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Powers and Stats

Tier: High 8-C | 10-B, High 8-C with Psychic Powers | High 8-C, higher with Swarm Attack | High 8-C, higher with Swarm Attack and Main Cannon | High 8-C | At least High 8-C, possibly 2-C | 2-C

Keys: Drone | Technocrat | Lesser Carrier | Greater Carrier | Praetorian | Doctor Donis Krieger | The Mother/Mazikeen

Name: The Machine | Doctor Donis Krieger, the Messenger of the Machine | Mazikeen

Origin: Anima: Beyond Fantasy

Gender: Genderless. Technocrats and Praetorians are generally male

Age: Variable. The Mothers are as old as the concept of civilization

Classification: Ancient machines and cyborgs

Powers and Abilities:

Reactive Evolution, Adaptation and Information Analysis (The hive mind of The Machine analyzes any danger it faces and makes adaptations based on it, altering their bodies to deal with the threat in question), Biological Manipulation, Possession and Technology Manipulation (The Larvae of The Machine modify their victim's body on the cellular level, altering them to become members of The Machine), Telepathy (All members of The Machine share a mental connection), Immortality (Type 1), Invulnerability (The Machine are "alien" to the Gnosis and thus immune to its powers, additionally, they ignore any special immunity based in Gnosis), Absorption (The Machine is capable of assimilating areas and altering them to its design, additionally they would eventually assimilate all of physical reality, making all of space part of the whole)

Superhuman Physical Characteristics, Self-Sustenance (All types), Vibration Manipulation (The blades on their legs vibrate at high speeds increasing their capacity to cut and allowing them to ignore armor to an extent), Regeneration (High-Mid, can regenerate as long as its control crystal is intact), Flight (Can fly utilizing its wings), Immunity to Sleep Manipulation (Incapable of being made unconscious), Poison (Incapable of being affected by natural poisons), Disease (Incapable of being affected by natural diseases), Empathic Manipulation, Fear Manipulation and Pain Manipulation (Incapable of feeling emotion or pain)

Self-Sustenance (All types), Reality Warping (Psychic matrices inherently allow the user to modify their surroundings through willpower alone), Physics Manipulation (Psychic matrices inherently allow the user to alter and modify the laws of physics), Matter Manipulation (Psychic matrices inherently allow the user to manipulate matter), Supernatural Willpower (Psychic matrices operate on the user's willpower, being able to alter their surroundings through sheer willpower alone), Non-Physical Interaction, Telekinesis (Can use their psychic abilities to move objects, create barriers and armor, set traps, fly, shatter targets from the inside and strike enemies with force), Clairvoyance (Can detect movement through their psychic abilities), Absorption (Can compress and absorb inorganic matter, storing it inside its body, this can also be used to strengthen its body against an attack by utilizing the stored matter), Power Nullification and Statistics Reduction (Using Vortex, some Technocrats can weaken the magic around them, causing spells to grow weaker or fail outright), Immunity to Sleep Manipulation (Incapable of being made unconscious), Poison (Incapable of being affected by natural poisons), Disease (Incapable of being affected by natural diseases), Empathic Manipulation, Fear Manipulation and Pain Manipulation (Incapable of feeling emotion or pain)

