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

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Kenri
06/27/12 5:26:00 PM
#151:


Just post a thing.

Who cares if it's "worth the time".

Plus, the contest is like 90% women right now so a golem would add some diversity!

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Wanglicious
06/27/12 5:32:00 PM
#152:


agree with kenri there, nothin' wrong with a golem. one of the entries, quite literally, is a giant metal ball.
http://mpfc.wikidot.com/the-hyperorb

i don't know what you have that didnt' sound very fun' so i can't comment there, but golems can be fun. they aren't human so their weaknesses or what kills 'em is ??? and depends on the creator.


updating tonight, should be able to get through everything just fine. but yeah, if you've got an idea, by all means, post.

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"Maybe it's a tentacle, molesting the planet itself. - Aschen Brodel.
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Natwaf_akidna
06/27/12 5:42:00 PM
#153:


Yeah, just post it.

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Kinglicious
06/28/12 8:58:00 AM
#154:


Maybe if I don't say anything my net wont get weird on me.

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_Carlemagne_
06/28/12 11:48:00 AM
#155:


Some added stuff (Consider Anjori finalized after this)

Anjori
Sound Attacks
1. Intricate does not mean energy consuming. Her stun lock techniques expend very little energy. However, they do very little actual damage in return and are more of a tactical measure.

2. She can cancel out other sound by sending out a equalizing sound wave. She is adept enough at this to cancel out the spoken voice. She must constantly emit to maintain this and it will cut into her other power very slightly (10% or so). The closer she is to the target the better the effect. If the target is within 10 feet there is no negative effects for Anjori.

3. She can shatter solids by finding the correct frequency (much like with a glass). Some solids that are very elastic in composition will not break, but will experience some effects. The closer she is to the object the better the effects. She is also able to find the exact frequency needed if she comes into physical contact with the object.

4. She is able to track by sound.


Light Attacks
1. She can only fire one beam at a time. However, she can fire them in quick succession.

2. She can illuminate herself enough that she is actually very difficult to impossible to see because of the glare. Doing this takes away from her light attack intensity. She can do this without raising the temperature.

3. Her eyes are naturally accustomed to seeing in all levels of light.

4. She can see in Infrared, Visible, and X-ray

5. Her light must travel in a beam or sweeping wave type motion (it does not instantly appear at the enemy location like a fire magic spell). But they do travel at the speed of light given there is no outside influences.

Other
Her Hula hoop is designed with 9 reflective mirrors. The entirety of her hoop is made to have a melting point higher than her light attacks so she can use it to redirect her attacks and use it as a sound based medium at the same time as described earlier.

She is immune to radiation, and is highly resistant (if not immune) to most normal diseases since she constantly emits radiation. She does not turn into the hulk.

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_Carlemagne_
06/28/12 12:29:00 PM
#156:


Xander is going to have some changes to make him not as imba against casters. But most of his skills will work the same way, only clarified more.

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Chrono1219
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Anagram
06/28/12 12:35:00 PM
#157:


I'd like to request that, if only one makes it in, you use the more powerful version of Eveny

>_>

Just saying. I'm going to try to add one more character and terrain before the contest starts.

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Kinglicious
06/28/12 6:31:00 PM
#158:


oh the more powerful one definitely doesn't have anyone that makes an interesting match. they're pretty much all boring. weaker is slightly better at that.

currently updating the wiki right now. and keep in mind, the deadline there is on new characters. finalizing character creations... let's see.

put it a week after. so while the 1st, Sunday, is the last day for new ones, the 8th can be the end date of revisions. if things aren't actually complete enough to a workable state then it won't be used. if they are but nothing was finalized, i'll just see what i can do there.

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Natwaf_akidna
06/28/12 6:36:00 PM
#159:


Dude, the nerfs you gave Eveny didn't even matter. Except against the Hyperorb, I think.

Is Xander that much of a check against casters?

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Kinglicious
06/28/12 6:52:00 PM
#160:


there's a couple more nerfs, like some of her parameters (so she can be speed blitz'd technically), but yeah. she's very much so a one trick pony. antithesis though is a hard counter to 'em. and i do appreciate any changes if it's to make things more fun. which reminds me: how the hell you made Anastasia down from WALL to completely reasonable is beyond me. but when i looked at what she had originally to now it's just really nice and tight. pretty cool.


Air's changes look good to me too. so will add the changes.

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Sugisaki_Ken
06/28/12 7:05:00 PM
#161:


Never underestimate my obsession with my one true story.

In any case, I just needed the info dump on everything about my character first, summarizing it is easy once the details were already there.

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Kinglicious
06/28/12 7:26:00 PM
#162:


man, reading Van over and i swear i've played this game. >__>;
i mean i do also understand the gunner delimma - you end up going with a single gun (or two) but thankfully we've got a lot of diversity to make it worth a damn to see!

up to the current page. also changed the characters page around to finalized and not. feel free to tell me if any are wrong.

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_Carlemagne_
06/29/12 7:35:00 AM
#163:


Anjori is finished. There is a post a page or so ago with her updates.

Xander will be finished today.

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Chrono1219
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Pram_the_Oracle
06/29/12 7:38:00 AM
#164:


I think you missed one of Anagram's stages.

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Kinglicious
06/29/12 7:44:00 AM
#165:


Will fix both of that tonight.
Though speaking of terrains, world's core has me thinking it's no good because that match is really all about the terrain, not the fighters.

