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You are summoned to an alternate Earth as a Warlord, one of many contestants in a game of death and world conquest. Among the Warlords, the circumstances leading to your participation are known to you alone. Somehow, each of you knows one thing, however: your objective is to conquer the world.
Each Warlord is capable of powerful magic, as well as claiming areas as Territory for themselves, within which they can set up rules that all residents are supernaturally compelled to follow. Only fellow Warlords are immune to this coercion. Warlords are capable of traveling anywhere inside their territory in an instant, and should they be killed, they will be able to safely respawn inside their own territory after some time (50 posts), as long as they have some territory remaining. (Players can voluntarily initiate a self-respawn at any time.)
A Warlord's starting country is automatically added to their territory, acting as that player's home base. Territory is further claimed by placing Signifiers or Markers in four corners representing the territory you wish to claim (usually in the North, East, South, and West ends of a country). These markers are placed by a Warlord physically touching the location in question. The most recent player to place all of their signifiers will be the one to claim that territory. Territory is neutral (belonging to no one) if no claimant has all four of their markers placed around it.
In addition to territory, Warlords have access to powerful magic of an element of their choosing. Magic grants abilities as shown in the table below, and can be further amplified using Charges. Warlords start with their magic at level 4. Magic at the corresponding level allows you (the player) to create abilities at will that fit the corresponding description. There's no limit to the number of useable abilities.
Warlords gain Charge points equal to 1 + every country they own as territory. Charges can be used to amplify the magic level of abilities. Spent Charges are fully recovered at the start of every 3rd page. Here is a more detailed explanation of how charges work.
On top of all of this, you will be granted the abilities of two existing characters (with a vs battles wiki profile). Whether this represents the Warlord's inherent abilities, a boon granted by the whims of this game's cruel masters, or something else entirely is up to you. Regeneration from characters is capped at Low-Mid.
Regardless of character picks, Warlords are High 8-C and Supersonic, though these stats can be amplified by Magic and other abilities. There's no limit to one's potential of personal growth. However, at the start of battle, the weaker Warlord will grow in strength so that their base power will be comparable to the base of the stronger opponent. (Meaning in battles between Warlords, only newly used boosts or amps can create a huge difference in stats).
Character Template:
Name: (Character's name, titles, and/or aliases)
Appearance: (Give a brief description and/or use an image for your character's appearance.)
Signifier: (Give a brief description and/or use an image for the marker used to claim territory.)
Starting Country: (The country where the character begins their reign as a Warlord.)
Magic: (Choose a category or element for your magic. Can be pretty much anything.)
Characters: (List your chosen characters here. Their abilities should not surpass magic level 4.)
Each Warlord is capable of powerful magic, as well as claiming areas as Territory for themselves, within which they can set up rules that all residents are supernaturally compelled to follow. Only fellow Warlords are immune to this coercion. Warlords are capable of traveling anywhere inside their territory in an instant, and should they be killed, they will be able to safely respawn inside their own territory after some time (50 posts), as long as they have some territory remaining. (Players can voluntarily initiate a self-respawn at any time.)
A Warlord's starting country is automatically added to their territory, acting as that player's home base. Territory is further claimed by placing Signifiers or Markers in four corners representing the territory you wish to claim (usually in the North, East, South, and West ends of a country). These markers are placed by a Warlord physically touching the location in question. The most recent player to place all of their signifiers will be the one to claim that territory. Territory is neutral (belonging to no one) if no claimant has all four of their markers placed around it.
In addition to territory, Warlords have access to powerful magic of an element of their choosing. Magic grants abilities as shown in the table below, and can be further amplified using Charges. Warlords start with their magic at level 4. Magic at the corresponding level allows you (the player) to create abilities at will that fit the corresponding description. There's no limit to the number of useable abilities.
Warlords gain Charge points equal to 1 + every country they own as territory. Charges can be used to amplify the magic level of abilities. Spent Charges are fully recovered at the start of every 3rd page. Here is a more detailed explanation of how charges work.
On top of all of this, you will be granted the abilities of two existing characters (with a vs battles wiki profile). Whether this represents the Warlord's inherent abilities, a boon granted by the whims of this game's cruel masters, or something else entirely is up to you. Regeneration from characters is capped at Low-Mid.
Regardless of character picks, Warlords are High 8-C and Supersonic, though these stats can be amplified by Magic and other abilities. There's no limit to one's potential of personal growth. However, at the start of battle, the weaker Warlord will grow in strength so that their base power will be comparable to the base of the stronger opponent. (Meaning in battles between Warlords, only newly used boosts or amps can create a huge difference in stats).