Superhuman Physical Characteristics, Self-Sustenance (All types), Large Size (Type 1), Reality Warping (Psychic matrices inherently allow the user to modify their surroundings through willpower alone), Physics Manipulation (Psychic matrices inherently allow the user to alter and modify the laws of physics), Matter Manipulation (Psychic matrices inherently allow the user to manipulate matter), Telepathy (Can communicate telepathically), Supernatural Willpower (Psychic matrices operate on the user's willpower, being able to alter their surroundings through sheer willpower alone), Possession (Can exchange bodies with a willing target through Psychic Connection), Power Modification (Can expand the range of its telepathic abilities with Area), Summoning (The body of a Lesser Carrier can contain up to 200 drones which it can release at will), Statistics Amplification (Amplifies the strength and capacity to utilize tactics of drones within its vicinity), Vibration Manipulation (Possesses blades identical to those of the drones which will automatically attack anyone that isn't recognized as a member of The Machine), Technology Manipulation (Can control drones, can command them to form a dense swarm that it can shape at will), Gravity Manipulation (Generates a field of weightlessness that allows it to float), Flight (Can fly utilizing its wings), Immunity to Sleep Manipulation (Incapable of being made unconscious), Poison (Incapable of being affected by natural poisons), Disease (Incapable of being affected by natural diseases), Empathic Manipulation, Fear Manipulation and Pain Manipulation (Incapable of feeling emotion or pain)

All of the Lesser Carrier's abilities in addition to: Large Size (Type 2), Electricity Manipulation (Possesses a cannon that can fire electrical discharges), Improved Summoning (The body of a Greater Carrier can contain up to 500 drones which it can release at will)

Superhuman Physical Characteristics, Self-Sustenance (All types), Reality Warping (Psychic matrices inherently allow the user to modify their surroundings through willpower alone), Physics Manipulation (Psychic matrices inherently allow the user to alter and modify the laws of physics), Matter Manipulation (Psychic matrices inherently allow the user to manipulate matter), Supernatural Willpower (Psychic matrices operate on the user's willpower, being able to alter their surroundings through sheer willpower alone), Non-Physical Interaction, Telekinesis (Can use their psychic abilities to move objects, create barriers and armor, set traps, fly, shatter targets from the inside and strike enemies with force), Statistics Amplification (Can increase their strength, speed and reactions), Resistance Negation, Durability Negation and Power Nullification (Praetorians ignore any special protections with their attacks, including resistances, armor and barriers), Information Analysis (The combat systems of the Praetorian analyze and determine the ideal means to fight an enemy), Power Nullification and Statistics Reduction (Using Vortex, all Praetorians can weaken the magic around them, causing spells to grow weaker or fail outright), Regeneration (High-Mid, can regenerate from its control crystal), Forcefield Creation (If exposed, the control crystal of a Praetorian automatically projects a shield around itself), Immunity to Sleep Manipulation (Incapable of being made unconscious), Poison (Incapable of being affected by natural poisons), Disease (Incapable of being affected by natural diseases)

All the abilities of a Praetorian to a far greater extent, Preparation, Portal Creation and Dimensional Travel (Capable of creating a portal to connect two worlds, allowing The Machine to enter other worlds), Resistance to Information Analysis (Mazikeen was unable to find the secondary personality when analyzing him)

Superhuman Physical Characteristics, Precognition (The Mother was capable of analyzing all possible actions it could take and following the path it deemed optimal), Clairvoyance (Detected the existence of the other Mothers), Creation (The Mothers create new larvae for The Machine), Mind Manipulation (The Mothers control the hive mind of The Machine, thereby controlling every member of it), Large Size (Type 2), Astral Projection (Can create spectral images to communicate), Reality Warping (Psychic matrices inherently allow the user to modify their surroundings through willpower alone), Physics Manipulation (Psychic matrices inherently allow the user to alter and modify the laws of physics), Matter Manipulation (Psychic matrices inherently allow the user to manipulate matter), Supernatural Willpower (Psychic matrices operate on the user's willpower, being able to alter their surroundings through sheer willpower alone), Non-Physical Interaction, likely far more