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GANON1025
06/29/12 7:46:00 AM
#166:


Hopefully I can get around to doing something with my characters this weekend

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Pram_the_Oracle
06/29/12 7:50:00 AM
#167:


Well, if you say so.

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KokoroAkechi
06/29/12 3:07:00 PM
#168:


Xander Clyde
Final version.

At a young age Xander's parents were murdered and he was raised by a band of thieves. he later learned skills to kill the assassin the same way his parents were killed. The group had some mages in it which taught him how to use magical items. He is opportunistic, but is smart enough to try to set things up. He is physically in good shape, but has no abilities to increase his actual physical powers or things to prevent getting hurt if he's hit. He can use any physical item automatically at 100% effectiveness and can use magical objects at 25% effectiveness.
He comes into battle with 2 pistols, 2 daggers, a sword, and various poisons. He has 100 arrows, but can instantly teleport used arrows back to his quiver. He is adept at dodging and hiding.

Marks
Application: Xander can apply a mark instantly, without any movement as long as the conditions for the mark is met. All visual marks have a range of 5 miles.

Activation: Xander can activate a mark instantly after applying it. As long as he is within the 5 mile radius. Moving outside the radius does not remove the mark, but does put you out of range of its effects. There is a half a second cooldown between activation and the application of a new mark.

Removal: Marks can only be removed by Xander. If Xander chooses to replace a mark the original mark is removed instantly and the new mark takes half a second to be applied.

Limitation: The same type of mark cannot be reapplied for 30 seconds. Marks last for 12 hours. Only one mark can be on a person at a time. But Xander can mark as many people as he wants. If Xander has an active effect on himself or a target because of a mark, applying a new effect (from the same mark) negates the effect (unless otherwise noted). But he can have multiple effects from different marks active at the same time.

Tracker's Mark
Allows Xander to instantly find his target.
Application: 5 miles. Visual identification required.
Limitations: Requires the target to be in a visual los. Shapeshifting will subdue the mark (but changing to the original form will "reapply it" again.

Skills requiring the application of a Tracker's Mark
1. Teleport Backstab - Removes the mark. Xander can choose what side of the target to teleport to. He must teleport within 3 feet of the target.

2. Foresight - Removes the Mark. Allows xander to accurately predict the marked movement 0.5 seconds before it happens for 15 seconds.

3. Telescopic Vision - Expands Xander's range of the marked target by 10x. Allows him to apply a mark from up to 50miles away. If he applies a new mark in conjunction with this one, that one and only that one can be activated from 50 miles away. So, if Xander has a Hunter's mark on the target he can use this to apply a caster's mark on an out of range mage. Then Xander can use a skill that REMOVES the caster mark from up to 50 miles away. After he does this he must get within range to apply any other mark.

Blood Mark
Increases xander’s damage to the target by 25%
Application: Physical damage to the target that draws some sort of "fluid". Can be a ranged attack.
Limitations: Targets that do not "bleed' are immune. Note, that even something like oil is enough for this to activate. However, this also means things like zombies, ifrits, golems etc are immune to this.

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KokoroAkechi
06/29/12 3:08:00 PM
#169:


Skills requiring the blood mark. (All skills remove the mark)
1. Reopen Wound - Instantly reopen the wound that caused the mark.
2. Deadly Poison - Allows him to inject a poison into the target that will slows casting, movement speed, or slowly damages the target.
-Assume casting speed is decreased by 10% or so. Instantly cast spells now have a 0.5 second delay. Movement speed is decreased by 10%. It takes the poison 24 hours to kill a healthy human in peak condition. All of these can be cured with magic/medicine. But it takes 10 seconds for the medicine to take effect.

3. Copy Likeness - Allows Xander to copy the marked targets profile to use objects normally restricted to that target. The item is automatically scaled to a size that Xander can use.

Void Mark
Allows Xander to instantly identify the makeup of summoned objects and track through planes of reality.

Application: A target being summoned, teleporting, or jumping to a different plane. (Includes items)
Limitations: None

Skills requiring a Void Mark (all skills remove the mark)
1. Banish - Can stop a target from teleporting/moving from the current plane/being summoned. Only works on summoned objects. Only 3 objects can be banished at a time.

2. Warp Strikes - Allows Xander to strike an enemy through the reality plane for 10 seconds. The target must shift back to attack xander.

3. Domination – Takes control of a summoned creature/item for 5 seconds. Gains the power to activate all of their abilities. However, cannot force a creature to destroy itself. He can only control one creature at a time in this way.

Caster's Mark
Xander gains the ability to automatically identify a spell, the casters location, and the best means to avoid it.
Application: A spell being cast within 5 miles.
Limitation: None
Skills requiring a Caster's Mark (all of them removes the mark)
1. Spell Fizzle - Any spell being currently cast instantly fails. This spell cannot be recast for a period of 10x what it would normally take to cast it. (So if you determine a spell would take 1 second to cast it cannot be recast for 10 seconds). A spell with a instant cast speed cannot be recast for 30 seconds. Only one spell can be locked per target.


2. Magic Negation - Xander can memorize the properties of a single spell and become completely immune to all of its effects. This lasts until he applies another Caster's Mark on the target. The mark is specific to the target (so if main target casts Fire Spell 2 Xander would be immune, but if Summoned creature A cast the same spell he would not be). This also works on Buffs and allows him to seal off a buff on an enemy But he has to choose one or the other. Can be used to seal a summoned item or creature.

