[color=fff200]This is the character in question. Alright everyone be constructive in your critiques, offer solutions and options. [/color] [quote]Gender: Female Age: 19 Race: Human Appearance: Stands at 5ft 3in (160cm) with emerald green eyes and black hair as long as she is. Her attire is a long ornate robe with detachable sleeves. The skirt area has a split frontal area that reveals her legs. She's wearing pants underneath. Personality: Taciturn, strategical and calm. Meruin is slow to act immediately, as she begins a fight by gathering information first and foremost, while constantly thinking of plans on the way. Even in a crisis she keeps her cool. However, this same calm demeanor makes her especially affected when she does become surprised. Catching her off guard is difficulty, but when she is, she momentarily blanks out. Abilities: A whole host magical spells, barriers, potions and items, however most of her abilities take time to set up. She makes up for her lack of physical strength by keeping the enemy at bay with magic. Spells [-] Three-Pronged Barrier - A barrier that extends up in a three meter radius around her. Every meter radius, the effects of the barrier change. The first meter blocks all physical objects used against her up until a certain point, The second barrier stops five qualified supernatural attacks against her (the attack must be able to destroy a car in one hit, or have equivalent effects to be qualified as 'an attack' - thus, weaker attacks can slip under this barrier) The third barrier instantly teleports an attacker outside the barriers range with a maximum limit of two times. Can be cast instantly when ready, however cannot be used in succession. Seven Point Barrier - an improved version of the Three-Pronged Barrier with a total distance of seven meters. Takes some time to set up (a total of 14 posts IC) Barrier effects: 1st - Binds all physical objects that come in range of it. 2nd - Absorbs information on whatever managed to break through the first. 3rd - Provides an elemental counter (if available) for whatever broke through the first. 4th - Absorbs information on what broke through the 3rd barrier. 5th - Double layered barrier that is configured to repel physical and magical attacks. Strength is based from the 4th barriers data. 6th - A triggered barrier. Once a person steps inside its range, it creates a massive explosion of ice that damages and freezes anything within a 3 meter range. 7th - Protects Meruin from the sixth barriers explosion OR from any other explosion, should the sixth not activate. Magic Bullet - a simple magic bullet that is very versatile in it's use. Can be fired from anywhere within 1 meter of Meruin, with varying effective range. It can be cast instantly for normal usage, but it's different versions take time to use. Can be delayed and stored for later use. Bullet Types: Normal Magic bullet - Normal magic bullet. Packs as much punch as a 9mm handgun. Insant cast. Effective range of 20 meters. Elemental Magic bullet - a magic bullet that is infused with an element. Takes 1 post IC tp prepare a 3 bullets. Produces the same base kinetic force as a normal Magic Bullet, however the mass, effect and velocity of the bullet changes depending on the element. Effective range varies, with a base range of 20 meters. Puncture bullet - A bullet specifically designed to puncture barriers and shields, both magical and not. Takes 1 post IC to prepare 4 bullets. Effective range of 30 meters. Sealing bullet - seals away an object or person. Said object is sealed in a pocket dimension for until Meruin releases it. Once released, the object reappears where it was last sealed, in the state from before it was sealed. Takes 2 posts to prepare 1 bullet. Cannot seal living things. Effective range of 20 meters. Temporal bullet - sends an object (people included) or collective mass back in time. It's effects can be delayed. Each bullet contains exactly -3 seconds. It's effects can be stacked. Takes 2 posts IC to ready three bullets. Effective range of 50 meters. Magic Missile - A large clump of magic. Not as versatile as a Magic Bullet, but certainly more powerful. Types of Magic Missiles: Normal Magic Missile - Possess the power of two anti-tank missiles. Takes 2 IC posts to produce 1. Effective range of 100 meters. Cluster Missile - Equipment: A ring that can remove a 'concept' from herself. Once used, it takes time before it can be used again. A potion that gives her temporary clairvoyance. Lasts for 6 posts IC. Bio: Came from a family of normal people, however she was disgusted by their lack of ambition in their life. One day, she happened upon a woman, Reina Wisdom, who would become her master in the magical arts. Some time passed and she has since created a reputation of her own as a talented young mage.[/quote] [color=fff79a]My observations. First and foremost you have an incredible amount of defenses with no obvious weakness. The barriers are innovative but make you almost untouchable. Almost. Granted it would require a cleaver fighter to get to you, but it is possible. Teleportation of another character is cheesy, but not really a game breaker as it can be adverse to your character in the long run. I would rewrite the barriers to not be absolutes. Nothing in text combat is absolute. You wrote them having absolute effects, especially the 7-prong barrier. You magic bullet while limited gives you the ability to damage nearly anyone you face. Not necessarily a bad thing with the inherent weakness built into it. But couple it with your barrier and there are few characters that can touch you. The temporal bullet falls into the god mod category, but I am not as stringent as others may be. The magic missiles are useful for AOE and terraforming the battle field, because as fast as it flies, I doubt anyone is going to stand there and let it hit them. But you never know, the kinetic energy could be used by someone in a manner that could result in it coming back to bite you in the ass. Overall I think with a few tweaks you will be a character that isn’t overpowered and fits nicely in the powered category. Remember if you can’t be hit, if you don’t have a weakness, although a 14 post cast time can be considered a weakness, if there isn’t a chance to defeat you. . . well no one will play. I like the concept. I like the ideas. Even with a few fixes you will still be a tough fight. [/color]