Any member of The Machine possessing Psychic Matrices should be able to access: Information Analysis (Can analyze the pasts of others with Human Erudition), Enhanced Senses (Can amplify or expand the range of their senses), Extrasensory Perception (Can sense psychic matrices, temperatures, feelings, minds, electromagnetism, magic and ki), Regeneration Negation (Up to Mid-Godly), Telepathy (Can communicate telepathically and read minds with the Telepathy discipline), Limited Time Travel (Can project their senses into the past to observe past events), Fire Manipulation (Can create and control fire with the Pyrokinesis discipline), Ice Manipulation (Can create and control ice with the Cryokinesis discipline), Electricity Manipulation (Can create and control electricity with the Energy and Electromagnetism disciplines), Light Manipulation (Can create and control light with the Light discipline), Magnetism Manipulation (Can create magnetic shields as well as control magnetism with the Electromagnetism discipline), Precognition (Can predict movements by reading brain signals), Gravity Manipulation (Can manipulate gravitational fields with the Electromagnetism discipline), Body Control (Can control their bodies to increase their regenerative capabilities), Biological Manipulation (Can control the bodies of others at a primary level to increase their capabilities), Possession (Can swap bodies with Psychic Connection), Body Puppetry (Can take control of others' movements by controlling their electrical signals), Energy Manipulation (Can create and manipulate energy with the Energy discipline), Heat Manipulation (Can manipulate temperatures with the Pyrokinesis, Cryokinesis and Causality disciplines), Weather Manipulation (Can manipulate weather with the Causality discipline), Psychometry (Can obtain information from the past with the Telemetry discipline), Transmutation (Can transform others into crystal with Crystallize), Absolute Zero (Can create areas of Absolute Zero with Absolute Zero and Everlasting Moment), Power Modification (Can modify their own abilities to improve their potency, as well as improve their range with Area, can modify the nature of energy with Modify Nature, can decrease and remove mental resistances, can make abilities innate, making their use constant with no maintenance), Power Nullification (Can nullify Psychic abilities with Destroy Matrices and nullify various types of energy with the Energy discipline), Sense Manipulation (Can create new senses as well as improve their existing ones, can project their senses across large distances and destroy senses), Life Manipulation (Can sacrifice their own vital energy to increase the strength of their Psychic Powers with Nova), Flight, Mind Manipulation (Can control minds, set mental restraints and destroy intelligence and minds), Empathic Manipulation (Can create, amplify or permanently destroy emotions with the Sentience discipline, can decrease or completely remove willpower, turning the victim into a blank slate), Fear Manipulation (Can create or amplify fear in others), Madness Manipulation (Type 2, Can drive people insane by amplifying their emotions as well as create madness with Create Emotions), Teleportation and BFR (Can teleport objects and living beings with the Teleportation discipline), Telekinesis (Can lift, push, restrain, throw and launch living beings and objects with the Psychokinesis discipline), Matter Manipulation (Can deconstruct and reconfigure matter at the atomic level), Statistics Amplification, Statistics Reduction, Power Bestowal (Can grant others various abilities), Clairvoyance (Aleph allows the user to observe the universe from every angle at once), Perception Manipulation (Can alter the perception of others, causing them to see things that aren't there or rendering them unable to see specific things), Memory Manipulation (Can erase, create and modify memories), Astral Projection (Can project their consciousness out of their body and survive outside of it even if the body is killed), Invisibility (While utilizing Astral Shape, the user cannot be seen by those without the ability to see Psychic Matrices), Intangibility (While utilizing Astral Shape, the user is intangible towards anything non-energy based), Forcefield Creation (Can create psychokinetic, energy, fire, ice, light and magnetic forcefields), Durability Negation (Consume burns the target from the inside, bypassing their durability, Shatter causes the target to burst into pieces from the inside), Causality Manipulation (Create Chaos and Create Order accelerate and slow causality respectively, can control Causality with Control Causality and force events of their design to occur), Law Manipulation (With Delete Law of Causality, they can remove the laws of Cause and Effect on themselves), Probability Manipulation (Can increase or decrease the odds of unusual events occurring with Create Chaos and Create Order), Chaos Manipulation