3. Copy Magic - Xander can store the last spell the marked user cast and cast it himself at 50% power. Only one spell can be stored at time.

Thief's Mark
Xander gains the ability to instantly know where a marked object is, how much damage it would do to him or how much it would protect the wearer against him.
Application: Visual identification of an item (5mi radius)
Limitations: One item per wielder. But he can mark both the wielder and an item.
Skills requiring a Thief's mark. (all of them remove the mark)
1. Swipe Object - Xander can steal the marked object for his personal use. Does not work on armor or summoned items (but works on items held by summoned creatures). He can only steal one item at a time from any source. If this skill ends the item automatically leaves Xander and is summoned next to the original wielders.

2. Ignore Object - Ignores the effects of the marked object. Including damage from weapons or defense from armor. Includes magical effects. One item per target.

3. Copy Object - Makes a copy of the object that Xander can use at 25% effectiveness. Only one object can be copied at a time.

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KokoroAkechi
06/29/12 3:09:00 PM
#170:


Assassin's Mark
Increases Xander's Accuracy by 25%.
Application: Visual identication within 5 miles.
Limitations: Can only be used on one target at a time.

Skills requiring the Assassin's Mark. (All skills remove the mark)
1. Homing Attacks - All attacks will follow the target, go around obstacles, etc. Lasts for 10 seconds.
2. Teleport Attack - Attacks ignore distance (so he could be a mile away and slash the enemy with his sword). Good for a single attack.
3. Deadly Attack - Even a small graze will act as if it hit a vital spot. Cannot be used with a ranged weapon.

Home Mark
Xander can mark up to 5 locations and teleport instantly to them.

Other Skills
Vanish - can hide his physical presence if not in direct light for few moments.
Concealment - Can hide his aura to make him untrackable by magical means (requires active concentration)
Silence Movements
Poison resistance (all poisons have25% effectiveness)

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Chrono1219
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Anagram
06/29/12 7:27:00 PM
#171:


Ridiculously Over The Top Apocalypse

ROTTA is the ultimate battleground. In an endless void exists thirteen eternal meteors. Each is made the soldified ethereal souls of 54 chained, screaming angels and demons (for a total of 108), forced into the forms of meteors that are roughly spherical and with a diameter of four miles (give or take three-to-seven inches per meteor). Above the surface of each meteor floats a three hundred foot tall spirit, the avatar of all suffering experienced by the angels and demons, pure white and silver, save for its eyes, which weep and bleed crimson blood. The blood dissipates after a few minutes, and as the angel slowly travels around the the meteor in random patterns, the river of blood follows. Any being touching the blood (except the angel spirit) dies, its soul destroyed in agony. The angel spirits each have eight arms, each of which holds a scimitar forged from a dying universe, and no mortal being can be touched by any scimitar without howling in exquisite pleasure and dying, its soul utterly destroyed. The angel spirits ignore warriors on their meteors unless they get within one hundred feet of them, in which case they chase them until they die or escape the meteor. Each angel spirit has five quadrillion years of fighting experience and each strike carries the power of three hundred billion exploding nuclear warheads (but only hurt the target of the strike).

The meteors are arranged in a triangle, each existing exactly thirteen hundred feet from the others. The first row is just one, the leading meteor. The second row is two meteors. The third is three. The fourth is four. The fifth is three - it once had two more, but they were destroyed when brave heroes released their imprisoned angels, who fled commited suicide to avoid being turned back into meteors. Despite existing in a void, all beings can breathe and see normally, as if during the final twilight of a dying sun as it sets one final time. Gravity is at Earth levels for each meteor. If the meteors are destroyed, they respawn after one hundred and one days.

Each meteor has a marble-and-platinum altar that reaches six hundred feet high and on top of which weeps an immortal elven maiden - her tears heal all wounds and cure all diseases and poisons, if they can be obtained, but cannot be stored or held for more than five seconds. The altars are each inscribed with 1/15 of the names of all sentient beings who have ever died. Each altar allows anyone standing in it to teleport, at will, to an adjacent meteor in any direction - but there is a cooldown of thirty seconds per jump. Warriors who can travel between meteors without the use of altars are not stopped from doing so. The altars inform anyone else visiting them of where they last took a user to - so warriors can follow each other. If two warriors are grappling or touching, the first to choose the warp succeeds.

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Anagram
06/29/12 7:27:00 PM
#172:


Warriors begin on the top of the centermost meteor's altar - Row 3, Meteor 2. Like all meteors save the forwardmost one, it is a barren wasteland fought over by the twin armies of Phantos and Spectros. The armies consist of thousand eyed banshees, each armed with a gleaming emerald scythe forged in the innermost pits of a chained Titan's mad pscyhe, that each strike with the power of thirteen thousand M1 Abrams tanks. Each banshee can fly from meteor to meteor and cannot use the altars, and each has one hundred trillion years of fighting experience and can absorb enough damage to destroy a large building. When slain, they are instantly reborn on the backmost meteors - to stop their rebirth, one would have to destroy all three remaining backmost meteors. Each meteor has two banshees (one from each army) per squad yard, who attack opposing banshees and any warriors nearby. The banshees cannot enter altars, and the angel spirits ignore the the banshees. Banshees can attack flying warriors, but usually focus on each other.

