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Mayonnaise's Escalator RP Registration

In a world where every individual is judged by their ability to contribute to society, a group of humans who are deemed worthless are taken away and transported to a flat land. This land is vast, and endless, but lacks any topography, natural resources, or any kind of structure that could offer meaning or purpose to their lives. Here, they are told that they can do anything they wish, but they must never leave the flat land or try to communicate with the outside world. With this one rule in place, these humans are left to their own devices, to create their society, and find their meaning and purpose in a land that offers nothing but freedom. But as time passes, the true nature of humanity is revealed, and the line between freedom and chaos becomes blurred.

Given a mysterious power called Macht, each person can either use it for their gain or use it to rebel against those who placed them there.
Link: The powers will be based on chance and there are rules based on it.
1. You can only have one Macht
2. Once you've chosen your Macht, it's the only ability you put in your sandbox
3. You must follow how the power exactly works.
4. Macht cannot be used to create stuff "into" people and only themselves, so no telefragging BS.
Here is the list:
AbilityDescriptionWeaknesses
Geometry MasteryEnhanced Accuracy with arrows and guns. Allows the user a 5km of sight.May or may not take a long time to calculate multiple incoming attacks and could overwhelm the user.
UFO GenerationCan create teleporting UFOs. Has a range of 1 km before the UFO returns to the user. Should the teleportation be ruined by exiting the range or by some unknown force, then the thing being teleported is put back at its original spot.The user has a limit of two. May give motion sickness if overused.
Water Ball ProjectionCan create Water Balls and manipulate their size. Has a range of 15 meters.The user cannot change the shape of the water balls. The water balls could be rendered ineffective under high temperatures.
Marshmallow GenerationCan create square-shaped marshmallows. Has a range of around 10 meters. The number of marshmallows made is indefinite but drains the stamina of the user in the process.The marshmallows are very soft and are weak against heat. May lead to death by over-exhaustion under prolonged usage.
Energy InfusionCan infuse energy into objects, increasing their attack power considerably. The range varies on the objects infused. Can only infuse energy into four objects, with it losing power the more objects the user infuses it, meaning that fusing 100% to one weapon would then halve that percentage if infused to a second weapon. The user has limited energy, meaning that the object infused would soon run out of energy should it reach a certain threshold. The user cannot infuse energy into themselves.
Smog GenerationCan release Poison Gas which can spread from a 5 - 15 meter radius.The gas can affect the user and may kill them. The wind can blow away the smog. Using a specific chemical compound can perhaps counter the gas.
Electrokinetic Creature CreationCreates a gemsbok made of electricity that the user can ride or control. The beast has a manifestation range of around 30 meters around the user. Has a limit of three and cannot control their size. The user cannot see through a gemsbok.
Health OptimizationCan analyze someone's biology and use it to treat wounds efficiently. Has no range as it isn't a power but more so a skill.This doesn't provide actual healing and only helps one mend their wounds.
Flammable BloodThe user's blood can produce heat which can burn at a temperature reaching 1,500 Celsius. This requires self-injury for the ability to activate and has a range of 7 meters.May die of blood loss if used for too long. The user is weak to cold temperatures.