Absolute Zero, Absorption, Acid Manipulation, Age Manipulation, Attack Reflection, BFR, Biological Manipulation, Blood Manipulation, Body Control, Causality Manipulation, Chaos Manipulation, Clairvoyance, Soul Manipulation, Chi Manipulation, Corrosion Inducement, Corruption, Damage Boost, Damage Reduction, Damage Transferal, Darkness Manipulation, Death Manipulation, Deconstruction, Disease Manipulation, Dream Manipulation, Duplication, Durability Negation, Electricity Manipulation, Elemental Manipulation, Empathic Manipulation, Existence Erasure, Explosion Manipulation, Extrasensory Perception, Fate Manipulation, Fear Manipulation, Fire Manipulation, Forcefield Creation, Fusionism, Gravity Manipulation, Healing, Heat Manipulation, Ice Manipulation, Illusion Creation, Information Analysis, Law Manipulation, Life Manipulation, Light Manipulation, Magic, Matter Manipulation, Memory Manipulation, Mind Manipulation, Necromancy, Pain Manipulation, Paralysis Inducement, Perception Manipulation, Petrification, Poison Manipulation, Possession, Power Absorption, Power Modification, Power Nullification, Precognition, Pressure Points, Psychometry, Purification, Reactive Evolution, Reality Warping, Resistance Negation, Sealing, Sense Manipulation, Size Manipulation, Sleep Manipulation, Social Influencing, Sound Manipulation, Spatial Manipulation, Probability Manipulation, Statistics Reduction, Status Effect Inducement, Subjective Reality, Telekinesis, Telepathy, Time Manipulation, Transmutation, Vector Manipulation, Void Manipulation (Can resist those effects through the Resistances Stats), Unconventional Resistance to Soul Manipulation and Conceptual Manipulation (Type 1) (The soul in Anima: Beyond Fantasy is the same thing as the concept, and vice-versa. One would need to affect both to affect a soul)

Attack Potency: Large Building level (Capable of posing a threat to people that can fight against Carriers and thus should not be far weaker than them) | Human level, Large Building level with Psychic Powers (Superior to Drones, should be superior to an Ice Maiden) | Large Building level (Should be superior to an Ice Maiden), higher with Swarm Attack | Large Building level (Superior to Lesser Carriers), higher with Swarm Attack and Main Cannon | Large Building level (Praetorians and superior to Carriers and Technocrats), Large Building level with Psychic Powers (The Psychic abilities of a Praetorian are superior to those of Technocrats) | At least Large Building level, possibly Low Multiverse level (Far superior to even the strongest Praetorians, known as "The Messenger of The Machine", potentially making him comparable to other Messengers, stated to be the greatest weapon of The Machine aside from the Mothers themselves) | Low Multiverse level (Far stronger than the Great Beasts Scylla and Charybdis. The Machine is considered the 3rd mayor threat of Gaia, and the 1st earthly one)

Speed: Peak Human, Below Average Human on the ground | Human Level with at least Transonic reactions (Comparable to the Ice Maidens) | Athletic Human flight speed with Transonic attack speed (Faster than minor supernatural beings), higher using the swarm | Athletic Human flight speed with at least Transonic attack speed | Superhuman flight speed with at least Supersonic likely far higher reflexes, higher Reaction Speed with Increase Reactions | At least Superhuman flight speed with likely Massively Hypersonic+ reflexes (Should be faster than the Arias Vayu), higher Reaction Speed with Increase Reactions | Unknown

Lifting Strength: Above Average Human | Peak Human, higher with Telekinesis | Class 25 | Class 50 | Class 5, higher by increasing its Strength and Telekinesis | At least Class 5, higher by increasing its Strength and Telekinesis | Unknown

Striking Strength: Large Building level | Human level | Large Building level | Large Building level | Large Building level | At least Large Building level, possibly Low Multiverse level | Unknown

Durability: Large Building level | Human level, Large Building level with Psychic Powers | Large Building level | Large Building level | Large Building level, Large Building level with Psychic Powers | At least Large Building level, possibly Low Multiverse level | At least Low Multiverse level, likely far higher (Nothing that has ever been attempted has been able to damage The Mothers in any way, including attacks of divine magnitude)