Phantos and Spectros are twin demigods, twelve feet tall, brothers, who once fought for good but who long since lost their way. Each is armed with a Blade of Eternal Torment - a mile-long obsidian two-handed sword that cuts the very air as it moves (which is why they prefer fighting in a void - no air). Each blade is forged from the melted and shaped teeth of Gwaldexeron, the bearded dragon god who created willpower. Each brother does nothing but battle the other, they randomly choose different meteors (but never Skylgan - see below) but both are equally skilled, with infinity years of battle experience behind him, and neither ever sleep or needs to eat. Neither cares about other competing warriors nearby, but if attacked, will attack back. Each brother is immune to all weapons and magic except blades of eternal torment, of which there are only two, and has enough strength even without the blades to destroy fifteen Andromeda-sized galaxies with one punch. If a warrior helps one of them kill his brother, the survivor will aid the warrior against his own rival and call off his army from attacking him.

Meteor 1 (in the first row), named Skylgan, is the only meteor without a wandering angel spirit (see above). Instead, the Archangel Jeramiel, draped in a flowing toga that reaches past the furthestmost meteors, made of prismatic glass, which creates moving shapes around the meteor as light reflects from it and through it. Any evil being, including the banshees and evil warriors, but not Phantos and Spectros, touched by the toga's movements, which tend to drape around half or more of the meteors behind him at random, is destroyed. Jeramiel, last of the living angels, plays an eternal funeral dirge for the end of all things on his floating Ebony Organ; it is said that when he completes his music, even the void will end. The dirge is only audible on Skylgan, and any being who listens to it (other than Jeramiel) for more than forty-five seconds is enamored and cannot do anything except offer themselves to the music - effectively, they lose the battle, as they cannot focus on it. Jeramiel will not stop playing even if attacked, but he will use his organ as a blunt weapon by moving it while continuing to play, force an unlucky warrior back to the altar, and teleport him away. Jeramiel has more endurance than one-hundred-and-eight galaxies put together, but if slain, will erase all of existence except the slayer, effectively ending the battle in his favor (as the warrior's rival also dies).

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Wanglicious
06/30/12 3:18:00 AM
#173:


....wait.
that's a terrain?
uhhhhh.... first off i just wonder how you came up with a terrain so.... detailed. secondly i wonder why you'd want to detract from the fighters.

like, the fundamental problem terrains have is that they will determine many assets of a match and there's no actual answer to it because things HAVE to take place somewhere. 'neutral' generally favors straight shooters, so those who rely on stealth or tricks are removed. the focus though isn't the environment but the character for those instances; it's a question of "how well does character X function in this terrain?" this is different from places where the question becomes warped to "how well does character X work this terrain?"

the two are very similar questions and will have the same kinds of answers, but the focus is different. in the former you're focusing on the character's abilities within an area, so it's all about Character X. in the latter however, you're not asking much of the character anymore, you're asking about the location. Batman for example can function in a variety of places, you put him in a dark warehouse and the answer to "how well does he function there?" gets you answers about his gadgets to see in the dark, his training, agility, etc. "how well does he work it" gets you answers about the warehouse such as boxes, statues, etc. the more you throw in to the latter, the less the former will mean. using Batman again you can think of this as "what about a dark warehouse with an extremely powerful magnet overhead and on the floor?" how well does he function hasn't really changed, but how much he can work it suddenly has: if he powers on the magnets then he can de-arm the enemies and proceed to punch 'em in the face. but all of a sudden his talents matter less because batman isn't the only one who could do that. you can have worse guys do it (e.g., any of the Robins) too. while Batman doesn't need it, Robin might, but by adding in that element you allow both to get the same result.


the more stuff in a terrain you have "to work", the more it strips the characters. like, your swamp one with skeletons is interesting because it doesn't invade TOO much. it certainly affects the match (if there's a mage especially) but most characters would be a focus of each other and their abilities to cope with it. i don't think many of these guys would be screwed by a skeleton rush at least, but it depends on how it fits. world's core meanwhile runs into the issue where it's less about the characters facing each other but more about how they can manipulate each other into the terrain's spots. focus of the fight shifts from "Character A vs. Character B" and becomes "Character A's use of terrain vs. Character B's use of the terrain." but... blood that kills people, tears that heal people, banshees, other warriors and... i... what. the fight at that point might as well not even be about the fighters anymore, but the terrain itself. it sounds interesting for a final level in an RPG or something but for dueling purposes it sounds extremely counterintuitive.


(wiki is updated.)

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"Maybe it's a tentacle, molesting the planet itself. - Aschen Brodel.
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Pram_the_Oracle
06/30/12 4:56:00 AM
#174:


Huh, TC just said no to WC and Anagram brings WC on steroids.

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Pram_the_Oracle
06/30/12 5:54:00 AM
#175:


Looking at Anastasia's writeup, there's a few mistakes on the 2nd draft, my bad.

If even a single one of them breaks, Anastasia's power increases and eclipses those of planet busters.

Should be physical strength.

She will be capable of freezing and setting a planet flame with but a thought

Should be a city. I mean, she can freeze and burn a planet, but it will take more time and effort than just thinking about it.

Whoopsies.

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Wanglicious
06/30/12 6:03:00 AM
#176:


...whoops, missed that yeah. fixed. won't lie, i mostly skim over that part on the bracelet stuff since i don't think that outside of Eveny there's anything that can break 'em.