Air Spike ProjectionCan solidify the air to form spikes. Has a range of 100 meters. They cannot control their shape but can increase their size depending on the air solidified. Should the user leave the 100-meter range, the spikes dissipate.Can cause asphyxiation if the user creates too many spikes around them. Scientifically, it's useless in a vacuum or when the user is underwater. The spikes will dissolve when under a different element, especially against fire.
Friction ReductionCan make anything the user touch lose friction, thus making it slippery (The user's body can also count as an act of "touch", which includes the feet, elbows, wrists, etc.).Requires maintained physical contact to make the object lose friction, around 2 seconds or so.
Thundercloud GenerationCan create a thundercloud with a varying range from 1km (minimum) to 12 km (maximum). They cannot change the shape of the thunder, but they can change the size depending on the amount of bioelectricity spent.Takes away the user's bioelectricity depending on the energy spent on the thundercloud. The stronger the thundercloud, the more bioelectricity is taken.
Corrupting PresenceCreates a 4-meter radius of intense aura, which corrupts the minds of those who are near them.Requires intent and focus, making even the slightest diversion render the aura less effective. Takes around 20 seconds to fully corrupt them.
InvisibilityThe user becomes invisible. Has no range given it's integrated into the user only.Has a time limit of 30 seconds
Shadow Worm ManipulationCan create worms that vary in size depending on the number of shadows present in the 40-meter manifesting radius around the user, with an effective range of 80 meters (which at this point, causes the shadow to dissipate should it go too far). At best, the biggest worms are over 25 meters tall and can be as small as 1cm. The worms aren't sentient and require the control of the user. They can only summon a limited amount of worms (5 for the largest ones, 10 for the medium ones, 20 for the small ones, and 100 for the very very small ones)Its strength depends on the room's light source. If exposed to light enough, they'll vanish.
Emotion TransferenceCan harbor negative emotions in a 200cm radius. This means that transferring anger would make the afflicted angry, and so forth. The user becomes emotionally numb the more emotion that they transfer. Can only transfer it to one person at a time.
Astral ProjectionThe user leaves their physical body and creates an ethereal body that projects their soul. During this time, they are intangible but can still interact with anyone. Though they could phase through walls, they are unable to phase through human bodies (meaning that attempts to crush one's organs is ineffective).Limited to an hour before returning to the user's body. Killing the user kills the projection.
Siren CallCan hypnotize the user by singing. Has a range of one mile. This requires the user to sing a song at any length.May cause the user's throat to be strained if used more than four times. Doesn't work on sounds louder than the user, and is ineffective against the deaf.
Limb ControlBy touching the body part, the user can control the opponent's body (Any part of the user's body would do so long as it's "touching" the target). Has a 3-meter range and leaving it cancels the effects.Can control only two limbs that they've touched.
Time LoopThe user loops time depending on the place they wish to loop, causing the place outside of it to be unaffected. During the time (inside), the entire place will loop 3 times. From the outside perspective, they will only experience the moment after the loop, meaning every action in the loop doesn't affect the present, only giving the user the knowledge needed to deal with their opponent. The user can also end the loop, should they be aware of it.Loops for around 3 times, with the user having a vague memory. Has a 30-minute cooldown if all three loops were used.
AP/Tier: 10-B normally, 9-C with Macht