Stamina: Limitless

Range: Standard Melee Range | Standard Melee Range, 20 meters with Vortex, Varies from Several Meters to Universal with Psychic Abilities | Tens of Meters with blades, Kilometers with telepathy | Tens of Meters with blades, 3 Kilometers with telepathy 1 kilometer with the Main Cannon | Extended Melee Range, Tens of Meters with Vortex, Varies from Several Meters to Universal with Psychic Abilities | Extended Melee Range, Tens of Meters with Vortex, Varies from Several Meters to Universal with Psychic Abilities, Low Multiversal with prep | Varies from Several Meters to Universal with Psychic Abilities

Standard Equipment:

  • Main Cannon (Only Greater Carriers): Although the Carrier is not designed for direct combat, while the Drones fight, a Greater Carrier is able to attack at long range by channeling the full power of its generator through its Main Cannon (which is located between its front limbs). This weapon allows it to shoot huge electrical discharges up to one mile away that burst in a 30 foot radius. The Carrier takes five turns to focus the necessary energy for each shot, but there is no limit to the number of shots that it can fire.
  • Living Weapon: The body of a Praetorian is a true living weapon, since one of its limbs is equipped with blades and other offensive systems that make it an implacable adversary. All of them are also imbued with the same power source as the Mothers they protect, so they are able to damage virtually anything with little difficulty. They lower their opponent’s AT by 5, can damage energy, and ignore any kind of special protection. The Praetorian can use such weapons in close combat in combination with its Psychic Powers (for example, along with Shatter or Ballistics). In addition, its combat system is adapted to determine the ideal means to fight its enemies at any given moment, so each turn, before determining Initiative, it may choose one of the following special qualities:
    • Chained Blades: The Praetorian can make a second attack at –20 Attack Ability.
    • Prehensile Tail: The Praetorian can perform a Trapping maneuver without any penalty for doing so that counts as having Strength 12. This attack causes only half damage.
    • Cutthroat: For the purposes of this attack, all of the opponent’s body is considered a vulnerable point.
    • Expandable Blade: Resolve this attack against everyone who is within 15 feet of the Praetorian.
    • Thousand Cuts: The Praetorian gets a bonus of +40 to Initiative.

Intelligence: Supergenius (Capable of calculating every possible outcome for an action they take in advance, causing an entire war and steering it to its design while adapting and learning about everything utilized in it. Additionally, The Machine would eventually assimilate all of physical reality to correct what they have deemed an error in the design of existence, absorbing all of space into the whole)

Weaknesses: All of The Machine's creations are vulnerable to magic and are incapable of adapting to counteract it. The Drones and Praetorians possesses a core that, if destroyed, kills them instantly. Despite being assimilated, the other mind of Krieger is against the Machine's plans and tends to secretly sabotage them. Additionally, if there is no Mother, Technocrat or Carrier controlling the movements of the hive the individuals lose all their adaptive powers; this does not affect the Praetorians as they have a minor level of "freedom" and can operate independently of the Mother. Implanting Larvae properly requires a complex surgical procedure and is not combat applicable as a result

Notable Attacks/Techniques:

  • General: One of the most terrifying capabilities of the Machine is its ability to adapt to any kind of attack or damage in a very short time. The hive mind analyzes any kind of danger to its components and quickly responds by changing their bodies and patterns of action. Thus, it is prepared to defeat any type of threat that it may face. These rules apply to all components of the Machine, from Drones to Praetorians. However, they only apply across the Machine as a whole if there is at least one Mother coordinating the components’ actions. Otherwise, they only apply to the components controlled by the same supervisor. For example, all the Drones that depend on one Technocrat might enjoy certain bonuses, while other members of the Machine, unrelated to them, would not receive any of the same advantages.
    • Combat Adjustment: The Machine can adapt to an individual’s combat tactics after fighting him for a long period of time. Thus, if someone fights for more than three consecutive turns against components of the Machine, the components receive +10 to any combat roll against that opponent starting at the beginning of the fourth turn. This bonus increases gradually with time, up to +20 if the fighting lasts more than 10 turns and up to +30 if it continues for more than a minute. This bonus ends once the combat is over.
    • Physical Invulnerability: When members of the Machine take ongoing damage from a particular class of weapon, they modify their bodies to become resistant to those attacks. When three or more Machine components have been destroyed by a particular class of weapon, after a minute the other components reduce the Base Damage of any attack from that class of weapon by 10 points. This benefit increases gradually depending on how many components have been destroyed by such weapons. If more than 10 have been destroyed, the damage is reduced by 20 points, and if more than 25 have been destroyed, the damage is reduced by 30 points. When a hundred or more have been destroyed, the reduction reaches –40. Multiple classes of weapons can be protected against at once. For unknown reasons, something in the nature of the Machine prevents this ability from working against magical attacks, so damage from spells is not reduced. This benefit ends once a combat is over.
  • Technocrat:
    • Absorption: A Technocrat has the capacity to absorb all kinds of inorganic material inside its body, storing it as if it were a container with nearly unlimited capacity. Using its psychic abilities to compress matter within itself, it can store up to 20 to 30 times its own body mass in volume without altering its own weight. Subsequently, it may eject any stored matter as it wishes to obtain ammunition for Ballistics, strengthen parts of its body against certain types of attacks, and the like. Therefore, a Technocrat usually possesses the appropriate ammunition for its attacks (from spikes to explosives) and may increase its armor by 2 points against one chosen attack type.
    • Cohesion: When a Technocrat dies, its body is unable to withstand the pressure of all the objects held inside and explodes, releasing a shower of metal shards that hits everyone nearby. In the beginning of the turn following its death, the body of a Technocrat launches an attack with a Final Attack of Absurd (180) within a radius of 60 feet. Naturally, this only occurs if the body still has lots of objects inside itself.
    • Vortex: This ability is very rare in Technocrats, as less than 5% of them possess it (it only develops in those using the bodies of individuals who possessed the Gift). Vortex makes the fibers of magic weaken around the Technocrat, so any spell that is cast or enters a radius of 60 feet around the creature is automatically reduced by 10 Zeon points. If this decreases the Zeonic value of the spell to below its base, the magic cannot manifest and the spell simply dissipates. Unlike with Nemesis abilities or effects of cancellation, if the focus of the spell stops being inside the vortex of magic, the spell does not regain its original value; it has really lost that much Zeon. A particular spell can never lose more than 10 Zeon to the Vortex ability (even if the spell enters and leaves the radius multiple times or if it is in range of the Vortex ability of two Technocrats).
  • Carriers:
    • Nexus of Control: The Carrier maintains a mental link with all the Drones around it in a two mile radius, influencing their behavior and increasing their combat capabilities remarkably. While they are within a Carrier’s control area, Drones get a +20 to their Attack and Defense Abilities and are able to perform complex tactical maneuvers.
  • Praetorians:
    • Vortex: Just like a select few Technocrats, all Praetorians have the ability to alter the fibers of magic about themselves. Any spell that is cast or enters a radius of 150 feet around the creature is automatically reduced by 10 Zeon points. If this decreases the Zeonic value of the spell below its base, the magic cannot manifest and the spell simply dissipates. Unlike Nemesis abilities or spells of cancellation, if the focus of the spell stops being inside the vortex of magic, the spell does not regain its original value; it has really lost that much Zeon. A particular spell can never lose more than 10 Zeon to the Vortex ability (even if the spell enters and leaves the radius multiple times or if it is in range of the Vortex ability of a Technocrat or another Praetorian).

Notable Matchups

Notable Victories:

Notable Losses:

Inconclusive Matches:

Discussions

Discussion threads involving The Machine
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