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Pram_the_Oracle
06/30/12 6:18:00 AM
#177:


Hmm, I guess it is irrelevant. Maybe Anastasia unleashed as a separate character? Though judging from the entries, her strategy is just going to be:

1. Scan and process info in an instant.

2. Gate out into outer space.

3. Cause a Star appear way too close to the planet.

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GANON1025
06/30/12 6:44:00 AM
#178:


Here's a first revision of The Disease.

During the great Majick War in the Osiris-Beta Galaxy, a group of scientists on one side of the conflict created a magical disease that can eat through magic and powers, and could destroy any of their opponents. They gave this disease the ability to think at a roughly human level, believing it could have better survival instincts. Instead, the Disease grew a hatred for life and anything living, and quickly overwhelmed and destroyed all living matter in the whole galaxy.

The Disease is highly infectious and contagious disease that can infect any living thing. It is cognitive and intelligent, and hates every living being. It's one goal is to destroy all living matter. The Disease is a disconnected hive mind, possession/mind control has no effect on it. It starts as a barely-visible cloud of dark gas around the size of an adult human. The more multicellular living matter it infects and kills (ex: the fight takes place in a grassy field, The Disease will attack not only the opponent but all plant life around it) the bigger the "cloud" will get. It will roughly double in size for every pound of matter it destroys. The bigger it gets, the more visible and darker the Disease will become, until it so big that it can blanket the entire terrain in black fog. The Disease can survive in space, in fact the vacuum of space preserves the life of The Disease and it can grow from feeding of solar flares and other star anomalies.

Anything the Disease infects will take a wilted, black form. A tell-tale sign of the Disease beyond the cloud is living matter turning black. The Disease, unless under attack, will destroy the matter closest to it. So like in the grassy field, the Disease will attack the plants under/around it before it would move to the actual opponent. If it is attacked, even with abilities that cannot hurt it, it will prioritize the being that attacked.

The Disease is immune to magic. Quite the opposite, it flocks to magically dense areas like mosquitoes to water, it can fester and grow in places where magic has been cast/detonated. The Disease grows much faster in these areas that have magic around it, and can grow in completely urban/barren environments that has magic residue on it (but much slower than when it destroys living matter). The Disease also moves much faster inside magical areas, and cannot die in them.The greater the magic cast, the the more the Disease grows from it. Of course, conventional weaponry besides anything with radioactive effects has no impact.

The Disease is constantly dying. Anytime it is not killing, it is slowly reducing in size. The smaller it is, the slower it can move. In it's human-size form, it spread and fly around at roughly the speed of a peak human sprint. This speed increase exponentially from wind and increasing in size. If a person could avoid contact with The Disease, they would easily out-live it. If The Disease comes into contact with other poisonous or gaseous matter (that isn't multicellular itself or some transformation), it will neither grow or die within it, but it can move faster inside those areas.
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GANON1025
06/30/12 6:44:00 AM
#179:


The Disease can enter from any open wound/orifice, and can seep through fabric clothing. It attacks the spirit/magical/ethereal centers of a person and irrevocably corrodes and destroys it. Basically the more powerful a person, the more violent The Disease gets. Once any and all places of super powers are destroyed, it will move to destroy the central organs of a body. The Disease will keep the pain centers of the brain activated for as long as possible, to prolong the suffering of the living thing it hates so much. However, the less powerful a person is, the weaker the disease is inside of it. It will take much longer to kill a person/animal with no powers.

Intense radiation can eradicate The Disease, and is much slower in killing non-powered beings. In fact, The Disease could die inside of a non-powered being if there is no other living matter around before it can actually kill them.

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Wanglicious
06/30/12 6:46:00 AM
#180:


yeah i'm pretty sure that outside of powerscaling types (Disease That Hates, Antithesis) there isn't much else she's got in terms of competition. way out of everyone else's league.

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Pram_the_Oracle
06/30/12 6:57:00 AM
#181:


Ahh, the Disease. I can actually picture the restrained version screaming like a little girl as she flies away from the thing after realizing what it is.

Antithesis is 100% up to the voters' individual interpretation.

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KokoroAkechi
06/30/12 1:55:00 PM
#182:


Last day?
Will be updated further, but want to get this in.

Rangh the Fusionist

Rangh is a man who is physically in his early 30s, but has lived for much longer. His actual age is unknown, but it can be assumed he's at least 500,000 years old. Because of this it is generally assumed he can not die through natural means.

Powers/abilities
Transmit Consciousness
Rangh has the ability to spread his consciousness to other being. Here he can input his psyche into another being, as long as it has some sort of cognitive function. Note, he still maintains full control over his original body. While Rangh has all of his knowledge in his original body and the one he extended his consciousness to, he must actively send new information back to his original body. Note that while the "being" can know Rangh psyche has invaded theirs, they can't learn anything about him.

Transmission has 3 stages.
1. Observation - This is the first stage. It is the easiest for Rangh to maintain and therefore the hardest to resist or remove. When in this stage Rangh will learn everything the "being" knows about him/her/itself AND it's physical/magical makeup. This is not mind reading in the sense that he'll be able to read the beings movements ahead of time, but instead Rangh learns the beings powers, weaknesses, fears, strengths, personality, etc. It takes a minute for Rangh to learn all about the target, regardless of the amount of information it carries.