SS/Durability: 10-B (These are actual humans, so it doesn't make sense for them to be as durable as a rock)

Lifting Strength: Average Human (It's a bunch of random dudes)

Speed: Peak Human, Subsonic attack speed with Macth

Stamina: Peak Human

Range: Depending on what power you get, you put the range of it here

Hax: I guess none, given these aren't people who have martial arts and just have One ability.

Intelligence: Up to Gifted

Place it here once approved

RP Thread
 
Last edited:
Uh, you're already involved 3 RPs, one of which you're running. Are you sure you want to make another one?
 
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Will there be any resistances? Because "boiling blood" as an example would kinda suck if you're passively killing yourself from burning yourself from the inside out. It'd be like if the Human Torch from F4 didn't have a resistance to heat (though his case is more drastic). I'd also try to better define the limitations within the explanation for powers. Two examples: Corruption and Air Spikes.

Writing how long it takes to corrupt someone on average

Is the range for the spikes only how far they can be shot? Or from how far they can be summoned/made?

That's all I gotta comment for now
 
Writing how long it takes to corrupt someone on average
It takes around 20 seconds
Is the range for the spikes only how far they can be shot? Or from how far they can be summoned/made?
It's how far they can be summoned
Will there be any resistances? Because "boiling blood" as an example would kinda suck if you're passively killing yourself from burning yourself from the inside out. It'd be like if the Human Torch from F4 didn't have a resistance to heat (though his case is more drastic).
Well, it doesn't really affect them given it's a biological thing. You could add it, but given it's obvious that they aren't affected by it, then prolly no
 
It takes around 20 seconds

It's how far they can be summoned

Well, it doesn't really affect them given it's a biological thing. You could add it, but given it's obvious that they aren't affected by it, then prolly no
I'd note the first two in the op. Does the air spikes only take oxygen from the user or from the oxygen around where they are summoned. The later would kinda mitigate its weakness since they could instead steal the oxygen around other people.

I think it would be noteworthy as a resistance since it shows they can pretty easily handle temperatures of 1500c which is pretty damn hot (Enough to kill a person in a few seconds hot).
 
I'd note the first two in the op. Does the air spikes only take oxygen from the user or from the oxygen around where they are summoned. The later would kinda mitigate its weakness since they could instead steal the oxygen around other people.
The air spikes don't "steal" oxygen, it only solidifies it. So dying of asphyxiation is still very possible.
I think it would be noteworthy as a resistance since it shows they can pretty easily handle temperatures of 1500c which is pretty damn hot (Enough to kill a person in a few seconds hot).
My thoughts are that the user is immune to them given it's (spoiler alert: a biological cell developed by, a certain someone), but when they're exposed to another ability that is fire, they can't resist that. But I guess you can, because it's reasonable.
 
The air spikes don't "steal" oxygen, it only solidifies it. So dying of asphyxiation is still very possible.

My thoughts are that the user is immune to them given it's (spoiler alert: a biological cell developed by, a certain someone), but when they're exposed to another ability that is fire, they can't resist that. But I guess you can, because it's reasonable.
Steal, Solidify, both create the same issue of asphyxiating someone. My question/concern was if it only solidified the oxygen around the user or the air around where it's summoned. If it's the later, the weakness can be somewhat avoided by spawning the air spikes around other people so it solidifies their air instead. Which would make it kinda op. Thus why I wanted clarification on that end.
 
Steal, Solidify, both create the same issue of asphyxiating someone. My question/concern was if it only solidified the oxygen around the user or the air around where it's summoned. If it's the later, the weakness can be somewhat avoided by spawning the air spikes around other people so it solidifies their air instead. Which would make it kinda op. Thus why I wanted clarification on that end.
Ohhhh, I get what you mean now.

Basically, when Character X spawns an air spike, the surrounding air is solidified. Now, if- let's say- they generate it near someone, the target in question would definitely be asphyxiated, but it's at the risk of the user being susceptible to it. Though, realistically, you could dodge the thing or move away to avoid getting suffocated (or just use an oxygen tank, since you can't spawn a spike inside it).
 
Ohhhh, I get what you mean now.

Basically, when Character X spawns an air spike, the surrounding air is solidified. Now, if- let's say- they generate it near someone, the target in question would definitely be asphyxiated, but it's at the risk of the user being susceptible to it. Though, realistically, you could dodge the thing or move away to avoid getting suffocated (or just use an oxygen tank, since you can't spawn a spike inside it).
K, I was wondering since if that's the case, it seems simple enough to avoid the weakness by spawning the spikes far away from themself whenever the user uses it. Also are the spikes invisible due to being made of air, vaguely transparent, or entirely visible.
 
K, I was wondering since if that's the case, it seems simple enough to avoid the weakness by spawning the spikes far away from themself whenever the user uses it.
scientifically, it's useless in a vacuum or when you're underwater. Also, you could try filling a room with a different element, making the spikes dissolve, especially when up against fire.
Also are the spikes invisible due to being made of air, vaguely transparent, or entirely visible.
it's vaguely transparent
 
That's all very important stuff in regards to how the ability functions. Up to you, but I'd personally edit all of that stuff in the op in the ability description/weakness section
 
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