike it when the net result goes down to 3 kill-shot results.

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Wanglicious
06/09/12 10:39:00 AM
#35:


getting 3 new charachers and a terrain is nice.
let's go for 6.

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Wanglicious
06/09/12 2:55:00 PM
#36:


adding characters to wiki in a few.
(commenting on the 3rd girl after but she also is in the 'seems fine but just a few things may be worth asking.')

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Anagram
06/09/12 3:07:00 PM
#37:


Illuv

Illuv is a bond-haired, brown-eyed girl. She was trained at the Illusionist Academy.

Illuv is a master of illusion spells, but has little skill in anything not related to illusions. Illuv's favorite trick involves making herself invisible and summoning an always-too-fast-to-hit illusion of herself for her enemy to focus on, that will pretend to be just barely managing to stay out of reach and in a permanent panic as she's "almost" hit - though quick enough enemies can still hit the illusion and possibly figure out what's going on. Other tricks involve fake incredibly dangerous spells, fake summoning dragons and giants and such, and creating an illusion of level area around a problem in the terrain: this can make an enemy run into a tree or something. Illuv herself, by virtue of her training, can effortlessly pierce any illusion without even knowing it's an illusion to begin with - and cannot be fooled, but she has only human-level physical skills.

Illuv's only actual offense comes in the form of Death Disks - her only non-illusion spell, a Death Disk is a flying disk about 2 feet in diameter, that can move about 100 mph in any direction Illuv wants, and that she has perfect, unerring control over and move, stop, or turn in an instant, and can theoretically cut through anything - as long as she concentrates enough. This is the value of her illusions - if an enemy focuses on them, Illuv can use those seconds to hit them with a Death Disk (which she can also make invisible and undetectable) to kill him. A panicked Death Disk might only be able to barely cut through stone, but a concentrated one that she focuses on could cut through virtually anything in existence, as long as she doesn't panic.

Illuv's strategy in battle is to create a duplicate of herself to distract her enemy and turn herself invisible in one motion, making it look like the duplicate is the real thing, and then to summon a Death Disk. A stone-cutting Death Disk takes less than a second to summon, a Death Disk that cuts anything can take three or four seconds of uninterrupted concentration. If an enemy can pierce her invisible Death Disks and avoid them, her back-up strategy is to summon dozens of fake Death Disks with one real one mixed in - only the one can actually hurt, but the others are all visually identical.

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Kenri
06/09/12 3:56:00 PM
#38:


Expanding on Solai Pedastel because my original writeup for her didn't really include info on her personality. Probably wrote way too much again but oh well!

Solai's personality in battle is mainly a result of her physical limitations. At 6 inches tall, getting smacked by a battleaxe even once is potentially life-threatening, even with her armor. All of her spells exist to allow her to be in the fray, keeping pressure on her opponent, while avoiding attacks. Keeping up the pressure is important, because the more time an enemy spends dodging and blocking, the less they'll spend attacking.

Solai generally sends about 10 of her 16 weapons to assault the enemy, while keeping about 6 in reserve to defend herself. Of those 6 kept back for defense, Radiant is almost always one - because a giant glowing shield is not only great defense, but also makes it harder to see and aim for her. That said, Solai is willing to send more or less weapons to attack depending on the nature of the battle, and may even go all-in if she thinks she can really press her advantage.

Of her spells, Armory and Forge Snap are used to adjust to unique weaknesses in opponents, or trade out weapons that might be beneficial to enemies (a flaming sword against an enemy that controls fire, etc). These spells are by nature weaker than her other ones, though, so she tries to avoid using them. Light Snap is mainly used to deal with enemies with fast projectiles, especially firearms, though her best defense there is still just being a very small target. Bulwark Snap is used against enemies with homing or area-of-effect attacks, and also if she needs to take a hit to gain some sort of advantage. Against fast enemies, Solai prefers the homing teleportation granted to her by Gauntlet Snap to the regular teleportation and improved speed of Light Snap. She'll also use Gauntlet Snap against summoners, no questions asked (unless they've demonstrated the ability to use counterspells), because Solai's strategies really don't like having to focus on multiple foes at once.