In order for him to transmit the information to his original body Rangh can do one of two things. The first is he can send an "information packet". It can be as little or as much as he wants it to be, but there is a slight downtime between when each packet can be sent. While the packet takes a fraction of a second to send, Rangh must drop his mental and magical defenses to receive the information.
The next way is by leaving the being and having it return to him. Doing it this way Rangh does not have to drop his defenses, but instead it will leave him immobile for a very small amount of time (less than 1/20th of a second).

2. Persuasion - The second stage can only take place after the Observation stage has ended (60 seconds). At this point Rangh will attempt to persuade the target to take actions that might be against his/her/its will. He can not get the target to do anything it can not physically do. The more extremely apart from the targets normal action the less likely the persuasion works. However, the persuasion is augmented in a way by the targets personality (if any). So he can cause severe doubt in an already paranoid individual, or cause rash decisions in someone who is over aggressive. The more times he attempts to persuade the harder it gets. So the first couple of times he'll be likely to succeed, but after 10 times or so, even if the action has no major effects it is likely that the target could expel the consciousness by force. Three failed persuasion attempts results in Rangh being forced to leave the being.

3. Control - The final stage is control. After he has successfully persuaded a target to the point where he/she/it has more or less lost control of its actions, he can take full control of the target. Once he has gained control the only way to remove him is to either destroy the target, the original body, or by employing a similar technique as Rangh does.

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KokoroAkechi
06/30/12 1:56:00 PM
#183:


Fusion
Probably Rangh's signature technique. He has the ability to fuse with any object he wishes. By fusion with something like a sword he can make his arms turn into sharp blades. If he fuses with a bird he gains the ability to fly. He can merge with magical creatures (like a fire demon) to gain its powers. He can only fuse with one object/being at a time. Something with cognitive function can not resist fusion at all. Fusion with a living being does not change his form, but instead transfers their abilities of the fused monster to himself by "joining" with it.

Summoning
Once Rangh has fully learned about an objects physicality/magical makeup (through observation or other means) he can instantly materialize an exact copy. The copy has the same powers as the original at half the power. Rangh can fuse with these summons. His summoning memorization resets each fight.

He also has 3 summons he can always use at will they are.
1. Elemental Sphere
2. Master swordsman
3. Generic anime style cat girl.

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Wanglicious
06/30/12 5:35:00 PM
#184:


to be exact, the end of tomorrow is the last day.
as in, 11:59 PM Pacific, Sunday June 1st. gives the most time i can think of because i know how procrastination is.

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Wanglicious
06/30/12 5:43:00 PM
#185:


actually i should probably flesh that out better. now with bold and clear terms:

New Characters are due tomorrow, July 1st, 11:59 PM Pacific.
if you have Older characters, people that you're working on, etc then you will have until June 8th, 11:59 PM Pacific to complete them. if they aren't complete, either they hopefully have enough to be 'close enough' and i'll do what i can, or they'll just be unable to be used. for most of you the former probably hits, but obviously you know the guys better than i do so i'd rather just get finalized versions however you want 'em to be.

Terrains will be locked down to just next and the revised characters, so also July 8th, 11:59 PM. that gives it the most time and makes sense as... if you revise a character and get to see the completed ones, you might be able to understand a field better that you have in mind to suit 'em.


so there, now said BOLDLY hope that clears any confusion.

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_Carlemagne_
06/30/12 6:44:00 PM
#186:


Rangh's 3 summons
1. Elemental Sphere
-A 1 foot diameter ball that can float through the air. It can move at 3x the speed of sound, but can only move within 10,000 feet of Rangh. It can fire out blasts from all types of elements. The strongest being roughly the the strength of an explosion that can destroy an average house. It can fire off them quickly and defend itself with elemental barriers. It is highly resistant to magic, but if a physical attack breaks through the barriers it is rather frail.

2. Barton The Master Swordsman
-A warrior around the same age as Rangh (in physical terms). He has honed his skills to be an exceptional swordsman. He has mastered the weapon form of all types of swords. He is weak magically, but his armor can deflect blows with the power of a small bomb. If multiple swordsman are summoned their defensive power is exponential.

3. Mysterious Cat Girl Nyah Nyah
-Random anime styled catgirl. She is extremely fast and flexible able to twist her body in seemingly impossible directions and make attacks (think of it if vlado become proficient with Ivy's Sword whip). She is an all offensive type and has no defenses to talk about other than her dodge skills.

Rangh Have up to 7 summons active at a time (he can summon multiples of the same one). A summon takes roughly 5 seconds to materialize. It can not be attacked or attacked before this.

Rangh can only fuse with one target at a time. If he chooses to break fusion the other object/being is simply "split apart" from him. This has no effects other then losing the powers of the fusion. Defusion takes roughly a second. Fusion takes place instantly. During defusion Rangh can not use any defensive skills during defusion (but his summons can cover for him)

Mastery of Mysterious Objects
Rangh can more or less "scan" items in the same way he does a cognitive being with his Observation skills. It takes him 30 seconds of scanning to get all the information on an item. During this time he must be constantly scanning (which means no attacking/defending). Again his summons can cover for him. Once he has scanned an object he can make an exact copy with the same powers at 25% of the strength. He can fuse with this object.

More on some of his powers
He can enter stage 1 transmission with as many targets as he wishes. But keep in mind that if he chooses to transmit information back to himself his magical defenses fall for a fraction of a second, and this stacks. He can only go to stage 2 and 3 (persuasion and domination) with one target at a time.

