Avatar of Skallagrim
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  • Old Guild Username: Skallagrim
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    1. Skallagrim 12 yrs ago
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Rilla, bud I want to make sure I understand your move. I kick at you, you jump back and out of the way the same direction the kick is going, land and run in towards me? I want to make sure that is exactly what you are doing and offer you the opportunity to change your action.
Why are you rewriting them?
This is the character in question. Alright everyone be constructive in your critiques, offer solutions and options.

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.


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.
What character do you need to be evaluated?
I call BS. Don't let Rilla fool you he is a good fighter.
I don't understand. There are no perfect match ups. Someone will do something you cannot. If your strength is the gun fighting abilities then that is what you do. Use your strength, minimize his strength. Use your range and mobility to your advantage. Allison is a good character, can she win? That depends on you, your ability to understand what is going on, and how to tilt the field in your favor.

Your character also knows Akido, if you really know the art as well, then you can use your knowledge to employ moves that would work to help keep him off you. If not then you just have to wing it and make the moves flow logically.

On the whole, evaluating the characters I think you actually have the advantage over Murphy/Pallas.

The closest fight that I have been engaged in, on this site that was a near prefect match up has been Fury and General Freedom.
A perverse smile flickered a moment. The impact was powerful, punishing and Jake knew the measure of his opponent. Tre’Yan was tough, tougher than most, but that glancing punch told Jake all he needed to know.

Move and counter; follow-up and punishment. The fight game was a decidedly macabre dance. As Tre’Yan stepped back, switching stances, Jake struck again. Sliding his left foot forward, he hunched his shoulders a tad. The right foot was in motion, moving towards the 12 position, Jake was coming still. However instead of planting the foot continued in a side-swing action, the shin headed for the lead thigh of Tre’Yan.

It was an MMA move, a switch kick towards an opponent’s thigh. It was a punishing blow. It was designed to sap the strength of the person hit. Take away your opponents legs and you take away their ability to generate power. Take away their power and you win.

If the blow hit it, it might weaken Tre’Yan. It might cause him to rethink his choice to engage in this fight. Of course it might just make him mad. Either way it would be painful since Jake’s shins were hardened after years of Muay Thai training. The point of impact would be just above and inside of the knee on the lead leg of Tre’Yan.

The advantage of legs was an obvious one, they provided greater striking range. Jake being taller by three inches would use any advantage he could garner. He had seen film on Tre’Yan. His fists were devastating in-close. But he was not adept at kicks or sweeps. Was it dirty? Perhaps the true boxing fans might think so, but this was a mixed bout, kicks and sweeps were allowed.
Rilla never changed his boxing stance, hence although he was striking as an orthodox boxer he was still in his stated southpaw stance. Rilla is not a boxer, it takes a simple foot shuffle and body shift to change stances. Reading and comprehending your opponent is always the key to understanding the fight you are in.

He does change stances to a peek-a-boo, after I hit him, which has it's merits and weaknesses. He is going to try to keep me at range with the stance (it is what it does, defense with punishing counters).
Whew. Ok. Well since Rilla is not a real-life boxer it is easy to make mistakes. A southpaw or left-hand dominate boxing stance is where the right hand and right foot are lead. The jabs come from the right hand. Rilla stated he was in a southpaw stance.

Different from his normal fights, he immediately adopted an outfighter stance. His left hand extended outward and his right up towards his face, the crowd realized the man was adopting the southpaw style. T'Mass was naturally a right handed boxer, which led to a two piece right-right combo to finish off his opponents. He stepped his left foot out, and dashed towards his opponent, though his movement was cut short.

The sounds of two left handed shots connecting resounded in the stadium! Both men started with jabs. Tre'Yan gazed at his opponent, and nodded. While the jab was an opening gambit, it had some heat behind it and could have very well broken a lesser fighter's hand.

Jake moved to his own right, prompting T'Mass to move to his own. Almost immediately, he sent out a flashing two piece left hand only combo. With his second, he let his lead foot, the left slide forward just a half inch, giving him that much more reach. He didn't expect either to land, but hopefully the power behind each would be enough to knock Jake off balance. Should that succeed, his right foot would slide to accommodate his left, as T'Mass was aiming to get in position to utilize his right hand.


The stance Rilla takes is a normal, orthodox boxing stance. But based on Rilla’s stated stance, southpaw, he could not reasonably jab with his left hand. This is not a knock on Rilla, I have known him a long time and I respect him as a fighter. But when it comes to using realism, in this case boxing stances, without proper knowledge you simply write incorrectly. If I were an elite jackass I could have quickly ended the fight based on what Rilla wrote with little or no chance for him to defend himself.

With the tournament coming up I want everyone entering to be at their best. Something as simple as Rilla’s stance mistake could cost you a match.

Skall
LOL Okay, I have had years of fighting and in fact have had several boxing matches, learning the sweet science helped me when applying strikes from other martial styles of combat.
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