Magic Level | Capabilities (Note: As a general rule, abilities that otherwise fit the description of one level might be ranked a level or so higher if they can be easily used indiscriminately on a large scale. Conversely, if they can only be used to a very limited extent such as under precise conditions, on a specific target(s), or having an excessive wind-up or cooldown period, they could be ranked a level lower.) | Equivalent Hax level (Maximum, it may fall under a lower Hax level and still fit the descriptions here.) | Number of Charges required for use. (The cost of perpetual abilities is automatically consumed at the start of each page, effectively reducing your maximum charges per page.) | Examples (Note: Real-world examples are relative to a normal human. Other examples disregard the potency of specific abilities to the extent they will always work, for the sake of the example.) | |
1 | Basic usage of the ability. Can harm others with it if used offensively, but would have a difficult time killing anyone of a comparable strength through this ability alone. Defensively, provides only marginal protection or buffs. Essentially these abilities on their own can't be relied on to win a fight and should be used in tandem with other skills to be effective. | Haxless | None | A lighter, oven mitts, an umbrella, a flashlight, a cellphone, a fire extinguisher, road spikes, a pitfall trap, a lasso | |
2 | Ability can be useful on its own in battle and can definitely kill with enough time and effort, though the user would have to go well out of their way to do so or otherwise get very lucky if using this ability alone. Can be relied on when used defensively to block/avoid hits or provide useful buffs or other positive benefits such as healing. Likewise, minor debuffs and status ailments are also possible. | Low | None | A taser, an improvised weapon or shield, airsoft and paintball guns, a whip, a flashbang grenade, Cruciatus Curse, Remote Punch | |
3 | Ability can be relied on as one's main form of attack and can kill opponents of similar strength with medium effort. As such, it can provide more useful buffs, debuffs, and status effects and generally be a huge pain for the opposition to deal with; often gives a decent strategic advantage that shouldn't be ignored. | Low | None | A flamethrower, a sword or spear, a simple car, a bulletproof vest, Caduceus Staff, Full Counter, Wither Effect | |
4 | Ability is a huge asset in general and can easily be the deciding factor in battle if a counter for it is not found. Will almost always cause massive damage in very few hits, potentially even certain death under the right conditions. Defensively can make the user nigh untouchable without a proper way of dealing with it specifically. May otherwise make them extremely resistant to a specific element, damage type, etc. Can induce game-changing status conditions. While powerful, the ability should have some major downside or weakness, or otherwise, be easily avoidable. | Mid | None | Most firearms/handheld explosives and their respective armors. Love Commandment, Purple Haze, Special Beam Cannon | |
5 | Ability is almost guaranteed to produce a certain win condition should it land; abilities of this level are finally worthy of being called one's trump card. May singlehandedly protect the user from several forms of attack to a limited extent or a few of them almost completely. Can grant debilitating and decisive status conditions that would need to be dealt with by the opponent to have anything but the smallest hope of winning. Still, there should always be some way for others to avoid or get around this ability, however slim. | Mid | 1 | Castles, siege weaponry, rocket launchers, Domain Expansion, Zabaniya: Delusional Heartbeat, The Ruler | |
6 | Ability is a certain win in most circumstances if not explicitly countered or avoided. Can and likely will instantly kill or induce some other decisive victory condition. May make the user virtually immortal if used defensively, or provide extreme resistance to several different abilities. While still avoidable, doing so is almost impossible under equal conditions or without a direct counter. | High | 3 | Armored tank/attack helicopter (or other such vehicles), Mystic Eyes of Death Perception, God Hand | |
7 | Ability is essentially a certain win that is virtually impossible to avoid outside of niche circumstances or technicalities, such as being an invalid target or out of range. Should almost always result in an easy victory when used and not outright countered. Defensive use may make the user practically invulnerable to a wide variety of abilities. Should still have some exploitable if minor weakness or similar limitation, though this would not inhibit its usefulness in any significant way. | High | 6 | Large scale non-nuclear explosives, carpet bombings, nerve gas and biological warfare, Gae Bolg, Dynakinesis, Megidoladyne | |
8 | Ability is not only a guaranteed win but outright overkill in most circumstances. Should be able to instantly deal with several opponents of the same level with minimal effort or danger to oneself in the absence of a direct counter. Such abilities could make the user practically untouchable, whether they're innately defensive or not. If any weaknesses exist, they're massively outweighed by the ability's other advantages. | Very High (Gesture/Action based) | 10 | Nukes and similar weapons of mass destruction. Deathsongs, Chaos Meister, Accelerator | |
9 | Ability is singlehandedly a surefire win if not actively dealt with by opposition. Generally impossible to avoid and must be otherwise countered, or better yet prevented. May be borderline passive and/or retroactive. Defensively, the ability may completely negate damage, negative effects, or other such tactical setbacks. Usually has few if any inherent weaknesses, but none that hinder its practicality beyond the user's innate competence. | Very High (Thought based) |
15 | Dichroic Mirror, All Fiction, Authority of Vainglory, The World (Anima) | |
10 | As above, but no longer relies on the user's competence. Produces instant win conditions for the user with no effort whatsoever. Resistance is the only counter to an ability of this level. | Godly |
21 | The Almighty, Instant Death, Gold Experience Requiem |
Character Template:
Name: (Character's name, titles, and/or aliases)
Appearance: (Give a brief description and/or use an image for your character's appearance.)
Signifier: (Give a brief description and/or use an image for the marker used to claim territory.)
Starting Country: (The country where the character begins their reign as a Warlord.)
Magic: (Choose a category or element for your magic. Can be pretty much anything.)
Characters: (List your chosen characters here. Their abilities should not surpass magic level 4.)
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