He can erect powerful magical barriers capable of deflecting medium sized bombs.
He can teleport

Will update again. Tell me if you need anything explained more

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06/30/12 6:46:00 PM
#187:


Wanglicious posted...
....wait.
that's a terrain?
uhhhhh.... first off i just wonder how you came up with a terrain so.... detailed. secondly i wonder why you'd want to detract from the fighters.

like, the fundamental problem terrains have is that they will determine many assets of a match and there's no actual answer to it because things HAVE to take place somewhere. 'neutral' generally favors straight shooters, so those who rely on stealth or tricks are removed. the focus though isn't the environment but the character for those instances; it's a question of "how well does character X function in this terrain?" this is different from places where the question becomes warped to "how well does character X work this terrain?"

the two are very similar questions and will have the same kinds of answers, but the focus is different. in the former you're focusing on the character's abilities within an area, so it's all about Character X. in the latter however, you're not asking much of the character anymore, you're asking about the location. Batman for example can function in a variety of places, you put him in a dark warehouse and the answer to "how well does he function there?" gets you answers about his gadgets to see in the dark, his training, agility, etc. "how well does he work it" gets you answers about the warehouse such as boxes, statues, etc. the more you throw in to the latter, the less the former will mean. using Batman again you can think of this as "what about a dark warehouse with an extremely powerful magnet overhead and on the floor?" how well does he function hasn't really changed, but how much he can work it suddenly has: if he powers on the magnets then he can de-arm the enemies and proceed to punch 'em in the face. but all of a sudden his talents matter less because batman isn't the only one who could do that. you can have worse guys do it (e.g., any of the Robins) too. while Batman doesn't need it, Robin might, but by adding in that element you allow both to get the same result.


the more stuff in a terrain you have "to work", the more it strips the characters. like, your swamp one with skeletons is interesting because it doesn't invade TOO much. it certainly affects the match (if there's a mage especially) but most characters would be a focus of each other and their abilities to cope with it. i don't think many of these guys would be screwed by a skeleton rush at least, but it depends on how it fits. world's core meanwhile runs into the issue where it's less about the characters facing each other but more about how they can manipulate each other into the terrain's spots. focus of the fight shifts from "Character A vs. Character B" and becomes "Character A's use of terrain vs. Character B's use of the terrain." but... blood that kills people, tears that heal people, banshees, other warriors and... i... what. the fight at that point might as well not even be about the fighters anymore, but the terrain itself. it sounds interesting for a final level in an RPG or something but for dueling purposes it sounds extremely counterintuitive.


(wiki is updated.)


I was just coming up with the most over the top thing possible. I'll create another, more fair terrain, then. Plus another character.

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Kenri
06/30/12 6:54:00 PM
#188:


Contributing some boring, basic terrains because I'm just a boring guy I guess:

The Sand Blasts

A flat plain stretching for miles in every direction. The ground here is hard as stone, baked by the sun and hardened over time. A thin layer of dust and sand lies on the ground, ready to be kicked up by any sudden movement or gust of wind. Every here and there is a crater, easily located by the blackened char marks around it. These craters are easy enough for a human-sized combatant to hop in or out of, and can be used for cover if you crouch. Seems like the two fighters weren't the first ones to have a battle here...


The Wilder Woods

A dense forest of lush greenery, though oddly devoid of any animals. The trees are packed close together, making the whole place a bit claustrophobic, and most of the trees' branches are strong enough to support a fighter's weight. Sun trickles in through holes in the canopy, enough to light up most of the place while still leaving plenty of shadows to hide in. The ground is uneven and teeming with roots, vines, and other life, so watch your step. And be careful: the woods are alive, and not in the way you might think. When you look away, they change, so don't expect to leave a hiding spot and then return to it later. Whether the woods are really shifting, or if it's just a trick of the mind, we don't know. But if the woods are alive, they have an agenda. If the fighters lose track of each other, they'll find themselves brought back together sooner than you might expect.


The Empty Fields

An idyllic field blanketed by short, soft grass. Here and there are a few gentle slopes, but most everywhere is flat enough ground to fight on without a problem. Large gray stones lie planted in the ground every few hundred feet, give or take -- they're large enough to be used as cover by human-sized fighters, if you're willing to crouch, at least. Aside from the rocks on the ground and the clouds in the sky, there's not much else here. But isn't that enough?


The World Arena

Once the site of a great tournament, now the site of a match of another. On the ground is a massive stone disc, a couple feet high and a couple hundred feet in diameter. Another fifty feet or so from the disc are the stands, where people used to sit to watch the tournament -- but there aren't any people here anymore. The disc itself is solid, but can be damaged by powerful fighters. The stands are less solid, only made to withstand rowdy crowds, so tread lightly. Fighters who leave the arena will find an empty desert for miles in every direction; guess it makes sense not to build a place like this near anything important...


The Broken Pieces

A bunch of blackish-blue, somewhat important looking stones floating in a void, as if it was the most natural thing in the world. The stones are perfectly flat on top but rough and uneven on the bottom, like tiny mountains, cut from the earth and flipped over. The stones are various sizes, with fighters starting on opposite ends of the biggest one, over a hundred feet long and a bit less wide. From there, athletic fighters, or ones who can fly, can move to the other islands, which float all around the larger one -- some floating above it, some below it, and some about level with it. The stones are tougher than stone has any right to be, but the strongest fighters can still smash 'em, if they want to. But no amount of force or weight will ever be able to force one of the islands up or down; they're stuck there, in the middle of nowhere.