Health Snap is self-explanatory, except that Solai will try to maximize its use rather than spam it as a reaction to any injury... but then, most non-magical injuries she takes will probably be serious enough to merit using it. Weapon Snap is her last resort attack when nothing else is working, or can be used as a finisher in a pinch.

Overall, Solai is not a blitzer. She's a cautious fighter who reacts to threats as they come and wears enemies down by keeping as much pressure as possible on them at all times.

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Wanglicious
06/09/12 4:02:00 PM
#39:


actually a lot of that was very helpful. i remember reading Solai and wondering if your 'part the clouds above' was a literal thing or figurative. so yeah, yay more info.

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Anagram
06/09/12 4:14:00 PM
#40:


Here's a terrain idea


Cloud City

Once a great city of arcane power, this former floating metropolis has long since fallen into ruin and disrepair. The Cloud Cities were large platforms above the sky, each connected by a teleportation device, but this one is the last of its kind, its sister platforms destroyed. Circular and with a one mile radius, Cloud City consists of delapitated uniformly two-story buildings with rotting gardens in between, so that each home is about 100x200 feet, with a 20 foot space between... save that about half the buildings have fallen to dust, and many are too dangerous to actually stand it without collapsing.

The platform is only one inch tall, and a large chasm in in the center of the city, its cause long since forgotten. It's about twenty feet wide, and only two areas remain undamaged by the chasm, acting as small "bridges" to the other side. They're solid enough to walk on, but a strong enough cutting force could sever them easily.

There are no safety devices, the magic that acted as such long since gone, so falling off is a one-way ticket down, unless one can fly.

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Kenri
06/09/12 4:30:00 PM
#41:


Oh right, the weapons. Uhh quick info dump:

Earthsplitter: really can split the ground. Maybe 10 ft radius from where it hits, varying somewhat by the strength of the hit? But aside from maybe tripping you, it's not gonna be a big inconvenience. Can also send out single fissures towards the enemy, but again, it's not going to open up a chasm into the earth or anything; it's more for causing someone to lose their footing. The shockwaves it sends out are a bigger deal, just picture any video game boss with a shockwave attack and you've got the right idea.

Heavens Asunder: parting the clouds is literal but probably embellished. Like it would be the kind of thing that's a neat visual effect, but at that range you're not going to actually hurt most people with it. Effective range for cutting someone is probably... I dunno, 500 ft? More than that and it might knock you over, more than that and it's just a strong wind. At close range, like up to 30 ft, the cutting wind is more dangerous than actually getting hit by the blade itself.

Skyburner: transforms into a real bolt of lightning when thrown, which moves at the speed of lightning, yes. Can be thrown normally also, just depends on what the thrower wants. If it does the lightning thing, then it hits you as lightning too, and only transforms back to a solid object afterward.

Radiant: just picture trying to get near an open flame. From a distance it's not too bad, as you get closer it gets painful, and even closer and you start getting burned. Except this is holy light, not fire, so apply standard weaknesses and resistances as you will. Differentiates between friend and foe, so won't hurt its wielder.

why have i written so much about this character

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Wanglicious
06/09/12 4:34:00 PM
#42:


because she's a 6 inch fairy in heavy armor and thusly awesome.

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Wanglicious
06/09/12 4:56:00 PM
#43:


also you have no idea how much i enjoy something like that.

did you ever see an anime called Busou Shinki? it's a 10 episode short series of flying fairy mech things.