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Wanglicious
06/30/12 7:06:00 PM
#189:


boring terrains are fine! boring means the focus is kept on the fighters at least.

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Wanglicious
07/01/12 12:19:00 PM
#190:


LAST DAY.
(for new characters.)

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Natwaf_akidna
07/01/12 6:10:00 PM
#191:


People are still making them?

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Wanglicious
07/01/12 6:11:00 PM
#192:


well they did yesterday!

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07/01/12 6:44:00 PM
#193:


Jane

Jane is the silver-haired heir to the Brilliant Sanity Style, the ultimate martial art. Although she has not yet mastered it, she is still one of the most skilled martial artists in the world, to the point where she has become easily superhuman. Even with just regular martial arts, not yet using the Brilliant Sanity Style, Jane has the following powers and abilities:
- Superhuman Strength - Jane can effortlessly punch through the hull of a modern battlecruiser (or could, if the armor wasn't longer than her arm - but then, she could still do it with a running kick for the momentum), and in times of stress, her strength can triple or quadruple
- Superhuman Speed - Jane can just barely break mach 1 while running all out - her control over her arms and legs while fighting requires slower speeds, but she still move an individual limb about seventy miles per hour to attack or defend. Jane's strength and speed combined also allow her to jump extremely far and extremely high, which she uses to match flying enemies.
- Superhuman Toughness - Jane's skin is essentially unpiercable, and while she still takes damage from the impacts, her maximum endurance is around the same as said modern battlecruiser - what it would take to destroy it in blunt damage, it would take to destroy Jane

Brilliant Sanity Style allows Jane many more abilities:
- Any finger that touches an enemy, even if it does no damage and barely graces his armor or skin, can be used to disorient the target to a point where he loses all understanding of where and who he is for several minutes, which tends to make him easy prey for Jane, or become blind and deaf and numb
- A solid strike can be used to rewrite an enemy's personality for several seconds - Jane can essentially turn him into a suicidal maniac who wants to stab himself to death, or allow Jane to kill him - though if he doesn't die within about five or six seconds, he goes back to normal
- Several solid strikes in a row can be used to do the same thing to his entire mind and memory, but for hours instead of seconds - he becomes anything Jane wants him to be, including someone with no interest in fighting or with no knowledge or understanding of how to fight
- If someone touches her mind (via mind manipulation magic, psychic abilities, etc), Jane can mentally counter him - this essentially counts as a finger touching him, but if he can still manipulate her despite not knowing who he is, she's manipulated
- Even if Jane misses her target, every miss means that he will also miss her with his next attack - which means that if she intentionally misses him (as long as the attack looks like it could have hit) several times in a row, his next several attacks will also miss.
- Jane can punch an enemy and remove his ability to speak any one language he currently understands permanently. She rarely uses this ability except against mages who need to be able to utter specific words. She does not have to know the name of the language to ban him from speaking it.

Brilliant Sanity Style also allows Jane to use one more ability. Normally, she freely relies on her more basic abilities (including the other Brilliant Sanity abilities), but if necessary, against an enemy she can't defeat normally, she can use the following:
- Form of Nothingness - Jane ceases to exist in the universe she exists in, but can still affect it - in essence, this means no one can perceive her (even if they can see invisible things) unless they can see what does not exist (and very few people can). She also gains even greater strength, speed, and endurance in this form, to a point where she can break mountains with a single punch. She also gains the ability to see the invisible and attack the intangible. She can only maintain this form for thirty seconds, however.

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Lich_Sandro
07/01/12 6:48:00 PM
#194:


What happened to Kaleidoscope Logic?

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07/01/12 6:49:00 PM
#195:


Lich_Sandro posted...
What happened to Kaleidoscope Logic?


I remembered that I stole the name from Exalted and decided to change it.

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Wanglicious
07/01/12 6:55:00 PM
#196:


editing in a few to add peeps in. however:
(think of it if vlado become proficient with Ivy's Sword whip).

i am going to assume this is Voldo because vlado being proficient with it is something that i cannot comprehend.
like i'm not sure what mental image i should have for that.


...and if i'm reading Jane right uhh.... if she touches you, you're screwed. if she misses, you'll miss. uh..... that... literally boils her matches down to just 'is she able to hit this person'...?

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XIII_rocks
07/01/12 6:59:00 PM
#197:


I am voting for hyperorb in all of the matches

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Anagram
07/01/12 7:01:00 PM
#198:


Wanglicious posted...
editing in a few to add peeps in. however:
(think of it if vlado become proficient with Ivy's Sword whip).

i am going to assume this is Voldo because vlado being proficient with it is something that i cannot comprehend.
like i'm not sure what mental image i should have for that.


...and if i'm reading Jane right uhh.... if she touches you, you're screwed. if she misses, you'll miss. uh..... that... literally boils her matches down to just 'is she able to hit this person'...?


A lot of matches are decided that way?

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Wanglicious
07/01/12 7:11:00 PM
#199:


they... really, really aren't. the closest you get is something like 'the ninja,' where he'll deliver a quick and fatal blow, but this... doesn't even have to be that. this is more like lancer and gae bolg in that if it hits, it's fatal. difference is it's always active and not something stated and that it's luck dependant to how fatal it is. thing is then you add in the whole missing clause and just.... why?

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Natwaf_akidna
07/01/12 7:12:00 PM
#200:


Even against freakin' Eveny?

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