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Wanglicious
06/09/12 5:42:00 PM
#44:


http://mpfc.wikidot.com/syl
http://mpfc.wikidot.com/ex-machina
http://mpfc.wikidot.com/air
http://mpfc.wikidot.com/illuv

adding the details on the fairy in a few. but stopped here to cover anagram's new one, Illuv:

the illusion magic is interesting to see (i was kinda hoping we'd get one trickery character in and am glad to see it) but can you delve a bit into how good these illusions can get? i assume it's both a visual and auditory illusion (so sight/sound get fooled) and i assume this 'quick enough enemies can find out it's an illusion' would pertain more towards an increase in the speed she believes them to be (e.g., Ichigo would be fooled but Bankai Ichigo would tear through it, or for an older example early DBZ Goku would be fooled, but if used kaio-kan he could 'catch up' to it). feel free to tell me if i'm wrong or if it's something else. or if you just meant that to be interp'd. that's fine too.

it's pretty cool that she's got a lot of different ways to use those fakes and from the sounds of it can throw illusion on top of illusion, so that's good.

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Pirateking2000
06/09/12 5:45:00 PM
#45:


Finished with sister's char from cata battle will probably post it later (probably going to need a lot of fixes / seen as a one trick or whatever but meh)

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Kenri
06/09/12 6:06:00 PM
#46:


did you ever see an anime called Busou Shinki? it's a 10 episode short series of flying fairy mech things.

Nah, most of the anime I've seen are just standard Adult Swim stuff, and I stopped watching even that a year or two ago. I might check this out though if I get a chance. >_>

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Wanglicious
06/09/12 6:28:00 PM
#47:


well, if you do get around to seeing it there's a full release of the series when it came out on blus that's a bit under 40 minutes.

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Anagram
06/09/12 6:31:00 PM
#48:


Wanglicious posted...
http://mpfc.wikidot.com/syl
http://mpfc.wikidot.com/ex-machina
http://mpfc.wikidot.com/air
http://mpfc.wikidot.com/illuv

adding the details on the fairy in a few. but stopped here to cover anagram's new one, Illuv:

the illusion magic is interesting to see (i was kinda hoping we'd get one trickery character in and am glad to see it) but can you delve a bit into how good these illusions can get? i assume it's both a visual and auditory illusion (so sight/sound get fooled) and i assume this 'quick enough enemies can find out it's an illusion' would pertain more towards an increase in the speed she believes them to be (e.g., Ichigo would be fooled but Bankai Ichigo would tear through it, or for an older example early DBZ Goku would be fooled, but if used kaio-kan he could 'catch up' to it). feel free to tell me if i'm wrong or if it's something else. or if you just meant that to be interp'd. that's fine too.


Illusions are both auditory and visual. If she gives it no concentration, they're only that - but if she concentrates enough to actually craft it by giving it a half second or second's thought, she can also give it fake footprints and so on. The illusions' actual quality is essentailly perfect; they look and sound exactly like her, so the only way someone can determine they aren't real is by touch: they don't produce body heat, they don't stop wind from hitting your face if you're behind one, and so on. The illusions can also do things that she can't: she can't leap a fifty yard gap, but an illusion of herself can, and she could use it to make an enemy think she could.

A "quick enough" enemy would be someone who moves fast enough to attack the illusion and determine it's a fake - she'll try to keep her illusion out of arm's reach, but if an enemy has superhuman speed and she doesn't know it, she could screw it up and they could figure it out. Then again, if an enemy wings an illusion with a sword but doesn't do fatal damage (had it been real), she can have the illusion "bleed" to pretend it was real.

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Anagram
06/09/12 6:33:00 PM
#49:


Also, I'm unclear, are you using original Eveny or reduced Eveny?

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Wanglicious
06/09/12 6:37:00 PM
#50:


oh. so she actually has to actively keep the illusion on the enemy, didn't catch that initially. pretty interesting there.

as for Eveny, honestly it depends on what other entries we get. a league system keeps things able to 'stay in', but gotta see what we get first. in the meantime i just included both to the wiki since you did take the time to define what a reduced version of her is like.

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